mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
788 lines
21 KiB
JavaScript
788 lines
21 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The base class for all objects that are rendered on the screen.
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* This is an abstract class and should not be used on its own rather it should be extended.
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*
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* @class DisplayObject
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* @constructor
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*/
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PIXI.DisplayObject = function()
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{
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/**
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* The coordinate of the object relative to the local coordinates of the parent.
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*
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* @property position
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* @type Point
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*/
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this.position = new PIXI.Point();
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/**
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* The scale factor of the object.
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*
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* @property scale
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* @type Point
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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/**
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* The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters:
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* This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types.
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* The matrix are passed by reference and can be modified directly without needing to return them.
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* This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
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*
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* @property transformCallback
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* @type Function
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*/
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this.transformCallback = null;
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/**
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* The context under which the transformCallback is invoked.
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*
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* @property transformCallbackContext
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* @type Object
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*/
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this.transformCallbackContext = null;
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/**
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* The pivot point of the displayObject that it rotates around
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*
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* @property pivot
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* @type Point
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*/
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this.pivot = new PIXI.Point(0,0);
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/**
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* The rotation of the object in radians.
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*
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* @property rotation
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* @type Number
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*/
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this.rotation = 0;
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/**
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* The opacity of the object.
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*
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* @property alpha
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* @type Number
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*/
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this.alpha = 1;
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/**
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* The visibility of the object.
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*
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* @property visible
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* @type Boolean
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*/
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this.visible = true;
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/**
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* This is the defined area that will pick up mouse / touch events. It is null by default.
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* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
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*
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* @property hitArea
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* @type Rectangle|Circle|Ellipse|Polygon
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*/
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this.hitArea = null;
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/**
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* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
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*
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* @property buttonMode
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* @type Boolean
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*/
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this.buttonMode = false;
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/**
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* Can this object be rendered
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*
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* @property renderable
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* @type Boolean
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*/
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this.renderable = false;
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/**
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* [read-only] The display object container that contains this display object.
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*
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* @property parent
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* @type DisplayObjectContainer
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* @readOnly
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*/
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this.parent = null;
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/**
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* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
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*
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* @property stage
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* @type Stage
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* @readOnly
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*/
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this.stage = null;
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/**
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* [read-only] The multiplied alpha of the displayObject
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*
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* @property worldAlpha
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* @type Number
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* @readOnly
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*/
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this.worldAlpha = 1;
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/**
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* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
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*
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* @property _interactive
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* @type Boolean
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* @readOnly
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* @private
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*/
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this._interactive = false;
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/**
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* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
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*
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* @property defaultCursor
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* @type String
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*
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*/
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this.defaultCursor = 'pointer';
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/**
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* [read-only] Current transform of the object based on world (parent) factors
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*
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* @property worldTransform
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* @type Matrix
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* @readOnly
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* @private
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*/
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this.worldTransform = new PIXI.Matrix();
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/**
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* cached sin rotation and cos rotation
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*
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* @property _sr
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* @type Number
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* @private
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*/
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this._sr = 0;
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/**
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* cached sin rotation and cos rotation
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*
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* @property _cr
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* @type Number
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* @private
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*/
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this._cr = 1;
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/**
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* The area the filter is applied to like the hitArea this is used as more of an optimisation
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* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
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*
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* @property filterArea
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* @type Rectangle
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*/
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this.filterArea = null;//new PIXI.Rectangle(0,0,1,1);
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/**
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* The original, cached bounds of the object
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*
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* @property _bounds
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* @type Rectangle
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* @private
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*/
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this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
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/**
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* The most up-to-date bounds of the object
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*
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* @property _currentBounds
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* @type Rectangle
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* @private
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*/
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this._currentBounds = null;
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/**
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* The original, cached mask of the object
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*
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* @property _currentBounds
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* @type Rectangle
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* @private
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*/
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this._mask = null;
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/**
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* Cached internal flag.
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*
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* @property _cacheAsBitmap
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* @type Boolean
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* @private
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*/
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this._cacheAsBitmap = false;
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/**
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* Cached internal flag.
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*
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* @property _cacheIsDirty
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* @type Boolean
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* @private
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*/
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this._cacheIsDirty = false;
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/*
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* MOUSE Callbacks
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*/
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/**
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* A callback that is used when the users mouse rolls over the displayObject
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* @method mouseover
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse leaves the displayObject
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* @method mouseout
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* @param interactionData {InteractionData}
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*/
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//Left button
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/**
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* A callback that is used when the users clicks on the displayObject with their mouse's left button
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* @method click
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse's left button down over the sprite
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* @method mousedown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse's left button that was over the displayObject
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* for this callback to be fired, the mouse's left button must have been pressed down over the displayObject
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* @method mouseup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse's left button that was over the displayObject but is no longer over the displayObject
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* for this callback to be fired, the mouse's left button must have been pressed down over the displayObject
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* @method mouseupoutside
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* @param interactionData {InteractionData}
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*/
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//Right button
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/**
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* A callback that is used when the users clicks on the displayObject with their mouse's right button
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* @method rightclick
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse's right button down over the sprite
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* @method rightdown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse's right button that was over the displayObject
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* for this callback to be fired the mouse's right button must have been pressed down over the displayObject
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* @method rightup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse's right button that was over the displayObject but is no longer over the displayObject
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* for this callback to be fired, the mouse's right button must have been pressed down over the displayObject
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* @method rightupoutside
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* @param interactionData {InteractionData}
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*/
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/*
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* TOUCH Callbacks
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*/
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/**
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* A callback that is used when the users taps on the sprite with their finger
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* basically a touch version of click
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* @method tap
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user touches over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases a touch over the displayObject
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* @method touchend
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the touch that was over the displayObject
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* for this callback to be fired, The touch must have started over the sprite
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* @method touchendoutside
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* @param interactionData {InteractionData}
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*/
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};
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// constructor
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PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
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/**
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* Indicates if the sprite will have touch and mouse interactivity. It is false by default
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*
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* @property interactive
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* @type Boolean
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* @default false
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
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get: function() {
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return this._interactive;
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},
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set: function(value) {
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this._interactive = value;
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// TODO more to be done here..
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// need to sort out a re-crawl!
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if(this.stage)this.stage.dirty = true;
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}
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});
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/**
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* [read-only] Indicates if the sprite is globally visible.
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*
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* @property worldVisible
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* @type Boolean
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
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get: function() {
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var item = this;
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do
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{
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if(!item.visible)return false;
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item = item.parent;
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}
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while(item);
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return true;
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}
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});
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/**
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* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
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* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* To remove a mask, set this property to null.
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*
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* @property mask
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* @type Graphics
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
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get: function() {
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return this._mask;
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},
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set: function(value) {
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if(this._mask)this._mask.isMask = false;
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this._mask = value;
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if(this._mask)this._mask.isMask = true;
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}
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});
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/**
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* Sets the filters for the displayObject.
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* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
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* To remove filters simply set this property to 'null'
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* @property filters
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* @type Array(Filter)
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
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get: function() {
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return this._filters;
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},
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set: function(value) {
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if (value)
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{
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// now put all the passes in one place..
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var passes = [];
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for (var i = 0; i < value.length; i++)
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{
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var filterPasses = value[i].passes;
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for (var j = 0; j < filterPasses.length; j++)
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{
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passes.push(filterPasses[j]);
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}
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}
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// TODO change this as it is legacy
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this._filterBlock = { target: this, filterPasses: passes };
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}
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this._filters = value;
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}
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});
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/**
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* Set if this display object is cached as a bitmap.
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* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
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* To remove simply set this property to 'null'
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* @property cacheAsBitmap
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* @type Boolean
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', {
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get: function() {
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return this._cacheAsBitmap;
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},
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set: function(value) {
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if(this._cacheAsBitmap === value)return;
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if(value)
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{
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this._generateCachedSprite();
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}
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else
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{
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this._destroyCachedSprite();
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}
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this._cacheAsBitmap = value;
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}
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});
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/*
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* Updates the object transform for rendering
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*
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* @method updateTransform
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* @private
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*/
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PIXI.DisplayObject.prototype.updateTransform = function()
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{
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// create some matrix refs for easy access
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var pt = this.parent.worldTransform;
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var wt = this.worldTransform;
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// temporary matrix variables
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var a, b, c, d, tx, ty;
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// so if rotation is between 0 then we can simplify the multiplication process..
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if(this.rotation % PIXI.PI_2)
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{
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// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
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if(this.rotation !== this.rotationCache)
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{
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this.rotationCache = this.rotation;
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this._sr = Math.sin(this.rotation);
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this._cr = Math.cos(this.rotation);
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}
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// get the matrix values of the displayobject based on its transform properties..
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a = this._cr * this.scale.x;
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b = this._sr * this.scale.x;
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c = -this._sr * this.scale.y;
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d = this._cr * this.scale.y;
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tx = this.position.x;
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ty = this.position.y;
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// check for pivot.. not often used so geared towards that fact!
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if(this.pivot.x || this.pivot.y)
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{
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tx -= this.pivot.x * a + this.pivot.y * c;
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ty -= this.pivot.x * b + this.pivot.y * d;
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}
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// concat the parent matrix with the objects transform.
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wt.a = a * pt.a + b * pt.c;
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wt.b = a * pt.b + b * pt.d;
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wt.c = c * pt.a + d * pt.c;
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wt.d = c * pt.b + d * pt.d;
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wt.tx = tx * pt.a + ty * pt.c + pt.tx;
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wt.ty = tx * pt.b + ty * pt.d + pt.ty;
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}
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else
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{
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// lets do the fast version as we know there is no rotation..
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a = this.scale.x;
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d = this.scale.y;
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tx = this.position.x - this.pivot.x * a;
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ty = this.position.y - this.pivot.y * d;
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wt.a = a * pt.a;
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wt.b = a * pt.b;
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wt.c = d * pt.c;
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wt.d = d * pt.d;
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wt.tx = tx * pt.a + ty * pt.c + pt.tx;
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wt.ty = tx * pt.b + ty * pt.d + pt.ty;
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}
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// multiply the alphas..
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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// Custom callback?
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if (this.transformCallback)
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{
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this.transformCallback.call(this.transformCallbackContext, wt, pt);
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}
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};
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// performance increase to avoid using call.. (10x faster)
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PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;
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/**
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* Retrieves the bounds of the displayObject as a rectangle object
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*
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* @method getBounds
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* @param matrix {Matrix}
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* @return {Rectangle} the rectangular bounding area
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*/
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PIXI.DisplayObject.prototype.getBounds = function(matrix)
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{
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matrix = matrix;//just to get passed js hinting (and preserve inheritance)
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return PIXI.EmptyRectangle;
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};
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/**
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* Retrieves the local bounds of the displayObject as a rectangle object
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*
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* @method getLocalBounds
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* @return {Rectangle} the rectangular bounding area
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*/
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PIXI.DisplayObject.prototype.getLocalBounds = function()
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{
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return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
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};
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/**
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* Sets the object's stage reference, the stage this object is connected to
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*
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* @method setStageReference
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* @param stage {Stage} the stage that the object will have as its current stage reference
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*/
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PIXI.DisplayObject.prototype.setStageReference = function(stage)
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{
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this.stage = stage;
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if(this._interactive)this.stage.dirty = true;
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};
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/**
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* Useful function that returns a texture of the displayObject object that can then be used to create sprites
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* This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
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*
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* @method generateTexture
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* @param resolution {Number} The resolution of the texture being generated
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* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
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* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.
|
|
* @return {Texture} a texture of the graphics object
|
|
*/
|
|
PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer)
|
|
{
|
|
var bounds = this.getLocalBounds();
|
|
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);
|
|
|
|
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
|
|
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
|
|
|
|
renderTexture.render(this, PIXI.DisplayObject._tempMatrix);
|
|
|
|
return renderTexture;
|
|
};
|
|
|
|
/**
|
|
* Generates and updates the cached sprite for this object.
|
|
*
|
|
* @method updateCache
|
|
*/
|
|
PIXI.DisplayObject.prototype.updateCache = function()
|
|
{
|
|
this._generateCachedSprite();
|
|
};
|
|
|
|
/**
|
|
* Calculates the global position of the display object
|
|
*
|
|
* @method toGlobal
|
|
* @param position {Point} The world origin to calculate from
|
|
* @return {Point} A point object representing the position of this object
|
|
*/
|
|
PIXI.DisplayObject.prototype.toGlobal = function(position)
|
|
{
|
|
// don't need to u[date the lot
|
|
this.displayObjectUpdateTransform();
|
|
return this.worldTransform.apply(position);
|
|
};
|
|
|
|
/**
|
|
* Calculates the local position of the display object relative to another point
|
|
*
|
|
* @method toLocal
|
|
* @param position {Point} The world origin to calculate from
|
|
* @param [from] {DisplayObject} The DisplayObject to calculate the global position from
|
|
* @return {Point} A point object representing the position of this object
|
|
*/
|
|
PIXI.DisplayObject.prototype.toLocal = function(position, from)
|
|
{
|
|
//
|
|
if (from)
|
|
{
|
|
position = from.toGlobal(position);
|
|
}
|
|
|
|
// don't need to u[date the lot
|
|
this.displayObjectUpdateTransform();
|
|
return this.worldTransform.applyInverse(position);
|
|
};
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method _renderCachedSprite
|
|
* @param renderSession {Object} The render session
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession)
|
|
{
|
|
this._cachedSprite.worldAlpha = this.worldAlpha;
|
|
|
|
if(renderSession.gl)
|
|
{
|
|
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
|
}
|
|
else
|
|
{
|
|
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method _generateCachedSprite
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._generateCachedSprite = function()
|
|
{
|
|
this._cacheAsBitmap = false;
|
|
var bounds = this.getLocalBounds();
|
|
|
|
if(!this._cachedSprite)
|
|
{
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0);//, renderSession.renderer);
|
|
|
|
this._cachedSprite = new PIXI.Sprite(renderTexture);
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0);
|
|
}
|
|
|
|
//REMOVE filter!
|
|
var tempFilters = this._filters;
|
|
this._filters = null;
|
|
|
|
this._cachedSprite.filters = tempFilters;
|
|
|
|
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
|
|
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
|
|
|
|
this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);
|
|
|
|
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
|
|
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
|
|
|
|
this._filters = tempFilters;
|
|
|
|
this._cacheAsBitmap = true;
|
|
};
|
|
|
|
/**
|
|
* Destroys the cached sprite.
|
|
*
|
|
* @method _destroyCachedSprite
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._destroyCachedSprite = function()
|
|
{
|
|
if(!this._cachedSprite)return;
|
|
|
|
this._cachedSprite.texture.destroy(true);
|
|
|
|
// TODO could be object pooled!
|
|
this._cachedSprite = null;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
// OVERWRITE;
|
|
// this line is just here to pass jshinting :)
|
|
renderSession = renderSession;
|
|
};
|
|
|
|
/**
|
|
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
|
|
*
|
|
* @property x
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
|
|
get: function() {
|
|
return this.position.x;
|
|
},
|
|
set: function(value) {
|
|
this.position.x = value;
|
|
}
|
|
});
|
|
|
|
/**
|
|
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
|
|
*
|
|
* @property y
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
|
|
get: function() {
|
|
return this.position.y;
|
|
},
|
|
set: function(value) {
|
|
this.position.y = value;
|
|
}
|
|
});
|