mirror of
https://github.com/photonstorm/phaser
synced 2024-11-15 01:17:43 +00:00
New build files for RC testing.
This commit is contained in:
parent
c47d9ea238
commit
a74a181074
15 changed files with 352 additions and 262 deletions
2
build/custom/ninja.min.js
vendored
2
build/custom/ninja.min.js
vendored
File diff suppressed because one or more lines are too long
2
build/custom/p2.min.js
vendored
2
build/custom/p2.min.js
vendored
File diff suppressed because one or more lines are too long
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@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
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* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -365,8 +365,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
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{
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newPos = newPos || new PIXI.Point();
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newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
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newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
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newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
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newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
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return newPos;
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};
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@ -1802,8 +1802,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture for this sprite
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*
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* A sprite can be created directly from an image like this :
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*
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* A sprite can be created directly from an image like this :
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* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
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* yourStage.addChild(sprite);
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* then obviously don't forget to add it to the stage you have already created
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@ -1857,7 +1857,7 @@ PIXI.Sprite = function(texture)
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* @default 0xFFFFFF
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*/
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this.tint = 0xFFFFFF;
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/**
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
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*
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@ -1882,8 +1882,7 @@ PIXI.Sprite = function(texture)
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}
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else
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{
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this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
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this.texture.on( 'update', this.onTextureUpdateBind );
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this.texture.on( 'update', this.onTextureUpdate.bind(this) );
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}
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this.renderable = true;
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@ -2037,14 +2036,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
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* @param renderSession {RenderSession}
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.Sprite.prototype._renderWebGL = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(!this.visible || this.alpha <= 0)return;
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var i,j;
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// do a quick check to see if this element has a mask or a filter.
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@ -2080,7 +2079,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
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if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
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if(this._filters)renderSession.filterManager.popFilter();
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spriteBatch.start();
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}
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else
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@ -2092,7 +2091,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
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{
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this.children[i]._renderWebGL(renderSession);
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}
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}
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};
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@ -2100,14 +2099,14 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
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if (this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
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@ -2164,7 +2163,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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if (this.cachedTint !== this.tint)
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{
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this.cachedTint = this.tint;
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// TODO clean up caching - how to clean up the caches?
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this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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}
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@ -2662,7 +2661,7 @@ PIXI.Text.prototype.updateText = function()
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this.context.strokeStyle = this.style.stroke;
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this.context.lineWidth = this.style.strokeThickness;
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this.context.textBaseline = 'alphabetic';
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this.context.lineJoin = 'round';
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//this.context.lineJoin = 'round';
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var linePositionX;
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var linePositionY;
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@ -3598,7 +3597,7 @@ PIXI.EventTarget = {
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//iterate the listeners
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if(this._listeners && this._listeners[eventName]) {
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var listeners = this._listeners[eventName],
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var listeners = this._listeners[eventName].slice(0),
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length = listeners.length,
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fn = listeners[0],
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i;
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@ -4655,7 +4654,7 @@ PIXI.StripShader = function(gl)
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'uniform sampler2D uSampler;',
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'void main(void) {',
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' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
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' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
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// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
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'}'
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];
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@ -5839,12 +5838,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
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var gl = this.gl;
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// this.lastIndex = graphics.graphicsData.length;
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this.glPoints = new Float32Array(this.points);
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this.glPoints = new PIXI.Float32Array(this.points);
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gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
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this.glIndicies = new Uint16Array(this.indices);
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this.glIndicies = new PIXI.Uint16Array(this.indices);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
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@ -6319,8 +6318,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
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PIXI.WebGLRenderer.prototype.destroy = function()
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{
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// remove listeners
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this.view.off('webglcontextlost', this.contextLostBound);
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this.view.off('webglcontextrestored', this.contextRestoredBound);
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this.view.removeEventListener('webglcontextlost', this.contextLostBound);
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this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
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PIXI.glContexts[this.glContextId] = null;
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@ -7001,7 +7000,7 @@ PIXI.WebGLSpriteBatch = function()
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* @property vertices
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* @type Float32Array
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*/
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this.vertices = new Float32Array(numVerts);
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this.vertices = new PIXI.Float32Array(numVerts);
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/**
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* Holds the indices
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@ -7009,7 +7008,7 @@ PIXI.WebGLSpriteBatch = function()
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* @property indices
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* @type Uint16Array
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*/
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this.indices = new Uint16Array(numIndices);
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this.indices = new PIXI.Uint16Array(numIndices);
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/**
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* @property lastIndexCount
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@ -7610,14 +7609,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
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* @property vertices
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* @type Float32Array
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*/
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this.vertices = new Float32Array(numVerts);
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this.vertices = new PIXI.Float32Array(numVerts);
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/**
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* Index data
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* @property indices
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* @type Uint16Array
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*/
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this.indices = new Uint16Array(numIndices);
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this.indices = new PIXI.Uint16Array(numIndices);
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/**
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* @property vertexBuffer
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@ -8386,7 +8385,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
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// bind and upload the vertexs..
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// keep a reference to the vertexFloatData..
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this.vertexArray = new Float32Array([0.0, 0.0,
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this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0]);
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@ -8395,7 +8394,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
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// bind and upload the uv buffer
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this.uvArray = new Float32Array([0.0, 0.0,
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this.uvArray = new PIXI.Float32Array([0.0, 0.0,
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1.0, 0.0,
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0.0, 1.0,
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1.0, 1.0]);
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@ -8403,7 +8402,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
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gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
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gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
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this.colorArray = new Float32Array([1.0, 0xFFFFFF,
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this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
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1.0, 0xFFFFFF,
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1.0, 0xFFFFFF,
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1.0, 0xFFFFFF]);
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@ -10724,19 +10723,7 @@ PIXI.BaseTexture.prototype.destroy = function()
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}
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this.source = null;
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// delete the webGL textures if any.
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for (var i = this._glTextures.length - 1; i >= 0; i--)
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{
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var glTexture = this._glTextures[i];
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var gl = PIXI.glContexts[i];
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if(gl && glTexture)
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{
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gl.deleteTexture(glTexture);
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}
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}
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this._glTextures.length = 0;
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this.unloadFromGPU();
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};
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/**
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@ -10765,6 +10752,34 @@ PIXI.BaseTexture.prototype.dirty = function()
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}
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};
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/**
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* Removes the base texture from the GPU, useful for managing resources on the GPU.
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* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
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*
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* @method unloadFromGPU
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*/
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PIXI.BaseTexture.prototype.unloadFromGPU = function()
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{
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this.dirty();
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// delete the webGL textures if any.
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for (var i = this._glTextures.length - 1; i >= 0; i--)
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{
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var glTexture = this._glTextures[i];
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var gl = PIXI.glContexts[i];
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if(gl && glTexture)
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{
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gl.deleteTexture(glTexture);
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}
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}
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this._glTextures.length = 0;
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this.dirty();
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};
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/**
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* Helper function that creates a base texture from the given image url.
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* If the image is not in the base texture cache it will be created and loaded.
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@ -11413,6 +11428,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
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var wt = displayObject.worldTransform;
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wt.identity();
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if(matrix)wt.append(matrix);
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// setWorld Alpha to ensure that the object is renderer at full opacity
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displayObject.worldAlpha = 1;
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// Time to update all the children of the displayObject with the new matrix..
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var children = displayObject.children;
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@ -11606,7 +11624,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*
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* Phaser - http://phaser.io
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*
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* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
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* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -11649,7 +11667,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*/
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var Phaser = Phaser || {
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VERSION: '2.1.4-dev',
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VERSION: '2.2.0-dev',
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GAMES: [],
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AUTO: 0,
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@ -16319,7 +16337,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
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this.dirty = false;
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}
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this._cachedSprite.alpha = this.alpha;
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this._cachedSprite.worldAlpha = this.worldAlpha;
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PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
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return;
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|
14
build/custom/phaser-arcade-physics.min.js
vendored
14
build/custom/phaser-arcade-physics.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
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* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:52
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -365,8 +365,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
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{
|
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newPos = newPos || new PIXI.Point();
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newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
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newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
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newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
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newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
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return newPos;
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};
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|
@ -1802,8 +1802,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture for this sprite
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*
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* A sprite can be created directly from an image like this :
|
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*
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* A sprite can be created directly from an image like this :
|
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* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
|
||||
* yourStage.addChild(sprite);
|
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* then obviously don't forget to add it to the stage you have already created
|
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|
@ -1857,7 +1857,7 @@ PIXI.Sprite = function(texture)
|
|||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;
|
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|
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/**
|
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
||||
*
|
||||
|
@ -1882,8 +1882,7 @@ PIXI.Sprite = function(texture)
|
|||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.on( 'update', this.onTextureUpdateBind );
|
||||
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
|
@ -2037,14 +2036,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
|
|||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
|
||||
var i,j;
|
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|
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// do a quick check to see if this element has a mask or a filter.
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|
@ -2080,7 +2079,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
|
||||
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
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|
@ -2092,7 +2091,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2100,14 +2099,14 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
|
||||
|
||||
|
||||
if (this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
|
@ -2164,7 +2163,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|||
if (this.cachedTint !== this.tint)
|
||||
{
|
||||
this.cachedTint = this.tint;
|
||||
|
||||
|
||||
// TODO clean up caching - how to clean up the caches?
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
}
|
||||
|
@ -2662,7 +2661,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
this.context.strokeStyle = this.style.stroke;
|
||||
this.context.lineWidth = this.style.strokeThickness;
|
||||
this.context.textBaseline = 'alphabetic';
|
||||
this.context.lineJoin = 'round';
|
||||
//this.context.lineJoin = 'round';
|
||||
|
||||
var linePositionX;
|
||||
var linePositionY;
|
||||
|
@ -3598,7 +3597,7 @@ PIXI.EventTarget = {
|
|||
|
||||
//iterate the listeners
|
||||
if(this._listeners && this._listeners[eventName]) {
|
||||
var listeners = this._listeners[eventName],
|
||||
var listeners = this._listeners[eventName].slice(0),
|
||||
length = listeners.length,
|
||||
fn = listeners[0],
|
||||
i;
|
||||
|
@ -4655,7 +4654,7 @@ PIXI.StripShader = function(gl)
|
|||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
|
||||
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
||||
'}'
|
||||
];
|
||||
|
@ -5839,12 +5838,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
|
|||
var gl = this.gl;
|
||||
|
||||
// this.lastIndex = graphics.graphicsData.length;
|
||||
this.glPoints = new Float32Array(this.points);
|
||||
this.glPoints = new PIXI.Float32Array(this.points);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
||||
|
||||
this.glIndicies = new Uint16Array(this.indices);
|
||||
this.glIndicies = new PIXI.Uint16Array(this.indices);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
|
||||
|
@ -6319,8 +6318,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|||
PIXI.WebGLRenderer.prototype.destroy = function()
|
||||
{
|
||||
// remove listeners
|
||||
this.view.off('webglcontextlost', this.contextLostBound);
|
||||
this.view.off('webglcontextrestored', this.contextRestoredBound);
|
||||
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
|
||||
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
|
||||
|
||||
PIXI.glContexts[this.glContextId] = null;
|
||||
|
||||
|
@ -7001,7 +7000,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Holds the indices
|
||||
|
@ -7009,7 +7008,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property lastIndexCount
|
||||
|
@ -7610,14 +7609,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Index data
|
||||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property vertexBuffer
|
||||
|
@ -8386,7 +8385,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
|
||||
// bind and upload the vertexs..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8395,7 +8394,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
|
||||
|
||||
// bind and upload the uv buffer
|
||||
this.uvArray = new Float32Array([0.0, 0.0,
|
||||
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8403,7 +8402,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
|
||||
|
||||
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
||||
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF]);
|
||||
|
@ -10724,19 +10723,7 @@ PIXI.BaseTexture.prototype.destroy = function()
|
|||
}
|
||||
this.source = null;
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
this.unloadFromGPU();
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -10765,6 +10752,34 @@ PIXI.BaseTexture.prototype.dirty = function()
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.unloadFromGPU = function()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that creates a base texture from the given image url.
|
||||
* If the image is not in the base texture cache it will be created and loaded.
|
||||
|
@ -11413,6 +11428,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
|
|||
var wt = displayObject.worldTransform;
|
||||
wt.identity();
|
||||
if(matrix)wt.append(matrix);
|
||||
|
||||
// setWorld Alpha to ensure that the object is renderer at full opacity
|
||||
displayObject.worldAlpha = 1;
|
||||
|
||||
// Time to update all the children of the displayObject with the new matrix..
|
||||
var children = displayObject.children;
|
||||
|
@ -11606,7 +11624,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
|
||||
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -11649,7 +11667,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.1.4-dev',
|
||||
VERSION: '2.2.0-dev',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -16319,7 +16337,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
this._cachedSprite.worldAlpha = this.worldAlpha;
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
|
|
14
build/custom/phaser-ninja-physics.min.js
vendored
14
build/custom/phaser-ninja-physics.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
|
||||
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -50,7 +50,7 @@
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.1.4-dev',
|
||||
VERSION: '2.2.0-dev',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -4720,7 +4720,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
this._cachedSprite.worldAlpha = this.worldAlpha;
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
|
|
6
build/custom/phaser-no-libs.min.js
vendored
6
build/custom/phaser-no-libs.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:02
|
||||
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:52
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -365,8 +365,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
|
|||
{
|
||||
newPos = newPos || new PIXI.Point();
|
||||
|
||||
newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
|
||||
newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
|
||||
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
|
||||
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
|
||||
|
||||
return newPos;
|
||||
};
|
||||
|
@ -1802,8 +1802,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
|
|||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture for this sprite
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
|
||||
* yourStage.addChild(sprite);
|
||||
* then obviously don't forget to add it to the stage you have already created
|
||||
|
@ -1857,7 +1857,7 @@ PIXI.Sprite = function(texture)
|
|||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;
|
||||
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
||||
*
|
||||
|
@ -1882,8 +1882,7 @@ PIXI.Sprite = function(texture)
|
|||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.on( 'update', this.onTextureUpdateBind );
|
||||
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
|
@ -2037,14 +2036,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
|
|||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
|
||||
var i,j;
|
||||
|
||||
// do a quick check to see if this element has a mask or a filter.
|
||||
|
@ -2080,7 +2079,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
|
||||
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
||||
|
@ -2092,7 +2091,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2100,14 +2099,14 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
|
||||
|
||||
|
||||
if (this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
|
@ -2164,7 +2163,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|||
if (this.cachedTint !== this.tint)
|
||||
{
|
||||
this.cachedTint = this.tint;
|
||||
|
||||
|
||||
// TODO clean up caching - how to clean up the caches?
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
}
|
||||
|
@ -2662,7 +2661,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
this.context.strokeStyle = this.style.stroke;
|
||||
this.context.lineWidth = this.style.strokeThickness;
|
||||
this.context.textBaseline = 'alphabetic';
|
||||
this.context.lineJoin = 'round';
|
||||
//this.context.lineJoin = 'round';
|
||||
|
||||
var linePositionX;
|
||||
var linePositionY;
|
||||
|
@ -3598,7 +3597,7 @@ PIXI.EventTarget = {
|
|||
|
||||
//iterate the listeners
|
||||
if(this._listeners && this._listeners[eventName]) {
|
||||
var listeners = this._listeners[eventName],
|
||||
var listeners = this._listeners[eventName].slice(0),
|
||||
length = listeners.length,
|
||||
fn = listeners[0],
|
||||
i;
|
||||
|
@ -4655,7 +4654,7 @@ PIXI.StripShader = function(gl)
|
|||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
|
||||
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
||||
'}'
|
||||
];
|
||||
|
@ -5839,12 +5838,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
|
|||
var gl = this.gl;
|
||||
|
||||
// this.lastIndex = graphics.graphicsData.length;
|
||||
this.glPoints = new Float32Array(this.points);
|
||||
this.glPoints = new PIXI.Float32Array(this.points);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
||||
|
||||
this.glIndicies = new Uint16Array(this.indices);
|
||||
this.glIndicies = new PIXI.Uint16Array(this.indices);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
|
||||
|
@ -6319,8 +6318,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|||
PIXI.WebGLRenderer.prototype.destroy = function()
|
||||
{
|
||||
// remove listeners
|
||||
this.view.off('webglcontextlost', this.contextLostBound);
|
||||
this.view.off('webglcontextrestored', this.contextRestoredBound);
|
||||
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
|
||||
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
|
||||
|
||||
PIXI.glContexts[this.glContextId] = null;
|
||||
|
||||
|
@ -7001,7 +7000,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Holds the indices
|
||||
|
@ -7009,7 +7008,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property lastIndexCount
|
||||
|
@ -7610,14 +7609,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Index data
|
||||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property vertexBuffer
|
||||
|
@ -8386,7 +8385,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
|
||||
// bind and upload the vertexs..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8395,7 +8394,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
|
||||
|
||||
// bind and upload the uv buffer
|
||||
this.uvArray = new Float32Array([0.0, 0.0,
|
||||
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8403,7 +8402,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
|
||||
|
||||
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
||||
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF]);
|
||||
|
@ -10724,19 +10723,7 @@ PIXI.BaseTexture.prototype.destroy = function()
|
|||
}
|
||||
this.source = null;
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
this.unloadFromGPU();
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -10765,6 +10752,34 @@ PIXI.BaseTexture.prototype.dirty = function()
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.unloadFromGPU = function()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that creates a base texture from the given image url.
|
||||
* If the image is not in the base texture cache it will be created and loaded.
|
||||
|
@ -11413,6 +11428,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
|
|||
var wt = displayObject.worldTransform;
|
||||
wt.identity();
|
||||
if(matrix)wt.append(matrix);
|
||||
|
||||
// setWorld Alpha to ensure that the object is renderer at full opacity
|
||||
displayObject.worldAlpha = 1;
|
||||
|
||||
// Time to update all the children of the displayObject with the new matrix..
|
||||
var children = displayObject.children;
|
||||
|
@ -11619,7 +11637,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.1.4-dev',
|
||||
VERSION: '2.2.0-dev',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -16289,7 +16307,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
this._cachedSprite.worldAlpha = this.worldAlpha;
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
|
|
14
build/custom/phaser-no-physics.min.js
vendored
14
build/custom/phaser-no-physics.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -335,8 +335,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
|
|||
{
|
||||
newPos = newPos || new PIXI.Point();
|
||||
|
||||
newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
|
||||
newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
|
||||
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
|
||||
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
|
||||
|
||||
return newPos;
|
||||
};
|
||||
|
@ -1772,8 +1772,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
|
|||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture for this sprite
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
|
||||
* yourStage.addChild(sprite);
|
||||
* then obviously don't forget to add it to the stage you have already created
|
||||
|
@ -1827,7 +1827,7 @@ PIXI.Sprite = function(texture)
|
|||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;
|
||||
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
||||
*
|
||||
|
@ -1852,8 +1852,7 @@ PIXI.Sprite = function(texture)
|
|||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.on( 'update', this.onTextureUpdateBind );
|
||||
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
|
@ -2007,14 +2006,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
|
|||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
|
||||
var i,j;
|
||||
|
||||
// do a quick check to see if this element has a mask or a filter.
|
||||
|
@ -2050,7 +2049,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
|
||||
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
||||
|
@ -2062,7 +2061,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2070,14 +2069,14 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
|
||||
|
||||
|
||||
if (this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
|
@ -2134,7 +2133,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|||
if (this.cachedTint !== this.tint)
|
||||
{
|
||||
this.cachedTint = this.tint;
|
||||
|
||||
|
||||
// TODO clean up caching - how to clean up the caches?
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
}
|
||||
|
@ -2632,7 +2631,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
this.context.strokeStyle = this.style.stroke;
|
||||
this.context.lineWidth = this.style.strokeThickness;
|
||||
this.context.textBaseline = 'alphabetic';
|
||||
this.context.lineJoin = 'round';
|
||||
//this.context.lineJoin = 'round';
|
||||
|
||||
var linePositionX;
|
||||
var linePositionY;
|
||||
|
@ -3568,7 +3567,7 @@ PIXI.EventTarget = {
|
|||
|
||||
//iterate the listeners
|
||||
if(this._listeners && this._listeners[eventName]) {
|
||||
var listeners = this._listeners[eventName],
|
||||
var listeners = this._listeners[eventName].slice(0),
|
||||
length = listeners.length,
|
||||
fn = listeners[0],
|
||||
i;
|
||||
|
@ -4625,7 +4624,7 @@ PIXI.StripShader = function(gl)
|
|||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
|
||||
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
||||
'}'
|
||||
];
|
||||
|
@ -5809,12 +5808,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
|
|||
var gl = this.gl;
|
||||
|
||||
// this.lastIndex = graphics.graphicsData.length;
|
||||
this.glPoints = new Float32Array(this.points);
|
||||
this.glPoints = new PIXI.Float32Array(this.points);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
||||
|
||||
this.glIndicies = new Uint16Array(this.indices);
|
||||
this.glIndicies = new PIXI.Uint16Array(this.indices);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
|
||||
|
@ -6289,8 +6288,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|||
PIXI.WebGLRenderer.prototype.destroy = function()
|
||||
{
|
||||
// remove listeners
|
||||
this.view.off('webglcontextlost', this.contextLostBound);
|
||||
this.view.off('webglcontextrestored', this.contextRestoredBound);
|
||||
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
|
||||
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
|
||||
|
||||
PIXI.glContexts[this.glContextId] = null;
|
||||
|
||||
|
@ -6971,7 +6970,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Holds the indices
|
||||
|
@ -6979,7 +6978,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property lastIndexCount
|
||||
|
@ -7580,14 +7579,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Index data
|
||||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property vertexBuffer
|
||||
|
@ -8356,7 +8355,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
|
||||
// bind and upload the vertexs..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8365,7 +8364,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
|
||||
|
||||
// bind and upload the uv buffer
|
||||
this.uvArray = new Float32Array([0.0, 0.0,
|
||||
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8373,7 +8372,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
|
||||
|
||||
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
||||
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF]);
|
||||
|
@ -10694,19 +10693,7 @@ PIXI.BaseTexture.prototype.destroy = function()
|
|||
}
|
||||
this.source = null;
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
this.unloadFromGPU();
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -10735,6 +10722,34 @@ PIXI.BaseTexture.prototype.dirty = function()
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.unloadFromGPU = function()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that creates a base texture from the given image url.
|
||||
* If the image is not in the base texture cache it will be created and loaded.
|
||||
|
@ -11383,6 +11398,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
|
|||
var wt = displayObject.worldTransform;
|
||||
wt.identity();
|
||||
if(matrix)wt.append(matrix);
|
||||
|
||||
// setWorld Alpha to ensure that the object is renderer at full opacity
|
||||
displayObject.worldAlpha = 1;
|
||||
|
||||
// Time to update all the children of the displayObject with the new matrix..
|
||||
var children = displayObject.children;
|
||||
|
|
10
build/custom/pixi.min.js
vendored
10
build/custom/pixi.min.js
vendored
File diff suppressed because one or more lines are too long
108
build/phaser.js
108
build/phaser.js
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:02
|
||||
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:52
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -365,8 +365,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
|
|||
{
|
||||
newPos = newPos || new PIXI.Point();
|
||||
|
||||
newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
|
||||
newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
|
||||
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
|
||||
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
|
||||
|
||||
return newPos;
|
||||
};
|
||||
|
@ -1802,8 +1802,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
|
|||
* @extends DisplayObjectContainer
|
||||
* @constructor
|
||||
* @param texture {Texture} The texture for this sprite
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
*
|
||||
* A sprite can be created directly from an image like this :
|
||||
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
|
||||
* yourStage.addChild(sprite);
|
||||
* then obviously don't forget to add it to the stage you have already created
|
||||
|
@ -1857,7 +1857,7 @@ PIXI.Sprite = function(texture)
|
|||
* @default 0xFFFFFF
|
||||
*/
|
||||
this.tint = 0xFFFFFF;
|
||||
|
||||
|
||||
/**
|
||||
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
||||
*
|
||||
|
@ -1882,8 +1882,7 @@ PIXI.Sprite = function(texture)
|
|||
}
|
||||
else
|
||||
{
|
||||
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
|
||||
this.texture.on( 'update', this.onTextureUpdateBind );
|
||||
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
|
||||
}
|
||||
|
||||
this.renderable = true;
|
||||
|
@ -2037,14 +2036,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
|
|||
* Renders the object using the WebGL renderer
|
||||
*
|
||||
* @method _renderWebGL
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
||||
{
|
||||
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if(!this.visible || this.alpha <= 0)return;
|
||||
|
||||
|
||||
var i,j;
|
||||
|
||||
// do a quick check to see if this element has a mask or a filter.
|
||||
|
@ -2080,7 +2079,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
|
||||
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
|
||||
if(this._filters)renderSession.filterManager.popFilter();
|
||||
|
||||
|
||||
spriteBatch.start();
|
||||
}
|
||||
else
|
||||
|
@ -2092,7 +2091,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
{
|
||||
this.children[i]._renderWebGL(renderSession);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -2100,14 +2099,14 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
|
|||
* Renders the object using the Canvas renderer
|
||||
*
|
||||
* @method _renderCanvas
|
||||
* @param renderSession {RenderSession}
|
||||
* @param renderSession {RenderSession}
|
||||
* @private
|
||||
*/
|
||||
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
||||
{
|
||||
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
||||
if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
|
||||
|
||||
|
||||
if (this.blendMode !== renderSession.currentBlendMode)
|
||||
{
|
||||
renderSession.currentBlendMode = this.blendMode;
|
||||
|
@ -2164,7 +2163,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
|
|||
if (this.cachedTint !== this.tint)
|
||||
{
|
||||
this.cachedTint = this.tint;
|
||||
|
||||
|
||||
// TODO clean up caching - how to clean up the caches?
|
||||
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
||||
}
|
||||
|
@ -2662,7 +2661,7 @@ PIXI.Text.prototype.updateText = function()
|
|||
this.context.strokeStyle = this.style.stroke;
|
||||
this.context.lineWidth = this.style.strokeThickness;
|
||||
this.context.textBaseline = 'alphabetic';
|
||||
this.context.lineJoin = 'round';
|
||||
//this.context.lineJoin = 'round';
|
||||
|
||||
var linePositionX;
|
||||
var linePositionY;
|
||||
|
@ -3598,7 +3597,7 @@ PIXI.EventTarget = {
|
|||
|
||||
//iterate the listeners
|
||||
if(this._listeners && this._listeners[eventName]) {
|
||||
var listeners = this._listeners[eventName],
|
||||
var listeners = this._listeners[eventName].slice(0),
|
||||
length = listeners.length,
|
||||
fn = listeners[0],
|
||||
i;
|
||||
|
@ -4655,7 +4654,7 @@ PIXI.StripShader = function(gl)
|
|||
'uniform sampler2D uSampler;',
|
||||
|
||||
'void main(void) {',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
|
||||
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
|
||||
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
|
||||
'}'
|
||||
];
|
||||
|
@ -5839,12 +5838,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
|
|||
var gl = this.gl;
|
||||
|
||||
// this.lastIndex = graphics.graphicsData.length;
|
||||
this.glPoints = new Float32Array(this.points);
|
||||
this.glPoints = new PIXI.Float32Array(this.points);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
|
||||
|
||||
this.glIndicies = new Uint16Array(this.indices);
|
||||
this.glIndicies = new PIXI.Uint16Array(this.indices);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
|
||||
|
@ -6319,8 +6318,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
|
|||
PIXI.WebGLRenderer.prototype.destroy = function()
|
||||
{
|
||||
// remove listeners
|
||||
this.view.off('webglcontextlost', this.contextLostBound);
|
||||
this.view.off('webglcontextrestored', this.contextRestoredBound);
|
||||
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
|
||||
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
|
||||
|
||||
PIXI.glContexts[this.glContextId] = null;
|
||||
|
||||
|
@ -7001,7 +7000,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Holds the indices
|
||||
|
@ -7009,7 +7008,7 @@ PIXI.WebGLSpriteBatch = function()
|
|||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property lastIndexCount
|
||||
|
@ -7610,14 +7609,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
|
|||
* @property vertices
|
||||
* @type Float32Array
|
||||
*/
|
||||
this.vertices = new Float32Array(numVerts);
|
||||
this.vertices = new PIXI.Float32Array(numVerts);
|
||||
|
||||
/**
|
||||
* Index data
|
||||
* @property indices
|
||||
* @type Uint16Array
|
||||
*/
|
||||
this.indices = new Uint16Array(numIndices);
|
||||
this.indices = new PIXI.Uint16Array(numIndices);
|
||||
|
||||
/**
|
||||
* @property vertexBuffer
|
||||
|
@ -8386,7 +8385,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
|
||||
// bind and upload the vertexs..
|
||||
// keep a reference to the vertexFloatData..
|
||||
this.vertexArray = new Float32Array([0.0, 0.0,
|
||||
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8395,7 +8394,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
|
||||
|
||||
// bind and upload the uv buffer
|
||||
this.uvArray = new Float32Array([0.0, 0.0,
|
||||
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 1.0]);
|
||||
|
@ -8403,7 +8402,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
|
|||
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
|
||||
|
||||
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
|
||||
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF,
|
||||
1.0, 0xFFFFFF]);
|
||||
|
@ -10724,19 +10723,7 @@ PIXI.BaseTexture.prototype.destroy = function()
|
|||
}
|
||||
this.source = null;
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
this.unloadFromGPU();
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -10765,6 +10752,34 @@ PIXI.BaseTexture.prototype.dirty = function()
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Removes the base texture from the GPU, useful for managing resources on the GPU.
|
||||
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
|
||||
*
|
||||
* @method unloadFromGPU
|
||||
*/
|
||||
PIXI.BaseTexture.prototype.unloadFromGPU = function()
|
||||
{
|
||||
this.dirty();
|
||||
|
||||
// delete the webGL textures if any.
|
||||
for (var i = this._glTextures.length - 1; i >= 0; i--)
|
||||
{
|
||||
var glTexture = this._glTextures[i];
|
||||
var gl = PIXI.glContexts[i];
|
||||
|
||||
if(gl && glTexture)
|
||||
{
|
||||
gl.deleteTexture(glTexture);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this._glTextures.length = 0;
|
||||
|
||||
this.dirty();
|
||||
};
|
||||
|
||||
/**
|
||||
* Helper function that creates a base texture from the given image url.
|
||||
* If the image is not in the base texture cache it will be created and loaded.
|
||||
|
@ -11413,6 +11428,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
|
|||
var wt = displayObject.worldTransform;
|
||||
wt.identity();
|
||||
if(matrix)wt.append(matrix);
|
||||
|
||||
// setWorld Alpha to ensure that the object is renderer at full opacity
|
||||
displayObject.worldAlpha = 1;
|
||||
|
||||
// Time to update all the children of the displayObject with the new matrix..
|
||||
var children = displayObject.children;
|
||||
|
@ -11606,7 +11624,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
|
||||
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -11649,7 +11667,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.1.4-dev',
|
||||
VERSION: '2.2.0-dev',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -16319,7 +16337,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
|
|||
this.dirty = false;
|
||||
}
|
||||
|
||||
this._cachedSprite.alpha = this.alpha;
|
||||
this._cachedSprite.worldAlpha = this.worldAlpha;
|
||||
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
||||
|
||||
return;
|
||||
|
|
File diff suppressed because one or more lines are too long
14
build/phaser.min.js
vendored
14
build/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
Loading…
Reference in a new issue