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1969 lines
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1969 lines
54 KiB
HTML
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</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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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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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>
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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>
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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>
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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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</li>
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<li class="class-depth-1">
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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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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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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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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
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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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<li class="class-depth-1">
|
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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>
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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">
|
|
<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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</li>
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</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="Phaser.TilemapParser.html">TilemapParser</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.Tileset.html">Tileset</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.TileSprite.html">TileSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
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</li>
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
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</li>
|
|
|
|
<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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|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Video.html">Video</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Weapon.html">Weapon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasPool.html">CanvasPool</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EarCut.html">EarCut</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_UP">ANGLE_UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CENTER">CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#displayList">displayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#PORTRAIT">PORTRAIT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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<div id="main">
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<h1 class="page-title">Source: src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves
|
|
*
|
|
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
|
|
* for creating the original pixi version!
|
|
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
|
|
*
|
|
* Heavily inspired by LibGDX's WebGLSpriteBatch:
|
|
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java
|
|
*/
|
|
|
|
/**
|
|
*
|
|
* @class WebGLSpriteBatch
|
|
* @private
|
|
* @constructor
|
|
*/
|
|
PIXI.WebGLSpriteBatch = function()
|
|
{
|
|
/**
|
|
* @property vertSize
|
|
* @type Number
|
|
*/
|
|
this.vertSize = 5;
|
|
|
|
/**
|
|
* The number of images in the SpriteBatch before it flushes
|
|
* @property size
|
|
* @type Number
|
|
*/
|
|
this.size = 2000;//Math.pow(2, 16) / this.vertSize;
|
|
|
|
//the total number of bytes in our batch
|
|
var numVerts = this.size * 4 * 4 * this.vertSize;
|
|
//the total number of indices in our batch
|
|
var numIndices = this.size * 6;
|
|
|
|
/**
|
|
* Holds the vertices
|
|
*
|
|
* @property vertices
|
|
* @type ArrayBuffer
|
|
*/
|
|
this.vertices = new PIXI.ArrayBuffer(numVerts);
|
|
|
|
/**
|
|
* View on the vertices as a Float32Array
|
|
*
|
|
* @property positions
|
|
* @type Float32Array
|
|
*/
|
|
this.positions = new PIXI.Float32Array(this.vertices);
|
|
|
|
/**
|
|
* View on the vertices as a Uint32Array
|
|
*
|
|
* @property colors
|
|
* @type Uint32Array
|
|
*/
|
|
this.colors = new PIXI.Uint32Array(this.vertices);
|
|
|
|
/**
|
|
* Holds the indices
|
|
*
|
|
* @property indices
|
|
* @type Uint16Array
|
|
*/
|
|
this.indices = new PIXI.Uint16Array(numIndices);
|
|
|
|
/**
|
|
* @property lastIndexCount
|
|
* @type Number
|
|
*/
|
|
this.lastIndexCount = 0;
|
|
|
|
for (var i=0, j=0; i < numIndices; i += 6, j += 4)
|
|
{
|
|
this.indices[i + 0] = j + 0;
|
|
this.indices[i + 1] = j + 1;
|
|
this.indices[i + 2] = j + 2;
|
|
this.indices[i + 3] = j + 0;
|
|
this.indices[i + 4] = j + 2;
|
|
this.indices[i + 5] = j + 3;
|
|
}
|
|
|
|
/**
|
|
* @property drawing
|
|
* @type Boolean
|
|
*/
|
|
this.drawing = false;
|
|
|
|
/**
|
|
* @property currentBatchSize
|
|
* @type Number
|
|
*/
|
|
this.currentBatchSize = 0;
|
|
|
|
/**
|
|
* @property currentBaseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.currentBaseTexture = null;
|
|
|
|
/**
|
|
* @property dirty
|
|
* @type Boolean
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* @property textures
|
|
* @type Array
|
|
*/
|
|
this.textures = [];
|
|
|
|
/**
|
|
* @property blendModes
|
|
* @type Array
|
|
*/
|
|
this.blendModes = [];
|
|
|
|
/**
|
|
* @property shaders
|
|
* @type Array
|
|
*/
|
|
this.shaders = [];
|
|
|
|
/**
|
|
* @property sprites
|
|
* @type Array
|
|
*/
|
|
this.sprites = [];
|
|
|
|
/**
|
|
* @property defaultShader
|
|
* @type AbstractFilter
|
|
*/
|
|
this.defaultShader = new PIXI.AbstractFilter([
|
|
'precision lowp float;',
|
|
'varying vec2 vTextureCoord;',
|
|
'varying vec4 vColor;',
|
|
'uniform sampler2D uSampler;',
|
|
'void main(void) {',
|
|
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
|
|
'}'
|
|
]);
|
|
};
|
|
|
|
/**
|
|
* @method setContext
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.setContext = function(gl)
|
|
{
|
|
this.gl = gl;
|
|
|
|
// create a couple of buffers
|
|
this.vertexBuffer = gl.createBuffer();
|
|
this.indexBuffer = gl.createBuffer();
|
|
|
|
// 65535 is max index, so 65535 / 6 = 10922.
|
|
|
|
//upload the index data
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
|
|
this.currentBlendMode = 99999;
|
|
|
|
var shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc = this.defaultShader.fragmentSrc;
|
|
shader.uniforms = {};
|
|
shader.init();
|
|
|
|
this.defaultShader.shaders[gl.id] = shader;
|
|
};
|
|
|
|
/**
|
|
* @method begin
|
|
* @param renderSession {Object} The RenderSession object
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession)
|
|
{
|
|
this.renderSession = renderSession;
|
|
this.shader = this.renderSession.shaderManager.defaultShader;
|
|
|
|
this.start();
|
|
};
|
|
|
|
/**
|
|
* @method end
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.end = function()
|
|
{
|
|
this.flush();
|
|
};
|
|
|
|
/**
|
|
* @method render
|
|
* @param sprite {Sprite} the sprite to render when using this spritebatch
|
|
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.render = function(sprite, matrix)
|
|
{
|
|
var texture = sprite.texture;
|
|
|
|
// They provided an alternative rendering matrix, so use it
|
|
var wt = sprite.worldTransform;
|
|
|
|
if (matrix)
|
|
{
|
|
wt = matrix;
|
|
}
|
|
|
|
// check texture..
|
|
if (this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// get the uvs for the texture
|
|
var uvs = texture._uvs;
|
|
|
|
// if the uvs have not updated then no point rendering just yet!
|
|
if (!uvs)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var aX = sprite.anchor.x;
|
|
var aY = sprite.anchor.y;
|
|
|
|
var w0, w1, h0, h1;
|
|
|
|
if (texture.trim)
|
|
{
|
|
// if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.
|
|
var trim = texture.trim;
|
|
|
|
w1 = trim.x - aX * trim.width;
|
|
w0 = w1 + texture.crop.width;
|
|
|
|
h1 = trim.y - aY * trim.height;
|
|
h0 = h1 + texture.crop.height;
|
|
}
|
|
else
|
|
{
|
|
w0 = (texture.frame.width) * (1-aX);
|
|
w1 = (texture.frame.width) * -aX;
|
|
|
|
h0 = texture.frame.height * (1-aY);
|
|
h1 = texture.frame.height * -aY;
|
|
}
|
|
|
|
var i = this.currentBatchSize * 4 * this.vertSize;
|
|
var resolution = texture.baseTexture.resolution;
|
|
|
|
var a = wt.a / resolution;
|
|
var b = wt.b / resolution;
|
|
var c = wt.c / resolution;
|
|
var d = wt.d / resolution;
|
|
var tx = wt.tx;
|
|
var ty = wt.ty;
|
|
|
|
var colors = this.colors;
|
|
var positions = this.positions;
|
|
|
|
if (this.renderSession.roundPixels)
|
|
{
|
|
// xy
|
|
positions[i] = a * w1 + c * h1 + tx | 0;
|
|
positions[i+1] = d * h1 + b * w1 + ty | 0;
|
|
|
|
// xy
|
|
positions[i+5] = a * w0 + c * h1 + tx | 0;
|
|
positions[i+6] = d * h1 + b * w0 + ty | 0;
|
|
|
|
// xy
|
|
positions[i+10] = a * w0 + c * h0 + tx | 0;
|
|
positions[i+11] = d * h0 + b * w0 + ty | 0;
|
|
|
|
// xy
|
|
positions[i+15] = a * w1 + c * h0 + tx | 0;
|
|
positions[i+16] = d * h0 + b * w1 + ty | 0;
|
|
}
|
|
else
|
|
{
|
|
// xy
|
|
positions[i] = a * w1 + c * h1 + tx;
|
|
positions[i+1] = d * h1 + b * w1 + ty;
|
|
|
|
// xy
|
|
positions[i+5] = a * w0 + c * h1 + tx;
|
|
positions[i+6] = d * h1 + b * w0 + ty;
|
|
|
|
// xy
|
|
positions[i+10] = a * w0 + c * h0 + tx;
|
|
positions[i+11] = d * h0 + b * w0 + ty;
|
|
|
|
// xy
|
|
positions[i+15] = a * w1 + c * h0 + tx;
|
|
positions[i+16] = d * h0 + b * w1 + ty;
|
|
}
|
|
|
|
// uv
|
|
positions[i+2] = uvs.x0;
|
|
positions[i+3] = uvs.y0;
|
|
|
|
// uv
|
|
positions[i+7] = uvs.x1;
|
|
positions[i+8] = uvs.y1;
|
|
|
|
// uv
|
|
positions[i+12] = uvs.x2;
|
|
positions[i+13] = uvs.y2;
|
|
|
|
// uv
|
|
positions[i+17] = uvs.x3;
|
|
positions[i+18] = uvs.y3;
|
|
|
|
// color and alpha
|
|
var tint = sprite.tint;
|
|
|
|
colors[i+4] = colors[i+9] = colors[i+14] = colors[i+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
|
|
|
|
// increment the batchsize
|
|
this.sprites[this.currentBatchSize++] = sprite;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders a TilingSprite using the spriteBatch.
|
|
*
|
|
* @method renderTilingSprite
|
|
* @param sprite {TilingSprite} the sprite to render
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(sprite)
|
|
{
|
|
var texture = sprite.tilingTexture;
|
|
|
|
// check texture..
|
|
if (this.currentBatchSize >= this.size)
|
|
{
|
|
this.flush();
|
|
this.currentBaseTexture = texture.baseTexture;
|
|
}
|
|
|
|
// set the textures uvs temporarily
|
|
if (!sprite._uvs)
|
|
{
|
|
sprite._uvs = new PIXI.TextureUvs();
|
|
}
|
|
|
|
var uvs = sprite._uvs;
|
|
|
|
var w = texture.baseTexture.width;
|
|
var h = texture.baseTexture.height;
|
|
|
|
// var w = sprite._frame.sourceSizeW;
|
|
// var h = sprite._frame.sourceSizeH;
|
|
|
|
// w = 16;
|
|
// h = 16;
|
|
|
|
sprite.tilePosition.x %= w * sprite.tileScaleOffset.x;
|
|
sprite.tilePosition.y %= h * sprite.tileScaleOffset.y;
|
|
|
|
var offsetX = sprite.tilePosition.x / (w * sprite.tileScaleOffset.x);
|
|
var offsetY = sprite.tilePosition.y / (h * sprite.tileScaleOffset.y);
|
|
|
|
var scaleX = (sprite.width / w) / (sprite.tileScale.x * sprite.tileScaleOffset.x);
|
|
var scaleY = (sprite.height / h) / (sprite.tileScale.y * sprite.tileScaleOffset.y);
|
|
|
|
uvs.x0 = 0 - offsetX;
|
|
uvs.y0 = 0 - offsetY;
|
|
|
|
uvs.x1 = (1 * scaleX) - offsetX;
|
|
uvs.y1 = 0 - offsetY;
|
|
|
|
uvs.x2 = (1 * scaleX) - offsetX;
|
|
uvs.y2 = (1 * scaleY) - offsetY;
|
|
|
|
uvs.x3 = 0 - offsetX;
|
|
uvs.y3 = (1 * scaleY) - offsetY;
|
|
|
|
// Get the sprites current alpha and tint and combine them into a single color
|
|
var tint = sprite.tint;
|
|
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
|
|
|
|
var positions = this.positions;
|
|
var colors = this.colors;
|
|
|
|
var width = sprite.width;
|
|
var height = sprite.height;
|
|
|
|
// TODO trim??
|
|
var aX = sprite.anchor.x;
|
|
var aY = sprite.anchor.y;
|
|
var w0 = width * (1-aX);
|
|
var w1 = width * -aX;
|
|
|
|
var h0 = height * (1-aY);
|
|
var h1 = height * -aY;
|
|
|
|
var i = this.currentBatchSize * 4 * this.vertSize;
|
|
|
|
var resolution = texture.baseTexture.resolution;
|
|
|
|
var wt = sprite.worldTransform;
|
|
|
|
var a = wt.a / resolution;
|
|
var b = wt.b / resolution;
|
|
var c = wt.c / resolution;
|
|
var d = wt.d / resolution;
|
|
var tx = wt.tx;
|
|
var ty = wt.ty;
|
|
|
|
// xy
|
|
positions[i++] = a * w1 + c * h1 + tx;
|
|
positions[i++] = d * h1 + b * w1 + ty;
|
|
// uv
|
|
positions[i++] = uvs.x0;
|
|
positions[i++] = uvs.y0;
|
|
// color
|
|
colors[i++] = color;
|
|
|
|
// xy
|
|
positions[i++] = (a * w0 + c * h1 + tx);
|
|
positions[i++] = d * h1 + b * w0 + ty;
|
|
// uv
|
|
positions[i++] = uvs.x1;
|
|
positions[i++] = uvs.y1;
|
|
// color
|
|
colors[i++] = color;
|
|
|
|
// xy
|
|
positions[i++] = a * w0 + c * h0 + tx;
|
|
positions[i++] = d * h0 + b * w0 + ty;
|
|
// uv
|
|
positions[i++] = uvs.x2;
|
|
positions[i++] = uvs.y2;
|
|
// color
|
|
colors[i++] = color;
|
|
|
|
// xy
|
|
positions[i++] = a * w1 + c * h0 + tx;
|
|
positions[i++] = d * h0 + b * w1 + ty;
|
|
// uv
|
|
positions[i++] = uvs.x3;
|
|
positions[i++] = uvs.y3;
|
|
// color
|
|
colors[i++] = color;
|
|
|
|
// increment the batchsize
|
|
this.sprites[this.currentBatchSize++] = sprite;
|
|
};
|
|
|
|
/**
|
|
* Renders the content and empties the current batch.
|
|
*
|
|
* @method flush
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.flush = function()
|
|
{
|
|
// If the batch is length 0 then return as there is nothing to draw
|
|
if (this.currentBatchSize === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
var shader;
|
|
|
|
if (this.dirty)
|
|
{
|
|
this.dirty = false;
|
|
|
|
// bind the main texture
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// bind the buffers
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
|
|
|
shader = this.defaultShader.shaders[gl.id];
|
|
|
|
// this is the same for each shader?
|
|
var stride = this.vertSize * 4;
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
|
|
|
|
// color attributes will be interpreted as unsigned bytes and normalized
|
|
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
|
|
}
|
|
|
|
// upload the verts to the buffer
|
|
if (this.currentBatchSize > (this.size * 0.5))
|
|
{
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
}
|
|
else
|
|
{
|
|
var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);
|
|
}
|
|
|
|
var nextTexture, nextBlendMode, nextShader;
|
|
var batchSize = 0;
|
|
var start = 0;
|
|
|
|
var currentBaseTexture = null;
|
|
var currentBlendMode = this.renderSession.blendModeManager.currentBlendMode;
|
|
var currentShader = null;
|
|
|
|
var blendSwap = false;
|
|
var shaderSwap = false;
|
|
var sprite;
|
|
|
|
for (var i = 0, j = this.currentBatchSize; i < j; i++) {
|
|
|
|
sprite = this.sprites[i];
|
|
|
|
if (sprite.tilingTexture)
|
|
{
|
|
nextTexture = sprite.tilingTexture.baseTexture;
|
|
}
|
|
else
|
|
{
|
|
nextTexture = sprite.texture.baseTexture;
|
|
}
|
|
|
|
nextBlendMode = sprite.blendMode;
|
|
nextShader = sprite.shader || this.defaultShader;
|
|
|
|
blendSwap = currentBlendMode !== nextBlendMode;
|
|
shaderSwap = currentShader !== nextShader; // should I use _UIDS???
|
|
|
|
var skip = nextTexture.skipRender;
|
|
|
|
if (skip && sprite.children.length > 0)
|
|
{
|
|
skip = false;
|
|
}
|
|
|
|
if ((currentBaseTexture !== nextTexture && !skip) || blendSwap || shaderSwap)
|
|
{
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
start = i;
|
|
batchSize = 0;
|
|
currentBaseTexture = nextTexture;
|
|
|
|
if (blendSwap)
|
|
{
|
|
currentBlendMode = nextBlendMode;
|
|
this.renderSession.blendModeManager.setBlendMode(currentBlendMode);
|
|
}
|
|
|
|
if (shaderSwap)
|
|
{
|
|
currentShader = nextShader;
|
|
|
|
shader = currentShader.shaders[gl.id];
|
|
|
|
if (!shader)
|
|
{
|
|
shader = new PIXI.PixiShader(gl);
|
|
|
|
shader.fragmentSrc = currentShader.fragmentSrc;
|
|
shader.uniforms = currentShader.uniforms;
|
|
shader.init();
|
|
|
|
currentShader.shaders[gl.id] = shader;
|
|
}
|
|
|
|
// set shader function???
|
|
this.renderSession.shaderManager.setShader(shader);
|
|
|
|
if (shader.dirty)
|
|
{
|
|
shader.syncUniforms();
|
|
}
|
|
|
|
// both these only need to be set if they are changing..
|
|
// set the projection
|
|
var projection = this.renderSession.projection;
|
|
gl.uniform2f(shader.projectionVector, projection.x, projection.y);
|
|
|
|
// TODO - this is temporary!
|
|
var offsetVector = this.renderSession.offset;
|
|
gl.uniform2f(shader.offsetVector, offsetVector.x, offsetVector.y);
|
|
|
|
// set the pointers
|
|
}
|
|
}
|
|
|
|
batchSize++;
|
|
}
|
|
|
|
this.renderBatch(currentBaseTexture, batchSize, start);
|
|
|
|
// then reset the batch!
|
|
this.currentBatchSize = 0;
|
|
};
|
|
|
|
/**
|
|
* @method renderBatch
|
|
* @param texture {Texture}
|
|
* @param size {Number}
|
|
* @param startIndex {Number}
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.renderBatch = function(texture, size, startIndex)
|
|
{
|
|
if (size === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var gl = this.gl;
|
|
|
|
// check if a texture is dirty..
|
|
if (texture._dirty[gl.id])
|
|
{
|
|
if (!this.renderSession.renderer.updateTexture(texture))
|
|
{
|
|
// If updateTexture returns false then we cannot render it, so bail out now
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]);
|
|
}
|
|
|
|
// now draw those suckas!
|
|
gl.drawElements(gl.TRIANGLES, size * 6, gl.UNSIGNED_SHORT, startIndex * 6 * 2);
|
|
|
|
// increment the draw count
|
|
this.renderSession.drawCount++;
|
|
};
|
|
|
|
/**
|
|
* @method stop
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.stop = function()
|
|
{
|
|
this.flush();
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* @method start
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.start = function()
|
|
{
|
|
this.dirty = true;
|
|
};
|
|
|
|
/**
|
|
* Destroys the SpriteBatch.
|
|
*
|
|
* @method destroy
|
|
*/
|
|
PIXI.WebGLSpriteBatch.prototype.destroy = function()
|
|
{
|
|
this.vertices = null;
|
|
this.indices = null;
|
|
|
|
this.gl.deleteBuffer(this.vertexBuffer);
|
|
this.gl.deleteBuffer(this.indexBuffer);
|
|
|
|
this.currentBaseTexture = null;
|
|
|
|
this.gl = null;
|
|
};</pre>
|
|
</article>
|
|
</section>
|
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<div class="clearfix"></div>
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|
<footer>
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|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
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<br />
|
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|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
|
|
on Mon Jul 11 2016 10:10:44 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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