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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; } /***/ }), /***/ "../../../src/data/DataManager.js": /*!**************************************************!*\ !*** D:/wamp/www/phaser/src/data/DataManager.js ***! \**************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); var Events = __webpack_require__(/*! ./events */ "../../../src/data/events/index.js"); /** * @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 Manager 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. * * Do not modify this object directly. Adding properties directly to this object will not * emit any events. Always use `DataManager.set` to create new items the first time around. * * @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 * @fires Phaser.Data.Events#SET_DATA * @fires Phaser.Data.Events#CHANGE_DATA * @fires Phaser.Data.Events#CHANGE_DATA_KEY * @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 * @fires Phaser.Data.Events#SET_DATA * @fires Phaser.Data.Events#CHANGE_DATA * @fires Phaser.Data.Events#CHANGE_DATA_KEY * @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(Events.CHANGE_DATA, parent, key, value, previousValue); events.emit(Events.CHANGE_DATA_KEY + key, parent, value, previousValue); } } }); list[key] = data; events.emit(Events.SET_DATA, 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 * @fires Phaser.Data.Events#SET_DATA * @fires Phaser.Data.Events#CHANGE_DATA * @fires Phaser.Data.Events#CHANGE_DATA_KEY * @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 * @fires Phaser.Data.Events#REMOVE_DATA * @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 * @fires Phaser.Data.Events#REMOVE_DATA * @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(Events.REMOVE_DATA, 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 * @fires Phaser.Data.Events#REMOVE_DATA * @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(Events.REMOVE_DATA, this.parent, 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(Events.CHANGE_DATA); this.events.off(Events.SET_DATA); this.events.off(Events.REMOVE_DATA); 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; /***/ }), /***/ "../../../src/data/events/CHANGE_DATA_EVENT.js": /*!***************************************************************!*\ !*** D:/wamp/www/phaser/src/data/events/CHANGE_DATA_EVENT.js ***! \***************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Change Data Event. * * This event is dispatched by a Data Manager when an item in the data store is changed. * * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for * a change data event from a Game Object you would use: `sprite.data.on('changedata', listener)`. * * This event is dispatched for all items that change in the Data Manager. * To listen for the change of a specific item, use the `CHANGE_DATA_KEY_EVENT` event. * * @event Phaser.Data.Events#CHANGE_DATA * @since 3.0.0 * * @param {any} parent - A reference to the object that the Data Manager responsible for this event belongs to. * @param {string} key - The unique key of the data item within the Data Manager. * @param {any} value - The new value of the item in the Data Manager. * @param {any} previousValue - The previous value of the item in the Data Manager. */ module.exports = 'changedata'; /***/ }), /***/ "../../../src/data/events/CHANGE_DATA_KEY_EVENT.js": /*!*******************************************************************!*\ !*** D:/wamp/www/phaser/src/data/events/CHANGE_DATA_KEY_EVENT.js ***! \*******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Change Data Key Event. * * This event is dispatched by a Data Manager when an item in the data store is changed. * * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for * the change of a specific data item from a Game Object you would use: `sprite.data.on('changedata-key', listener)`, * where `key` is the unique string key of the data item. For example, if you have a data item stored called `gold` * then you can listen for `sprite.data.on('changedata-gold')`. * * @event Phaser.Data.Events#CHANGE_DATA_KEY * @since 3.16.1 * * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event. * @param {string} key - The unique key of the data item within the Data Manager. * @param {any} value - The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance. * @param {any} previousValue - The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance. */ module.exports = 'changedata-'; /***/ }), /***/ "../../../src/data/events/REMOVE_DATA_EVENT.js": /*!***************************************************************!*\ !*** D:/wamp/www/phaser/src/data/events/REMOVE_DATA_EVENT.js ***! \***************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Remove Data Event. * * This event is dispatched by a Data Manager when an item is removed from it. * * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for * the removal of a data item on a Game Object you would use: `sprite.data.on('removedata', listener)`. * * @event Phaser.Data.Events#REMOVE_DATA * @since 3.0.0 * * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event. * @param {string} key - The unique key of the data item within the Data Manager. * @param {any} data - The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance. */ module.exports = 'removedata'; /***/ }), /***/ "../../../src/data/events/SET_DATA_EVENT.js": /*!************************************************************!*\ !*** D:/wamp/www/phaser/src/data/events/SET_DATA_EVENT.js ***! \************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Set Data Event. * * This event is dispatched by a Data Manager when a new item is added to the data store. * * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for * the addition of a new data item on a Game Object you would use: `sprite.data.on('setdata', listener)`. * * @event Phaser.Data.Events#SET_DATA * @since 3.0.0 * * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event. * @param {string} key - The unique key of the data item within the Data Manager. * @param {any} data - The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance. */ module.exports = 'setdata'; /***/ }), /***/ "../../../src/data/events/index.js": /*!***************************************************!*\ !*** D:/wamp/www/phaser/src/data/events/index.js ***! \***************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * @namespace Phaser.Data.Events */ module.exports = { CHANGE_DATA: __webpack_require__(/*! ./CHANGE_DATA_EVENT */ "../../../src/data/events/CHANGE_DATA_EVENT.js"), CHANGE_DATA_KEY: __webpack_require__(/*! ./CHANGE_DATA_KEY_EVENT */ "../../../src/data/events/CHANGE_DATA_KEY_EVENT.js"), REMOVE_DATA: __webpack_require__(/*! ./REMOVE_DATA_EVENT */ "../../../src/data/events/REMOVE_DATA_EVENT.js"), SET_DATA: __webpack_require__(/*! ./SET_DATA_EVENT */ "../../../src/data/events/SET_DATA_EVENT.js") }; /***/ }), /***/ "../../../src/gameobjects/GameObject.js": /*!********************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/GameObject.js ***! \********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); var ComponentsToJSON = __webpack_require__(/*! ./components/ToJSON */ "../../../src/gameobjects/components/ToJSON.js"); var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js"); var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js"); var Events = __webpack_require__(/*! ./events */ "../../../src/gameobjects/events/index.js"); /** * @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 current state of this Game Object. * * Phaser itself will never modify this value, although plugins may do so. * * Use this property to track the state of a Game Object during its lifetime. For example, it could move from * a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant * in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. * If you need to store complex data about your Game Object, look at using the Data Component instead. * * @name Phaser.GameObjects.GameObject#state * @type {(integer|string)} * @since 3.16.0 */ this.state = 0; /** * 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.Types.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(); }, /** * 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; }, /** * Sets the current state of this Game Object. * * Phaser itself will never modify the State of a Game Object, although plugins may do so. * * For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. * The state value should typically be an integer (ideally mapped to a constant * in your game code), but could also be a string. It is recommended to keep it light and simple. * If you need to store complex data about your Game Object, look at using the Data Component instead. * * @method Phaser.GameObjects.GameObject#setState * @since 3.16.0 * * @param {(integer|string)} value - The state of the Game Object. * * @return {this} This GameObject. */ setState: function (value) { this.state = 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 of 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.Types.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 {Phaser.Types.Input.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 {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object. */ toJSON: function () { return ComponentsToJSON(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 * @fires Phaser.GameObjects.Events#DESTROY * @since 3.0.0 * * @param {boolean} [fromScene=false] - Is this Game Object being destroyed as the result of a Scene shutdown? */ destroy: function (fromScene) { if (fromScene === undefined) { fromScene = false; } // This Game Object has already been destroyed if (!this.scene || this.ignoreDestroy) { return; } if (this.preDestroy) { this.preDestroy.call(this); } this.emit(Events.DESTROY, this); var sys = this.scene.sys; if (!fromScene) { 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 if (!fromScene) { 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; /***/ }), /***/ "../../../src/gameobjects/components/Alpha.js": /*!**************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/Alpha.js ***! \**************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Clamp = __webpack_require__(/*! ../../math/Clamp */ "../../../src/math/Clamp.js"); // 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. * * @namespace 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; /***/ }), /***/ "../../../src/gameobjects/components/BlendMode.js": /*!******************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/BlendMode.js ***! \******************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BlendModes = __webpack_require__(/*! ../../renderer/BlendModes */ "../../../src/renderer/BlendModes.js"); /** * Provides methods used for setting the blend mode of a Game Object. * Should be applied as a mixin and not used directly. * * @namespace 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 * * ERASE * * 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 * * ERASE (only works when rendering to a framebuffer, like a Render Texture) * * 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 in 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; /***/ }), /***/ "../../../src/gameobjects/components/ComputedSize.js": /*!*********************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/ComputedSize.js ***! \*********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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. * * @namespace 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; /***/ }), /***/ "../../../src/gameobjects/components/Depth.js": /*!**************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/Depth.js ***! \**************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Provides methods used for setting the depth of a Game Object. * Should be applied as a mixin and not used directly. * * @namespace 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; /***/ }), /***/ "../../../src/gameobjects/components/Flip.js": /*!*************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/Flip.js ***! \*************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Provides methods used for visually flipping a Game Object. * Should be applied as a mixin and not used directly. * * @namespace 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. * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. * * @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. * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. * * @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. * * 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. * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. * * @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. * * 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. * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. * * @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. * * A Game Object that is flipped will render inversed on the flipped axis. * Flipping always takes place from the middle of the texture and does not impact the scale value. * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only. * * @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; /***/ }), /***/ "../../../src/gameobjects/components/ScrollFactor.js": /*!*********************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/ScrollFactor.js ***! \*********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Provides methods used for getting and setting the Scroll Factor of a Game Object. * * @namespace 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; /***/ }), /***/ "../../../src/gameobjects/components/ToJSON.js": /*!***************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/ToJSON.js ***! \***************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * 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 {Phaser.Types.GameObjects.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; /***/ }), /***/ "../../../src/gameobjects/components/Transform.js": /*!******************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/Transform.js ***! \******************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var MATH_CONST = __webpack_require__(/*! ../../math/const */ "../../../src/math/const.js"); var TransformMatrix = __webpack_require__(/*! ./TransformMatrix */ "../../../src/gameobjects/components/TransformMatrix.js"); var WrapAngle = __webpack_require__(/*! ../../math/angle/Wrap */ "../../../src/math/angle/Wrap.js"); var WrapAngleDegrees = __webpack_require__(/*! ../../math/angle/WrapDegrees */ "../../../src/math/angle/WrapDegrees.js"); // 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. * * @namespace 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, /** * This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object * to the same value, at the same time. When reading this value the result returned is `(scaleX + scaleY) / 2`. * * Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this * isn't the case, use the `scaleX` or `scaleY` properties instead. * * @name Phaser.GameObjects.Components.Transform#scale * @type {number} * @default 1 * @since 3.18.0 */ scale: { get: function () { return (this._scaleX + this._scaleY) / 2; }, set: function (value) { this._scaleX = value; this._scaleY = value; if (value === 0) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } } }, /** * 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 (value === 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 (value === 0) { this.renderFlags &= ~_FLAG; } else { this.renderFlags |= _FLAG; } } }, /** * The angle of this Game Object as expressed in degrees. * * Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left * and -90 is up. * * 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. * * Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left * and -90 is up. * * 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.scale.width; } if (height === undefined) { height = this.scene.sys.scale.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. * @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - A temporary matrix to hold parent values during the calculations. * * @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix. */ getWorldTransformMatrix: function (tempMatrix, parentMatrix) { if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); } if (parentMatrix === undefined) { parentMatrix = new TransformMatrix(); } var parent = this.parentContainer; if (!parent) { return this.getLocalTransformMatrix(tempMatrix); } tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY); while (parent) { parentMatrix.applyITRS(parent.x, parent.y, parent._rotation, parent._scaleX, parent._scaleY); parentMatrix.multiply(tempMatrix, tempMatrix); parent = parent.parentContainer; } return tempMatrix; }, /** * Gets the sum total rotation of all of this Game Objects parent Containers. * * The returned value is in radians and will be zero if this Game Object has no parent container. * * @method Phaser.GameObjects.Components.Transform#getParentRotation * @since 3.18.0 * * @return {number} The sum total rotation, in radians, of all parent containers of this Game Object. */ getParentRotation: function () { var rotation = 0; var parent = this.parentContainer; while (parent) { rotation += parent.rotation; parent = parent.parentContainer; } return rotation; } }; module.exports = Transform; /***/ }), /***/ "../../../src/gameobjects/components/TransformMatrix.js": /*!************************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/TransformMatrix.js ***! \************************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../../utils/Class */ "../../../src/utils/Class.js"); var Vector2 = __webpack_require__(/*! ../../math/Vector2 */ "../../../src/math/Vector2.js"); /** * @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, normalized to be within the Phaser right-handed * clockwise rotation space. Value is in radians. * * @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized * @type {number} * @readonly * @since 3.4.0 */ rotation: { get: function () { // Previous version: // return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1); // Normalized version: var matrix = this.matrix; var a = matrix[0]; var b = matrix[1]; var c = matrix[2]; var d = matrix[3]; if (a || b) { var r = Math.sqrt(a * a + b * b); return (b > 0) ? Math.acos(a / r) : -Math.acos(a / r); } else if (c || d) { var s = Math.sqrt(c * c + d * d); return Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s)); } else { return 0; } } }, /** * 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 using QR decomposition. * * The result must be applied in the following order to reproduce the current matrix: * * translate -> rotate -> scale * * @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 determ = a * d - b * c; decomposedMatrix.translateX = matrix[4]; decomposedMatrix.translateY = matrix[5]; if (a || b) { var r = Math.sqrt(a * a + b * b); decomposedMatrix.rotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r); decomposedMatrix.scaleX = r; decomposedMatrix.scaleY = determ / r; } else if (c || d) { var s = Math.sqrt(c * c + d * d); decomposedMatrix.rotation = Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s)); decomposedMatrix.scaleX = determ / s; decomposedMatrix.scaleY = s; } else { decomposedMatrix.rotation = 0; decomposedMatrix.scaleX = 0; decomposedMatrix.scaleY = 0; } 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; }, /** * Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of * the current matrix with its transformation applied. * * Can be used to translate points from world to local space. * * @method Phaser.GameObjects.Components.TransformMatrix#applyInverse * @since 3.12.0 * * @param {number} x - The x position to translate. * @param {number} y - The y position to translate. * @param {Phaser.Math.Vector2} [output] - A Vector2, or point-like object, to store the results in. * * @return {Phaser.Math.Vector2} The coordinates, inverse-transformed through this matrix. */ applyInverse: function (x, y, output) { if (output === undefined) { output = new Vector2(); } 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 id = 1 / ((a * d) + (c * -b)); output.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id); output.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id); return output; }, /** * 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; /***/ }), /***/ "../../../src/gameobjects/components/Visible.js": /*!****************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/components/Visible.js ***! \****************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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. * * @namespace 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; /***/ }), /***/ "../../../src/gameobjects/events/DESTROY_EVENT.js": /*!******************************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/events/DESTROY_EVENT.js ***! \******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Game Object Destroy Event. * * This event is dispatched when a Game Object instance is being destroyed. * * Listen for it on a Game Object instance using `GameObject.on('destroy', listener)`. * * @event Phaser.GameObjects.Events#DESTROY * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object which is being destroyed. */ module.exports = 'destroy'; /***/ }), /***/ "../../../src/gameobjects/events/index.js": /*!**********************************************************!*\ !*** D:/wamp/www/phaser/src/gameobjects/events/index.js ***! \**********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * @namespace Phaser.GameObjects.Events */ module.exports = { DESTROY: __webpack_require__(/*! ./DESTROY_EVENT */ "../../../src/gameobjects/events/DESTROY_EVENT.js") }; /***/ }), /***/ "../../../src/loader/File.js": /*!*********************************************!*\ !*** D:/wamp/www/phaser/src/loader/File.js ***! \*********************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); var CONST = __webpack_require__(/*! ./const */ "../../../src/loader/const.js"); var Events = __webpack_require__(/*! ./events */ "../../../src/loader/events/index.js"); var GetFastValue = __webpack_require__(/*! ../utils/object/GetFastValue */ "../../../src/utils/object/GetFastValue.js"); var GetURL = __webpack_require__(/*! ./GetURL */ "../../../src/loader/GetURL.js"); var MergeXHRSettings = __webpack_require__(/*! ./MergeXHRSettings */ "../../../src/loader/MergeXHRSettings.js"); var XHRLoader = __webpack_require__(/*! ./XHRLoader */ "../../../src/loader/XHRLoader.js"); var XHRSettings = __webpack_require__(/*! ./XHRSettings */ "../../../src/loader/XHRSettings.js"); /** * @classdesc * The base File class used by all File Types that the Loader can support. * You shouldn't create an instance of a File directly, but should extend it with your own class, setting a custom type and processing methods. * * @class File * @memberof Phaser.Loader * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File. * @param {Phaser.Types.Loader.FileConfig} fileConfig - The file configuration object, as created by the file type. */ var File = new Class({ initialize: function File (loader, fileConfig) { /** * A reference to the Loader that is going to load this file. * * @name Phaser.Loader.File#loader * @type {Phaser.Loader.LoaderPlugin} * @since 3.0.0 */ this.loader = loader; /** * A reference to the Cache, or Texture Manager, that is going to store this file if it loads. * * @name Phaser.Loader.File#cache * @type {(Phaser.Cache.BaseCache|Phaser.Textures.TextureManager)} * @since 3.7.0 */ this.cache = GetFastValue(fileConfig, 'cache', false); /** * The file type string (image, json, etc) for sorting within the Loader. * * @name Phaser.Loader.File#type * @type {string} * @since 3.0.0 */ this.type = GetFastValue(fileConfig, 'type', false); /** * Unique cache key (unique within its file type) * * @name Phaser.Loader.File#key * @type {string} * @since 3.0.0 */ this.key = GetFastValue(fileConfig, 'key', false); var loadKey = this.key; if (loader.prefix && loader.prefix !== '') { this.key = loader.prefix + loadKey; } if (!this.type || !this.key) { throw new Error('Error calling \'Loader.' + this.type + '\' invalid key provided.'); } /** * The URL of the file, not including baseURL. * Automatically has Loader.path prepended to it. * * @name Phaser.Loader.File#url * @type {string} * @since 3.0.0 */ this.url = GetFastValue(fileConfig, 'url'); if (this.url === undefined) { this.url = loader.path + loadKey + '.' + GetFastValue(fileConfig, 'extension', ''); } else if (typeof(this.url) !== 'function') { this.url = loader.path + this.url; } /** * The final URL this file will load from, including baseURL and path. * Set automatically when the Loader calls 'load' on this file. * * @name Phaser.Loader.File#src * @type {string} * @since 3.0.0 */ this.src = ''; /** * The merged XHRSettings for this file. * * @name Phaser.Loader.File#xhrSettings * @type {Phaser.Types.Loader.XHRSettingsObject} * @since 3.0.0 */ this.xhrSettings = XHRSettings(GetFastValue(fileConfig, 'responseType', undefined)); if (GetFastValue(fileConfig, 'xhrSettings', false)) { this.xhrSettings = MergeXHRSettings(this.xhrSettings, GetFastValue(fileConfig, 'xhrSettings', {})); } /** * The XMLHttpRequest instance (as created by XHR Loader) that is loading this File. * * @name Phaser.Loader.File#xhrLoader * @type {?XMLHttpRequest} * @since 3.0.0 */ this.xhrLoader = null; /** * The current state of the file. One of the FILE_CONST values. * * @name Phaser.Loader.File#state * @type {integer} * @since 3.0.0 */ this.state = (typeof(this.url) === 'function') ? CONST.FILE_POPULATED : CONST.FILE_PENDING; /** * The total size of this file. * Set by onProgress and only if loading via XHR. * * @name Phaser.Loader.File#bytesTotal * @type {number} * @default 0 * @since 3.0.0 */ this.bytesTotal = 0; /** * Updated as the file loads. * Only set if loading via XHR. * * @name Phaser.Loader.File#bytesLoaded * @type {number} * @default -1 * @since 3.0.0 */ this.bytesLoaded = -1; /** * A percentage value between 0 and 1 indicating how much of this file has loaded. * Only set if loading via XHR. * * @name Phaser.Loader.File#percentComplete * @type {number} * @default -1 * @since 3.0.0 */ this.percentComplete = -1; /** * For CORs based loading. * If this is undefined then the File will check BaseLoader.crossOrigin and use that (if set) * * @name Phaser.Loader.File#crossOrigin * @type {(string|undefined)} * @since 3.0.0 */ this.crossOrigin = undefined; /** * The processed file data, stored here after the file has loaded. * * @name Phaser.Loader.File#data * @type {*} * @since 3.0.0 */ this.data = undefined; /** * A config object that can be used by file types to store transitional data. * * @name Phaser.Loader.File#config * @type {*} * @since 3.0.0 */ this.config = GetFastValue(fileConfig, 'config', {}); /** * If this is a multipart file, i.e. an atlas and its json together, then this is a reference * to the parent MultiFile. Set and used internally by the Loader or specific file types. * * @name Phaser.Loader.File#multiFile * @type {?Phaser.Loader.MultiFile} * @since 3.7.0 */ this.multiFile; /** * Does this file have an associated linked file? Such as an image and a normal map. * Atlases and Bitmap Fonts use the multiFile, because those files need loading together but aren't * actually bound by data, where-as a linkFile is. * * @name Phaser.Loader.File#linkFile * @type {?Phaser.Loader.File} * @since 3.7.0 */ this.linkFile; }, /** * Links this File with another, so they depend upon each other for loading and processing. * * @method Phaser.Loader.File#setLink * @since 3.7.0 * * @param {Phaser.Loader.File} fileB - The file to link to this one. */ setLink: function (fileB) { this.linkFile = fileB; fileB.linkFile = this; }, /** * Resets the XHRLoader instance this file is using. * * @method Phaser.Loader.File#resetXHR * @since 3.0.0 */ resetXHR: function () { if (this.xhrLoader) { this.xhrLoader.onload = undefined; this.xhrLoader.onerror = undefined; this.xhrLoader.onprogress = undefined; } }, /** * Called by the Loader, starts the actual file downloading. * During the load the methods onLoad, onError and onProgress are called, based on the XHR events. * You shouldn't normally call this method directly, it's meant to be invoked by the Loader. * * @method Phaser.Loader.File#load * @since 3.0.0 */ load: function () { if (this.state === CONST.FILE_POPULATED) { // Can happen for example in a JSONFile if they've provided a JSON object instead of a URL this.loader.nextFile(this, true); } else { this.src = GetURL(this, this.loader.baseURL); if (this.src.indexOf('data:') === 0) { console.warn('Local data URIs are not supported: ' + this.key); } else { // The creation of this XHRLoader starts the load process going. // It will automatically call the following, based on the load outcome: // // xhr.onload = this.onLoad // xhr.onerror = this.onError // xhr.onprogress = this.onProgress this.xhrLoader = XHRLoader(this, this.loader.xhr); } } }, /** * Called when the file finishes loading, is sent a DOM ProgressEvent. * * @method Phaser.Loader.File#onLoad * @since 3.0.0 * * @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event. * @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this load. */ onLoad: function (xhr, event) { var localFileOk = ((xhr.responseURL && xhr.responseURL.indexOf('file://') === 0 && event.target.status === 0)); var success = !(event.target && event.target.status !== 200) || localFileOk; // Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called. if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599) { success = false; } this.resetXHR(); this.loader.nextFile(this, success); }, /** * Called if the file errors while loading, is sent a DOM ProgressEvent. * * @method Phaser.Loader.File#onError * @since 3.0.0 * * @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event. * @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this error. */ onError: function () { this.resetXHR(); this.loader.nextFile(this, false); }, /** * Called during the file load progress. Is sent a DOM ProgressEvent. * * @method Phaser.Loader.File#onProgress * @fires Phaser.Loader.Events#FILE_PROGRESS * @since 3.0.0 * * @param {ProgressEvent} event - The DOM ProgressEvent. */ onProgress: function (event) { if (event.lengthComputable) { this.bytesLoaded = event.loaded; this.bytesTotal = event.total; this.percentComplete = Math.min((this.bytesLoaded / this.bytesTotal), 1); this.loader.emit(Events.FILE_PROGRESS, this, this.percentComplete); } }, /** * Usually overridden by the FileTypes and is called by Loader.nextFile. * This method controls what extra work this File does with its loaded data, for example a JSON file will parse itself during this stage. * * @method Phaser.Loader.File#onProcess * @since 3.0.0 */ onProcess: function () { this.state = CONST.FILE_PROCESSING; this.onProcessComplete(); }, /** * Called when the File has completed processing. * Checks on the state of its multifile, if set. * * @method Phaser.Loader.File#onProcessComplete * @since 3.7.0 */ onProcessComplete: function () { this.state = CONST.FILE_COMPLETE; if (this.multiFile) { this.multiFile.onFileComplete(this); } this.loader.fileProcessComplete(this); }, /** * Called when the File has completed processing but it generated an error. * Checks on the state of its multifile, if set. * * @method Phaser.Loader.File#onProcessError * @since 3.7.0 */ onProcessError: function () { this.state = CONST.FILE_ERRORED; if (this.multiFile) { this.multiFile.onFileFailed(this); } this.loader.fileProcessComplete(this); }, /** * Checks if a key matching the one used by this file exists in the target Cache or not. * This is called automatically by the LoaderPlugin to decide if the file can be safely * loaded or will conflict. * * @method Phaser.Loader.File#hasCacheConflict * @since 3.7.0 * * @return {boolean} `true` if adding this file will cause a conflict, otherwise `false`. */ hasCacheConflict: function () { return (this.cache && this.cache.exists(this.key)); }, /** * Adds this file to its target cache upon successful loading and processing. * This method is often overridden by specific file types. * * @method Phaser.Loader.File#addToCache * @since 3.7.0 */ addToCache: function () { if (this.cache) { this.cache.add(this.key, this.data); } this.pendingDestroy(); }, /** * Called once the file has been added to its cache and is now ready for deletion from the Loader. * It will emit a `filecomplete` event from the LoaderPlugin. * * @method Phaser.Loader.File#pendingDestroy * @fires Phaser.Loader.Events#FILE_COMPLETE * @fires Phaser.Loader.Events#FILE_KEY_COMPLETE * @since 3.7.0 */ pendingDestroy: function (data) { if (data === undefined) { data = this.data; } var key = this.key; var type = this.type; this.loader.emit(Events.FILE_COMPLETE, key, type, data); this.loader.emit(Events.FILE_KEY_COMPLETE + type + '-' + key, key, type, data); this.loader.flagForRemoval(this); }, /** * Destroy this File and any references it holds. * * @method Phaser.Loader.File#destroy * @since 3.7.0 */ destroy: function () { this.loader = null; this.cache = null; this.xhrSettings = null; this.multiFile = null; this.linkFile = null; this.data = null; } }); /** * Static method for creating object URL using URL API and setting it as image 'src' attribute. * If URL API is not supported (usually on old browsers) it falls back to creating Base64 encoded url using FileReader. * * @method Phaser.Loader.File.createObjectURL * @static * @since 3.7.0 * * @param {HTMLImageElement} image - Image object which 'src' attribute should be set to object URL. * @param {Blob} blob - A Blob object to create an object URL for. * @param {string} defaultType - Default mime type used if blob type is not available. */ File.createObjectURL = function (image, blob, defaultType) { if (typeof URL === 'function') { image.src = URL.createObjectURL(blob); } else { var reader = new FileReader(); reader.onload = function () { image.removeAttribute('crossOrigin'); image.src = 'data:' + (blob.type || defaultType) + ';base64,' + reader.result.split(',')[1]; }; reader.onerror = image.onerror; reader.readAsDataURL(blob); } }; /** * Static method for releasing an existing object URL which was previously created * by calling {@link File#createObjectURL} method. * * @method Phaser.Loader.File.revokeObjectURL * @static * @since 3.7.0 * * @param {HTMLImageElement} image - Image object which 'src' attribute should be revoked. */ File.revokeObjectURL = function (image) { if (typeof URL === 'function') { URL.revokeObjectURL(image.src); } }; module.exports = File; /***/ }), /***/ "../../../src/loader/FileTypesManager.js": /*!*********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/FileTypesManager.js ***! \*********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var types = {}; /** * @namespace Phaser.Loader.FileTypesManager */ var FileTypesManager = { /** * Static method called when a LoaderPlugin is created. * * Loops through the local types object and injects all of them as * properties into the LoaderPlugin instance. * * @method Phaser.Loader.FileTypesManager.install * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - The LoaderPlugin to install the types into. */ install: function (loader) { for (var key in types) { loader[key] = types[key]; } }, /** * Static method called directly by the File Types. * * The key is a reference to the function used to load the files via the Loader, i.e. `image`. * * @method Phaser.Loader.FileTypesManager.register * @since 3.0.0 * * @param {string} key - The key that will be used as the method name in the LoaderPlugin. * @param {function} factoryFunction - The function that will be called when LoaderPlugin.key is invoked. */ register: function (key, factoryFunction) { types[key] = factoryFunction; }, /** * Removed all associated file types. * * @method Phaser.Loader.FileTypesManager.destroy * @since 3.0.0 */ destroy: function () { types = {}; } }; module.exports = FileTypesManager; /***/ }), /***/ "../../../src/loader/GetURL.js": /*!***********************************************!*\ !*** D:/wamp/www/phaser/src/loader/GetURL.js ***! \***********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Given a File and a baseURL value this returns the URL the File will use to download from. * * @function Phaser.Loader.GetURL * @since 3.0.0 * * @param {Phaser.Loader.File} file - The File object. * @param {string} baseURL - A default base URL. * * @return {string} The URL the File will use. */ var GetURL = function (file, baseURL) { if (!file.url) { return false; } if (file.url.match(/^(?:blob:|data:|http:\/\/|https:\/\/|\/\/)/)) { return file.url; } else { return baseURL + file.url; } }; module.exports = GetURL; /***/ }), /***/ "../../../src/loader/MergeXHRSettings.js": /*!*********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/MergeXHRSettings.js ***! \*********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Extend = __webpack_require__(/*! ../utils/object/Extend */ "../../../src/utils/object/Extend.js"); var XHRSettings = __webpack_require__(/*! ./XHRSettings */ "../../../src/loader/XHRSettings.js"); /** * Takes two XHRSettings Objects and creates a new XHRSettings object from them. * * The new object is seeded by the values given in the global settings, but any setting in * the local object overrides the global ones. * * @function Phaser.Loader.MergeXHRSettings * @since 3.0.0 * * @param {Phaser.Types.Loader.XHRSettingsObject} global - The global XHRSettings object. * @param {Phaser.Types.Loader.XHRSettingsObject} local - The local XHRSettings object. * * @return {Phaser.Types.Loader.XHRSettingsObject} A newly formed XHRSettings object. */ var MergeXHRSettings = function (global, local) { var output = (global === undefined) ? XHRSettings() : Extend({}, global); if (local) { for (var setting in local) { if (local[setting] !== undefined) { output[setting] = local[setting]; } } } return output; }; module.exports = MergeXHRSettings; /***/ }), /***/ "../../../src/loader/MultiFile.js": /*!**************************************************!*\ !*** D:/wamp/www/phaser/src/loader/MultiFile.js ***! \**************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); /** * @classdesc * A MultiFile is a special kind of parent that contains two, or more, Files as children and looks after * the loading and processing of them all. It is commonly extended and used as a base class for file types such as AtlasJSON or BitmapFont. * * You shouldn't create an instance of a MultiFile directly, but should extend it with your own class, setting a custom type and processing methods. * * @class MultiFile * @memberof Phaser.Loader * @constructor * @since 3.7.0 * * @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File. * @param {string} type - The file type string for sorting within the Loader. * @param {string} key - The key of the file within the loader. * @param {Phaser.Loader.File[]} files - An array of Files that make-up this MultiFile. */ var MultiFile = new Class({ initialize: function MultiFile (loader, type, key, files) { /** * A reference to the Loader that is going to load this file. * * @name Phaser.Loader.MultiFile#loader * @type {Phaser.Loader.LoaderPlugin} * @since 3.7.0 */ this.loader = loader; /** * The file type string for sorting within the Loader. * * @name Phaser.Loader.MultiFile#type * @type {string} * @since 3.7.0 */ this.type = type; /** * Unique cache key (unique within its file type) * * @name Phaser.Loader.MultiFile#key * @type {string} * @since 3.7.0 */ this.key = key; /** * Array of files that make up this MultiFile. * * @name Phaser.Loader.MultiFile#files * @type {Phaser.Loader.File[]} * @since 3.7.0 */ this.files = files; /** * The completion status of this MultiFile. * * @name Phaser.Loader.MultiFile#complete * @type {boolean} * @default false * @since 3.7.0 */ this.complete = false; /** * The number of files to load. * * @name Phaser.Loader.MultiFile#pending * @type {integer} * @since 3.7.0 */ this.pending = files.length; /** * The number of files that failed to load. * * @name Phaser.Loader.MultiFile#failed * @type {integer} * @default 0 * @since 3.7.0 */ this.failed = 0; /** * A storage container for transient data that the loading files need. * * @name Phaser.Loader.MultiFile#config * @type {any} * @since 3.7.0 */ this.config = {}; // Link the files for (var i = 0; i < files.length; i++) { files[i].multiFile = this; } }, /** * Checks if this MultiFile is ready to process its children or not. * * @method Phaser.Loader.MultiFile#isReadyToProcess * @since 3.7.0 * * @return {boolean} `true` if all children of this MultiFile have loaded, otherwise `false`. */ isReadyToProcess: function () { return (this.pending === 0 && this.failed === 0 && !this.complete); }, /** * Adds another child to this MultiFile, increases the pending count and resets the completion status. * * @method Phaser.Loader.MultiFile#addToMultiFile * @since 3.7.0 * * @param {Phaser.Loader.File} files - The File to add to this MultiFile. * * @return {Phaser.Loader.MultiFile} This MultiFile instance. */ addToMultiFile: function (file) { this.files.push(file); file.multiFile = this; this.pending++; this.complete = false; return this; }, /** * Called by each File when it finishes loading. * * @method Phaser.Loader.MultiFile#onFileComplete * @since 3.7.0 * * @param {Phaser.Loader.File} file - The File that has completed processing. */ onFileComplete: function (file) { var index = this.files.indexOf(file); if (index !== -1) { this.pending--; } }, /** * Called by each File that fails to load. * * @method Phaser.Loader.MultiFile#onFileFailed * @since 3.7.0 * * @param {Phaser.Loader.File} file - The File that has failed to load. */ onFileFailed: function (file) { var index = this.files.indexOf(file); if (index !== -1) { this.failed++; } } }); module.exports = MultiFile; /***/ }), /***/ "../../../src/loader/XHRLoader.js": /*!**************************************************!*\ !*** D:/wamp/www/phaser/src/loader/XHRLoader.js ***! \**************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var MergeXHRSettings = __webpack_require__(/*! ./MergeXHRSettings */ "../../../src/loader/MergeXHRSettings.js"); /** * Creates a new XMLHttpRequest (xhr) object based on the given File and XHRSettings * and starts the download of it. It uses the Files own XHRSettings and merges them * with the global XHRSettings object to set the xhr values before download. * * @function Phaser.Loader.XHRLoader * @since 3.0.0 * * @param {Phaser.Loader.File} file - The File to download. * @param {Phaser.Types.Loader.XHRSettingsObject} globalXHRSettings - The global XHRSettings object. * * @return {XMLHttpRequest} The XHR object. */ var XHRLoader = function (file, globalXHRSettings) { var config = MergeXHRSettings(globalXHRSettings, file.xhrSettings); var xhr = new XMLHttpRequest(); xhr.open('GET', file.src, config.async, config.user, config.password); xhr.responseType = file.xhrSettings.responseType; xhr.timeout = config.timeout; if (config.header && config.headerValue) { xhr.setRequestHeader(config.header, config.headerValue); } if (config.requestedWith) { xhr.setRequestHeader('X-Requested-With', config.requestedWith); } if (config.overrideMimeType) { xhr.overrideMimeType(config.overrideMimeType); } // After a successful request, the xhr.response property will contain the requested data as a DOMString, ArrayBuffer, Blob, or Document (depending on what was set for responseType.) xhr.onload = file.onLoad.bind(file, xhr); xhr.onerror = file.onError.bind(file, xhr); xhr.onprogress = file.onProgress.bind(file); // This is the only standard method, the ones above are browser additions (maybe not universal?) // xhr.onreadystatechange xhr.send(); return xhr; }; module.exports = XHRLoader; /***/ }), /***/ "../../../src/loader/XHRSettings.js": /*!****************************************************!*\ !*** D:/wamp/www/phaser/src/loader/XHRSettings.js ***! \****************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Creates an XHRSettings Object with default values. * * @function Phaser.Loader.XHRSettings * @since 3.0.0 * * @param {XMLHttpRequestResponseType} [responseType=''] - The responseType, such as 'text'. * @param {boolean} [async=true] - Should the XHR request use async or not? * @param {string} [user=''] - Optional username for the XHR request. * @param {string} [password=''] - Optional password for the XHR request. * @param {integer} [timeout=0] - Optional XHR timeout value. * * @return {Phaser.Types.Loader.XHRSettingsObject} The XHRSettings object as used by the Loader. */ var XHRSettings = function (responseType, async, user, password, timeout) { if (responseType === undefined) { responseType = ''; } if (async === undefined) { async = true; } if (user === undefined) { user = ''; } if (password === undefined) { password = ''; } if (timeout === undefined) { timeout = 0; } // Before sending a request, set the xhr.responseType to "text", // "arraybuffer", "blob", or "document", depending on your data needs. // Note, setting xhr.responseType = '' (or omitting) will default the response to "text". return { // Ignored by the Loader, only used by File. responseType: responseType, async: async, // credentials user: user, password: password, // timeout in ms (0 = no timeout) timeout: timeout, // setRequestHeader header: undefined, headerValue: undefined, requestedWith: false, // overrideMimeType overrideMimeType: undefined }; }; module.exports = XHRSettings; /***/ }), /***/ "../../../src/loader/const.js": /*!**********************************************!*\ !*** D:/wamp/www/phaser/src/loader/const.js ***! \**********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var FILE_CONST = { /** * The Loader is idle. * * @name Phaser.Loader.LOADER_IDLE * @type {integer} * @since 3.0.0 */ LOADER_IDLE: 0, /** * The Loader is actively loading. * * @name Phaser.Loader.LOADER_LOADING * @type {integer} * @since 3.0.0 */ LOADER_LOADING: 1, /** * The Loader is processing files is has loaded. * * @name Phaser.Loader.LOADER_PROCESSING * @type {integer} * @since 3.0.0 */ LOADER_PROCESSING: 2, /** * The Loader has completed loading and processing. * * @name Phaser.Loader.LOADER_COMPLETE * @type {integer} * @since 3.0.0 */ LOADER_COMPLETE: 3, /** * The Loader is shutting down. * * @name Phaser.Loader.LOADER_SHUTDOWN * @type {integer} * @since 3.0.0 */ LOADER_SHUTDOWN: 4, /** * The Loader has been destroyed. * * @name Phaser.Loader.LOADER_DESTROYED * @type {integer} * @since 3.0.0 */ LOADER_DESTROYED: 5, /** * File is in the load queue but not yet started * * @name Phaser.Loader.FILE_PENDING * @type {integer} * @since 3.0.0 */ FILE_PENDING: 10, /** * File has been started to load by the loader (onLoad called) * * @name Phaser.Loader.FILE_LOADING * @type {integer} * @since 3.0.0 */ FILE_LOADING: 11, /** * File has loaded successfully, awaiting processing * * @name Phaser.Loader.FILE_LOADED * @type {integer} * @since 3.0.0 */ FILE_LOADED: 12, /** * File failed to load * * @name Phaser.Loader.FILE_FAILED * @type {integer} * @since 3.0.0 */ FILE_FAILED: 13, /** * File is being processed (onProcess callback) * * @name Phaser.Loader.FILE_PROCESSING * @type {integer} * @since 3.0.0 */ FILE_PROCESSING: 14, /** * The File has errored somehow during processing. * * @name Phaser.Loader.FILE_ERRORED * @type {integer} * @since 3.0.0 */ FILE_ERRORED: 16, /** * File has finished processing. * * @name Phaser.Loader.FILE_COMPLETE * @type {integer} * @since 3.0.0 */ FILE_COMPLETE: 17, /** * File has been destroyed * * @name Phaser.Loader.FILE_DESTROYED * @type {integer} * @since 3.0.0 */ FILE_DESTROYED: 18, /** * File was populated from local data and doesn't need an HTTP request * * @name Phaser.Loader.FILE_POPULATED * @type {integer} * @since 3.0.0 */ FILE_POPULATED: 19 }; module.exports = FILE_CONST; /***/ }), /***/ "../../../src/loader/events/ADD_EVENT.js": /*!*********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/ADD_EVENT.js ***! \*********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Loader Plugin Add File Event. * * This event is dispatched when a new file is successfully added to the Loader and placed into the load queue. * * Listen to it from a Scene using: `this.load.on('addfile', listener)`. * * If you add lots of files to a Loader from a `preload` method, it will dispatch this event for each one of them. * * @event Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {string} key - The unique key of the file that was added to the Loader. * @param {string} type - The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`. * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event. * @param {Phaser.Loader.File} file - A reference to the File which was added to the Loader. */ module.exports = 'addfile'; /***/ }), /***/ "../../../src/loader/events/COMPLETE_EVENT.js": /*!**************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/COMPLETE_EVENT.js ***! \**************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Loader Plugin Complete Event. * * This event is dispatched when the Loader has fully processed everything in the load queue. * By this point every loaded file will now be in its associated cache and ready for use. * * Listen to it from a Scene using: `this.load.on('complete', listener)`. * * @event Phaser.Loader.Events#COMPLETE * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event. * @param {integer} totalComplete - The total number of files that successfully loaded. * @param {integer} totalFailed - The total number of files that failed to load. */ module.exports = 'complete'; /***/ }), /***/ "../../../src/loader/events/FILE_COMPLETE_EVENT.js": /*!*******************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/FILE_COMPLETE_EVENT.js ***! \*******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The File Load Complete Event. * * This event is dispatched by the Loader Plugin when any file in the queue finishes loading. * * Listen to it from a Scene using: `this.load.on('filecomplete', listener)`. * * You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_KEY_COMPLETE} event. * * @event Phaser.Loader.Events#FILE_COMPLETE * @since 3.0.0 * * @param {string} key - The key of the file that just loaded and finished processing. * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. * @param {any} data - The raw data the file contained. */ module.exports = 'filecomplete'; /***/ }), /***/ "../../../src/loader/events/FILE_KEY_COMPLETE_EVENT.js": /*!***********************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/FILE_KEY_COMPLETE_EVENT.js ***! \***********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The File Load Complete Event. * * This event is dispatched by the Loader Plugin when any file in the queue finishes loading. * * It uses a special dynamic event name constructed from the key and type of the file. * * For example, if you have loaded an `image` with a key of `monster`, you can listen for it * using the following: * * ```javascript * this.load.on('filecomplete-image-monster', function (key, type, data) { * // Your handler code * }); * ``` * * Or, if you have loaded a texture `atlas` with a key of `Level1`: * * ```javascript * this.load.on('filecomplete-atlas-Level1', function (key, type, data) { * // Your handler code * }); * ``` * * Or, if you have loaded a sprite sheet with a key of `Explosion` and a prefix of `GAMEOVER`: * * ```javascript * this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) { * // Your handler code * }); * ``` * * You can also listen for the generic completion of files. See the [FILE_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_COMPLETE} event. * * @event Phaser.Loader.Events#FILE_KEY_COMPLETE * @since 3.0.0 * * @param {string} key - The key of the file that just loaded and finished processing. * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`. * @param {any} data - The raw data the file contained. */ module.exports = 'filecomplete-'; /***/ }), /***/ "../../../src/loader/events/FILE_LOAD_ERROR_EVENT.js": /*!*********************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/FILE_LOAD_ERROR_EVENT.js ***! \*********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The File Load Error Event. * * This event is dispatched by the Loader Plugin when a file fails to load. * * Listen to it from a Scene using: `this.load.on('loaderror', listener)`. * * @event Phaser.Loader.Events#FILE_LOAD_ERROR * @since 3.0.0 * * @param {Phaser.Loader.File} file - A reference to the File which errored during load. */ module.exports = 'loaderror'; /***/ }), /***/ "../../../src/loader/events/FILE_LOAD_EVENT.js": /*!***************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/FILE_LOAD_EVENT.js ***! \***************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The File Load Event. * * This event is dispatched by the Loader Plugin when a file finishes loading, * but _before_ it is processed and added to the internal Phaser caches. * * Listen to it from a Scene using: `this.load.on('load', listener)`. * * @event Phaser.Loader.Events#FILE_LOAD * @since 3.0.0 * * @param {Phaser.Loader.File} file - A reference to the File which just finished loading. */ module.exports = 'load'; /***/ }), /***/ "../../../src/loader/events/FILE_PROGRESS_EVENT.js": /*!*******************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/FILE_PROGRESS_EVENT.js ***! \*******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The File Load Progress Event. * * This event is dispatched by the Loader Plugin during the load of a file, if the browser receives a DOM ProgressEvent and * the `lengthComputable` event property is true. Depending on the size of the file and browser in use, this may, or may not happen. * * Listen to it from a Scene using: `this.load.on('fileprogress', listener)`. * * @event Phaser.Loader.Events#FILE_PROGRESS * @since 3.0.0 * * @param {Phaser.Loader.File} file - A reference to the File which errored during load. * @param {number} percentComplete - A value between 0 and 1 indicating how 'complete' this file is. */ module.exports = 'fileprogress'; /***/ }), /***/ "../../../src/loader/events/POST_PROCESS_EVENT.js": /*!******************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/POST_PROCESS_EVENT.js ***! \******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Loader Plugin Post Process Event. * * This event is dispatched by the Loader Plugin when the Loader has finished loading everything in the load queue. * It is dispatched before the internal lists are cleared and each File is destroyed. * * Use this hook to perform any last minute processing of files that can only happen once the * Loader has completed, but prior to it emitting the `complete` event. * * Listen to it from a Scene using: `this.load.on('postprocess', listener)`. * * @event Phaser.Loader.Events#POST_PROCESS * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event. */ module.exports = 'postprocess'; /***/ }), /***/ "../../../src/loader/events/PROGRESS_EVENT.js": /*!**************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/PROGRESS_EVENT.js ***! \**************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Loader Plugin Progress Event. * * This event is dispatched when the Loader updates its load progress, typically as a result of a file having completed loading. * * Listen to it from a Scene using: `this.load.on('progress', listener)`. * * @event Phaser.Loader.Events#PROGRESS * @since 3.0.0 * * @param {number} progress - The current progress of the load. A value between 0 and 1. */ module.exports = 'progress'; /***/ }), /***/ "../../../src/loader/events/START_EVENT.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/START_EVENT.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Loader Plugin Start Event. * * This event is dispatched when the Loader starts running. At this point load progress is zero. * * This event is dispatched even if there aren't any files in the load queue. * * Listen to it from a Scene using: `this.load.on('start', listener)`. * * @event Phaser.Loader.Events#START * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event. */ module.exports = 'start'; /***/ }), /***/ "../../../src/loader/events/index.js": /*!*****************************************************!*\ !*** D:/wamp/www/phaser/src/loader/events/index.js ***! \*****************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * @namespace Phaser.Loader.Events */ module.exports = { ADD: __webpack_require__(/*! ./ADD_EVENT */ "../../../src/loader/events/ADD_EVENT.js"), COMPLETE: __webpack_require__(/*! ./COMPLETE_EVENT */ "../../../src/loader/events/COMPLETE_EVENT.js"), FILE_COMPLETE: __webpack_require__(/*! ./FILE_COMPLETE_EVENT */ "../../../src/loader/events/FILE_COMPLETE_EVENT.js"), FILE_KEY_COMPLETE: __webpack_require__(/*! ./FILE_KEY_COMPLETE_EVENT */ "../../../src/loader/events/FILE_KEY_COMPLETE_EVENT.js"), FILE_LOAD_ERROR: __webpack_require__(/*! ./FILE_LOAD_ERROR_EVENT */ "../../../src/loader/events/FILE_LOAD_ERROR_EVENT.js"), FILE_LOAD: __webpack_require__(/*! ./FILE_LOAD_EVENT */ "../../../src/loader/events/FILE_LOAD_EVENT.js"), FILE_PROGRESS: __webpack_require__(/*! ./FILE_PROGRESS_EVENT */ "../../../src/loader/events/FILE_PROGRESS_EVENT.js"), POST_PROCESS: __webpack_require__(/*! ./POST_PROCESS_EVENT */ "../../../src/loader/events/POST_PROCESS_EVENT.js"), PROGRESS: __webpack_require__(/*! ./PROGRESS_EVENT */ "../../../src/loader/events/PROGRESS_EVENT.js"), START: __webpack_require__(/*! ./START_EVENT */ "../../../src/loader/events/START_EVENT.js") }; /***/ }), /***/ "../../../src/loader/filetypes/ImageFile.js": /*!************************************************************!*\ !*** D:/wamp/www/phaser/src/loader/filetypes/ImageFile.js ***! \************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../../utils/Class */ "../../../src/utils/Class.js"); var CONST = __webpack_require__(/*! ../const */ "../../../src/loader/const.js"); var File = __webpack_require__(/*! ../File */ "../../../src/loader/File.js"); var FileTypesManager = __webpack_require__(/*! ../FileTypesManager */ "../../../src/loader/FileTypesManager.js"); var GetFastValue = __webpack_require__(/*! ../../utils/object/GetFastValue */ "../../../src/utils/object/GetFastValue.js"); var IsPlainObject = __webpack_require__(/*! ../../utils/object/IsPlainObject */ "../../../src/utils/object/IsPlainObject.js"); /** * @classdesc * A single Image File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#image method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#image. * * @class ImageFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. * @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. Only provided for, and used by, Sprite Sheets. */ var ImageFile = new Class({ Extends: File, initialize: function ImageFile (loader, key, url, xhrSettings, frameConfig) { var extension = 'png'; var normalMapURL; if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); url = GetFastValue(config, 'url'); normalMapURL = GetFastValue(config, 'normalMap'); xhrSettings = GetFastValue(config, 'xhrSettings'); extension = GetFastValue(config, 'extension', extension); frameConfig = GetFastValue(config, 'frameConfig'); } if (Array.isArray(url)) { normalMapURL = url[1]; url = url[0]; } var fileConfig = { type: 'image', cache: loader.textureManager, extension: extension, responseType: 'blob', key: key, url: url, xhrSettings: xhrSettings, config: frameConfig }; File.call(this, loader, fileConfig); // Do we have a normal map to load as well? if (normalMapURL) { var normalMap = new ImageFile(loader, this.key, normalMapURL, xhrSettings, frameConfig); normalMap.type = 'normalMap'; this.setLink(normalMap); loader.addFile(normalMap); } }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.ImageFile#onProcess * @since 3.7.0 */ onProcess: function () { this.state = CONST.FILE_PROCESSING; this.data = new Image(); this.data.crossOrigin = this.crossOrigin; var _this = this; this.data.onload = function () { File.revokeObjectURL(_this.data); _this.onProcessComplete(); }; this.data.onerror = function () { File.revokeObjectURL(_this.data); _this.onProcessError(); }; File.createObjectURL(this.data, this.xhrLoader.response, 'image/png'); }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.ImageFile#addToCache * @since 3.7.0 */ addToCache: function () { var texture; var linkFile = this.linkFile; if (linkFile && linkFile.state === CONST.FILE_COMPLETE) { if (this.type === 'image') { texture = this.cache.addImage(this.key, this.data, linkFile.data); } else { texture = this.cache.addImage(linkFile.key, linkFile.data, this.data); } this.pendingDestroy(texture); linkFile.pendingDestroy(texture); } else if (!linkFile) { texture = this.cache.addImage(this.key, this.data); this.pendingDestroy(texture); } } }); /** * Adds an Image, or array of Images, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.image('logo', 'images/phaserLogo.png'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. * If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback * of animated gifs to Canvas elements. * * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Texture Manager. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Texture Manager first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.image({ * key: 'logo', * url: 'images/AtariLogo.png' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.ImageFileConfig` for more details. * * Once the file has finished loading you can use it as a texture for a Game Object by referencing its key: * * ```javascript * this.load.image('logo', 'images/AtariLogo.png'); * // and later in your game ... * this.add.image(x, y, 'logo'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and * this is what you would use to retrieve the image from the Texture Manager. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image, * then you can specify it by providing an array as the `url` where the second element is the normal map: * * ```javascript * this.load.image('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ]); * ``` * * Or, if you are using a config object use the `normalMap` property: * * ```javascript * this.load.image({ * key: 'logo', * url: 'images/AtariLogo.png', * normalMap: 'images/AtariLogo-n.png' * }); * ``` * * The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. * Normal maps are a WebGL only feature. * * Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#image * @fires Phaser.Loader.LoaderPlugin#addFileEvent * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig|Phaser.Types.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {Phaser.Loader.LoaderPlugin} The Loader instance. */ FileTypesManager.register('image', function (key, url, xhrSettings) { if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object this.addFile(new ImageFile(this, key[i])); } } else { this.addFile(new ImageFile(this, key, url, xhrSettings)); } return this; }); module.exports = ImageFile; /***/ }), /***/ "../../../src/loader/filetypes/JSONFile.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/filetypes/JSONFile.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../../utils/Class */ "../../../src/utils/Class.js"); var CONST = __webpack_require__(/*! ../const */ "../../../src/loader/const.js"); var File = __webpack_require__(/*! ../File */ "../../../src/loader/File.js"); var FileTypesManager = __webpack_require__(/*! ../FileTypesManager */ "../../../src/loader/FileTypesManager.js"); var GetFastValue = __webpack_require__(/*! ../../utils/object/GetFastValue */ "../../../src/utils/object/GetFastValue.js"); var GetValue = __webpack_require__(/*! ../../utils/object/GetValue */ "../../../src/utils/object/GetValue.js"); var IsPlainObject = __webpack_require__(/*! ../../utils/object/IsPlainObject */ "../../../src/utils/object/IsPlainObject.js"); /** * @classdesc * A single JSON File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#json method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#json. * * @class JSONFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache. */ var JSONFile = new Class({ Extends: File, initialize: // url can either be a string, in which case it is treated like a proper url, or an object, in which case it is treated as a ready-made JS Object // dataKey allows you to pluck a specific object out of the JSON and put just that into the cache, rather than the whole thing function JSONFile (loader, key, url, xhrSettings, dataKey) { var extension = 'json'; if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); url = GetFastValue(config, 'url'); xhrSettings = GetFastValue(config, 'xhrSettings'); extension = GetFastValue(config, 'extension', extension); dataKey = GetFastValue(config, 'dataKey', dataKey); } var fileConfig = { type: 'json', cache: loader.cacheManager.json, extension: extension, responseType: 'text', key: key, url: url, xhrSettings: xhrSettings, config: dataKey }; File.call(this, loader, fileConfig); if (IsPlainObject(url)) { // Object provided instead of a URL, so no need to actually load it (populate data with value) if (dataKey) { this.data = GetValue(url, dataKey); } else { this.data = url; } this.state = CONST.FILE_POPULATED; } }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.JSONFile#onProcess * @since 3.7.0 */ onProcess: function () { if (this.state !== CONST.FILE_POPULATED) { this.state = CONST.FILE_PROCESSING; var json = JSON.parse(this.xhrLoader.responseText); var key = this.config; if (typeof key === 'string') { this.data = GetValue(json, key, json); } else { this.data = json; } } this.onProcessComplete(); } }); /** * Adds a JSON file, or array of JSON files, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.json('wavedata', 'files/AlienWaveData.json'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the JSON Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the JSON Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.json({ * key: 'wavedata', * url: 'files/AlienWaveData.json' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.JSONFileConfig` for more details. * * Once the file has finished loading you can access it from its Cache using its key: * * ```javascript * this.load.json('wavedata', 'files/AlienWaveData.json'); * // and later in your game ... * var data = this.cache.json.get('wavedata'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `LEVEL1.` and the key was `Waves` the final key will be `LEVEL1.Waves` and * this is what you would use to retrieve the text from the JSON Cache. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data" * and no URL is given then the Loader will set the URL to be "data.json". It will always add `.json` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * You can also optionally provide a `dataKey` to use. This allows you to extract only a part of the JSON and store it in the Cache, * rather than the whole file. For example, if your JSON data had a structure like this: * * ```json * { * "level1": { * "baddies": { * "aliens": {}, * "boss": {} * } * }, * "level2": {}, * "level3": {} * } * ``` * * And you only wanted to store the `boss` data in the Cache, then you could pass `level1.baddies.boss`as the `dataKey`. * * Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#json * @fires Phaser.Loader.LoaderPlugin#addFileEvent * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {Phaser.Loader.LoaderPlugin} The Loader instance. */ FileTypesManager.register('json', function (key, url, dataKey, xhrSettings) { if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object this.addFile(new JSONFile(this, key[i])); } } else { this.addFile(new JSONFile(this, key, url, xhrSettings, dataKey)); } return this; }); module.exports = JSONFile; /***/ }), /***/ "../../../src/loader/filetypes/TextFile.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/loader/filetypes/TextFile.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = __webpack_require__(/*! ../../utils/Class */ "../../../src/utils/Class.js"); var CONST = __webpack_require__(/*! ../const */ "../../../src/loader/const.js"); var File = __webpack_require__(/*! ../File */ "../../../src/loader/File.js"); var FileTypesManager = __webpack_require__(/*! ../FileTypesManager */ "../../../src/loader/FileTypesManager.js"); var GetFastValue = __webpack_require__(/*! ../../utils/object/GetFastValue */ "../../../src/utils/object/GetFastValue.js"); var IsPlainObject = __webpack_require__(/*! ../../utils/object/IsPlainObject */ "../../../src/utils/object/IsPlainObject.js"); /** * @classdesc * A single Text File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#text method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#text. * * @class TextFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. */ var TextFile = new Class({ Extends: File, initialize: function TextFile (loader, key, url, xhrSettings) { var extension = 'txt'; if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); url = GetFastValue(config, 'url'); xhrSettings = GetFastValue(config, 'xhrSettings'); extension = GetFastValue(config, 'extension', extension); } var fileConfig = { type: 'text', cache: loader.cacheManager.text, extension: extension, responseType: 'text', key: key, url: url, xhrSettings: xhrSettings }; File.call(this, loader, fileConfig); }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.TextFile#onProcess * @since 3.7.0 */ onProcess: function () { this.state = CONST.FILE_PROCESSING; this.data = this.xhrLoader.responseText; this.onProcessComplete(); } }); /** * Adds a Text file, or array of Text files, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.text('story', 'files/IntroStory.txt'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * The key must be a unique String. It is used to add the file to the global Text Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Text Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Text Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.text({ * key: 'story', * url: 'files/IntroStory.txt' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.TextFileConfig` for more details. * * Once the file has finished loading you can access it from its Cache using its key: * * ```javascript * this.load.text('story', 'files/IntroStory.txt'); * // and later in your game ... * var data = this.cache.text.get('story'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `LEVEL1.` and the key was `Story` the final key will be `LEVEL1.Story` and * this is what you would use to retrieve the text from the Text Cache. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story" * and no URL is given then the Loader will set the URL to be "story.txt". It will always add `.txt` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * Note: The ability to load this type of file will only be available if the Text File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#text * @fires Phaser.Loader.LoaderPlugin#addFileEvent * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig|Phaser.Types.Loader.FileTypes.TextFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {Phaser.Loader.LoaderPlugin} The Loader instance. */ FileTypesManager.register('text', function (key, url, xhrSettings) { if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object this.addFile(new TextFile(this, key[i])); } } else { this.addFile(new TextFile(this, key, url, xhrSettings)); } return this; }); module.exports = TextFile; /***/ }), /***/ "../../../src/math/Clamp.js": /*!********************************************!*\ !*** D:/wamp/www/phaser/src/math/Clamp.js ***! \********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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; /***/ }), /***/ "../../../src/math/RadToDeg.js": /*!***********************************************!*\ !*** D:/wamp/www/phaser/src/math/RadToDeg.js ***! \***********************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var CONST = __webpack_require__(/*! ./const */ "../../../src/math/const.js"); /** * Convert the given angle in radians, to the equivalent angle in degrees. * * @function Phaser.Math.RadToDeg * @since 3.0.0 * * @param {number} radians - The angle in radians to convert ot degrees. * * @return {integer} The given angle converted to degrees. */ var RadToDeg = function (radians) { return radians * CONST.RAD_TO_DEG; }; module.exports = RadToDeg; /***/ }), /***/ "../../../src/math/Vector2.js": /*!**********************************************!*\ !*** D:/wamp/www/phaser/src/math/Vector2.js ***! \**********************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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__(/*! ../utils/Class */ "../../../src/utils/Class.js"); /** * @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|Phaser.Types.Math.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 {Phaser.Types.Math.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; }, /** * Calculate the cross product of this Vector and the given Vector. * * @method Phaser.Math.Vector2#cross * @since 3.0.0 * * @param {Phaser.Math.Vector2} src - The Vector2 to cross with this Vector2. * * @return {number} The cross product of this Vector and the given Vector. */ 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. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.ZERO * @type {Phaser.Math.Vector2} * @since 3.1.0 */ Vector2.ZERO = new Vector2(); /** * A static right Vector2 for use by reference. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.RIGHT * @type {Phaser.Math.Vector2} * @since 3.16.0 */ Vector2.RIGHT = new Vector2(1, 0); /** * A static left Vector2 for use by reference. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.LEFT * @type {Phaser.Math.Vector2} * @since 3.16.0 */ Vector2.LEFT = new Vector2(-1, 0); /** * A static up Vector2 for use by reference. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.UP * @type {Phaser.Math.Vector2} * @since 3.16.0 */ Vector2.UP = new Vector2(0, -1); /** * A static down Vector2 for use by reference. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.DOWN * @type {Phaser.Math.Vector2} * @since 3.16.0 */ Vector2.DOWN = new Vector2(0, 1); /** * A static one Vector2 for use by reference. * * This constant is meant for comparison operations and should not be modified directly. * * @constant * @name Phaser.Math.Vector2.ONE * @type {Phaser.Math.Vector2} * @since 3.16.0 */ Vector2.ONE = new Vector2(1, 1); module.exports = Vector2; /***/ }), /***/ "../../../src/math/Wrap.js": /*!*******************************************!*\ !*** D:/wamp/www/phaser/src/math/Wrap.js ***! \*******************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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; /***/ }), /***/ "../../../src/math/angle/CounterClockwise.js": /*!*************************************************************!*\ !*** D:/wamp/www/phaser/src/math/angle/CounterClockwise.js ***! \*************************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var CONST = __webpack_require__(/*! ../const */ "../../../src/math/const.js"); /** * Takes an angle in Phasers default clockwise format and converts it so that * 0 is North, 90 is West, 180 is South and 270 is East, * therefore running counter-clockwise instead of clockwise. * * You can pass in the angle from a Game Object using: * * ```javascript * var converted = CounterClockwise(gameobject.rotation); * ``` * * All values for this function are in radians. * * @function Phaser.Math.Angle.CounterClockwise * @since 3.16.0 * * @param {number} angle - The angle to convert, in radians. * * @return {number} The converted angle, in radians. */ var CounterClockwise = function (angle) { if (angle > Math.PI) { angle -= CONST.PI2; } return Math.abs((((angle + CONST.TAU) % CONST.PI2) - CONST.PI2) % CONST.PI2); }; module.exports = CounterClockwise; /***/ }), /***/ "../../../src/math/angle/Wrap.js": /*!*************************************************!*\ !*** D:/wamp/www/phaser/src/math/angle/Wrap.js ***! \*************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var MathWrap = __webpack_require__(/*! ../Wrap */ "../../../src/math/Wrap.js"); /** * 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; /***/ }), /***/ "../../../src/math/angle/WrapDegrees.js": /*!********************************************************!*\ !*** D:/wamp/www/phaser/src/math/angle/WrapDegrees.js ***! \********************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Wrap = __webpack_require__(/*! ../Wrap */ "../../../src/math/Wrap.js"); /** * 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; /***/ }), /***/ "../../../src/math/const.js": /*!********************************************!*\ !*** D:/wamp/www/phaser/src/math/const.js ***! \********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ 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. * This is not set until the Game boots. * * @name Phaser.Math.RND * @type {Phaser.Math.RandomDataGenerator} * @since 3.0.0 */ RND: null }; module.exports = MATH_CONST; /***/ }), /***/ "../../../src/plugins/BasePlugin.js": /*!****************************************************!*\ !*** D:/wamp/www/phaser/src/plugins/BasePlugin.js ***! \****************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License} */ var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); /** * @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; /***/ }), /***/ "../../../src/plugins/ScenePlugin.js": /*!*****************************************************!*\ !*** D:/wamp/www/phaser/src/plugins/ScenePlugin.js ***! \*****************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License} */ var BasePlugin = __webpack_require__(/*! ./BasePlugin */ "../../../src/plugins/BasePlugin.js"); var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js"); var SceneEvents = __webpack_require__(/*! ../scene/events */ "../../../src/scene/events/index.js"); /** * @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(SceneEvents.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; /***/ }), /***/ "../../../src/renderer/BlendModes.js": /*!*****************************************************!*\ !*** D:/wamp/www/phaser/src/renderer/BlendModes.js ***! \*****************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Phaser Blend Modes. * * @namespace Phaser.BlendModes * @since 3.0.0 */ module.exports = { /** * Skips the Blend Mode check in the renderer. * * @name Phaser.BlendModes.SKIP_CHECK * @type {integer} * @const * @since 3.0.0 */ SKIP_CHECK: -1, /** * Normal blend mode. For Canvas and WebGL. * This is the default setting and draws new shapes on top of the existing canvas content. * * @name Phaser.BlendModes.NORMAL * @type {integer} * @const * @since 3.0.0 */ NORMAL: 0, /** * Add blend mode. For Canvas and WebGL. * Where both shapes overlap the color is determined by adding color values. * * @name Phaser.BlendModes.ADD * @type {integer} * @const * @since 3.0.0 */ ADD: 1, /** * Multiply blend mode. For Canvas and WebGL. * The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result. * * @name Phaser.BlendModes.MULTIPLY * @type {integer} * @const * @since 3.0.0 */ MULTIPLY: 2, /** * Screen blend mode. For Canvas and WebGL. * The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply) * * @name Phaser.BlendModes.SCREEN * @type {integer} * @const * @since 3.0.0 */ SCREEN: 3, /** * Overlay blend mode. For Canvas only. * A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter. * * @name Phaser.BlendModes.OVERLAY * @type {integer} * @const * @since 3.0.0 */ OVERLAY: 4, /** * Darken blend mode. For Canvas only. * Retains the darkest pixels of both layers. * * @name Phaser.BlendModes.DARKEN * @type {integer} * @const * @since 3.0.0 */ DARKEN: 5, /** * Lighten blend mode. For Canvas only. * Retains the lightest pixels of both layers. * * @name Phaser.BlendModes.LIGHTEN * @type {integer} * @const * @since 3.0.0 */ LIGHTEN: 6, /** * Color Dodge blend mode. For Canvas only. * Divides the bottom layer by the inverted top layer. * * @name Phaser.BlendModes.COLOR_DODGE * @type {integer} * @const * @since 3.0.0 */ COLOR_DODGE: 7, /** * Color Burn blend mode. For Canvas only. * Divides the inverted bottom layer by the top layer, and then inverts the result. * * @name Phaser.BlendModes.COLOR_BURN * @type {integer} * @const * @since 3.0.0 */ COLOR_BURN: 8, /** * Hard Light blend mode. For Canvas only. * A combination of multiply and screen like overlay, but with top and bottom layer swapped. * * @name Phaser.BlendModes.HARD_LIGHT * @type {integer} * @const * @since 3.0.0 */ HARD_LIGHT: 9, /** * Soft Light blend mode. For Canvas only. * A softer version of hard-light. Pure black or white does not result in pure black or white. * * @name Phaser.BlendModes.SOFT_LIGHT * @type {integer} * @const * @since 3.0.0 */ SOFT_LIGHT: 10, /** * Difference blend mode. For Canvas only. * Subtracts the bottom layer from the top layer or the other way round to always get a positive value. * * @name Phaser.BlendModes.DIFFERENCE * @type {integer} * @const * @since 3.0.0 */ DIFFERENCE: 11, /** * Exclusion blend mode. For Canvas only. * Like difference, but with lower contrast. * * @name Phaser.BlendModes.EXCLUSION * @type {integer} * @const * @since 3.0.0 */ EXCLUSION: 12, /** * Hue blend mode. For Canvas only. * Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer. * * @name Phaser.BlendModes.HUE * @type {integer} * @const * @since 3.0.0 */ HUE: 13, /** * Saturation blend mode. For Canvas only. * Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer. * * @name Phaser.BlendModes.SATURATION * @type {integer} * @const * @since 3.0.0 */ SATURATION: 14, /** * Color blend mode. For Canvas only. * Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer. * * @name Phaser.BlendModes.COLOR * @type {integer} * @const * @since 3.0.0 */ COLOR: 15, /** * Luminosity blend mode. For Canvas only. * Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer. * * @name Phaser.BlendModes.LUMINOSITY * @type {integer} * @const * @since 3.0.0 */ LUMINOSITY: 16, /** * Alpha erase blend mode. For Canvas and WebGL. * * @name Phaser.BlendModes.ERASE * @type {integer} * @const * @since 3.0.0 */ ERASE: 17, /** * Source-in blend mode. For Canvas only. * The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent. * * @name Phaser.BlendModes.SOURCE_IN * @type {integer} * @const * @since 3.0.0 */ SOURCE_IN: 18, /** * Source-out blend mode. For Canvas only. * The new shape is drawn where it doesn't overlap the existing canvas content. * * @name Phaser.BlendModes.SOURCE_OUT * @type {integer} * @const * @since 3.0.0 */ SOURCE_OUT: 19, /** * Source-out blend mode. For Canvas only. * The new shape is only drawn where it overlaps the existing canvas content. * * @name Phaser.BlendModes.SOURCE_ATOP * @type {integer} * @const * @since 3.0.0 */ SOURCE_ATOP: 20, /** * Destination-over blend mode. For Canvas only. * New shapes are drawn behind the existing canvas content. * * @name Phaser.BlendModes.DESTINATION_OVER * @type {integer} * @const * @since 3.0.0 */ DESTINATION_OVER: 21, /** * Destination-in blend mode. For Canvas only. * The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent. * * @name Phaser.BlendModes.DESTINATION_IN * @type {integer} * @const * @since 3.0.0 */ DESTINATION_IN: 22, /** * Destination-out blend mode. For Canvas only. * The existing content is kept where it doesn't overlap the new shape. * * @name Phaser.BlendModes.DESTINATION_OUT * @type {integer} * @const * @since 3.0.0 */ DESTINATION_OUT: 23, /** * Destination-out blend mode. For Canvas only. * The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content. * * @name Phaser.BlendModes.DESTINATION_ATOP * @type {integer} * @const * @since 3.0.0 */ DESTINATION_ATOP: 24, /** * Lighten blend mode. For Canvas only. * Where both shapes overlap the color is determined by adding color values. * * @name Phaser.BlendModes.LIGHTER * @type {integer} * @const * @since 3.0.0 */ LIGHTER: 25, /** * Copy blend mode. For Canvas only. * Only the new shape is shown. * * @name Phaser.BlendModes.COPY * @type {integer} * @const * @since 3.0.0 */ COPY: 26, /** * Xor blend mode. For Canvas only. * Shapes are made transparent where both overlap and drawn normal everywhere else. * * @name Phaser.BlendModes.XOR * @type {integer} * @const * @since 3.0.0 */ XOR: 27 }; /***/ }), /***/ "../../../src/renderer/canvas/utils/SetTransform.js": /*!********************************************************************!*\ !*** D:/wamp/www/phaser/src/renderer/canvas/utils/SetTransform.js ***! \********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Takes a reference to the Canvas Renderer, a Canvas Rendering Context, a Game Object, a Camera and a parent matrix * and then performs the following steps: * * 1. Checks the alpha of the source combined with the Camera alpha. If 0 or less it aborts. * 2. Takes the Camera and Game Object matrix and multiplies them, combined with the parent matrix if given. * 3. Sets the blend mode of the context to be that used by the Game Object. * 4. Sets the alpha value of the context to be that used by the Game Object combined with the Camera. * 5. Saves the context state. * 6. Sets the final matrix values into the context via setTransform. * * This function is only meant to be used internally. Most of the Canvas Renderer classes use it. * * @function Phaser.Renderer.Canvas.SetTransform * @since 3.12.0 * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {CanvasRenderingContext2D} ctx - The canvas context to set the transform on. * @param {Phaser.GameObjects.GameObject} src - The Game Object being rendered. Can be any type that extends the base class. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - A parent transform matrix to apply to the Game Object before rendering. * * @return {boolean} `true` if the Game Object context was set, otherwise `false`. */ var SetTransform = function (renderer, ctx, src, camera, parentMatrix) { var alpha = camera.alpha * src.alpha; if (alpha <= 0) { // Nothing to see, so don't waste time calculating stuff return false; } var camMatrix = renderer._tempMatrix1.copyFromArray(camera.matrix.matrix); var gameObjectMatrix = renderer._tempMatrix2.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY); var calcMatrix = renderer._tempMatrix3; if (parentMatrix) { // Multiply the camera by the parent matrix camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY); // Undo the camera scroll gameObjectMatrix.e = src.x; gameObjectMatrix.f = src.y; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(gameObjectMatrix, calcMatrix); } else { gameObjectMatrix.e -= camera.scrollX * src.scrollFactorX; gameObjectMatrix.f -= camera.scrollY * src.scrollFactorY; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(gameObjectMatrix, calcMatrix); } // Blend Mode ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; // Alpha ctx.globalAlpha = alpha; ctx.save(); calcMatrix.setToContext(ctx); return true; }; module.exports = SetTransform; /***/ }), /***/ "../../../src/scene/events/BOOT_EVENT.js": /*!*********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/BOOT_EVENT.js ***! \*********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Boot Event. * * This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins. * * Listen to it from a Scene using `this.scene.events.on('boot', listener)`. * * @event Phaser.Scenes.Events#BOOT * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. */ module.exports = 'boot'; /***/ }), /***/ "../../../src/scene/events/CREATE_EVENT.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/CREATE_EVENT.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Create Event. * * This event is dispatched by a Scene after it has been created by the Scene Manager. * * If a Scene has a `create` method then this event is emitted _after_ that has run. * * If there is a transition, this event will be fired after the `TRANSITION_START` event. * * Listen to it from a Scene using `this.scene.events.on('create', listener)`. * * @event Phaser.Scenes.Events#CREATE * @since 3.17.0 * * @param {Phaser.Scene} scene - A reference to the Scene that emitted this event. */ module.exports = 'create'; /***/ }), /***/ "../../../src/scene/events/DESTROY_EVENT.js": /*!************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/DESTROY_EVENT.js ***! \************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Destroy Event. * * This event is dispatched by a Scene during the Scene Systems destroy process. * * Listen to it from a Scene using `this.scene.events.on('destroy', listener)`. * * You should destroy any resources that may be in use by your Scene in this event handler. * * @event Phaser.Scenes.Events#DESTROY * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. */ module.exports = 'destroy'; /***/ }), /***/ "../../../src/scene/events/PAUSE_EVENT.js": /*!**********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/PAUSE_EVENT.js ***! \**********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Pause Event. * * This event is dispatched by a Scene when it is paused, either directly via the `pause` method, or as an * action from another Scene. * * Listen to it from a Scene using `this.scene.events.on('pause', listener)`. * * @event Phaser.Scenes.Events#PAUSE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was paused. */ module.exports = 'pause'; /***/ }), /***/ "../../../src/scene/events/POST_UPDATE_EVENT.js": /*!****************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/POST_UPDATE_EVENT.js ***! \****************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Post Update Event. * * This event is dispatched by a Scene during the main game loop step. * * The event flow for a single step of a Scene is as follows: * * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} * 3. The `Scene.update` method is called, if it exists * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('postupdate', listener)`. * * A Scene will only run its step if it is active. * * @event Phaser.Scenes.Events#POST_UPDATE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ module.exports = 'postupdate'; /***/ }), /***/ "../../../src/scene/events/PRE_UPDATE_EVENT.js": /*!***************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/PRE_UPDATE_EVENT.js ***! \***************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Pre Update Event. * * This event is dispatched by a Scene during the main game loop step. * * The event flow for a single step of a Scene is as follows: * * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} * 3. The `Scene.update` method is called, if it exists * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('preupdate', listener)`. * * A Scene will only run its step if it is active. * * @event Phaser.Scenes.Events#PRE_UPDATE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ module.exports = 'preupdate'; /***/ }), /***/ "../../../src/scene/events/READY_EVENT.js": /*!**********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/READY_EVENT.js ***! \**********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Ready Event. * * This event is dispatched by a Scene during the Scene Systems start process. * By this point in the process the Scene is now fully active and rendering. * This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event. * * Listen to it from a Scene using `this.scene.events.on('ready', listener)`. * * @event Phaser.Scenes.Events#READY * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was started. */ module.exports = 'ready'; /***/ }), /***/ "../../../src/scene/events/RENDER_EVENT.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/RENDER_EVENT.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Render Event. * * This event is dispatched by a Scene during the main game loop step. * * The event flow for a single step of a Scene is as follows: * * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} * 3. The `Scene.update` method is called, if it exists * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('render', listener)`. * * A Scene will only render if it is visible and active. * By the time this event is dispatched, the Scene will have already been rendered. * * @event Phaser.Scenes.Events#RENDER * @since 3.0.0 * * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - The renderer that rendered the Scene. */ module.exports = 'render'; /***/ }), /***/ "../../../src/scene/events/RESUME_EVENT.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/RESUME_EVENT.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Resume Event. * * This event is dispatched by a Scene when it is resumed from a paused state, either directly via the `resume` method, * or as an action from another Scene. * * Listen to it from a Scene using `this.scene.events.on('resume', listener)`. * * @event Phaser.Scenes.Events#RESUME * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was resumed. */ module.exports = 'resume'; /***/ }), /***/ "../../../src/scene/events/SHUTDOWN_EVENT.js": /*!*************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/SHUTDOWN_EVENT.js ***! \*************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Shutdown Event. * * This event is dispatched by a Scene during the Scene Systems shutdown process. * * Listen to it from a Scene using `this.scene.events.on('shutdown', listener)`. * * You should free-up any resources that may be in use by your Scene in this event handler, on the understanding * that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not * currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources. * * @event Phaser.Scenes.Events#SHUTDOWN * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was shutdown. */ module.exports = 'shutdown'; /***/ }), /***/ "../../../src/scene/events/SLEEP_EVENT.js": /*!**********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/SLEEP_EVENT.js ***! \**********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Sleep Event. * * This event is dispatched by a Scene when it is sent to sleep, either directly via the `sleep` method, * or as an action from another Scene. * * Listen to it from a Scene using `this.scene.events.on('sleep', listener)`. * * @event Phaser.Scenes.Events#SLEEP * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was sent to sleep. */ module.exports = 'sleep'; /***/ }), /***/ "../../../src/scene/events/START_EVENT.js": /*!**********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/START_EVENT.js ***! \**********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Start Event. * * This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins. * * Listen to it from a Scene using `this.scene.events.on('start', listener)`. * * @event Phaser.Scenes.Events#START * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. */ module.exports = 'start'; /***/ }), /***/ "../../../src/scene/events/TRANSITION_COMPLETE_EVENT.js": /*!************************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/TRANSITION_COMPLETE_EVENT.js ***! \************************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Transition Complete Event. * * This event is dispatched by the Target Scene of a transition. * * It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration * of the transition. * * Listen to it from a Scene using `this.scene.events.on('transitioncomplete', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_COMPLETE * @since 3.5.0 * * @param {Phaser.Scene} scene -The Scene on which the transitioned completed. */ module.exports = 'transitioncomplete'; /***/ }), /***/ "../../../src/scene/events/TRANSITION_INIT_EVENT.js": /*!********************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/TRANSITION_INIT_EVENT.js ***! \********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Transition Init Event. * * This event is dispatched by the Target Scene of a transition. * * It happens immediately after the `Scene.init` method is called. If the Scene does not have an `init` method, * this event is not dispatched. * * Listen to it from a Scene using `this.scene.events.on('transitioninit', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_INIT * @since 3.5.0 * * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from. * @param {number} duration - The duration of the transition in ms. */ module.exports = 'transitioninit'; /***/ }), /***/ "../../../src/scene/events/TRANSITION_OUT_EVENT.js": /*!*******************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/TRANSITION_OUT_EVENT.js ***! \*******************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Transition Out Event. * * This event is dispatched by a Scene when it initiates a transition to another Scene. * * Listen to it from a Scene using `this.scene.events.on('transitionout', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_OUT * @since 3.5.0 * * @param {Phaser.Scene} target - A reference to the Scene that is being transitioned to. * @param {number} duration - The duration of the transition in ms. */ module.exports = 'transitionout'; /***/ }), /***/ "../../../src/scene/events/TRANSITION_START_EVENT.js": /*!*********************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/TRANSITION_START_EVENT.js ***! \*********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Transition Start Event. * * This event is dispatched by the Target Scene of a transition, only if that Scene was not asleep. * * It happens immediately after the `Scene.create` method is called. If the Scene does not have a `create` method, * this event is dispatched anyway. * * If the Target Scene was sleeping then the [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is * dispatched instead of this event. * * Listen to it from a Scene using `this.scene.events.on('transitionstart', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_START * @since 3.5.0 * * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from. * @param {number} duration - The duration of the transition in ms. */ module.exports = 'transitionstart'; /***/ }), /***/ "../../../src/scene/events/TRANSITION_WAKE_EVENT.js": /*!********************************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/TRANSITION_WAKE_EVENT.js ***! \********************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Transition Wake Event. * * This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before * the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead. * * Listen to it from a Scene using `this.scene.events.on('transitionwake', listener)`. * * The Scene Transition event flow is as follows: * * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event. * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method. * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ... * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to. * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes. * * @event Phaser.Scenes.Events#TRANSITION_WAKE * @since 3.5.0 * * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from. * @param {number} duration - The duration of the transition in ms. */ module.exports = 'transitionwake'; /***/ }), /***/ "../../../src/scene/events/UPDATE_EVENT.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/UPDATE_EVENT.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Update Event. * * This event is dispatched by a Scene during the main game loop step. * * The event flow for a single step of a Scene is as follows: * * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE} * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE} * 3. The `Scene.update` method is called, if it exists * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE} * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER} * * Listen to it from a Scene using `this.scene.events.on('update', listener)`. * * A Scene will only run its step if it is active. * * @event Phaser.Scenes.Events#UPDATE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ module.exports = 'update'; /***/ }), /***/ "../../../src/scene/events/WAKE_EVENT.js": /*!*********************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/WAKE_EVENT.js ***! \*********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * The Scene Systems Wake Event. * * This event is dispatched by a Scene when it is woken from sleep, either directly via the `wake` method, * or as an action from another Scene. * * Listen to it from a Scene using `this.scene.events.on('wake', listener)`. * * @event Phaser.Scenes.Events#WAKE * @since 3.0.0 * * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event. * @param {any} [data] - An optional data object that was passed to this Scene when it was woken up. */ module.exports = 'wake'; /***/ }), /***/ "../../../src/scene/events/index.js": /*!****************************************************!*\ !*** D:/wamp/www/phaser/src/scene/events/index.js ***! \****************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * @namespace Phaser.Scenes.Events */ module.exports = { BOOT: __webpack_require__(/*! ./BOOT_EVENT */ "../../../src/scene/events/BOOT_EVENT.js"), CREATE: __webpack_require__(/*! ./CREATE_EVENT */ "../../../src/scene/events/CREATE_EVENT.js"), DESTROY: __webpack_require__(/*! ./DESTROY_EVENT */ "../../../src/scene/events/DESTROY_EVENT.js"), PAUSE: __webpack_require__(/*! ./PAUSE_EVENT */ "../../../src/scene/events/PAUSE_EVENT.js"), POST_UPDATE: __webpack_require__(/*! ./POST_UPDATE_EVENT */ "../../../src/scene/events/POST_UPDATE_EVENT.js"), PRE_UPDATE: __webpack_require__(/*! ./PRE_UPDATE_EVENT */ "../../../src/scene/events/PRE_UPDATE_EVENT.js"), READY: __webpack_require__(/*! ./READY_EVENT */ "../../../src/scene/events/READY_EVENT.js"), RENDER: __webpack_require__(/*! ./RENDER_EVENT */ "../../../src/scene/events/RENDER_EVENT.js"), RESUME: __webpack_require__(/*! ./RESUME_EVENT */ "../../../src/scene/events/RESUME_EVENT.js"), SHUTDOWN: __webpack_require__(/*! ./SHUTDOWN_EVENT */ "../../../src/scene/events/SHUTDOWN_EVENT.js"), SLEEP: __webpack_require__(/*! ./SLEEP_EVENT */ "../../../src/scene/events/SLEEP_EVENT.js"), START: __webpack_require__(/*! ./START_EVENT */ "../../../src/scene/events/START_EVENT.js"), TRANSITION_COMPLETE: __webpack_require__(/*! ./TRANSITION_COMPLETE_EVENT */ "../../../src/scene/events/TRANSITION_COMPLETE_EVENT.js"), TRANSITION_INIT: __webpack_require__(/*! ./TRANSITION_INIT_EVENT */ "../../../src/scene/events/TRANSITION_INIT_EVENT.js"), TRANSITION_OUT: __webpack_require__(/*! ./TRANSITION_OUT_EVENT */ "../../../src/scene/events/TRANSITION_OUT_EVENT.js"), TRANSITION_START: __webpack_require__(/*! ./TRANSITION_START_EVENT */ "../../../src/scene/events/TRANSITION_START_EVENT.js"), TRANSITION_WAKE: __webpack_require__(/*! ./TRANSITION_WAKE_EVENT */ "../../../src/scene/events/TRANSITION_WAKE_EVENT.js"), UPDATE: __webpack_require__(/*! ./UPDATE_EVENT */ "../../../src/scene/events/UPDATE_EVENT.js"), WAKE: __webpack_require__(/*! ./WAKE_EVENT */ "../../../src/scene/events/WAKE_EVENT.js") }; /***/ }), /***/ "../../../src/utils/Class.js": /*!*********************************************!*\ !*** D:/wamp/www/phaser/src/utils/Class.js ***! \*********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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; } /** * Extends the given `myClass` object's prototype with the properties of `definition`. * * @function extend * @param {Object} ctor The constructor object to mix into. * @param {Object} definition A dictionary of functions for the class. * @param {boolean} isClassDescriptor Is the definition a class descriptor? * @param {Object} [extend] The parent constructor object. */ 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]; } } } /** * Applies the given `mixins` to the prototype of `myClass`. * * @function mixin * @param {Object} myClass The constructor object to mix into. * @param {Object|Array} mixins The mixins to apply to the constructor. */ 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 Phaser.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; /***/ }), /***/ "../../../src/utils/NOOP.js": /*!********************************************!*\ !*** D:/wamp/www/phaser/src/utils/NOOP.js ***! \********************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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; /***/ }), /***/ "../../../src/utils/object/Extend.js": /*!*****************************************************!*\ !*** D:/wamp/www/phaser/src/utils/object/Extend.js ***! \*****************************************************/ /*! no static exports found */ /***/ (function(module, exports, __webpack_require__) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var IsPlainObject = __webpack_require__(/*! ./IsPlainObject */ "../../../src/utils/object/IsPlainObject.js"); // @param {boolean} deep - Perform a deep copy? // @param {object} target - The target object to copy to. // @return {object} The extended object. /** * This is a slightly modified version of http://api.jquery.com/jQuery.extend/ * * @function Phaser.Utils.Objects.Extend * @since 3.0.0 * * @return {object} The extended object. */ var Extend = function () { var options, name, src, copy, copyIsArray, clone, target = arguments[0] || {}, i = 1, length = arguments.length, deep = false; // Handle a deep copy situation if (typeof target === 'boolean') { deep = target; target = arguments[1] || {}; // skip the boolean and the target i = 2; } // extend Phaser if only one argument is passed if (length === i) { target = this; --i; } for (; i < length; i++) { // Only deal with non-null/undefined values if ((options = arguments[i]) != null) { // Extend the base object for (name in options) { src = target[name]; copy = options[name]; // Prevent never-ending loop if (target === copy) { continue; } // Recurse if we're merging plain objects or arrays if (deep && copy && (IsPlainObject(copy) || (copyIsArray = Array.isArray(copy)))) { if (copyIsArray) { copyIsArray = false; clone = src && Array.isArray(src) ? src : []; } else { clone = src && IsPlainObject(src) ? src : {}; } // Never move original objects, clone them target[name] = Extend(deep, clone, copy); // Don't bring in undefined values } else if (copy !== undefined) { target[name] = copy; } } } } // Return the modified object return target; }; module.exports = Extend; /***/ }), /***/ "../../../src/utils/object/GetFastValue.js": /*!***********************************************************!*\ !*** D:/wamp/www/phaser/src/utils/object/GetFastValue.js ***! \***********************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Finds the key within the top level of the {@link source} object, or returns {@link defaultValue} * * @function Phaser.Utils.Objects.GetFastValue * @since 3.0.0 * * @param {object} source - The object to search * @param {string} key - The key for the property on source. Must exist at the top level of the source object (no periods) * @param {*} [defaultValue] - The default value to use if the key does not exist. * * @return {*} The value if found; otherwise, defaultValue (null if none provided) */ var GetFastValue = function (source, key, defaultValue) { var t = typeof(source); if (!source || t === 'number' || t === 'string') { return defaultValue; } else if (source.hasOwnProperty(key) && source[key] !== undefined) { return source[key]; } else { return defaultValue; } }; module.exports = GetFastValue; /***/ }), /***/ "../../../src/utils/object/GetValue.js": /*!*******************************************************!*\ !*** D:/wamp/www/phaser/src/utils/object/GetValue.js ***! \*******************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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 /** * Retrieves a value from an object. * * @function Phaser.Utils.Objects.GetValue * @since 3.0.0 * * @param {object} source - The object to retrieve the value from. * @param {string} key - The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object. * @param {*} defaultValue - The value to return if the `key` isn't found in the `source` object. * * @return {*} The value of the requested key. */ 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('.') !== -1) { 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; /***/ }), /***/ "../../../src/utils/object/IsPlainObject.js": /*!************************************************************!*\ !*** D:/wamp/www/phaser/src/utils/object/IsPlainObject.js ***! \************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { /** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * This is a slightly modified version of jQuery.isPlainObject. * A plain object is an object whose internal class property is [object Object]. * * @function Phaser.Utils.Objects.IsPlainObject * @since 3.0.0 * * @param {object} obj - The object to inspect. * * @return {boolean} `true` if the object is plain, otherwise `false`. */ var IsPlainObject = function (obj) { // Not plain objects: // - Any object or value whose internal [[Class]] property is not "[object Object]" // - DOM nodes // - window if (typeof(obj) !== 'object' || obj.nodeType || obj === obj.window) { return false; } // Support: Firefox <20 // The try/catch suppresses exceptions thrown when attempting to access // the "constructor" property of certain host objects, ie. |window.location| // https://bugzilla.mozilla.org/show_bug.cgi?id=814622 try { if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, 'isPrototypeOf')) { return false; } } catch (e) { return false; } // If the function hasn't returned already, we're confident that // |obj| is a plain object, created by {} or constructed with new Object return true; }; module.exports = IsPlainObject; /***/ }), /***/ "./SpineFile.js": /*!**********************!*\ !*** ./SpineFile.js ***! \**********************/ /*! no static exports found */ /***/ (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__(/*! ../../../src/utils/Class */ "../../../src/utils/Class.js"); var GetFastValue = __webpack_require__(/*! ../../../src/utils/object/GetFastValue */ "../../../src/utils/object/GetFastValue.js"); var ImageFile = __webpack_require__(/*! ../../../src/loader/filetypes/ImageFile.js */ "../../../src/loader/filetypes/ImageFile.js"); var IsPlainObject = __webpack_require__(/*! ../../../src/utils/object/IsPlainObject */ "../../../src/utils/object/IsPlainObject.js"); var JSONFile = __webpack_require__(/*! ../../../src/loader/filetypes/JSONFile.js */ "../../../src/loader/filetypes/JSONFile.js"); var MultiFile = __webpack_require__(/*! ../../../src/loader/MultiFile.js */ "../../../src/loader/MultiFile.js"); var TextFile = __webpack_require__(/*! ../../../src/loader/filetypes/TextFile.js */ "../../../src/loader/filetypes/TextFile.js"); /** * @typedef {object} Phaser.Loader.FileTypes.SpineFileConfig * * @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager. * @property {string} [textureURL] - The absolute or relative URL to load the texture image file from. * @property {string} [textureExtension='png'] - The default file extension to use for the image texture if no url is provided. * @property {XHRSettingsObject} [textureXhrSettings] - Extra XHR Settings specifically for the texture image file. * @property {string} [normalMap] - The filename of an associated normal map. It uses the same path and url to load as the texture image. * @property {string} [atlasURL] - The absolute or relative URL to load the atlas data file from. * @property {string} [atlasExtension='txt'] - The default file extension to use for the atlas data if no url is provided. * @property {XHRSettingsObject} [atlasXhrSettings] - Extra XHR Settings specifically for the atlas data file. */ /** * @classdesc * A Spine File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#spine method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#spine. * * @class SpineFile * @extends Phaser.Loader.MultiFile * @memberof Phaser.Loader.FileTypes * @constructor * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Loader.FileTypes.UnityAtlasFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string|string[]} [textureURL] - The absolute or relative URL to load the texture image file from. If undefined or `null` it will be set to `.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [atlasURL] - The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt". * @param {boolean} [preMultipliedAlpha=false] - * @param {XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings. * @param {XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings. */ var SpineFile = new Class({ Extends: MultiFile, initialize: function SpineFile (loader, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings) { var i; var json; var atlas; var files = []; var cache = loader.cacheManager.custom.spine; // atlas can be an array of atlas files, not just a single one if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); json = new JSONFile(loader, { key: key, url: GetFastValue(config, 'jsonURL'), extension: GetFastValue(config, 'jsonExtension', 'json'), xhrSettings: GetFastValue(config, 'jsonXhrSettings') }); atlasURL = GetFastValue(config, 'atlasURL'); preMultipliedAlpha = GetFastValue(config, 'preMultipliedAlpha'); if (!Array.isArray(atlasURL)) { atlasURL = [ atlasURL ]; } for (i = 0; i < atlasURL.length; i++) { atlas = new TextFile(loader, { key: key, url: atlasURL[i], extension: GetFastValue(config, 'atlasExtension', 'atlas'), xhrSettings: GetFastValue(config, 'atlasXhrSettings'), }); atlas.cache = cache; // atlas.config.preMultipliedAlpha = preMultipliedAlpha; files.push(atlas); } } else { json = new JSONFile(loader, key, jsonURL, jsonXhrSettings); if (!Array.isArray(atlasURL)) { atlasURL = [ atlasURL ]; } for (i = 0; i < atlasURL.length; i++) { atlas = new TextFile(loader, key + '_' + i, atlasURL[i], atlasXhrSettings); atlas.cache = cache; // atlas.config.preMultipliedAlpha = preMultipliedAlpha; files.push(atlas); } } files.unshift(json); MultiFile.call(this, loader, 'spine', key, files); this.config.preMultipliedAlpha = preMultipliedAlpha; }, /** * Called by each File when it finishes loading. * * @method Phaser.Loader.MultiFile#onFileComplete * @since 3.7.0 * * @param {Phaser.Loader.File} file - The File that has completed processing. */ onFileComplete: function (file) { var index = this.files.indexOf(file); if (index !== -1) { this.pending--; if (file.type === 'text') { // Inspect the data for the files to now load var content = file.data.split('\n'); // Extract the textures var textures = []; for (var t = 0; t < content.length; t++) { var line = content[t]; if (line.trim() === '' && t < content.length - 1) { line = content[t + 1]; textures.push(line); } } var config = this.config; var loader = this.loader; var currentBaseURL = loader.baseURL; var currentPath = loader.path; var currentPrefix = loader.prefix; var baseURL = GetFastValue(config, 'baseURL', currentBaseURL); var path = GetFastValue(config, 'path', currentPath); var prefix = GetFastValue(config, 'prefix', currentPrefix); var textureXhrSettings = GetFastValue(config, 'textureXhrSettings'); loader.setBaseURL(baseURL); loader.setPath(path); loader.setPrefix(prefix); for (var i = 0; i < textures.length; i++) { var textureURL = textures[i]; var key = '_SP_' + textureURL; var image = new ImageFile(loader, key, textureURL, textureXhrSettings); this.addToMultiFile(image); loader.addFile(image); } // Reset the loader settings loader.setBaseURL(currentBaseURL); loader.setPath(currentPath); loader.setPrefix(currentPrefix); } } }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.SpineFile#addToCache * @since 3.16.0 */ addToCache: function () { if (this.isReadyToProcess()) { var fileJSON = this.files[0]; fileJSON.addToCache(); var atlasCache; var atlasKey = ''; var combinedAtlastData = ''; var preMultipliedAlpha = (this.config.preMultipliedAlpha) ? true : false; for (var i = 1; i < this.files.length; i++) { var file = this.files[i]; if (file.type === 'text') { atlasKey = file.key.substr(0, file.key.length - 2); atlasCache = file.cache; combinedAtlastData = combinedAtlastData.concat(file.data); } else { var key = file.key.substr(4).trim(); this.loader.textureManager.addImage(key, file.data); } file.pendingDestroy(); } atlasCache.add(atlasKey, { preMultipliedAlpha: preMultipliedAlpha, data: combinedAtlastData }); this.complete = true; } } }); module.exports = SpineFile; /***/ }), /***/ "./SpinePlugin.js": /*!************************!*\ !*** ./SpinePlugin.js ***! \************************/ /*! no static exports found */ /***/ (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__(/*! ../../../src/utils/Class */ "../../../src/utils/Class.js"); var GetValue = __webpack_require__(/*! ../../../src/utils/object/GetValue */ "../../../src/utils/object/GetValue.js"); var ScenePlugin = __webpack_require__(/*! ../../../src/plugins/ScenePlugin */ "../../../src/plugins/ScenePlugin.js"); var SpineFile = __webpack_require__(/*! ./SpineFile */ "./SpineFile.js"); var Spine = __webpack_require__(/*! Spine */ "./runtimes/spine-both.js"); var SpineGameObject = __webpack_require__(/*! ./gameobject/SpineGameObject */ "./gameobject/SpineGameObject.js"); /** * @classdesc * TODO * * @class SpinePlugin * @extends Phaser.Plugins.ScenePlugin * @constructor * @since 3.19.0 * * @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin. * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager. */ var SpinePlugin = new Class({ Extends: ScenePlugin, initialize: function SpinePlugin (scene, pluginManager) { ScenePlugin.call(this, scene, pluginManager); var game = pluginManager.game; this.isWebGL = (game.config.renderType === 2); // Create a custom cache to store the spine data (.atlas files) this.cache = game.cache.addCustom('spine'); this.spineTextures = game.cache.addCustom('spineTextures'); this.json = game.cache.json; this.textures = game.textures; this.drawDebug = false; this.gl; this.renderer; this.sceneRenderer; this.skeletonDebugRenderer; if (this.isWebGL) { this.runtime = Spine.webgl; this.renderer = game.renderer; this.gl = game.renderer.gl; this.getAtlas = this.getAtlasWebGL; } else { this.runtime = Spine.canvas; this.renderer = game.renderer; this.getAtlas = this.getAtlasCanvas; } // Register our file type pluginManager.registerFileType('spine', this.spineFileCallback, scene); // Register our game object pluginManager.registerGameObject('spine', this.createSpineFactory(this)); }, boot: function () { if (this.isWebGL) { this.bootWebGL(); } else { this.bootCanvas(); } var eventEmitter = this.systems.events; eventEmitter.once('shutdown', this.shutdown, this); eventEmitter.once('destroy', this.destroy, this); }, bootCanvas: function () { this.skeletonRenderer = new this.runtime.SkeletonRenderer(this.scene.sys.context); }, getAtlasCanvas: function (key) { var atlasData = this.cache.get(key); if (!atlasData) { console.warn('No atlas data for: ' + key); return; } var atlas; var spineTextures = this.spineTextures; if (spineTextures.has(key)) { atlas = new Spine.TextureAtlas(atlasData, function () { return spineTextures.get(key); }); } else { var textures = this.textures; atlas = new Spine.TextureAtlas(atlasData, function (path) { var canvasTexture = new Spine.canvas.CanvasTexture(textures.get(path).getSourceImage()); spineTextures.add(key, canvasTexture); return canvasTexture; }); } return atlas; }, bootWebGL: function () { this.sceneRenderer = new Spine.webgl.SceneRenderer(this.renderer.canvas, this.gl, true); // Monkeypatch the Spine setBlendMode functions, or batching is destroyed var setBlendMode = function (srcBlend, dstBlend) { if (srcBlend !== this.srcBlend || dstBlend !== this.dstBlend) { var gl = this.context.gl; this.srcBlend = srcBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); gl.blendFunc(this.srcBlend, this.dstBlend); } } }; this.sceneRenderer.batcher.setBlendMode = setBlendMode; this.sceneRenderer.shapes.setBlendMode = setBlendMode; this.skeletonDebugRenderer = this.sceneRenderer.skeletonDebugRenderer; }, getAtlasWebGL: function (key) { var atlasEntry = this.cache.get(key); if (!atlasEntry) { console.warn('No atlas data for: ' + key); return; } var atlas; var spineTextures = this.spineTextures; if (spineTextures.has(key)) { atlas = new Spine.TextureAtlas(atlasEntry.data, function () { return spineTextures.get(key); }); } else { var textures = this.textures; var gl = this.sceneRenderer.context.gl; gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); atlas = new Spine.TextureAtlas(atlasEntry.data, function (path) { var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false); spineTextures.add(key, glTexture); return glTexture; }); } return atlas; }, setDebugBones: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawBones = value; return this; }, setDebugRegionAttachments: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawRegionAttachments = value; return this; }, setDebugBoundingBoxes: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawBoundingBoxes = value; return this; }, setDebugMeshHull: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawMeshHull = value; return this; }, setDebugMeshTriangles: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawMeshTriangles = value; return this; }, setDebugPaths: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawPaths = value; return this; }, setDebugSkeletonXY: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawSkeletonXY = value; return this; }, setDebugClipping: function (value) { if (value === undefined) { value = true; } this.skeletonDebugRenderer.drawClipping = value; return this; }, spineFileCallback: function (key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings) { var multifile; if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { multifile = new SpineFile(this, key[i]); this.addFile(multifile.files); } } else { multifile = new SpineFile(this, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings); this.addFile(multifile.files); } return this; }, /** * Creates a new Spine Game Object and adds it to the Scene. * * @method Phaser.GameObjects.GameObjectFactory#spineFactory * @since 3.16.0 * * @param {number} x - The horizontal position of this Game Object. * @param {number} y - The vertical 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.Spine} The Game Object that was created. */ createSpineFactory: function (plugin) { var callback = function (x, y, key, animationName, loop) { var spineGO = new SpineGameObject(this.scene, plugin, x, y, key, animationName, loop); this.displayList.add(spineGO); this.updateList.add(spineGO); return spineGO; }; return callback; }, getRuntime: function () { return this.runtime; }, createSkeleton: function (key, skeletonJSON) { var atlasKey = key; var jsonKey = key; var split = (key.indexOf('.') !== -1); if (split) { var parts = key.split('.'); atlasKey = parts.shift(); jsonKey = parts.join('.'); } var atlasData = this.cache.get(atlasKey); var atlas = this.getAtlas(atlasKey); if (!atlas) { return null; } var preMultipliedAlpha = atlasData.preMultipliedAlpha; var atlasLoader = new Spine.AtlasAttachmentLoader(atlas); var skeletonJson = new Spine.SkeletonJson(atlasLoader); var data; if (skeletonJSON) { data = skeletonJSON; } else { var json = this.json.get(atlasKey); data = (split) ? GetValue(json, jsonKey) : json; } if (data) { var skeletonData = skeletonJson.readSkeletonData(data); var skeleton = new Spine.Skeleton(skeletonData); return { skeletonData: skeletonData, skeleton: skeleton, preMultipliedAlpha: preMultipliedAlpha }; } else { return null; } }, getBounds: function (skeleton) { var offset = new Spine.Vector2(); var size = new Spine.Vector2(); skeleton.getBounds(offset, size, []); return { offset: offset, size: size }; }, createAnimationState: function (skeleton) { var stateData = new Spine.AnimationStateData(skeleton.data); var state = new Spine.AnimationState(stateData); return { stateData: stateData, state: state }; }, /** * 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('shutdown', this.shutdown, this); this.sceneRenderer.dispose(); }, /** * 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.removeGameObject('spine', true, true); this.pluginManager = null; this.game = null; this.scene = null; this.systems = null; this.cache = null; this.spineTextures = null; this.json = null; this.textures = null; this.sceneRenderer = null; this.gl = null; } }); module.exports = SpinePlugin; /***/ }), /***/ "./gameobject/SpineGameObject.js": /*!***************************************!*\ !*** ./gameobject/SpineGameObject.js ***! \***************************************/ /*! no static exports found */ /***/ (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__(/*! ../../../../src/utils/Class */ "../../../src/utils/Class.js"); var ComponentsAlpha = __webpack_require__(/*! ../../../../src/gameobjects/components/Alpha */ "../../../src/gameobjects/components/Alpha.js"); var ComponentsBlendMode = __webpack_require__(/*! ../../../../src/gameobjects/components/BlendMode */ "../../../src/gameobjects/components/BlendMode.js"); var ComponentsComputedSize = __webpack_require__(/*! ../../../../src/gameobjects/components/ComputedSize */ "../../../src/gameobjects/components/ComputedSize.js"); var ComponentsDepth = __webpack_require__(/*! ../../../../src/gameobjects/components/Depth */ "../../../src/gameobjects/components/Depth.js"); var ComponentsFlip = __webpack_require__(/*! ../../../../src/gameobjects/components/Flip */ "../../../src/gameobjects/components/Flip.js"); var ComponentsScrollFactor = __webpack_require__(/*! ../../../../src/gameobjects/components/ScrollFactor */ "../../../src/gameobjects/components/ScrollFactor.js"); var ComponentsTransform = __webpack_require__(/*! ../../../../src/gameobjects/components/Transform */ "../../../src/gameobjects/components/Transform.js"); var ComponentsVisible = __webpack_require__(/*! ../../../../src/gameobjects/components/Visible */ "../../../src/gameobjects/components/Visible.js"); var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js"); var GameObject = __webpack_require__(/*! ../../../../src/gameobjects/GameObject */ "../../../src/gameobjects/GameObject.js"); var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js"); var SpineGameObjectRender = __webpack_require__(/*! ./SpineGameObjectRender */ "./gameobject/SpineGameObjectRender.js"); /** * @classdesc * TODO * * @class SpineGameObject * @constructor * @since 3.16.0 * * @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin. * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager. */ var SpineGameObject = new Class({ Extends: GameObject, Mixins: [ ComponentsAlpha, ComponentsBlendMode, ComponentsComputedSize, ComponentsDepth, ComponentsFlip, ComponentsScrollFactor, ComponentsTransform, ComponentsVisible, SpineGameObjectRender ], initialize: function SpineGameObject (scene, plugin, x, y, key, animationName, loop) { GameObject.call(this, scene, 'Spine'); this.plugin = plugin; this.root = null; this.skeleton = null; this.skeletonData = null; this.state = null; this.stateData = null; this.drawDebug = false; this.timeScale = 1; this.displayOriginX = 0; this.displayOriginY = 0; this.preMultipliedAlpha = false; this.setPosition(x, y); if (key) { this.setSkeleton(key, animationName, loop); } }, setSkeletonFromJSON: function (atlasDataKey, skeletonJSON, animationName, loop) { return this.setSkeleton(atlasDataKey, skeletonJSON, animationName, loop); }, setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON) { var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON); this.skeletonData = data.skeletonData; this.preMultipliedAlpha = data.preMultipliedAlpha; var skeleton = data.skeleton; skeleton.setSkinByName('default'); skeleton.setToSetupPose(); // AnimationState data = this.plugin.createAnimationState(skeleton); if (this.state) { this.state.clearListeners(); this.state.clearListenerNotifications(); } this.state = data.state; this.stateData = data.stateData; var _this = this; this.state.addListener({ event: function (trackIndex, event) { // Event on a Track _this.emit('spine.event', _this, trackIndex, event); }, complete: function (trackIndex, loopCount) { // Animation on Track x completed, loop count _this.emit('spine.complete', _this, trackIndex, loopCount); }, start: function (trackIndex) { // Animation on Track x started _this.emit('spine.start', _this, trackIndex); }, end: function (trackIndex) { // Animation on Track x ended _this.emit('spine.end', _this, trackIndex); } }); if (animationName) { this.setAnimation(0, animationName, loop); } var renderer = this.scene.sys.renderer; var height = renderer.height; var oldScaleX = this.scaleX; var oldScaleY = this.scaleY; skeleton.x = this.x; skeleton.y = height - this.y; skeleton.scaleX = 1; skeleton.scaleY = 1; this.skeleton = skeleton; this.root = this.getRootBone(); if (this.root) { // - 90 degrees to account for the difference in Spine vs. Phaser rotation this.root.rotation = RadToDeg(CounterClockwise(this.rotation - 1.5707963267948966)); } skeleton.updateWorldTransform(); var b = this.getBounds(); this.width = b.size.x; this.height = b.size.y; this.displayOriginX = this.x - b.offset.x; this.displayOriginY = this.y - (height - (this.height + b.offset.y)); skeleton.scaleX = oldScaleX; skeleton.scaleY = oldScaleY; skeleton.updateWorldTransform(); return this; }, // http://esotericsoftware.com/spine-runtimes-guide getAnimationList: function () { var output = []; var skeletonData = this.skeletonData; if (skeletonData) { for (var i = 0; i < skeletonData.animations.length; i++) { output.push(skeletonData.animations[i].name); } } return output; }, play: function (animationName, loop) { if (loop === undefined) { loop = false; } return this.setAnimation(0, animationName, loop); }, setAnimation: function (trackIndex, animationName, loop) { this.state.setAnimation(trackIndex, animationName, loop); return this; }, addAnimation: function (trackIndex, animationName, loop, delay) { return this.state.addAnimation(trackIndex, animationName, loop, delay); }, setEmptyAnimation: function (trackIndex, mixDuration) { this.state.setEmptyAnimation(trackIndex, mixDuration); return this; }, clearTrack: function (trackIndex) { this.state.clearTrack(trackIndex); return this; }, clearTracks: function () { this.state.clearTracks(); return this; }, setSkinByName: function (skinName) { this.skeleton.setSkinByName(skinName); return this; }, setSkin: function (newSkin) { var skeleton = this.skeleton; skeleton.setSkin(newSkin); skeleton.setSlotsToSetupPose(); this.state.apply(skeleton); return this; }, setMix: function (fromName, toName, duration) { this.stateData.setMix(fromName, toName, duration); return this; }, getRootBone: function () { return this.skeleton.getRootBone(); }, findBone: function (boneName) { return this.skeleton.findBone(boneName); }, findBoneIndex: function (boneName) { return this.skeleton.findBoneIndex(boneName); }, findSlot: function (slotName) { return this.skeleton.findSlot(slotName); }, findSlotIndex: function (slotName) { return this.skeleton.findSlotIndex(slotName); }, // getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void // Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. // offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. // size An output value, the width and height of the AABB. getBounds: function () { return this.plugin.getBounds(this.skeleton); }, preUpdate: function (time, delta) { var skeleton = this.skeleton; this.state.update((delta / 1000) * this.timeScale); this.state.apply(skeleton); this.emit('spine.update', skeleton); // skeleton.updateWorldTransform(); }, /** * Internal destroy handler, called as part of the destroy process. * * @method Phaser.GameObjects.RenderTexture#preDestroy * @protected * @since 3.16.0 */ preDestroy: function () { if (this.state) { this.state.clearListeners(); this.state.clearListenerNotifications(); } this.plugin = null; this.skeleton = null; this.skeletonData = null; this.state = null; this.stateData = null; } }); module.exports = SpineGameObject; /***/ }), /***/ "./gameobject/SpineGameObjectCanvasRenderer.js": /*!*****************************************************!*\ !*** ./gameobject/SpineGameObjectCanvasRenderer.js ***! \*****************************************************/ /*! no static exports found */ /***/ (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 SetTransform = __webpack_require__(/*! ../../../../src/renderer/canvas/utils/SetTransform */ "../../../src/renderer/canvas/utils/SetTransform.js"); /** * 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.SpineGameObject#renderCanvas * @since 3.16.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.SpineGameObject} 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 SpineGameObjectCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var context = renderer.currentContext; var plugin = src.plugin; var skeleton = src.skeleton; var skeletonRenderer = plugin.skeletonRenderer; if (!skeleton || !SetTransform(renderer, context, src, camera, parentMatrix)) { return; } skeletonRenderer.ctx = context; context.save(); skeletonRenderer.draw(skeleton); if (plugin.drawDebug || src.drawDebug) { context.strokeStyle = '#00ff00'; context.beginPath(); context.moveTo(-1000, 0); context.lineTo(1000, 0); context.moveTo(0, -1000); context.lineTo(0, 1000); context.stroke(); } context.restore(); }; module.exports = SpineGameObjectCanvasRenderer; /***/ }), /***/ "./gameobject/SpineGameObjectRender.js": /*!*********************************************!*\ !*** ./gameobject/SpineGameObjectRender.js ***! \*********************************************/ /*! no static exports found */ /***/ (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__(/*! ../../../../src/utils/NOOP */ "../../../src/utils/NOOP.js"); var renderCanvas = __webpack_require__(/*! ../../../../src/utils/NOOP */ "../../../src/utils/NOOP.js"); if (true) { renderWebGL = __webpack_require__(/*! ./SpineGameObjectWebGLRenderer */ "./gameobject/SpineGameObjectWebGLRenderer.js"); } if (true) { renderCanvas = __webpack_require__(/*! ./SpineGameObjectCanvasRenderer */ "./gameobject/SpineGameObjectCanvasRenderer.js"); } module.exports = { renderWebGL: renderWebGL, renderCanvas: renderCanvas }; /***/ }), /***/ "./gameobject/SpineGameObjectWebGLRenderer.js": /*!****************************************************!*\ !*** ./gameobject/SpineGameObjectWebGLRenderer.js ***! \****************************************************/ /*! no static exports found */ /***/ (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 CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js"); var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js"); /** * 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.SpineGameObject#renderCanvas * @since 3.16.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.SpineGameObject} 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 SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var plugin = src.plugin; var skeleton = src.skeleton; var sceneRenderer = plugin.sceneRenderer; if (!skeleton) { return; } if (renderer.newType) { renderer.clearPipeline(); } var camMatrix = renderer._tempMatrix1; var spriteMatrix = renderer._tempMatrix2; var calcMatrix = renderer._tempMatrix3; spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY); camMatrix.copyFrom(camera.matrix); if (parentMatrix) { // Multiply the camera by the parent matrix camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY); // Undo the camera scroll spriteMatrix.e = src.x; spriteMatrix.f = src.y; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } else { spriteMatrix.e -= camera.scrollX * src.scrollFactorX; spriteMatrix.f -= camera.scrollY * src.scrollFactorY; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } var viewportWidth = renderer.width; var viewportHeight = renderer.height; skeleton.x = calcMatrix.tx; skeleton.scaleX = calcMatrix.scaleX; if (camera.renderToTexture) { skeleton.y = calcMatrix.ty; skeleton.scaleY = calcMatrix.scaleY * -1; } else { skeleton.y = viewportHeight - calcMatrix.ty; skeleton.scaleY = calcMatrix.scaleY; } // +90 degrees to account for the difference in Spine vs. Phaser rotation src.root.rotation = RadToDeg(CounterClockwise(calcMatrix.rotation)) + 90; sceneRenderer.camera.position.x = viewportWidth / 2; sceneRenderer.camera.position.y = viewportHeight / 2; sceneRenderer.camera.viewportWidth = viewportWidth; sceneRenderer.camera.viewportHeight = viewportHeight; // Add autoUpdate option skeleton.updateWorldTransform(); if (renderer.newType) { sceneRenderer.begin(); } // Draw the current skeleton sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha); if (plugin.drawDebug || src.drawDebug) { // Because if we don't, the bones render positions are completely wrong (*sigh*) var oldX = skeleton.x; var oldY = skeleton.y; skeleton.x = 0; skeleton.y = 0; sceneRenderer.drawSkeletonDebug(skeleton, src.preMultipliedAlpha); skeleton.x = oldX; skeleton.y = oldY; } if (!renderer.nextTypeMatch) { // The next object in the display list is not a Spine object, so we end the batch sceneRenderer.end(); renderer.rebindPipeline(renderer.pipelines.TextureTintPipeline); } }; module.exports = SpineGameObjectWebGLRenderer; /***/ }), /***/ "./runtimes/spine-both.js": /*!********************************!*\ !*** ./runtimes/spine-both.js ***! \********************************/ /*! no static exports found */ /***/ (function(module, exports) { /*** IMPORTS FROM imports-loader ***/ (function() { var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var spine; (function (spine) { var Animation = (function () { function Animation(name, timelines, duration) { if (name == null) throw new Error("name cannot be null."); if (timelines == null) throw new Error("timelines cannot be null."); this.name = name; this.timelines = timelines; this.duration = duration; } Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) { if (skeleton == null) throw new Error("skeleton cannot be null."); if (loop && this.duration != 0) { time %= this.duration; if (lastTime > 0) lastTime %= this.duration; } var timelines = this.timelines; for (var i = 0, n = timelines.length; i < n; i++) timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); }; Animation.binarySearch = function (values, target, step) { if (step === void 0) { step = 1; } var low = 0; var high = values.length / step - 2; if (high == 0) return step; var current = high >>> 1; while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (low + high) >>> 1; } }; Animation.linearSearch = function (values, target, step) { for (var i = 0, last = values.length - step; i <= last; i += step) if (values[i] > target) return i; return -1; }; return Animation; }()); spine.Animation = Animation; var MixBlend; (function (MixBlend) { MixBlend[MixBlend["setup"] = 0] = "setup"; MixBlend[MixBlend["first"] = 1] = "first"; MixBlend[MixBlend["replace"] = 2] = "replace"; MixBlend[MixBlend["add"] = 3] = "add"; })(MixBlend = spine.MixBlend || (spine.MixBlend = {})); var MixDirection; (function (MixDirection) { MixDirection[MixDirection["in"] = 0] = "in"; MixDirection[MixDirection["out"] = 1] = "out"; })(MixDirection = spine.MixDirection || (spine.MixDirection = {})); var TimelineType; (function (TimelineType) { TimelineType[TimelineType["rotate"] = 0] = "rotate"; TimelineType[TimelineType["translate"] = 1] = "translate"; TimelineType[TimelineType["scale"] = 2] = "scale"; TimelineType[TimelineType["shear"] = 3] = "shear"; TimelineType[TimelineType["attachment"] = 4] = "attachment"; TimelineType[TimelineType["color"] = 5] = "color"; TimelineType[TimelineType["deform"] = 6] = "deform"; TimelineType[TimelineType["event"] = 7] = "event"; TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder"; TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint"; TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint"; TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition"; TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing"; TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix"; TimelineType[TimelineType["twoColor"] = 14] = "twoColor"; })(TimelineType = spine.TimelineType || (spine.TimelineType = {})); var CurveTimeline = (function () { function CurveTimeline(frameCount) { if (frameCount <= 0) throw new Error("frameCount must be > 0: " + frameCount); this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE); } CurveTimeline.prototype.getFrameCount = function () { return this.curves.length / CurveTimeline.BEZIER_SIZE + 1; }; CurveTimeline.prototype.setLinear = function (frameIndex) { this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR; }; CurveTimeline.prototype.setStepped = function (frameIndex) { this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED; }; CurveTimeline.prototype.getCurveType = function (frameIndex) { var index = frameIndex * CurveTimeline.BEZIER_SIZE; if (index == this.curves.length) return CurveTimeline.LINEAR; var type = this.curves[index]; if (type == CurveTimeline.LINEAR) return CurveTimeline.LINEAR; if (type == CurveTimeline.STEPPED) return CurveTimeline.STEPPED; return CurveTimeline.BEZIER; }; CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) { var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03; var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006; var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy; var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667; var i = frameIndex * CurveTimeline.BEZIER_SIZE; var curves = this.curves; curves[i++] = CurveTimeline.BEZIER; var x = dfx, y = dfy; for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } }; CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) { percent = spine.MathUtils.clamp(percent, 0, 1); var curves = this.curves; var i = frameIndex * CurveTimeline.BEZIER_SIZE; var type = curves[i]; if (type == CurveTimeline.LINEAR) return percent; if (type == CurveTimeline.STEPPED) return 0; i++; var x = 0; for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { x = curves[i]; if (x >= percent) { var prevX = void 0, prevY = void 0; if (i == start) { prevX = 0; prevY = 0; } else { prevX = curves[i - 2]; prevY = curves[i - 1]; } return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); } } var y = curves[i - 1]; return y + (1 - y) * (percent - x) / (1 - x); }; CurveTimeline.LINEAR = 0; CurveTimeline.STEPPED = 1; CurveTimeline.BEZIER = 2; CurveTimeline.BEZIER_SIZE = 10 * 2 - 1; return CurveTimeline; }()); spine.CurveTimeline = CurveTimeline; var RotateTimeline = (function (_super) { __extends(RotateTimeline, _super); function RotateTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount << 1); return _this; } RotateTimeline.prototype.getPropertyId = function () { return (TimelineType.rotate << 24) + this.boneIndex; }; RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) { frameIndex <<= 1; this.frames[frameIndex] = time; this.frames[frameIndex + RotateTimeline.ROTATION] = degrees; }; RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var frames = this.frames; var bone = skeleton.bones[this.boneIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation; return; case MixBlend.first: var r_1 = bone.data.rotation - bone.rotation; bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha; } return; } if (time >= frames[frames.length - RotateTimeline.ENTRIES]) { var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION]; switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation + r_2 * alpha; break; case MixBlend.first: case MixBlend.replace: r_2 += bone.data.rotation - bone.rotation; r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360; case MixBlend.add: bone.rotation += r_2 * alpha; } return; } var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES); var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; var frameTime = frames[frame]; var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); var r = frames[frame + RotateTimeline.ROTATION] - prevRotation; r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent; switch (blend) { case MixBlend.setup: bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; break; case MixBlend.first: case MixBlend.replace: r += bone.data.rotation - bone.rotation; case MixBlend.add: bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; } }; RotateTimeline.ENTRIES = 2; RotateTimeline.PREV_TIME = -2; RotateTimeline.PREV_ROTATION = -1; RotateTimeline.ROTATION = 1; return RotateTimeline; }(CurveTimeline)); spine.RotateTimeline = RotateTimeline; var TranslateTimeline = (function (_super) { __extends(TranslateTimeline, _super); function TranslateTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES); return _this; } TranslateTimeline.prototype.getPropertyId = function () { return (TimelineType.translate << 24) + this.boneIndex; }; TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) { frameIndex *= TranslateTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TranslateTimeline.X] = x; this.frames[frameIndex + TranslateTimeline.Y] = y; }; TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var frames = this.frames; var bone = skeleton.bones[this.boneIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.x = bone.data.x; bone.y = bone.data.y; return; case MixBlend.first: bone.x += (bone.data.x - bone.x) * alpha; bone.y += (bone.data.y - bone.y) * alpha; } return; } var x = 0, y = 0; if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) { x = frames[frames.length + TranslateTimeline.PREV_X]; y = frames[frames.length + TranslateTimeline.PREV_Y]; } else { var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES); x = frames[frame + TranslateTimeline.PREV_X]; y = frames[frame + TranslateTimeline.PREV_Y]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime)); x += (frames[frame + TranslateTimeline.X] - x) * percent; y += (frames[frame + TranslateTimeline.Y] - y) * percent; } switch (blend) { case MixBlend.setup: bone.x = bone.data.x + x * alpha; bone.y = bone.data.y + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.x += (bone.data.x + x - bone.x) * alpha; bone.y += (bone.data.y + y - bone.y) * alpha; break; case MixBlend.add: bone.x += x * alpha; bone.y += y * alpha; } }; TranslateTimeline.ENTRIES = 3; TranslateTimeline.PREV_TIME = -3; TranslateTimeline.PREV_X = -2; TranslateTimeline.PREV_Y = -1; TranslateTimeline.X = 1; TranslateTimeline.Y = 2; return TranslateTimeline; }(CurveTimeline)); spine.TranslateTimeline = TranslateTimeline; var ScaleTimeline = (function (_super) { __extends(ScaleTimeline, _super); function ScaleTimeline(frameCount) { return _super.call(this, frameCount) || this; } ScaleTimeline.prototype.getPropertyId = function () { return (TimelineType.scale << 24) + this.boneIndex; }; ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var frames = this.frames; var bone = skeleton.bones[this.boneIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; return; case MixBlend.first: bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; } return; } var x = 0, y = 0; if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) { x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX; y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY; } else { var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES); x = frames[frame + ScaleTimeline.PREV_X]; y = frames[frame + ScaleTimeline.PREV_Y]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime)); x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX; y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY; } if (alpha == 1) { if (blend == MixBlend.add) { bone.scaleX += x - bone.data.scaleX; bone.scaleY += y - bone.data.scaleY; } else { bone.scaleX = x; bone.scaleY = y; } } else { var bx = 0, by = 0; if (direction == MixDirection.out) { switch (blend) { case MixBlend.setup: bx = bone.data.scaleX; by = bone.data.scaleY; bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha; break; case MixBlend.add: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha; bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha; } } else { switch (blend) { case MixBlend.setup: bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x); by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case MixBlend.first: case MixBlend.replace: bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x); by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case MixBlend.add: bx = spine.MathUtils.signum(x); by = spine.MathUtils.signum(y); bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha; bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha; } } } }; return ScaleTimeline; }(TranslateTimeline)); spine.ScaleTimeline = ScaleTimeline; var ShearTimeline = (function (_super) { __extends(ShearTimeline, _super); function ShearTimeline(frameCount) { return _super.call(this, frameCount) || this; } ShearTimeline.prototype.getPropertyId = function () { return (TimelineType.shear << 24) + this.boneIndex; }; ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var frames = this.frames; var bone = skeleton.bones[this.boneIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; return; case MixBlend.first: bone.shearX += (bone.data.shearX - bone.shearX) * alpha; bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } var x = 0, y = 0; if (time >= frames[frames.length - ShearTimeline.ENTRIES]) { x = frames[frames.length + ShearTimeline.PREV_X]; y = frames[frames.length + ShearTimeline.PREV_Y]; } else { var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES); x = frames[frame + ShearTimeline.PREV_X]; y = frames[frame + ShearTimeline.PREV_Y]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime)); x = x + (frames[frame + ShearTimeline.X] - x) * percent; y = y + (frames[frame + ShearTimeline.Y] - y) * percent; } switch (blend) { case MixBlend.setup: bone.shearX = bone.data.shearX + x * alpha; bone.shearY = bone.data.shearY + y * alpha; break; case MixBlend.first: case MixBlend.replace: bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; break; case MixBlend.add: bone.shearX += x * alpha; bone.shearY += y * alpha; } }; return ShearTimeline; }(TranslateTimeline)); spine.ShearTimeline = ShearTimeline; var ColorTimeline = (function (_super) { __extends(ColorTimeline, _super); function ColorTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES); return _this; } ColorTimeline.prototype.getPropertyId = function () { return (TimelineType.color << 24) + this.slotIndex; }; ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) { frameIndex *= ColorTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + ColorTimeline.R] = r; this.frames[frameIndex + ColorTimeline.G] = g; this.frames[frameIndex + ColorTimeline.B] = b; this.frames[frameIndex + ColorTimeline.A] = a; }; ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var slot = skeleton.slots[this.slotIndex]; var frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: slot.color.setFromColor(slot.data.color); return; case MixBlend.first: var color = slot.color, setup = slot.data.color; color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); } return; } var r = 0, g = 0, b = 0, a = 0; if (time >= frames[frames.length - ColorTimeline.ENTRIES]) { var i = frames.length; r = frames[i + ColorTimeline.PREV_R]; g = frames[i + ColorTimeline.PREV_G]; b = frames[i + ColorTimeline.PREV_B]; a = frames[i + ColorTimeline.PREV_A]; } else { var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES); r = frames[frame + ColorTimeline.PREV_R]; g = frames[frame + ColorTimeline.PREV_G]; b = frames[frame + ColorTimeline.PREV_B]; a = frames[frame + ColorTimeline.PREV_A]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime)); r += (frames[frame + ColorTimeline.R] - r) * percent; g += (frames[frame + ColorTimeline.G] - g) * percent; b += (frames[frame + ColorTimeline.B] - b) * percent; a += (frames[frame + ColorTimeline.A] - a) * percent; } if (alpha == 1) slot.color.set(r, g, b, a); else { var color = slot.color; if (blend == MixBlend.setup) color.setFromColor(slot.data.color); color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); } }; ColorTimeline.ENTRIES = 5; ColorTimeline.PREV_TIME = -5; ColorTimeline.PREV_R = -4; ColorTimeline.PREV_G = -3; ColorTimeline.PREV_B = -2; ColorTimeline.PREV_A = -1; ColorTimeline.R = 1; ColorTimeline.G = 2; ColorTimeline.B = 3; ColorTimeline.A = 4; return ColorTimeline; }(CurveTimeline)); spine.ColorTimeline = ColorTimeline; var TwoColorTimeline = (function (_super) { __extends(TwoColorTimeline, _super); function TwoColorTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES); return _this; } TwoColorTimeline.prototype.getPropertyId = function () { return (TimelineType.twoColor << 24) + this.slotIndex; }; TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) { frameIndex *= TwoColorTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TwoColorTimeline.R] = r; this.frames[frameIndex + TwoColorTimeline.G] = g; this.frames[frameIndex + TwoColorTimeline.B] = b; this.frames[frameIndex + TwoColorTimeline.A] = a; this.frames[frameIndex + TwoColorTimeline.R2] = r2; this.frames[frameIndex + TwoColorTimeline.G2] = g2; this.frames[frameIndex + TwoColorTimeline.B2] = b2; }; TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var slot = skeleton.slots[this.slotIndex]; var frames = this.frames; if (time < frames[0]) { switch (blend) { case MixBlend.setup: slot.color.setFromColor(slot.data.color); slot.darkColor.setFromColor(slot.data.darkColor); return; case MixBlend.first: var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor; light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha); dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0); } return; } var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) { var i = frames.length; r = frames[i + TwoColorTimeline.PREV_R]; g = frames[i + TwoColorTimeline.PREV_G]; b = frames[i + TwoColorTimeline.PREV_B]; a = frames[i + TwoColorTimeline.PREV_A]; r2 = frames[i + TwoColorTimeline.PREV_R2]; g2 = frames[i + TwoColorTimeline.PREV_G2]; b2 = frames[i + TwoColorTimeline.PREV_B2]; } else { var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES); r = frames[frame + TwoColorTimeline.PREV_R]; g = frames[frame + TwoColorTimeline.PREV_G]; b = frames[frame + TwoColorTimeline.PREV_B]; a = frames[frame + TwoColorTimeline.PREV_A]; r2 = frames[frame + TwoColorTimeline.PREV_R2]; g2 = frames[frame + TwoColorTimeline.PREV_G2]; b2 = frames[frame + TwoColorTimeline.PREV_B2]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime)); r += (frames[frame + TwoColorTimeline.R] - r) * percent; g += (frames[frame + TwoColorTimeline.G] - g) * percent; b += (frames[frame + TwoColorTimeline.B] - b) * percent; a += (frames[frame + TwoColorTimeline.A] - a) * percent; r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent; g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent; b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent; } if (alpha == 1) { slot.color.set(r, g, b, a); slot.darkColor.set(r2, g2, b2, 1); } else { var light = slot.color, dark = slot.darkColor; if (blend == MixBlend.setup) { light.setFromColor(slot.data.color); dark.setFromColor(slot.data.darkColor); } light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0); } }; TwoColorTimeline.ENTRIES = 8; TwoColorTimeline.PREV_TIME = -8; TwoColorTimeline.PREV_R = -7; TwoColorTimeline.PREV_G = -6; TwoColorTimeline.PREV_B = -5; TwoColorTimeline.PREV_A = -4; TwoColorTimeline.PREV_R2 = -3; TwoColorTimeline.PREV_G2 = -2; TwoColorTimeline.PREV_B2 = -1; TwoColorTimeline.R = 1; TwoColorTimeline.G = 2; TwoColorTimeline.B = 3; TwoColorTimeline.A = 4; TwoColorTimeline.R2 = 5; TwoColorTimeline.G2 = 6; TwoColorTimeline.B2 = 7; return TwoColorTimeline; }(CurveTimeline)); spine.TwoColorTimeline = TwoColorTimeline; var AttachmentTimeline = (function () { function AttachmentTimeline(frameCount) { this.frames = spine.Utils.newFloatArray(frameCount); this.attachmentNames = new Array(frameCount); } AttachmentTimeline.prototype.getPropertyId = function () { return (TimelineType.attachment << 24) + this.slotIndex; }; AttachmentTimeline.prototype.getFrameCount = function () { return this.frames.length; }; AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) { this.frames[frameIndex] = time; this.attachmentNames[frameIndex] = attachmentName; }; AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { var slot = skeleton.slots[this.slotIndex]; if (direction == MixDirection.out && blend == MixBlend.setup) { var attachmentName_1 = slot.data.attachmentName; slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1)); return; } var frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) { var attachmentName_2 = slot.data.attachmentName; slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2)); } return; } var frameIndex = 0; if (time >= frames[frames.length - 1]) frameIndex = frames.length - 1; else frameIndex = Animation.binarySearch(frames, time, 1) - 1; var attachmentName = this.attachmentNames[frameIndex]; skeleton.slots[this.slotIndex] .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); }; return AttachmentTimeline; }()); spine.AttachmentTimeline = AttachmentTimeline; var zeros = null; var DeformTimeline = (function (_super) { __extends(DeformTimeline, _super); function DeformTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount); _this.frameVertices = new Array(frameCount); if (zeros == null) zeros = spine.Utils.newFloatArray(64); return _this; } DeformTimeline.prototype.getPropertyId = function () { return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex; }; DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) { this.frames[frameIndex] = time; this.frameVertices[frameIndex] = vertices; }; DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var slot = skeleton.slots[this.slotIndex]; var slotAttachment = slot.getAttachment(); if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment)) return; var verticesArray = slot.attachmentVertices; if (verticesArray.length == 0) blend = MixBlend.setup; var frameVertices = this.frameVertices; var vertexCount = frameVertices[0].length; var frames = this.frames; if (time < frames[0]) { var vertexAttachment = slotAttachment; switch (blend) { case MixBlend.setup: verticesArray.length = 0; return; case MixBlend.first: if (alpha == 1) { verticesArray.length = 0; break; } var vertices_1 = spine.Utils.setArraySize(verticesArray, vertexCount); if (vertexAttachment.bones == null) { var setupVertices = vertexAttachment.vertices; for (var i = 0; i < vertexCount; i++) vertices_1[i] += (setupVertices[i] - vertices_1[i]) * alpha; } else { alpha = 1 - alpha; for (var i = 0; i < vertexCount; i++) vertices_1[i] *= alpha; } } return; } var vertices = spine.Utils.setArraySize(verticesArray, vertexCount); if (time >= frames[frames.length - 1]) { var lastVertices = frameVertices[frames.length - 1]; if (alpha == 1) { if (blend == MixBlend.add) { var vertexAttachment = slotAttachment; if (vertexAttachment.bones == null) { var setupVertices = vertexAttachment.vertices; for (var i_1 = 0; i_1 < vertexCount; i_1++) { vertices[i_1] += lastVertices[i_1] - setupVertices[i_1]; } } else { for (var i_2 = 0; i_2 < vertexCount; i_2++) vertices[i_2] += lastVertices[i_2]; } } else { spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount); } } else { switch (blend) { case MixBlend.setup: { var vertexAttachment_1 = slotAttachment; if (vertexAttachment_1.bones == null) { var setupVertices = vertexAttachment_1.vertices; for (var i_3 = 0; i_3 < vertexCount; i_3++) { var setup = setupVertices[i_3]; vertices[i_3] = setup + (lastVertices[i_3] - setup) * alpha; } } else { for (var i_4 = 0; i_4 < vertexCount; i_4++) vertices[i_4] = lastVertices[i_4] * alpha; } break; } case MixBlend.first: case MixBlend.replace: for (var i_5 = 0; i_5 < vertexCount; i_5++) vertices[i_5] += (lastVertices[i_5] - vertices[i_5]) * alpha; case MixBlend.add: var vertexAttachment = slotAttachment; if (vertexAttachment.bones == null) { var setupVertices = vertexAttachment.vertices; for (var i_6 = 0; i_6 < vertexCount; i_6++) { vertices[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha; } } else { for (var i_7 = 0; i_7 < vertexCount; i_7++) vertices[i_7] += lastVertices[i_7] * alpha; } } } return; } var frame = Animation.binarySearch(frames, time); var prevVertices = frameVertices[frame - 1]; var nextVertices = frameVertices[frame]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime)); if (alpha == 1) { if (blend == MixBlend.add) { var vertexAttachment = slotAttachment; if (vertexAttachment.bones == null) { var setupVertices = vertexAttachment.vertices; for (var i_8 = 0; i_8 < vertexCount; i_8++) { var prev = prevVertices[i_8]; vertices[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8]; } } else { for (var i_9 = 0; i_9 < vertexCount; i_9++) { var prev = prevVertices[i_9]; vertices[i_9] += prev + (nextVertices[i_9] - prev) * percent; } } } else { for (var i_10 = 0; i_10 < vertexCount; i_10++) { var prev = prevVertices[i_10]; vertices[i_10] = prev + (nextVertices[i_10] - prev) * percent; } } } else { switch (blend) { case MixBlend.setup: { var vertexAttachment_2 = slotAttachment; if (vertexAttachment_2.bones == null) { var setupVertices = vertexAttachment_2.vertices; for (var i_11 = 0; i_11 < vertexCount; i_11++) { var prev = prevVertices[i_11], setup = setupVertices[i_11]; vertices[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha; } } else { for (var i_12 = 0; i_12 < vertexCount; i_12++) { var prev = prevVertices[i_12]; vertices[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha; } } break; } case MixBlend.first: case MixBlend.replace: for (var i_13 = 0; i_13 < vertexCount; i_13++) { var prev = prevVertices[i_13]; vertices[i_13] += (prev + (nextVertices[i_13] - prev) * percent - vertices[i_13]) * alpha; } break; case MixBlend.add: var vertexAttachment = slotAttachment; if (vertexAttachment.bones == null) { var setupVertices = vertexAttachment.vertices; for (var i_14 = 0; i_14 < vertexCount; i_14++) { var prev = prevVertices[i_14]; vertices[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha; } } else { for (var i_15 = 0; i_15 < vertexCount; i_15++) { var prev = prevVertices[i_15]; vertices[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha; } } } } }; return DeformTimeline; }(CurveTimeline)); spine.DeformTimeline = DeformTimeline; var EventTimeline = (function () { function EventTimeline(frameCount) { this.frames = spine.Utils.newFloatArray(frameCount); this.events = new Array(frameCount); } EventTimeline.prototype.getPropertyId = function () { return TimelineType.event << 24; }; EventTimeline.prototype.getFrameCount = function () { return this.frames.length; }; EventTimeline.prototype.setFrame = function (frameIndex, event) { this.frames[frameIndex] = event.time; this.events[frameIndex] = event; }; EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { if (firedEvents == null) return; var frames = this.frames; var frameCount = this.frames.length; if (lastTime > time) { this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction); lastTime = -1; } else if (lastTime >= frames[frameCount - 1]) return; if (time < frames[0]) return; var frame = 0; if (lastTime < frames[0]) frame = 0; else { frame = Animation.binarySearch(frames, lastTime); var frameTime = frames[frame]; while (frame > 0) { if (frames[frame - 1] != frameTime) break; frame--; } } for (; frame < frameCount && time >= frames[frame]; frame++) firedEvents.push(this.events[frame]); }; return EventTimeline; }()); spine.EventTimeline = EventTimeline; var DrawOrderTimeline = (function () { function DrawOrderTimeline(frameCount) { this.frames = spine.Utils.newFloatArray(frameCount); this.drawOrders = new Array(frameCount); } DrawOrderTimeline.prototype.getPropertyId = function () { return TimelineType.drawOrder << 24; }; DrawOrderTimeline.prototype.getFrameCount = function () { return this.frames.length; }; DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) { this.frames[frameIndex] = time; this.drawOrders[frameIndex] = drawOrder; }; DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var drawOrder = skeleton.drawOrder; var slots = skeleton.slots; if (direction == MixDirection.out && blend == MixBlend.setup) { spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } var frames = this.frames; if (time < frames[0]) { if (blend == MixBlend.setup || blend == MixBlend.first) spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } var frame = 0; if (time >= frames[frames.length - 1]) frame = frames.length - 1; else frame = Animation.binarySearch(frames, time) - 1; var drawOrderToSetupIndex = this.drawOrders[frame]; if (drawOrderToSetupIndex == null) spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length); else { for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]]; } }; return DrawOrderTimeline; }()); spine.DrawOrderTimeline = DrawOrderTimeline; var IkConstraintTimeline = (function (_super) { __extends(IkConstraintTimeline, _super); function IkConstraintTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES); return _this; } IkConstraintTimeline.prototype.getPropertyId = function () { return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex; }; IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection, compress, stretch) { frameIndex *= IkConstraintTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + IkConstraintTimeline.MIX] = mix; this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection; this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0; this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0; }; IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var frames = this.frames; var constraint = skeleton.ikConstraints[this.ikConstraintIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.mix = constraint.data.mix; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; return; case MixBlend.first: constraint.mix += (constraint.data.mix - constraint.mix) * alpha; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } return; } if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) { if (blend == MixBlend.setup) { constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha; if (direction == MixDirection.out) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; } } else { constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha; if (direction == MixDirection["in"]) { constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; } } return; } var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES); var mix = frames[frame + IkConstraintTimeline.PREV_MIX]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime)); if (blend == MixBlend.setup) { constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha; if (direction == MixDirection.out) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; } } else { constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha; if (direction == MixDirection["in"]) { constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; } } }; IkConstraintTimeline.ENTRIES = 5; IkConstraintTimeline.PREV_TIME = -5; IkConstraintTimeline.PREV_MIX = -4; IkConstraintTimeline.PREV_BEND_DIRECTION = -3; IkConstraintTimeline.PREV_COMPRESS = -2; IkConstraintTimeline.PREV_STRETCH = -1; IkConstraintTimeline.MIX = 1; IkConstraintTimeline.BEND_DIRECTION = 2; IkConstraintTimeline.COMPRESS = 3; IkConstraintTimeline.STRETCH = 4; return IkConstraintTimeline; }(CurveTimeline)); spine.IkConstraintTimeline = IkConstraintTimeline; var TransformConstraintTimeline = (function (_super) { __extends(TransformConstraintTimeline, _super); function TransformConstraintTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES); return _this; } TransformConstraintTimeline.prototype.getPropertyId = function () { return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex; }; TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) { frameIndex *= TransformConstraintTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix; this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix; this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix; this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix; }; TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var frames = this.frames; var constraint = skeleton.transformConstraints[this.transformConstraintIndex]; if (time < frames[0]) { var data = constraint.data; switch (blend) { case MixBlend.setup: constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; constraint.scaleMix = data.scaleMix; constraint.shearMix = data.shearMix; return; case MixBlend.first: constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha; constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha; constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha; constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha; } return; } var rotate = 0, translate = 0, scale = 0, shear = 0; if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) { var i = frames.length; rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE]; translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE]; scale = frames[i + TransformConstraintTimeline.PREV_SCALE]; shear = frames[i + TransformConstraintTimeline.PREV_SHEAR]; } else { var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES); rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE]; translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE]; scale = frames[frame + TransformConstraintTimeline.PREV_SCALE]; shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime)); rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent; translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent; scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent; shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent; } if (blend == MixBlend.setup) { var data = constraint.data; constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha; constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha; constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha; constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha; } else { constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; constraint.scaleMix += (scale - constraint.scaleMix) * alpha; constraint.shearMix += (shear - constraint.shearMix) * alpha; } }; TransformConstraintTimeline.ENTRIES = 5; TransformConstraintTimeline.PREV_TIME = -5; TransformConstraintTimeline.PREV_ROTATE = -4; TransformConstraintTimeline.PREV_TRANSLATE = -3; TransformConstraintTimeline.PREV_SCALE = -2; TransformConstraintTimeline.PREV_SHEAR = -1; TransformConstraintTimeline.ROTATE = 1; TransformConstraintTimeline.TRANSLATE = 2; TransformConstraintTimeline.SCALE = 3; TransformConstraintTimeline.SHEAR = 4; return TransformConstraintTimeline; }(CurveTimeline)); spine.TransformConstraintTimeline = TransformConstraintTimeline; var PathConstraintPositionTimeline = (function (_super) { __extends(PathConstraintPositionTimeline, _super); function PathConstraintPositionTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES); return _this; } PathConstraintPositionTimeline.prototype.getPropertyId = function () { return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex; }; PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) { frameIndex *= PathConstraintPositionTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value; }; PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var frames = this.frames; var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.position = constraint.data.position; return; case MixBlend.first: constraint.position += (constraint.data.position - constraint.position) * alpha; } return; } var position = 0; if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE]; else { var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES); position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime)); position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent; } if (blend == MixBlend.setup) constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; else constraint.position += (position - constraint.position) * alpha; }; PathConstraintPositionTimeline.ENTRIES = 2; PathConstraintPositionTimeline.PREV_TIME = -2; PathConstraintPositionTimeline.PREV_VALUE = -1; PathConstraintPositionTimeline.VALUE = 1; return PathConstraintPositionTimeline; }(CurveTimeline)); spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline; var PathConstraintSpacingTimeline = (function (_super) { __extends(PathConstraintSpacingTimeline, _super); function PathConstraintSpacingTimeline(frameCount) { return _super.call(this, frameCount) || this; } PathConstraintSpacingTimeline.prototype.getPropertyId = function () { return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex; }; PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var frames = this.frames; var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.spacing = constraint.data.spacing; return; case MixBlend.first: constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha; } return; } var spacing = 0; if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE]; else { var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES); spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime)); spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent; } if (blend == MixBlend.setup) constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; else constraint.spacing += (spacing - constraint.spacing) * alpha; }; return PathConstraintSpacingTimeline; }(PathConstraintPositionTimeline)); spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline; var PathConstraintMixTimeline = (function (_super) { __extends(PathConstraintMixTimeline, _super); function PathConstraintMixTimeline(frameCount) { var _this = _super.call(this, frameCount) || this; _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES); return _this; } PathConstraintMixTimeline.prototype.getPropertyId = function () { return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex; }; PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) { frameIndex *= PathConstraintMixTimeline.ENTRIES; this.frames[frameIndex] = time; this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix; this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix; }; PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { var frames = this.frames; var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; if (time < frames[0]) { switch (blend) { case MixBlend.setup: constraint.rotateMix = constraint.data.rotateMix; constraint.translateMix = constraint.data.translateMix; return; case MixBlend.first: constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha; constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha; } return; } var rotate = 0, translate = 0; if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) { rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE]; translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE]; } else { var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES); rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE]; translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE]; var frameTime = frames[frame]; var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime)); rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent; translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent; } if (blend == MixBlend.setup) { constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha; constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha; } else { constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; constraint.translateMix += (translate - constraint.translateMix) * alpha; } }; PathConstraintMixTimeline.ENTRIES = 3; PathConstraintMixTimeline.PREV_TIME = -3; PathConstraintMixTimeline.PREV_ROTATE = -2; PathConstraintMixTimeline.PREV_TRANSLATE = -1; PathConstraintMixTimeline.ROTATE = 1; PathConstraintMixTimeline.TRANSLATE = 2; return PathConstraintMixTimeline; }(CurveTimeline)); spine.PathConstraintMixTimeline = PathConstraintMixTimeline; })(spine || (spine = {})); var spine; (function (spine) { var AnimationState = (function () { function AnimationState(data) { this.tracks = new Array(); this.events = new Array(); this.listeners = new Array(); this.queue = new EventQueue(this); this.propertyIDs = new spine.IntSet(); this.animationsChanged = false; this.timeScale = 1; this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); }); this.data = data; } AnimationState.prototype.update = function (delta) { delta *= this.timeScale; var tracks = this.tracks; for (var i = 0, n = tracks.length; i < n; i++) { var current = tracks[i]; if (current == null) continue; current.animationLast = current.nextAnimationLast; current.trackLast = current.nextTrackLast; var currentDelta = delta * current.timeScale; if (current.delay > 0) { current.delay -= currentDelta; if (current.delay > 0) continue; currentDelta = -current.delay; current.delay = 0; } var next = current.next; if (next != null) { var nextTime = current.trackLast - next.delay; if (nextTime >= 0) { next.delay = 0; next.trackTime = current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale; current.trackTime += currentDelta; this.setCurrent(i, next, true); while (next.mixingFrom != null) { next.mixTime += delta; next = next.mixingFrom; } continue; } } else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) { tracks[i] = null; this.queue.end(current); this.disposeNext(current); continue; } if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) { var from = current.mixingFrom; current.mixingFrom = null; if (from != null) from.mixingTo = null; while (from != null) { this.queue.end(from); from = from.mixingFrom; } } current.trackTime += currentDelta; } this.queue.drain(); }; AnimationState.prototype.updateMixingFrom = function (to, delta) { var from = to.mixingFrom; if (from == null) return true; var finished = this.updateMixingFrom(from, delta); from.animationLast = from.nextAnimationLast; from.trackLast = from.nextTrackLast; if (to.mixTime > 0 && to.mixTime >= to.mixDuration) { if (from.totalAlpha == 0 || to.mixDuration == 0) { to.mixingFrom = from.mixingFrom; if (from.mixingFrom != null) from.mixingFrom.mixingTo = to; to.interruptAlpha = from.interruptAlpha; this.queue.end(from); } return finished; } from.trackTime += delta * from.timeScale; to.mixTime += delta; return false; }; AnimationState.prototype.apply = function (skeleton) { if (skeleton == null) throw new Error("skeleton cannot be null."); if (this.animationsChanged) this._animationsChanged(); var events = this.events; var tracks = this.tracks; var applied = false; for (var i = 0, n = tracks.length; i < n; i++) { var current = tracks[i]; if (current == null || current.delay > 0) continue; applied = true; var blend = i == 0 ? spine.MixBlend.first : current.mixBlend; var mix = current.alpha; if (current.mixingFrom != null) mix *= this.applyMixingFrom(current, skeleton, blend); else if (current.trackTime >= current.trackEnd && current.next == null) mix = 0; var animationLast = current.animationLast, animationTime = current.getAnimationTime(); var timelineCount = current.animation.timelines.length; var timelines = current.animation.timelines; if ((i == 0 && mix == 1) || blend == spine.MixBlend.add) { for (var ii = 0; ii < timelineCount; ii++) timelines[ii].apply(skeleton, animationLast, animationTime, events, mix, blend, spine.MixDirection["in"]); } else { var timelineMode = current.timelineMode; var firstFrame = current.timelinesRotation.length == 0; if (firstFrame) spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null); var timelinesRotation = current.timelinesRotation; for (var ii = 0; ii < timelineCount; ii++) { var timeline = timelines[ii]; var timelineBlend = timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup; if (timeline instanceof spine.RotateTimeline) { this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame); } else { spine.Utils.webkit602BugfixHelper(mix, blend); timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, spine.MixDirection["in"]); } } } this.queueEvents(current, animationTime); events.length = 0; current.nextAnimationLast = animationTime; current.nextTrackLast = current.trackTime; } this.queue.drain(); return applied; }; AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) { var from = to.mixingFrom; if (from.mixingFrom != null) this.applyMixingFrom(from, skeleton, blend); var mix = 0; if (to.mixDuration == 0) { mix = 1; if (blend == spine.MixBlend.first) blend = spine.MixBlend.setup; } else { mix = to.mixTime / to.mixDuration; if (mix > 1) mix = 1; if (blend != spine.MixBlend.first) blend = from.mixBlend; } var events = mix < from.eventThreshold ? this.events : null; var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; var animationLast = from.animationLast, animationTime = from.getAnimationTime(); var timelineCount = from.animation.timelines.length; var timelines = from.animation.timelines; var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); if (blend == spine.MixBlend.add) { for (var i = 0; i < timelineCount; i++) timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, spine.MixDirection.out); } else { var timelineMode = from.timelineMode; var timelineHoldMix = from.timelineHoldMix; var firstFrame = from.timelinesRotation.length == 0; if (firstFrame) spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null); var timelinesRotation = from.timelinesRotation; from.totalAlpha = 0; for (var i = 0; i < timelineCount; i++) { var timeline = timelines[i]; var direction = spine.MixDirection.out; var timelineBlend = void 0; var alpha = 0; switch (timelineMode[i]) { case AnimationState.SUBSEQUENT: if (!attachments && timeline instanceof spine.AttachmentTimeline) continue; if (!drawOrder && timeline instanceof spine.DrawOrderTimeline) continue; timelineBlend = blend; alpha = alphaMix; break; case AnimationState.FIRST: timelineBlend = spine.MixBlend.setup; alpha = alphaMix; break; case AnimationState.HOLD: timelineBlend = spine.MixBlend.setup; alpha = alphaHold; break; default: timelineBlend = spine.MixBlend.setup; var holdMix = timelineHoldMix[i]; alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration); break; } from.totalAlpha += alpha; if (timeline instanceof spine.RotateTimeline) this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame); else { spine.Utils.webkit602BugfixHelper(alpha, blend); if (timelineBlend == spine.MixBlend.setup) { if (timeline instanceof spine.AttachmentTimeline) { if (attachments) direction = spine.MixDirection.out; } else if (timeline instanceof spine.DrawOrderTimeline) { if (drawOrder) direction = spine.MixDirection.out; } } timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction); } } } if (to.mixDuration > 0) this.queueEvents(from, animationTime); this.events.length = 0; from.nextAnimationLast = animationTime; from.nextTrackLast = from.trackTime; return mix; }; AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) { if (firstFrame) timelinesRotation[i] = 0; if (alpha == 1) { timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection["in"]); return; } var rotateTimeline = timeline; var frames = rotateTimeline.frames; var bone = skeleton.bones[rotateTimeline.boneIndex]; var r1 = 0, r2 = 0; if (time < frames[0]) { switch (blend) { case spine.MixBlend.setup: bone.rotation = bone.data.rotation; default: return; case spine.MixBlend.first: r1 = bone.rotation; r2 = bone.data.rotation; } } else { r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation; if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES]) r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION]; else { var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES); var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION]; var frameTime = frames[frame]; var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime)); r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation; r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; r2 = prevRotation + r2 * percent + bone.data.rotation; r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; } } var total = 0, diff = r2 - r1; diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360; if (diff == 0) { total = timelinesRotation[i]; } else { var lastTotal = 0, lastDiff = 0; if (firstFrame) { lastTotal = 0; lastDiff = diff; } else { lastTotal = timelinesRotation[i]; lastDiff = timelinesRotation[i + 1]; } var current = diff > 0, dir = lastTotal >= 0; if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) { if (Math.abs(lastTotal) > 180) lastTotal += 360 * spine.MathUtils.signum(lastTotal); dir = current; } total = diff + lastTotal - lastTotal % 360; if (dir != current) total += 360 * spine.MathUtils.signum(lastTotal); timelinesRotation[i] = total; } timelinesRotation[i + 1] = diff; r1 += total * alpha; bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360; }; AnimationState.prototype.queueEvents = function (entry, animationTime) { var animationStart = entry.animationStart, animationEnd = entry.animationEnd; var duration = animationEnd - animationStart; var trackLastWrapped = entry.trackLast % duration; var events = this.events; var i = 0, n = events.length; for (; i < n; i++) { var event_1 = events[i]; if (event_1.time < trackLastWrapped) break; if (event_1.time > animationEnd) continue; this.queue.event(entry, event_1); } var complete = false; if (entry.loop) complete = duration == 0 || trackLastWrapped > entry.trackTime % duration; else complete = animationTime >= animationEnd && entry.animationLast < animationEnd; if (complete) this.queue.complete(entry); for (; i < n; i++) { var event_2 = events[i]; if (event_2.time < animationStart) continue; this.queue.event(entry, events[i]); } }; AnimationState.prototype.clearTracks = function () { var oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; for (var i = 0, n = this.tracks.length; i < n; i++) this.clearTrack(i); this.tracks.length = 0; this.queue.drainDisabled = oldDrainDisabled; this.queue.drain(); }; AnimationState.prototype.clearTrack = function (trackIndex) { if (trackIndex >= this.tracks.length) return; var current = this.tracks[trackIndex]; if (current == null) return; this.queue.end(current); this.disposeNext(current); var entry = current; while (true) { var from = entry.mixingFrom; if (from == null) break; this.queue.end(from); entry.mixingFrom = null; entry.mixingTo = null; entry = from; } this.tracks[current.trackIndex] = null; this.queue.drain(); }; AnimationState.prototype.setCurrent = function (index, current, interrupt) { var from = this.expandToIndex(index); this.tracks[index] = current; if (from != null) { if (interrupt) this.queue.interrupt(from); current.mixingFrom = from; from.mixingTo = current; current.mixTime = 0; if (from.mixingFrom != null && from.mixDuration > 0) current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration); from.timelinesRotation.length = 0; } this.queue.start(current); }; AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) { var animation = this.data.skeletonData.findAnimation(animationName); if (animation == null) throw new Error("Animation not found: " + animationName); return this.setAnimationWith(trackIndex, animation, loop); }; AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) { if (animation == null) throw new Error("animation cannot be null."); var interrupt = true; var current = this.expandToIndex(trackIndex); if (current != null) { if (current.nextTrackLast == -1) { this.tracks[trackIndex] = current.mixingFrom; this.queue.interrupt(current); this.queue.end(current); this.disposeNext(current); current = current.mixingFrom; interrupt = false; } else this.disposeNext(current); } var entry = this.trackEntry(trackIndex, animation, loop, current); this.setCurrent(trackIndex, entry, interrupt); this.queue.drain(); return entry; }; AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) { var animation = this.data.skeletonData.findAnimation(animationName); if (animation == null) throw new Error("Animation not found: " + animationName); return this.addAnimationWith(trackIndex, animation, loop, delay); }; AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) { if (animation == null) throw new Error("animation cannot be null."); var last = this.expandToIndex(trackIndex); if (last != null) { while (last.next != null) last = last.next; } var entry = this.trackEntry(trackIndex, animation, loop, last); if (last == null) { this.setCurrent(trackIndex, entry, true); this.queue.drain(); } else { last.next = entry; if (delay <= 0) { var duration = last.animationEnd - last.animationStart; if (duration != 0) { if (last.loop) delay += duration * (1 + ((last.trackTime / duration) | 0)); else delay += Math.max(duration, last.trackTime); delay -= this.data.getMix(last.animation, animation); } else delay = last.trackTime; } } entry.delay = delay; return entry; }; AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) { var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; }; AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) { if (delay <= 0) delay -= mixDuration; var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; }; AnimationState.prototype.setEmptyAnimations = function (mixDuration) { var oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; for (var i = 0, n = this.tracks.length; i < n; i++) { var current = this.tracks[i]; if (current != null) this.setEmptyAnimation(current.trackIndex, mixDuration); } this.queue.drainDisabled = oldDrainDisabled; this.queue.drain(); }; AnimationState.prototype.expandToIndex = function (index) { if (index < this.tracks.length) return this.tracks[index]; spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null); this.tracks.length = index + 1; return null; }; AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) { var entry = this.trackEntryPool.obtain(); entry.trackIndex = trackIndex; entry.animation = animation; entry.loop = loop; entry.holdPrevious = false; entry.eventThreshold = 0; entry.attachmentThreshold = 0; entry.drawOrderThreshold = 0; entry.animationStart = 0; entry.animationEnd = animation.duration; entry.animationLast = -1; entry.nextAnimationLast = -1; entry.delay = 0; entry.trackTime = 0; entry.trackLast = -1; entry.nextTrackLast = -1; entry.trackEnd = Number.MAX_VALUE; entry.timeScale = 1; entry.alpha = 1; entry.interruptAlpha = 1; entry.mixTime = 0; entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation); return entry; }; AnimationState.prototype.disposeNext = function (entry) { var next = entry.next; while (next != null) { this.queue.dispose(next); next = next.next; } entry.next = null; }; AnimationState.prototype._animationsChanged = function () { this.animationsChanged = false; this.propertyIDs.clear(); for (var i = 0, n = this.tracks.length; i < n; i++) { var entry = this.tracks[i]; if (entry == null) continue; while (entry.mixingFrom != null) entry = entry.mixingFrom; do { if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add) this.setTimelineModes(entry); entry = entry.mixingTo; } while (entry != null); } }; AnimationState.prototype.setTimelineModes = function (entry) { var to = entry.mixingTo; var timelines = entry.animation.timelines; var timelinesCount = entry.animation.timelines.length; var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount); entry.timelineHoldMix.length = 0; var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount); var propertyIDs = this.propertyIDs; if (to != null && to.holdPrevious) { for (var i = 0; i < timelinesCount; i++) { propertyIDs.add(timelines[i].getPropertyId()); timelineMode[i] = AnimationState.HOLD; } return; } outer: for (var i = 0; i < timelinesCount; i++) { var id = timelines[i].getPropertyId(); if (!propertyIDs.add(id)) timelineMode[i] = AnimationState.SUBSEQUENT; else if (to == null || !this.hasTimeline(to, id)) timelineMode[i] = AnimationState.FIRST; else { for (var next = to.mixingTo; next != null; next = next.mixingTo) { if (this.hasTimeline(next, id)) continue; if (entry.mixDuration > 0) { timelineMode[i] = AnimationState.HOLD_MIX; timelineDipMix[i] = next; continue outer; } break; } timelineMode[i] = AnimationState.HOLD; } } }; AnimationState.prototype.hasTimeline = function (entry, id) { var timelines = entry.animation.timelines; for (var i = 0, n = timelines.length; i < n; i++) if (timelines[i].getPropertyId() == id) return true; return false; }; AnimationState.prototype.getCurrent = function (trackIndex) { if (trackIndex >= this.tracks.length) return null; return this.tracks[trackIndex]; }; AnimationState.prototype.addListener = function (listener) { if (listener == null) throw new Error("listener cannot be null."); this.listeners.push(listener); }; AnimationState.prototype.removeListener = function (listener) { var index = this.listeners.indexOf(listener); if (index >= 0) this.listeners.splice(index, 1); }; AnimationState.prototype.clearListeners = function () { this.listeners.length = 0; }; AnimationState.prototype.clearListenerNotifications = function () { this.queue.clear(); }; AnimationState.emptyAnimation = new spine.Animation("", [], 0); AnimationState.SUBSEQUENT = 0; AnimationState.FIRST = 1; AnimationState.HOLD = 2; AnimationState.HOLD_MIX = 3; return AnimationState; }()); spine.AnimationState = AnimationState; var TrackEntry = (function () { function TrackEntry() { this.mixBlend = spine.MixBlend.replace; this.timelineMode = new Array(); this.timelineHoldMix = new Array(); this.timelinesRotation = new Array(); } TrackEntry.prototype.reset = function () { this.next = null; this.mixingFrom = null; this.mixingTo = null; this.animation = null; this.listener = null; this.timelineMode.length = 0; this.timelineHoldMix.length = 0; this.timelinesRotation.length = 0; }; TrackEntry.prototype.getAnimationTime = function () { if (this.loop) { var duration = this.animationEnd - this.animationStart; if (duration == 0) return this.animationStart; return (this.trackTime % duration) + this.animationStart; } return Math.min(this.trackTime + this.animationStart, this.animationEnd); }; TrackEntry.prototype.setAnimationLast = function (animationLast) { this.animationLast = animationLast; this.nextAnimationLast = animationLast; }; TrackEntry.prototype.isComplete = function () { return this.trackTime >= this.animationEnd - this.animationStart; }; TrackEntry.prototype.resetRotationDirections = function () { this.timelinesRotation.length = 0; }; return TrackEntry; }()); spine.TrackEntry = TrackEntry; var EventQueue = (function () { function EventQueue(animState) { this.objects = []; this.drainDisabled = false; this.animState = animState; } EventQueue.prototype.start = function (entry) { this.objects.push(EventType.start); this.objects.push(entry); this.animState.animationsChanged = true; }; EventQueue.prototype.interrupt = function (entry) { this.objects.push(EventType.interrupt); this.objects.push(entry); }; EventQueue.prototype.end = function (entry) { this.objects.push(EventType.end); this.objects.push(entry); this.animState.animationsChanged = true; }; EventQueue.prototype.dispose = function (entry) { this.objects.push(EventType.dispose); this.objects.push(entry); }; EventQueue.prototype.complete = function (entry) { this.objects.push(EventType.complete); this.objects.push(entry); }; EventQueue.prototype.event = function (entry, event) { this.objects.push(EventType.event); this.objects.push(entry); this.objects.push(event); }; EventQueue.prototype.drain = function () { if (this.drainDisabled) return; this.drainDisabled = true; var objects = this.objects; var listeners = this.animState.listeners; for (var i = 0; i < objects.length; i += 2) { var type = objects[i]; var entry = objects[i + 1]; switch (type) { case EventType.start: if (entry.listener != null && entry.listener.start) entry.listener.start(entry); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].start) listeners[ii].start(entry); break; case EventType.interrupt: if (entry.listener != null && entry.listener.interrupt) entry.listener.interrupt(entry); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].interrupt) listeners[ii].interrupt(entry); break; case EventType.end: if (entry.listener != null && entry.listener.end) entry.listener.end(entry); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].end) listeners[ii].end(entry); case EventType.dispose: if (entry.listener != null && entry.listener.dispose) entry.listener.dispose(entry); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].dispose) listeners[ii].dispose(entry); this.animState.trackEntryPool.free(entry); break; case EventType.complete: if (entry.listener != null && entry.listener.complete) entry.listener.complete(entry); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].complete) listeners[ii].complete(entry); break; case EventType.event: var event_3 = objects[i++ + 2]; if (entry.listener != null && entry.listener.event) entry.listener.event(entry, event_3); for (var ii = 0; ii < listeners.length; ii++) if (listeners[ii].event) listeners[ii].event(entry, event_3); break; } } this.clear(); this.drainDisabled = false; }; EventQueue.prototype.clear = function () { this.objects.length = 0; }; return EventQueue; }()); spine.EventQueue = EventQueue; var EventType; (function (EventType) { EventType[EventType["start"] = 0] = "start"; EventType[EventType["interrupt"] = 1] = "interrupt"; EventType[EventType["end"] = 2] = "end"; EventType[EventType["dispose"] = 3] = "dispose"; EventType[EventType["complete"] = 4] = "complete"; EventType[EventType["event"] = 5] = "event"; })(EventType = spine.EventType || (spine.EventType = {})); var AnimationStateAdapter2 = (function () { function AnimationStateAdapter2() { } AnimationStateAdapter2.prototype.start = function (entry) { }; AnimationStateAdapter2.prototype.interrupt = function (entry) { }; AnimationStateAdapter2.prototype.end = function (entry) { }; AnimationStateAdapter2.prototype.dispose = function (entry) { }; AnimationStateAdapter2.prototype.complete = function (entry) { }; AnimationStateAdapter2.prototype.event = function (entry, event) { }; return AnimationStateAdapter2; }()); spine.AnimationStateAdapter2 = AnimationStateAdapter2; })(spine || (spine = {})); var spine; (function (spine) { var AnimationStateData = (function () { function AnimationStateData(skeletonData) { this.animationToMixTime = {}; this.defaultMix = 0; if (skeletonData == null) throw new Error("skeletonData cannot be null."); this.skeletonData = skeletonData; } AnimationStateData.prototype.setMix = function (fromName, toName, duration) { var from = this.skeletonData.findAnimation(fromName); if (from == null) throw new Error("Animation not found: " + fromName); var to = this.skeletonData.findAnimation(toName); if (to == null) throw new Error("Animation not found: " + toName); this.setMixWith(from, to, duration); }; AnimationStateData.prototype.setMixWith = function (from, to, duration) { if (from == null) throw new Error("from cannot be null."); if (to == null) throw new Error("to cannot be null."); var key = from.name + "." + to.name; this.animationToMixTime[key] = duration; }; AnimationStateData.prototype.getMix = function (from, to) { var key = from.name + "." + to.name; var value = this.animationToMixTime[key]; return value === undefined ? this.defaultMix : value; }; return AnimationStateData; }()); spine.AnimationStateData = AnimationStateData; })(spine || (spine = {})); var spine; (function (spine) { var AssetManager = (function () { function AssetManager(textureLoader, pathPrefix) { if (pathPrefix === void 0) { pathPrefix = ""; } this.assets = {}; this.errors = {}; this.toLoad = 0; this.loaded = 0; this.textureLoader = textureLoader; this.pathPrefix = pathPrefix; } AssetManager.downloadText = function (url, success, error) { var request = new XMLHttpRequest(); request.open("GET", url, true); request.onload = function () { if (request.status == 200) { success(request.responseText); } else { error(request.status, request.responseText); } }; request.onerror = function () { error(request.status, request.responseText); }; request.send(); }; AssetManager.downloadBinary = function (url, success, error) { var request = new XMLHttpRequest(); request.open("GET", url, true); request.responseType = "arraybuffer"; request.onload = function () { if (request.status == 200) { success(new Uint8Array(request.response)); } else { error(request.status, request.responseText); } }; request.onerror = function () { error(request.status, request.responseText); }; request.send(); }; AssetManager.prototype.loadText = function (path, success, error) { var _this = this; if (success === void 0) { success = null; } if (error === void 0) { error = null; } path = this.pathPrefix + path; this.toLoad++; AssetManager.downloadText(path, function (data) { _this.assets[path] = data; if (success) success(path, data); _this.toLoad--; _this.loaded++; }, function (state, responseText) { _this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText; if (error) error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText); _this.toLoad--; _this.loaded++; }); }; AssetManager.prototype.loadTexture = function (path, success, error) { var _this = this; if (success === void 0) { success = null; } if (error === void 0) { error = null; } path = this.pathPrefix + path; this.toLoad++; var img = new Image(); img.crossOrigin = "anonymous"; img.onload = function (ev) { var texture = _this.textureLoader(img); _this.assets[path] = texture; _this.toLoad--; _this.loaded++; if (success) success(path, img); }; img.onerror = function (ev) { _this.errors[path] = "Couldn't load image " + path; _this.toLoad--; _this.loaded++; if (error) error(path, "Couldn't load image " + path); }; img.src = path; }; AssetManager.prototype.loadTextureData = function (path, data, success, error) { var _this = this; if (success === void 0) { success = null; } if (error === void 0) { error = null; } path = this.pathPrefix + path; this.toLoad++; var img = new Image(); img.onload = function (ev) { var texture = _this.textureLoader(img); _this.assets[path] = texture; _this.toLoad--; _this.loaded++; if (success) success(path, img); }; img.onerror = function (ev) { _this.errors[path] = "Couldn't load image " + path; _this.toLoad--; _this.loaded++; if (error) error(path, "Couldn't load image " + path); }; img.src = data; }; AssetManager.prototype.loadTextureAtlas = function (path, success, error) { var _this = this; if (success === void 0) { success = null; } if (error === void 0) { error = null; } var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : ""; path = this.pathPrefix + path; this.toLoad++; AssetManager.downloadText(path, function (atlasData) { var pagesLoaded = { count: 0 }; var atlasPages = new Array(); try { var atlas = new spine.TextureAtlas(atlasData, function (path) { atlasPages.push(parent + "/" + path); var image = document.createElement("img"); image.width = 16; image.height = 16; return new spine.FakeTexture(image); }); } catch (e) { var ex = e; _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message; if (error) error(path, "Couldn't load texture atlas " + path + ": " + ex.message); _this.toLoad--; _this.loaded++; return; } var _loop_1 = function (atlasPage) { var pageLoadError = false; _this.loadTexture(atlasPage, function (imagePath, image) { pagesLoaded.count++; if (pagesLoaded.count == atlasPages.length) { if (!pageLoadError) { try { var atlas = new spine.TextureAtlas(atlasData, function (path) { return _this.get(parent + "/" + path); }); _this.assets[path] = atlas; if (success) success(path, atlas); _this.toLoad--; _this.loaded++; } catch (e) { var ex = e; _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message; if (error) error(path, "Couldn't load texture atlas " + path + ": " + ex.message); _this.toLoad--; _this.loaded++; } } else { _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path; if (error) error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path); _this.toLoad--; _this.loaded++; } } }, function (imagePath, errorMessage) { pageLoadError = true; pagesLoaded.count++; if (pagesLoaded.count == atlasPages.length) { _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path; if (error) error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path); _this.toLoad--; _this.loaded++; } }); }; for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) { var atlasPage = atlasPages_1[_i]; _loop_1(atlasPage); } }, function (state, responseText) { _this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText; if (error) error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText); _this.toLoad--; _this.loaded++; }); }; AssetManager.prototype.get = function (path) { path = this.pathPrefix + path; return this.assets[path]; }; AssetManager.prototype.remove = function (path) { path = this.pathPrefix + path; var asset = this.assets[path]; if (asset.dispose) asset.dispose(); this.assets[path] = null; }; AssetManager.prototype.removeAll = function () { for (var key in this.assets) { var asset = this.assets[key]; if (asset.dispose) asset.dispose(); } this.assets = {}; }; AssetManager.prototype.isLoadingComplete = function () { return this.toLoad == 0; }; AssetManager.prototype.getToLoad = function () { return this.toLoad; }; AssetManager.prototype.getLoaded = function () { return this.loaded; }; AssetManager.prototype.dispose = function () { this.removeAll(); }; AssetManager.prototype.hasErrors = function () { return Object.keys(this.errors).length > 0; }; AssetManager.prototype.getErrors = function () { return this.errors; }; return AssetManager; }()); spine.AssetManager = AssetManager; })(spine || (spine = {})); var spine; (function (spine) { var AtlasAttachmentLoader = (function () { function AtlasAttachmentLoader(atlas) { this.atlas = atlas; } AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) { var region = this.atlas.findRegion(path); if (region == null) throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")"); region.renderObject = region; var attachment = new spine.RegionAttachment(name); attachment.setRegion(region); return attachment; }; AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) { var region = this.atlas.findRegion(path); if (region == null) throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); region.renderObject = region; var attachment = new spine.MeshAttachment(name); attachment.region = region; return attachment; }; AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) { return new spine.BoundingBoxAttachment(name); }; AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) { return new spine.PathAttachment(name); }; AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) { return new spine.PointAttachment(name); }; AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) { return new spine.ClippingAttachment(name); }; return AtlasAttachmentLoader; }()); spine.AtlasAttachmentLoader = AtlasAttachmentLoader; })(spine || (spine = {})); var spine; (function (spine) { var BlendMode; (function (BlendMode) { BlendMode[BlendMode["Normal"] = 0] = "Normal"; BlendMode[BlendMode["Additive"] = 1] = "Additive"; BlendMode[BlendMode["Multiply"] = 2] = "Multiply"; BlendMode[BlendMode["Screen"] = 3] = "Screen"; })(BlendMode = spine.BlendMode || (spine.BlendMode = {})); })(spine || (spine = {})); var spine; (function (spine) { var Bone = (function () { function Bone(data, skeleton, parent) { this.children = new Array(); this.x = 0; this.y = 0; this.rotation = 0; this.scaleX = 0; this.scaleY = 0; this.shearX = 0; this.shearY = 0; this.ax = 0; this.ay = 0; this.arotation = 0; this.ascaleX = 0; this.ascaleY = 0; this.ashearX = 0; this.ashearY = 0; this.appliedValid = false; this.a = 0; this.b = 0; this.worldX = 0; this.c = 0; this.d = 0; this.worldY = 0; this.sorted = false; if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; this.setToSetupPose(); } Bone.prototype.update = function () { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); }; Bone.prototype.updateWorldTransform = function () { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); }; Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) { this.ax = x; this.ay = y; this.arotation = rotation; this.ascaleX = scaleX; this.ascaleY = scaleY; this.ashearX = shearX; this.ashearY = shearY; this.appliedValid = true; var parent = this.parent; if (parent == null) { var skeleton = this.skeleton; var rotationY = rotation + 90 + shearY; var sx = skeleton.scaleX; var sy = skeleton.scaleY; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.worldX = x * sx + skeleton.x; this.worldY = y * sy + skeleton.y; return; } var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; this.worldX = pa * x + pb * y + parent.worldX; this.worldY = pc * x + pd * y + parent.worldY; switch (this.data.transformMode) { case spine.TransformMode.Normal: { var rotationY = rotation + 90 + shearY; var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX; var lb = spine.MathUtils.cosDeg(rotationY) * scaleY; var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX; var ld = spine.MathUtils.sinDeg(rotationY) * scaleY; this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; return; } case spine.TransformMode.OnlyTranslation: { var rotationY = rotation + 90 + shearY; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY; break; } case spine.TransformMode.NoRotationOrReflection: { var s = pa * pa + pc * pc; var prx = 0; if (s > 0.0001) { s = Math.abs(pa * pd - pb * pc) / s; pb = pc * s; pd = pa * s; prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg; } else { pa = 0; pc = 0; prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg; } var rx = rotation + shearX - prx; var ry = rotation + shearY - prx + 90; var la = spine.MathUtils.cosDeg(rx) * scaleX; var lb = spine.MathUtils.cosDeg(ry) * scaleY; var lc = spine.MathUtils.sinDeg(rx) * scaleX; var ld = spine.MathUtils.sinDeg(ry) * scaleY; this.a = pa * la - pb * lc; this.b = pa * lb - pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; break; } case spine.TransformMode.NoScale: case spine.TransformMode.NoScaleOrReflection: { var cos = spine.MathUtils.cosDeg(rotation); var sin = spine.MathUtils.sinDeg(rotation); var za = (pa * cos + pb * sin) / this.skeleton.scaleX; var zc = (pc * cos + pd * sin) / this.skeleton.scaleY; var s = Math.sqrt(za * za + zc * zc); if (s > 0.00001) s = 1 / s; za *= s; zc *= s; s = Math.sqrt(za * za + zc * zc); if (this.data.transformMode == spine.TransformMode.NoScale && (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; var r = Math.PI / 2 + Math.atan2(zc, za); var zb = Math.cos(r) * s; var zd = Math.sin(r) * s; var la = spine.MathUtils.cosDeg(shearX) * scaleX; var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY; var lc = spine.MathUtils.sinDeg(shearX) * scaleX; var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY; this.a = za * la + zb * lc; this.b = za * lb + zb * ld; this.c = zc * la + zd * lc; this.d = zc * lb + zd * ld; break; } } this.a *= this.skeleton.scaleX; this.b *= this.skeleton.scaleX; this.c *= this.skeleton.scaleY; this.d *= this.skeleton.scaleY; }; Bone.prototype.setToSetupPose = function () { var data = this.data; this.x = data.x; this.y = data.y; this.rotation = data.rotation; this.scaleX = data.scaleX; this.scaleY = data.scaleY; this.shearX = data.shearX; this.shearY = data.shearY; }; Bone.prototype.getWorldRotationX = function () { return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg; }; Bone.prototype.getWorldRotationY = function () { return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg; }; Bone.prototype.getWorldScaleX = function () { return Math.sqrt(this.a * this.a + this.c * this.c); }; Bone.prototype.getWorldScaleY = function () { return Math.sqrt(this.b * this.b + this.d * this.d); }; Bone.prototype.updateAppliedTransform = function () { this.appliedValid = true; var parent = this.parent; if (parent == null) { this.ax = this.worldX; this.ay = this.worldY; this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg; this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c); this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d); this.ashearX = 0; this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg; return; } var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; var pid = 1 / (pa * pd - pb * pc); var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; this.ax = (dx * pd * pid - dy * pb * pid); this.ay = (dy * pa * pid - dx * pc * pid); var ia = pid * pd; var id = pid * pa; var ib = pid * pb; var ic = pid * pc; var ra = ia * this.a - ib * this.c; var rb = ia * this.b - ib * this.d; var rc = id * this.c - ic * this.a; var rd = id * this.d - ic * this.b; this.ashearX = 0; this.ascaleX = Math.sqrt(ra * ra + rc * rc); if (this.ascaleX > 0.0001) { var det = ra * rd - rb * rc; this.ascaleY = det / this.ascaleX; this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg; this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg; } else { this.ascaleX = 0; this.ascaleY = Math.sqrt(rb * rb + rd * rd); this.ashearY = 0; this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg; } }; Bone.prototype.worldToLocal = function (world) { var a = this.a, b = this.b, c = this.c, d = this.d; var invDet = 1 / (a * d - b * c); var x = world.x - this.worldX, y = world.y - this.worldY; world.x = (x * d * invDet - y * b * invDet); world.y = (y * a * invDet - x * c * invDet); return world; }; Bone.prototype.localToWorld = function (local) { var x = local.x, y = local.y; local.x = x * this.a + y * this.b + this.worldX; local.y = x * this.c + y * this.d + this.worldY; return local; }; Bone.prototype.worldToLocalRotation = function (worldRotation) { var sin = spine.MathUtils.sinDeg(worldRotation), cos = spine.MathUtils.cosDeg(worldRotation); return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg + this.rotation - this.shearX; }; Bone.prototype.localToWorldRotation = function (localRotation) { localRotation -= this.rotation - this.shearX; var sin = spine.MathUtils.sinDeg(localRotation), cos = spine.MathUtils.cosDeg(localRotation); return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg; }; Bone.prototype.rotateWorld = function (degrees) { var a = this.a, b = this.b, c = this.c, d = this.d; var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees); this.a = cos * a - sin * c; this.b = cos * b - sin * d; this.c = sin * a + cos * c; this.d = sin * b + cos * d; this.appliedValid = false; }; return Bone; }()); spine.Bone = Bone; })(spine || (spine = {})); var spine; (function (spine) { var BoneData = (function () { function BoneData(index, name, parent) { this.x = 0; this.y = 0; this.rotation = 0; this.scaleX = 1; this.scaleY = 1; this.shearX = 0; this.shearY = 0; this.transformMode = TransformMode.Normal; if (index < 0) throw new Error("index must be >= 0."); if (name == null) throw new Error("name cannot be null."); this.index = index; this.name = name; this.parent = parent; } return BoneData; }()); spine.BoneData = BoneData; var TransformMode; (function (TransformMode) { TransformMode[TransformMode["Normal"] = 0] = "Normal"; TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation"; TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; TransformMode[TransformMode["NoScale"] = 3] = "NoScale"; TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; })(TransformMode = spine.TransformMode || (spine.TransformMode = {})); })(spine || (spine = {})); var spine; (function (spine) { var Event = (function () { function Event(time, data) { if (data == null) throw new Error("data cannot be null."); this.time = time; this.data = data; } return Event; }()); spine.Event = Event; })(spine || (spine = {})); var spine; (function (spine) { var EventData = (function () { function EventData(name) { this.name = name; } return EventData; }()); spine.EventData = EventData; })(spine || (spine = {})); var spine; (function (spine) { var IkConstraint = (function () { function IkConstraint(data, skeleton) { this.bendDirection = 0; this.compress = false; this.stretch = false; this.mix = 1; if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.mix = data.mix; this.bendDirection = data.bendDirection; this.compress = data.compress; this.stretch = data.stretch; this.bones = new Array(); for (var i = 0; i < data.bones.length; i++) this.bones.push(skeleton.findBone(data.bones[i].name)); this.target = skeleton.findBone(data.target.name); } IkConstraint.prototype.getOrder = function () { return this.data.order; }; IkConstraint.prototype.apply = function () { this.update(); }; IkConstraint.prototype.update = function () { var target = this.target; var bones = this.bones; switch (bones.length) { case 1: this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); break; case 2: this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.mix); break; } }; IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) { if (!bone.appliedValid) bone.updateAppliedTransform(); var p = bone.parent; var id = 1 / (p.a * p.d - p.b * p.c); var x = targetX - p.worldX, y = targetY - p.worldY; var tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay; var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.ashearX - bone.arotation; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; var sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) { var s = (dd / b - 1) * alpha + 1; sx *= s; if (uniform) sy *= s; } } bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY); }; IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, alpha) { if (alpha == 0) { child.updateWorldTransform(); return; } if (!parent.appliedValid) parent.updateAppliedTransform(); if (!child.appliedValid) child.updateAppliedTransform(); var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX; var os1 = 0, os2 = 0, s2 = 0; if (psx < 0) { psx = -psx; os1 = 180; s2 = -1; } else { os1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; os2 = 180; } else os2 = 0; var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; var u = Math.abs(psx - psy) <= 0.0001; if (!u) { cy = 0; cwx = a * cx + parent.worldX; cwy = c * cx + parent.worldY; } else { cy = child.ay; cwx = a * cx + b * cy + parent.worldX; cwy = c * cx + d * cy + parent.worldY; } var pp = parent.parent; a = pp.a; b = pp.b; c = pp.c; d = pp.d; var id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY; var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py, dd = tx * tx + ty * ty; x = cwx - pp.worldX; y = cwy - pp.worldY; var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0; outer: if (u) { l2 *= psx; var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) cos = -1; else if (cos > 1) { cos = 1; if (stretch && l1 + l2 > 0.0001) sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; } a2 = Math.acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * Math.sin(a2); a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; var c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { var q = Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) / 2; var r0 = q / c2, r1 = c / q; var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; if (r * r <= dd) { y = Math.sqrt(dd - r * r) * bendDir; a1 = ta - Math.atan2(y, r); a2 = Math.atan2(y / psy, (r - l1) / psx); break outer; } } var minAngle = spine.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; c = -a * l1 / (aa - bb); if (c >= -1 && c <= 1) { c = Math.acos(c); x = a * Math.cos(c) + l1; y = b * Math.sin(c); d = x * x + y * y; if (d < minDist) { minAngle = c; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = c; maxDist = d; maxX = x; maxY = y; } } if (dd <= (minDist + maxDist) / 2) { a1 = ta - Math.atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - Math.atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } var os = Math.atan2(cy, cx) * s2; var rotation = parent.arotation; a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0); rotation = child.arotation; a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); }; return IkConstraint; }()); spine.IkConstraint = IkConstraint; })(spine || (spine = {})); var spine; (function (spine) { var IkConstraintData = (function () { function IkConstraintData(name) { this.order = 0; this.bones = new Array(); this.bendDirection = 1; this.compress = false; this.stretch = false; this.uniform = false; this.mix = 1; this.name = name; } return IkConstraintData; }()); spine.IkConstraintData = IkConstraintData; })(spine || (spine = {})); var spine; (function (spine) { var PathConstraint = (function () { function PathConstraint(data, skeleton) { this.position = 0; this.spacing = 0; this.rotateMix = 0; this.translateMix = 0; this.spaces = new Array(); this.positions = new Array(); this.world = new Array(); this.curves = new Array(); this.lengths = new Array(); this.segments = new Array(); if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (var i = 0, n = data.bones.length; i < n; i++) this.bones.push(skeleton.findBone(data.bones[i].name)); this.target = skeleton.findSlot(data.target.name); this.position = data.position; this.spacing = data.spacing; this.rotateMix = data.rotateMix; this.translateMix = data.translateMix; } PathConstraint.prototype.apply = function () { this.update(); }; PathConstraint.prototype.update = function () { var attachment = this.target.getAttachment(); if (!(attachment instanceof spine.PathAttachment)) return; var rotateMix = this.rotateMix, translateMix = this.translateMix; var translate = translateMix > 0, rotate = rotateMix > 0; if (!translate && !rotate) return; var data = this.data; var percentSpacing = data.spacingMode == spine.SpacingMode.Percent; var rotateMode = data.rotateMode; var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale; var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1; var bones = this.bones; var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null; var spacing = this.spacing; if (scale || !percentSpacing) { if (scale) lengths = spine.Utils.setArraySize(this.lengths, boneCount); var lengthSpacing = data.spacingMode == spine.SpacingMode.Length; for (var i = 0, n = spacesCount - 1; i < n;) { var bone = bones[i]; var setupLength = bone.data.length; if (setupLength < PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = 0; } else if (percentSpacing) { if (scale) { var x = setupLength * bone.a, y = setupLength * bone.c; var length_1 = Math.sqrt(x * x + y * y); lengths[i] = length_1; } spaces[++i] = spacing; } else { var x = setupLength * bone.a, y = setupLength * bone.c; var length_2 = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length_2; spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_2 / setupLength; } } } else { for (var i = 1; i < spacesCount; i++) spaces[i] = spacing; } var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, percentSpacing); var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; var tip = false; if (offsetRotation == 0) tip = rotateMode == spine.RotateMode.Chain; else { tip = false; var p = this.target.bone; offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; } for (var i = 0, p = 3; i < boneCount; i++, p += 3) { var bone = bones[i]; bone.worldX += (boneX - bone.worldX) * translateMix; bone.worldY += (boneY - bone.worldY) * translateMix; var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; if (scale) { var length_3 = lengths[i]; if (length_3 != 0) { var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1; bone.a *= s; bone.c *= s; } } boneX = x; boneY = y; if (rotate) { var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0; if (tangents) r = positions[p - 1]; else if (spaces[i + 1] == 0) r = positions[p + 2]; else r = Math.atan2(dy, dx); r -= Math.atan2(c, a); if (tip) { cos = Math.cos(r); sin = Math.sin(r); var length_4 = bone.data.length; boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix; boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix; } else { r += offsetRotation; } if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2; else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2; r *= rotateMix; cos = Math.cos(r); sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } bone.appliedValid = false; } }; PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) { var target = this.target; var position = this.position; var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null; var closed = path.closed; var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE; if (!path.constantSpeed) { var lengths = path.lengths; curveCount -= closed ? 1 : 2; var pathLength_1 = lengths[curveCount]; if (percentPosition) position *= pathLength_1; if (percentSpacing) { for (var i = 1; i < spacesCount; i++) spaces[i] *= pathLength_1; } world = spine.Utils.setArraySize(this.world, 8); for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { var space = spaces[i]; position += space; var p = position; if (closed) { p %= pathLength_1; if (p < 0) p += pathLength_1; curve = 0; } else if (p < 0) { if (prevCurve != PathConstraint.BEFORE) { prevCurve = PathConstraint.BEFORE; path.computeWorldVertices(target, 2, 4, world, 0, 2); } this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength_1) { if (prevCurve != PathConstraint.AFTER) { prevCurve = PathConstraint.AFTER; path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); } this.addAfterPosition(p - pathLength_1, world, 0, out, o); continue; } for (;; curve++) { var length_5 = lengths[curve]; if (p > length_5) continue; if (curve == 0) p /= length_5; else { var prev = lengths[curve - 1]; p = (p - prev) / (length_5 - prev); } break; } if (curve != prevCurve) { prevCurve = curve; if (closed && curve == curveCount) { path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); path.computeWorldVertices(target, 0, 4, world, 4, 2); } else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); } this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0)); } return out; } if (closed) { verticesLength += 2; world = spine.Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); world[verticesLength - 2] = world[0]; world[verticesLength - 1] = world[1]; } else { curveCount--; verticesLength -= 4; world = spine.Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); } var curves = spine.Utils.setArraySize(this.curves, curveCount); var pathLength = 0; var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; for (var i = 0, w = 2; i < curveCount; i++, w += 6) { cx1 = world[w]; cy1 = world[w + 1]; cx2 = world[w + 2]; cy2 = world[w + 3]; x2 = world[w + 4]; y2 = world[w + 5]; tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx + dddfx; dfy += ddfy + dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); curves[i] = pathLength; x1 = x2; y1 = y2; } if (percentPosition) position *= pathLength; else position *= pathLength / path.lengths[curveCount - 1]; if (percentSpacing) { for (var i = 1; i < spacesCount; i++) spaces[i] *= pathLength; } var segments = this.segments; var curveLength = 0; for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { var space = spaces[i]; position += space; var p = position; if (closed) { p %= pathLength; if (p < 0) p += pathLength; curve = 0; } else if (p < 0) { this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength) { this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); continue; } for (;; curve++) { var length_6 = curves[curve]; if (p > length_6) continue; if (curve == 0) p /= length_6; else { var prev = curves[curve - 1]; p = (p - prev) / (length_6 - prev); } break; } if (curve != prevCurve) { prevCurve = curve; var ii = curve * 6; x1 = world[ii]; y1 = world[ii + 1]; cx1 = world[ii + 2]; cy1 = world[ii + 3]; cx2 = world[ii + 4]; cy2 = world[ii + 5]; x2 = world[ii + 6]; y2 = world[ii + 7]; tmpx = (x1 - cx1 * 2 + cx2) * 0.03; tmpy = (y1 - cy1 * 2 + cy2) * 0.03; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; curveLength = Math.sqrt(dfx * dfx + dfy * dfy); segments[0] = curveLength; for (ii = 1; ii < 8; ii++) { dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[ii] = curveLength; } dfx += ddfx; dfy += ddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[8] = curveLength; dfx += ddfx + dddfx; dfy += ddfy + dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[9] = curveLength; segment = 0; } p *= curveLength; for (;; segment++) { var length_7 = segments[segment]; if (p > length_7) continue; if (segment == 0) p /= length_7; else { var prev = segments[segment - 1]; p = segment + (p - prev) / (length_7 - prev); } break; } this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0)); } return out; }; PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) { var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; }; PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) { var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; }; PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { if (p == 0 || isNaN(p)) { out[o] = x1; out[o + 1] = y1; out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); return; } var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; out[o] = x; out[o + 1] = y; if (tangents) { if (p < 0.001) out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); else out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); } }; PathConstraint.prototype.getOrder = function () { return this.data.order; }; PathConstraint.NONE = -1; PathConstraint.BEFORE = -2; PathConstraint.AFTER = -3; PathConstraint.epsilon = 0.00001; return PathConstraint; }()); spine.PathConstraint = PathConstraint; })(spine || (spine = {})); var spine; (function (spine) { var PathConstraintData = (function () { function PathConstraintData(name) { this.order = 0; this.bones = new Array(); this.name = name; } return PathConstraintData; }()); spine.PathConstraintData = PathConstraintData; var PositionMode; (function (PositionMode) { PositionMode[PositionMode["Fixed"] = 0] = "Fixed"; PositionMode[PositionMode["Percent"] = 1] = "Percent"; })(PositionMode = spine.PositionMode || (spine.PositionMode = {})); var SpacingMode; (function (SpacingMode) { SpacingMode[SpacingMode["Length"] = 0] = "Length"; SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed"; SpacingMode[SpacingMode["Percent"] = 2] = "Percent"; })(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {})); var RotateMode; (function (RotateMode) { RotateMode[RotateMode["Tangent"] = 0] = "Tangent"; RotateMode[RotateMode["Chain"] = 1] = "Chain"; RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale"; })(RotateMode = spine.RotateMode || (spine.RotateMode = {})); })(spine || (spine = {})); var spine; (function (spine) { var Assets = (function () { function Assets(clientId) { this.toLoad = new Array(); this.assets = {}; this.clientId = clientId; } Assets.prototype.loaded = function () { var i = 0; for (var v in this.assets) i++; return i; }; return Assets; }()); var SharedAssetManager = (function () { function SharedAssetManager(pathPrefix) { if (pathPrefix === void 0) { pathPrefix = ""; } this.clientAssets = {}; this.queuedAssets = {}; this.rawAssets = {}; this.errors = {}; this.pathPrefix = pathPrefix; } SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) { var clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) { clientAssets = new Assets(clientId); this.clientAssets[clientId] = clientAssets; } if (textureLoader !== null) clientAssets.textureLoader = textureLoader; clientAssets.toLoad.push(path); if (this.queuedAssets[path] === path) { return false; } else { this.queuedAssets[path] = path; return true; } }; SharedAssetManager.prototype.loadText = function (clientId, path) { var _this = this; path = this.pathPrefix + path; if (!this.queueAsset(clientId, null, path)) return; var request = new XMLHttpRequest(); request.onreadystatechange = function () { if (request.readyState == XMLHttpRequest.DONE) { if (request.status >= 200 && request.status < 300) { _this.rawAssets[path] = request.responseText; } else { _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText; } } }; request.open("GET", path, true); request.send(); }; SharedAssetManager.prototype.loadJson = function (clientId, path) { var _this = this; path = this.pathPrefix + path; if (!this.queueAsset(clientId, null, path)) return; var request = new XMLHttpRequest(); request.onreadystatechange = function () { if (request.readyState == XMLHttpRequest.DONE) { if (request.status >= 200 && request.status < 300) { _this.rawAssets[path] = JSON.parse(request.responseText); } else { _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText; } } }; request.open("GET", path, true); request.send(); }; SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) { var _this = this; path = this.pathPrefix + path; if (!this.queueAsset(clientId, textureLoader, path)) return; var img = new Image(); img.src = path; img.crossOrigin = "anonymous"; img.onload = function (ev) { _this.rawAssets[path] = img; }; img.onerror = function (ev) { _this.errors[path] = "Couldn't load image " + path; }; }; SharedAssetManager.prototype.get = function (clientId, path) { path = this.pathPrefix + path; var clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) return true; return clientAssets.assets[path]; }; SharedAssetManager.prototype.updateClientAssets = function (clientAssets) { for (var i = 0; i < clientAssets.toLoad.length; i++) { var path = clientAssets.toLoad[i]; var asset = clientAssets.assets[path]; if (asset === null || asset === undefined) { var rawAsset = this.rawAssets[path]; if (rawAsset === null || rawAsset === undefined) continue; if (rawAsset instanceof HTMLImageElement) { clientAssets.assets[path] = clientAssets.textureLoader(rawAsset); } else { clientAssets.assets[path] = rawAsset; } } } }; SharedAssetManager.prototype.isLoadingComplete = function (clientId) { var clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) return true; this.updateClientAssets(clientAssets); return clientAssets.toLoad.length == clientAssets.loaded(); }; SharedAssetManager.prototype.dispose = function () { }; SharedAssetManager.prototype.hasErrors = function () { return Object.keys(this.errors).length > 0; }; SharedAssetManager.prototype.getErrors = function () { return this.errors; }; return SharedAssetManager; }()); spine.SharedAssetManager = SharedAssetManager; })(spine || (spine = {})); var spine; (function (spine) { var Skeleton = (function () { function Skeleton(data) { this._updateCache = new Array(); this.updateCacheReset = new Array(); this.time = 0; this.scaleX = 1; this.scaleY = 1; this.x = 0; this.y = 0; if (data == null) throw new Error("data cannot be null."); this.data = data; this.bones = new Array(); for (var i = 0; i < data.bones.length; i++) { var boneData = data.bones[i]; var bone = void 0; if (boneData.parent == null) bone = new spine.Bone(boneData, this, null); else { var parent_1 = this.bones[boneData.parent.index]; bone = new spine.Bone(boneData, this, parent_1); parent_1.children.push(bone); } this.bones.push(bone); } this.slots = new Array(); this.drawOrder = new Array(); for (var i = 0; i < data.slots.length; i++) { var slotData = data.slots[i]; var bone = this.bones[slotData.boneData.index]; var slot = new spine.Slot(slotData, bone); this.slots.push(slot); this.drawOrder.push(slot); } this.ikConstraints = new Array(); for (var i = 0; i < data.ikConstraints.length; i++) { var ikConstraintData = data.ikConstraints[i]; this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this)); } this.transformConstraints = new Array(); for (var i = 0; i < data.transformConstraints.length; i++) { var transformConstraintData = data.transformConstraints[i]; this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this)); } this.pathConstraints = new Array(); for (var i = 0; i < data.pathConstraints.length; i++) { var pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this)); } this.color = new spine.Color(1, 1, 1, 1); this.updateCache(); } Skeleton.prototype.updateCache = function () { var updateCache = this._updateCache; updateCache.length = 0; this.updateCacheReset.length = 0; var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) bones[i].sorted = false; var ikConstraints = this.ikConstraints; var transformConstraints = this.transformConstraints; var pathConstraints = this.pathConstraints; var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; var constraintCount = ikCount + transformCount + pathCount; outer: for (var i = 0; i < constraintCount; i++) { for (var ii = 0; ii < ikCount; ii++) { var constraint = ikConstraints[ii]; if (constraint.data.order == i) { this.sortIkConstraint(constraint); continue outer; } } for (var ii = 0; ii < transformCount; ii++) { var constraint = transformConstraints[ii]; if (constraint.data.order == i) { this.sortTransformConstraint(constraint); continue outer; } } for (var ii = 0; ii < pathCount; ii++) { var constraint = pathConstraints[ii]; if (constraint.data.order == i) { this.sortPathConstraint(constraint); continue outer; } } } for (var i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); }; Skeleton.prototype.sortIkConstraint = function (constraint) { var target = constraint.target; this.sortBone(target); var constrained = constraint.bones; var parent = constrained[0]; this.sortBone(parent); if (constrained.length > 1) { var child = constrained[constrained.length - 1]; if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child); } this._updateCache.push(constraint); this.sortReset(parent.children); constrained[constrained.length - 1].sorted = true; }; Skeleton.prototype.sortPathConstraint = function (constraint) { var slot = constraint.target; var slotIndex = slot.data.index; var slotBone = slot.bone; if (this.skin != null) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin) this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); for (var i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); var attachment = slot.getAttachment(); if (attachment instanceof spine.PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone); var constrained = constraint.bones; var boneCount = constrained.length; for (var i = 0; i < boneCount; i++) this.sortBone(constrained[i]); this._updateCache.push(constraint); for (var i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (var i = 0; i < boneCount; i++) constrained[i].sorted = true; }; Skeleton.prototype.sortTransformConstraint = function (constraint) { this.sortBone(constraint.target); var constrained = constraint.bones; var boneCount = constrained.length; if (constraint.data.local) { for (var i = 0; i < boneCount; i++) { var child = constrained[i]; this.sortBone(child.parent); if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child); } } else { for (var i = 0; i < boneCount; i++) { this.sortBone(constrained[i]); } } this._updateCache.push(constraint); for (var ii = 0; ii < boneCount; ii++) this.sortReset(constrained[ii].children); for (var ii = 0; ii < boneCount; ii++) constrained[ii].sorted = true; }; Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) { var attachments = skin.attachments[slotIndex]; if (!attachments) return; for (var key in attachments) { this.sortPathConstraintAttachmentWith(attachments[key], slotBone); } }; Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) { if (!(attachment instanceof spine.PathAttachment)) return; var pathBones = attachment.bones; if (pathBones == null) this.sortBone(slotBone); else { var bones = this.bones; var i = 0; while (i < pathBones.length) { var boneCount = pathBones[i++]; for (var n = i + boneCount; i < n; i++) { var boneIndex = pathBones[i]; this.sortBone(bones[boneIndex]); } } } }; Skeleton.prototype.sortBone = function (bone) { if (bone.sorted) return; var parent = bone.parent; if (parent != null) this.sortBone(parent); bone.sorted = true; this._updateCache.push(bone); }; Skeleton.prototype.sortReset = function (bones) { for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (bone.sorted) this.sortReset(bone.children); bone.sorted = false; } }; Skeleton.prototype.updateWorldTransform = function () { var updateCacheReset = this.updateCacheReset; for (var i = 0, n = updateCacheReset.length; i < n; i++) { var bone = updateCacheReset[i]; bone.ax = bone.x; bone.ay = bone.y; bone.arotation = bone.rotation; bone.ascaleX = bone.scaleX; bone.ascaleY = bone.scaleY; bone.ashearX = bone.shearX; bone.ashearY = bone.shearY; bone.appliedValid = true; } var updateCache = this._updateCache; for (var i = 0, n = updateCache.length; i < n; i++) updateCache[i].update(); }; Skeleton.prototype.setToSetupPose = function () { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); }; Skeleton.prototype.setBonesToSetupPose = function () { var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) bones[i].setToSetupPose(); var ikConstraints = this.ikConstraints; for (var i = 0, n = ikConstraints.length; i < n; i++) { var constraint = ikConstraints[i]; constraint.mix = constraint.data.mix; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } var transformConstraints = this.transformConstraints; for (var i = 0, n = transformConstraints.length; i < n; i++) { var constraint = transformConstraints[i]; var data = constraint.data; constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; constraint.scaleMix = data.scaleMix; constraint.shearMix = data.shearMix; } var pathConstraints = this.pathConstraints; for (var i = 0, n = pathConstraints.length; i < n; i++) { var constraint = pathConstraints[i]; var data = constraint.data; constraint.position = data.position; constraint.spacing = data.spacing; constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; } }; Skeleton.prototype.setSlotsToSetupPose = function () { var slots = this.slots; spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (var i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); }; Skeleton.prototype.getRootBone = function () { if (this.bones.length == 0) return null; return this.bones[0]; }; Skeleton.prototype.findBone = function (boneName) { if (boneName == null) throw new Error("boneName cannot be null."); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; }; Skeleton.prototype.findBoneIndex = function (boneName) { if (boneName == null) throw new Error("boneName cannot be null."); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) if (bones[i].data.name == boneName) return i; return -1; }; Skeleton.prototype.findSlot = function (slotName) { if (slotName == null) throw new Error("slotName cannot be null."); var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; }; Skeleton.prototype.findSlotIndex = function (slotName) { if (slotName == null) throw new Error("slotName cannot be null."); var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) if (slots[i].data.name == slotName) return i; return -1; }; Skeleton.prototype.setSkinByName = function (skinName) { var skin = this.data.findSkin(skinName); if (skin == null) throw new Error("Skin not found: " + skinName); this.setSkin(skin); }; Skeleton.prototype.setSkin = function (newSkin) { if (newSkin != null) { if (this.skin != null) newSkin.attachAll(this, this.skin); else { var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; var name_1 = slot.data.attachmentName; if (name_1 != null) { var attachment = newSkin.getAttachment(i, name_1); if (attachment != null) slot.setAttachment(attachment); } } } } this.skin = newSkin; }; Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) { return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName); }; Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) { if (attachmentName == null) throw new Error("attachmentName cannot be null."); if (this.skin != null) { var attachment = this.skin.getAttachment(slotIndex, attachmentName); if (attachment != null) return attachment; } if (this.data.defaultSkin != null) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; }; Skeleton.prototype.setAttachment = function (slotName, attachmentName) { if (slotName == null) throw new Error("slotName cannot be null."); var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; if (slot.data.name == slotName) { var attachment = null; if (attachmentName != null) { attachment = this.getAttachment(i, attachmentName); if (attachment == null) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.setAttachment(attachment); return; } } throw new Error("Slot not found: " + slotName); }; Skeleton.prototype.findIkConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var ikConstraints = this.ikConstraints; for (var i = 0, n = ikConstraints.length; i < n; i++) { var ikConstraint = ikConstraints[i]; if (ikConstraint.data.name == constraintName) return ikConstraint; } return null; }; Skeleton.prototype.findTransformConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var transformConstraints = this.transformConstraints; for (var i = 0, n = transformConstraints.length; i < n; i++) { var constraint = transformConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; }; Skeleton.prototype.findPathConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var pathConstraints = this.pathConstraints; for (var i = 0, n = pathConstraints.length; i < n; i++) { var constraint = pathConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; }; Skeleton.prototype.getBounds = function (offset, size, temp) { if (temp === void 0) { temp = new Array(2); } if (offset == null) throw new Error("offset cannot be null."); if (size == null) throw new Error("size cannot be null."); var drawOrder = this.drawOrder; var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; for (var i = 0, n = drawOrder.length; i < n; i++) { var slot = drawOrder[i]; var verticesLength = 0; var vertices = null; var attachment = slot.getAttachment(); if (attachment instanceof spine.RegionAttachment) { verticesLength = 8; vertices = spine.Utils.setArraySize(temp, verticesLength, 0); attachment.computeWorldVertices(slot.bone, vertices, 0, 2); } else if (attachment instanceof spine.MeshAttachment) { var mesh = attachment; verticesLength = mesh.worldVerticesLength; vertices = spine.Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); } if (vertices != null) { for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) { var x = vertices[ii], y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } } offset.set(minX, minY); size.set(maxX - minX, maxY - minY); }; Skeleton.prototype.update = function (delta) { this.time += delta; }; return Skeleton; }()); spine.Skeleton = Skeleton; })(spine || (spine = {})); var spine; (function (spine) { var SkeletonBounds = (function () { function SkeletonBounds() { this.minX = 0; this.minY = 0; this.maxX = 0; this.maxY = 0; this.boundingBoxes = new Array(); this.polygons = new Array(); this.polygonPool = new spine.Pool(function () { return spine.Utils.newFloatArray(16); }); } SkeletonBounds.prototype.update = function (skeleton, updateAabb) { if (skeleton == null) throw new Error("skeleton cannot be null."); var boundingBoxes = this.boundingBoxes; var polygons = this.polygons; var polygonPool = this.polygonPool; var slots = skeleton.slots; var slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (var i = 0; i < slotCount; i++) { var slot = slots[i]; var attachment = slot.getAttachment(); if (attachment instanceof spine.BoundingBoxAttachment) { var boundingBox = attachment; boundingBoxes.push(boundingBox); var polygon = polygonPool.obtain(); if (polygon.length != boundingBox.worldVerticesLength) { polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength); } polygons.push(polygon); boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2); } } if (updateAabb) { this.aabbCompute(); } else { this.minX = Number.POSITIVE_INFINITY; this.minY = Number.POSITIVE_INFINITY; this.maxX = Number.NEGATIVE_INFINITY; this.maxY = Number.NEGATIVE_INFINITY; } }; SkeletonBounds.prototype.aabbCompute = function () { var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; var polygons = this.polygons; for (var i = 0, n = polygons.length; i < n; i++) { var polygon = polygons[i]; var vertices = polygon; for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) { var x = vertices[ii]; var y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; }; SkeletonBounds.prototype.aabbContainsPoint = function (x, y) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; }; SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) return false; var m = (y2 - y1) / (x2 - x1); var y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; var x = (minY - y1) / m + x1; if (x > minX && x < maxX) return true; x = (maxY - y1) / m + x1; if (x > minX && x < maxX) return true; return false; }; SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; }; SkeletonBounds.prototype.containsPoint = function (x, y) { var polygons = this.polygons; for (var i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i]; return null; }; SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) { var vertices = polygon; var nn = polygon.length; var prevIndex = nn - 2; var inside = false; for (var ii = 0; ii < nn; ii += 2) { var vertexY = vertices[ii + 1]; var prevY = vertices[prevIndex + 1]; if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { var vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; }; SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) { var polygons = this.polygons; for (var i = 0, n = polygons.length; i < n; i++) if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i]; return null; }; SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) { var vertices = polygon; var nn = polygon.length; var width12 = x1 - x2, height12 = y1 - y2; var det1 = x1 * y2 - y1 * x2; var x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (var ii = 0; ii < nn; ii += 2) { var x4 = vertices[ii], y4 = vertices[ii + 1]; var det2 = x3 * y4 - y3 * x4; var width34 = x3 - x4, height34 = y3 - y4; var det3 = width12 * height34 - height12 * width34; var x = (det1 * width34 - width12 * det2) / det3; if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { var y = (det1 * height34 - height12 * det2) / det3; if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true; } x3 = x4; y3 = y4; } return false; }; SkeletonBounds.prototype.getPolygon = function (boundingBox) { if (boundingBox == null) throw new Error("boundingBox cannot be null."); var index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; }; SkeletonBounds.prototype.getWidth = function () { return this.maxX - this.minX; }; SkeletonBounds.prototype.getHeight = function () { return this.maxY - this.minY; }; return SkeletonBounds; }()); spine.SkeletonBounds = SkeletonBounds; })(spine || (spine = {})); var spine; (function (spine) { var SkeletonClipping = (function () { function SkeletonClipping() { this.triangulator = new spine.Triangulator(); this.clippingPolygon = new Array(); this.clipOutput = new Array(); this.clippedVertices = new Array(); this.clippedTriangles = new Array(); this.scratch = new Array(); } SkeletonClipping.prototype.clipStart = function (slot, clip) { if (this.clipAttachment != null) return 0; this.clipAttachment = clip; var n = clip.worldVerticesLength; var vertices = spine.Utils.setArraySize(this.clippingPolygon, n); clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); var clippingPolygon = this.clippingPolygon; SkeletonClipping.makeClockwise(clippingPolygon); var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) { var polygon = clippingPolygons[i]; SkeletonClipping.makeClockwise(polygon); polygon.push(polygon[0]); polygon.push(polygon[1]); } return clippingPolygons.length; }; SkeletonClipping.prototype.clipEndWithSlot = function (slot) { if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) this.clipEnd(); }; SkeletonClipping.prototype.clipEnd = function () { if (this.clipAttachment == null) return; this.clipAttachment = null; this.clippingPolygons = null; this.clippedVertices.length = 0; this.clippedTriangles.length = 0; this.clippingPolygon.length = 0; }; SkeletonClipping.prototype.isClipping = function () { return this.clipAttachment != null; }; SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; var clippedTriangles = this.clippedTriangles; var polygons = this.clippingPolygons; var polygonsCount = this.clippingPolygons.length; var vertexSize = twoColor ? 12 : 8; var index = 0; clippedVertices.length = 0; clippedTriangles.length = 0; outer: for (var i = 0; i < trianglesLength; i += 3) { var vertexOffset = triangles[i] << 1; var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (var p = 0; p < polygonsCount; p++) { var s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { var clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; var d = 1 / (d0 * d2 + d1 * (y1 - y3)); var clipOutputCount = clipOutputLength >> 1; var clipOutputItems = this.clipOutput; var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); for (var ii = 0; ii < clipOutputLength; ii += 2) { var x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; var c0 = x - x3, c1 = y - y3; var a = (d0 * c0 + d1 * c1) * d; var b = (d4 * c0 + d2 * c1) * d; var c = 1 - a - b; clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c; clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c; if (twoColor) { clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; } s += vertexSize; } s = clippedTriangles.length; var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (var ii = 1; ii < clipOutputCount; ii++) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = (index + ii); clippedTrianglesItems[s + 2] = (index + ii + 1); s += 3; } index += clipOutputCount + 1; } else { var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize); clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; if (!twoColor) { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = x2; clippedVerticesItems[s + 9] = y2; clippedVerticesItems[s + 10] = light.r; clippedVerticesItems[s + 11] = light.g; clippedVerticesItems[s + 12] = light.b; clippedVerticesItems[s + 13] = light.a; clippedVerticesItems[s + 14] = u2; clippedVerticesItems[s + 15] = v2; clippedVerticesItems[s + 16] = x3; clippedVerticesItems[s + 17] = y3; clippedVerticesItems[s + 18] = light.r; clippedVerticesItems[s + 19] = light.g; clippedVerticesItems[s + 20] = light.b; clippedVerticesItems[s + 21] = light.a; clippedVerticesItems[s + 22] = u3; clippedVerticesItems[s + 23] = v3; } else { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; clippedVerticesItems[s + 12] = x2; clippedVerticesItems[s + 13] = y2; clippedVerticesItems[s + 14] = light.r; clippedVerticesItems[s + 15] = light.g; clippedVerticesItems[s + 16] = light.b; clippedVerticesItems[s + 17] = light.a; clippedVerticesItems[s + 18] = u2; clippedVerticesItems[s + 19] = v2; clippedVerticesItems[s + 20] = dark.r; clippedVerticesItems[s + 21] = dark.g; clippedVerticesItems[s + 22] = dark.b; clippedVerticesItems[s + 23] = dark.a; clippedVerticesItems[s + 24] = x3; clippedVerticesItems[s + 25] = y3; clippedVerticesItems[s + 26] = light.r; clippedVerticesItems[s + 27] = light.g; clippedVerticesItems[s + 28] = light.b; clippedVerticesItems[s + 29] = light.a; clippedVerticesItems[s + 30] = u3; clippedVerticesItems[s + 31] = v3; clippedVerticesItems[s + 32] = dark.r; clippedVerticesItems[s + 33] = dark.g; clippedVerticesItems[s + 34] = dark.b; clippedVerticesItems[s + 35] = dark.a; } s = clippedTriangles.length; var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = (index + 1); clippedTrianglesItems[s + 2] = (index + 2); index += 3; continue outer; } } } }; SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) { var originalOutput = output; var clipped = false; var input = null; if (clippingArea.length % 4 >= 2) { input = output; output = this.scratch; } else input = this.scratch; input.length = 0; input.push(x1); input.push(y1); input.push(x2); input.push(y2); input.push(x3); input.push(y3); input.push(x1); input.push(y1); output.length = 0; var clippingVertices = clippingArea; var clippingVerticesLast = clippingArea.length - 4; for (var i = 0;; i += 2) { var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; var inputVertices = input; var inputVerticesLength = input.length - 2, outputStart = output.length; for (var ii = 0; ii < inputVerticesLength; ii += 2) { var inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { if (side2) { output.push(inputX2); output.push(inputY2); continue; } var c0 = inputY2 - inputY, c2 = inputX2 - inputX; var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 0.000001) { var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } } else if (side2) { var c0 = inputY2 - inputY, c2 = inputX2 - inputX; var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 0.000001) { var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } output.push(inputX2); output.push(inputY2); } clipped = true; } if (outputStart == output.length) { originalOutput.length = 0; return true; } output.push(output[0]); output.push(output[1]); if (i == clippingVerticesLast) break; var temp = output; output = input; output.length = 0; input = temp; } if (originalOutput != output) { originalOutput.length = 0; for (var i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i]; } else originalOutput.length = originalOutput.length - 2; return clipped; }; SkeletonClipping.makeClockwise = function (polygon) { var vertices = polygon; var verticeslength = polygon.length; var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; for (var i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = vertices[i]; p1y = vertices[i + 1]; p2x = vertices[i + 2]; p2y = vertices[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { var x = vertices[i], y = vertices[i + 1]; var other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } }; return SkeletonClipping; }()); spine.SkeletonClipping = SkeletonClipping; })(spine || (spine = {})); var spine; (function (spine) { var SkeletonData = (function () { function SkeletonData() { this.bones = new Array(); this.slots = new Array(); this.skins = new Array(); this.events = new Array(); this.animations = new Array(); this.ikConstraints = new Array(); this.transformConstraints = new Array(); this.pathConstraints = new Array(); this.fps = 0; } SkeletonData.prototype.findBone = function (boneName) { if (boneName == null) throw new Error("boneName cannot be null."); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (bone.name == boneName) return bone; } return null; }; SkeletonData.prototype.findBoneIndex = function (boneName) { if (boneName == null) throw new Error("boneName cannot be null."); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) if (bones[i].name == boneName) return i; return -1; }; SkeletonData.prototype.findSlot = function (slotName) { if (slotName == null) throw new Error("slotName cannot be null."); var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; if (slot.name == slotName) return slot; } return null; }; SkeletonData.prototype.findSlotIndex = function (slotName) { if (slotName == null) throw new Error("slotName cannot be null."); var slots = this.slots; for (var i = 0, n = slots.length; i < n; i++) if (slots[i].name == slotName) return i; return -1; }; SkeletonData.prototype.findSkin = function (skinName) { if (skinName == null) throw new Error("skinName cannot be null."); var skins = this.skins; for (var i = 0, n = skins.length; i < n; i++) { var skin = skins[i]; if (skin.name == skinName) return skin; } return null; }; SkeletonData.prototype.findEvent = function (eventDataName) { if (eventDataName == null) throw new Error("eventDataName cannot be null."); var events = this.events; for (var i = 0, n = events.length; i < n; i++) { var event_4 = events[i]; if (event_4.name == eventDataName) return event_4; } return null; }; SkeletonData.prototype.findAnimation = function (animationName) { if (animationName == null) throw new Error("animationName cannot be null."); var animations = this.animations; for (var i = 0, n = animations.length; i < n; i++) { var animation = animations[i]; if (animation.name == animationName) return animation; } return null; }; SkeletonData.prototype.findIkConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var ikConstraints = this.ikConstraints; for (var i = 0, n = ikConstraints.length; i < n; i++) { var constraint = ikConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; }; SkeletonData.prototype.findTransformConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var transformConstraints = this.transformConstraints; for (var i = 0, n = transformConstraints.length; i < n; i++) { var constraint = transformConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; }; SkeletonData.prototype.findPathConstraint = function (constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); var pathConstraints = this.pathConstraints; for (var i = 0, n = pathConstraints.length; i < n; i++) { var constraint = pathConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; }; SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) { if (pathConstraintName == null) throw new Error("pathConstraintName cannot be null."); var pathConstraints = this.pathConstraints; for (var i = 0, n = pathConstraints.length; i < n; i++) if (pathConstraints[i].name == pathConstraintName) return i; return -1; }; return SkeletonData; }()); spine.SkeletonData = SkeletonData; })(spine || (spine = {})); var spine; (function (spine) { var SkeletonJson = (function () { function SkeletonJson(attachmentLoader) { this.scale = 1; this.linkedMeshes = new Array(); this.attachmentLoader = attachmentLoader; } SkeletonJson.prototype.readSkeletonData = function (json) { var scale = this.scale; var skeletonData = new spine.SkeletonData(); var root = typeof (json) === "string" ? JSON.parse(json) : json; var skeletonMap = root.skeleton; if (skeletonMap != null) { skeletonData.hash = skeletonMap.hash; skeletonData.version = skeletonMap.spine; skeletonData.width = skeletonMap.width; skeletonData.height = skeletonMap.height; skeletonData.fps = skeletonMap.fps; skeletonData.imagesPath = skeletonMap.images; } if (root.bones) { for (var i = 0; i < root.bones.length; i++) { var boneMap = root.bones[i]; var parent_2 = null; var parentName = this.getValue(boneMap, "parent", null); if (parentName != null) { parent_2 = skeletonData.findBone(parentName); if (parent_2 == null) throw new Error("Parent bone not found: " + parentName); } var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_2); data.length = this.getValue(boneMap, "length", 0) * scale; data.x = this.getValue(boneMap, "x", 0) * scale; data.y = this.getValue(boneMap, "y", 0) * scale; data.rotation = this.getValue(boneMap, "rotation", 0); data.scaleX = this.getValue(boneMap, "scaleX", 1); data.scaleY = this.getValue(boneMap, "scaleY", 1); data.shearX = this.getValue(boneMap, "shearX", 0); data.shearY = this.getValue(boneMap, "shearY", 0); data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal")); skeletonData.bones.push(data); } } if (root.slots) { for (var i = 0; i < root.slots.length; i++) { var slotMap = root.slots[i]; var slotName = slotMap.name; var boneName = slotMap.bone; var boneData = skeletonData.findBone(boneName); if (boneData == null) throw new Error("Slot bone not found: " + boneName); var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData); var color = this.getValue(slotMap, "color", null); if (color != null) data.color.setFromString(color); var dark = this.getValue(slotMap, "dark", null); if (dark != null) { data.darkColor = new spine.Color(1, 1, 1, 1); data.darkColor.setFromString(dark); } data.attachmentName = this.getValue(slotMap, "attachment", null); data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal")); skeletonData.slots.push(data); } } if (root.ik) { for (var i = 0; i < root.ik.length; i++) { var constraintMap = root.ik[i]; var data = new spine.IkConstraintData(constraintMap.name); data.order = this.getValue(constraintMap, "order", 0); for (var j = 0; j < constraintMap.bones.length; j++) { var boneName = constraintMap.bones[j]; var bone = skeletonData.findBone(boneName); if (bone == null) throw new Error("IK bone not found: " + boneName); data.bones.push(bone); } var targetName = constraintMap.target; data.target = skeletonData.findBone(targetName); if (data.target == null) throw new Error("IK target bone not found: " + targetName); data.mix = this.getValue(constraintMap, "mix", 1); data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1; data.compress = this.getValue(constraintMap, "compress", false); data.stretch = this.getValue(constraintMap, "stretch", false); data.uniform = this.getValue(constraintMap, "uniform", false); skeletonData.ikConstraints.push(data); } } if (root.transform) { for (var i = 0; i < root.transform.length; i++) { var constraintMap = root.transform[i]; var data = new spine.TransformConstraintData(constraintMap.name); data.order = this.getValue(constraintMap, "order", 0); for (var j = 0; j < constraintMap.bones.length; j++) { var boneName = constraintMap.bones[j]; var bone = skeletonData.findBone(boneName); if (bone == null) throw new Error("Transform constraint bone not found: " + boneName); data.bones.push(bone); } var targetName = constraintMap.target; data.target = skeletonData.findBone(targetName); if (data.target == null) throw new Error("Transform constraint target bone not found: " + targetName); data.local = this.getValue(constraintMap, "local", false); data.relative = this.getValue(constraintMap, "relative", false); data.offsetRotation = this.getValue(constraintMap, "rotation", 0); data.offsetX = this.getValue(constraintMap, "x", 0) * scale; data.offsetY = this.getValue(constraintMap, "y", 0) * scale; data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0); data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0); data.offsetShearY = this.getValue(constraintMap, "shearY", 0); data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); data.translateMix = this.getValue(constraintMap, "translateMix", 1); data.scaleMix = this.getValue(constraintMap, "scaleMix", 1); data.shearMix = this.getValue(constraintMap, "shearMix", 1); skeletonData.transformConstraints.push(data); } } if (root.path) { for (var i = 0; i < root.path.length; i++) { var constraintMap = root.path[i]; var data = new spine.PathConstraintData(constraintMap.name); data.order = this.getValue(constraintMap, "order", 0); for (var j = 0; j < constraintMap.bones.length; j++) { var boneName = constraintMap.bones[j]; var bone = skeletonData.findBone(boneName); if (bone == null) throw new Error("Transform constraint bone not found: " + boneName); data.bones.push(bone); } var targetName = constraintMap.target; data.target = skeletonData.findSlot(targetName); if (data.target == null) throw new Error("Path target slot not found: " + targetName); data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent")); data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length")); data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent")); data.offsetRotation = this.getValue(constraintMap, "rotation", 0); data.position = this.getValue(constraintMap, "position", 0); if (data.positionMode == spine.PositionMode.Fixed) data.position *= scale; data.spacing = this.getValue(constraintMap, "spacing", 0); if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) data.spacing *= scale; data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); data.translateMix = this.getValue(constraintMap, "translateMix", 1); skeletonData.pathConstraints.push(data); } } if (root.skins) { for (var skinName in root.skins) { var skinMap = root.skins[skinName]; var skin = new spine.Skin(skinName); for (var slotName in skinMap) { var slotIndex = skeletonData.findSlotIndex(slotName); if (slotIndex == -1) throw new Error("Slot not found: " + slotName); var slotMap = skinMap[slotName]; for (var entryName in slotMap) { var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName, skeletonData); if (attachment != null) skin.addAttachment(slotIndex, entryName, attachment); } } skeletonData.skins.push(skin); if (skin.name == "default") skeletonData.defaultSkin = skin; } } for (var i = 0, n = this.linkedMeshes.length; i < n; i++) { var linkedMesh = this.linkedMeshes[i]; var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (skin == null) throw new Error("Skin not found: " + linkedMesh.skin); var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent_3 == null) throw new Error("Parent mesh not found: " + linkedMesh.parent); linkedMesh.mesh.setParentMesh(parent_3); linkedMesh.mesh.updateUVs(); } this.linkedMeshes.length = 0; if (root.events) { for (var eventName in root.events) { var eventMap = root.events[eventName]; var data = new spine.EventData(eventName); data.intValue = this.getValue(eventMap, "int", 0); data.floatValue = this.getValue(eventMap, "float", 0); data.stringValue = this.getValue(eventMap, "string", ""); data.audioPath = this.getValue(eventMap, "audio", null); if (data.audioPath != null) { data.volume = this.getValue(eventMap, "volume", 1); data.balance = this.getValue(eventMap, "balance", 0); } skeletonData.events.push(data); } } if (root.animations) { for (var animationName in root.animations) { var animationMap = root.animations[animationName]; this.readAnimation(animationMap, animationName, skeletonData); } } return skeletonData; }; SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) { var scale = this.scale; name = this.getValue(map, "name", name); var type = this.getValue(map, "type", "region"); switch (type) { case "region": { var path = this.getValue(map, "path", name); var region = this.attachmentLoader.newRegionAttachment(skin, name, path); if (region == null) return null; region.path = path; region.x = this.getValue(map, "x", 0) * scale; region.y = this.getValue(map, "y", 0) * scale; region.scaleX = this.getValue(map, "scaleX", 1); region.scaleY = this.getValue(map, "scaleY", 1); region.rotation = this.getValue(map, "rotation", 0); region.width = map.width * scale; region.height = map.height * scale; var color = this.getValue(map, "color", null); if (color != null) region.color.setFromString(color); region.updateOffset(); return region; } case "boundingbox": { var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (box == null) return null; this.readVertices(map, box, map.vertexCount << 1); var color = this.getValue(map, "color", null); if (color != null) box.color.setFromString(color); return box; } case "mesh": case "linkedmesh": { var path = this.getValue(map, "path", name); var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); if (mesh == null) return null; mesh.path = path; var color = this.getValue(map, "color", null); if (color != null) mesh.color.setFromString(color); var parent_4 = this.getValue(map, "parent", null); if (parent_4 != null) { mesh.inheritDeform = this.getValue(map, "deform", true); this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_4)); return mesh; } var uvs = map.uvs; this.readVertices(map, mesh, uvs.length); mesh.triangles = map.triangles; mesh.regionUVs = uvs; mesh.updateUVs(); mesh.hullLength = this.getValue(map, "hull", 0) * 2; return mesh; } case "path": { var path = this.attachmentLoader.newPathAttachment(skin, name); if (path == null) return null; path.closed = this.getValue(map, "closed", false); path.constantSpeed = this.getValue(map, "constantSpeed", true); var vertexCount = map.vertexCount; this.readVertices(map, path, vertexCount << 1); var lengths = spine.Utils.newArray(vertexCount / 3, 0); for (var i = 0; i < map.lengths.length; i++) lengths[i] = map.lengths[i] * scale; path.lengths = lengths; var color = this.getValue(map, "color", null); if (color != null) path.color.setFromString(color); return path; } case "point": { var point = this.attachmentLoader.newPointAttachment(skin, name); if (point == null) return null; point.x = this.getValue(map, "x", 0) * scale; point.y = this.getValue(map, "y", 0) * scale; point.rotation = this.getValue(map, "rotation", 0); var color = this.getValue(map, "color", null); if (color != null) point.color.setFromString(color); return point; } case "clipping": { var clip = this.attachmentLoader.newClippingAttachment(skin, name); if (clip == null) return null; var end = this.getValue(map, "end", null); if (end != null) { var slot = skeletonData.findSlot(end); if (slot == null) throw new Error("Clipping end slot not found: " + end); clip.endSlot = slot; } var vertexCount = map.vertexCount; this.readVertices(map, clip, vertexCount << 1); var color = this.getValue(map, "color", null); if (color != null) clip.color.setFromString(color); return clip; } } return null; }; SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) { var scale = this.scale; attachment.worldVerticesLength = verticesLength; var vertices = map.vertices; if (verticesLength == vertices.length) { var scaledVertices = spine.Utils.toFloatArray(vertices); if (scale != 1) { for (var i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale; } attachment.vertices = scaledVertices; return; } var weights = new Array(); var bones = new Array(); for (var i = 0, n = vertices.length; i < n;) { var boneCount = vertices[i++]; bones.push(boneCount); for (var nn = i + boneCount * 4; i < nn; i += 4) { bones.push(vertices[i]); weights.push(vertices[i + 1] * scale); weights.push(vertices[i + 2] * scale); weights.push(vertices[i + 3]); } } attachment.bones = bones; attachment.vertices = spine.Utils.toFloatArray(weights); }; SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) { var scale = this.scale; var timelines = new Array(); var duration = 0; if (map.slots) { for (var slotName in map.slots) { var slotMap = map.slots[slotName]; var slotIndex = skeletonData.findSlotIndex(slotName); if (slotIndex == -1) throw new Error("Slot not found: " + slotName); for (var timelineName in slotMap) { var timelineMap = slotMap[timelineName]; if (timelineName == "attachment") { var timeline = new spine.AttachmentTimeline(timelineMap.length); timeline.slotIndex = slotIndex; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; timeline.setFrame(frameIndex++, valueMap.time, valueMap.name); } timelines.push(timeline); duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); } else if (timelineName == "color") { var timeline = new spine.ColorTimeline(timelineMap.length); timeline.slotIndex = slotIndex; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; var color = new spine.Color(); color.setFromString(valueMap.color); timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]); } else if (timelineName == "twoColor") { var timeline = new spine.TwoColorTimeline(timelineMap.length); timeline.slotIndex = slotIndex; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; var light = new spine.Color(); var dark = new spine.Color(); light.setFromString(valueMap.light); dark.setFromString(valueMap.dark); timeline.setFrame(frameIndex, valueMap.time, light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]); } else throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"); } } } if (map.bones) { for (var boneName in map.bones) { var boneMap = map.bones[boneName]; var boneIndex = skeletonData.findBoneIndex(boneName); if (boneIndex == -1) throw new Error("Bone not found: " + boneName); for (var timelineName in boneMap) { var timelineMap = boneMap[timelineName]; if (timelineName === "rotate") { var timeline = new spine.RotateTimeline(timelineMap.length); timeline.boneIndex = boneIndex; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; timeline.setFrame(frameIndex, valueMap.time, valueMap.angle); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]); } else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") { var timeline = null; var timelineScale = 1; if (timelineName === "scale") timeline = new spine.ScaleTimeline(timelineMap.length); else if (timelineName === "shear") timeline = new spine.ShearTimeline(timelineMap.length); else { timeline = new spine.TranslateTimeline(timelineMap.length); timelineScale = scale; } timeline.boneIndex = boneIndex; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; var x = this.getValue(valueMap, "x", 0), y = this.getValue(valueMap, "y", 0); timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]); } else throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"); } } } if (map.ik) { for (var constraintName in map.ik) { var constraintMap = map.ik[constraintName]; var constraint = skeletonData.findIkConstraint(constraintName); var timeline = new spine.IkConstraintTimeline(constraintMap.length); timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint); var frameIndex = 0; for (var i = 0; i < constraintMap.length; i++) { var valueMap = constraintMap[i]; timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false)); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]); } } if (map.transform) { for (var constraintName in map.transform) { var constraintMap = map.transform[constraintName]; var constraint = skeletonData.findTransformConstraint(constraintName); var timeline = new spine.TransformConstraintTimeline(constraintMap.length); timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint); var frameIndex = 0; for (var i = 0; i < constraintMap.length; i++) { var valueMap = constraintMap[i]; timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1)); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]); } } if (map.paths) { for (var constraintName in map.paths) { var constraintMap = map.paths[constraintName]; var index = skeletonData.findPathConstraintIndex(constraintName); if (index == -1) throw new Error("Path constraint not found: " + constraintName); var data = skeletonData.pathConstraints[index]; for (var timelineName in constraintMap) { var timelineMap = constraintMap[timelineName]; if (timelineName === "position" || timelineName === "spacing") { var timeline = null; var timelineScale = 1; if (timelineName === "spacing") { timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length); if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) timelineScale = scale; } else { timeline = new spine.PathConstraintPositionTimeline(timelineMap.length); if (data.positionMode == spine.PositionMode.Fixed) timelineScale = scale; } timeline.pathConstraintIndex = index; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]); } else if (timelineName === "mix") { var timeline = new spine.PathConstraintMixTimeline(timelineMap.length); timeline.pathConstraintIndex = index; var frameIndex = 0; for (var i = 0; i < timelineMap.length; i++) { var valueMap = timelineMap[i]; timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1)); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]); } } } } if (map.deform) { for (var deformName in map.deform) { var deformMap = map.deform[deformName]; var skin = skeletonData.findSkin(deformName); if (skin == null) throw new Error("Skin not found: " + deformName); for (var slotName in deformMap) { var slotMap = deformMap[slotName]; var slotIndex = skeletonData.findSlotIndex(slotName); if (slotIndex == -1) throw new Error("Slot not found: " + slotMap.name); for (var timelineName in slotMap) { var timelineMap = slotMap[timelineName]; var attachment = skin.getAttachment(slotIndex, timelineName); if (attachment == null) throw new Error("Deform attachment not found: " + timelineMap.name); var weighted = attachment.bones != null; var vertices = attachment.vertices; var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; var timeline = new spine.DeformTimeline(timelineMap.length); timeline.slotIndex = slotIndex; timeline.attachment = attachment; var frameIndex = 0; for (var j = 0; j < timelineMap.length; j++) { var valueMap = timelineMap[j]; var deform = void 0; var verticesValue = this.getValue(valueMap, "vertices", null); if (verticesValue == null) deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices; else { deform = spine.Utils.newFloatArray(deformLength); var start = this.getValue(valueMap, "offset", 0); spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); if (scale != 1) { for (var i = start, n = i + verticesValue.length; i < n; i++) deform[i] *= scale; } if (!weighted) { for (var i = 0; i < deformLength; i++) deform[i] += vertices[i]; } } timeline.setFrame(frameIndex, valueMap.time, deform); this.readCurve(valueMap, timeline, frameIndex); frameIndex++; } timelines.push(timeline); duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); } } } } var drawOrderNode = map.drawOrder; if (drawOrderNode == null) drawOrderNode = map.draworder; if (drawOrderNode != null) { var timeline = new spine.DrawOrderTimeline(drawOrderNode.length); var slotCount = skeletonData.slots.length; var frameIndex = 0; for (var j = 0; j < drawOrderNode.length; j++) { var drawOrderMap = drawOrderNode[j]; var drawOrder = null; var offsets = this.getValue(drawOrderMap, "offsets", null); if (offsets != null) { drawOrder = spine.Utils.newArray(slotCount, -1); var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0); var originalIndex = 0, unchangedIndex = 0; for (var i = 0; i < offsets.length; i++) { var offsetMap = offsets[i]; var slotIndex = skeletonData.findSlotIndex(offsetMap.slot); if (slotIndex == -1) throw new Error("Slot not found: " + offsetMap.slot); while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + offsetMap.offset] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (var i = slotCount - 1; i >= 0; i--) if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex]; } timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder); } timelines.push(timeline); duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); } if (map.events) { var timeline = new spine.EventTimeline(map.events.length); var frameIndex = 0; for (var i = 0; i < map.events.length; i++) { var eventMap = map.events[i]; var eventData = skeletonData.findEvent(eventMap.name); if (eventData == null) throw new Error("Event not found: " + eventMap.name); var event_5 = new spine.Event(spine.Utils.toSinglePrecision(eventMap.time), eventData); event_5.intValue = this.getValue(eventMap, "int", eventData.intValue); event_5.floatValue = this.getValue(eventMap, "float", eventData.floatValue); event_5.stringValue = this.getValue(eventMap, "string", eventData.stringValue); if (event_5.data.audioPath != null) { event_5.volume = this.getValue(eventMap, "volume", 1); event_5.balance = this.getValue(eventMap, "balance", 0); } timeline.setFrame(frameIndex++, event_5); } timelines.push(timeline); duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); } if (isNaN(duration)) { throw new Error("Error while parsing animation, duration is NaN"); } skeletonData.animations.push(new spine.Animation(name, timelines, duration)); }; SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) { if (!map.curve) return; if (map.curve === "stepped") timeline.setStepped(frameIndex); else if (Object.prototype.toString.call(map.curve) === '[object Array]') { var curve = map.curve; timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); } }; SkeletonJson.prototype.getValue = function (map, prop, defaultValue) { return map[prop] !== undefined ? map[prop] : defaultValue; }; SkeletonJson.blendModeFromString = function (str) { str = str.toLowerCase(); if (str == "normal") return spine.BlendMode.Normal; if (str == "additive") return spine.BlendMode.Additive; if (str == "multiply") return spine.BlendMode.Multiply; if (str == "screen") return spine.BlendMode.Screen; throw new Error("Unknown blend mode: " + str); }; SkeletonJson.positionModeFromString = function (str) { str = str.toLowerCase(); if (str == "fixed") return spine.PositionMode.Fixed; if (str == "percent") return spine.PositionMode.Percent; throw new Error("Unknown position mode: " + str); }; SkeletonJson.spacingModeFromString = function (str) { str = str.toLowerCase(); if (str == "length") return spine.SpacingMode.Length; if (str == "fixed") return spine.SpacingMode.Fixed; if (str == "percent") return spine.SpacingMode.Percent; throw new Error("Unknown position mode: " + str); }; SkeletonJson.rotateModeFromString = function (str) { str = str.toLowerCase(); if (str == "tangent") return spine.RotateMode.Tangent; if (str == "chain") return spine.RotateMode.Chain; if (str == "chainscale") return spine.RotateMode.ChainScale; throw new Error("Unknown rotate mode: " + str); }; SkeletonJson.transformModeFromString = function (str) { str = str.toLowerCase(); if (str == "normal") return spine.TransformMode.Normal; if (str == "onlytranslation") return spine.TransformMode.OnlyTranslation; if (str == "norotationorreflection") return spine.TransformMode.NoRotationOrReflection; if (str == "noscale") return spine.TransformMode.NoScale; if (str == "noscaleorreflection") return spine.TransformMode.NoScaleOrReflection; throw new Error("Unknown transform mode: " + str); }; return SkeletonJson; }()); spine.SkeletonJson = SkeletonJson; var LinkedMesh = (function () { function LinkedMesh(mesh, skin, slotIndex, parent) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; } return LinkedMesh; }()); })(spine || (spine = {})); var spine; (function (spine) { var Skin = (function () { function Skin(name) { this.attachments = new Array(); if (name == null) throw new Error("name cannot be null."); this.name = name; } Skin.prototype.addAttachment = function (slotIndex, name, attachment) { if (attachment == null) throw new Error("attachment cannot be null."); var attachments = this.attachments; if (slotIndex >= attachments.length) attachments.length = slotIndex + 1; if (!attachments[slotIndex]) attachments[slotIndex] = {}; attachments[slotIndex][name] = attachment; }; Skin.prototype.getAttachment = function (slotIndex, name) { var dictionary = this.attachments[slotIndex]; return dictionary ? dictionary[name] : null; }; Skin.prototype.attachAll = function (skeleton, oldSkin) { var slotIndex = 0; for (var i = 0; i < skeleton.slots.length; i++) { var slot = skeleton.slots[i]; var slotAttachment = slot.getAttachment(); if (slotAttachment && slotIndex < oldSkin.attachments.length) { var dictionary = oldSkin.attachments[slotIndex]; for (var key in dictionary) { var skinAttachment = dictionary[key]; if (slotAttachment == skinAttachment) { var attachment = this.getAttachment(slotIndex, key); if (attachment != null) slot.setAttachment(attachment); break; } } } slotIndex++; } }; return Skin; }()); spine.Skin = Skin; })(spine || (spine = {})); var spine; (function (spine) { var Slot = (function () { function Slot(data, bone) { this.attachmentVertices = new Array(); if (data == null) throw new Error("data cannot be null."); if (bone == null) throw new Error("bone cannot be null."); this.data = data; this.bone = bone; this.color = new spine.Color(); this.darkColor = data.darkColor == null ? null : new spine.Color(); this.setToSetupPose(); } Slot.prototype.getAttachment = function () { return this.attachment; }; Slot.prototype.setAttachment = function (attachment) { if (this.attachment == attachment) return; this.attachment = attachment; this.attachmentTime = this.bone.skeleton.time; this.attachmentVertices.length = 0; }; Slot.prototype.setAttachmentTime = function (time) { this.attachmentTime = this.bone.skeleton.time - time; }; Slot.prototype.getAttachmentTime = function () { return this.bone.skeleton.time - this.attachmentTime; }; Slot.prototype.setToSetupPose = function () { this.color.setFromColor(this.data.color); if (this.darkColor != null) this.darkColor.setFromColor(this.data.darkColor); if (this.data.attachmentName == null) this.attachment = null; else { this.attachment = null; this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } }; return Slot; }()); spine.Slot = Slot; })(spine || (spine = {})); var spine; (function (spine) { var SlotData = (function () { function SlotData(index, name, boneData) { this.color = new spine.Color(1, 1, 1, 1); if (index < 0) throw new Error("index must be >= 0."); if (name == null) throw new Error("name cannot be null."); if (boneData == null) throw new Error("boneData cannot be null."); this.index = index; this.name = name; this.boneData = boneData; } return SlotData; }()); spine.SlotData = SlotData; })(spine || (spine = {})); var spine; (function (spine) { var Texture = (function () { function Texture(image) { this._image = image; } Texture.prototype.getImage = function () { return this._image; }; Texture.filterFromString = function (text) { switch (text.toLowerCase()) { case "nearest": return TextureFilter.Nearest; case "linear": return TextureFilter.Linear; case "mipmap": return TextureFilter.MipMap; case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest; case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest; case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear; case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear; default: throw new Error("Unknown texture filter " + text); } }; Texture.wrapFromString = function (text) { switch (text.toLowerCase()) { case "mirroredtepeat": return TextureWrap.MirroredRepeat; case "clamptoedge": return TextureWrap.ClampToEdge; case "repeat": return TextureWrap.Repeat; default: throw new Error("Unknown texture wrap " + text); } }; return Texture; }()); spine.Texture = Texture; var TextureFilter; (function (TextureFilter) { TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest"; TextureFilter[TextureFilter["Linear"] = 9729] = "Linear"; TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap"; TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest"; TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest"; TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear"; TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear"; })(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {})); var TextureWrap; (function (TextureWrap) { TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat"; TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge"; TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat"; })(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {})); var TextureRegion = (function () { function TextureRegion() { this.u = 0; this.v = 0; this.u2 = 0; this.v2 = 0; this.width = 0; this.height = 0; this.rotate = false; this.offsetX = 0; this.offsetY = 0; this.originalWidth = 0; this.originalHeight = 0; } return TextureRegion; }()); spine.TextureRegion = TextureRegion; var FakeTexture = (function (_super) { __extends(FakeTexture, _super); function FakeTexture() { return _super !== null && _super.apply(this, arguments) || this; } FakeTexture.prototype.setFilters = function (minFilter, magFilter) { }; FakeTexture.prototype.setWraps = function (uWrap, vWrap) { }; FakeTexture.prototype.dispose = function () { }; return FakeTexture; }(Texture)); spine.FakeTexture = FakeTexture; })(spine || (spine = {})); var spine; (function (spine) { var TextureAtlas = (function () { function TextureAtlas(atlasText, textureLoader) { this.pages = new Array(); this.regions = new Array(); this.load(atlasText, textureLoader); } TextureAtlas.prototype.load = function (atlasText, textureLoader) { if (textureLoader == null) throw new Error("textureLoader cannot be null."); var reader = new TextureAtlasReader(atlasText); var tuple = new Array(4); var page = null; while (true) { var line = reader.readLine(); if (line == null) break; line = line.trim(); if (line.length == 0) page = null; else if (!page) { page = new TextureAtlasPage(); page.name = line; if (reader.readTuple(tuple) == 2) { page.width = parseInt(tuple[0]); page.height = parseInt(tuple[1]); reader.readTuple(tuple); } reader.readTuple(tuple); page.minFilter = spine.Texture.filterFromString(tuple[0]); page.magFilter = spine.Texture.filterFromString(tuple[1]); var direction = reader.readValue(); page.uWrap = spine.TextureWrap.ClampToEdge; page.vWrap = spine.TextureWrap.ClampToEdge; if (direction == "x") page.uWrap = spine.TextureWrap.Repeat; else if (direction == "y") page.vWrap = spine.TextureWrap.Repeat; else if (direction == "xy") page.uWrap = page.vWrap = spine.TextureWrap.Repeat; page.texture = textureLoader(line); page.texture.setFilters(page.minFilter, page.magFilter); page.texture.setWraps(page.uWrap, page.vWrap); page.width = page.texture.getImage().width; page.height = page.texture.getImage().height; this.pages.push(page); } else { var region = new TextureAtlasRegion(); region.name = line; region.page = page; region.rotate = reader.readValue() == "true"; reader.readTuple(tuple); var x = parseInt(tuple[0]); var y = parseInt(tuple[1]); reader.readTuple(tuple); var width = parseInt(tuple[0]); var height = parseInt(tuple[1]); region.u = x / page.width; region.v = y / page.height; if (region.rotate) { region.u2 = (x + height) / page.width; region.v2 = (y + width) / page.height; } else { region.u2 = (x + width) / page.width; region.v2 = (y + height) / page.height; } region.x = x; region.y = y; region.width = Math.abs(width); region.height = Math.abs(height); if (reader.readTuple(tuple) == 4) { if (reader.readTuple(tuple) == 4) { reader.readTuple(tuple); } } region.originalWidth = parseInt(tuple[0]); region.originalHeight = parseInt(tuple[1]); reader.readTuple(tuple); region.offsetX = parseInt(tuple[0]); region.offsetY = parseInt(tuple[1]); region.index = parseInt(reader.readValue()); region.texture = page.texture; this.regions.push(region); } } }; TextureAtlas.prototype.findRegion = function (name) { for (var i = 0; i < this.regions.length; i++) { if (this.regions[i].name == name) { return this.regions[i]; } } return null; }; TextureAtlas.prototype.dispose = function () { for (var i = 0; i < this.pages.length; i++) { this.pages[i].texture.dispose(); } }; return TextureAtlas; }()); spine.TextureAtlas = TextureAtlas; var TextureAtlasReader = (function () { function TextureAtlasReader(text) { this.index = 0; this.lines = text.split(/\r\n|\r|\n/); } TextureAtlasReader.prototype.readLine = function () { if (this.index >= this.lines.length) return null; return this.lines[this.index++]; }; TextureAtlasReader.prototype.readValue = function () { var line = this.readLine(); var colon = line.indexOf(":"); if (colon == -1) throw new Error("Invalid line: " + line); return line.substring(colon + 1).trim(); }; TextureAtlasReader.prototype.readTuple = function (tuple) { var line = this.readLine(); var colon = line.indexOf(":"); if (colon == -1) throw new Error("Invalid line: " + line); var i = 0, lastMatch = colon + 1; for (; i < 3; i++) { var comma = line.indexOf(",", lastMatch); if (comma == -1) break; tuple[i] = line.substr(lastMatch, comma - lastMatch).trim(); lastMatch = comma + 1; } tuple[i] = line.substring(lastMatch).trim(); return i + 1; }; return TextureAtlasReader; }()); var TextureAtlasPage = (function () { function TextureAtlasPage() { } return TextureAtlasPage; }()); spine.TextureAtlasPage = TextureAtlasPage; var TextureAtlasRegion = (function (_super) { __extends(TextureAtlasRegion, _super); function TextureAtlasRegion() { return _super !== null && _super.apply(this, arguments) || this; } return TextureAtlasRegion; }(spine.TextureRegion)); spine.TextureAtlasRegion = TextureAtlasRegion; })(spine || (spine = {})); var spine; (function (spine) { var TransformConstraint = (function () { function TransformConstraint(data, skeleton) { this.rotateMix = 0; this.translateMix = 0; this.scaleMix = 0; this.shearMix = 0; this.temp = new spine.Vector2(); if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.rotateMix = data.rotateMix; this.translateMix = data.translateMix; this.scaleMix = data.scaleMix; this.shearMix = data.shearMix; this.bones = new Array(); for (var i = 0; i < data.bones.length; i++) this.bones.push(skeleton.findBone(data.bones[i].name)); this.target = skeleton.findBone(data.target.name); } TransformConstraint.prototype.apply = function () { this.update(); }; TransformConstraint.prototype.update = function () { if (this.data.local) { if (this.data.relative) this.applyRelativeLocal(); else this.applyAbsoluteLocal(); } else { if (this.data.relative) this.applyRelativeWorld(); else this.applyAbsoluteWorld(); } }; TransformConstraint.prototype.applyAbsoluteWorld = function () { var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; var target = this.target; var ta = target.a, tb = target.b, tc = target.c, td = target.d; var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; var offsetRotation = this.data.offsetRotation * degRadReflect; var offsetShearY = this.data.offsetShearY * degRadReflect; var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; var modified = false; if (rotateMix != 0) { var a = bone.a, b = bone.b, c = bone.c, d = bone.d; var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2; else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2; r *= rotateMix; var cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; modified = true; } if (translateMix != 0) { var temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += (temp.x - bone.worldX) * translateMix; bone.worldY += (temp.y - bone.worldY) * translateMix; modified = true; } if (scaleMix > 0) { var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); var ts = Math.sqrt(ta * ta + tc * tc); if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s; bone.a *= s; bone.c *= s; s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); ts = Math.sqrt(tb * tb + td * td); if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s; bone.b *= s; bone.d *= s; modified = true; } if (shearMix > 0) { var b = bone.b, d = bone.d; var by = Math.atan2(d, b); var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2; else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2; r = by + (r + offsetShearY) * shearMix; var s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } }; TransformConstraint.prototype.applyRelativeWorld = function () { var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; var target = this.target; var ta = target.a, tb = target.b, tc = target.c, td = target.d; var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; var modified = false; if (rotateMix != 0) { var a = bone.a, b = bone.b, c = bone.c, d = bone.d; var r = Math.atan2(tc, ta) + offsetRotation; if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2; else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2; r *= rotateMix; var cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; modified = true; } if (translateMix != 0) { var temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += temp.x * translateMix; bone.worldY += temp.y * translateMix; modified = true; } if (scaleMix > 0) { var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1; bone.a *= s; bone.c *= s; s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1; bone.b *= s; bone.d *= s; modified = true; } if (shearMix > 0) { var r = Math.atan2(td, tb) - Math.atan2(tc, ta); if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2; else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2; var b = bone.b, d = bone.d; r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix; var s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } }; TransformConstraint.prototype.applyAbsoluteLocal = function () { var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; var target = this.target; if (!target.appliedValid) target.updateAppliedTransform(); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (!bone.appliedValid) bone.updateAppliedTransform(); var rotation = bone.arotation; if (rotateMix != 0) { var r = target.arotation - rotation + this.data.offsetRotation; r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; rotation += r * rotateMix; } var x = bone.ax, y = bone.ay; if (translateMix != 0) { x += (target.ax - x + this.data.offsetX) * translateMix; y += (target.ay - y + this.data.offsetY) * translateMix; } var scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (scaleMix != 0) { if (scaleX > 0.00001) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX; if (scaleY > 0.00001) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY; } var shearY = bone.ashearY; if (shearMix != 0) { var r = target.ashearY - shearY + this.data.offsetShearY; r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; bone.shearY += r * shearMix; } bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } }; TransformConstraint.prototype.applyRelativeLocal = function () { var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; var target = this.target; if (!target.appliedValid) target.updateAppliedTransform(); var bones = this.bones; for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (!bone.appliedValid) bone.updateAppliedTransform(); var rotation = bone.arotation; if (rotateMix != 0) rotation += (target.arotation + this.data.offsetRotation) * rotateMix; var x = bone.ax, y = bone.ay; if (translateMix != 0) { x += (target.ax + this.data.offsetX) * translateMix; y += (target.ay + this.data.offsetY) * translateMix; } var scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (scaleMix != 0) { if (scaleX > 0.00001) scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1; if (scaleY > 0.00001) scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1; } var shearY = bone.ashearY; if (shearMix != 0) shearY += (target.ashearY + this.data.offsetShearY) * shearMix; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } }; TransformConstraint.prototype.getOrder = function () { return this.data.order; }; return TransformConstraint; }()); spine.TransformConstraint = TransformConstraint; })(spine || (spine = {})); var spine; (function (spine) { var TransformConstraintData = (function () { function TransformConstraintData(name) { this.order = 0; this.bones = new Array(); this.rotateMix = 0; this.translateMix = 0; this.scaleMix = 0; this.shearMix = 0; this.offsetRotation = 0; this.offsetX = 0; this.offsetY = 0; this.offsetScaleX = 0; this.offsetScaleY = 0; this.offsetShearY = 0; this.relative = false; this.local = false; if (name == null) throw new Error("name cannot be null."); this.name = name; } return TransformConstraintData; }()); spine.TransformConstraintData = TransformConstraintData; })(spine || (spine = {})); var spine; (function (spine) { var Triangulator = (function () { function Triangulator() { this.convexPolygons = new Array(); this.convexPolygonsIndices = new Array(); this.indicesArray = new Array(); this.isConcaveArray = new Array(); this.triangles = new Array(); this.polygonPool = new spine.Pool(function () { return new Array(); }); this.polygonIndicesPool = new spine.Pool(function () { return new Array(); }); } Triangulator.prototype.triangulate = function (verticesArray) { var vertices = verticesArray; var vertexCount = verticesArray.length >> 1; var indices = this.indicesArray; indices.length = 0; for (var i = 0; i < vertexCount; i++) indices[i] = i; var isConcave = this.isConcaveArray; isConcave.length = 0; for (var i = 0, n = vertexCount; i < n; ++i) isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices); var triangles = this.triangles; triangles.length = 0; while (vertexCount > 3) { var previous = vertexCount - 1, i = 0, next = 1; while (true) { outer: if (!isConcave[i]) { var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; var p1x = vertices[p1], p1y = vertices[p1 + 1]; var p2x = vertices[p2], p2y = vertices[p2 + 1]; var p3x = vertices[p3], p3y = vertices[p3 + 1]; for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { if (!isConcave[ii]) continue; var v = indices[ii] << 1; var vx = vertices[v], vy = vertices[v + 1]; if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer; } } } break; } if (next == 0) { do { if (!isConcave[i]) break; i--; } while (i > 0); break; } previous = i; i = next; next = (next + 1) % vertexCount; } triangles.push(indices[(vertexCount + i - 1) % vertexCount]); triangles.push(indices[i]); triangles.push(indices[(i + 1) % vertexCount]); indices.splice(i, 1); isConcave.splice(i, 1); vertexCount--; var previousIndex = (vertexCount + i - 1) % vertexCount; var nextIndex = i == vertexCount ? 0 : i; isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices); isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices); } if (vertexCount == 3) { triangles.push(indices[2]); triangles.push(indices[0]); triangles.push(indices[1]); } return triangles; }; Triangulator.prototype.decompose = function (verticesArray, triangles) { var vertices = verticesArray; var convexPolygons = this.convexPolygons; this.polygonPool.freeAll(convexPolygons); convexPolygons.length = 0; var convexPolygonsIndices = this.convexPolygonsIndices; this.polygonIndicesPool.freeAll(convexPolygonsIndices); convexPolygonsIndices.length = 0; var polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; var polygon = this.polygonPool.obtain(); polygon.length = 0; var fanBaseIndex = -1, lastWinding = 0; for (var i = 0, n = triangles.length; i < n; i += 3) { var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; var x1 = vertices[t1], y1 = vertices[t1 + 1]; var x2 = vertices[t2], y2 = vertices[t2 + 1]; var x3 = vertices[t3], y3 = vertices[t3 + 1]; var merged = false; if (fanBaseIndex == t1) { var o = polygon.length - 4; var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); if (winding1 == lastWinding && winding2 == lastWinding) { polygon.push(x3); polygon.push(y3); polygonIndices.push(t3); merged = true; } } if (!merged) { if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } else { this.polygonPool.free(polygon); this.polygonIndicesPool.free(polygonIndices); } polygon = this.polygonPool.obtain(); polygon.length = 0; polygon.push(x1); polygon.push(y1); polygon.push(x2); polygon.push(y2); polygon.push(x3); polygon.push(y3); polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; polygonIndices.push(t1); polygonIndices.push(t2); polygonIndices.push(t3); lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3); fanBaseIndex = t1; } } if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } for (var i = 0, n = convexPolygons.length; i < n; i++) { polygonIndices = convexPolygonsIndices[i]; if (polygonIndices.length == 0) continue; var firstIndex = polygonIndices[0]; var lastIndex = polygonIndices[polygonIndices.length - 1]; polygon = convexPolygons[i]; var o = polygon.length - 4; var prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; var prevX = polygon[o + 2], prevY = polygon[o + 3]; var firstX = polygon[0], firstY = polygon[1]; var secondX = polygon[2], secondY = polygon[3]; var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); for (var ii = 0; ii < n; ii++) { if (ii == i) continue; var otherIndices = convexPolygonsIndices[ii]; if (otherIndices.length != 3) continue; var otherFirstIndex = otherIndices[0]; var otherSecondIndex = otherIndices[1]; var otherLastIndex = otherIndices[2]; var otherPoly = convexPolygons[ii]; var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY); if (winding1 == winding && winding2 == winding) { otherPoly.length = 0; otherIndices.length = 0; polygon.push(x3); polygon.push(y3); polygonIndices.push(otherLastIndex); prevPrevX = prevX; prevPrevY = prevY; prevX = x3; prevY = y3; ii = 0; } } } for (var i = convexPolygons.length - 1; i >= 0; i--) { polygon = convexPolygons[i]; if (polygon.length == 0) { convexPolygons.splice(i, 1); this.polygonPool.free(polygon); polygonIndices = convexPolygonsIndices[i]; convexPolygonsIndices.splice(i, 1); this.polygonIndicesPool.free(polygonIndices); } } return convexPolygons; }; Triangulator.isConcave = function (index, vertexCount, vertices, indices) { var previous = indices[(vertexCount + index - 1) % vertexCount] << 1; var current = indices[index] << 1; var next = indices[(index + 1) % vertexCount] << 1; return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]); }; Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) { return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; }; Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) { var px = p2x - p1x, py = p2y - p1y; return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; }; return Triangulator; }()); spine.Triangulator = Triangulator; })(spine || (spine = {})); var spine; (function (spine) { var IntSet = (function () { function IntSet() { this.array = new Array(); } IntSet.prototype.add = function (value) { var contains = this.contains(value); this.array[value | 0] = value | 0; return !contains; }; IntSet.prototype.contains = function (value) { return this.array[value | 0] != undefined; }; IntSet.prototype.remove = function (value) { this.array[value | 0] = undefined; }; IntSet.prototype.clear = function () { this.array.length = 0; }; return IntSet; }()); spine.IntSet = IntSet; var Color = (function () { function Color(r, g, b, a) { if (r === void 0) { r = 0; } if (g === void 0) { g = 0; } if (b === void 0) { b = 0; } if (a === void 0) { a = 0; } this.r = r; this.g = g; this.b = b; this.a = a; } Color.prototype.set = function (r, g, b, a) { this.r = r; this.g = g; this.b = b; this.a = a; this.clamp(); return this; }; Color.prototype.setFromColor = function (c) { this.r = c.r; this.g = c.g; this.b = c.b; this.a = c.a; return this; }; Color.prototype.setFromString = function (hex) { hex = hex.charAt(0) == '#' ? hex.substr(1) : hex; this.r = parseInt(hex.substr(0, 2), 16) / 255.0; this.g = parseInt(hex.substr(2, 2), 16) / 255.0; this.b = parseInt(hex.substr(4, 2), 16) / 255.0; this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0; return this; }; Color.prototype.add = function (r, g, b, a) { this.r += r; this.g += g; this.b += b; this.a += a; this.clamp(); return this; }; Color.prototype.clamp = function () { if (this.r < 0) this.r = 0; else if (this.r > 1) this.r = 1; if (this.g < 0) this.g = 0; else if (this.g > 1) this.g = 1; if (this.b < 0) this.b = 0; else if (this.b > 1) this.b = 1; if (this.a < 0) this.a = 0; else if (this.a > 1) this.a = 1; return this; }; Color.WHITE = new Color(1, 1, 1, 1); Color.RED = new Color(1, 0, 0, 1); Color.GREEN = new Color(0, 1, 0, 1); Color.BLUE = new Color(0, 0, 1, 1); Color.MAGENTA = new Color(1, 0, 1, 1); return Color; }()); spine.Color = Color; var MathUtils = (function () { function MathUtils() { } MathUtils.clamp = function (value, min, max) { if (value < min) return min; if (value > max) return max; return value; }; MathUtils.cosDeg = function (degrees) { return Math.cos(degrees * MathUtils.degRad); }; MathUtils.sinDeg = function (degrees) { return Math.sin(degrees * MathUtils.degRad); }; MathUtils.signum = function (value) { return value > 0 ? 1 : value < 0 ? -1 : 0; }; MathUtils.toInt = function (x) { return x > 0 ? Math.floor(x) : Math.ceil(x); }; MathUtils.cbrt = function (x) { var y = Math.pow(Math.abs(x), 1 / 3); return x < 0 ? -y : y; }; MathUtils.randomTriangular = function (min, max) { return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5); }; MathUtils.randomTriangularWith = function (min, max, mode) { var u = Math.random(); var d = max - min; if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min)); return max - Math.sqrt((1 - u) * d * (max - mode)); }; MathUtils.PI = 3.1415927; MathUtils.PI2 = MathUtils.PI * 2; MathUtils.radiansToDegrees = 180 / MathUtils.PI; MathUtils.radDeg = MathUtils.radiansToDegrees; MathUtils.degreesToRadians = MathUtils.PI / 180; MathUtils.degRad = MathUtils.degreesToRadians; return MathUtils; }()); spine.MathUtils = MathUtils; var Interpolation = (function () { function Interpolation() { } Interpolation.prototype.apply = function (start, end, a) { return start + (end - start) * this.applyInternal(a); }; return Interpolation; }()); spine.Interpolation = Interpolation; var Pow = (function (_super) { __extends(Pow, _super); function Pow(power) { var _this = _super.call(this) || this; _this.power = 2; _this.power = power; return _this; } Pow.prototype.applyInternal = function (a) { if (a <= 0.5) return Math.pow(a * 2, this.power) / 2; return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1; }; return Pow; }(Interpolation)); spine.Pow = Pow; var PowOut = (function (_super) { __extends(PowOut, _super); function PowOut(power) { return _super.call(this, power) || this; } PowOut.prototype.applyInternal = function (a) { return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1; }; return PowOut; }(Pow)); spine.PowOut = PowOut; var Utils = (function () { function Utils() { } Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) { for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) { dest[j] = source[i]; } }; Utils.setArraySize = function (array, size, value) { if (value === void 0) { value = 0; } var oldSize = array.length; if (oldSize == size) return array; array.length = size; if (oldSize < size) { for (var i = oldSize; i < size; i++) array[i] = value; } return array; }; Utils.ensureArrayCapacity = function (array, size, value) { if (value === void 0) { value = 0; } if (array.length >= size) return array; return Utils.setArraySize(array, size, value); }; Utils.newArray = function (size, defaultValue) { var array = new Array(size); for (var i = 0; i < size; i++) array[i] = defaultValue; return array; }; Utils.newFloatArray = function (size) { if (Utils.SUPPORTS_TYPED_ARRAYS) { return new Float32Array(size); } else { var array = new Array(size); for (var i = 0; i < array.length; i++) array[i] = 0; return array; } }; Utils.newShortArray = function (size) { if (Utils.SUPPORTS_TYPED_ARRAYS) { return new Int16Array(size); } else { var array = new Array(size); for (var i = 0; i < array.length; i++) array[i] = 0; return array; } }; Utils.toFloatArray = function (array) { return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array; }; Utils.toSinglePrecision = function (value) { return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; }; Utils.webkit602BugfixHelper = function (alpha, blend) { }; Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined"; return Utils; }()); spine.Utils = Utils; var DebugUtils = (function () { function DebugUtils() { } DebugUtils.logBones = function (skeleton) { for (var i = 0; i < skeleton.bones.length; i++) { var bone = skeleton.bones[i]; console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY); } }; return DebugUtils; }()); spine.DebugUtils = DebugUtils; var Pool = (function () { function Pool(instantiator) { this.items = new Array(); this.instantiator = instantiator; } Pool.prototype.obtain = function () { return this.items.length > 0 ? this.items.pop() : this.instantiator(); }; Pool.prototype.free = function (item) { if (item.reset) item.reset(); this.items.push(item); }; Pool.prototype.freeAll = function (items) { for (var i = 0; i < items.length; i++) { if (items[i].reset) items[i].reset(); this.items[i] = items[i]; } }; Pool.prototype.clear = function () { this.items.length = 0; }; return Pool; }()); spine.Pool = Pool; var Vector2 = (function () { function Vector2(x, y) { if (x === void 0) { x = 0; } if (y === void 0) { y = 0; } this.x = x; this.y = y; } Vector2.prototype.set = function (x, y) { this.x = x; this.y = y; return this; }; Vector2.prototype.length = function () { var x = this.x; var y = this.y; return Math.sqrt(x * x + y * y); }; Vector2.prototype.normalize = function () { var len = this.length(); if (len != 0) { this.x /= len; this.y /= len; } return this; }; return Vector2; }()); spine.Vector2 = Vector2; var TimeKeeper = (function () { function TimeKeeper() { this.maxDelta = 0.064; this.framesPerSecond = 0; this.delta = 0; this.totalTime = 0; this.lastTime = Date.now() / 1000; this.frameCount = 0; this.frameTime = 0; } TimeKeeper.prototype.update = function () { var now = Date.now() / 1000; this.delta = now - this.lastTime; this.frameTime += this.delta; this.totalTime += this.delta; if (this.delta > this.maxDelta) this.delta = this.maxDelta; this.lastTime = now; this.frameCount++; if (this.frameTime > 1) { this.framesPerSecond = this.frameCount / this.frameTime; this.frameTime = 0; this.frameCount = 0; } }; return TimeKeeper; }()); spine.TimeKeeper = TimeKeeper; var WindowedMean = (function () { function WindowedMean(windowSize) { if (windowSize === void 0) { windowSize = 32; } this.addedValues = 0; this.lastValue = 0; this.mean = 0; this.dirty = true; this.values = new Array(windowSize); } WindowedMean.prototype.hasEnoughData = function () { return this.addedValues >= this.values.length; }; WindowedMean.prototype.addValue = function (value) { if (this.addedValues < this.values.length) this.addedValues++; this.values[this.lastValue++] = value; if (this.lastValue > this.values.length - 1) this.lastValue = 0; this.dirty = true; }; WindowedMean.prototype.getMean = function () { if (this.hasEnoughData()) { if (this.dirty) { var mean = 0; for (var i = 0; i < this.values.length; i++) { mean += this.values[i]; } this.mean = mean / this.values.length; this.dirty = false; } return this.mean; } else { return 0; } }; return WindowedMean; }()); spine.WindowedMean = WindowedMean; })(spine || (spine = {})); (function () { if (!Math.fround) { Math.fround = (function (array) { return function (x) { return array[0] = x, array[0]; }; })(new Float32Array(1)); } })(); var spine; (function (spine) { var Attachment = (function () { function Attachment(name) { if (name == null) throw new Error("name cannot be null."); this.name = name; } return Attachment; }()); spine.Attachment = Attachment; var VertexAttachment = (function (_super) { __extends(VertexAttachment, _super); function VertexAttachment(name) { var _this = _super.call(this, name) || this; _this.id = (VertexAttachment.nextID++ & 65535) << 11; _this.worldVerticesLength = 0; return _this; } VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) { count = offset + (count >> 1) * stride; var skeleton = slot.bone.skeleton; var deformArray = slot.attachmentVertices; var vertices = this.vertices; var bones = this.bones; if (bones == null) { if (deformArray.length > 0) vertices = deformArray; var bone = slot.bone; var x = bone.worldX; var y = bone.worldY; var a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) { var vx = vertices[v_1], vy = vertices[v_1 + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } var v = 0, skip = 0; for (var i = 0; i < start; i += 2) { var n = bones[v]; v += n + 1; skip += n; } var skeletonBones = skeleton.bones; if (deformArray.length == 0) { for (var w = offset, b = skip * 3; w < count; w += stride) { var wx = 0, wy = 0; var n = bones[v++]; n += v; for (; v < n; v++, b += 3) { var bone = skeletonBones[bones[v]]; var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } else { var deform = deformArray; for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { var wx = 0, wy = 0; var n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { var bone = skeletonBones[bones[v]]; var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } }; VertexAttachment.prototype.applyDeform = function (sourceAttachment) { return this == sourceAttachment; }; VertexAttachment.nextID = 0; return VertexAttachment; }(Attachment)); spine.VertexAttachment = VertexAttachment; })(spine || (spine = {})); var spine; (function (spine) { var AttachmentType; (function (AttachmentType) { AttachmentType[AttachmentType["Region"] = 0] = "Region"; AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox"; AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh"; AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh"; AttachmentType[AttachmentType["Path"] = 4] = "Path"; AttachmentType[AttachmentType["Point"] = 5] = "Point"; })(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {})); })(spine || (spine = {})); var spine; (function (spine) { var BoundingBoxAttachment = (function (_super) { __extends(BoundingBoxAttachment, _super); function BoundingBoxAttachment(name) { var _this = _super.call(this, name) || this; _this.color = new spine.Color(1, 1, 1, 1); return _this; } return BoundingBoxAttachment; }(spine.VertexAttachment)); spine.BoundingBoxAttachment = BoundingBoxAttachment; })(spine || (spine = {})); var spine; (function (spine) { var ClippingAttachment = (function (_super) { __extends(ClippingAttachment, _super); function ClippingAttachment(name) { var _this = _super.call(this, name) || this; _this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1); return _this; } return ClippingAttachment; }(spine.VertexAttachment)); spine.ClippingAttachment = ClippingAttachment; })(spine || (spine = {})); var spine; (function (spine) { var MeshAttachment = (function (_super) { __extends(MeshAttachment, _super); function MeshAttachment(name) { var _this = _super.call(this, name) || this; _this.color = new spine.Color(1, 1, 1, 1); _this.inheritDeform = false; _this.tempColor = new spine.Color(0, 0, 0, 0); return _this; } MeshAttachment.prototype.updateUVs = function () { var regionUVs = this.regionUVs; if (this.uvs == null || this.uvs.length != regionUVs.length) this.uvs = spine.Utils.newFloatArray(regionUVs.length); var uvs = this.uvs; var u = 0, v = 0, width = 0, height = 0; if (this.region instanceof spine.TextureAtlasRegion) { var region = this.region; var textureWidth = region.texture.getImage().width, textureHeight = region.texture.getImage().height; if (region.rotate) { u = region.u - (region.originalHeight - region.offsetY - region.height) / textureWidth; v = region.v - (region.originalWidth - region.offsetX - region.width) / textureHeight; width = region.originalHeight / textureWidth; height = region.originalWidth / textureHeight; for (var i = 0, n = uvs.length; i < n; i += 2) { uvs[i] = u + regionUVs[i + 1] * width; uvs[i + 1] = v + height - regionUVs[i] * height; } return; } u = region.u - region.offsetX / textureWidth; v = region.v - (region.originalHeight - region.offsetY - region.height) / textureHeight; width = region.originalWidth / textureWidth; height = region.originalHeight / textureHeight; } else if (this.region == null) { u = v = 0; width = height = 1; } else { u = this.region.u; v = this.region.v; width = this.region.u2 - u; height = this.region.v2 - v; } for (var i = 0, n = uvs.length; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } }; MeshAttachment.prototype.applyDeform = function (sourceAttachment) { return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment); }; MeshAttachment.prototype.getParentMesh = function () { return this.parentMesh; }; MeshAttachment.prototype.setParentMesh = function (parentMesh) { this.parentMesh = parentMesh; if (parentMesh != null) { this.bones = parentMesh.bones; this.vertices = parentMesh.vertices; this.worldVerticesLength = parentMesh.worldVerticesLength; this.regionUVs = parentMesh.regionUVs; this.triangles = parentMesh.triangles; this.hullLength = parentMesh.hullLength; this.worldVerticesLength = parentMesh.worldVerticesLength; } }; return MeshAttachment; }(spine.VertexAttachment)); spine.MeshAttachment = MeshAttachment; })(spine || (spine = {})); var spine; (function (spine) { var PathAttachment = (function (_super) { __extends(PathAttachment, _super); function PathAttachment(name) { var _this = _super.call(this, name) || this; _this.closed = false; _this.constantSpeed = false; _this.color = new spine.Color(1, 1, 1, 1); return _this; } return PathAttachment; }(spine.VertexAttachment)); spine.PathAttachment = PathAttachment; })(spine || (spine = {})); var spine; (function (spine) { var PointAttachment = (function (_super) { __extends(PointAttachment, _super); function PointAttachment(name) { var _this = _super.call(this, name) || this; _this.color = new spine.Color(0.38, 0.94, 0, 1); return _this; } PointAttachment.prototype.computeWorldPosition = function (bone, point) { point.x = this.x * bone.a + this.y * bone.b + bone.worldX; point.y = this.x * bone.c + this.y * bone.d + bone.worldY; return point; }; PointAttachment.prototype.computeWorldRotation = function (bone) { var cos = spine.MathUtils.cosDeg(this.rotation), sin = spine.MathUtils.sinDeg(this.rotation); var x = cos * bone.a + sin * bone.b; var y = cos * bone.c + sin * bone.d; return Math.atan2(y, x) * spine.MathUtils.radDeg; }; return PointAttachment; }(spine.VertexAttachment)); spine.PointAttachment = PointAttachment; })(spine || (spine = {})); var spine; (function (spine) { var RegionAttachment = (function (_super) { __extends(RegionAttachment, _super); function RegionAttachment(name) { var _this = _super.call(this, name) || this; _this.x = 0; _this.y = 0; _this.scaleX = 1; _this.scaleY = 1; _this.rotation = 0; _this.width = 0; _this.height = 0; _this.color = new spine.Color(1, 1, 1, 1); _this.offset = spine.Utils.newFloatArray(8); _this.uvs = spine.Utils.newFloatArray(8); _this.tempColor = new spine.Color(1, 1, 1, 1); return _this; } RegionAttachment.prototype.updateOffset = function () { var regionScaleX = this.width / this.region.originalWidth * this.scaleX; var regionScaleY = this.height / this.region.originalHeight * this.scaleY; var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX; var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY; var localX2 = localX + this.region.width * regionScaleX; var localY2 = localY + this.region.height * regionScaleY; var radians = this.rotation * Math.PI / 180; var cos = Math.cos(radians); var sin = Math.sin(radians); var localXCos = localX * cos + this.x; var localXSin = localX * sin; var localYCos = localY * cos + this.y; var localYSin = localY * sin; var localX2Cos = localX2 * cos + this.x; var localX2Sin = localX2 * sin; var localY2Cos = localY2 * cos + this.y; var localY2Sin = localY2 * sin; var offset = this.offset; offset[RegionAttachment.OX1] = localXCos - localYSin; offset[RegionAttachment.OY1] = localYCos + localXSin; offset[RegionAttachment.OX2] = localXCos - localY2Sin; offset[RegionAttachment.OY2] = localY2Cos + localXSin; offset[RegionAttachment.OX3] = localX2Cos - localY2Sin; offset[RegionAttachment.OY3] = localY2Cos + localX2Sin; offset[RegionAttachment.OX4] = localX2Cos - localYSin; offset[RegionAttachment.OY4] = localYCos + localX2Sin; }; RegionAttachment.prototype.setRegion = function (region) { this.region = region; var uvs = this.uvs; if (region.rotate) { uvs[2] = region.u; uvs[3] = region.v2; uvs[4] = region.u; uvs[5] = region.v; uvs[6] = region.u2; uvs[7] = region.v; uvs[0] = region.u2; uvs[1] = region.v2; } else { uvs[0] = region.u; uvs[1] = region.v2; uvs[2] = region.u; uvs[3] = region.v; uvs[4] = region.u2; uvs[5] = region.v; uvs[6] = region.u2; uvs[7] = region.v2; } }; RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) { var vertexOffset = this.offset; var x = bone.worldX, y = bone.worldY; var a = bone.a, b = bone.b, c = bone.c, d = bone.d; var offsetX = 0, offsetY = 0; offsetX = vertexOffset[RegionAttachment.OX1]; offsetY = vertexOffset[RegionAttachment.OY1]; worldVertices[offset] = offsetX * a + offsetY * b + x; worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[RegionAttachment.OX2]; offsetY = vertexOffset[RegionAttachment.OY2]; worldVertices[offset] = offsetX * a + offsetY * b + x; worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[RegionAttachment.OX3]; offsetY = vertexOffset[RegionAttachment.OY3]; worldVertices[offset] = offsetX * a + offsetY * b + x; worldVertices[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[RegionAttachment.OX4]; offsetY = vertexOffset[RegionAttachment.OY4]; worldVertices[offset] = offsetX * a + offsetY * b + x; worldVertices[offset + 1] = offsetX * c + offsetY * d + y; }; RegionAttachment.OX1 = 0; RegionAttachment.OY1 = 1; RegionAttachment.OX2 = 2; RegionAttachment.OY2 = 3; RegionAttachment.OX3 = 4; RegionAttachment.OY3 = 5; RegionAttachment.OX4 = 6; RegionAttachment.OY4 = 7; RegionAttachment.X1 = 0; RegionAttachment.Y1 = 1; RegionAttachment.C1R = 2; RegionAttachment.C1G = 3; RegionAttachment.C1B = 4; RegionAttachment.C1A = 5; RegionAttachment.U1 = 6; RegionAttachment.V1 = 7; RegionAttachment.X2 = 8; RegionAttachment.Y2 = 9; RegionAttachment.C2R = 10; RegionAttachment.C2G = 11; RegionAttachment.C2B = 12; RegionAttachment.C2A = 13; RegionAttachment.U2 = 14; RegionAttachment.V2 = 15; RegionAttachment.X3 = 16; RegionAttachment.Y3 = 17; RegionAttachment.C3R = 18; RegionAttachment.C3G = 19; RegionAttachment.C3B = 20; RegionAttachment.C3A = 21; RegionAttachment.U3 = 22; RegionAttachment.V3 = 23; RegionAttachment.X4 = 24; RegionAttachment.Y4 = 25; RegionAttachment.C4R = 26; RegionAttachment.C4G = 27; RegionAttachment.C4B = 28; RegionAttachment.C4A = 29; RegionAttachment.U4 = 30; RegionAttachment.V4 = 31; return RegionAttachment; }(spine.Attachment)); spine.RegionAttachment = RegionAttachment; })(spine || (spine = {})); var spine; (function (spine) { var JitterEffect = (function () { function JitterEffect(jitterX, jitterY) { this.jitterX = 0; this.jitterY = 0; this.jitterX = jitterX; this.jitterY = jitterY; } JitterEffect.prototype.begin = function (skeleton) { }; JitterEffect.prototype.transform = function (position, uv, light, dark) { position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY); position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY); }; JitterEffect.prototype.end = function () { }; return JitterEffect; }()); spine.JitterEffect = JitterEffect; })(spine || (spine = {})); var spine; (function (spine) { var SwirlEffect = (function () { function SwirlEffect(radius) { this.centerX = 0; this.centerY = 0; this.radius = 0; this.angle = 0; this.worldX = 0; this.worldY = 0; this.radius = radius; } SwirlEffect.prototype.begin = function (skeleton) { this.worldX = skeleton.x + this.centerX; this.worldY = skeleton.y + this.centerY; }; SwirlEffect.prototype.transform = function (position, uv, light, dark) { var radAngle = this.angle * spine.MathUtils.degreesToRadians; var x = position.x - this.worldX; var y = position.y - this.worldY; var dist = Math.sqrt(x * x + y * y); if (dist < this.radius) { var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius); var cos = Math.cos(theta); var sin = Math.sin(theta); position.x = cos * x - sin * y + this.worldX; position.y = sin * x + cos * y + this.worldY; } }; SwirlEffect.prototype.end = function () { }; SwirlEffect.interpolation = new spine.PowOut(2); return SwirlEffect; }()); spine.SwirlEffect = SwirlEffect; })(spine || (spine = {})); var spine; (function (spine) { var canvas; (function (canvas) { var AssetManager = (function (_super) { __extends(AssetManager, _super); function AssetManager(pathPrefix) { if (pathPrefix === void 0) { pathPrefix = ""; } return _super.call(this, function (image) { return new spine.canvas.CanvasTexture(image); }, pathPrefix) || this; } return AssetManager; }(spine.AssetManager)); canvas.AssetManager = AssetManager; })(canvas = spine.canvas || (spine.canvas = {})); })(spine || (spine = {})); var spine; (function (spine) { var canvas; (function (canvas) { var CanvasTexture = (function (_super) { __extends(CanvasTexture, _super); function CanvasTexture(image) { return _super.call(this, image) || this; } CanvasTexture.prototype.setFilters = function (minFilter, magFilter) { }; CanvasTexture.prototype.setWraps = function (uWrap, vWrap) { }; CanvasTexture.prototype.dispose = function () { }; return CanvasTexture; }(spine.Texture)); canvas.CanvasTexture = CanvasTexture; })(canvas = spine.canvas || (spine.canvas = {})); })(spine || (spine = {})); var spine; (function (spine) { var canvas; (function (canvas) { var SkeletonRenderer = (function () { function SkeletonRenderer(context) { this.triangleRendering = false; this.debugRendering = false; this.vertices = spine.Utils.newFloatArray(8 * 1024); this.tempColor = new spine.Color(); this.ctx = context; } SkeletonRenderer.prototype.draw = function (skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); }; SkeletonRenderer.prototype.drawImages = function (skeleton) { var ctx = this.ctx; var drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; ctx.save(); for (var i = 0, n = drawOrder.length; i < n; i++) { var slot = drawOrder[i]; var attachment = slot.getAttachment(); var regionAttachment = null; var region = null; var image = null; if (attachment instanceof spine.RegionAttachment) { regionAttachment = attachment; region = regionAttachment.region; image = region.texture.getImage(); } else continue; var skeleton_1 = slot.bone.skeleton; var skeletonColor = skeleton_1.color; var slotColor = slot.color; var regionColor = regionAttachment.color; var alpha = skeletonColor.a * slotColor.a * regionColor.a; var color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, alpha); var att = attachment; var bone = slot.bone; var w = region.width; var h = region.height; ctx.save(); ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); ctx.translate(attachment.offset[0], attachment.offset[1]); ctx.rotate(attachment.rotation * Math.PI / 180); var atlasScale = att.width / w; ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); ctx.translate(w / 2, h / 2); if (attachment.region.rotate) { var t = w; w = h; h = t; ctx.rotate(-Math.PI / 2); } ctx.scale(1, -1); ctx.translate(-w / 2, -h / 2); if (color.r != 1 || color.g != 1 || color.b != 1 || color.a != 1) { ctx.globalAlpha = color.a; } ctx.drawImage(image, region.x, region.y, w, h, 0, 0, w, h); if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.restore(); } ctx.restore(); }; SkeletonRenderer.prototype.drawTriangles = function (skeleton) { var blendMode = null; var vertices = this.vertices; var triangles = null; var drawOrder = skeleton.drawOrder; for (var i = 0, n = drawOrder.length; i < n; i++) { var slot = drawOrder[i]; var attachment = slot.getAttachment(); var texture = null; var region = null; if (attachment instanceof spine.RegionAttachment) { var regionAttachment = attachment; vertices = this.computeRegionVertices(slot, regionAttachment, false); triangles = SkeletonRenderer.QUAD_TRIANGLES; region = regionAttachment.region; texture = region.texture.getImage(); } else if (attachment instanceof spine.MeshAttachment) { var mesh = attachment; vertices = this.computeMeshVertices(slot, mesh, false); triangles = mesh.triangles; texture = mesh.region.renderObject.texture.getImage(); } else continue; if (texture != null) { var slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; } var skeleton_2 = slot.bone.skeleton; var skeletonColor = skeleton_2.color; var slotColor = slot.color; var attachmentColor = attachment.color; var alpha = skeletonColor.a * slotColor.a * attachmentColor.a; var color = this.tempColor; color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha); var ctx = this.ctx; if (color.r != 1 || color.g != 1 || color.b != 1 || color.a != 1) { ctx.globalAlpha = color.a; } for (var j = 0; j < triangles.length; j += 3) { var t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8; var x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; var x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; var x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } this.ctx.globalAlpha = 1; }; SkeletonRenderer.prototype.drawTriangle = function (img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) { var ctx = this.ctx; u0 *= img.width; v0 *= img.height; u1 *= img.width; v1 *= img.height; u2 *= img.width; v2 *= img.height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); }; SkeletonRenderer.prototype.computeRegionVertices = function (slot, region, pma) { var skeleton = slot.bone.skeleton; var skeletonColor = skeleton.color; var slotColor = slot.color; var regionColor = region.color; var alpha = skeletonColor.a * slotColor.a * regionColor.a; var multiplier = pma ? alpha : 1; var color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonRenderer.VERTEX_SIZE); var vertices = this.vertices; var uvs = region.uvs; vertices[spine.RegionAttachment.C1R] = color.r; vertices[spine.RegionAttachment.C1G] = color.g; vertices[spine.RegionAttachment.C1B] = color.b; vertices[spine.RegionAttachment.C1A] = color.a; vertices[spine.RegionAttachment.U1] = uvs[0]; vertices[spine.RegionAttachment.V1] = uvs[1]; vertices[spine.RegionAttachment.C2R] = color.r; vertices[spine.RegionAttachment.C2G] = color.g; vertices[spine.RegionAttachment.C2B] = color.b; vertices[spine.RegionAttachment.C2A] = color.a; vertices[spine.RegionAttachment.U2] = uvs[2]; vertices[spine.RegionAttachment.V2] = uvs[3]; vertices[spine.RegionAttachment.C3R] = color.r; vertices[spine.RegionAttachment.C3G] = color.g; vertices[spine.RegionAttachment.C3B] = color.b; vertices[spine.RegionAttachment.C3A] = color.a; vertices[spine.RegionAttachment.U3] = uvs[4]; vertices[spine.RegionAttachment.V3] = uvs[5]; vertices[spine.RegionAttachment.C4R] = color.r; vertices[spine.RegionAttachment.C4G] = color.g; vertices[spine.RegionAttachment.C4B] = color.b; vertices[spine.RegionAttachment.C4A] = color.a; vertices[spine.RegionAttachment.U4] = uvs[6]; vertices[spine.RegionAttachment.V4] = uvs[7]; return vertices; }; SkeletonRenderer.prototype.computeMeshVertices = function (slot, mesh, pma) { var skeleton = slot.bone.skeleton; var skeletonColor = skeleton.color; var slotColor = slot.color; var regionColor = mesh.color; var alpha = skeletonColor.a * slotColor.a * regionColor.a; var multiplier = pma ? alpha : 1; var color = this.tempColor; color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); var numVertices = mesh.worldVerticesLength / 2; if (this.vertices.length < mesh.worldVerticesLength) { this.vertices = spine.Utils.newFloatArray(mesh.worldVerticesLength); } var vertices = this.vertices; mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE); var uvs = mesh.uvs; for (var i = 0, n = numVertices, u = 0, v = 2; i < n; i++) { vertices[v++] = color.r; vertices[v++] = color.g; vertices[v++] = color.b; vertices[v++] = color.a; vertices[v++] = uvs[u++]; vertices[v++] = uvs[u++]; v += 2; } return vertices; }; SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; SkeletonRenderer.VERTEX_SIZE = 2 + 2 + 4; return SkeletonRenderer; }()); canvas.SkeletonRenderer = SkeletonRenderer; })(canvas = spine.canvas || (spine.canvas = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var AssetManager = (function (_super) { __extends(AssetManager, _super); function AssetManager(context, pathPrefix) { if (pathPrefix === void 0) { pathPrefix = ""; } return _super.call(this, function (image) { return new spine.webgl.GLTexture(context, image); }, pathPrefix) || this; } return AssetManager; }(spine.AssetManager)); webgl.AssetManager = AssetManager; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var OrthoCamera = (function () { function OrthoCamera(viewportWidth, viewportHeight) { this.position = new webgl.Vector3(0, 0, 0); this.direction = new webgl.Vector3(0, 0, -1); this.up = new webgl.Vector3(0, 1, 0); this.near = 0; this.far = 100; this.zoom = 1; this.viewportWidth = 0; this.viewportHeight = 0; this.projectionView = new webgl.Matrix4(); this.inverseProjectionView = new webgl.Matrix4(); this.projection = new webgl.Matrix4(); this.view = new webgl.Matrix4(); this.tmp = new webgl.Vector3(); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.update(); } OrthoCamera.prototype.update = function () { var projection = this.projection; var view = this.view; var projectionView = this.projectionView; var inverseProjectionView = this.inverseProjectionView; var zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight; projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far); view.lookAt(this.position, this.direction, this.up); projectionView.set(projection.values); projectionView.multiply(view); inverseProjectionView.set(projectionView.values).invert(); }; OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) { var x = screenCoords.x, y = screenHeight - screenCoords.y - 1; var tmp = this.tmp; tmp.x = (2 * x) / screenWidth - 1; tmp.y = (2 * y) / screenHeight - 1; tmp.z = (2 * screenCoords.z) - 1; tmp.project(this.inverseProjectionView); screenCoords.set(tmp.x, tmp.y, tmp.z); return screenCoords; }; OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; }; return OrthoCamera; }()); webgl.OrthoCamera = OrthoCamera; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var GLTexture = (function (_super) { __extends(GLTexture, _super); function GLTexture(context, image, useMipMaps) { if (useMipMaps === void 0) { useMipMaps = false; } var _this = _super.call(this, image) || this; _this.texture = null; _this.boundUnit = 0; _this.useMipMaps = false; _this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); _this.useMipMaps = useMipMaps; _this.restore(); _this.context.addRestorable(_this); return _this; } GLTexture.prototype.setFilters = function (minFilter, magFilter) { var gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); }; GLTexture.prototype.setWraps = function (uWrap, vWrap) { var gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap); }; GLTexture.prototype.update = function (useMipMaps) { var gl = this.context.gl; if (!this.texture) { this.texture = this.context.gl.createTexture(); } this.bind(); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); if (useMipMaps) gl.generateMipmap(gl.TEXTURE_2D); }; GLTexture.prototype.restore = function () { this.texture = null; this.update(this.useMipMaps); }; GLTexture.prototype.bind = function (unit) { if (unit === void 0) { unit = 0; } var gl = this.context.gl; this.boundUnit = unit; gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, this.texture); }; GLTexture.prototype.unbind = function () { var gl = this.context.gl; gl.activeTexture(gl.TEXTURE0 + this.boundUnit); gl.bindTexture(gl.TEXTURE_2D, null); }; GLTexture.prototype.dispose = function () { this.context.removeRestorable(this); var gl = this.context.gl; gl.deleteTexture(this.texture); }; return GLTexture; }(spine.Texture)); webgl.GLTexture = GLTexture; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var Input = (function () { function Input(element) { this.lastX = 0; this.lastY = 0; this.buttonDown = false; this.currTouch = null; this.touchesPool = new spine.Pool(function () { return new spine.webgl.Touch(0, 0, 0); }); this.listeners = new Array(); this.element = element; this.setupCallbacks(element); } Input.prototype.setupCallbacks = function (element) { var _this = this; var mouseDown = function (ev) { if (ev instanceof MouseEvent) { var rect = element.getBoundingClientRect(); var x = ev.clientX - rect.left; var y = ev.clientY - rect.top; var listeners = _this.listeners; for (var i = 0; i < listeners.length; i++) { listeners[i].down(x, y); } _this.lastX = x; _this.lastY = y; _this.buttonDown = true; document.addEventListener("mousemove", mouseMove); document.addEventListener("mouseup", mouseUp); } }; var mouseMove = function (ev) { if (ev instanceof MouseEvent) { var rect = element.getBoundingClientRect(); var x = ev.clientX - rect.left; var y = ev.clientY - rect.top; var listeners = _this.listeners; for (var i = 0; i < listeners.length; i++) { if (_this.buttonDown) { listeners[i].dragged(x, y); } else { listeners[i].moved(x, y); } } _this.lastX = x; _this.lastY = y; } }; var mouseUp = function (ev) { if (ev instanceof MouseEvent) { var rect = element.getBoundingClientRect(); var x = ev.clientX - rect.left; var y = ev.clientY - rect.top; var listeners = _this.listeners; for (var i = 0; i < listeners.length; i++) { listeners[i].up(x, y); } _this.lastX = x; _this.lastY = y; _this.buttonDown = false; document.removeEventListener("mousemove", mouseMove); document.removeEventListener("mouseup", mouseUp); } }; element.addEventListener("mousedown", mouseDown, true); element.addEventListener("mousemove", mouseMove, true); element.addEventListener("mouseup", mouseUp, true); element.addEventListener("touchstart", function (ev) { if (_this.currTouch != null) return; var touches = ev.changedTouches; for (var i = 0; i < touches.length; i++) { var touch = touches[i]; var rect = element.getBoundingClientRect(); var x = touch.clientX - rect.left; var y = touch.clientY - rect.top; _this.currTouch = _this.touchesPool.obtain(); _this.currTouch.identifier = touch.identifier; _this.currTouch.x = x; _this.currTouch.y = y; break; } var listeners = _this.listeners; for (var i_16 = 0; i_16 < listeners.length; i_16++) { listeners[i_16].down(_this.currTouch.x, _this.currTouch.y); } console.log("Start " + _this.currTouch.x + ", " + _this.currTouch.y); _this.lastX = _this.currTouch.x; _this.lastY = _this.currTouch.y; _this.buttonDown = true; ev.preventDefault(); }, false); element.addEventListener("touchend", function (ev) { var touches = ev.changedTouches; for (var i = 0; i < touches.length; i++) { var touch = touches[i]; if (_this.currTouch.identifier === touch.identifier) { var rect = element.getBoundingClientRect(); var x = _this.currTouch.x = touch.clientX - rect.left; var y = _this.currTouch.y = touch.clientY - rect.top; _this.touchesPool.free(_this.currTouch); var listeners = _this.listeners; for (var i_17 = 0; i_17 < listeners.length; i_17++) { listeners[i_17].up(x, y); } console.log("End " + x + ", " + y); _this.lastX = x; _this.lastY = y; _this.buttonDown = false; _this.currTouch = null; break; } } ev.preventDefault(); }, false); element.addEventListener("touchcancel", function (ev) { var touches = ev.changedTouches; for (var i = 0; i < touches.length; i++) { var touch = touches[i]; if (_this.currTouch.identifier === touch.identifier) { var rect = element.getBoundingClientRect(); var x = _this.currTouch.x = touch.clientX - rect.left; var y = _this.currTouch.y = touch.clientY - rect.top; _this.touchesPool.free(_this.currTouch); var listeners = _this.listeners; for (var i_18 = 0; i_18 < listeners.length; i_18++) { listeners[i_18].up(x, y); } console.log("End " + x + ", " + y); _this.lastX = x; _this.lastY = y; _this.buttonDown = false; _this.currTouch = null; break; } } ev.preventDefault(); }, false); element.addEventListener("touchmove", function (ev) { if (_this.currTouch == null) return; var touches = ev.changedTouches; for (var i = 0; i < touches.length; i++) { var touch = touches[i]; if (_this.currTouch.identifier === touch.identifier) { var rect = element.getBoundingClientRect(); var x = touch.clientX - rect.left; var y = touch.clientY - rect.top; var listeners = _this.listeners; for (var i_19 = 0; i_19 < listeners.length; i_19++) { listeners[i_19].dragged(x, y); } console.log("Drag " + x + ", " + y); _this.lastX = _this.currTouch.x = x; _this.lastY = _this.currTouch.y = y; break; } } ev.preventDefault(); }, false); }; Input.prototype.addListener = function (listener) { this.listeners.push(listener); }; Input.prototype.removeListener = function (listener) { var idx = this.listeners.indexOf(listener); if (idx > -1) { this.listeners.splice(idx, 1); } }; return Input; }()); webgl.Input = Input; var Touch = (function () { function Touch(identifier, x, y) { this.identifier = identifier; this.x = x; this.y = y; } return Touch; }()); webgl.Touch = Touch; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { webgl.M00 = 0; webgl.M01 = 4; webgl.M02 = 8; webgl.M03 = 12; webgl.M10 = 1; webgl.M11 = 5; webgl.M12 = 9; webgl.M13 = 13; webgl.M20 = 2; webgl.M21 = 6; webgl.M22 = 10; webgl.M23 = 14; webgl.M30 = 3; webgl.M31 = 7; webgl.M32 = 11; webgl.M33 = 15; var Matrix4 = (function () { function Matrix4() { this.temp = new Float32Array(16); this.values = new Float32Array(16); var v = this.values; v[webgl.M00] = 1; v[webgl.M11] = 1; v[webgl.M22] = 1; v[webgl.M33] = 1; } Matrix4.prototype.set = function (values) { this.values.set(values); return this; }; Matrix4.prototype.transpose = function () { var t = this.temp; var v = this.values; t[webgl.M00] = v[webgl.M00]; t[webgl.M01] = v[webgl.M10]; t[webgl.M02] = v[webgl.M20]; t[webgl.M03] = v[webgl.M30]; t[webgl.M10] = v[webgl.M01]; t[webgl.M11] = v[webgl.M11]; t[webgl.M12] = v[webgl.M21]; t[webgl.M13] = v[webgl.M31]; t[webgl.M20] = v[webgl.M02]; t[webgl.M21] = v[webgl.M12]; t[webgl.M22] = v[webgl.M22]; t[webgl.M23] = v[webgl.M32]; t[webgl.M30] = v[webgl.M03]; t[webgl.M31] = v[webgl.M13]; t[webgl.M32] = v[webgl.M23]; t[webgl.M33] = v[webgl.M33]; return this.set(t); }; Matrix4.prototype.identity = function () { var v = this.values; v[webgl.M00] = 1; v[webgl.M01] = 0; v[webgl.M02] = 0; v[webgl.M03] = 0; v[webgl.M10] = 0; v[webgl.M11] = 1; v[webgl.M12] = 0; v[webgl.M13] = 0; v[webgl.M20] = 0; v[webgl.M21] = 0; v[webgl.M22] = 1; v[webgl.M23] = 0; v[webgl.M30] = 0; v[webgl.M31] = 0; v[webgl.M32] = 0; v[webgl.M33] = 1; return this; }; Matrix4.prototype.invert = function () { var v = this.values; var t = this.temp; var l_det = v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; if (l_det == 0) throw new Error("non-invertible matrix"); var inv_det = 1.0 / l_det; t[webgl.M00] = v[webgl.M12] * v[webgl.M23] * v[webgl.M31] - v[webgl.M13] * v[webgl.M22] * v[webgl.M31] + v[webgl.M13] * v[webgl.M21] * v[webgl.M32] - v[webgl.M11] * v[webgl.M23] * v[webgl.M32] - v[webgl.M12] * v[webgl.M21] * v[webgl.M33] + v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; t[webgl.M01] = v[webgl.M03] * v[webgl.M22] * v[webgl.M31] - v[webgl.M02] * v[webgl.M23] * v[webgl.M31] - v[webgl.M03] * v[webgl.M21] * v[webgl.M32] + v[webgl.M01] * v[webgl.M23] * v[webgl.M32] + v[webgl.M02] * v[webgl.M21] * v[webgl.M33] - v[webgl.M01] * v[webgl.M22] * v[webgl.M33]; t[webgl.M02] = v[webgl.M02] * v[webgl.M13] * v[webgl.M31] - v[webgl.M03] * v[webgl.M12] * v[webgl.M31] + v[webgl.M03] * v[webgl.M11] * v[webgl.M32] - v[webgl.M01] * v[webgl.M13] * v[webgl.M32] - v[webgl.M02] * v[webgl.M11] * v[webgl.M33] + v[webgl.M01] * v[webgl.M12] * v[webgl.M33]; t[webgl.M03] = v[webgl.M03] * v[webgl.M12] * v[webgl.M21] - v[webgl.M02] * v[webgl.M13] * v[webgl.M21] - v[webgl.M03] * v[webgl.M11] * v[webgl.M22] + v[webgl.M01] * v[webgl.M13] * v[webgl.M22] + v[webgl.M02] * v[webgl.M11] * v[webgl.M23] - v[webgl.M01] * v[webgl.M12] * v[webgl.M23]; t[webgl.M10] = v[webgl.M13] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M20] * v[webgl.M32] + v[webgl.M10] * v[webgl.M23] * v[webgl.M32] + v[webgl.M12] * v[webgl.M20] * v[webgl.M33] - v[webgl.M10] * v[webgl.M22] * v[webgl.M33]; t[webgl.M11] = v[webgl.M02] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M22] * v[webgl.M30] + v[webgl.M03] * v[webgl.M20] * v[webgl.M32] - v[webgl.M00] * v[webgl.M23] * v[webgl.M32] - v[webgl.M02] * v[webgl.M20] * v[webgl.M33] + v[webgl.M00] * v[webgl.M22] * v[webgl.M33]; t[webgl.M12] = v[webgl.M03] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M10] * v[webgl.M32] + v[webgl.M00] * v[webgl.M13] * v[webgl.M32] + v[webgl.M02] * v[webgl.M10] * v[webgl.M33] - v[webgl.M00] * v[webgl.M12] * v[webgl.M33]; t[webgl.M13] = v[webgl.M02] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M12] * v[webgl.M20] + v[webgl.M03] * v[webgl.M10] * v[webgl.M22] - v[webgl.M00] * v[webgl.M13] * v[webgl.M22] - v[webgl.M02] * v[webgl.M10] * v[webgl.M23] + v[webgl.M00] * v[webgl.M12] * v[webgl.M23]; t[webgl.M20] = v[webgl.M11] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M21] * v[webgl.M30] + v[webgl.M13] * v[webgl.M20] * v[webgl.M31] - v[webgl.M10] * v[webgl.M23] * v[webgl.M31] - v[webgl.M11] * v[webgl.M20] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M33]; t[webgl.M21] = v[webgl.M03] * v[webgl.M21] * v[webgl.M30] - v[webgl.M01] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M20] * v[webgl.M31] + v[webgl.M00] * v[webgl.M23] * v[webgl.M31] + v[webgl.M01] * v[webgl.M20] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M33]; t[webgl.M22] = v[webgl.M01] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M11] * v[webgl.M30] + v[webgl.M03] * v[webgl.M10] * v[webgl.M31] - v[webgl.M00] * v[webgl.M13] * v[webgl.M31] - v[webgl.M01] * v[webgl.M10] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M33]; t[webgl.M23] = v[webgl.M03] * v[webgl.M11] * v[webgl.M20] - v[webgl.M01] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M10] * v[webgl.M21] + v[webgl.M00] * v[webgl.M13] * v[webgl.M21] + v[webgl.M01] * v[webgl.M10] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M23]; t[webgl.M30] = v[webgl.M12] * v[webgl.M21] * v[webgl.M30] - v[webgl.M11] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M20] * v[webgl.M31] + v[webgl.M10] * v[webgl.M22] * v[webgl.M31] + v[webgl.M11] * v[webgl.M20] * v[webgl.M32] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32]; t[webgl.M31] = v[webgl.M01] * v[webgl.M22] * v[webgl.M30] - v[webgl.M02] * v[webgl.M21] * v[webgl.M30] + v[webgl.M02] * v[webgl.M20] * v[webgl.M31] - v[webgl.M00] * v[webgl.M22] * v[webgl.M31] - v[webgl.M01] * v[webgl.M20] * v[webgl.M32] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32]; t[webgl.M32] = v[webgl.M02] * v[webgl.M11] * v[webgl.M30] - v[webgl.M01] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M10] * v[webgl.M31] + v[webgl.M00] * v[webgl.M12] * v[webgl.M31] + v[webgl.M01] * v[webgl.M10] * v[webgl.M32] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32]; t[webgl.M33] = v[webgl.M01] * v[webgl.M12] * v[webgl.M20] - v[webgl.M02] * v[webgl.M11] * v[webgl.M20] + v[webgl.M02] * v[webgl.M10] * v[webgl.M21] - v[webgl.M00] * v[webgl.M12] * v[webgl.M21] - v[webgl.M01] * v[webgl.M10] * v[webgl.M22] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22]; v[webgl.M00] = t[webgl.M00] * inv_det; v[webgl.M01] = t[webgl.M01] * inv_det; v[webgl.M02] = t[webgl.M02] * inv_det; v[webgl.M03] = t[webgl.M03] * inv_det; v[webgl.M10] = t[webgl.M10] * inv_det; v[webgl.M11] = t[webgl.M11] * inv_det; v[webgl.M12] = t[webgl.M12] * inv_det; v[webgl.M13] = t[webgl.M13] * inv_det; v[webgl.M20] = t[webgl.M20] * inv_det; v[webgl.M21] = t[webgl.M21] * inv_det; v[webgl.M22] = t[webgl.M22] * inv_det; v[webgl.M23] = t[webgl.M23] * inv_det; v[webgl.M30] = t[webgl.M30] * inv_det; v[webgl.M31] = t[webgl.M31] * inv_det; v[webgl.M32] = t[webgl.M32] * inv_det; v[webgl.M33] = t[webgl.M33] * inv_det; return this; }; Matrix4.prototype.determinant = function () { var v = this.values; return v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; }; Matrix4.prototype.translate = function (x, y, z) { var v = this.values; v[webgl.M03] += x; v[webgl.M13] += y; v[webgl.M23] += z; return this; }; Matrix4.prototype.copy = function () { return new Matrix4().set(this.values); }; Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) { this.identity(); var l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0)); var l_a1 = (far + near) / (near - far); var l_a2 = (2 * far * near) / (near - far); var v = this.values; v[webgl.M00] = l_fd / aspectRatio; v[webgl.M10] = 0; v[webgl.M20] = 0; v[webgl.M30] = 0; v[webgl.M01] = 0; v[webgl.M11] = l_fd; v[webgl.M21] = 0; v[webgl.M31] = 0; v[webgl.M02] = 0; v[webgl.M12] = 0; v[webgl.M22] = l_a1; v[webgl.M32] = -1; v[webgl.M03] = 0; v[webgl.M13] = 0; v[webgl.M23] = l_a2; v[webgl.M33] = 0; return this; }; Matrix4.prototype.ortho2d = function (x, y, width, height) { return this.ortho(x, x + width, y, y + height, 0, 1); }; Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) { this.identity(); var x_orth = 2 / (right - left); var y_orth = 2 / (top - bottom); var z_orth = -2 / (far - near); var tx = -(right + left) / (right - left); var ty = -(top + bottom) / (top - bottom); var tz = -(far + near) / (far - near); var v = this.values; v[webgl.M00] = x_orth; v[webgl.M10] = 0; v[webgl.M20] = 0; v[webgl.M30] = 0; v[webgl.M01] = 0; v[webgl.M11] = y_orth; v[webgl.M21] = 0; v[webgl.M31] = 0; v[webgl.M02] = 0; v[webgl.M12] = 0; v[webgl.M22] = z_orth; v[webgl.M32] = 0; v[webgl.M03] = tx; v[webgl.M13] = ty; v[webgl.M23] = tz; v[webgl.M33] = 1; return this; }; Matrix4.prototype.multiply = function (matrix) { var t = this.temp; var v = this.values; var m = matrix.values; t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30]; t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31]; t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32]; t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33]; t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30]; t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31]; t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32]; t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33]; t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30]; t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31]; t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32]; t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33]; t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30]; t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31]; t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32]; t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33]; return this.set(this.temp); }; Matrix4.prototype.multiplyLeft = function (matrix) { var t = this.temp; var v = this.values; var m = matrix.values; t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30]; t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31]; t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32]; t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33]; t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30]; t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31]; t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32]; t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33]; t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30]; t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31]; t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32]; t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33]; t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30]; t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31]; t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32]; t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33]; return this.set(this.temp); }; Matrix4.prototype.lookAt = function (position, direction, up) { Matrix4.initTemps(); var xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis; zAxis.setFrom(direction).normalize(); xAxis.setFrom(direction).normalize(); xAxis.cross(up).normalize(); yAxis.setFrom(xAxis).cross(zAxis).normalize(); this.identity(); var val = this.values; val[webgl.M00] = xAxis.x; val[webgl.M01] = xAxis.y; val[webgl.M02] = xAxis.z; val[webgl.M10] = yAxis.x; val[webgl.M11] = yAxis.y; val[webgl.M12] = yAxis.z; val[webgl.M20] = -zAxis.x; val[webgl.M21] = -zAxis.y; val[webgl.M22] = -zAxis.z; Matrix4.tmpMatrix.identity(); Matrix4.tmpMatrix.values[webgl.M03] = -position.x; Matrix4.tmpMatrix.values[webgl.M13] = -position.y; Matrix4.tmpMatrix.values[webgl.M23] = -position.z; this.multiply(Matrix4.tmpMatrix); return this; }; Matrix4.initTemps = function () { if (Matrix4.xAxis === null) Matrix4.xAxis = new webgl.Vector3(); if (Matrix4.yAxis === null) Matrix4.yAxis = new webgl.Vector3(); if (Matrix4.zAxis === null) Matrix4.zAxis = new webgl.Vector3(); }; Matrix4.xAxis = null; Matrix4.yAxis = null; Matrix4.zAxis = null; Matrix4.tmpMatrix = new Matrix4(); return Matrix4; }()); webgl.Matrix4 = Matrix4; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var Mesh = (function () { function Mesh(context, attributes, maxVertices, maxIndices) { this.attributes = attributes; this.verticesLength = 0; this.dirtyVertices = false; this.indicesLength = 0; this.dirtyIndices = false; this.elementsPerVertex = 0; this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.elementsPerVertex = 0; for (var i = 0; i < attributes.length; i++) { this.elementsPerVertex += attributes[i].numElements; } this.vertices = new Float32Array(maxVertices * this.elementsPerVertex); this.indices = new Uint16Array(maxIndices); this.context.addRestorable(this); } Mesh.prototype.getAttributes = function () { return this.attributes; }; Mesh.prototype.maxVertices = function () { return this.vertices.length / this.elementsPerVertex; }; Mesh.prototype.numVertices = function () { return this.verticesLength / this.elementsPerVertex; }; Mesh.prototype.setVerticesLength = function (length) { this.dirtyVertices = true; this.verticesLength = length; }; Mesh.prototype.getVertices = function () { return this.vertices; }; Mesh.prototype.maxIndices = function () { return this.indices.length; }; Mesh.prototype.numIndices = function () { return this.indicesLength; }; Mesh.prototype.setIndicesLength = function (length) { this.dirtyIndices = true; this.indicesLength = length; }; Mesh.prototype.getIndices = function () { return this.indices; }; ; Mesh.prototype.getVertexSizeInFloats = function () { var size = 0; for (var i = 0; i < this.attributes.length; i++) { var attribute = this.attributes[i]; size += attribute.numElements; } return size; }; Mesh.prototype.setVertices = function (vertices) { this.dirtyVertices = true; if (vertices.length > this.vertices.length) throw Error("Mesh can't store more than " + this.maxVertices() + " vertices"); this.vertices.set(vertices, 0); this.verticesLength = vertices.length; }; Mesh.prototype.setIndices = function (indices) { this.dirtyIndices = true; if (indices.length > this.indices.length) throw Error("Mesh can't store more than " + this.maxIndices() + " indices"); this.indices.set(indices, 0); this.indicesLength = indices.length; }; Mesh.prototype.draw = function (shader, primitiveType) { this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex); }; Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) { var gl = this.context.gl; if (this.dirtyVertices || this.dirtyIndices) this.update(); this.bind(shader); if (this.indicesLength > 0) { gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2); } else { gl.drawArrays(primitiveType, offset, count); } this.unbind(shader); }; Mesh.prototype.bind = function (shader) { var gl = this.context.gl; gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); var offset = 0; for (var i = 0; i < this.attributes.length; i++) { var attrib = this.attributes[i]; var location_1 = shader.getAttributeLocation(attrib.name); gl.enableVertexAttribArray(location_1); gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4); offset += attrib.numElements; } if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); }; Mesh.prototype.unbind = function (shader) { var gl = this.context.gl; for (var i = 0; i < this.attributes.length; i++) { var attrib = this.attributes[i]; var location_2 = shader.getAttributeLocation(attrib.name); gl.disableVertexAttribArray(location_2); } gl.bindBuffer(gl.ARRAY_BUFFER, null); if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); }; Mesh.prototype.update = function () { var gl = this.context.gl; if (this.dirtyVertices) { if (!this.verticesBuffer) { this.verticesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW); this.dirtyVertices = false; } if (this.dirtyIndices) { if (!this.indicesBuffer) { this.indicesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW); this.dirtyIndices = false; } }; Mesh.prototype.restore = function () { this.verticesBuffer = null; this.indicesBuffer = null; this.update(); }; Mesh.prototype.dispose = function () { this.context.removeRestorable(this); var gl = this.context.gl; gl.deleteBuffer(this.verticesBuffer); gl.deleteBuffer(this.indicesBuffer); }; return Mesh; }()); webgl.Mesh = Mesh; var VertexAttribute = (function () { function VertexAttribute(name, type, numElements) { this.name = name; this.type = type; this.numElements = numElements; } return VertexAttribute; }()); webgl.VertexAttribute = VertexAttribute; var Position2Attribute = (function (_super) { __extends(Position2Attribute, _super); function Position2Attribute() { return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this; } return Position2Attribute; }(VertexAttribute)); webgl.Position2Attribute = Position2Attribute; var Position3Attribute = (function (_super) { __extends(Position3Attribute, _super); function Position3Attribute() { return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this; } return Position3Attribute; }(VertexAttribute)); webgl.Position3Attribute = Position3Attribute; var TexCoordAttribute = (function (_super) { __extends(TexCoordAttribute, _super); function TexCoordAttribute(unit) { if (unit === void 0) { unit = 0; } return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this; } return TexCoordAttribute; }(VertexAttribute)); webgl.TexCoordAttribute = TexCoordAttribute; var ColorAttribute = (function (_super) { __extends(ColorAttribute, _super); function ColorAttribute() { return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this; } return ColorAttribute; }(VertexAttribute)); webgl.ColorAttribute = ColorAttribute; var Color2Attribute = (function (_super) { __extends(Color2Attribute, _super); function Color2Attribute() { return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this; } return Color2Attribute; }(VertexAttribute)); webgl.Color2Attribute = Color2Attribute; var VertexAttributeType; (function (VertexAttributeType) { VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float"; })(VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {})); })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var PolygonBatcher = (function () { function PolygonBatcher(context, twoColorTint, maxVertices) { if (twoColorTint === void 0) { twoColorTint = true; } if (maxVertices === void 0) { maxVertices = 10920; } this.isDrawing = false; this.shader = null; this.lastTexture = null; this.verticesLength = 0; this.indicesLength = 0; if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); var attributes = twoColorTint ? [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute(), new webgl.Color2Attribute()] : [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()]; this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3); this.srcBlend = this.context.gl.SRC_ALPHA; this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA; } PolygonBatcher.prototype.begin = function (shader) { var gl = this.context.gl; if (this.isDrawing) throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()"); this.drawCalls = 0; this.shader = shader; this.lastTexture = null; this.isDrawing = true; gl.enable(gl.BLEND); gl.blendFunc(this.srcBlend, this.dstBlend); }; PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) { var gl = this.context.gl; this.srcBlend = srcBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); gl.blendFunc(this.srcBlend, this.dstBlend); } }; PolygonBatcher.prototype.draw = function (texture, vertices, indices) { if (texture != this.lastTexture) { this.flush(); this.lastTexture = texture; } else if (this.verticesLength + vertices.length > this.mesh.getVertices().length || this.indicesLength + indices.length > this.mesh.getIndices().length) { this.flush(); } var indexStart = this.mesh.numVertices(); this.mesh.getVertices().set(vertices, this.verticesLength); this.verticesLength += vertices.length; this.mesh.setVerticesLength(this.verticesLength); var indicesArray = this.mesh.getIndices(); for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indices.length; this.mesh.setIndicesLength(this.indicesLength); }; PolygonBatcher.prototype.flush = function () { var gl = this.context.gl; if (this.verticesLength == 0) return; this.lastTexture.bind(); this.mesh.draw(this.shader, gl.TRIANGLES); this.verticesLength = 0; this.indicesLength = 0; this.mesh.setVerticesLength(0); this.mesh.setIndicesLength(0); this.drawCalls++; }; PolygonBatcher.prototype.end = function () { var gl = this.context.gl; if (!this.isDrawing) throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()"); if (this.verticesLength > 0 || this.indicesLength > 0) this.flush(); this.shader = null; this.lastTexture = null; this.isDrawing = false; gl.disable(gl.BLEND); }; PolygonBatcher.prototype.getDrawCalls = function () { return this.drawCalls; }; PolygonBatcher.prototype.dispose = function () { this.mesh.dispose(); }; return PolygonBatcher; }()); webgl.PolygonBatcher = PolygonBatcher; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var SceneRenderer = (function () { function SceneRenderer(canvas, context, twoColorTint) { if (twoColorTint === void 0) { twoColorTint = true; } this.twoColorTint = false; this.activeRenderer = null; this.QUAD = [ 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, ]; this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; this.WHITE = new spine.Color(1, 1, 1, 1); this.canvas = canvas; this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.twoColorTint = twoColorTint; this.camera = new webgl.OrthoCamera(canvas.width, canvas.height); this.batcherShader = twoColorTint ? webgl.Shader.newTwoColoredTextured(this.context) : webgl.Shader.newColoredTextured(this.context); this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint); this.shapesShader = webgl.Shader.newColored(this.context); this.shapes = new webgl.ShapeRenderer(this.context); this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint); this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context); } SceneRenderer.prototype.begin = function () { this.camera.update(); this.enableRenderer(this.batcher); }; SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) { if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } if (slotRangeStart === void 0) { slotRangeStart = -1; } if (slotRangeEnd === void 0) { slotRangeEnd = -1; } this.enableRenderer(this.batcher); this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd); }; SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) { if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } if (ignoredBones === void 0) { ignoredBones = null; } this.enableRenderer(this.shapes); this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones); }; SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) { if (color === void 0) { color = null; } this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; var quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); }; SceneRenderer.prototype.drawTextureUV = function (texture, x, y, width, height, u, v, u2, v2, color) { if (color === void 0) { color = null; } this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; var quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); }; SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) { if (color === void 0) { color = null; } if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; var quad = this.QUAD; var worldOriginX = x + pivotX; var worldOriginY = y + pivotY; var fx = -pivotX; var fy = -pivotY; var fx2 = width - pivotX; var fy2 = height - pivotY; var p1x = fx; var p1y = fy; var p2x = fx; var p2y = fy2; var p3x = fx2; var p3y = fy2; var p4x = fx2; var p4y = fy; var x1 = 0; var y1 = 0; var x2 = 0; var y2 = 0; var x3 = 0; var y3 = 0; var x4 = 0; var y4 = 0; if (angle != 0) { var cos = spine.MathUtils.cosDeg(angle); var sin = spine.MathUtils.sinDeg(angle); x1 = cos * p1x - sin * p1y; y1 = sin * p1x + cos * p1y; x4 = cos * p2x - sin * p2y; y4 = sin * p2x + cos * p2y; x3 = cos * p3x - sin * p3y; y3 = sin * p3x + cos * p3y; x2 = x3 + (x1 - x4); y2 = y3 + (y1 - y4); } else { x1 = p1x; y1 = p1y; x4 = p2x; y4 = p2y; x3 = p3x; y3 = p3y; x2 = p4x; y2 = p4y; } x1 += worldOriginX; y1 += worldOriginY; x2 += worldOriginX; y2 += worldOriginY; x3 += worldOriginX; y3 += worldOriginY; x4 += worldOriginX; y4 += worldOriginY; var i = 0; quad[i++] = x1; quad[i++] = y1; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x2; quad[i++] = y2; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x3; quad[i++] = y3; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x4; quad[i++] = y4; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); }; SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) { if (color === void 0) { color = null; } if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } this.enableRenderer(this.batcher); if (color === null) color = this.WHITE; var quad = this.QUAD; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES); }; SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) { if (color === void 0) { color = null; } if (color2 === void 0) { color2 = null; } this.enableRenderer(this.shapes); this.shapes.line(x, y, x2, y2, color); }; SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) { if (color === void 0) { color = null; } if (color2 === void 0) { color2 = null; } if (color3 === void 0) { color3 = null; } this.enableRenderer(this.shapes); this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3); }; SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { if (color === void 0) { color = null; } if (color2 === void 0) { color2 = null; } if (color3 === void 0) { color3 = null; } if (color4 === void 0) { color4 = null; } this.enableRenderer(this.shapes); this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4); }; SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) { if (color === void 0) { color = null; } this.enableRenderer(this.shapes); this.shapes.rect(filled, x, y, width, height, color); }; SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) { if (color === void 0) { color = null; } this.enableRenderer(this.shapes); this.shapes.rectLine(filled, x1, y1, x2, y2, width, color); }; SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) { if (color === void 0) { color = null; } this.enableRenderer(this.shapes); this.shapes.polygon(polygonVertices, offset, count, color); }; SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) { if (color === void 0) { color = null; } if (segments === void 0) { segments = 0; } this.enableRenderer(this.shapes); this.shapes.circle(filled, x, y, radius, color, segments); }; SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { if (color === void 0) { color = null; } this.enableRenderer(this.shapes); this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color); }; SceneRenderer.prototype.end = function () { if (this.activeRenderer === this.batcher) this.batcher.end(); else if (this.activeRenderer === this.shapes) this.shapes.end(); this.activeRenderer = null; }; SceneRenderer.prototype.resize = function (resizeMode) { var canvas = this.canvas; var w = canvas.clientWidth; var h = canvas.clientHeight; if (canvas.width != w || canvas.height != h) { canvas.width = w; canvas.height = h; } this.context.gl.viewport(0, 0, canvas.width, canvas.height); if (resizeMode === ResizeMode.Stretch) { } else if (resizeMode === ResizeMode.Expand) { this.camera.setViewport(w, h); } else if (resizeMode === ResizeMode.Fit) { var sourceWidth = canvas.width, sourceHeight = canvas.height; var targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight; var targetRatio = targetHeight / targetWidth; var sourceRatio = sourceHeight / sourceWidth; var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight; this.camera.viewportWidth = sourceWidth * scale; this.camera.viewportHeight = sourceHeight * scale; } this.camera.update(); }; SceneRenderer.prototype.enableRenderer = function (renderer) { if (this.activeRenderer === renderer) return; this.end(); if (renderer instanceof webgl.PolygonBatcher) { this.batcherShader.bind(); this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values); this.batcherShader.setUniformi("u_texture", 0); this.batcher.begin(this.batcherShader); this.activeRenderer = this.batcher; } else if (renderer instanceof webgl.ShapeRenderer) { this.shapesShader.bind(); this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values); this.shapes.begin(this.shapesShader); this.activeRenderer = this.shapes; } else { this.activeRenderer = this.skeletonDebugRenderer; } }; SceneRenderer.prototype.dispose = function () { this.batcher.dispose(); this.batcherShader.dispose(); this.shapes.dispose(); this.shapesShader.dispose(); this.skeletonDebugRenderer.dispose(); }; return SceneRenderer; }()); webgl.SceneRenderer = SceneRenderer; var ResizeMode; (function (ResizeMode) { ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch"; ResizeMode[ResizeMode["Expand"] = 1] = "Expand"; ResizeMode[ResizeMode["Fit"] = 2] = "Fit"; })(ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {})); })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var Shader = (function () { function Shader(context, vertexShader, fragmentShader) { this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; this.vs = null; this.fs = null; this.program = null; this.tmp2x2 = new Float32Array(2 * 2); this.tmp3x3 = new Float32Array(3 * 3); this.tmp4x4 = new Float32Array(4 * 4); this.vsSource = vertexShader; this.fsSource = fragmentShader; this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.context.addRestorable(this); this.compile(); } Shader.prototype.getProgram = function () { return this.program; }; Shader.prototype.getVertexShader = function () { return this.vertexShader; }; Shader.prototype.getFragmentShader = function () { return this.fragmentShader; }; Shader.prototype.getVertexShaderSource = function () { return this.vsSource; }; Shader.prototype.getFragmentSource = function () { return this.fsSource; }; Shader.prototype.compile = function () { var gl = this.context.gl; try { this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader); this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader); this.program = this.compileProgram(this.vs, this.fs); } catch (e) { this.dispose(); throw e; } }; Shader.prototype.compileShader = function (type, source) { var gl = this.context.gl; var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader); gl.deleteShader(shader); if (!gl.isContextLost()) throw new Error(error); } return shader; }; Shader.prototype.compileProgram = function (vs, fs) { var gl = this.context.gl; var program = gl.createProgram(); gl.attachShader(program, vs); gl.attachShader(program, fs); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program); gl.deleteProgram(program); if (!gl.isContextLost()) throw new Error(error); } return program; }; Shader.prototype.restore = function () { this.compile(); }; Shader.prototype.bind = function () { this.context.gl.useProgram(this.program); }; Shader.prototype.unbind = function () { this.context.gl.useProgram(null); }; Shader.prototype.setUniformi = function (uniform, value) { this.context.gl.uniform1i(this.getUniformLocation(uniform), value); }; Shader.prototype.setUniformf = function (uniform, value) { this.context.gl.uniform1f(this.getUniformLocation(uniform), value); }; Shader.prototype.setUniform2f = function (uniform, value, value2) { this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2); }; Shader.prototype.setUniform3f = function (uniform, value, value2, value3) { this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3); }; Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) { this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4); }; Shader.prototype.setUniform2x2f = function (uniform, value) { var gl = this.context.gl; this.tmp2x2.set(value); gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2); }; Shader.prototype.setUniform3x3f = function (uniform, value) { var gl = this.context.gl; this.tmp3x3.set(value); gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3); }; Shader.prototype.setUniform4x4f = function (uniform, value) { var gl = this.context.gl; this.tmp4x4.set(value); gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4); }; Shader.prototype.getUniformLocation = function (uniform) { var gl = this.context.gl; var location = gl.getUniformLocation(this.program, uniform); if (!location && !gl.isContextLost()) throw new Error("Couldn't find location for uniform " + uniform); return location; }; Shader.prototype.getAttributeLocation = function (attribute) { var gl = this.context.gl; var location = gl.getAttribLocation(this.program, attribute); if (location == -1 && !gl.isContextLost()) throw new Error("Couldn't find location for attribute " + attribute); return location; }; Shader.prototype.dispose = function () { this.context.removeRestorable(this); var gl = this.context.gl; if (this.vs) { gl.deleteShader(this.vs); this.vs = null; } if (this.fs) { gl.deleteShader(this.fs); this.fs = null; } if (this.program) { gl.deleteProgram(this.program); this.program = null; } }; Shader.newColoredTextured = function (context) { var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t"; return new Shader(context, vs, fs); }; Shader.newTwoColoredTextured = function (context) { var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t"; return new Shader(context, vs, fs); }; Shader.newColored = function (context) { var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t"; return new Shader(context, vs, fs); }; Shader.MVP_MATRIX = "u_projTrans"; Shader.POSITION = "a_position"; Shader.COLOR = "a_color"; Shader.COLOR2 = "a_color2"; Shader.TEXCOORDS = "a_texCoords"; Shader.SAMPLER = "u_texture"; return Shader; }()); webgl.Shader = Shader; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var ShapeRenderer = (function () { function ShapeRenderer(context, maxVertices) { if (maxVertices === void 0) { maxVertices = 10920; } this.isDrawing = false; this.shapeType = ShapeType.Filled; this.color = new spine.Color(1, 1, 1, 1); this.vertexIndex = 0; this.tmp = new spine.Vector2(); if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); this.mesh = new webgl.Mesh(context, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0); this.srcBlend = this.context.gl.SRC_ALPHA; this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA; } ShapeRenderer.prototype.begin = function (shader) { if (this.isDrawing) throw new Error("ShapeRenderer.begin() has already been called"); this.shader = shader; this.vertexIndex = 0; this.isDrawing = true; var gl = this.context.gl; gl.enable(gl.BLEND); gl.blendFunc(this.srcBlend, this.dstBlend); }; ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) { var gl = this.context.gl; this.srcBlend = srcBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); gl.blendFunc(this.srcBlend, this.dstBlend); } }; ShapeRenderer.prototype.setColor = function (color) { this.color.setFromColor(color); }; ShapeRenderer.prototype.setColorWith = function (r, g, b, a) { this.color.set(r, g, b, a); }; ShapeRenderer.prototype.point = function (x, y, color) { if (color === void 0) { color = null; } this.check(ShapeType.Point, 1); if (color === null) color = this.color; this.vertex(x, y, color); }; ShapeRenderer.prototype.line = function (x, y, x2, y2, color) { if (color === void 0) { color = null; } this.check(ShapeType.Line, 2); var vertices = this.mesh.getVertices(); var idx = this.vertexIndex; if (color === null) color = this.color; this.vertex(x, y, color); this.vertex(x2, y2, color); }; ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) { if (color === void 0) { color = null; } if (color2 === void 0) { color2 = null; } if (color3 === void 0) { color3 = null; } this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); var vertices = this.mesh.getVertices(); var idx = this.vertexIndex; if (color === null) color = this.color; if (color2 === null) color2 = this.color; if (color3 === null) color3 = this.color; if (filled) { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); } else { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x2, y2, color); this.vertex(x3, y3, color2); this.vertex(x3, y3, color); this.vertex(x, y, color2); } }; ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { if (color === void 0) { color = null; } if (color2 === void 0) { color2 = null; } if (color3 === void 0) { color3 = null; } if (color4 === void 0) { color4 = null; } this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); var vertices = this.mesh.getVertices(); var idx = this.vertexIndex; if (color === null) color = this.color; if (color2 === null) color2 = this.color; if (color3 === null) color3 = this.color; if (color4 === null) color4 = this.color; if (filled) { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); this.vertex(x3, y3, color3); this.vertex(x4, y4, color4); this.vertex(x, y, color); } else { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); this.vertex(x3, y3, color3); this.vertex(x4, y4, color4); this.vertex(x4, y4, color4); this.vertex(x, y, color); } }; ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) { if (color === void 0) { color = null; } this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color); }; ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) { if (color === void 0) { color = null; } this.check(filled ? ShapeType.Filled : ShapeType.Line, 8); if (color === null) color = this.color; var t = this.tmp.set(y2 - y1, x1 - x2); t.normalize(); width *= 0.5; var tx = t.x * width; var ty = t.y * width; if (!filled) { this.vertex(x1 + tx, y1 + ty, color); this.vertex(x1 - tx, y1 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x1 + tx, y1 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x1 - tx, y1 - ty, color); } else { this.vertex(x1 + tx, y1 + ty, color); this.vertex(x1 - tx, y1 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x1 - tx, y1 - ty, color); } }; ShapeRenderer.prototype.x = function (x, y, size) { this.line(x - size, y - size, x + size, y + size); this.line(x - size, y + size, x + size, y - size); }; ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) { if (color === void 0) { color = null; } if (count < 3) throw new Error("Polygon must contain at least 3 vertices"); this.check(ShapeType.Line, count * 2); if (color === null) color = this.color; var vertices = this.mesh.getVertices(); var idx = this.vertexIndex; offset <<= 1; count <<= 1; var firstX = polygonVertices[offset]; var firstY = polygonVertices[offset + 1]; var last = offset + count; for (var i = offset, n = offset + count - 2; i < n; i += 2) { var x1 = polygonVertices[i]; var y1 = polygonVertices[i + 1]; var x2 = 0; var y2 = 0; if (i + 2 >= last) { x2 = firstX; y2 = firstY; } else { x2 = polygonVertices[i + 2]; y2 = polygonVertices[i + 3]; } this.vertex(x1, y1, color); this.vertex(x2, y2, color); } }; ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) { if (color === void 0) { color = null; } if (segments === void 0) { segments = 0; } if (segments === 0) segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0); if (segments <= 0) throw new Error("segments must be > 0."); if (color === null) color = this.color; var angle = 2 * spine.MathUtils.PI / segments; var cos = Math.cos(angle); var sin = Math.sin(angle); var cx = radius, cy = 0; if (!filled) { this.check(ShapeType.Line, segments * 2 + 2); for (var i = 0; i < segments; i++) { this.vertex(x + cx, y + cy, color); var temp_1 = cx; cx = cos * cx - sin * cy; cy = sin * temp_1 + cos * cy; this.vertex(x + cx, y + cy, color); } this.vertex(x + cx, y + cy, color); } else { this.check(ShapeType.Filled, segments * 3 + 3); segments--; for (var i = 0; i < segments; i++) { this.vertex(x, y, color); this.vertex(x + cx, y + cy, color); var temp_2 = cx; cx = cos * cx - sin * cy; cy = sin * temp_2 + cos * cy; this.vertex(x + cx, y + cy, color); } this.vertex(x, y, color); this.vertex(x + cx, y + cy, color); } var temp = cx; cx = radius; cy = 0; this.vertex(x + cx, y + cy, color); }; ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { if (color === void 0) { color = null; } this.check(ShapeType.Line, segments * 2 + 2); if (color === null) color = this.color; var subdiv_step = 1 / segments; var subdiv_step2 = subdiv_step * subdiv_step; var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step; var pre1 = 3 * subdiv_step; var pre2 = 3 * subdiv_step2; var pre4 = 6 * subdiv_step2; var pre5 = 6 * subdiv_step3; var tmp1x = x1 - cx1 * 2 + cx2; var tmp1y = y1 - cy1 * 2 + cy2; var tmp2x = (cx1 - cx2) * 3 - x1 + x2; var tmp2y = (cy1 - cy2) * 3 - y1 + y2; var fx = x1; var fy = y1; var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; var ddfx = tmp1x * pre4 + tmp2x * pre5; var ddfy = tmp1y * pre4 + tmp2y * pre5; var dddfx = tmp2x * pre5; var dddfy = tmp2y * pre5; while (segments-- > 0) { this.vertex(fx, fy, color); fx += dfx; fy += dfy; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; this.vertex(fx, fy, color); } this.vertex(fx, fy, color); this.vertex(x2, y2, color); }; ShapeRenderer.prototype.vertex = function (x, y, color) { var idx = this.vertexIndex; var vertices = this.mesh.getVertices(); vertices[idx++] = x; vertices[idx++] = y; vertices[idx++] = color.r; vertices[idx++] = color.g; vertices[idx++] = color.b; vertices[idx++] = color.a; this.vertexIndex = idx; }; ShapeRenderer.prototype.end = function () { if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called"); this.flush(); this.context.gl.disable(this.context.gl.BLEND); this.isDrawing = false; }; ShapeRenderer.prototype.flush = function () { if (this.vertexIndex == 0) return; this.mesh.setVerticesLength(this.vertexIndex); this.mesh.draw(this.shader, this.shapeType); this.vertexIndex = 0; }; ShapeRenderer.prototype.check = function (shapeType, numVertices) { if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called"); if (this.shapeType == shapeType) { if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) this.flush(); else return; } else { this.flush(); this.shapeType = shapeType; } }; ShapeRenderer.prototype.dispose = function () { this.mesh.dispose(); }; return ShapeRenderer; }()); webgl.ShapeRenderer = ShapeRenderer; var ShapeType; (function (ShapeType) { ShapeType[ShapeType["Point"] = 0] = "Point"; ShapeType[ShapeType["Line"] = 1] = "Line"; ShapeType[ShapeType["Filled"] = 4] = "Filled"; })(ShapeType = webgl.ShapeType || (webgl.ShapeType = {})); })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var SkeletonDebugRenderer = (function () { function SkeletonDebugRenderer(context) { this.boneLineColor = new spine.Color(1, 0, 0, 1); this.boneOriginColor = new spine.Color(0, 1, 0, 1); this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5); this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5); this.pathColor = new spine.Color().setFromString("FF7F00"); this.clipColor = new spine.Color(0.8, 0, 0, 2); this.aabbColor = new spine.Color(0, 1, 0, 0.5); this.drawBones = true; this.drawRegionAttachments = true; this.drawBoundingBoxes = true; this.drawMeshHull = true; this.drawMeshTriangles = true; this.drawPaths = true; this.drawSkeletonXY = false; this.drawClipping = true; this.premultipliedAlpha = false; this.scale = 1; this.boneWidth = 2; this.bounds = new spine.SkeletonBounds(); this.temp = new Array(); this.vertices = spine.Utils.newFloatArray(2 * 1024); this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); } SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) { if (ignoredBones === void 0) { ignoredBones = null; } var skeletonX = skeleton.x; var skeletonY = skeleton.y; var gl = this.context.gl; var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA; shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA); var bones = skeleton.bones; if (this.drawBones) { shapes.setColor(this.boneLineColor); for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue; if (bone.parent == null) continue; var x = skeletonX + bone.data.length * bone.a + bone.worldX; var y = skeletonY + bone.data.length * bone.c + bone.worldY; shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale); } if (this.drawSkeletonXY) shapes.x(skeletonX, skeletonY, 4 * this.scale); } if (this.drawRegionAttachments) { shapes.setColor(this.attachmentLineColor); var slots = skeleton.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; var attachment = slot.getAttachment(); if (attachment instanceof spine.RegionAttachment) { var regionAttachment = attachment; var vertices = this.vertices; regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2); shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]); shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]); shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]); shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]); } } } if (this.drawMeshHull || this.drawMeshTriangles) { var slots = skeleton.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; var attachment = slot.getAttachment(); if (!(attachment instanceof spine.MeshAttachment)) continue; var mesh = attachment; var vertices = this.vertices; mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2); var triangles = mesh.triangles; var hullLength = mesh.hullLength; if (this.drawMeshTriangles) { shapes.setColor(this.triangleLineColor); for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) { var v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2; shapes.triangle(false, vertices[v1], vertices[v1 + 1], vertices[v2], vertices[v2 + 1], vertices[v3], vertices[v3 + 1]); } } if (this.drawMeshHull && hullLength > 0) { shapes.setColor(this.attachmentLineColor); hullLength = (hullLength >> 1) * 2; var lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1]; for (var ii = 0, nn = hullLength; ii < nn; ii += 2) { var x = vertices[ii], y = vertices[ii + 1]; shapes.line(x, y, lastX, lastY); lastX = x; lastY = y; } } } } if (this.drawBoundingBoxes) { var bounds = this.bounds; bounds.update(skeleton, true); shapes.setColor(this.aabbColor); shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight()); var polygons = bounds.polygons; var boxes = bounds.boundingBoxes; for (var i = 0, n = polygons.length; i < n; i++) { var polygon = polygons[i]; shapes.setColor(boxes[i].color); shapes.polygon(polygon, 0, polygon.length); } } if (this.drawPaths) { var slots = skeleton.slots; for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; var attachment = slot.getAttachment(); if (!(attachment instanceof spine.PathAttachment)) continue; var path = attachment; var nn = path.worldVerticesLength; var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0); path.computeWorldVertices(slot, 0, nn, world, 0, 2); var color = this.pathColor; var x1 = world[2], y1 = world[3], x2 = 0, y2 = 0; if (path.closed) { shapes.setColor(color); var cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1]; x2 = world[nn - 4]; y2 = world[nn - 3]; shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY); shapes.line(x1, y1, cx1, cy1); shapes.line(x2, y2, cx2, cy2); } nn -= 4; for (var ii = 4; ii < nn; ii += 6) { var cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3]; x2 = world[ii + 4]; y2 = world[ii + 5]; shapes.setColor(color); shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY); shapes.line(x1, y1, cx1, cy1); shapes.line(x2, y2, cx2, cy2); x1 = x2; y1 = y2; } } } if (this.drawBones) { shapes.setColor(this.boneOriginColor); for (var i = 0, n = bones.length; i < n; i++) { var bone = bones[i]; if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue; shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8); } } if (this.drawClipping) { var slots = skeleton.slots; shapes.setColor(this.clipColor); for (var i = 0, n = slots.length; i < n; i++) { var slot = slots[i]; var attachment = slot.getAttachment(); if (!(attachment instanceof spine.ClippingAttachment)) continue; var clip = attachment; var nn = clip.worldVerticesLength; var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0); clip.computeWorldVertices(slot, 0, nn, world, 0, 2); for (var i_20 = 0, n_2 = world.length; i_20 < n_2; i_20 += 2) { var x = world[i_20]; var y = world[i_20 + 1]; var x2 = world[(i_20 + 2) % world.length]; var y2 = world[(i_20 + 3) % world.length]; shapes.line(x, y, x2, y2); } } } }; SkeletonDebugRenderer.prototype.dispose = function () { }; SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1); SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1); return SkeletonDebugRenderer; }()); webgl.SkeletonDebugRenderer = SkeletonDebugRenderer; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var Renderable = (function () { function Renderable(vertices, numVertices, numFloats) { this.vertices = vertices; this.numVertices = numVertices; this.numFloats = numFloats; } return Renderable; }()); ; var SkeletonRenderer = (function () { function SkeletonRenderer(context, twoColorTint) { if (twoColorTint === void 0) { twoColorTint = true; } this.premultipliedAlpha = false; this.vertexEffect = null; this.tempColor = new spine.Color(); this.tempColor2 = new spine.Color(); this.vertexSize = 2 + 2 + 4; this.twoColorTint = false; this.renderable = new Renderable(null, 0, 0); this.clipper = new spine.SkeletonClipping(); this.temp = new spine.Vector2(); this.temp2 = new spine.Vector2(); this.temp3 = new spine.Color(); this.temp4 = new spine.Color(); this.twoColorTint = twoColorTint; if (twoColorTint) this.vertexSize += 4; this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024); } SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) { if (slotRangeStart === void 0) { slotRangeStart = -1; } if (slotRangeEnd === void 0) { slotRangeEnd = -1; } var clipper = this.clipper; var premultipliedAlpha = this.premultipliedAlpha; var twoColorTint = this.twoColorTint; var blendMode = null; var tempPos = this.temp; var tempUv = this.temp2; var tempLight = this.temp3; var tempDark = this.temp4; var renderable = this.renderable; var uvs = null; var triangles = null; var drawOrder = skeleton.drawOrder; var attachmentColor = null; var skeletonColor = skeleton.color; var vertexSize = twoColorTint ? 12 : 8; var inRange = false; if (slotRangeStart == -1) inRange = true; for (var i = 0, n = drawOrder.length; i < n; i++) { var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize; var slot = drawOrder[i]; if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) { inRange = true; } if (!inRange) { clipper.clipEndWithSlot(slot); continue; } if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) { inRange = false; } var attachment = slot.getAttachment(); var texture = null; if (attachment instanceof spine.RegionAttachment) { var region = attachment; renderable.vertices = this.vertices; renderable.numVertices = 4; renderable.numFloats = clippedVertexSize << 2; region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize); triangles = SkeletonRenderer.QUAD_TRIANGLES; uvs = region.uvs; texture = region.region.renderObject.texture; attachmentColor = region.color; } else if (attachment instanceof spine.MeshAttachment) { var mesh = attachment; renderable.vertices = this.vertices; renderable.numVertices = (mesh.worldVerticesLength >> 1); renderable.numFloats = renderable.numVertices * clippedVertexSize; if (renderable.numFloats > renderable.vertices.length) { renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats); } mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize); triangles = mesh.triangles; texture = mesh.region.renderObject.texture; uvs = mesh.uvs; attachmentColor = mesh.color; } else if (attachment instanceof spine.ClippingAttachment) { var clip = (attachment); clipper.clipStart(slot, clip); continue; } else { clipper.clipEndWithSlot(slot); continue; } if (texture != null) { var slotColor = slot.color; var finalColor = this.tempColor; finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r; finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g; finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b; finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a; if (premultipliedAlpha) { finalColor.r *= finalColor.a; finalColor.g *= finalColor.a; finalColor.b *= finalColor.a; } var darkColor = this.tempColor2; if (slot.darkColor == null) darkColor.set(0, 0, 0, 1.0); else { if (premultipliedAlpha) { darkColor.r = slot.darkColor.r * finalColor.a; darkColor.g = slot.darkColor.g * finalColor.a; darkColor.b = slot.darkColor.b * finalColor.a; } else { darkColor.setFromColor(slot.darkColor); } darkColor.a = premultipliedAlpha ? 1.0 : 0.0; } var slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; batcher.setBlendMode(webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha), webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode)); } if (clipper.isClipping()) { clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint); var clippedVertices = new Float32Array(clipper.clippedVertices); var clippedTriangles = clipper.clippedTriangles; if (this.vertexEffect != null) { var vertexEffect = this.vertexEffect; var verts = clippedVertices; if (!twoColorTint) { for (var v = 0, n_3 = clippedVertices.length; v < n_3; v += vertexSize) { tempPos.x = verts[v]; tempPos.y = verts[v + 1]; tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]); tempUv.x = verts[v + 6]; tempUv.y = verts[v + 7]; tempDark.set(0, 0, 0, 0); vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); verts[v] = tempPos.x; verts[v + 1] = tempPos.y; verts[v + 2] = tempLight.r; verts[v + 3] = tempLight.g; verts[v + 4] = tempLight.b; verts[v + 5] = tempLight.a; verts[v + 6] = tempUv.x; verts[v + 7] = tempUv.y; } } else { for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) { tempPos.x = verts[v]; tempPos.y = verts[v + 1]; tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]); tempUv.x = verts[v + 6]; tempUv.y = verts[v + 7]; tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]); vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); verts[v] = tempPos.x; verts[v + 1] = tempPos.y; verts[v + 2] = tempLight.r; verts[v + 3] = tempLight.g; verts[v + 4] = tempLight.b; verts[v + 5] = tempLight.a; verts[v + 6] = tempUv.x; verts[v + 7] = tempUv.y; verts[v + 8] = tempDark.r; verts[v + 9] = tempDark.g; verts[v + 10] = tempDark.b; verts[v + 11] = tempDark.a; } } } batcher.draw(texture, clippedVertices, clippedTriangles); } else { var verts = renderable.vertices; if (this.vertexEffect != null) { var vertexEffect = this.vertexEffect; if (!twoColorTint) { for (var v = 0, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) { tempPos.x = verts[v]; tempPos.y = verts[v + 1]; tempUv.x = uvs[u]; tempUv.y = uvs[u + 1]; tempLight.setFromColor(finalColor); tempDark.set(0, 0, 0, 0); vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); verts[v] = tempPos.x; verts[v + 1] = tempPos.y; verts[v + 2] = tempLight.r; verts[v + 3] = tempLight.g; verts[v + 4] = tempLight.b; verts[v + 5] = tempLight.a; verts[v + 6] = tempUv.x; verts[v + 7] = tempUv.y; } } else { for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) { tempPos.x = verts[v]; tempPos.y = verts[v + 1]; tempUv.x = uvs[u]; tempUv.y = uvs[u + 1]; tempLight.setFromColor(finalColor); tempDark.setFromColor(darkColor); vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); verts[v] = tempPos.x; verts[v + 1] = tempPos.y; verts[v + 2] = tempLight.r; verts[v + 3] = tempLight.g; verts[v + 4] = tempLight.b; verts[v + 5] = tempLight.a; verts[v + 6] = tempUv.x; verts[v + 7] = tempUv.y; verts[v + 8] = tempDark.r; verts[v + 9] = tempDark.g; verts[v + 10] = tempDark.b; verts[v + 11] = tempDark.a; } } } else { if (!twoColorTint) { for (var v = 2, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) { verts[v] = finalColor.r; verts[v + 1] = finalColor.g; verts[v + 2] = finalColor.b; verts[v + 3] = finalColor.a; verts[v + 4] = uvs[u]; verts[v + 5] = uvs[u + 1]; } } else { for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) { verts[v] = finalColor.r; verts[v + 1] = finalColor.g; verts[v + 2] = finalColor.b; verts[v + 3] = finalColor.a; verts[v + 4] = uvs[u]; verts[v + 5] = uvs[u + 1]; verts[v + 6] = darkColor.r; verts[v + 7] = darkColor.g; verts[v + 8] = darkColor.b; verts[v + 9] = darkColor.a; } } } var view = renderable.vertices.subarray(0, renderable.numFloats); batcher.draw(texture, view, triangles); } } clipper.clipEndWithSlot(slot); } clipper.clipEnd(); }; SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; return SkeletonRenderer; }()); webgl.SkeletonRenderer = SkeletonRenderer; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var Vector3 = (function () { function Vector3(x, y, z) { if (x === void 0) { x = 0; } if (y === void 0) { y = 0; } if (z === void 0) { z = 0; } this.x = 0; this.y = 0; this.z = 0; this.x = x; this.y = y; this.z = z; } Vector3.prototype.setFrom = function (v) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }; Vector3.prototype.set = function (x, y, z) { this.x = x; this.y = y; this.z = z; return this; }; Vector3.prototype.add = function (v) { this.x += v.x; this.y += v.y; this.z += v.z; return this; }; Vector3.prototype.sub = function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }; Vector3.prototype.scale = function (s) { this.x *= s; this.y *= s; this.z *= s; return this; }; Vector3.prototype.normalize = function () { var len = this.length(); if (len == 0) return this; len = 1 / len; this.x *= len; this.y *= len; this.z *= len; return this; }; Vector3.prototype.cross = function (v) { return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x); }; Vector3.prototype.multiply = function (matrix) { var l_mat = matrix.values; return this.set(this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03], this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13], this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]); }; Vector3.prototype.project = function (matrix) { var l_mat = matrix.values; var l_w = 1 / (this.x * l_mat[webgl.M30] + this.y * l_mat[webgl.M31] + this.z * l_mat[webgl.M32] + l_mat[webgl.M33]); return this.set((this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03]) * l_w, (this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13]) * l_w, (this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]) * l_w); }; Vector3.prototype.dot = function (v) { return this.x * v.x + this.y * v.y + this.z * v.z; }; Vector3.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); }; Vector3.prototype.distance = function (v) { var a = v.x - this.x; var b = v.y - this.y; var c = v.z - this.z; return Math.sqrt(a * a + b * b + c * c); }; return Vector3; }()); webgl.Vector3 = Vector3; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); var spine; (function (spine) { var webgl; (function (webgl) { var ManagedWebGLRenderingContext = (function () { function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) { if (contextConfig === void 0) { contextConfig = { alpha: "true" }; } var _this = this; this.restorables = new Array(); if (canvasOrContext instanceof HTMLCanvasElement) { var canvas_1 = canvasOrContext; this.gl = (canvas_1.getContext("webgl", contextConfig) || canvas_1.getContext("experimental-webgl", contextConfig)); this.canvas = canvas_1; canvas_1.addEventListener("webglcontextlost", function (e) { var event = e; if (e) { e.preventDefault(); } }); canvas_1.addEventListener("webglcontextrestored", function (e) { for (var i = 0, n = _this.restorables.length; i < n; i++) { _this.restorables[i].restore(); } }); } else { this.gl = canvasOrContext; this.canvas = this.gl.canvas; } } ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) { this.restorables.push(restorable); }; ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) { var index = this.restorables.indexOf(restorable); if (index > -1) this.restorables.splice(index, 1); }; return ManagedWebGLRenderingContext; }()); webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext; var WebGLBlendModeConverter = (function () { function WebGLBlendModeConverter() { } WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) { switch (blendMode) { case spine.BlendMode.Normal: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; case spine.BlendMode.Additive: return WebGLBlendModeConverter.ONE; case spine.BlendMode.Multiply: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; default: throw new Error("Unknown blend mode: " + blendMode); } }; WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) { if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } switch (blendMode) { case spine.BlendMode.Normal: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA; case spine.BlendMode.Additive: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA; case spine.BlendMode.Multiply: return WebGLBlendModeConverter.DST_COLOR; case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE; default: throw new Error("Unknown blend mode: " + blendMode); } }; WebGLBlendModeConverter.ZERO = 0; WebGLBlendModeConverter.ONE = 1; WebGLBlendModeConverter.SRC_COLOR = 0x0300; WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301; WebGLBlendModeConverter.SRC_ALPHA = 0x0302; WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303; WebGLBlendModeConverter.DST_ALPHA = 0x0304; WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305; WebGLBlendModeConverter.DST_COLOR = 0x0306; return WebGLBlendModeConverter; }()); webgl.WebGLBlendModeConverter = WebGLBlendModeConverter; })(webgl = spine.webgl || (spine.webgl = {})); })(spine || (spine = {})); /*** EXPORTS FROM exports-loader ***/ module.exports = spine; }.call(window)); /***/ }) /******/ }); }); //# sourceMappingURL=SpinePlugin.js.map