mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
commit
35eca0694f
9 changed files with 8 additions and 12 deletions
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@ -40,12 +40,12 @@ var Mesh = new Class({
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throw new Error('Phaser: Vertex count must match UV count');
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}
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if (colors.length > 0 && colors.length < (vertices.length / 2)|0)
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if (colors.length > 0 && colors.length < ((vertices.length / 2)|0))
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{
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throw new Error('Phaser: Color count must match Vertex count');
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}
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if (alphas.length > 0 && alphas.length < (vertices.length / 2)|0)
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if (alphas.length > 0 && alphas.length < ((vertices.length / 2)|0))
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{
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throw new Error('Phaser: Alpha count must match Vertex count');
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}
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@ -51,6 +51,7 @@ HTMLFile.prototype.onProcess = function (callback)
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data.push('</svg>');
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var svg = [ data.join('\n') ];
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var _this = this;
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try
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{
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@ -69,8 +70,6 @@ HTMLFile.prototype.onProcess = function (callback)
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this.data.crossOrigin = this.crossOrigin;
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var _this = this;
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this.data.onload = function ()
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{
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URL.revokeObjectURL(_this.data.src);
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@ -31,6 +31,7 @@ SVGFile.prototype.onProcess = function (callback)
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this.state = CONST.FILE_PROCESSING;
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var svg = [ this.xhrLoader.responseText ];
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var _this = this;
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try
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{
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@ -49,7 +50,6 @@ SVGFile.prototype.onProcess = function (callback)
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this.data.crossOrigin = this.crossOrigin;
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var _this = this;
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var retry = false;
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this.data.onload = function ()
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@ -234,7 +234,7 @@ RandomDataGenerator.prototype = {
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var a = '';
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var b = '';
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for (b = a = ''; a++ < 36; b +=~a % 5 | a * 3&4 ? (a^15 ? 8^this.frac() * (a^20 ? 16 : 4) : 4).toString(16) : '-')
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for (b = a = ''; a++ < 36; b +=~a % 5 | a*3 & 4 ? (a^15 ? 8 ^ this.frac()*(a^20 ? 16 : 4) : 4).toString(16) : '-')
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{
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}
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@ -167,7 +167,6 @@ EffectRenderer.prototype = {
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renderEffect: function (gameObject, camera, texture, textureWidth, textureHeight)
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{
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var tempMatrix = this.tempMatrix;
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var alpha = 16777216;
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var vertexDataBuffer = this.vertexDataBuffer;
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var vertexBufferObjectF32 = vertexDataBuffer.floatView;
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var vertexBufferObjectU32 = vertexDataBuffer.uintView;
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@ -435,7 +435,6 @@ SpriteBatch.prototype = {
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addSpriteTexture: function (gameObject, camera, texture, textureWidth, textureHeight)
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{
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var tempMatrix = this.tempMatrix;
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var alpha = 16777216;
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var vertexDataBuffer = this.vertexDataBuffer;
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var vertexBufferObjectF32 = vertexDataBuffer.floatView;
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var vertexBufferObjectU32 = vertexDataBuffer.uintView;
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@ -528,7 +527,6 @@ SpriteBatch.prototype = {
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{
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var tempMatrix = this.tempMatrix;
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var frame = gameObject.frame;
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var alpha = 16777216;
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var forceFlipY = (frame.texture.source[frame.sourceIndex].glTexture.isRenderTexture ? true : false);
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var flipX = gameObject.flipX;
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var flipY = gameObject.flipY ^ forceFlipY;
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@ -1,4 +1,4 @@
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var RotateMatrix = require('./RotateMatrix)';
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var RotateMatrix = require('./RotateMatrix');
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var Rotate180 = function (matrix)
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{
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@ -1,4 +1,4 @@
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var RotateMatrix = require('./RotateMatrix)';
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var RotateMatrix = require('./RotateMatrix');
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var RotateLeft = function (matrix)
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{
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@ -1,4 +1,4 @@
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var RotateMatrix = require('./RotateMatrix)';
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var RotateMatrix = require('./RotateMatrix');
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var RotateRight = function (matrix)
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{
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