This commit is contained in:
Felipe Alfonso 2016-11-29 21:19:28 -03:00
commit 8d01f78a66
430 changed files with 7592 additions and 2362 deletions

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@ -1,9 +1,10 @@
# Change Log
## Version 2.7.1
## Version 2.7.1 - 28th November 2016
### Updates
* Added a third optional parameter to PIXI.BaseTexture allowing textures to be scaled according to devicePixelRatio (thanks @cloakedninjas)
* TypeScript definitions fixes and updates (thanks @Aleksey-Danchin)
### Bug Fixes

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@ -314,10 +314,11 @@ If you code with [TypeScript](http://www.typescriptlang.org/) there are comprehe
![Change Log](http://phaser.io/images/github/div-change-log.png "Change Log")
<a name="change-log"></a>
## Version 2.7.1
## Version 2.7.1 - 28th November 2016
### Updates
* Added a third optional parameter to PIXI.BaseTexture allowing textures to be scaled according to devicePixelRatio (thanks @cloakedninjas)
* TypeScript definitions fixes and updates (thanks @Aleksey-Danchin)
### Bug Fixes

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:35
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:22
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -6900,8 +6900,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -6909,7 +6910,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -7125,9 +7126,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -7139,7 +7141,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**
@ -7502,7 +7506,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -28888,7 +28892,7 @@ Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
*
* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
@ -29012,7 +29016,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#update
* @protected
*/
@ -29035,7 +29039,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -29072,7 +29076,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -29135,7 +29139,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
@ -29151,7 +29155,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration.
@ -29171,7 +29175,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justDown
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
@ -29193,7 +29198,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justUp
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
@ -29213,7 +29219,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @name Phaser.Key#enabled
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
@ -35225,7 +35231,7 @@ Phaser.BitmapData = function (game, key, width, height, skipPool) {
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
@ -37547,6 +37553,635 @@ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scale
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
/* jshint ignore:start */
/*
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* @class EarCut
*/
Phaser.EarCut = {};
Phaser.EarCut.Triangulate = function (data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode) return triangles;
var minX, minY, maxX, maxY, x, y, size;
if (hasHoles) outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY);
}
Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
return triangles;
};
// create a circular doubly linked list from polygon points in the specified winding order
Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last;
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
}
return last;
};
// eliminate colinear or duplicate points
Phaser.EarCut.filterPoints = function (start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) {
Phaser.EarCut.removeNode(p);
p = end = p.prev;
if (p === p.next) return null;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
};
// main ear slicing loop which triangulates a polygon (given as a linked list)
Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && size) Phaser.EarCut.indexCurve(ear, minX, minY, size);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
Phaser.EarCut.removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim);
Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
}
break;
}
}
};
// check whether a polygon node forms a valid ear with adjacent nodes
Phaser.EarCut.isEar = function (ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
};
Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size),
maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while (p && p.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
return true;
};
// go through all polygon nodes and cure small local self-intersections
Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
Phaser.EarCut.removeNode(p);
Phaser.EarCut.removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
};
// try splitting polygon into two and triangulate them independently
Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = Phaser.EarCut.splitPolygon(a, b);
// filter colinear points around the cuts
a = Phaser.EarCut.filterPoints(a, a.next);
c = Phaser.EarCut.filterPoints(c, c.next);
// run earcut on each half
Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
};
// link every hole into the outer loop, producing a single-ring polygon without holes
Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = Phaser.EarCut.linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(Phaser.EarCut.getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
Phaser.EarCut.eliminateHole(queue[i], outerNode);
outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next);
}
return outerNode;
};
Phaser.EarCut.compareX = function (a, b) {
return a.x - b.x;
};
// find a bridge between vertices that connects hole with an outer ring and and link it
Phaser.EarCut.eliminateHole = function (hole, outerNode) {
outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode);
if (outerNode) {
var b = Phaser.EarCut.splitPolygon(outerNode, hole);
Phaser.EarCut.filterPoints(b, b.next);
}
};
// David Eberly's algorithm for finding a bridge between hole and outer polygon
Phaser.EarCut.findHoleBridge = function (hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= m.x &&
Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
};
// interlink polygon nodes in z-order
Phaser.EarCut.indexCurve = function (start, minX, minY, size) {
var p = start;
do {
if (p.z === null) p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
Phaser.EarCut.sortLinked(p);
};
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
Phaser.EarCut.sortLinked = function (list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize === 0) {
e = q;
q = q.nextZ;
qSize--;
} else if (qSize === 0 || !q) {
e = p;
p = p.nextZ;
pSize--;
} else if (p.z <= q.z) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
};
// z-order of a point given coords and size of the data bounding box
Phaser.EarCut.zOrder = function (x, y, minX, minY, size) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) / size;
y = 32767 * (y - minY) / size;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
};
// find the leftmost node of a polygon ring
Phaser.EarCut.getLeftmost = function (start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
};
// check if a point lies within a convex triangle
Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
};
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
Phaser.EarCut.isValidDiagonal = function (a, b) {
return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) &&
Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b);
};
// signed area of a triangle
Phaser.EarCut.area = function (p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
};
// check if two points are equal
Phaser.EarCut.equals = function (p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
};
// check if two segments intersect
Phaser.EarCut.intersects = function (p1, q1, p2, q2) {
return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 &&
Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0;
};
// check if a polygon diagonal intersects any polygon segments
Phaser.EarCut.intersectsPolygon = function (a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
Phaser.EarCut.intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
};
// check if a polygon diagonal is locally inside the polygon
Phaser.EarCut.locallyInside = function (a, b) {
return Phaser.EarCut.area(a.prev, a, a.next) < 0 ?
Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 :
Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0;
};
// check if the middle point of a polygon diagonal is inside the polygon
Phaser.EarCut.middleInside = function (a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
};
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
Phaser.EarCut.splitPolygon = function (a, b) {
var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y),
b2 = new Phaser.EarCut.Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
};
// create a node and optionally link it with previous one (in a circular doubly linked list)
Phaser.EarCut.insertNode = function (i, x, y, last) {
var p = new Phaser.EarCut.Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
};
Phaser.EarCut.removeNode = function (p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
};
Phaser.EarCut.Node = function (i, x, y) {
// vertice index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertice nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
};
/* jshint ignore:end */
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -48050,7 +48685,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -55157,8 +55792,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -56260,6 +56896,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -56839,7 +57479,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -56892,7 +57532,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -57105,7 +57745,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -57287,7 +57927,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -57313,7 +57953,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -78167,7 +78807,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
*/
this.context = this.canvas.getContext('2d');
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas, null, this.game.resolution)));
/**
* The const type of this object.
@ -80610,11 +81250,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -80623,9 +81260,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -80634,7 +81269,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
@ -80671,7 +81305,7 @@ Phaser.Particles.Arcade = {};
* Emitter is a lightweight particle emitter that uses Arcade Physics.
* It can be used for one-time explosions or for continuous effects like rain and fire.
* All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.
*
*
* @class Phaser.Particles.Arcade.Emitter
* @constructor
* @extends Phaser.Group
@ -80690,10 +81324,16 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
Phaser.Group.call(this, game);
/**
* @property {number} _id - Internal ID for this emitter -- only used by the Particle System in most cases
* @private
*/
this._id = this.game.particles.ID++;
/**
* @property {string} name - A handy string name for this emitter. Can be set to anything.
*/
this.name = 'emitter' + this.game.particles.ID++;
this.name = 'emitter' + this.id;
/**
* @property {number} type - Internal Phaser Type value.
@ -80928,7 +81568,7 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*
*
* @method Phaser.Particles.Arcade.Emitter#update
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
@ -81100,7 +81740,7 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
/**
* Call this function to emit the given quantity of particles at all once (an explosion)
*
*
* @method Phaser.Particles.Arcade.Emitter#explode
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [quantity=0] - How many particles to launch.
@ -81122,7 +81762,7 @@ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity
* Each time the flow is run the quantity number of particles will be emitted together.
* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)
* If you set the total to be -1 then no quantity cap is used and it will keep emitting.
*
*
* @method Phaser.Particles.Arcade.Emitter#flow
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.
@ -81165,7 +81805,7 @@ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency,
/**
* Call this function to start emitting particles.
*
*
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
@ -81343,7 +81983,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
/**
* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
*
*
* @method Phaser.Particles.Arcade.Emitter#destroy
*/
Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
@ -81356,7 +81996,7 @@ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
/**
* A more compact way of setting the width and height of the emitter.
*
*
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
@ -81547,6 +82187,16 @@ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
};
/**
* @name Phaser.Particles.Arcade.Emitter#id
* @property {number} id - Gets the internal ID that represents this emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "id", {
get: function () {
return this._id;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#width
* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
@ -83454,12 +84104,12 @@ Phaser.Video = function (game, key, url) {
*/
if (this.video && !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture = new PIXI.BaseTexture(this.video, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:46
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:30
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -6900,8 +6900,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -6909,7 +6910,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -7125,9 +7126,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -7139,7 +7141,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**
@ -7502,7 +7506,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -34675,7 +34679,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -39229,8 +39233,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -40332,6 +40337,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -40911,7 +40920,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -40964,7 +40973,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -41177,7 +41186,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -41359,7 +41368,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -41385,7 +41394,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -52681,11 +52690,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -52694,9 +52700,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -52705,7 +52709,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:41
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:27
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -6900,8 +6900,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -6909,7 +6910,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -7125,9 +7126,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -7139,7 +7141,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**
@ -7502,7 +7506,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -28888,7 +28892,7 @@ Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
*
* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
@ -29012,7 +29016,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#update
* @protected
*/
@ -29035,7 +29039,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -29072,7 +29076,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -29135,7 +29139,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
@ -29151,7 +29155,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration.
@ -29171,7 +29175,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justDown
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
@ -29193,7 +29198,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justUp
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
@ -29213,7 +29219,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @name Phaser.Key#enabled
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
@ -35225,7 +35231,7 @@ Phaser.BitmapData = function (game, key, width, height, skipPool) {
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
@ -37547,6 +37553,635 @@ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scale
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
/* jshint ignore:start */
/*
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* @class EarCut
*/
Phaser.EarCut = {};
Phaser.EarCut.Triangulate = function (data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode) return triangles;
var minX, minY, maxX, maxY, x, y, size;
if (hasHoles) outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY);
}
Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
return triangles;
};
// create a circular doubly linked list from polygon points in the specified winding order
Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last;
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
}
return last;
};
// eliminate colinear or duplicate points
Phaser.EarCut.filterPoints = function (start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) {
Phaser.EarCut.removeNode(p);
p = end = p.prev;
if (p === p.next) return null;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
};
// main ear slicing loop which triangulates a polygon (given as a linked list)
Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && size) Phaser.EarCut.indexCurve(ear, minX, minY, size);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
Phaser.EarCut.removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim);
Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
}
break;
}
}
};
// check whether a polygon node forms a valid ear with adjacent nodes
Phaser.EarCut.isEar = function (ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
};
Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size),
maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while (p && p.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
return true;
};
// go through all polygon nodes and cure small local self-intersections
Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
Phaser.EarCut.removeNode(p);
Phaser.EarCut.removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
};
// try splitting polygon into two and triangulate them independently
Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = Phaser.EarCut.splitPolygon(a, b);
// filter colinear points around the cuts
a = Phaser.EarCut.filterPoints(a, a.next);
c = Phaser.EarCut.filterPoints(c, c.next);
// run earcut on each half
Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
};
// link every hole into the outer loop, producing a single-ring polygon without holes
Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = Phaser.EarCut.linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(Phaser.EarCut.getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
Phaser.EarCut.eliminateHole(queue[i], outerNode);
outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next);
}
return outerNode;
};
Phaser.EarCut.compareX = function (a, b) {
return a.x - b.x;
};
// find a bridge between vertices that connects hole with an outer ring and and link it
Phaser.EarCut.eliminateHole = function (hole, outerNode) {
outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode);
if (outerNode) {
var b = Phaser.EarCut.splitPolygon(outerNode, hole);
Phaser.EarCut.filterPoints(b, b.next);
}
};
// David Eberly's algorithm for finding a bridge between hole and outer polygon
Phaser.EarCut.findHoleBridge = function (hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= m.x &&
Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
};
// interlink polygon nodes in z-order
Phaser.EarCut.indexCurve = function (start, minX, minY, size) {
var p = start;
do {
if (p.z === null) p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
Phaser.EarCut.sortLinked(p);
};
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
Phaser.EarCut.sortLinked = function (list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize === 0) {
e = q;
q = q.nextZ;
qSize--;
} else if (qSize === 0 || !q) {
e = p;
p = p.nextZ;
pSize--;
} else if (p.z <= q.z) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
};
// z-order of a point given coords and size of the data bounding box
Phaser.EarCut.zOrder = function (x, y, minX, minY, size) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) / size;
y = 32767 * (y - minY) / size;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
};
// find the leftmost node of a polygon ring
Phaser.EarCut.getLeftmost = function (start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
};
// check if a point lies within a convex triangle
Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
};
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
Phaser.EarCut.isValidDiagonal = function (a, b) {
return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) &&
Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b);
};
// signed area of a triangle
Phaser.EarCut.area = function (p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
};
// check if two points are equal
Phaser.EarCut.equals = function (p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
};
// check if two segments intersect
Phaser.EarCut.intersects = function (p1, q1, p2, q2) {
return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 &&
Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0;
};
// check if a polygon diagonal intersects any polygon segments
Phaser.EarCut.intersectsPolygon = function (a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
Phaser.EarCut.intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
};
// check if a polygon diagonal is locally inside the polygon
Phaser.EarCut.locallyInside = function (a, b) {
return Phaser.EarCut.area(a.prev, a, a.next) < 0 ?
Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 :
Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0;
};
// check if the middle point of a polygon diagonal is inside the polygon
Phaser.EarCut.middleInside = function (a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
};
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
Phaser.EarCut.splitPolygon = function (a, b) {
var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y),
b2 = new Phaser.EarCut.Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
};
// create a node and optionally link it with previous one (in a circular doubly linked list)
Phaser.EarCut.insertNode = function (i, x, y, last) {
var p = new Phaser.EarCut.Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
};
Phaser.EarCut.removeNode = function (p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
};
Phaser.EarCut.Node = function (i, x, y) {
// vertice index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertice nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
};
/* jshint ignore:end */
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -48050,7 +48685,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -55157,8 +55792,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -56260,6 +56896,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -56839,7 +57479,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -56892,7 +57532,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -57105,7 +57745,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -57287,7 +57927,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -57313,7 +57953,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -71606,11 +72246,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -71619,9 +72256,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -71630,7 +72265,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
@ -71901,12 +72535,12 @@ Phaser.Video = function (game, key, url) {
*/
if (this.video && !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture = new PIXI.BaseTexture(this.video, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:52
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:34
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -53,7 +53,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -21439,7 +21439,7 @@ Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
*
* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
@ -21563,7 +21563,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#update
* @protected
*/
@ -21586,7 +21586,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -21623,7 +21623,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -21686,7 +21686,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
@ -21702,7 +21702,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration.
@ -21722,7 +21722,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justDown
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
@ -21744,7 +21745,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justUp
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
@ -21764,7 +21766,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @name Phaser.Key#enabled
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
@ -27776,7 +27778,7 @@ Phaser.BitmapData = function (game, key, width, height, skipPool) {
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
@ -30098,6 +30100,635 @@ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scale
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
/* jshint ignore:start */
/*
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* @class EarCut
*/
Phaser.EarCut = {};
Phaser.EarCut.Triangulate = function (data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode) return triangles;
var minX, minY, maxX, maxY, x, y, size;
if (hasHoles) outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY);
}
Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
return triangles;
};
// create a circular doubly linked list from polygon points in the specified winding order
Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last;
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
}
return last;
};
// eliminate colinear or duplicate points
Phaser.EarCut.filterPoints = function (start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) {
Phaser.EarCut.removeNode(p);
p = end = p.prev;
if (p === p.next) return null;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
};
// main ear slicing loop which triangulates a polygon (given as a linked list)
Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && size) Phaser.EarCut.indexCurve(ear, minX, minY, size);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
Phaser.EarCut.removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim);
Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
}
break;
}
}
};
// check whether a polygon node forms a valid ear with adjacent nodes
Phaser.EarCut.isEar = function (ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
};
Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size),
maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while (p && p.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
return true;
};
// go through all polygon nodes and cure small local self-intersections
Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
Phaser.EarCut.removeNode(p);
Phaser.EarCut.removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
};
// try splitting polygon into two and triangulate them independently
Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = Phaser.EarCut.splitPolygon(a, b);
// filter colinear points around the cuts
a = Phaser.EarCut.filterPoints(a, a.next);
c = Phaser.EarCut.filterPoints(c, c.next);
// run earcut on each half
Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
};
// link every hole into the outer loop, producing a single-ring polygon without holes
Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = Phaser.EarCut.linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(Phaser.EarCut.getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
Phaser.EarCut.eliminateHole(queue[i], outerNode);
outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next);
}
return outerNode;
};
Phaser.EarCut.compareX = function (a, b) {
return a.x - b.x;
};
// find a bridge between vertices that connects hole with an outer ring and and link it
Phaser.EarCut.eliminateHole = function (hole, outerNode) {
outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode);
if (outerNode) {
var b = Phaser.EarCut.splitPolygon(outerNode, hole);
Phaser.EarCut.filterPoints(b, b.next);
}
};
// David Eberly's algorithm for finding a bridge between hole and outer polygon
Phaser.EarCut.findHoleBridge = function (hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= m.x &&
Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
};
// interlink polygon nodes in z-order
Phaser.EarCut.indexCurve = function (start, minX, minY, size) {
var p = start;
do {
if (p.z === null) p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
Phaser.EarCut.sortLinked(p);
};
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
Phaser.EarCut.sortLinked = function (list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize === 0) {
e = q;
q = q.nextZ;
qSize--;
} else if (qSize === 0 || !q) {
e = p;
p = p.nextZ;
pSize--;
} else if (p.z <= q.z) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
};
// z-order of a point given coords and size of the data bounding box
Phaser.EarCut.zOrder = function (x, y, minX, minY, size) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) / size;
y = 32767 * (y - minY) / size;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
};
// find the leftmost node of a polygon ring
Phaser.EarCut.getLeftmost = function (start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
};
// check if a point lies within a convex triangle
Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
};
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
Phaser.EarCut.isValidDiagonal = function (a, b) {
return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) &&
Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b);
};
// signed area of a triangle
Phaser.EarCut.area = function (p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
};
// check if two points are equal
Phaser.EarCut.equals = function (p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
};
// check if two segments intersect
Phaser.EarCut.intersects = function (p1, q1, p2, q2) {
return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 &&
Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0;
};
// check if a polygon diagonal intersects any polygon segments
Phaser.EarCut.intersectsPolygon = function (a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
Phaser.EarCut.intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
};
// check if a polygon diagonal is locally inside the polygon
Phaser.EarCut.locallyInside = function (a, b) {
return Phaser.EarCut.area(a.prev, a, a.next) < 0 ?
Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 :
Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0;
};
// check if the middle point of a polygon diagonal is inside the polygon
Phaser.EarCut.middleInside = function (a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
};
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
Phaser.EarCut.splitPolygon = function (a, b) {
var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y),
b2 = new Phaser.EarCut.Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
};
// create a node and optionally link it with previous one (in a circular doubly linked list)
Phaser.EarCut.insertNode = function (i, x, y, last) {
var p = new Phaser.EarCut.Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
};
Phaser.EarCut.removeNode = function (p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
};
Phaser.EarCut.Node = function (i, x, y) {
// vertice index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertice nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
};
/* jshint ignore:end */
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -40601,7 +41232,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -47708,8 +48339,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -48811,6 +49443,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -49390,7 +50026,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -49443,7 +50079,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -49656,7 +50292,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -49838,7 +50474,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -49864,7 +50500,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -76148,7 +76784,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
*/
this.context = this.canvas.getContext('2d');
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas, null, this.game.resolution)));
/**
* The const type of this object.
@ -78591,11 +79227,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -78604,9 +79237,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -78615,7 +79246,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
@ -78652,7 +79282,7 @@ Phaser.Particles.Arcade = {};
* Emitter is a lightweight particle emitter that uses Arcade Physics.
* It can be used for one-time explosions or for continuous effects like rain and fire.
* All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.
*
*
* @class Phaser.Particles.Arcade.Emitter
* @constructor
* @extends Phaser.Group
@ -78671,10 +79301,16 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
Phaser.Group.call(this, game);
/**
* @property {number} _id - Internal ID for this emitter -- only used by the Particle System in most cases
* @private
*/
this._id = this.game.particles.ID++;
/**
* @property {string} name - A handy string name for this emitter. Can be set to anything.
*/
this.name = 'emitter' + this.game.particles.ID++;
this.name = 'emitter' + this.id;
/**
* @property {number} type - Internal Phaser Type value.
@ -78909,7 +79545,7 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*
*
* @method Phaser.Particles.Arcade.Emitter#update
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
@ -79081,7 +79717,7 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
/**
* Call this function to emit the given quantity of particles at all once (an explosion)
*
*
* @method Phaser.Particles.Arcade.Emitter#explode
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [quantity=0] - How many particles to launch.
@ -79103,7 +79739,7 @@ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity
* Each time the flow is run the quantity number of particles will be emitted together.
* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)
* If you set the total to be -1 then no quantity cap is used and it will keep emitting.
*
*
* @method Phaser.Particles.Arcade.Emitter#flow
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.
@ -79146,7 +79782,7 @@ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency,
/**
* Call this function to start emitting particles.
*
*
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
@ -79324,7 +79960,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
/**
* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
*
*
* @method Phaser.Particles.Arcade.Emitter#destroy
*/
Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
@ -79337,7 +79973,7 @@ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
/**
* A more compact way of setting the width and height of the emitter.
*
*
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
@ -79528,6 +80164,16 @@ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
};
/**
* @name Phaser.Particles.Arcade.Emitter#id
* @property {number} id - Gets the internal ID that represents this emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "id", {
get: function () {
return this._id;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#width
* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
@ -81435,12 +82081,12 @@ Phaser.Video = function (game, key, url) {
*/
if (this.video && !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture = new PIXI.BaseTexture(this.video, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:51
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:34
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -6900,8 +6900,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -6909,7 +6910,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -7125,9 +7126,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -7139,7 +7141,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:49:01
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:40
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -53,7 +53,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -21439,7 +21439,7 @@ Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
*
* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
@ -21563,7 +21563,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#update
* @protected
*/
@ -21586,7 +21586,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -21623,7 +21623,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -21686,7 +21686,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
@ -21702,7 +21702,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration.
@ -21722,7 +21722,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justDown
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
@ -21744,7 +21745,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justUp
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
@ -21764,7 +21766,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @name Phaser.Key#enabled
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
@ -27776,7 +27778,7 @@ Phaser.BitmapData = function (game, key, width, height, skipPool) {
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
@ -30098,6 +30100,635 @@ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scale
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
/* jshint ignore:start */
/*
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* @class EarCut
*/
Phaser.EarCut = {};
Phaser.EarCut.Triangulate = function (data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode) return triangles;
var minX, minY, maxX, maxY, x, y, size;
if (hasHoles) outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY);
}
Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
return triangles;
};
// create a circular doubly linked list from polygon points in the specified winding order
Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last;
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
}
return last;
};
// eliminate colinear or duplicate points
Phaser.EarCut.filterPoints = function (start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) {
Phaser.EarCut.removeNode(p);
p = end = p.prev;
if (p === p.next) return null;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
};
// main ear slicing loop which triangulates a polygon (given as a linked list)
Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && size) Phaser.EarCut.indexCurve(ear, minX, minY, size);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
Phaser.EarCut.removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim);
Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
}
break;
}
}
};
// check whether a polygon node forms a valid ear with adjacent nodes
Phaser.EarCut.isEar = function (ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
};
Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size),
maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while (p && p.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
return true;
};
// go through all polygon nodes and cure small local self-intersections
Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
Phaser.EarCut.removeNode(p);
Phaser.EarCut.removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
};
// try splitting polygon into two and triangulate them independently
Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = Phaser.EarCut.splitPolygon(a, b);
// filter colinear points around the cuts
a = Phaser.EarCut.filterPoints(a, a.next);
c = Phaser.EarCut.filterPoints(c, c.next);
// run earcut on each half
Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
};
// link every hole into the outer loop, producing a single-ring polygon without holes
Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = Phaser.EarCut.linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(Phaser.EarCut.getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
Phaser.EarCut.eliminateHole(queue[i], outerNode);
outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next);
}
return outerNode;
};
Phaser.EarCut.compareX = function (a, b) {
return a.x - b.x;
};
// find a bridge between vertices that connects hole with an outer ring and and link it
Phaser.EarCut.eliminateHole = function (hole, outerNode) {
outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode);
if (outerNode) {
var b = Phaser.EarCut.splitPolygon(outerNode, hole);
Phaser.EarCut.filterPoints(b, b.next);
}
};
// David Eberly's algorithm for finding a bridge between hole and outer polygon
Phaser.EarCut.findHoleBridge = function (hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= m.x &&
Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
};
// interlink polygon nodes in z-order
Phaser.EarCut.indexCurve = function (start, minX, minY, size) {
var p = start;
do {
if (p.z === null) p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
Phaser.EarCut.sortLinked(p);
};
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
Phaser.EarCut.sortLinked = function (list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize === 0) {
e = q;
q = q.nextZ;
qSize--;
} else if (qSize === 0 || !q) {
e = p;
p = p.nextZ;
pSize--;
} else if (p.z <= q.z) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
};
// z-order of a point given coords and size of the data bounding box
Phaser.EarCut.zOrder = function (x, y, minX, minY, size) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) / size;
y = 32767 * (y - minY) / size;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
};
// find the leftmost node of a polygon ring
Phaser.EarCut.getLeftmost = function (start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
};
// check if a point lies within a convex triangle
Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
};
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
Phaser.EarCut.isValidDiagonal = function (a, b) {
return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) &&
Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b);
};
// signed area of a triangle
Phaser.EarCut.area = function (p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
};
// check if two points are equal
Phaser.EarCut.equals = function (p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
};
// check if two segments intersect
Phaser.EarCut.intersects = function (p1, q1, p2, q2) {
return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 &&
Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0;
};
// check if a polygon diagonal intersects any polygon segments
Phaser.EarCut.intersectsPolygon = function (a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
Phaser.EarCut.intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
};
// check if a polygon diagonal is locally inside the polygon
Phaser.EarCut.locallyInside = function (a, b) {
return Phaser.EarCut.area(a.prev, a, a.next) < 0 ?
Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 :
Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0;
};
// check if the middle point of a polygon diagonal is inside the polygon
Phaser.EarCut.middleInside = function (a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
};
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
Phaser.EarCut.splitPolygon = function (a, b) {
var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y),
b2 = new Phaser.EarCut.Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
};
// create a node and optionally link it with previous one (in a circular doubly linked list)
Phaser.EarCut.insertNode = function (i, x, y, last) {
var p = new Phaser.EarCut.Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
};
Phaser.EarCut.removeNode = function (p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
};
Phaser.EarCut.Node = function (i, x, y) {
// vertice index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertice nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
};
/* jshint ignore:end */
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -40601,7 +41232,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -47708,8 +48339,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -48811,6 +49443,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -49390,7 +50026,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -49443,7 +50079,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -49656,7 +50292,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -49838,7 +50474,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -49864,7 +50500,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -76148,7 +76784,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
*/
this.context = this.canvas.getContext('2d');
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas, null, this.game.resolution)));
/**
* The const type of this object.
@ -78591,11 +79227,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -78604,9 +79237,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -78615,7 +79246,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
@ -78652,7 +79282,7 @@ Phaser.Particles.Arcade = {};
* Emitter is a lightweight particle emitter that uses Arcade Physics.
* It can be used for one-time explosions or for continuous effects like rain and fire.
* All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.
*
*
* @class Phaser.Particles.Arcade.Emitter
* @constructor
* @extends Phaser.Group
@ -78671,10 +79301,16 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
Phaser.Group.call(this, game);
/**
* @property {number} _id - Internal ID for this emitter -- only used by the Particle System in most cases
* @private
*/
this._id = this.game.particles.ID++;
/**
* @property {string} name - A handy string name for this emitter. Can be set to anything.
*/
this.name = 'emitter' + this.game.particles.ID++;
this.name = 'emitter' + this.id;
/**
* @property {number} type - Internal Phaser Type value.
@ -78909,7 +79545,7 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*
*
* @method Phaser.Particles.Arcade.Emitter#update
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
@ -79081,7 +79717,7 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
/**
* Call this function to emit the given quantity of particles at all once (an explosion)
*
*
* @method Phaser.Particles.Arcade.Emitter#explode
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [quantity=0] - How many particles to launch.
@ -79103,7 +79739,7 @@ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity
* Each time the flow is run the quantity number of particles will be emitted together.
* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)
* If you set the total to be -1 then no quantity cap is used and it will keep emitting.
*
*
* @method Phaser.Particles.Arcade.Emitter#flow
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.
@ -79146,7 +79782,7 @@ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency,
/**
* Call this function to start emitting particles.
*
*
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
@ -79324,7 +79960,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
/**
* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
*
*
* @method Phaser.Particles.Arcade.Emitter#destroy
*/
Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
@ -79337,7 +79973,7 @@ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
/**
* A more compact way of setting the width and height of the emitter.
*
*
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
@ -79528,6 +80164,16 @@ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
};
/**
* @name Phaser.Particles.Arcade.Emitter#id
* @property {number} id - Gets the internal ID that represents this emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "id", {
get: function () {
return this._id;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#width
* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
@ -81917,12 +82563,12 @@ Phaser.Video = function (game, key, url) {
*/
if (this.video && !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture = new PIXI.BaseTexture(this.video, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:48:27
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:17
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -20538,8 +20538,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -20547,7 +20548,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -20763,9 +20764,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -20777,7 +20779,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**
@ -21140,7 +21144,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant
* @type {string}
*/
VERSION: '2.7.0',
VERSION: '2.7.1',
/**
* An array of Phaser game instances.
@ -42526,7 +42530,7 @@ Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
*
*
* @class Phaser.Key
* @constructor
* @param {Phaser.Game} game - Current game instance.
@ -42650,7 +42654,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#update
* @protected
*/
@ -42673,7 +42677,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -42710,7 +42714,7 @@ Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
*
*
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event - The DOM event that triggered this.
* @protected
@ -42773,7 +42777,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#downDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
* @return {boolean} True if the key was pressed down within the given duration.
@ -42789,7 +42793,7 @@ Phaser.Key.prototype = {
/**
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
* or was pressed down longer ago than then given duration.
*
*
* @method Phaser.Key#upDuration
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
* @return {boolean} True if the key was released within the given duration.
@ -42809,7 +42813,8 @@ Phaser.Key.prototype = {
* When you check this value it will return `true` if the Key is down, otherwise `false`.
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justDown
* @property {boolean} justDown
* @memberof Phaser.Key
* @default false
@ -42831,7 +42836,8 @@ Object.defineProperty(Phaser.Key.prototype, "justDown", {
* When you check this value it will return `true` if the Key is up, otherwise `false`.
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
*
*
* @name Phaser.Key#justUp
* @property {boolean} justUp
* @memberof Phaser.Key
* @default false
@ -42851,7 +42857,7 @@ Object.defineProperty(Phaser.Key.prototype, "justUp", {
/**
* An enabled key processes its update and dispatches events.
* A key can be disabled momentarily at runtime instead of deleting it.
*
* @name Phaser.Key#enabled
* @property {boolean} enabled
* @memberof Phaser.Key
* @default true
@ -48863,7 +48869,7 @@ Phaser.BitmapData = function (game, key, width, height, skipPool) {
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.baseTexture = new PIXI.BaseTexture(this.canvas, null, this.game.resolution);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
@ -51185,6 +51191,635 @@ Phaser.BitmapData.getTransform = function (translateX, translateY, scaleX, scale
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
/* jshint ignore:start */
/*
Copyright (c) 2016, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* @class EarCut
*/
Phaser.EarCut = {};
Phaser.EarCut.Triangulate = function (data, holeIndices, dim) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = Phaser.EarCut.linkedList(data, 0, outerLen, dim, true),
triangles = [];
if (!outerNode) return triangles;
var minX, minY, maxX, maxY, x, y, size;
if (hasHoles) outerNode = Phaser.EarCut.eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (var i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY);
}
Phaser.EarCut.earcutLinked(outerNode, triangles, dim, minX, minY, size);
return triangles;
};
// create a circular doubly linked list from polygon points in the specified winding order
Phaser.EarCut.linkedList = function (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last;
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = Phaser.EarCut.insertNode(i, data[i], data[i + 1], last);
}
return last;
};
// eliminate colinear or duplicate points
Phaser.EarCut.filterPoints = function (start, end) {
if (!start) return start;
if (!end) end = start;
var p = start,
again;
do {
again = false;
if (!p.steiner && (Phaser.EarCut.equals(p, p.next) || Phaser.EarCut.area(p.prev, p, p.next) === 0)) {
Phaser.EarCut.removeNode(p);
p = end = p.prev;
if (p === p.next) return null;
again = true;
} else {
p = p.next;
}
} while (again || p !== end);
return end;
};
// main ear slicing loop which triangulates a polygon (given as a linked list)
Phaser.EarCut.earcutLinked = function (ear, triangles, dim, minX, minY, size, pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && size) Phaser.EarCut.indexCurve(ear, minX, minY, size);
var stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev;
next = ear.next;
if (size ? Phaser.EarCut.isEarHashed(ear, minX, minY, size) : Phaser.EarCut.isEar(ear)) {
// cut off the triangle
triangles.push(prev.i / dim);
triangles.push(ear.i / dim);
triangles.push(next.i / dim);
Phaser.EarCut.removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear === stop) {
// try filtering points and slicing again
if (!pass) {
Phaser.EarCut.earcutLinked(Phaser.EarCut.filterPoints(ear), triangles, dim, minX, minY, size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = Phaser.EarCut.cureLocalIntersections(ear, triangles, dim);
Phaser.EarCut.earcutLinked(ear, triangles, dim, minX, minY, size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
Phaser.EarCut.splitEarcut(ear, triangles, dim, minX, minY, size);
}
break;
}
}
};
// check whether a polygon node forms a valid ear with adjacent nodes
Phaser.EarCut.isEar = function (ear) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var p = ear.next.next;
while (p !== ear.prev) {
if (Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
};
Phaser.EarCut.isEarHashed = function (ear, minX, minY, size) {
var a = ear.prev,
b = ear,
c = ear.next;
if (Phaser.EarCut.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
var minZ = Phaser.EarCut.zOrder(minTX, minTY, minX, minY, size),
maxZ = Phaser.EarCut.zOrder(maxTX, maxTY, minX, minY, size);
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while (p && p.z <= maxZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while (p && p.z >= minZ) {
if (p !== ear.prev && p !== ear.next &&
Phaser.EarCut.pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
Phaser.EarCut.area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
return true;
};
// go through all polygon nodes and cure small local self-intersections
Phaser.EarCut.cureLocalIntersections = function (start, triangles, dim) {
var p = start;
do {
var a = p.prev,
b = p.next.next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (Phaser.EarCut.intersects(a, p, p.next, b) && Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a)) {
triangles.push(a.i / dim);
triangles.push(p.i / dim);
triangles.push(b.i / dim);
// remove two nodes involved
Phaser.EarCut.removeNode(p);
Phaser.EarCut.removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p !== start);
return p;
};
// try splitting polygon into two and triangulate them independently
Phaser.EarCut.splitEarcut = function (start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while (b !== a.prev) {
if (a.i !== b.i && Phaser.EarCut.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = Phaser.EarCut.splitPolygon(a, b);
// filter colinear points around the cuts
a = Phaser.EarCut.filterPoints(a, a.next);
c = Phaser.EarCut.filterPoints(c, c.next);
// run earcut on each half
Phaser.EarCut.earcutLinked(a, triangles, dim, minX, minY, size);
Phaser.EarCut.earcutLinked(c, triangles, dim, minX, minY, size);
return;
}
b = b.next;
}
a = a.next;
} while (a !== start);
};
// link every hole into the outer loop, producing a single-ring polygon without holes
Phaser.EarCut.eliminateHoles = function (data, holeIndices, outerNode, dim) {
var queue = [],
i, len, start, end, list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = Phaser.EarCut.linkedList(data, start, end, dim, false);
if (list === list.next) list.steiner = true;
queue.push(Phaser.EarCut.getLeftmost(list));
}
queue.sort(compareX);
// process holes from left to right
for (i = 0; i < queue.length; i++) {
Phaser.EarCut.eliminateHole(queue[i], outerNode);
outerNode = Phaser.EarCut.filterPoints(outerNode, outerNode.next);
}
return outerNode;
};
Phaser.EarCut.compareX = function (a, b) {
return a.x - b.x;
};
// find a bridge between vertices that connects hole with an outer ring and and link it
Phaser.EarCut.eliminateHole = function (hole, outerNode) {
outerNode = Phaser.EarCut.findHoleBridge(hole, outerNode);
if (outerNode) {
var b = Phaser.EarCut.splitPolygon(outerNode, hole);
Phaser.EarCut.filterPoints(b, b.next);
}
};
// David Eberly's algorithm for finding a bridge between hole and outer polygon
Phaser.EarCut.findHoleBridge = function (hole, outerNode) {
var p = outerNode,
hx = hole.x,
hy = hole.y,
qx = -Infinity,
m;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
do {
if (hy <= p.y && hy >= p.next.y) {
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p !== outerNode);
if (!m) return null;
if (hole.x === m.x) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m,
tanMin = Infinity,
tan;
p = m.next;
while (p !== stop) {
if (hx >= p.x && p.x >= m.x &&
Phaser.EarCut.pointInTriangle(hy < m.y ? hx : qx, hy, m.x, m.y, hy < m.y ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && Phaser.EarCut.locallyInside(p, hole)) {
m = p;
tanMin = tan;
}
}
p = p.next;
}
return m;
};
// interlink polygon nodes in z-order
Phaser.EarCut.indexCurve = function (start, minX, minY, size) {
var p = start;
do {
if (p.z === null) p.z = Phaser.EarCut.zOrder(p.x, p.y, minX, minY, size);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p !== start);
p.prevZ.nextZ = null;
p.prevZ = null;
Phaser.EarCut.sortLinked(p);
};
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
Phaser.EarCut.sortLinked = function (list) {
var i, p, q, e, tail, numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize === 0) {
e = q;
q = q.nextZ;
qSize--;
} else if (qSize === 0 || !q) {
e = p;
p = p.nextZ;
pSize--;
} else if (p.z <= q.z) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
};
// z-order of a point given coords and size of the data bounding box
Phaser.EarCut.zOrder = function (x, y, minX, minY, size) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * (x - minX) / size;
y = 32767 * (y - minY) / size;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
};
// find the leftmost node of a polygon ring
Phaser.EarCut.getLeftmost = function (start) {
var p = start,
leftmost = start;
do {
if (p.x < leftmost.x) leftmost = p;
p = p.next;
} while (p !== start);
return leftmost;
};
// check if a point lies within a convex triangle
Phaser.EarCut.pointInTriangle = function (ax, ay, bx, by, cx, cy, px, py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
};
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
Phaser.EarCut.isValidDiagonal = function (a, b) {
return Phaser.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !Phaser.EarCut.intersectsPolygon(a, b) &&
Phaser.EarCut.locallyInside(a, b) && Phaser.EarCut.locallyInside(b, a) && Phaser.EarCut.middleInside(a, b);
};
// signed area of a triangle
Phaser.EarCut.area = function (p, q, r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
};
// check if two points are equal
Phaser.EarCut.equals = function (p1, p2) {
return p1.x === p2.x && p1.y === p2.y;
};
// check if two segments intersect
Phaser.EarCut.intersects = function (p1, q1, p2, q2) {
return Phaser.EarCut.area(p1, q1, p2) > 0 !== Phaser.EarCut.area(p1, q1, q2) > 0 &&
Phaser.EarCut.area(p2, q2, p1) > 0 !== Phaser.EarCut.area(p2, q2, q1) > 0;
};
// check if a polygon diagonal intersects any polygon segments
Phaser.EarCut.intersectsPolygon = function (a, b) {
var p = a;
do {
if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
Phaser.EarCut.intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p !== a);
return false;
};
// check if a polygon diagonal is locally inside the polygon
Phaser.EarCut.locallyInside = function (a, b) {
return Phaser.EarCut.area(a.prev, a, a.next) < 0 ?
Phaser.EarCut.area(a, b, a.next) >= 0 && Phaser.EarCut.area(a, a.prev, b) >= 0 :
Phaser.EarCut.area(a, b, a.prev) < 0 || Phaser.EarCut.area(a, a.next, b) < 0;
};
// check if the middle point of a polygon diagonal is inside the polygon
Phaser.EarCut.middleInside = function (a, b) {
var p = a,
inside = false,
px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) !== (p.next.y > py)) && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p !== a);
return inside;
};
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
// if one belongs to the outer ring and another to a hole, it merges it into a single ring
Phaser.EarCut.splitPolygon = function (a, b) {
var a2 = new Phaser.EarCut.Node(a.i, a.x, a.y),
b2 = new Phaser.EarCut.Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
};
// create a node and optionally link it with previous one (in a circular doubly linked list)
Phaser.EarCut.insertNode = function (i, x, y, last) {
var p = new Phaser.EarCut.Node(i, x, y);
if (!last) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
};
Phaser.EarCut.removeNode = function (p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
};
Phaser.EarCut.Node = function (i, x, y) {
// vertice index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertice nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = null;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
};
/* jshint ignore:end */
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
@ -61688,7 +62323,7 @@ Phaser.RequestAnimationFrame = function(game, forceSetTimeOut) {
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; x++)
{
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
/**
@ -68795,8 +69430,9 @@ Phaser.Animation.prototype = {
if (frameIndex)
{
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
this._frameIndex = frameIndex - 1;
// Set the current frame index to the found index. Subtract a directional offset so that it animates to the desired frame on update.
var directionalOffset = this.isReversed ? -1 : 1;
this._frameIndex = frameIndex - directionalOffset;
// Make the animation update at next update
this._timeNextFrame = this.game.time.time;
@ -69898,6 +70534,10 @@ Phaser.AnimationParser = {
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
@ -70477,7 +71117,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData(),
fileFormat: extension
@ -70530,7 +71170,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
@ -70743,7 +71383,7 @@ Phaser.Cache.prototype = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (xSpacing === undefined) { xSpacing = 0; }
@ -70925,7 +71565,7 @@ Phaser.Cache.prototype = {
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
base: new PIXI.BaseTexture(data, null, this.game.resolution),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
};
@ -70951,7 +71591,7 @@ Phaser.Cache.prototype = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
base: new PIXI.BaseTexture(data, null, this.game.resolution)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
@ -97235,7 +97875,7 @@ Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
*/
this.context = this.canvas.getContext('2d');
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas, null, this.game.resolution)));
/**
* The const type of this object.
@ -99678,11 +100318,8 @@ Phaser.Particles.prototype = {
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
this.emitters[emitter.id] = emitter;
return emitter;
},
/**
@ -99691,9 +100328,7 @@ Phaser.Particles.prototype = {
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
delete this.emitters[emitter.id];
},
/**
@ -99702,7 +100337,6 @@ Phaser.Particles.prototype = {
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
@ -99739,7 +100373,7 @@ Phaser.Particles.Arcade = {};
* Emitter is a lightweight particle emitter that uses Arcade Physics.
* It can be used for one-time explosions or for continuous effects like rain and fire.
* All it really does is launch Particle objects out at set intervals, and fixes their positions and velocities accordingly.
*
*
* @class Phaser.Particles.Arcade.Emitter
* @constructor
* @extends Phaser.Group
@ -99758,10 +100392,16 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
Phaser.Group.call(this, game);
/**
* @property {number} _id - Internal ID for this emitter -- only used by the Particle System in most cases
* @private
*/
this._id = this.game.particles.ID++;
/**
* @property {string} name - A handy string name for this emitter. Can be set to anything.
*/
this.name = 'emitter' + this.game.particles.ID++;
this.name = 'emitter' + this.id;
/**
* @property {number} type - Internal Phaser Type value.
@ -99996,7 +100636,7 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*
*
* @method Phaser.Particles.Arcade.Emitter#update
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {
@ -100168,7 +100808,7 @@ Phaser.Particles.Arcade.Emitter.prototype.revive = function () {
/**
* Call this function to emit the given quantity of particles at all once (an explosion)
*
*
* @method Phaser.Particles.Arcade.Emitter#explode
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [quantity=0] - How many particles to launch.
@ -100190,7 +100830,7 @@ Phaser.Particles.Arcade.Emitter.prototype.explode = function (lifespan, quantity
* Each time the flow is run the quantity number of particles will be emitted together.
* If you set the total to be 20 and quantity to be 5 then flow will emit 4 times in total (4 x 5 = 20 total)
* If you set the total to be -1 then no quantity cap is used and it will keep emitting.
*
*
* @method Phaser.Particles.Arcade.Emitter#flow
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
* @param {number} [frequency=250] - Frequency is how often to emit the particles, given in ms.
@ -100233,7 +100873,7 @@ Phaser.Particles.Arcade.Emitter.prototype.flow = function (lifespan, frequency,
/**
* Call this function to start emitting particles.
*
*
* @method Phaser.Particles.Arcade.Emitter#start
* @param {boolean} [explode=true] - Whether the particles should all burst out at once (true) or at the frequency given (false).
* @param {number} [lifespan=0] - How long each particle lives once emitted in ms. 0 = forever.
@ -100411,7 +101051,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr
/**
* Destroys this Emitter, all associated child Particles and then removes itself from the Particle Manager.
*
*
* @method Phaser.Particles.Arcade.Emitter#destroy
*/
Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
@ -100424,7 +101064,7 @@ Phaser.Particles.Arcade.Emitter.prototype.destroy = function () {
/**
* A more compact way of setting the width and height of the emitter.
*
*
* @method Phaser.Particles.Arcade.Emitter#setSize
* @param {number} width - The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param {number} height - The desired height of the emitter.
@ -100615,6 +101255,16 @@ Phaser.Particles.Arcade.Emitter.prototype.at = function (object) {
};
/**
* @name Phaser.Particles.Arcade.Emitter#id
* @property {number} id - Gets the internal ID that represents this emitter.
*/
Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "id", {
get: function () {
return this._id;
}
});
/**
* @name Phaser.Particles.Arcade.Emitter#width
* @property {number} width - Gets or sets the width of the Emitter. This is the region in which a particle can be emitted.
@ -102522,12 +103172,12 @@ Phaser.Video = function (game, key, url) {
*/
if (this.video && !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture = new PIXI.BaseTexture(this.video, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source);
this.baseTexture = new PIXI.BaseTexture(Phaser.Cache.DEFAULT.baseTexture.source, null, this.game.resolution);
this.baseTexture.forceLoaded(this.width, this.height);
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.7.0 "World's End" - Built: Wed Nov 23 2016 00:49:00
* v2.7.1 "2016-11-28" - Built: Mon Nov 28 2016 18:47:39
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -6900,8 +6900,9 @@ PIXI.CanvasRenderer.prototype.mapBlendModes = function () {
* @constructor
* @param source {String|Canvas} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function(source, scaleMode)
PIXI.BaseTexture = function(source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
@ -6909,7 +6910,7 @@ PIXI.BaseTexture = function(source, scaleMode)
* @property resolution
* @type Number
*/
this.resolution = 1;
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
@ -7125,9 +7126,10 @@ PIXI.BaseTexture.prototype.unloadFromGPU = function()
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {Number} the resolution of the texture (for HiDPI displays)
* @return {BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
@ -7139,7 +7141,9 @@ PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
canvas.height = 1;
}
return new PIXI.BaseTexture(canvas, scaleMode);
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};
/**

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@ -1450,7 +1450,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1783,7 +1783,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1539,7 +1539,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1350,7 +1350,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt>
<h4 class="name "
id="BaseTexture"><span class="type-signature"></span>new BaseTexture<span class="signature">(source, scaleMode)</span><span class="type-signature"></span></h4>
id="BaseTexture"><span class="type-signature"></span>new BaseTexture<span class="signature">(source, scaleMode, <span class="optional">resolution</span>)</span><span class="type-signature"></span></h4>
</dt>
@ -1381,6 +1381,8 @@ return {number} The total number of PathPoints in this Path.</a>
<th>Type</th>
<th>Argument</th>
@ -1409,6 +1411,14 @@ return {number} The total number of PathPoints in this Path.</a>
</td>
<td class="attributes">
</td>
@ -1432,6 +1442,14 @@ return {number} The total number of PathPoints in this Path.</a>
</td>
<td class="attributes">
</td>
@ -1439,6 +1457,39 @@ return {number} The total number of PathPoints in this Path.</a>
</tr>
<tr>
<td class="name"><code>resolution</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>the resolution of the texture (for HiDPI displays)</p></td>
</tr>
</tbody>
</table>
@ -1548,7 +1599,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-51">line 51</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-52">line 52</a>
</dt>
@ -1604,7 +1655,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-33">line 33</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-34">line 34</a>
</dt>
@ -1660,7 +1711,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-86">line 86</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-87">line 87</a>
</dt>
@ -1719,7 +1770,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-68">line 68</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-69">line 69</a>
</dt>
@ -1775,7 +1826,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-16">line 16</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-17">line 17</a>
</dt>
@ -1834,7 +1885,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-42">line 42</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-43">line 43</a>
</dt>
@ -1891,7 +1942,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-122">line 122</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-123">line 123</a>
</dt>
@ -1947,7 +1998,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-60">line 60</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-61">line 61</a>
</dt>
@ -2003,7 +2054,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-95">line 95</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-96">line 96</a>
</dt>
@ -2059,7 +2110,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-24">line 24</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-25">line 25</a>
</dt>
@ -2084,7 +2135,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt>
<h4 class="name "
id=".fromCanvas"><span class="type-signature">&lt;static> </span>fromCanvas<span class="signature">(canvas, scaleMode)</span><span class="type-signature"> &rarr; {<a href="PIXI.BaseTexture.html">PIXI.BaseTexture</a>}</span></h4>
id=".fromCanvas"><span class="type-signature">&lt;static> </span>fromCanvas<span class="signature">(canvas, scaleMode, <span class="optional">resolution</span>)</span><span class="type-signature"> &rarr; {<a href="PIXI.BaseTexture.html">PIXI.BaseTexture</a>}</span></h4>
</dt>
@ -2115,6 +2166,8 @@ return {number} The total number of PathPoints in this Path.</a>
<th>Type</th>
<th>Argument</th>
@ -2140,6 +2193,14 @@ return {number} The total number of PathPoints in this Path.</a>
</td>
<td class="attributes">
</td>
@ -2163,6 +2224,14 @@ return {number} The total number of PathPoints in this Path.</a>
</td>
<td class="attributes">
</td>
@ -2170,6 +2239,39 @@ return {number} The total number of PathPoints in this Path.</a>
</tr>
<tr>
<td class="name"><code>resolution</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="description last"><p>the resolution of the texture (for HiDPI displays)</p></td>
</tr>
</tbody>
</table>
@ -2219,7 +2321,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-231">line 231</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-232">line 232</a>
</dt>
@ -2289,7 +2391,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-161">line 161</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-162">line 162</a>
</dt>
@ -2359,7 +2461,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-190">line 190</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-191">line 191</a>
</dt>
@ -2505,7 +2607,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-144">line 144</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-145">line 145</a>
</dt>
@ -2575,7 +2677,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-203">line 203</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-204">line 204</a>
</dt>
@ -2705,7 +2807,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-178">line 178</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-179">line 179</a>
</dt>
@ -2754,7 +2856,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1972,7 +1972,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1456,7 +1456,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1721,7 +1721,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2702,7 +2702,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1952,7 +1952,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1869,7 +1869,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3372,7 +3372,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2016,7 +2016,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2677,7 +2677,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1471,7 +1471,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1655,7 +1655,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1925,7 +1925,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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</div>

View file

@ -2192,7 +2192,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1869,7 +1869,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -4049,7 +4049,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1925,7 +1925,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2692,7 +2692,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1869,7 +1869,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2999,7 +2999,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2390,7 +2390,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3666,7 +3666,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:32 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:04 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1596,7 +1596,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:31 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:48:03 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1872,7 +1872,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-800">line 800</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-801">line 801</a>
</dt>
@ -1928,7 +1928,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-739">line 739</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-740">line 740</a>
</dt>
@ -1984,7 +1984,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-726">line 726</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-727">line 727</a>
</dt>
@ -2781,7 +2781,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-672">line 672</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-673">line 673</a>
</dt>
@ -2837,7 +2837,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-706">line 706</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-707">line 707</a>
</dt>
@ -2893,7 +2893,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-777">line 777</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-778">line 778</a>
</dt>
@ -3194,7 +3194,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-828">line 828</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-829">line 829</a>
</dt>
@ -3264,7 +3264,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-642">line 642</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-643">line 643</a>
</dt>
@ -3334,7 +3334,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-608">line 608</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-609">line 609</a>
</dt>
@ -3473,7 +3473,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-531">line 531</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-532">line 532</a>
</dt>
@ -3543,7 +3543,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-365">line 365</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-366">line 366</a>
</dt>
@ -3613,7 +3613,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-379">line 379</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-380">line 380</a>
</dt>
@ -3991,7 +3991,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-563">line 563</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-564">line 564</a>
</dt>
@ -4598,7 +4598,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-334">line 334</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-335">line 335</a>
</dt>
@ -4668,7 +4668,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-393">line 393</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-394">line 394</a>
</dt>
@ -4787,7 +4787,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-595">line 595</a>
<a href="src_animation_Animation.js.html">animation/Animation.js</a>, <a href="src_animation_Animation.js.html#sunlight-1-line-596">line 596</a>
</dt>
@ -4836,7 +4836,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3798,7 +3798,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1573,7 +1573,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-109">line 109</a>
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-113">line 113</a>
</dt>
@ -1735,7 +1735,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-225">line 225</a>
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-229">line 229</a>
</dt>
@ -1897,7 +1897,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-168">line 168</a>
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-172">line 172</a>
</dt>
@ -2478,7 +2478,7 @@ return {number} The total number of PathPoints in this Path.</a>
<dt class="tag-source">Source -
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-287">line 287</a>
<a href="src_animation_AnimationParser.js.html">animation/AnimationParser.js</a>, <a href="src_animation_AnimationParser.js.html#sunlight-1-line-291">line 291</a>
</dt>
@ -2527,7 +2527,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3057,7 +3057,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:20 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3289,7 +3289,7 @@ Phaser.ArrayUtils.numberArrayStep(0);
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2346,7 +2346,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -16142,7 +16142,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -9052,7 +9052,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -8023,76 +8023,6 @@ return {number} The total number of PathPoints in this Path.</a>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.<br>Also dispatches the <code>Weapon.onKill</code> signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-41">line 41</a>
</dt>
</dl>
</dd>
@ -8163,6 +8093,76 @@ return {number} The total number of PathPoints in this Path.</a>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.<br>Also dispatches the <code>Weapon.onKill</code> signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-41">line 41</a>
</dt>
</dl>
</dd>
@ -11373,7 +11373,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -13616,7 +13616,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -16352,7 +16352,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -5581,7 +5581,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3678,7 +3678,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2213,7 +2213,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -5078,7 +5078,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -12564,7 +12564,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1519,7 +1519,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1734,7 +1734,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1573,7 +1573,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2510,7 +2510,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1824,7 +1824,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2711,7 +2711,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1767,7 +1767,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1630,7 +1630,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1700,7 +1700,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1652,7 +1652,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1748,7 +1748,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1518,7 +1518,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1763,7 +1763,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1591,7 +1591,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1908,7 +1908,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2172,7 +2172,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:55 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1613,7 +1613,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1796,7 +1796,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1692,7 +1692,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1898,7 +1898,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1518,7 +1518,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2695,7 +2695,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -7645,7 +7645,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2926,7 +2926,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:23 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -6791,7 +6791,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:22 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3442,7 +3442,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:23 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1877,7 +1877,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:23 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1877,7 +1877,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:23 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1877,7 +1877,7 @@ return {number} The total number of PathPoints in this Path.</a>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
on Wed Nov 23 2016 00:49:23 GMT+0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Mon Nov 28 2016 18:47:56 GMT+0200 (EET) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

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