mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 23:24:41 +00:00
Updating to Pixi 1.6.1
This commit is contained in:
parent
883c11e377
commit
f9a6d1f376
15 changed files with 91 additions and 69 deletions
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@ -78,7 +78,7 @@ PIXI.sayHello = function (type)
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if ( navigator.userAgent.toLowerCase().indexOf('chrome') > -1 )
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{
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var args = [
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'%c %c %c Pixi.js ' + PIXI.VERSION + ' - ' + type + ' %c ' + ' %c ' + ' http://pixijs.com %c %c ♥%c♥%c♥ ',
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'%c %c %c Pixi.js ' + PIXI.VERSION + ' - ' + type + ' %c ' + ' %c ' + ' http://www.pixijs.com/ %c %c ♥%c♥%c♥ ',
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'background: #ff66a5',
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'background: #ff66a5',
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'color: #ff66a5; background: #030307;',
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@ -96,7 +96,7 @@ PIXI.sayHello = function (type)
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}
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else if (window['console'])
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{
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console.log('Pixi.js ' + PIXI.VERSION + ' - http://pixjs.com');
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console.log('Pixi.js ' + PIXI.VERSION + ' - http://www.pixijs.com/');
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}
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PIXI.dontSayHello = true;
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@ -42,8 +42,19 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
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return this.scale.x * this.getLocalBounds().width;
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},
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set: function(value) {
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this.scale.x = value / (this.getLocalBounds().width/this.scale.x);
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var width = this.getLocalBounds().width;
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if(width !== 0)
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{
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this.scale.x = value / ( width/this.scale.x );
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}
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else
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{
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this.scale.x = 1;
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}
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this._width = value;
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}
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});
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@ -61,7 +72,18 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
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return this.scale.y * this.getLocalBounds().height;
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},
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set: function(value) {
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this.scale.y = value / (this.getLocalBounds().height/this.scale.y);
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var height = this.getLocalBounds().height;
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if(height !== 0)
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{
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this.scale.y = value / ( height/this.scale.y );
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}
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else
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{
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this.scale.y = 1;
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}
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this._height = value;
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}
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});
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@ -1286,7 +1286,7 @@ spine.AtlasRegion.prototype = {
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index: 0,
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rotate: false,
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splits: null,
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pads: null,
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pads: null
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};
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spine.AtlasReader = function (text) {
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@ -10,7 +10,7 @@ PIXI.BlurXFilter = function()
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// set the uniforms
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this.uniforms = {
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blur: {type: '1f', value: 1/512},
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blur: {type: '1f', value: 1/512}
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};
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this.fragmentSrc = [
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@ -10,7 +10,7 @@ PIXI.BlurYFilter = function()
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// set the uniforms
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this.uniforms = {
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blur: {type: '1f', value: 1/512},
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blur: {type: '1f', value: 1/512}
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};
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this.fragmentSrc = [
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@ -21,7 +21,7 @@ PIXI.ColorMatrixFilter = function()
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matrix: {type: 'mat4', value: [1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1]},
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0,0,0,1]}
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};
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this.fragmentSrc = [
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@ -16,7 +16,7 @@ PIXI.ColorStepFilter = function()
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// set the uniforms
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this.uniforms = {
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step: {type: '1f', value: 5},
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step: {type: '1f', value: 5}
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};
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this.fragmentSrc = [
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@ -10,7 +10,7 @@ PIXI.CrossHatchFilter = function()
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// set the uniforms
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this.uniforms = {
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blur: {type: '1f', value: 1 / 512},
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blur: {type: '1f', value: 1 / 512}
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};
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this.fragmentSrc = [
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@ -16,7 +16,7 @@ PIXI.GrayFilter = function()
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// set the uniforms
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this.uniforms = {
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gray: {type: '1f', value: 1},
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gray: {type: '1f', value: 1}
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};
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this.fragmentSrc = [
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@ -16,7 +16,7 @@ PIXI.InvertFilter = function()
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// set the uniforms
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this.uniforms = {
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invert: {type: '1f', value: 1},
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invert: {type: '1f', value: 1}
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};
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this.fragmentSrc = [
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@ -18,7 +18,7 @@ PIXI.PixelateFilter = function()
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this.uniforms = {
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invert: {type: '1f', value: 0},
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dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
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pixelSize: {type: '2f', value:{x:10, y:10}},
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pixelSize: {type: '2f', value:{x:10, y:10}}
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};
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this.fragmentSrc = [
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@ -16,7 +16,7 @@ PIXI.SepiaFilter = function()
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// set the uniforms
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this.uniforms = {
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sepia: {type: '1f', value: 1},
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sepia: {type: '1f', value: 1}
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};
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this.fragmentSrc = [
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@ -10,7 +10,7 @@ PIXI.SmartBlurFilter = function()
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// set the uniforms
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this.uniforms = {
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blur: {type: '1f', value: 1/512},
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blur: {type: '1f', value: 1/512}
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};
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this.fragmentSrc = [
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@ -18,7 +18,7 @@ PIXI.TwistFilter = function()
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this.uniforms = {
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radius: {type: '1f', value:0.5},
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angle: {type: '1f', value:5},
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offset: {type: '2f', value:{x:0.5, y:0.5}},
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offset: {type: '2f', value:{x:0.5, y:0.5}}
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};
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this.fragmentSrc = [
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@ -174,7 +174,7 @@ PIXI.WebGLGraphics.updateGraphics = function(graphics, gl)
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}
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else if(data.type === PIXI.Graphics.RREC)
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{
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PIXI.WebGLGraphics.buildRoundedRectangle(data, webGL);
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PIXI.WebGLGraphics.buildRoundedRectangle(data, webGLData);
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}
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}
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@ -298,53 +298,6 @@ PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
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*/
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PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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{
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/**
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* Calcul the points for a quadratic bezier curve.
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* Based on : https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
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*
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* @param {number} fromX Origin point x
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* @param {number} fromY Origin point x
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* @param {number} cpX Control point x
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* @param {number} cpY Control point y
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* @param {number} toX Destination point x
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* @param {number} toY Destination point y
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* @return {number[]}
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*/
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function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY) {
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var xa,
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ya,
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xb,
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yb,
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x,
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y,
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n = 20,
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points = [];
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function getPt(n1 , n2, perc) {
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var diff = n2 - n1;
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return n1 + ( diff * perc );
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}
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var j = 0;
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for (var i = 0; i <= n; i++ )
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{
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j = i / n;
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// The Green Line
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xa = getPt( fromX , cpX , j );
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ya = getPt( fromY , cpY , j );
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xb = getPt( cpX , toX , j );
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yb = getPt( cpY , toY , j );
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// The Black Dot
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x = getPt( xa , xb , j );
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y = getPt( ya , yb , j );
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points.push(x, y);
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}
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return points;
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}
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var points = graphicsData.points;
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var x = points[0];
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@ -356,10 +309,10 @@ PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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var recPoints = [];
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recPoints.push(x, y + radius);
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recPoints = recPoints.concat(quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
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recPoints = recPoints.concat(quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
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recPoints = recPoints.concat(quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
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recPoints = recPoints.concat(quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
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recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height));
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recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius));
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recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y));
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recPoints = recPoints.concat(PIXI.WebGLGraphics.quadraticBezierCurve(x + radius, y, x, y, x, y + radius));
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if (graphicsData.fill) {
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@ -404,6 +357,53 @@ PIXI.WebGLGraphics.buildRoundedRectangle = function(graphicsData, webGLData)
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}
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};
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/**
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* Calcul the points for a quadratic bezier curve. (helper function..)
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* Based on : https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
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*
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* @param {number} fromX Origin point x
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* @param {number} fromY Origin point x
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* @param {number} cpX Control point x
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* @param {number} cpY Control point y
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* @param {number} toX Destination point x
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* @param {number} toY Destination point y
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* @return {number[]}
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*/
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PIXI.WebGLGraphics.quadraticBezierCurve = function(fromX, fromY, cpX, cpY, toX, toY) {
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var xa,
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ya,
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xb,
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yb,
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x,
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y,
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n = 20,
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points = [];
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function getPt(n1 , n2, perc) {
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var diff = n2 - n1;
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return n1 + ( diff * perc );
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}
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var j = 0;
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for (var i = 0; i <= n; i++ )
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{
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j = i / n;
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// The Green Line
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xa = getPt( fromX , cpX , j );
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ya = getPt( fromY , cpY , j );
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xb = getPt( cpX , toX , j );
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yb = getPt( cpY , toY , j );
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// The Black Dot
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x = getPt( xa , xb , j );
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y = getPt( ya , yb , j );
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points.push(x, y);
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}
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return points;
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};
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/**
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* Builds a circle to draw
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