phaser/plugins/spine/dist/SpineWebGLPlugin.js
2018-10-26 19:40:09 +01:00

19720 lines
No EOL
634 KiB
JavaScript

(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define("SpineWebGLPlugin", [], factory);
else if(typeof exports === 'object')
exports["SpineWebGLPlugin"] = factory();
else
root["SpineWebGLPlugin"] = factory();
})(window, function() {
return /******/ (function(modules) { // webpackBootstrap
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/******/ l: false,
/******/ exports: {}
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/******/
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/***/ "../../../node_modules/eventemitter3/index.js":
/*!**************************************************************!*\
!*** D:/wamp/www/phaser/node_modules/eventemitter3/index.js ***!
\**************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var has = Object.prototype.hasOwnProperty
, prefix = '~';
/**
* Constructor to create a storage for our `EE` objects.
* An `Events` instance is a plain object whose properties are event names.
*
* @constructor
* @private
*/
function Events() {}
//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
Events.prototype = Object.create(null);
//
// This hack is needed because the `__proto__` property is still inherited in
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
//
if (!new Events().__proto__) prefix = false;
}
/**
* Representation of a single event listener.
*
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
* @constructor
* @private
*/
function EE(fn, context, once) {
this.fn = fn;
this.context = context;
this.once = once || false;
}
/**
* Add a listener for a given event.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} once Specify if the listener is a one-time listener.
* @returns {EventEmitter}
* @private
*/
function addListener(emitter, event, fn, context, once) {
if (typeof fn !== 'function') {
throw new TypeError('The listener must be a function');
}
var listener = new EE(fn, context || emitter, once)
, evt = prefix ? prefix + event : event;
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
else emitter._events[evt] = [emitter._events[evt], listener];
return emitter;
}
/**
* Clear event by name.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} evt The Event name.
* @private
*/
function clearEvent(emitter, evt) {
if (--emitter._eventsCount === 0) emitter._events = new Events();
else delete emitter._events[evt];
}
/**
* Minimal `EventEmitter` interface that is molded against the Node.js
* `EventEmitter` interface.
*
* @constructor
* @public
*/
function EventEmitter() {
this._events = new Events();
this._eventsCount = 0;
}
/**
* Return an array listing the events for which the emitter has registered
* listeners.
*
* @returns {Array}
* @public
*/
EventEmitter.prototype.eventNames = function eventNames() {
var names = []
, events
, name;
if (this._eventsCount === 0) return names;
for (name in (events = this._events)) {
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
}
if (Object.getOwnPropertySymbols) {
return names.concat(Object.getOwnPropertySymbols(events));
}
return names;
};
/**
* Return the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Array} The registered listeners.
* @public
*/
EventEmitter.prototype.listeners = function listeners(event) {
var evt = prefix ? prefix + event : event
, handlers = this._events[evt];
if (!handlers) return [];
if (handlers.fn) return [handlers.fn];
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
ee[i] = handlers[i].fn;
}
return ee;
};
/**
* Return the number of listeners listening to a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Number} The number of listeners.
* @public
*/
EventEmitter.prototype.listenerCount = function listenerCount(event) {
var evt = prefix ? prefix + event : event
, listeners = this._events[evt];
if (!listeners) return 0;
if (listeners.fn) return 1;
return listeners.length;
};
/**
* Calls each of the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Boolean} `true` if the event had listeners, else `false`.
* @public
*/
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;
var listeners = this._events[evt]
, len = arguments.length
, args
, i;
if (listeners.fn) {
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
switch (len) {
case 1: return listeners.fn.call(listeners.context), true;
case 2: return listeners.fn.call(listeners.context, a1), true;
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
}
for (i = 1, args = new Array(len -1); i < len; i++) {
args[i - 1] = arguments[i];
}
listeners.fn.apply(listeners.context, args);
} else {
var length = listeners.length
, j;
for (i = 0; i < length; i++) {
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
switch (len) {
case 1: listeners[i].fn.call(listeners[i].context); break;
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
default:
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
args[j - 1] = arguments[j];
}
listeners[i].fn.apply(listeners[i].context, args);
}
}
}
return true;
};
/**
* Add a listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.on = function on(event, fn, context) {
return addListener(this, event, fn, context, false);
};
/**
* Add a one-time listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.once = function once(event, fn, context) {
return addListener(this, event, fn, context, true);
};
/**
* Remove the listeners of a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {Boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return this;
if (!fn) {
clearEvent(this, evt);
return this;
}
var listeners = this._events[evt];
if (listeners.fn) {
if (
listeners.fn === fn &&
(!once || listeners.once) &&
(!context || listeners.context === context)
) {
clearEvent(this, evt);
}
} else {
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
if (
listeners[i].fn !== fn ||
(once && !listeners[i].once) ||
(context && listeners[i].context !== context)
) {
events.push(listeners[i]);
}
}
//
// Reset the array, or remove it completely if we have no more listeners.
//
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
else clearEvent(this, evt);
}
return this;
};
/**
* Remove all listeners, or those of the specified event.
*
* @param {(String|Symbol)} [event] The event name.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
var evt;
if (event) {
evt = prefix ? prefix + event : event;
if (this._events[evt]) clearEvent(this, evt);
} else {
this._events = new Events();
this._eventsCount = 0;
}
return this;
};
//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;
//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;
//
// Expose the module.
//
if (true) {
module.exports = EventEmitter;
}
/***/ }),
/***/ "../../../src/data/DataManager.js":
/*!**************************************************!*\
!*** D:/wamp/www/phaser/src/data/DataManager.js ***!
\**************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.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 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.<string, *>}
* @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.<string, *>}
* @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.<string, *>} 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.<string, *>} The values of the keys matching the search string.
*/
query: function (search)
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key) && key.match(search))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* data.set('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `get`:
*
* ```javascript
* data.get('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#set
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
set: function (key, data)
{
if (this._frozen)
{
return this;
}
if (typeof key === 'string')
{
return this.setValue(key, data);
}
else
{
for (var entry in key)
{
this.setValue(entry, key[entry]);
}
}
return this;
},
/**
* Internal value setter, called automatically by the `set` method.
*
* @method Phaser.Data.DataManager#setValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
* @param {*} data - The value to set.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setValue: function (key, data)
{
if (this._frozen)
{
return this;
}
if (this.has(key))
{
// Hit the key getter, which will in turn emit the events.
this.values[key] = data;
}
else
{
var _this = this;
var list = this.list;
var events = this.events;
var parent = this.parent;
Object.defineProperty(this.values, key, {
enumerable: true,
configurable: true,
get: function ()
{
return list[key];
},
set: function (value)
{
if (!_this._frozen)
{
var previousValue = list[key];
list[key] = value;
events.emit('changedata', parent, key, value, previousValue);
events.emit('changedata_' + key, parent, value, previousValue);
}
}
});
list[key] = data;
events.emit('setdata', parent, key, data);
}
return this;
},
/**
* Passes all data entries to the given callback.
*
* @method Phaser.Data.DataManager#each
* @since 3.0.0
*
* @param {DataEachCallback} callback - The function to call.
* @param {*} [context] - Value to use as `this` when executing callback.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
each: function (callback, context)
{
var args = [ this.parent, null, undefined ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var key in this.list)
{
args[1] = key;
args[2] = this.list[key];
callback.apply(context, args);
}
return this;
},
/**
* Merge the given object of key value pairs into this DataManager.
*
* Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
* will emit a `changedata` event.
*
* @method Phaser.Data.DataManager#merge
* @since 3.0.0
*
* @param {Object.<string, *>} data - The data to merge.
* @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
merge: function (data, overwrite)
{
if (overwrite === undefined) { overwrite = true; }
// Merge data from another component into this one
for (var key in data)
{
if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
{
this.setValue(key, data[key]);
}
}
return this;
},
/**
* Remove the value for the given key.
*
* If the key is found in this Data Manager it is removed from the internal lists and a
* `removedata` event is emitted.
*
* You can also pass in an array of keys, in which case all keys in the array will be removed:
*
* ```javascript
* this.data.remove([ 'gold', 'armor', 'health' ]);
* ```
*
* @method Phaser.Data.DataManager#remove
* @since 3.0.0
*
* @param {(string|string[])} key - The key to remove, or an array of keys to remove.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
remove: function (key)
{
if (this._frozen)
{
return this;
}
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
this.removeValue(key[i]);
}
}
else
{
return this.removeValue(key);
}
return this;
},
/**
* Internal value remover, called automatically by the `remove` method.
*
* @method Phaser.Data.DataManager#removeValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
removeValue: function (key)
{
if (this.has(key))
{
var data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this.parent, key, data);
}
return this;
},
/**
* Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
*
* @method Phaser.Data.DataManager#pop
* @since 3.0.0
*
* @param {string} key - The key of the value to retrieve and delete.
*
* @return {*} The value of the given key.
*/
pop: function (key)
{
var data = undefined;
if (!this._frozen && this.has(key))
{
data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this, key, data);
}
return data;
},
/**
* Determines whether the given key is set in this Data Manager.
*
* Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#has
* @since 3.0.0
*
* @param {string} key - The key to check.
*
* @return {boolean} Returns `true` if the key exists, otherwise `false`.
*/
has: function (key)
{
return this.list.hasOwnProperty(key);
},
/**
* Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
* to create new values or update existing ones.
*
* @method Phaser.Data.DataManager#setFreeze
* @since 3.0.0
*
* @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setFreeze: function (value)
{
this._frozen = value;
return this;
},
/**
* Delete all data in this Data Manager and unfreeze it.
*
* @method Phaser.Data.DataManager#reset
* @since 3.0.0
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
reset: function ()
{
for (var key in this.list)
{
delete this.list[key];
delete this.values[key];
}
this._frozen = false;
return this;
},
/**
* Destroy this data manager.
*
* @method Phaser.Data.DataManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.reset();
this.events.off('changedata');
this.events.off('setdata');
this.events.off('removedata');
this.parent = null;
},
/**
* Gets or sets the frozen state of this Data Manager.
* A frozen Data Manager will block all attempts to create new values or update existing ones.
*
* @name Phaser.Data.DataManager#freeze
* @type {boolean}
* @since 3.0.0
*/
freeze: {
get: function ()
{
return this._frozen;
},
set: function (value)
{
this._frozen = (value) ? true : false;
}
},
/**
* Return the total number of entries in this Data Manager.
*
* @name Phaser.Data.DataManager#count
* @type {integer}
* @since 3.0.0
*/
count: {
get: function ()
{
var i = 0;
for (var key in this.list)
{
if (this.list[key] !== undefined)
{
i++;
}
}
return i;
}
}
});
module.exports = DataManager;
/***/ }),
/***/ "../../../src/gameobjects/GameObject.js":
/*!********************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/GameObject.js ***!
\********************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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");
/**
* @classdesc
* The base class that all Game Objects extend.
* You don't create GameObjects directly and they cannot be added to the display list.
* Instead, use them as the base for your own custom classes.
*
* @class GameObject
* @memberof Phaser.GameObjects
* @extends Phaser.Events.EventEmitter
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
*/
var GameObject = new Class({
Extends: EventEmitter,
initialize:
function GameObject (scene, type)
{
EventEmitter.call(this);
/**
* The Scene to which this Game Object belongs.
* Game Objects can only belong to one Scene.
*
* @name Phaser.GameObjects.GameObject#scene
* @type {Phaser.Scene}
* @protected
* @since 3.0.0
*/
this.scene = scene;
/**
* A textual representation of this Game Object, i.e. `sprite`.
* Used internally by Phaser but is available for your own custom classes to populate.
*
* @name Phaser.GameObjects.GameObject#type
* @type {string}
* @since 3.0.0
*/
this.type = type;
/**
* The parent Container of this Game Object, if it has one.
*
* @name Phaser.GameObjects.GameObject#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.4.0
*/
this.parentContainer = null;
/**
* The name of this Game Object.
* Empty by default and never populated by Phaser, this is left for developers to use.
*
* @name Phaser.GameObjects.GameObject#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* The active state of this Game Object.
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
* An active object is one which is having its logic and internal systems updated.
*
* @name Phaser.GameObjects.GameObject#active
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.active = true;
/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
*
* @name Phaser.GameObjects.GameObject#tabIndex
* @type {integer}
* @default -1
* @since 3.0.0
*/
this.tabIndex = -1;
/**
* A Data Manager.
* It allows you to store, query and get key/value paired information specific to this Game Object.
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
*
* @name Phaser.GameObjects.GameObject#data
* @type {Phaser.Data.DataManager}
* @default null
* @since 3.0.0
*/
this.data = null;
/**
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
* If those components are not used by your custom class then you can use this bitmask as you wish.
*
* @name Phaser.GameObjects.GameObject#renderFlags
* @type {integer}
* @default 15
* @since 3.0.0
*/
this.renderFlags = 15;
/**
* A bitmask that controls if this Game Object is drawn by a Camera or not.
* Not usually set directly, instead call `Camera.ignore`, however you can
* set this property directly using the Camera.id property:
*
* @example
* this.cameraFilter |= camera.id
*
* @name Phaser.GameObjects.GameObject#cameraFilter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cameraFilter = 0;
/**
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
* Not usually set directly. Instead call `GameObject.setInteractive()`.
*
* @name Phaser.GameObjects.GameObject#input
* @type {?Phaser.Input.InteractiveObject}
* @default null
* @since 3.0.0
*/
this.input = null;
/**
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
*
* @name Phaser.GameObjects.GameObject#body
* @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
* @default null
* @since 3.0.0
*/
this.body = null;
/**
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
* This includes calls that may come from a Group, Container or the Scene itself.
* While it allows you to persist a Game Object across Scenes, please understand you are entirely
* responsible for managing references to and from this Game Object.
*
* @name Phaser.GameObjects.GameObject#ignoreDestroy
* @type {boolean}
* @default false
* @since 3.5.0
*/
this.ignoreDestroy = false;
// Tell the Scene to re-sort the children
scene.sys.queueDepthSort();
},
/**
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
*
* @method Phaser.GameObjects.GameObject#setActive
* @since 3.0.0
*
* @param {boolean} value - True if this Game Object should be set as active, false if not.
*
* @return {this} This GameObject.
*/
setActive: function (value)
{
this.active = value;
return this;
},
/**
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
* The `name` property is not populated by Phaser and is presented for your own use.
*
* @method Phaser.GameObjects.GameObject#setName
* @since 3.0.0
*
* @param {string} value - The name to be given to this Game Object.
*
* @return {this} This GameObject.
*/
setName: function (value)
{
this.name = value;
return this;
},
/**
* Adds a Data Manager component to this Game Object.
*
* @method Phaser.GameObjects.GameObject#setDataEnabled
* @since 3.0.0
* @see Phaser.Data.DataManager
*
* @return {this} This GameObject.
*/
setDataEnabled: function ()
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this;
},
/**
* Allows you to store a key value pair within this Game Objects Data Manager.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* sprite.setData('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `getData`:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* sprite.data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.GameObjects.GameObject#setData
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {this} This GameObject.
*/
setData: function (key, value)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.set(key, value);
return this;
},
/**
* Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* sprite.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* sprite.getData([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.GameObjects.GameObject#getData
* @since 3.0.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
getData: function (key)
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this.data.get(key);
},
/**
* Pass this Game Object to the Input Manager to enable it for Input.
*
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
* input detection.
*
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
* shape for it to use.
*
* You can also provide an Input Configuration Object as the only argument to this method.
*
* @method Phaser.GameObjects.GameObject#setInteractive
* @since 3.0.0
*
* @param {(Phaser.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
* @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
*
* @return {this} This GameObject.
*/
setInteractive: function (shape, callback, dropZone)
{
this.scene.sys.input.enable(this, shape, callback, dropZone);
return this;
},
/**
* If this Game Object has previously been enabled for input, this will disable it.
*
* An object that is disabled for input stops processing or being considered for
* input events, but can be turned back on again at any time by simply calling
* `setInteractive()` with no arguments provided.
*
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
*
* @method Phaser.GameObjects.GameObject#disableInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
disableInteractive: function ()
{
if (this.input)
{
this.input.enabled = false;
}
return this;
},
/**
* If this Game Object has previously been enabled for input, this will queue it
* for removal, causing it to no longer be interactive. The removal happens on
* the next game step, it is not immediate.
*
* The Interactive Object that was assigned to this Game Object will be destroyed,
* removed from the Input Manager and cleared from this Game Object.
*
* If you wish to re-enable this Game Object at a later date you will need to
* re-create its InteractiveObject by calling `setInteractive` again.
*
* If you wish to only temporarily stop an object from receiving input then use
* `disableInteractive` instead, as that toggles the interactive state, where-as
* this erases it completely.
*
* If you wish to resize a hit area, don't remove and then set it as being
* interactive. Instead, access the hitarea object directly and resize the shape
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
* shape is a Rectangle, which it is by default.)
*
* @method Phaser.GameObjects.GameObject#removeInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
removeInteractive: function ()
{
this.scene.sys.input.clear(this);
this.input = undefined;
return this;
},
/**
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
*
* @method Phaser.GameObjects.GameObject#update
* @since 3.0.0
*
* @param {...*} [args] - args
*/
update: function ()
{
},
/**
* Returns a JSON representation of the Game Object.
*
* @method Phaser.GameObjects.GameObject#toJSON
* @since 3.0.0
*
* @return {JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
return 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
* @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('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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.
*
* @name Phaser.GameObjects.Components.Alpha
* @since 3.0.0
*/
var Alpha = {
/**
* Private internal value. Holds the global alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alpha
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alpha: 1,
/**
* Private internal value. Holds the top-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTL: 1,
/**
* Private internal value. Holds the top-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTR: 1,
/**
* Private internal value. Holds the bottom-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBL: 1,
/**
* Private internal value. Holds the bottom-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBR: 1,
/**
* Clears all alpha values associated with this Game Object.
*
* Immediately sets the alpha levels back to 1 (fully opaque).
*
* @method Phaser.GameObjects.Components.Alpha#clearAlpha
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
clearAlpha: function ()
{
return this.setAlpha(1);
},
/**
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
*
* If your game is running under WebGL you can optionally specify four different alpha values, each of which
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.
*
* @method Phaser.GameObjects.Components.Alpha#setAlpha
* @since 3.0.0
*
* @param {number} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
* @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
* @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
* @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
*
* @return {this} This Game Object instance.
*/
setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
{
if (topLeft === undefined) { topLeft = 1; }
// Treat as if there is only one alpha value for the whole Game Object
if (topRight === undefined)
{
this.alpha = topLeft;
}
else
{
this._alphaTL = Clamp(topLeft, 0, 1);
this._alphaTR = Clamp(topRight, 0, 1);
this._alphaBL = Clamp(bottomLeft, 0, 1);
this._alphaBR = Clamp(bottomRight, 0, 1);
}
return this;
},
/**
* The alpha value of the Game Object.
*
* This is a global value, impacting the entire Game Object, not just a region of it.
*
* @name Phaser.GameObjects.Components.Alpha#alpha
* @type {number}
* @since 3.0.0
*/
alpha: {
get: function ()
{
return this._alpha;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alpha = v;
this._alphaTL = v;
this._alphaTR = v;
this._alphaBL = v;
this._alphaBR = v;
if (v === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopLeft: {
get: function ()
{
return this._alphaTL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopRight: {
get: function ()
{
return this._alphaTR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomLeft: {
get: function ()
{
return this._alphaBL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomRight: {
get: function ()
{
return this._alphaBR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
}
};
module.exports = Alpha;
/***/ }),
/***/ "../../../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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.
*
* @name Phaser.GameObjects.Components.BlendMode
* @since 3.0.0
*/
var BlendMode = {
/**
* Private internal value. Holds the current blend mode.
*
* @name Phaser.GameObjects.Components.BlendMode#_blendMode
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
_blendMode: BlendModes.NORMAL,
/**
* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
*
* @name Phaser.GameObjects.Components.BlendMode#blendMode
* @type {(Phaser.BlendModes|string)}
* @since 3.0.0
*/
blendMode: {
get: function ()
{
return this._blendMode;
},
set: function (value)
{
if (typeof value === 'string')
{
value = BlendModes[value];
}
value |= 0;
if (value >= -1)
{
this._blendMode = value;
}
}
},
/**
* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
*
* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
* @since 3.0.0
*
* @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST.
*
* @return {this} This Game Object instance.
*/
setBlendMode: function (value)
{
this.blendMode = value;
return this;
}
};
module.exports = BlendMode;
/***/ }),
/***/ "../../../src/gameobjects/components/Depth.js":
/*!**************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/components/Depth.js ***!
\**************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for setting the depth of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Depth
* @since 3.0.0
*/
var Depth = {
/**
* Private internal value. Holds the depth of the Game Object.
*
* @name Phaser.GameObjects.Components.Depth#_depth
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
_depth: 0,
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @name Phaser.GameObjects.Components.Depth#depth
* @type {number}
* @since 3.0.0
*/
depth: {
get: function ()
{
return this._depth;
},
set: function (value)
{
this.scene.sys.queueDepthSort();
this._depth = value;
}
},
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @method Phaser.GameObjects.Components.Depth#setDepth
* @since 3.0.0
*
* @param {integer} value - The depth of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDepth: function (value)
{
if (value === undefined) { value = 0; }
this.depth = value;
return this;
}
};
module.exports = Depth;
/***/ }),
/***/ "../../../src/gameobjects/components/Flip.js":
/*!*************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/components/Flip.js ***!
\*************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for visually flipping a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Flip
* @since 3.0.0
*/
var Flip = {
/**
* The horizontally flipped state of the Game Object.
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
*
* @name Phaser.GameObjects.Components.Flip#flipX
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipX: false,
/**
* The vertically flipped state of the Game Object.
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
* Flipping always takes place from the middle of the texture and does not impact the scale value.
*
* @name Phaser.GameObjects.Components.Flip#flipY
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipY: false,
/**
* Toggles the horizontal flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipX
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipX: function ()
{
this.flipX = !this.flipX;
return this;
},
/**
* Toggles the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipY
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipY: function ()
{
this.flipY = !this.flipY;
return this;
},
/**
* Sets the horizontal flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlipX
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipX: function (value)
{
this.flipX = value;
return this;
},
/**
* Sets the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlipY
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipY: function (value)
{
this.flipY = value;
return this;
},
/**
* Sets the horizontal and vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlip
* @since 3.0.0
*
* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlip: function (x, y)
{
this.flipX = x;
this.flipY = y;
return this;
},
/**
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
*
* @method Phaser.GameObjects.Components.Flip#resetFlip
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
resetFlip: function ()
{
this.flipX = false;
this.flipY = false;
return this;
}
};
module.exports = Flip;
/***/ }),
/***/ "../../../src/gameobjects/components/ScrollFactor.js":
/*!*********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/components/ScrollFactor.js ***!
\*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for getting and setting the Scroll Factor of a Game Object.
*
* @name Phaser.GameObjects.Components.ScrollFactor
* @since 3.0.0
*/
var ScrollFactor = {
/**
* The horizontal scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorX: 1,
/**
* The vertical scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorY: 1,
/**
* Sets the scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
* @since 3.0.0
*
* @param {number} x - The horizontal scroll factor of this Game Object.
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScrollFactor: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollFactorX = x;
this.scrollFactorY = y;
return this;
}
};
module.exports = ScrollFactor;
/***/ }),
/***/ "../../../src/gameobjects/components/ToJSON.js":
/*!***************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/components/ToJSON.js ***!
\***************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @typedef {object} JSONGameObject
*
* @property {string} name - The name of this Game Object.
* @property {string} type - A textual representation of this Game Object, i.e. `sprite`.
* @property {number} x - The x position of this Game Object.
* @property {number} y - The y position of this Game Object.
* @property {object} scale - The scale of this Game Object
* @property {number} scale.x - The horizontal scale of this Game Object.
* @property {number} scale.y - The vertical scale of this Game Object.
* @property {object} origin - The origin of this Game Object.
* @property {number} origin.x - The horizontal origin of this Game Object.
* @property {number} origin.y - The vertical origin of this Game Object.
* @property {boolean} flipX - The horizontally flipped state of the Game Object.
* @property {boolean} flipY - The vertically flipped state of the Game Object.
* @property {number} rotation - The angle of this Game Object in radians.
* @property {number} alpha - The alpha value of the Game Object.
* @property {boolean} visible - The visible state of the Game Object.
* @property {integer} scaleMode - The Scale Mode being used by this Game Object.
* @property {(integer|string)} blendMode - Sets the Blend Mode being used by this Game Object.
* @property {string} textureKey - The texture key of this Game Object.
* @property {string} frameKey - The frame key of this Game Object.
* @property {object} data - The data of this Game Object.
*/
/**
* Build a JSON representation of the given Game Object.
*
* This is typically extended further by Game Object specific implementations.
*
* @method Phaser.GameObjects.Components.ToJSON
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
*
* @return {JSONGameObject} A JSON representation of the Game Object.
*/
var ToJSON = function (gameObject)
{
var out = {
name: gameObject.name,
type: gameObject.type,
x: gameObject.x,
y: gameObject.y,
depth: gameObject.depth,
scale: {
x: gameObject.scaleX,
y: gameObject.scaleY
},
origin: {
x: gameObject.originX,
y: gameObject.originY
},
flipX: gameObject.flipX,
flipY: gameObject.flipY,
rotation: gameObject.rotation,
alpha: gameObject.alpha,
visible: gameObject.visible,
scaleMode: gameObject.scaleMode,
blendMode: gameObject.blendMode,
textureKey: '',
frameKey: '',
data: {}
};
if (gameObject.texture)
{
out.textureKey = gameObject.texture.key;
out.frameKey = gameObject.frame.name;
}
return out;
};
module.exports = ToJSON;
/***/ }),
/***/ "../../../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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.
*
* @name Phaser.GameObjects.Components.Transform
* @since 3.0.0
*/
var Transform = {
/**
* Private internal value. Holds the horizontal scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleX
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleX: 1,
/**
* Private internal value. Holds the vertical scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleY
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleY: 1,
/**
* Private internal value. Holds the rotation value in radians.
*
* @name Phaser.GameObjects.Components.Transform#_rotation
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
_rotation: 0,
/**
* The x position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#x
* @type {number}
* @default 0
* @since 3.0.0
*/
x: 0,
/**
* The y position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#y
* @type {number}
* @default 0
* @since 3.0.0
*/
y: 0,
/**
* The z position of this Game Object.
* Note: Do not use this value to set the z-index, instead see the `depth` property.
*
* @name Phaser.GameObjects.Components.Transform#z
* @type {number}
* @default 0
* @since 3.0.0
*/
z: 0,
/**
* The w position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#w
* @type {number}
* @default 0
* @since 3.0.0
*/
w: 0,
/**
* The horizontal scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleX
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleX: {
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
if (this._scaleX === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The vertical scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleY
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleY: {
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
if (this._scaleY === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The angle of this Game Object as expressed in degrees.
*
* Where 0 is to the right, 90 is down, 180 is left.
*
* If you prefer to work in radians, see the `rotation` property instead.
*
* @name Phaser.GameObjects.Components.Transform#angle
* @type {integer}
* @default 0
* @since 3.0.0
*/
angle: {
get: function ()
{
return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
},
set: function (value)
{
// value is in degrees
this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
}
},
/**
* The angle of this Game Object in radians.
*
* If you prefer to work in degrees, see the `angle` property instead.
*
* @name Phaser.GameObjects.Components.Transform#rotation
* @type {number}
* @default 1
* @since 3.0.0
*/
rotation: {
get: function ()
{
return this._rotation;
},
set: function (value)
{
// value is in radians
this._rotation = WrapAngle(value);
}
},
/**
* Sets the position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setPosition
* @since 3.0.0
*
* @param {number} [x=0] - The x position of this Game Object.
* @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value.
* @param {number} [z=0] - The z position of this Game Object.
* @param {number} [w=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setPosition: function (x, y, z, w)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
if (z === undefined) { z = 0; }
if (w === undefined) { w = 0; }
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
/**
* Sets the position of this Game Object to be a random position within the confines of
* the given area.
*
* If no area is specified a random position between 0 x 0 and the game width x height is used instead.
*
* The position does not factor in the size of this Game Object, meaning that only the origin is
* guaranteed to be within the area.
*
* @method Phaser.GameObjects.Components.Transform#setRandomPosition
* @since 3.8.0
*
* @param {number} [x=0] - The x position of the top-left of the random area.
* @param {number} [y=0] - The y position of the top-left of the random area.
* @param {number} [width] - The width of the random area.
* @param {number} [height] - The height of the random area.
*
* @return {this} This Game Object instance.
*/
setRandomPosition: function (x, y, width, height)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.game.config.width; }
if (height === undefined) { height = this.scene.sys.game.config.height; }
this.x = x + (Math.random() * width);
this.y = y + (Math.random() * height);
return this;
},
/**
* Sets the rotation of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setRotation
* @since 3.0.0
*
* @param {number} [radians=0] - The rotation of this Game Object, in radians.
*
* @return {this} This Game Object instance.
*/
setRotation: function (radians)
{
if (radians === undefined) { radians = 0; }
this.rotation = radians;
return this;
},
/**
* Sets the angle of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setAngle
* @since 3.0.0
*
* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
*
* @return {this} This Game Object instance.
*/
setAngle: function (degrees)
{
if (degrees === undefined) { degrees = 0; }
this.angle = degrees;
return this;
},
/**
* Sets the scale of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setScale
* @since 3.0.0
*
* @param {number} x - The horizontal scale of this Game Object.
* @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScale: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
this.scaleX = x;
this.scaleY = y;
return this;
},
/**
* Sets the x position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setX
* @since 3.0.0
*
* @param {number} [value=0] - The x position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setX: function (value)
{
if (value === undefined) { value = 0; }
this.x = value;
return this;
},
/**
* Sets the y position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setY
* @since 3.0.0
*
* @param {number} [value=0] - The y position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setY: function (value)
{
if (value === undefined) { value = 0; }
this.y = value;
return this;
},
/**
* Sets the z position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setZ
* @since 3.0.0
*
* @param {number} [value=0] - The z position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setZ: function (value)
{
if (value === undefined) { value = 0; }
this.z = value;
return this;
},
/**
* Sets the w position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setW
* @since 3.0.0
*
* @param {number} [value=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setW: function (value)
{
if (value === undefined) { value = 0; }
this.w = value;
return this;
},
/**
* Gets the local transform matrix for this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
*/
getLocalTransformMatrix: function (tempMatrix)
{
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
},
/**
* Gets the world transform matrix for this Game Object, factoring in any parent Containers.
*
* @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
* @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;
}
};
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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
* @type {number}
* @readonly
* @since 3.4.0
*/
rotation: {
get: function ()
{
return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
}
},
/**
* The horizontal scale of the Matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleX
* @type {number}
* @readonly
* @since 3.4.0
*/
scaleX: {
get: function ()
{
return Math.sqrt((this.a * this.a) + (this.c * this.c));
}
},
/**
* The vertical scale of the Matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleY
* @type {number}
* @readonly
* @since 3.4.0
*/
scaleY: {
get: function ()
{
return Math.sqrt((this.b * this.b) + (this.d * this.d));
}
},
/**
* Reset the Matrix to an identity matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
loadIdentity: function ()
{
var matrix = this.matrix;
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 1;
matrix[4] = 0;
matrix[5] = 0;
return this;
},
/**
* Translate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#translate
* @since 3.0.0
*
* @param {number} x - The horizontal translation value.
* @param {number} y - The vertical translation value.
*
* @return {this} This TransformMatrix.
*/
translate: function (x, y)
{
var matrix = this.matrix;
matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];
return this;
},
/**
* Scale the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#scale
* @since 3.0.0
*
* @param {number} x - The horizontal scale value.
* @param {number} y - The vertical scale value.
*
* @return {this} This TransformMatrix.
*/
scale: function (x, y)
{
var matrix = this.matrix;
matrix[0] *= x;
matrix[1] *= x;
matrix[2] *= y;
matrix[3] *= y;
return this;
},
/**
* Rotate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
* @since 3.0.0
*
* @param {number} angle - The angle of rotation in radians.
*
* @return {this} This TransformMatrix.
*/
rotate: function (angle)
{
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
matrix[0] = a * cos + c * sin;
matrix[1] = b * cos + d * sin;
matrix[2] = a * -sin + c * cos;
matrix[3] = b * -sin + d * cos;
return this;
},
/**
* Multiply this Matrix by the given Matrix.
*
* If an `out` Matrix is given then the results will be stored in it.
* If it is not given, this matrix will be updated in place instead.
* Use an `out` Matrix if you do not wish to mutate this matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
*/
multiply: function (rhs, out)
{
var matrix = this.matrix;
var source = rhs.matrix;
var localA = matrix[0];
var localB = matrix[1];
var localC = matrix[2];
var localD = matrix[3];
var localE = matrix[4];
var localF = matrix[5];
var sourceA = source[0];
var sourceB = source[1];
var sourceC = source[2];
var sourceD = source[3];
var sourceE = source[4];
var sourceF = source[5];
var destinationMatrix = (out === undefined) ? this : out;
destinationMatrix.a = (sourceA * localA) + (sourceB * localC);
destinationMatrix.b = (sourceA * localB) + (sourceB * localD);
destinationMatrix.c = (sourceC * localA) + (sourceD * localC);
destinationMatrix.d = (sourceC * localB) + (sourceD * localD);
destinationMatrix.e = (sourceE * localA) + (sourceF * localC) + localE;
destinationMatrix.f = (sourceE * localB) + (sourceF * localD) + localF;
return destinationMatrix;
},
/**
* Multiply this Matrix by the matrix given, including the offset.
*
* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
* @param {number} offsetX - Horizontal offset to factor in to the multiplication.
* @param {number} offsetY - Vertical offset to factor in to the multiplication.
*
* @return {this} This TransformMatrix.
*/
multiplyWithOffset: function (src, offsetX, offsetY)
{
var matrix = this.matrix;
var otherMatrix = src.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
var pse = offsetX * a0 + offsetY * c0 + tx0;
var psf = offsetX * b0 + offsetY * d0 + ty0;
var a1 = otherMatrix[0];
var b1 = otherMatrix[1];
var c1 = otherMatrix[2];
var d1 = otherMatrix[3];
var tx1 = otherMatrix[4];
var ty1 = otherMatrix[5];
matrix[0] = a1 * a0 + b1 * c0;
matrix[1] = a1 * b0 + b1 * d0;
matrix[2] = c1 * a0 + d1 * c0;
matrix[3] = c1 * b0 + d1 * d0;
matrix[4] = tx1 * a0 + ty1 * c0 + pse;
matrix[5] = tx1 * b0 + ty1 * d0 + psf;
return this;
},
/**
* Transform the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
transform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
matrix[0] = a * a0 + b * c0;
matrix[1] = a * b0 + b * d0;
matrix[2] = c * a0 + d * c0;
matrix[3] = c * b0 + d * d0;
matrix[4] = tx * a0 + ty * c0 + tx0;
matrix[5] = tx * b0 + ty * d0 + ty0;
return this;
},
/**
* Transform a point using this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
* @since 3.0.0
*
* @param {number} x - The x coordinate of the point to transform.
* @param {number} y - The y coordinate of the point to transform.
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates.
*
* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates.
*/
transformPoint: function (x, y, point)
{
if (point === undefined) { point = { x: 0, y: 0 }; }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
return point;
},
/**
* Invert the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#invert
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
invert: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var n = a * d - b * c;
matrix[0] = d / n;
matrix[1] = -b / n;
matrix[2] = -c / n;
matrix[3] = a / n;
matrix[4] = (c * ty - d * tx) / n;
matrix[5] = -(a * ty - b * tx) / n;
return this;
},
/**
* Set the values of this Matrix to copy those of the matrix given.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
*
* @return {this} This TransformMatrix.
*/
copyFrom: function (src)
{
var matrix = this.matrix;
matrix[0] = src.a;
matrix[1] = src.b;
matrix[2] = src.c;
matrix[3] = src.d;
matrix[4] = src.e;
matrix[5] = src.f;
return this;
},
/**
* Set the values of this Matrix to copy those of the array given.
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
* @since 3.11.0
*
* @param {array} src - The array of values to set into this matrix.
*
* @return {this} This TransformMatrix.
*/
copyFromArray: function (src)
{
var matrix = this.matrix;
matrix[0] = src[0];
matrix[1] = src[1];
matrix[2] = src[2];
matrix[3] = src[3];
matrix[4] = src[4];
matrix[5] = src[5];
return this;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.transform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
copyToContext: function (ctx)
{
var matrix = this.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.setTransform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
setToContext: function (ctx)
{
var matrix = this.matrix;
ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values in this Matrix to the array given.
*
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
* @since 3.12.0
*
* @param {array} [out] - The array to copy the matrix values in to.
*
* @return {array} An array where elements 0 to 5 contain the values from this matrix.
*/
copyToArray: function (out)
{
var matrix = this.matrix;
if (out === undefined)
{
out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
}
else
{
out[0] = matrix[0];
out[1] = matrix[1];
out[2] = matrix[2];
out[3] = matrix[3];
out[4] = matrix[4];
out[5] = matrix[5];
}
return out;
},
/**
* Set the values of this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
setTransform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
matrix[0] = a;
matrix[1] = b;
matrix[2] = c;
matrix[3] = d;
matrix[4] = tx;
matrix[5] = ty;
return this;
},
/**
* Decompose this Matrix into its translation, scale and rotation values 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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 1; // 0001
/**
* Provides methods used for setting the visibility of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Visible
* @since 3.0.0
*/
var Visible = {
/**
* Private internal value. Holds the visible value.
*
* @name Phaser.GameObjects.Components.Visible#_visible
* @type {boolean}
* @private
* @default true
* @since 3.0.0
*/
_visible: true,
/**
* The visible state of the Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @name Phaser.GameObjects.Components.Visible#visible
* @type {boolean}
* @since 3.0.0
*/
visible: {
get: function ()
{
return this._visible;
},
set: function (value)
{
if (value)
{
this._visible = true;
this.renderFlags |= _FLAG;
}
else
{
this._visible = false;
this.renderFlags &= ~_FLAG;
}
}
},
/**
* Sets the visibility of this Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @method Phaser.GameObjects.Components.Visible#setVisible
* @since 3.0.0
*
* @param {boolean} value - The visible state of the Game Object.
*
* @return {this} This Game Object instance.
*/
setVisible: function (value)
{
this.visible = value;
return this;
}
};
module.exports = Visible;
/***/ }),
/***/ "../../../src/loader/File.js":
/*!*********************************************!*\
!*** D:/wamp/www/phaser/src/loader/File.js ***!
\*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js");
var CONST = __webpack_require__(/*! ./const */ "../../../src/loader/const.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");
/**
* @typedef {object} FileConfig
*
* @property {string} type - The file type string (image, json, etc) for sorting within the Loader.
* @property {string} key - Unique cache key (unique within its file type)
* @property {string} [url] - The URL of the file, not including baseURL.
* @property {string} [path] - The path of the file, not including the baseURL.
* @property {string} [extension] - The default extension this file uses.
* @property {XMLHttpRequestResponseType} [responseType] - The responseType to be used by the XHR request.
* @property {(XHRSettingsObject|false)} [xhrSettings=false] - Custom XHR Settings specific to this file and merged with the Loader defaults.
* @property {any} [config] - A config object that can be used by file types to store transitional data.
*/
/**
* @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 {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 {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 success = !(event.target && event.target.status !== 200);
// 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 {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
* @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('fileprogress', 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();
},
/**
* You can listen for this event from the LoaderPlugin. It is dispatched _every time_
* a file loads and is sent 3 arguments, which allow you to identify the file:
*
* ```javascript
* this.load.on('filecomplete', function (key, type, data) {
* // Your handler code
* });
* ```
*
* @event Phaser.Loader.File#fileCompleteEvent
* @param {string} key - The key of the file that just loaded and finished processing.
* @param {string} type - The type of the file that just loaded and finished processing.
* @param {any} data - The data of the file.
*/
/**
* You can listen for this event from the LoaderPlugin. It is dispatched only once per
* file and you have to use a special listener handle to pick it up.
*
* The string of the event is based on the file type and the key you gave it, split up
* using hyphens.
*
* 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
* });
* ```
*
* @event Phaser.Loader.File#singleFileCompleteEvent
* @param {any} data - The data of the file.
*/
/**
* 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.File#fileCompleteEvent
* @fires Phaser.Loader.File#singleFileCompleteEvent
* @since 3.7.0
*/
pendingDestroy: function (data)
{
if (data === undefined) { data = this.data; }
var key = this.key;
var type = this.type;
this.loader.emit('filecomplete', key, type, data);
this.loader.emit('filecomplete-' + 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
* @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
* @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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var types = {};
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.register
* @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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 {XHRSettingsObject} global - The global XHRSettings object.
* @param {XHRSettingsObject} local - The local XHRSettings object.
*
* @return {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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 {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.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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @typedef {object} XHRSettingsObject
*
* @property {XMLHttpRequestResponseType} responseType - The response type of the XHR request, i.e. `blob`, `text`, etc.
* @property {boolean} [async=true] - Should the XHR request use async or not?
* @property {string} [user=''] - Optional username for the XHR request.
* @property {string} [password=''] - Optional password for the XHR request.
* @property {integer} [timeout=0] - Optional XHR timeout value.
* @property {(string|undefined)} [header] - This value is used to populate the XHR `setRequestHeader` and is undefined by default.
* @property {(string|undefined)} [headerValue] - This value is used to populate the XHR `setRequestHeader` and is undefined by default.
* @property {(string|undefined)} [requestedWith] - This value is used to populate the XHR `setRequestHeader` and is undefined by default.
* @property {(string|undefined)} [overrideMimeType] - Provide a custom mime-type to use instead of the default.
*/
/**
* 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 {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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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/filetypes/ImageFile.js":
/*!************************************************************!*\
!*** D:/wamp/www/phaser/src/loader/filetypes/ImageFile.js ***!
\************************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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");
/**
* @typedef {object} Phaser.Loader.FileTypes.ImageFrameConfig
*
* @property {integer} frameWidth - The width of the frame in pixels.
* @property {integer} [frameHeight] - The height of the frame in pixels. Uses the `frameWidth` value if not provided.
* @property {integer} [startFrame=0] - The first frame to start parsing from.
* @property {integer} [endFrame] - The frame to stop parsing at. If not provided it will calculate the value based on the image and frame dimensions.
* @property {integer} [margin=0] - The margin in the image. This is the space around the edge of the frames.
* @property {integer} [spacing=0] - The spacing between each frame in the image.
*/
/**
* @typedef {object} Phaser.Loader.FileTypes.ImageFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager.
* @property {string} [url] - The absolute or relative URL to load the file from.
* @property {string} [extension='png'] - The default file extension to use if no url is provided.
* @property {string} [normalMap] - The filename of an associated normal map. It uses the same path and url to load as the image.
* @property {Phaser.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. Only provided for, and used by, Sprite Sheets.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
/**
* @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.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 `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @param {Phaser.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.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.Loader.FileTypes.ImageFileConfig|Phaser.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 `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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");
/**
* @typedef {object} Phaser.Loader.FileTypes.JSONFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the JSON Cache.
* @property {string|any} [url] - The absolute or relative URL to load the file from. Or can be a ready formed JSON object, in which case it will be directly added to the Cache.
* @property {string} [extension='json'] - The default file extension to use if no url is provided.
* @property {string} [dataKey] - If specified instead of the whole JSON file being parsed and added to the Cache, only the section corresponding to this property key will be added. If the property you want to extract is nested, use periods to divide it.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
/**
* @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.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 `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {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.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.Loader.FileTypes.JSONFileConfig|Phaser.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 `<key>.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 {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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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");
/**
* @typedef {object} Phaser.Loader.FileTypes.TextFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Text Cache.
* @property {string} [url] - The absolute or relative URL to load the file from.
* @property {string} [extension='txt'] - The default file extension to use if no url is provided.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
/**
* @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.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 `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {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.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.Loader.FileTypes.TextFileConfig|Phaser.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 `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Force a value within the boundaries by clamping it to the range `min`, `max`.
*
* @function Phaser.Math.Clamp
* @since 3.0.0
*
* @param {number} value - The value to be clamped.
* @param {number} min - The minimum bounds.
* @param {number} max - The maximum bounds.
*
* @return {number} The clamped value.
*/
var Clamp = function (value, min, max)
{
return Math.max(min, Math.min(max, value));
};
module.exports = Clamp;
/***/ }),
/***/ "../../../src/math/Matrix4.js":
/*!**********************************************!*\
!*** D:/wamp/www/phaser/src/math/Matrix4.js ***!
\**********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js");
var EPSILON = 0.000001;
/**
* @classdesc
* A four-dimensional matrix.
*
* @class Matrix4
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
*/
var Matrix4 = new Class({
initialize:
function Matrix4 (m)
{
/**
* The matrix values.
*
* @name Phaser.Math.Matrix4#val
* @type {Float32Array}
* @since 3.0.0
*/
this.val = new Float32Array(16);
if (m)
{
// Assume Matrix4 with val:
this.copy(m);
}
else
{
// Default to identity
this.identity();
}
},
/**
* Make a clone of this Matrix4.
*
* @method Phaser.Math.Matrix4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} A clone of this Matrix4.
*/
clone: function ()
{
return new Matrix4(this);
},
// TODO - Should work with basic values
/**
* This method is an alias for `Matrix4.copy`.
*
* @method Phaser.Math.Matrix4#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
set: function (src)
{
return this.copy(src);
},
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
copy: function (src)
{
var out = this.val;
var a = src.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix4#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromArray: function (a)
{
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Reset this Matrix.
*
* Sets all values to `0`.
*
* @method Phaser.Math.Matrix4#zero
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
zero: function ()
{
var out = this.val;
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 0;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 0;
return this;
},
/**
* Set the `x`, `y` and `z` values of this Matrix.
*
* @method Phaser.Math.Matrix4#xyz
* @since 3.0.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
xyz: function (x, y, z)
{
this.identity();
var out = this.val;
out[12] = x;
out[13] = y;
out[14] = z;
return this;
},
/**
* Set the scaling values of this Matrix.
*
* @method Phaser.Math.Matrix4#scaling
* @since 3.0.0
*
* @param {number} x - The x scaling value.
* @param {number} y - The y scaling value.
* @param {number} z - The z scaling value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scaling: function (x, y, z)
{
this.zero();
var out = this.val;
out[0] = x;
out[5] = y;
out[10] = z;
out[15] = 1;
return this;
},
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix4#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
identity: function ()
{
var out = this.val;
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix4#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
transpose: function ()
{
var a = this.val;
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a12 = a[6];
var a13 = a[7];
var a23 = a[11];
a[1] = a[4];
a[2] = a[8];
a[3] = a[12];
a[4] = a01;
a[6] = a[9];
a[7] = a[13];
a[8] = a02;
a[9] = a12;
a[11] = a[14];
a[12] = a03;
a[13] = a13;
a[14] = a23;
return this;
},
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix4#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
invert: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
{
return null;
}
det = 1 / det;
a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return this;
},
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix4#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
adjoint: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
return this;
},
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix4#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
},
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix4#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiply: function (src)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b = src.val;
// Cache only the current line of the second matrix
var b0 = b[0];
var b1 = b[1];
var b2 = b[2];
var b3 = b[3];
a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[4];
b1 = b[5];
b2 = b[6];
b3 = b[7];
a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[8];
b1 = b[9];
b2 = b[10];
b3 = b[11];
a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[12];
b1 = b[13];
b2 = b[14];
b3 = b[15];
a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
return this;
},
/**
* [description]
*
* @method Phaser.Math.Matrix4#multiplyLocal
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiplyLocal: function (src)
{
var a = [];
var m1 = this.val;
var m2 = src.val;
a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12];
a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13];
a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14];
a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15];
a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12];
a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13];
a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14];
a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15];
a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12];
a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13];
a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14];
a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15];
a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12];
a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13];
a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14];
a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15];
return this.fromArray(a);
},
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix4#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
translate: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
return this;
},
/**
* Translate this Matrix using the given values.
*
* @method Phaser.Math.Matrix4#translateXYZ
* @since 3.16.0
*
* @param {number} x - The x component.
* @param {number} y - The y component.
* @param {number} z - The z component.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
translateXYZ: function (x, y, z)
{
var a = this.val;
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix4#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scale: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[0] = a[0] * x;
a[1] = a[1] * x;
a[2] = a[2] * x;
a[3] = a[3] * x;
a[4] = a[4] * y;
a[5] = a[5] * y;
a[6] = a[6] * y;
a[7] = a[7] * y;
a[8] = a[8] * z;
a[9] = a[9] * z;
a[10] = a[10] * z;
a[11] = a[11] * z;
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* @method Phaser.Math.Matrix4#scaleXYZ
* @since 3.16.0
*
* @param {number} x - The x component.
* @param {number} y - The y component.
* @param {number} z - The z component.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scaleXYZ: function (x, y, z)
{
var a = this.val;
a[0] = a[0] * x;
a[1] = a[1] * x;
a[2] = a[2] * x;
a[3] = a[3] * x;
a[4] = a[4] * y;
a[5] = a[5] * y;
a[6] = a[6] * y;
a[7] = a[7] * y;
a[8] = a[8] * z;
a[9] = a[9] * z;
a[10] = a[10] * z;
a[11] = a[11] * z;
return this;
},
/**
* Derive a rotation matrix around the given axis.
*
* @method Phaser.Math.Matrix4#makeRotationAxis
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
* @param {number} angle - The rotation angle in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
makeRotationAxis: function (axis, angle)
{
// Based on http://www.gamedev.net/reference/articles/article1199.asp
var c = Math.cos(angle);
var s = Math.sin(angle);
var t = 1 - c;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var tx = t * x;
var ty = t * y;
this.fromArray([
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
]);
return this;
},
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix4#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
* @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotate: function (rad, axis)
{
var a = this.val;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var len = Math.sqrt(x * x + y * y + z * z);
if (Math.abs(len) < EPSILON)
{
return null;
}
len = 1 / len;
x *= len;
y *= len;
z *= len;
var s = Math.sin(rad);
var c = Math.cos(rad);
var t = 1 - c;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Construct the elements of the rotation matrix
var b00 = x * x * t + c;
var b01 = y * x * t + z * s;
var b02 = z * x * t - y * s;
var b10 = x * y * t - z * s;
var b11 = y * y * t + c;
var b12 = z * y * t + x * s;
var b20 = x * z * t + y * s;
var b21 = y * z * t - x * s;
var b22 = z * z * t + c;
// Perform rotation-specific matrix multiplication
a[0] = a00 * b00 + a10 * b01 + a20 * b02;
a[1] = a01 * b00 + a11 * b01 + a21 * b02;
a[2] = a02 * b00 + a12 * b01 + a22 * b02;
a[3] = a03 * b00 + a13 * b01 + a23 * b02;
a[4] = a00 * b10 + a10 * b11 + a20 * b12;
a[5] = a01 * b10 + a11 * b11 + a21 * b12;
a[6] = a02 * b10 + a12 * b11 + a22 * b12;
a[7] = a03 * b10 + a13 * b11 + a23 * b12;
a[8] = a00 * b20 + a10 * b21 + a20 * b22;
a[9] = a01 * b20 + a11 * b21 + a21 * b22;
a[10] = a02 * b20 + a12 * b21 + a22 * b22;
a[11] = a03 * b20 + a13 * b21 + a23 * b22;
return this;
},
/**
* Rotate this matrix on its X axis.
*
* @method Phaser.Math.Matrix4#rotateX
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateX: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[4] = a10 * c + a20 * s;
a[5] = a11 * c + a21 * s;
a[6] = a12 * c + a22 * s;
a[7] = a13 * c + a23 * s;
a[8] = a20 * c - a10 * s;
a[9] = a21 * c - a11 * s;
a[10] = a22 * c - a12 * s;
a[11] = a23 * c - a13 * s;
return this;
},
/**
* Rotate this matrix on its Y axis.
*
* @method Phaser.Math.Matrix4#rotateY
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateY: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[0] = a00 * c - a20 * s;
a[1] = a01 * c - a21 * s;
a[2] = a02 * c - a22 * s;
a[3] = a03 * c - a23 * s;
a[8] = a00 * s + a20 * c;
a[9] = a01 * s + a21 * c;
a[10] = a02 * s + a22 * c;
a[11] = a03 * s + a23 * c;
return this;
},
/**
* Rotate this matrix on its Z axis.
*
* @method Phaser.Math.Matrix4#rotateZ
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateZ: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
// Perform axis-specific matrix multiplication
a[0] = a00 * c + a10 * s;
a[1] = a01 * c + a11 * s;
a[2] = a02 * c + a12 * s;
a[3] = a03 * c + a13 * s;
a[4] = a10 * c - a00 * s;
a[5] = a11 * c - a01 * s;
a[6] = a12 * c - a02 * s;
a[7] = a13 * c - a03 * s;
return this;
},
/**
* Set the values of this Matrix from the given rotation Quaternion and translation Vector.
*
* @method Phaser.Math.Matrix4#fromRotationTranslation
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
* @param {Phaser.Math.Vector3} v - The Vector to set translation from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromRotationTranslation: function (q, v)
{
// Quaternion math
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = v.x;
out[13] = v.y;
out[14] = v.z;
out[15] = 1;
return this;
},
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix4#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromQuat: function (q)
{
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Generate a frustum matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#frustum
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
frustum: function (left, right, bottom, top, near, far)
{
var out = this.val;
var rl = 1 / (right - left);
var tb = 1 / (top - bottom);
var nf = 1 / (near - far);
out[0] = (near * 2) * rl;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (near * 2) * tb;
out[6] = 0;
out[7] = 0;
out[8] = (right + left) * rl;
out[9] = (top + bottom) * tb;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (far * near * 2) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspective
* @since 3.0.0
*
* @param {number} fovy - Vertical field of view in radians
* @param {number} aspect - Aspect ratio. Typically viewport width /height.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspective: function (fovy, aspect, near, far)
{
var out = this.val;
var f = 1.0 / Math.tan(fovy / 2);
var nf = 1 / (near - far);
out[0] = f / aspect;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = f;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (2 * far * near) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspectiveLH
* @since 3.0.0
*
* @param {number} width - The width of the frustum.
* @param {number} height - The height of the frustum.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspectiveLH: function (width, height, near, far)
{
var out = this.val;
out[0] = (2 * near) / width;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (2 * near) / height;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = -far / (near - far);
out[11] = 1;
out[12] = 0;
out[13] = 0;
out[14] = (near * far) / (near - far);
out[15] = 0;
return this;
},
/**
* Generate an orthogonal projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#ortho
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
ortho: function (left, right, bottom, top, near, far)
{
var out = this.val;
var lr = left - right;
var bt = bottom - top;
var nf = near - far;
// Avoid division by zero
lr = (lr === 0) ? lr : 1 / lr;
bt = (bt === 0) ? bt : 1 / bt;
nf = (nf === 0) ? nf : 1 / nf;
out[0] = -2 * lr;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = -2 * bt;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 2 * nf;
out[11] = 0;
out[12] = (left + right) * lr;
out[13] = (top + bottom) * bt;
out[14] = (far + near) * nf;
out[15] = 1;
return this;
},
/**
* Generate a look-at matrix with the given eye position, focal point, and up axis.
*
* @method Phaser.Math.Matrix4#lookAt
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} eye - Position of the viewer
* @param {Phaser.Math.Vector3} center - Point the viewer is looking at
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
lookAt: function (eye, center, up)
{
var out = this.val;
var eyex = eye.x;
var eyey = eye.y;
var eyez = eye.z;
var upx = up.x;
var upy = up.y;
var upz = up.z;
var centerx = center.x;
var centery = center.y;
var centerz = center.z;
if (Math.abs(eyex - centerx) < EPSILON &&
Math.abs(eyey - centery) < EPSILON &&
Math.abs(eyez - centerz) < EPSILON)
{
return this.identity();
}
var z0 = eyex - centerx;
var z1 = eyey - centery;
var z2 = eyez - centerz;
var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
z0 *= len;
z1 *= len;
z2 *= len;
var x0 = upy * z2 - upz * z1;
var x1 = upz * z0 - upx * z2;
var x2 = upx * z1 - upy * z0;
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if (!len)
{
x0 = 0;
x1 = 0;
x2 = 0;
}
else
{
len = 1 / len;
x0 *= len;
x1 *= len;
x2 *= len;
}
var y0 = z1 * x2 - z2 * x1;
var y1 = z2 * x0 - z0 * x2;
var y2 = z0 * x1 - z1 * x0;
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if (!len)
{
y0 = 0;
y1 = 0;
y2 = 0;
}
else
{
len = 1 / len;
y0 *= len;
y1 *= len;
y2 *= len;
}
out[0] = x0;
out[1] = y0;
out[2] = z0;
out[3] = 0;
out[4] = x1;
out[5] = y1;
out[6] = z1;
out[7] = 0;
out[8] = x2;
out[9] = y2;
out[10] = z2;
out[11] = 0;
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
out[15] = 1;
return this;
},
/**
* Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
*
* @method Phaser.Math.Matrix4#yawPitchRoll
* @since 3.0.0
*
* @param {number} yaw - [description]
* @param {number} pitch - [description]
* @param {number} roll - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
yawPitchRoll: function (yaw, pitch, roll)
{
this.zero();
_tempMat1.zero();
_tempMat2.zero();
var m0 = this.val;
var m1 = _tempMat1.val;
var m2 = _tempMat2.val;
// Rotate Z
var s = Math.sin(roll);
var c = Math.cos(roll);
m0[10] = 1;
m0[15] = 1;
m0[0] = c;
m0[1] = s;
m0[4] = -s;
m0[5] = c;
// Rotate X
s = Math.sin(pitch);
c = Math.cos(pitch);
m1[0] = 1;
m1[15] = 1;
m1[5] = c;
m1[10] = c;
m1[9] = -s;
m1[6] = s;
// Rotate Y
s = Math.sin(yaw);
c = Math.cos(yaw);
m2[5] = 1;
m2[15] = 1;
m2[0] = c;
m2[2] = -s;
m2[8] = s;
m2[10] = c;
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
return this;
},
/**
* Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
*
* @method Phaser.Math.Matrix4#setWorldMatrix
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
* @param {Phaser.Math.Vector3} position - The position of the world matrix.
* @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
* @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
* @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
{
this.yawPitchRoll(rotation.y, rotation.x, rotation.z);
_tempMat1.scaling(scale.x, scale.y, scale.z);
_tempMat2.xyz(position.x, position.y, position.z);
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
if (viewMatrix !== undefined)
{
this.multiplyLocal(viewMatrix);
}
if (projectionMatrix !== undefined)
{
this.multiplyLocal(projectionMatrix);
}
return this;
}
});
var _tempMat1 = new Matrix4();
var _tempMat2 = new Matrix4();
module.exports = Matrix4;
/***/ }),
/***/ "../../../src/math/Vector2.js":
/*!**********************************************!*\
!*** D:/wamp/www/phaser/src/math/Vector2.js ***!
\**********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(/*! ../utils/Class */ "../../../src/utils/Class.js");
/**
* @typedef {object} Vector2Like
*
* @property {number} x - The x component.
* @property {number} y - The y component.
*/
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number|Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
* @param {number} [y] - The y component.
*/
var Vector2 = new Class({
initialize:
function Vector2 (x, y)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector2#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector2#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
if (y === undefined) { y = x; }
this.x = x || 0;
this.y = y || 0;
}
},
/**
* Make a clone of this Vector2.
*
* @method Phaser.Math.Vector2#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} A clone of this Vector2.
*/
clone: function ()
{
return new Vector2(this.x, this.y);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
copy: function (src)
{
this.x = src.x || 0;
this.y = src.y || 0;
return this;
},
/**
* Set the component values of this Vector from a given Vector2Like object.
*
* @method Phaser.Math.Vector2#setFromObject
* @since 3.0.0
*
* @param {Vector2Like} obj - The object containing the component values to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setFromObject: function (obj)
{
this.x = obj.x || 0;
this.y = obj.y || 0;
return this;
},
/**
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
set: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* This method is an alias for `Vector2.set`.
*
* @method Phaser.Math.Vector2#setTo
* @since 3.4.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setTo: function (x, y)
{
return this.set(x, y);
},
/**
* Sets the `x` and `y` values of this object from a given polar coordinate.
*
* @method Phaser.Math.Vector2#setToPolar
* @since 3.0.0
*
* @param {number} azimuth - The angular coordinate, in radians.
* @param {number} [radius=1] - The radial coordinate (length).
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setToPolar: function (azimuth, radius)
{
if (radius == null) { radius = 1; }
this.x = Math.cos(azimuth) * radius;
this.y = Math.sin(azimuth) * radius;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} v - The vector to compare with this Vector.
*
* @return {boolean} Whether the given Vector is equal to this Vector.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y));
},
/**
* Calculate the angle between this Vector and the positive x-axis, in radians.
*
* @method Phaser.Math.Vector2#angle
* @since 3.0.0
*
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
*/
angle: function ()
{
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2(this.y, this.x);
if (angle < 0)
{
angle += 2 * Math.PI;
}
return angle;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
add: function (src)
{
this.x += src.x;
this.y += src.y;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
subtract: function (src)
{
this.x -= src.x;
this.y -= src.y;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
multiply: function (src)
{
this.x *= src.x;
this.y *= src.y;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector2#scale
* @since 3.0.0
*
* @param {number} value - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
scale: function (value)
{
if (isFinite(value))
{
this.x *= value;
this.y *= value;
}
else
{
this.x = 0;
this.y = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
divide: function (src)
{
this.x /= src.x;
this.y /= src.y;
return this;
},
/**
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return dx * dx + dy * dy;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector2#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
return x * x + y * y;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var len = x * x + y * y;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
}
return this;
},
/**
* Right-hand normalize (make unit length) this Vector.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeRightHand: function ()
{
var x = this.x;
this.x = this.y * -1;
this.y = x;
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (src)
{
return this.x * src.x + this.y * src.y;
},
/**
* 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.
*
* @constant
* @name Phaser.Math.Vector2.ZERO
* @type {Vector2}
* @since 3.1.0
*/
Vector2.ZERO = new Vector2();
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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Wrap the given `value` between `min` and `max.
*
* @function Phaser.Math.Wrap
* @since 3.0.0
*
* @param {number} value - The value to wrap.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} The wrapped value.
*/
var Wrap = function (value, min, max)
{
var range = max - min;
return (min + ((((value - min) % range) + range) % range));
};
module.exports = Wrap;
/***/ }),
/***/ "../../../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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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)
{
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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.
*
* @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 <rich@photonstorm.com>
* @copyright 2018 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 <rich@photonstorm.com>
* @copyright 2018 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");
/**
* @classdesc
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
* It can listen for Scene events and respond to them.
* It can map itself to a Scene property, or into the Scene Systems, or both.
*
* @class ScenePlugin
* @memberof Phaser.Plugins
* @extends Phaser.Plugins.BasePlugin
* @constructor
* @since 3.8.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
*/
var ScenePlugin = new Class({
Extends: BasePlugin,
initialize:
function ScenePlugin (scene, pluginManager)
{
BasePlugin.call(this, pluginManager);
this.scene = scene;
this.systems = scene.sys;
scene.sys.events.once('boot', this.boot, this);
},
/**
* This method is called when the Scene boots. It is only ever called once.
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
* Here are the Scene events you can listen to:
*
* start
* ready
* preupdate
* update
* postupdate
* resize
* pause
* resume
* sleep
* wake
* transitioninit
* transitionstart
* transitioncomplete
* transitionout
* shutdown
* destroy
*
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
*
* ```javascript
* var eventEmitter = this.systems.events;
* eventEmitter.once('destroy', this.sceneDestroy, this);
* ```
*
* @method Phaser.Plugins.ScenePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
}
});
module.exports = ScenePlugin;
/***/ }),
/***/ "../../../src/renderer/BlendModes.js":
/*!*****************************************************!*\
!*** D:/wamp/www/phaser/src/renderer/BlendModes.js ***!
\*****************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser Blend Modes.
*
* @name Phaser.BlendModes
* @enum {integer}
* @memberof Phaser
* @readonly
* @since 3.0.0
*/
module.exports = {
/**
* Skips the Blend Mode check in the renderer.
*
* @name Phaser.BlendModes.SKIP_CHECK
*/
SKIP_CHECK: -1,
/**
* Normal blend mode.
*
* @name Phaser.BlendModes.NORMAL
*/
NORMAL: 0,
/**
* Add blend mode.
*
* @name Phaser.BlendModes.ADD
*/
ADD: 1,
/**
* Multiply blend mode.
*
* @name Phaser.BlendModes.MULTIPLY
*/
MULTIPLY: 2,
/**
* Screen blend mode.
*
* @name Phaser.BlendModes.SCREEN
*/
SCREEN: 3,
/**
* Overlay blend mode.
*
* @name Phaser.BlendModes.OVERLAY
*/
OVERLAY: 4,
/**
* Darken blend mode.
*
* @name Phaser.BlendModes.DARKEN
*/
DARKEN: 5,
/**
* Lighten blend mode.
*
* @name Phaser.BlendModes.LIGHTEN
*/
LIGHTEN: 6,
/**
* Color Dodge blend mode.
*
* @name Phaser.BlendModes.COLOR_DODGE
*/
COLOR_DODGE: 7,
/**
* Color Burn blend mode.
*
* @name Phaser.BlendModes.COLOR_BURN
*/
COLOR_BURN: 8,
/**
* Hard Light blend mode.
*
* @name Phaser.BlendModes.HARD_LIGHT
*/
HARD_LIGHT: 9,
/**
* Soft Light blend mode.
*
* @name Phaser.BlendModes.SOFT_LIGHT
*/
SOFT_LIGHT: 10,
/**
* Difference blend mode.
*
* @name Phaser.BlendModes.DIFFERENCE
*/
DIFFERENCE: 11,
/**
* Exclusion blend mode.
*
* @name Phaser.BlendModes.EXCLUSION
*/
EXCLUSION: 12,
/**
* Hue blend mode.
*
* @name Phaser.BlendModes.HUE
*/
HUE: 13,
/**
* Saturation blend mode.
*
* @name Phaser.BlendModes.SATURATION
*/
SATURATION: 14,
/**
* Color blend mode.
*
* @name Phaser.BlendModes.COLOR
*/
COLOR: 15,
/**
* Luminosity blend mode.
*
* @name Phaser.BlendModes.LUMINOSITY
*/
LUMINOSITY: 16
};
/***/ }),
/***/ "../../../src/utils/Class.js":
/*!*********************************************!*\
!*** D:/wamp/www/phaser/src/utils/Class.js ***!
\*********************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Taken from klasse by mattdesl https://github.com/mattdesl/klasse
function hasGetterOrSetter (def)
{
return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
}
function getProperty (definition, k, isClassDescriptor)
{
// This may be a lightweight object, OR it might be a property that was defined previously.
// For simple class descriptors we can just assume its NOT previously defined.
var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k);
if (!isClassDescriptor && def.value && typeof def.value === 'object')
{
def = def.value;
}
// This might be a regular property, or it may be a getter/setter the user defined in a class.
if (def && hasGetterOrSetter(def))
{
if (typeof def.enumerable === 'undefined')
{
def.enumerable = true;
}
if (typeof def.configurable === 'undefined')
{
def.configurable = true;
}
return def;
}
else
{
return false;
}
}
function hasNonConfigurable (obj, k)
{
var prop = Object.getOwnPropertyDescriptor(obj, k);
if (!prop)
{
return false;
}
if (prop.value && typeof prop.value === 'object')
{
prop = prop.value;
}
if (prop.configurable === false)
{
return true;
}
return false;
}
function extend (ctor, definition, isClassDescriptor, extend)
{
for (var k in definition)
{
if (!definition.hasOwnProperty(k))
{
continue;
}
var def = getProperty(definition, k, isClassDescriptor);
if (def !== false)
{
// If Extends is used, we will check its prototype to see if the final variable exists.
var parent = extend || ctor;
if (hasNonConfigurable(parent.prototype, k))
{
// Just skip the final property
if (Class.ignoreFinals)
{
continue;
}
// We cannot re-define a property that is configurable=false.
// So we will consider them final and throw an error. This is by
// default so it is clear to the developer what is happening.
// You can set ignoreFinals to true if you need to extend a class
// which has configurable=false; it will simply not re-define final properties.
throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip');
}
Object.defineProperty(ctor.prototype, k, def);
}
else
{
ctor.prototype[k] = definition[k];
}
}
}
function mixin (myClass, mixins)
{
if (!mixins)
{
return;
}
if (!Array.isArray(mixins))
{
mixins = [ mixins ];
}
for (var i = 0; i < mixins.length; i++)
{
extend(myClass, mixins[i].prototype || mixins[i]);
}
}
/**
* Creates a new class with the given descriptor.
* The constructor, defined by the name `initialize`,
* is an optional function. If unspecified, an anonymous
* function will be used which calls the parent class (if
* one exists).
*
* You can also use `Extends` and `Mixins` to provide subclassing
* and inheritance.
*
* @class Class
* @constructor
* @param {Object} definition a dictionary of functions for the class
* @example
*
* var MyClass = new Phaser.Class({
*
* initialize: function() {
* this.foo = 2.0;
* },
*
* bar: function() {
* return this.foo + 5;
* }
* });
*/
function Class (definition)
{
if (!definition)
{
definition = {};
}
// The variable name here dictates what we see in Chrome debugger
var initialize;
var Extends;
if (definition.initialize)
{
if (typeof definition.initialize !== 'function')
{
throw new Error('initialize must be a function');
}
initialize = definition.initialize;
// Usually we should avoid 'delete' in V8 at all costs.
// However, its unlikely to make any performance difference
// here since we only call this on class creation (i.e. not object creation).
delete definition.initialize;
}
else if (definition.Extends)
{
var base = definition.Extends;
initialize = function ()
{
base.apply(this, arguments);
};
}
else
{
initialize = function () {};
}
if (definition.Extends)
{
initialize.prototype = Object.create(definition.Extends.prototype);
initialize.prototype.constructor = initialize;
// For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin)
Extends = definition.Extends;
delete definition.Extends;
}
else
{
initialize.prototype.constructor = initialize;
}
// Grab the mixins, if they are specified...
var mixins = null;
if (definition.Mixins)
{
mixins = definition.Mixins;
delete definition.Mixins;
}
// First, mixin if we can.
mixin(initialize, mixins);
// Now we grab the actual definition which defines the overrides.
extend(initialize, definition, true, Extends);
return initialize;
}
Class.extend = extend;
Class.mixin = mixin;
Class.ignoreFinals = false;
module.exports = Class;
/***/ }),
/***/ "../../../src/utils/NOOP.js":
/*!********************************************!*\
!*** D:/wamp/www/phaser/src/utils/NOOP.js ***!
\********************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A NOOP (No Operation) callback function.
*
* Used internally by Phaser when it's more expensive to determine if a callback exists
* than it is to just invoke an empty function.
*
* @function Phaser.Utils.NOOP
* @since 3.0.0
*/
var NOOP = function ()
{
// NOOP
};
module.exports = NOOP;
/***/ }),
/***/ "../../../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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Source object
// The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner'
// The default value to use if the key doesn't exist
/**
* 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('.'))
{
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 <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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;
/***/ }),
/***/ "./BaseSpinePlugin.js":
/*!****************************!*\
!*** ./BaseSpinePlugin.js ***!
\****************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 ScenePlugin = __webpack_require__(/*! ../../../src/plugins/ScenePlugin */ "../../../src/plugins/ScenePlugin.js");
var SpineFile = __webpack_require__(/*! ./SpineFile */ "./SpineFile.js");
var SpineGameObject = __webpack_require__(/*! ./gameobject/SpineGameObject */ "./gameobject/SpineGameObject.js");
var runtime;
/**
* @classdesc
* TODO
*
* @class SpinePlugin
* @extends Phaser.Plugins.ScenePlugin
* @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 SpinePlugin = new Class({
Extends: ScenePlugin,
initialize:
function SpinePlugin (scene, pluginManager, SpineRuntime)
{
console.log('BaseSpinePlugin created');
ScenePlugin.call(this, scene, pluginManager);
var game = pluginManager.game;
// Create a custom cache to store the spine data (.atlas files)
this.cache = game.cache.addCustom('spine');
this.json = game.cache.json;
this.textures = game.textures;
this.skeletonRenderer;
this.drawDebug = false;
// Register our file type
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
// Register our game object
pluginManager.registerGameObject('spine', this.createSpineFactory(this));
runtime = SpineRuntime;
},
spineFileCallback: function (key, jsonURL, atlasURL, 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, 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 runtime;
},
createSkeleton: function (key, skeletonJSON)
{
var atlas = this.getAtlas(key);
var atlasLoader = new runtime.AtlasAttachmentLoader(atlas);
var skeletonJson = new runtime.SkeletonJson(atlasLoader);
var data = (skeletonJSON) ? skeletonJSON : this.json.get(key);
var skeletonData = skeletonJson.readSkeletonData(data);
var skeleton = new runtime.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton };
},
getBounds: function (skeleton)
{
var offset = new runtime.Vector2();
var size = new runtime.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
},
createAnimationState: function (skeleton)
{
var stateData = new runtime.AnimationStateData(skeleton.data);
var state = new runtime.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('update', this.update, this);
eventEmitter.off('shutdown', this.shutdown, this);
this.removeAll();
},
/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
*
* @method Camera3DPlugin#destroy
* @private
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = SpinePlugin;
/***/ }),
/***/ "./SpineFile.js":
/*!**********************!*\
!*** ./SpineFile.js ***!
\**********************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 `<key>.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 `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @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, jsonXhrSettings, atlasXhrSettings)
{
var json;
var atlas;
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')
});
atlas = new TextFile(loader, {
key: key,
url: GetFastValue(config, 'atlasURL'),
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
});
}
else
{
json = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
atlas = new TextFile(loader, key, atlasURL, atlasXhrSettings);
}
atlas.cache = loader.cacheManager.custom.spine;
MultiFile.call(this, loader, 'spine', key, [ json, atlas ]);
},
/**
* 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 fileText = this.files[1];
fileText.addToCache();
for (var i = 2; i < this.files.length; i++)
{
var file = this.files[i];
var key = file.key.substr(4).trim();
this.loader.textureManager.addImage(key, file.data);
file.pendingDestroy();
}
this.complete = true;
}
}
});
/**
* Adds a Unity YAML based Texture Atlas, or array of atlases, 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.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.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.
*
* If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
* its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
*
* Phaser expects the atlas data to be provided in a YAML formatted text file as exported from Unity.
*
* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
*
* 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.unityAtlas({
* key: 'mainmenu',
* textureURL: 'images/MainMenu.png',
* atlasURL: 'images/MainMenu.txt'
* });
* ```
*
* See the documentation for `Phaser.Loader.FileTypes.SpineFileConfig` for more details.
*
* Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
*
* ```javascript
* this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
* // and later in your game ...
* this.add.image(x, y, 'mainmenu', 'background');
* ```
*
* To get a list of all available frames within an atlas please consult your Texture Atlas software.
*
* 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.unityAtlas('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.txt');
* ```
*
* Or, if you are using a config object use the `normalMap` property:
*
* ```javascript
* this.load.unityAtlas({
* key: 'mainmenu',
* textureURL: 'images/MainMenu.png',
* normalMap: 'images/MainMenu-n.png',
* atlasURL: 'images/MainMenu.txt'
* });
* ```
*
* 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 Unity Atlas 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#spine
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.16.0
*
* @param {(string|Phaser.Loader.FileTypes.SpineFileConfig|Phaser.Loader.FileTypes.SpineFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @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 `<key>.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 `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @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.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
FileTypesManager.register('spine', function (key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
{
var multifile;
// Supports an Object file definition in the key argument
// Or an array of objects in the key argument
// Or a single entry where all arguments have been defined
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, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
});
*/
module.exports = SpineFile;
/***/ }),
/***/ "./SpineWebGLPlugin.js":
/*!*****************************!*\
!*** ./SpineWebGLPlugin.js ***!
\*****************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 BaseSpinePlugin = __webpack_require__(/*! ./BaseSpinePlugin */ "./BaseSpinePlugin.js");
var SpineWebGL = __webpack_require__(/*! SpineWebGL */ "./runtimes/spine-webgl.js");
var Matrix4 = __webpack_require__(/*! ../../../src/math/Matrix4 */ "../../../src/math/Matrix4.js");
/**
* @classdesc
* Just the WebGL Runtime.
*
* @class SpinePlugin
* @extends Phaser.Plugins.ScenePlugin
* @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 SpineWebGLPlugin = new Class({
Extends: BaseSpinePlugin,
initialize:
function SpineWebGLPlugin (scene, pluginManager)
{
console.log('SpineWebGLPlugin created');
BaseSpinePlugin.call(this, scene, pluginManager, SpineWebGL);
this.gl;
this.mvp;
this.shader;
this.batcher;
this.debugRenderer;
this.debugShader;
},
boot: function ()
{
var gl = this.game.renderer.gl;
this.gl = gl;
this.mvp = new Matrix4();
// Create a simple shader, mesh, model-view-projection matrix and SkeletonRenderer.
this.shader = SpineWebGL.webgl.Shader.newTwoColoredTextured(gl);
this.batcher = new SpineWebGL.webgl.PolygonBatcher(gl);
this.skeletonRenderer = new SpineWebGL.webgl.SkeletonRenderer(gl);
this.skeletonRenderer.premultipliedAlpha = true;
this.shapes = new SpineWebGL.webgl.ShapeRenderer(gl);
this.debugRenderer = new SpineWebGL.webgl.SkeletonDebugRenderer(gl);
this.debugShader = SpineWebGL.webgl.Shader.newColored(gl);
},
getAtlas: function (key)
{
var atlasData = this.cache.get(key);
if (!atlasData)
{
console.warn('No atlas data for: ' + key);
return;
}
var textures = this.textures;
var gl = this.game.renderer.gl;
var atlas = new SpineWebGL.TextureAtlas(atlasData, function (path)
{
return new SpineWebGL.webgl.GLTexture(gl, textures.get(path).getSourceImage());
});
return atlas;
}
});
module.exports = SpineWebGLPlugin;
/***/ }),
/***/ "./gameobject/SpineGameObject.js":
/*!***************************************!*\
!*** ./gameobject/SpineGameObject.js ***!
\***************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 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 GameObject = __webpack_require__(/*! ../../../../src/gameobjects/GameObject */ "../../../src/gameobjects/GameObject.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,
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.runtime = plugin.getRuntime();
this.skeleton = null;
this.skeletonData = null;
this.state = null;
this.stateData = null;
this.drawDebug = false;
this.timeScale = 1;
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;
var skeleton = data.skeleton;
skeleton.flipY = (this.scene.sys.game.config.renderType === 1);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
skeleton.setSkinByName('default');
this.skeleton = skeleton;
// 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);
}
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;
},
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: function ()
{
return this.plugin.getBounds(this.skeleton);
},
preUpdate: function (time, delta)
{
var skeleton = this.skeleton;
skeleton.flipX = this.flipX;
skeleton.flipY = this.flipY;
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.runtime = null;
this.skeleton = null;
this.skeletonData = null;
this.state = null;
this.stateData = null;
}
});
module.exports = SpineGameObject;
/***/ }),
/***/ "./gameobject/SpineGameObjectRender.js":
/*!*********************************************!*\
!*** ./gameobject/SpineGameObjectRender.js ***!
\*********************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 (false)
{}
module.exports = {
renderWebGL: renderWebGL,
renderCanvas: renderCanvas
};
/***/ }),
/***/ "./gameobject/SpineGameObjectWebGLRenderer.js":
/*!****************************************************!*\
!*** ./gameobject/SpineGameObjectWebGLRenderer.js ***!
\****************************************************/
/*! no static exports found */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @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");
/**
* 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 pipeline = renderer.currentPipeline;
var plugin = src.plugin;
var mvp = plugin.mvp;
var shader = plugin.shader;
var batcher = plugin.batcher;
var runtime = src.runtime;
var skeleton = src.skeleton;
var skeletonRenderer = plugin.skeletonRenderer;
if (!skeleton)
{
return;
}
renderer.clearPipeline();
var camMatrix = renderer._tempMatrix1;
var spriteMatrix = renderer._tempMatrix2;
var calcMatrix = renderer._tempMatrix3;
// - 90 degrees to account for the difference in Spine vs. Phaser rotation
spriteMatrix.applyITRS(src.x, src.y, src.rotation - 1.5707963267948966, 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 width = renderer.width;
var height = renderer.height;
var data = calcMatrix.decomposeMatrix();
mvp.ortho(0, width, 0, height, 0, 1);
mvp.translateXYZ(data.translateX, height - data.translateY, 0);
mvp.rotateZ(CounterClockwise(data.rotation));
mvp.scaleXYZ(data.scaleX, data.scaleY, 1);
// For a Stage 1 release we'll handle it like this:
shader.bind();
shader.setUniformi(runtime.webgl.Shader.SAMPLER, 0);
shader.setUniform4x4f(runtime.webgl.Shader.MVP_MATRIX, mvp.val);
// For Stage 2, we'll move to using a custom pipeline, so Spine objects are batched
batcher.begin(shader);
skeletonRenderer.premultipliedAlpha = true;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
if (plugin.drawDebug || src.drawDebug)
{
var debugShader = plugin.debugShader;
var debugRenderer = plugin.debugRenderer;
var shapes = plugin.shapes;
debugShader.bind();
debugShader.setUniform4x4f(runtime.webgl.Shader.MVP_MATRIX, mvp.val);
shapes.begin(debugShader);
debugRenderer.draw(shapes, skeleton);
shapes.end();
debugShader.unbind();
}
renderer.rebindPipeline(pipeline);
};
module.exports = SpineGameObjectWebGLRenderer;
/***/ }),
/***/ "./runtimes/spine-webgl.js":
/*!*********************************!*\
!*** ./runtimes/spine-webgl.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, pose, 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, pose, 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 MixPose;
(function (MixPose) {
MixPose[MixPose["setup"] = 0] = "setup";
MixPose[MixPose["current"] = 1] = "current";
MixPose[MixPose["currentLayered"] = 2] = "currentLayered";
})(MixPose = spine.MixPose || (spine.MixPose = {}));
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, pose, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
bone.rotation = bone.data.rotation;
return;
case MixPose.current:
var r_1 = bone.data.rotation - bone.rotation;
r_1 -= (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360;
bone.rotation += r_1 * alpha;
}
return;
}
if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
if (pose == MixPose.setup)
bone.rotation = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] * alpha;
else {
var r_2 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360;
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 -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
r = prevRotation + r * percent;
if (pose == MixPose.setup) {
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
bone.rotation = bone.data.rotation + r * alpha;
}
else {
r = bone.data.rotation + r - bone.rotation;
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
bone.rotation += r * 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, pose, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case MixPose.current:
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;
}
if (pose == MixPose.setup) {
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
}
else {
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.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, pose, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case MixPose.current:
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) {
bone.scaleX = x;
bone.scaleY = y;
}
else {
var bx = 0, by = 0;
if (pose == MixPose.setup) {
bx = bone.data.scaleX;
by = bone.data.scaleY;
}
else {
bx = bone.scaleX;
by = bone.scaleY;
}
if (direction == MixDirection.out) {
x = Math.abs(x) * spine.MathUtils.signum(bx);
y = Math.abs(y) * spine.MathUtils.signum(by);
}
else {
bx = Math.abs(bx) * spine.MathUtils.signum(x);
by = Math.abs(by) * spine.MathUtils.signum(y);
}
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - 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, pose, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case MixPose.current:
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;
}
if (pose == MixPose.setup) {
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
}
else {
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * 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, pose, direction) {
var slot = skeleton.slots[this.slotIndex];
var frames = this.frames;
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
slot.color.setFromColor(slot.data.color);
return;
case MixPose.current:
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 (pose == MixPose.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, pose, direction) {
var slot = skeleton.slots[this.slotIndex];
var frames = this.frames;
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
slot.color.setFromColor(slot.data.color);
slot.darkColor.setFromColor(slot.data.darkColor);
return;
case MixPose.current:
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 (pose == MixPose.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, pose, direction) {
var slot = skeleton.slots[this.slotIndex];
if (direction == MixDirection.out && pose == MixPose.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 (pose == MixPose.setup) {
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, pose, 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)
alpha = 1;
var frameVertices = this.frameVertices;
var vertexCount = frameVertices[0].length;
var frames = this.frames;
if (time < frames[0]) {
var vertexAttachment = slotAttachment;
switch (pose) {
case MixPose.setup:
verticesArray.length = 0;
return;
case MixPose.current:
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) {
spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
}
else if (pose == MixPose.setup) {
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices_1 = vertexAttachment.vertices;
for (var i_1 = 0; i_1 < vertexCount; i_1++) {
var setup = setupVertices_1[i_1];
vertices[i_1] = setup + (lastVertices[i_1] - setup) * alpha;
}
}
else {
for (var i_2 = 0; i_2 < vertexCount; i_2++)
vertices[i_2] = lastVertices[i_2] * alpha;
}
}
else {
for (var i_3 = 0; i_3 < vertexCount; i_3++)
vertices[i_3] += (lastVertices[i_3] - vertices[i_3]) * 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) {
for (var i_4 = 0; i_4 < vertexCount; i_4++) {
var prev = prevVertices[i_4];
vertices[i_4] = prev + (nextVertices[i_4] - prev) * percent;
}
}
else if (pose == MixPose.setup) {
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices_2 = vertexAttachment.vertices;
for (var i_5 = 0; i_5 < vertexCount; i_5++) {
var prev = prevVertices[i_5], setup = setupVertices_2[i_5];
vertices[i_5] = setup + (prev + (nextVertices[i_5] - prev) * percent - setup) * alpha;
}
}
else {
for (var i_6 = 0; i_6 < vertexCount; i_6++) {
var prev = prevVertices[i_6];
vertices[i_6] = (prev + (nextVertices[i_6] - prev) * percent) * alpha;
}
}
}
else {
for (var i_7 = 0; i_7 < vertexCount; i_7++) {
var prev = prevVertices[i_7];
vertices[i_7] += (prev + (nextVertices[i_7] - prev) * percent - vertices[i_7]) * 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, pose, 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, pose, 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, pose, direction) {
var drawOrder = skeleton.drawOrder;
var slots = skeleton.slots;
if (direction == MixDirection.out && pose == MixPose.setup) {
spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
var frames = this.frames;
if (time < frames[0]) {
if (pose == MixPose.setup)
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) {
frameIndex *= IkConstraintTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
};
IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, pose, direction) {
var frames = this.frames;
var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
constraint.mix = constraint.data.mix;
constraint.bendDirection = constraint.data.bendDirection;
return;
case MixPose.current:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
}
return;
}
if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
if (pose == MixPose.setup) {
constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
constraint.bendDirection = direction == MixDirection.out ? constraint.data.bendDirection
: frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
}
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];
}
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 (pose == MixPose.setup) {
constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
constraint.bendDirection = direction == MixDirection.out ? constraint.data.bendDirection : frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
}
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];
}
};
IkConstraintTimeline.ENTRIES = 3;
IkConstraintTimeline.PREV_TIME = -3;
IkConstraintTimeline.PREV_MIX = -2;
IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
IkConstraintTimeline.MIX = 1;
IkConstraintTimeline.BEND_DIRECTION = 2;
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, pose, direction) {
var frames = this.frames;
var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
if (time < frames[0]) {
var data = constraint.data;
switch (pose) {
case MixPose.setup:
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
return;
case MixPose.current:
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 (pose == MixPose.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, pose, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
constraint.position = constraint.data.position;
return;
case MixPose.current:
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 (pose == MixPose.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, pose, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
constraint.spacing = constraint.data.spacing;
return;
case MixPose.current:
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 (pose == MixPose.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, pose, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (pose) {
case MixPose.setup:
constraint.rotateMix = constraint.data.rotateMix;
constraint.translateMix = constraint.data.translateMix;
return;
case MixPose.current:
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 (pose == MixPose.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.mixingTo = new Array();
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 = nextTime + delta * next.timeScale;
current.trackTime += currentDelta;
this.setCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += currentDelta;
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;
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 || to.timeScale == 0)) {
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
to.interruptAlpha = from.interruptAlpha;
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta * to.timeScale;
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 currentPose = i == 0 ? spine.MixPose.current : spine.MixPose.currentLayered;
var mix = current.alpha;
if (current.mixingFrom != null)
mix *= this.applyMixingFrom(current, skeleton, currentPose);
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 (mix == 1) {
for (var ii = 0; ii < timelineCount; ii++)
timelines[ii].apply(skeleton, animationLast, animationTime, events, 1, spine.MixPose.setup, spine.MixDirection["in"]);
}
else {
var timelineData = current.timelineData;
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 pose = timelineData[ii] >= AnimationState.FIRST ? spine.MixPose.setup : currentPose;
if (timeline instanceof spine.RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
}
else {
spine.Utils.webkit602BugfixHelper(mix, pose);
timeline.apply(skeleton, animationLast, animationTime, events, mix, pose, 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, currentPose) {
var from = to.mixingFrom;
if (from.mixingFrom != null)
this.applyMixingFrom(from, skeleton, currentPose);
var mix = 0;
if (to.mixDuration == 0) {
mix = 1;
currentPose = spine.MixPose.setup;
}
else {
mix = to.mixTime / to.mixDuration;
if (mix > 1)
mix = 1;
}
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 timelineData = from.timelineData;
var timelineDipMix = from.timelineDipMix;
var firstFrame = from.timelinesRotation.length == 0;
if (firstFrame)
spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
var timelinesRotation = from.timelinesRotation;
var pose;
var alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix), alpha = 0;
from.totalAlpha = 0;
for (var i = 0; i < timelineCount; i++) {
var timeline = timelines[i];
switch (timelineData[i]) {
case AnimationState.SUBSEQUENT:
if (!attachments && timeline instanceof spine.AttachmentTimeline)
continue;
if (!drawOrder && timeline instanceof spine.DrawOrderTimeline)
continue;
pose = currentPose;
alpha = alphaMix;
break;
case AnimationState.FIRST:
pose = spine.MixPose.setup;
alpha = alphaMix;
break;
case AnimationState.DIP:
pose = spine.MixPose.setup;
alpha = alphaDip;
break;
default:
pose = spine.MixPose.setup;
alpha = alphaDip;
var dipMix = timelineDipMix[i];
alpha *= Math.max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
break;
}
from.totalAlpha += alpha;
if (timeline instanceof spine.RotateTimeline)
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
else {
spine.Utils.webkit602BugfixHelper(alpha, pose);
timeline.apply(skeleton, animationLast, animationTime, events, alpha, pose, spine.MixDirection.out);
}
}
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, pose, timelinesRotation, i, firstFrame) {
if (firstFrame)
timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, pose, spine.MixDirection["in"]);
return;
}
var rotateTimeline = timeline;
var frames = rotateTimeline.frames;
var bone = skeleton.bones[rotateTimeline.boneIndex];
if (time < frames[0]) {
if (pose == spine.MixPose.setup)
bone.rotation = bone.data.rotation;
return;
}
var r2 = 0;
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 r1 = pose == spine.MixPose.setup ? bone.data.rotation : bone.rotation;
var total = 0, diff = r2 - r1;
if (diff == 0) {
total = timelinesRotation[i];
}
else {
diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
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 = 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;
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 += duration;
delay -= this.data.getMix(last.animation, animation);
}
else
delay = 0;
}
}
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 - this.tracks.length + 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.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;
var propertyIDs = this.propertyIDs;
propertyIDs.clear();
var mixingTo = this.mixingTo;
for (var i = 0, n = this.tracks.length; i < n; i++) {
var entry = this.tracks[i];
if (entry != null)
entry.setTimelineData(null, mixingTo, propertyIDs);
}
};
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("<empty>", [], 0);
AnimationState.SUBSEQUENT = 0;
AnimationState.FIRST = 1;
AnimationState.DIP = 2;
AnimationState.DIP_MIX = 3;
return AnimationState;
}());
spine.AnimationState = AnimationState;
var TrackEntry = (function () {
function TrackEntry() {
this.timelineData = new Array();
this.timelineDipMix = new Array();
this.timelinesRotation = new Array();
}
TrackEntry.prototype.reset = function () {
this.next = null;
this.mixingFrom = null;
this.animation = null;
this.listener = null;
this.timelineData.length = 0;
this.timelineDipMix.length = 0;
this.timelinesRotation.length = 0;
};
TrackEntry.prototype.setTimelineData = function (to, mixingToArray, propertyIDs) {
if (to != null)
mixingToArray.push(to);
var lastEntry = this.mixingFrom != null ? this.mixingFrom.setTimelineData(this, mixingToArray, propertyIDs) : this;
if (to != null)
mixingToArray.pop();
var mixingTo = mixingToArray;
var mixingToLast = mixingToArray.length - 1;
var timelines = this.animation.timelines;
var timelinesCount = this.animation.timelines.length;
var timelineData = spine.Utils.setArraySize(this.timelineData, timelinesCount);
this.timelineDipMix.length = 0;
var timelineDipMix = spine.Utils.setArraySize(this.timelineDipMix, timelinesCount);
outer: for (var i = 0; i < timelinesCount; i++) {
var id = timelines[i].getPropertyId();
if (!propertyIDs.add(id))
timelineData[i] = AnimationState.SUBSEQUENT;
else if (to == null || !to.hasTimeline(id))
timelineData[i] = AnimationState.FIRST;
else {
for (var ii = mixingToLast; ii >= 0; ii--) {
var entry = mixingTo[ii];
if (!entry.hasTimeline(id)) {
if (entry.mixDuration > 0) {
timelineData[i] = AnimationState.DIP_MIX;
timelineDipMix[i] = entry;
continue outer;
}
}
}
timelineData[i] = AnimationState.DIP;
}
}
return lastEntry;
};
TrackEntry.prototype.hasTimeline = function (id) {
var timelines = this.animation.timelines;
for (var i = 0, n = timelines.length; i < n; i++)
if (timelines[i].getPropertyId() == id)
return true;
return false;
};
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 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;
var skeleton = this.skeleton;
if (skeleton.flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (skeleton.flipY) {
y = -y;
lc = -lc;
ld = -ld;
}
this.a = la;
this.b = lb;
this.c = lc;
this.d = ld;
this.worldX = x + skeleton.x;
this.worldY = y + 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;
var zc = pc * cos + pd * sin;
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);
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;
if (this.data.transformMode != spine.TransformMode.NoScaleOrReflection ? pa * pd - pb * pc < 0 : this.skeleton.flipX != this.skeleton.flipY) {
zb = -zb;
zd = -zd;
}
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
return;
}
}
if (this.skeleton.flipX) {
this.a = -this.a;
this.b = -this.b;
}
if (this.skeleton.flipY) {
this.c = -this.c;
this.d = -this.d;
}
};
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;
};
Bone.prototype.localToWorldRotation = function (localRotation) {
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.mix = 1;
this.bendDirection = 0;
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.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.mix);
break;
case 2:
this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
break;
}
};
IkConstraint.prototype.apply1 = function (bone, targetX, targetY, 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;
bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX, bone.ashearY);
};
IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, 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, 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;
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 = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1)
cos = -1;
else if (cos > 1)
cos = 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, dd = tx * tx + ty * ty, 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, parent.ascaleX, 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.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 spacingMode = data.spacingMode;
var lengthSpacing = spacingMode == spine.SpacingMode.Length;
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 || lengthSpacing) {
if (scale)
lengths = spine.Utils.setArraySize(this.lengths, boneCount);
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 {
var x = setupLength * bone.a, y = setupLength * bone.c;
var length_1 = Math.sqrt(x * x + y * y);
if (scale)
lengths[i] = length_1;
spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_1 / setupLength;
}
}
}
else {
for (var i = 1; i < spacesCount; i++)
spaces[i] = spacing;
}
var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
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_2 = lengths[i];
if (length_2 != 0) {
var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 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_3 = bone.data.length;
boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length_3 * (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 = 0; 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_4 = lengths[curve];
if (p > length_4)
continue;
if (curve == 0)
p /= length_4;
else {
var prev = lengths[curve - 1];
p = (p - prev) / (length_4 - 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;
if (percentSpacing) {
for (var i = 0; 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_5 = curves[curve];
if (p > length_5)
continue;
if (curve == 0)
p /= length_5;
else {
var prev = curves[curve - 1];
p = (p - prev) / (length_5 - 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_6 = segments[segment];
if (p > length_6)
continue;
if (segment == 0)
p /= length_6;
else {
var prev = segments[segment - 1];
p = segment + (p - prev) / (length_6 - 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))
p = 0.0001;
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)
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.flipX = false;
this.flipY = false;
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.bendDirection = constraint.data.bendDirection;
constraint.mix = constraint.data.mix;
}
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 (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 ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.push(edgeX + (edgeX2 - edgeX) * ua);
output.push(edgeY + (edgeY2 - edgeY) * ua);
}
else if (side2) {
var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
output.push(edgeX + (edgeX2 - edgeX) * ua);
output.push(edgeY + (edgeY2 - edgeY) * ua);
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.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
data.mix = this.getValue(constraintMap, "mix", 1);
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", "");
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.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);
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;
}(spine.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, pose) {
};
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 u = 0, v = 0, width = 0, height = 0;
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;
}
var regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.length != regionUVs.length)
this.uvs = spine.Utils.newFloatArray(regionUVs.length);
var uvs = this.uvs;
if (this.region.rotate) {
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;
}
}
else {
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 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;
element.addEventListener("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;
}
}, true);
element.addEventListener("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;
}
}, true);
element.addEventListener("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;
}
}, 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_8 = 0; i_8 < listeners.length; i_8++) {
listeners[i_8].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_9 = 0; i_9 < listeners.length; i_9++) {
listeners[i_9].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_10 = 0; i_10 < listeners.length; i_10++) {
listeners[i_10].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_11 = 0; i_11 < listeners.length; i_11++) {
listeners[i_11].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) {
var LoadingScreen = (function () {
function LoadingScreen(renderer) {
this.logo = null;
this.spinner = null;
this.angle = 0;
this.fadeOut = 0;
this.timeKeeper = new spine.TimeKeeper();
this.backgroundColor = new spine.Color(0.135, 0.135, 0.135, 1);
this.tempColor = new spine.Color();
this.firstDraw = 0;
this.renderer = renderer;
this.timeKeeper.maxDelta = 9;
if (LoadingScreen.logoImg === null) {
var isSafari = navigator.userAgent.indexOf("Safari") > -1;
LoadingScreen.logoImg = new Image();
LoadingScreen.logoImg.src = LoadingScreen.SPINE_LOGO_DATA;
if (!isSafari)
LoadingScreen.logoImg.crossOrigin = "anonymous";
LoadingScreen.logoImg.onload = function (ev) {
LoadingScreen.loaded++;
};
LoadingScreen.spinnerImg = new Image();
LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA;
if (!isSafari)
LoadingScreen.spinnerImg.crossOrigin = "anonymous";
LoadingScreen.spinnerImg.onload = function (ev) {
LoadingScreen.loaded++;
};
}
}
LoadingScreen.prototype.draw = function (complete) {
if (complete === void 0) { complete = false; }
if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS)
return;
this.timeKeeper.update();
var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75));
this.angle -= this.timeKeeper.delta * 360 * (1 + 1.5 * Math.pow(a, 5));
var renderer = this.renderer;
var canvas = renderer.canvas;
var gl = renderer.context.gl;
var oldX = renderer.camera.position.x, oldY = renderer.camera.position.y;
renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
renderer.camera.viewportWidth = canvas.width;
renderer.camera.viewportHeight = canvas.height;
renderer.resize(webgl.ResizeMode.Stretch);
if (!complete) {
gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
this.tempColor.a = 1;
}
else {
this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
if (this.fadeOut > LoadingScreen.FADE_SECONDS) {
renderer.camera.position.set(oldX, oldY, 0);
return;
}
a = 1 - this.fadeOut / LoadingScreen.FADE_SECONDS;
this.tempColor.setFromColor(this.backgroundColor);
this.tempColor.a = 1 - (a - 1) * (a - 1);
renderer.begin();
renderer.quad(true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, this.tempColor, this.tempColor, this.tempColor, this.tempColor);
renderer.end();
}
this.tempColor.set(1, 1, 1, this.tempColor.a);
if (LoadingScreen.loaded != 2)
return;
if (this.logo === null) {
this.logo = new webgl.GLTexture(renderer.context, LoadingScreen.logoImg);
this.spinner = new webgl.GLTexture(renderer.context, LoadingScreen.spinnerImg);
}
this.logo.update(false);
this.spinner.update(false);
var logoWidth = this.logo.getImage().width;
var logoHeight = this.logo.getImage().height;
var spinnerWidth = this.spinner.getImage().width;
var spinnerHeight = this.spinner.getImage().height;
renderer.batcher.setBlendMode(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
renderer.begin();
renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, this.tempColor);
renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerWidth) / 2, (canvas.height - spinnerHeight) / 2, spinnerWidth, spinnerHeight, spinnerWidth / 2, spinnerHeight / 2, this.angle, this.tempColor);
renderer.end();
renderer.camera.position.set(oldX, oldY, 0);
};
LoadingScreen.FADE_SECONDS = 1;
LoadingScreen.loaded = 0;
LoadingScreen.spinnerImg = null;
LoadingScreen.logoImg = null;
LoadingScreen.SPINNER_DATA = "data:image/png;base64,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";
LoadingScreen.SPINE_LOGO_DATA = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFIAAAAZCAYAAACis3k0AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAtNJREFUaN7tmT2I1EAUxwN+oWgRT0HFKo0WCkJ6ObmAWFwZbCxsXGysLNJaiCyIoDaSwk4ETzvhmnBaCRbBWoQ01ho4PwotjP8cE337mMy8TLK757mBH3fLTWbe/PbN53neNniqZW8FvAVvQAqugwvgDDgO9niLRyTyJagM/ACPF6bsIl9ZRDac/Cc6tLn5xQdRQ496QlKPLxD5QCDxO9jtGM8QfYoIgUlgCipGCRJL5VvlyOdCU09iEXkCfLSIfCrs7Fab6nOsiafu06iDwES9w/uU1QnDC+ekkVS9vEaDsgVeB0d+z1VDtOGxRaYPboP3Gokb4GgXkZp4chZPJKgvZ3U0XkriK/TIt9YUDllFgTAjGwoaoHqfBhMI58yD4BQ4V6/aHYdfxToftvw9F2SiVroawU2/Cv5C4Thv0KB9S5nxlOd4STxjwUjzSdYlgrYijw2BsEfgsaFcM09lhiys94xXQQwugcvgJrgFLjrEE7WUiTuWCQzt/ZXN7FfqGwuGClyVy2xZAFmfDQvNtwFFSspMDGsD+UTWqu1KoVmVooFEJgKRXw0if85RpISEzwsjzeqWzkjkC4PIJ3MUmQgITAHlQwTFhnZhELkEntfZRwR+AvfAgXmJHOqU02XligWT8ppg67NXbdCXeq7afUQ6L8C2DalEZNt2YyQ94Qy8/ekjMpBMbfyl5iTjG7YAI8cNecROAb4kJmTjaXAF3AGvwQewOiuRxEtlSaT4j2h2lMsUueQEoMlIKpTvAmKhxPMtC876jEX6rE8l8TNx/KVbn6xlWU9NWcSDUsO4NGWpQOTZFpHPOooMXcswmW2XFk3ixb2v0Nq+XVKP00QNaffBLyWwBI/AkTlfMYZDXMf12kc6yjwEjoFdO/5me5oi/6tnyhlZX6OtgmX1c2Uh0k3khmbB2b9TRfpd/jfTUeRDJvHdYg5wE7kPXAN3wQ1weDvH+xufEgpi5qIl3QAAAABJRU5ErkJggg==";
return LoadingScreen;
}());
webgl.LoadingScreen = LoadingScreen;
})(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_12 = 0, n_2 = world.length; i_12 < n_2; i_12 += 2) {
var x = world[i_12];
var y = world[i_12 + 1];
var x2 = world[(i_12 + 2) % world.length];
var y2 = world[(i_12 + 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
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 = canvasOrContext;
this.gl = (canvas.getContext("webgl", contextConfig) || canvas.getContext("experimental-webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.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 = {}));
//# sourceMappingURL=spine-webgl.js.map
/*** EXPORTS FROM exports-loader ***/
module.exports = spine;
}.call(window));
/***/ })
/******/ });
});
//# sourceMappingURL=SpineWebGLPlugin.js.map