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2238 lines
62 KiB
HTML
2238 lines
62 KiB
HTML
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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<a href="Phaser.Easing.Circular.html">Circular</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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<a href="Phaser.GamepadButton.html">GamepadButton</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<li class="class-depth-1">
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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.Mouse.html">Mouse</a>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<li class="class-depth-3">
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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.html">Arcade</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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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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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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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>
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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>
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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>
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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>
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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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</li>
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<li class="class-depth-1">
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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.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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</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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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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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 class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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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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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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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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<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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<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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<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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<a href="RoundedRectangle.html">RoundedRectangle</a>
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</li>
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</ul>
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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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<a href="global.html#append">append</a>
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<a href="global.html#apply">apply</a>
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<a href="global.html#blendModes">blendModes</a>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></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>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
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<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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<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>
|
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<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>
|
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
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<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>
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<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>
|
|
|
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</ul>
|
|
</div>
|
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</div>
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<div class="row-fluid">
|
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<div class="span12">
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<div id="main">
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|
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<h1 class="page-title">Source: src/pixi/primitives/Graphics.js</h1>
|
|
|
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<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and color and fill them.
|
|
*
|
|
* @class Graphics
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
*/
|
|
PIXI.Graphics = function()
|
|
{
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.renderable = true;
|
|
|
|
/**
|
|
* The alpha value used when filling the Graphics object.
|
|
*
|
|
* @property fillAlpha
|
|
* @type Number
|
|
*/
|
|
this.fillAlpha = 1;
|
|
|
|
/**
|
|
* The width (thickness) of any lines drawn.
|
|
*
|
|
* @property lineWidth
|
|
* @type Number
|
|
*/
|
|
this.lineWidth = 0;
|
|
|
|
/**
|
|
* The color of any lines drawn.
|
|
*
|
|
* @property lineColor
|
|
* @type String
|
|
* @default 0
|
|
*/
|
|
this.lineColor = 0;
|
|
|
|
/**
|
|
* Graphics data
|
|
*
|
|
* @property graphicsData
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this.graphicsData = [];
|
|
|
|
/**
|
|
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
|
|
*
|
|
* @property tint
|
|
* @type Number
|
|
* @default 0xFFFFFF
|
|
*/
|
|
this.tint = 0xFFFFFF;
|
|
|
|
/**
|
|
* The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.
|
|
*
|
|
* @property blendMode
|
|
* @type Number
|
|
* @default PIXI.blendModes.NORMAL;
|
|
*/
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
|
|
/**
|
|
* Current path
|
|
*
|
|
* @property currentPath
|
|
* @type Object
|
|
* @private
|
|
*/
|
|
this.currentPath = null;
|
|
|
|
/**
|
|
* Array containing some WebGL-related properties used by the WebGL renderer.
|
|
*
|
|
* @property _webGL
|
|
* @type Array
|
|
* @private
|
|
*/
|
|
this._webGL = [];
|
|
|
|
/**
|
|
* Whether this shape is being used as a mask.
|
|
*
|
|
* @property isMask
|
|
* @type Boolean
|
|
*/
|
|
this.isMask = false;
|
|
|
|
/**
|
|
* The bounds' padding used for bounds calculation.
|
|
*
|
|
* @property boundsPadding
|
|
* @type Number
|
|
*/
|
|
this.boundsPadding = 0;
|
|
|
|
this._localBounds = new PIXI.Rectangle(0,0,1,1);
|
|
|
|
/**
|
|
* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
|
|
*
|
|
* @property dirty
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* Used to detect if the webgl graphics object has changed. If this is set to true then the graphics object will be recalculated.
|
|
*
|
|
* @property webGLDirty
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.webGLDirty = false;
|
|
|
|
/**
|
|
* Used to detect if the cached sprite object needs to be updated.
|
|
*
|
|
* @property cachedSpriteDirty
|
|
* @type Boolean
|
|
* @private
|
|
*/
|
|
this.cachedSpriteDirty = false;
|
|
|
|
};
|
|
|
|
// constructor
|
|
PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
|
|
PIXI.Graphics.prototype.constructor = PIXI.Graphics;
|
|
|
|
/**
|
|
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
|
|
*
|
|
* @method lineStyle
|
|
* @param lineWidth {Number} width of the line to draw, will update the objects stored style
|
|
* @param color {Number} color of the line to draw, will update the objects stored style
|
|
* @param alpha {Number} alpha of the line to draw, will update the objects stored style
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
|
|
{
|
|
this.lineWidth = lineWidth || 0;
|
|
this.lineColor = color || 0;
|
|
this.lineAlpha = (alpha === undefined) ? 1 : alpha;
|
|
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length)
|
|
{
|
|
// halfway through a line? start a new one!
|
|
this.drawShape(new PIXI.Polygon(this.currentPath.shape.points.slice(-2)));
|
|
}
|
|
else
|
|
{
|
|
// otherwise its empty so lets just set the line properties
|
|
this.currentPath.lineWidth = this.lineWidth;
|
|
this.currentPath.lineColor = this.lineColor;
|
|
this.currentPath.lineAlpha = this.lineAlpha;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Moves the current drawing position to x, y.
|
|
*
|
|
* @method moveTo
|
|
* @param x {Number} the X coordinate to move to
|
|
* @param y {Number} the Y coordinate to move to
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.moveTo = function(x, y)
|
|
{
|
|
this.drawShape(new PIXI.Polygon([x, y]));
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws a line using the current line style from the current drawing position to (x, y);
|
|
* The current drawing position is then set to (x, y).
|
|
*
|
|
* @method lineTo
|
|
* @param x {Number} the X coordinate to draw to
|
|
* @param y {Number} the Y coordinate to draw to
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.lineTo = function(x, y)
|
|
{
|
|
if (!this.currentPath)
|
|
{
|
|
this.moveTo(0, 0);
|
|
}
|
|
|
|
this.currentPath.shape.points.push(x, y);
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Calculate the points for a quadratic bezier curve and then draws it.
|
|
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
|
|
*
|
|
* @method quadraticCurveTo
|
|
* @param cpX {Number} Control point x
|
|
* @param cpY {Number} Control point y
|
|
* @param toX {Number} Destination point x
|
|
* @param toY {Number} Destination point y
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY)
|
|
{
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length === 0)
|
|
{
|
|
this.currentPath.shape.points = [0, 0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(0,0);
|
|
}
|
|
|
|
var xa,
|
|
ya,
|
|
n = 20,
|
|
points = this.currentPath.shape.points;
|
|
|
|
if (points.length === 0)
|
|
{
|
|
this.moveTo(0, 0);
|
|
}
|
|
|
|
var fromX = points[points.length - 2];
|
|
var fromY = points[points.length - 1];
|
|
var j = 0;
|
|
for (var i = 1; i <= n; ++i)
|
|
{
|
|
j = i / n;
|
|
|
|
xa = fromX + ( (cpX - fromX) * j );
|
|
ya = fromY + ( (cpY - fromY) * j );
|
|
|
|
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
|
|
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Calculate the points for a bezier curve and then draws it.
|
|
*
|
|
* @method bezierCurveTo
|
|
* @param cpX {Number} Control point x
|
|
* @param cpY {Number} Control point y
|
|
* @param cpX2 {Number} Second Control point x
|
|
* @param cpY2 {Number} Second Control point y
|
|
* @param toX {Number} Destination point x
|
|
* @param toY {Number} Destination point y
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY)
|
|
{
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length === 0)
|
|
{
|
|
this.currentPath.shape.points = [0, 0];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(0,0);
|
|
}
|
|
|
|
var n = 20,
|
|
dt,
|
|
dt2,
|
|
dt3,
|
|
t2,
|
|
t3,
|
|
points = this.currentPath.shape.points;
|
|
|
|
var fromX = points[points.length-2];
|
|
var fromY = points[points.length-1];
|
|
var j = 0;
|
|
|
|
for (var i = 1; i <= n; ++i)
|
|
{
|
|
j = i / n;
|
|
|
|
dt = (1 - j);
|
|
dt2 = dt * dt;
|
|
dt3 = dt2 * dt;
|
|
|
|
t2 = j * j;
|
|
t3 = t2 * j;
|
|
|
|
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
|
|
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/*
|
|
* The arcTo() method creates an arc/curve between two tangents on the canvas.
|
|
*
|
|
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
|
|
*
|
|
* @method arcTo
|
|
* @param x1 {Number} The x-coordinate of the beginning of the arc
|
|
* @param y1 {Number} The y-coordinate of the beginning of the arc
|
|
* @param x2 {Number} The x-coordinate of the end of the arc
|
|
* @param y2 {Number} The y-coordinate of the end of the arc
|
|
* @param radius {Number} The radius of the arc
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius)
|
|
{
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length === 0)
|
|
{
|
|
this.currentPath.shape.points.push(x1, y1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(x1, y1);
|
|
}
|
|
|
|
var points = this.currentPath.shape.points,
|
|
fromX = points[points.length-2],
|
|
fromY = points[points.length-1],
|
|
a1 = fromY - y1,
|
|
b1 = fromX - x1,
|
|
a2 = y2 - y1,
|
|
b2 = x2 - x1,
|
|
mm = Math.abs(a1 * b2 - b1 * a2);
|
|
|
|
if (mm < 1.0e-8 || radius === 0)
|
|
{
|
|
if (points[points.length-2] !== x1 || points[points.length-1] !== y1)
|
|
{
|
|
points.push(x1, y1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var dd = a1 * a1 + b1 * b1,
|
|
cc = a2 * a2 + b2 * b2,
|
|
tt = a1 * a2 + b1 * b2,
|
|
k1 = radius * Math.sqrt(dd) / mm,
|
|
k2 = radius * Math.sqrt(cc) / mm,
|
|
j1 = k1 * tt / dd,
|
|
j2 = k2 * tt / cc,
|
|
cx = k1 * b2 + k2 * b1,
|
|
cy = k1 * a2 + k2 * a1,
|
|
px = b1 * (k2 + j1),
|
|
py = a1 * (k2 + j1),
|
|
qx = b2 * (k1 + j2),
|
|
qy = a2 * (k1 + j2),
|
|
startAngle = Math.atan2(py - cy, px - cx),
|
|
endAngle = Math.atan2(qy - cy, qx - cx);
|
|
|
|
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* The arc method creates an arc/curve (used to create circles, or parts of circles).
|
|
*
|
|
* @method arc
|
|
* @param cx {Number} The x-coordinate of the center of the circle
|
|
* @param cy {Number} The y-coordinate of the center of the circle
|
|
* @param radius {Number} The radius of the circle
|
|
* @param startAngle {Number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
|
|
* @param endAngle {Number} The ending angle, in radians
|
|
* @param anticlockwise {Boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise)
|
|
{
|
|
// If we do this we can never draw a full circle
|
|
if (startAngle === endAngle)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
if (typeof anticlockwise === 'undefined') { anticlockwise = false; }
|
|
|
|
if (!anticlockwise && endAngle <= startAngle)
|
|
{
|
|
endAngle += Math.PI * 2;
|
|
}
|
|
else if (anticlockwise && startAngle <= endAngle)
|
|
{
|
|
startAngle += Math.PI * 2;
|
|
}
|
|
|
|
var sweep = anticlockwise ? (startAngle - endAngle) * -1 : (endAngle - startAngle);
|
|
var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * 40;
|
|
|
|
// Sweep check - moved here because we don't want to do the moveTo below if the arc fails
|
|
if (sweep === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var startX = cx + Math.cos(startAngle) * radius;
|
|
var startY = cy + Math.sin(startAngle) * radius;
|
|
|
|
if (anticlockwise && this.filling)
|
|
{
|
|
this.moveTo(cx, cy);
|
|
}
|
|
else
|
|
{
|
|
this.moveTo(startX, startY);
|
|
}
|
|
|
|
// currentPath will always exist after calling a moveTo
|
|
var points = this.currentPath.shape.points;
|
|
|
|
var theta = sweep / (segs * 2);
|
|
var theta2 = theta * 2;
|
|
|
|
var cTheta = Math.cos(theta);
|
|
var sTheta = Math.sin(theta);
|
|
|
|
var segMinus = segs - 1;
|
|
|
|
var remainder = (segMinus % 1) / segMinus;
|
|
|
|
for (var i = 0; i <= segMinus; i++)
|
|
{
|
|
var real = i + remainder * i;
|
|
|
|
var angle = ((theta) + startAngle + (theta2 * real));
|
|
|
|
var c = Math.cos(angle);
|
|
var s = -Math.sin(angle);
|
|
|
|
points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx,
|
|
( (cTheta * -s) + (sTheta * c) ) * radius + cy);
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
|
|
* (such as lineTo() or drawCircle()) use when drawing.
|
|
*
|
|
* @method beginFill
|
|
* @param color {Number} the color of the fill
|
|
* @param alpha {Number} the alpha of the fill
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.beginFill = function(color, alpha)
|
|
{
|
|
this.filling = true;
|
|
this.fillColor = color || 0;
|
|
this.fillAlpha = (alpha === undefined) ? 1 : alpha;
|
|
|
|
if (this.currentPath)
|
|
{
|
|
if (this.currentPath.shape.points.length <= 2)
|
|
{
|
|
this.currentPath.fill = this.filling;
|
|
this.currentPath.fillColor = this.fillColor;
|
|
this.currentPath.fillAlpha = this.fillAlpha;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
|
|
*
|
|
* @method endFill
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.endFill = function()
|
|
{
|
|
this.filling = false;
|
|
this.fillColor = null;
|
|
this.fillAlpha = 1;
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* @method drawRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.drawRect = function(x, y, width, height)
|
|
{
|
|
this.drawShape(new PIXI.Rectangle(x, y, width, height));
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* @method drawRoundedRect
|
|
*
|
|
* @param x {Number} The X coord of the top-left of the rectangle
|
|
* @param y {Number} The Y coord of the top-left of the rectangle
|
|
* @param width {Number} The width of the rectangle
|
|
* @param height {Number} The height of the rectangle
|
|
* @param radius {Number} Radius of the rectangle corners
|
|
*/
|
|
PIXI.Graphics.prototype.drawRoundedRect = function(x, y, width, height, radius)
|
|
{
|
|
this.drawShape(new PIXI.RoundedRectangle(x, y, width, height, radius));
|
|
|
|
return this;
|
|
};
|
|
|
|
/*
|
|
* Draws a circle.
|
|
*
|
|
* @method Phaser.Graphics.prototype.drawCircle
|
|
* @param {Number} x - The X coordinate of the center of the circle.
|
|
* @param {Number} y - The Y coordinate of the center of the circle.
|
|
* @param {Number} diameter - The diameter of the circle.
|
|
* @return {Graphics} This Graphics object.
|
|
*/
|
|
PIXI.Graphics.prototype.drawCircle = function(x, y, diameter)
|
|
{
|
|
this.drawShape(new PIXI.Circle(x, y, diameter));
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws an ellipse.
|
|
*
|
|
* @method drawEllipse
|
|
* @param x {Number} The X coordinate of the center of the ellipse
|
|
* @param y {Number} The Y coordinate of the center of the ellipse
|
|
* @param width {Number} The half width of the ellipse
|
|
* @param height {Number} The half height of the ellipse
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height)
|
|
{
|
|
this.drawShape(new PIXI.Ellipse(x, y, width, height));
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Draws a polygon using the given path.
|
|
*
|
|
* @method drawPolygon
|
|
* @param path {Array} The path data used to construct the polygon. If you've got a Phaser.Polygon object then pass `polygon.points` here.
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.drawPolygon = function(path)
|
|
{
|
|
// prevents an argument assignment deopt
|
|
// see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
|
|
var points = path;
|
|
|
|
if (!Array.isArray(points))
|
|
{
|
|
// prevents an argument leak deopt
|
|
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
|
|
points = new Array(arguments.length);
|
|
|
|
for (var i = 0; i < points.length; ++i)
|
|
{
|
|
points[i] = arguments[i];
|
|
}
|
|
}
|
|
|
|
this.drawShape(new Phaser.Polygon(points));
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
|
|
*
|
|
* @method clear
|
|
* @return {Graphics}
|
|
*/
|
|
PIXI.Graphics.prototype.clear = function()
|
|
{
|
|
this.lineWidth = 0;
|
|
this.filling = false;
|
|
|
|
this.dirty = true;
|
|
this.clearDirty = true;
|
|
this.graphicsData = [];
|
|
|
|
return this;
|
|
};
|
|
|
|
/**
|
|
* Useful function that returns a texture of the graphics object that can then be used to create sprites
|
|
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
|
|
*
|
|
* @method generateTexture
|
|
* @param resolution {Number} The resolution of the texture being generated
|
|
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
|
|
* @return {Texture} a texture of the graphics object
|
|
*/
|
|
PIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode)
|
|
{
|
|
resolution = resolution || 1;
|
|
|
|
var bounds = this.getBounds();
|
|
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution);
|
|
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode);
|
|
texture.baseTexture.resolution = resolution;
|
|
|
|
canvasBuffer.context.scale(resolution, resolution);
|
|
|
|
canvasBuffer.context.translate(-bounds.x,-bounds.y);
|
|
|
|
PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context);
|
|
|
|
return texture;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.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 === false || this.alpha === 0 || this.isMask === true) return;
|
|
|
|
if (this._cacheAsBitmap)
|
|
{
|
|
if (this.dirty || this.cachedSpriteDirty)
|
|
{
|
|
this._generateCachedSprite();
|
|
|
|
// we will also need to update the texture on the gpu too!
|
|
this.updateCachedSpriteTexture();
|
|
|
|
this.cachedSpriteDirty = false;
|
|
this.dirty = false;
|
|
}
|
|
|
|
this._cachedSprite.worldAlpha = this.worldAlpha;
|
|
|
|
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
renderSession.spriteBatch.stop();
|
|
renderSession.blendModeManager.setBlendMode(this.blendMode);
|
|
|
|
if (this._mask) renderSession.maskManager.pushMask(this._mask, renderSession);
|
|
if (this._filters) renderSession.filterManager.pushFilter(this._filterBlock);
|
|
|
|
// check blend mode
|
|
if (this.blendMode !== renderSession.spriteBatch.currentBlendMode)
|
|
{
|
|
renderSession.spriteBatch.currentBlendMode = this.blendMode;
|
|
var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode];
|
|
renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
|
|
}
|
|
|
|
// check if the webgl graphic needs to be updated
|
|
if (this.webGLDirty)
|
|
{
|
|
this.dirty = true;
|
|
this.webGLDirty = false;
|
|
}
|
|
|
|
PIXI.WebGLGraphics.renderGraphics(this, renderSession);
|
|
|
|
// only render if it has children!
|
|
if (this.children.length)
|
|
{
|
|
renderSession.spriteBatch.start();
|
|
|
|
// simple render children!
|
|
for (var i = 0; i < this.children.length; i++)
|
|
{
|
|
this.children[i]._renderWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
}
|
|
|
|
if (this._filters) renderSession.filterManager.popFilter();
|
|
if (this._mask) renderSession.maskManager.popMask(this.mask, renderSession);
|
|
|
|
renderSession.drawCount++;
|
|
|
|
renderSession.spriteBatch.start();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if (this.isMask === true)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if the tint has changed, set the graphics object to dirty.
|
|
if (this._prevTint !== this.tint) {
|
|
this.dirty = true;
|
|
this._prevTint = this.tint;
|
|
}
|
|
|
|
if (this._cacheAsBitmap)
|
|
{
|
|
if (this.dirty || this.cachedSpriteDirty)
|
|
{
|
|
this._generateCachedSprite();
|
|
|
|
// we will also need to update the texture
|
|
this.updateCachedSpriteTexture();
|
|
|
|
this.cachedSpriteDirty = false;
|
|
this.dirty = false;
|
|
}
|
|
|
|
this._cachedSprite.alpha = this.alpha;
|
|
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
var context = renderSession.context;
|
|
var transform = this.worldTransform;
|
|
|
|
if (this.blendMode !== renderSession.currentBlendMode)
|
|
{
|
|
renderSession.currentBlendMode = this.blendMode;
|
|
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
|
}
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.pushMask(this._mask, renderSession);
|
|
}
|
|
|
|
var resolution = renderSession.resolution;
|
|
|
|
context.setTransform(transform.a * resolution,
|
|
transform.b * resolution,
|
|
transform.c * resolution,
|
|
transform.d * resolution,
|
|
transform.tx * resolution,
|
|
transform.ty * resolution);
|
|
|
|
PIXI.CanvasGraphics.renderGraphics(this, context);
|
|
|
|
// simple render children!
|
|
for (var i = 0; i < this.children.length; i++)
|
|
{
|
|
this.children[i]._renderCanvas(renderSession);
|
|
}
|
|
|
|
if (this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Retrieves the bounds of the graphic shape as a rectangle object
|
|
*
|
|
* @method getBounds
|
|
* @return {Rectangle} the rectangular bounding area
|
|
*/
|
|
PIXI.Graphics.prototype.getBounds = function(matrix)
|
|
{
|
|
if(!this._currentBounds)
|
|
{
|
|
|
|
// return an empty object if the item is a mask!
|
|
if (!this.renderable)
|
|
{
|
|
return PIXI.EmptyRectangle;
|
|
}
|
|
|
|
if (this.dirty)
|
|
{
|
|
this.updateLocalBounds();
|
|
this.webGLDirty = true;
|
|
this.cachedSpriteDirty = true;
|
|
this.dirty = false;
|
|
}
|
|
|
|
var bounds = this._localBounds;
|
|
|
|
var w0 = bounds.x;
|
|
var w1 = bounds.width + bounds.x;
|
|
|
|
var h0 = bounds.y;
|
|
var h1 = bounds.height + bounds.y;
|
|
|
|
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 x1 = a * w1 + c * h1 + tx;
|
|
var y1 = d * h1 + b * w1 + ty;
|
|
|
|
var x2 = a * w0 + c * h1 + tx;
|
|
var y2 = d * h1 + b * w0 + ty;
|
|
|
|
var x3 = a * w0 + c * h0 + tx;
|
|
var y3 = d * h0 + b * w0 + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = x1;
|
|
var maxY = y1;
|
|
|
|
var minX = x1;
|
|
var minY = y1;
|
|
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
this._bounds.x = minX;
|
|
this._bounds.width = maxX - minX;
|
|
|
|
this._bounds.y = minY;
|
|
this._bounds.height = maxY - minY;
|
|
|
|
this._currentBounds = this._bounds;
|
|
}
|
|
|
|
return this._currentBounds;
|
|
};
|
|
|
|
/**
|
|
* Tests if a point is inside this graphics object
|
|
*
|
|
* @param point {Point} the point to test
|
|
* @return {boolean} the result of the test
|
|
*/
|
|
PIXI.Graphics.prototype.containsPoint = function( point )
|
|
{
|
|
this.worldTransform.applyInverse(point, tempPoint);
|
|
|
|
var graphicsData = this.graphicsData;
|
|
|
|
for (var i = 0; i < graphicsData.length; i++)
|
|
{
|
|
var data = graphicsData[i];
|
|
|
|
if (!data.fill)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// only deal with fills..
|
|
if (data.shape)
|
|
{
|
|
if ( data.shape.contains( tempPoint.x, tempPoint.y ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Update the bounds of the object
|
|
*
|
|
* @method updateLocalBounds
|
|
*/
|
|
PIXI.Graphics.prototype.updateLocalBounds = function()
|
|
{
|
|
var minX = Infinity;
|
|
var maxX = -Infinity;
|
|
|
|
var minY = Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
if (this.graphicsData.length)
|
|
{
|
|
var shape, points, x, y, w, h;
|
|
|
|
for (var i = 0; i < this.graphicsData.length; i++)
|
|
{
|
|
var data = this.graphicsData[i];
|
|
var type = data.type;
|
|
var lineWidth = data.lineWidth;
|
|
shape = data.shape;
|
|
|
|
if (type === PIXI.Graphics.RECT || type === PIXI.Graphics.RREC)
|
|
{
|
|
x = shape.x - lineWidth / 2;
|
|
y = shape.y - lineWidth / 2;
|
|
w = shape.width + lineWidth;
|
|
h = shape.height + lineWidth;
|
|
|
|
minX = x < minX ? x : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y < minY ? y : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else if (type === PIXI.Graphics.CIRC)
|
|
{
|
|
x = shape.x;
|
|
y = shape.y;
|
|
w = shape.radius + lineWidth / 2;
|
|
h = shape.radius + lineWidth / 2;
|
|
|
|
minX = x - w < minX ? x - w : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y - h < minY ? y - h : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else if (type === PIXI.Graphics.ELIP)
|
|
{
|
|
x = shape.x;
|
|
y = shape.y;
|
|
w = shape.width + lineWidth / 2;
|
|
h = shape.height + lineWidth / 2;
|
|
|
|
minX = x - w < minX ? x - w : minX;
|
|
maxX = x + w > maxX ? x + w : maxX;
|
|
|
|
minY = y - h < minY ? y - h : minY;
|
|
maxY = y + h > maxY ? y + h : maxY;
|
|
}
|
|
else
|
|
{
|
|
// POLY - assumes points are sequential, not Point objects
|
|
points = shape.points;
|
|
|
|
for (var j = 0; j < points.length; j++)
|
|
{
|
|
if (points[j] instanceof Phaser.Point)
|
|
{
|
|
x = points[j].x;
|
|
y = points[j].y;
|
|
}
|
|
else
|
|
{
|
|
x = points[j];
|
|
y = points[j + 1];
|
|
|
|
if (j < points.length - 1)
|
|
{
|
|
j++;
|
|
}
|
|
}
|
|
|
|
minX = x - lineWidth < minX ? x - lineWidth : minX;
|
|
maxX = x + lineWidth > maxX ? x + lineWidth : maxX;
|
|
|
|
minY = y - lineWidth < minY ? y - lineWidth : minY;
|
|
maxY = y + lineWidth > maxY ? y + lineWidth : maxY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
minX = 0;
|
|
maxX = 0;
|
|
minY = 0;
|
|
maxY = 0;
|
|
}
|
|
|
|
var padding = this.boundsPadding;
|
|
|
|
this._localBounds.x = minX - padding;
|
|
this._localBounds.width = (maxX - minX) + padding * 2;
|
|
|
|
this._localBounds.y = minY - padding;
|
|
this._localBounds.height = (maxY - minY) + padding * 2;
|
|
};
|
|
|
|
/**
|
|
* Generates the cached sprite when the sprite has cacheAsBitmap = true
|
|
*
|
|
* @method _generateCachedSprite
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype._generateCachedSprite = function()
|
|
{
|
|
var bounds = this.getLocalBounds();
|
|
|
|
if (!this._cachedSprite)
|
|
{
|
|
var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height);
|
|
var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
|
|
|
|
this._cachedSprite = new PIXI.Sprite(texture);
|
|
this._cachedSprite.buffer = canvasBuffer;
|
|
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
|
|
}
|
|
|
|
// leverage the anchor to account for the offset of the element
|
|
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
|
|
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
|
|
|
|
// this._cachedSprite.buffer.context.save();
|
|
this._cachedSprite.buffer.context.translate(-bounds.x, -bounds.y);
|
|
|
|
// make sure we set the alpha of the graphics to 1 for the render..
|
|
this.worldAlpha = 1;
|
|
|
|
// now render the graphic..
|
|
PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
|
|
this._cachedSprite.alpha = this.alpha;
|
|
};
|
|
|
|
/**
|
|
* Updates texture size based on canvas size
|
|
*
|
|
* @method updateCachedSpriteTexture
|
|
* @private
|
|
*/
|
|
PIXI.Graphics.prototype.updateCachedSpriteTexture = function()
|
|
{
|
|
var cachedSprite = this._cachedSprite;
|
|
var texture = cachedSprite.texture;
|
|
var canvas = cachedSprite.buffer.canvas;
|
|
|
|
texture.baseTexture.width = canvas.width;
|
|
texture.baseTexture.height = canvas.height;
|
|
texture.crop.width = texture.frame.width = canvas.width;
|
|
texture.crop.height = texture.frame.height = canvas.height;
|
|
|
|
cachedSprite._width = canvas.width;
|
|
cachedSprite._height = canvas.height;
|
|
|
|
// update the dirty base textures
|
|
texture.baseTexture.dirty();
|
|
};
|
|
|
|
/**
|
|
* Destroys a previous cached sprite.
|
|
*
|
|
* @method destroyCachedSprite
|
|
*/
|
|
PIXI.Graphics.prototype.destroyCachedSprite = function()
|
|
{
|
|
this._cachedSprite.texture.destroy(true);
|
|
this._cachedSprite = null;
|
|
};
|
|
|
|
/**
|
|
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
|
|
*
|
|
* @method drawShape
|
|
* @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw.
|
|
* @return {GraphicsData} The generated GraphicsData object.
|
|
*/
|
|
PIXI.Graphics.prototype.drawShape = function(shape)
|
|
{
|
|
if (this.currentPath)
|
|
{
|
|
// check current path!
|
|
if (this.currentPath.shape.points.length <= 2)
|
|
{
|
|
this.graphicsData.pop();
|
|
}
|
|
}
|
|
|
|
this.currentPath = null;
|
|
|
|
// Handle mixed-type polygons
|
|
if (shape instanceof PIXI.Polygon)
|
|
{
|
|
shape.flatten();
|
|
}
|
|
|
|
var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);
|
|
|
|
this.graphicsData.push(data);
|
|
|
|
if (data.type === PIXI.Graphics.POLY)
|
|
{
|
|
data.shape.closed = this.filling;
|
|
this.currentPath = data;
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
return data;
|
|
};
|
|
|
|
/**
|
|
* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
|
|
* This is useful if your graphics element does not change often, as it will speed up the rendering of the object in exchange for taking up texture memory.
|
|
* It is also useful if you need the graphics object to be anti-aliased, because it will be rendered using canvas.
|
|
* This is not recommended if you are constantly redrawing the graphics element.
|
|
*
|
|
* @property cacheAsBitmap
|
|
* @type Boolean
|
|
* @default false
|
|
* @private
|
|
*/
|
|
Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", {
|
|
|
|
get: function() {
|
|
return this._cacheAsBitmap;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
this._cacheAsBitmap = value;
|
|
|
|
if (this._cacheAsBitmap)
|
|
{
|
|
this._generateCachedSprite();
|
|
}
|
|
else
|
|
{
|
|
this.destroyCachedSprite();
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
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|
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|
|
|
<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>.
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</span>
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</footer>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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return $(heading).attr("id") || ( prefix + i );
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