mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
2239 lines
64 KiB
HTML
2239 lines
64 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: src/gameobjects/Rope.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/default.css">
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser API</a>
|
|
<ul class="nav">
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="EarCut.html">EarCut</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArraySet.html">ArraySet</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AudioSprite.html">AudioSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Bullet.html">Bullet</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.CanvasPool.html">CanvasPool</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Angle.html">Angle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.AutoCull.html">AutoCull</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Bounds.html">Bounds</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.BringToTop.html">BringToTop</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Core.html">Core</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Crop.html">Crop</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Delta.html">Delta</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Destroy.html">Destroy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Health.html">Health</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.InCamera.html">InCamera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.InWorld.html">InWorld</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Overlap.html">Overlap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Reset.html">Reset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Component.Smoothed.html">Smoothed</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Create.html">Create</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Creature.html">Creature</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.DeviceButton.html">DeviceButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.DOM.html">DOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FlexGrid.html">FlexGrid</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FlexLayer.html">FlexLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Hermite.html">Hermite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ImageCollection.html">ImageCollection</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.KeyCode.html">KeyCode</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Matrix.html">Matrix</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Particles.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Path.html">Path</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PathFollower.html">PathFollower</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PathPoint.html">PathPoint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Plugin.PathManager.html">PathManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PointerMode.html">PointerMode</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenData.html">TweenData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Video.html">Video</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Weapon.html">Weapon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="PIXI.Phaser.GraphicsData.html">Phaser.GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_UP">ANGLE_UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#arc">arc</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#beginFill">beginFill</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#bezierCurveTo">bezierCurveTo</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CENTER">CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#clear">clear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#displayList">displayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawCircle">drawCircle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawEllipse">drawEllipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawPolygon">drawPolygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawRect">drawRect</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#drawShape">drawShape</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#emit">emit</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#endFill">endFill</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#generateTexture">generateTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#getBounds">getBounds</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#getLocalBounds">getLocalBounds</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#lineStyle">lineStyle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#lineTo">lineTo</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#listeners">listeners</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#mixin">mixin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#moveTo">moveTo</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#off">off</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#on">on</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#once">once</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#PORTRAIT">PORTRAIT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#removeAllListeners">removeAllListeners</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopPropagation">stopPropagation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#updateLocalBounds">updateLocalBounds</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERTICAL">VERTICAL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/gameobjects/Rope.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @author Mat Groves (@Doormat23)
|
|
* @author Rovanion Luckey
|
|
* @copyright 2016 Photon Storm Ltd, Richard Davey
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Rope is a Sprite that has a repeating texture.
|
|
*
|
|
* The texture will automatically wrap on the edges as it moves.
|
|
*
|
|
* Please note that Ropes cannot have an input handler.
|
|
*
|
|
* @class Phaser.Rope
|
|
* @constructor
|
|
* @extends PIXI.DisplayObjectContainer
|
|
* @extends Phaser.Component.Core
|
|
* @extends Phaser.Component.Angle
|
|
* @extends Phaser.Component.Animation
|
|
* @extends Phaser.Component.AutoCull
|
|
* @extends Phaser.Component.Bounds
|
|
* @extends Phaser.Component.BringToTop
|
|
* @extends Phaser.Component.Crop
|
|
* @extends Phaser.Component.Delta
|
|
* @extends Phaser.Component.Destroy
|
|
* @extends Phaser.Component.FixedToCamera
|
|
* @extends Phaser.Component.InWorld
|
|
* @extends Phaser.Component.LifeSpan
|
|
* @extends Phaser.Component.LoadTexture
|
|
* @extends Phaser.Component.Overlap
|
|
* @extends Phaser.Component.PhysicsBody
|
|
* @extends Phaser.Component.Reset
|
|
* @extends Phaser.Component.ScaleMinMax
|
|
* @extends Phaser.Component.Smoothed
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {number} x - The x coordinate (in world space) to position the Rope at.
|
|
* @param {number} y - The y coordinate (in world space) to position the Rope at.
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
* @param {Array} points - An array of {Phaser.Point}.
|
|
*/
|
|
Phaser.Rope = function (game, x, y, key, frame, points) {
|
|
|
|
this.points = [];
|
|
this.points = points;
|
|
this._hasUpdateAnimation = false;
|
|
this._updateAnimationCallback = null;
|
|
x = x || 0;
|
|
y = y || 0;
|
|
key = key || null;
|
|
frame = frame || null;
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.ROPE;
|
|
|
|
this.points = points;
|
|
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.texture = Phaser.Cache.DEFAULT;
|
|
|
|
// set up the main bits..
|
|
this.uvs = new Float32Array([0, 1,
|
|
1, 1,
|
|
1, 0,
|
|
0, 1]);
|
|
|
|
this.vertices = new Float32Array([0, 0,
|
|
100, 0,
|
|
100, 100,
|
|
0, 100]);
|
|
|
|
this.colors = new Float32Array([1, 1, 1, 1]);
|
|
|
|
this.indices = new Uint16Array([0, 1, 2, 3]);
|
|
|
|
if (points)
|
|
{
|
|
this.vertices = new Float32Array(points.length * 4);
|
|
this.uvs = new Float32Array(points.length * 4);
|
|
this.colors = new Float32Array(points.length * 2);
|
|
this.indices = new Uint16Array(points.length * 2);
|
|
}
|
|
|
|
/**
|
|
* Whether the strip is dirty or not
|
|
*
|
|
* @property dirty
|
|
* @type Boolean
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
|
|
*
|
|
* @property canvasPadding
|
|
* @type Number
|
|
*/
|
|
this.canvasPadding = 0;
|
|
|
|
this.drawMode = Phaser.Rope.TRIANGLE_STRIP;
|
|
|
|
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
|
|
|
|
this.refresh();
|
|
|
|
};
|
|
|
|
Phaser.Rope.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
Phaser.Rope.prototype.constructor = Phaser.Rope;
|
|
|
|
Phaser.Component.Core.install.call(Phaser.Rope.prototype, [
|
|
'Angle',
|
|
'Animation',
|
|
'AutoCull',
|
|
'Bounds',
|
|
'BringToTop',
|
|
'Crop',
|
|
'Delta',
|
|
'Destroy',
|
|
'FixedToCamera',
|
|
'InWorld',
|
|
'LifeSpan',
|
|
'LoadTexture',
|
|
'Overlap',
|
|
'PhysicsBody',
|
|
'Reset',
|
|
'ScaleMinMax',
|
|
'Smoothed'
|
|
]);
|
|
|
|
Phaser.Rope.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
|
|
Phaser.Rope.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
|
|
Phaser.Rope.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
|
|
Phaser.Rope.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
|
|
|
|
Phaser.Rope.TRIANGLE_STRIP = 0;
|
|
Phaser.Rope.TRIANGLES = 1;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.Rope#preUpdate
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype.preUpdate = function () {
|
|
|
|
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return this.preUpdateCore();
|
|
|
|
};
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.Rope#update
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype.update = function() {
|
|
|
|
if (this._hasUpdateAnimation)
|
|
{
|
|
this.updateAnimation.call(this);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Resets the Rope. This places the Rope at the given x/y world coordinates and then
|
|
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
|
|
* If the Rope has a physics body that too is reset.
|
|
*
|
|
* @method Phaser.Rope#reset
|
|
* @memberof Phaser.Rope
|
|
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
|
|
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
|
|
* @return {Phaser.Rope} This instance.
|
|
*/
|
|
Phaser.Rope.prototype.reset = function (x, y) {
|
|
|
|
Phaser.Component.Reset.prototype.reset.call(this, x, y);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/*
|
|
* Refreshes the rope texture and UV coordinates.
|
|
*
|
|
* @method Phaser.Rope#refresh
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype.refresh = function () {
|
|
|
|
var points = this.points;
|
|
|
|
if (points.length < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var uvs = this.uvs;
|
|
|
|
var indices = this.indices;
|
|
var colors = this.colors;
|
|
|
|
this.count -= 0.2;
|
|
|
|
uvs[0] = 0;
|
|
uvs[1] = 0;
|
|
uvs[2] = 0;
|
|
uvs[3] = 1;
|
|
|
|
colors[0] = 1;
|
|
colors[1] = 1;
|
|
|
|
indices[0] = 0;
|
|
indices[1] = 1;
|
|
|
|
var total = points.length;
|
|
var index;
|
|
var amount;
|
|
|
|
for (var i = 1; i < total; i++)
|
|
{
|
|
index = i * 4;
|
|
|
|
// time to do some smart drawing!
|
|
amount = i / (total - 1);
|
|
|
|
if (i % 2)
|
|
{
|
|
uvs[index] = amount;
|
|
uvs[index + 1] = 0;
|
|
|
|
uvs[index + 2] = amount;
|
|
uvs[index + 3] = 1;
|
|
}
|
|
else
|
|
{
|
|
uvs[index] = amount;
|
|
uvs[index + 1] = 0;
|
|
|
|
uvs[index + 2] = amount;
|
|
uvs[index + 3] = 1;
|
|
}
|
|
|
|
index = i * 2;
|
|
colors[index] = 1;
|
|
colors[index + 1] = 1;
|
|
|
|
index = i * 2;
|
|
indices[index] = index;
|
|
indices[index + 1] = index + 1;
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Updates the Ropes transform ready for rendering.
|
|
*
|
|
* @method Phaser.Rope#updateTransform
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype.updateTransform = function () {
|
|
|
|
var points = this.points;
|
|
|
|
if (points.length < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var lastPoint = points[0];
|
|
var nextPoint;
|
|
var perp = { x:0, y:0 };
|
|
|
|
this.count -= 0.2;
|
|
|
|
var vertices = this.vertices;
|
|
var total = points.length;
|
|
var point;
|
|
var index;
|
|
var ratio;
|
|
var perpLength;
|
|
var num;
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
point = points[i];
|
|
index = i * 4;
|
|
|
|
if(i < points.length - 1)
|
|
{
|
|
nextPoint = points[i + 1];
|
|
}
|
|
else
|
|
{
|
|
nextPoint = point;
|
|
}
|
|
|
|
perp.y = -(nextPoint.x - lastPoint.x);
|
|
perp.x = nextPoint.y - lastPoint.y;
|
|
|
|
ratio = (1 - (i / (total - 1))) * 10;
|
|
|
|
if (ratio > 1)
|
|
{
|
|
ratio = 1;
|
|
}
|
|
|
|
perpLength = Math.sqrt((perp.x * perp.x) + (perp.y * perp.y));
|
|
num = this.texture.height / 2;
|
|
perp.x /= perpLength;
|
|
perp.y /= perpLength;
|
|
|
|
perp.x *= num;
|
|
perp.y *= num;
|
|
|
|
vertices[index] = point.x + perp.x;
|
|
vertices[index + 1] = point.y + perp.y;
|
|
vertices[index + 2] = point.x - perp.x;
|
|
vertices[index + 3] = point.y - perp.y;
|
|
|
|
lastPoint = point;
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
|
|
};
|
|
|
|
/*
|
|
* Sets the Texture this Rope uses for rendering.
|
|
*
|
|
* @method Phaser.Rope#setTexture
|
|
* @memberof Phaser.Rope
|
|
* @param {Texture} texture - The texture that will be used.
|
|
*/
|
|
Phaser.Rope.prototype.setTexture = function (texture) {
|
|
|
|
this.texture = texture;
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders the Rope to WebGL.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderWebGL
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderWebGL = function (renderSession) {
|
|
|
|
if (!this.visible || this.alpha <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
if (!this._vertexBuffer)
|
|
{
|
|
this._initWebGL(renderSession);
|
|
}
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
|
|
|
|
this._renderStrip(renderSession);
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
};
|
|
|
|
/*
|
|
* Builds the Strip.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_initWebGL
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._initWebGL = function (renderSession) {
|
|
|
|
// build the strip!
|
|
var gl = renderSession.gl;
|
|
|
|
this._vertexBuffer = gl.createBuffer();
|
|
this._indexBuffer = gl.createBuffer();
|
|
this._uvBuffer = gl.createBuffer();
|
|
this._colorBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders the Strip to WebGL.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderStrip
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderStrip = function (renderSession) {
|
|
|
|
var gl = renderSession.gl;
|
|
var projection = renderSession.projection;
|
|
var offset = renderSession.offset;
|
|
var shader = renderSession.shaderManager.stripShader;
|
|
|
|
var drawMode = (this.drawMode === Phaser.Rope.TRIANGLE_STRIP) ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
|
|
|
|
renderSession.blendModeManager.setBlendMode(this.blendMode);
|
|
|
|
// set uniforms
|
|
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
|
|
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
|
|
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
|
|
gl.uniform1f(shader.alpha, this.worldAlpha);
|
|
|
|
if (!this.dirty)
|
|
{
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// check if a texture is dirty..
|
|
if (this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
|
|
{
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
}
|
|
else
|
|
{
|
|
this.dirty = false;
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.activeTexture(gl.TEXTURE0);
|
|
|
|
// check if a texture is dirty..
|
|
if (this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
}
|
|
|
|
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders the Strip to Canvas.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderCanvas
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderCanvas = function (renderSession) {
|
|
|
|
var context = renderSession.context;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
var tx = (transform.tx * renderSession.resolution) + renderSession.shakeX;
|
|
var ty = (transform.ty * renderSession.resolution) + renderSession.shakeY;
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx | 0, ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, tx, ty);
|
|
}
|
|
|
|
if (this.drawMode === Phaser.Rope.TRIANGLE_STRIP)
|
|
{
|
|
this._renderCanvasTriangleStrip(context);
|
|
}
|
|
else
|
|
{
|
|
this._renderCanvasTriangles(context);
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders a Triangle Strip to Canvas.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderCanvasTriangleStrip
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderCanvasTriangleStrip = function (context) {
|
|
|
|
// draw triangles!!
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
|
|
var length = vertices.length / 2;
|
|
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length - 2; i++)
|
|
{
|
|
var index = i * 2;
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders a Triangle to Canvas.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderCanvasTriangles
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderCanvasTriangles = function (context) {
|
|
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
var indices = this.indices;
|
|
|
|
var length = indices.length;
|
|
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length; i += 3)
|
|
{
|
|
var index0 = indices[i] * 2;
|
|
var index1 = indices[i + 1] * 2;
|
|
var index2 = indices[i + 2] * 2;
|
|
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders a Triangle to Canvas.
|
|
*
|
|
* @private
|
|
* @method Phaser.Rope#_renderCanvasDrawTriangle
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2) {
|
|
|
|
var textureSource = this.texture.baseTexture.source;
|
|
var textureWidth = this.texture.width;
|
|
var textureHeight = this.texture.height;
|
|
|
|
var x0 = vertices[index0];
|
|
var x1 = vertices[index1];
|
|
var x2 = vertices[index2];
|
|
var y0 = vertices[index0 + 1];
|
|
var y1 = vertices[index1 + 1];
|
|
var y2 = vertices[index2 + 1];
|
|
|
|
var u0 = uvs[index0] * textureWidth;
|
|
var u1 = uvs[index1] * textureWidth;
|
|
var u2 = uvs[index2] * textureWidth;
|
|
var v0 = uvs[index0 + 1] * textureHeight;
|
|
var v1 = uvs[index1 + 1] * textureHeight;
|
|
var v2 = uvs[index2 + 1] * textureHeight;
|
|
|
|
if (this.canvasPadding > 0)
|
|
{
|
|
var paddingX = this.canvasPadding / this.worldTransform.a;
|
|
var paddingY = this.canvasPadding / this.worldTransform.d;
|
|
var centerX = (x0 + x1 + x2) / 3;
|
|
var centerY = (y0 + y1 + y2) / 3;
|
|
|
|
var normX = x0 - centerX;
|
|
var normY = y0 - centerY;
|
|
|
|
var dist = Math.sqrt((normX * normX) + (normY * normY));
|
|
x0 = centerX + (normX / dist) * (dist + paddingX);
|
|
y0 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
normX = x1 - centerX;
|
|
normY = y1 - centerY;
|
|
|
|
dist = Math.sqrt((normX * normX) + (normY * normY));
|
|
x1 = centerX + (normX / dist) * (dist + paddingX);
|
|
y1 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
normX = x2 - centerX;
|
|
normY = y2 - centerY;
|
|
|
|
dist = Math.sqrt((normX * normX) + (normY * normY));
|
|
x2 = centerX + (normX / dist) * (dist + paddingX);
|
|
y2 = centerY + (normY / dist) * (dist + paddingY);
|
|
}
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
// Compute matrix transform
|
|
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
|
|
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
|
|
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
|
|
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
|
|
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
|
|
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
|
|
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
|
|
|
|
context.transform(
|
|
deltaA / delta,
|
|
deltaD / delta,
|
|
deltaB / delta,
|
|
deltaE / delta,
|
|
deltaC / delta,
|
|
deltaF / delta);
|
|
|
|
context.drawImage(textureSource, 0, 0);
|
|
context.restore();
|
|
|
|
};
|
|
|
|
/*
|
|
* Renders a flat strip.
|
|
*
|
|
* @method Phaser.Rope#renderStripFlat
|
|
* @memberof Phaser.Rope
|
|
*/
|
|
Phaser.Rope.prototype.renderStripFlat = function (strip) {
|
|
|
|
var context = this.context;
|
|
var vertices = strip.vertices;
|
|
|
|
var length = vertices.length / 2;
|
|
|
|
this.count++;
|
|
|
|
context.beginPath();
|
|
|
|
for (var i = 1; i < length - 2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i * 2;
|
|
|
|
var x0 = vertices[index];
|
|
var x1 = vertices[index + 2];
|
|
var x2 = vertices[index + 4];
|
|
var y0 = vertices[index + 1];
|
|
var y1 = vertices[index + 3];
|
|
var y2 = vertices[index + 5];
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
}
|
|
|
|
context.fillStyle = '#FF0000';
|
|
context.fill();
|
|
context.closePath();
|
|
|
|
};
|
|
|
|
/*
|
|
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
|
*
|
|
* @method Phaser.Rope#getBounds
|
|
* @memberof Phaser.Rope
|
|
* @param {Matrix} matrix - The transformation matrix of the Sprite.
|
|
* @return {Rectangle} The framing rectangle.
|
|
*/
|
|
Phaser.Rope.prototype.getBounds = function (matrix) {
|
|
|
|
var worldTransform = matrix || this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
var vertices = this.vertices;
|
|
|
|
for (var i = 0; i < vertices.length; i += 2)
|
|
{
|
|
var rawX = vertices[i];
|
|
var rawY = vertices[i + 1];
|
|
var x = (a * rawX) + (c * rawY) + tx;
|
|
var y = (d * rawY) + (b * rawX) + ty;
|
|
|
|
minX = x < minX ? x : minX;
|
|
minY = y < minY ? y : minY;
|
|
|
|
maxX = x > maxX ? x : maxX;
|
|
maxY = y > maxY ? y : maxY;
|
|
}
|
|
|
|
if (minX === -Infinity || maxY === Infinity)
|
|
{
|
|
return PIXI.EmptyRectangle;
|
|
}
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// Store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
|
|
};
|
|
|
|
/**
|
|
* A Rope will call its updateAnimation function on each update loop if it has one.
|
|
*
|
|
* @name Phaser.Rope#updateAnimation
|
|
* @property {function} updateAnimation - Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it.
|
|
*/
|
|
Object.defineProperty(Phaser.Rope.prototype, "updateAnimation", {
|
|
|
|
get: function () {
|
|
|
|
return this._updateAnimation;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value && typeof value === 'function')
|
|
{
|
|
this._hasUpdateAnimation = true;
|
|
this._updateAnimation = value;
|
|
}
|
|
else
|
|
{
|
|
this._hasUpdateAnimation = false;
|
|
this._updateAnimation = null;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The segments that make up the rope body as an array of Phaser.Rectangles
|
|
*
|
|
* @name Phaser.Rope#segments
|
|
* @property {Phaser.Rectangles[]} updateAnimation - Returns an array of Phaser.Rectangles that represent the segments of the given rope
|
|
*/
|
|
Object.defineProperty(Phaser.Rope.prototype, "segments", {
|
|
|
|
get: function () {
|
|
|
|
var segments = [];
|
|
var index, x1, y1, x2, y2, width, height, rect;
|
|
|
|
for (var i = 0; i < this.points.length; i++)
|
|
{
|
|
index = i * 4;
|
|
|
|
x1 = this.vertices[index] * this.scale.x;
|
|
y1 = this.vertices[index + 1] * this.scale.y;
|
|
x2 = this.vertices[index + 4] * this.scale.x;
|
|
y2 = this.vertices[index + 3] * this.scale.y;
|
|
|
|
width = Phaser.Math.difference(x1, x2);
|
|
height = Phaser.Math.difference(y1, y2);
|
|
|
|
x1 += this.world.x;
|
|
y1 += this.world.y;
|
|
rect = new Phaser.Rectangle(x1, y1, width, height);
|
|
segments.push(rect);
|
|
}
|
|
|
|
return segments;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
|
|
on Mon Dec 05 2016 10:04:31 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|