mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 09:48:18 +00:00
Lots of small jsdoc fixes and DocGen updates.
This commit is contained in:
parent
d70406588c
commit
35d29170d0
17 changed files with 86 additions and 60 deletions
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@ -40,23 +40,30 @@
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$gen = new PhaserDocGen();
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$gen->start();
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$sprite = $gen->get('Phaser.Sprite');
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// $gen->extend();
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echo $sprite;
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// $sprite = $gen->get('Phaser.Sprite');
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// echo $sprite;
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// $gen->extend('Phaser.Sprite');
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// echo $sprite;
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$gen->extend('Phaser.Sprite');
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echo $sprite;
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// foreach ($gen->classes as $key => $processor)
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// {
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// echo $key . " = " . $processor . "\n";
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foreach ($gen->classes as $key => $processor)
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{
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echo $key . " = " . $processor . "\n";
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// echo $processor . "\n";
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// echo $key . "\n";
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// }
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}
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// print_r($gen->classes);
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echo "\n";
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echo " - EXTENDING ... \n";
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echo "\n";
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$gen->extend();
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foreach ($gen->classes as $key => $processor)
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{
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echo $key . " = " . $processor . "\n";
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}
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?>
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</pre>
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@ -3,7 +3,7 @@
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{
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private $src;
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private $ignore = array('.', '..');
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private $fileIgnore = array('p2.js');
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private $fileIgnore = array('Intro.js', 'Outro.js', 'Pixi.js', 'Spine.js', 'p2.js');
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public $log;
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public $files;
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@ -38,9 +38,11 @@
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// This will go through each class and add in inherited properties, etc
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foreach ($this->classes as $key => $processor)
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{
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$processor->extend();
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if ($processor !== 'corrupted')
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{
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// echo "Extended $key\n";
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$processor->extend();
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}
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}
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}
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@ -96,16 +98,26 @@
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// $classKey = substr($value, 0, -3);
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// $classKey = str_replace(DIRECTORY_SEPARATOR, ".", $index);
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$result[$classKey] = $index;
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// echo "Class key: $classKey \n";
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$this->classes[$classKey] = $tempProcessor;
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}
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else
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{
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$this->classes[$index] = 'corrupted';
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// echo "CORRUPTED \n";
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}
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// Dump to log
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// echo $index . "\n";
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}
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else
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{
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// echo "Ignored: $value \n";
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}
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}
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else
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{
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// echo "NOT A JS FILE\n";
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}
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}
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}
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@ -95,6 +95,9 @@
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for ($i = 0; $i < $this->total(); $i++)
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{
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if ($this->blocks[$i]->isClass)
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{
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// Some files like PIXI.Graphics have multiple class blocks within them
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if ($this->class === null)
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{
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$tempClass = new ClassDesc($this, $this->blocks[$i]);
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$this->class = $tempClass;
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@ -104,6 +107,7 @@
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$this->corrupted = true;
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}
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}
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}
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else if ($this->blocks[$i]->isConst)
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{
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$tempConst = new Constant($this, $this->blocks[$i]);
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@ -271,10 +275,17 @@
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{
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$extends = $proc->class->extends;
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$proc = $this->docgen->get($extends);
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// echo "\n\nextend found: " . $proc->getName() . "\n";
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if ($proc !== null)
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{
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// echo "\n\nextend found: " . $proc->getName() . "\n";
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$this->merge($proc);
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}
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else
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{
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// echo "\n\n --------> fatal extend: " . $extends . "\n";
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}
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}
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while ($proc->class->extendsFrom());
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$this->sortArrays();
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@ -389,7 +400,7 @@
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}
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else
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{
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return "Class: " . $this->class->name . ", Methods: " . count($this->methods['public']) . ", Properties: " . count($this->properties['public']) . "\n";
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return "Class: " . $this->class->name . ", Methods: " . count($this->methods['public']) . ", Properties: " . count($this->properties['public']);
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}
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}
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@ -8,6 +8,7 @@
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*
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* @class Phaser.AnimationParser
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* @static
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*/
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Phaser.AnimationParser = {
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@ -9,6 +9,7 @@
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* Groups can be nested within other Groups and have their own local transforms.
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*
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* @class Phaser.Group
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* @extends PIXI.DisplayObjectContainer
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If `undefined` it will use game.world. If null it won't be added to anything.
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@ -11,7 +11,6 @@
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* @class Phaser.State
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* @constructor
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*/
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Phaser.State = function () {
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/**
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@ -7,17 +7,17 @@
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/**
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* A Rope is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
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* Please note that Ropes, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
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* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
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*
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* @class Phaser.Rope
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* @constructor
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* @extends Pixi.Rope
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* @extends PIXI.Rope
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the Rope at.
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* @param {number} y - The y coordinate (in world space) to position the Rope at.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @param {Array} points - An array of {Phaser.Point}.
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* Example usage: https://github.com/codevinsky/phaser-rope-demo/blob/master/dist/demo.js
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*/
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Phaser.Rope = function (game, x, y, key, frame, points) {
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@ -10,7 +10,7 @@
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*
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* @class Phaser.TileSprite
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* @constructor
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* @extends Pixi.TilingSprite
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* @extends PIXI.TilingSprite
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
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* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
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@ -803,12 +803,7 @@ Phaser.Input.prototype = {
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if (displayObject.hitArea && displayObject.hitArea.contains)
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{
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if (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y))
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{
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return true;
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}
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return false;
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return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));
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}
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else if (displayObject instanceof Phaser.TileSprite)
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{
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* @extends Strip
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* @param {Texture} texture - The texture to use on the rope.
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* @param {Array} points - An array of {PIXI.Point}.
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*
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*/
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PIXI.Rope = function(texture, points)
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{
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this.refresh();
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};
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// constructor
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PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
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PIXI.Rope.prototype.constructor = PIXI.Rope;
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PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
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};
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/*
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* Sets the texture that the Rope will use
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*
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@ -15,7 +15,7 @@
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* You will need to generate a sprite sheet to accompany the spine data
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* When loaded this class will dispatch a "loaded" event
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*
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* @class Spine
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* @class SpineLoader
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* @uses EventTarget
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* @constructor
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* @param url {String} The url of the JSON file
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@ -529,21 +529,13 @@ PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
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* @param width {Number} The width of the rectangle
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* @param height {Number} The height of the rectangle
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* @param radius {Number} Radius of the rectangle corners
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*//*
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*/
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PIXI.Graphics.prototype.drawRoundedRect = function( x, y, width, height, radius )
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{
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if (!this.currentPath.points.length) this.graphicsData.pop();
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// this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha,
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/// fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling,
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// points:[x, y, width, height, radius], shape:new PIXI.Rectangle(x,y, width, height), type:PIXI.Graphics.RREC};
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this.graphicsData.push(this.currentPath);
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this.dirty = true;
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this.drawShape({ points:[x, y, width, height, radius], type:PIXI.Graphics.RREC });
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return this;
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};
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*/
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/**
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* Draws a circle.
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@ -4,9 +4,10 @@
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/**
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* A set of functions used by the canvas renderer to draw the primitive graphics data
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* A set of functions used by the canvas renderer to draw the primitive graphics data.
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*
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* @class CanvasGraphics
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* @static
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*/
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PIXI.CanvasGraphics = function()
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{
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/*
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* Renders a PIXI.Graphics object to a canvas.
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*
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* @static
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* @method renderGraphics
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* @static
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* @param graphics {Graphics} the actual graphics object to render
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* @param context {CanvasRenderingContext2D} the 2d drawing method of the canvas
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*/
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context.stroke();
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}
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}
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/*
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else if (data.type === PIXI.Graphics.RREC)
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{
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var rx = points[0];
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var ry = points[1];
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var width = points[2];
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var height = points[3];
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var radius = points[4];
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var pts = shape.points;
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var rx = pts[0];
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var ry = pts[1];
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var width = pts[2];
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var height = pts[3];
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var radius = pts[4];
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var maxRadius = Math.min(width, height) / 2 | 0;
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radius = radius > maxRadius ? maxRadius : radius;
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context.stroke();
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}
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}
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*/
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}
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};
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/**
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* Creates a Canvas element of the given size.
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*
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* @method CanvasBuffer
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* @class CanvasBuffer
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* @constructor
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* @param width {Number} the width for the newly created canvas
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* @param height {Number} the height for the newly created canvas
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*/
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*/
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/**
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* A set of functions used to handle masking
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* A set of functions used to handle masking.
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*
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* @class CanvasMaskManager
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* @constructor
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*/
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PIXI.CanvasMaskManager = function()
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{
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};
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PIXI.CanvasMaskManager.prototype.constructor = PIXI.CanvasMaskManager;
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/**
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* This method adds it to the current stack of masks.
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*
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@ -309,7 +309,7 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
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*/
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PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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{
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var points = graphicsData.points;
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var points = graphicsData.shape.points;
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var x = points[0];
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var y = points[1];
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var width = points[2];
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/**
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* @method initDefaultShaders
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* @static
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* @private
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*/
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PIXI.initDefaultShaders = function()
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/**
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* @method CompileVertexShader
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* @static
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* @param gl {WebGLContext} the current WebGL drawing context
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* @param shaderSrc {Array}
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* @return {Any}
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/**
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* @method CompileFragmentShader
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* @static
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* @param gl {WebGLContext} the current WebGL drawing context
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* @param shaderSrc {Array}
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* @return {Any}
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/**
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* @method _CompileShader
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* @static
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* @private
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* @param gl {WebGLContext} the current WebGL drawing context
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* @param shaderSrc {Array}
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@ -58,6 +62,7 @@ PIXI._CompileShader = function(gl, shaderSrc, shaderType)
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/**
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* @method compileProgram
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* @static
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* @param gl {WebGLContext} the current WebGL drawing context
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* @param vertexSrc {Array}
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* @param fragmentSrc {Array}
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