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1509 lines
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HTML
1509 lines
44 KiB
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
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<li class="class-depth-0">
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<a href="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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</ul>
|
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</li>
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-0">
|
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<a href="global.html#append">append</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#apply">apply</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#applyInverse">applyInverse</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#clone">clone</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#contains">contains</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#fromArray">fromArray</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#identity">identity</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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</ul>
|
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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|
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|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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</ul>
|
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
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</ul>
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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</ul>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
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<div class="span12">
|
|
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<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/pixi/extras/Strip.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class Strip
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} The texture to use
|
|
* @param width {Number} the width
|
|
* @param height {Number} the height
|
|
*
|
|
*/
|
|
PIXI.Strip = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
|
|
/**
|
|
* The texture of the strip
|
|
*
|
|
* @property texture
|
|
* @type Texture
|
|
*/
|
|
this.texture = texture;
|
|
|
|
// set up the main bits..
|
|
this.uvs = new PIXI.Float32Array([0, 1,
|
|
1, 1,
|
|
1, 0,
|
|
0, 1]);
|
|
|
|
this.vertices = new PIXI.Float32Array([0, 0,
|
|
100, 0,
|
|
100, 100,
|
|
0, 100]);
|
|
|
|
this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
|
|
|
|
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
|
|
|
|
/**
|
|
* Whether the strip is dirty or not
|
|
*
|
|
* @property dirty
|
|
* @type Boolean
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
/**
|
|
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
|
|
*
|
|
* @property canvasPadding
|
|
* @type Number
|
|
*/
|
|
this.canvasPadding = 0;
|
|
|
|
this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.Strip.prototype.constructor = PIXI.Strip;
|
|
|
|
PIXI.Strip.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// if the sprite is not visible or the alpha is 0 then no need to render this element
|
|
if(!this.visible || this.alpha <= 0)return;
|
|
// render triangle strip..
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
// init! init!
|
|
if(!this._vertexBuffer)this._initWebGL(renderSession);
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
|
|
|
|
this._renderStrip(renderSession);
|
|
|
|
///renderSession.shaderManager.activateDefaultShader();
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
//TODO check culling
|
|
};
|
|
|
|
PIXI.Strip.prototype._initWebGL = function(renderSession)
|
|
{
|
|
// build the strip!
|
|
var gl = renderSession.gl;
|
|
|
|
this._vertexBuffer = gl.createBuffer();
|
|
this._indexBuffer = gl.createBuffer();
|
|
this._uvBuffer = gl.createBuffer();
|
|
this._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderStrip = function(renderSession)
|
|
{
|
|
var gl = renderSession.gl;
|
|
var projection = renderSession.projection,
|
|
offset = renderSession.offset,
|
|
shader = renderSession.shaderManager.stripShader;
|
|
|
|
var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
|
|
|
|
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
|
|
|
|
renderSession.blendModeManager.setBlendMode(this.blendMode);
|
|
|
|
|
|
// set uniforms
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
|
|
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
|
|
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
|
|
gl.uniform1f(shader.alpha, this.worldAlpha);
|
|
|
|
if(!this.dirty)
|
|
{
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// check if a texture is dirty..
|
|
if(this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
|
|
{
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
this.dirty = false;
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// check if a texture is dirty..
|
|
if(this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
}
|
|
//console.log(gl.TRIANGLE_STRIP)
|
|
//
|
|
//
|
|
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
PIXI.Strip.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
var context = renderSession.context;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx | 0, transform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
|
|
}
|
|
|
|
if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
|
|
{
|
|
this._renderCanvasTriangleStrip(context);
|
|
}
|
|
else
|
|
{
|
|
this._renderCanvasTriangles(context);
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
|
|
{
|
|
// draw triangles!!
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
|
|
var length = vertices.length / 2;
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length - 2; i++) {
|
|
// draw some triangles!
|
|
var index = i * 2;
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasTriangles = function(context)
|
|
{
|
|
// draw triangles!!
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
var indices = this.indices;
|
|
|
|
var length = indices.length;
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length; i += 3) {
|
|
// draw some triangles!
|
|
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
|
|
{
|
|
var textureSource = this.texture.baseTexture.source;
|
|
var textureWidth = this.texture.width;
|
|
var textureHeight = this.texture.height;
|
|
|
|
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
|
|
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
|
|
|
|
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
|
|
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
|
|
|
|
if (this.canvasPadding > 0) {
|
|
var paddingX = this.canvasPadding / this.worldTransform.a;
|
|
var paddingY = this.canvasPadding / this.worldTransform.d;
|
|
var centerX = (x0 + x1 + x2) / 3;
|
|
var centerY = (y0 + y1 + y2) / 3;
|
|
|
|
var normX = x0 - centerX;
|
|
var normY = y0 - centerY;
|
|
|
|
var dist = Math.sqrt(normX * normX + normY * normY);
|
|
x0 = centerX + (normX / dist) * (dist + paddingX);
|
|
y0 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
//
|
|
|
|
normX = x1 - centerX;
|
|
normY = y1 - centerY;
|
|
|
|
dist = Math.sqrt(normX * normX + normY * normY);
|
|
x1 = centerX + (normX / dist) * (dist + paddingX);
|
|
y1 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
normX = x2 - centerX;
|
|
normY = y2 - centerY;
|
|
|
|
dist = Math.sqrt(normX * normX + normY * normY);
|
|
x2 = centerX + (normX / dist) * (dist + paddingX);
|
|
y2 = centerY + (normY / dist) * (dist + paddingY);
|
|
}
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
// Compute matrix transform
|
|
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
|
|
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
|
|
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
|
|
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
|
|
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
|
|
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
|
|
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
|
|
|
|
context.transform(deltaA / delta, deltaD / delta,
|
|
deltaB / delta, deltaE / delta,
|
|
deltaC / delta, deltaF / delta);
|
|
|
|
context.drawImage(textureSource, 0, 0);
|
|
context.restore();
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* Renders a flat strip
|
|
*
|
|
* @method renderStripFlat
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.Strip.prototype.renderStripFlat = function(strip)
|
|
{
|
|
var context = this.context;
|
|
var vertices = strip.vertices;
|
|
|
|
var length = vertices.length/2;
|
|
this.count++;
|
|
|
|
context.beginPath();
|
|
for (var i=1; i < length-2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
|
|
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
}
|
|
|
|
context.fillStyle = '#FF0000';
|
|
context.fill();
|
|
context.closePath();
|
|
};
|
|
|
|
/*
|
|
PIXI.Strip.prototype.setTexture = function(texture)
|
|
{
|
|
//TODO SET THE TEXTURES
|
|
//TODO VISIBILITY
|
|
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.width = texture.frame.width;
|
|
this.height = texture.frame.height;
|
|
this.updateFrame = true;
|
|
};
|
|
*/
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
|
|
PIXI.Strip.prototype.onTextureUpdate = function()
|
|
{
|
|
this.updateFrame = true;
|
|
};
|
|
|
|
/**
|
|
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
|
*
|
|
* @method getBounds
|
|
* @param matrix {Matrix} the transformation matrix of the sprite
|
|
* @return {Rectangle} the framing rectangle
|
|
*/
|
|
PIXI.Strip.prototype.getBounds = function(matrix)
|
|
{
|
|
var worldTransform = matrix || this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
var vertices = this.vertices;
|
|
for (var i = 0, n = vertices.length; i < n; i += 2)
|
|
{
|
|
var rawX = vertices[i], rawY = vertices[i + 1];
|
|
var x = (a * rawX) + (c * rawY) + tx;
|
|
var y = (d * rawY) + (b * rawX) + ty;
|
|
|
|
minX = x < minX ? x : minX;
|
|
minY = y < minY ? y : minY;
|
|
|
|
maxX = x > maxX ? x : maxX;
|
|
maxY = y > maxY ? y : maxY;
|
|
}
|
|
|
|
if (minX === -Infinity || maxY === Infinity)
|
|
{
|
|
return PIXI.EmptyRectangle;
|
|
}
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Different drawing buffer modes supported
|
|
*
|
|
* @property
|
|
* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
|
|
* @static
|
|
*/
|
|
PIXI.Strip.DrawModes = {
|
|
TRIANGLE_STRIP: 0,
|
|
TRIANGLES: 1
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
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