var Camera3DPlugin = /******/ (function(modules) { // webpackBootstrap /******/ // The module cache /******/ var installedModules = {}; /******/ /******/ // The require function /******/ function __webpack_require__(moduleId) { /******/ /******/ // Check if module is in cache /******/ if(installedModules[moduleId]) { /******/ return installedModules[moduleId].exports; /******/ } /******/ // Create a new module (and put it into the cache) /******/ var module = installedModules[moduleId] = { /******/ i: moduleId, /******/ l: false, /******/ exports: {} /******/ }; /******/ /******/ // Execute the module function /******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); /******/ /******/ // Flag the module as loaded /******/ module.l = true; /******/ /******/ // Return the exports of the module /******/ return module.exports; /******/ } /******/ /******/ /******/ // expose the modules object (__webpack_modules__) /******/ __webpack_require__.m = modules; /******/ /******/ // expose the module cache /******/ __webpack_require__.c = installedModules; /******/ /******/ // define getter function for harmony exports /******/ __webpack_require__.d = function(exports, name, getter) { /******/ if(!__webpack_require__.o(exports, name)) { /******/ Object.defineProperty(exports, name, { /******/ configurable: false, /******/ enumerable: true, /******/ get: getter /******/ }); /******/ } /******/ }; /******/ /******/ // define __esModule on exports /******/ __webpack_require__.r = function(exports) { /******/ Object.defineProperty(exports, '__esModule', { value: true }); /******/ }; /******/ /******/ // getDefaultExport function for compatibility with non-harmony modules /******/ __webpack_require__.n = function(module) { /******/ var getter = module && module.__esModule ? /******/ function getDefault() { return module['default']; } : /******/ function getModuleExports() { return module; }; /******/ __webpack_require__.d(getter, 'a', getter); /******/ return getter; /******/ }; /******/ /******/ // Object.prototype.hasOwnProperty.call /******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); }; /******/ /******/ // __webpack_public_path__ /******/ __webpack_require__.p = ""; /******/ /******/ /******/ // Load entry module and return exports /******/ return __webpack_require__(__webpack_require__.s = 74); /******/ }) /************************************************************************/ /******/ ([ /* 0 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Taken from klasse by mattdesl https://github.com/mattdesl/klasse function hasGetterOrSetter (def) { return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function'); } function getProperty (definition, k, isClassDescriptor) { // This may be a lightweight object, OR it might be a property that was defined previously. // For simple class descriptors we can just assume its NOT previously defined. var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k); if (!isClassDescriptor && def.value && typeof def.value === 'object') { def = def.value; } // This might be a regular property, or it may be a getter/setter the user defined in a class. if (def && hasGetterOrSetter(def)) { if (typeof def.enumerable === 'undefined') { def.enumerable = true; } if (typeof def.configurable === 'undefined') { def.configurable = true; } return def; } else { return false; } } function hasNonConfigurable (obj, k) { var prop = Object.getOwnPropertyDescriptor(obj, k); if (!prop) { return false; } if (prop.value && typeof prop.value === 'object') { prop = prop.value; } if (prop.configurable === false) { return true; } return false; } function extend (ctor, definition, isClassDescriptor, extend) { for (var k in definition) { if (!definition.hasOwnProperty(k)) { continue; } var def = getProperty(definition, k, isClassDescriptor); if (def !== false) { // If Extends is used, we will check its prototype to see if the final variable exists. var parent = extend || ctor; if (hasNonConfigurable(parent.prototype, k)) { // Just skip the final property if (Class.ignoreFinals) { continue; } // We cannot re-define a property that is configurable=false. // So we will consider them final and throw an error. This is by // default so it is clear to the developer what is happening. // You can set ignoreFinals to true if you need to extend a class // which has configurable=false; it will simply not re-define final properties. throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip'); } Object.defineProperty(ctor.prototype, k, def); } else { ctor.prototype[k] = definition[k]; } } } function mixin (myClass, mixins) { if (!mixins) { return; } if (!Array.isArray(mixins)) { mixins = [ mixins ]; } for (var i = 0; i < mixins.length; i++) { extend(myClass, mixins[i].prototype || mixins[i]); } } /** * Creates a new class with the given descriptor. * The constructor, defined by the name `initialize`, * is an optional function. If unspecified, an anonymous * function will be used which calls the parent class (if * one exists). * * You can also use `Extends` and `Mixins` to provide subclassing * and inheritance. * * @class Class * @constructor * @param {Object} definition a dictionary of functions for the class * @example * * var MyClass = new Phaser.Class({ * * initialize: function() { * this.foo = 2.0; * }, * * bar: function() { * return this.foo + 5; * } * }); */ function Class (definition) { if (!definition) { definition = {}; } // The variable name here dictates what we see in Chrome debugger var initialize; var Extends; if (definition.initialize) { if (typeof definition.initialize !== 'function') { throw new Error('initialize must be a function'); } initialize = definition.initialize; // Usually we should avoid 'delete' in V8 at all costs. // However, its unlikely to make any performance difference // here since we only call this on class creation (i.e. not object creation). delete definition.initialize; } else if (definition.Extends) { var base = definition.Extends; initialize = function () { base.apply(this, arguments); }; } else { initialize = function () {}; } if (definition.Extends) { initialize.prototype = Object.create(definition.Extends.prototype); initialize.prototype.constructor = initialize; // For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin) Extends = definition.Extends; delete definition.Extends; } else { initialize.prototype.constructor = initialize; } // Grab the mixins, if they are specified... var mixins = null; if (definition.Mixins) { mixins = definition.Mixins; delete definition.Mixins; } // First, mixin if we can. mixin(initialize, mixins); // Now we grab the actual definition which defines the overrides. extend(initialize, definition, true, Extends); return initialize; } Class.extend = extend; Class.mixin = mixin; Class.ignoreFinals = false; module.exports = Class; /***/ }), /* 1 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * Defines a Point in 2D space, with an x and y component. * * @class Point * @memberOf Phaser.Geom * @constructor * @since 3.0.0 * * @param {number} [x=0] - The x coordinate of this Point. * @param {number} [y=x] - The y coordinate of this Point. */ var Point = new Class({ initialize: function Point (x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = x; } /** * The x coordinate of this Point. * * @name Phaser.Geom.Point#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = x; /** * The y coordinate of this Point. * * @name Phaser.Geom.Point#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = y; }, /** * Set the x and y coordinates of the point to the given values. * * @method Phaser.Geom.Point#setTo * @since 3.0.0 * * @param {number} [x=0] - The x coordinate of this Point. * @param {number} [y=x] - The y coordinate of this Point. * * @return {Phaser.Geom.Point} This Point object. */ setTo: function (x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = x; } this.x = x; this.y = y; return this; } }); module.exports = Point; /***/ }), /* 2 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); /** * @classdesc * A representation of a vector in 3D space. * * A three-component vector. * * @class Vector3 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {number} [x] - The x component. * @param {number} [y] - The y component. * @param {number} [z] - The z component. */ var Vector3 = new Class({ initialize: function Vector3 (x, y, z) { /** * The x component of this Vector. * * @name Phaser.Math.Vector3#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = 0; /** * The y component of this Vector. * * @name Phaser.Math.Vector3#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = 0; /** * The z component of this Vector. * * @name Phaser.Math.Vector3#z * @type {number} * @default 0 * @since 3.0.0 */ this.z = 0; if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; } }, /** * Set this Vector to point up. * * Sets the y component of the vector to 1, and the others to 0. * * @method Phaser.Math.Vector3#up * @since 3.0.0 * * @return {Phaser.Math.Vector3} This Vector3. */ up: function () { this.x = 0; this.y = 1; this.z = 0; return this; }, /** * Make a clone of this Vector3. * * @method Phaser.Math.Vector3#clone * @since 3.0.0 * * @return {Phaser.Math.Vector3} A new Vector3 object containing this Vectors values. */ clone: function () { return new Vector3(this.x, this.y, this.z); }, /** * [description] * * @method Phaser.Math.Vector3#crossVectors * @since 3.0.0 * * @param {Phaser.Math.Vector3} a - [description] * @param {Phaser.Math.Vector3} b - [description] * * @return {Phaser.Math.Vector3} This Vector3. */ crossVectors: function (a, b) { var ax = a.x; var ay = a.y; var az = a.z; var bx = b.x; var by = b.y; var bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, /** * Check whether this Vector is equal to a given Vector. * * Performs a strict equality check against each Vector's components. * * @method Phaser.Math.Vector3#equals * @since 3.0.0 * * @param {Phaser.Math.Vector3} v - The Vector3 to compare against. * * @return {boolean} True if the two vectors strictly match, otherwise false. */ equals: function (v) { return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z)); }, /** * Copy the components of a given Vector into this Vector. * * @method Phaser.Math.Vector3#copy * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from. * * @return {Phaser.Math.Vector3} This Vector3. */ copy: function (src) { this.x = src.x; this.y = src.y; this.z = src.z || 0; return this; }, /** * Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values. * * @method Phaser.Math.Vector3#set * @since 3.0.0 * * @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components. * @param {number} [y] - The y value to set for this Vector. * @param {number} [z] - The z value to set for this Vector. * * @return {Phaser.Math.Vector3} This Vector3. */ set: function (x, y, z) { if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; } return this; }, /** * Add a given Vector to this Vector. Addition is component-wise. * * @method Phaser.Math.Vector3#add * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector. * * @return {Phaser.Math.Vector3} This Vector3. */ add: function (v) { this.x += v.x; this.y += v.y; this.z += v.z || 0; return this; }, /** * Subtract the given Vector from this Vector. Subtraction is component-wise. * * @method Phaser.Math.Vector3#subtract * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector. * * @return {Phaser.Math.Vector3} This Vector3. */ subtract: function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z || 0; return this; }, /** * Perform a component-wise multiplication between this Vector and the given Vector. * * Multiplies this Vector by the given Vector. * * @method Phaser.Math.Vector3#multiply * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by. * * @return {Phaser.Math.Vector3} This Vector3. */ multiply: function (v) { this.x *= v.x; this.y *= v.y; this.z *= v.z || 1; return this; }, /** * Scale this Vector by the given value. * * @method Phaser.Math.Vector3#scale * @since 3.0.0 * * @param {number} scale - The value to scale this Vector by. * * @return {Phaser.Math.Vector3} This Vector3. */ scale: function (scale) { if (isFinite(scale)) { this.x *= scale; this.y *= scale; this.z *= scale; } else { this.x = 0; this.y = 0; this.z = 0; } return this; }, /** * Perform a component-wise division between this Vector and the given Vector. * * Divides this Vector by the given Vector. * * @method Phaser.Math.Vector3#divide * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by. * * @return {Phaser.Math.Vector3} This Vector3. */ divide: function (v) { this.x /= v.x; this.y /= v.y; this.z /= v.z || 1; return this; }, /** * Negate the `x`, `y` and `z` components of this Vector. * * @method Phaser.Math.Vector3#negate * @since 3.0.0 * * @return {Phaser.Math.Vector3} This Vector3. */ negate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; }, /** * Calculate the distance between this Vector and the given Vector. * * @method Phaser.Math.Vector3#distance * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector. */ distance: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; return Math.sqrt(dx * dx + dy * dy + dz * dz); }, /** * Calculate the distance between this Vector and the given Vector, squared. * * @method Phaser.Math.Vector3#distanceSq * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector, squared. */ distanceSq: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; return dx * dx + dy * dy + dz * dz; }, /** * Calculate the length (or magnitude) of this Vector. * * @method Phaser.Math.Vector3#length * @since 3.0.0 * * @return {number} The length of this Vector. */ length: function () { var x = this.x; var y = this.y; var z = this.z; return Math.sqrt(x * x + y * y + z * z); }, /** * Calculate the length of this Vector squared. * * @method Phaser.Math.Vector3#lengthSq * @since 3.0.0 * * @return {number} The length of this Vector, squared. */ lengthSq: function () { var x = this.x; var y = this.y; var z = this.z; return x * x + y * y + z * z; }, /** * Normalize this Vector. * * Makes the vector a unit length vector (magnitude of 1) in the same direction. * * @method Phaser.Math.Vector3#normalize * @since 3.0.0 * * @return {Phaser.Math.Vector3} This Vector3. */ normalize: function () { var x = this.x; var y = this.y; var z = this.z; var len = x * x + y * y + z * z; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; this.z = z * len; } return this; }, /** * Calculate the dot product of this Vector and the given Vector. * * @method Phaser.Math.Vector3#dot * @since 3.0.0 * * @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3. * * @return {number} [description] */ dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z; }, /** * [description] * * @method Phaser.Math.Vector3#cross * @since 3.0.0 * * @param {Phaser.Math.Vector3} v - [description] * * @return {Phaser.Math.Vector3} This Vector3. */ cross: function (v) { var ax = this.x; var ay = this.y; var az = this.z; var bx = v.x; var by = v.y; var bz = v.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, /** * Linearly interpolate between this Vector and the given Vector. * * Interpolates this Vector towards the given Vector. * * @method Phaser.Math.Vector3#lerp * @since 3.0.0 * * @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards. * @param {number} [t=0] - The interpolation percentage, between 0 and 1. * * @return {Phaser.Math.Vector3} This Vector3. */ lerp: function (v, t) { if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; var az = this.z; this.x = ax + t * (v.x - ax); this.y = ay + t * (v.y - ay); this.z = az + t * (v.z - az); return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector3#transformMat3 * @since 3.0.0 * * @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with. * * @return {Phaser.Math.Vector3} This Vector3. */ transformMat3: function (mat) { var x = this.x; var y = this.y; var z = this.z; var m = mat.val; this.x = x * m[0] + y * m[3] + z * m[6]; this.y = x * m[1] + y * m[4] + z * m[7]; this.z = x * m[2] + y * m[5] + z * m[8]; return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector3#transformMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with. * * @return {Phaser.Math.Vector3} This Vector3. */ transformMat4: function (mat) { var x = this.x; var y = this.y; var z = this.z; var m = mat.val; this.x = m[0] * x + m[4] * y + m[8] * z + m[12]; this.y = m[1] * x + m[5] * y + m[9] * z + m[13]; this.z = m[2] * x + m[6] * y + m[10] * z + m[14]; return this; }, /** * [description] * * @method Phaser.Math.Vector3#transformCoordinates * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with. * * @return {Phaser.Math.Vector3} This Vector3. */ transformCoordinates: function (mat) { var x = this.x; var y = this.y; var z = this.z; var m = mat.val; var tx = (x * m[0]) + (y * m[4]) + (z * m[8]) + m[12]; var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13]; var tz = (x * m[2]) + (y * m[6]) + (z * m[10]) + m[14]; var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15]; this.x = tx / tw; this.y = ty / tw; this.z = tz / tw; return this; }, /** * Transform this Vector with the given Quaternion. * * @method Phaser.Math.Vector3#transformQuat * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with. * * @return {Phaser.Math.Vector3} This Vector3. */ transformQuat: function (q) { // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations var x = this.x; var y = this.y; var z = this.z; var qx = q.x; var qy = q.y; var qz = q.z; var qw = q.w; // calculate quat * vec var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; }, /** * Multiplies this Vector3 by the specified matrix, applying a W divide. This is useful for projection, * e.g. unprojecting a 2D point into 3D space. * * @method Phaser.Math.Vector3#project * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with. * * @return {Phaser.Math.Vector3} This Vector3. */ project: function (mat) { var x = this.x; var y = this.y; var z = this.z; var m = mat.val; var a00 = m[0]; var a01 = m[1]; var a02 = m[2]; var a03 = m[3]; var a10 = m[4]; var a11 = m[5]; var a12 = m[6]; var a13 = m[7]; var a20 = m[8]; var a21 = m[9]; var a22 = m[10]; var a23 = m[11]; var a30 = m[12]; var a31 = m[13]; var a32 = m[14]; var a33 = m[15]; var lw = 1 / (x * a03 + y * a13 + z * a23 + a33); this.x = (x * a00 + y * a10 + z * a20 + a30) * lw; this.y = (x * a01 + y * a11 + z * a21 + a31) * lw; this.z = (x * a02 + y * a12 + z * a22 + a32) * lw; return this; }, /** * Unproject this point from 2D space to 3D space. * The point should have its x and y properties set to * 2D screen space, and the z either at 0 (near plane) * or 1 (far plane). The provided matrix is assumed to already * be combined, i.e. projection * view * model. * * After this operation, this vector's (x, y, z) components will * represent the unprojected 3D coordinate. * * @method Phaser.Math.Vector3#unproject * @since 3.0.0 * * @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels. * @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix. * * @return {Phaser.Math.Vector3} This Vector3. */ unproject: function (viewport, invProjectionView) { var viewX = viewport.x; var viewY = viewport.y; var viewWidth = viewport.z; var viewHeight = viewport.w; var x = this.x - viewX; var y = (viewHeight - this.y - 1) - viewY; var z = this.z; this.x = (2 * x) / viewWidth - 1; this.y = (2 * y) / viewHeight - 1; this.z = 2 * z - 1; return this.project(invProjectionView); }, /** * Make this Vector the zero vector (0, 0, 0). * * @method Phaser.Math.Vector3#reset * @since 3.0.0 * * @return {Phaser.Math.Vector3} This Vector3. */ reset: function () { this.x = 0; this.y = 0; this.z = 0; return this; } }); /* Vector3.Zero = function () { return new Vector3(0, 0, 0); }; Vector3.Up = function () { return new Vector3(0, 1.0, 0); }; Vector3.Copy = function (source) { return new Vector3(source.x, source.y, source.z); }; Vector3.TransformCoordinates = function (vector, transformation) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12]; var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13]; var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14]; var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15]; return new Vector3(x / w, y / w, z / w); }; Vector3.TransformNormal = function (vector, transformation) { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]); var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]); var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]); return new Vector3(x, y, z); }; Vector3.Dot = function (left, right) { return (left.x * right.x + left.y * right.y + left.z * right.z); }; Vector3.Cross = function (left, right) { var x = left.y * right.z - left.z * right.y; var y = left.z * right.x - left.x * right.z; var z = left.x * right.y - left.y * right.x; return new Vector3(x, y, z); }; Vector3.Normalize = function (vector) { var newVector = Vector3.Copy(vector); newVector.normalize(); return newVector; }; Vector3.Distance = function (value1, value2) { return Math.sqrt(Vector3.DistanceSquared(value1, value2)); }; Vector3.DistanceSquared = function (value1, value2) { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; return (x * x) + (y * y) + (z * z); }; */ module.exports = Vector3; /***/ }), /* 3 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); /** * @typedef {object} Vector2Like * * @property {number} x - The x component. * @property {number} y - The y component. */ /** * @classdesc * A representation of a vector in 2D space. * * A two-component vector. * * @class Vector2 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {number|Vector2Like} [x] - The x component, or an object with `x` and `y` properties. * @param {number} [y] - The y component. */ var Vector2 = new Class({ initialize: function Vector2 (x, y) { /** * The x component of this Vector. * * @name Phaser.Math.Vector2#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = 0; /** * The y component of this Vector. * * @name Phaser.Math.Vector2#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = 0; if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; } else { if (y === undefined) { y = x; } this.x = x || 0; this.y = y || 0; } }, /** * Make a clone of this Vector2. * * @method Phaser.Math.Vector2#clone * @since 3.0.0 * * @return {Phaser.Math.Vector2} A clone of this Vector2. */ clone: function () { return new Vector2(this.x, this.y); }, /** * Copy the components of a given Vector into this Vector. * * @method Phaser.Math.Vector2#copy * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to copy the components from. * * @return {Phaser.Math.Vector2} This Vector2. */ copy: function (src) { this.x = src.x || 0; this.y = src.y || 0; return this; }, /** * Set the component values of this Vector from a given Vector2Like object. * * @method Phaser.Math.Vector2#setFromObject * @since 3.0.0 * * @param {Vector2Like} obj - The object containing the component values to set for this Vector. * * @return {Phaser.Math.Vector2} This Vector2. */ setFromObject: function (obj) { this.x = obj.x || 0; this.y = obj.y || 0; return this; }, /** * Set the `x` and `y` components of the this Vector to the given `x` and `y` values. * * @method Phaser.Math.Vector2#set * @since 3.0.0 * * @param {number} x - The x value to set for this Vector. * @param {number} [y=x] - The y value to set for this Vector. * * @return {Phaser.Math.Vector2} This Vector2. */ set: function (x, y) { if (y === undefined) { y = x; } this.x = x; this.y = y; return this; }, /** * This method is an alias for `Vector2.set`. * * @method Phaser.Math.Vector2#setTo * @since 3.4.0 * * @param {number} x - The x value to set for this Vector. * @param {number} [y=x] - The y value to set for this Vector. * * @return {Phaser.Math.Vector2} This Vector2. */ setTo: function (x, y) { return this.set(x, y); }, /** * Sets the `x` and `y` values of this object from a given polar coordinate. * * @method Phaser.Math.Vector2#setToPolar * @since 3.0.0 * * @param {number} azimuth - The angular coordinate, in radians. * @param {number} [radius=1] - The radial coordinate (length). * * @return {Phaser.Math.Vector2} This Vector2. */ setToPolar: function (azimuth, radius) { if (radius == null) { radius = 1; } this.x = Math.cos(azimuth) * radius; this.y = Math.sin(azimuth) * radius; return this; }, /** * Check whether this Vector is equal to a given Vector. * * Performs a strict equality check against each Vector's components. * * @method Phaser.Math.Vector2#equals * @since 3.0.0 * * @param {Phaser.Math.Vector2} v - The vector to compare with this Vector. * * @return {boolean} Whether the given Vector is equal to this Vector. */ equals: function (v) { return ((this.x === v.x) && (this.y === v.y)); }, /** * Calculate the angle between this Vector and the positive x-axis, in radians. * * @method Phaser.Math.Vector2#angle * @since 3.0.0 * * @return {number} The angle between this Vector, and the positive x-axis, given in radians. */ angle: function () { // computes the angle in radians with respect to the positive x-axis var angle = Math.atan2(this.y, this.x); if (angle < 0) { angle += 2 * Math.PI; } return angle; }, /** * Add a given Vector to this Vector. Addition is component-wise. * * @method Phaser.Math.Vector2#add * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to add to this Vector. * * @return {Phaser.Math.Vector2} This Vector2. */ add: function (src) { this.x += src.x; this.y += src.y; return this; }, /** * Subtract the given Vector from this Vector. Subtraction is component-wise. * * @method Phaser.Math.Vector2#subtract * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector. * * @return {Phaser.Math.Vector2} This Vector2. */ subtract: function (src) { this.x -= src.x; this.y -= src.y; return this; }, /** * Perform a component-wise multiplication between this Vector and the given Vector. * * Multiplies this Vector by the given Vector. * * @method Phaser.Math.Vector2#multiply * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by. * * @return {Phaser.Math.Vector2} This Vector2. */ multiply: function (src) { this.x *= src.x; this.y *= src.y; return this; }, /** * Scale this Vector by the given value. * * @method Phaser.Math.Vector2#scale * @since 3.0.0 * * @param {number} value - The value to scale this Vector by. * * @return {Phaser.Math.Vector2} This Vector2. */ scale: function (value) { if (isFinite(value)) { this.x *= value; this.y *= value; } else { this.x = 0; this.y = 0; } return this; }, /** * Perform a component-wise division between this Vector and the given Vector. * * Divides this Vector by the given Vector. * * @method Phaser.Math.Vector2#divide * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by. * * @return {Phaser.Math.Vector2} This Vector2. */ divide: function (src) { this.x /= src.x; this.y /= src.y; return this; }, /** * Negate the `x` and `y` components of this Vector. * * @method Phaser.Math.Vector2#negate * @since 3.0.0 * * @return {Phaser.Math.Vector2} This Vector2. */ negate: function () { this.x = -this.x; this.y = -this.y; return this; }, /** * Calculate the distance between this Vector and the given Vector. * * @method Phaser.Math.Vector2#distance * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector. */ distance: function (src) { var dx = src.x - this.x; var dy = src.y - this.y; return Math.sqrt(dx * dx + dy * dy); }, /** * Calculate the distance between this Vector and the given Vector, squared. * * @method Phaser.Math.Vector2#distanceSq * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector, squared. */ distanceSq: function (src) { var dx = src.x - this.x; var dy = src.y - this.y; return dx * dx + dy * dy; }, /** * Calculate the length (or magnitude) of this Vector. * * @method Phaser.Math.Vector2#length * @since 3.0.0 * * @return {number} The length of this Vector. */ length: function () { var x = this.x; var y = this.y; return Math.sqrt(x * x + y * y); }, /** * Calculate the length of this Vector squared. * * @method Phaser.Math.Vector2#lengthSq * @since 3.0.0 * * @return {number} The length of this Vector, squared. */ lengthSq: function () { var x = this.x; var y = this.y; return x * x + y * y; }, /** * Normalize this Vector. * * Makes the vector a unit length vector (magnitude of 1) in the same direction. * * @method Phaser.Math.Vector2#normalize * @since 3.0.0 * * @return {Phaser.Math.Vector2} This Vector2. */ normalize: function () { var x = this.x; var y = this.y; var len = x * x + y * y; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; } return this; }, /** * Right-hand normalize (make unit length) this Vector. * * @method Phaser.Math.Vector2#normalizeRightHand * @since 3.0.0 * * @return {Phaser.Math.Vector2} This Vector2. */ normalizeRightHand: function () { var x = this.x; this.x = this.y * -1; this.y = x; return this; }, /** * Calculate the dot product of this Vector and the given Vector. * * @method Phaser.Math.Vector2#dot * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2. * * @return {number} The dot product of this Vector and the given Vector. */ dot: function (src) { return this.x * src.x + this.y * src.y; }, /** * [description] * * @method Phaser.Math.Vector2#cross * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - [description] * * @return {number} [description] */ cross: function (src) { return this.x * src.y - this.y * src.x; }, /** * Linearly interpolate between this Vector and the given Vector. * * Interpolates this Vector towards the given Vector. * * @method Phaser.Math.Vector2#lerp * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards. * @param {number} [t=0] - The interpolation percentage, between 0 and 1. * * @return {Phaser.Math.Vector2} This Vector2. */ lerp: function (src, t) { if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; this.x = ax + t * (src.x - ax); this.y = ay + t * (src.y - ay); return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector2#transformMat3 * @since 3.0.0 * * @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with. * * @return {Phaser.Math.Vector2} This Vector2. */ transformMat3: function (mat) { var x = this.x; var y = this.y; var m = mat.val; this.x = m[0] * x + m[3] * y + m[6]; this.y = m[1] * x + m[4] * y + m[7]; return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector2#transformMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with. * * @return {Phaser.Math.Vector2} This Vector2. */ transformMat4: function (mat) { var x = this.x; var y = this.y; var m = mat.val; this.x = m[0] * x + m[4] * y + m[12]; this.y = m[1] * x + m[5] * y + m[13]; return this; }, /** * Make this Vector the zero vector (0, 0). * * @method Phaser.Math.Vector2#reset * @since 3.0.0 * * @return {Phaser.Math.Vector2} This Vector2. */ reset: function () { this.x = 0; this.y = 0; return this; } }); /** * A static zero Vector2 for use by reference. * * @constant * @name Phaser.Math.Vector2.ZERO * @type {Vector2} * @since 3.1.0 */ Vector2.ZERO = new Vector2(); module.exports = Vector2; /***/ }), /* 4 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var MATH = __webpack_require__(17); var GetValue = __webpack_require__(71); // Allowed types: // Implicit // { // x: 4 // } // // From function // { // x: function () // } // // Randomly pick one element from the array // { // x: [a, b, c, d, e, f] // } // // Random integer between min and max: // { // x: { randInt: [min, max] } // } // // Random float between min and max: // { // x: { randFloat: [min, max] } // } /** * [description] * * @function Phaser.Utils.Objects.GetAdvancedValue * @since 3.0.0 * * @param {object} source - [description] * @param {string} key - [description] * @param {*} defaultValue - [description] * * @return {*} [description] */ var GetAdvancedValue = function (source, key, defaultValue) { var value = GetValue(source, key, null); if (value === null) { return defaultValue; } else if (Array.isArray(value)) { return MATH.RND.pick(value); } else if (typeof value === 'object') { if (value.hasOwnProperty('randInt')) { return MATH.RND.integerInRange(value.randInt[0], value.randInt[1]); } else if (value.hasOwnProperty('randFloat')) { return MATH.RND.realInRange(value.randFloat[0], value.randFloat[1]); } } else if (typeof value === 'function') { return value(key); } return value; }; module.exports = GetAdvancedValue; /***/ }), /* 5 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); /** * @classdesc * A representation of a vector in 4D space. * * A four-component vector. * * @class Vector4 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {number} [x] - The x component. * @param {number} [y] - The y component. * @param {number} [z] - The z component. * @param {number} [w] - The w component. */ var Vector4 = new Class({ initialize: function Vector4 (x, y, z, w) { /** * The x component of this Vector. * * @name Phaser.Math.Vector4#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = 0; /** * The y component of this Vector. * * @name Phaser.Math.Vector4#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = 0; /** * The z component of this Vector. * * @name Phaser.Math.Vector4#z * @type {number} * @default 0 * @since 3.0.0 */ this.z = 0; /** * The w component of this Vector. * * @name Phaser.Math.Vector4#w * @type {number} * @default 0 * @since 3.0.0 */ this.w = 0; if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } }, /** * Make a clone of this Vector4. * * @method Phaser.Math.Vector4#clone * @since 3.0.0 * * @return {Phaser.Math.Vector4} A clone of this Vector4. */ clone: function () { return new Vector4(this.x, this.y, this.z, this.w); }, /** * Copy the components of a given Vector into this Vector. * * @method Phaser.Math.Vector4#copy * @since 3.0.0 * * @param {Phaser.Math.Vector4} src - The Vector to copy the components from. * * @return {Phaser.Math.Vector4} This Vector4. */ copy: function (src) { this.x = src.x; this.y = src.y; this.z = src.z || 0; this.w = src.w || 0; return this; }, /** * Check whether this Vector is equal to a given Vector. * * Performs a strict quality check against each Vector's components. * * @method Phaser.Math.Vector4#equals * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - [description] * * @return {boolean} [description] */ equals: function (v) { return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w)); }, /** * Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values. * * @method Phaser.Math.Vector4#set * @since 3.0.0 * * @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components. * @param {number} y - The y value to set for this Vector. * @param {number} z - The z value to set for this Vector. * @param {number} w - The z value to set for this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ set: function (x, y, z, w) { if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } return this; }, /** * Add a given Vector to this Vector. Addition is component-wise. * * @method Phaser.Math.Vector4#add * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ add: function (v) { this.x += v.x; this.y += v.y; this.z += v.z || 0; this.w += v.w || 0; return this; }, /** * Subtract the given Vector from this Vector. Subtraction is component-wise. * * @method Phaser.Math.Vector4#subtract * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ subtract: function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z || 0; this.w -= v.w || 0; return this; }, /** * Scale this Vector by the given value. * * @method Phaser.Math.Vector4#scale * @since 3.0.0 * * @param {number} scale - The value to scale this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ scale: function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }, /** * Calculate the length (or magnitude) of this Vector. * * @method Phaser.Math.Vector4#length * @since 3.0.0 * * @return {number} The length of this Vector. */ length: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); }, /** * Calculate the length of this Vector squared. * * @method Phaser.Math.Vector4#lengthSq * @since 3.0.0 * * @return {number} The length of this Vector, squared. */ lengthSq: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return x * x + y * y + z * z + w * w; }, /** * Normalize this Vector. * * Makes the vector a unit length vector (magnitude of 1) in the same direction. * * @method Phaser.Math.Vector4#normalize * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ normalize: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var len = x * x + y * y + z * z + w * w; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; this.z = z * len; this.w = w * len; } return this; }, /** * Calculate the dot product of this Vector and the given Vector. * * @method Phaser.Math.Vector4#dot * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4. * * @return {number} The dot product of this Vector and the given Vector. */ dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, /** * Linearly interpolate between this Vector and the given Vector. * * Interpolates this Vector towards the given Vector. * * @method Phaser.Math.Vector4#lerp * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards. * @param {number} [t=0] - The interpolation percentage, between 0 and 1. * * @return {Phaser.Math.Vector4} This Vector4. */ lerp: function (v, t) { if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; this.x = ax + t * (v.x - ax); this.y = ay + t * (v.y - ay); this.z = az + t * (v.z - az); this.w = aw + t * (v.w - aw); return this; }, /** * Perform a component-wise multiplication between this Vector and the given Vector. * * Multiplies this Vector by the given Vector. * * @method Phaser.Math.Vector4#multiply * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ multiply: function (v) { this.x *= v.x; this.y *= v.y; this.z *= v.z || 1; this.w *= v.w || 1; return this; }, /** * Perform a component-wise division between this Vector and the given Vector. * * Divides this Vector by the given Vector. * * @method Phaser.Math.Vector4#divide * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ divide: function (v) { this.x /= v.x; this.y /= v.y; this.z /= v.z || 1; this.w /= v.w || 1; return this; }, /** * Calculate the distance between this Vector and the given Vector. * * @method Phaser.Math.Vector4#distance * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description] * * @return {number} The distance from this Vector to the given Vector. */ distance: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; var dw = v.w - this.w || 0; return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw); }, /** * Calculate the distance between this Vector and the given Vector, squared. * * @method Phaser.Math.Vector4#distanceSq * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector, squared. */ distanceSq: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; var dw = v.w - this.w || 0; return dx * dx + dy * dy + dz * dz + dw * dw; }, /** * Negate the `x`, `y`, `z` and `w` components of this Vector. * * @method Phaser.Math.Vector4#negate * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ negate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; this.w = -this.w; return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector4#transformMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with. * * @return {Phaser.Math.Vector4} This Vector4. */ transformMat4: function (mat) { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var m = mat.val; this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w; this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w; this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w; this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return this; }, /** * Transform this Vector with the given Quaternion. * * @method Phaser.Math.Vector4#transformQuat * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with. * * @return {Phaser.Math.Vector4} This Vector4. */ transformQuat: function (q) { // TODO: is this really the same as Vector3? // Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/ // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations var x = this.x; var y = this.y; var z = this.z; var qx = q.x; var qy = q.y; var qz = q.z; var qw = q.w; // calculate quat * vec var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; }, /** * Make this Vector the zero vector (0, 0, 0, 0). * * @method Phaser.Math.Vector4#reset * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ reset: function () { this.x = 0; this.y = 0; this.z = 0; this.w = 0; return this; } }); // TODO: Check if these are required internally, if not, remove. Vector4.prototype.sub = Vector4.prototype.subtract; Vector4.prototype.mul = Vector4.prototype.multiply; Vector4.prototype.div = Vector4.prototype.divide; Vector4.prototype.dist = Vector4.prototype.distance; Vector4.prototype.distSq = Vector4.prototype.distanceSq; Vector4.prototype.len = Vector4.prototype.length; Vector4.prototype.lenSq = Vector4.prototype.lengthSq; module.exports = Vector4; /***/ }), /* 6 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A NOOP (No Operation) callback function. * * Used internally by Phaser when it's more expensive to determine if a callback exists * than it is to just invoke an empty function. * * @function Phaser.Utils.NOOP * @since 3.0.0 */ var NOOP = function () { // NOOP }; module.exports = NOOP; /***/ }), /* 7 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Wrap the given `value` between `min` and `max. * * @function Phaser.Math.Wrap * @since 3.0.0 * * @param {number} value - The value to wrap. * @param {number} min - The minimum value. * @param {number} max - The maximum value. * * @return {number} The wrapped value. */ var Wrap = function (value, min, max) { var range = max - min; return (min + ((((value - min) % range) + range) % range)); }; module.exports = Wrap; /***/ }), /* 8 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * A Matrix used for display transformations for rendering. * * It is represented like so: * * ``` * | a | c | tx | * | b | d | ty | * | 0 | 0 | 1 | * ``` * * @class TransformMatrix * @memberOf Phaser.GameObjects.Components * @constructor * @since 3.0.0 * * @param {number} [a=1] - The Scale X value. * @param {number} [b=0] - The Shear Y value. * @param {number} [c=0] - The Shear X value. * @param {number} [d=1] - The Scale Y value. * @param {number} [tx=0] - The Translate X value. * @param {number} [ty=0] - The Translate Y value. */ var TransformMatrix = new Class({ initialize: function TransformMatrix (a, b, c, d, tx, ty) { if (a === undefined) { a = 1; } if (b === undefined) { b = 0; } if (c === undefined) { c = 0; } if (d === undefined) { d = 1; } if (tx === undefined) { tx = 0; } if (ty === undefined) { ty = 0; } /** * The matrix values. * * @name Phaser.GameObjects.Components.TransformMatrix#matrix * @type {Float32Array} * @since 3.0.0 */ this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]); /** * The decomposed matrix. * * @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix * @type {object} * @since 3.0.0 */ this.decomposedMatrix = { translateX: 0, translateY: 0, scaleX: 1, scaleY: 1, rotation: 0 }; }, /** * The Scale X value. * * @name Phaser.GameObjects.Components.TransformMatrix#a * @type {number} * @since 3.4.0 */ a: { get: function () { return this.matrix[0]; }, set: function (value) { this.matrix[0] = value; } }, /** * The Shear Y value. * * @name Phaser.GameObjects.Components.TransformMatrix#b * @type {number} * @since 3.4.0 */ b: { get: function () { return this.matrix[1]; }, set: function (value) { this.matrix[1] = value; } }, /** * The Shear X value. * * @name Phaser.GameObjects.Components.TransformMatrix#c * @type {number} * @since 3.4.0 */ c: { get: function () { return this.matrix[2]; }, set: function (value) { this.matrix[2] = value; } }, /** * The Scale Y value. * * @name Phaser.GameObjects.Components.TransformMatrix#d * @type {number} * @since 3.4.0 */ d: { get: function () { return this.matrix[3]; }, set: function (value) { this.matrix[3] = value; } }, /** * The Translate X value. * * @name Phaser.GameObjects.Components.TransformMatrix#e * @type {number} * @since 3.11.0 */ e: { get: function () { return this.matrix[4]; }, set: function (value) { this.matrix[4] = value; } }, /** * The Translate Y value. * * @name Phaser.GameObjects.Components.TransformMatrix#f * @type {number} * @since 3.11.0 */ f: { get: function () { return this.matrix[5]; }, set: function (value) { this.matrix[5] = value; } }, /** * The Translate X value. * * @name Phaser.GameObjects.Components.TransformMatrix#tx * @type {number} * @since 3.4.0 */ tx: { get: function () { return this.matrix[4]; }, set: function (value) { this.matrix[4] = value; } }, /** * The Translate Y value. * * @name Phaser.GameObjects.Components.TransformMatrix#ty * @type {number} * @since 3.4.0 */ ty: { get: function () { return this.matrix[5]; }, set: function (value) { this.matrix[5] = value; } }, /** * The rotation of the Matrix. * * @name Phaser.GameObjects.Components.TransformMatrix#rotation * @type {number} * @readOnly * @since 3.4.0 */ rotation: { get: function () { return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1); } }, /** * The horizontal scale of the Matrix. * * @name Phaser.GameObjects.Components.TransformMatrix#scaleX * @type {number} * @readOnly * @since 3.4.0 */ scaleX: { get: function () { return Math.sqrt((this.a * this.a) + (this.c * this.c)); } }, /** * The vertical scale of the Matrix. * * @name Phaser.GameObjects.Components.TransformMatrix#scaleY * @type {number} * @readOnly * @since 3.4.0 */ scaleY: { get: function () { return Math.sqrt((this.b * this.b) + (this.d * this.d)); } }, /** * Reset the Matrix to an identity matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity * @since 3.0.0 * * @return {this} This TransformMatrix. */ loadIdentity: function () { var matrix = this.matrix; matrix[0] = 1; matrix[1] = 0; matrix[2] = 0; matrix[3] = 1; matrix[4] = 0; matrix[5] = 0; return this; }, /** * Translate the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#translate * @since 3.0.0 * * @param {number} x - The horizontal translation value. * @param {number} y - The vertical translation value. * * @return {this} This TransformMatrix. */ translate: function (x, y) { var matrix = this.matrix; matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4]; matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5]; return this; }, /** * Scale the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#scale * @since 3.0.0 * * @param {number} x - The horizontal scale value. * @param {number} y - The vertical scale value. * * @return {this} This TransformMatrix. */ scale: function (x, y) { var matrix = this.matrix; matrix[0] *= x; matrix[1] *= x; matrix[2] *= y; matrix[3] *= y; return this; }, /** * Rotate the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#rotate * @since 3.0.0 * * @param {number} angle - The angle of rotation in radians. * * @return {this} This TransformMatrix. */ rotate: function (angle) { var sin = Math.sin(angle); var cos = Math.cos(angle); var matrix = this.matrix; var a = matrix[0]; var b = matrix[1]; var c = matrix[2]; var d = matrix[3]; matrix[0] = a * cos + c * sin; matrix[1] = b * cos + d * sin; matrix[2] = a * -sin + c * cos; matrix[3] = b * -sin + d * cos; return this; }, /** * Multiply this Matrix by the given Matrix. * * If an `out` Matrix is given then the results will be stored in it. * If it is not given, this matrix will be updated in place instead. * Use an `out` Matrix if you do not wish to mutate this matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#multiply * @since 3.0.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by. * @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in. * * @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments. */ multiply: function (rhs, out) { var matrix = this.matrix; var source = rhs.matrix; var localA = matrix[0]; var localB = matrix[1]; var localC = matrix[2]; var localD = matrix[3]; var localE = matrix[4]; var localF = matrix[5]; var sourceA = source[0]; var sourceB = source[1]; var sourceC = source[2]; var sourceD = source[3]; var sourceE = source[4]; var sourceF = source[5]; var destinationMatrix = (out === undefined) ? this : out; destinationMatrix.a = sourceA * localA + sourceB * localC; destinationMatrix.b = sourceA * localB + sourceB * localD; destinationMatrix.c = sourceC * localA + sourceD * localC; destinationMatrix.d = sourceC * localB + sourceD * localD; destinationMatrix.e = sourceE * localA + sourceF * localC + localE; destinationMatrix.f = sourceE * localB + sourceF * localD + localF; return destinationMatrix; }, /** * Multiply this Matrix by the matrix given, including the offset. * * The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`. * The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`. * * @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset * @since 3.11.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from. * @param {number} offsetX - Horizontal offset to factor in to the multiplication. * @param {number} offsetY - Vertical offset to factor in to the multiplication. * * @return {this} This TransformMatrix. */ multiplyWithOffset: function (src, offsetX, offsetY) { var matrix = this.matrix; var otherMatrix = src.matrix; var a0 = matrix[0]; var b0 = matrix[1]; var c0 = matrix[2]; var d0 = matrix[3]; var tx0 = matrix[4]; var ty0 = matrix[5]; var pse = offsetX * a0 + offsetY * c0 + tx0; var psf = offsetX * b0 + offsetY * d0 + ty0; var a1 = otherMatrix[0]; var b1 = otherMatrix[1]; var c1 = otherMatrix[2]; var d1 = otherMatrix[3]; var tx1 = otherMatrix[4]; var ty1 = otherMatrix[5]; matrix[0] = a1 * a0 + b1 * c0; matrix[1] = a1 * b0 + b1 * d0; matrix[2] = c1 * a0 + d1 * c0; matrix[3] = c1 * b0 + d1 * d0; matrix[4] = tx1 * a0 + ty1 * c0 + pse; matrix[5] = tx1 * b0 + ty1 * d0 + psf; return this; }, /** * Transform the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#transform * @since 3.0.0 * * @param {number} a - The Scale X value. * @param {number} b - The Shear Y value. * @param {number} c - The Shear X value. * @param {number} d - The Scale Y value. * @param {number} tx - The Translate X value. * @param {number} ty - The Translate Y value. * * @return {this} This TransformMatrix. */ transform: function (a, b, c, d, tx, ty) { var matrix = this.matrix; var a0 = matrix[0]; var b0 = matrix[1]; var c0 = matrix[2]; var d0 = matrix[3]; var tx0 = matrix[4]; var ty0 = matrix[5]; matrix[0] = a * a0 + b * c0; matrix[1] = a * b0 + b * d0; matrix[2] = c * a0 + d * c0; matrix[3] = c * b0 + d * d0; matrix[4] = tx * a0 + ty * c0 + tx0; matrix[5] = tx * b0 + ty * d0 + ty0; return this; }, /** * Transform a point using this Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#transformPoint * @since 3.0.0 * * @param {number} x - The x coordinate of the point to transform. * @param {number} y - The y coordinate of the point to transform. * @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates. * * @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates. */ transformPoint: function (x, y, point) { if (point === undefined) { point = { x: 0, y: 0 }; } var matrix = this.matrix; var a = matrix[0]; var b = matrix[1]; var c = matrix[2]; var d = matrix[3]; var tx = matrix[4]; var ty = matrix[5]; point.x = x * a + y * c + tx; point.y = x * b + y * d + ty; return point; }, /** * Invert the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#invert * @since 3.0.0 * * @return {this} This TransformMatrix. */ invert: function () { var matrix = this.matrix; var a = matrix[0]; var b = matrix[1]; var c = matrix[2]; var d = matrix[3]; var tx = matrix[4]; var ty = matrix[5]; var n = a * d - b * c; matrix[0] = d / n; matrix[1] = -b / n; matrix[2] = -c / n; matrix[3] = a / n; matrix[4] = (c * ty - d * tx) / n; matrix[5] = -(a * ty - b * tx) / n; return this; }, /** * Set the values of this Matrix to copy those of the matrix given. * * @method Phaser.GameObjects.Components.TransformMatrix#copyFrom * @since 3.11.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from. * * @return {this} This TransformMatrix. */ copyFrom: function (src) { var matrix = this.matrix; matrix[0] = src.a; matrix[1] = src.b; matrix[2] = src.c; matrix[3] = src.d; matrix[4] = src.e; matrix[5] = src.f; return this; }, /** * Set the values of this Matrix to copy those of the array given. * Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f. * * @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray * @since 3.11.0 * * @param {array} src - The array of values to set into this matrix. * * @return {this} This TransformMatrix. */ copyFromArray: function (src) { var matrix = this.matrix; matrix[0] = src[0]; matrix[1] = src[1]; matrix[2] = src[2]; matrix[3] = src[3]; matrix[4] = src[4]; matrix[5] = src[5]; return this; }, /** * Copy the values from this Matrix to the given Canvas Rendering Context. * This will use the Context.transform method. * * @method Phaser.GameObjects.Components.TransformMatrix#copyToContext * @since 3.12.0 * * @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to. * * @return {CanvasRenderingContext2D} The Canvas Rendering Context. */ copyToContext: function (ctx) { var matrix = this.matrix; ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); return ctx; }, /** * Copy the values from this Matrix to the given Canvas Rendering Context. * This will use the Context.setTransform method. * * @method Phaser.GameObjects.Components.TransformMatrix#setToContext * @since 3.12.0 * * @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to. * * @return {CanvasRenderingContext2D} The Canvas Rendering Context. */ setToContext: function (ctx) { var matrix = this.matrix; ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); return ctx; }, /** * Copy the values in this Matrix to the array given. * * Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f. * * @method Phaser.GameObjects.Components.TransformMatrix#copyToArray * @since 3.12.0 * * @param {array} [out] - The array to copy the matrix values in to. * * @return {array} An array where elements 0 to 5 contain the values from this matrix. */ copyToArray: function (out) { var matrix = this.matrix; if (out === undefined) { out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ]; } else { out[0] = matrix[0]; out[1] = matrix[1]; out[2] = matrix[2]; out[3] = matrix[3]; out[4] = matrix[4]; out[5] = matrix[5]; } return out; }, /** * Set the values of this Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#setTransform * @since 3.0.0 * * @param {number} a - The Scale X value. * @param {number} b - The Shear Y value. * @param {number} c - The Shear X value. * @param {number} d - The Scale Y value. * @param {number} tx - The Translate X value. * @param {number} ty - The Translate Y value. * * @return {this} This TransformMatrix. */ setTransform: function (a, b, c, d, tx, ty) { var matrix = this.matrix; matrix[0] = a; matrix[1] = b; matrix[2] = c; matrix[3] = d; matrix[4] = tx; matrix[5] = ty; return this; }, /** * Decompose this Matrix into its translation, scale and rotation values. * * @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix * @since 3.0.0 * * @return {object} The decomposed Matrix. */ decomposeMatrix: function () { var decomposedMatrix = this.decomposedMatrix; var matrix = this.matrix; // a = scale X (1) // b = shear Y (0) // c = shear X (0) // d = scale Y (1) var a = matrix[0]; var b = matrix[1]; var c = matrix[2]; var d = matrix[3]; var a2 = a * a; var b2 = b * b; var c2 = c * c; var d2 = d * d; var sx = Math.sqrt(a2 + c2); var sy = Math.sqrt(b2 + d2); decomposedMatrix.translateX = matrix[4]; decomposedMatrix.translateY = matrix[5]; decomposedMatrix.scaleX = sx; decomposedMatrix.scaleY = sy; decomposedMatrix.rotation = Math.acos(a / sx) * (Math.atan(-c / a) < 0 ? -1 : 1); return decomposedMatrix; }, /** * Apply the identity, translate, rotate and scale operations on the Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#applyITRS * @since 3.0.0 * * @param {number} x - The horizontal translation. * @param {number} y - The vertical translation. * @param {number} rotation - The angle of rotation in radians. * @param {number} scaleX - The horizontal scale. * @param {number} scaleY - The vertical scale. * * @return {this} This TransformMatrix. */ applyITRS: function (x, y, rotation, scaleX, scaleY) { var matrix = this.matrix; var radianSin = Math.sin(rotation); var radianCos = Math.cos(rotation); // Translate matrix[4] = x; matrix[5] = y; // Rotate and Scale matrix[0] = radianCos * scaleX; matrix[1] = radianSin * scaleX; matrix[2] = -radianSin * scaleY; matrix[3] = radianCos * scaleY; return this; }, /** * Returns the X component of this matrix multiplied by the given values. * This is the same as `x * a + y * c + e`. * * @method Phaser.GameObjects.Components.TransformMatrix#getX * @since 3.12.0 * * @param {number} x - The x value. * @param {number} y - The y value. * * @return {number} The calculated x value. */ getX: function (x, y) { return x * this.a + y * this.c + this.e; }, /** * Returns the Y component of this matrix multiplied by the given values. * This is the same as `x * b + y * d + f`. * * @method Phaser.GameObjects.Components.TransformMatrix#getY * @since 3.12.0 * * @param {number} x - The x value. * @param {number} y - The y value. * * @return {number} The calculated y value. */ getY: function (x, y) { return x * this.b + y * this.d + this.f; }, /** * Returns a string that can be used in a CSS Transform call as a `matrix` property. * * @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix * @since 3.12.0 * * @return {string} A string containing the CSS Transform matrix values. */ getCSSMatrix: function () { var m = this.matrix; return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')'; }, /** * Destroys this Transform Matrix. * * @method Phaser.GameObjects.Components.TransformMatrix#destroy * @since 3.4.0 */ destroy: function () { this.matrix = null; this.decomposedMatrix = null; } }); module.exports = TransformMatrix; /***/ }), /* 9 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @function Phaser.Geom.Rectangle.Perimeter * @since 3.0.0 * * @param {Phaser.Geom.Rectangle} rect - [description] * * @return {number} [description] */ var Perimeter = function (rect) { return 2 * (rect.width + rect.height); }; module.exports = Perimeter; /***/ }), /* 10 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Perimeter = __webpack_require__(9); var Point = __webpack_require__(1); /** * Position is a value between 0 and 1 where 0 = the top-left of the rectangle and 0.5 = the bottom right. * * @function Phaser.Geom.Rectangle.GetPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [out,$return] * * @param {Phaser.Geom.Rectangle} rectangle - [description] * @param {number} position - [description] * @param {(Phaser.Geom.Point|object)} [out] - [description] * * @return {Phaser.Geom.Point} [description] */ var GetPoint = function (rectangle, position, out) { if (out === undefined) { out = new Point(); } if (position <= 0 || position >= 1) { out.x = rectangle.x; out.y = rectangle.y; return out; } var p = Perimeter(rectangle) * position; if (position > 0.5) { p -= (rectangle.width + rectangle.height); if (p <= rectangle.width) { // Face 3 out.x = rectangle.right - p; out.y = rectangle.bottom; } else { // Face 4 out.x = rectangle.x; out.y = rectangle.bottom - (p - rectangle.width); } } else if (p <= rectangle.width) { // Face 1 out.x = rectangle.x + p; out.y = rectangle.y; } else { // Face 2 out.x = rectangle.right; out.y = rectangle.y + (p - rectangle.width); } return out; }; module.exports = GetPoint; /***/ }), /* 11 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @namespace Phaser.GameObjects.Components */ module.exports = { Alpha: __webpack_require__(62), Animation: __webpack_require__(60), BlendMode: __webpack_require__(59), ComputedSize: __webpack_require__(58), Crop: __webpack_require__(57), Depth: __webpack_require__(56), Flip: __webpack_require__(55), GetBounds: __webpack_require__(54), Mask: __webpack_require__(43), Origin: __webpack_require__(40), Pipeline: __webpack_require__(39), ScaleMode: __webpack_require__(38), ScrollFactor: __webpack_require__(37), Size: __webpack_require__(36), Texture: __webpack_require__(35), TextureCrop: __webpack_require__(34), Tint: __webpack_require__(33), ToJSON: __webpack_require__(32), Transform: __webpack_require__(31), TransformMatrix: __webpack_require__(8), Visible: __webpack_require__(28) }; /***/ }), /* 12 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var Components = __webpack_require__(11); var DataManager = __webpack_require__(27); var EventEmitter = __webpack_require__(26); /** * @classdesc * The base class that all Game Objects extend. * You don't create GameObjects directly and they cannot be added to the display list. * Instead, use them as the base for your own custom classes. * * @class GameObject * @memberOf Phaser.GameObjects * @extends Phaser.Events.EventEmitter * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. * @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`. */ var GameObject = new Class({ Extends: EventEmitter, initialize: function GameObject (scene, type) { EventEmitter.call(this); /** * The Scene to which this Game Object belongs. * Game Objects can only belong to one Scene. * * @name Phaser.GameObjects.GameObject#scene * @type {Phaser.Scene} * @protected * @since 3.0.0 */ this.scene = scene; /** * A textual representation of this Game Object, i.e. `sprite`. * Used internally by Phaser but is available for your own custom classes to populate. * * @name Phaser.GameObjects.GameObject#type * @type {string} * @since 3.0.0 */ this.type = type; /** * The parent Container of this Game Object, if it has one. * * @name Phaser.GameObjects.GameObject#parentContainer * @type {Phaser.GameObjects.Container} * @since 3.4.0 */ this.parentContainer = null; /** * The name of this Game Object. * Empty by default and never populated by Phaser, this is left for developers to use. * * @name Phaser.GameObjects.GameObject#name * @type {string} * @default '' * @since 3.0.0 */ this.name = ''; /** * The active state of this Game Object. * A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it. * An active object is one which is having its logic and internal systems updated. * * @name Phaser.GameObjects.GameObject#active * @type {boolean} * @default true * @since 3.0.0 */ this.active = true; /** * The Tab Index of the Game Object. * Reserved for future use by plugins and the Input Manager. * * @name Phaser.GameObjects.GameObject#tabIndex * @type {integer} * @default -1 * @since 3.0.0 */ this.tabIndex = -1; /** * A Data Manager. * It allows you to store, query and get key/value paired information specific to this Game Object. * `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`. * * @name Phaser.GameObjects.GameObject#data * @type {Phaser.Data.DataManager} * @default null * @since 3.0.0 */ this.data = null; /** * The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not. * The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. * If those components are not used by your custom class then you can use this bitmask as you wish. * * @name Phaser.GameObjects.GameObject#renderFlags * @type {integer} * @default 15 * @since 3.0.0 */ this.renderFlags = 15; /** * A bitmask that controls if this Game Object is drawn by a Camera or not. * Not usually set directly, instead call `Camera.ignore`, however you can * set this property directly using the Camera.id property: * * @example * this.cameraFilter |= camera.id * * @name Phaser.GameObjects.GameObject#cameraFilter * @type {number} * @default 0 * @since 3.0.0 */ this.cameraFilter = 0; /** * If this Game Object is enabled for input then this property will contain an InteractiveObject instance. * Not usually set directly. Instead call `GameObject.setInteractive()`. * * @name Phaser.GameObjects.GameObject#input * @type {?Phaser.Input.InteractiveObject} * @default null * @since 3.0.0 */ this.input = null; /** * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. * * @name Phaser.GameObjects.GameObject#body * @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)} * @default null * @since 3.0.0 */ this.body = null; /** * This Game Object will ignore all calls made to its destroy method if this flag is set to `true`. * This includes calls that may come from a Group, Container or the Scene itself. * While it allows you to persist a Game Object across Scenes, please understand you are entirely * responsible for managing references to and from this Game Object. * * @name Phaser.GameObjects.GameObject#ignoreDestroy * @type {boolean} * @default false * @since 3.5.0 */ this.ignoreDestroy = false; // Tell the Scene to re-sort the children scene.sys.queueDepthSort(); scene.sys.events.once('shutdown', this.destroy, this); }, /** * Sets the `active` property of this Game Object and returns this Game Object for further chaining. * A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList. * * @method Phaser.GameObjects.GameObject#setActive * @since 3.0.0 * * @param {boolean} value - True if this Game Object should be set as active, false if not. * * @return {this} This GameObject. */ setActive: function (value) { this.active = value; return this; }, /** * Sets the `name` property of this Game Object and returns this Game Object for further chaining. * The `name` property is not populated by Phaser and is presented for your own use. * * @method Phaser.GameObjects.GameObject#setName * @since 3.0.0 * * @param {string} value - The name to be given to this Game Object. * * @return {this} This GameObject. */ setName: function (value) { this.name = value; return this; }, /** * Adds a Data Manager component to this Game Object. * * @method Phaser.GameObjects.GameObject#setDataEnabled * @since 3.0.0 * @see Phaser.Data.DataManager * * @return {this} This GameObject. */ setDataEnabled: function () { if (!this.data) { this.data = new DataManager(this); } return this; }, /** * Allows you to store a key value pair within this Game Objects Data Manager. * * If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled * before setting the value. * * If the key doesn't already exist in the Data Manager then it is created. * * ```javascript * sprite.setData('name', 'Red Gem Stone'); * ``` * * You can also pass in an object of key value pairs as the first argument: * * ```javascript * sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }); * ``` * * To get a value back again you can call `getData`: * * ```javascript * sprite.getData('gold'); * ``` * * Or you can access the value directly via the `values` property, where it works like any other variable: * * ```javascript * sprite.data.values.gold += 50; * ``` * * When the value is first set, a `setdata` event is emitted from this Game Object. * * If the key already exists, a `changedata` event is emitted instead, along an event named after the key. * For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`. * These events will be emitted regardless if you use this method to set the value, or the direct `values` setter. * * Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager. * * @method Phaser.GameObjects.GameObject#setData * @since 3.0.0 * * @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored. * @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored. * * @return {this} This GameObject. */ setData: function (key, value) { if (!this.data) { this.data = new DataManager(this); } this.data.set(key, value); return this; }, /** * Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist. * * You can also access values via the `values` object. For example, if you had a key called `gold` you can do either: * * ```javascript * sprite.getData('gold'); * ``` * * Or access the value directly: * * ```javascript * sprite.data.values.gold; * ``` * * You can also pass in an array of keys, in which case an array of values will be returned: * * ```javascript * sprite.getData([ 'gold', 'armor', 'health' ]); * ``` * * This approach is useful for destructuring arrays in ES6. * * @method Phaser.GameObjects.GameObject#getData * @since 3.0.0 * * @param {(string|string[])} key - The key of the value to retrieve, or an array of keys. * * @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array. */ getData: function (key) { if (!this.data) { this.data = new DataManager(this); } return this.data.get(key); }, /** * Pass this Game Object to the Input Manager to enable it for Input. * * Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area * for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced * input detection. * * If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If * this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific * shape for it to use. * * You can also provide an Input Configuration Object as the only argument to this method. * * @method Phaser.GameObjects.GameObject#setInteractive * @since 3.0.0 * * @param {(Phaser.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used. * @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback. * @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target? * * @return {this} This GameObject. */ setInteractive: function (shape, callback, dropZone) { this.scene.sys.input.enable(this, shape, callback, dropZone); return this; }, /** * If this Game Object has previously been enabled for input, this will disable it. * * An object that is disabled for input stops processing or being considered for * input events, but can be turned back on again at any time by simply calling * `setInteractive()` with no arguments provided. * * If want to completely remove interaction from this Game Object then use `removeInteractive` instead. * * @method Phaser.GameObjects.GameObject#disableInteractive * @since 3.7.0 * * @return {this} This GameObject. */ disableInteractive: function () { if (this.input) { this.input.enabled = false; } return this; }, /** * If this Game Object has previously been enabled for input, this will queue it * for removal, causing it to no longer be interactive. The removal happens on * the next game step, it is not immediate. * * The Interactive Object that was assigned to this Game Object will be destroyed, * removed from the Input Manager and cleared from this Game Object. * * If you wish to re-enable this Game Object at a later date you will need to * re-create its InteractiveObject by calling `setInteractive` again. * * If you wish to only temporarily stop an object from receiving input then use * `disableInteractive` instead, as that toggles the interactive state, where-as * this erases it completely. * * If you wish to resize a hit area, don't remove and then set it as being * interactive. Instead, access the hitarea object directly and resize the shape * being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the * shape is a Rectangle, which it is by default.) * * @method Phaser.GameObjects.GameObject#removeInteractive * @since 3.7.0 * * @return {this} This GameObject. */ removeInteractive: function () { this.scene.sys.input.clear(this); this.input = undefined; return this; }, /** * To be overridden by custom GameObjects. Allows base objects to be used in a Pool. * * @method Phaser.GameObjects.GameObject#update * @since 3.0.0 * * @param {...*} [args] - args */ update: function () { }, /** * Returns a JSON representation of the Game Object. * * @method Phaser.GameObjects.GameObject#toJSON * @since 3.0.0 * * @return {JSONGameObject} A JSON representation of the Game Object. */ toJSON: function () { return Components.ToJSON(this); }, /** * Compares the renderMask with the renderFlags to see if this Game Object will render or not. * Also checks the Game Object against the given Cameras exclusion list. * * @method Phaser.GameObjects.GameObject#willRender * @since 3.0.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object. * * @return {boolean} True if the Game Object should be rendered, otherwise false. */ willRender: function (camera) { return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter > 0 && (this.cameraFilter & camera.id))); }, /** * Returns an array containing the display list index of either this Game Object, or if it has one, * its parent Container. It then iterates up through all of the parent containers until it hits the * root of the display list (which is index 0 in the returned array). * * Used internally by the InputPlugin but also useful if you wish to find out the display depth of * this Game Object and all of its ancestors. * * @method Phaser.GameObjects.GameObject#getIndexList * @since 3.4.0 * * @return {integer[]} An array of display list position indexes. */ getIndexList: function () { // eslint-disable-next-line consistent-this var child = this; var parent = this.parentContainer; var indexes = []; while (parent) { // indexes.unshift([parent.getIndex(child), parent.name]); indexes.unshift(parent.getIndex(child)); child = parent; if (!parent.parentContainer) { break; } else { parent = parent.parentContainer; } } // indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']); indexes.unshift(this.scene.sys.displayList.getIndex(child)); return indexes; }, /** * Destroys this Game Object removing it from the Display List and Update List and * severing all ties to parent resources. * * Also removes itself from the Input Manager and Physics Manager if previously enabled. * * Use this to remove a Game Object from your game if you don't ever plan to use it again. * As long as no reference to it exists within your own code it should become free for * garbage collection by the browser. * * If you just want to temporarily disable an object then look at using the * Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected. * * @method Phaser.GameObjects.GameObject#destroy * @since 3.0.0 */ destroy: function () { // This Game Object had already been destroyed if (!this.scene || this.ignoreDestroy) { return; } if (this.preDestroy) { this.preDestroy.call(this); } this.emit('destroy', this); var sys = this.scene.sys; sys.displayList.remove(this); sys.updateList.remove(this); if (this.input) { sys.input.clear(this); this.input = undefined; } if (this.data) { this.data.destroy(); this.data = undefined; } if (this.body) { this.body.destroy(); this.body = undefined; } // Tell the Scene to re-sort the children sys.queueDepthSort(); this.active = false; this.visible = false; this.scene = undefined; this.parentContainer = undefined; this.removeAllListeners(); } }); /** * The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not. * * @constant {integer} RENDER_MASK * @memberOf Phaser.GameObjects.GameObject * @default */ GameObject.RENDER_MASK = 15; module.exports = GameObject; /***/ }), /* 13 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var GameObject = __webpack_require__(12); var Sprite = __webpack_require__(25); var Vector2 = __webpack_require__(3); var Vector4 = __webpack_require__(5); /** * @classdesc * A Sprite 3D Game Object. * * The Sprite 3D object is an encapsulation of a standard Sprite object, with additional methods to allow * it to be rendered by a 3D Camera. The Sprite can be positioned anywhere within 3D space. * * @class Sprite3D * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} x - The x position of this Game Object. * @param {number} y - The y position of this Game Object. * @param {number} z - The z position of this Game Object. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ var Sprite3D = new Class({ Extends: GameObject, initialize: function Sprite3D (scene, x, y, z, texture, frame) { GameObject.call(this, scene, 'Sprite3D'); /** * The encapsulated Sprite. * * @name Phaser.GameObjects.Sprite3D#gameObject * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.gameObject = new Sprite(scene, 0, 0, texture, frame); /** * The position of the Sprite. * * @name Phaser.GameObjects.Sprite3D#position * @type {Phaser.Math.Vector4} * @since 3.0.0 */ this.position = new Vector4(x, y, z); /** * The 2D size of the Sprite. * * @name Phaser.GameObjects.Sprite3D#size * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.size = new Vector2(this.gameObject.width, this.gameObject.height); /** * The 2D scale of the Sprite. * * @name Phaser.GameObjects.Sprite3D#scale * @type {Phaser.Math.Vector2} * @since 3.0.0 */ this.scale = new Vector2(1, 1); /** * Whether to automatically set the horizontal scale of the encapsulated Sprite. * * @name Phaser.GameObjects.Sprite3D#adjustScaleX * @type {boolean} * @default true * @since 3.0.0 */ this.adjustScaleX = true; /** * Whether to automatically set the vertical scale of the encapsulated Sprite. * * @name Phaser.GameObjects.Sprite3D#adjustScaleY * @type {boolean} * @default true * @since 3.0.0 */ this.adjustScaleY = true; /** * The visible state of the Game Object. * * @name Phaser.GameObjects.Sprite3D#_visible * @type {boolean} * @default true * @private * @since 3.0.0 */ this._visible = true; }, /** * Project this Sprite onto the given 3D Camera. * * @method Phaser.GameObjects.Sprite3D#project * @since 3.0.0 * * @param {Phaser.Cameras.Sprite3D.Camera} camera - The 3D Camera onto which to project this Sprite. */ project: function (camera) { var pos = this.position; var gameObject = this.gameObject; camera.project(pos, gameObject); camera.getPointSize(pos, this.size, this.scale); if (this.scale.x <= 0 || this.scale.y <= 0) { gameObject.setVisible(false); } else { if (!gameObject.visible) { gameObject.setVisible(true); } if (this.adjustScaleX) { gameObject.scaleX = this.scale.x; } if (this.adjustScaleY) { gameObject.scaleY = this.scale.y; } gameObject.setDepth(gameObject.z * -1); } }, /** * Set the visible state of the Game Object. * * @method Phaser.GameObjects.Sprite3D#setVisible * @since 3.0.0 * * @param {boolean} value - The visible state of the Game Object. * * @return {Phaser.GameObjects.Sprite3D} This Sprite3D Object. */ setVisible: function (value) { this.visible = value; return this; }, /** * The visible state of the Game Object. * * An invisible Game Object will skip rendering, but will still process update logic. * * @name Phaser.GameObjects.Sprite3D#visible * @type {boolean} * @since 3.0.0 */ visible: { get: function () { return this._visible; }, set: function (value) { this._visible = value; this.gameObject.visible = value; } }, /** * The x position of this Game Object. * * @name Phaser.GameObjects.Sprite3D#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; } }, /** * The y position of this Game Object. * * @name Phaser.GameObjects.Sprite3D#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; } }, /** * The z position of this Game Object. * * @name Phaser.GameObjects.Sprite3D#z * @type {number} * @since 3.0.0 */ z: { get: function () { return this.position.z; }, set: function (value) { this.position.z = value; } } }); module.exports = Sprite3D; /***/ }), /* 14 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); var EPSILON = 0.000001; /** * @classdesc * A four-dimensional matrix. * * @class Matrix4 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from. */ var Matrix4 = new Class({ initialize: function Matrix4 (m) { /** * The matrix values. * * @name Phaser.Math.Matrix4#val * @type {Float32Array} * @since 3.0.0 */ this.val = new Float32Array(16); if (m) { // Assume Matrix4 with val: this.copy(m); } else { // Default to identity this.identity(); } }, /** * Make a clone of this Matrix4. * * @method Phaser.Math.Matrix4#clone * @since 3.0.0 * * @return {Phaser.Math.Matrix4} A clone of this Matrix4. */ clone: function () { return new Matrix4(this); }, // TODO - Should work with basic values /** * This method is an alias for `Matrix4.copy`. * * @method Phaser.Math.Matrix4#set * @since 3.0.0 * * @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from. * * @return {Phaser.Math.Matrix4} This Matrix4. */ set: function (src) { return this.copy(src); }, /** * Copy the values of a given Matrix into this Matrix. * * @method Phaser.Math.Matrix4#copy * @since 3.0.0 * * @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from. * * @return {Phaser.Math.Matrix4} This Matrix4. */ copy: function (src) { var out = this.val; var a = src.val; out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return this; }, /** * Set the values of this Matrix from the given array. * * @method Phaser.Math.Matrix4#fromArray * @since 3.0.0 * * @param {array} a - The array to copy the values from. * * @return {Phaser.Math.Matrix4} This Matrix4. */ fromArray: function (a) { var out = this.val; out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return this; }, /** * Reset this Matrix. * * Sets all values to `0`. * * @method Phaser.Math.Matrix4#zero * @since 3.0.0 * * @return {Phaser.Math.Matrix4} This Matrix4. */ zero: function () { var out = this.val; out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 0; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 0; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 0; return this; }, /** * Set the `x`, `y` and `z` values of this Matrix. * * @method Phaser.Math.Matrix4#xyz * @since 3.0.0 * * @param {number} x - The x value. * @param {number} y - The y value. * @param {number} z - The z value. * * @return {Phaser.Math.Matrix4} This Matrix4. */ xyz: function (x, y, z) { this.identity(); var out = this.val; out[12] = x; out[13] = y; out[14] = z; return this; }, /** * Set the scaling values of this Matrix. * * @method Phaser.Math.Matrix4#scaling * @since 3.0.0 * * @param {number} x - The x scaling value. * @param {number} y - The y scaling value. * @param {number} z - The z scaling value. * * @return {Phaser.Math.Matrix4} This Matrix4. */ scaling: function (x, y, z) { this.zero(); var out = this.val; out[0] = x; out[5] = y; out[10] = z; out[15] = 1; return this; }, /** * Reset this Matrix to an identity (default) matrix. * * @method Phaser.Math.Matrix4#identity * @since 3.0.0 * * @return {Phaser.Math.Matrix4} This Matrix4. */ identity: function () { var out = this.val; out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return this; }, /** * Transpose this Matrix. * * @method Phaser.Math.Matrix4#transpose * @since 3.0.0 * * @return {Phaser.Math.Matrix4} This Matrix4. */ transpose: function () { var a = this.val; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a12 = a[6]; var a13 = a[7]; var a23 = a[11]; a[1] = a[4]; a[2] = a[8]; a[3] = a[12]; a[4] = a01; a[6] = a[9]; a[7] = a[13]; a[8] = a02; a[9] = a12; a[11] = a[14]; a[12] = a03; a[13] = a13; a[14] = a23; return this; }, /** * Invert this Matrix. * * @method Phaser.Math.Matrix4#invert * @since 3.0.0 * * @return {Phaser.Math.Matrix4} This Matrix4. */ invert: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; var a30 = a[12]; var a31 = a[13]; var a32 = a[14]; var a33 = a[15]; var b00 = a00 * a11 - a01 * a10; var b01 = a00 * a12 - a02 * a10; var b02 = a00 * a13 - a03 * a10; var b03 = a01 * a12 - a02 * a11; var b04 = a01 * a13 - a03 * a11; var b05 = a02 * a13 - a03 * a12; var b06 = a20 * a31 - a21 * a30; var b07 = a20 * a32 - a22 * a30; var b08 = a20 * a33 - a23 * a30; var b09 = a21 * a32 - a22 * a31; var b10 = a21 * a33 - a23 * a31; var b11 = a22 * a33 - a23 * a32; // Calculate the determinant var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return null; } det = 1 / det; a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return this; }, /** * Calculate the adjoint, or adjugate, of this Matrix. * * @method Phaser.Math.Matrix4#adjoint * @since 3.0.0 * * @return {Phaser.Math.Matrix4} This Matrix4. */ adjoint: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; var a30 = a[12]; var a31 = a[13]; var a32 = a[14]; var a33 = a[15]; a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); return this; }, /** * Calculate the determinant of this Matrix. * * @method Phaser.Math.Matrix4#determinant * @since 3.0.0 * * @return {number} The determinant of this Matrix. */ determinant: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; var a30 = a[12]; var a31 = a[13]; var a32 = a[14]; var a33 = a[15]; var b00 = a00 * a11 - a01 * a10; var b01 = a00 * a12 - a02 * a10; var b02 = a00 * a13 - a03 * a10; var b03 = a01 * a12 - a02 * a11; var b04 = a01 * a13 - a03 * a11; var b05 = a02 * a13 - a03 * a12; var b06 = a20 * a31 - a21 * a30; var b07 = a20 * a32 - a22 * a30; var b08 = a20 * a33 - a23 * a30; var b09 = a21 * a32 - a22 * a31; var b10 = a21 * a33 - a23 * a31; var b11 = a22 * a33 - a23 * a32; // Calculate the determinant return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; }, /** * Multiply this Matrix by the given Matrix. * * @method Phaser.Math.Matrix4#multiply * @since 3.0.0 * * @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by. * * @return {Phaser.Math.Matrix4} This Matrix4. */ multiply: function (src) { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; var a30 = a[12]; var a31 = a[13]; var a32 = a[14]; var a33 = a[15]; var b = src.val; // Cache only the current line of the second matrix var b0 = b[0]; var b1 = b[1]; var b2 = b[2]; var b3 = b[3]; a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; return this; }, /** * [description] * * @method Phaser.Math.Matrix4#multiplyLocal * @since 3.0.0 * * @param {Phaser.Math.Matrix4} src - [description] * * @return {Phaser.Math.Matrix4} This Matrix4. */ multiplyLocal: function (src) { var a = []; var m1 = this.val; var m2 = src.val; a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12]; a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13]; a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14]; a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15]; a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12]; a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13]; a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14]; a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15]; a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12]; a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13]; a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14]; a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15]; a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12]; a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13]; a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14]; a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15]; return this.fromArray(a); }, /** * Translate this Matrix using the given Vector. * * @method Phaser.Math.Matrix4#translate * @since 3.0.0 * * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with. * * @return {Phaser.Math.Matrix4} This Matrix4. */ translate: function (v) { var x = v.x; var y = v.y; var z = v.z; var a = this.val; a[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; a[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; a[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; a[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; return this; }, /** * Apply a scale transformation to this Matrix. * * Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix. * * @method Phaser.Math.Matrix4#scale * @since 3.0.0 * * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with. * * @return {Phaser.Math.Matrix4} This Matrix4. */ scale: function (v) { var x = v.x; var y = v.y; var z = v.z; var a = this.val; a[0] = a[0] * x; a[1] = a[1] * x; a[2] = a[2] * x; a[3] = a[3] * x; a[4] = a[4] * y; a[5] = a[5] * y; a[6] = a[6] * y; a[7] = a[7] * y; a[8] = a[8] * z; a[9] = a[9] * z; a[10] = a[10] * z; a[11] = a[11] * z; return this; }, /** * Derive a rotation matrix around the given axis. * * @method Phaser.Math.Matrix4#makeRotationAxis * @since 3.0.0 * * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis. * @param {number} angle - The rotation angle in radians. * * @return {Phaser.Math.Matrix4} This Matrix4. */ makeRotationAxis: function (axis, angle) { // Based on http://www.gamedev.net/reference/articles/article1199.asp var c = Math.cos(angle); var s = Math.sin(angle); var t = 1 - c; var x = axis.x; var y = axis.y; var z = axis.z; var tx = t * x; var ty = t * y; this.fromArray([ tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1 ]); return this; }, /** * Apply a rotation transformation to this Matrix. * * @method Phaser.Math.Matrix4#rotate * @since 3.0.0 * * @param {number} rad - The angle in radians to rotate by. * @param {Phaser.Math.Vector3} axis - The axis to rotate upon. * * @return {Phaser.Math.Matrix4} This Matrix4. */ rotate: function (rad, axis) { var a = this.val; var x = axis.x; var y = axis.y; var z = axis.z; var len = Math.sqrt(x * x + y * y + z * z); if (Math.abs(len) < EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; var s = Math.sin(rad); var c = Math.cos(rad); var t = 1 - c; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; // Construct the elements of the rotation matrix var b00 = x * x * t + c; var b01 = y * x * t + z * s; var b02 = z * x * t - y * s; var b10 = x * y * t - z * s; var b11 = y * y * t + c; var b12 = z * y * t + x * s; var b20 = x * z * t + y * s; var b21 = y * z * t - x * s; var b22 = z * z * t + c; // Perform rotation-specific matrix multiplication a[0] = a00 * b00 + a10 * b01 + a20 * b02; a[1] = a01 * b00 + a11 * b01 + a21 * b02; a[2] = a02 * b00 + a12 * b01 + a22 * b02; a[3] = a03 * b00 + a13 * b01 + a23 * b02; a[4] = a00 * b10 + a10 * b11 + a20 * b12; a[5] = a01 * b10 + a11 * b11 + a21 * b12; a[6] = a02 * b10 + a12 * b11 + a22 * b12; a[7] = a03 * b10 + a13 * b11 + a23 * b12; a[8] = a00 * b20 + a10 * b21 + a20 * b22; a[9] = a01 * b20 + a11 * b21 + a21 * b22; a[10] = a02 * b20 + a12 * b21 + a22 * b22; a[11] = a03 * b20 + a13 * b21 + a23 * b22; return this; }, /** * Rotate this matrix on its X axis. * * @method Phaser.Math.Matrix4#rotateX * @since 3.0.0 * * @param {number} rad - The angle in radians to rotate by. * * @return {Phaser.Math.Matrix4} This Matrix4. */ rotateX: function (rad) { var a = this.val; var s = Math.sin(rad); var c = Math.cos(rad); var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; // Perform axis-specific matrix multiplication a[4] = a10 * c + a20 * s; a[5] = a11 * c + a21 * s; a[6] = a12 * c + a22 * s; a[7] = a13 * c + a23 * s; a[8] = a20 * c - a10 * s; a[9] = a21 * c - a11 * s; a[10] = a22 * c - a12 * s; a[11] = a23 * c - a13 * s; return this; }, /** * Rotate this matrix on its Y axis. * * @method Phaser.Math.Matrix4#rotateY * @since 3.0.0 * * @param {number} rad - The angle to rotate by, in radians. * * @return {Phaser.Math.Matrix4} This Matrix4. */ rotateY: function (rad) { var a = this.val; var s = Math.sin(rad); var c = Math.cos(rad); var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; // Perform axis-specific matrix multiplication a[0] = a00 * c - a20 * s; a[1] = a01 * c - a21 * s; a[2] = a02 * c - a22 * s; a[3] = a03 * c - a23 * s; a[8] = a00 * s + a20 * c; a[9] = a01 * s + a21 * c; a[10] = a02 * s + a22 * c; a[11] = a03 * s + a23 * c; return this; }, /** * Rotate this matrix on its Z axis. * * @method Phaser.Math.Matrix4#rotateZ * @since 3.0.0 * * @param {number} rad - The angle to rotate by, in radians. * * @return {Phaser.Math.Matrix4} This Matrix4. */ rotateZ: function (rad) { var a = this.val; var s = Math.sin(rad); var c = Math.cos(rad); var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; // Perform axis-specific matrix multiplication a[0] = a00 * c + a10 * s; a[1] = a01 * c + a11 * s; a[2] = a02 * c + a12 * s; a[3] = a03 * c + a13 * s; a[4] = a10 * c - a00 * s; a[5] = a11 * c - a01 * s; a[6] = a12 * c - a02 * s; a[7] = a13 * c - a03 * s; return this; }, /** * Set the values of this Matrix from the given rotation Quaternion and translation Vector. * * @method Phaser.Math.Matrix4#fromRotationTranslation * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from. * @param {Phaser.Math.Vector3} v - The Vector to set translation from. * * @return {Phaser.Math.Matrix4} This Matrix4. */ fromRotationTranslation: function (q, v) { // Quaternion math var out = this.val; var x = q.x; var y = q.y; var z = q.z; var w = q.w; var x2 = x + x; var y2 = y + y; var z2 = z + z; var xx = x * x2; var xy = x * y2; var xz = x * z2; var yy = y * y2; var yz = y * z2; var zz = z * z2; var wx = w * x2; var wy = w * y2; var wz = w * z2; out[0] = 1 - (yy + zz); out[1] = xy + wz; out[2] = xz - wy; out[3] = 0; out[4] = xy - wz; out[5] = 1 - (xx + zz); out[6] = yz + wx; out[7] = 0; out[8] = xz + wy; out[9] = yz - wx; out[10] = 1 - (xx + yy); out[11] = 0; out[12] = v.x; out[13] = v.y; out[14] = v.z; out[15] = 1; return this; }, /** * Set the values of this Matrix from the given Quaternion. * * @method Phaser.Math.Matrix4#fromQuat * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from. * * @return {Phaser.Math.Matrix4} This Matrix4. */ fromQuat: function (q) { var out = this.val; var x = q.x; var y = q.y; var z = q.z; var w = q.w; var x2 = x + x; var y2 = y + y; var z2 = z + z; var xx = x * x2; var xy = x * y2; var xz = x * z2; var yy = y * y2; var yz = y * z2; var zz = z * z2; var wx = w * x2; var wy = w * y2; var wz = w * z2; out[0] = 1 - (yy + zz); out[1] = xy + wz; out[2] = xz - wy; out[3] = 0; out[4] = xy - wz; out[5] = 1 - (xx + zz); out[6] = yz + wx; out[7] = 0; out[8] = xz + wy; out[9] = yz - wx; out[10] = 1 - (xx + yy); out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return this; }, /** * Generate a frustum matrix with the given bounds. * * @method Phaser.Math.Matrix4#frustum * @since 3.0.0 * * @param {number} left - The left bound of the frustum. * @param {number} right - The right bound of the frustum. * @param {number} bottom - The bottom bound of the frustum. * @param {number} top - The top bound of the frustum. * @param {number} near - The near bound of the frustum. * @param {number} far - The far bound of the frustum. * * @return {Phaser.Math.Matrix4} This Matrix4. */ frustum: function (left, right, bottom, top, near, far) { var out = this.val; var rl = 1 / (right - left); var tb = 1 / (top - bottom); var nf = 1 / (near - far); out[0] = (near * 2) * rl; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = (near * 2) * tb; out[6] = 0; out[7] = 0; out[8] = (right + left) * rl; out[9] = (top + bottom) * tb; out[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (far * near * 2) * nf; out[15] = 0; return this; }, /** * Generate a perspective projection matrix with the given bounds. * * @method Phaser.Math.Matrix4#perspective * @since 3.0.0 * * @param {number} fovy - Vertical field of view in radians * @param {number} aspect - Aspect ratio. Typically viewport width /height. * @param {number} near - Near bound of the frustum. * @param {number} far - Far bound of the frustum. * * @return {Phaser.Math.Matrix4} This Matrix4. */ perspective: function (fovy, aspect, near, far) { var out = this.val; var f = 1.0 / Math.tan(fovy / 2); var nf = 1 / (near - far); out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (2 * far * near) * nf; out[15] = 0; return this; }, /** * Generate a perspective projection matrix with the given bounds. * * @method Phaser.Math.Matrix4#perspectiveLH * @since 3.0.0 * * @param {number} width - The width of the frustum. * @param {number} height - The height of the frustum. * @param {number} near - Near bound of the frustum. * @param {number} far - Far bound of the frustum. * * @return {Phaser.Math.Matrix4} This Matrix4. */ perspectiveLH: function (width, height, near, far) { var out = this.val; out[0] = (2 * near) / width; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = (2 * near) / height; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = -far / (near - far); out[11] = 1; out[12] = 0; out[13] = 0; out[14] = (near * far) / (near - far); out[15] = 0; return this; }, /** * Generate an orthogonal projection matrix with the given bounds. * * @method Phaser.Math.Matrix4#ortho * @since 3.0.0 * * @param {number} left - The left bound of the frustum. * @param {number} right - The right bound of the frustum. * @param {number} bottom - The bottom bound of the frustum. * @param {number} top - The top bound of the frustum. * @param {number} near - The near bound of the frustum. * @param {number} far - The far bound of the frustum. * * @return {Phaser.Math.Matrix4} This Matrix4. */ ortho: function (left, right, bottom, top, near, far) { var out = this.val; var lr = left - right; var bt = bottom - top; var nf = near - far; // Avoid division by zero lr = (lr === 0) ? lr : 1 / lr; bt = (bt === 0) ? bt : 1 / bt; nf = (nf === 0) ? nf : 1 / nf; out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 2 * nf; out[11] = 0; out[12] = (left + right) * lr; out[13] = (top + bottom) * bt; out[14] = (far + near) * nf; out[15] = 1; return this; }, /** * Generate a look-at matrix with the given eye position, focal point, and up axis. * * @method Phaser.Math.Matrix4#lookAt * @since 3.0.0 * * @param {Phaser.Math.Vector3} eye - Position of the viewer * @param {Phaser.Math.Vector3} center - Point the viewer is looking at * @param {Phaser.Math.Vector3} up - vec3 pointing up. * * @return {Phaser.Math.Matrix4} This Matrix4. */ lookAt: function (eye, center, up) { var out = this.val; var eyex = eye.x; var eyey = eye.y; var eyez = eye.z; var upx = up.x; var upy = up.y; var upz = up.z; var centerx = center.x; var centery = center.y; var centerz = center.z; if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) { return this.identity(); } var z0 = eyex - centerx; var z1 = eyey - centery; var z2 = eyez - centerz; var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); z0 *= len; z1 *= len; z2 *= len; var x0 = upy * z2 - upz * z1; var x1 = upz * z0 - upx * z2; var x2 = upx * z1 - upy * z0; len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } var y0 = z1 * x2 - z2 * x1; var y1 = z2 * x0 - z0 * x2; var y2 = z0 * x1 - z1 * x0; len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0; out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0; out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0; out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); out[15] = 1; return this; }, /** * Set the values of this matrix from the given `yaw`, `pitch` and `roll` values. * * @method Phaser.Math.Matrix4#yawPitchRoll * @since 3.0.0 * * @param {number} yaw - [description] * @param {number} pitch - [description] * @param {number} roll - [description] * * @return {Phaser.Math.Matrix4} This Matrix4. */ yawPitchRoll: function (yaw, pitch, roll) { this.zero(); _tempMat1.zero(); _tempMat2.zero(); var m0 = this.val; var m1 = _tempMat1.val; var m2 = _tempMat2.val; // Rotate Z var s = Math.sin(roll); var c = Math.cos(roll); m0[10] = 1; m0[15] = 1; m0[0] = c; m0[1] = s; m0[4] = -s; m0[5] = c; // Rotate X s = Math.sin(pitch); c = Math.cos(pitch); m1[0] = 1; m1[15] = 1; m1[5] = c; m1[10] = c; m1[9] = -s; m1[6] = s; // Rotate Y s = Math.sin(yaw); c = Math.cos(yaw); m2[5] = 1; m2[15] = 1; m2[0] = c; m2[2] = -s; m2[8] = s; m2[10] = c; this.multiplyLocal(_tempMat1); this.multiplyLocal(_tempMat2); return this; }, /** * Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix. * * @method Phaser.Math.Matrix4#setWorldMatrix * @since 3.0.0 * * @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix. * @param {Phaser.Math.Vector3} position - The position of the world matrix. * @param {Phaser.Math.Vector3} scale - The scale of the world matrix. * @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix. * @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix. * * @return {Phaser.Math.Matrix4} This Matrix4. */ setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix) { this.yawPitchRoll(rotation.y, rotation.x, rotation.z); _tempMat1.scaling(scale.x, scale.y, scale.z); _tempMat2.xyz(position.x, position.y, position.z); this.multiplyLocal(_tempMat1); this.multiplyLocal(_tempMat2); if (viewMatrix !== undefined) { this.multiplyLocal(viewMatrix); } if (projectionMatrix !== undefined) { this.multiplyLocal(projectionMatrix); } return this; } }); var _tempMat1 = new Matrix4(); var _tempMat2 = new Matrix4(); module.exports = Matrix4; /***/ }), /* 15 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var Matrix4 = __webpack_require__(14); var RandomXYZ = __webpack_require__(68); var RandomXYZW = __webpack_require__(67); var RotateVec3 = __webpack_require__(66); var Set = __webpack_require__(63); var Sprite3D = __webpack_require__(13); var Vector2 = __webpack_require__(3); var Vector3 = __webpack_require__(2); var Vector4 = __webpack_require__(5); // Local cache vars var tmpVec3 = new Vector3(); var tmpVec4 = new Vector4(); var dirvec = new Vector3(); var rightvec = new Vector3(); var billboardMatrix = new Matrix4(); // @author attribute https://github.com/mattdesl/cam3d/wiki /** * @typedef {object} RayDef * * @property {Phaser.Math.Vector3} origin - [description] * @property {Phaser.Math.Vector3} direction - [description] */ /** * @classdesc * [description] * * @class Camera * @memberOf Phaser.Cameras.Sprite3D * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] */ var Camera = new Class({ initialize: function Camera (scene) { /** * [description] * * @name Phaser.Cameras.Sprite3D#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * [description] * * @name Phaser.Cameras.Sprite3D#displayList * @type {Phaser.GameObjects.DisplayList} * @since 3.0.0 */ this.displayList = scene.sys.displayList; /** * [description] * * @name Phaser.Cameras.Sprite3D#updateList * @type {Phaser.GameObjects.UpdateList} * @since 3.0.0 */ this.updateList = scene.sys.updateList; /** * [description] * * @name Phaser.Cameras.Sprite3D#name * @type {string} * @default '' * @since 3.0.0 */ this.name = ''; /** * [description] * * @name Phaser.Cameras.Sprite3D#direction * @type {Phaser.Math.Vector3} * @since 3.0.0 */ this.direction = new Vector3(0, 0, -1); /** * [description] * * @name Phaser.Cameras.Sprite3D#up * @type {Phaser.Math.Vector3} * @since 3.0.0 */ this.up = new Vector3(0, 1, 0); /** * [description] * * @name Phaser.Cameras.Sprite3D#position * @type {Phaser.Math.Vector3} * @since 3.0.0 */ this.position = new Vector3(); // The mapping from 3D size units to pixels. // In the default case 1 3D unit = 128 pixels. So a sprite that is // 256 x 128 px in size will be 2 x 1 units. // Change to whatever best fits your game assets. /** * [description] * * @name Phaser.Cameras.Sprite3D#pixelScale * @type {number} * @since 3.0.0 */ this.pixelScale = 128; /** * [description] * * @name Phaser.Cameras.Sprite3D#projection * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.projection = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#view * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.view = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#combined * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.combined = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#invProjectionView * @type {Phaser.Math.Matrix4} * @since 3.0.0 */ this.invProjectionView = new Matrix4(); /** * [description] * * @name Phaser.Cameras.Sprite3D#near * @type {number} * @default 1 * @since 3.0.0 */ this.near = 1; /** * [description] * * @name Phaser.Cameras.Sprite3D#far * @type {number} * @since 3.0.0 */ this.far = 100; /** * [description] * * @name Phaser.Cameras.Sprite3D#ray * @type {RayDef} * @since 3.0.0 */ this.ray = { origin: new Vector3(), direction: new Vector3() }; /** * [description] * * @name Phaser.Cameras.Sprite3D#viewportWidth * @type {number} * @default 0 * @since 3.0.0 */ this.viewportWidth = 0; /** * [description] * * @name Phaser.Cameras.Sprite3D#viewportHeight * @type {number} * @default 0 * @since 3.0.0 */ this.viewportHeight = 0; /** * [description] * * @name Phaser.Cameras.Sprite3D#billboardMatrixDirty * @type {boolean} * @default true * @since 3.0.0 */ this.billboardMatrixDirty = true; /** * [description] * * @name Phaser.Cameras.Sprite3D#children * @type {Phaser.Structs.Set.} * @since 3.0.0 */ this.children = new Set(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setPosition * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} z - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setPosition: function (x, y, z) { this.position.set(x, y, z); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setScene * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setScene: function (scene) { this.scene = scene; return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setPixelScale * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setPixelScale: function (value) { this.pixelScale = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#add * @since 3.0.0 * * @param {Phaser.GameObjects.Sprite3D} sprite3D - [description] * * @return {Phaser.GameObjects.Sprite3D} [description] */ add: function (sprite3D) { this.children.set(sprite3D); this.displayList.add(sprite3D.gameObject); this.updateList.add(sprite3D.gameObject); this.updateChildren(); return sprite3D; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#remove * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} child - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ remove: function (child) { this.displayList.remove(child.gameObject); this.updateList.remove(child.gameObject); this.children.delete(child); return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#clear * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ clear: function () { var children = this.getChildren(); for (var i = 0; i < children.length; i++) { this.remove(children[i]); } return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#getChildren * @since 3.0.0 * * @return {array} [description] */ getChildren: function () { return this.children.entries; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#create * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} z - [description] * @param {string} key - [description] * @param {(string|number)} frame - [description] * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Sprite3D} [description] */ create: function (x, y, z, key, frame, visible) { if (visible === undefined) { visible = true; } var child = new Sprite3D(this.scene, x, y, z, key, frame); this.displayList.add(child.gameObject); this.updateList.add(child.gameObject); child.visible = visible; this.children.set(child); this.updateChildren(); return child; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#createMultiple * @since 3.0.0 * * @param {number} quantity - [description] * @param {string} key - [description] * @param {(string|number)} frame - [description] * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Sprite3D[]} [description] */ createMultiple: function (quantity, key, frame, visible) { if (visible === undefined) { visible = true; } var output = []; for (var i = 0; i < quantity; i++) { var child = new Sprite3D(this.scene, 0, 0, 0, key, frame); this.displayList.add(child.gameObject); this.updateList.add(child.gameObject); child.visible = visible; this.children.set(child); output.push(child); } return output; }, // Create a bunch of Sprite3D objects in a rectangle // size and spacing are Vec3s (or if integers are converted to vec3s) /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#createRect * @since 3.0.0 * * @param {(number|{x:number,y:number})} size - [description] * @param {(number|{x:number,y:number,z:number})} spacing - [description] * @param {string} key - [description] * @param {(string|number)} [frame] - [description] * * @return {Phaser.GameObjects.Sprite3D[]} [description] */ createRect: function (size, spacing, key, frame) { if (typeof size === 'number') { size = { x: size, y: size, z: size }; } if (typeof spacing === 'number') { spacing = { x: spacing, y: spacing, z: spacing }; } var quantity = size.x * size.y * size.z; var sprites = this.createMultiple(quantity, key, frame); var i = 0; for (var z = 0.5 - (size.z / 2); z < (size.z / 2); z++) { for (var y = 0.5 - (size.y / 2); y < (size.y / 2); y++) { for (var x = 0.5 - (size.x / 2); x < (size.x / 2); x++) { var bx = (x * spacing.x); var by = (y * spacing.y); var bz = (z * spacing.z); sprites[i].position.set(bx, by, bz); i++; } } } this.update(); return sprites; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#randomSphere * @since 3.0.0 * * @param {number} [radius=1] - [description] * @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ randomSphere: function (radius, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { RandomXYZ(sprites[i].position, radius); } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#randomCube * @since 3.0.0 * * @param {number} [scale=1] - [description] * @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ randomCube: function (scale, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { RandomXYZW(sprites[i].position, scale); } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#translateChildren * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec3 - [description] * @param {Phaser.GameObjects.Sprite3D[]} sprites - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ translateChildren: function (vec3, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { sprites[i].position.add(vec3); } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#transformChildren * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat4 - [description] * @param {Phaser.GameObjects.Sprite3D[]} sprites - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ transformChildren: function (mat4, sprites) { if (sprites === undefined) { sprites = this.getChildren(); } for (var i = 0; i < sprites.length; i++) { sprites[i].position.transformMat4(mat4); } return this.update(); }, /** * Sets the width and height of the viewport. Does not update any matrices. * * @method Phaser.Cameras.Sprite3D.Camera#setViewport * @since 3.0.0 * * @param {number} width - [description] * @param {number} height - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setViewport: function (width, height) { this.viewportWidth = width; this.viewportHeight = height; return this.update(); }, /** * Translates this camera by a specified Vector3 object * or x, y, z parameters. Any undefined x y z values will * default to zero, leaving that component unaffected. * If you wish to set the camera position directly call setPosition instead. * * @method Phaser.Cameras.Sprite3D.Camera#translate * @since 3.0.0 * * @param {(number|object)} x - [description] * @param {number} [y] - [description] * @param {number} [z] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ translate: function (x, y, z) { if (typeof x === 'object') { this.position.x += x.x || 0; this.position.y += x.y || 0; this.position.z += x.z || 0; } else { this.position.x += x || 0; this.position.y += y || 0; this.position.z += z || 0; } return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#lookAt * @since 3.0.0 * * @param {(number|object)} x - [description] * @param {number} [y] - [description] * @param {number} [z] - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ lookAt: function (x, y, z) { var dir = this.direction; var up = this.up; if (typeof x === 'object') { dir.copy(x); } else { dir.set(x, y, z); } dir.subtract(this.position).normalize(); // Calculate right vector tmpVec3.copy(dir).cross(up).normalize(); // Calculate up vector up.copy(tmpVec3).cross(dir).normalize(); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#rotate * @since 3.0.0 * * @param {number} radians - [description] * @param {Phaser.Math.Vector3} axis - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ rotate: function (radians, axis) { RotateVec3(this.direction, axis, radians); RotateVec3(this.up, axis, radians); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#rotateAround * @since 3.0.0 * * @param {Phaser.Math.Vector3} point - [description] * @param {number} radians - [description] * @param {Phaser.Math.Vector3} axis - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ rotateAround: function (point, radians, axis) { tmpVec3.copy(point).subtract(this.position); this.translate(tmpVec3); this.rotate(radians, axis); this.translate(tmpVec3.negate()); return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#project * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec - [description] * @param {Phaser.Math.Vector4} out - [description] * * @return {Phaser.Math.Vector4} [description] */ project: function (vec, out) { if (out === undefined) { out = new Vector4(); } // TODO: support viewport XY var viewportWidth = this.viewportWidth; var viewportHeight = this.viewportHeight; var n = Camera.NEAR_RANGE; var f = Camera.FAR_RANGE; // For useful Z and W values we should do the usual steps: clip space -> NDC -> window coords // Implicit 1.0 for w component tmpVec4.set(vec.x, vec.y, vec.z, 1.0); // Transform into clip space tmpVec4.transformMat4(this.combined); // Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3 if (tmpVec4.w === 0) { tmpVec4.w = 1; } // Now into NDC tmpVec4.x = tmpVec4.x / tmpVec4.w; tmpVec4.y = tmpVec4.y / tmpVec4.w; tmpVec4.z = tmpVec4.z / tmpVec4.w; // And finally into window coordinates out.x = viewportWidth / 2 * tmpVec4.x + (0 + viewportWidth / 2); out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2); out.z = (f - n) / 2 * tmpVec4.z + (f + n) / 2; // If the out vector has a fourth component, we also store (1/clip.w), same idea as gl_FragCoord.w if (out.w === 0 || out.w) { out.w = 1 / tmpVec4.w; } return out; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#unproject * @since 3.0.0 * * @param {Phaser.Math.Vector4} vec - [description] * @param {Phaser.Math.Vector3} out - [description] * * @return {Phaser.Math.Vector3} [description] */ unproject: function (vec, out) { if (out === undefined) { out = new Vector3(); } var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight); return out.copy(vec).unproject(viewport, this.invProjectionView); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#getPickRay * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y] - [description] * * @return {RayDef} [description] */ getPickRay: function (x, y) { var origin = this.ray.origin.set(x, y, 0); var direction = this.ray.direction.set(x, y, 1); var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight); var mtx = this.invProjectionView; origin.unproject(viewport, mtx); direction.unproject(viewport, mtx); direction.subtract(origin).normalize(); return this.ray; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#updateChildren * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ updateChildren: function () { var children = this.children.entries; for (var i = 0; i < children.length; i++) { children[i].project(this); } return this; }, // Overriden by subclasses /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#update * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ update: function () { return this.updateChildren(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#updateBillboardMatrix * @since 3.0.0 */ updateBillboardMatrix: function () { var dir = dirvec.set(this.direction).negate(); // Better view-aligned billboards might use this: // var dir = tmp.set(camera.position).subtract(p).normalize(); var right = rightvec.set(this.up).cross(dir).normalize(); var up = tmpVec3.set(dir).cross(right).normalize(); var out = billboardMatrix.val; out[0] = right.x; out[1] = right.y; out[2] = right.z; out[3] = 0; out[4] = up.x; out[5] = up.y; out[6] = up.z; out[7] = 0; out[8] = dir.x; out[9] = dir.y; out[10] = dir.z; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; this.billboardMatrixDirty = false; }, /** * This is a utility function for canvas 3D rendering, * which determines the "point size" of a camera-facing * sprite billboard given its 3D world position * (origin at center of sprite) and its world width * and height in x/y. * * We place into the output Vector2 the scaled width * and height. If no `out` is specified, a new Vector2 * will be created for convenience (this should be avoided * in tight loops). * * @method Phaser.Cameras.Sprite3D.Camera#getPointSize * @since 3.0.0 * * @param {Phaser.Math.Vector2} vec - The position of the 3D Sprite. * @param {Phaser.Math.Vector2} size - The x and y dimensions. * @param {Phaser.Math.Vector2} out - The result, scaled x and y dimensions. * * @return {Phaser.Math.Vector2} [description] */ getPointSize: function (vec, size, out) { if (out === undefined) { out = new Vector2(); } // TODO: optimize this with a simple distance calculation: // https://developer.valvesoftware.com/wiki/Field_of_View if (this.billboardMatrixDirty) { this.updateBillboardMatrix(); } var tmp = tmpVec3; var dx = (size.x / this.pixelScale) / 2; var dy = (size.y / this.pixelScale) / 2; tmp.set(-dx, -dy, 0).transformMat4(billboardMatrix).add(vec); this.project(tmp, tmp); var tlx = tmp.x; var tly = tmp.y; tmp.set(dx, dy, 0).transformMat4(billboardMatrix).add(vec); this.project(tmp, tmp); var brx = tmp.x; var bry = tmp.y; // var w = Math.abs(brx - tlx); // var h = Math.abs(bry - tly); // Allow the projection to get negative ... var w = brx - tlx; var h = bry - tly; return out.set(w, h); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#destroy * @since 3.0.0 */ destroy: function () { this.children.clear(); this.scene = undefined; this.children = undefined; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setX * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setX: function (value) { this.position.x = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setY * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setY: function (value) { this.position.y = value; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.Camera#setZ * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.Camera} This Camera object. */ setZ: function (value) { this.position.z = value; return this.update(); }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#x * @type {number} * @since 3.0.0 */ x: { get: function () { return this.position.x; }, set: function (value) { this.position.x = value; this.update(); } }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#y * @type {number} * @since 3.0.0 */ y: { get: function () { return this.position.y; }, set: function (value) { this.position.y = value; this.update(); } }, /** * [description] * * @name Phaser.Cameras.Sprite3D.Camera#z * @type {number} * @since 3.0.0 */ z: { get: function () { return this.position.z; }, set: function (value) { this.position.z = value; this.update(); } } }); Camera.FAR_RANGE = 1.0; Camera.NEAR_RANGE = 0.0; module.exports = Camera; /***/ }), /* 16 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser Scale Modes. * * @name Phaser.ScaleModes * @enum {integer} * @memberOf Phaser * @readOnly * @since 3.0.0 */ module.exports = { /** * Default Scale Mode (Linear). * * @name Phaser.ScaleModes.DEFAULT */ DEFAULT: 0, /** * Linear Scale Mode. * * @name Phaser.ScaleModes.LINEAR */ LINEAR: 0, /** * Nearest Scale Mode. * * @name Phaser.ScaleModes.NEAREST */ NEAREST: 1 }; /***/ }), /* 17 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var RND = __webpack_require__(72); var MATH_CONST = { /** * The value of PI * 2. * * @name Phaser.Math.PI2 * @type {number} * @since 3.0.0 */ PI2: Math.PI * 2, /** * The value of PI * 0.5. * * @name Phaser.Math.TAU * @type {number} * @since 3.0.0 */ TAU: Math.PI * 0.5, /** * An epsilon value (1.0e-6) * * @name Phaser.Math.EPSILON * @type {number} * @since 3.0.0 */ EPSILON: 1.0e-6, /** * For converting degrees to radians (PI / 180) * * @name Phaser.Math.DEG_TO_RAD * @type {number} * @since 3.0.0 */ DEG_TO_RAD: Math.PI / 180, /** * For converting radians to degrees (180 / PI) * * @name Phaser.Math.RAD_TO_DEG * @type {number} * @since 3.0.0 */ RAD_TO_DEG: 180 / Math.PI, /** * An instance of the Random Number Generator. * * @name Phaser.Math.RND * @type {Phaser.Math.RandomDataGenerator} * @since 3.0.0 */ RND: new RND() }; module.exports = MATH_CONST; /***/ }), /* 18 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser Blend Modes. * * @name Phaser.BlendModes * @enum {integer} * @memberOf Phaser * @readOnly * @since 3.0.0 */ module.exports = { /** * Skips the Blend Mode check in the renderer. * * @name Phaser.BlendModes.SKIP_CHECK */ SKIP_CHECK: -1, /** * Normal blend mode. * * @name Phaser.BlendModes.NORMAL */ NORMAL: 0, /** * Add blend mode. * * @name Phaser.BlendModes.ADD */ ADD: 1, /** * Multiply blend mode. * * @name Phaser.BlendModes.MULTIPLY */ MULTIPLY: 2, /** * Screen blend mode. * * @name Phaser.BlendModes.SCREEN */ SCREEN: 3, /** * Overlay blend mode. * * @name Phaser.BlendModes.OVERLAY */ OVERLAY: 4, /** * Darken blend mode. * * @name Phaser.BlendModes.DARKEN */ DARKEN: 5, /** * Lighten blend mode. * * @name Phaser.BlendModes.LIGHTEN */ LIGHTEN: 6, /** * Color Dodge blend mode. * * @name Phaser.BlendModes.COLOR_DODGE */ COLOR_DODGE: 7, /** * Color Burn blend mode. * * @name Phaser.BlendModes.COLOR_BURN */ COLOR_BURN: 8, /** * Hard Light blend mode. * * @name Phaser.BlendModes.HARD_LIGHT */ HARD_LIGHT: 9, /** * Soft Light blend mode. * * @name Phaser.BlendModes.SOFT_LIGHT */ SOFT_LIGHT: 10, /** * Difference blend mode. * * @name Phaser.BlendModes.DIFFERENCE */ DIFFERENCE: 11, /** * Exclusion blend mode. * * @name Phaser.BlendModes.EXCLUSION */ EXCLUSION: 12, /** * Hue blend mode. * * @name Phaser.BlendModes.HUE */ HUE: 13, /** * Saturation blend mode. * * @name Phaser.BlendModes.SATURATION */ SATURATION: 14, /** * Color blend mode. * * @name Phaser.BlendModes.COLOR */ COLOR: 15, /** * Luminosity blend mode. * * @name Phaser.BlendModes.LUMINOSITY */ LUMINOSITY: 16 }; /***/ }), /* 19 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * A Global Plugin is installed just once into the Game owned Plugin Manager. * It can listen for Game events and respond to them. * * @class BasePlugin * @memberOf Phaser.Plugins * @constructor * @since 3.8.0 * * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager. */ var BasePlugin = new Class({ initialize: function BasePlugin (pluginManager) { /** * A handy reference to the Plugin Manager that is responsible for this plugin. * Can be used as a route to gain access to game systems and events. * * @name Phaser.Plugins.BasePlugin#pluginManager * @type {Phaser.Plugins.PluginManager} * @protected * @since 3.8.0 */ this.pluginManager = pluginManager; /** * A reference to the Game instance this plugin is running under. * * @name Phaser.Plugins.BasePlugin#game * @type {Phaser.Game} * @protected * @since 3.8.0 */ this.game = pluginManager.game; /** * A reference to the Scene that has installed this plugin. * Only set if it's a Scene Plugin, otherwise `null`. * This property is only set when the plugin is instantiated and added to the Scene, not before. * You cannot use it during the `init` method, but you can during the `boot` method. * * @name Phaser.Plugins.BasePlugin#scene * @type {?Phaser.Scene} * @protected * @since 3.8.0 */ this.scene; /** * A reference to the Scene Systems of the Scene that has installed this plugin. * Only set if it's a Scene Plugin, otherwise `null`. * This property is only set when the plugin is instantiated and added to the Scene, not before. * You cannot use it during the `init` method, but you can during the `boot` method. * * @name Phaser.Plugins.BasePlugin#systems * @type {?Phaser.Scenes.Systems} * @protected * @since 3.8.0 */ this.systems; }, /** * Called by the PluginManager when this plugin is first instantiated. * It will never be called again on this instance. * In here you can set-up whatever you need for this plugin to run. * If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this. * * @method Phaser.Plugins.BasePlugin#init * @since 3.8.0 * * @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually). */ init: function () { }, /** * Called by the PluginManager when this plugin is started. * If a plugin is stopped, and then started again, this will get called again. * Typically called immediately after `BasePlugin.init`. * * @method Phaser.Plugins.BasePlugin#start * @since 3.8.0 */ start: function () { // Here are the game-level events you can listen to. // At the very least you should offer a destroy handler for when the game closes down. // var eventEmitter = this.game.events; // eventEmitter.once('destroy', this.gameDestroy, this); // eventEmitter.on('pause', this.gamePause, this); // eventEmitter.on('resume', this.gameResume, this); // eventEmitter.on('resize', this.gameResize, this); // eventEmitter.on('prestep', this.gamePreStep, this); // eventEmitter.on('step', this.gameStep, this); // eventEmitter.on('poststep', this.gamePostStep, this); // eventEmitter.on('prerender', this.gamePreRender, this); // eventEmitter.on('postrender', this.gamePostRender, this); }, /** * Called by the PluginManager when this plugin is stopped. * The game code has requested that your plugin stop doing whatever it does. * It is now considered as 'inactive' by the PluginManager. * Handle that process here (i.e. stop listening for events, etc) * If the plugin is started again then `BasePlugin.start` will be called again. * * @method Phaser.Plugins.BasePlugin#stop * @since 3.8.0 */ stop: function () { }, /** * If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots. * By this point the plugin properties `scene` and `systems` will have already been set. * In here you can listen for Scene events and set-up whatever you need for this plugin to run. * * @method Phaser.Plugins.BasePlugin#boot * @since 3.8.0 */ boot: function () { // Here are the Scene events you can listen to. // At the very least you should offer a destroy handler for when the Scene closes down. // var eventEmitter = this.systems.events; // eventEmitter.once('destroy', this.sceneDestroy, this); // eventEmitter.on('start', this.sceneStart, this); // eventEmitter.on('preupdate', this.scenePreUpdate, this); // eventEmitter.on('update', this.sceneUpdate, this); // eventEmitter.on('postupdate', this.scenePostUpdate, this); // eventEmitter.on('pause', this.scenePause, this); // eventEmitter.on('resume', this.sceneResume, this); // eventEmitter.on('sleep', this.sceneSleep, this); // eventEmitter.on('wake', this.sceneWake, this); // eventEmitter.on('shutdown', this.sceneShutdown, this); // eventEmitter.on('destroy', this.sceneDestroy, this); }, /** * Game instance has been destroyed. * You must release everything in here, all references, all objects, free it all up. * * @method Phaser.Plugins.BasePlugin#destroy * @since 3.8.0 */ destroy: function () { this.pluginManager = null; this.game = null; this.scene = null; this.systems = null; } }); module.exports = BasePlugin; /***/ }), /* 20 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License} */ var BasePlugin = __webpack_require__(19); var Class = __webpack_require__(0); /** * @classdesc * A Scene Level Plugin is installed into every Scene and belongs to that Scene. * It can listen for Scene events and respond to them. * It can map itself to a Scene property, or into the Scene Systems, or both. * * @class ScenePlugin * @memberOf Phaser.Plugins * @extends Phaser.Plugins.BasePlugin * @constructor * @since 3.8.0 * * @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin. * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager. */ var ScenePlugin = new Class({ Extends: BasePlugin, initialize: function ScenePlugin (scene, pluginManager) { BasePlugin.call(this, pluginManager); this.scene = scene; this.systems = scene.sys; scene.sys.events.once('boot', this.boot, this); }, /** * This method is called when the Scene boots. It is only ever called once. * * By this point the plugin properties `scene` and `systems` will have already been set. * * In here you can listen for Scene events and set-up whatever you need for this plugin to run. * Here are the Scene events you can listen to: * * start * ready * preupdate * update * postupdate * resize * pause * resume * sleep * wake * transitioninit * transitionstart * transitioncomplete * transitionout * shutdown * destroy * * At the very least you should offer a destroy handler for when the Scene closes down, i.e: * * ```javascript * var eventEmitter = this.systems.events; * eventEmitter.once('destroy', this.sceneDestroy, this); * ``` * * @method Phaser.Plugins.ScenePlugin#boot * @since 3.8.0 */ boot: function () { } }); module.exports = ScenePlugin; /***/ }), /* 21 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Camera = __webpack_require__(15); var Class = __webpack_require__(0); var Vector3 = __webpack_require__(2); // Local cache vars var tmpVec3 = new Vector3(); /** * @classdesc * [description] * * @class PerspectiveCamera * @extends Phaser.Cameras.Sprite3D.Camera * @memberOf Phaser.Cameras.Sprite3D * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {integer} [fieldOfView=80] - [description] * @param {integer} [viewportWidth=0] - [description] * @param {integer} [viewportHeight=0] - [description] */ var PerspectiveCamera = new Class({ Extends: Camera, // FOV is converted to radians automatically initialize: function PerspectiveCamera (scene, fieldOfView, viewportWidth, viewportHeight) { if (fieldOfView === undefined) { fieldOfView = 80; } if (viewportWidth === undefined) { viewportWidth = 0; } if (viewportHeight === undefined) { viewportHeight = 0; } Camera.call(this, scene); /** * [description] * * @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportWidth * @type {integer} * @default 0 * @since 3.0.0 */ this.viewportWidth = viewportWidth; /** * [description] * * @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportHeight * @type {integer} * @default 0 * @since 3.0.0 */ this.viewportHeight = viewportHeight; /** * [description] * * @name Phaser.Cameras.Sprite3D.PerspectiveCamera#fieldOfView * @type {integer} * @default 80 * @since 3.0.0 */ this.fieldOfView = fieldOfView * Math.PI / 180; this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.PerspectiveCamera#setFOV * @since 3.0.0 * * @param {number} value - [description] * * @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description] */ setFOV: function (value) { this.fieldOfView = value * Math.PI / 180; return this; }, /** * [description] * * @method Phaser.Cameras.Sprite3D.PerspectiveCamera#update * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description] */ update: function () { var aspect = this.viewportWidth / this.viewportHeight; // Create a perspective matrix for our camera this.projection.perspective( this.fieldOfView, aspect, Math.abs(this.near), Math.abs(this.far) ); // Build the view matrix tmpVec3.copy(this.position).add(this.direction); this.view.lookAt(this.position, tmpVec3, this.up); // Projection * view matrix this.combined.copy(this.projection).multiply(this.view); // Invert combined matrix, used for unproject this.invProjectionView.copy(this.combined).invert(); this.billboardMatrixDirty = true; this.updateChildren(); return this; } }); module.exports = PerspectiveCamera; /***/ }), /* 22 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Renders this Game Object with the Canvas Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.GameObjects.Sprite#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call. * @param {number} interpolationPercentage - Reserved for future use and custom pipelines. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var SpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { renderer.batchSprite(src, src.frame, camera, parentMatrix); }; module.exports = SpriteCanvasRenderer; /***/ }), /* 23 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Renders this Game Object with the WebGL Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.GameObjects.Sprite#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call. * @param {number} interpolationPercentage - Reserved for future use and custom pipelines. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var SpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { this.pipeline.batchSprite(src, camera, parentMatrix); }; module.exports = SpriteWebGLRenderer; /***/ }), /* 24 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var renderWebGL = __webpack_require__(6); var renderCanvas = __webpack_require__(6); if (typeof WEBGL_RENDERER) { renderWebGL = __webpack_require__(23); } if (typeof CANVAS_RENDERER) { renderCanvas = __webpack_require__(22); } module.exports = { renderWebGL: renderWebGL, renderCanvas: renderCanvas }; /***/ }), /* 25 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var Components = __webpack_require__(11); var GameObject = __webpack_require__(12); var SpriteRender = __webpack_require__(24); /** * @classdesc * A Sprite Game Object. * * A Sprite Game Object is used for the display of both static and animated images in your game. * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled * and animated. * * The main difference between a Sprite and an Image Game Object is that you cannot animate Images. * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. * * @class Sprite * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.TextureCrop * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ var Sprite = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Depth, Components.Flip, Components.GetBounds, Components.Mask, Components.Origin, Components.Pipeline, Components.ScaleMode, Components.ScrollFactor, Components.Size, Components.TextureCrop, Components.Tint, Components.Transform, Components.Visible, SpriteRender ], initialize: function Sprite (scene, x, y, texture, frame) { GameObject.call(this, scene, 'Sprite'); /** * The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method. * * @name Phaser.GameObjects.Sprite#_crop * @type {object} * @private * @since 3.11.0 */ this._crop = this.resetCropObject(); /** * The Animation Controller of this Sprite. * * @name Phaser.GameObjects.Sprite#anims * @type {Phaser.GameObjects.Components.Animation} * @since 3.0.0 */ this.anims = new Components.Animation(this); this.setTexture(texture, frame); this.setPosition(x, y); this.setSizeToFrame(); this.setOriginFromFrame(); this.initPipeline('TextureTintPipeline'); }, /** * Update this Sprite's animations. * * @method Phaser.GameObjects.Sprite#preUpdate * @protected * @since 3.0.0 * * @param {number} time - The current timestamp. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ preUpdate: function (time, delta) { this.anims.update(time, delta); }, /** * Start playing the given animation. * * @method Phaser.GameObjects.Sprite#play * @since 3.0.0 * * @param {string} key - The string-based key of the animation to play. * @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call. * @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index. * * @return {Phaser.GameObjects.Sprite} This Game Object. */ play: function (key, ignoreIfPlaying, startFrame) { this.anims.play(key, ignoreIfPlaying, startFrame); return this; }, /** * Build a JSON representation of this Sprite. * * @method Phaser.GameObjects.Sprite#toJSON * @since 3.0.0 * * @return {JSONGameObject} A JSON representation of the Game Object. */ toJSON: function () { var data = Components.ToJSON(this); // Extra Sprite data is added here return data; } }); module.exports = Sprite; /***/ }), /* 26 */ /***/ (function(module, exports, __webpack_require__) { "use strict"; var has = Object.prototype.hasOwnProperty , prefix = '~'; /** * Constructor to create a storage for our `EE` objects. * An `Events` instance is a plain object whose properties are event names. * * @constructor * @private */ function Events() {} // // We try to not inherit from `Object.prototype`. In some engines creating an // instance in this way is faster than calling `Object.create(null)` directly. // If `Object.create(null)` is not supported we prefix the event names with a // character to make sure that the built-in object properties are not // overridden or used as an attack vector. // if (Object.create) { Events.prototype = Object.create(null); // // This hack is needed because the `__proto__` property is still inherited in // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. // if (!new Events().__proto__) prefix = false; } /** * Representation of a single event listener. * * @param {Function} fn The listener function. * @param {*} context The context to invoke the listener with. * @param {Boolean} [once=false] Specify if the listener is a one-time listener. * @constructor * @private */ function EE(fn, context, once) { this.fn = fn; this.context = context; this.once = once || false; } /** * Add a listener for a given event. * * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} context The context to invoke the listener with. * @param {Boolean} once Specify if the listener is a one-time listener. * @returns {EventEmitter} * @private */ function addListener(emitter, event, fn, context, once) { if (typeof fn !== 'function') { throw new TypeError('The listener must be a function'); } var listener = new EE(fn, context || emitter, once) , evt = prefix ? prefix + event : event; if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++; else if (!emitter._events[evt].fn) emitter._events[evt].push(listener); else emitter._events[evt] = [emitter._events[evt], listener]; return emitter; } /** * Clear event by name. * * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. * @param {(String|Symbol)} evt The Event name. * @private */ function clearEvent(emitter, evt) { if (--emitter._eventsCount === 0) emitter._events = new Events(); else delete emitter._events[evt]; } /** * Minimal `EventEmitter` interface that is molded against the Node.js * `EventEmitter` interface. * * @constructor * @public */ function EventEmitter() { this._events = new Events(); this._eventsCount = 0; } /** * Return an array listing the events for which the emitter has registered * listeners. * * @returns {Array} * @public */ EventEmitter.prototype.eventNames = function eventNames() { var names = [] , events , name; if (this._eventsCount === 0) return names; for (name in (events = this._events)) { if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); } if (Object.getOwnPropertySymbols) { return names.concat(Object.getOwnPropertySymbols(events)); } return names; }; /** * Return the listeners registered for a given event. * * @param {(String|Symbol)} event The event name. * @returns {Array} The registered listeners. * @public */ EventEmitter.prototype.listeners = function listeners(event) { var evt = prefix ? prefix + event : event , handlers = this._events[evt]; if (!handlers) return []; if (handlers.fn) return [handlers.fn]; for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { ee[i] = handlers[i].fn; } return ee; }; /** * Return the number of listeners listening to a given event. * * @param {(String|Symbol)} event The event name. * @returns {Number} The number of listeners. * @public */ EventEmitter.prototype.listenerCount = function listenerCount(event) { var evt = prefix ? prefix + event : event , listeners = this._events[evt]; if (!listeners) return 0; if (listeners.fn) return 1; return listeners.length; }; /** * Calls each of the listeners registered for a given event. * * @param {(String|Symbol)} event The event name. * @returns {Boolean} `true` if the event had listeners, else `false`. * @public */ EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { var evt = prefix ? prefix + event : event; if (!this._events[evt]) return false; var listeners = this._events[evt] , len = arguments.length , args , i; if (listeners.fn) { if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); switch (len) { case 1: return listeners.fn.call(listeners.context), true; case 2: return listeners.fn.call(listeners.context, a1), true; case 3: return listeners.fn.call(listeners.context, a1, a2), true; case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; } for (i = 1, args = new Array(len -1); i < len; i++) { args[i - 1] = arguments[i]; } listeners.fn.apply(listeners.context, args); } else { var length = listeners.length , j; for (i = 0; i < length; i++) { if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); switch (len) { case 1: listeners[i].fn.call(listeners[i].context); break; case 2: listeners[i].fn.call(listeners[i].context, a1); break; case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; default: if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { args[j - 1] = arguments[j]; } listeners[i].fn.apply(listeners[i].context, args); } } } return true; }; /** * Add a listener for a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} [context=this] The context to invoke the listener with. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.on = function on(event, fn, context) { return addListener(this, event, fn, context, false); }; /** * Add a one-time listener for a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn The listener function. * @param {*} [context=this] The context to invoke the listener with. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.once = function once(event, fn, context) { return addListener(this, event, fn, context, true); }; /** * Remove the listeners of a given event. * * @param {(String|Symbol)} event The event name. * @param {Function} fn Only remove the listeners that match this function. * @param {*} context Only remove the listeners that have this context. * @param {Boolean} once Only remove one-time listeners. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { var evt = prefix ? prefix + event : event; if (!this._events[evt]) return this; if (!fn) { clearEvent(this, evt); return this; } var listeners = this._events[evt]; if (listeners.fn) { if ( listeners.fn === fn && (!once || listeners.once) && (!context || listeners.context === context) ) { clearEvent(this, evt); } } else { for (var i = 0, events = [], length = listeners.length; i < length; i++) { if ( listeners[i].fn !== fn || (once && !listeners[i].once) || (context && listeners[i].context !== context) ) { events.push(listeners[i]); } } // // Reset the array, or remove it completely if we have no more listeners. // if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; else clearEvent(this, evt); } return this; }; /** * Remove all listeners, or those of the specified event. * * @param {(String|Symbol)} [event] The event name. * @returns {EventEmitter} `this`. * @public */ EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { var evt; if (event) { evt = prefix ? prefix + event : event; if (this._events[evt]) clearEvent(this, evt); } else { this._events = new Events(); this._eventsCount = 0; } return this; }; // // Alias methods names because people roll like that. // EventEmitter.prototype.off = EventEmitter.prototype.removeListener; EventEmitter.prototype.addListener = EventEmitter.prototype.on; // // Expose the prefix. // EventEmitter.prefixed = prefix; // // Allow `EventEmitter` to be imported as module namespace. // EventEmitter.EventEmitter = EventEmitter; // // Expose the module. // if (true) { module.exports = EventEmitter; } /***/ }), /* 27 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @callback DataEachCallback * * @param {*} parent - The parent object of the DataManager. * @param {string} key - The key of the value. * @param {*} value - The value. * @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data. */ /** * @classdesc * The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin. * You can then search, query it, and retrieve the data. The parent must either extend EventEmitter, * or have a property called `events` that is an instance of it. * * @class DataManager * @memberOf Phaser.Data * @constructor * @since 3.0.0 * * @param {object} parent - The object that this DataManager belongs to. * @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter. */ var DataManager = new Class({ initialize: function DataManager (parent, eventEmitter) { /** * The object that this DataManager belongs to. * * @name Phaser.Data.DataManager#parent * @type {*} * @since 3.0.0 */ this.parent = parent; /** * The DataManager's event emitter. * * @name Phaser.Data.DataManager#events * @type {Phaser.Events.EventEmitter} * @since 3.0.0 */ this.events = eventEmitter; if (!eventEmitter) { this.events = (parent.events) ? parent.events : parent; } /** * The data list. * * @name Phaser.Data.DataManager#list * @type {Object.} * @default {} * @since 3.0.0 */ this.list = {}; /** * The public values list. You can use this to access anything you have stored * in this Data Manager. For example, if you set a value called `gold` you can * access it via: * * ```javascript * this.data.values.gold; * ``` * * You can also modify it directly: * * ```javascript * this.data.values.gold += 1000; * ``` * * Doing so will emit a `setdata` event from the parent of this Data Manager. * * @name Phaser.Data.DataManager#values * @type {Object.} * @default {} * @since 3.10.0 */ this.values = {}; /** * Whether setting data is frozen for this DataManager. * * @name Phaser.Data.DataManager#_frozen * @type {boolean} * @private * @default false * @since 3.0.0 */ this._frozen = false; if (!parent.hasOwnProperty('sys') && this.events) { this.events.once('destroy', this.destroy, this); } }, /** * Retrieves the value for the given key, or undefined if it doesn't exist. * * You can also access values via the `values` object. For example, if you had a key called `gold` you can do either: * * ```javascript * this.data.get('gold'); * ``` * * Or access the value directly: * * ```javascript * this.data.values.gold; * ``` * * You can also pass in an array of keys, in which case an array of values will be returned: * * ```javascript * this.data.get([ 'gold', 'armor', 'health' ]); * ``` * * This approach is useful for destructuring arrays in ES6. * * @method Phaser.Data.DataManager#get * @since 3.0.0 * * @param {(string|string[])} key - The key of the value to retrieve, or an array of keys. * * @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array. */ get: function (key) { var list = this.list; if (Array.isArray(key)) { var output = []; for (var i = 0; i < key.length; i++) { output.push(list[key[i]]); } return output; } else { return list[key]; } }, /** * Retrieves all data values in a new object. * * @method Phaser.Data.DataManager#getAll * @since 3.0.0 * * @return {Object.} All data values. */ getAll: function () { var results = {}; for (var key in this.list) { if (this.list.hasOwnProperty(key)) { results[key] = this.list[key]; } } return results; }, /** * Queries the DataManager for the values of keys matching the given regular expression. * * @method Phaser.Data.DataManager#query * @since 3.0.0 * * @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj). * * @return {Object.} The values of the keys matching the search string. */ query: function (search) { var results = {}; for (var key in this.list) { if (this.list.hasOwnProperty(key) && key.match(search)) { results[key] = this.list[key]; } } return results; }, /** * Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created. * * ```javascript * data.set('name', 'Red Gem Stone'); * ``` * * You can also pass in an object of key value pairs as the first argument: * * ```javascript * data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }); * ``` * * To get a value back again you can call `get`: * * ```javascript * data.get('gold'); * ``` * * Or you can access the value directly via the `values` property, where it works like any other variable: * * ```javascript * data.values.gold += 50; * ``` * * When the value is first set, a `setdata` event is emitted. * * If the key already exists, a `changedata` event is emitted instead, along an event named after the key. * For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`. * These events will be emitted regardless if you use this method to set the value, or the direct `values` setter. * * Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager. * * @method Phaser.Data.DataManager#set * @since 3.0.0 * * @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored. * @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored. * * @return {Phaser.Data.DataManager} This DataManager object. */ set: function (key, data) { if (this._frozen) { return this; } if (typeof key === 'string') { return this.setValue(key, data); } else { for (var entry in key) { this.setValue(entry, key[entry]); } } return this; }, /** * Internal value setter, called automatically by the `set` method. * * @method Phaser.Data.DataManager#setValue * @private * @since 3.10.0 * * @param {string} key - The key to set the value for. * @param {*} data - The value to set. * * @return {Phaser.Data.DataManager} This DataManager object. */ setValue: function (key, data) { if (this._frozen) { return this; } if (this.has(key)) { // Hit the key getter, which will in turn emit the events. this.values[key] = data; } else { var _this = this; var list = this.list; var events = this.events; var parent = this.parent; Object.defineProperty(this.values, key, { enumerable: true, configurable: true, get: function () { return list[key]; }, set: function (value) { if (!_this._frozen) { var previousValue = list[key]; list[key] = value; events.emit('changedata', parent, key, value, previousValue); events.emit('changedata_' + key, parent, value, previousValue); } } }); list[key] = data; events.emit('setdata', parent, key, data); } return this; }, /** * Passes all data entries to the given callback. * * @method Phaser.Data.DataManager#each * @since 3.0.0 * * @param {DataEachCallback} callback - The function to call. * @param {*} [context] - Value to use as `this` when executing callback. * @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data. * * @return {Phaser.Data.DataManager} This DataManager object. */ each: function (callback, context) { var args = [ this.parent, null, undefined ]; for (var i = 1; i < arguments.length; i++) { args.push(arguments[i]); } for (var key in this.list) { args[1] = key; args[2] = this.list[key]; callback.apply(context, args); } return this; }, /** * Merge the given object of key value pairs into this DataManager. * * Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument) * will emit a `changedata` event. * * @method Phaser.Data.DataManager#merge * @since 3.0.0 * * @param {Object.} data - The data to merge. * @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true. * * @return {Phaser.Data.DataManager} This DataManager object. */ merge: function (data, overwrite) { if (overwrite === undefined) { overwrite = true; } // Merge data from another component into this one for (var key in data) { if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key)))) { this.setValue(key, data[key]); } } return this; }, /** * Remove the value for the given key. * * If the key is found in this Data Manager it is removed from the internal lists and a * `removedata` event is emitted. * * You can also pass in an array of keys, in which case all keys in the array will be removed: * * ```javascript * this.data.remove([ 'gold', 'armor', 'health' ]); * ``` * * @method Phaser.Data.DataManager#remove * @since 3.0.0 * * @param {(string|string[])} key - The key to remove, or an array of keys to remove. * * @return {Phaser.Data.DataManager} This DataManager object. */ remove: function (key) { if (this._frozen) { return this; } if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { this.removeValue(key[i]); } } else { return this.removeValue(key); } return this; }, /** * Internal value remover, called automatically by the `remove` method. * * @method Phaser.Data.DataManager#removeValue * @private * @since 3.10.0 * * @param {string} key - The key to set the value for. * * @return {Phaser.Data.DataManager} This DataManager object. */ removeValue: function (key) { if (this.has(key)) { var data = this.list[key]; delete this.list[key]; delete this.values[key]; this.events.emit('removedata', this.parent, key, data); } return this; }, /** * Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it. * * @method Phaser.Data.DataManager#pop * @since 3.0.0 * * @param {string} key - The key of the value to retrieve and delete. * * @return {*} The value of the given key. */ pop: function (key) { var data = undefined; if (!this._frozen && this.has(key)) { data = this.list[key]; delete this.list[key]; delete this.values[key]; this.events.emit('removedata', this, key, data); } return data; }, /** * Determines whether the given key is set in this Data Manager. * * Please note that the keys are case-sensitive and must be valid JavaScript Object property strings. * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager. * * @method Phaser.Data.DataManager#has * @since 3.0.0 * * @param {string} key - The key to check. * * @return {boolean} Returns `true` if the key exists, otherwise `false`. */ has: function (key) { return this.list.hasOwnProperty(key); }, /** * Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts * to create new values or update existing ones. * * @method Phaser.Data.DataManager#setFreeze * @since 3.0.0 * * @param {boolean} value - Whether to freeze or unfreeze the Data Manager. * * @return {Phaser.Data.DataManager} This DataManager object. */ setFreeze: function (value) { this._frozen = value; return this; }, /** * Delete all data in this Data Manager and unfreeze it. * * @method Phaser.Data.DataManager#reset * @since 3.0.0 * * @return {Phaser.Data.DataManager} This DataManager object. */ reset: function () { for (var key in this.list) { delete this.list[key]; delete this.values[key]; } this._frozen = false; return this; }, /** * Destroy this data manager. * * @method Phaser.Data.DataManager#destroy * @since 3.0.0 */ destroy: function () { this.reset(); this.events.off('changedata'); this.events.off('setdata'); this.events.off('removedata'); this.parent = null; }, /** * Gets or sets the frozen state of this Data Manager. * A frozen Data Manager will block all attempts to create new values or update existing ones. * * @name Phaser.Data.DataManager#freeze * @type {boolean} * @since 3.0.0 */ freeze: { get: function () { return this._frozen; }, set: function (value) { this._frozen = (value) ? true : false; } }, /** * Return the total number of entries in this Data Manager. * * @name Phaser.Data.DataManager#count * @type {integer} * @since 3.0.0 */ count: { get: function () { var i = 0; for (var key in this.list) { if (this.list[key] !== undefined) { i++; } } return i; } } }); module.exports = DataManager; /***/ }), /* 28 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // bitmask flag for GameObject.renderMask var _FLAG = 1; // 0001 /** * Provides methods used for setting the visibility of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Visible * @since 3.0.0 */ var Visible = { /** * Private internal value. Holds the visible value. * * @name Phaser.GameObjects.Components.Visible#_visible * @type {boolean} * @private * @default true * @since 3.0.0 */ _visible: true, /** * The visible state of the Game Object. * * An invisible Game Object will skip rendering, but will still process update logic. * * @name Phaser.GameObjects.Components.Visible#visible * @type {boolean} * @since 3.0.0 */ visible: { get: function () { return this._visible; }, set: function (value) { if (value) { this._visible = true; this.renderFlags |= _FLAG; } else { this._visible = false; this.renderFlags &= ~_FLAG; } } }, /** * Sets the visibility of this Game Object. * * An invisible Game Object will skip rendering, but will still process update logic. * * @method Phaser.GameObjects.Components.Visible#setVisible * @since 3.0.0 * * @param {boolean} value - The visible state of the Game Object. * * @return {this} This Game Object instance. */ setVisible: function (value) { this.visible = value; return this; } }; module.exports = Visible; /***/ }), /* 29 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Wrap = __webpack_require__(7); /** * Wrap an angle in degrees. * * Wraps the angle to a value in the range of -180 to 180. * * @function Phaser.Math.Angle.WrapDegrees * @since 3.0.0 * * @param {number} angle - The angle to wrap, in degrees. * * @return {number} The wrapped angle, in degrees. */ var WrapDegrees = function (angle) { return Wrap(angle, -180, 180); }; module.exports = WrapDegrees; /***/ }), /* 30 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var MathWrap = __webpack_require__(7); /** * Wrap an angle. * * Wraps the angle to a value in the range of -PI to PI. * * @function Phaser.Math.Angle.Wrap * @since 3.0.0 * * @param {number} angle - The angle to wrap, in radians. * * @return {number} The wrapped angle, in radians. */ var Wrap = function (angle) { return MathWrap(angle, -Math.PI, Math.PI); }; module.exports = Wrap; /***/ }), /* 31 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var MATH_CONST = __webpack_require__(17); var TransformMatrix = __webpack_require__(8); var WrapAngle = __webpack_require__(30); var WrapAngleDegrees = __webpack_require__(29); // global bitmask flag for GameObject.renderMask (used by Scale) var _FLAG = 4; // 0100 /** * Provides methods used for getting and setting the position, scale and rotation of a Game Object. * * @name Phaser.GameObjects.Components.Transform * @since 3.0.0 */ var Transform = { /** * Private internal value. Holds the horizontal scale value. * * @name Phaser.GameObjects.Components.Transform#_scaleX * @type {number} * @private * @default 1 * @since 3.0.0 */ _scaleX: 1, /** * Private internal value. Holds the vertical scale value. * * @name Phaser.GameObjects.Components.Transform#_scaleY * @type {number} * @private * @default 1 * @since 3.0.0 */ _scaleY: 1, /** * Private internal value. Holds the rotation value in radians. * * @name Phaser.GameObjects.Components.Transform#_rotation * @type {number} * @private * @default 0 * @since 3.0.0 */ _rotation: 0, /** * The x position of this Game Object. * * @name Phaser.GameObjects.Components.Transform#x * @type {number} * @default 0 * @since 3.0.0 */ x: 0, /** * The y position of this Game Object. * * @name Phaser.GameObjects.Components.Transform#y * @type {number} * @default 0 * @since 3.0.0 */ y: 0, /** * The z position of this Game Object. * Note: Do not use this value to set the z-index, instead see the `depth` property. * * @name Phaser.GameObjects.Components.Transform#z * @type {number} * @default 0 * @since 3.0.0 */ z: 0, /** * The w position of this Game Object. * * @name Phaser.GameObjects.Components.Transform#w * @type {number} * @default 0 * @since 3.0.0 */ w: 0, /** * The horizontal scale of this Game Object. * * @name Phaser.GameObjects.Components.Transform#scaleX * @type {number} * @default 1 * @since 3.0.0 */ scaleX: { get: function () { return this._scaleX; }, set: function (value) { this._scaleX = value; if (this._scaleX === 0) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } } }, /** * The vertical scale of this Game Object. * * @name Phaser.GameObjects.Components.Transform#scaleY * @type {number} * @default 1 * @since 3.0.0 */ scaleY: { get: function () { return this._scaleY; }, set: function (value) { this._scaleY = value; if (this._scaleY === 0) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } } }, /** * The angle of this Game Object as expressed in degrees. * * Where 0 is to the right, 90 is down, 180 is left. * * If you prefer to work in radians, see the `rotation` property instead. * * @name Phaser.GameObjects.Components.Transform#angle * @type {integer} * @default 0 * @since 3.0.0 */ angle: { get: function () { return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG); }, set: function (value) { // value is in degrees this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD; } }, /** * The angle of this Game Object in radians. * * If you prefer to work in degrees, see the `angle` property instead. * * @name Phaser.GameObjects.Components.Transform#rotation * @type {number} * @default 1 * @since 3.0.0 */ rotation: { get: function () { return this._rotation; }, set: function (value) { // value is in radians this._rotation = WrapAngle(value); } }, /** * Sets the position of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setPosition * @since 3.0.0 * * @param {number} [x=0] - The x position of this Game Object. * @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value. * @param {number} [z=0] - The z position of this Game Object. * @param {number} [w=0] - The w position of this Game Object. * * @return {this} This Game Object instance. */ setPosition: function (x, y, z, w) { if (x === undefined) { x = 0; } if (y === undefined) { y = x; } if (z === undefined) { z = 0; } if (w === undefined) { w = 0; } this.x = x; this.y = y; this.z = z; this.w = w; return this; }, /** * Sets the position of this Game Object to be a random position within the confines of * the given area. * * If no area is specified a random position between 0 x 0 and the game width x height is used instead. * * The position does not factor in the size of this Game Object, meaning that only the origin is * guaranteed to be within the area. * * @method Phaser.GameObjects.Components.Transform#setRandomPosition * @since 3.8.0 * * @param {number} [x=0] - The x position of the top-left of the random area. * @param {number} [y=0] - The y position of the top-left of the random area. * @param {number} [width] - The width of the random area. * @param {number} [height] - The height of the random area. * * @return {this} This Game Object instance. */ setRandomPosition: function (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.scene.sys.game.config.width; } if (height === undefined) { height = this.scene.sys.game.config.height; } this.x = x + (Math.random() * width); this.y = y + (Math.random() * height); return this; }, /** * Sets the rotation of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setRotation * @since 3.0.0 * * @param {number} [radians=0] - The rotation of this Game Object, in radians. * * @return {this} This Game Object instance. */ setRotation: function (radians) { if (radians === undefined) { radians = 0; } this.rotation = radians; return this; }, /** * Sets the angle of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setAngle * @since 3.0.0 * * @param {number} [degrees=0] - The rotation of this Game Object, in degrees. * * @return {this} This Game Object instance. */ setAngle: function (degrees) { if (degrees === undefined) { degrees = 0; } this.angle = degrees; return this; }, /** * Sets the scale of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setScale * @since 3.0.0 * * @param {number} x - The horizontal scale of this Game Object. * @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value. * * @return {this} This Game Object instance. */ setScale: function (x, y) { if (x === undefined) { x = 1; } if (y === undefined) { y = x; } this.scaleX = x; this.scaleY = y; return this; }, /** * Sets the x position of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setX * @since 3.0.0 * * @param {number} [value=0] - The x position of this Game Object. * * @return {this} This Game Object instance. */ setX: function (value) { if (value === undefined) { value = 0; } this.x = value; return this; }, /** * Sets the y position of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setY * @since 3.0.0 * * @param {number} [value=0] - The y position of this Game Object. * * @return {this} This Game Object instance. */ setY: function (value) { if (value === undefined) { value = 0; } this.y = value; return this; }, /** * Sets the z position of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setZ * @since 3.0.0 * * @param {number} [value=0] - The z position of this Game Object. * * @return {this} This Game Object instance. */ setZ: function (value) { if (value === undefined) { value = 0; } this.z = value; return this; }, /** * Sets the w position of this Game Object. * * @method Phaser.GameObjects.Components.Transform#setW * @since 3.0.0 * * @param {number} [value=0] - The w position of this Game Object. * * @return {this} This Game Object instance. */ setW: function (value) { if (value === undefined) { value = 0; } this.w = value; return this; }, /** * Gets the local transform matrix for this Game Object. * * @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix * @since 3.4.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object. * * @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix. */ getLocalTransformMatrix: function (tempMatrix) { if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); } return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY); }, /** * Gets the world transform matrix for this Game Object, factoring in any parent Containers. * * @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix * @since 3.4.0 * * @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object. * * @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix. */ getWorldTransformMatrix: function (tempMatrix) { if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); } var parent = this.parentContainer; if (!parent) { return this.getLocalTransformMatrix(tempMatrix); } var parents = []; while (parent) { parents.unshift(parent); parent = parent.parentContainer; } tempMatrix.loadIdentity(); var length = parents.length; for (var i = 0; i < length; ++i) { parent = parents[i]; tempMatrix.translate(parent.x, parent.y); tempMatrix.rotate(parent.rotation); tempMatrix.scale(parent.scaleX, parent.scaleY); } tempMatrix.translate(this.x, this.y); tempMatrix.rotate(this._rotation); tempMatrix.scale(this._scaleX, this._scaleY); return tempMatrix; } }; module.exports = Transform; /***/ }), /* 32 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @typedef {object} JSONGameObject * * @property {string} name - The name of this Game Object. * @property {string} type - A textual representation of this Game Object, i.e. `sprite`. * @property {number} x - The x position of this Game Object. * @property {number} y - The y position of this Game Object. * @property {object} scale - The scale of this Game Object * @property {number} scale.x - The horizontal scale of this Game Object. * @property {number} scale.y - The vertical scale of this Game Object. * @property {object} origin - The origin of this Game Object. * @property {number} origin.x - The horizontal origin of this Game Object. * @property {number} origin.y - The vertical origin of this Game Object. * @property {boolean} flipX - The horizontally flipped state of the Game Object. * @property {boolean} flipY - The vertically flipped state of the Game Object. * @property {number} rotation - The angle of this Game Object in radians. * @property {number} alpha - The alpha value of the Game Object. * @property {boolean} visible - The visible state of the Game Object. * @property {integer} scaleMode - The Scale Mode being used by this Game Object. * @property {(integer|string)} blendMode - Sets the Blend Mode being used by this Game Object. * @property {string} textureKey - The texture key of this Game Object. * @property {string} frameKey - The frame key of this Game Object. * @property {object} data - The data of this Game Object. */ /** * Build a JSON representation of the given Game Object. * * This is typically extended further by Game Object specific implementations. * * @method Phaser.GameObjects.Components.ToJSON * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON. * * @return {JSONGameObject} A JSON representation of the Game Object. */ var ToJSON = function (gameObject) { var out = { name: gameObject.name, type: gameObject.type, x: gameObject.x, y: gameObject.y, depth: gameObject.depth, scale: { x: gameObject.scaleX, y: gameObject.scaleY }, origin: { x: gameObject.originX, y: gameObject.originY }, flipX: gameObject.flipX, flipY: gameObject.flipY, rotation: gameObject.rotation, alpha: gameObject.alpha, visible: gameObject.visible, scaleMode: gameObject.scaleMode, blendMode: gameObject.blendMode, textureKey: '', frameKey: '', data: {} }; if (gameObject.texture) { out.textureKey = gameObject.texture.key; out.frameKey = gameObject.frame.name; } return out; }; module.exports = ToJSON; /***/ }), /* 33 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @function GetColor * @since 3.0.0 * @private */ var GetColor = function (value) { return (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); }; /** * Provides methods used for setting the tint of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Tint * @webglOnly * @since 3.0.0 */ var Tint = { /** * Private internal value. Holds the top-left tint value. * * @name Phaser.GameObjects.Components.Tint#_tintTL * @type {number} * @private * @default 16777215 * @since 3.0.0 */ _tintTL: 16777215, /** * Private internal value. Holds the top-right tint value. * * @name Phaser.GameObjects.Components.Tint#_tintTR * @type {number} * @private * @default 16777215 * @since 3.0.0 */ _tintTR: 16777215, /** * Private internal value. Holds the bottom-left tint value. * * @name Phaser.GameObjects.Components.Tint#_tintBL * @type {number} * @private * @default 16777215 * @since 3.0.0 */ _tintBL: 16777215, /** * Private internal value. Holds the bottom-right tint value. * * @name Phaser.GameObjects.Components.Tint#_tintBR * @type {number} * @private * @default 16777215 * @since 3.0.0 */ _tintBR: 16777215, /** * Private internal value. Holds if the Game Object is tinted or not. * * @name Phaser.GameObjects.Components.Tint#_isTinted * @type {boolean} * @private * @default false * @since 3.11.0 */ _isTinted: false, /** * Fill or additive? * * @name Phaser.GameObjects.Components.Tint#tintFill * @type {boolean} * @default false * @since 3.11.0 */ tintFill: false, /** * Clears all tint values associated with this Game Object. * * Immediately sets the color values back to 0xffffff and the tint type to 'additive', * which results in no visible change to the texture. * * @method Phaser.GameObjects.Components.Tint#clearTint * @webglOnly * @since 3.0.0 * * @return {this} This Game Object instance. */ clearTint: function () { this.setTint(0xffffff); this._isTinted = false; return this; }, /** * Sets an additive tint on this Game Object. * * The tint works by taking the pixel color values from the Game Objects texture, and then * multiplying it by the color value of the tint. You can provide either one color value, * in which case the whole Game Object will be tinted in that color. Or you can provide a color * per corner. The colors are blended together across the extent of the Game Object. * * To modify the tint color once set, either call this method again with new values or use the * `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight, * `tintBottomLeft` and `tintBottomRight` to set the corner color values independently. * * To remove a tint call `clearTint`. * * To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`. * * @method Phaser.GameObjects.Components.Tint#setTint * @webglOnly * @since 3.0.0 * * @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object. * @param {integer} [topRight] - The tint being applied to the top-right of the Game Object. * @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object. * @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object. * * @return {this} This Game Object instance. */ setTint: function (topLeft, topRight, bottomLeft, bottomRight) { if (topLeft === undefined) { topLeft = 0xffffff; } if (topRight === undefined) { topRight = topLeft; bottomLeft = topLeft; bottomRight = topLeft; } this._tintTL = GetColor(topLeft); this._tintTR = GetColor(topRight); this._tintBL = GetColor(bottomLeft); this._tintBR = GetColor(bottomRight); this._isTinted = true; this.tintFill = false; return this; }, /** * Sets a fill-based tint on this Game Object. * * Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture * with those in the tint. You can use this for effects such as making a player flash 'white' * if hit by something. You can provide either one color value, in which case the whole * Game Object will be rendered in that color. Or you can provide a color per corner. The colors * are blended together across the extent of the Game Object. * * To modify the tint color once set, either call this method again with new values or use the * `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight, * `tintBottomLeft` and `tintBottomRight` to set the corner color values independently. * * To remove a tint call `clearTint`. * * To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`. * * @method Phaser.GameObjects.Components.Tint#setTintFill * @webglOnly * @since 3.11.0 * * @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object. * @param {integer} [topRight] - The tint being applied to the top-right of the Game Object. * @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object. * @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object. * * @return {this} This Game Object instance. */ setTintFill: function (topLeft, topRight, bottomLeft, bottomRight) { this.setTint(topLeft, topRight, bottomLeft, bottomRight); this.tintFill = true; return this; }, /** * The tint value being applied to the top-left of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Tint#tintTopLeft * @type {integer} * @webglOnly * @since 3.0.0 */ tintTopLeft: { get: function () { return this._tintTL; }, set: function (value) { this._tintTL = GetColor(value); this._isTinted = true; } }, /** * The tint value being applied to the top-right of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Tint#tintTopRight * @type {integer} * @webglOnly * @since 3.0.0 */ tintTopRight: { get: function () { return this._tintTR; }, set: function (value) { this._tintTR = GetColor(value); this._isTinted = true; } }, /** * The tint value being applied to the bottom-left of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Tint#tintBottomLeft * @type {integer} * @webglOnly * @since 3.0.0 */ tintBottomLeft: { get: function () { return this._tintBL; }, set: function (value) { this._tintBL = GetColor(value); this._isTinted = true; } }, /** * The tint value being applied to the bottom-right of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Tint#tintBottomRight * @type {integer} * @webglOnly * @since 3.0.0 */ tintBottomRight: { get: function () { return this._tintBR; }, set: function (value) { this._tintBR = GetColor(value); this._isTinted = true; } }, /** * The tint value being applied to the whole of the Game Object. * * @name Phaser.GameObjects.Components.Tint#tint * @type {integer} * @webglOnly * @since 3.0.0 */ tint: { set: function (value) { this.setTint(value, value, value, value); } }, /** * Does this Game Object have a tint applied to it or not? * * @name Phaser.GameObjects.Components.Tint#isTinted * @type {boolean} * @webglOnly * @readOnly * @since 3.11.0 */ isTinted: { get: function () { return this._isTinted; } } }; module.exports = Tint; /***/ }), /* 34 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // bitmask flag for GameObject.renderMask var _FLAG = 8; // 1000 /** * Provides methods used for getting and setting the texture of a Game Object. * * @name Phaser.GameObjects.Components.TextureCrop * @since 3.0.0 */ var TextureCrop = { /** * The Texture this Game Object is using to render with. * * @name Phaser.GameObjects.Components.TextureCrop#texture * @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture} * @since 3.0.0 */ texture: null, /** * The Texture Frame this Game Object is using to render with. * * @name Phaser.GameObjects.Components.TextureCrop#frame * @type {Phaser.Textures.Frame} * @since 3.0.0 */ frame: null, /** * A boolean flag indicating if this Game Object is being cropped or not. * You can toggle this at any time after `setCrop` has been called, to turn cropping on or off. * Equally, calling `setCrop` with no arguments will reset the crop and disable it. * * @name Phaser.GameObjects.Components.TextureCrop#isCropped * @type {boolean} * @since 3.11.0 */ isCropped: false, /** * Applies a crop to a texture based Game Object, such as a Sprite or Image. * * The crop is a rectangle that limits the area of the texture frame that is visible during rendering. * * Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just * changes what is shown when rendered. * * The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left. * * Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left * half of it, you could call `setCrop(0, 0, 400, 600)`. * * It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop * an area of 200x100 when applied to a Game Object that had a scale factor of 2. * * You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument. * * Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`. * * You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow * the renderer to skip several internal calculations. * * @method Phaser.GameObjects.Components.TextureCrop#setCrop * @since 3.11.0 * * @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored. * @param {number} [y] - The y coordinate to start the crop from. * @param {number} [width] - The width of the crop rectangle in pixels. * @param {number} [height] - The height of the crop rectangle in pixels. * * @return {this} This Game Object instance. */ setCrop: function (x, y, width, height) { if (x === undefined) { this.isCropped = false; } else if (this.frame) { if (typeof x === 'number') { this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY); } else { var rect = x; this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY); } this.isCropped = true; } return this; }, /** * Sets the texture and frame this Game Object will use to render with. * * Textures are referenced by their string-based keys, as stored in the Texture Manager. * * @method Phaser.GameObjects.Components.TextureCrop#setTexture * @since 3.0.0 * * @param {string} key - The key of the texture to be used, as stored in the Texture Manager. * @param {(string|integer)} [frame] - The name or index of the frame within the Texture. * * @return {this} This Game Object instance. */ setTexture: function (key, frame) { this.texture = this.scene.sys.textures.get(key); return this.setFrame(frame); }, /** * Sets the frame this Game Object will use to render with. * * The Frame has to belong to the current Texture being used. * * It can be either a string or an index. * * Calling `setFrame` will modify the `width` and `height` properties of your Game Object. * It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. * * @method Phaser.GameObjects.Components.TextureCrop#setFrame * @since 3.0.0 * * @param {(string|integer)} frame - The name or index of the frame within the Texture. * @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object? * @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object? * * @return {this} This Game Object instance. */ setFrame: function (frame, updateSize, updateOrigin) { if (updateSize === undefined) { updateSize = true; } if (updateOrigin === undefined) { updateOrigin = true; } this.frame = this.texture.get(frame); if (!this.frame.cutWidth || !this.frame.cutHeight) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } if (this._sizeComponent && updateSize) { this.setSizeToFrame(); } if (this._originComponent && updateOrigin) { if (this.frame.customPivot) { this.setOrigin(this.frame.pivotX, this.frame.pivotY); } else { this.updateDisplayOrigin(); } } if (this.isCropped) { this.frame.updateCropUVs(this._crop, this.flipX, this.flipY); } return this; }, /** * Internal method that returns a blank, well-formed crop object for use by a Game Object. * * @method Phaser.GameObjects.Components.TextureCrop#resetCropObject * @private * @since 3.12.0 * * @return {object} The crop object. */ resetCropObject: function () { return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 }; } }; module.exports = TextureCrop; /***/ }), /* 35 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // bitmask flag for GameObject.renderMask var _FLAG = 8; // 1000 /** * Provides methods used for getting and setting the texture of a Game Object. * * @name Phaser.GameObjects.Components.Texture * @since 3.0.0 */ var Texture = { /** * The Texture this Game Object is using to render with. * * @name Phaser.GameObjects.Components.Texture#texture * @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture} * @since 3.0.0 */ texture: null, /** * The Texture Frame this Game Object is using to render with. * * @name Phaser.GameObjects.Components.Texture#frame * @type {Phaser.Textures.Frame} * @since 3.0.0 */ frame: null, /** * Internal flag. Not to be set by this Game Object. * * @name Phaser.GameObjects.Components.Texture#isCropped * @type {boolean} * @private * @since 3.11.0 */ isCropped: false, /** * Sets the texture and frame this Game Object will use to render with. * * Textures are referenced by their string-based keys, as stored in the Texture Manager. * * @method Phaser.GameObjects.Components.Texture#setTexture * @since 3.0.0 * * @param {string} key - The key of the texture to be used, as stored in the Texture Manager. * @param {(string|integer)} [frame] - The name or index of the frame within the Texture. * * @return {this} This Game Object instance. */ setTexture: function (key, frame) { this.texture = this.scene.sys.textures.get(key); return this.setFrame(frame); }, /** * Sets the frame this Game Object will use to render with. * * The Frame has to belong to the current Texture being used. * * It can be either a string or an index. * * Calling `setFrame` will modify the `width` and `height` properties of your Game Object. * It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer. * * @method Phaser.GameObjects.Components.Texture#setFrame * @since 3.0.0 * * @param {(string|integer)} frame - The name or index of the frame within the Texture. * @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object? * @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object? * * @return {this} This Game Object instance. */ setFrame: function (frame, updateSize, updateOrigin) { if (updateSize === undefined) { updateSize = true; } if (updateOrigin === undefined) { updateOrigin = true; } this.frame = this.texture.get(frame); if (!this.frame.cutWidth || !this.frame.cutHeight) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } if (this._sizeComponent && updateSize) { this.setSizeToFrame(); } if (this._originComponent && updateOrigin) { if (this.frame.customPivot) { this.setOrigin(this.frame.pivotX, this.frame.pivotY); } else { this.updateDisplayOrigin(); } } return this; } }; module.exports = Texture; /***/ }), /* 36 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for getting and setting the size of a Game Object. * * @name Phaser.GameObjects.Components.Size * @since 3.0.0 */ var Size = { /** * A property indicating that a Game Object has this component. * * @name Phaser.GameObjects.Components.Size#_sizeComponent * @type {boolean} * @private * @default true * @since 3.2.0 */ _sizeComponent: true, /** * The native (un-scaled) width of this Game Object. * * Changing this value will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or use * the `displayWidth` property. * * @name Phaser.GameObjects.Components.Size#width * @type {number} * @since 3.0.0 */ width: 0, /** * The native (un-scaled) height of this Game Object. * * Changing this value will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or use * the `displayHeight` property. * * @name Phaser.GameObjects.Components.Size#height * @type {number} * @since 3.0.0 */ height: 0, /** * The displayed width of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.Components.Size#displayWidth * @type {number} * @since 3.0.0 */ displayWidth: { get: function () { return this.scaleX * this.frame.realWidth; }, set: function (value) { this.scaleX = value / this.frame.realWidth; } }, /** * The displayed height of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.Components.Size#displayHeight * @type {number} * @since 3.0.0 */ displayHeight: { get: function () { return this.scaleY * this.frame.realHeight; }, set: function (value) { this.scaleY = value / this.frame.realHeight; } }, /** * Sets the size of this Game Object to be that of the given Frame. * * This will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or call the * `setDisplaySize` method, which is the same thing as changing the scale but allows you * to do so by giving pixel values. * * If you have enabled this Game Object for input, changing the size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.Components.Size#setSizeToFrame * @since 3.0.0 * * @param {Phaser.Textures.Frame} frame - The frame to base the size of this Game Object on. * * @return {this} This Game Object instance. */ setSizeToFrame: function (frame) { if (frame === undefined) { frame = this.frame; } this.width = frame.realWidth; this.height = frame.realHeight; return this; }, /** * Sets the internal size of this Game Object, as used for frame or physics body creation. * * This will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or call the * `setDisplaySize` method, which is the same thing as changing the scale but allows you * to do so by giving pixel values. * * If you have enabled this Game Object for input, changing the size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.Components.Size#setSize * @since 3.0.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setSize: function (width, height) { this.width = width; this.height = height; return this; }, /** * Sets the display size of this Game Object. * * Calling this will adjust the scale. * * @method Phaser.GameObjects.Components.Size#setDisplaySize * @since 3.0.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setDisplaySize: function (width, height) { this.displayWidth = width; this.displayHeight = height; return this; } }; module.exports = Size; /***/ }), /* 37 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for getting and setting the Scroll Factor of a Game Object. * * @name Phaser.GameObjects.Components.ScrollFactor * @since 3.0.0 */ var ScrollFactor = { /** * The horizontal scroll factor of this Game Object. * * The scroll factor controls the influence of the movement of a Camera upon this Game Object. * * When a camera scrolls it will change the location at which this Game Object is rendered on-screen. * It does not change the Game Objects actual position values. * * A value of 1 means it will move exactly in sync with a camera. * A value of 0 means it will not move at all, even if the camera moves. * Other values control the degree to which the camera movement is mapped to this Game Object. * * Please be aware that scroll factor values other than 1 are not taken in to consideration when * calculating physics collisions. Bodies always collide based on their world position, but changing * the scroll factor is a visual adjustment to where the textures are rendered, which can offset * them from physics bodies if not accounted for in your code. * * @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX * @type {number} * @default 1 * @since 3.0.0 */ scrollFactorX: 1, /** * The vertical scroll factor of this Game Object. * * The scroll factor controls the influence of the movement of a Camera upon this Game Object. * * When a camera scrolls it will change the location at which this Game Object is rendered on-screen. * It does not change the Game Objects actual position values. * * A value of 1 means it will move exactly in sync with a camera. * A value of 0 means it will not move at all, even if the camera moves. * Other values control the degree to which the camera movement is mapped to this Game Object. * * Please be aware that scroll factor values other than 1 are not taken in to consideration when * calculating physics collisions. Bodies always collide based on their world position, but changing * the scroll factor is a visual adjustment to where the textures are rendered, which can offset * them from physics bodies if not accounted for in your code. * * @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY * @type {number} * @default 1 * @since 3.0.0 */ scrollFactorY: 1, /** * Sets the scroll factor of this Game Object. * * The scroll factor controls the influence of the movement of a Camera upon this Game Object. * * When a camera scrolls it will change the location at which this Game Object is rendered on-screen. * It does not change the Game Objects actual position values. * * A value of 1 means it will move exactly in sync with a camera. * A value of 0 means it will not move at all, even if the camera moves. * Other values control the degree to which the camera movement is mapped to this Game Object. * * Please be aware that scroll factor values other than 1 are not taken in to consideration when * calculating physics collisions. Bodies always collide based on their world position, but changing * the scroll factor is a visual adjustment to where the textures are rendered, which can offset * them from physics bodies if not accounted for in your code. * * @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor * @since 3.0.0 * * @param {number} x - The horizontal scroll factor of this Game Object. * @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value. * * @return {this} This Game Object instance. */ setScrollFactor: function (x, y) { if (y === undefined) { y = x; } this.scrollFactorX = x; this.scrollFactorY = y; return this; } }; module.exports = ScrollFactor; /***/ }), /* 38 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var ScaleModes = __webpack_require__(16); /** * Provides methods used for getting and setting the scale of a Game Object. * * @name Phaser.GameObjects.Components.ScaleMode * @since 3.0.0 */ var ScaleMode = { _scaleMode: ScaleModes.DEFAULT, /** * The Scale Mode being used by this Game Object. * Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. * * @name Phaser.GameObjects.Components.ScaleMode#scaleMode * @type {Phaser.ScaleModes} * @since 3.0.0 */ scaleMode: { get: function () { return this._scaleMode; }, set: function (value) { if (value === ScaleModes.LINEAR || value === ScaleModes.NEAREST) { this._scaleMode = value; } } }, /** * Sets the Scale Mode being used by this Game Object. * Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`. * * @method Phaser.GameObjects.Components.ScaleMode#setScaleMode * @since 3.0.0 * * @param {Phaser.ScaleModes} value - The Scale Mode to be used by this Game Object. * * @return {this} This Game Object instance. */ setScaleMode: function (value) { this.scaleMode = value; return this; } }; module.exports = ScaleMode; /***/ }), /* 39 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for setting the WebGL rendering pipeline of a Game Object. * * @name Phaser.GameObjects.Components.Pipeline * @webglOnly * @since 3.0.0 */ var Pipeline = { /** * The initial WebGL pipeline of this Game Object. * * @name Phaser.GameObjects.Components.Pipeline#defaultPipeline * @type {Phaser.Renderer.WebGL.WebGLPipeline} * @default null * @webglOnly * @since 3.0.0 */ defaultPipeline: null, /** * The current WebGL pipeline of this Game Object. * * @name Phaser.GameObjects.Components.Pipeline#pipeline * @type {Phaser.Renderer.WebGL.WebGLPipeline} * @default null * @webglOnly * @since 3.0.0 */ pipeline: null, /** * Sets the initial WebGL Pipeline of this Game Object. * This should only be called during the instantiation of the Game Object. * * @method Phaser.GameObjects.Components.Pipeline#initPipeline * @webglOnly * @since 3.0.0 * * @param {string} pipelineName - The name of the pipeline to set on this Game Object. * * @return {boolean} `true` if the pipeline was set successfully, otherwise `false`. */ initPipeline: function (pipelineName) { var renderer = this.scene.sys.game.renderer; if (renderer && renderer.gl && renderer.hasPipeline(pipelineName)) { this.defaultPipeline = renderer.getPipeline(pipelineName); this.pipeline = this.defaultPipeline; return true; } return false; }, /** * Sets the active WebGL Pipeline of this Game Object. * * @method Phaser.GameObjects.Components.Pipeline#setPipeline * @webglOnly * @since 3.0.0 * * @param {string} pipelineName - The name of the pipeline to set on this Game Object. * * @return {this} This Game Object instance. */ setPipeline: function (pipelineName) { var renderer = this.scene.sys.game.renderer; if (renderer && renderer.gl && renderer.hasPipeline(pipelineName)) { this.pipeline = renderer.getPipeline(pipelineName); } return this; }, /** * Resets the WebGL Pipeline of this Game Object back to the default it was created with. * * @method Phaser.GameObjects.Components.Pipeline#resetPipeline * @webglOnly * @since 3.0.0 * * @return {boolean} `true` if the pipeline was set successfully, otherwise `false`. */ resetPipeline: function () { this.pipeline = this.defaultPipeline; return (this.pipeline !== null); }, /** * Gets the name of the WebGL Pipeline this Game Object is currently using. * * @method Phaser.GameObjects.Components.Pipeline#getPipelineName * @webglOnly * @since 3.0.0 * * @return {string} The string-based name of the pipeline being used by this Game Object. */ getPipelineName: function () { return this.pipeline.name; } }; module.exports = Pipeline; /***/ }), /* 40 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for getting and setting the origin of a Game Object. * Values are normalized, given in the range 0 to 1. * Display values contain the calculated pixel values. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Origin * @since 3.0.0 */ var Origin = { /** * A property indicating that a Game Object has this component. * * @name Phaser.GameObjects.Components.Origin#_originComponent * @type {boolean} * @private * @default true * @since 3.2.0 */ _originComponent: true, /** * The horizontal origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the left of the Game Object. * * @name Phaser.GameObjects.Components.Origin#originX * @type {number} * @default 0.5 * @since 3.0.0 */ originX: 0.5, /** * The vertical origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the top of the Game Object. * * @name Phaser.GameObjects.Components.Origin#originY * @type {number} * @default 0.5 * @since 3.0.0 */ originY: 0.5, // private + read only _displayOriginX: 0, _displayOriginY: 0, /** * The horizontal display origin of this Game Object. * The origin is a normalized value between 0 and 1. * The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. * * @name Phaser.GameObjects.Components.Origin#displayOriginX * @type {number} * @since 3.0.0 */ displayOriginX: { get: function () { return this._displayOriginX; }, set: function (value) { this._displayOriginX = value; this.originX = value / this.width; } }, /** * The vertical display origin of this Game Object. * The origin is a normalized value between 0 and 1. * The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. * * @name Phaser.GameObjects.Components.Origin#displayOriginY * @type {number} * @since 3.0.0 */ displayOriginY: { get: function () { return this._displayOriginY; }, set: function (value) { this._displayOriginY = value; this.originY = value / this.height; } }, /** * Sets the origin of this Game Object. * * The values are given in the range 0 to 1. * * @method Phaser.GameObjects.Components.Origin#setOrigin * @since 3.0.0 * * @param {number} [x=0.5] - The horizontal origin value. * @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`. * * @return {this} This Game Object instance. */ setOrigin: function (x, y) { if (x === undefined) { x = 0.5; } if (y === undefined) { y = x; } this.originX = x; this.originY = y; return this.updateDisplayOrigin(); }, /** * Sets the origin of this Game Object based on the Pivot values in its Frame. * * @method Phaser.GameObjects.Components.Origin#setOriginFromFrame * @since 3.0.0 * * @return {this} This Game Object instance. */ setOriginFromFrame: function () { if (!this.frame || !this.frame.customPivot) { return this.setOrigin(); } else { this.originX = this.frame.pivotX; this.originY = this.frame.pivotY; } return this.updateDisplayOrigin(); }, /** * Sets the display origin of this Game Object. * The difference between this and setting the origin is that you can use pixel values for setting the display origin. * * @method Phaser.GameObjects.Components.Origin#setDisplayOrigin * @since 3.0.0 * * @param {number} [x=0] - The horizontal display origin value. * @param {number} [y=x] - The vertical display origin value. If not defined it will be set to the value of `x`. * * @return {this} This Game Object instance. */ setDisplayOrigin: function (x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = x; } this.displayOriginX = x; this.displayOriginY = y; return this; }, /** * Updates the Display Origin cached values internally stored on this Game Object. * You don't usually call this directly, but it is exposed for edge-cases where you may. * * @method Phaser.GameObjects.Components.Origin#updateDisplayOrigin * @since 3.0.0 * * @return {this} This Game Object instance. */ updateDisplayOrigin: function () { this._displayOriginX = Math.round(this.originX * this.width); this._displayOriginY = Math.round(this.originY * this.height); return this; } }; module.exports = Origin; /***/ }), /* 41 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * [description] * * @class GeometryMask * @memberOf Phaser.Display.Masks * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description] */ var GeometryMask = new Class({ initialize: function GeometryMask (scene, graphicsGeometry) { /** * [description] * * @name Phaser.Display.Masks.GeometryMask#geometryMask * @type {Phaser.GameObjects.Graphics} * @since 3.0.0 */ this.geometryMask = graphicsGeometry; }, /** * [description] * * @method Phaser.Display.Masks.GeometryMask#setShape * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description] */ setShape: function (graphicsGeometry) { this.geometryMask = graphicsGeometry; }, /** * [description] * * @method Phaser.Display.Masks.GeometryMask#preRenderWebGL * @since 3.0.0 * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description] * @param {Phaser.GameObjects.GameObject} mask - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] */ preRenderWebGL: function (renderer, mask, camera) { var gl = renderer.gl; var geometryMask = this.geometryMask; // Force flushing before drawing to stencil buffer renderer.flush(); // Enable and setup GL state to write to stencil buffer gl.enable(gl.STENCIL_TEST); gl.clear(gl.STENCIL_BUFFER_BIT); gl.colorMask(false, false, false, false); gl.stencilFunc(gl.NOTEQUAL, 1, 1); gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE); // Write stencil buffer geometryMask.renderWebGL(renderer, geometryMask, 0.0, camera); renderer.flush(); // Use stencil buffer to affect next rendering object gl.colorMask(true, true, true, true); gl.stencilFunc(gl.EQUAL, 1, 1); gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }, /** * [description] * * @method Phaser.Display.Masks.GeometryMask#postRenderWebGL * @since 3.0.0 * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description] */ postRenderWebGL: function (renderer) { var gl = renderer.gl; // Force flush before disabling stencil test renderer.flush(); gl.disable(gl.STENCIL_TEST); }, /** * [description] * * @method Phaser.Display.Masks.GeometryMask#preRenderCanvas * @since 3.0.0 * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description] * @param {Phaser.GameObjects.GameObject} mask - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - [description] */ preRenderCanvas: function (renderer, mask, camera) { var geometryMask = this.geometryMask; renderer.currentContext.save(); geometryMask.renderCanvas(renderer, geometryMask, 0, camera, null, null, true); renderer.currentContext.clip(); }, /** * [description] * * @method Phaser.Display.Masks.GeometryMask#postRenderCanvas * @since 3.0.0 * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description] */ postRenderCanvas: function (renderer) { renderer.currentContext.restore(); }, /** * Destroys this GeometryMask and nulls any references it holds. * * Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it, * so be sure to call `clearMask` on any Game Object using it, before destroying it. * * @method Phaser.Display.Masks.GeometryMask#destroy * @since 3.7.0 */ destroy: function () { this.geometryMask = null; } }); module.exports = GeometryMask; /***/ }), /* 42 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * [description] * * @class BitmapMask * @memberOf Phaser.Display.Masks * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite. */ var BitmapMask = new Class({ initialize: function BitmapMask (scene, renderable) { var renderer = scene.sys.game.renderer; /** * A reference to either the Canvas or WebGL Renderer that this Mask is using. * * @name Phaser.Display.Masks.BitmapMask#renderer * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} * @since 3.11.0 */ this.renderer = renderer; /** * A renderable Game Object that uses a texture, such as a Sprite. * * @name Phaser.Display.Masks.BitmapMask#bitmapMask * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.bitmapMask = renderable; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#maskTexture * @type {WebGLTexture} * @default null * @since 3.0.0 */ this.maskTexture = null; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#mainTexture * @type {WebGLTexture} * @default null * @since 3.0.0 */ this.mainTexture = null; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#dirty * @type {boolean} * @default true * @since 3.0.0 */ this.dirty = true; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#mainFramebuffer * @type {WebGLFramebuffer} * @since 3.0.0 */ this.mainFramebuffer = null; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#maskFramebuffer * @type {WebGLFramebuffer} * @since 3.0.0 */ this.maskFramebuffer = null; /** * [description] * * @name Phaser.Display.Masks.BitmapMask#invertAlpha * @type {boolean} * @since 3.1.2 */ this.invertAlpha = false; if (renderer && renderer.gl) { var width = renderer.width; var height = renderer.height; var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0); var gl = renderer.gl; var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE; var filter = gl.LINEAR; this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height); this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height); this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false); this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false); renderer.onContextRestored(function (renderer) { var width = renderer.width; var height = renderer.height; var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0); var gl = renderer.gl; var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE; var filter = gl.LINEAR; this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height); this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height); this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false); this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false); }, this); } }, /** * [description] * * @method Phaser.Display.Masks.BitmapMask#setBitmap * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite. */ setBitmap: function (renderable) { this.bitmapMask = renderable; }, /** * [description] * * @method Phaser.Display.Masks.BitmapMask#preRenderWebGL * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description] * @param {Phaser.GameObjects.GameObject} maskedObject - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to. */ preRenderWebGL: function (renderer, maskedObject, camera) { renderer.pipelines.BitmapMaskPipeline.beginMask(this, maskedObject, camera); }, /** * [description] * * @method Phaser.Display.Masks.BitmapMask#postRenderWebGL * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description] */ postRenderWebGL: function (renderer) { renderer.pipelines.BitmapMaskPipeline.endMask(this); }, /** * [description] * * @method Phaser.Display.Masks.BitmapMask#preRenderCanvas * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description] * @param {Phaser.GameObjects.GameObject} mask - [description] * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to. */ preRenderCanvas: function () { // NOOP }, /** * [description] * * @method Phaser.Display.Masks.BitmapMask#postRenderCanvas * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description] */ postRenderCanvas: function () { // NOOP }, /** * Destroys this BitmapMask and nulls any references it holds. * * Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it, * so be sure to call `clearMask` on any Game Object using it, before destroying it. * * @method Phaser.Display.Masks.BitmapMask#destroy * @since 3.7.0 */ destroy: function () { this.bitmapMask = null; var renderer = this.renderer; if (renderer && renderer.gl) { renderer.deleteTexture(this.mainTexture); renderer.deleteTexture(this.maskTexture); renderer.deleteFramebuffer(this.mainFramebuffer); renderer.deleteFramebuffer(this.maskFramebuffer); } this.mainTexture = null; this.maskTexture = null; this.mainFramebuffer = null; this.maskFramebuffer = null; this.renderer = null; } }); module.exports = BitmapMask; /***/ }), /* 43 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BitmapMask = __webpack_require__(42); var GeometryMask = __webpack_require__(41); /** * Provides methods used for getting and setting the mask of a Game Object. * * @name Phaser.GameObjects.Components.Mask * @since 3.0.0 */ var Mask = { /** * The Mask this Game Object is using during render. * * @name Phaser.GameObjects.Components.Mask#mask * @type {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} * @since 3.0.0 */ mask: null, /** * Sets the mask that this Game Object will use to render with. * * The mask must have been previously created and can be either a GeometryMask or a BitmapMask. * Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas. * * If a mask is already set on this Game Object it will be immediately replaced. * * Masks are positioned in global space and are not relative to the Game Object to which they * are applied. The reason for this is that multiple Game Objects can all share the same mask. * * Masks have no impact on physics or input detection. They are purely a rendering component * that allows you to limit what is visible during the render pass. * * @method Phaser.GameObjects.Components.Mask#setMask * @since 3.6.2 * * @param {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} mask - The mask this Game Object will use when rendering. * * @return {this} This Game Object instance. */ setMask: function (mask) { this.mask = mask; return this; }, /** * Clears the mask that this Game Object was using. * * @method Phaser.GameObjects.Components.Mask#clearMask * @since 3.6.2 * * @param {boolean} [destroyMask=false] - Destroy the mask before clearing it? * * @return {this} This Game Object instance. */ clearMask: function (destroyMask) { if (destroyMask === undefined) { destroyMask = false; } if (destroyMask && this.mask) { this.mask.destroy(); } this.mask = null; return this; }, /** * Creates and returns a Bitmap Mask. This mask can be used by any Game Object, * including this one. * * To create the mask you need to pass in a reference to a renderable Game Object. * A renderable Game Object is one that uses a texture to render with, such as an * Image, Sprite, Render Texture or BitmapText. * * If you do not provide a renderable object, and this Game Object has a texture, * it will use itself as the object. This means you can call this method to create * a Bitmap Mask from any renderable Game Object. * * @method Phaser.GameObjects.Components.Mask#createBitmapMask * @since 3.6.2 * * @param {Phaser.GameObjects.GameObject} [renderable] - A renderable Game Object that uses a texture, such as a Sprite. * * @return {Phaser.Display.Masks.BitmapMask} This Bitmap Mask that was created. */ createBitmapMask: function (renderable) { if (renderable === undefined && this.texture) { // eslint-disable-next-line consistent-this renderable = this; } return new BitmapMask(this.scene, renderable); }, /** * Creates and returns a Geometry Mask. This mask can be used by any Game Object, * including this one. * * To create the mask you need to pass in a reference to a Graphics Game Object. * * If you do not provide a graphics object, and this Game Object is an instance * of a Graphics object, then it will use itself to create the mask. * * This means you can call this method to create a Geometry Mask from any Graphics Game Object. * * @method Phaser.GameObjects.Components.Mask#createGeometryMask * @since 3.6.2 * * @param {Phaser.GameObjects.Graphics} [graphics] - A Graphics Game Object. The geometry within it will be used as the mask. * * @return {Phaser.Display.Masks.GeometryMask} This Geometry Mask that was created. */ createGeometryMask: function (graphics) { if (graphics === undefined && this.type === 'Graphics') { // eslint-disable-next-line consistent-this graphics = this; } return new GeometryMask(this.scene, graphics); } }; module.exports = Mask; /***/ }), /* 44 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Rotate a `point` around `x` and `y` by the given `angle`. * * @function Phaser.Math.RotateAround * @since 3.0.0 * * @param {(Phaser.Geom.Point|object)} point - The point to be rotated. * @param {number} x - The horizontal coordinate to rotate around. * @param {number} y - The vertical coordinate to rotate around. * @param {number} angle - The angle of rotation in radians. * * @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates. */ var RotateAround = function (point, x, y, angle) { var c = Math.cos(angle); var s = Math.sin(angle); var tx = point.x - x; var ty = point.y - y; point.x = tx * c - ty * s + x; point.y = tx * s + ty * c + y; return point; }; module.exports = RotateAround; /***/ }), /* 45 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Point = __webpack_require__(1); /** * [description] * * @function Phaser.Geom.Rectangle.Random * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [out,$return] * * @param {Phaser.Geom.Rectangle} rect - [description] * @param {Phaser.Geom.Point} out - [description] * * @return {Phaser.Geom.Point} [description] */ var Random = function (rect, out) { if (out === undefined) { out = new Point(); } out.x = rect.x + (Math.random() * rect.width); out.y = rect.y + (Math.random() * rect.height); return out; }; module.exports = Random; /***/ }), /* 46 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Point = __webpack_require__(1); /** * Returns a random point on a given Line. * * @function Phaser.Geom.Line.Random * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [out,$return] * * @param {Phaser.Geom.Line} line - The Line to calculate the random Point on. * @param {(Phaser.Geom.Point|object)} [out] - An instance of a Point to be modified. * * @return {(Phaser.Geom.Point|object)} A random Point on the Line. */ var Random = function (line, out) { if (out === undefined) { out = new Point(); } var t = Math.random(); out.x = line.x1 + t * (line.x2 - line.x1); out.y = line.y1 + t * (line.y2 - line.y1); return out; }; module.exports = Random; /***/ }), /* 47 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Calculate the length of the given line. * * @function Phaser.Geom.Line.Length * @since 3.0.0 * * @param {Phaser.Geom.Line} line - The line to calculate the length of. * * @return {number} The length of the line. */ var Length = function (line) { return Math.sqrt((line.x2 - line.x1) * (line.x2 - line.x1) + (line.y2 - line.y1) * (line.y2 - line.y1)); }; module.exports = Length; /***/ }), /* 48 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Length = __webpack_require__(47); var Point = __webpack_require__(1); /** * Get a number of points along a line's length. * * Provide a `quantity` to get an exact number of points along the line. * * Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when * providing a `stepRate`. * * @function Phaser.Geom.Line.GetPoints * @since 3.0.0 * * @generic {Phaser.Geom.Point[]} O - [out,$return] * * @param {Phaser.Geom.Line} line - The line. * @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead. * @param {number} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`. * @param {(array|Phaser.Geom.Point[])} [out] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line. * * @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line. */ var GetPoints = function (line, quantity, stepRate, out) { if (out === undefined) { out = []; } // If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead. if (!quantity) { quantity = Length(line) / stepRate; } var x1 = line.x1; var y1 = line.y1; var x2 = line.x2; var y2 = line.y2; for (var i = 0; i < quantity; i++) { var position = i / quantity; var x = x1 + (x2 - x1) * position; var y = y1 + (y2 - y1) * position; out.push(new Point(x, y)); } return out; }; module.exports = GetPoints; /***/ }), /* 49 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Point = __webpack_require__(1); /** * Get a point on a line that's a given percentage along its length. * * @function Phaser.Geom.Line.GetPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [out,$return] * * @param {Phaser.Geom.Line} line - The line. * @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line. * @param {(Phaser.Geom.Point|object)} [out] - An optional point, or point-like object, to store the coordinates of the point on the line. * * @return {(Phaser.Geom.Point|object)} The point on the line. */ var GetPoint = function (line, position, out) { if (out === undefined) { out = new Point(); } out.x = line.x1 + (line.x2 - line.x1) * position; out.y = line.y1 + (line.y2 - line.y1) * position; return out; }; module.exports = GetPoint; /***/ }), /* 50 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var GetPoint = __webpack_require__(49); var GetPoints = __webpack_require__(48); var Random = __webpack_require__(46); var Vector2 = __webpack_require__(3); /** * @classdesc * Defines a Line segment, a part of a line between two endpoints. * * @class Line * @memberOf Phaser.Geom * @constructor * @since 3.0.0 * * @param {number} [x1=0] - The x coordinate of the lines starting point. * @param {number} [y1=0] - The y coordinate of the lines starting point. * @param {number} [x2=0] - The x coordinate of the lines ending point. * @param {number} [y2=0] - The y coordinate of the lines ending point. */ var Line = new Class({ initialize: function Line (x1, y1, x2, y2) { if (x1 === undefined) { x1 = 0; } if (y1 === undefined) { y1 = 0; } if (x2 === undefined) { x2 = 0; } if (y2 === undefined) { y2 = 0; } /** * The x coordinate of the lines starting point. * * @name Phaser.Geom.Line#x1 * @type {number} * @since 3.0.0 */ this.x1 = x1; /** * The y coordinate of the lines starting point. * * @name Phaser.Geom.Line#y1 * @type {number} * @since 3.0.0 */ this.y1 = y1; /** * The x coordinate of the lines ending point. * * @name Phaser.Geom.Line#x2 * @type {number} * @since 3.0.0 */ this.x2 = x2; /** * The y coordinate of the lines ending point. * * @name Phaser.Geom.Line#y2 * @type {number} * @since 3.0.0 */ this.y2 = y2; }, /** * Get a point on a line that's a given percentage along its length. * * @method Phaser.Geom.Line#getPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [output,$return] * * @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line. * @param {(Phaser.Geom.Point|object)} [output] - An optional point, or point-like object, to store the coordinates of the point on the line. * * @return {(Phaser.Geom.Point|object)} A Point, or point-like object, containing the coordinates of the point on the line. */ getPoint: function (position, output) { return GetPoint(this, position, output); }, /** * Get a number of points along a line's length. * * Provide a `quantity` to get an exact number of points along the line. * * Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when * providing a `stepRate`. * * @method Phaser.Geom.Line#getPoints * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [output,$return] * * @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead. * @param {integer} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`. * @param {(array|Phaser.Geom.Point[])} [output] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line. * * @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line. */ getPoints: function (quantity, stepRate, output) { return GetPoints(this, quantity, stepRate, output); }, /** * Get a random Point on the Line. * * @method Phaser.Geom.Line#getRandomPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [point,$return] * * @param {(Phaser.Geom.Point|object)} [point] - An instance of a Point to be modified. * * @return {Phaser.Geom.Point} A random Point on the Line. */ getRandomPoint: function (point) { return Random(this, point); }, /** * Set new coordinates for the line endpoints. * * @method Phaser.Geom.Line#setTo * @since 3.0.0 * * @param {number} [x1=0] - The x coordinate of the lines starting point. * @param {number} [y1=0] - The y coordinate of the lines starting point. * @param {number} [x2=0] - The x coordinate of the lines ending point. * @param {number} [y2=0] - The y coordinate of the lines ending point. * * @return {Phaser.Geom.Line} This Line object. */ setTo: function (x1, y1, x2, y2) { if (x1 === undefined) { x1 = 0; } if (y1 === undefined) { y1 = 0; } if (x2 === undefined) { x2 = 0; } if (y2 === undefined) { y2 = 0; } this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2; return this; }, /** * Returns a Vector2 object that corresponds to the start of this Line. * * @method Phaser.Geom.Line#getPointA * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [vec2,$return] * * @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created. * * @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the start of this Line. */ getPointA: function (vec2) { if (vec2 === undefined) { vec2 = new Vector2(); } vec2.set(this.x1, this.y1); return vec2; }, /** * Returns a Vector2 object that corresponds to the end of this Line. * * @method Phaser.Geom.Line#getPointB * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [vec2,$return] * * @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created. * * @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the end of this Line. */ getPointB: function (vec2) { if (vec2 === undefined) { vec2 = new Vector2(); } vec2.set(this.x2, this.y2); return vec2; }, /** * The left position of the Line. * * @name Phaser.Geom.Line#left * @type {number} * @since 3.0.0 */ left: { get: function () { return Math.min(this.x1, this.x2); }, set: function (value) { if (this.x1 <= this.x2) { this.x1 = value; } else { this.x2 = value; } } }, /** * The right position of the Line. * * @name Phaser.Geom.Line#right * @type {number} * @since 3.0.0 */ right: { get: function () { return Math.max(this.x1, this.x2); }, set: function (value) { if (this.x1 > this.x2) { this.x1 = value; } else { this.x2 = value; } } }, /** * The top position of the Line. * * @name Phaser.Geom.Line#top * @type {number} * @since 3.0.0 */ top: { get: function () { return Math.min(this.y1, this.y2); }, set: function (value) { if (this.y1 <= this.y2) { this.y1 = value; } else { this.y2 = value; } } }, /** * The bottom position of the Line. * * @name Phaser.Geom.Line#bottom * @type {number} * @since 3.0.0 */ bottom: { get: function () { return Math.max(this.y1, this.y2); }, set: function (value) { if (this.y1 > this.y2) { this.y1 = value; } else { this.y2 = value; } } } }); module.exports = Line; /***/ }), /* 51 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GetPoint = __webpack_require__(10); var Perimeter = __webpack_require__(9); // Return an array of points from the perimeter of the rectangle // each spaced out based on the quantity or step required /** * [description] * * @function Phaser.Geom.Rectangle.GetPoints * @since 3.0.0 * * @generic {Phaser.Geom.Point[]} O - [out,$return] * * @param {Phaser.Geom.Rectangle} rectangle - [description] * @param {number} step - [description] * @param {integer} quantity - [description] * @param {(array|Phaser.Geom.Point[])} [out] - [description] * * @return {(array|Phaser.Geom.Point[])} [description] */ var GetPoints = function (rectangle, quantity, stepRate, out) { if (out === undefined) { out = []; } // If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead. if (!quantity) { quantity = Perimeter(rectangle) / stepRate; } for (var i = 0; i < quantity; i++) { var position = i / quantity; out.push(GetPoint(rectangle, position)); } return out; }; module.exports = GetPoints; /***/ }), /* 52 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @function Phaser.Geom.Rectangle.Contains * @since 3.0.0 * * @param {Phaser.Geom.Rectangle} rect - [description] * @param {number} x - [description] * @param {number} y - [description] * * @return {boolean} [description] */ var Contains = function (rect, x, y) { if (rect.width <= 0 || rect.height <= 0) { return false; } return (rect.x <= x && rect.x + rect.width >= x && rect.y <= y && rect.y + rect.height >= y); }; module.exports = Contains; /***/ }), /* 53 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); var Contains = __webpack_require__(52); var GetPoint = __webpack_require__(10); var GetPoints = __webpack_require__(51); var Line = __webpack_require__(50); var Random = __webpack_require__(45); /** * @classdesc * Encapsulates a 2D rectangle defined by its corner point in the top-left and its extends in x (width) and y (height) * * @class Rectangle * @memberOf Phaser.Geom * @constructor * @since 3.0.0 * * @param {number} [x=0] - [description] * @param {number} [y=0] - [description] * @param {number} [width=0] - [description] * @param {number} [height=0] - [description] */ var Rectangle = new Class({ initialize: function Rectangle (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = 0; } if (height === undefined) { height = 0; } /** * [description] * * @name Phaser.Geom.Rectangle#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = x; /** * [description] * * @name Phaser.Geom.Rectangle#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = y; /** * [description] * * @name Phaser.Geom.Rectangle#width * @type {number} * @default 0 * @since 3.0.0 */ this.width = width; /** * [description] * * @name Phaser.Geom.Rectangle#height * @type {number} * @default 0 * @since 3.0.0 */ this.height = height; }, /** * [description] * * @method Phaser.Geom.Rectangle#contains * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * * @return {boolean} [description] */ contains: function (x, y) { return Contains(this, x, y); }, /** * [description] * * @method Phaser.Geom.Rectangle#getPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [output,$return] * * @param {number} position - [description] * @param {(Phaser.Geom.Point|object)} [output] - [description] * * @return {(Phaser.Geom.Point|object)} [description] */ getPoint: function (position, output) { return GetPoint(this, position, output); }, /** * [description] * * @method Phaser.Geom.Rectangle#getPoints * @since 3.0.0 * * @generic {Phaser.Geom.Point[]} O - [output,$return] * * @param {integer} quantity - [description] * @param {number} [stepRate] - [description] * @param {(array|Phaser.Geom.Point[])} [output] - [description] * * @return {(array|Phaser.Geom.Point[])} [description] */ getPoints: function (quantity, stepRate, output) { return GetPoints(this, quantity, stepRate, output); }, /** * [description] * * @method Phaser.Geom.Rectangle#getRandomPoint * @since 3.0.0 * * @generic {Phaser.Geom.Point} O - [point,$return] * * @param {Phaser.Geom.Point} [point] - [description] * * @return {Phaser.Geom.Point} [description] */ getRandomPoint: function (point) { return Random(this, point); }, /** * [description] * * @method Phaser.Geom.Rectangle#setTo * @since 3.0.0 * * @param {number} x - [description] * @param {number} y - [description] * @param {number} width - [description] * @param {number} height - [description] * * @return {Phaser.Geom.Rectangle} This Rectangle object. */ setTo: function (x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; return this; }, /** * [description] * * @method Phaser.Geom.Rectangle#setEmpty * @since 3.0.0 * * @return {Phaser.Geom.Rectangle} This Rectangle object. */ setEmpty: function () { return this.setTo(0, 0, 0, 0); }, /** * [description] * * @method Phaser.Geom.Rectangle#setPosition * @since 3.0.0 * * @param {number} x - [description] * @param {number} [y=x] - [description] * * @return {Phaser.Geom.Rectangle} This Rectangle object. */ setPosition: function (x, y) { if (y === undefined) { y = x; } this.x = x; this.y = y; return this; }, /** * [description] * * @method Phaser.Geom.Rectangle#setSize * @since 3.0.0 * * @param {number} width - [description] * @param {number} [height=width] - [description] * * @return {Phaser.Geom.Rectangle} This Rectangle object. */ setSize: function (width, height) { if (height === undefined) { height = width; } this.width = width; this.height = height; return this; }, /** * [description] * * @method Phaser.Geom.Rectangle#isEmpty * @since 3.0.0 * * @return {boolean} [description] */ isEmpty: function () { return (this.width <= 0 || this.height <= 0); }, /** * Returns a Line object that corresponds to the top of this Rectangle. * * @method Phaser.Geom.Rectangle#getLineA * @since 3.0.0 * * @generic {Phaser.Geom.Line} O - [line,$return] * * @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created. * * @return {Phaser.Geom.Line} A Line object that corresponds to the top of this Rectangle. */ getLineA: function (line) { if (line === undefined) { line = new Line(); } line.setTo(this.x, this.y, this.right, this.y); return line; }, /** * Returns a Line object that corresponds to the right of this Rectangle. * * @method Phaser.Geom.Rectangle#getLineB * @since 3.0.0 * * @generic {Phaser.Geom.Line} O - [line,$return] * * @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created. * * @return {Phaser.Geom.Line} A Line object that corresponds to the right of this Rectangle. */ getLineB: function (line) { if (line === undefined) { line = new Line(); } line.setTo(this.right, this.y, this.right, this.bottom); return line; }, /** * Returns a Line object that corresponds to the bottom of this Rectangle. * * @method Phaser.Geom.Rectangle#getLineC * @since 3.0.0 * * @generic {Phaser.Geom.Line} O - [line,$return] * * @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created. * * @return {Phaser.Geom.Line} A Line object that corresponds to the bottom of this Rectangle. */ getLineC: function (line) { if (line === undefined) { line = new Line(); } line.setTo(this.right, this.bottom, this.x, this.bottom); return line; }, /** * Returns a Line object that corresponds to the left of this Rectangle. * * @method Phaser.Geom.Rectangle#getLineD * @since 3.0.0 * * @generic {Phaser.Geom.Line} O - [line,$return] * * @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created. * * @return {Phaser.Geom.Line} A Line object that corresponds to the left of this Rectangle. */ getLineD: function (line) { if (line === undefined) { line = new Line(); } line.setTo(this.x, this.bottom, this.x, this.y); return line; }, /** * [description] * * @name Phaser.Geom.Rectangle#left * @type {number} * @since 3.0.0 */ left: { get: function () { return this.x; }, set: function (value) { if (value >= this.right) { this.width = 0; } else { this.width = this.right - value; } this.x = value; } }, /** * [description] * * @name Phaser.Geom.Rectangle#right * @type {number} * @since 3.0.0 */ right: { get: function () { return this.x + this.width; }, set: function (value) { if (value <= this.x) { this.width = 0; } else { this.width = value - this.x; } } }, /** * [description] * * @name Phaser.Geom.Rectangle#top * @type {number} * @since 3.0.0 */ top: { get: function () { return this.y; }, set: function (value) { if (value >= this.bottom) { this.height = 0; } else { this.height = (this.bottom - value); } this.y = value; } }, /** * [description] * * @name Phaser.Geom.Rectangle#bottom * @type {number} * @since 3.0.0 */ bottom: { get: function () { return this.y + this.height; }, set: function (value) { if (value <= this.y) { this.height = 0; } else { this.height = value - this.y; } } }, /** * [description] * * @name Phaser.Geom.Rectangle#centerX * @type {number} * @since 3.0.0 */ centerX: { get: function () { return this.x + (this.width / 2); }, set: function (value) { this.x = value - (this.width / 2); } }, /** * [description] * * @name Phaser.Geom.Rectangle#centerY * @type {number} * @since 3.0.0 */ centerY: { get: function () { return this.y + (this.height / 2); }, set: function (value) { this.y = value - (this.height / 2); } } }); module.exports = Rectangle; /***/ }), /* 54 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Rectangle = __webpack_require__(53); var RotateAround = __webpack_require__(44); var Vector2 = __webpack_require__(3); /** * Provides methods used for obtaining the bounds of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.GetBounds * @since 3.0.0 */ var GetBounds = { /** * Gets the center coordinate of this Game Object, regardless of origin. * The returned point is calculated in local space and does not factor in any parent containers * * @method Phaser.GameObjects.Components.GetBounds#getCenter * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created. * * @return {(Phaser.Math.Vector2|object)} The values stored in the output object. */ getCenter: function (output) { if (output === undefined) { output = new Vector2(); } output.x = this.x - (this.displayWidth * this.originX) + (this.displayWidth / 2); output.y = this.y - (this.displayHeight * this.originY) + (this.displayHeight / 2); return output; }, /** * Gets the top-left corner coordinate of this Game Object, regardless of origin. * The returned point is calculated in local space and does not factor in any parent containers * * @method Phaser.GameObjects.Components.GetBounds#getTopLeft * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created. * @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? * * @return {(Phaser.Math.Vector2|object)} The values stored in the output object. */ getTopLeft: function (output, includeParent) { if (!output) { output = new Vector2(); } if (includeParent === undefined) { includeParent = false; } output.x = this.x - (this.displayWidth * this.originX); output.y = this.y - (this.displayHeight * this.originY); if (this.rotation !== 0) { RotateAround(output, this.x, this.y, this.rotation); } if (includeParent && this.parentContainer) { var parentMatrix = this.parentContainer.getBoundsTransformMatrix(); parentMatrix.transformPoint(output.x, output.y, output); } return output; }, /** * Gets the top-right corner coordinate of this Game Object, regardless of origin. * The returned point is calculated in local space and does not factor in any parent containers * * @method Phaser.GameObjects.Components.GetBounds#getTopRight * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created. * @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? * * @return {(Phaser.Math.Vector2|object)} The values stored in the output object. */ getTopRight: function (output, includeParent) { if (!output) { output = new Vector2(); } if (includeParent === undefined) { includeParent = false; } output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth; output.y = this.y - (this.displayHeight * this.originY); if (this.rotation !== 0) { RotateAround(output, this.x, this.y, this.rotation); } if (includeParent && this.parentContainer) { var parentMatrix = this.parentContainer.getBoundsTransformMatrix(); parentMatrix.transformPoint(output.x, output.y, output); } return output; }, /** * Gets the bottom-left corner coordinate of this Game Object, regardless of origin. * The returned point is calculated in local space and does not factor in any parent containers * * @method Phaser.GameObjects.Components.GetBounds#getBottomLeft * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created. * @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? * * @return {(Phaser.Math.Vector2|object)} The values stored in the output object. */ getBottomLeft: function (output, includeParent) { if (!output) { output = new Vector2(); } if (includeParent === undefined) { includeParent = false; } output.x = this.x - (this.displayWidth * this.originX); output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight; if (this.rotation !== 0) { RotateAround(output, this.x, this.y, this.rotation); } if (includeParent && this.parentContainer) { var parentMatrix = this.parentContainer.getBoundsTransformMatrix(); parentMatrix.transformPoint(output.x, output.y, output); } return output; }, /** * Gets the bottom-right corner coordinate of this Game Object, regardless of origin. * The returned point is calculated in local space and does not factor in any parent containers * * @method Phaser.GameObjects.Components.GetBounds#getBottomRight * @since 3.0.0 * * @generic {Phaser.Math.Vector2} O - [output,$return] * * @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created. * @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector? * * @return {(Phaser.Math.Vector2|object)} The values stored in the output object. */ getBottomRight: function (output, includeParent) { if (!output) { output = new Vector2(); } if (includeParent === undefined) { includeParent = false; } output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth; output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight; if (this.rotation !== 0) { RotateAround(output, this.x, this.y, this.rotation); } if (includeParent && this.parentContainer) { var parentMatrix = this.parentContainer.getBoundsTransformMatrix(); parentMatrix.transformPoint(output.x, output.y, output); } return output; }, /** * Gets the bounds of this Game Object, regardless of origin. * The values are stored and returned in a Rectangle, or Rectangle-like, object. * * @method Phaser.GameObjects.Components.GetBounds#getBounds * @since 3.0.0 * * @generic {Phaser.Geom.Rectangle} O - [output,$return] * * @param {(Phaser.Geom.Rectangle|object)} [output] - An object to store the values in. If not provided a new Rectangle will be created. * * @return {(Phaser.Geom.Rectangle|object)} The values stored in the output object. */ getBounds: function (output) { if (output === undefined) { output = new Rectangle(); } // We can use the output object to temporarily store the x/y coords in: var TLx, TLy, TRx, TRy, BLx, BLy, BRx, BRy; // Instead of doing a check if parent container is // defined per corner we only do it once. if (this.parentContainer) { var parentMatrix = this.parentContainer.getBoundsTransformMatrix(); this.getTopLeft(output); parentMatrix.transformPoint(output.x, output.y, output); TLx = output.x; TLy = output.y; this.getTopRight(output); parentMatrix.transformPoint(output.x, output.y, output); TRx = output.x; TRy = output.y; this.getBottomLeft(output); parentMatrix.transformPoint(output.x, output.y, output); BLx = output.x; BLy = output.y; this.getBottomRight(output); parentMatrix.transformPoint(output.x, output.y, output); BRx = output.x; BRy = output.y; } else { this.getTopLeft(output); TLx = output.x; TLy = output.y; this.getTopRight(output); TRx = output.x; TRy = output.y; this.getBottomLeft(output); BLx = output.x; BLy = output.y; this.getBottomRight(output); BRx = output.x; BRy = output.y; } output.x = Math.min(TLx, TRx, BLx, BRx); output.y = Math.min(TLy, TRy, BLy, BRy); output.width = Math.max(TLx, TRx, BLx, BRx) - output.x; output.height = Math.max(TLy, TRy, BLy, BRy) - output.y; return output; } }; module.exports = GetBounds; /***/ }), /* 55 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for visually flipping a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Flip * @since 3.0.0 */ var Flip = { /** * The horizontally flipped state of the Game Object. * A Game Object that is flipped horizontally will render inversed on the horizontal axis. * Flipping always takes place from the middle of the texture and does not impact the scale value. * * @name Phaser.GameObjects.Components.Flip#flipX * @type {boolean} * @default false * @since 3.0.0 */ flipX: false, /** * The vertically flipped state of the Game Object. * A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down) * Flipping always takes place from the middle of the texture and does not impact the scale value. * * @name Phaser.GameObjects.Components.Flip#flipY * @type {boolean} * @default false * @since 3.0.0 */ flipY: false, /** * Toggles the horizontal flipped state of this Game Object. * * @method Phaser.GameObjects.Components.Flip#toggleFlipX * @since 3.0.0 * * @return {this} This Game Object instance. */ toggleFlipX: function () { this.flipX = !this.flipX; return this; }, /** * Toggles the vertical flipped state of this Game Object. * * @method Phaser.GameObjects.Components.Flip#toggleFlipY * @since 3.0.0 * * @return {this} This Game Object instance. */ toggleFlipY: function () { this.flipY = !this.flipY; return this; }, /** * Sets the horizontal flipped state of this Game Object. * * @method Phaser.GameObjects.Components.Flip#setFlipX * @since 3.0.0 * * @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped. * * @return {this} This Game Object instance. */ setFlipX: function (value) { this.flipX = value; return this; }, /** * Sets the vertical flipped state of this Game Object. * * @method Phaser.GameObjects.Components.Flip#setFlipY * @since 3.0.0 * * @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped. * * @return {this} This Game Object instance. */ setFlipY: function (value) { this.flipY = value; return this; }, /** * Sets the horizontal and vertical flipped state of this Game Object. * * @method Phaser.GameObjects.Components.Flip#setFlip * @since 3.0.0 * * @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped. * @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped. * * @return {this} This Game Object instance. */ setFlip: function (x, y) { this.flipX = x; this.flipY = y; return this; }, /** * Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state. * * @method Phaser.GameObjects.Components.Flip#resetFlip * @since 3.0.0 * * @return {this} This Game Object instance. */ resetFlip: function () { this.flipX = false; this.flipY = false; return this; } }; module.exports = Flip; /***/ }), /* 56 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for setting the depth of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Depth * @since 3.0.0 */ var Depth = { /** * Private internal value. Holds the depth of the Game Object. * * @name Phaser.GameObjects.Components.Depth#_depth * @type {integer} * @private * @default 0 * @since 3.0.0 */ _depth: 0, /** * The depth of this Game Object within the Scene. * * The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order * of Game Objects, without actually moving their position in the display list. * * The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth * value will always render in front of one with a lower value. * * Setting the depth will queue a depth sort event within the Scene. * * @name Phaser.GameObjects.Components.Depth#depth * @type {number} * @since 3.0.0 */ depth: { get: function () { return this._depth; }, set: function (value) { this.scene.sys.queueDepthSort(); this._depth = value; } }, /** * The depth of this Game Object within the Scene. * * The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order * of Game Objects, without actually moving their position in the display list. * * The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth * value will always render in front of one with a lower value. * * Setting the depth will queue a depth sort event within the Scene. * * @method Phaser.GameObjects.Components.Depth#setDepth * @since 3.0.0 * * @param {integer} value - The depth of this Game Object. * * @return {this} This Game Object instance. */ setDepth: function (value) { if (value === undefined) { value = 0; } this.depth = value; return this; } }; module.exports = Depth; /***/ }), /* 57 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for getting and setting the texture of a Game Object. * * @name Phaser.GameObjects.Components.Crop * @since 3.12.0 */ var Crop = { /** * The Texture this Game Object is using to render with. * * @name Phaser.GameObjects.Components.Crop#texture * @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture} * @since 3.0.0 */ texture: null, /** * The Texture Frame this Game Object is using to render with. * * @name Phaser.GameObjects.Components.Crop#frame * @type {Phaser.Textures.Frame} * @since 3.0.0 */ frame: null, /** * A boolean flag indicating if this Game Object is being cropped or not. * You can toggle this at any time after `setCrop` has been called, to turn cropping on or off. * Equally, calling `setCrop` with no arguments will reset the crop and disable it. * * @name Phaser.GameObjects.Components.Crop#isCropped * @type {boolean} * @since 3.11.0 */ isCropped: false, /** * Applies a crop to a texture based Game Object, such as a Sprite or Image. * * The crop is a rectangle that limits the area of the texture frame that is visible during rendering. * * Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just * changes what is shown when rendered. * * The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left. * * Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left * half of it, you could call `setCrop(0, 0, 400, 600)`. * * It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop * an area of 200x100 when applied to a Game Object that had a scale factor of 2. * * You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument. * * Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`. * * You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow * the renderer to skip several internal calculations. * * @method Phaser.GameObjects.Components.Crop#setCrop * @since 3.11.0 * * @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored. * @param {number} [y] - The y coordinate to start the crop from. * @param {number} [width] - The width of the crop rectangle in pixels. * @param {number} [height] - The height of the crop rectangle in pixels. * * @return {this} This Game Object instance. */ setCrop: function (x, y, width, height) { if (x === undefined) { this.isCropped = false; } else if (this.frame) { if (typeof x === 'number') { this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY); } else { var rect = x; this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY); } this.isCropped = true; } return this; }, /** * Internal method that returns a blank, well-formed crop object for use by a Game Object. * * @method Phaser.GameObjects.Components.Crop#resetCropObject * @private * @since 3.12.0 * * @return {object} The crop object. */ resetCropObject: function () { return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 }; } }; module.exports = Crop; /***/ }), /* 58 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for calculating and setting the size of a non-Frame based Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.ComputedSize * @since 3.0.0 */ var ComputedSize = { /** * The native (un-scaled) width of this Game Object. * * Changing this value will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or use * the `displayWidth` property. * * @name Phaser.GameObjects.Components.ComputedSize#width * @type {number} * @since 3.0.0 */ width: 0, /** * The native (un-scaled) height of this Game Object. * * Changing this value will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or use * the `displayHeight` property. * * @name Phaser.GameObjects.Components.ComputedSize#height * @type {number} * @since 3.0.0 */ height: 0, /** * The displayed width of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.Components.ComputedSize#displayWidth * @type {number} * @since 3.0.0 */ displayWidth: { get: function () { return this.scaleX * this.width; }, set: function (value) { this.scaleX = value / this.width; } }, /** * The displayed height of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.Components.ComputedSize#displayHeight * @type {number} * @since 3.0.0 */ displayHeight: { get: function () { return this.scaleY * this.height; }, set: function (value) { this.scaleY = value / this.height; } }, /** * Sets the internal size of this Game Object, as used for frame or physics body creation. * * This will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or call the * `setDisplaySize` method, which is the same thing as changing the scale but allows you * to do so by giving pixel values. * * If you have enabled this Game Object for input, changing the size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.Components.ComputedSize#setSize * @since 3.4.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setSize: function (width, height) { this.width = width; this.height = height; return this; }, /** * Sets the display size of this Game Object. * * Calling this will adjust the scale. * * @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize * @since 3.4.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setDisplaySize: function (width, height) { this.displayWidth = width; this.displayHeight = height; return this; } }; module.exports = ComputedSize; /***/ }), /* 59 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BlendModes = __webpack_require__(18); /** * Provides methods used for setting the blend mode of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.BlendMode * @since 3.0.0 */ var BlendMode = { /** * Private internal value. Holds the current blend mode. * * @name Phaser.GameObjects.Components.BlendMode#_blendMode * @type {integer} * @private * @default 0 * @since 3.0.0 */ _blendMode: BlendModes.NORMAL, /** * Sets the Blend Mode being used by this Game Object. * * This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) * * Under WebGL only the following Blend Modes are available: * * * ADD * * MULTIPLY * * SCREEN * * Canvas has more available depending on browser support. * * You can also create your own custom Blend Modes in WebGL. * * Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending * on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these * reasons try to be careful about the construction of your Scene and the frequency of which blend modes * are used. * * @name Phaser.GameObjects.Components.BlendMode#blendMode * @type {(Phaser.BlendModes|string)} * @since 3.0.0 */ blendMode: { get: function () { return this._blendMode; }, set: function (value) { if (typeof value === 'string') { value = BlendModes[value]; } value |= 0; if (value >= -1) { this._blendMode = value; } } }, /** * Sets the Blend Mode being used by this Game Object. * * This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) * * Under WebGL only the following Blend Modes are available: * * * ADD * * MULTIPLY * * SCREEN * * Canvas has more available depending on browser support. * * You can also create your own custom Blend Modes in WebGL. * * Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending * on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these * reasons try to be careful about the construction of your Scene and the frequency of which blend modes * are used. * * @method Phaser.GameObjects.Components.BlendMode#setBlendMode * @since 3.0.0 * * @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST. * * @return {this} This Game Object instance. */ setBlendMode: function (value) { this.blendMode = value; return this; } }; module.exports = BlendMode; /***/ }), /* 60 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * This event is dispatched when an animation starts playing. * * @event Phaser.GameObjects.Components.Animation#onStartEvent * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. */ /** * This event is dispatched when an animation repeats. * * @event Phaser.GameObjects.Components.Animation#onRepeatEvent * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. * @param {integer} repeatCount - The number of times this animation has repeated. */ /** * This event is dispatched when an animation updates. This happens when the animation frame changes, * based on the animation frame rate and other factors like timeScale and delay. * * @event Phaser.GameObjects.Components.Animation#onUpdateEvent * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. */ /** * This event is dispatched when an animation completes playing, either naturally or via Animation.stop. * * @event Phaser.GameObjects.Components.Animation#onCompleteEvent * @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation. * @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame. */ /** * @classdesc * A Game Object Animation Controller. * * This controller lives as an instance within a Game Object, accessible as `sprite.anims`. * * @class Animation * @memberOf Phaser.GameObjects.Components * @constructor * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs. */ var Animation = new Class({ initialize: function Animation (parent) { /** * The Game Object to which this animation controller belongs. * * @name Phaser.GameObjects.Components.Animation#parent * @type {Phaser.GameObjects.GameObject} * @since 3.0.0 */ this.parent = parent; /** * A reference to the global Animation Manager. * * @name Phaser.GameObjects.Components.Animation#animationManager * @type {Phaser.Animations.AnimationManager} * @since 3.0.0 */ this.animationManager = parent.scene.sys.anims; this.animationManager.once('remove', this.remove, this); /** * Is an animation currently playing or not? * * @name Phaser.GameObjects.Components.Animation#isPlaying * @type {boolean} * @default false * @since 3.0.0 */ this.isPlaying = false; /** * The current Animation loaded into this Animation Controller. * * @name Phaser.GameObjects.Components.Animation#currentAnim * @type {?Phaser.Animations.Animation} * @default null * @since 3.0.0 */ this.currentAnim = null; /** * The current AnimationFrame being displayed by this Animation Controller. * * @name Phaser.GameObjects.Components.Animation#currentFrame * @type {?Phaser.Animations.AnimationFrame} * @default null * @since 3.0.0 */ this.currentFrame = null; /** * Time scale factor. * * @name Phaser.GameObjects.Components.Animation#_timeScale * @type {number} * @private * @default 1 * @since 3.0.0 */ this._timeScale = 1; /** * The frame rate of playback in frames per second. * The default is 24 if the `duration` property is `null`. * * @name Phaser.GameObjects.Components.Animation#frameRate * @type {number} * @default 0 * @since 3.0.0 */ this.frameRate = 0; /** * How long the animation should play for, in milliseconds. * If the `frameRate` property has been set then it overrides this value, * otherwise the `frameRate` is derived from `duration`. * * @name Phaser.GameObjects.Components.Animation#duration * @type {number} * @default 0 * @since 3.0.0 */ this.duration = 0; /** * ms per frame, not including frame specific modifiers that may be present in the Animation data. * * @name Phaser.GameObjects.Components.Animation#msPerFrame * @type {number} * @default 0 * @since 3.0.0 */ this.msPerFrame = 0; /** * Skip frames if the time lags, or always advanced anyway? * * @name Phaser.GameObjects.Components.Animation#skipMissedFrames * @type {boolean} * @default true * @since 3.0.0 */ this.skipMissedFrames = true; /** * A delay before starting playback, in milliseconds. * * @name Phaser.GameObjects.Components.Animation#_delay * @type {number} * @private * @default 0 * @since 3.0.0 */ this._delay = 0; /** * Number of times to repeat the animation (-1 for infinity) * * @name Phaser.GameObjects.Components.Animation#_repeat * @type {number} * @private * @default 0 * @since 3.0.0 */ this._repeat = 0; /** * Delay before the repeat starts, in milliseconds. * * @name Phaser.GameObjects.Components.Animation#_repeatDelay * @type {number} * @private * @default 0 * @since 3.0.0 */ this._repeatDelay = 0; /** * Should the animation yoyo? (reverse back down to the start) before repeating? * * @name Phaser.GameObjects.Components.Animation#_yoyo * @type {boolean} * @private * @default false * @since 3.0.0 */ this._yoyo = false; /** * Will the playhead move forwards (`true`) or in reverse (`false`). * * @name Phaser.GameObjects.Components.Animation#forward * @type {boolean} * @default true * @since 3.0.0 */ this.forward = true; /** * An Internal trigger that's play the animation in reverse mode ('true') or not ('false'), * needed because forward can be changed by yoyo feature. * * @name Phaser.GameObjects.Components.Animation#forward * @type {boolean} * @default false * @since 3.12.0 */ this._reverse = false; /** * Internal time overflow accumulator. * * @name Phaser.GameObjects.Components.Animation#accumulator * @type {number} * @default 0 * @since 3.0.0 */ this.accumulator = 0; /** * The time point at which the next animation frame will change. * * @name Phaser.GameObjects.Components.Animation#nextTick * @type {number} * @default 0 * @since 3.0.0 */ this.nextTick = 0; /** * An internal counter keeping track of how many repeats are left to play. * * @name Phaser.GameObjects.Components.Animation#repeatCounter * @type {number} * @default 0 * @since 3.0.0 */ this.repeatCounter = 0; /** * An internal flag keeping track of pending repeats. * * @name Phaser.GameObjects.Components.Animation#pendingRepeat * @type {boolean} * @default false * @since 3.0.0 */ this.pendingRepeat = false; /** * Is the Animation paused? * * @name Phaser.GameObjects.Components.Animation#_paused * @type {boolean} * @private * @default false * @since 3.0.0 */ this._paused = false; /** * Was the animation previously playing before being paused? * * @name Phaser.GameObjects.Components.Animation#_wasPlaying * @type {boolean} * @private * @default false * @since 3.0.0 */ this._wasPlaying = false; /** * Internal property tracking if this Animation is waiting to stop. * * 0 = No * 1 = Waiting for ms to pass * 2 = Waiting for repeat * 3 = Waiting for specific frame * * @name Phaser.GameObjects.Components.Animation#_pendingStop * @type {integer} * @private * @since 3.4.0 */ this._pendingStop = 0; /** * Internal property used by _pendingStop. * * @name Phaser.GameObjects.Components.Animation#_pendingStopValue * @type {any} * @private * @since 3.4.0 */ this._pendingStopValue; }, /** * Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback. * * @method Phaser.GameObjects.Components.Animation#setDelay * @since 3.4.0 * * @param {integer} [value=0] - The amount of time, in milliseconds, to wait before starting playback. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ setDelay: function (value) { if (value === undefined) { value = 0; } this._delay = value; return this.parent; }, /** * Gets the amount of time, in milliseconds that the animation will be delayed before starting playback. * * @method Phaser.GameObjects.Components.Animation#getDelay * @since 3.4.0 * * @return {integer} The amount of time, in milliseconds, the Animation will wait before starting playback. */ getDelay: function () { return this._delay; }, /** * Waits for the specified delay, in milliseconds, then starts playback of the requested animation. * * @method Phaser.GameObjects.Components.Animation#delayedPlay * @since 3.0.0 * * @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing. * @param {string} key - The key of the animation to play. * @param {integer} [startFrame=0] - The frame of the animation to start from. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ delayedPlay: function (delay, key, startFrame) { this.play(key, true, startFrame); this.nextTick += delay; return this.parent; }, /** * Returns the key of the animation currently loaded into this component. * * @method Phaser.GameObjects.Components.Animation#getCurrentKey * @since 3.0.0 * * @return {string} The key of the Animation loaded into this component. */ getCurrentKey: function () { if (this.currentAnim) { return this.currentAnim.key; } }, /** * Internal method used to load an animation into this component. * * @method Phaser.GameObjects.Components.Animation#load * @protected * @since 3.0.0 * * @param {string} key - The key of the animation to load. * @param {integer} [startFrame=0] - The start frame of the animation to load. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ load: function (key, startFrame) { if (startFrame === undefined) { startFrame = 0; } if (this.isPlaying) { this.stop(); } // Load the new animation in this.animationManager.load(this, key, startFrame); return this.parent; }, /** * Pause the current animation and set the `isPlaying` property to `false`. * You can optionally pause it at a specific frame. * * @method Phaser.GameObjects.Components.Animation#pause * @since 3.0.0 * * @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ pause: function (atFrame) { if (!this._paused) { this._paused = true; this._wasPlaying = this.isPlaying; this.isPlaying = false; } if (atFrame !== undefined) { this.updateFrame(atFrame); } return this.parent; }, /** * Resumes playback of a paused animation and sets the `isPlaying` property to `true`. * You can optionally tell it to start playback from a specific frame. * * @method Phaser.GameObjects.Components.Animation#resume * @since 3.0.0 * * @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ resume: function (fromFrame) { if (this._paused) { this._paused = false; this.isPlaying = this._wasPlaying; } if (fromFrame !== undefined) { this.updateFrame(fromFrame); } return this.parent; }, /** * `true` if the current animation is paused, otherwise `false`. * * @name Phaser.GameObjects.Components.Animation#isPaused * @readOnly * @type {boolean} * @since 3.4.0 */ isPaused: { get: function () { return this._paused; } }, /** * Plays an Animation on the Game Object that owns this Animation Component. * * @method Phaser.GameObjects.Components.Animation#play * @fires Phaser.GameObjects.Components.Animation#onStartEvent * @since 3.0.0 * * @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager. * @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call. * @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ play: function (key, ignoreIfPlaying, startFrame) { if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; } if (startFrame === undefined) { startFrame = 0; } if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key) { return this.parent; } this.forward = true; this._reverse = false; return this._startAnimation(key, startFrame); }, /** * Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component. * * @method Phaser.GameObjects.Components.Animation#playReverse * @fires Phaser.GameObjects.Components.Animation#onStartEvent * @since 3.12.0 * * @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager. * @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call. * @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ playReverse: function (key, ignoreIfPlaying, startFrame) { if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; } if (startFrame === undefined) { startFrame = 0; } if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key) { return this.parent; } this.forward = false; this._reverse = true; return this._startAnimation(key, startFrame); }, /** * Load an Animation and fires 'onStartEvent' event, * extracted from 'play' method * * @method Phaser.GameObjects.Components.Animation#_startAnimation * @fires Phaser.GameObjects.Components.Animation#onStartEvent * @since 3.12.0 * * @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager. * @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ _startAnimation: function (key, startFrame) { this.load(key, startFrame); var anim = this.currentAnim; var gameObject = this.parent; // Should give us 9,007,199,254,740,991 safe repeats this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat; anim.getFirstTick(this); this.isPlaying = true; this.pendingRepeat = false; if (anim.showOnStart) { gameObject.visible = true; } gameObject.emit('animationstart', this.currentAnim, this.currentFrame); return gameObject; }, /** * Reverse an Animation that is already playing on the Game Object. * * @method Phaser.GameObjects.Components.Animation#reverse * @since 3.12.0 * * @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ reverse: function (key) { if (!this.isPlaying || this.currentAnim.key !== key) { return this.parent; } this._reverse = !this._reverse; this.forward = !this.forward; return this.parent; }, /** * Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos. * If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different * because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does. * * @method Phaser.GameObjects.Components.Animation#getProgress * @since 3.4.0 * * @return {number} The progress of the current animation, between 0 and 1. */ getProgress: function () { var p = this.currentFrame.progress; if (!this.forward) { p = 1 - p; } return p; }, /** * Takes a value between 0 and 1 and uses it to set how far this animation is through playback. * Does not factor in repeats or yoyos, but does handle playing forwards or backwards. * * @method Phaser.GameObjects.Components.Animation#setProgress * @since 3.4.0 * * @param {number} [value=0] - The progress value, between 0 and 1. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ setProgress: function (value) { if (!this.forward) { value = 1 - value; } this.setCurrentFrame(this.currentAnim.getFrameByProgress(value)); return this.parent; }, /** * Handle the removal of an animation from the Animation Manager. * * @method Phaser.GameObjects.Components.Animation#remove * @since 3.0.0 * * @param {string} [key] - The key of the removed Animation. * @param {Phaser.Animations.Animation} [animation] - The removed Animation. */ remove: function (key, animation) { if (animation === undefined) { animation = this.currentAnim; } if (this.isPlaying && animation.key === this.currentAnim.key) { this.stop(); this.setCurrentFrame(this.currentAnim.frames[0]); } }, /** * Gets the number of times that the animation will repeat * after its first iteration. For example, if returns 1, the animation will * play a total of twice (the initial play plus 1 repeat). * A value of -1 means the animation will repeat indefinitely. * * @method Phaser.GameObjects.Components.Animation#getRepeat * @since 3.4.0 * * @return {integer} The number of times that the animation will repeat. */ getRepeat: function () { return this._repeat; }, /** * Sets the number of times that the animation should repeat * after its first iteration. For example, if repeat is 1, the animation will * play a total of twice (the initial play plus 1 repeat). * To repeat indefinitely, use -1. repeat should always be an integer. * * @method Phaser.GameObjects.Components.Animation#setRepeat * @since 3.4.0 * * @param {integer} value - The number of times that the animation should repeat. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ setRepeat: function (value) { this._repeat = value; this.repeatCounter = 0; return this.parent; }, /** * Gets the amount of delay between repeats, if any. * * @method Phaser.GameObjects.Components.Animation#getRepeatDelay * @since 3.4.0 * * @return {number} The delay between repeats. */ getRepeatDelay: function () { return this._repeatDelay; }, /** * Sets the amount of time in seconds between repeats. * For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially, * then wait for 10 seconds before repeating, then play again, then wait another 10 seconds * before doing its final repeat. * * @method Phaser.GameObjects.Components.Animation#setRepeatDelay * @since 3.4.0 * * @param {number} value - The delay to wait between repeats, in seconds. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ setRepeatDelay: function (value) { this._repeatDelay = value; return this.parent; }, /** * Restarts the current animation from its beginning, optionally including its delay value. * * @method Phaser.GameObjects.Components.Animation#restart * @since 3.0.0 * * @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ restart: function (includeDelay) { if (includeDelay === undefined) { includeDelay = false; } this.currentAnim.getFirstTick(this, includeDelay); this.forward = true; this.isPlaying = true; this.pendingRepeat = false; this._paused = false; // Set frame this.updateFrame(this.currentAnim.frames[0]); return this.parent; }, /** * Immediately stops the current animation from playing and dispatches the `animationcomplete` event. * * @method Phaser.GameObjects.Components.Animation#stop * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent * @since 3.0.0 * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ stop: function () { this._pendingStop = 0; this.isPlaying = false; var gameObject = this.parent; gameObject.emit('animationcomplete', this.currentAnim, this.currentFrame); return gameObject; }, /** * Stops the current animation from playing after the specified time delay, given in milliseconds. * * @method Phaser.GameObjects.Components.Animation#stopAfterDelay * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent * @since 3.4.0 * * @param {integer} delay - The number of milliseconds to wait before stopping this animation. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ stopAfterDelay: function (delay) { this._pendingStop = 1; this._pendingStopValue = delay; return this.parent; }, /** * Stops the current animation from playing when it next repeats. * * @method Phaser.GameObjects.Components.Animation#stopOnRepeat * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent * @since 3.4.0 * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ stopOnRepeat: function () { this._pendingStop = 2; return this.parent; }, /** * Stops the current animation from playing when it next sets the given frame. * If this frame doesn't exist within the animation it will not stop it from playing. * * @method Phaser.GameObjects.Components.Animation#stopOnFrame * @fires Phaser.GameObjects.Components.Animation#onCompleteEvent * @since 3.4.0 * * @param {Phaser.Animations.AnimationFrame} delay - The frame to check before stopping this animation. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ stopOnFrame: function (frame) { this._pendingStop = 3; this._pendingStopValue = frame; return this.parent; }, /** * Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default. * Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc. * * @method Phaser.GameObjects.Components.Animation#setTimeScale * @since 3.4.0 * * @param {number} [value=1] - The time scale factor, where 1 is no change, 0.5 is half speed, etc. * * @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component. */ setTimeScale: function (value) { if (value === undefined) { value = 1; } this._timeScale = value; return this.parent; }, /** * Gets the Time Scale factor. * * @method Phaser.GameObjects.Components.Animation#getTimeScale * @since 3.4.0 * * @return {number} The Time Scale value. */ getTimeScale: function () { return this._timeScale; }, /** * Returns the total number of frames in this animation. * * @method Phaser.GameObjects.Components.Animation#getTotalFrames * @since 3.4.0 * * @return {integer} The total number of frames in this animation. */ getTotalFrames: function () { return this.currentAnim.frames.length; }, /** * The internal update loop for the Animation Component. * * @method Phaser.GameObjects.Components.Animation#update * @since 3.0.0 * * @param {number} time - The current timestamp. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ update: function (time, delta) { if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused) { return; } this.accumulator += delta * this._timeScale; if (this._pendingStop === 1) { this._pendingStopValue -= delta; if (this._pendingStopValue <= 0) { return this.currentAnim.completeAnimation(this); } } if (this.accumulator >= this.nextTick) { this.currentAnim.setFrame(this); } }, /** * Sets the given Animation Frame as being the current frame * and applies it to the parent Game Object, adjusting its size and origin as needed. * * @method Phaser.GameObjects.Components.Animation#setCurrentFrame * @since 3.4.0 * * @param {Phaser.Animations.AnimationFrame} animationFrame - The Animation Frame to set as being current. * * @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to. */ setCurrentFrame: function (animationFrame) { var gameObject = this.parent; this.currentFrame = animationFrame; gameObject.texture = animationFrame.frame.texture; gameObject.frame = animationFrame.frame; gameObject.setSizeToFrame(); if (animationFrame.frame.customPivot) { gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY); } else { gameObject.updateDisplayOrigin(); } return gameObject; }, /** * Internal frame change handler. * * @method Phaser.GameObjects.Components.Animation#updateFrame * @fires Phaser.GameObjects.Components.Animation#onUpdateEvent * @private * @since 3.0.0 * * @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to. */ updateFrame: function (animationFrame) { var gameObject = this.setCurrentFrame(animationFrame); if (this.isPlaying) { if (animationFrame.setAlpha) { gameObject.alpha = animationFrame.alpha; } var anim = this.currentAnim; gameObject.emit('animationupdate', anim, animationFrame); if (this._pendingStop === 3 && this._pendingStopValue === animationFrame) { this.currentAnim.completeAnimation(this); } } }, /** * Sets if the current Animation will yoyo when it reaches the end. * A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again. * * @method Phaser.GameObjects.Components.Animation#setYoyo * @since 3.4.0 * * @param {boolean} [value=false] - `true` if the animation should yoyo, `false` to not. * * @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to. */ setYoyo: function (value) { if (value === undefined) { value = false; } this._yoyo = value; return this.parent; }, /** * Gets if the current Animation will yoyo when it reaches the end. * A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again. * * @method Phaser.GameObjects.Components.Animation#getYoyo * @since 3.4.0 * * @return {boolean} `true` if the animation is set to yoyo, `false` if not. */ getYoyo: function () { return this._yoyo; }, /** * Destroy this Animation component. * * Unregisters event listeners and cleans up its references. * * @method Phaser.GameObjects.Components.Animation#destroy * @since 3.0.0 */ destroy: function () { this.animationManager.off('remove', this.remove, this); this.animationManager = null; this.parent = null; this.currentAnim = null; this.currentFrame = null; } }); module.exports = Animation; /***/ }), /* 61 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Force a value within the boundaries by clamping it to the range `min`, `max`. * * @function Phaser.Math.Clamp * @since 3.0.0 * * @param {number} value - The value to be clamped. * @param {number} min - The minimum bounds. * @param {number} max - The maximum bounds. * * @return {number} The clamped value. */ var Clamp = function (value, min, max) { return Math.max(min, Math.min(max, value)); }; module.exports = Clamp; /***/ }), /* 62 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Clamp = __webpack_require__(61); // bitmask flag for GameObject.renderMask var _FLAG = 2; // 0010 /** * Provides methods used for setting the alpha properties of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Alpha * @since 3.0.0 */ var Alpha = { /** * Private internal value. Holds the global alpha value. * * @name Phaser.GameObjects.Components.Alpha#_alpha * @type {number} * @private * @default 1 * @since 3.0.0 */ _alpha: 1, /** * Private internal value. Holds the top-left alpha value. * * @name Phaser.GameObjects.Components.Alpha#_alphaTL * @type {number} * @private * @default 1 * @since 3.0.0 */ _alphaTL: 1, /** * Private internal value. Holds the top-right alpha value. * * @name Phaser.GameObjects.Components.Alpha#_alphaTR * @type {number} * @private * @default 1 * @since 3.0.0 */ _alphaTR: 1, /** * Private internal value. Holds the bottom-left alpha value. * * @name Phaser.GameObjects.Components.Alpha#_alphaBL * @type {number} * @private * @default 1 * @since 3.0.0 */ _alphaBL: 1, /** * Private internal value. Holds the bottom-right alpha value. * * @name Phaser.GameObjects.Components.Alpha#_alphaBR * @type {number} * @private * @default 1 * @since 3.0.0 */ _alphaBR: 1, /** * Clears all alpha values associated with this Game Object. * * Immediately sets the alpha levels back to 1 (fully opaque). * * @method Phaser.GameObjects.Components.Alpha#clearAlpha * @since 3.0.0 * * @return {this} This Game Object instance. */ clearAlpha: function () { return this.setAlpha(1); }, /** * Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. * Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. * * If your game is running under WebGL you can optionally specify four different alpha values, each of which * correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used. * * @method Phaser.GameObjects.Components.Alpha#setAlpha * @since 3.0.0 * * @param {number} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object. * @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only. * @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only. * @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only. * * @return {this} This Game Object instance. */ setAlpha: function (topLeft, topRight, bottomLeft, bottomRight) { if (topLeft === undefined) { topLeft = 1; } // Treat as if there is only one alpha value for the whole Game Object if (topRight === undefined) { this.alpha = topLeft; } else { this._alphaTL = Clamp(topLeft, 0, 1); this._alphaTR = Clamp(topRight, 0, 1); this._alphaBL = Clamp(bottomLeft, 0, 1); this._alphaBR = Clamp(bottomRight, 0, 1); } return this; }, /** * The alpha value of the Game Object. * * This is a global value, impacting the entire Game Object, not just a region of it. * * @name Phaser.GameObjects.Components.Alpha#alpha * @type {number} * @since 3.0.0 */ alpha: { get: function () { return this._alpha; }, set: function (value) { var v = Clamp(value, 0, 1); this._alpha = v; this._alphaTL = v; this._alphaTR = v; this._alphaBL = v; this._alphaBR = v; if (v === 0) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } } }, /** * The alpha value starting from the top-left of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Alpha#alphaTopLeft * @type {number} * @webglOnly * @since 3.0.0 */ alphaTopLeft: { get: function () { return this._alphaTL; }, set: function (value) { var v = Clamp(value, 0, 1); this._alphaTL = v; if (v !== 0) { this.renderFlags |= _FLAG; } } }, /** * The alpha value starting from the top-right of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Alpha#alphaTopRight * @type {number} * @webglOnly * @since 3.0.0 */ alphaTopRight: { get: function () { return this._alphaTR; }, set: function (value) { var v = Clamp(value, 0, 1); this._alphaTR = v; if (v !== 0) { this.renderFlags |= _FLAG; } } }, /** * The alpha value starting from the bottom-left of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft * @type {number} * @webglOnly * @since 3.0.0 */ alphaBottomLeft: { get: function () { return this._alphaBL; }, set: function (value) { var v = Clamp(value, 0, 1); this._alphaBL = v; if (v !== 0) { this.renderFlags |= _FLAG; } } }, /** * The alpha value starting from the bottom-right of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * * @name Phaser.GameObjects.Components.Alpha#alphaBottomRight * @type {number} * @webglOnly * @since 3.0.0 */ alphaBottomRight: { get: function () { return this._alphaBR; }, set: function (value) { var v = Clamp(value, 0, 1); this._alphaBR = v; if (v !== 0) { this.renderFlags |= _FLAG; } } } }; module.exports = Alpha; /***/ }), /* 63 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @callback EachSetCallback * @generic E - [entry] * * @param {*} entry - [description] * @param {number} index - [description] * * @return {?boolean} [description] */ /** * @classdesc * A Set is a collection of unique elements. * * @class Set * @memberOf Phaser.Structs * @constructor * @since 3.0.0 * * @generic T * @genericUse {T[]} - [elements] * * @param {Array.<*>} [elements] - [description] */ var Set = new Class({ initialize: function Set (elements) { /** * [description] * * @genericUse {T[]} - [$type] * * @name Phaser.Structs.Set#entries * @type {Array.<*>} * @default [] * @since 3.0.0 */ this.entries = []; if (Array.isArray(elements)) { for (var i = 0; i < elements.length; i++) { this.set(elements[i]); } } }, /** * [description] * * @method Phaser.Structs.Set#set * @since 3.0.0 * * @genericUse {T} - [value] * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {*} value - [description] * * @return {Phaser.Structs.Set} This Set object. */ set: function (value) { if (this.entries.indexOf(value) === -1) { this.entries.push(value); } return this; }, /** * [description] * * @method Phaser.Structs.Set#get * @since 3.0.0 * * @genericUse {T} - [value,$return] * * @param {string} property - [description] * @param {*} value - [description] * * @return {*} [description] */ get: function (property, value) { for (var i = 0; i < this.entries.length; i++) { var entry = this.entries[i]; if (entry[property] === value) { return entry; } } }, /** * [description] * * @method Phaser.Structs.Set#getArray * @since 3.0.0 * * @genericUse {T[]} - [$return] * * @return {Array.<*>} [description] */ getArray: function () { return this.entries.slice(0); }, /** * [description] * * @method Phaser.Structs.Set#delete * @since 3.0.0 * * @genericUse {T} - [value] * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {*} value - [description] * * @return {Phaser.Structs.Set} This Set object. */ delete: function (value) { var index = this.entries.indexOf(value); if (index > -1) { this.entries.splice(index, 1); } return this; }, /** * [description] * * @method Phaser.Structs.Set#dump * @since 3.0.0 */ dump: function () { // eslint-disable-next-line no-console console.group('Set'); for (var i = 0; i < this.entries.length; i++) { var entry = this.entries[i]; console.log(entry); } // eslint-disable-next-line no-console console.groupEnd(); }, /** * For when you know this Set will be modified during the iteration. * * @method Phaser.Structs.Set#each * @since 3.0.0 * * @genericUse {EachSetCallback.} - [callback] * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {EachSetCallback} callback - [description] * @param {*} callbackScope - [description] * * @return {Phaser.Structs.Set} This Set object. */ each: function (callback, callbackScope) { var i; var temp = this.entries.slice(); var len = temp.length; if (callbackScope) { for (i = 0; i < len; i++) { if (callback.call(callbackScope, temp[i], i) === false) { break; } } } else { for (i = 0; i < len; i++) { if (callback(temp[i], i) === false) { break; } } } return this; }, /** * For when you absolutely know this Set won't be modified during the iteration. * * @method Phaser.Structs.Set#iterate * @since 3.0.0 * * @genericUse {EachSetCallback.} - [callback] * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {EachSetCallback} callback - [description] * @param {*} [callbackScope] - [description] * * @return {Phaser.Structs.Set} This Set object. */ iterate: function (callback, callbackScope) { var i; var len = this.entries.length; if (callbackScope) { for (i = 0; i < len; i++) { if (callback.call(callbackScope, this.entries[i], i) === false) { break; } } } else { for (i = 0; i < len; i++) { if (callback(this.entries[i], i) === false) { break; } } } return this; }, /** * [description] * * @method Phaser.Structs.Set#iterateLocal * @since 3.0.0 * * @genericUse {Phaser.Structs.Set.} - [$return] * * @param {string} callbackKey - [description] * @param {...*} [args] - Additional arguments that will be passed to the callback, after the child. * * @return {Phaser.Structs.Set} This Set object. */ iterateLocal: function (callbackKey) { var i; var args = []; for (i = 1; i < arguments.length; i++) { args.push(arguments[i]); } var len = this.entries.length; for (i = 0; i < len; i++) { var entry = this.entries[i]; entry[callbackKey].apply(entry, args); } return this; }, /** * [description] * * @method Phaser.Structs.Set#clear * @since 3.0.0 * * @genericUse {Phaser.Structs.Set.} - [$return] * * @return {Phaser.Structs.Set} This Set object. */ clear: function () { this.entries.length = 0; return this; }, /** * [description] * * @method Phaser.Structs.Set#contains * @since 3.0.0 * * @genericUse {T} - [value] * * @param {*} value - [description] * * @return {boolean} [description] */ contains: function (value) { return (this.entries.indexOf(value) > -1); }, /** * [description] * * @method Phaser.Structs.Set#union * @since 3.0.0 * * @genericUse {Phaser.Structs.Set.} - [set,$return] * * @param {Phaser.Structs.Set} set - [description] * * @return {Phaser.Structs.Set} [description] */ union: function (set) { var newSet = new Set(); set.entries.forEach(function (value) { newSet.set(value); }); this.entries.forEach(function (value) { newSet.set(value); }); return newSet; }, /** * [description] * * @method Phaser.Structs.Set#intersect * @since 3.0.0 * * @genericUse {Phaser.Structs.Set.} - [set,$return] * * @param {Phaser.Structs.Set} set - [description] * * @return {Phaser.Structs.Set} [description] */ intersect: function (set) { var newSet = new Set(); this.entries.forEach(function (value) { if (set.contains(value)) { newSet.set(value); } }); return newSet; }, /** * [description] * * @method Phaser.Structs.Set#difference * @since 3.0.0 * * @genericUse {Phaser.Structs.Set.} - [set,$return] * * @param {Phaser.Structs.Set} set - [description] * * @return {Phaser.Structs.Set} [description] */ difference: function (set) { var newSet = new Set(); this.entries.forEach(function (value) { if (!set.contains(value)) { newSet.set(value); } }); return newSet; }, /** * [description] * * @name Phaser.Structs.Set#size * @type {integer} * @since 3.0.0 */ size: { get: function () { return this.entries.length; }, set: function (value) { return this.entries.length = value; } } }); module.exports = Set; /***/ }), /* 64 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); /** * @classdesc * A three-dimensional matrix. * * Defaults to the identity matrix when instantiated. * * @class Matrix3 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from. */ var Matrix3 = new Class({ initialize: function Matrix3 (m) { /** * The matrix values. * * @name Phaser.Math.Matrix3#val * @type {Float32Array} * @since 3.0.0 */ this.val = new Float32Array(9); if (m) { // Assume Matrix3 with val: this.copy(m); } else { // Default to identity this.identity(); } }, /** * Make a clone of this Matrix3. * * @method Phaser.Math.Matrix3#clone * @since 3.0.0 * * @return {Phaser.Math.Matrix3} A clone of this Matrix3. */ clone: function () { return new Matrix3(this); }, /** * This method is an alias for `Matrix3.copy`. * * @method Phaser.Math.Matrix3#set * @since 3.0.0 * * @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from. * * @return {Phaser.Math.Matrix3} This Matrix3. */ set: function (src) { return this.copy(src); }, /** * Copy the values of a given Matrix into this Matrix. * * @method Phaser.Math.Matrix3#copy * @since 3.0.0 * * @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from. * * @return {Phaser.Math.Matrix3} This Matrix3. */ copy: function (src) { var out = this.val; var a = src.val; out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return this; }, /** * Copy the values of a given Matrix4 into this Matrix3. * * @method Phaser.Math.Matrix3#fromMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from. * * @return {Phaser.Math.Matrix3} This Matrix3. */ fromMat4: function (m) { var a = m.val; var out = this.val; out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[4]; out[4] = a[5]; out[5] = a[6]; out[6] = a[8]; out[7] = a[9]; out[8] = a[10]; return this; }, /** * Set the values of this Matrix from the given array. * * @method Phaser.Math.Matrix3#fromArray * @since 3.0.0 * * @param {array} a - The array to copy the values from. * * @return {Phaser.Math.Matrix3} This Matrix3. */ fromArray: function (a) { var out = this.val; out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return this; }, /** * Reset this Matrix to an identity (default) matrix. * * @method Phaser.Math.Matrix3#identity * @since 3.0.0 * * @return {Phaser.Math.Matrix3} This Matrix3. */ identity: function () { var out = this.val; out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 1; out[5] = 0; out[6] = 0; out[7] = 0; out[8] = 1; return this; }, /** * Transpose this Matrix. * * @method Phaser.Math.Matrix3#transpose * @since 3.0.0 * * @return {Phaser.Math.Matrix3} This Matrix3. */ transpose: function () { var a = this.val; var a01 = a[1]; var a02 = a[2]; var a12 = a[5]; a[1] = a[3]; a[2] = a[6]; a[3] = a01; a[5] = a[7]; a[6] = a02; a[7] = a12; return this; }, /** * Invert this Matrix. * * @method Phaser.Math.Matrix3#invert * @since 3.0.0 * * @return {Phaser.Math.Matrix3} This Matrix3. */ invert: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a10 = a[3]; var a11 = a[4]; var a12 = a[5]; var a20 = a[6]; var a21 = a[7]; var a22 = a[8]; var b01 = a22 * a11 - a12 * a21; var b11 = -a22 * a10 + a12 * a20; var b21 = a21 * a10 - a11 * a20; // Calculate the determinant var det = a00 * b01 + a01 * b11 + a02 * b21; if (!det) { return null; } det = 1 / det; a[0] = b01 * det; a[1] = (-a22 * a01 + a02 * a21) * det; a[2] = (a12 * a01 - a02 * a11) * det; a[3] = b11 * det; a[4] = (a22 * a00 - a02 * a20) * det; a[5] = (-a12 * a00 + a02 * a10) * det; a[6] = b21 * det; a[7] = (-a21 * a00 + a01 * a20) * det; a[8] = (a11 * a00 - a01 * a10) * det; return this; }, /** * Calculate the adjoint, or adjugate, of this Matrix. * * @method Phaser.Math.Matrix3#adjoint * @since 3.0.0 * * @return {Phaser.Math.Matrix3} This Matrix3. */ adjoint: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a10 = a[3]; var a11 = a[4]; var a12 = a[5]; var a20 = a[6]; var a21 = a[7]; var a22 = a[8]; a[0] = (a11 * a22 - a12 * a21); a[1] = (a02 * a21 - a01 * a22); a[2] = (a01 * a12 - a02 * a11); a[3] = (a12 * a20 - a10 * a22); a[4] = (a00 * a22 - a02 * a20); a[5] = (a02 * a10 - a00 * a12); a[6] = (a10 * a21 - a11 * a20); a[7] = (a01 * a20 - a00 * a21); a[8] = (a00 * a11 - a01 * a10); return this; }, /** * Calculate the determinant of this Matrix. * * @method Phaser.Math.Matrix3#determinant * @since 3.0.0 * * @return {number} The determinant of this Matrix. */ determinant: function () { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a10 = a[3]; var a11 = a[4]; var a12 = a[5]; var a20 = a[6]; var a21 = a[7]; var a22 = a[8]; return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); }, /** * Multiply this Matrix by the given Matrix. * * @method Phaser.Math.Matrix3#multiply * @since 3.0.0 * * @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by. * * @return {Phaser.Math.Matrix3} This Matrix3. */ multiply: function (src) { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a10 = a[3]; var a11 = a[4]; var a12 = a[5]; var a20 = a[6]; var a21 = a[7]; var a22 = a[8]; var b = src.val; var b00 = b[0]; var b01 = b[1]; var b02 = b[2]; var b10 = b[3]; var b11 = b[4]; var b12 = b[5]; var b20 = b[6]; var b21 = b[7]; var b22 = b[8]; a[0] = b00 * a00 + b01 * a10 + b02 * a20; a[1] = b00 * a01 + b01 * a11 + b02 * a21; a[2] = b00 * a02 + b01 * a12 + b02 * a22; a[3] = b10 * a00 + b11 * a10 + b12 * a20; a[4] = b10 * a01 + b11 * a11 + b12 * a21; a[5] = b10 * a02 + b11 * a12 + b12 * a22; a[6] = b20 * a00 + b21 * a10 + b22 * a20; a[7] = b20 * a01 + b21 * a11 + b22 * a21; a[8] = b20 * a02 + b21 * a12 + b22 * a22; return this; }, /** * Translate this Matrix using the given Vector. * * @method Phaser.Math.Matrix3#translate * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with. * * @return {Phaser.Math.Matrix3} This Matrix3. */ translate: function (v) { var a = this.val; var x = v.x; var y = v.y; a[6] = x * a[0] + y * a[3] + a[6]; a[7] = x * a[1] + y * a[4] + a[7]; a[8] = x * a[2] + y * a[5] + a[8]; return this; }, /** * Apply a rotation transformation to this Matrix. * * @method Phaser.Math.Matrix3#rotate * @since 3.0.0 * * @param {number} rad - The angle in radians to rotate by. * * @return {Phaser.Math.Matrix3} This Matrix3. */ rotate: function (rad) { var a = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a10 = a[3]; var a11 = a[4]; var a12 = a[5]; var s = Math.sin(rad); var c = Math.cos(rad); a[0] = c * a00 + s * a10; a[1] = c * a01 + s * a11; a[2] = c * a02 + s * a12; a[3] = c * a10 - s * a00; a[4] = c * a11 - s * a01; a[5] = c * a12 - s * a02; return this; }, /** * Apply a scale transformation to this Matrix. * * Uses the `x` and `y` components of the given Vector to scale the Matrix. * * @method Phaser.Math.Matrix3#scale * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with. * * @return {Phaser.Math.Matrix3} This Matrix3. */ scale: function (v) { var a = this.val; var x = v.x; var y = v.y; a[0] = x * a[0]; a[1] = x * a[1]; a[2] = x * a[2]; a[3] = y * a[3]; a[4] = y * a[4]; a[5] = y * a[5]; return this; }, /** * Set the values of this Matrix from the given Quaternion. * * @method Phaser.Math.Matrix3#fromQuat * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from. * * @return {Phaser.Math.Matrix3} This Matrix3. */ fromQuat: function (q) { var x = q.x; var y = q.y; var z = q.z; var w = q.w; var x2 = x + x; var y2 = y + y; var z2 = z + z; var xx = x * x2; var xy = x * y2; var xz = x * z2; var yy = y * y2; var yz = y * z2; var zz = z * z2; var wx = w * x2; var wy = w * y2; var wz = w * z2; var out = this.val; out[0] = 1 - (yy + zz); out[3] = xy + wz; out[6] = xz - wy; out[1] = xy - wz; out[4] = 1 - (xx + zz); out[7] = yz + wx; out[2] = xz + wy; out[5] = yz - wx; out[8] = 1 - (xx + yy); return this; }, /** * [description] * * @method Phaser.Math.Matrix3#normalFromMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} m - [description] * * @return {Phaser.Math.Matrix3} This Matrix3. */ normalFromMat4: function (m) { var a = m.val; var out = this.val; var a00 = a[0]; var a01 = a[1]; var a02 = a[2]; var a03 = a[3]; var a10 = a[4]; var a11 = a[5]; var a12 = a[6]; var a13 = a[7]; var a20 = a[8]; var a21 = a[9]; var a22 = a[10]; var a23 = a[11]; var a30 = a[12]; var a31 = a[13]; var a32 = a[14]; var a33 = a[15]; var b00 = a00 * a11 - a01 * a10; var b01 = a00 * a12 - a02 * a10; var b02 = a00 * a13 - a03 * a10; var b03 = a01 * a12 - a02 * a11; var b04 = a01 * a13 - a03 * a11; var b05 = a02 * a13 - a03 * a12; var b06 = a20 * a31 - a21 * a30; var b07 = a20 * a32 - a22 * a30; var b08 = a20 * a33 - a23 * a30; var b09 = a21 * a32 - a22 * a31; var b10 = a21 * a33 - a23 * a31; var b11 = a22 * a33 - a23 * a32; // Calculate the determinant var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return null; } det = 1 / det; out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; return this; } }); module.exports = Matrix3; /***/ }), /* 65 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = __webpack_require__(0); var Vector3 = __webpack_require__(2); var Matrix3 = __webpack_require__(64); var EPSILON = 0.000001; // Some shared 'private' arrays var siNext = new Int8Array([ 1, 2, 0 ]); var tmp = new Float32Array([ 0, 0, 0 ]); var xUnitVec3 = new Vector3(1, 0, 0); var yUnitVec3 = new Vector3(0, 1, 0); var tmpvec = new Vector3(); var tmpMat3 = new Matrix3(); /** * @classdesc * A quaternion. * * @class Quaternion * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {number} [x] - The x component. * @param {number} [y] - The y component. * @param {number} [z] - The z component. * @param {number} [w] - The w component. */ var Quaternion = new Class({ initialize: function Quaternion (x, y, z, w) { /** * The x component of this Quaternion. * * @name Phaser.Math.Quaternion#x * @type {number} * @default 0 * @since 3.0.0 */ /** * The y component of this Quaternion. * * @name Phaser.Math.Quaternion#y * @type {number} * @default 0 * @since 3.0.0 */ /** * The z component of this Quaternion. * * @name Phaser.Math.Quaternion#z * @type {number} * @default 0 * @since 3.0.0 */ /** * The w component of this Quaternion. * * @name Phaser.Math.Quaternion#w * @type {number} * @default 0 * @since 3.0.0 */ if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } }, /** * Copy the components of a given Quaternion or Vector into this Quaternion. * * @method Phaser.Math.Quaternion#copy * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} src - The Quaternion or Vector to copy the components from. * * @return {Phaser.Math.Quaternion} This Quaternion. */ copy: function (src) { this.x = src.x; this.y = src.y; this.z = src.z; this.w = src.w; return this; }, /** * Set the components of this Quaternion. * * @method Phaser.Math.Quaternion#set * @since 3.0.0 * * @param {(number|object)} [x=0] - The x component, or an object containing x, y, z, and w components. * @param {number} [y=0] - The y component. * @param {number} [z=0] - The z component. * @param {number} [w=0] - The w component. * * @return {Phaser.Math.Quaternion} This Quaternion. */ set: function (x, y, z, w) { if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } return this; }, /** * Add a given Quaternion or Vector to this Quaternion. Addition is component-wise. * * @method Phaser.Math.Quaternion#add * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to add to this Quaternion. * * @return {Phaser.Math.Quaternion} This Quaternion. */ add: function (v) { this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, /** * Subtract a given Quaternion or Vector from this Quaternion. Subtraction is component-wise. * * @method Phaser.Math.Quaternion#subtract * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to subtract from this Quaternion. * * @return {Phaser.Math.Quaternion} This Quaternion. */ subtract: function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, /** * Scale this Quaternion by the given value. * * @method Phaser.Math.Quaternion#scale * @since 3.0.0 * * @param {number} scale - The value to scale this Quaternion by. * * @return {Phaser.Math.Quaternion} This Quaternion. */ scale: function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }, /** * Calculate the length of this Quaternion. * * @method Phaser.Math.Quaternion#length * @since 3.0.0 * * @return {number} The length of this Quaternion. */ length: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); }, /** * Calculate the length of this Quaternion squared. * * @method Phaser.Math.Quaternion#lengthSq * @since 3.0.0 * * @return {number} The length of this Quaternion, squared. */ lengthSq: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return x * x + y * y + z * z + w * w; }, /** * Normalize this Quaternion. * * @method Phaser.Math.Quaternion#normalize * @since 3.0.0 * * @return {Phaser.Math.Quaternion} This Quaternion. */ normalize: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var len = x * x + y * y + z * z + w * w; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; this.z = z * len; this.w = w * len; } return this; }, /** * Calculate the dot product of this Quaternion and the given Quaternion or Vector. * * @method Phaser.Math.Quaternion#dot * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to dot product with this Quaternion. * * @return {number} The dot product of this Quaternion and the given Quaternion or Vector. */ dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, /** * Linearly interpolate this Quaternion towards the given Quaternion or Vector. * * @method Phaser.Math.Quaternion#lerp * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to interpolate towards. * @param {number} [t=0] - The percentage of interpolation. * * @return {Phaser.Math.Quaternion} This Quaternion. */ lerp: function (v, t) { if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; this.x = ax + t * (v.x - ax); this.y = ay + t * (v.y - ay); this.z = az + t * (v.z - az); this.w = aw + t * (v.w - aw); return this; }, /** * [description] * * @method Phaser.Math.Quaternion#rotationTo * @since 3.0.0 * * @param {Phaser.Math.Vector3} a - [description] * @param {Phaser.Math.Vector3} b - [description] * * @return {Phaser.Math.Quaternion} This Quaternion. */ rotationTo: function (a, b) { var dot = a.x * b.x + a.y * b.y + a.z * b.z; if (dot < -0.999999) { if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON) { tmpvec.copy(yUnitVec3).cross(a); } tmpvec.normalize(); return this.setAxisAngle(tmpvec, Math.PI); } else if (dot > 0.999999) { this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; } else { tmpvec.copy(a).cross(b); this.x = tmpvec.x; this.y = tmpvec.y; this.z = tmpvec.z; this.w = 1 + dot; return this.normalize(); } }, /** * Set the axes of this Quaternion. * * @method Phaser.Math.Quaternion#setAxes * @since 3.0.0 * * @param {Phaser.Math.Vector3} view - The view axis. * @param {Phaser.Math.Vector3} right - The right axis. * @param {Phaser.Math.Vector3} up - The upwards axis. * * @return {Phaser.Math.Quaternion} This Quaternion. */ setAxes: function (view, right, up) { var m = tmpMat3.val; m[0] = right.x; m[3] = right.y; m[6] = right.z; m[1] = up.x; m[4] = up.y; m[7] = up.z; m[2] = -view.x; m[5] = -view.y; m[8] = -view.z; return this.fromMat3(tmpMat3).normalize(); }, /** * Reset this Matrix to an identity (default) Quaternion. * * @method Phaser.Math.Quaternion#identity * @since 3.0.0 * * @return {Phaser.Math.Quaternion} This Quaternion. */ identity: function () { this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; }, /** * Set the axis angle of this Quaternion. * * @method Phaser.Math.Quaternion#setAxisAngle * @since 3.0.0 * * @param {Phaser.Math.Vector3} axis - The axis. * @param {number} rad - The angle in radians. * * @return {Phaser.Math.Quaternion} This Quaternion. */ setAxisAngle: function (axis, rad) { rad = rad * 0.5; var s = Math.sin(rad); this.x = s * axis.x; this.y = s * axis.y; this.z = s * axis.z; this.w = Math.cos(rad); return this; }, /** * Multiply this Quaternion by the given Quaternion or Vector. * * @method Phaser.Math.Quaternion#multiply * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to multiply this Quaternion by. * * @return {Phaser.Math.Quaternion} This Quaternion. */ multiply: function (b) { var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = b.x; var by = b.y; var bz = b.z; var bw = b.w; this.x = ax * bw + aw * bx + ay * bz - az * by; this.y = ay * bw + aw * by + az * bx - ax * bz; this.z = az * bw + aw * bz + ax * by - ay * bx; this.w = aw * bw - ax * bx - ay * by - az * bz; return this; }, /** * Smoothly linearly interpolate this Quaternion towards the given Quaternion or Vector. * * @method Phaser.Math.Quaternion#slerp * @since 3.0.0 * * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to interpolate towards. * @param {number} t - The percentage of interpolation. * * @return {Phaser.Math.Quaternion} This Quaternion. */ slerp: function (b, t) { // benchmarks: http://jsperf.com/quaternion-slerp-implementations var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = b.x; var by = b.y; var bz = b.z; var bw = b.w; // calc cosine var cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary) if (cosom < 0) { cosom = -cosom; bx = - bx; by = - by; bz = - bz; bw = - bw; } // "from" and "to" quaternions are very close // ... so we can do a linear interpolation var scale0 = 1 - t; var scale1 = t; // calculate coefficients if ((1 - cosom) > EPSILON) { // standard case (slerp) var omega = Math.acos(cosom); var sinom = Math.sin(omega); scale0 = Math.sin((1.0 - t) * omega) / sinom; scale1 = Math.sin(t * omega) / sinom; } // calculate final values this.x = scale0 * ax + scale1 * bx; this.y = scale0 * ay + scale1 * by; this.z = scale0 * az + scale1 * bz; this.w = scale0 * aw + scale1 * bw; return this; }, /** * Invert this Quaternion. * * @method Phaser.Math.Quaternion#invert * @since 3.0.0 * * @return {Phaser.Math.Quaternion} This Quaternion. */ invert: function () { var a0 = this.x; var a1 = this.y; var a2 = this.z; var a3 = this.w; var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3; var invDot = (dot) ? 1 / dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 this.x = -a0 * invDot; this.y = -a1 * invDot; this.z = -a2 * invDot; this.w = a3 * invDot; return this; }, /** * Convert this Quaternion into its conjugate. * * Sets the x, y and z components. * * @method Phaser.Math.Quaternion#conjugate * @since 3.0.0 * * @return {Phaser.Math.Quaternion} This Quaternion. */ conjugate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; }, /** * Rotate this Quaternion on the X axis. * * @method Phaser.Math.Quaternion#rotateX * @since 3.0.0 * * @param {number} rad - The rotation angle in radians. * * @return {Phaser.Math.Quaternion} This Quaternion. */ rotateX: function (rad) { rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw + aw * bx; this.y = ay * bw + az * bx; this.z = az * bw - ay * bx; this.w = aw * bw - ax * bx; return this; }, /** * Rotate this Quaternion on the Y axis. * * @method Phaser.Math.Quaternion#rotateY * @since 3.0.0 * * @param {number} rad - The rotation angle in radians. * * @return {Phaser.Math.Quaternion} This Quaternion. */ rotateY: function (rad) { rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var by = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw - az * by; this.y = ay * bw + aw * by; this.z = az * bw + ax * by; this.w = aw * bw - ay * by; return this; }, /** * Rotate this Quaternion on the Z axis. * * @method Phaser.Math.Quaternion#rotateZ * @since 3.0.0 * * @param {number} rad - The rotation angle in radians. * * @return {Phaser.Math.Quaternion} This Quaternion. */ rotateZ: function (rad) { rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bz = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw + ay * bz; this.y = ay * bw - ax * bz; this.z = az * bw + aw * bz; this.w = aw * bw - az * bz; return this; }, /** * Create a unit (or rotation) Quaternion from its x, y, and z components. * * Sets the w component. * * @method Phaser.Math.Quaternion#calculateW * @since 3.0.0 * * @return {Phaser.Math.Quaternion} This Quaternion. */ calculateW: function () { var x = this.x; var y = this.y; var z = this.z; this.w = -Math.sqrt(1.0 - x * x - y * y - z * z); return this; }, /** * Convert the given Matrix into this Quaternion. * * @method Phaser.Math.Quaternion#fromMat3 * @since 3.0.0 * * @param {Phaser.Math.Matrix3} mat - The Matrix to convert from. * * @return {Phaser.Math.Quaternion} This Quaternion. */ fromMat3: function (mat) { // benchmarks: // http://jsperf.com/typed-array-access-speed // http://jsperf.com/conversion-of-3x3-matrix-to-quaternion // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes // article "Quaternion Calculus and Fast Animation". var m = mat.val; var fTrace = m[0] + m[4] + m[8]; var fRoot; if (fTrace > 0) { // |w| > 1/2, may as well choose w > 1/2 fRoot = Math.sqrt(fTrace + 1.0); // 2w this.w = 0.5 * fRoot; fRoot = 0.5 / fRoot; // 1/(4w) this.x = (m[7] - m[5]) * fRoot; this.y = (m[2] - m[6]) * fRoot; this.z = (m[3] - m[1]) * fRoot; } else { // |w| <= 1/2 var i = 0; if (m[4] > m[0]) { i = 1; } if (m[8] > m[i * 3 + i]) { i = 2; } var j = siNext[i]; var k = siNext[j]; // This isn't quite as clean without array access fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1); tmp[i] = 0.5 * fRoot; fRoot = 0.5 / fRoot; tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot; tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot; this.x = tmp[0]; this.y = tmp[1]; this.z = tmp[2]; this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot; } return this; } }); module.exports = Quaternion; /***/ }), /* 66 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Vector3 = __webpack_require__(2); var Matrix4 = __webpack_require__(14); var Quaternion = __webpack_require__(65); var tmpMat4 = new Matrix4(); var tmpQuat = new Quaternion(); var tmpVec3 = new Vector3(); /** * Rotates a vector in place by axis angle. * * This is the same as transforming a point by an * axis-angle quaternion, but it has higher precision. * * @function Phaser.Math.RotateVec3 * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec - The vector to be rotated. * @param {Phaser.Math.Vector3} axis - The axis to rotate around. * @param {number} radians - The angle of rotation in radians. * * @return {Phaser.Math.Vector3} The given vector. */ var RotateVec3 = function (vec, axis, radians) { // Set the quaternion to our axis angle tmpQuat.setAxisAngle(axis, radians); // Create a rotation matrix from the axis angle tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0)); // Multiply our vector by the rotation matrix return vec.transformMat4(tmpMat4); }; module.exports = RotateVec3; /***/ }), /* 67 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Compute a random four-dimensional vector. * * @function Phaser.Math.RandomXYZW * @since 3.0.0 * * @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for. * @param {number} [scale=1] - The scale of the random values. * * @return {Phaser.Math.Vector4} The given Vector. */ var RandomXYZW = function (vec4, scale) { if (scale === undefined) { scale = 1; } // TODO: Not spherical; should fix this for more uniform distribution vec4.x = (Math.random() * 2 - 1) * scale; vec4.y = (Math.random() * 2 - 1) * scale; vec4.z = (Math.random() * 2 - 1) * scale; vec4.w = (Math.random() * 2 - 1) * scale; return vec4; }; module.exports = RandomXYZW; /***/ }), /* 68 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Compute a random position vector in a spherical area, optionally defined by the given radius. * * @function Phaser.Math.RandomXYZ * @since 3.0.0 * * @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for. * @param {number} [radius=1] - The radius. * * @return {Phaser.Math.Vector3} The given Vector. */ var RandomXYZ = function (vec3, radius) { if (radius === undefined) { radius = 1; } var r = Math.random() * 2 * Math.PI; var z = (Math.random() * 2) - 1; var zScale = Math.sqrt(1 - z * z) * radius; vec3.x = Math.cos(r) * zScale; vec3.y = Math.sin(r) * zScale; vec3.z = z * radius; return vec3; }; module.exports = RandomXYZ; /***/ }), /* 69 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Camera = __webpack_require__(15); var Class = __webpack_require__(0); var Vector3 = __webpack_require__(2); // Local cache vars var tmpVec3 = new Vector3(); /** * @classdesc * [description] * * @class OrthographicCamera * @extends Phaser.Cameras.Sprite3D.Camera * @memberOf Phaser.Cameras.Sprite3D * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - [description] * @param {integer} [viewportWidth=0] - [description] * @param {integer} [viewportHeight=0] - [description] */ var OrthographicCamera = new Class({ Extends: Camera, initialize: function OrthographicCamera (scene, viewportWidth, viewportHeight) { if (viewportWidth === undefined) { viewportWidth = 0; } if (viewportHeight === undefined) { viewportHeight = 0; } Camera.call(this, scene); /** * [description] * * @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportWidth * @type {integer} * @since 3.0.0 */ this.viewportWidth = viewportWidth; /** * [description] * * @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportHeight * @type {integer} * @since 3.0.0 */ this.viewportHeight = viewportHeight; /** * [description] * * @name Phaser.Cameras.Sprite3D.OrthographicCamera#_zoom * @type {number} * @private * @since 3.0.0 */ this._zoom = 1.0; /** * [description] * * @name Phaser.Cameras.Sprite3D.OrthographicCamera#near * @type {number} * @default 0 * @since 3.0.0 */ this.near = 0; this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.OrthographicCamera#setToOrtho * @since 3.0.0 * * @param {number} yDown - [description] * @param {number} [viewportWidth] - [description] * @param {number} [viewportHeight] - [description] * * @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description] */ setToOrtho: function (yDown, viewportWidth, viewportHeight) { if (viewportWidth === undefined) { viewportWidth = this.viewportWidth; } if (viewportHeight === undefined) { viewportHeight = this.viewportHeight; } var zoom = this.zoom; this.up.set(0, (yDown) ? -1 : 1, 0); this.direction.set(0, 0, (yDown) ? 1 : -1); this.position.set(zoom * viewportWidth / 2, zoom * viewportHeight / 2, 0); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; return this.update(); }, /** * [description] * * @method Phaser.Cameras.Sprite3D.OrthographicCamera#update * @since 3.0.0 * * @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description] */ update: function () { var w = this.viewportWidth; var h = this.viewportHeight; var near = Math.abs(this.near); var far = Math.abs(this.far); var zoom = this.zoom; if (w === 0 || h === 0) { // What to do here... hmm? return this; } this.projection.ortho( zoom * -w / 2, zoom * w / 2, zoom * -h / 2, zoom * h / 2, near, far ); // Build the view matrix tmpVec3.copy(this.position).add(this.direction); this.view.lookAt(this.position, tmpVec3, this.up); // Projection * view matrix this.combined.copy(this.projection).multiply(this.view); // Invert combined matrix, used for unproject this.invProjectionView.copy(this.combined).invert(); this.billboardMatrixDirty = true; this.updateChildren(); return this; }, /** * [description] * * @name Phaser.Cameras.Sprite3D.OrthographicCamera#zoom * @type {number} * @since 3.0.0 */ zoom: { get: function () { return this._zoom; }, set: function (value) { this._zoom = value; this.update(); } } }); module.exports = OrthographicCamera; /***/ }), /* 70 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GetAdvancedValue = __webpack_require__(4); /** * Adds an Animation component to a Sprite and populates it based on the given config. * * @function Phaser.GameObjects.BuildGameObjectAnimation * @since 3.0.0 * * @param {Phaser.GameObjects.Sprite} sprite - The sprite to add an Animation component to. * @param {object} config - The animation config. * * @return {Phaser.GameObjects.Sprite} The updated Sprite. */ var BuildGameObjectAnimation = function (sprite, config) { var animConfig = GetAdvancedValue(config, 'anims', null); if (animConfig === null) { return sprite; } if (typeof animConfig === 'string') { // { anims: 'key' } sprite.anims.play(animConfig); } else if (typeof animConfig === 'object') { // { anims: { // key: string // startFrame: [string|integer] // delay: [float] // repeat: [integer] // repeatDelay: [float] // yoyo: [boolean] // play: [boolean] // delayedPlay: [boolean] // } // } var anims = sprite.anims; var key = GetAdvancedValue(animConfig, 'key', undefined); var startFrame = GetAdvancedValue(animConfig, 'startFrame', undefined); var delay = GetAdvancedValue(animConfig, 'delay', 0); var repeat = GetAdvancedValue(animConfig, 'repeat', 0); var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0); var yoyo = GetAdvancedValue(animConfig, 'yoyo', false); var play = GetAdvancedValue(animConfig, 'play', false); var delayedPlay = GetAdvancedValue(animConfig, 'delayedPlay', 0); anims.setDelay(delay); anims.setRepeat(repeat); anims.setRepeatDelay(repeatDelay); anims.setYoyo(yoyo); if (play) { anims.play(key, startFrame); } else if (delayedPlay > 0) { anims.delayedPlay(delayedPlay, key, startFrame); } else { anims.load(key); } } return sprite; }; module.exports = BuildGameObjectAnimation; /***/ }), /* 71 */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // Source object // The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner' // The default value to use if the key doesn't exist /** * [description] * * @function Phaser.Utils.Objects.GetValue * @since 3.0.0 * * @param {object} source - [description] * @param {string} key - [description] * @param {*} defaultValue - [description] * * @return {*} [description] */ var GetValue = function (source, key, defaultValue) { if (!source || typeof source === 'number') { return defaultValue; } else if (source.hasOwnProperty(key)) { return source[key]; } else if (key.indexOf('.')) { var keys = key.split('.'); var parent = source; var value = defaultValue; // Use for loop here so we can break early for (var i = 0; i < keys.length; i++) { if (parent.hasOwnProperty(keys[i])) { // Yes it has a key property, let's carry on down value = parent[keys[i]]; parent = parent[keys[i]]; } else { // Can't go any further, so reset to default value = defaultValue; break; } } return value; } else { return defaultValue; } }; module.exports = GetValue; /***/ }), /* 72 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = __webpack_require__(0); /** * @classdesc * A seeded Random Data Generator. * * Access via `Phaser.Math.RND` which is an instance of this class pre-defined * by Phaser. Or, create your own instance to use as you require. * * The `Math.RND` generator is seeded by the Game Config property value `seed`. * If no such config property exists, a random number is used. * * If you create your own instance of this class you should provide a seed for it. * If no seed is given it will use a 'random' one based on Date.now. * * @class RandomDataGenerator * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {(string|string[])} [seeds] - The seeds to use for the random number generator. */ var RandomDataGenerator = new Class({ initialize: function RandomDataGenerator (seeds) { if (seeds === undefined) { seeds = [ (Date.now() * Math.random()).toString() ]; } /** * Internal var. * * @name Phaser.Math.RandomDataGenerator#c * @type {number} * @default 1 * @private * @since 3.0.0 */ this.c = 1; /** * Internal var. * * @name Phaser.Math.RandomDataGenerator#s0 * @type {number} * @default 0 * @private * @since 3.0.0 */ this.s0 = 0; /** * Internal var. * * @name Phaser.Math.RandomDataGenerator#s1 * @type {number} * @default 0 * @private * @since 3.0.0 */ this.s1 = 0; /** * Internal var. * * @name Phaser.Math.RandomDataGenerator#s2 * @type {number} * @default 0 * @private * @since 3.0.0 */ this.s2 = 0; /** * Internal var. * * @name Phaser.Math.RandomDataGenerator#n * @type {number} * @default 0 * @private * @since 3.2.0 */ this.n = 0; /** * Signs to choose from. * * @name Phaser.Math.RandomDataGenerator#signs * @type {number[]} * @since 3.0.0 */ this.signs = [ -1, 1 ]; if (seeds) { this.init(seeds); } }, /** * Private random helper. * * @method Phaser.Math.RandomDataGenerator#rnd * @since 3.0.0 * @private * * @return {number} A random number. */ rnd: function () { var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32 this.c = t | 0; this.s0 = this.s1; this.s1 = this.s2; this.s2 = t - this.c; return this.s2; }, /** * Internal method that creates a seed hash. * * @method Phaser.Math.RandomDataGenerator#hash * @since 3.0.0 * @private * * @param {string} data - The value to hash. * * @return {number} The hashed value. */ hash: function (data) { var h; var n = this.n; data = data.toString(); for (var i = 0; i < data.length; i++) { n += data.charCodeAt(i); h = 0.02519603282416938 * n; n = h >>> 0; h -= n; h *= n; n = h >>> 0; h -= n; n += h * 0x100000000;// 2^32 } this.n = n; return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 }, /** * Initialize the state of the random data generator. * * @method Phaser.Math.RandomDataGenerator#init * @since 3.0.0 * * @param {(string|string[])} seeds - The seeds to initialize the random data generator with. */ init: function (seeds) { if (typeof seeds === 'string') { this.state(seeds); } else { this.sow(seeds); } }, /** * Reset the seed of the random data generator. * * _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present. * * @method Phaser.Math.RandomDataGenerator#sow * @since 3.0.0 * * @param {string[]} seeds - The array of seeds: the `toString()` of each value is used. */ sow: function (seeds) { // Always reset to default seed this.n = 0xefc8249d; this.s0 = this.hash(' '); this.s1 = this.hash(' '); this.s2 = this.hash(' '); this.c = 1; if (!seeds) { return; } // Apply any seeds for (var i = 0; i < seeds.length && (seeds[i] != null); i++) { var seed = seeds[i]; this.s0 -= this.hash(seed); this.s0 += ~~(this.s0 < 0); this.s1 -= this.hash(seed); this.s1 += ~~(this.s1 < 0); this.s2 -= this.hash(seed); this.s2 += ~~(this.s2 < 0); } }, /** * Returns a random integer between 0 and 2^32. * * @method Phaser.Math.RandomDataGenerator#integer * @since 3.0.0 * * @return {number} A random integer between 0 and 2^32. */ integer: function () { // 2^32 return this.rnd() * 0x100000000; }, /** * Returns a random real number between 0 and 1. * * @method Phaser.Math.RandomDataGenerator#frac * @since 3.0.0 * * @return {number} A random real number between 0 and 1. */ frac: function () { // 2^-53 return this.rnd() + (this.rnd() * 0x200000 | 0) * 1.1102230246251565e-16; }, /** * Returns a random real number between 0 and 2^32. * * @method Phaser.Math.RandomDataGenerator#real * @since 3.0.0 * * @return {number} A random real number between 0 and 2^32. */ real: function () { return this.integer() + this.frac(); }, /** * Returns a random integer between and including min and max. * * @method Phaser.Math.RandomDataGenerator#integerInRange * @since 3.0.0 * * @param {number} min - The minimum value in the range. * @param {number} max - The maximum value in the range. * * @return {number} A random number between min and max. */ integerInRange: function (min, max) { return Math.floor(this.realInRange(0, max - min + 1) + min); }, /** * Returns a random integer between and including min and max. * This method is an alias for RandomDataGenerator.integerInRange. * * @method Phaser.Math.RandomDataGenerator#between * @since 3.0.0 * * @param {number} min - The minimum value in the range. * @param {number} max - The maximum value in the range. * * @return {number} A random number between min and max. */ between: function (min, max) { return Math.floor(this.realInRange(0, max - min + 1) + min); }, /** * Returns a random real number between min and max. * * @method Phaser.Math.RandomDataGenerator#realInRange * @since 3.0.0 * * @param {number} min - The minimum value in the range. * @param {number} max - The maximum value in the range. * * @return {number} A random number between min and max. */ realInRange: function (min, max) { return this.frac() * (max - min) + min; }, /** * Returns a random real number between -1 and 1. * * @method Phaser.Math.RandomDataGenerator#normal * @since 3.0.0 * * @return {number} A random real number between -1 and 1. */ normal: function () { return 1 - (2 * this.frac()); }, /** * Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368 * * @method Phaser.Math.RandomDataGenerator#uuid * @since 3.0.0 * * @return {string} A valid RFC4122 version4 ID hex string */ uuid: function () { var a = ''; var b = ''; for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac() * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { // eslint-disable-next-line no-empty } return b; }, /** * Returns a random element from within the given array. * * @method Phaser.Math.RandomDataGenerator#pick * @since 3.0.0 * * @param {array} array - The array to pick a random element from. * * @return {*} A random member of the array. */ pick: function (array) { return array[this.integerInRange(0, array.length - 1)]; }, /** * Returns a sign to be used with multiplication operator. * * @method Phaser.Math.RandomDataGenerator#sign * @since 3.0.0 * * @return {number} -1 or +1. */ sign: function () { return this.pick(this.signs); }, /** * Returns a random element from within the given array, favoring the earlier entries. * * @method Phaser.Math.RandomDataGenerator#weightedPick * @since 3.0.0 * * @param {array} array - The array to pick a random element from. * * @return {*} A random member of the array. */ weightedPick: function (array) { return array[~~(Math.pow(this.frac(), 2) * (array.length - 1) + 0.5)]; }, /** * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified. * * @method Phaser.Math.RandomDataGenerator#timestamp * @since 3.0.0 * * @param {number} min - The minimum value in the range. * @param {number} max - The maximum value in the range. * * @return {number} A random timestamp between min and max. */ timestamp: function (min, max) { return this.realInRange(min || 946684800000, max || 1577862000000); }, /** * Returns a random angle between -180 and 180. * * @method Phaser.Math.RandomDataGenerator#angle * @since 3.0.0 * * @return {number} A random number between -180 and 180. */ angle: function () { return this.integerInRange(-180, 180); }, /** * Returns a random rotation in radians, between -3.141 and 3.141 * * @method Phaser.Math.RandomDataGenerator#rotation * @since 3.0.0 * * @return {number} A random number between -3.141 and 3.141 */ rotation: function () { return this.realInRange(-3.1415926, 3.1415926); }, /** * Gets or Sets the state of the generator. This allows you to retain the values * that the generator is using between games, i.e. in a game save file. * * To seed this generator with a previously saved state you can pass it as the * `seed` value in your game config, or call this method directly after Phaser has booted. * * Call this method with no parameters to return the current state. * * If providing a state it should match the same format that this method * returns, which is a string with a header `!rnd` followed by the `c`, * `s0`, `s1` and `s2` values respectively, each comma-delimited. * * @method Phaser.Math.RandomDataGenerator#state * @since 3.0.0 * * @param {string} [state] - Generator state to be set. * * @return {string} The current state of the generator. */ state: function (state) { if (typeof state === 'string' && state.match(/^!rnd/)) { state = state.split(','); this.c = parseFloat(state[1]); this.s0 = parseFloat(state[2]); this.s1 = parseFloat(state[3]); this.s2 = parseFloat(state[4]); } return [ '!rnd', this.c, this.s0, this.s1, this.s2 ].join(','); }, /** * Shuffles the given array, using the current seed. * * @method Phaser.Math.RandomDataGenerator#shuffle * @since 3.7.0 * * @param {array} [array] - The array to be shuffled. * * @return {array} The shuffled array. */ shuffle: function (array) { var len = array.length - 1; for (var i = len; i > 0; i--) { var randomIndex = Math.floor(this.frac() * (len + 1)); var itemAtIndex = array[randomIndex]; array[randomIndex] = array[i]; array[i] = itemAtIndex; } return array; } }); module.exports = RandomDataGenerator; /***/ }), /* 73 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BlendModes = __webpack_require__(18); var GetAdvancedValue = __webpack_require__(4); var ScaleModes = __webpack_require__(16); /** * @typedef {object} GameObjectConfig * * @property {number} [x=0] - The x position of the Game Object. * @property {number} [y=0] - The y position of the Game Object. * @property {number} [depth=0] - The depth of the GameObject. * @property {boolean} [flipX=false] - The horizontally flipped state of the Game Object. * @property {boolean} [flipY=false] - The vertically flipped state of the Game Object. * @property {?(number|object)} [scale=null] - The scale of the GameObject. * @property {?(number|object)} [scrollFactor=null] - The scroll factor of the GameObject. * @property {number} [rotation=0] - The rotation angle of the Game Object, in radians. * @property {?number} [angle=null] - The rotation angle of the Game Object, in degrees. * @property {number} [alpha=1] - The alpha (opacity) of the Game Object. * @property {?(number|object)} [origin=null] - The origin of the Game Object. * @property {number} [scaleMode=ScaleModes.DEFAULT] - The scale mode of the GameObject. * @property {number} [blendMode=BlendModes.DEFAULT] - The blend mode of the GameObject. * @property {boolean} [visible=true] - The visible state of the Game Object. * @property {boolean} [add=true] - Add the GameObject to the scene. */ /** * Builds a Game Object using the provided configuration object. * * @function Phaser.GameObjects.BuildGameObject * @since 3.0.0 * * @param {Phaser.Scene} scene - A reference to the Scene. * @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject. * @param {GameObjectConfig} config - The config to build the GameObject with. * * @return {Phaser.GameObjects.GameObject} The built Game Object. */ var BuildGameObject = function (scene, gameObject, config) { // Position gameObject.x = GetAdvancedValue(config, 'x', 0); gameObject.y = GetAdvancedValue(config, 'y', 0); gameObject.depth = GetAdvancedValue(config, 'depth', 0); // Flip gameObject.flipX = GetAdvancedValue(config, 'flipX', false); gameObject.flipY = GetAdvancedValue(config, 'flipY', false); // Scale // Either: { scale: 2 } or { scale: { x: 2, y: 2 }} var scale = GetAdvancedValue(config, 'scale', null); if (typeof scale === 'number') { gameObject.setScale(scale); } else if (scale !== null) { gameObject.scaleX = GetAdvancedValue(scale, 'x', 1); gameObject.scaleY = GetAdvancedValue(scale, 'y', 1); } // ScrollFactor // Either: { scrollFactor: 2 } or { scrollFactor: { x: 2, y: 2 }} var scrollFactor = GetAdvancedValue(config, 'scrollFactor', null); if (typeof scrollFactor === 'number') { gameObject.setScrollFactor(scrollFactor); } else if (scrollFactor !== null) { gameObject.scrollFactorX = GetAdvancedValue(scrollFactor, 'x', 1); gameObject.scrollFactorY = GetAdvancedValue(scrollFactor, 'y', 1); } // Rotation gameObject.rotation = GetAdvancedValue(config, 'rotation', 0); var angle = GetAdvancedValue(config, 'angle', null); if (angle !== null) { gameObject.angle = angle; } // Alpha gameObject.alpha = GetAdvancedValue(config, 'alpha', 1); // Origin // Either: { origin: 0.5 } or { origin: { x: 0.5, y: 0.5 }} var origin = GetAdvancedValue(config, 'origin', null); if (typeof origin === 'number') { gameObject.setOrigin(origin); } else if (origin !== null) { var ox = GetAdvancedValue(origin, 'x', 0.5); var oy = GetAdvancedValue(origin, 'y', 0.5); gameObject.setOrigin(ox, oy); } // ScaleMode gameObject.scaleMode = GetAdvancedValue(config, 'scaleMode', ScaleModes.DEFAULT); // BlendMode gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL); // Visible gameObject.visible = GetAdvancedValue(config, 'visible', true); // Add to Scene var add = GetAdvancedValue(config, 'add', true); if (add) { scene.sys.displayList.add(gameObject); } if (gameObject.preUpdate) { scene.sys.updateList.add(gameObject); } return gameObject; }; module.exports = BuildGameObject; /***/ }), /* 74 */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var BuildGameObject = __webpack_require__(73); var BuildGameObjectAnimation = __webpack_require__(70); var Class = __webpack_require__(0); var GetAdvancedValue = __webpack_require__(4); var OrthographicCamera = __webpack_require__(69); var PerspectiveCamera = __webpack_require__(21); var ScenePlugin = __webpack_require__(20); var Sprite3D = __webpack_require__(13); /** * @classdesc * The Camera 3D Plugin adds a new Camera type to Phaser that allows for movement and rendering * in 3D space. It displays a special type of Sprite called a Sprite3D that is a billboard sprite, * with a z-axis allowing for perspective depth. * * This is an external plugin which you can include in your game by preloading it: * * ```javascript * this.load.scenePlugin({ * key: 'Camera3DPlugin', * url: 'plugins/camera3d.min.js', * sceneKey: 'cameras3d' * }); * ``` * * Once loaded you can create a 3D Camera using the `camera3d` property of a Scene: * * `var camera = this.cameras3d.add(85).setZ(500).setPixelScale(128);` * * See the examples for more information. * * @class Camera3DPlugin * @constructor * * @param {Phaser.Scene} scene - The Scene to which this plugin is being installed. * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager. */ var Camera3DPlugin = new Class({ Extends: ScenePlugin, initialize: function Camera3DPlugin (scene, pluginManager) { ScenePlugin.call(this, scene, pluginManager); /** * An Array of the Camera objects being managed by this Camera Manager. * * @name Camera3DPlugin#cameras * @type {Phaser.Cameras.Sprite3D.Camera[]} * @since 3.0.0 */ this.cameras = []; // Register the Sprite3D Game Object pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator); }, /** * Creates a new Sprite3D Game Object and adds it to the Scene. * * @method Phaser.GameObjects.GameObjectFactory#sprite3D * @since 3.0.0 * * @param {number} x - The horizontal position of this Game Object. * @param {number} y - The vertical position of this Game Object. * @param {number} z - The z position of this Game Object. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. * * @return {Phaser.GameObjects.Sprite3D} The Game Object that was created. */ sprite3DFactory: function (x, y, z, key, frame) { var sprite = new Sprite3D(this.scene, x, y, z, key, frame); this.displayList.add(sprite.gameObject); this.updateList.add(sprite.gameObject); return sprite; }, /** * Creates a new Sprite3D Game Object and returns it. * * @method Phaser.GameObjects.GameObjectCreator#sprite3D * @since 3.0.0 * * @param {object} config - The configuration object this Game Object will use to create itself. * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object. * * @return {Phaser.GameObjects.Sprite3D} The Game Object that was created. */ sprite3DCreator: function (config, addToScene) { if (config === undefined) { config = {}; } var key = GetAdvancedValue(config, 'key', null); var frame = GetAdvancedValue(config, 'frame', null); var sprite = new Sprite3D(this.scene, 0, 0, key, frame); if (addToScene !== undefined) { config.add = addToScene; } BuildGameObject(this.scene, sprite, config); // Sprite specific config options: BuildGameObjectAnimation(sprite, config); return sprite; }, /** * This method is called automatically, only once, when the Scene is first created. * Do not invoke it directly. * * @method Phaser.Cameras.Scene3D.CameraManager#boot * @private * @since 3.5.1 */ boot: function () { this.systems.events.once('destroy', this.destroy, this); }, /** * This method is called automatically by the Scene when it is starting up. * It is responsible for creating local systems, properties and listening for Scene events. * Do not invoke it directly. * * @method Camera3DPlugin#start * @private * @since 3.5.0 */ start: function () { var eventEmitter = this.systems.events; eventEmitter.on('update', this.update, this); eventEmitter.once('shutdown', this.shutdown, this); }, /** * [description] * * @method Camera3DPlugin#add * @since 3.0.0 * * @param {number} [fieldOfView=80] - [description] * @param {number} [width] - [description] * @param {number} [height] - [description] * * @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description] */ add: function (fieldOfView, width, height) { return this.addPerspectiveCamera(fieldOfView, width, height); }, /** * [description] * * @method Camera3DPlugin#addOrthographicCamera * @since 3.0.0 * * @param {number} width - [description] * @param {number} height - [description] * * @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description] */ addOrthographicCamera: function (width, height) { var config = this.scene.sys.game.config; if (width === undefined) { width = config.width; } if (height === undefined) { height = config.height; } var camera = new OrthographicCamera(this.scene, width, height); this.cameras.push(camera); return camera; }, /** * [description] * * @method Camera3DPlugin#addPerspectiveCamera * @since 3.0.0 * * @param {number} [fieldOfView=80] - [description] * @param {number} [width] - [description] * @param {number} [height] - [description] * * @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description] */ addPerspectiveCamera: function (fieldOfView, width, height) { var config = this.scene.sys.game.config; if (fieldOfView === undefined) { fieldOfView = 80; } if (width === undefined) { width = config.width; } if (height === undefined) { height = config.height; } var camera = new PerspectiveCamera(this.scene, fieldOfView, width, height); this.cameras.push(camera); return camera; }, /** * [description] * * @method Camera3DPlugin#getCamera * @since 3.0.0 * * @param {string} name - [description] * * @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description] */ getCamera: function (name) { for (var i = 0; i < this.cameras.length; i++) { if (this.cameras[i].name === name) { return this.cameras[i]; } } return null; }, /** * [description] * * @method Camera3DPlugin#removeCamera * @since 3.0.0 * * @param {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} camera - [description] */ removeCamera: function (camera) { var cameraIndex = this.cameras.indexOf(camera); if (cameraIndex !== -1) { this.cameras.splice(cameraIndex, 1); } }, /** * [description] * * @method Camera3DPlugin#removeAll * @since 3.0.0 * * @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description] */ removeAll: function () { while (this.cameras.length > 0) { var camera = this.cameras.pop(); camera.destroy(); } return this.main; }, /** * [description] * * @method Camera3DPlugin#update * @since 3.0.0 * * @param {number} timestep - [description] * @param {number} delta - [description] */ update: function (timestep, delta) { for (var i = 0, l = this.cameras.length; i < l; ++i) { this.cameras[i].update(timestep, delta); } }, /** * The Scene that owns this plugin is shutting down. * We need to kill and reset all internal properties as well as stop listening to Scene events. * * @method Camera3DPlugin#shutdown * @private * @since 3.0.0 */ shutdown: function () { var eventEmitter = this.systems.events; eventEmitter.off('update', this.update, this); eventEmitter.off('shutdown', this.shutdown, this); this.removeAll(); }, /** * The Scene that owns this plugin is being destroyed. * We need to shutdown and then kill off all external references. * * @method Camera3DPlugin#destroy * @private * @since 3.0.0 */ destroy: function () { this.shutdown(); this.pluginManager = null; this.game = null; this.scene = null; this.systems = null; } }); module.exports = Camera3DPlugin; /***/ }) /******/ ]);