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https://github.com/photonstorm/phaser
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New debug build
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parent
d4f75a5b7e
commit
e99a069181
2 changed files with 26 additions and 100 deletions
124
plugins/spine/dist/SpinePluginDebug.js
vendored
124
plugins/spine/dist/SpinePluginDebug.js
vendored
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@ -33715,7 +33715,7 @@ var SpineContainerCanvasRenderer = function (renderer, container, camera, parent
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child.setAlpha(childAlpha * alpha);
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// Render
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child.renderCanvas(renderer, child, interpolationPercentage, camera, transformMatrix);
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child.renderCanvas(renderer, child, camera, transformMatrix);
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// Restore original values
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child.setAlpha(childAlpha);
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@ -33774,7 +33774,7 @@ module.exports = {
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!*** ./container/SpineContainerWebGLRenderer.js ***!
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\**************************************************/
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/*! no static exports found */
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/***/ (function(module, exports, __webpack_require__) {
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/***/ (function(module, exports) {
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/**
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* @author Richard Davey <rich@photonstorm.com>
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@ -33782,11 +33782,6 @@ module.exports = {
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
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var Clamp = __webpack_require__(/*! ../../../../src/math/Clamp */ "../../../src/math/Clamp.js");
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var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
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var Wrap = __webpack_require__(/*! ../../../../src/math/Wrap */ "../../../src/math/Wrap.js");
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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@ -33834,12 +33829,6 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
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}
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var alpha = container.alpha;
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var scrollFactorX = container.scrollFactorX;
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var scrollFactorY = container.scrollFactorY;
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var GameObjectRenderMask = 15;
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if (renderer.newType)
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{
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// flush + clear if this is a new type
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@ -33850,7 +33839,7 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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var rendererNextType = renderer.nextTypeMatch;
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// Force these to avoid batch flushing
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// Force these to avoid batch flushing during SpineGameObject.renderWebGL
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renderer.nextTypeMatch = true;
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renderer.newType = false;
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@ -33860,92 +33849,10 @@ var SpineContainerWebGLRenderer = function (renderer, container, camera, parentM
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if (src.willRender(camera))
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{
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src.renderWebGL(renderer, src, camera, transformMatrix);
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src.renderWebGL(renderer, src, camera, transformMatrix, container);
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}
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}
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/*
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var skeleton = src.skeleton;
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var childAlpha = skeleton.color.a;
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var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || childAlpha === 0);
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if (!skeleton || !willRender)
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{
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continue;
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}
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var camMatrix = renderer._tempMatrix1;
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY));
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camMatrix.copyFrom(camera.matrix);
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(transformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
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// Undo the camera scroll
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spriteMatrix.e = src.x;
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spriteMatrix.f = src.y;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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var viewportHeight = renderer.height;
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skeleton.x = calcMatrix.tx;
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skeleton.y = viewportHeight - calcMatrix.ty;
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skeleton.scaleX = calcMatrix.scaleX;
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skeleton.scaleY = calcMatrix.scaleY;
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if (src.scaleX < 0)
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{
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skeleton.scaleX *= -1;
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src.root.rotation = RadToDeg(calcMatrix.rotationNormalized);
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}
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else
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{
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// +90 degrees to account for the difference in Spine vs. Phaser rotation
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src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
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}
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if (src.scaleY < 0)
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{
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skeleton.scaleY *= -1;
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if (src.scaleX < 0)
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{
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src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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else
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{
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src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
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}
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}
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if (camera.renderToTexture || renderer.currentFramebuffer !== null)
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{
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skeleton.y = calcMatrix.ty;
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skeleton.scaleY *= -1;
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}
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// Add autoUpdate option
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skeleton.updateWorldTransform();
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skeleton.color.a = Clamp(childAlpha * alpha, 0, 1);
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// Draw the current skeleton
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sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
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// Restore alpha
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skeleton.color.a = childAlpha;
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}
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*/
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renderer.nextTypeMatch = rendererNextType;
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if (!rendererNextType)
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@ -35856,7 +35763,6 @@ var SpineGameObjectCanvasRenderer = function (renderer, src, camera, parentMatri
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skeleton.scaleY *= -1;
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}
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// Add autoUpdate option
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skeleton.updateWorldTransform();
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skeletonRenderer.ctx = context;
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@ -35923,6 +35829,7 @@ module.exports = {
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Clamp = __webpack_require__(/*! ../../../../src/math/Clamp */ "../../../src/math/Clamp.js");
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var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
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var GetCalcMatrix = __webpack_require__(/*! ../../../../src/gameobjects/GetCalcMatrix */ "../../../src/gameobjects/GetCalcMatrix.js");
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var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
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@ -35942,7 +35849,7 @@ var Wrap = __webpack_require__(/*! ../../../../src/math/Wrap */ "../../../src/ma
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix)
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var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix, container)
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{
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var plugin = src.plugin;
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var skeleton = src.skeleton;
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@ -35956,6 +35863,18 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, camera, parentMatrix
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sceneRenderer.begin();
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}
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var scrollFactorX = src.scrollFactorX;
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var scrollFactorY = src.scrollFactorY;
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var alpha = skeleton.color.a;
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if (container)
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{
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src.scrollFactorX = container.scrollFactorX;
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src.scrollFactorY = container.scrollFactorY;
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skeleton.color.a = Clamp(alpha * container.alpha, 0, 1);
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}
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var viewportHeight = renderer.height;
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// Draw the current skeleton
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sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);
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if (container)
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{
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src.scrollFactorX = scrollFactorX;
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src.scrollFactorY = scrollFactorY;
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skeleton.color.a = alpha;
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}
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if (plugin.drawDebug || src.drawDebug)
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{
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// Because if we don't, the bones render positions are completely wrong (*sigh*)
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2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
2
plugins/spine/dist/SpinePluginDebug.js.map
vendored
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