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https://github.com/photonstorm/phaser
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Phaser 2.2.2 Release files.
This commit is contained in:
parent
1b34216f6e
commit
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15 changed files with 2669 additions and 1226 deletions
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@ -13643,10 +13643,22 @@ Phaser.Physics.P2 = function (game, config) {
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*/
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this.game = game;
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if (typeof config === 'undefined' || !config.hasOwnProperty('gravity') || !config.hasOwnProperty('broadphase'))
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if (typeof config === 'undefined')
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{
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config = { gravity: [0, 0], broadphase: new p2.SAPBroadphase() };
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}
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else
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{
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if (!config.hasOwnProperty('gravity'))
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{
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config.gravity = [0, 0];
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}
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if (!config.hasOwnProperty('broadphase'))
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{
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config.broadphase = new p2.SAPBroadphase();
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}
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}
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/**
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* @property {object} config - The p2 World configuration object.
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@ -13974,18 +13986,18 @@ Phaser.Physics.P2.prototype = {
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*/
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postBroadphaseHandler: function (event) {
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var i = event.pairs.length;
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if (this.postBroadphaseCallback && i > 0)
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if (!this.postBroadphaseCallback || event.pairs.length === 0)
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{
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while (i -= 2)
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return;
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}
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for (var i = event.pairs.length - 2; i >= 0; i -= 2)
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{
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if (event.pairs[i].parent && event.pairs[i+1].parent && !this.postBroadphaseCallback.call(this.callbackContext, event.pairs[i].parent, event.pairs[i+1].parent))
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{
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event.pairs.splice(i, 2);
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}
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}
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}
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},
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build/custom/p2.min.js
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-ninja-physics.min.js
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build/custom/phaser-ninja-physics.min.js
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build/custom/phaser-no-libs.min.js
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build/custom/phaser-no-physics.min.js
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build/custom/phaser-no-physics.min.js
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@ -47,7 +47,7 @@ PIXI.CANVAS_RENDERER = 1;
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PIXI.VERSION = "v2.2.0";
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/**
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* Various blend modes supported by pixi.
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* Various blend modes supported by pixi. IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
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* @property {Object} blendModes
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* @property {Number} blendModes.NORMAL
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* @property {Number} blendModes.ADD
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@ -251,7 +251,21 @@ PIXI.Polygon = function(points)
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}
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this.closed = true;
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/**
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* An array of the points of this polygon
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* @property points
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* @type Array(Point)|Array(Number)
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*
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*/
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this.points = points;
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/**
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* The type of the object, should be one of the Graphics type consts, PIXI.Graphics.POLY in this case
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* @property type
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* @type Number
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* @default 0
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*/
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};
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/**
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@ -609,6 +623,13 @@ PIXI.Rectangle = function(x, y, width, height)
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* @default 0
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*/
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this.height = height || 0;
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/**
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* The type of the object, should be one of the Graphics type consts, PIXI.Graphics.RECT in this case
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* @property type
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* @type Number
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* @default 0
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*/
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};
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/**
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@ -666,7 +687,7 @@ PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
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* @param y {Number} The Y coordinate of the upper-left corner of the rounded rectangle
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* @param width {Number} The overall width of this rounded rectangle
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* @param height {Number} The overall height of this rounded rectangle
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* @param radius {Number} The overall radius of this corners of this rounded rectangle
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* @param radius {Number} Controls the radius of the rounded corners
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*/
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PIXI.RoundedRectangle = function(x, y, width, height, radius)
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{
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@ -704,6 +725,13 @@ PIXI.RoundedRectangle = function(x, y, width, height, radius)
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* @default 20
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*/
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this.radius = radius || 20;
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/**
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* The type of the object, should be one of the Graphics type consts, PIXI.Graphics.RRECT in this case
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* @property type
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* @type Number
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* @default 0
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*/
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};
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/**
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@ -2938,6 +2966,10 @@ PIXI.Text.prototype.updateText = function()
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if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
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// used for debugging..
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//this.context.fillStyle ="#FF0000"
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//this.context.fillRect(0, 0, this.canvas.width,this.canvas.height);
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this.context.font = this.style.font;
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this.context.strokeStyle = this.style.stroke;
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this.context.lineWidth = this.style.strokeThickness;
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@ -3166,6 +3198,8 @@ PIXI.Text.prototype.determineFontProperties = function(fontStyle)
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}
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properties.descent = i - baseline;
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//TODO might need a tweak. kind of a temp fix!
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properties.descent += 6;
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properties.fontSize = properties.ascent + properties.descent;
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PIXI.Text.fontPropertiesCache[fontStyle] = properties;
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@ -3818,9 +3852,18 @@ PIXI.getNextPowerOfTwo = function(number)
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return result;
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}
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};
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/**
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* checks if the given width and height make a power of two texture
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* @method isPowerOfTwo
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* @param width {Number}
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* @param height {Number}
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* @return {Boolean}
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*/
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PIXI.isPowerOfTwo = function(width, height)
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{
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return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
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};
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/**
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@ -5092,13 +5135,14 @@ PIXI.PrimitiveShader = function(gl)
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'uniform float alpha;',
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'uniform float flipY;',
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'uniform vec3 tint;',
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'varying vec4 vColor;',
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'void main(void) {',
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' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
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' v -= offsetVector.xyx;',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
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' vColor = aColor * vec4(tint * alpha, alpha);',
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'}'
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];
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@ -5124,6 +5168,7 @@ PIXI.PrimitiveShader.prototype.init = function()
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.tintColor = gl.getUniformLocation(program, 'tint');
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this.flipY = gl.getUniformLocation(program, 'flipY');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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@ -5213,13 +5258,13 @@ PIXI.ComplexPrimitiveShader = function(gl)
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'uniform vec3 tint;',
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'uniform float alpha;',
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'uniform vec3 color;',
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'uniform float flipY;',
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'varying vec4 vColor;',
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'void main(void) {',
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' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);',
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' v -= offsetVector.xyx;',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
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' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
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' vColor = vec4(color * alpha * tint, alpha);',//" * vec4(tint * alpha, alpha);',
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'}'
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];
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@ -5246,6 +5291,7 @@ PIXI.ComplexPrimitiveShader.prototype.init = function()
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.tintColor = gl.getUniformLocation(program, 'tint');
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this.color = gl.getUniformLocation(program, 'color');
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this.flipY = gl.getUniformLocation(program, 'flipY');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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@ -5336,6 +5382,8 @@ PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projectio
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shader = renderSession.shaderManager.primitiveShader;
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gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
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gl.uniform1f(shader.flipY, 1);
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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@ -5624,6 +5672,8 @@ PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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var triangles = PIXI.PolyK.Triangulate(recPoints);
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//
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var i = 0;
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for (i = 0; i < triangles.length; i+=3)
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{
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@ -5634,6 +5684,7 @@ PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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indices.push(triangles[i+2] + vecPos);
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}
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for (i = 0; i < recPoints.length; i++)
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{
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verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
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@ -6523,6 +6574,9 @@ PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, proje
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// reset the render session data..
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this.renderSession.drawCount = 0;
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// make sure to flip the Y if using a render texture..
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this.renderSession.flipY = buffer ? -1 : 1;
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// set the default projection
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this.renderSession.projection = projection;
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@ -6991,6 +7045,8 @@ PIXI.WebGLStencilManager.prototype.bindGraphics = function(graphics, webGLData,
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renderSession.shaderManager.setShader( shader );
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gl.uniform1f(shader.flipY, renderSession.flipY);
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gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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@ -7018,6 +7074,7 @@ PIXI.WebGLStencilManager.prototype.bindGraphics = function(graphics, webGLData,
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gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
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gl.uniform1f(shader.flipY, renderSession.flipY);
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gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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@ -8159,7 +8216,7 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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if(!sprite.texture._uvs)return;
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}
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var uvs, verticies = this.vertices, width, height, w0, w1, h0, h1, index;
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var uvs, vertices = this.vertices, width, height, w0, w1, h0, h1, index;
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uvs = sprite.texture._uvs;
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@ -8189,89 +8246,89 @@ PIXI.WebGLFastSpriteBatch.prototype.renderSprite = function(sprite)
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index = this.currentBatchSize * 4 * this.vertSize;
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// xy
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verticies[index++] = w1;
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verticies[index++] = h1;
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vertices[index++] = w1;
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vertices[index++] = h1;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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vertices[index++] = sprite.position.x;
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vertices[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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vertices[index++] = sprite.scale.x;
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vertices[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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vertices[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x0;
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verticies[index++] = uvs.y1;
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vertices[index++] = uvs.x0;
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vertices[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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vertices[index++] = sprite.alpha;
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// xy
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verticies[index++] = w0;
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verticies[index++] = h1;
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vertices[index++] = w0;
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vertices[index++] = h1;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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vertices[index++] = sprite.position.x;
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vertices[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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vertices[index++] = sprite.scale.x;
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vertices[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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vertices[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x1;
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verticies[index++] = uvs.y1;
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vertices[index++] = uvs.x1;
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vertices[index++] = uvs.y1;
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// color
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verticies[index++] = sprite.alpha;
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vertices[index++] = sprite.alpha;
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// xy
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verticies[index++] = w0;
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verticies[index++] = h0;
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vertices[index++] = w0;
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vertices[index++] = h0;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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vertices[index++] = sprite.position.x;
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vertices[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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vertices[index++] = sprite.scale.x;
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vertices[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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vertices[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x2;
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verticies[index++] = uvs.y2;
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vertices[index++] = uvs.x2;
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vertices[index++] = uvs.y2;
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// color
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verticies[index++] = sprite.alpha;
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vertices[index++] = sprite.alpha;
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// xy
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verticies[index++] = w1;
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verticies[index++] = h0;
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vertices[index++] = w1;
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vertices[index++] = h0;
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verticies[index++] = sprite.position.x;
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verticies[index++] = sprite.position.y;
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vertices[index++] = sprite.position.x;
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vertices[index++] = sprite.position.y;
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//scale
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verticies[index++] = sprite.scale.x;
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verticies[index++] = sprite.scale.y;
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vertices[index++] = sprite.scale.x;
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vertices[index++] = sprite.scale.y;
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//rotation
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verticies[index++] = sprite.rotation;
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vertices[index++] = sprite.rotation;
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// uv
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verticies[index++] = uvs.x3;
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verticies[index++] = uvs.y3;
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vertices[index++] = uvs.x3;
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vertices[index++] = uvs.y3;
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// color
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verticies[index++] = sprite.alpha;
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vertices[index++] = sprite.alpha;
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// increment the batchs
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this.currentBatchSize++;
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@ -10871,10 +10928,8 @@ PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
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if (this.tilingTexture && this.tilingTexture.needsUpdate)
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{
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//TODO - tweaking
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PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
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renderSession.renderer.updateTexture(this.tilingTexture.baseTexture);
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this.tilingTexture.needsUpdate = false;
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// this.tilingTexture._uvs = null;
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}
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}
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else
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