/* global Phaser:true */ /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @namespace Phaser */ var Phaser = Phaser || { /** * The Phaser version number. * @constant * @type {string} */ VERSION: '2.6.0', /** * An array of Phaser game instances. * @constant * @type {array} */ GAMES: [], /** * AUTO renderer - picks between WebGL or Canvas based on device. * @constant * @type {integer} */ AUTO: 0, /** * Canvas Renderer. * @constant * @type {integer} */ CANVAS: 1, /** * WebGL Renderer. * @constant * @type {integer} */ WEBGL: 2, /** * Headless renderer (not visual output) * @constant * @type {integer} */ HEADLESS: 3, /** * Direction constant. * @constant * @type {integer} */ NONE: 0, /** * Direction constant. * @constant * @type {integer} */ LEFT: 1, /** * Direction constant. * @constant * @type {integer} */ RIGHT: 2, /** * Direction constant. * @constant * @type {integer} */ UP: 3, /** * Direction constant. * @constant * @type {integer} */ DOWN: 4, /** * Game Object type. * @constant * @type {integer} */ SPRITE: 0, /** * Game Object type. * @constant * @type {integer} */ BUTTON: 1, /** * Game Object type. * @constant * @type {integer} */ IMAGE: 2, /** * Game Object type. * @constant * @type {integer} */ GRAPHICS: 3, /** * Game Object type. * @constant * @type {integer} */ TEXT: 4, /** * Game Object type. * @constant * @type {integer} */ TILESPRITE: 5, /** * Game Object type. * @constant * @type {integer} */ BITMAPTEXT: 6, /** * Game Object type. * @constant * @type {integer} */ GROUP: 7, /** * Game Object type. * @constant * @type {integer} */ RENDERTEXTURE: 8, /** * Game Object type. * @constant * @type {integer} */ TILEMAP: 9, /** * Game Object type. * @constant * @type {integer} */ TILEMAPLAYER: 10, /** * Game Object type. * @constant * @type {integer} */ EMITTER: 11, /** * Game Object type. * @constant * @type {integer} */ POLYGON: 12, /** * Game Object type. * @constant * @type {integer} */ BITMAPDATA: 13, /** * Game Object type. * @constant * @type {integer} */ CANVAS_FILTER: 14, /** * Game Object type. * @constant * @type {integer} */ WEBGL_FILTER: 15, /** * Game Object type. * @constant * @type {integer} */ ELLIPSE: 16, /** * Game Object type. * @constant * @type {integer} */ SPRITEBATCH: 17, /** * Game Object type. * @constant * @type {integer} */ RETROFONT: 18, /** * Game Object type. * @constant * @type {integer} */ POINTER: 19, /** * Game Object type. * @constant * @type {integer} */ ROPE: 20, /** * Game Object type. * @constant * @type {integer} */ CIRCLE: 21, /** * Game Object type. * @constant * @type {integer} */ RECTANGLE: 22, /** * Game Object type. * @constant * @type {integer} */ LINE: 23, /** * Game Object type. * @constant * @type {integer} */ MATRIX: 24, /** * Game Object type. * @constant * @type {integer} */ POINT: 25, /** * Game Object type. * @constant * @type {integer} */ ROUNDEDRECTANGLE: 26, /** * Game Object type. * @constant * @type {integer} */ CREATURE: 27, /** * Game Object type. * @constant * @type {integer} */ VIDEO: 28, /** * Game Object type. * @constant * @type {integer} */ PENDING_ATLAS: -1, /** * A horizontal orientation * @constant * @type {integer} */ HORIZONTAL: 0, /** * A vertical orientation * @constant * @type {integer} */ VERTICAL: 1, /** * A landscape orientation * @constant * @type {integer} */ LANDSCAPE: 0, /** * A portrait orientation * @constant * @type {integer} */ PORTRAIT: 1, /** * The Angle (in degrees) a Game Object needs to be set to in order to face up. * @constant * @type {integer} */ ANGLE_UP: 270, /** * The Angle (in degrees) a Game Object needs to be set to in order to face down. * @constant * @type {integer} */ ANGLE_DOWN: 90, /** * The Angle (in degrees) a Game Object needs to be set to in order to face left. * @constant * @type {integer} */ ANGLE_LEFT: 180, /** * The Angle (in degrees) a Game Object needs to be set to in order to face right. * @constant * @type {integer} */ ANGLE_RIGHT: 0, /** * The Angle (in degrees) a Game Object needs to be set to in order to face north east. * @constant * @type {integer} */ ANGLE_NORTH_EAST: 315, /** * The Angle (in degrees) a Game Object needs to be set to in order to face north west. * @constant * @type {integer} */ ANGLE_NORTH_WEST: 225, /** * The Angle (in degrees) a Game Object needs to be set to in order to face south east. * @constant * @type {integer} */ ANGLE_SOUTH_EAST: 45, /** * The Angle (in degrees) a Game Object needs to be set to in order to face south west. * @constant * @type {integer} */ ANGLE_SOUTH_WEST: 135, /** * A constant representing a top-left alignment or position. * @constant * @type {integer} */ TOP_LEFT: 0, /** * A constant representing a top-center alignment or position. * @constant * @type {integer} */ TOP_CENTER: 1, /** * A constant representing a top-right alignment or position. * @constant * @type {integer} */ TOP_RIGHT: 2, /** * A constant representing a left-top alignment or position. * @constant * @type {integer} */ LEFT_TOP: 3, /** * A constant representing a left-center alignment or position. * @constant * @type {integer} */ LEFT_CENTER: 4, /** * A constant representing a left-bottom alignment or position. * @constant * @type {integer} */ LEFT_BOTTOM: 5, /** * A constant representing a center alignment or position. * @constant * @type {integer} */ CENTER: 6, /** * A constant representing a right-top alignment or position. * @constant * @type {integer} */ RIGHT_TOP: 7, /** * A constant representing a right-center alignment or position. * @constant * @type {integer} */ RIGHT_CENTER: 8, /** * A constant representing a right-bottom alignment or position. * @constant * @type {integer} */ RIGHT_BOTTOM: 9, /** * A constant representing a bottom-left alignment or position. * @constant * @type {integer} */ BOTTOM_LEFT: 10, /** * A constant representing a bottom-center alignment or position. * @constant * @type {integer} */ BOTTOM_CENTER: 11, /** * A constant representing a bottom-right alignment or position. * @constant * @type {integer} */ BOTTOM_RIGHT: 12, /** * Various blend modes supported by Pixi. * * IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. * * @constant * @property {Number} blendModes.NORMAL * @property {Number} blendModes.ADD * @property {Number} blendModes.MULTIPLY * @property {Number} blendModes.SCREEN * @property {Number} blendModes.OVERLAY * @property {Number} blendModes.DARKEN * @property {Number} blendModes.LIGHTEN * @property {Number} blendModes.COLOR_DODGE * @property {Number} blendModes.COLOR_BURN * @property {Number} blendModes.HARD_LIGHT * @property {Number} blendModes.SOFT_LIGHT * @property {Number} blendModes.DIFFERENCE * @property {Number} blendModes.EXCLUSION * @property {Number} blendModes.HUE * @property {Number} blendModes.SATURATION * @property {Number} blendModes.COLOR * @property {Number} blendModes.LUMINOSITY * @static */ blendModes: { NORMAL:0, ADD:1, MULTIPLY:2, SCREEN:3, OVERLAY:4, DARKEN:5, LIGHTEN:6, COLOR_DODGE:7, COLOR_BURN:8, HARD_LIGHT:9, SOFT_LIGHT:10, DIFFERENCE:11, EXCLUSION:12, HUE:13, SATURATION:14, COLOR:15, LUMINOSITY:16 }, /** * The scale modes that are supported by Pixi. * * The DEFAULT scale mode affects the default scaling mode of future operations. * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. * * @constant * @property {Object} Phaser.scaleModes * @property {Number} scaleModes.DEFAULT=LINEAR * @property {Number} scaleModes.LINEAR Smooth scaling * @property {Number} scaleModes.NEAREST Pixelating scaling * @static */ scaleModes: { DEFAULT:0, LINEAR:0, NEAREST:1 }, PIXI: PIXI || {} };