New Spine Plugin dist files

This commit is contained in:
Richard Davey 2019-10-11 18:17:27 +01:00
parent 9ea3eb1abd
commit 9b6b7228b5
8 changed files with 2069 additions and 1053 deletions

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@ -1264,7 +1264,6 @@ module.exports = {
var BlendModes = __webpack_require__(/*! ../renderer/BlendModes */ "../../../src/renderer/BlendModes.js");
var GetAdvancedValue = __webpack_require__(/*! ../utils/object/GetAdvancedValue */ "../../../src/utils/object/GetAdvancedValue.js");
var ScaleModes = __webpack_require__(/*! ../renderer/ScaleModes */ "../../../src/renderer/ScaleModes.js");
/**
* Builds a Game Object using the provided configuration object.
@ -1353,10 +1352,6 @@ var BuildGameObject = function (scene, gameObject, config)
gameObject.setOrigin(ox, oy);
}
// ScaleMode
gameObject.scaleMode = GetAdvancedValue(config, 'scaleMode', ScaleModes.DEFAULT);
// BlendMode
gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);
@ -2612,7 +2607,6 @@ var ToJSON = function (gameObject)
rotation: gameObject.rotation,
alpha: gameObject.alpha,
visible: gameObject.visible,
scaleMode: gameObject.scaleMode,
blendMode: gameObject.blendMode,
textureKey: '',
frameKey: '',
@ -4267,6 +4261,332 @@ module.exports = Visible;
module.exports = 'destroy';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_COMPLETE_EVENT.js":
/*!*************************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_COMPLETE_EVENT.js ***!
\*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Complete Event.
*
* This event is dispatched when a Video finishes playback by reaching the end of its duration. It
* is also dispatched if a video marker sequence is being played and reaches the end.
*
* Note that not all videos can fire this event. Live streams, for example, have no fixed duration,
* so never technically 'complete'.
*
* If a video is stopped from playback, via the `Video.stop` method, it will emit the
* `VIDEO_STOP` event instead of this one.
*
* Listen for it from a Video Game Object instance using `Video.on('complete', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_COMPLETE
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which completed playback.
*/
module.exports = 'complete';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_CREATED_EVENT.js":
/*!************************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_CREATED_EVENT.js ***!
\************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Created Event.
*
* This event is dispatched when the texture for a Video has been created. This happens
* when enough of the video source has been loaded that the browser is able to render a
* frame from it.
*
* Listen for it from a Video Game Object instance using `Video.on('created', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_CREATED
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which raised the event.
* @param {integer} width - The width of the video.
* @param {integer} height - The height of the video.
*/
module.exports = 'created';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_ERROR_EVENT.js":
/*!**********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_ERROR_EVENT.js ***!
\**********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Error Event.
*
* This event is dispatched when a Video tries to play a source that does not exist, or is the wrong file type.
*
* Listen for it from a Video Game Object instance using `Video.on('error', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_ERROR
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which threw the error.
* @param {Event} event - The native DOM event the browser raised during playback.
*/
module.exports = 'error';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_LOOP_EVENT.js":
/*!*********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_LOOP_EVENT.js ***!
\*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Loop Event.
*
* This event is dispatched when a Video that is currently playing has looped. This only
* happens if the `loop` parameter was specified, or the `setLoop` method was called,
* and if the video has a fixed duration. Video streams, for example, cannot loop, as
* they have no duration.
*
* Looping is based on the result of the Video `timeupdate` event. This event is not
* frame-accurate, due to the way browsers work, so please do not rely on this loop
* event to be time or frame precise.
*
* Listen for it from a Video Game Object instance using `Video.on('loop', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_LOOP
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which has looped.
*/
module.exports = 'loop';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_PLAY_EVENT.js":
/*!*********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_PLAY_EVENT.js ***!
\*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Play Event.
*
* This event is dispatched when a Video begins playback. For videos that do not require
* interaction unlocking, this is usually as soon as the `Video.play` method is called.
* However, for videos that require unlocking, it is fired once playback begins after
* they've been unlocked.
*
* Listen for it from a Video Game Object instance using `Video.on('play', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_PLAY
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which started playback.
*/
module.exports = 'play';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_SEEKED_EVENT.js":
/*!***********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_SEEKED_EVENT.js ***!
\***********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Seeked Event.
*
* This event is dispatched when a Video completes seeking to a new point in its timeline.
*
* Listen for it from a Video Game Object instance using `Video.on('seeked', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_SEEKED
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which completed seeking.
*/
module.exports = 'seeked';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_SEEKING_EVENT.js":
/*!************************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_SEEKING_EVENT.js ***!
\************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Seeking Event.
*
* This event is dispatched when a Video _begins_ seeking to a new point in its timeline.
* When the seek is complete, it will dispatch the `VIDEO_SEEKED` event to conclude.
*
* Listen for it from a Video Game Object instance using `Video.on('seeking', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_SEEKING
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which started seeking.
*/
module.exports = 'seeking';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_STOP_EVENT.js":
/*!*********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_STOP_EVENT.js ***!
\*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Stopped Event.
*
* This event is dispatched when a Video is stopped from playback via a call to the `Video.stop` method,
* either directly via game code, or indirectly as the result of changing a video source or destroying it.
*
* Listen for it from a Video Game Object instance using `Video.on('stop', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_STOP
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which stopped playback.
*/
module.exports = 'stop';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js":
/*!************************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js ***!
\************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Timeout Event.
*
* This event is dispatched when a Video has exhausted its allocated time while trying to connect to a video
* source to start playback.
*
* Listen for it from a Video Game Object instance using `Video.on('timeout', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_TIMEOUT
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which timed out.
*/
module.exports = 'timeout';
/***/ }),
/***/ "../../../src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js":
/*!*************************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js ***!
\*************************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Video Game Object Unlocked Event.
*
* This event is dispatched when a Video that was prevented from playback due to the browsers
* Media Engagement Interaction policy, is unlocked by a user gesture.
*
* Listen for it from a Video Game Object instance using `Video.on('unlocked', listener)`.
*
* @event Phaser.GameObjects.Events#VIDEO_UNLOCKED
* @since 3.20.0
*
* @param {Phaser.GameObjects.Video} video - The Video Game Object which raised the event.
*/
module.exports = 'unlocked';
/***/ }),
/***/ "../../../src/gameobjects/events/index.js":
@ -4286,7 +4606,21 @@ module.exports = 'destroy';
* @namespace Phaser.GameObjects.Events
*/
module.exports = { DESTROY: __webpack_require__(/*! ./DESTROY_EVENT */ "../../../src/gameobjects/events/DESTROY_EVENT.js") };
module.exports = {
DESTROY: __webpack_require__(/*! ./DESTROY_EVENT */ "../../../src/gameobjects/events/DESTROY_EVENT.js"),
VIDEO_COMPLETE: __webpack_require__(/*! ./VIDEO_COMPLETE_EVENT */ "../../../src/gameobjects/events/VIDEO_COMPLETE_EVENT.js"),
VIDEO_CREATED: __webpack_require__(/*! ./VIDEO_CREATED_EVENT */ "../../../src/gameobjects/events/VIDEO_CREATED_EVENT.js"),
VIDEO_ERROR: __webpack_require__(/*! ./VIDEO_ERROR_EVENT */ "../../../src/gameobjects/events/VIDEO_ERROR_EVENT.js"),
VIDEO_LOOP: __webpack_require__(/*! ./VIDEO_LOOP_EVENT */ "../../../src/gameobjects/events/VIDEO_LOOP_EVENT.js"),
VIDEO_PLAY: __webpack_require__(/*! ./VIDEO_PLAY_EVENT */ "../../../src/gameobjects/events/VIDEO_PLAY_EVENT.js"),
VIDEO_SEEKED: __webpack_require__(/*! ./VIDEO_SEEKED_EVENT */ "../../../src/gameobjects/events/VIDEO_SEEKED_EVENT.js"),
VIDEO_SEEKING: __webpack_require__(/*! ./VIDEO_SEEKING_EVENT */ "../../../src/gameobjects/events/VIDEO_SEEKING_EVENT.js"),
VIDEO_STOP: __webpack_require__(/*! ./VIDEO_STOP_EVENT */ "../../../src/gameobjects/events/VIDEO_STOP_EVENT.js"),
VIDEO_TIMEOUT: __webpack_require__(/*! ./VIDEO_TIMEOUT_EVENT */ "../../../src/gameobjects/events/VIDEO_TIMEOUT_EVENT.js"),
VIDEO_UNLOCKED: __webpack_require__(/*! ./VIDEO_UNLOCKED_EVENT */ "../../../src/gameobjects/events/VIDEO_UNLOCKED_EVENT.js")
};
/***/ }),
@ -5075,6 +5409,16 @@ var MultiFile = new Class({
*/
this.key = key;
/**
* The current index being used by multi-file loaders to avoid key clashes.
*
* @name Phaser.Loader.MultiFile#multiKeyIndex
* @type {integer}
* @private
* @since 3.20.0
*/
this.multiKeyIndex = loader.multiKeyIndex++;
/**
* Array of files that make up this MultiFile.
*
@ -16977,39 +17321,14 @@ var BasePlugin = new Class({
* @since 3.8.0
*/
this.game = pluginManager.game;
/**
* A reference to the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#systems
* @type {?Phaser.Scenes.Systems}
* @protected
* @since 3.8.0
*/
this.systems;
},
/**
* Called by the PluginManager when this plugin is first instantiated.
* The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
* It will never be called again on this instance.
* In here you can set-up whatever you need for this plugin to run.
* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
* On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
*
* @method Phaser.Plugins.BasePlugin#init
* @since 3.8.0
@ -17021,9 +17340,10 @@ var BasePlugin = new Class({
},
/**
* Called by the PluginManager when this plugin is started.
* The PluginManager calls this method on a Global Plugin when the plugin is started.
* If a plugin is stopped, and then started again, this will get called again.
* Typically called immediately after `BasePlugin.init`.
* On a Scene Plugin, this method is never called.
*
* @method Phaser.Plugins.BasePlugin#start
* @since 3.8.0
@ -17047,11 +17367,12 @@ var BasePlugin = new Class({
},
/**
* Called by the PluginManager when this plugin is stopped.
* The PluginManager calls this method on a Global Plugin when the plugin is stopped.
* The game code has requested that your plugin stop doing whatever it does.
* It is now considered as 'inactive' by the PluginManager.
* Handle that process here (i.e. stop listening for events, etc)
* If the plugin is started again then `BasePlugin.start` will be called again.
* On a Scene Plugin, this method is never called.
*
* @method Phaser.Plugins.BasePlugin#stop
* @since 3.8.0
@ -17060,34 +17381,6 @@ var BasePlugin = new Class({
{
},
/**
* If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots.
* By this point the plugin properties `scene` and `systems` will have already been set.
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
*
* @method Phaser.Plugins.BasePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
// Here are the Scene events you can listen to.
// At the very least you should offer a destroy handler for when the Scene closes down.
// var eventEmitter = this.systems.events;
// eventEmitter.once('destroy', this.sceneDestroy, this);
// eventEmitter.on('start', this.sceneStart, this);
// eventEmitter.on('preupdate', this.scenePreUpdate, this);
// eventEmitter.on('update', this.sceneUpdate, this);
// eventEmitter.on('postupdate', this.scenePostUpdate, this);
// eventEmitter.on('pause', this.scenePause, this);
// eventEmitter.on('resume', this.sceneResume, this);
// eventEmitter.on('sleep', this.sceneSleep, this);
// eventEmitter.on('wake', this.sceneWake, this);
// eventEmitter.on('shutdown', this.sceneShutdown, this);
// eventEmitter.on('destroy', this.sceneDestroy, this);
},
/**
* Game instance has been destroyed.
* You must release everything in here, all references, all objects, free it all up.
@ -17152,7 +17445,30 @@ var ScenePlugin = new Class({
{
BasePlugin.call(this, pluginManager);
/**
* A reference to the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You can use it during the `boot` method.
*
* @name Phaser.Plugins.ScenePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene = scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You can use it during the `boot` method.
*
* @name Phaser.Plugins.ScenePlugin#systems
* @type {?Phaser.Scenes.Systems}
* @protected
* @since 3.8.0
*/
this.systems = scene.sys;
scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
@ -17160,29 +17476,29 @@ var ScenePlugin = new Class({
/**
* This method is called when the Scene boots. It is only ever called once.
*
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
*
* In here you can listen for {@link Phaser.Scenes.Events Scene events} and set-up whatever you need for this plugin to run.
* Here are the Scene events you can listen to:
*
* start
* ready
* preupdate
* update
* postupdate
* resize
* pause
* resume
* sleep
* wake
* transitioninit
* transitionstart
* transitioncomplete
* transitionout
* shutdown
* destroy
*
*
* - start
* - ready
* - preupdate
* - update
* - postupdate
* - resize
* - pause
* - resume
* - sleep
* - wake
* - transitioninit
* - transitionstart
* - transitioncomplete
* - transitionout
* - shutdown
* - destroy
*
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
*
* ```javascript
@ -17195,6 +17511,22 @@ var ScenePlugin = new Class({
*/
boot: function ()
{
},
/**
* Game instance has been destroyed.
*
* You must release everything in here, all references, all objects, free it all up.
*
* @method Phaser.Plugins.ScenePlugin#destroy
* @since 3.8.0
*/
destroy: function ()
{
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
@ -17546,65 +17878,6 @@ module.exports = {
};
/***/ }),
/***/ "../../../src/renderer/ScaleModes.js":
/*!*****************************************************!*\
!*** D:/wamp/www/phaser/src/renderer/ScaleModes.js ***!
\*****************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Phaser Scale Modes.
*
* @namespace Phaser.ScaleModes
* @since 3.0.0
*/
var ScaleModes = {
/**
* Default Scale Mode (Linear).
*
* @name Phaser.ScaleModes.DEFAULT
* @type {integer}
* @readonly
* @since 3.0.0
*/
DEFAULT: 0,
/**
* Linear Scale Mode.
*
* @name Phaser.ScaleModes.LINEAR
* @type {integer}
* @readonly
* @since 3.0.0
*/
LINEAR: 0,
/**
* Nearest Scale Mode.
*
* @name Phaser.ScaleModes.NEAREST
* @type {integer}
* @readonly
* @since 3.0.0
*/
NEAREST: 1
};
module.exports = ScaleModes;
/***/ }),
/***/ "../../../src/scale/events/RESIZE_EVENT.js":
@ -19242,7 +19515,7 @@ var SpineFile = new Class({
{
var textureURL = textures[i];
var key = '_SP_' + textureURL;
var key = 'SP' + this.multiKeyIndex + '_' + textureURL;
var image = new ImageFile(loader, key, textureURL, textureXhrSettings);
@ -19275,7 +19548,7 @@ var SpineFile = new Class({
var atlasCache;
var atlasKey = '';
var combinedAtlastData = '';
var combinedAtlasData = '';
var preMultipliedAlpha = (this.config.preMultipliedAlpha) ? true : false;
for (var i = 1; i < this.files.length; i++)
@ -19288,19 +19561,21 @@ var SpineFile = new Class({
atlasCache = file.cache;
combinedAtlastData = combinedAtlastData.concat(file.data);
combinedAtlasData = combinedAtlasData.concat(file.data);
}
else
{
var key = file.key.substr(4).trim();
var src = file.key.trim();
var pos = src.indexOf('_');
var key = src.substr(pos + 1);
this.loader.textureManager.addImage(key, file.data);
}
file.pendingDestroy();
}
atlasCache.add(atlasKey, { preMultipliedAlpha: preMultipliedAlpha, data: combinedAtlastData });
atlasCache.add(atlasKey, { preMultipliedAlpha: preMultipliedAlpha, data: combinedAtlasData });
this.complete = true;
}
@ -22530,6 +22805,9 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
}
// Draw the current skeleton
// console.log('draw', src.name);
sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
if (plugin.drawDebug || src.drawDebug)
@ -23919,12 +24197,12 @@ var spine;
var AnimationState = (function () {
function AnimationState(data) {
this.tracks = new Array();
this.timeScale = 1;
this.events = new Array();
this.listeners = new Array();
this.queue = new EventQueue(this);
this.propertyIDs = new spine.IntSet();
this.animationsChanged = false;
this.timeScale = 1;
this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); });
this.data = data;
}
@ -24670,24 +24948,24 @@ var spine;
EventType[EventType["complete"] = 4] = "complete";
EventType[EventType["event"] = 5] = "event";
})(EventType = spine.EventType || (spine.EventType = {}));
var AnimationStateAdapter2 = (function () {
function AnimationStateAdapter2() {
var AnimationStateAdapter = (function () {
function AnimationStateAdapter() {
}
AnimationStateAdapter2.prototype.start = function (entry) {
AnimationStateAdapter.prototype.start = function (entry) {
};
AnimationStateAdapter2.prototype.interrupt = function (entry) {
AnimationStateAdapter.prototype.interrupt = function (entry) {
};
AnimationStateAdapter2.prototype.end = function (entry) {
AnimationStateAdapter.prototype.end = function (entry) {
};
AnimationStateAdapter2.prototype.dispose = function (entry) {
AnimationStateAdapter.prototype.dispose = function (entry) {
};
AnimationStateAdapter2.prototype.complete = function (entry) {
AnimationStateAdapter.prototype.complete = function (entry) {
};
AnimationStateAdapter2.prototype.event = function (entry, event) {
AnimationStateAdapter.prototype.event = function (entry, event) {
};
return AnimationStateAdapter2;
return AnimationStateAdapter;
}());
spine.AnimationStateAdapter2 = AnimationStateAdapter2;
spine.AnimationStateAdapter = AnimationStateAdapter;
})(spine || (spine = {}));
var spine;
(function (spine) {
@ -25057,10 +25335,10 @@ var spine;
this.appliedValid = false;
this.a = 0;
this.b = 0;
this.worldX = 0;
this.c = 0;
this.d = 0;
this.worldY = 0;
this.worldX = 0;
this.sorted = false;
this.active = false;
if (data == null)
@ -28989,6 +29267,9 @@ var spine;
this.darkColor = data.darkColor == null ? null : new spine.Color();
this.setToSetupPose();
}
Slot.prototype.getSkeleton = function () {
return this.bone.skeleton;
};
Slot.prototype.getAttachment = function () {
return this.attachment;
};
@ -31065,7 +31346,19 @@ var spine;
var gl = this.context.gl;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter));
};
GLTexture.validateMagFilter = function (magFilter) {
switch (magFilter) {
case spine.TextureFilter.MipMap:
case spine.TextureFilter.MipMapLinearLinear:
case spine.TextureFilter.MipMapLinearNearest:
case spine.TextureFilter.MipMapNearestLinear:
case spine.TextureFilter.MipMapNearestNearest:
return spine.TextureFilter.Linear;
default:
return magFilter;
}
};
GLTexture.prototype.setWraps = function (uWrap, vWrap) {
var gl = this.context.gl;

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