phaser/plugins/spine/dist/SpineCanvasPlugin.js
2019-08-08 13:32:26 +01:00

28428 lines
No EOL
814 KiB
JavaScript

window["SpinePlugin"] =
/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
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/******/ // The require function
/******/ function __webpack_require__(moduleId) {
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/******/ return installedModules[moduleId].exports;
/******/ }
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/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
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/******/
/******/ // Execute the module function
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/******/ module.l = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
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/******/ // define getter function for harmony exports
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/******/ // mode & 2: merge all properties of value into the ns
/******/ // mode & 4: return value when already ns object
/******/ // mode & 8|1: behave like require
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/* 0 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Taken from klasse by mattdesl https://github.com/mattdesl/klasse
function hasGetterOrSetter (def)
{
return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
}
function getProperty (definition, k, isClassDescriptor)
{
// This may be a lightweight object, OR it might be a property that was defined previously.
// For simple class descriptors we can just assume its NOT previously defined.
var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k);
if (!isClassDescriptor && def.value && typeof def.value === 'object')
{
def = def.value;
}
// This might be a regular property, or it may be a getter/setter the user defined in a class.
if (def && hasGetterOrSetter(def))
{
if (typeof def.enumerable === 'undefined')
{
def.enumerable = true;
}
if (typeof def.configurable === 'undefined')
{
def.configurable = true;
}
return def;
}
else
{
return false;
}
}
function hasNonConfigurable (obj, k)
{
var prop = Object.getOwnPropertyDescriptor(obj, k);
if (!prop)
{
return false;
}
if (prop.value && typeof prop.value === 'object')
{
prop = prop.value;
}
if (prop.configurable === false)
{
return true;
}
return false;
}
/**
* Extends the given `myClass` object's prototype with the properties of `definition`.
*
* @function extend
* @param {Object} ctor The constructor object to mix into.
* @param {Object} definition A dictionary of functions for the class.
* @param {boolean} isClassDescriptor Is the definition a class descriptor?
* @param {Object} [extend] The parent constructor object.
*/
function extend (ctor, definition, isClassDescriptor, extend)
{
for (var k in definition)
{
if (!definition.hasOwnProperty(k))
{
continue;
}
var def = getProperty(definition, k, isClassDescriptor);
if (def !== false)
{
// If Extends is used, we will check its prototype to see if the final variable exists.
var parent = extend || ctor;
if (hasNonConfigurable(parent.prototype, k))
{
// Just skip the final property
if (Class.ignoreFinals)
{
continue;
}
// We cannot re-define a property that is configurable=false.
// So we will consider them final and throw an error. This is by
// default so it is clear to the developer what is happening.
// You can set ignoreFinals to true if you need to extend a class
// which has configurable=false; it will simply not re-define final properties.
throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip');
}
Object.defineProperty(ctor.prototype, k, def);
}
else
{
ctor.prototype[k] = definition[k];
}
}
}
/**
* Applies the given `mixins` to the prototype of `myClass`.
*
* @function mixin
* @param {Object} myClass The constructor object to mix into.
* @param {Object|Array<Object>} mixins The mixins to apply to the constructor.
*/
function mixin (myClass, mixins)
{
if (!mixins)
{
return;
}
if (!Array.isArray(mixins))
{
mixins = [ mixins ];
}
for (var i = 0; i < mixins.length; i++)
{
extend(myClass, mixins[i].prototype || mixins[i]);
}
}
/**
* Creates a new class with the given descriptor.
* The constructor, defined by the name `initialize`,
* is an optional function. If unspecified, an anonymous
* function will be used which calls the parent class (if
* one exists).
*
* You can also use `Extends` and `Mixins` to provide subclassing
* and inheritance.
*
* @class Phaser.Class
* @constructor
* @param {Object} definition a dictionary of functions for the class
* @example
*
* var MyClass = new Phaser.Class({
*
* initialize: function() {
* this.foo = 2.0;
* },
*
* bar: function() {
* return this.foo + 5;
* }
* });
*/
function Class (definition)
{
if (!definition)
{
definition = {};
}
// The variable name here dictates what we see in Chrome debugger
var initialize;
var Extends;
if (definition.initialize)
{
if (typeof definition.initialize !== 'function')
{
throw new Error('initialize must be a function');
}
initialize = definition.initialize;
// Usually we should avoid 'delete' in V8 at all costs.
// However, its unlikely to make any performance difference
// here since we only call this on class creation (i.e. not object creation).
delete definition.initialize;
}
else if (definition.Extends)
{
var base = definition.Extends;
initialize = function ()
{
base.apply(this, arguments);
};
}
else
{
initialize = function () {};
}
if (definition.Extends)
{
initialize.prototype = Object.create(definition.Extends.prototype);
initialize.prototype.constructor = initialize;
// For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin)
Extends = definition.Extends;
delete definition.Extends;
}
else
{
initialize.prototype.constructor = initialize;
}
// Grab the mixins, if they are specified...
var mixins = null;
if (definition.Mixins)
{
mixins = definition.Mixins;
delete definition.Mixins;
}
// First, mixin if we can.
mixin(initialize, mixins);
// Now we grab the actual definition which defines the overrides.
extend(initialize, definition, true, Extends);
return initialize;
}
Class.extend = extend;
Class.mixin = mixin;
Class.ignoreFinals = false;
module.exports = Class;
/***/ }),
/* 1 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MATH_CONST = {
/**
* The value of PI * 2.
*
* @name Phaser.Math.PI2
* @type {number}
* @since 3.0.0
*/
PI2: Math.PI * 2,
/**
* The value of PI * 0.5.
*
* @name Phaser.Math.TAU
* @type {number}
* @since 3.0.0
*/
TAU: Math.PI * 0.5,
/**
* An epsilon value (1.0e-6)
*
* @name Phaser.Math.EPSILON
* @type {number}
* @since 3.0.0
*/
EPSILON: 1.0e-6,
/**
* For converting degrees to radians (PI / 180)
*
* @name Phaser.Math.DEG_TO_RAD
* @type {number}
* @since 3.0.0
*/
DEG_TO_RAD: Math.PI / 180,
/**
* For converting radians to degrees (180 / PI)
*
* @name Phaser.Math.RAD_TO_DEG
* @type {number}
* @since 3.0.0
*/
RAD_TO_DEG: 180 / Math.PI,
/**
* An instance of the Random Number Generator.
* This is not set until the Game boots.
*
* @name Phaser.Math.RND
* @type {Phaser.Math.RandomDataGenerator}
* @since 3.0.0
*/
RND: null
};
module.exports = MATH_CONST;
/***/ }),
/* 2 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* This is a slightly modified version of jQuery.isPlainObject.
* A plain object is an object whose internal class property is [object Object].
*
* @function Phaser.Utils.Objects.IsPlainObject
* @since 3.0.0
*
* @param {object} obj - The object to inspect.
*
* @return {boolean} `true` if the object is plain, otherwise `false`.
*/
var IsPlainObject = function (obj)
{
// Not plain objects:
// - Any object or value whose internal [[Class]] property is not "[object Object]"
// - DOM nodes
// - window
if (typeof(obj) !== 'object' || obj.nodeType || obj === obj.window)
{
return false;
}
// Support: Firefox <20
// The try/catch suppresses exceptions thrown when attempting to access
// the "constructor" property of certain host objects, ie. |window.location|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
try
{
if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, 'isPrototypeOf'))
{
return false;
}
}
catch (e)
{
return false;
}
// If the function hasn't returned already, we're confident that
// |obj| is a plain object, created by {} or constructed with new Object
return true;
};
module.exports = IsPlainObject;
/***/ }),
/* 3 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Finds the key within the top level of the {@link source} object, or returns {@link defaultValue}
*
* @function Phaser.Utils.Objects.GetFastValue
* @since 3.0.0
*
* @param {object} source - The object to search
* @param {string} key - The key for the property on source. Must exist at the top level of the source object (no periods)
* @param {*} [defaultValue] - The default value to use if the key does not exist.
*
* @return {*} The value if found; otherwise, defaultValue (null if none provided)
*/
var GetFastValue = function (source, key, defaultValue)
{
var t = typeof(source);
if (!source || t === 'number' || t === 'string')
{
return defaultValue;
}
else if (source.hasOwnProperty(key) && source[key] !== undefined)
{
return source[key];
}
else
{
return defaultValue;
}
};
module.exports = GetFastValue;
/***/ }),
/* 4 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Wrap the given `value` between `min` and `max.
*
* @function Phaser.Math.Wrap
* @since 3.0.0
*
* @param {number} value - The value to wrap.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} The wrapped value.
*/
var Wrap = function (value, min, max)
{
var range = max - min;
return (min + ((((value - min) % range) + range) % range));
};
module.exports = Wrap;
/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number|Phaser.Types.Math.Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
* @param {number} [y] - The y component.
*/
var Vector2 = new Class({
initialize:
function Vector2 (x, y)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector2#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector2#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
if (y === undefined) { y = x; }
this.x = x || 0;
this.y = y || 0;
}
},
/**
* Make a clone of this Vector2.
*
* @method Phaser.Math.Vector2#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} A clone of this Vector2.
*/
clone: function ()
{
return new Vector2(this.x, this.y);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
copy: function (src)
{
this.x = src.x || 0;
this.y = src.y || 0;
return this;
},
/**
* Set the component values of this Vector from a given Vector2Like object.
*
* @method Phaser.Math.Vector2#setFromObject
* @since 3.0.0
*
* @param {Phaser.Types.Math.Vector2Like} obj - The object containing the component values to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setFromObject: function (obj)
{
this.x = obj.x || 0;
this.y = obj.y || 0;
return this;
},
/**
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
set: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* This method is an alias for `Vector2.set`.
*
* @method Phaser.Math.Vector2#setTo
* @since 3.4.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setTo: function (x, y)
{
return this.set(x, y);
},
/**
* Sets the `x` and `y` values of this object from a given polar coordinate.
*
* @method Phaser.Math.Vector2#setToPolar
* @since 3.0.0
*
* @param {number} azimuth - The angular coordinate, in radians.
* @param {number} [radius=1] - The radial coordinate (length).
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setToPolar: function (azimuth, radius)
{
if (radius == null) { radius = 1; }
this.x = Math.cos(azimuth) * radius;
this.y = Math.sin(azimuth) * radius;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} v - The vector to compare with this Vector.
*
* @return {boolean} Whether the given Vector is equal to this Vector.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y));
},
/**
* Calculate the angle between this Vector and the positive x-axis, in radians.
*
* @method Phaser.Math.Vector2#angle
* @since 3.0.0
*
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
*/
angle: function ()
{
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2(this.y, this.x);
if (angle < 0)
{
angle += 2 * Math.PI;
}
return angle;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
add: function (src)
{
this.x += src.x;
this.y += src.y;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
subtract: function (src)
{
this.x -= src.x;
this.y -= src.y;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
multiply: function (src)
{
this.x *= src.x;
this.y *= src.y;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector2#scale
* @since 3.0.0
*
* @param {number} value - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
scale: function (value)
{
if (isFinite(value))
{
this.x *= value;
this.y *= value;
}
else
{
this.x = 0;
this.y = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
divide: function (src)
{
this.x /= src.x;
this.y /= src.y;
return this;
},
/**
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return dx * dx + dy * dy;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector2#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
return x * x + y * y;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var len = x * x + y * y;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
}
return this;
},
/**
* Right-hand normalize (make unit length) this Vector.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeRightHand: function ()
{
var x = this.x;
this.x = this.y * -1;
this.y = x;
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (src)
{
return this.x * src.x + this.y * src.y;
},
/**
* Calculate the cross product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#cross
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to cross with this Vector2.
*
* @return {number} The cross product of this Vector and the given Vector.
*/
cross: function (src)
{
return this.x * src.y - this.y * src.x;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector2#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
lerp: function (src, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
this.x = ax + t * (src.x - ax);
this.y = ay + t * (src.y - ay);
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat3: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[3] * y + m[6];
this.y = m[1] * x + m[4] * y + m[7];
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[12];
this.y = m[1] * x + m[5] * y + m[13];
return this;
},
/**
* Make this Vector the zero vector (0, 0).
*
* @method Phaser.Math.Vector2#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
return this;
}
});
/**
* A static zero Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.ZERO
* @type {Phaser.Math.Vector2}
* @since 3.1.0
*/
Vector2.ZERO = new Vector2();
/**
* A static right Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.RIGHT
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.RIGHT = new Vector2(1, 0);
/**
* A static left Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.LEFT
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.LEFT = new Vector2(-1, 0);
/**
* A static up Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.UP
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.UP = new Vector2(0, -1);
/**
* A static down Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.DOWN
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.DOWN = new Vector2(0, 1);
/**
* A static one Vector2 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector2.ONE
* @type {Phaser.Math.Vector2}
* @since 3.16.0
*/
Vector2.ONE = new Vector2(1, 1);
module.exports = Vector2;
/***/ }),
/* 6 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var FILE_CONST = {
/**
* The Loader is idle.
*
* @name Phaser.Loader.LOADER_IDLE
* @type {integer}
* @since 3.0.0
*/
LOADER_IDLE: 0,
/**
* The Loader is actively loading.
*
* @name Phaser.Loader.LOADER_LOADING
* @type {integer}
* @since 3.0.0
*/
LOADER_LOADING: 1,
/**
* The Loader is processing files is has loaded.
*
* @name Phaser.Loader.LOADER_PROCESSING
* @type {integer}
* @since 3.0.0
*/
LOADER_PROCESSING: 2,
/**
* The Loader has completed loading and processing.
*
* @name Phaser.Loader.LOADER_COMPLETE
* @type {integer}
* @since 3.0.0
*/
LOADER_COMPLETE: 3,
/**
* The Loader is shutting down.
*
* @name Phaser.Loader.LOADER_SHUTDOWN
* @type {integer}
* @since 3.0.0
*/
LOADER_SHUTDOWN: 4,
/**
* The Loader has been destroyed.
*
* @name Phaser.Loader.LOADER_DESTROYED
* @type {integer}
* @since 3.0.0
*/
LOADER_DESTROYED: 5,
/**
* File is in the load queue but not yet started
*
* @name Phaser.Loader.FILE_PENDING
* @type {integer}
* @since 3.0.0
*/
FILE_PENDING: 10,
/**
* File has been started to load by the loader (onLoad called)
*
* @name Phaser.Loader.FILE_LOADING
* @type {integer}
* @since 3.0.0
*/
FILE_LOADING: 11,
/**
* File has loaded successfully, awaiting processing
*
* @name Phaser.Loader.FILE_LOADED
* @type {integer}
* @since 3.0.0
*/
FILE_LOADED: 12,
/**
* File failed to load
*
* @name Phaser.Loader.FILE_FAILED
* @type {integer}
* @since 3.0.0
*/
FILE_FAILED: 13,
/**
* File is being processed (onProcess callback)
*
* @name Phaser.Loader.FILE_PROCESSING
* @type {integer}
* @since 3.0.0
*/
FILE_PROCESSING: 14,
/**
* The File has errored somehow during processing.
*
* @name Phaser.Loader.FILE_ERRORED
* @type {integer}
* @since 3.0.0
*/
FILE_ERRORED: 16,
/**
* File has finished processing.
*
* @name Phaser.Loader.FILE_COMPLETE
* @type {integer}
* @since 3.0.0
*/
FILE_COMPLETE: 17,
/**
* File has been destroyed
*
* @name Phaser.Loader.FILE_DESTROYED
* @type {integer}
* @since 3.0.0
*/
FILE_DESTROYED: 18,
/**
* File was populated from local data and doesn't need an HTTP request
*
* @name Phaser.Loader.FILE_POPULATED
* @type {integer}
* @since 3.0.0
*/
FILE_POPULATED: 19
};
module.exports = FILE_CONST;
/***/ }),
/* 7 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CONST = __webpack_require__(1);
/**
* Takes an angle in Phasers default clockwise format and converts it so that
* 0 is North, 90 is West, 180 is South and 270 is East,
* therefore running counter-clockwise instead of clockwise.
*
* You can pass in the angle from a Game Object using:
*
* ```javascript
* var converted = CounterClockwise(gameobject.rotation);
* ```
*
* All values for this function are in radians.
*
* @function Phaser.Math.Angle.CounterClockwise
* @since 3.16.0
*
* @param {number} angle - The angle to convert, in radians.
*
* @return {number} The converted angle, in radians.
*/
var CounterClockwise = function (angle)
{
if (angle > Math.PI)
{
angle -= CONST.PI2;
}
return Math.abs((((angle + CONST.TAU) % CONST.PI2) - CONST.PI2) % CONST.PI2);
};
module.exports = CounterClockwise;
/***/ }),
/* 8 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Force a value within the boundaries by clamping it to the range `min`, `max`.
*
* @function Phaser.Math.Clamp
* @since 3.0.0
*
* @param {number} value - The value to be clamped.
* @param {number} min - The minimum bounds.
* @param {number} max - The maximum bounds.
*
* @return {number} The clamped value.
*/
var Clamp = function (value, min, max)
{
return Math.max(min, Math.min(max, value));
};
module.exports = Clamp;
/***/ }),
/* 9 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CONST = __webpack_require__(1);
/**
* Convert the given angle in radians, to the equivalent angle in degrees.
*
* @function Phaser.Math.RadToDeg
* @since 3.0.0
*
* @param {number} radians - The angle in radians to convert ot degrees.
*
* @return {integer} The given angle converted to degrees.
*/
var RadToDeg = function (radians)
{
return radians * CONST.RAD_TO_DEG;
};
module.exports = RadToDeg;
/***/ }),
/* 10 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A representation of a vector in 3D space.
*
* A three-component vector.
*
* @class Vector3
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
*/
var Vector3 = new Class({
initialize:
function Vector3 (x, y, z)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector3#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector3#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
*
* @name Phaser.Math.Vector3#z
* @type {number}
* @default 0
* @since 3.0.0
*/
this.z = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
},
/**
* Set this Vector to point up.
*
* Sets the y component of the vector to 1, and the others to 0.
*
* @method Phaser.Math.Vector3#up
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
up: function ()
{
this.x = 0;
this.y = 1;
this.z = 0;
return this;
},
/**
* Make a clone of this Vector3.
*
* @method Phaser.Math.Vector3#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} A new Vector3 object containing this Vectors values.
*/
clone: function ()
{
return new Vector3(this.x, this.y, this.z);
},
/**
* Calculate the cross (vector) product of two given Vectors.
*
* @method Phaser.Math.Vector3#crossVectors
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} a - The first Vector to multiply.
* @param {Phaser.Math.Vector3} b - The second Vector to multiply.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
crossVectors: function (a, b)
{
var ax = a.x;
var ay = a.y;
var az = a.z;
var bx = b.x;
var by = b.y;
var bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector3#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to compare against.
*
* @return {boolean} True if the two vectors strictly match, otherwise false.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z));
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector3#copy
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z || 0;
return this;
},
/**
* Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values.
*
* @method Phaser.Math.Vector3#set
* @since 3.0.0
*
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components.
* @param {number} [y] - The y value to set for this Vector.
* @param {number} [z] - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
set: function (x, y, z)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
return this;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector3#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z || 0;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector3#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z || 0;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
multiply: function (v)
{
this.x *= v.x;
this.y *= v.y;
this.z *= v.z || 1;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector3#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
scale: function (scale)
{
if (isFinite(scale))
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
}
else
{
this.x = 0;
this.y = 0;
this.z = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
divide: function (v)
{
this.x /= v.x;
this.y /= v.y;
this.z /= v.z || 1;
return this;
},
/**
* Negate the `x`, `y` and `z` components of this Vector.
*
* @method Phaser.Math.Vector3#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
return Math.sqrt(dx * dx + dy * dy + dz * dz);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector3#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
return dx * dx + dy * dy + dz * dz;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector3#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
return Math.sqrt(x * x + y * y + z * z);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector3#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
return x * x + y * y + z * z;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector3#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var len = x * x + y * y + z * z;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
}
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3.
*
* @return {number} The dot product of this Vector and `v`.
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z;
},
/**
* Calculate the cross (vector) product of this Vector (which will be modified) and the given Vector.
*
* @method Phaser.Math.Vector3#cross
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector to cross product with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
cross: function (v)
{
var ax = this.x;
var ay = this.y;
var az = this.z;
var bx = v.x;
var by = v.y;
var bz = v.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector3#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat3: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
this.x = x * m[0] + y * m[3] + z * m[6];
this.y = x * m[1] + y * m[4] + z * m[7];
this.z = x * m[2] + y * m[5] + z * m[8];
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[8] * z + m[12];
this.y = m[1] * x + m[5] * y + m[9] * z + m[13];
this.z = m[2] * x + m[6] * y + m[10] * z + m[14];
return this;
},
/**
* Transforms the coordinates of this Vector3 with the given Matrix4.
*
* @method Phaser.Math.Vector3#transformCoordinates
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformCoordinates: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
var tx = (x * m[0]) + (y * m[4]) + (z * m[8]) + m[12];
var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
var tz = (x * m[2]) + (y * m[6]) + (z * m[10]) + m[14];
var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];
this.x = tx / tw;
this.y = ty / tw;
this.z = tz / tw;
return this;
},
/**
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector3#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformQuat: function (q)
{
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qw = q.w;
// calculate quat * vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
},
/**
* Multiplies this Vector3 by the specified matrix, applying a W divide. This is useful for projection,
* e.g. unprojecting a 2D point into 3D space.
*
* @method Phaser.Math.Vector3#project
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
project: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
var a00 = m[0];
var a01 = m[1];
var a02 = m[2];
var a03 = m[3];
var a10 = m[4];
var a11 = m[5];
var a12 = m[6];
var a13 = m[7];
var a20 = m[8];
var a21 = m[9];
var a22 = m[10];
var a23 = m[11];
var a30 = m[12];
var a31 = m[13];
var a32 = m[14];
var a33 = m[15];
var lw = 1 / (x * a03 + y * a13 + z * a23 + a33);
this.x = (x * a00 + y * a10 + z * a20 + a30) * lw;
this.y = (x * a01 + y * a11 + z * a21 + a31) * lw;
this.z = (x * a02 + y * a12 + z * a22 + a32) * lw;
return this;
},
/**
* Unproject this point from 2D space to 3D space.
* The point should have its x and y properties set to
* 2D screen space, and the z either at 0 (near plane)
* or 1 (far plane). The provided matrix is assumed to already
* be combined, i.e. projection * view * model.
*
* After this operation, this vector's (x, y, z) components will
* represent the unprojected 3D coordinate.
*
* @method Phaser.Math.Vector3#unproject
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels.
* @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
unproject: function (viewport, invProjectionView)
{
var viewX = viewport.x;
var viewY = viewport.y;
var viewWidth = viewport.z;
var viewHeight = viewport.w;
var x = this.x - viewX;
var y = (viewHeight - this.y - 1) - viewY;
var z = this.z;
this.x = (2 * x) / viewWidth - 1;
this.y = (2 * y) / viewHeight - 1;
this.z = 2 * z - 1;
return this.project(invProjectionView);
},
/**
* Make this Vector the zero vector (0, 0, 0).
*
* @method Phaser.Math.Vector3#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
return this;
}
});
/**
* A static zero Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.ZERO
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.ZERO = new Vector3();
/**
* A static right Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.RIGHT
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.RIGHT = new Vector3(1, 0, 0);
/**
* A static left Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.LEFT
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.LEFT = new Vector3(-1, 0, 0);
/**
* A static up Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.UP
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.UP = new Vector3(0, -1, 0);
/**
* A static down Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.DOWN
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.DOWN = new Vector3(0, 1, 0);
/**
* A static forward Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.FORWARD
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.FORWARD = new Vector3(0, 0, 1);
/**
* A static back Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.BACK
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.BACK = new Vector3(0, 0, -1);
/**
* A static one Vector3 for use by reference.
*
* This constant is meant for comparison operations and should not be modified directly.
*
* @constant
* @name Phaser.Math.Vector3.ONE
* @type {Phaser.Math.Vector3}
* @since 3.16.0
*/
Vector3.ONE = new Vector3(1, 1, 1);
module.exports = Vector3;
/***/ }),
/* 11 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Source object
// The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner'
// The default value to use if the key doesn't exist
/**
* Retrieves a value from an object.
*
* @function Phaser.Utils.Objects.GetValue
* @since 3.0.0
*
* @param {object} source - The object to retrieve the value from.
* @param {string} key - The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object.
* @param {*} defaultValue - The value to return if the `key` isn't found in the `source` object.
*
* @return {*} The value of the requested key.
*/
var GetValue = function (source, key, defaultValue)
{
if (!source || typeof source === 'number')
{
return defaultValue;
}
else if (source.hasOwnProperty(key))
{
return source[key];
}
else if (key.indexOf('.') !== -1)
{
var keys = key.split('.');
var parent = source;
var value = defaultValue;
// Use for loop here so we can break early
for (var i = 0; i < keys.length; i++)
{
if (parent.hasOwnProperty(keys[i]))
{
// Yes it has a key property, let's carry on down
value = parent[keys[i]];
parent = parent[keys[i]];
}
else
{
// Can't go any further, so reset to default
value = defaultValue;
break;
}
}
return value;
}
else
{
return defaultValue;
}
};
module.exports = GetValue;
/***/ }),
/* 12 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var Events = __webpack_require__(170);
var GetFastValue = __webpack_require__(3);
var GetURL = __webpack_require__(181);
var MergeXHRSettings = __webpack_require__(29);
var XHRLoader = __webpack_require__(182);
var XHRSettings = __webpack_require__(30);
/**
* @classdesc
* The base File class used by all File Types that the Loader can support.
* You shouldn't create an instance of a File directly, but should extend it with your own class, setting a custom type and processing methods.
*
* @class File
* @memberof Phaser.Loader
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File.
* @param {Phaser.Types.Loader.FileConfig} fileConfig - The file configuration object, as created by the file type.
*/
var File = new Class({
initialize:
function File (loader, fileConfig)
{
/**
* A reference to the Loader that is going to load this file.
*
* @name Phaser.Loader.File#loader
* @type {Phaser.Loader.LoaderPlugin}
* @since 3.0.0
*/
this.loader = loader;
/**
* A reference to the Cache, or Texture Manager, that is going to store this file if it loads.
*
* @name Phaser.Loader.File#cache
* @type {(Phaser.Cache.BaseCache|Phaser.Textures.TextureManager)}
* @since 3.7.0
*/
this.cache = GetFastValue(fileConfig, 'cache', false);
/**
* The file type string (image, json, etc) for sorting within the Loader.
*
* @name Phaser.Loader.File#type
* @type {string}
* @since 3.0.0
*/
this.type = GetFastValue(fileConfig, 'type', false);
/**
* Unique cache key (unique within its file type)
*
* @name Phaser.Loader.File#key
* @type {string}
* @since 3.0.0
*/
this.key = GetFastValue(fileConfig, 'key', false);
var loadKey = this.key;
if (loader.prefix && loader.prefix !== '')
{
this.key = loader.prefix + loadKey;
}
if (!this.type || !this.key)
{
throw new Error('Error calling \'Loader.' + this.type + '\' invalid key provided.');
}
/**
* The URL of the file, not including baseURL.
* Automatically has Loader.path prepended to it.
*
* @name Phaser.Loader.File#url
* @type {string}
* @since 3.0.0
*/
this.url = GetFastValue(fileConfig, 'url');
if (this.url === undefined)
{
this.url = loader.path + loadKey + '.' + GetFastValue(fileConfig, 'extension', '');
}
else if (typeof(this.url) !== 'function')
{
this.url = loader.path + this.url;
}
/**
* The final URL this file will load from, including baseURL and path.
* Set automatically when the Loader calls 'load' on this file.
*
* @name Phaser.Loader.File#src
* @type {string}
* @since 3.0.0
*/
this.src = '';
/**
* The merged XHRSettings for this file.
*
* @name Phaser.Loader.File#xhrSettings
* @type {Phaser.Types.Loader.XHRSettingsObject}
* @since 3.0.0
*/
this.xhrSettings = XHRSettings(GetFastValue(fileConfig, 'responseType', undefined));
if (GetFastValue(fileConfig, 'xhrSettings', false))
{
this.xhrSettings = MergeXHRSettings(this.xhrSettings, GetFastValue(fileConfig, 'xhrSettings', {}));
}
/**
* The XMLHttpRequest instance (as created by XHR Loader) that is loading this File.
*
* @name Phaser.Loader.File#xhrLoader
* @type {?XMLHttpRequest}
* @since 3.0.0
*/
this.xhrLoader = null;
/**
* The current state of the file. One of the FILE_CONST values.
*
* @name Phaser.Loader.File#state
* @type {integer}
* @since 3.0.0
*/
this.state = (typeof(this.url) === 'function') ? CONST.FILE_POPULATED : CONST.FILE_PENDING;
/**
* The total size of this file.
* Set by onProgress and only if loading via XHR.
*
* @name Phaser.Loader.File#bytesTotal
* @type {number}
* @default 0
* @since 3.0.0
*/
this.bytesTotal = 0;
/**
* Updated as the file loads.
* Only set if loading via XHR.
*
* @name Phaser.Loader.File#bytesLoaded
* @type {number}
* @default -1
* @since 3.0.0
*/
this.bytesLoaded = -1;
/**
* A percentage value between 0 and 1 indicating how much of this file has loaded.
* Only set if loading via XHR.
*
* @name Phaser.Loader.File#percentComplete
* @type {number}
* @default -1
* @since 3.0.0
*/
this.percentComplete = -1;
/**
* For CORs based loading.
* If this is undefined then the File will check BaseLoader.crossOrigin and use that (if set)
*
* @name Phaser.Loader.File#crossOrigin
* @type {(string|undefined)}
* @since 3.0.0
*/
this.crossOrigin = undefined;
/**
* The processed file data, stored here after the file has loaded.
*
* @name Phaser.Loader.File#data
* @type {*}
* @since 3.0.0
*/
this.data = undefined;
/**
* A config object that can be used by file types to store transitional data.
*
* @name Phaser.Loader.File#config
* @type {*}
* @since 3.0.0
*/
this.config = GetFastValue(fileConfig, 'config', {});
/**
* If this is a multipart file, i.e. an atlas and its json together, then this is a reference
* to the parent MultiFile. Set and used internally by the Loader or specific file types.
*
* @name Phaser.Loader.File#multiFile
* @type {?Phaser.Loader.MultiFile}
* @since 3.7.0
*/
this.multiFile;
/**
* Does this file have an associated linked file? Such as an image and a normal map.
* Atlases and Bitmap Fonts use the multiFile, because those files need loading together but aren't
* actually bound by data, where-as a linkFile is.
*
* @name Phaser.Loader.File#linkFile
* @type {?Phaser.Loader.File}
* @since 3.7.0
*/
this.linkFile;
},
/**
* Links this File with another, so they depend upon each other for loading and processing.
*
* @method Phaser.Loader.File#setLink
* @since 3.7.0
*
* @param {Phaser.Loader.File} fileB - The file to link to this one.
*/
setLink: function (fileB)
{
this.linkFile = fileB;
fileB.linkFile = this;
},
/**
* Resets the XHRLoader instance this file is using.
*
* @method Phaser.Loader.File#resetXHR
* @since 3.0.0
*/
resetXHR: function ()
{
if (this.xhrLoader)
{
this.xhrLoader.onload = undefined;
this.xhrLoader.onerror = undefined;
this.xhrLoader.onprogress = undefined;
}
},
/**
* Called by the Loader, starts the actual file downloading.
* During the load the methods onLoad, onError and onProgress are called, based on the XHR events.
* You shouldn't normally call this method directly, it's meant to be invoked by the Loader.
*
* @method Phaser.Loader.File#load
* @since 3.0.0
*/
load: function ()
{
if (this.state === CONST.FILE_POPULATED)
{
// Can happen for example in a JSONFile if they've provided a JSON object instead of a URL
this.loader.nextFile(this, true);
}
else
{
this.src = GetURL(this, this.loader.baseURL);
if (this.src.indexOf('data:') === 0)
{
console.warn('Local data URIs are not supported: ' + this.key);
}
else
{
// The creation of this XHRLoader starts the load process going.
// It will automatically call the following, based on the load outcome:
//
// xhr.onload = this.onLoad
// xhr.onerror = this.onError
// xhr.onprogress = this.onProgress
this.xhrLoader = XHRLoader(this, this.loader.xhr);
}
}
},
/**
* Called when the file finishes loading, is sent a DOM ProgressEvent.
*
* @method Phaser.Loader.File#onLoad
* @since 3.0.0
*
* @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event.
* @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this load.
*/
onLoad: function (xhr, event)
{
var localFileOk = ((xhr.responseURL && xhr.responseURL.indexOf('file://') === 0 && event.target.status === 0));
var success = !(event.target && event.target.status !== 200) || localFileOk;
// Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called.
if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599)
{
success = false;
}
this.resetXHR();
this.loader.nextFile(this, success);
},
/**
* Called if the file errors while loading, is sent a DOM ProgressEvent.
*
* @method Phaser.Loader.File#onError
* @since 3.0.0
*
* @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event.
* @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this error.
*/
onError: function ()
{
this.resetXHR();
this.loader.nextFile(this, false);
},
/**
* Called during the file load progress. Is sent a DOM ProgressEvent.
*
* @method Phaser.Loader.File#onProgress
* @fires Phaser.Loader.Events#FILE_PROGRESS
* @since 3.0.0
*
* @param {ProgressEvent} event - The DOM ProgressEvent.
*/
onProgress: function (event)
{
if (event.lengthComputable)
{
this.bytesLoaded = event.loaded;
this.bytesTotal = event.total;
this.percentComplete = Math.min((this.bytesLoaded / this.bytesTotal), 1);
this.loader.emit(Events.FILE_PROGRESS, this, this.percentComplete);
}
},
/**
* Usually overridden by the FileTypes and is called by Loader.nextFile.
* This method controls what extra work this File does with its loaded data, for example a JSON file will parse itself during this stage.
*
* @method Phaser.Loader.File#onProcess
* @since 3.0.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.onProcessComplete();
},
/**
* Called when the File has completed processing.
* Checks on the state of its multifile, if set.
*
* @method Phaser.Loader.File#onProcessComplete
* @since 3.7.0
*/
onProcessComplete: function ()
{
this.state = CONST.FILE_COMPLETE;
if (this.multiFile)
{
this.multiFile.onFileComplete(this);
}
this.loader.fileProcessComplete(this);
},
/**
* Called when the File has completed processing but it generated an error.
* Checks on the state of its multifile, if set.
*
* @method Phaser.Loader.File#onProcessError
* @since 3.7.0
*/
onProcessError: function ()
{
this.state = CONST.FILE_ERRORED;
if (this.multiFile)
{
this.multiFile.onFileFailed(this);
}
this.loader.fileProcessComplete(this);
},
/**
* Checks if a key matching the one used by this file exists in the target Cache or not.
* This is called automatically by the LoaderPlugin to decide if the file can be safely
* loaded or will conflict.
*
* @method Phaser.Loader.File#hasCacheConflict
* @since 3.7.0
*
* @return {boolean} `true` if adding this file will cause a conflict, otherwise `false`.
*/
hasCacheConflict: function ()
{
return (this.cache && this.cache.exists(this.key));
},
/**
* Adds this file to its target cache upon successful loading and processing.
* This method is often overridden by specific file types.
*
* @method Phaser.Loader.File#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
if (this.cache)
{
this.cache.add(this.key, this.data);
}
this.pendingDestroy();
},
/**
* Called once the file has been added to its cache and is now ready for deletion from the Loader.
* It will emit a `filecomplete` event from the LoaderPlugin.
*
* @method Phaser.Loader.File#pendingDestroy
* @fires Phaser.Loader.Events#FILE_COMPLETE
* @fires Phaser.Loader.Events#FILE_KEY_COMPLETE
* @since 3.7.0
*/
pendingDestroy: function (data)
{
if (data === undefined) { data = this.data; }
var key = this.key;
var type = this.type;
this.loader.emit(Events.FILE_COMPLETE, key, type, data);
this.loader.emit(Events.FILE_KEY_COMPLETE + type + '-' + key, key, type, data);
this.loader.flagForRemoval(this);
},
/**
* Destroy this File and any references it holds.
*
* @method Phaser.Loader.File#destroy
* @since 3.7.0
*/
destroy: function ()
{
this.loader = null;
this.cache = null;
this.xhrSettings = null;
this.multiFile = null;
this.linkFile = null;
this.data = null;
}
});
/**
* Static method for creating object URL using URL API and setting it as image 'src' attribute.
* If URL API is not supported (usually on old browsers) it falls back to creating Base64 encoded url using FileReader.
*
* @method Phaser.Loader.File.createObjectURL
* @static
* @since 3.7.0
*
* @param {HTMLImageElement} image - Image object which 'src' attribute should be set to object URL.
* @param {Blob} blob - A Blob object to create an object URL for.
* @param {string} defaultType - Default mime type used if blob type is not available.
*/
File.createObjectURL = function (image, blob, defaultType)
{
if (typeof URL === 'function')
{
image.src = URL.createObjectURL(blob);
}
else
{
var reader = new FileReader();
reader.onload = function ()
{
image.removeAttribute('crossOrigin');
image.src = 'data:' + (blob.type || defaultType) + ';base64,' + reader.result.split(',')[1];
};
reader.onerror = image.onerror;
reader.readAsDataURL(blob);
}
};
/**
* Static method for releasing an existing object URL which was previously created
* by calling {@link File#createObjectURL} method.
*
* @method Phaser.Loader.File.revokeObjectURL
* @static
* @since 3.7.0
*
* @param {HTMLImageElement} image - Image object which 'src' attribute should be revoked.
*/
File.revokeObjectURL = function (image)
{
if (typeof URL === 'function')
{
URL.revokeObjectURL(image.src);
}
};
module.exports = File;
/***/ }),
/* 13 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var types = {};
/**
* @namespace Phaser.Loader.FileTypesManager
*/
var FileTypesManager = {
/**
* Static method called when a LoaderPlugin is created.
*
* Loops through the local types object and injects all of them as
* properties into the LoaderPlugin instance.
*
* @method Phaser.Loader.FileTypesManager.install
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - The LoaderPlugin to install the types into.
*/
install: function (loader)
{
for (var key in types)
{
loader[key] = types[key];
}
},
/**
* Static method called directly by the File Types.
*
* The key is a reference to the function used to load the files via the Loader, i.e. `image`.
*
* @method Phaser.Loader.FileTypesManager.register
* @since 3.0.0
*
* @param {string} key - The key that will be used as the method name in the LoaderPlugin.
* @param {function} factoryFunction - The function that will be called when LoaderPlugin.key is invoked.
*/
register: function (key, factoryFunction)
{
types[key] = factoryFunction;
},
/**
* Removed all associated file types.
*
* @method Phaser.Loader.FileTypesManager.destroy
* @since 3.0.0
*/
destroy: function ()
{
types = {};
}
};
module.exports = FileTypesManager;
/***/ }),
/* 14 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var IsPlainObject = __webpack_require__(2);
// @param {boolean} deep - Perform a deep copy?
// @param {object} target - The target object to copy to.
// @return {object} The extended object.
/**
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
*
* @function Phaser.Utils.Objects.Extend
* @since 3.0.0
*
* @return {object} The extended object.
*/
var Extend = function ()
{
var options, name, src, copy, copyIsArray, clone,
target = arguments[0] || {},
i = 1,
length = arguments.length,
deep = false;
// Handle a deep copy situation
if (typeof target === 'boolean')
{
deep = target;
target = arguments[1] || {};
// skip the boolean and the target
i = 2;
}
// extend Phaser if only one argument is passed
if (length === i)
{
target = this;
--i;
}
for (; i < length; i++)
{
// Only deal with non-null/undefined values
if ((options = arguments[i]) != null)
{
// Extend the base object
for (name in options)
{
src = target[name];
copy = options[name];
// Prevent never-ending loop
if (target === copy)
{
continue;
}
// Recurse if we're merging plain objects or arrays
if (deep && copy && (IsPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
{
if (copyIsArray)
{
copyIsArray = false;
clone = src && Array.isArray(src) ? src : [];
}
else
{
clone = src && IsPlainObject(src) ? src : {};
}
// Never move original objects, clone them
target[name] = Extend(deep, clone, copy);
// Don't bring in undefined values
}
else if (copy !== undefined)
{
target[name] = copy;
}
}
}
}
// Return the modified object
return target;
};
module.exports = Extend;
/***/ }),
/* 15 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
*
* @function Phaser.Math.Angle.Between
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} The angle in radians.
*/
var Between = function (x1, y1, x2, y2)
{
return Math.atan2(y2 - y1, x2 - x1);
};
module.exports = Between;
/***/ }),
/* 16 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Normalize an angle to the [0, 2pi] range.
*
* @function Phaser.Math.Angle.Normalize
* @since 3.0.0
*
* @param {number} angle - The angle to normalize, in radians.
*
* @return {number} The normalized angle, in radians.
*/
var Normalize = function (angle)
{
angle = angle % (2 * Math.PI);
if (angle >= 0)
{
return angle;
}
else
{
return angle + 2 * Math.PI;
}
};
module.exports = Normalize;
/***/ }),
/* 17 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MathWrap = __webpack_require__(4);
/**
* Wrap an angle.
*
* Wraps the angle to a value in the range of -PI to PI.
*
* @function Phaser.Math.Angle.Wrap
* @since 3.0.0
*
* @param {number} angle - The angle to wrap, in radians.
*
* @return {number} The wrapped angle, in radians.
*/
var Wrap = function (angle)
{
return MathWrap(angle, -Math.PI, Math.PI);
};
module.exports = Wrap;
/***/ }),
/* 18 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Wrap = __webpack_require__(4);
/**
* Wrap an angle in degrees.
*
* Wraps the angle to a value in the range of -180 to 180.
*
* @function Phaser.Math.Angle.WrapDegrees
* @since 3.0.0
*
* @param {number} angle - The angle to wrap, in degrees.
*
* @return {number} The wrapped angle, in degrees.
*/
var WrapDegrees = function (angle)
{
return Wrap(angle, -180, 180);
};
module.exports = WrapDegrees;
/***/ }),
/* 19 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Factorial = __webpack_require__(20);
/**
* [description]
*
* @function Phaser.Math.Bernstein
* @since 3.0.0
*
* @param {number} n - [description]
* @param {number} i - [description]
*
* @return {number} [description]
*/
var Bernstein = function (n, i)
{
return Factorial(n) / Factorial(i) / Factorial(n - i);
};
module.exports = Bernstein;
/***/ }),
/* 20 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculates the factorial of a given number for integer values greater than 0.
*
* @function Phaser.Math.Factorial
* @since 3.0.0
*
* @param {number} value - A positive integer to calculate the factorial of.
*
* @return {number} The factorial of the given number.
*/
var Factorial = function (value)
{
if (value === 0)
{
return 1;
}
var res = value;
while (--value)
{
res *= value;
}
return res;
};
module.exports = Factorial;
/***/ }),
/* 21 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculates a Catmull-Rom value.
*
* @function Phaser.Math.CatmullRom
* @since 3.0.0
*
* @param {number} t - [description]
* @param {number} p0 - [description]
* @param {number} p1 - [description]
* @param {number} p2 - [description]
* @param {number} p3 - [description]
*
* @return {number} The Catmull-Rom value.
*/
var CatmullRom = function (t, p0, p1, p2, p3)
{
var v0 = (p2 - p0) * 0.5;
var v1 = (p3 - p1) * 0.5;
var t2 = t * t;
var t3 = t * t2;
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
};
module.exports = CatmullRom;
/***/ }),
/* 22 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculates a linear (interpolation) value over t.
*
* @function Phaser.Math.Linear
* @since 3.0.0
*
* @param {number} p0 - The first point.
* @param {number} p1 - The second point.
* @param {number} t - The percentage between p0 and p1 to return, represented as a number between 0 and 1.
*
* @return {number} The step t% of the way between p0 and p1.
*/
var Linear = function (p0, p1, t)
{
return (p1 - p0) * t + p0;
};
module.exports = Linear;
/***/ }),
/* 23 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate a smooth interpolation percentage of `x` between `min` and `max`.
*
* The function receives the number `x` as an argument and returns 0 if `x` is less than or equal to the left edge,
* 1 if `x` is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial,
* between 0 and 1 otherwise.
*
* @function Phaser.Math.SmoothStep
* @since 3.0.0
* @see {@link https://en.wikipedia.org/wiki/Smoothstep}
*
* @param {number} x - The input value.
* @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
* @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
*
* @return {number} The percentage of interpolation, between 0 and 1.
*/
var SmoothStep = function (x, min, max)
{
if (x <= min)
{
return 0;
}
if (x >= max)
{
return 1;
}
x = (x - min) / (max - min);
return x * x * (3 - 2 * x);
};
module.exports = SmoothStep;
/***/ }),
/* 24 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate a smoother interpolation percentage of `x` between `min` and `max`.
*
* The function receives the number `x` as an argument and returns 0 if `x` is less than or equal to the left edge,
* 1 if `x` is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial,
* between 0 and 1 otherwise.
*
* Produces an even smoother interpolation than {@link Phaser.Math.SmoothStep}.
*
* @function Phaser.Math.SmootherStep
* @since 3.0.0
* @see {@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
*
* @param {number} x - The input value.
* @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
* @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
*
* @return {number} The percentage of interpolation, between 0 and 1.
*/
var SmootherStep = function (x, min, max)
{
x = Math.max(0, Math.min(1, (x - min) / (max - min)));
return x * x * x * (x * (x * 6 - 15) + 10);
};
module.exports = SmootherStep;
/***/ }),
/* 25 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CONST = __webpack_require__(1);
/**
* Convert the given angle from degrees, to the equivalent angle in radians.
*
* @function Phaser.Math.DegToRad
* @since 3.0.0
*
* @param {integer} degrees - The angle (in degrees) to convert to radians.
*
* @return {number} The given angle converted to radians.
*/
var DegToRad = function (degrees)
{
return degrees * CONST.DEG_TO_RAD;
};
module.exports = DegToRad;
/***/ }),
/* 26 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A three-dimensional matrix.
*
* Defaults to the identity matrix when instantiated.
*
* @class Matrix3
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
*/
var Matrix3 = new Class({
initialize:
function Matrix3 (m)
{
/**
* The matrix values.
*
* @name Phaser.Math.Matrix3#val
* @type {Float32Array}
* @since 3.0.0
*/
this.val = new Float32Array(9);
if (m)
{
// Assume Matrix3 with val:
this.copy(m);
}
else
{
// Default to identity
this.identity();
}
},
/**
* Make a clone of this Matrix3.
*
* @method Phaser.Math.Matrix3#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} A clone of this Matrix3.
*/
clone: function ()
{
return new Matrix3(this);
},
/**
* This method is an alias for `Matrix3.copy`.
*
* @method Phaser.Math.Matrix3#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
set: function (src)
{
return this.copy(src);
},
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix3#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
copy: function (src)
{
var out = this.val;
var a = src.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return this;
},
/**
* Copy the values of a given Matrix4 into this Matrix3.
*
* @method Phaser.Math.Matrix3#fromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromMat4: function (m)
{
var a = m.val;
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[4];
out[4] = a[5];
out[5] = a[6];
out[6] = a[8];
out[7] = a[9];
out[8] = a[10];
return this;
},
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix3#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromArray: function (a)
{
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return this;
},
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix3#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
identity: function ()
{
var out = this.val;
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return this;
},
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix3#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
transpose: function ()
{
var a = this.val;
var a01 = a[1];
var a02 = a[2];
var a12 = a[5];
a[1] = a[3];
a[2] = a[6];
a[3] = a01;
a[5] = a[7];
a[6] = a02;
a[7] = a12;
return this;
},
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix3#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
invert: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20;
// Calculate the determinant
var det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det)
{
return null;
}
det = 1 / det;
a[0] = b01 * det;
a[1] = (-a22 * a01 + a02 * a21) * det;
a[2] = (a12 * a01 - a02 * a11) * det;
a[3] = b11 * det;
a[4] = (a22 * a00 - a02 * a20) * det;
a[5] = (-a12 * a00 + a02 * a10) * det;
a[6] = b21 * det;
a[7] = (-a21 * a00 + a01 * a20) * det;
a[8] = (a11 * a00 - a01 * a10) * det;
return this;
},
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix3#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
adjoint: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
a[0] = (a11 * a22 - a12 * a21);
a[1] = (a02 * a21 - a01 * a22);
a[2] = (a01 * a12 - a02 * a11);
a[3] = (a12 * a20 - a10 * a22);
a[4] = (a00 * a22 - a02 * a20);
a[5] = (a02 * a10 - a00 * a12);
a[6] = (a10 * a21 - a11 * a20);
a[7] = (a01 * a20 - a00 * a21);
a[8] = (a00 * a11 - a01 * a10);
return this;
},
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix3#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
},
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix3#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
multiply: function (src)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
var b = src.val;
var b00 = b[0];
var b01 = b[1];
var b02 = b[2];
var b10 = b[3];
var b11 = b[4];
var b12 = b[5];
var b20 = b[6];
var b21 = b[7];
var b22 = b[8];
a[0] = b00 * a00 + b01 * a10 + b02 * a20;
a[1] = b00 * a01 + b01 * a11 + b02 * a21;
a[2] = b00 * a02 + b01 * a12 + b02 * a22;
a[3] = b10 * a00 + b11 * a10 + b12 * a20;
a[4] = b10 * a01 + b11 * a11 + b12 * a21;
a[5] = b10 * a02 + b11 * a12 + b12 * a22;
a[6] = b20 * a00 + b21 * a10 + b22 * a20;
a[7] = b20 * a01 + b21 * a11 + b22 * a21;
a[8] = b20 * a02 + b21 * a12 + b22 * a22;
return this;
},
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix3#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
translate: function (v)
{
var a = this.val;
var x = v.x;
var y = v.y;
a[6] = x * a[0] + y * a[3] + a[6];
a[7] = x * a[1] + y * a[4] + a[7];
a[8] = x * a[2] + y * a[5] + a[8];
return this;
},
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix3#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
rotate: function (rad)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var s = Math.sin(rad);
var c = Math.cos(rad);
a[0] = c * a00 + s * a10;
a[1] = c * a01 + s * a11;
a[2] = c * a02 + s * a12;
a[3] = c * a10 - s * a00;
a[4] = c * a11 - s * a01;
a[5] = c * a12 - s * a02;
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x` and `y` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix3#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
scale: function (v)
{
var a = this.val;
var x = v.x;
var y = v.y;
a[0] = x * a[0];
a[1] = x * a[1];
a[2] = x * a[2];
a[3] = y * a[3];
a[4] = y * a[4];
a[5] = y * a[5];
return this;
},
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix3#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromQuat: function (q)
{
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
var out = this.val;
out[0] = 1 - (yy + zz);
out[3] = xy + wz;
out[6] = xz - wy;
out[1] = xy - wz;
out[4] = 1 - (xx + zz);
out[7] = yz + wx;
out[2] = xz + wy;
out[5] = yz - wx;
out[8] = 1 - (xx + yy);
return this;
},
/**
* [description]
*
* @method Phaser.Math.Matrix3#normalFromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - [description]
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
normalFromMat4: function (m)
{
var a = m.val;
var out = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
{
return null;
}
det = 1 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
return this;
}
});
module.exports = Matrix3;
/***/ }),
/* 27 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
var EPSILON = 0.000001;
/**
* @classdesc
* A four-dimensional matrix.
*
* @class Matrix4
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
*/
var Matrix4 = new Class({
initialize:
function Matrix4 (m)
{
/**
* The matrix values.
*
* @name Phaser.Math.Matrix4#val
* @type {Float32Array}
* @since 3.0.0
*/
this.val = new Float32Array(16);
if (m)
{
// Assume Matrix4 with val:
this.copy(m);
}
else
{
// Default to identity
this.identity();
}
},
/**
* Make a clone of this Matrix4.
*
* @method Phaser.Math.Matrix4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} A clone of this Matrix4.
*/
clone: function ()
{
return new Matrix4(this);
},
// TODO - Should work with basic values
/**
* This method is an alias for `Matrix4.copy`.
*
* @method Phaser.Math.Matrix4#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
set: function (src)
{
return this.copy(src);
},
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
copy: function (src)
{
var out = this.val;
var a = src.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix4#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromArray: function (a)
{
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Reset this Matrix.
*
* Sets all values to `0`.
*
* @method Phaser.Math.Matrix4#zero
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
zero: function ()
{
var out = this.val;
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 0;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 0;
return this;
},
/**
* Set the `x`, `y` and `z` values of this Matrix.
*
* @method Phaser.Math.Matrix4#xyz
* @since 3.0.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
xyz: function (x, y, z)
{
this.identity();
var out = this.val;
out[12] = x;
out[13] = y;
out[14] = z;
return this;
},
/**
* Set the scaling values of this Matrix.
*
* @method Phaser.Math.Matrix4#scaling
* @since 3.0.0
*
* @param {number} x - The x scaling value.
* @param {number} y - The y scaling value.
* @param {number} z - The z scaling value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scaling: function (x, y, z)
{
this.zero();
var out = this.val;
out[0] = x;
out[5] = y;
out[10] = z;
out[15] = 1;
return this;
},
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix4#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
identity: function ()
{
var out = this.val;
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix4#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
transpose: function ()
{
var a = this.val;
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a12 = a[6];
var a13 = a[7];
var a23 = a[11];
a[1] = a[4];
a[2] = a[8];
a[3] = a[12];
a[4] = a01;
a[6] = a[9];
a[7] = a[13];
a[8] = a02;
a[9] = a12;
a[11] = a[14];
a[12] = a03;
a[13] = a13;
a[14] = a23;
return this;
},
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix4#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
invert: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
{
return null;
}
det = 1 / det;
a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return this;
},
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix4#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
adjoint: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
return this;
},
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix4#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
},
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix4#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiply: function (src)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b = src.val;
// Cache only the current line of the second matrix
var b0 = b[0];
var b1 = b[1];
var b2 = b[2];
var b3 = b[3];
a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[4];
b1 = b[5];
b2 = b[6];
b3 = b[7];
a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[8];
b1 = b[9];
b2 = b[10];
b3 = b[11];
a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[12];
b1 = b[13];
b2 = b[14];
b3 = b[15];
a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
return this;
},
/**
* [description]
*
* @method Phaser.Math.Matrix4#multiplyLocal
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiplyLocal: function (src)
{
var a = [];
var m1 = this.val;
var m2 = src.val;
a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12];
a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13];
a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14];
a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15];
a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12];
a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13];
a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14];
a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15];
a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12];
a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13];
a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14];
a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15];
a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12];
a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13];
a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14];
a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15];
return this.fromArray(a);
},
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix4#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
translate: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
return this;
},
/**
* Translate this Matrix using the given values.
*
* @method Phaser.Math.Matrix4#translateXYZ
* @since 3.16.0
*
* @param {number} x - The x component.
* @param {number} y - The y component.
* @param {number} z - The z component.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
translateXYZ: function (x, y, z)
{
var a = this.val;
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix4#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scale: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[0] = a[0] * x;
a[1] = a[1] * x;
a[2] = a[2] * x;
a[3] = a[3] * x;
a[4] = a[4] * y;
a[5] = a[5] * y;
a[6] = a[6] * y;
a[7] = a[7] * y;
a[8] = a[8] * z;
a[9] = a[9] * z;
a[10] = a[10] * z;
a[11] = a[11] * z;
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* @method Phaser.Math.Matrix4#scaleXYZ
* @since 3.16.0
*
* @param {number} x - The x component.
* @param {number} y - The y component.
* @param {number} z - The z component.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scaleXYZ: function (x, y, z)
{
var a = this.val;
a[0] = a[0] * x;
a[1] = a[1] * x;
a[2] = a[2] * x;
a[3] = a[3] * x;
a[4] = a[4] * y;
a[5] = a[5] * y;
a[6] = a[6] * y;
a[7] = a[7] * y;
a[8] = a[8] * z;
a[9] = a[9] * z;
a[10] = a[10] * z;
a[11] = a[11] * z;
return this;
},
/**
* Derive a rotation matrix around the given axis.
*
* @method Phaser.Math.Matrix4#makeRotationAxis
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
* @param {number} angle - The rotation angle in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
makeRotationAxis: function (axis, angle)
{
// Based on http://www.gamedev.net/reference/articles/article1199.asp
var c = Math.cos(angle);
var s = Math.sin(angle);
var t = 1 - c;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var tx = t * x;
var ty = t * y;
this.fromArray([
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
]);
return this;
},
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix4#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
* @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotate: function (rad, axis)
{
var a = this.val;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var len = Math.sqrt(x * x + y * y + z * z);
if (Math.abs(len) < EPSILON)
{
return null;
}
len = 1 / len;
x *= len;
y *= len;
z *= len;
var s = Math.sin(rad);
var c = Math.cos(rad);
var t = 1 - c;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Construct the elements of the rotation matrix
var b00 = x * x * t + c;
var b01 = y * x * t + z * s;
var b02 = z * x * t - y * s;
var b10 = x * y * t - z * s;
var b11 = y * y * t + c;
var b12 = z * y * t + x * s;
var b20 = x * z * t + y * s;
var b21 = y * z * t - x * s;
var b22 = z * z * t + c;
// Perform rotation-specific matrix multiplication
a[0] = a00 * b00 + a10 * b01 + a20 * b02;
a[1] = a01 * b00 + a11 * b01 + a21 * b02;
a[2] = a02 * b00 + a12 * b01 + a22 * b02;
a[3] = a03 * b00 + a13 * b01 + a23 * b02;
a[4] = a00 * b10 + a10 * b11 + a20 * b12;
a[5] = a01 * b10 + a11 * b11 + a21 * b12;
a[6] = a02 * b10 + a12 * b11 + a22 * b12;
a[7] = a03 * b10 + a13 * b11 + a23 * b12;
a[8] = a00 * b20 + a10 * b21 + a20 * b22;
a[9] = a01 * b20 + a11 * b21 + a21 * b22;
a[10] = a02 * b20 + a12 * b21 + a22 * b22;
a[11] = a03 * b20 + a13 * b21 + a23 * b22;
return this;
},
/**
* Rotate this matrix on its X axis.
*
* @method Phaser.Math.Matrix4#rotateX
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateX: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[4] = a10 * c + a20 * s;
a[5] = a11 * c + a21 * s;
a[6] = a12 * c + a22 * s;
a[7] = a13 * c + a23 * s;
a[8] = a20 * c - a10 * s;
a[9] = a21 * c - a11 * s;
a[10] = a22 * c - a12 * s;
a[11] = a23 * c - a13 * s;
return this;
},
/**
* Rotate this matrix on its Y axis.
*
* @method Phaser.Math.Matrix4#rotateY
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateY: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[0] = a00 * c - a20 * s;
a[1] = a01 * c - a21 * s;
a[2] = a02 * c - a22 * s;
a[3] = a03 * c - a23 * s;
a[8] = a00 * s + a20 * c;
a[9] = a01 * s + a21 * c;
a[10] = a02 * s + a22 * c;
a[11] = a03 * s + a23 * c;
return this;
},
/**
* Rotate this matrix on its Z axis.
*
* @method Phaser.Math.Matrix4#rotateZ
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateZ: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
// Perform axis-specific matrix multiplication
a[0] = a00 * c + a10 * s;
a[1] = a01 * c + a11 * s;
a[2] = a02 * c + a12 * s;
a[3] = a03 * c + a13 * s;
a[4] = a10 * c - a00 * s;
a[5] = a11 * c - a01 * s;
a[6] = a12 * c - a02 * s;
a[7] = a13 * c - a03 * s;
return this;
},
/**
* Set the values of this Matrix from the given rotation Quaternion and translation Vector.
*
* @method Phaser.Math.Matrix4#fromRotationTranslation
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
* @param {Phaser.Math.Vector3} v - The Vector to set translation from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromRotationTranslation: function (q, v)
{
// Quaternion math
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = v.x;
out[13] = v.y;
out[14] = v.z;
out[15] = 1;
return this;
},
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix4#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromQuat: function (q)
{
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Generate a frustum matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#frustum
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
frustum: function (left, right, bottom, top, near, far)
{
var out = this.val;
var rl = 1 / (right - left);
var tb = 1 / (top - bottom);
var nf = 1 / (near - far);
out[0] = (near * 2) * rl;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (near * 2) * tb;
out[6] = 0;
out[7] = 0;
out[8] = (right + left) * rl;
out[9] = (top + bottom) * tb;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (far * near * 2) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspective
* @since 3.0.0
*
* @param {number} fovy - Vertical field of view in radians
* @param {number} aspect - Aspect ratio. Typically viewport width /height.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspective: function (fovy, aspect, near, far)
{
var out = this.val;
var f = 1.0 / Math.tan(fovy / 2);
var nf = 1 / (near - far);
out[0] = f / aspect;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = f;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (2 * far * near) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspectiveLH
* @since 3.0.0
*
* @param {number} width - The width of the frustum.
* @param {number} height - The height of the frustum.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspectiveLH: function (width, height, near, far)
{
var out = this.val;
out[0] = (2 * near) / width;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (2 * near) / height;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = -far / (near - far);
out[11] = 1;
out[12] = 0;
out[13] = 0;
out[14] = (near * far) / (near - far);
out[15] = 0;
return this;
},
/**
* Generate an orthogonal projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#ortho
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
ortho: function (left, right, bottom, top, near, far)
{
var out = this.val;
var lr = left - right;
var bt = bottom - top;
var nf = near - far;
// Avoid division by zero
lr = (lr === 0) ? lr : 1 / lr;
bt = (bt === 0) ? bt : 1 / bt;
nf = (nf === 0) ? nf : 1 / nf;
out[0] = -2 * lr;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = -2 * bt;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 2 * nf;
out[11] = 0;
out[12] = (left + right) * lr;
out[13] = (top + bottom) * bt;
out[14] = (far + near) * nf;
out[15] = 1;
return this;
},
/**
* Generate a look-at matrix with the given eye position, focal point, and up axis.
*
* @method Phaser.Math.Matrix4#lookAt
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} eye - Position of the viewer
* @param {Phaser.Math.Vector3} center - Point the viewer is looking at
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
lookAt: function (eye, center, up)
{
var out = this.val;
var eyex = eye.x;
var eyey = eye.y;
var eyez = eye.z;
var upx = up.x;
var upy = up.y;
var upz = up.z;
var centerx = center.x;
var centery = center.y;
var centerz = center.z;
if (Math.abs(eyex - centerx) < EPSILON &&
Math.abs(eyey - centery) < EPSILON &&
Math.abs(eyez - centerz) < EPSILON)
{
return this.identity();
}
var z0 = eyex - centerx;
var z1 = eyey - centery;
var z2 = eyez - centerz;
var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
z0 *= len;
z1 *= len;
z2 *= len;
var x0 = upy * z2 - upz * z1;
var x1 = upz * z0 - upx * z2;
var x2 = upx * z1 - upy * z0;
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if (!len)
{
x0 = 0;
x1 = 0;
x2 = 0;
}
else
{
len = 1 / len;
x0 *= len;
x1 *= len;
x2 *= len;
}
var y0 = z1 * x2 - z2 * x1;
var y1 = z2 * x0 - z0 * x2;
var y2 = z0 * x1 - z1 * x0;
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if (!len)
{
y0 = 0;
y1 = 0;
y2 = 0;
}
else
{
len = 1 / len;
y0 *= len;
y1 *= len;
y2 *= len;
}
out[0] = x0;
out[1] = y0;
out[2] = z0;
out[3] = 0;
out[4] = x1;
out[5] = y1;
out[6] = z1;
out[7] = 0;
out[8] = x2;
out[9] = y2;
out[10] = z2;
out[11] = 0;
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
out[15] = 1;
return this;
},
/**
* Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
*
* @method Phaser.Math.Matrix4#yawPitchRoll
* @since 3.0.0
*
* @param {number} yaw - [description]
* @param {number} pitch - [description]
* @param {number} roll - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
yawPitchRoll: function (yaw, pitch, roll)
{
this.zero();
_tempMat1.zero();
_tempMat2.zero();
var m0 = this.val;
var m1 = _tempMat1.val;
var m2 = _tempMat2.val;
// Rotate Z
var s = Math.sin(roll);
var c = Math.cos(roll);
m0[10] = 1;
m0[15] = 1;
m0[0] = c;
m0[1] = s;
m0[4] = -s;
m0[5] = c;
// Rotate X
s = Math.sin(pitch);
c = Math.cos(pitch);
m1[0] = 1;
m1[15] = 1;
m1[5] = c;
m1[10] = c;
m1[9] = -s;
m1[6] = s;
// Rotate Y
s = Math.sin(yaw);
c = Math.cos(yaw);
m2[5] = 1;
m2[15] = 1;
m2[0] = c;
m2[2] = -s;
m2[8] = s;
m2[10] = c;
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
return this;
},
/**
* Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
*
* @method Phaser.Math.Matrix4#setWorldMatrix
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
* @param {Phaser.Math.Vector3} position - The position of the world matrix.
* @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
* @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
* @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
{
this.yawPitchRoll(rotation.y, rotation.x, rotation.z);
_tempMat1.scaling(scale.x, scale.y, scale.z);
_tempMat2.xyz(position.x, position.y, position.z);
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
if (viewMatrix !== undefined)
{
this.multiplyLocal(viewMatrix);
}
if (projectionMatrix !== undefined)
{
this.multiplyLocal(projectionMatrix);
}
return this;
}
});
var _tempMat1 = new Matrix4();
var _tempMat2 = new Matrix4();
module.exports = Matrix4;
/***/ }),
/* 28 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
var Vector3 = __webpack_require__(10);
var Matrix3 = __webpack_require__(26);
var EPSILON = 0.000001;
// Some shared 'private' arrays
var siNext = new Int8Array([ 1, 2, 0 ]);
var tmp = new Float32Array([ 0, 0, 0 ]);
var xUnitVec3 = new Vector3(1, 0, 0);
var yUnitVec3 = new Vector3(0, 1, 0);
var tmpvec = new Vector3();
var tmpMat3 = new Matrix3();
/**
* @classdesc
* A quaternion.
*
* @class Quaternion
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
* @param {number} [w] - The w component.
*/
var Quaternion = new Class({
initialize:
function Quaternion (x, y, z, w)
{
/**
* The x component of this Quaternion.
*
* @name Phaser.Math.Quaternion#x
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The y component of this Quaternion.
*
* @name Phaser.Math.Quaternion#y
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The z component of this Quaternion.
*
* @name Phaser.Math.Quaternion#z
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The w component of this Quaternion.
*
* @name Phaser.Math.Quaternion#w
* @type {number}
* @default 0
* @since 3.0.0
*/
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
},
/**
* Copy the components of a given Quaternion or Vector into this Quaternion.
*
* @method Phaser.Math.Quaternion#copy
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} src - The Quaternion or Vector to copy the components from.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z;
this.w = src.w;
return this;
},
/**
* Set the components of this Quaternion.
*
* @method Phaser.Math.Quaternion#set
* @since 3.0.0
*
* @param {(number|object)} [x=0] - The x component, or an object containing x, y, z, and w components.
* @param {number} [y=0] - The y component.
* @param {number} [z=0] - The z component.
* @param {number} [w=0] - The w component.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
set: function (x, y, z, w)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
return this;
},
/**
* Add a given Quaternion or Vector to this Quaternion. Addition is component-wise.
*
* @method Phaser.Math.Quaternion#add
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to add to this Quaternion.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
},
/**
* Subtract a given Quaternion or Vector from this Quaternion. Subtraction is component-wise.
*
* @method Phaser.Math.Quaternion#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to subtract from this Quaternion.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
},
/**
* Scale this Quaternion by the given value.
*
* @method Phaser.Math.Quaternion#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Quaternion by.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
scale: function (scale)
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
this.w *= scale;
return this;
},
/**
* Calculate the length of this Quaternion.
*
* @method Phaser.Math.Quaternion#length
* @since 3.0.0
*
* @return {number} The length of this Quaternion.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return Math.sqrt(x * x + y * y + z * z + w * w);
},
/**
* Calculate the length of this Quaternion squared.
*
* @method Phaser.Math.Quaternion#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Quaternion, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return x * x + y * y + z * z + w * w;
},
/**
* Normalize this Quaternion.
*
* @method Phaser.Math.Quaternion#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var len = x * x + y * y + z * z + w * w;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
this.w = w * len;
}
return this;
},
/**
* Calculate the dot product of this Quaternion and the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#dot
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to dot product with this Quaternion.
*
* @return {number} The dot product of this Quaternion and the given Quaternion or Vector.
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
},
/**
* Linearly interpolate this Quaternion towards the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#lerp
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to interpolate towards.
* @param {number} [t=0] - The percentage of interpolation.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
this.w = aw + t * (v.w - aw);
return this;
},
/**
* [description]
*
* @method Phaser.Math.Quaternion#rotationTo
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} a - [description]
* @param {Phaser.Math.Vector3} b - [description]
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotationTo: function (a, b)
{
var dot = a.x * b.x + a.y * b.y + a.z * b.z;
if (dot < -0.999999)
{
if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON)
{
tmpvec.copy(yUnitVec3).cross(a);
}
tmpvec.normalize();
return this.setAxisAngle(tmpvec, Math.PI);
}
else if (dot > 0.999999)
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
return this;
}
else
{
tmpvec.copy(a).cross(b);
this.x = tmpvec.x;
this.y = tmpvec.y;
this.z = tmpvec.z;
this.w = 1 + dot;
return this.normalize();
}
},
/**
* Set the axes of this Quaternion.
*
* @method Phaser.Math.Quaternion#setAxes
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} view - The view axis.
* @param {Phaser.Math.Vector3} right - The right axis.
* @param {Phaser.Math.Vector3} up - The upwards axis.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
setAxes: function (view, right, up)
{
var m = tmpMat3.val;
m[0] = right.x;
m[3] = right.y;
m[6] = right.z;
m[1] = up.x;
m[4] = up.y;
m[7] = up.z;
m[2] = -view.x;
m[5] = -view.y;
m[8] = -view.z;
return this.fromMat3(tmpMat3).normalize();
},
/**
* Reset this Matrix to an identity (default) Quaternion.
*
* @method Phaser.Math.Quaternion#identity
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
identity: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
return this;
},
/**
* Set the axis angle of this Quaternion.
*
* @method Phaser.Math.Quaternion#setAxisAngle
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} axis - The axis.
* @param {number} rad - The angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
setAxisAngle: function (axis, rad)
{
rad = rad * 0.5;
var s = Math.sin(rad);
this.x = s * axis.x;
this.y = s * axis.y;
this.z = s * axis.z;
this.w = Math.cos(rad);
return this;
},
/**
* Multiply this Quaternion by the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to multiply this Quaternion by.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
multiply: function (b)
{
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = b.x;
var by = b.y;
var bz = b.z;
var bw = b.w;
this.x = ax * bw + aw * bx + ay * bz - az * by;
this.y = ay * bw + aw * by + az * bx - ax * bz;
this.z = az * bw + aw * bz + ax * by - ay * bx;
this.w = aw * bw - ax * bx - ay * by - az * bz;
return this;
},
/**
* Smoothly linearly interpolate this Quaternion towards the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#slerp
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to interpolate towards.
* @param {number} t - The percentage of interpolation.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
slerp: function (b, t)
{
// benchmarks: http://jsperf.com/quaternion-slerp-implementations
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = b.x;
var by = b.y;
var bz = b.z;
var bw = b.w;
// calc cosine
var cosom = ax * bx + ay * by + az * bz + aw * bw;
// adjust signs (if necessary)
if (cosom < 0)
{
cosom = -cosom;
bx = - bx;
by = - by;
bz = - bz;
bw = - bw;
}
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
var scale0 = 1 - t;
var scale1 = t;
// calculate coefficients
if ((1 - cosom) > EPSILON)
{
// standard case (slerp)
var omega = Math.acos(cosom);
var sinom = Math.sin(omega);
scale0 = Math.sin((1.0 - t) * omega) / sinom;
scale1 = Math.sin(t * omega) / sinom;
}
// calculate final values
this.x = scale0 * ax + scale1 * bx;
this.y = scale0 * ay + scale1 * by;
this.z = scale0 * az + scale1 * bz;
this.w = scale0 * aw + scale1 * bw;
return this;
},
/**
* Invert this Quaternion.
*
* @method Phaser.Math.Quaternion#invert
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
invert: function ()
{
var a0 = this.x;
var a1 = this.y;
var a2 = this.z;
var a3 = this.w;
var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
var invDot = (dot) ? 1 / dot : 0;
// TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
this.x = -a0 * invDot;
this.y = -a1 * invDot;
this.z = -a2 * invDot;
this.w = a3 * invDot;
return this;
},
/**
* Convert this Quaternion into its conjugate.
*
* Sets the x, y and z components.
*
* @method Phaser.Math.Quaternion#conjugate
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
conjugate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
/**
* Rotate this Quaternion on the X axis.
*
* @method Phaser.Math.Quaternion#rotateX
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateX: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw + aw * bx;
this.y = ay * bw + az * bx;
this.z = az * bw - ay * bx;
this.w = aw * bw - ax * bx;
return this;
},
/**
* Rotate this Quaternion on the Y axis.
*
* @method Phaser.Math.Quaternion#rotateY
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateY: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var by = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw - az * by;
this.y = ay * bw + aw * by;
this.z = az * bw + ax * by;
this.w = aw * bw - ay * by;
return this;
},
/**
* Rotate this Quaternion on the Z axis.
*
* @method Phaser.Math.Quaternion#rotateZ
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateZ: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bz = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw + ay * bz;
this.y = ay * bw - ax * bz;
this.z = az * bw + aw * bz;
this.w = aw * bw - az * bz;
return this;
},
/**
* Create a unit (or rotation) Quaternion from its x, y, and z components.
*
* Sets the w component.
*
* @method Phaser.Math.Quaternion#calculateW
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
calculateW: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
this.w = -Math.sqrt(1.0 - x * x - y * y - z * z);
return this;
},
/**
* Convert the given Matrix into this Quaternion.
*
* @method Phaser.Math.Quaternion#fromMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix to convert from.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
fromMat3: function (mat)
{
// benchmarks:
// http://jsperf.com/typed-array-access-speed
// http://jsperf.com/conversion-of-3x3-matrix-to-quaternion
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
// article "Quaternion Calculus and Fast Animation".
var m = mat.val;
var fTrace = m[0] + m[4] + m[8];
var fRoot;
if (fTrace > 0)
{
// |w| > 1/2, may as well choose w > 1/2
fRoot = Math.sqrt(fTrace + 1.0); // 2w
this.w = 0.5 * fRoot;
fRoot = 0.5 / fRoot; // 1/(4w)
this.x = (m[7] - m[5]) * fRoot;
this.y = (m[2] - m[6]) * fRoot;
this.z = (m[3] - m[1]) * fRoot;
}
else
{
// |w| <= 1/2
var i = 0;
if (m[4] > m[0])
{
i = 1;
}
if (m[8] > m[i * 3 + i])
{
i = 2;
}
var j = siNext[i];
var k = siNext[j];
// This isn't quite as clean without array access
fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1);
tmp[i] = 0.5 * fRoot;
fRoot = 0.5 / fRoot;
tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
this.x = tmp[0];
this.y = tmp[1];
this.z = tmp[2];
this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot;
}
return this;
}
});
module.exports = Quaternion;
/***/ }),
/* 29 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Extend = __webpack_require__(14);
var XHRSettings = __webpack_require__(30);
/**
* Takes two XHRSettings Objects and creates a new XHRSettings object from them.
*
* The new object is seeded by the values given in the global settings, but any setting in
* the local object overrides the global ones.
*
* @function Phaser.Loader.MergeXHRSettings
* @since 3.0.0
*
* @param {Phaser.Types.Loader.XHRSettingsObject} global - The global XHRSettings object.
* @param {Phaser.Types.Loader.XHRSettingsObject} local - The local XHRSettings object.
*
* @return {Phaser.Types.Loader.XHRSettingsObject} A newly formed XHRSettings object.
*/
var MergeXHRSettings = function (global, local)
{
var output = (global === undefined) ? XHRSettings() : Extend({}, global);
if (local)
{
for (var setting in local)
{
if (local[setting] !== undefined)
{
output[setting] = local[setting];
}
}
}
return output;
};
module.exports = MergeXHRSettings;
/***/ }),
/* 30 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Creates an XHRSettings Object with default values.
*
* @function Phaser.Loader.XHRSettings
* @since 3.0.0
*
* @param {XMLHttpRequestResponseType} [responseType=''] - The responseType, such as 'text'.
* @param {boolean} [async=true] - Should the XHR request use async or not?
* @param {string} [user=''] - Optional username for the XHR request.
* @param {string} [password=''] - Optional password for the XHR request.
* @param {integer} [timeout=0] - Optional XHR timeout value.
*
* @return {Phaser.Types.Loader.XHRSettingsObject} The XHRSettings object as used by the Loader.
*/
var XHRSettings = function (responseType, async, user, password, timeout)
{
if (responseType === undefined) { responseType = ''; }
if (async === undefined) { async = true; }
if (user === undefined) { user = ''; }
if (password === undefined) { password = ''; }
if (timeout === undefined) { timeout = 0; }
// Before sending a request, set the xhr.responseType to "text",
// "arraybuffer", "blob", or "document", depending on your data needs.
// Note, setting xhr.responseType = '' (or omitting) will default the response to "text".
return {
// Ignored by the Loader, only used by File.
responseType: responseType,
async: async,
// credentials
user: user,
password: password,
// timeout in ms (0 = no timeout)
timeout: timeout,
// setRequestHeader
header: undefined,
headerValue: undefined,
requestedWith: false,
// overrideMimeType
overrideMimeType: undefined
};
};
module.exports = XHRSettings;
/***/ }),
/* 31 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* A NOOP (No Operation) callback function.
*
* Used internally by Phaser when it's more expensive to determine if a callback exists
* than it is to just invoke an empty function.
*
* @function Phaser.Utils.NOOP
* @since 3.0.0
*/
var NOOP = function ()
{
// NOOP
};
module.exports = NOOP;
/***/ }),
/* 32 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BuildGameObject = __webpack_require__(33);
var Class = __webpack_require__(0);
var GetValue = __webpack_require__(11);
var ResizeEvent = __webpack_require__(144);
var ScenePlugin = __webpack_require__(145);
var Spine = __webpack_require__(167);
var SpineFile = __webpack_require__(168);
var SpineGameObject = __webpack_require__(186);
/**
* @classdesc
* The Spine Plugin is a Scene based plugin that handles the creation and rendering of Spine Game objects.
*
* All rendering and object creation is handled via the official Spine Runtimes. This version of the plugin
* uses the Spine 3.7 runtimes. Files created in a more recent version of Spine may not work as a result.
*
* You can find more details about Spine at http://esotericsoftware.com/.
*
* Please note that you require a Spine license in order to use Spine Runtimes in your games.
*
* You can install this plugin into your Phaser game by either importing it, if you're using ES6:
*
* ```javascript
* import * as SpinePlugin from './SpinePlugin.js';
* ```
*
* and then adding it to your Phaser Game configuration:
*
* ```javascript
* plugins: {
* scene: [
* { key: 'SpinePlugin', plugin: window.SpinePlugin, mapping: 'spine' }
* ]
* }
* ```
*
* If you're using ES5 then you can load the Spine Plugin in a Scene files payload, _within_ your
* Game Configuration object, like this:
*
* ```javascript
* scene: {
* preload: preload,
* create: create,
* pack: {
* files: [
* { type: 'scenePlugin', key: 'SpinePlugin', url: 'plugins/SpinePlugin.js', sceneKey: 'spine' }
* ]
* }
* }
* ```
*
* Loading it like this allows you to then use commands such as `this.load.spine` from within the
* same Scene. Alternatively, you can use the method `this.load.plugin` to load the plugin via the normal
* Phaser Loader. However, doing so will not add it to the current Scene. It will be available from any
* subsequent Scenes.
*
* Assuming a default environment you access it from within a Scene by using the `this.spine` reference.
*
* When this plugin is installed into a Scene it will add a Loader File Type, allowing you to load
* Spine files directly, i.e.:
*
* ```javascript
* this.load.spine('stretchyman', 'stretchyman-pro.json', [ 'stretchyman-pma.atlas' ], true);
* ```
*
* It also installs a Game Object Factory method, allowin you to create Spine Game Objects:
*
* ```javascript
* this.add.spine(512, 650, 'stretchyman')
* ```
*
* The first argument is the key which you used when importing the Spine data. There are lots of
* things you can specify, such as the animation name, skeleton, slot attachments and more. Please
* see the respective documentation and examples for further details.
*
* Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary.
* The associated atlas files are scanned for any texture files present in them, which are then loaded.
* If you have exported your Spine data with preMultipiedAlpha set, then you should enable this in the
* load arguments, or you may see black outlines around skeleton textures.
*
* The Spine plugin is local to the Scene in which it is installed. This means a change to something,
* such as the Skeleton Debug Renderer, in this Scene, will not impact the renderer in any other Scene.
* The only exception to this is with the caches this plugin creates. Spine atlas and texture data are
* stored in their own caches, which are global, meaning they're accessible from any Scene in your
* game, regardless if the Scene loaded the Spine data or not.
*
* For details about the Spine Runtime API see http://esotericsoftware.com/spine-api-reference
*
* @class SpinePlugin
* @memberOf Phaser
* @extends Phaser.Plugins.ScenePlugin
* @constructor
* @since 3.19.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
*/
var SpinePlugin = new Class({
Extends: ScenePlugin,
initialize:
function SpinePlugin (scene, pluginManager)
{
ScenePlugin.call(this, scene, pluginManager);
var game = pluginManager.game;
/**
* A read-only flag that indicates if the game is running under WebGL or Canvas.
*
* @name SpinePlugin#isWebGL
* @type {boolean}
* @readonly
* @since 3.19.0
*/
this.isWebGL = (game.config.renderType === 2);
/**
* A custom cache that stores the Spine atlas data.
*
* This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
* no matter which Scene you are in.
*
* @name SpinePlugin#cache
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.cache = game.cache.addCustom('spine');
/**
* A custom cache that stores the Spine Textures.
*
* This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
* no matter which Scene you are in.
*
* @name SpinePlugin#spineTextures
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.spineTextures = game.cache.addCustom('spineTextures');
/**
* A reference to the global JSON Cache.
*
* @name SpinePlugin#json
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.json = game.cache.json;
/**
* A reference to the global Texture Manager.
*
* @name SpinePlugin#textures
* @type {Phaser.Textures.TextureManager}
* @since 3.19.0
*/
this.textures = game.textures;
/**
* A flag that sets if the Skeleton Renderers will render debug information over the top
* of the skeleton or not.
*
* @name SpinePlugin#drawDebug
* @type {boolean}
* @since 3.19.0
*/
this.drawDebug = false;
/**
* The underlying WebGL context of the Phaser renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#gl
* @type {WebGLRenderingContext}
* @since 3.19.0
*/
this.gl;
/**
* A reference to either the Canvas or WebGL Renderer that this Game is using.
*
* @name SpinePlugin#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.19.0
*/
this.renderer;
/**
* An instance of the Spine WebGL Scene Renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#sceneRenderer
* @type {spine.webgl.SceneRenderer}
* @since 3.19.0
*/
this.sceneRenderer;
/**
* An instance of the Spine Skeleton Renderer.
*
* @name SpinePlugin#skeletonRenderer
* @type {(spine.canvas.SkeletonRenderer|spine.webgl.SkeletonRenderer)}
* @since 3.19.0
*/
this.skeletonRenderer;
/**
* An instance of the Spine Skeleton Debug Renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#skeletonDebugRenderer
* @type {spine.webgl.skeletonDebugRenderer}
* @since 3.19.0
*/
this.skeletonDebugRenderer;
/**
* A reference to the Spine runtime.
* This is the runtime created by Esoteric Software
*
* @name SpinePlugin#plugin
* @type {spine}
* @since 3.19.0
*/
this.plugin = Spine;
/**
* An internal vector3 used by the screen to world method.
*
* @name SpinePlugin#temp1
* @private
* @type {spine.webgl.Vector3}
* @since 3.19.0
*/
this.temp1;
/**
* An internal vector3 used by the screen to world method.
*
* @name SpinePlugin#temp2
* @private
* @type {spine.webgl.Vector3}
* @since 3.19.0
*/
this.temp2;
if (this.isWebGL)
{
this.runtime = Spine.webgl;
this.renderer = game.renderer;
this.gl = game.renderer.gl;
this.getAtlas = this.getAtlasWebGL;
}
else
{
this.runtime = Spine.canvas;
this.renderer = game.renderer;
this.getAtlas = this.getAtlasCanvas;
}
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
pluginManager.registerGameObject('spine', this.add.bind(this), this.make.bind(this));
},
/**
* Internal boot handler.
*
* @method SpinePlugin#boot
* @private
* @since 3.19.0
*/
boot: function ()
{
if (this.isWebGL)
{
this.bootWebGL();
this.onResize();
this.game.scale.on(ResizeEvent, this.onResize, this);
}
else
{
this.bootCanvas();
}
var eventEmitter = this.systems.events;
eventEmitter.once('shutdown', this.shutdown, this);
eventEmitter.once('destroy', this.destroy, this);
},
/**
* Internal boot handler for the Canvas Renderer.
*
* @method SpinePlugin#bootCanvas
* @private
* @since 3.19.0
*/
bootCanvas: function ()
{
this.skeletonRenderer = new Spine.canvas.SkeletonRenderer(this.scene.sys.context);
},
/**
* Internal boot handler for the WebGL Renderer.
*
* @method SpinePlugin#bootWebGL
* @private
* @since 3.19.0
*/
bootWebGL: function ()
{
this.sceneRenderer = new Spine.webgl.SceneRenderer(this.renderer.canvas, this.gl, true);
// Monkeypatch the Spine setBlendMode functions, or batching is destroyed
var setBlendMode = function (srcBlend, dstBlend)
{
if (srcBlend !== this.srcBlend || dstBlend !== this.dstBlend)
{
var gl = this.context.gl;
this.srcBlend = srcBlend;
this.dstBlend = dstBlend;
if (this.isDrawing)
{
this.flush();
gl.blendFunc(this.srcBlend, this.dstBlend);
}
}
};
this.sceneRenderer.batcher.setBlendMode = setBlendMode;
this.sceneRenderer.shapes.setBlendMode = setBlendMode;
this.skeletonRenderer = this.sceneRenderer.skeletonRenderer;
this.skeletonDebugRenderer = this.sceneRenderer.skeletonDebugRenderer;
this.temp1 = new Spine.webgl.Vector3(0, 0, 0);
this.temp2 = new Spine.webgl.Vector3(0, 0, 0);
},
/**
* Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
* then returns it. You do not normally need to invoke this method directly.
*
* @method SpinePlugin#getAtlasCanvas
* @since 3.19.0
*
* @param {string} key - The key of the Spine Atlas to create.
*
* @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
*/
getAtlasCanvas: function (key)
{
var atlasEntry = this.cache.get(key);
if (!atlasEntry)
{
console.warn('No atlas data for: ' + key);
return;
}
var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
{
atlas = new Spine.TextureAtlas(atlasEntry.data, function ()
{
return spineTextures.get(key);
});
}
else
{
var textures = this.textures;
atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
{
var canvasTexture = new Spine.canvas.CanvasTexture(textures.get(path).getSourceImage());
spineTextures.add(key, canvasTexture);
return canvasTexture;
});
}
return atlas;
},
/**
* Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
* then returns it. You do not normally need to invoke this method directly.
*
* @method SpinePlugin#getAtlasWebGL
* @since 3.19.0
*
* @param {string} key - The key of the Spine Atlas to create.
*
* @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
*/
getAtlasWebGL: function (key)
{
var atlasEntry = this.cache.get(key);
if (!atlasEntry)
{
console.warn('No atlas data for: ' + key);
return;
}
var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
{
atlas = new Spine.TextureAtlas(atlasEntry.data, function ()
{
return spineTextures.get(key);
});
}
else
{
var textures = this.textures;
var gl = this.sceneRenderer.context.gl;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
{
var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
spineTextures.add(key, glTexture);
return glTexture;
});
}
return atlas;
},
/**
* Adds a Spine Skeleton and Atlas file, or array of files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.spine('spineBoy', 'boy.json', 'boy.atlas', true);
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
* its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
*
* Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary. The associated
* atlas files are scanned for any texture files present in them, which are then loaded. If you have exported
* your Spine data with preMultipiedAlpha set, then you should enable this in the arguments, or you may see black
* outlines around skeleton textures.
*
* The key must be a unique String. It is used to add the file to the global Spine cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Spine cache.
* Loading a file using a key that is already taken will result in a warning.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.spine({
* key: 'mainmenu',
* jsonURL: 'boy.json',
* atlasURL: 'boy.atlas',
* preMultipliedAlpha: true
* });
* ```
*
* If you need to load multiple Spine atlas files, provide them as an array:
*
* ```javascript
* function preload ()
* {
* this.load.spine('demos', 'demos.json', [ 'atlas1.atlas', 'atlas2.atlas' ], true);
* }
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.SpineFileConfig` for more details.
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the data from the Spine plugin.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.json". It will always add `.json` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Note: The ability to load this type of file will only be available if the Spine Plugin has been built or loaded into Phaser.
*
* @method Phaser.Loader.LoaderPlugin#spine
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.19.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} jsonURL - The absolute or relative URL to load the Spine json file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {string|string[]} atlasURL - The absolute or relative URL to load the Spine atlas file from. If undefined or `null` it will be set to `<key>.atlas`, i.e. if `key` was "alien" then the URL will be "alien.atlas".
* @param {boolean} [preMultipiedAlpha=false] - Do the texture files include pre-multiplied alpha or not?
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the Spine json file. Used in replacement of the Loaders default XHR Settings.
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the Spine atlas file. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
spineFileCallback: function (key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings)
{
var multifile;
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
multifile = new SpineFile(this, key[i]);
this.addFile(multifile.files);
}
}
else
{
multifile = new SpineFile(this, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
},
/**
* Creates a new Spine Game Object and adds it to the Scene.
*
* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
* do not have a Phaser origin.
*
* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
* that.
*
* ```javascript
* let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
* ```
*
* The key is optional. If not passed here, you need to call `SpineGameObject.setSkeleton()` to use it.
*
* The animation name is also optional and can be set later via `SpineGameObject.setAnimation`.
*
* Should you wish for more control over the object creation, such as setting a slot attachment or skin
* name, then use `SpinePlugin.make` instead.
*
* @method SpinePlugin#add
* @since 3.19.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
* @param {string} [animationName] - The name of the animation to set on this Skeleton.
* @param {boolean} [loop=false] - Should the animation playback be looped or not?
*
* @return {SpineGameObject} The Game Object that was created.
*/
add: function (x, y, key, animationName, loop)
{
var spineGO = new SpineGameObject(this.scene, this, x, y, key, animationName, loop);
this.scene.sys.displayList.add(spineGO);
this.scene.sys.updateList.add(spineGO);
return spineGO;
},
/**
* Creates a new Spine Game Object from the given configuration file and optionally adds it to the Scene.
*
* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
* do not have a Phaser origin.
*
* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
* that.
*
* ```javascript
* let jelly = this.make.spine({
* x: 500, y: 500, key: 'jelly',
* scale: 1.5,
* skinName: 'square_Green',
* animationName: 'jelly-idle', loop: true,
* slotName: 'hat', attachmentName: 'images/La_14'
* });
* ```
*
* @method SpinePlugin#make
* @since 3.19.0
*
* @param {any} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {SpineGameObject} The Game Object that was created.
*/
make: function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetValue(config, 'key', null);
var animationName = GetValue(config, 'animationName', null);
var loop = GetValue(config, 'loop', false);
var spineGO = new SpineGameObject(this.scene, this, 0, 0, key, animationName, loop);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, spineGO, config);
// Spine specific
var skinName = GetValue(config, 'skinName', false);
if (skinName)
{
spineGO.setSkinByName(skinName);
}
var slotName = GetValue(config, 'slotName', false);
var attachmentName = GetValue(config, 'attachmentName', null);
if (slotName)
{
spineGO.setAttachment(slotName, attachmentName);
}
return spineGO.refresh();
},
/**
* Converts the given x and y screen coordinates into the world space of the given Skeleton.
*
* Only works in WebGL.
*
* @method SpinePlugin#worldToLocal
* @since 3.19.0
*
* @param {number} x - The screen space x coordinate to convert.
* @param {number} y - The screen space y coordinate to convert.
* @param {spine.Skeleton} skeleton - The Spine Skeleton to convert into.
* @param {spine.Bone} [bone] - Optional bone of the Skeleton to convert into.
*
* @return {spine.Vector2} A Vector2 containing the translated point.
*/
worldToLocal: function (x, y, skeleton, bone)
{
var temp1 = this.temp1;
var temp2 = this.temp2;
var camera = this.sceneRenderer.camera;
temp1.set(x + skeleton.x, y - skeleton.y, 0);
var width = camera.viewportWidth;
var height = camera.viewportHeight;
camera.screenToWorld(temp1, width, height);
if (bone && bone.parent !== null)
{
bone.parent.worldToLocal(temp2.set(temp1.x - skeleton.x, temp1.y - skeleton.y, 0));
return new Spine.Vector2(temp2.x, temp2.y);
}
else if (bone)
{
return new Spine.Vector2(temp1.x - skeleton.x, temp1.y - skeleton.y);
}
else
{
return new Spine.Vector2(temp1.x, temp1.y);
}
},
/**
* Returns a Spine Vector2 based on the given x and y values.
*
* @method SpinePlugin#getVector2
* @since 3.19.0
*
* @param {number} x - The Vector x value.
* @param {number} y - The Vector y value.
*
* @return {spine.Vector2} A Spine Vector2 based on the given values.
*/
getVector2: function (x, y)
{
return new Spine.Vector2(x, y);
},
/**
* Returns a Spine Vector2 based on the given x, y and z values.
*
* Only works in WebGL.
*
* @method SpinePlugin#getVector3
* @since 3.19.0
*
* @param {number} x - The Vector x value.
* @param {number} y - The Vector y value.
* @param {number} z - The Vector z value.
*
* @return {spine.Vector2} A Spine Vector2 based on the given values.
*/
getVector3: function (x, y, z)
{
return new Spine.webgl.Vector3(x, y, z);
},
/**
* Sets `drawBones` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugBones
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugBones: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawBones = value;
return this;
},
/**
* Sets `drawRegionAttachments` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugRegionAttachments
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugRegionAttachments: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawRegionAttachments = value;
return this;
},
/**
* Sets `drawBoundingBoxes` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugBoundingBoxes
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugBoundingBoxes: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawBoundingBoxes = value;
return this;
},
/**
* Sets `drawMeshHull` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugMeshHull
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugMeshHull: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawMeshHull = value;
return this;
},
/**
* Sets `drawMeshTriangles` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugMeshTriangles
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugMeshTriangles: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawMeshTriangles = value;
return this;
},
/**
* Sets `drawPaths` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugPaths
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugPaths: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawPaths = value;
return this;
},
/**
* Sets `drawSkeletonXY` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugSkeletonXY
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugSkeletonXY: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawSkeletonXY = value;
return this;
},
/**
* Sets `drawClipping` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugClipping
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugClipping: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawClipping = value;
return this;
},
/**
* Sets the given vertex effect on the Spine Skeleton Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setEffect
* @since 3.19.0
*
* @param {spine.VertexEffect} [effect] - The vertex effect to set on the Skeleton Renderer.
*
* @return {this} This Spine Plugin.
*/
setEffect: function (effect)
{
this.sceneRenderer.skeletonRenderer.vertexEffect = effect;
return this;
},
/**
* Creates a Spine Skeleton based on the given key and optional Skeleton JSON data.
*
* The Skeleton data should have already been loaded before calling this method.
*
* @method SpinePlugin#createSkeleton
* @since 3.19.0
*
* @param {string} key - The key of the Spine skeleton data, as loaded by the plugin. If the Spine JSON contains multiple skeletons, reference them with a period, i.e. `set.spineBoy`.
* @param {object} [skeletonJSON] - Optional Skeleton JSON data to use, instead of getting it from the cache.
*
* @return {(any|null)} This Spine Skeleton data object, or `null` if the key was invalid.
*/
createSkeleton: function (key, skeletonJSON)
{
var atlasKey = key;
var jsonKey = key;
var split = (key.indexOf('.') !== -1);
if (split)
{
var parts = key.split('.');
atlasKey = parts.shift();
jsonKey = parts.join('.');
}
var atlasData = this.cache.get(atlasKey);
var atlas = this.getAtlas(atlasKey);
if (!atlas)
{
return null;
}
var preMultipliedAlpha = atlasData.preMultipliedAlpha;
var atlasLoader = new Spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new Spine.SkeletonJson(atlasLoader);
var data;
if (skeletonJSON)
{
data = skeletonJSON;
}
else
{
var json = this.json.get(atlasKey);
data = (split) ? GetValue(json, jsonKey) : json;
}
if (data)
{
var skeletonData = skeletonJson.readSkeletonData(data);
var skeleton = new Spine.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton, preMultipliedAlpha: preMultipliedAlpha };
}
else
{
return null;
}
},
/**
* Creates a new Animation State and Animation State Data for the given skeleton.
*
* The returned object contains two properties: `state` and `stateData` respectively.
*
* @method SpinePlugin#createAnimationState
* @since 3.19.0
*
* @param {spine.Skeleton} skeleton - The Skeleton to create the Animation State for.
*
* @return {any} An object containing the Animation State and Animation State Data instances.
*/
createAnimationState: function (skeleton)
{
var stateData = new Spine.AnimationStateData(skeleton.data);
var state = new Spine.AnimationState(stateData);
return { stateData: stateData, state: state };
},
/**
* Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
*
* The returned object contains two properties: `offset` and `size`:
*
* `offset` - The distance from the skeleton origin to the bottom left corner of the AABB.
* `size` - The width and height of the AABB.
*
* @method SpinePlugin#getBounds
* @since 3.19.0
*
* @param {spine.Skeleton} skeleton - The Skeleton to get the bounds from.
*
* @return {any} The bounds object.
*/
getBounds: function (skeleton)
{
var offset = new Spine.Vector2();
var size = new Spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
},
/**
* Internal handler for when the renderer resizes.
*
* Only called if running in WebGL.
*
* @method SpinePlugin#onResize
* @since 3.19.0
*/
onResize: function ()
{
var renderer = this.renderer;
var sceneRenderer = this.sceneRenderer;
var viewportWidth = renderer.width;
var viewportHeight = renderer.height;
sceneRenderer.camera.position.x = viewportWidth / 2;
sceneRenderer.camera.position.y = viewportHeight / 2;
sceneRenderer.camera.viewportWidth = viewportWidth;
sceneRenderer.camera.viewportHeight = viewportHeight;
},
/**
* The Scene that owns this plugin is shutting down.
*
* We need to kill and reset all internal properties as well as stop listening to Scene events.
*
* @method SpinePlugin#shutdown
* @private
* @since 3.19.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.off('shutdown', this.shutdown, this);
this.sceneRenderer.dispose();
},
/**
* The Scene that owns this plugin is being destroyed.
*
* We need to shutdown and then kill off all external references.
*
* @method SpinePlugin#destroy
* @private
* @since 3.19.0
*/
destroy: function ()
{
this.shutdown();
this.pluginManager.removeGameObject('spine', true, true);
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
this.cache = null;
this.spineTextures = null;
this.json = null;
this.textures = null;
this.sceneRenderer = null;
this.skeletonRenderer = null;
this.gl = null;
}
});
module.exports = SpinePlugin;
/***/ }),
/* 33 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlendModes = __webpack_require__(34);
var GetAdvancedValue = __webpack_require__(35);
var ScaleModes = __webpack_require__(143);
/**
* Builds a Game Object using the provided configuration object.
*
* @function Phaser.GameObjects.BuildGameObject
* @since 3.0.0
*
* @param {Phaser.Scene} scene - A reference to the Scene.
* @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject.
* @param {Phaser.Types.GameObjects.GameObjectConfig} config - The config to build the GameObject with.
*
* @return {Phaser.GameObjects.GameObject} The built Game Object.
*/
var BuildGameObject = function (scene, gameObject, config)
{
// Position
gameObject.x = GetAdvancedValue(config, 'x', 0);
gameObject.y = GetAdvancedValue(config, 'y', 0);
gameObject.depth = GetAdvancedValue(config, 'depth', 0);
// Flip
gameObject.flipX = GetAdvancedValue(config, 'flipX', false);
gameObject.flipY = GetAdvancedValue(config, 'flipY', false);
// Scale
// Either: { scale: 2 } or { scale: { x: 2, y: 2 }}
var scale = GetAdvancedValue(config, 'scale', null);
if (typeof scale === 'number')
{
gameObject.setScale(scale);
}
else if (scale !== null)
{
gameObject.scaleX = GetAdvancedValue(scale, 'x', 1);
gameObject.scaleY = GetAdvancedValue(scale, 'y', 1);
}
// ScrollFactor
// Either: { scrollFactor: 2 } or { scrollFactor: { x: 2, y: 2 }}
var scrollFactor = GetAdvancedValue(config, 'scrollFactor', null);
if (typeof scrollFactor === 'number')
{
gameObject.setScrollFactor(scrollFactor);
}
else if (scrollFactor !== null)
{
gameObject.scrollFactorX = GetAdvancedValue(scrollFactor, 'x', 1);
gameObject.scrollFactorY = GetAdvancedValue(scrollFactor, 'y', 1);
}
// Rotation
gameObject.rotation = GetAdvancedValue(config, 'rotation', 0);
var angle = GetAdvancedValue(config, 'angle', null);
if (angle !== null)
{
gameObject.angle = angle;
}
// Alpha
gameObject.alpha = GetAdvancedValue(config, 'alpha', 1);
// Origin
// Either: { origin: 0.5 } or { origin: { x: 0.5, y: 0.5 }}
var origin = GetAdvancedValue(config, 'origin', null);
if (typeof origin === 'number')
{
gameObject.setOrigin(origin);
}
else if (origin !== null)
{
var ox = GetAdvancedValue(origin, 'x', 0.5);
var oy = GetAdvancedValue(origin, 'y', 0.5);
gameObject.setOrigin(ox, oy);
}
// ScaleMode
gameObject.scaleMode = GetAdvancedValue(config, 'scaleMode', ScaleModes.DEFAULT);
// BlendMode
gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);
// Visible
gameObject.visible = GetAdvancedValue(config, 'visible', true);
// Add to Scene
var add = GetAdvancedValue(config, 'add', true);
if (add)
{
scene.sys.displayList.add(gameObject);
}
if (gameObject.preUpdate)
{
scene.sys.updateList.add(gameObject);
}
return gameObject;
};
module.exports = BuildGameObject;
/***/ }),
/* 34 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Phaser Blend Modes.
*
* @namespace Phaser.BlendModes
* @since 3.0.0
*/
module.exports = {
/**
* Skips the Blend Mode check in the renderer.
*
* @name Phaser.BlendModes.SKIP_CHECK
* @type {integer}
* @const
* @since 3.0.0
*/
SKIP_CHECK: -1,
/**
* Normal blend mode. For Canvas and WebGL.
* This is the default setting and draws new shapes on top of the existing canvas content.
*
* @name Phaser.BlendModes.NORMAL
* @type {integer}
* @const
* @since 3.0.0
*/
NORMAL: 0,
/**
* Add blend mode. For Canvas and WebGL.
* Where both shapes overlap the color is determined by adding color values.
*
* @name Phaser.BlendModes.ADD
* @type {integer}
* @const
* @since 3.0.0
*/
ADD: 1,
/**
* Multiply blend mode. For Canvas and WebGL.
* The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.
*
* @name Phaser.BlendModes.MULTIPLY
* @type {integer}
* @const
* @since 3.0.0
*/
MULTIPLY: 2,
/**
* Screen blend mode. For Canvas and WebGL.
* The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)
*
* @name Phaser.BlendModes.SCREEN
* @type {integer}
* @const
* @since 3.0.0
*/
SCREEN: 3,
/**
* Overlay blend mode. For Canvas only.
* A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.
*
* @name Phaser.BlendModes.OVERLAY
* @type {integer}
* @const
* @since 3.0.0
*/
OVERLAY: 4,
/**
* Darken blend mode. For Canvas only.
* Retains the darkest pixels of both layers.
*
* @name Phaser.BlendModes.DARKEN
* @type {integer}
* @const
* @since 3.0.0
*/
DARKEN: 5,
/**
* Lighten blend mode. For Canvas only.
* Retains the lightest pixels of both layers.
*
* @name Phaser.BlendModes.LIGHTEN
* @type {integer}
* @const
* @since 3.0.0
*/
LIGHTEN: 6,
/**
* Color Dodge blend mode. For Canvas only.
* Divides the bottom layer by the inverted top layer.
*
* @name Phaser.BlendModes.COLOR_DODGE
* @type {integer}
* @const
* @since 3.0.0
*/
COLOR_DODGE: 7,
/**
* Color Burn blend mode. For Canvas only.
* Divides the inverted bottom layer by the top layer, and then inverts the result.
*
* @name Phaser.BlendModes.COLOR_BURN
* @type {integer}
* @const
* @since 3.0.0
*/
COLOR_BURN: 8,
/**
* Hard Light blend mode. For Canvas only.
* A combination of multiply and screen like overlay, but with top and bottom layer swapped.
*
* @name Phaser.BlendModes.HARD_LIGHT
* @type {integer}
* @const
* @since 3.0.0
*/
HARD_LIGHT: 9,
/**
* Soft Light blend mode. For Canvas only.
* A softer version of hard-light. Pure black or white does not result in pure black or white.
*
* @name Phaser.BlendModes.SOFT_LIGHT
* @type {integer}
* @const
* @since 3.0.0
*/
SOFT_LIGHT: 10,
/**
* Difference blend mode. For Canvas only.
* Subtracts the bottom layer from the top layer or the other way round to always get a positive value.
*
* @name Phaser.BlendModes.DIFFERENCE
* @type {integer}
* @const
* @since 3.0.0
*/
DIFFERENCE: 11,
/**
* Exclusion blend mode. For Canvas only.
* Like difference, but with lower contrast.
*
* @name Phaser.BlendModes.EXCLUSION
* @type {integer}
* @const
* @since 3.0.0
*/
EXCLUSION: 12,
/**
* Hue blend mode. For Canvas only.
* Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
*
* @name Phaser.BlendModes.HUE
* @type {integer}
* @const
* @since 3.0.0
*/
HUE: 13,
/**
* Saturation blend mode. For Canvas only.
* Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
*
* @name Phaser.BlendModes.SATURATION
* @type {integer}
* @const
* @since 3.0.0
*/
SATURATION: 14,
/**
* Color blend mode. For Canvas only.
* Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
*
* @name Phaser.BlendModes.COLOR
* @type {integer}
* @const
* @since 3.0.0
*/
COLOR: 15,
/**
* Luminosity blend mode. For Canvas only.
* Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
*
* @name Phaser.BlendModes.LUMINOSITY
* @type {integer}
* @const
* @since 3.0.0
*/
LUMINOSITY: 16,
/**
* Alpha erase blend mode. For Canvas and WebGL.
*
* @name Phaser.BlendModes.ERASE
* @type {integer}
* @const
* @since 3.0.0
*/
ERASE: 17,
/**
* Source-in blend mode. For Canvas only.
* The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.
*
* @name Phaser.BlendModes.SOURCE_IN
* @type {integer}
* @const
* @since 3.0.0
*/
SOURCE_IN: 18,
/**
* Source-out blend mode. For Canvas only.
* The new shape is drawn where it doesn't overlap the existing canvas content.
*
* @name Phaser.BlendModes.SOURCE_OUT
* @type {integer}
* @const
* @since 3.0.0
*/
SOURCE_OUT: 19,
/**
* Source-out blend mode. For Canvas only.
* The new shape is only drawn where it overlaps the existing canvas content.
*
* @name Phaser.BlendModes.SOURCE_ATOP
* @type {integer}
* @const
* @since 3.0.0
*/
SOURCE_ATOP: 20,
/**
* Destination-over blend mode. For Canvas only.
* New shapes are drawn behind the existing canvas content.
*
* @name Phaser.BlendModes.DESTINATION_OVER
* @type {integer}
* @const
* @since 3.0.0
*/
DESTINATION_OVER: 21,
/**
* Destination-in blend mode. For Canvas only.
* The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
*
* @name Phaser.BlendModes.DESTINATION_IN
* @type {integer}
* @const
* @since 3.0.0
*/
DESTINATION_IN: 22,
/**
* Destination-out blend mode. For Canvas only.
* The existing content is kept where it doesn't overlap the new shape.
*
* @name Phaser.BlendModes.DESTINATION_OUT
* @type {integer}
* @const
* @since 3.0.0
*/
DESTINATION_OUT: 23,
/**
* Destination-out blend mode. For Canvas only.
* The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
*
* @name Phaser.BlendModes.DESTINATION_ATOP
* @type {integer}
* @const
* @since 3.0.0
*/
DESTINATION_ATOP: 24,
/**
* Lighten blend mode. For Canvas only.
* Where both shapes overlap the color is determined by adding color values.
*
* @name Phaser.BlendModes.LIGHTER
* @type {integer}
* @const
* @since 3.0.0
*/
LIGHTER: 25,
/**
* Copy blend mode. For Canvas only.
* Only the new shape is shown.
*
* @name Phaser.BlendModes.COPY
* @type {integer}
* @const
* @since 3.0.0
*/
COPY: 26,
/**
* Xor blend mode. For Canvas only.
* Shapes are made transparent where both overlap and drawn normal everywhere else.
*
* @name Phaser.BlendModes.XOR
* @type {integer}
* @const
* @since 3.0.0
*/
XOR: 27
};
/***/ }),
/* 35 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MATH = __webpack_require__(36);
var GetValue = __webpack_require__(11);
/**
* Retrieves a value from an object. Allows for more advanced selection options, including:
*
* Allowed types:
*
* Implicit
* {
* x: 4
* }
*
* From function
* {
* x: function ()
* }
*
* Randomly pick one element from the array
* {
* x: [a, b, c, d, e, f]
* }
*
* Random integer between min and max:
* {
* x: { randInt: [min, max] }
* }
*
* Random float between min and max:
* {
* x: { randFloat: [min, max] }
* }
*
*
* @function Phaser.Utils.Objects.GetAdvancedValue
* @since 3.0.0
*
* @param {object} source - The object to retrieve the value from.
* @param {string} key - The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object.
* @param {*} defaultValue - The value to return if the `key` isn't found in the `source` object.
*
* @return {*} The value of the requested key.
*/
var GetAdvancedValue = function (source, key, defaultValue)
{
var value = GetValue(source, key, null);
if (value === null)
{
return defaultValue;
}
else if (Array.isArray(value))
{
return MATH.RND.pick(value);
}
else if (typeof value === 'object')
{
if (value.hasOwnProperty('randInt'))
{
return MATH.RND.integerInRange(value.randInt[0], value.randInt[1]);
}
else if (value.hasOwnProperty('randFloat'))
{
return MATH.RND.realInRange(value.randFloat[0], value.randFloat[1]);
}
}
else if (typeof value === 'function')
{
return value(key);
}
return value;
};
module.exports = GetAdvancedValue;
/***/ }),
/* 36 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CONST = __webpack_require__(1);
var Extend = __webpack_require__(14);
/**
* @namespace Phaser.Math
*/
var PhaserMath = {
// Collections of functions
Angle: __webpack_require__(37),
Distance: __webpack_require__(44),
Easing: __webpack_require__(48),
Fuzzy: __webpack_require__(93),
Interpolation: __webpack_require__(99),
Pow2: __webpack_require__(107),
Snap: __webpack_require__(111),
// Expose the RNG Class
RandomDataGenerator: __webpack_require__(115),
// Single functions
Average: __webpack_require__(116),
Bernstein: __webpack_require__(19),
Between: __webpack_require__(117),
CatmullRom: __webpack_require__(21),
CeilTo: __webpack_require__(118),
Clamp: __webpack_require__(8),
DegToRad: __webpack_require__(25),
Difference: __webpack_require__(119),
Factorial: __webpack_require__(20),
FloatBetween: __webpack_require__(120),
FloorTo: __webpack_require__(121),
FromPercent: __webpack_require__(122),
GetSpeed: __webpack_require__(123),
IsEven: __webpack_require__(124),
IsEvenStrict: __webpack_require__(125),
Linear: __webpack_require__(22),
MaxAdd: __webpack_require__(126),
MinSub: __webpack_require__(127),
Percent: __webpack_require__(128),
RadToDeg: __webpack_require__(9),
RandomXY: __webpack_require__(129),
RandomXYZ: __webpack_require__(130),
RandomXYZW: __webpack_require__(131),
Rotate: __webpack_require__(132),
RotateAround: __webpack_require__(133),
RotateAroundDistance: __webpack_require__(134),
RoundAwayFromZero: __webpack_require__(135),
RoundTo: __webpack_require__(136),
SinCosTableGenerator: __webpack_require__(137),
SmootherStep: __webpack_require__(24),
SmoothStep: __webpack_require__(23),
ToXY: __webpack_require__(138),
TransformXY: __webpack_require__(139),
Within: __webpack_require__(140),
Wrap: __webpack_require__(4),
// Vector classes
Vector2: __webpack_require__(5),
Vector3: __webpack_require__(10),
Vector4: __webpack_require__(141),
Matrix3: __webpack_require__(26),
Matrix4: __webpack_require__(27),
Quaternion: __webpack_require__(28),
RotateVec3: __webpack_require__(142)
};
// Merge in the consts
PhaserMath = Extend(false, PhaserMath, CONST);
// Export it
module.exports = PhaserMath;
/***/ }),
/* 37 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Angle
*/
module.exports = {
Between: __webpack_require__(15),
BetweenPoints: __webpack_require__(38),
BetweenPointsY: __webpack_require__(39),
BetweenY: __webpack_require__(40),
CounterClockwise: __webpack_require__(7),
Normalize: __webpack_require__(16),
Reverse: __webpack_require__(41),
RotateTo: __webpack_require__(42),
ShortestBetween: __webpack_require__(43),
Wrap: __webpack_require__(17),
WrapDegrees: __webpack_require__(18)
};
/***/ }),
/* 38 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
*
* Calculates the angle of the vector from the first point to the second point.
*
* @function Phaser.Math.Angle.BetweenPoints
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point1 - The first point.
* @param {(Phaser.Geom.Point|object)} point2 - The second point.
*
* @return {number} The angle in radians.
*/
var BetweenPoints = function (point1, point2)
{
return Math.atan2(point2.y - point1.y, point2.x - point1.x);
};
module.exports = BetweenPoints;
/***/ }),
/* 39 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
*
* The difference between this method and {@link Phaser.Math.Angle.BetweenPoints} is that this assumes the y coordinate
* travels down the screen.
*
* @function Phaser.Math.Angle.BetweenPointsY
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point1 - The first point.
* @param {(Phaser.Geom.Point|object)} point2 - The second point.
*
* @return {number} The angle in radians.
*/
var BetweenPointsY = function (point1, point2)
{
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
};
module.exports = BetweenPointsY;
/***/ }),
/* 40 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Find the angle of a segment from (x1, y1) -> (x2, y2).
*
* The difference between this method and {@link Phaser.Math.Angle.Between} is that this assumes the y coordinate
* travels down the screen.
*
* @function Phaser.Math.Angle.BetweenY
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} The angle in radians.
*/
var BetweenY = function (x1, y1, x2, y2)
{
return Math.atan2(x2 - x1, y2 - y1);
};
module.exports = BetweenY;
/***/ }),
/* 41 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Normalize = __webpack_require__(16);
/**
* Reverse the given angle.
*
* @function Phaser.Math.Angle.Reverse
* @since 3.0.0
*
* @param {number} angle - The angle to reverse, in radians.
*
* @return {number} The reversed angle, in radians.
*/
var Reverse = function (angle)
{
return Normalize(angle + Math.PI);
};
module.exports = Reverse;
/***/ }),
/* 42 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MATH_CONST = __webpack_require__(1);
/**
* Rotates `currentAngle` towards `targetAngle`, taking the shortest rotation distance. The `lerp` argument is the amount to rotate by in this call.
*
* @function Phaser.Math.Angle.RotateTo
* @since 3.0.0
*
* @param {number} currentAngle - The current angle, in radians.
* @param {number} targetAngle - The target angle to rotate to, in radians.
* @param {number} [lerp=0.05] - The lerp value to add to the current angle.
*
* @return {number} The adjusted angle.
*/
var RotateTo = function (currentAngle, targetAngle, lerp)
{
if (lerp === undefined) { lerp = 0.05; }
if (currentAngle === targetAngle)
{
return currentAngle;
}
if (Math.abs(targetAngle - currentAngle) <= lerp || Math.abs(targetAngle - currentAngle) >= (MATH_CONST.PI2 - lerp))
{
currentAngle = targetAngle;
}
else
{
if (Math.abs(targetAngle - currentAngle) > Math.PI)
{
if (targetAngle < currentAngle)
{
targetAngle += MATH_CONST.PI2;
}
else
{
targetAngle -= MATH_CONST.PI2;
}
}
if (targetAngle > currentAngle)
{
currentAngle += lerp;
}
else if (targetAngle < currentAngle)
{
currentAngle -= lerp;
}
}
return currentAngle;
};
module.exports = RotateTo;
/***/ }),
/* 43 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Gets the shortest angle between `angle1` and `angle2`.
*
* Both angles must be in the range -180 to 180, which is the same clamped
* range that `sprite.angle` uses, so you can pass in two sprite angles to
* this method and get the shortest angle back between the two of them.
*
* The angle returned will be in the same range. If the returned angle is
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
* a clockwise rotation.
*
* TODO: Wrap the angles in this function?
*
* @function Phaser.Math.Angle.ShortestBetween
* @since 3.0.0
*
* @param {number} angle1 - The first angle in the range -180 to 180.
* @param {number} angle2 - The second angle in the range -180 to 180.
*
* @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.
*/
var ShortestBetween = function (angle1, angle2)
{
var difference = angle2 - angle1;
if (difference === 0)
{
return 0;
}
var times = Math.floor((difference - (-180)) / 360);
return difference - (times * 360);
};
module.exports = ShortestBetween;
/***/ }),
/* 44 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Distance
*/
module.exports = {
Between: __webpack_require__(45),
Power: __webpack_require__(46),
Squared: __webpack_require__(47)
};
/***/ }),
/* 45 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the distance between two sets of coordinates (points).
*
* @function Phaser.Math.Distance.Between
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} The distance between each point.
*/
var DistanceBetween = function (x1, y1, x2, y2)
{
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
};
module.exports = DistanceBetween;
/***/ }),
/* 46 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the distance between two sets of coordinates (points) to the power of `pow`.
*
* @function Phaser.Math.Distance.Power
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
* @param {number} pow - The exponent.
*
* @return {number} The distance between each point.
*/
var DistancePower = function (x1, y1, x2, y2, pow)
{
if (pow === undefined) { pow = 2; }
return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
};
module.exports = DistancePower;
/***/ }),
/* 47 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the distance between two sets of coordinates (points), squared.
*
* @function Phaser.Math.Distance.Squared
* @since 3.0.0
*
* @param {number} x1 - The x coordinate of the first point.
* @param {number} y1 - The y coordinate of the first point.
* @param {number} x2 - The x coordinate of the second point.
* @param {number} y2 - The y coordinate of the second point.
*
* @return {number} The distance between each point, squared.
*/
var DistanceSquared = function (x1, y1, x2, y2)
{
var dx = x1 - x2;
var dy = y1 - y2;
return dx * dx + dy * dy;
};
module.exports = DistanceSquared;
/***/ }),
/* 48 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing
*/
module.exports = {
Back: __webpack_require__(49),
Bounce: __webpack_require__(53),
Circular: __webpack_require__(57),
Cubic: __webpack_require__(61),
Elastic: __webpack_require__(65),
Expo: __webpack_require__(69),
Linear: __webpack_require__(73),
Quadratic: __webpack_require__(75),
Quartic: __webpack_require__(79),
Quintic: __webpack_require__(83),
Sine: __webpack_require__(87),
Stepped: __webpack_require__(91)
};
/***/ }),
/* 49 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Back
*/
module.exports = {
In: __webpack_require__(50),
Out: __webpack_require__(51),
InOut: __webpack_require__(52)
};
/***/ }),
/* 50 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Back ease-in.
*
* @function Phaser.Math.Easing.Back.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [overshoot=1.70158] - The overshoot amount.
*
* @return {number} The tweened value.
*/
var In = function (v, overshoot)
{
if (overshoot === undefined) { overshoot = 1.70158; }
return v * v * ((overshoot + 1) * v - overshoot);
};
module.exports = In;
/***/ }),
/* 51 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Back ease-out.
*
* @function Phaser.Math.Easing.Back.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [overshoot=1.70158] - The overshoot amount.
*
* @return {number} The tweened value.
*/
var Out = function (v, overshoot)
{
if (overshoot === undefined) { overshoot = 1.70158; }
return --v * v * ((overshoot + 1) * v + overshoot) + 1;
};
module.exports = Out;
/***/ }),
/* 52 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Back ease-in/out.
*
* @function Phaser.Math.Easing.Back.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [overshoot=1.70158] - The overshoot amount.
*
* @return {number} The tweened value.
*/
var InOut = function (v, overshoot)
{
if (overshoot === undefined) { overshoot = 1.70158; }
var s = overshoot * 1.525;
if ((v *= 2) < 1)
{
return 0.5 * (v * v * ((s + 1) * v - s));
}
else
{
return 0.5 * ((v -= 2) * v * ((s + 1) * v + s) + 2);
}
};
module.exports = InOut;
/***/ }),
/* 53 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Bounce
*/
module.exports = {
In: __webpack_require__(54),
Out: __webpack_require__(55),
InOut: __webpack_require__(56)
};
/***/ }),
/* 54 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Bounce ease-in.
*
* @function Phaser.Math.Easing.Bounce.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
v = 1 - v;
if (v < 1 / 2.75)
{
return 1 - (7.5625 * v * v);
}
else if (v < 2 / 2.75)
{
return 1 - (7.5625 * (v -= 1.5 / 2.75) * v + 0.75);
}
else if (v < 2.5 / 2.75)
{
return 1 - (7.5625 * (v -= 2.25 / 2.75) * v + 0.9375);
}
else
{
return 1 - (7.5625 * (v -= 2.625 / 2.75) * v + 0.984375);
}
};
module.exports = In;
/***/ }),
/* 55 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Bounce ease-out.
*
* @function Phaser.Math.Easing.Bounce.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
if (v < 1 / 2.75)
{
return 7.5625 * v * v;
}
else if (v < 2 / 2.75)
{
return 7.5625 * (v -= 1.5 / 2.75) * v + 0.75;
}
else if (v < 2.5 / 2.75)
{
return 7.5625 * (v -= 2.25 / 2.75) * v + 0.9375;
}
else
{
return 7.5625 * (v -= 2.625 / 2.75) * v + 0.984375;
}
};
module.exports = Out;
/***/ }),
/* 56 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Bounce ease-in/out.
*
* @function Phaser.Math.Easing.Bounce.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
var reverse = false;
if (v < 0.5)
{
v = 1 - (v * 2);
reverse = true;
}
else
{
v = (v * 2) - 1;
}
if (v < 1 / 2.75)
{
v = 7.5625 * v * v;
}
else if (v < 2 / 2.75)
{
v = 7.5625 * (v -= 1.5 / 2.75) * v + 0.75;
}
else if (v < 2.5 / 2.75)
{
v = 7.5625 * (v -= 2.25 / 2.75) * v + 0.9375;
}
else
{
v = 7.5625 * (v -= 2.625 / 2.75) * v + 0.984375;
}
if (reverse)
{
return (1 - v) * 0.5;
}
else
{
return v * 0.5 + 0.5;
}
};
module.exports = InOut;
/***/ }),
/* 57 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Circular
*/
module.exports = {
In: __webpack_require__(58),
Out: __webpack_require__(59),
InOut: __webpack_require__(60)
};
/***/ }),
/* 58 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Circular ease-in.
*
* @function Phaser.Math.Easing.Circular.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return 1 - Math.sqrt(1 - v * v);
};
module.exports = In;
/***/ }),
/* 59 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Circular ease-out.
*
* @function Phaser.Math.Easing.Circular.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return Math.sqrt(1 - (--v * v));
};
module.exports = Out;
/***/ }),
/* 60 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Circular ease-in/out.
*
* @function Phaser.Math.Easing.Circular.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return -0.5 * (Math.sqrt(1 - v * v) - 1);
}
else
{
return 0.5 * (Math.sqrt(1 - (v -= 2) * v) + 1);
}
};
module.exports = InOut;
/***/ }),
/* 61 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Cubic
*/
module.exports = {
In: __webpack_require__(62),
Out: __webpack_require__(63),
InOut: __webpack_require__(64)
};
/***/ }),
/* 62 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Cubic ease-in.
*
* @function Phaser.Math.Easing.Cubic.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return v * v * v;
};
module.exports = In;
/***/ }),
/* 63 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Cubic ease-out.
*
* @function Phaser.Math.Easing.Cubic.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return --v * v * v + 1;
};
module.exports = Out;
/***/ }),
/* 64 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Cubic ease-in/out.
*
* @function Phaser.Math.Easing.Cubic.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return 0.5 * v * v * v;
}
else
{
return 0.5 * ((v -= 2) * v * v + 2);
}
};
module.exports = InOut;
/***/ }),
/* 65 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Elastic
*/
module.exports = {
In: __webpack_require__(66),
Out: __webpack_require__(67),
InOut: __webpack_require__(68)
};
/***/ }),
/* 66 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Elastic ease-in.
*
* @function Phaser.Math.Easing.Elastic.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
* @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
*
* @return {number} The tweened value.
*/
var In = function (v, amplitude, period)
{
if (amplitude === undefined) { amplitude = 0.1; }
if (period === undefined) { period = 0.1; }
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
var s = period / 4;
if (amplitude < 1)
{
amplitude = 1;
}
else
{
s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
}
return -(amplitude * Math.pow(2, 10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period));
}
};
module.exports = In;
/***/ }),
/* 67 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Elastic ease-out.
*
* @function Phaser.Math.Easing.Elastic.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
* @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
*
* @return {number} The tweened value.
*/
var Out = function (v, amplitude, period)
{
if (amplitude === undefined) { amplitude = 0.1; }
if (period === undefined) { period = 0.1; }
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
var s = period / 4;
if (amplitude < 1)
{
amplitude = 1;
}
else
{
s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
}
return (amplitude * Math.pow(2, -10 * v) * Math.sin((v - s) * (2 * Math.PI) / period) + 1);
}
};
module.exports = Out;
/***/ }),
/* 68 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Elastic ease-in/out.
*
* @function Phaser.Math.Easing.Elastic.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
* @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
*
* @return {number} The tweened value.
*/
var InOut = function (v, amplitude, period)
{
if (amplitude === undefined) { amplitude = 0.1; }
if (period === undefined) { period = 0.1; }
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
var s = period / 4;
if (amplitude < 1)
{
amplitude = 1;
}
else
{
s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
}
if ((v *= 2) < 1)
{
return -0.5 * (amplitude * Math.pow(2, 10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period));
}
else
{
return amplitude * Math.pow(2, -10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period) * 0.5 + 1;
}
}
};
module.exports = InOut;
/***/ }),
/* 69 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Expo
*/
module.exports = {
In: __webpack_require__(70),
Out: __webpack_require__(71),
InOut: __webpack_require__(72)
};
/***/ }),
/* 70 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Exponential ease-in.
*
* @function Phaser.Math.Easing.Expo.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return Math.pow(2, 10 * (v - 1)) - 0.001;
};
module.exports = In;
/***/ }),
/* 71 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Exponential ease-out.
*
* @function Phaser.Math.Easing.Expo.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return 1 - Math.pow(2, -10 * v);
};
module.exports = Out;
/***/ }),
/* 72 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Exponential ease-in/out.
*
* @function Phaser.Math.Easing.Expo.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return 0.5 * Math.pow(2, 10 * (v - 1));
}
else
{
return 0.5 * (2 - Math.pow(2, -10 * (v - 1)));
}
};
module.exports = InOut;
/***/ }),
/* 73 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Linear
*/
module.exports = __webpack_require__(74);
/***/ }),
/* 74 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Linear easing (no variation).
*
* @function Phaser.Math.Easing.Linear.Linear
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Linear = function (v)
{
return v;
};
module.exports = Linear;
/***/ }),
/* 75 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Quadratic
*/
module.exports = {
In: __webpack_require__(76),
Out: __webpack_require__(77),
InOut: __webpack_require__(78)
};
/***/ }),
/* 76 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quadratic ease-in.
*
* @function Phaser.Math.Easing.Quadratic.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return v * v;
};
module.exports = In;
/***/ }),
/* 77 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quadratic ease-out.
*
* @function Phaser.Math.Easing.Quadratic.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return v * (2 - v);
};
module.exports = Out;
/***/ }),
/* 78 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quadratic ease-in/out.
*
* @function Phaser.Math.Easing.Quadratic.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return 0.5 * v * v;
}
else
{
return -0.5 * (--v * (v - 2) - 1);
}
};
module.exports = InOut;
/***/ }),
/* 79 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Quartic
*/
module.exports = {
In: __webpack_require__(80),
Out: __webpack_require__(81),
InOut: __webpack_require__(82)
};
/***/ }),
/* 80 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quartic ease-in.
*
* @function Phaser.Math.Easing.Quartic.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return v * v * v * v;
};
module.exports = In;
/***/ }),
/* 81 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quartic ease-out.
*
* @function Phaser.Math.Easing.Quartic.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return 1 - (--v * v * v * v);
};
module.exports = Out;
/***/ }),
/* 82 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quartic ease-in/out.
*
* @function Phaser.Math.Easing.Quartic.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return 0.5 * v * v * v * v;
}
else
{
return -0.5 * ((v -= 2) * v * v * v - 2);
}
};
module.exports = InOut;
/***/ }),
/* 83 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Quintic
*/
module.exports = {
In: __webpack_require__(84),
Out: __webpack_require__(85),
InOut: __webpack_require__(86)
};
/***/ }),
/* 84 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quintic ease-in.
*
* @function Phaser.Math.Easing.Quintic.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
return v * v * v * v * v;
};
module.exports = In;
/***/ }),
/* 85 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quintic ease-out.
*
* @function Phaser.Math.Easing.Quintic.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
return --v * v * v * v * v + 1;
};
module.exports = Out;
/***/ }),
/* 86 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Quintic ease-in/out.
*
* @function Phaser.Math.Easing.Quintic.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if ((v *= 2) < 1)
{
return 0.5 * v * v * v * v * v;
}
else
{
return 0.5 * ((v -= 2) * v * v * v * v + 2);
}
};
module.exports = InOut;
/***/ }),
/* 87 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Sine
*/
module.exports = {
In: __webpack_require__(88),
Out: __webpack_require__(89),
InOut: __webpack_require__(90)
};
/***/ }),
/* 88 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Sinusoidal ease-in.
*
* @function Phaser.Math.Easing.Sine.In
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var In = function (v)
{
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
return 1 - Math.cos(v * Math.PI / 2);
}
};
module.exports = In;
/***/ }),
/* 89 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Sinusoidal ease-out.
*
* @function Phaser.Math.Easing.Sine.Out
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var Out = function (v)
{
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
return Math.sin(v * Math.PI / 2);
}
};
module.exports = Out;
/***/ }),
/* 90 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Sinusoidal ease-in/out.
*
* @function Phaser.Math.Easing.Sine.InOut
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
*
* @return {number} The tweened value.
*/
var InOut = function (v)
{
if (v === 0)
{
return 0;
}
else if (v === 1)
{
return 1;
}
else
{
return 0.5 * (1 - Math.cos(Math.PI * v));
}
};
module.exports = InOut;
/***/ }),
/* 91 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Easing.Stepped
*/
module.exports = __webpack_require__(92);
/***/ }),
/* 92 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Stepped easing.
*
* @function Phaser.Math.Easing.Stepped.Stepped
* @since 3.0.0
*
* @param {number} v - The value to be tweened.
* @param {number} [steps=1] - The number of steps in the ease.
*
* @return {number} The tweened value.
*/
var Stepped = function (v, steps)
{
if (steps === undefined) { steps = 1; }
if (v <= 0)
{
return 0;
}
else if (v >= 1)
{
return 1;
}
else
{
return (((steps * v) | 0) + 1) * (1 / steps);
}
};
module.exports = Stepped;
/***/ }),
/* 93 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Fuzzy
*/
module.exports = {
Ceil: __webpack_require__(94),
Equal: __webpack_require__(95),
Floor: __webpack_require__(96),
GreaterThan: __webpack_require__(97),
LessThan: __webpack_require__(98)
};
/***/ }),
/* 94 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the fuzzy ceiling of the given value.
*
* @function Phaser.Math.Fuzzy.Ceil
* @since 3.0.0
*
* @param {number} value - The value.
* @param {number} [epsilon=0.0001] - The epsilon.
*
* @return {number} The fuzzy ceiling of the value.
*/
var Ceil = function (value, epsilon)
{
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.ceil(value - epsilon);
};
module.exports = Ceil;
/***/ }),
/* 95 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Check whether the given values are fuzzily equal.
*
* Two numbers are fuzzily equal if their difference is less than `epsilon`.
*
* @function Phaser.Math.Fuzzy.Equal
* @since 3.0.0
*
* @param {number} a - The first value.
* @param {number} b - The second value.
* @param {number} [epsilon=0.0001] - The epsilon.
*
* @return {boolean} `true` if the values are fuzzily equal, otherwise `false`.
*/
var Equal = function (a, b, epsilon)
{
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.abs(a - b) < epsilon;
};
module.exports = Equal;
/***/ }),
/* 96 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the fuzzy floor of the given value.
*
* @function Phaser.Math.Fuzzy.Floor
* @since 3.0.0
*
* @param {number} value - The value.
* @param {number} [epsilon=0.0001] - The epsilon.
*
* @return {number} The floor of the value.
*/
var Floor = function (value, epsilon)
{
if (epsilon === undefined) { epsilon = 0.0001; }
return Math.floor(value + epsilon);
};
module.exports = Floor;
/***/ }),
/* 97 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Check whether `a` is fuzzily greater than `b`.
*
* `a` is fuzzily greater than `b` if it is more than `b - epsilon`.
*
* @function Phaser.Math.Fuzzy.GreaterThan
* @since 3.0.0
*
* @param {number} a - The first value.
* @param {number} b - The second value.
* @param {number} [epsilon=0.0001] - The epsilon.
*
* @return {boolean} `true` if `a` is fuzzily greater than than `b`, otherwise `false`.
*/
var GreaterThan = function (a, b, epsilon)
{
if (epsilon === undefined) { epsilon = 0.0001; }
return a > b - epsilon;
};
module.exports = GreaterThan;
/***/ }),
/* 98 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Check whether `a` is fuzzily less than `b`.
*
* `a` is fuzzily less than `b` if it is less than `b + epsilon`.
*
* @function Phaser.Math.Fuzzy.LessThan
* @since 3.0.0
*
* @param {number} a - The first value.
* @param {number} b - The second value.
* @param {number} [epsilon=0.0001] - The epsilon.
*
* @return {boolean} `true` if `a` is fuzzily less than `b`, otherwise `false`.
*/
var LessThan = function (a, b, epsilon)
{
if (epsilon === undefined) { epsilon = 0.0001; }
return a < b + epsilon;
};
module.exports = LessThan;
/***/ }),
/* 99 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Interpolation
*/
module.exports = {
Bezier: __webpack_require__(100),
CatmullRom: __webpack_require__(101),
CubicBezier: __webpack_require__(102),
Linear: __webpack_require__(103),
QuadraticBezier: __webpack_require__(104),
SmoothStep: __webpack_require__(105),
SmootherStep: __webpack_require__(106)
};
/***/ }),
/* 100 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Bernstein = __webpack_require__(19);
/**
* A bezier interpolation method.
*
* @function Phaser.Math.Interpolation.Bezier
* @since 3.0.0
*
* @param {number[]} v - The input array of values to interpolate between.
* @param {number} k - The percentage of interpolation, between 0 and 1.
*
* @return {number} The interpolated value.
*/
var BezierInterpolation = function (v, k)
{
var b = 0;
var n = v.length - 1;
for (var i = 0; i <= n; i++)
{
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * Bernstein(n, i);
}
return b;
};
module.exports = BezierInterpolation;
/***/ }),
/* 101 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CatmullRom = __webpack_require__(21);
/**
* A Catmull-Rom interpolation method.
*
* @function Phaser.Math.Interpolation.CatmullRom
* @since 3.0.0
*
* @param {number[]} v - The input array of values to interpolate between.
* @param {number} k - The percentage of interpolation, between 0 and 1.
*
* @return {number} The interpolated value.
*/
var CatmullRomInterpolation = function (v, k)
{
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (v[0] === v[m])
{
if (k < 0)
{
i = Math.floor(f = m * (1 + k));
}
return CatmullRom(f - i, v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m]);
}
else
{
if (k < 0)
{
return v[0] - (CatmullRom(-f, v[0], v[0], v[1], v[1]) - v[0]);
}
if (k > 1)
{
return v[m] - (CatmullRom(f - m, v[m], v[m], v[m - 1], v[m - 1]) - v[m]);
}
return CatmullRom(f - i, v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2]);
}
};
module.exports = CatmullRomInterpolation;
/***/ }),
/* 102 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @ignore
*/
function P0 (t, p)
{
var k = 1 - t;
return k * k * k * p;
}
/**
* @ignore
*/
function P1 (t, p)
{
var k = 1 - t;
return 3 * k * k * t * p;
}
/**
* @ignore
*/
function P2 (t, p)
{
return 3 * (1 - t) * t * t * p;
}
/**
* @ignore
*/
function P3 (t, p)
{
return t * t * t * p;
}
/**
* A cubic bezier interpolation method.
*
* https://medium.com/@adrian_cooney/bezier-interpolation-13b68563313a
*
* @function Phaser.Math.Interpolation.CubicBezier
* @since 3.0.0
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} p0 - The start point.
* @param {number} p1 - The first control point.
* @param {number} p2 - The second control point.
* @param {number} p3 - The end point.
*
* @return {number} The interpolated value.
*/
var CubicBezierInterpolation = function (t, p0, p1, p2, p3)
{
return P0(t, p0) + P1(t, p1) + P2(t, p2) + P3(t, p3);
};
module.exports = CubicBezierInterpolation;
/***/ }),
/* 103 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Linear = __webpack_require__(22);
/**
* A linear interpolation method.
*
* @function Phaser.Math.Interpolation.Linear
* @since 3.0.0
* @see {@link https://en.wikipedia.org/wiki/Linear_interpolation}
*
* @param {number[]} v - The input array of values to interpolate between.
* @param {!number} k - The percentage of interpolation, between 0 and 1.
*
* @return {!number} The interpolated value.
*/
var LinearInterpolation = function (v, k)
{
var m = v.length - 1;
var f = m * k;
var i = Math.floor(f);
if (k < 0)
{
return Linear(v[0], v[1], f);
}
else if (k > 1)
{
return Linear(v[m], v[m - 1], m - f);
}
else
{
return Linear(v[i], v[(i + 1 > m) ? m : i + 1], f - i);
}
};
module.exports = LinearInterpolation;
/***/ }),
/* 104 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @ignore
*/
function P0 (t, p)
{
var k = 1 - t;
return k * k * p;
}
/**
* @ignore
*/
function P1 (t, p)
{
return 2 * (1 - t) * t * p;
}
/**
* @ignore
*/
function P2 (t, p)
{
return t * t * p;
}
// https://github.com/mrdoob/three.js/blob/master/src/extras/core/Interpolations.js
/**
* A quadratic bezier interpolation method.
*
* @function Phaser.Math.Interpolation.QuadraticBezier
* @since 3.2.0
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} p0 - The start point.
* @param {number} p1 - The control point.
* @param {number} p2 - The end point.
*
* @return {number} The interpolated value.
*/
var QuadraticBezierInterpolation = function (t, p0, p1, p2)
{
return P0(t, p0) + P1(t, p1) + P2(t, p2);
};
module.exports = QuadraticBezierInterpolation;
/***/ }),
/* 105 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var SmoothStep = __webpack_require__(23);
/**
* A Smooth Step interpolation method.
*
* @function Phaser.Math.Interpolation.SmoothStep
* @since 3.9.0
* @see {@link https://en.wikipedia.org/wiki/Smoothstep}
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
* @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
*
* @return {number} The interpolated value.
*/
var SmoothStepInterpolation = function (t, min, max)
{
return min + (max - min) * SmoothStep(t, 0, 1);
};
module.exports = SmoothStepInterpolation;
/***/ }),
/* 106 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var SmootherStep = __webpack_require__(24);
/**
* A Smoother Step interpolation method.
*
* @function Phaser.Math.Interpolation.SmootherStep
* @since 3.9.0
* @see {@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
* @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
*
* @return {number} The interpolated value.
*/
var SmootherStepInterpolation = function (t, min, max)
{
return min + (max - min) * SmootherStep(t, 0, 1);
};
module.exports = SmootherStepInterpolation;
/***/ }),
/* 107 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Pow2
*/
module.exports = {
GetNext: __webpack_require__(108),
IsSize: __webpack_require__(109),
IsValue: __webpack_require__(110)
};
/***/ }),
/* 108 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Returns the nearest power of 2 to the given `value`.
*
* @function Phaser.Math.Pow2.GetPowerOfTwo
* @since 3.0.0
*
* @param {number} value - The value.
*
* @return {integer} The nearest power of 2 to `value`.
*/
var GetPowerOfTwo = function (value)
{
var index = Math.log(value) / 0.6931471805599453;
return (1 << Math.ceil(index));
};
module.exports = GetPowerOfTwo;
/***/ }),
/* 109 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Checks if the given `width` and `height` are a power of two.
* Useful for checking texture dimensions.
*
* @function Phaser.Math.Pow2.IsSizePowerOfTwo
* @since 3.0.0
*
* @param {number} width - The width.
* @param {number} height - The height.
*
* @return {boolean} `true` if `width` and `height` are a power of two, otherwise `false`.
*/
var IsSizePowerOfTwo = function (width, height)
{
return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
};
module.exports = IsSizePowerOfTwo;
/***/ }),
/* 110 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Tests the value and returns `true` if it is a power of two.
*
* @function Phaser.Math.Pow2.IsValuePowerOfTwo
* @since 3.0.0
*
* @param {number} value - The value to check if it's a power of two.
*
* @return {boolean} Returns `true` if `value` is a power of two, otherwise `false`.
*/
var IsValuePowerOfTwo = function (value)
{
return (value > 0 && (value & (value - 1)) === 0);
};
module.exports = IsValuePowerOfTwo;
/***/ }),
/* 111 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Math.Snap
*/
module.exports = {
Ceil: __webpack_require__(112),
Floor: __webpack_require__(113),
To: __webpack_require__(114)
};
/***/ }),
/* 112 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Snap a value to nearest grid slice, using ceil.
*
* Example: if you have an interval gap of `5` and a position of `12`... you will snap to `15`.
* As will `14` snap to `15`... but `16` will snap to `20`.
*
* @function Phaser.Math.Snap.Ceil
* @since 3.0.0
*
* @param {number} value - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start=0] - Optional starting offset for gap.
* @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
*
* @return {number} The snapped value.
*/
var SnapCeil = function (value, gap, start, divide)
{
if (start === undefined) { start = 0; }
if (gap === 0)
{
return value;
}
value -= start;
value = gap * Math.ceil(value / gap);
return (divide) ? (start + value) / gap : start + value;
};
module.exports = SnapCeil;
/***/ }),
/* 113 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Snap a value to nearest grid slice, using floor.
*
* Example: if you have an interval gap of `5` and a position of `12`... you will snap to `10`.
* As will `14` snap to `10`... but `16` will snap to `15`.
*
* @function Phaser.Math.Snap.Floor
* @since 3.0.0
*
* @param {number} value - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start=0] - Optional starting offset for gap.
* @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
*
* @return {number} The snapped value.
*/
var SnapFloor = function (value, gap, start, divide)
{
if (start === undefined) { start = 0; }
if (gap === 0)
{
return value;
}
value -= start;
value = gap * Math.floor(value / gap);
return (divide) ? (start + value) / gap : start + value;
};
module.exports = SnapFloor;
/***/ }),
/* 114 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Snap a value to nearest grid slice, using rounding.
*
* Example: if you have an interval gap of `5` and a position of `12`... you will snap to `10` whereas `14` will snap to `15`.
*
* @function Phaser.Math.Snap.To
* @since 3.0.0
*
* @param {number} value - The value to snap.
* @param {number} gap - The interval gap of the grid.
* @param {number} [start=0] - Optional starting offset for gap.
* @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
*
* @return {number} The snapped value.
*/
var SnapTo = function (value, gap, start, divide)
{
if (start === undefined) { start = 0; }
if (gap === 0)
{
return value;
}
value -= start;
value = gap * Math.round(value / gap);
return (divide) ? (start + value) / gap : start + value;
};
module.exports = SnapTo;
/***/ }),
/* 115 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A seeded Random Data Generator.
*
* Access via `Phaser.Math.RND` which is an instance of this class pre-defined
* by Phaser. Or, create your own instance to use as you require.
*
* The `Math.RND` generator is seeded by the Game Config property value `seed`.
* If no such config property exists, a random number is used.
*
* If you create your own instance of this class you should provide a seed for it.
* If no seed is given it will use a 'random' one based on Date.now.
*
* @class RandomDataGenerator
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {(string|string[])} [seeds] - The seeds to use for the random number generator.
*/
var RandomDataGenerator = new Class({
initialize:
function RandomDataGenerator (seeds)
{
if (seeds === undefined) { seeds = [ (Date.now() * Math.random()).toString() ]; }
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#c
* @type {number}
* @default 1
* @private
* @since 3.0.0
*/
this.c = 1;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s0
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s0 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s1
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s1 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s2
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s2 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#n
* @type {number}
* @default 0
* @private
* @since 3.2.0
*/
this.n = 0;
/**
* Signs to choose from.
*
* @name Phaser.Math.RandomDataGenerator#signs
* @type {number[]}
* @since 3.0.0
*/
this.signs = [ -1, 1 ];
if (seeds)
{
this.init(seeds);
}
},
/**
* Private random helper.
*
* @method Phaser.Math.RandomDataGenerator#rnd
* @since 3.0.0
* @private
*
* @return {number} A random number.
*/
rnd: function ()
{
var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32
this.c = t | 0;
this.s0 = this.s1;
this.s1 = this.s2;
this.s2 = t - this.c;
return this.s2;
},
/**
* Internal method that creates a seed hash.
*
* @method Phaser.Math.RandomDataGenerator#hash
* @since 3.0.0
* @private
*
* @param {string} data - The value to hash.
*
* @return {number} The hashed value.
*/
hash: function (data)
{
var h;
var n = this.n;
data = data.toString();
for (var i = 0; i < data.length; i++)
{
n += data.charCodeAt(i);
h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000;// 2^32
}
this.n = n;
return (n >>> 0) * 2.3283064365386963e-10;// 2^-32
},
/**
* Initialize the state of the random data generator.
*
* @method Phaser.Math.RandomDataGenerator#init
* @since 3.0.0
*
* @param {(string|string[])} seeds - The seeds to initialize the random data generator with.
*/
init: function (seeds)
{
if (typeof seeds === 'string')
{
this.state(seeds);
}
else
{
this.sow(seeds);
}
},
/**
* Reset the seed of the random data generator.
*
* _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present.
*
* @method Phaser.Math.RandomDataGenerator#sow
* @since 3.0.0
*
* @param {string[]} seeds - The array of seeds: the `toString()` of each value is used.
*/
sow: function (seeds)
{
// Always reset to default seed
this.n = 0xefc8249d;
this.s0 = this.hash(' ');
this.s1 = this.hash(' ');
this.s2 = this.hash(' ');
this.c = 1;
if (!seeds)
{
return;
}
// Apply any seeds
for (var i = 0; i < seeds.length && (seeds[i] != null); i++)
{
var seed = seeds[i];
this.s0 -= this.hash(seed);
this.s0 += ~~(this.s0 < 0);
this.s1 -= this.hash(seed);
this.s1 += ~~(this.s1 < 0);
this.s2 -= this.hash(seed);
this.s2 += ~~(this.s2 < 0);
}
},
/**
* Returns a random integer between 0 and 2^32.
*
* @method Phaser.Math.RandomDataGenerator#integer
* @since 3.0.0
*
* @return {number} A random integer between 0 and 2^32.
*/
integer: function ()
{
// 2^32
return this.rnd() * 0x100000000;
},
/**
* Returns a random real number between 0 and 1.
*
* @method Phaser.Math.RandomDataGenerator#frac
* @since 3.0.0
*
* @return {number} A random real number between 0 and 1.
*/
frac: function ()
{
// 2^-53
return this.rnd() + (this.rnd() * 0x200000 | 0) * 1.1102230246251565e-16;
},
/**
* Returns a random real number between 0 and 2^32.
*
* @method Phaser.Math.RandomDataGenerator#real
* @since 3.0.0
*
* @return {number} A random real number between 0 and 2^32.
*/
real: function ()
{
return this.integer() + this.frac();
},
/**
* Returns a random integer between and including min and max.
*
* @method Phaser.Math.RandomDataGenerator#integerInRange
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
integerInRange: function (min, max)
{
return Math.floor(this.realInRange(0, max - min + 1) + min);
},
/**
* Returns a random integer between and including min and max.
* This method is an alias for RandomDataGenerator.integerInRange.
*
* @method Phaser.Math.RandomDataGenerator#between
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
between: function (min, max)
{
return Math.floor(this.realInRange(0, max - min + 1) + min);
},
/**
* Returns a random real number between min and max.
*
* @method Phaser.Math.RandomDataGenerator#realInRange
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
realInRange: function (min, max)
{
return this.frac() * (max - min) + min;
},
/**
* Returns a random real number between -1 and 1.
*
* @method Phaser.Math.RandomDataGenerator#normal
* @since 3.0.0
*
* @return {number} A random real number between -1 and 1.
*/
normal: function ()
{
return 1 - (2 * this.frac());
},
/**
* Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368
*
* @method Phaser.Math.RandomDataGenerator#uuid
* @since 3.0.0
*
* @return {string} A valid RFC4122 version4 ID hex string
*/
uuid: function ()
{
var a = '';
var b = '';
for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac() * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-')
{
// eslint-disable-next-line no-empty
}
return b;
},
/**
* Returns a random element from within the given array.
*
* @method Phaser.Math.RandomDataGenerator#pick
* @since 3.0.0
*
* @param {array} array - The array to pick a random element from.
*
* @return {*} A random member of the array.
*/
pick: function (array)
{
return array[this.integerInRange(0, array.length - 1)];
},
/**
* Returns a sign to be used with multiplication operator.
*
* @method Phaser.Math.RandomDataGenerator#sign
* @since 3.0.0
*
* @return {number} -1 or +1.
*/
sign: function ()
{
return this.pick(this.signs);
},
/**
* Returns a random element from within the given array, favoring the earlier entries.
*
* @method Phaser.Math.RandomDataGenerator#weightedPick
* @since 3.0.0
*
* @param {array} array - The array to pick a random element from.
*
* @return {*} A random member of the array.
*/
weightedPick: function (array)
{
return array[~~(Math.pow(this.frac(), 2) * (array.length - 1) + 0.5)];
},
/**
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
*
* @method Phaser.Math.RandomDataGenerator#timestamp
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random timestamp between min and max.
*/
timestamp: function (min, max)
{
return this.realInRange(min || 946684800000, max || 1577862000000);
},
/**
* Returns a random angle between -180 and 180.
*
* @method Phaser.Math.RandomDataGenerator#angle
* @since 3.0.0
*
* @return {number} A random number between -180 and 180.
*/
angle: function ()
{
return this.integerInRange(-180, 180);
},
/**
* Returns a random rotation in radians, between -3.141 and 3.141
*
* @method Phaser.Math.RandomDataGenerator#rotation
* @since 3.0.0
*
* @return {number} A random number between -3.141 and 3.141
*/
rotation: function ()
{
return this.realInRange(-3.1415926, 3.1415926);
},
/**
* Gets or Sets the state of the generator. This allows you to retain the values
* that the generator is using between games, i.e. in a game save file.
*
* To seed this generator with a previously saved state you can pass it as the
* `seed` value in your game config, or call this method directly after Phaser has booted.
*
* Call this method with no parameters to return the current state.
*
* If providing a state it should match the same format that this method
* returns, which is a string with a header `!rnd` followed by the `c`,
* `s0`, `s1` and `s2` values respectively, each comma-delimited.
*
* @method Phaser.Math.RandomDataGenerator#state
* @since 3.0.0
*
* @param {string} [state] - Generator state to be set.
*
* @return {string} The current state of the generator.
*/
state: function (state)
{
if (typeof state === 'string' && state.match(/^!rnd/))
{
state = state.split(',');
this.c = parseFloat(state[1]);
this.s0 = parseFloat(state[2]);
this.s1 = parseFloat(state[3]);
this.s2 = parseFloat(state[4]);
}
return [ '!rnd', this.c, this.s0, this.s1, this.s2 ].join(',');
},
/**
* Shuffles the given array, using the current seed.
*
* @method Phaser.Math.RandomDataGenerator#shuffle
* @since 3.7.0
*
* @param {array} [array] - The array to be shuffled.
*
* @return {array} The shuffled array.
*/
shuffle: function (array)
{
var len = array.length - 1;
for (var i = len; i > 0; i--)
{
var randomIndex = Math.floor(this.frac() * (i + 1));
var itemAtIndex = array[randomIndex];
array[randomIndex] = array[i];
array[i] = itemAtIndex;
}
return array;
}
});
module.exports = RandomDataGenerator;
/***/ }),
/* 116 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the mean average of the given values.
*
* @function Phaser.Math.Average
* @since 3.0.0
*
* @param {number[]} values - The values to average.
*
* @return {number} The average value.
*/
var Average = function (values)
{
var sum = 0;
for (var i = 0; i < values.length; i++)
{
sum += (+values[i]);
}
return sum / values.length;
};
module.exports = Average;
/***/ }),
/* 117 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Compute a random integer between the `min` and `max` values, inclusive.
*
* @function Phaser.Math.Between
* @since 3.0.0
*
* @param {integer} min - The minimum value.
* @param {integer} max - The maximum value.
*
* @return {integer} The random integer.
*/
var Between = function (min, max)
{
return Math.floor(Math.random() * (max - min + 1) + min);
};
module.exports = Between;
/***/ }),
/* 118 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Ceils to some place comparative to a `base`, default is 10 for decimal place.
*
* The `place` is represented by the power applied to `base` to get that place.
*
* @function Phaser.Math.CeilTo
* @since 3.0.0
*
* @param {number} value - The value to round.
* @param {number} [place=0] - The place to round to.
* @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
*
* @return {number} The rounded value.
*/
var CeilTo = function (value, place, base)
{
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.ceil(value * p) / p;
};
module.exports = CeilTo;
/***/ }),
/* 119 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculates the positive difference of two given numbers.
*
* @function Phaser.Math.Difference
* @since 3.0.0
*
* @param {number} a - The first number in the calculation.
* @param {number} b - The second number in the calculation.
*
* @return {number} The positive difference of the two given numbers.
*/
var Difference = function (a, b)
{
return Math.abs(a - b);
};
module.exports = Difference;
/***/ }),
/* 120 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Generate a random floating point number between the two given bounds, minimum inclusive, maximum exclusive.
*
* @function Phaser.Math.FloatBetween
* @since 3.0.0
*
* @param {number} min - The lower bound for the float, inclusive.
* @param {number} max - The upper bound for the float exclusive.
*
* @return {number} A random float within the given range.
*/
var FloatBetween = function (min, max)
{
return Math.random() * (max - min) + min;
};
module.exports = FloatBetween;
/***/ }),
/* 121 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Floors to some place comparative to a `base`, default is 10 for decimal place.
*
* The `place` is represented by the power applied to `base` to get that place.
*
* @function Phaser.Math.FloorTo
* @since 3.0.0
*
* @param {number} value - The value to round.
* @param {integer} [place=0] - The place to round to.
* @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
*
* @return {number} The rounded value.
*/
var FloorTo = function (value, place, base)
{
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.floor(value * p) / p;
};
module.exports = FloorTo;
/***/ }),
/* 122 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Clamp = __webpack_require__(8);
/**
* Return a value based on the range between `min` and `max` and the percentage given.
*
* @function Phaser.Math.FromPercent
* @since 3.0.0
*
* @param {number} percent - A value between 0 and 1 representing the percentage.
* @param {number} min - The minimum value.
* @param {number} [max] - The maximum value.
*
* @return {number} The value that is `percent` percent between `min` and `max`.
*/
var FromPercent = function (percent, min, max)
{
percent = Clamp(percent, 0, 1);
return (max - min) * percent;
};
module.exports = FromPercent;
/***/ }),
/* 123 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Calculate the speed required to cover a distance in the time given.
*
* @function Phaser.Math.GetSpeed
* @since 3.0.0
*
* @param {number} distance - The distance to travel in pixels.
* @param {integer} time - The time, in ms, to cover the distance in.
*
* @return {number} The amount you will need to increment the position by each step in order to cover the distance in the time given.
*/
var GetSpeed = function (distance, time)
{
return (distance / time) / 1000;
};
module.exports = GetSpeed;
/***/ }),
/* 124 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Check if a given value is an even number.
*
* @function Phaser.Math.IsEven
* @since 3.0.0
*
* @param {number} value - The number to perform the check with.
*
* @return {boolean} Whether the number is even or not.
*/
var IsEven = function (value)
{
// Use abstract equality == for "is number" test
// eslint-disable-next-line eqeqeq
return (value == parseFloat(value)) ? !(value % 2) : void 0;
};
module.exports = IsEven;
/***/ }),
/* 125 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Check if a given value is an even number using a strict type check.
*
* @function Phaser.Math.IsEvenStrict
* @since 3.0.0
*
* @param {number} value - The number to perform the check with.
*
* @return {boolean} Whether the number is even or not.
*/
var IsEvenStrict = function (value)
{
// Use strict equality === for "is number" test
return (value === parseFloat(value)) ? !(value % 2) : void 0;
};
module.exports = IsEvenStrict;
/***/ }),
/* 126 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Add an `amount` to a `value`, limiting the maximum result to `max`.
*
* @function Phaser.Math.MaxAdd
* @since 3.0.0
*
* @param {number} value - The value to add to.
* @param {number} amount - The amount to add.
* @param {number} max - The maximum value to return.
*
* @return {number} The resulting value.
*/
var MaxAdd = function (value, amount, max)
{
return Math.min(value + amount, max);
};
module.exports = MaxAdd;
/***/ }),
/* 127 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Subtract an `amount` from `value`, limiting the minimum result to `min`.
*
* @function Phaser.Math.MinSub
* @since 3.0.0
*
* @param {number} value - The value to subtract from.
* @param {number} amount - The amount to subtract.
* @param {number} min - The minimum value to return.
*
* @return {number} The resulting value.
*/
var MinSub = function (value, amount, min)
{
return Math.max(value - amount, min);
};
module.exports = MinSub;
/***/ }),
/* 128 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Work out what percentage `value` is of the range between `min` and `max`.
* If `max` isn't given then it will return the percentage of `value` to `min`.
*
* You can optionally specify an `upperMax` value, which is a mid-way point in the range that represents 100%, after which the % starts to go down to zero again.
*
* @function Phaser.Math.Percent
* @since 3.0.0
*
* @param {number} value - The value to determine the percentage of.
* @param {number} min - The minimum value.
* @param {number} [max] - The maximum value.
* @param {number} [upperMax] - The mid-way point in the range that represents 100%.
*
* @return {number} A value between 0 and 1 representing the percentage.
*/
var Percent = function (value, min, max, upperMax)
{
if (max === undefined) { max = min + 1; }
var percentage = (value - min) / (max - min);
if (percentage > 1)
{
if (upperMax !== undefined)
{
percentage = ((upperMax - value)) / (upperMax - max);
if (percentage < 0)
{
percentage = 0;
}
}
else
{
percentage = 1;
}
}
else if (percentage < 0)
{
percentage = 0;
}
return percentage;
};
module.exports = Percent;
/***/ }),
/* 129 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Compute a random unit vector.
*
* Computes random values for the given vector between -1 and 1 that can be used to represent a direction.
*
* Optionally accepts a scale value to scale the resulting vector by.
*
* @function Phaser.Math.RandomXY
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} vector - The Vector to compute random values for.
* @param {number} [scale=1] - The scale of the random values.
*
* @return {Phaser.Math.Vector2} The given Vector.
*/
var RandomXY = function (vector, scale)
{
if (scale === undefined) { scale = 1; }
var r = Math.random() * 2 * Math.PI;
vector.x = Math.cos(r) * scale;
vector.y = Math.sin(r) * scale;
return vector;
};
module.exports = RandomXY;
/***/ }),
/* 130 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Compute a random position vector in a spherical area, optionally defined by the given radius.
*
* @function Phaser.Math.RandomXYZ
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for.
* @param {number} [radius=1] - The radius.
*
* @return {Phaser.Math.Vector3} The given Vector.
*/
var RandomXYZ = function (vec3, radius)
{
if (radius === undefined) { radius = 1; }
var r = Math.random() * 2 * Math.PI;
var z = (Math.random() * 2) - 1;
var zScale = Math.sqrt(1 - z * z) * radius;
vec3.x = Math.cos(r) * zScale;
vec3.y = Math.sin(r) * zScale;
vec3.z = z * radius;
return vec3;
};
module.exports = RandomXYZ;
/***/ }),
/* 131 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Compute a random four-dimensional vector.
*
* @function Phaser.Math.RandomXYZW
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for.
* @param {number} [scale=1] - The scale of the random values.
*
* @return {Phaser.Math.Vector4} The given Vector.
*/
var RandomXYZW = function (vec4, scale)
{
if (scale === undefined) { scale = 1; }
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale;
vec4.w = (Math.random() * 2 - 1) * scale;
return vec4;
};
module.exports = RandomXYZW;
/***/ }),
/* 132 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Rotate a given point by a given angle around the origin (0, 0), in an anti-clockwise direction.
*
* @function Phaser.Math.Rotate
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} angle - The angle to be rotated by in an anticlockwise direction.
*
* @return {Phaser.Geom.Point} The given point, rotated by the given angle in an anticlockwise direction.
*/
var Rotate = function (point, angle)
{
var x = point.x;
var y = point.y;
point.x = (x * Math.cos(angle)) - (y * Math.sin(angle));
point.y = (x * Math.sin(angle)) + (y * Math.cos(angle));
return point;
};
module.exports = Rotate;
/***/ }),
/* 133 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Rotate a `point` around `x` and `y` by the given `angle`.
*
* @function Phaser.Math.RotateAround
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
*
* @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates.
*/
var RotateAround = function (point, x, y, angle)
{
var c = Math.cos(angle);
var s = Math.sin(angle);
var tx = point.x - x;
var ty = point.y - y;
point.x = tx * c - ty * s + x;
point.y = tx * s + ty * c + y;
return point;
};
module.exports = RotateAround;
/***/ }),
/* 134 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Rotate a `point` around `x` and `y` by the given `angle` and `distance`.
*
* @function Phaser.Math.RotateAroundDistance
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
* @param {number} distance - The distance from (x, y) to place the point at.
*
* @return {Phaser.Geom.Point} The given point.
*/
var RotateAroundDistance = function (point, x, y, angle, distance)
{
var t = angle + Math.atan2(point.y - y, point.x - x);
point.x = x + (distance * Math.cos(t));
point.y = y + (distance * Math.sin(t));
return point;
};
module.exports = RotateAroundDistance;
/***/ }),
/* 135 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Round a given number so it is further away from zero. That is, positive numbers are rounded up, and negative numbers are rounded down.
*
* @function Phaser.Math.RoundAwayFromZero
* @since 3.0.0
*
* @param {number} value - The number to round.
*
* @return {number} The rounded number, rounded away from zero.
*/
var RoundAwayFromZero = function (value)
{
// "Opposite" of truncate.
return (value > 0) ? Math.ceil(value) : Math.floor(value);
};
module.exports = RoundAwayFromZero;
/***/ }),
/* 136 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Round a value to the given precision.
*
* For example:
*
* ```javascript
* RoundTo(123.456, 0) = 123
* RoundTo(123.456, 1) = 120
* RoundTo(123.456, 2) = 100
* ```
*
* To round the decimal, i.e. to round to precision, pass in a negative `place`:
*
* ```javascript
* RoundTo(123.456789, 0) = 123
* RoundTo(123.456789, -1) = 123.5
* RoundTo(123.456789, -2) = 123.46
* RoundTo(123.456789, -3) = 123.457
* ```
*
* @function Phaser.Math.RoundTo
* @since 3.0.0
*
* @param {number} value - The value to round.
* @param {integer} [place=0] - The place to round to. Positive to round the units, negative to round the decimal.
* @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
*
* @return {number} The rounded value.
*/
var RoundTo = function (value, place, base)
{
if (place === undefined) { place = 0; }
if (base === undefined) { base = 10; }
var p = Math.pow(base, -place);
return Math.round(value * p) / p;
};
module.exports = RoundTo;
/***/ }),
/* 137 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Generate a series of sine and cosine values.
*
* @function Phaser.Math.SinCosTableGenerator
* @since 3.0.0
*
* @param {number} length - The number of values to generate.
* @param {number} [sinAmp=1] - The sine value amplitude.
* @param {number} [cosAmp=1] - The cosine value amplitude.
* @param {number} [frequency=1] - The frequency of the values.
*
* @return {Phaser.Types.Math.SinCosTable} The generated values.
*/
var SinCosTableGenerator = function (length, sinAmp, cosAmp, frequency)
{
if (sinAmp === undefined) { sinAmp = 1; }
if (cosAmp === undefined) { cosAmp = 1; }
if (frequency === undefined) { frequency = 1; }
frequency *= Math.PI / length;
var cos = [];
var sin = [];
for (var c = 0; c < length; c++)
{
cosAmp -= sinAmp * frequency;
sinAmp += cosAmp * frequency;
cos[c] = cosAmp;
sin[c] = sinAmp;
}
return {
sin: sin,
cos: cos,
length: length
};
};
module.exports = SinCosTableGenerator;
/***/ }),
/* 138 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = __webpack_require__(5);
/**
* Returns a Vec2 containing the x and y position of the given index in a `width` x `height` sized grid.
*
* For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.
*
* If the given index is out of range an empty Vec2 is returned.
*
* @function Phaser.Math.ToXY
* @since 3.19.0
*
* @param {integer} index - The position within the grid to get the x/y value for.
* @param {integer} width - The width of the grid.
* @param {integer} height - The height of the grid.
* @param {Phaser.Math.Vector2} [out] - An optional Vector2 to store the result in. If not given, a new Vector2 instance will be created.
*
* @return {Phaser.Math.Vector2} A Vector2 where the x and y properties contain the given grid index.
*/
var ToXY = function (index, width, height, out)
{
if (out === undefined) { out = new Vector2(); }
var x = 0;
var y = 0;
var total = width * height;
if (index > 0 && index <= total)
{
if (index > width - 1)
{
y = Math.floor(index / width);
x = index - (y * width);
}
else
{
x = index;
}
out.set(x, y);
}
return out;
};
module.exports = ToXY;
/***/ }),
/* 139 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector2 = __webpack_require__(5);
/**
* Takes the `x` and `y` coordinates and transforms them into the same space as
* defined by the position, rotation and scale values.
*
* @function Phaser.Math.TransformXY
* @since 3.0.0
*
* @param {number} x - The x coordinate to be transformed.
* @param {number} y - The y coordinate to be transformed.
* @param {number} positionX - Horizontal position of the transform point.
* @param {number} positionY - Vertical position of the transform point.
* @param {number} rotation - Rotation of the transform point, in radians.
* @param {number} scaleX - Horizontal scale of the transform point.
* @param {number} scaleY - Vertical scale of the transform point.
* @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - The output vector, point or object for the translated coordinates.
*
* @return {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} The translated point.
*/
var TransformXY = function (x, y, positionX, positionY, rotation, scaleX, scaleY, output)
{
if (output === undefined) { output = new Vector2(); }
var radianSin = Math.sin(rotation);
var radianCos = Math.cos(rotation);
// Rotate and Scale
var a = radianCos * scaleX;
var b = radianSin * scaleX;
var c = -radianSin * scaleY;
var d = radianCos * scaleY;
// Invert
var id = 1 / ((a * d) + (c * -b));
output.x = (d * id * x) + (-c * id * y) + (((positionY * c) - (positionX * d)) * id);
output.y = (a * id * y) + (-b * id * x) + (((-positionY * a) + (positionX * b)) * id);
return output;
};
module.exports = TransformXY;
/***/ }),
/* 140 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Checks if the two values are within the given `tolerance` of each other.
*
* @function Phaser.Math.Within
* @since 3.0.0
*
* @param {number} a - The first value to use in the calculation.
* @param {number} b - The second value to use in the calculation.
* @param {number} tolerance - The tolerance. Anything equal to or less than this value is considered as being within range.
*
* @return {boolean} Returns `true` if `a` is less than or equal to the tolerance of `b`.
*/
var Within = function (a, b, tolerance)
{
return (Math.abs(a - b) <= tolerance);
};
module.exports = Within;
/***/ }),
/* 141 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A representation of a vector in 4D space.
*
* A four-component vector.
*
* @class Vector4
* @memberof Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
* @param {number} [w] - The w component.
*/
var Vector4 = new Class({
initialize:
function Vector4 (x, y, z, w)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector4#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector4#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
*
* @name Phaser.Math.Vector4#z
* @type {number}
* @default 0
* @since 3.0.0
*/
this.z = 0;
/**
* The w component of this Vector.
*
* @name Phaser.Math.Vector4#w
* @type {number}
* @default 0
* @since 3.0.0
*/
this.w = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
},
/**
* Make a clone of this Vector4.
*
* @method Phaser.Math.Vector4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} A clone of this Vector4.
*/
clone: function ()
{
return new Vector4(this.x, this.y, this.z, this.w);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z || 0;
this.w = src.w || 0;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict quality check against each Vector's components.
*
* @method Phaser.Math.Vector4#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - The vector to check equality with.
*
* @return {boolean} A boolean indicating whether the two Vectors are equal or not.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w));
},
/**
* Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
*
* @method Phaser.Math.Vector4#set
* @since 3.0.0
*
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
* @param {number} y - The y value to set for this Vector.
* @param {number} z - The z value to set for this Vector.
* @param {number} w - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
set: function (x, y, z, w)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
return this;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector4#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z || 0;
this.w += v.w || 0;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector4#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z || 0;
this.w -= v.w || 0;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector4#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
scale: function (scale)
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
this.w *= scale;
return this;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector4#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return Math.sqrt(x * x + y * y + z * z + w * w);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector4#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return x * x + y * y + z * z + w * w;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector4#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var len = x * x + y * y + z * z + w * w;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
this.w = w * len;
}
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector4#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
this.w = aw + t * (v.w - aw);
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
multiply: function (v)
{
this.x *= v.x;
this.y *= v.y;
this.z *= v.z || 1;
this.w *= v.w || 1;
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
divide: function (v)
{
this.x /= v.x;
this.y /= v.y;
this.z /= v.z || 1;
this.w /= v.w || 1;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
var dw = v.w - this.w || 0;
return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector4#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
var dw = v.w - this.w || 0;
return dx * dx + dy * dy + dz * dz + dw * dw;
},
/**
* Negate the `x`, `y`, `z` and `w` components of this Vector.
*
* @method Phaser.Math.Vector4#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
this.w = -this.w;
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector4#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return this;
},
/**
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector4#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformQuat: function (q)
{
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qw = q.w;
// calculate quat * vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
},
/**
* Make this Vector the zero vector (0, 0, 0, 0).
*
* @method Phaser.Math.Vector4#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
return this;
}
});
// TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide;
Vector4.prototype.dist = Vector4.prototype.distance;
Vector4.prototype.distSq = Vector4.prototype.distanceSq;
Vector4.prototype.len = Vector4.prototype.length;
Vector4.prototype.lenSq = Vector4.prototype.lengthSq;
module.exports = Vector4;
/***/ }),
/* 142 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Vector3 = __webpack_require__(10);
var Matrix4 = __webpack_require__(27);
var Quaternion = __webpack_require__(28);
var tmpMat4 = new Matrix4();
var tmpQuat = new Quaternion();
var tmpVec3 = new Vector3();
/**
* Rotates a vector in place by axis angle.
*
* This is the same as transforming a point by an
* axis-angle quaternion, but it has higher precision.
*
* @function Phaser.Math.RotateVec3
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec - The vector to be rotated.
* @param {Phaser.Math.Vector3} axis - The axis to rotate around.
* @param {number} radians - The angle of rotation in radians.
*
* @return {Phaser.Math.Vector3} The given vector.
*/
var RotateVec3 = function (vec, axis, radians)
{
// Set the quaternion to our axis angle
tmpQuat.setAxisAngle(axis, radians);
// Create a rotation matrix from the axis angle
tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));
// Multiply our vector by the rotation matrix
return vec.transformMat4(tmpMat4);
};
module.exports = RotateVec3;
/***/ }),
/* 143 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Phaser Scale Modes.
*
* @namespace Phaser.ScaleModes
* @since 3.0.0
*/
var ScaleModes = {
/**
* Default Scale Mode (Linear).
*
* @name Phaser.ScaleModes.DEFAULT
* @type {integer}
* @readonly
* @since 3.0.0
*/
DEFAULT: 0,
/**
* Linear Scale Mode.
*
* @name Phaser.ScaleModes.LINEAR
* @type {integer}
* @readonly
* @since 3.0.0
*/
LINEAR: 0,
/**
* Nearest Scale Mode.
*
* @name Phaser.ScaleModes.NEAREST
* @type {integer}
* @readonly
* @since 3.0.0
*/
NEAREST: 1
};
module.exports = ScaleModes;
/***/ }),
/* 144 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scale Manager Resize Event.
*
* This event is dispatched whenever the Scale Manager detects a resize event from the browser.
* It sends three parameters to the callback, each of them being Size components. You can read
* the `width`, `height`, `aspectRatio` and other properties of these components to help with
* scaling your own game content.
*
* @event Phaser.Scale.Events#RESIZE
* @since 3.16.1
*
* @param {Phaser.Structs.Size} gameSize - A reference to the Game Size component. This is the un-scaled size of your game canvas.
* @param {Phaser.Structs.Size} baseSize - A reference to the Base Size component. This is the game size multiplied by resolution.
* @param {Phaser.Structs.Size} displaySize - A reference to the Display Size component. This is the scaled canvas size, after applying zoom and scale mode.
* @param {number} resolution - The current resolution. Defaults to 1 at the moment.
* @param {number} previousWidth - If the `gameSize` has changed, this value contains its previous width, otherwise it contains the current width.
* @param {number} previousHeight - If the `gameSize` has changed, this value contains its previous height, otherwise it contains the current height.
*/
module.exports = 'resize';
/***/ }),
/* 145 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var BasePlugin = __webpack_require__(146);
var Class = __webpack_require__(0);
var SceneEvents = __webpack_require__(147);
/**
* @classdesc
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
* It can listen for Scene events and respond to them.
* It can map itself to a Scene property, or into the Scene Systems, or both.
*
* @class ScenePlugin
* @memberof Phaser.Plugins
* @extends Phaser.Plugins.BasePlugin
* @constructor
* @since 3.8.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
*/
var ScenePlugin = new Class({
Extends: BasePlugin,
initialize:
function ScenePlugin (scene, pluginManager)
{
BasePlugin.call(this, pluginManager);
this.scene = scene;
this.systems = scene.sys;
scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
},
/**
* This method is called when the Scene boots. It is only ever called once.
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
* Here are the Scene events you can listen to:
*
* start
* ready
* preupdate
* update
* postupdate
* resize
* pause
* resume
* sleep
* wake
* transitioninit
* transitionstart
* transitioncomplete
* transitionout
* shutdown
* destroy
*
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
*
* ```javascript
* var eventEmitter = this.systems.events;
* eventEmitter.once('destroy', this.sceneDestroy, this);
* ```
*
* @method Phaser.Plugins.ScenePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
}
});
module.exports = ScenePlugin;
/***/ }),
/* 146 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A Global Plugin is installed just once into the Game owned Plugin Manager.
* It can listen for Game events and respond to them.
*
* @class BasePlugin
* @memberof Phaser.Plugins
* @constructor
* @since 3.8.0
*
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
*/
var BasePlugin = new Class({
initialize:
function BasePlugin (pluginManager)
{
/**
* A handy reference to the Plugin Manager that is responsible for this plugin.
* Can be used as a route to gain access to game systems and events.
*
* @name Phaser.Plugins.BasePlugin#pluginManager
* @type {Phaser.Plugins.PluginManager}
* @protected
* @since 3.8.0
*/
this.pluginManager = pluginManager;
/**
* A reference to the Game instance this plugin is running under.
*
* @name Phaser.Plugins.BasePlugin#game
* @type {Phaser.Game}
* @protected
* @since 3.8.0
*/
this.game = pluginManager.game;
/**
* A reference to the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#systems
* @type {?Phaser.Scenes.Systems}
* @protected
* @since 3.8.0
*/
this.systems;
},
/**
* Called by the PluginManager when this plugin is first instantiated.
* It will never be called again on this instance.
* In here you can set-up whatever you need for this plugin to run.
* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
*
* @method Phaser.Plugins.BasePlugin#init
* @since 3.8.0
*
* @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).
*/
init: function ()
{
},
/**
* Called by the PluginManager when this plugin is started.
* If a plugin is stopped, and then started again, this will get called again.
* Typically called immediately after `BasePlugin.init`.
*
* @method Phaser.Plugins.BasePlugin#start
* @since 3.8.0
*/
start: function ()
{
// Here are the game-level events you can listen to.
// At the very least you should offer a destroy handler for when the game closes down.
// var eventEmitter = this.game.events;
// eventEmitter.once('destroy', this.gameDestroy, this);
// eventEmitter.on('pause', this.gamePause, this);
// eventEmitter.on('resume', this.gameResume, this);
// eventEmitter.on('resize', this.gameResize, this);
// eventEmitter.on('prestep', this.gamePreStep, this);
// eventEmitter.on('step', this.gameStep, this);
// eventEmitter.on('poststep', this.gamePostStep, this);
// eventEmitter.on('prerender', this.gamePreRender, this);
// eventEmitter.on('postrender', this.gamePostRender, this);
},
/**
* Called by the PluginManager when this plugin is stopped.
* The game code has requested that your plugin stop doing whatever it does.
* It is now considered as 'inactive' by the PluginManager.
* Handle that process here (i.e. stop listening for events, etc)
* If the plugin is started again then `BasePlugin.start` will be called again.
*
* @method Phaser.Plugins.BasePlugin#stop
* @since 3.8.0
*/
stop: function ()
{
},
/**
* If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots.
* By this point the plugin properties `scene` and `systems` will have already been set.
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
*
* @method Phaser.Plugins.BasePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
// Here are the Scene events you can listen to.
// At the very least you should offer a destroy handler for when the Scene closes down.
// var eventEmitter = this.systems.events;
// eventEmitter.once('destroy', this.sceneDestroy, this);
// eventEmitter.on('start', this.sceneStart, this);
// eventEmitter.on('preupdate', this.scenePreUpdate, this);
// eventEmitter.on('update', this.sceneUpdate, this);
// eventEmitter.on('postupdate', this.scenePostUpdate, this);
// eventEmitter.on('pause', this.scenePause, this);
// eventEmitter.on('resume', this.sceneResume, this);
// eventEmitter.on('sleep', this.sceneSleep, this);
// eventEmitter.on('wake', this.sceneWake, this);
// eventEmitter.on('shutdown', this.sceneShutdown, this);
// eventEmitter.on('destroy', this.sceneDestroy, this);
},
/**
* Game instance has been destroyed.
* You must release everything in here, all references, all objects, free it all up.
*
* @method Phaser.Plugins.BasePlugin#destroy
* @since 3.8.0
*/
destroy: function ()
{
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = BasePlugin;
/***/ }),
/* 147 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Scenes.Events
*/
module.exports = {
BOOT: __webpack_require__(148),
CREATE: __webpack_require__(149),
DESTROY: __webpack_require__(150),
PAUSE: __webpack_require__(151),
POST_UPDATE: __webpack_require__(152),
PRE_UPDATE: __webpack_require__(153),
READY: __webpack_require__(154),
RENDER: __webpack_require__(155),
RESUME: __webpack_require__(156),
SHUTDOWN: __webpack_require__(157),
SLEEP: __webpack_require__(158),
START: __webpack_require__(159),
TRANSITION_COMPLETE: __webpack_require__(160),
TRANSITION_INIT: __webpack_require__(161),
TRANSITION_OUT: __webpack_require__(162),
TRANSITION_START: __webpack_require__(163),
TRANSITION_WAKE: __webpack_require__(164),
UPDATE: __webpack_require__(165),
WAKE: __webpack_require__(166)
};
/***/ }),
/* 148 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Boot Event.
*
* This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins.
*
* Listen to it from a Scene using `this.scene.events.on('boot', listener)`.
*
* @event Phaser.Scenes.Events#BOOT
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
*/
module.exports = 'boot';
/***/ }),
/* 149 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Create Event.
*
* This event is dispatched by a Scene after it has been created by the Scene Manager.
*
* If a Scene has a `create` method then this event is emitted _after_ that has run.
*
* If there is a transition, this event will be fired after the `TRANSITION_START` event.
*
* Listen to it from a Scene using `this.scene.events.on('create', listener)`.
*
* @event Phaser.Scenes.Events#CREATE
* @since 3.17.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that emitted this event.
*/
module.exports = 'create';
/***/ }),
/* 150 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Destroy Event.
*
* This event is dispatched by a Scene during the Scene Systems destroy process.
*
* Listen to it from a Scene using `this.scene.events.on('destroy', listener)`.
*
* You should destroy any resources that may be in use by your Scene in this event handler.
*
* @event Phaser.Scenes.Events#DESTROY
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
*/
module.exports = 'destroy';
/***/ }),
/* 151 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Pause Event.
*
* This event is dispatched by a Scene when it is paused, either directly via the `pause` method, or as an
* action from another Scene.
*
* Listen to it from a Scene using `this.scene.events.on('pause', listener)`.
*
* @event Phaser.Scenes.Events#PAUSE
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was paused.
*/
module.exports = 'pause';
/***/ }),
/* 152 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Post Update Event.
*
* This event is dispatched by a Scene during the main game loop step.
*
* The event flow for a single step of a Scene is as follows:
*
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
* 3. The `Scene.update` method is called, if it exists
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
*
* Listen to it from a Scene using `this.scene.events.on('postupdate', listener)`.
*
* A Scene will only run its step if it is active.
*
* @event Phaser.Scenes.Events#POST_UPDATE
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
module.exports = 'postupdate';
/***/ }),
/* 153 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Pre Update Event.
*
* This event is dispatched by a Scene during the main game loop step.
*
* The event flow for a single step of a Scene is as follows:
*
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
* 3. The `Scene.update` method is called, if it exists
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
*
* Listen to it from a Scene using `this.scene.events.on('preupdate', listener)`.
*
* A Scene will only run its step if it is active.
*
* @event Phaser.Scenes.Events#PRE_UPDATE
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
module.exports = 'preupdate';
/***/ }),
/* 154 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Ready Event.
*
* This event is dispatched by a Scene during the Scene Systems start process.
* By this point in the process the Scene is now fully active and rendering.
* This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event.
*
* Listen to it from a Scene using `this.scene.events.on('ready', listener)`.
*
* @event Phaser.Scenes.Events#READY
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was started.
*/
module.exports = 'ready';
/***/ }),
/* 155 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Render Event.
*
* This event is dispatched by a Scene during the main game loop step.
*
* The event flow for a single step of a Scene is as follows:
*
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
* 3. The `Scene.update` method is called, if it exists
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
*
* Listen to it from a Scene using `this.scene.events.on('render', listener)`.
*
* A Scene will only render if it is visible and active.
* By the time this event is dispatched, the Scene will have already been rendered.
*
* @event Phaser.Scenes.Events#RENDER
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - The renderer that rendered the Scene.
*/
module.exports = 'render';
/***/ }),
/* 156 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Resume Event.
*
* This event is dispatched by a Scene when it is resumed from a paused state, either directly via the `resume` method,
* or as an action from another Scene.
*
* Listen to it from a Scene using `this.scene.events.on('resume', listener)`.
*
* @event Phaser.Scenes.Events#RESUME
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was resumed.
*/
module.exports = 'resume';
/***/ }),
/* 157 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Shutdown Event.
*
* This event is dispatched by a Scene during the Scene Systems shutdown process.
*
* Listen to it from a Scene using `this.scene.events.on('shutdown', listener)`.
*
* You should free-up any resources that may be in use by your Scene in this event handler, on the understanding
* that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not
* currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources.
*
* @event Phaser.Scenes.Events#SHUTDOWN
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was shutdown.
*/
module.exports = 'shutdown';
/***/ }),
/* 158 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Sleep Event.
*
* This event is dispatched by a Scene when it is sent to sleep, either directly via the `sleep` method,
* or as an action from another Scene.
*
* Listen to it from a Scene using `this.scene.events.on('sleep', listener)`.
*
* @event Phaser.Scenes.Events#SLEEP
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was sent to sleep.
*/
module.exports = 'sleep';
/***/ }),
/* 159 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Start Event.
*
* This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins.
*
* Listen to it from a Scene using `this.scene.events.on('start', listener)`.
*
* @event Phaser.Scenes.Events#START
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
*/
module.exports = 'start';
/***/ }),
/* 160 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Transition Complete Event.
*
* This event is dispatched by the Target Scene of a transition.
*
* It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration
* of the transition.
*
* Listen to it from a Scene using `this.scene.events.on('transitioncomplete', listener)`.
*
* The Scene Transition event flow is as follows:
*
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
*
* @event Phaser.Scenes.Events#TRANSITION_COMPLETE
* @since 3.5.0
*
* @param {Phaser.Scene} scene -The Scene on which the transitioned completed.
*/
module.exports = 'transitioncomplete';
/***/ }),
/* 161 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Transition Init Event.
*
* This event is dispatched by the Target Scene of a transition.
*
* It happens immediately after the `Scene.init` method is called. If the Scene does not have an `init` method,
* this event is not dispatched.
*
* Listen to it from a Scene using `this.scene.events.on('transitioninit', listener)`.
*
* The Scene Transition event flow is as follows:
*
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
*
* @event Phaser.Scenes.Events#TRANSITION_INIT
* @since 3.5.0
*
* @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
* @param {number} duration - The duration of the transition in ms.
*/
module.exports = 'transitioninit';
/***/ }),
/* 162 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Transition Out Event.
*
* This event is dispatched by a Scene when it initiates a transition to another Scene.
*
* Listen to it from a Scene using `this.scene.events.on('transitionout', listener)`.
*
* The Scene Transition event flow is as follows:
*
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
*
* @event Phaser.Scenes.Events#TRANSITION_OUT
* @since 3.5.0
*
* @param {Phaser.Scene} target - A reference to the Scene that is being transitioned to.
* @param {number} duration - The duration of the transition in ms.
*/
module.exports = 'transitionout';
/***/ }),
/* 163 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Transition Start Event.
*
* This event is dispatched by the Target Scene of a transition, only if that Scene was not asleep.
*
* It happens immediately after the `Scene.create` method is called. If the Scene does not have a `create` method,
* this event is dispatched anyway.
*
* If the Target Scene was sleeping then the [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is
* dispatched instead of this event.
*
* Listen to it from a Scene using `this.scene.events.on('transitionstart', listener)`.
*
* The Scene Transition event flow is as follows:
*
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
*
* @event Phaser.Scenes.Events#TRANSITION_START
* @since 3.5.0
*
* @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
* @param {number} duration - The duration of the transition in ms.
*/
module.exports = 'transitionstart';
/***/ }),
/* 164 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Transition Wake Event.
*
* This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before
* the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead.
*
* Listen to it from a Scene using `this.scene.events.on('transitionwake', listener)`.
*
* The Scene Transition event flow is as follows:
*
* 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
* 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
* 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
* 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
* 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
*
* @event Phaser.Scenes.Events#TRANSITION_WAKE
* @since 3.5.0
*
* @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
* @param {number} duration - The duration of the transition in ms.
*/
module.exports = 'transitionwake';
/***/ }),
/* 165 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Update Event.
*
* This event is dispatched by a Scene during the main game loop step.
*
* The event flow for a single step of a Scene is as follows:
*
* 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
* 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
* 3. The `Scene.update` method is called, if it exists
* 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
* 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
*
* Listen to it from a Scene using `this.scene.events.on('update', listener)`.
*
* A Scene will only run its step if it is active.
*
* @event Phaser.Scenes.Events#UPDATE
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
*/
module.exports = 'update';
/***/ }),
/* 166 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Scene Systems Wake Event.
*
* This event is dispatched by a Scene when it is woken from sleep, either directly via the `wake` method,
* or as an action from another Scene.
*
* Listen to it from a Scene using `this.scene.events.on('wake', listener)`.
*
* @event Phaser.Scenes.Events#WAKE
* @since 3.0.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
* @param {any} [data] - An optional data object that was passed to this Scene when it was woken up.
*/
module.exports = 'wake';
/***/ }),
/* 167 */
/***/ (function(module, exports) {
/*** IMPORTS FROM imports-loader ***/
(function() {
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var spine;
(function (spine) {
var Animation = (function () {
function Animation(name, timelines, duration) {
if (name == null)
throw new Error("name cannot be null.");
if (timelines == null)
throw new Error("timelines cannot be null.");
this.name = name;
this.timelines = timelines;
this.duration = duration;
}
Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) {
if (skeleton == null)
throw new Error("skeleton cannot be null.");
if (loop && this.duration != 0) {
time %= this.duration;
if (lastTime > 0)
lastTime %= this.duration;
}
var timelines = this.timelines;
for (var i = 0, n = timelines.length; i < n; i++)
timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
};
Animation.binarySearch = function (values, target, step) {
if (step === void 0) { step = 1; }
var low = 0;
var high = values.length / step - 2;
if (high == 0)
return step;
var current = high >>> 1;
while (true) {
if (values[(current + 1) * step] <= target)
low = current + 1;
else
high = current;
if (low == high)
return (low + 1) * step;
current = (low + high) >>> 1;
}
};
Animation.linearSearch = function (values, target, step) {
for (var i = 0, last = values.length - step; i <= last; i += step)
if (values[i] > target)
return i;
return -1;
};
return Animation;
}());
spine.Animation = Animation;
var MixBlend;
(function (MixBlend) {
MixBlend[MixBlend["setup"] = 0] = "setup";
MixBlend[MixBlend["first"] = 1] = "first";
MixBlend[MixBlend["replace"] = 2] = "replace";
MixBlend[MixBlend["add"] = 3] = "add";
})(MixBlend = spine.MixBlend || (spine.MixBlend = {}));
var MixDirection;
(function (MixDirection) {
MixDirection[MixDirection["in"] = 0] = "in";
MixDirection[MixDirection["out"] = 1] = "out";
})(MixDirection = spine.MixDirection || (spine.MixDirection = {}));
var TimelineType;
(function (TimelineType) {
TimelineType[TimelineType["rotate"] = 0] = "rotate";
TimelineType[TimelineType["translate"] = 1] = "translate";
TimelineType[TimelineType["scale"] = 2] = "scale";
TimelineType[TimelineType["shear"] = 3] = "shear";
TimelineType[TimelineType["attachment"] = 4] = "attachment";
TimelineType[TimelineType["color"] = 5] = "color";
TimelineType[TimelineType["deform"] = 6] = "deform";
TimelineType[TimelineType["event"] = 7] = "event";
TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder";
TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint";
TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint";
TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition";
TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing";
TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix";
TimelineType[TimelineType["twoColor"] = 14] = "twoColor";
})(TimelineType = spine.TimelineType || (spine.TimelineType = {}));
var CurveTimeline = (function () {
function CurveTimeline(frameCount) {
if (frameCount <= 0)
throw new Error("frameCount must be > 0: " + frameCount);
this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
}
CurveTimeline.prototype.getFrameCount = function () {
return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
};
CurveTimeline.prototype.setLinear = function (frameIndex) {
this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
};
CurveTimeline.prototype.setStepped = function (frameIndex) {
this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
};
CurveTimeline.prototype.getCurveType = function (frameIndex) {
var index = frameIndex * CurveTimeline.BEZIER_SIZE;
if (index == this.curves.length)
return CurveTimeline.LINEAR;
var type = this.curves[index];
if (type == CurveTimeline.LINEAR)
return CurveTimeline.LINEAR;
if (type == CurveTimeline.STEPPED)
return CurveTimeline.STEPPED;
return CurveTimeline.BEZIER;
};
CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
var i = frameIndex * CurveTimeline.BEZIER_SIZE;
var curves = this.curves;
curves[i++] = CurveTimeline.BEZIER;
var x = dfx, y = dfy;
for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
x += dfx;
y += dfy;
}
};
CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
percent = spine.MathUtils.clamp(percent, 0, 1);
var curves = this.curves;
var i = frameIndex * CurveTimeline.BEZIER_SIZE;
var type = curves[i];
if (type == CurveTimeline.LINEAR)
return percent;
if (type == CurveTimeline.STEPPED)
return 0;
i++;
var x = 0;
for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
x = curves[i];
if (x >= percent) {
var prevX = void 0, prevY = void 0;
if (i == start) {
prevX = 0;
prevY = 0;
}
else {
prevX = curves[i - 2];
prevY = curves[i - 1];
}
return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
}
}
var y = curves[i - 1];
return y + (1 - y) * (percent - x) / (1 - x);
};
CurveTimeline.LINEAR = 0;
CurveTimeline.STEPPED = 1;
CurveTimeline.BEZIER = 2;
CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
return CurveTimeline;
}());
spine.CurveTimeline = CurveTimeline;
var RotateTimeline = (function (_super) {
__extends(RotateTimeline, _super);
function RotateTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount << 1);
return _this;
}
RotateTimeline.prototype.getPropertyId = function () {
return (TimelineType.rotate << 24) + this.boneIndex;
};
RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
frameIndex <<= 1;
this.frames[frameIndex] = time;
this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
};
RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation;
return;
case MixBlend.first:
var r_1 = bone.data.rotation - bone.rotation;
bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha;
}
return;
}
if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION];
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation + r_2 * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
r_2 += bone.data.rotation - bone.rotation;
r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360;
case MixBlend.add:
bone.rotation += r_2 * alpha;
}
return;
}
var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
var frameTime = frames[frame];
var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent;
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
r += bone.data.rotation - bone.rotation;
case MixBlend.add:
bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
}
};
RotateTimeline.ENTRIES = 2;
RotateTimeline.PREV_TIME = -2;
RotateTimeline.PREV_ROTATION = -1;
RotateTimeline.ROTATION = 1;
return RotateTimeline;
}(CurveTimeline));
spine.RotateTimeline = RotateTimeline;
var TranslateTimeline = (function (_super) {
__extends(TranslateTimeline, _super);
function TranslateTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
return _this;
}
TranslateTimeline.prototype.getPropertyId = function () {
return (TimelineType.translate << 24) + this.boneIndex;
};
TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
frameIndex *= TranslateTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + TranslateTimeline.X] = x;
this.frames[frameIndex + TranslateTimeline.Y] = y;
};
TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case MixBlend.first:
bone.x += (bone.data.x - bone.x) * alpha;
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
var x = 0, y = 0;
if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
x = frames[frames.length + TranslateTimeline.PREV_X];
y = frames[frames.length + TranslateTimeline.PREV_Y];
}
else {
var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
x = frames[frame + TranslateTimeline.PREV_X];
y = frames[frame + TranslateTimeline.PREV_Y];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
x += (frames[frame + TranslateTimeline.X] - x) * percent;
y += (frames[frame + TranslateTimeline.Y] - y) * percent;
}
switch (blend) {
case MixBlend.setup:
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case MixBlend.add:
bone.x += x * alpha;
bone.y += y * alpha;
}
};
TranslateTimeline.ENTRIES = 3;
TranslateTimeline.PREV_TIME = -3;
TranslateTimeline.PREV_X = -2;
TranslateTimeline.PREV_Y = -1;
TranslateTimeline.X = 1;
TranslateTimeline.Y = 2;
return TranslateTimeline;
}(CurveTimeline));
spine.TranslateTimeline = TranslateTimeline;
var ScaleTimeline = (function (_super) {
__extends(ScaleTimeline, _super);
function ScaleTimeline(frameCount) {
return _super.call(this, frameCount) || this;
}
ScaleTimeline.prototype.getPropertyId = function () {
return (TimelineType.scale << 24) + this.boneIndex;
};
ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case MixBlend.first:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
var x = 0, y = 0;
if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
}
else {
var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
x = frames[frame + ScaleTimeline.PREV_X];
y = frames[frame + ScaleTimeline.PREV_Y];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX;
y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY;
}
if (alpha == 1) {
if (blend == MixBlend.add) {
bone.scaleX += x - bone.data.scaleX;
bone.scaleY += y - bone.data.scaleY;
}
else {
bone.scaleX = x;
bone.scaleY = y;
}
}
else {
var bx = 0, by = 0;
if (direction == MixDirection.out) {
switch (blend) {
case MixBlend.setup:
bx = bone.data.scaleX;
by = bone.data.scaleY;
bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
break;
case MixBlend.add:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha;
bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha;
}
}
else {
switch (blend) {
case MixBlend.setup:
bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x);
by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x);
by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case MixBlend.add:
bx = spine.MathUtils.signum(x);
by = spine.MathUtils.signum(y);
bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha;
bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha;
}
}
}
};
return ScaleTimeline;
}(TranslateTimeline));
spine.ScaleTimeline = ScaleTimeline;
var ShearTimeline = (function (_super) {
__extends(ShearTimeline, _super);
function ShearTimeline(frameCount) {
return _super.call(this, frameCount) || this;
}
ShearTimeline.prototype.getPropertyId = function () {
return (TimelineType.shear << 24) + this.boneIndex;
};
ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var frames = this.frames;
var bone = skeleton.bones[this.boneIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case MixBlend.first:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
var x = 0, y = 0;
if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
x = frames[frames.length + ShearTimeline.PREV_X];
y = frames[frames.length + ShearTimeline.PREV_Y];
}
else {
var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
x = frames[frame + ShearTimeline.PREV_X];
y = frames[frame + ShearTimeline.PREV_Y];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
x = x + (frames[frame + ShearTimeline.X] - x) * percent;
y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
}
switch (blend) {
case MixBlend.setup:
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
break;
case MixBlend.first:
case MixBlend.replace:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case MixBlend.add:
bone.shearX += x * alpha;
bone.shearY += y * alpha;
}
};
return ShearTimeline;
}(TranslateTimeline));
spine.ShearTimeline = ShearTimeline;
var ColorTimeline = (function (_super) {
__extends(ColorTimeline, _super);
function ColorTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
return _this;
}
ColorTimeline.prototype.getPropertyId = function () {
return (TimelineType.color << 24) + this.slotIndex;
};
ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
frameIndex *= ColorTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + ColorTimeline.R] = r;
this.frames[frameIndex + ColorTimeline.G] = g;
this.frames[frameIndex + ColorTimeline.B] = b;
this.frames[frameIndex + ColorTimeline.A] = a;
};
ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var slot = skeleton.slots[this.slotIndex];
var frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
slot.color.setFromColor(slot.data.color);
return;
case MixBlend.first:
var color = slot.color, setup = slot.data.color;
color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
}
return;
}
var r = 0, g = 0, b = 0, a = 0;
if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
var i = frames.length;
r = frames[i + ColorTimeline.PREV_R];
g = frames[i + ColorTimeline.PREV_G];
b = frames[i + ColorTimeline.PREV_B];
a = frames[i + ColorTimeline.PREV_A];
}
else {
var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
r = frames[frame + ColorTimeline.PREV_R];
g = frames[frame + ColorTimeline.PREV_G];
b = frames[frame + ColorTimeline.PREV_B];
a = frames[frame + ColorTimeline.PREV_A];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
r += (frames[frame + ColorTimeline.R] - r) * percent;
g += (frames[frame + ColorTimeline.G] - g) * percent;
b += (frames[frame + ColorTimeline.B] - b) * percent;
a += (frames[frame + ColorTimeline.A] - a) * percent;
}
if (alpha == 1)
slot.color.set(r, g, b, a);
else {
var color = slot.color;
if (blend == MixBlend.setup)
color.setFromColor(slot.data.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
};
ColorTimeline.ENTRIES = 5;
ColorTimeline.PREV_TIME = -5;
ColorTimeline.PREV_R = -4;
ColorTimeline.PREV_G = -3;
ColorTimeline.PREV_B = -2;
ColorTimeline.PREV_A = -1;
ColorTimeline.R = 1;
ColorTimeline.G = 2;
ColorTimeline.B = 3;
ColorTimeline.A = 4;
return ColorTimeline;
}(CurveTimeline));
spine.ColorTimeline = ColorTimeline;
var TwoColorTimeline = (function (_super) {
__extends(TwoColorTimeline, _super);
function TwoColorTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES);
return _this;
}
TwoColorTimeline.prototype.getPropertyId = function () {
return (TimelineType.twoColor << 24) + this.slotIndex;
};
TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) {
frameIndex *= TwoColorTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + TwoColorTimeline.R] = r;
this.frames[frameIndex + TwoColorTimeline.G] = g;
this.frames[frameIndex + TwoColorTimeline.B] = b;
this.frames[frameIndex + TwoColorTimeline.A] = a;
this.frames[frameIndex + TwoColorTimeline.R2] = r2;
this.frames[frameIndex + TwoColorTimeline.G2] = g2;
this.frames[frameIndex + TwoColorTimeline.B2] = b2;
};
TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var slot = skeleton.slots[this.slotIndex];
var frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
slot.color.setFromColor(slot.data.color);
slot.darkColor.setFromColor(slot.data.darkColor);
return;
case MixBlend.first:
var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor;
light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha);
dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
}
return;
}
var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
var i = frames.length;
r = frames[i + TwoColorTimeline.PREV_R];
g = frames[i + TwoColorTimeline.PREV_G];
b = frames[i + TwoColorTimeline.PREV_B];
a = frames[i + TwoColorTimeline.PREV_A];
r2 = frames[i + TwoColorTimeline.PREV_R2];
g2 = frames[i + TwoColorTimeline.PREV_G2];
b2 = frames[i + TwoColorTimeline.PREV_B2];
}
else {
var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES);
r = frames[frame + TwoColorTimeline.PREV_R];
g = frames[frame + TwoColorTimeline.PREV_G];
b = frames[frame + TwoColorTimeline.PREV_B];
a = frames[frame + TwoColorTimeline.PREV_A];
r2 = frames[frame + TwoColorTimeline.PREV_R2];
g2 = frames[frame + TwoColorTimeline.PREV_G2];
b2 = frames[frame + TwoColorTimeline.PREV_B2];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime));
r += (frames[frame + TwoColorTimeline.R] - r) * percent;
g += (frames[frame + TwoColorTimeline.G] - g) * percent;
b += (frames[frame + TwoColorTimeline.B] - b) * percent;
a += (frames[frame + TwoColorTimeline.A] - a) * percent;
r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent;
g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
}
if (alpha == 1) {
slot.color.set(r, g, b, a);
slot.darkColor.set(r2, g2, b2, 1);
}
else {
var light = slot.color, dark = slot.darkColor;
if (blend == MixBlend.setup) {
light.setFromColor(slot.data.color);
dark.setFromColor(slot.data.darkColor);
}
light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
}
};
TwoColorTimeline.ENTRIES = 8;
TwoColorTimeline.PREV_TIME = -8;
TwoColorTimeline.PREV_R = -7;
TwoColorTimeline.PREV_G = -6;
TwoColorTimeline.PREV_B = -5;
TwoColorTimeline.PREV_A = -4;
TwoColorTimeline.PREV_R2 = -3;
TwoColorTimeline.PREV_G2 = -2;
TwoColorTimeline.PREV_B2 = -1;
TwoColorTimeline.R = 1;
TwoColorTimeline.G = 2;
TwoColorTimeline.B = 3;
TwoColorTimeline.A = 4;
TwoColorTimeline.R2 = 5;
TwoColorTimeline.G2 = 6;
TwoColorTimeline.B2 = 7;
return TwoColorTimeline;
}(CurveTimeline));
spine.TwoColorTimeline = TwoColorTimeline;
var AttachmentTimeline = (function () {
function AttachmentTimeline(frameCount) {
this.frames = spine.Utils.newFloatArray(frameCount);
this.attachmentNames = new Array(frameCount);
}
AttachmentTimeline.prototype.getPropertyId = function () {
return (TimelineType.attachment << 24) + this.slotIndex;
};
AttachmentTimeline.prototype.getFrameCount = function () {
return this.frames.length;
};
AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
this.frames[frameIndex] = time;
this.attachmentNames[frameIndex] = attachmentName;
};
AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
var slot = skeleton.slots[this.slotIndex];
if (direction == MixDirection.out && blend == MixBlend.setup) {
var attachmentName_1 = slot.data.attachmentName;
slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1));
return;
}
var frames = this.frames;
if (time < frames[0]) {
if (blend == MixBlend.setup || blend == MixBlend.first) {
var attachmentName_2 = slot.data.attachmentName;
slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2));
}
return;
}
var frameIndex = 0;
if (time >= frames[frames.length - 1])
frameIndex = frames.length - 1;
else
frameIndex = Animation.binarySearch(frames, time, 1) - 1;
var attachmentName = this.attachmentNames[frameIndex];
skeleton.slots[this.slotIndex]
.setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
};
return AttachmentTimeline;
}());
spine.AttachmentTimeline = AttachmentTimeline;
var zeros = null;
var DeformTimeline = (function (_super) {
__extends(DeformTimeline, _super);
function DeformTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount);
_this.frameVertices = new Array(frameCount);
if (zeros == null)
zeros = spine.Utils.newFloatArray(64);
return _this;
}
DeformTimeline.prototype.getPropertyId = function () {
return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex;
};
DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
this.frames[frameIndex] = time;
this.frameVertices[frameIndex] = vertices;
};
DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var slot = skeleton.slots[this.slotIndex];
var slotAttachment = slot.getAttachment();
if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
return;
var verticesArray = slot.attachmentVertices;
if (verticesArray.length == 0)
blend = MixBlend.setup;
var frameVertices = this.frameVertices;
var vertexCount = frameVertices[0].length;
var frames = this.frames;
if (time < frames[0]) {
var vertexAttachment = slotAttachment;
switch (blend) {
case MixBlend.setup:
verticesArray.length = 0;
return;
case MixBlend.first:
if (alpha == 1) {
verticesArray.length = 0;
break;
}
var vertices_1 = spine.Utils.setArraySize(verticesArray, vertexCount);
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices;
for (var i = 0; i < vertexCount; i++)
vertices_1[i] += (setupVertices[i] - vertices_1[i]) * alpha;
}
else {
alpha = 1 - alpha;
for (var i = 0; i < vertexCount; i++)
vertices_1[i] *= alpha;
}
}
return;
}
var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
if (time >= frames[frames.length - 1]) {
var lastVertices = frameVertices[frames.length - 1];
if (alpha == 1) {
if (blend == MixBlend.add) {
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices;
for (var i_1 = 0; i_1 < vertexCount; i_1++) {
vertices[i_1] += lastVertices[i_1] - setupVertices[i_1];
}
}
else {
for (var i_2 = 0; i_2 < vertexCount; i_2++)
vertices[i_2] += lastVertices[i_2];
}
}
else {
spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
}
}
else {
switch (blend) {
case MixBlend.setup: {
var vertexAttachment_1 = slotAttachment;
if (vertexAttachment_1.bones == null) {
var setupVertices = vertexAttachment_1.vertices;
for (var i_3 = 0; i_3 < vertexCount; i_3++) {
var setup = setupVertices[i_3];
vertices[i_3] = setup + (lastVertices[i_3] - setup) * alpha;
}
}
else {
for (var i_4 = 0; i_4 < vertexCount; i_4++)
vertices[i_4] = lastVertices[i_4] * alpha;
}
break;
}
case MixBlend.first:
case MixBlend.replace:
for (var i_5 = 0; i_5 < vertexCount; i_5++)
vertices[i_5] += (lastVertices[i_5] - vertices[i_5]) * alpha;
case MixBlend.add:
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices;
for (var i_6 = 0; i_6 < vertexCount; i_6++) {
vertices[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha;
}
}
else {
for (var i_7 = 0; i_7 < vertexCount; i_7++)
vertices[i_7] += lastVertices[i_7] * alpha;
}
}
}
return;
}
var frame = Animation.binarySearch(frames, time);
var prevVertices = frameVertices[frame - 1];
var nextVertices = frameVertices[frame];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
if (alpha == 1) {
if (blend == MixBlend.add) {
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices;
for (var i_8 = 0; i_8 < vertexCount; i_8++) {
var prev = prevVertices[i_8];
vertices[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8];
}
}
else {
for (var i_9 = 0; i_9 < vertexCount; i_9++) {
var prev = prevVertices[i_9];
vertices[i_9] += prev + (nextVertices[i_9] - prev) * percent;
}
}
}
else {
for (var i_10 = 0; i_10 < vertexCount; i_10++) {
var prev = prevVertices[i_10];
vertices[i_10] = prev + (nextVertices[i_10] - prev) * percent;
}
}
}
else {
switch (blend) {
case MixBlend.setup: {
var vertexAttachment_2 = slotAttachment;
if (vertexAttachment_2.bones == null) {
var setupVertices = vertexAttachment_2.vertices;
for (var i_11 = 0; i_11 < vertexCount; i_11++) {
var prev = prevVertices[i_11], setup = setupVertices[i_11];
vertices[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha;
}
}
else {
for (var i_12 = 0; i_12 < vertexCount; i_12++) {
var prev = prevVertices[i_12];
vertices[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha;
}
}
break;
}
case MixBlend.first:
case MixBlend.replace:
for (var i_13 = 0; i_13 < vertexCount; i_13++) {
var prev = prevVertices[i_13];
vertices[i_13] += (prev + (nextVertices[i_13] - prev) * percent - vertices[i_13]) * alpha;
}
break;
case MixBlend.add:
var vertexAttachment = slotAttachment;
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices;
for (var i_14 = 0; i_14 < vertexCount; i_14++) {
var prev = prevVertices[i_14];
vertices[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha;
}
}
else {
for (var i_15 = 0; i_15 < vertexCount; i_15++) {
var prev = prevVertices[i_15];
vertices[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha;
}
}
}
}
};
return DeformTimeline;
}(CurveTimeline));
spine.DeformTimeline = DeformTimeline;
var EventTimeline = (function () {
function EventTimeline(frameCount) {
this.frames = spine.Utils.newFloatArray(frameCount);
this.events = new Array(frameCount);
}
EventTimeline.prototype.getPropertyId = function () {
return TimelineType.event << 24;
};
EventTimeline.prototype.getFrameCount = function () {
return this.frames.length;
};
EventTimeline.prototype.setFrame = function (frameIndex, event) {
this.frames[frameIndex] = event.time;
this.events[frameIndex] = event;
};
EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
if (firedEvents == null)
return;
var frames = this.frames;
var frameCount = this.frames.length;
if (lastTime > time) {
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
lastTime = -1;
}
else if (lastTime >= frames[frameCount - 1])
return;
if (time < frames[0])
return;
var frame = 0;
if (lastTime < frames[0])
frame = 0;
else {
frame = Animation.binarySearch(frames, lastTime);
var frameTime = frames[frame];
while (frame > 0) {
if (frames[frame - 1] != frameTime)
break;
frame--;
}
}
for (; frame < frameCount && time >= frames[frame]; frame++)
firedEvents.push(this.events[frame]);
};
return EventTimeline;
}());
spine.EventTimeline = EventTimeline;
var DrawOrderTimeline = (function () {
function DrawOrderTimeline(frameCount) {
this.frames = spine.Utils.newFloatArray(frameCount);
this.drawOrders = new Array(frameCount);
}
DrawOrderTimeline.prototype.getPropertyId = function () {
return TimelineType.drawOrder << 24;
};
DrawOrderTimeline.prototype.getFrameCount = function () {
return this.frames.length;
};
DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
this.frames[frameIndex] = time;
this.drawOrders[frameIndex] = drawOrder;
};
DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var drawOrder = skeleton.drawOrder;
var slots = skeleton.slots;
if (direction == MixDirection.out && blend == MixBlend.setup) {
spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
var frames = this.frames;
if (time < frames[0]) {
if (blend == MixBlend.setup || blend == MixBlend.first)
spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
var frame = 0;
if (time >= frames[frames.length - 1])
frame = frames.length - 1;
else
frame = Animation.binarySearch(frames, time) - 1;
var drawOrderToSetupIndex = this.drawOrders[frame];
if (drawOrderToSetupIndex == null)
spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
else {
for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
};
return DrawOrderTimeline;
}());
spine.DrawOrderTimeline = DrawOrderTimeline;
var IkConstraintTimeline = (function (_super) {
__extends(IkConstraintTimeline, _super);
function IkConstraintTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
return _this;
}
IkConstraintTimeline.prototype.getPropertyId = function () {
return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
};
IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection, compress, stretch) {
frameIndex *= IkConstraintTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0;
this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0;
};
IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var frames = this.frames;
var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.mix = constraint.data.mix;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
return;
case MixBlend.first:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
return;
}
if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
if (blend == MixBlend.setup) {
constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
if (direction == MixDirection.out) {
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
else {
constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
}
}
else {
constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
if (direction == MixDirection["in"]) {
constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
}
}
return;
}
var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
if (blend == MixBlend.setup) {
constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
if (direction == MixDirection.out) {
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
else {
constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
}
}
else {
constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
if (direction == MixDirection["in"]) {
constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
}
}
};
IkConstraintTimeline.ENTRIES = 5;
IkConstraintTimeline.PREV_TIME = -5;
IkConstraintTimeline.PREV_MIX = -4;
IkConstraintTimeline.PREV_BEND_DIRECTION = -3;
IkConstraintTimeline.PREV_COMPRESS = -2;
IkConstraintTimeline.PREV_STRETCH = -1;
IkConstraintTimeline.MIX = 1;
IkConstraintTimeline.BEND_DIRECTION = 2;
IkConstraintTimeline.COMPRESS = 3;
IkConstraintTimeline.STRETCH = 4;
return IkConstraintTimeline;
}(CurveTimeline));
spine.IkConstraintTimeline = IkConstraintTimeline;
var TransformConstraintTimeline = (function (_super) {
__extends(TransformConstraintTimeline, _super);
function TransformConstraintTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
return _this;
}
TransformConstraintTimeline.prototype.getPropertyId = function () {
return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex;
};
TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
frameIndex *= TransformConstraintTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
};
TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var frames = this.frames;
var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
if (time < frames[0]) {
var data = constraint.data;
switch (blend) {
case MixBlend.setup:
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
return;
case MixBlend.first:
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
}
return;
}
var rotate = 0, translate = 0, scale = 0, shear = 0;
if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
var i = frames.length;
rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
}
else {
var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent;
scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
}
if (blend == MixBlend.setup) {
var data = constraint.data;
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
}
else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
constraint.shearMix += (shear - constraint.shearMix) * alpha;
}
};
TransformConstraintTimeline.ENTRIES = 5;
TransformConstraintTimeline.PREV_TIME = -5;
TransformConstraintTimeline.PREV_ROTATE = -4;
TransformConstraintTimeline.PREV_TRANSLATE = -3;
TransformConstraintTimeline.PREV_SCALE = -2;
TransformConstraintTimeline.PREV_SHEAR = -1;
TransformConstraintTimeline.ROTATE = 1;
TransformConstraintTimeline.TRANSLATE = 2;
TransformConstraintTimeline.SCALE = 3;
TransformConstraintTimeline.SHEAR = 4;
return TransformConstraintTimeline;
}(CurveTimeline));
spine.TransformConstraintTimeline = TransformConstraintTimeline;
var PathConstraintPositionTimeline = (function (_super) {
__extends(PathConstraintPositionTimeline, _super);
function PathConstraintPositionTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
return _this;
}
PathConstraintPositionTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex;
};
PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
frameIndex *= PathConstraintPositionTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
};
PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.position = constraint.data.position;
return;
case MixBlend.first:
constraint.position += (constraint.data.position - constraint.position) * alpha;
}
return;
}
var position = 0;
if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
else {
var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent;
}
if (blend == MixBlend.setup)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
};
PathConstraintPositionTimeline.ENTRIES = 2;
PathConstraintPositionTimeline.PREV_TIME = -2;
PathConstraintPositionTimeline.PREV_VALUE = -1;
PathConstraintPositionTimeline.VALUE = 1;
return PathConstraintPositionTimeline;
}(CurveTimeline));
spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
var PathConstraintSpacingTimeline = (function (_super) {
__extends(PathConstraintSpacingTimeline, _super);
function PathConstraintSpacingTimeline(frameCount) {
return _super.call(this, frameCount) || this;
}
PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex;
};
PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.spacing = constraint.data.spacing;
return;
case MixBlend.first:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
}
return;
}
var spacing = 0;
if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
else {
var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent;
}
if (blend == MixBlend.setup)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
};
return PathConstraintSpacingTimeline;
}(PathConstraintPositionTimeline));
spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
var PathConstraintMixTimeline = (function (_super) {
__extends(PathConstraintMixTimeline, _super);
function PathConstraintMixTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this;
_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
return _this;
}
PathConstraintMixTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
};
PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
frameIndex *= PathConstraintMixTimeline.ENTRIES;
this.frames[frameIndex] = time;
this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
};
PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
var frames = this.frames;
var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.rotateMix = constraint.data.rotateMix;
constraint.translateMix = constraint.data.translateMix;
return;
case MixBlend.first:
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
}
return;
}
var rotate = 0, translate = 0;
if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
}
else {
var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
var frameTime = frames[frame];
var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent;
}
if (blend == MixBlend.setup) {
constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
}
else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
constraint.translateMix += (translate - constraint.translateMix) * alpha;
}
};
PathConstraintMixTimeline.ENTRIES = 3;
PathConstraintMixTimeline.PREV_TIME = -3;
PathConstraintMixTimeline.PREV_ROTATE = -2;
PathConstraintMixTimeline.PREV_TRANSLATE = -1;
PathConstraintMixTimeline.ROTATE = 1;
PathConstraintMixTimeline.TRANSLATE = 2;
return PathConstraintMixTimeline;
}(CurveTimeline));
spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
})(spine || (spine = {}));
var spine;
(function (spine) {
var AnimationState = (function () {
function AnimationState(data) {
this.tracks = new Array();
this.events = new Array();
this.listeners = new Array();
this.queue = new EventQueue(this);
this.propertyIDs = new spine.IntSet();
this.animationsChanged = false;
this.timeScale = 1;
this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); });
this.data = data;
}
AnimationState.prototype.update = function (delta) {
delta *= this.timeScale;
var tracks = this.tracks;
for (var i = 0, n = tracks.length; i < n; i++) {
var current = tracks[i];
if (current == null)
continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
var currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0)
continue;
currentDelta = -current.delay;
current.delay = 0;
}
var next = current.next;
if (next != null) {
var nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime = current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
this.setCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
}
else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
tracks[i] = null;
this.queue.end(current);
this.disposeNext(current);
continue;
}
if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
var from = current.mixingFrom;
current.mixingFrom = null;
if (from != null)
from.mixingTo = null;
while (from != null) {
this.queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
this.queue.drain();
};
AnimationState.prototype.updateMixingFrom = function (to, delta) {
var from = to.mixingFrom;
if (from == null)
return true;
var finished = this.updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null)
from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
};
AnimationState.prototype.apply = function (skeleton) {
if (skeleton == null)
throw new Error("skeleton cannot be null.");
if (this.animationsChanged)
this._animationsChanged();
var events = this.events;
var tracks = this.tracks;
var applied = false;
for (var i = 0, n = tracks.length; i < n; i++) {
var current = tracks[i];
if (current == null || current.delay > 0)
continue;
applied = true;
var blend = i == 0 ? spine.MixBlend.first : current.mixBlend;
var mix = current.alpha;
if (current.mixingFrom != null)
mix *= this.applyMixingFrom(current, skeleton, blend);
else if (current.trackTime >= current.trackEnd && current.next == null)
mix = 0;
var animationLast = current.animationLast, animationTime = current.getAnimationTime();
var timelineCount = current.animation.timelines.length;
var timelines = current.animation.timelines;
if ((i == 0 && mix == 1) || blend == spine.MixBlend.add) {
for (var ii = 0; ii < timelineCount; ii++)
timelines[ii].apply(skeleton, animationLast, animationTime, events, mix, blend, spine.MixDirection["in"]);
}
else {
var timelineMode = current.timelineMode;
var firstFrame = current.timelinesRotation.length == 0;
if (firstFrame)
spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
var timelinesRotation = current.timelinesRotation;
for (var ii = 0; ii < timelineCount; ii++) {
var timeline = timelines[ii];
var timelineBlend = timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup;
if (timeline instanceof spine.RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
}
else {
spine.Utils.webkit602BugfixHelper(mix, blend);
timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, spine.MixDirection["in"]);
}
}
}
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
this.queue.drain();
return applied;
};
AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) {
var from = to.mixingFrom;
if (from.mixingFrom != null)
this.applyMixingFrom(from, skeleton, blend);
var mix = 0;
if (to.mixDuration == 0) {
mix = 1;
if (blend == spine.MixBlend.first)
blend = spine.MixBlend.setup;
}
else {
mix = to.mixTime / to.mixDuration;
if (mix > 1)
mix = 1;
if (blend != spine.MixBlend.first)
blend = from.mixBlend;
}
var events = mix < from.eventThreshold ? this.events : null;
var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
var animationLast = from.animationLast, animationTime = from.getAnimationTime();
var timelineCount = from.animation.timelines.length;
var timelines = from.animation.timelines;
var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
if (blend == spine.MixBlend.add) {
for (var i = 0; i < timelineCount; i++)
timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, spine.MixDirection.out);
}
else {
var timelineMode = from.timelineMode;
var timelineHoldMix = from.timelineHoldMix;
var firstFrame = from.timelinesRotation.length == 0;
if (firstFrame)
spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
var timelinesRotation = from.timelinesRotation;
from.totalAlpha = 0;
for (var i = 0; i < timelineCount; i++) {
var timeline = timelines[i];
var direction = spine.MixDirection.out;
var timelineBlend = void 0;
var alpha = 0;
switch (timelineMode[i]) {
case AnimationState.SUBSEQUENT:
if (!attachments && timeline instanceof spine.AttachmentTimeline)
continue;
if (!drawOrder && timeline instanceof spine.DrawOrderTimeline)
continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case AnimationState.FIRST:
timelineBlend = spine.MixBlend.setup;
alpha = alphaMix;
break;
case AnimationState.HOLD:
timelineBlend = spine.MixBlend.setup;
alpha = alphaHold;
break;
default:
timelineBlend = spine.MixBlend.setup;
var holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
break;
}
from.totalAlpha += alpha;
if (timeline instanceof spine.RotateTimeline)
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
else {
spine.Utils.webkit602BugfixHelper(alpha, blend);
if (timelineBlend == spine.MixBlend.setup) {
if (timeline instanceof spine.AttachmentTimeline) {
if (attachments)
direction = spine.MixDirection.out;
}
else if (timeline instanceof spine.DrawOrderTimeline) {
if (drawOrder)
direction = spine.MixDirection.out;
}
}
timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
}
}
}
if (to.mixDuration > 0)
this.queueEvents(from, animationTime);
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
};
AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
if (firstFrame)
timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection["in"]);
return;
}
var rotateTimeline = timeline;
var frames = rotateTimeline.frames;
var bone = skeleton.bones[rotateTimeline.boneIndex];
var r1 = 0, r2 = 0;
if (time < frames[0]) {
switch (blend) {
case spine.MixBlend.setup:
bone.rotation = bone.data.rotation;
default:
return;
case spine.MixBlend.first:
r1 = bone.rotation;
r2 = bone.data.rotation;
}
}
else {
r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation;
if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION];
else {
var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES);
var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION];
var frameTime = frames[frame];
var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime));
r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation;
r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
r2 = prevRotation + r2 * percent + bone.data.rotation;
r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
}
}
var total = 0, diff = r2 - r1;
diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
if (diff == 0) {
total = timelinesRotation[i];
}
else {
var lastTotal = 0, lastDiff = 0;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
}
else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
var current = diff > 0, dir = lastTotal >= 0;
if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
if (Math.abs(lastTotal) > 180)
lastTotal += 360 * spine.MathUtils.signum(lastTotal);
dir = current;
}
total = diff + lastTotal - lastTotal % 360;
if (dir != current)
total += 360 * spine.MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
r1 += total * alpha;
bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
};
AnimationState.prototype.queueEvents = function (entry, animationTime) {
var animationStart = entry.animationStart, animationEnd = entry.animationEnd;
var duration = animationEnd - animationStart;
var trackLastWrapped = entry.trackLast % duration;
var events = this.events;
var i = 0, n = events.length;
for (; i < n; i++) {
var event_1 = events[i];
if (event_1.time < trackLastWrapped)
break;
if (event_1.time > animationEnd)
continue;
this.queue.event(entry, event_1);
}
var complete = false;
if (entry.loop)
complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete)
this.queue.complete(entry);
for (; i < n; i++) {
var event_2 = events[i];
if (event_2.time < animationStart)
continue;
this.queue.event(entry, events[i]);
}
};
AnimationState.prototype.clearTracks = function () {
var oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (var i = 0, n = this.tracks.length; i < n; i++)
this.clearTrack(i);
this.tracks.length = 0;
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
};
AnimationState.prototype.clearTrack = function (trackIndex) {
if (trackIndex >= this.tracks.length)
return;
var current = this.tracks[trackIndex];
if (current == null)
return;
this.queue.end(current);
this.disposeNext(current);
var entry = current;
while (true) {
var from = entry.mixingFrom;
if (from == null)
break;
this.queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
this.tracks[current.trackIndex] = null;
this.queue.drain();
};
AnimationState.prototype.setCurrent = function (index, current, interrupt) {
var from = this.expandToIndex(index);
this.tracks[index] = current;
if (from != null) {
if (interrupt)
this.queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
if (from.mixingFrom != null && from.mixDuration > 0)
current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
from.timelinesRotation.length = 0;
}
this.queue.start(current);
};
AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (animation == null)
throw new Error("Animation not found: " + animationName);
return this.setAnimationWith(trackIndex, animation, loop);
};
AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
if (animation == null)
throw new Error("animation cannot be null.");
var interrupt = true;
var current = this.expandToIndex(trackIndex);
if (current != null) {
if (current.nextTrackLast == -1) {
this.tracks[trackIndex] = current.mixingFrom;
this.queue.interrupt(current);
this.queue.end(current);
this.disposeNext(current);
current = current.mixingFrom;
interrupt = false;
}
else
this.disposeNext(current);
}
var entry = this.trackEntry(trackIndex, animation, loop, current);
this.setCurrent(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
};
AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
var animation = this.data.skeletonData.findAnimation(animationName);
if (animation == null)
throw new Error("Animation not found: " + animationName);
return this.addAnimationWith(trackIndex, animation, loop, delay);
};
AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
if (animation == null)
throw new Error("animation cannot be null.");
var last = this.expandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
}
var entry = this.trackEntry(trackIndex, animation, loop, last);
if (last == null) {
this.setCurrent(trackIndex, entry, true);
this.queue.drain();
}
else {
last.next = entry;
if (delay <= 0) {
var duration = last.animationEnd - last.animationStart;
if (duration != 0) {
if (last.loop)
delay += duration * (1 + ((last.trackTime / duration) | 0));
else
delay += Math.max(duration, last.trackTime);
delay -= this.data.getMix(last.animation, animation);
}
else
delay = last.trackTime;
}
}
entry.delay = delay;
return entry;
};
AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
};
AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
if (delay <= 0)
delay -= mixDuration;
var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
};
AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
var oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (var i = 0, n = this.tracks.length; i < n; i++) {
var current = this.tracks[i];
if (current != null)
this.setEmptyAnimation(current.trackIndex, mixDuration);
}
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
};
AnimationState.prototype.expandToIndex = function (index) {
if (index < this.tracks.length)
return this.tracks[index];
spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null);
this.tracks.length = index + 1;
return null;
};
AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
var entry = this.trackEntryPool.obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.holdPrevious = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Number.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.interruptAlpha = 1;
entry.mixTime = 0;
entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation);
return entry;
};
AnimationState.prototype.disposeNext = function (entry) {
var next = entry.next;
while (next != null) {
this.queue.dispose(next);
next = next.next;
}
entry.next = null;
};
AnimationState.prototype._animationsChanged = function () {
this.animationsChanged = false;
this.propertyIDs.clear();
for (var i = 0, n = this.tracks.length; i < n; i++) {
var entry = this.tracks[i];
if (entry == null)
continue;
while (entry.mixingFrom != null)
entry = entry.mixingFrom;
do {
if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add)
this.setTimelineModes(entry);
entry = entry.mixingTo;
} while (entry != null);
}
};
AnimationState.prototype.setTimelineModes = function (entry) {
var to = entry.mixingTo;
var timelines = entry.animation.timelines;
var timelinesCount = entry.animation.timelines.length;
var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount);
entry.timelineHoldMix.length = 0;
var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount);
var propertyIDs = this.propertyIDs;
if (to != null && to.holdPrevious) {
for (var i = 0; i < timelinesCount; i++) {
propertyIDs.add(timelines[i].getPropertyId());
timelineMode[i] = AnimationState.HOLD;
}
return;
}
outer: for (var i = 0; i < timelinesCount; i++) {
var id = timelines[i].getPropertyId();
if (!propertyIDs.add(id))
timelineMode[i] = AnimationState.SUBSEQUENT;
else if (to == null || !this.hasTimeline(to, id))
timelineMode[i] = AnimationState.FIRST;
else {
for (var next = to.mixingTo; next != null; next = next.mixingTo) {
if (this.hasTimeline(next, id))
continue;
if (entry.mixDuration > 0) {
timelineMode[i] = AnimationState.HOLD_MIX;
timelineDipMix[i] = next;
continue outer;
}
break;
}
timelineMode[i] = AnimationState.HOLD;
}
}
};
AnimationState.prototype.hasTimeline = function (entry, id) {
var timelines = entry.animation.timelines;
for (var i = 0, n = timelines.length; i < n; i++)
if (timelines[i].getPropertyId() == id)
return true;
return false;
};
AnimationState.prototype.getCurrent = function (trackIndex) {
if (trackIndex >= this.tracks.length)
return null;
return this.tracks[trackIndex];
};
AnimationState.prototype.addListener = function (listener) {
if (listener == null)
throw new Error("listener cannot be null.");
this.listeners.push(listener);
};
AnimationState.prototype.removeListener = function (listener) {
var index = this.listeners.indexOf(listener);
if (index >= 0)
this.listeners.splice(index, 1);
};
AnimationState.prototype.clearListeners = function () {
this.listeners.length = 0;
};
AnimationState.prototype.clearListenerNotifications = function () {
this.queue.clear();
};
AnimationState.emptyAnimation = new spine.Animation("<empty>", [], 0);
AnimationState.SUBSEQUENT = 0;
AnimationState.FIRST = 1;
AnimationState.HOLD = 2;
AnimationState.HOLD_MIX = 3;
return AnimationState;
}());
spine.AnimationState = AnimationState;
var TrackEntry = (function () {
function TrackEntry() {
this.mixBlend = spine.MixBlend.replace;
this.timelineMode = new Array();
this.timelineHoldMix = new Array();
this.timelinesRotation = new Array();
}
TrackEntry.prototype.reset = function () {
this.next = null;
this.mixingFrom = null;
this.mixingTo = null;
this.animation = null;
this.listener = null;
this.timelineMode.length = 0;
this.timelineHoldMix.length = 0;
this.timelinesRotation.length = 0;
};
TrackEntry.prototype.getAnimationTime = function () {
if (this.loop) {
var duration = this.animationEnd - this.animationStart;
if (duration == 0)
return this.animationStart;
return (this.trackTime % duration) + this.animationStart;
}
return Math.min(this.trackTime + this.animationStart, this.animationEnd);
};
TrackEntry.prototype.setAnimationLast = function (animationLast) {
this.animationLast = animationLast;
this.nextAnimationLast = animationLast;
};
TrackEntry.prototype.isComplete = function () {
return this.trackTime >= this.animationEnd - this.animationStart;
};
TrackEntry.prototype.resetRotationDirections = function () {
this.timelinesRotation.length = 0;
};
return TrackEntry;
}());
spine.TrackEntry = TrackEntry;
var EventQueue = (function () {
function EventQueue(animState) {
this.objects = [];
this.drainDisabled = false;
this.animState = animState;
}
EventQueue.prototype.start = function (entry) {
this.objects.push(EventType.start);
this.objects.push(entry);
this.animState.animationsChanged = true;
};
EventQueue.prototype.interrupt = function (entry) {
this.objects.push(EventType.interrupt);
this.objects.push(entry);
};
EventQueue.prototype.end = function (entry) {
this.objects.push(EventType.end);
this.objects.push(entry);
this.animState.animationsChanged = true;
};
EventQueue.prototype.dispose = function (entry) {
this.objects.push(EventType.dispose);
this.objects.push(entry);
};
EventQueue.prototype.complete = function (entry) {
this.objects.push(EventType.complete);
this.objects.push(entry);
};
EventQueue.prototype.event = function (entry, event) {
this.objects.push(EventType.event);
this.objects.push(entry);
this.objects.push(event);
};
EventQueue.prototype.drain = function () {
if (this.drainDisabled)
return;
this.drainDisabled = true;
var objects = this.objects;
var listeners = this.animState.listeners;
for (var i = 0; i < objects.length; i += 2) {
var type = objects[i];
var entry = objects[i + 1];
switch (type) {
case EventType.start:
if (entry.listener != null && entry.listener.start)
entry.listener.start(entry);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].start)
listeners[ii].start(entry);
break;
case EventType.interrupt:
if (entry.listener != null && entry.listener.interrupt)
entry.listener.interrupt(entry);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].interrupt)
listeners[ii].interrupt(entry);
break;
case EventType.end:
if (entry.listener != null && entry.listener.end)
entry.listener.end(entry);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].end)
listeners[ii].end(entry);
case EventType.dispose:
if (entry.listener != null && entry.listener.dispose)
entry.listener.dispose(entry);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].dispose)
listeners[ii].dispose(entry);
this.animState.trackEntryPool.free(entry);
break;
case EventType.complete:
if (entry.listener != null && entry.listener.complete)
entry.listener.complete(entry);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].complete)
listeners[ii].complete(entry);
break;
case EventType.event:
var event_3 = objects[i++ + 2];
if (entry.listener != null && entry.listener.event)
entry.listener.event(entry, event_3);
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].event)
listeners[ii].event(entry, event_3);
break;
}
}
this.clear();
this.drainDisabled = false;
};
EventQueue.prototype.clear = function () {
this.objects.length = 0;
};
return EventQueue;
}());
spine.EventQueue = EventQueue;
var EventType;
(function (EventType) {
EventType[EventType["start"] = 0] = "start";
EventType[EventType["interrupt"] = 1] = "interrupt";
EventType[EventType["end"] = 2] = "end";
EventType[EventType["dispose"] = 3] = "dispose";
EventType[EventType["complete"] = 4] = "complete";
EventType[EventType["event"] = 5] = "event";
})(EventType = spine.EventType || (spine.EventType = {}));
var AnimationStateAdapter2 = (function () {
function AnimationStateAdapter2() {
}
AnimationStateAdapter2.prototype.start = function (entry) {
};
AnimationStateAdapter2.prototype.interrupt = function (entry) {
};
AnimationStateAdapter2.prototype.end = function (entry) {
};
AnimationStateAdapter2.prototype.dispose = function (entry) {
};
AnimationStateAdapter2.prototype.complete = function (entry) {
};
AnimationStateAdapter2.prototype.event = function (entry, event) {
};
return AnimationStateAdapter2;
}());
spine.AnimationStateAdapter2 = AnimationStateAdapter2;
})(spine || (spine = {}));
var spine;
(function (spine) {
var AnimationStateData = (function () {
function AnimationStateData(skeletonData) {
this.animationToMixTime = {};
this.defaultMix = 0;
if (skeletonData == null)
throw new Error("skeletonData cannot be null.");
this.skeletonData = skeletonData;
}
AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
var from = this.skeletonData.findAnimation(fromName);
if (from == null)
throw new Error("Animation not found: " + fromName);
var to = this.skeletonData.findAnimation(toName);
if (to == null)
throw new Error("Animation not found: " + toName);
this.setMixWith(from, to, duration);
};
AnimationStateData.prototype.setMixWith = function (from, to, duration) {
if (from == null)
throw new Error("from cannot be null.");
if (to == null)
throw new Error("to cannot be null.");
var key = from.name + "." + to.name;
this.animationToMixTime[key] = duration;
};
AnimationStateData.prototype.getMix = function (from, to) {
var key = from.name + "." + to.name;
var value = this.animationToMixTime[key];
return value === undefined ? this.defaultMix : value;
};
return AnimationStateData;
}());
spine.AnimationStateData = AnimationStateData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var AssetManager = (function () {
function AssetManager(textureLoader, pathPrefix) {
if (pathPrefix === void 0) { pathPrefix = ""; }
this.assets = {};
this.errors = {};
this.toLoad = 0;
this.loaded = 0;
this.textureLoader = textureLoader;
this.pathPrefix = pathPrefix;
}
AssetManager.downloadText = function (url, success, error) {
var request = new XMLHttpRequest();
request.open("GET", url, true);
request.onload = function () {
if (request.status == 200) {
success(request.responseText);
}
else {
error(request.status, request.responseText);
}
};
request.onerror = function () {
error(request.status, request.responseText);
};
request.send();
};
AssetManager.downloadBinary = function (url, success, error) {
var request = new XMLHttpRequest();
request.open("GET", url, true);
request.responseType = "arraybuffer";
request.onload = function () {
if (request.status == 200) {
success(new Uint8Array(request.response));
}
else {
error(request.status, request.responseText);
}
};
request.onerror = function () {
error(request.status, request.responseText);
};
request.send();
};
AssetManager.prototype.loadText = function (path, success, error) {
var _this = this;
if (success === void 0) { success = null; }
if (error === void 0) { error = null; }
path = this.pathPrefix + path;
this.toLoad++;
AssetManager.downloadText(path, function (data) {
_this.assets[path] = data;
if (success)
success(path, data);
_this.toLoad--;
_this.loaded++;
}, function (state, responseText) {
_this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText;
if (error)
error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText);
_this.toLoad--;
_this.loaded++;
});
};
AssetManager.prototype.loadTexture = function (path, success, error) {
var _this = this;
if (success === void 0) { success = null; }
if (error === void 0) { error = null; }
path = this.pathPrefix + path;
this.toLoad++;
var img = new Image();
img.crossOrigin = "anonymous";
img.onload = function (ev) {
var texture = _this.textureLoader(img);
_this.assets[path] = texture;
_this.toLoad--;
_this.loaded++;
if (success)
success(path, img);
};
img.onerror = function (ev) {
_this.errors[path] = "Couldn't load image " + path;
_this.toLoad--;
_this.loaded++;
if (error)
error(path, "Couldn't load image " + path);
};
img.src = path;
};
AssetManager.prototype.loadTextureData = function (path, data, success, error) {
var _this = this;
if (success === void 0) { success = null; }
if (error === void 0) { error = null; }
path = this.pathPrefix + path;
this.toLoad++;
var img = new Image();
img.onload = function (ev) {
var texture = _this.textureLoader(img);
_this.assets[path] = texture;
_this.toLoad--;
_this.loaded++;
if (success)
success(path, img);
};
img.onerror = function (ev) {
_this.errors[path] = "Couldn't load image " + path;
_this.toLoad--;
_this.loaded++;
if (error)
error(path, "Couldn't load image " + path);
};
img.src = data;
};
AssetManager.prototype.loadTextureAtlas = function (path, success, error) {
var _this = this;
if (success === void 0) { success = null; }
if (error === void 0) { error = null; }
var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : "";
path = this.pathPrefix + path;
this.toLoad++;
AssetManager.downloadText(path, function (atlasData) {
var pagesLoaded = { count: 0 };
var atlasPages = new Array();
try {
var atlas = new spine.TextureAtlas(atlasData, function (path) {
atlasPages.push(parent + "/" + path);
var image = document.createElement("img");
image.width = 16;
image.height = 16;
return new spine.FakeTexture(image);
});
}
catch (e) {
var ex = e;
_this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
if (error)
error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
_this.toLoad--;
_this.loaded++;
return;
}
var _loop_1 = function (atlasPage) {
var pageLoadError = false;
_this.loadTexture(atlasPage, function (imagePath, image) {
pagesLoaded.count++;
if (pagesLoaded.count == atlasPages.length) {
if (!pageLoadError) {
try {
var atlas = new spine.TextureAtlas(atlasData, function (path) {
return _this.get(parent + "/" + path);
});
_this.assets[path] = atlas;
if (success)
success(path, atlas);
_this.toLoad--;
_this.loaded++;
}
catch (e) {
var ex = e;
_this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
if (error)
error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
_this.toLoad--;
_this.loaded++;
}
}
else {
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
if (error)
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
_this.toLoad--;
_this.loaded++;
}
}
}, function (imagePath, errorMessage) {
pageLoadError = true;
pagesLoaded.count++;
if (pagesLoaded.count == atlasPages.length) {
_this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
if (error)
error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
_this.toLoad--;
_this.loaded++;
}
});
};
for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) {
var atlasPage = atlasPages_1[_i];
_loop_1(atlasPage);
}
}, function (state, responseText) {
_this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
if (error)
error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
_this.toLoad--;
_this.loaded++;
});
};
AssetManager.prototype.get = function (path) {
path = this.pathPrefix + path;
return this.assets[path];
};
AssetManager.prototype.remove = function (path) {
path = this.pathPrefix + path;
var asset = this.assets[path];
if (asset.dispose)
asset.dispose();
this.assets[path] = null;
};
AssetManager.prototype.removeAll = function () {
for (var key in this.assets) {
var asset = this.assets[key];
if (asset.dispose)
asset.dispose();
}
this.assets = {};
};
AssetManager.prototype.isLoadingComplete = function () {
return this.toLoad == 0;
};
AssetManager.prototype.getToLoad = function () {
return this.toLoad;
};
AssetManager.prototype.getLoaded = function () {
return this.loaded;
};
AssetManager.prototype.dispose = function () {
this.removeAll();
};
AssetManager.prototype.hasErrors = function () {
return Object.keys(this.errors).length > 0;
};
AssetManager.prototype.getErrors = function () {
return this.errors;
};
return AssetManager;
}());
spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var AtlasAttachmentLoader = (function () {
function AtlasAttachmentLoader(atlas) {
this.atlas = atlas;
}
AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
var region = this.atlas.findRegion(path);
if (region == null)
throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
region.renderObject = region;
var attachment = new spine.RegionAttachment(name);
attachment.setRegion(region);
return attachment;
};
AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
var region = this.atlas.findRegion(path);
if (region == null)
throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
region.renderObject = region;
var attachment = new spine.MeshAttachment(name);
attachment.region = region;
return attachment;
};
AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
return new spine.BoundingBoxAttachment(name);
};
AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
return new spine.PathAttachment(name);
};
AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) {
return new spine.PointAttachment(name);
};
AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) {
return new spine.ClippingAttachment(name);
};
return AtlasAttachmentLoader;
}());
spine.AtlasAttachmentLoader = AtlasAttachmentLoader;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BlendMode;
(function (BlendMode) {
BlendMode[BlendMode["Normal"] = 0] = "Normal";
BlendMode[BlendMode["Additive"] = 1] = "Additive";
BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
BlendMode[BlendMode["Screen"] = 3] = "Screen";
})(BlendMode = spine.BlendMode || (spine.BlendMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var Bone = (function () {
function Bone(data, skeleton, parent) {
this.children = new Array();
this.x = 0;
this.y = 0;
this.rotation = 0;
this.scaleX = 0;
this.scaleY = 0;
this.shearX = 0;
this.shearY = 0;
this.ax = 0;
this.ay = 0;
this.arotation = 0;
this.ascaleX = 0;
this.ascaleY = 0;
this.ashearX = 0;
this.ashearY = 0;
this.appliedValid = false;
this.a = 0;
this.b = 0;
this.worldX = 0;
this.c = 0;
this.d = 0;
this.worldY = 0;
this.sorted = false;
if (data == null)
throw new Error("data cannot be null.");
if (skeleton == null)
throw new Error("skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
this.setToSetupPose();
}
Bone.prototype.update = function () {
this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
};
Bone.prototype.updateWorldTransform = function () {
this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
};
Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
this.ax = x;
this.ay = y;
this.arotation = rotation;
this.ascaleX = scaleX;
this.ascaleY = scaleY;
this.ashearX = shearX;
this.ashearY = shearY;
this.appliedValid = true;
var parent = this.parent;
if (parent == null) {
var skeleton = this.skeleton;
var rotationY = rotation + 90 + shearY;
var sx = skeleton.scaleX;
var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y;
return;
}
var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * x + pb * y + parent.worldX;
this.worldY = pc * x + pd * y + parent.worldY;
switch (this.data.transformMode) {
case spine.TransformMode.Normal: {
var rotationY = rotation + 90 + shearY;
var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case spine.TransformMode.OnlyTranslation: {
var rotationY = rotation + 90 + shearY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY;
break;
}
case spine.TransformMode.NoRotationOrReflection: {
var s = pa * pa + pc * pc;
var prx = 0;
if (s > 0.0001) {
s = Math.abs(pa * pd - pb * pc) / s;
pb = pc * s;
pd = pa * s;
prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg;
}
else {
pa = 0;
pc = 0;
prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg;
}
var rx = rotation + shearX - prx;
var ry = rotation + shearY - prx + 90;
var la = spine.MathUtils.cosDeg(rx) * scaleX;
var lb = spine.MathUtils.cosDeg(ry) * scaleY;
var lc = spine.MathUtils.sinDeg(rx) * scaleX;
var ld = spine.MathUtils.sinDeg(ry) * scaleY;
this.a = pa * la - pb * lc;
this.b = pa * lb - pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
break;
}
case spine.TransformMode.NoScale:
case spine.TransformMode.NoScaleOrReflection: {
var cos = spine.MathUtils.cosDeg(rotation);
var sin = spine.MathUtils.sinDeg(rotation);
var za = (pa * cos + pb * sin) / this.skeleton.scaleX;
var zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
var s = Math.sqrt(za * za + zc * zc);
if (s > 0.00001)
s = 1 / s;
za *= s;
zc *= s;
s = Math.sqrt(za * za + zc * zc);
if (this.data.transformMode == spine.TransformMode.NoScale
&& (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
s = -s;
var r = Math.PI / 2 + Math.atan2(zc, za);
var zb = Math.cos(r) * s;
var zd = Math.sin(r) * s;
var la = spine.MathUtils.cosDeg(shearX) * scaleX;
var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY;
var lc = spine.MathUtils.sinDeg(shearX) * scaleX;
var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY;
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
break;
}
}
this.a *= this.skeleton.scaleX;
this.b *= this.skeleton.scaleX;
this.c *= this.skeleton.scaleY;
this.d *= this.skeleton.scaleY;
};
Bone.prototype.setToSetupPose = function () {
var data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
this.shearX = data.shearX;
this.shearY = data.shearY;
};
Bone.prototype.getWorldRotationX = function () {
return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
};
Bone.prototype.getWorldRotationY = function () {
return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
};
Bone.prototype.getWorldScaleX = function () {
return Math.sqrt(this.a * this.a + this.c * this.c);
};
Bone.prototype.getWorldScaleY = function () {
return Math.sqrt(this.b * this.b + this.d * this.d);
};
Bone.prototype.updateAppliedTransform = function () {
this.appliedValid = true;
var parent = this.parent;
if (parent == null) {
this.ax = this.worldX;
this.ay = this.worldY;
this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
this.ashearX = 0;
this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg;
return;
}
var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
var pid = 1 / (pa * pd - pb * pc);
var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.ax = (dx * pd * pid - dy * pb * pid);
this.ay = (dy * pa * pid - dx * pc * pid);
var ia = pid * pd;
var id = pid * pa;
var ib = pid * pb;
var ic = pid * pc;
var ra = ia * this.a - ib * this.c;
var rb = ia * this.b - ib * this.d;
var rc = id * this.c - ic * this.a;
var rd = id * this.d - ic * this.b;
this.ashearX = 0;
this.ascaleX = Math.sqrt(ra * ra + rc * rc);
if (this.ascaleX > 0.0001) {
var det = ra * rd - rb * rc;
this.ascaleY = det / this.ascaleX;
this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
}
else {
this.ascaleX = 0;
this.ascaleY = Math.sqrt(rb * rb + rd * rd);
this.ashearY = 0;
this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
}
};
Bone.prototype.worldToLocal = function (world) {
var a = this.a, b = this.b, c = this.c, d = this.d;
var invDet = 1 / (a * d - b * c);
var x = world.x - this.worldX, y = world.y - this.worldY;
world.x = (x * d * invDet - y * b * invDet);
world.y = (y * a * invDet - x * c * invDet);
return world;
};
Bone.prototype.localToWorld = function (local) {
var x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
};
Bone.prototype.worldToLocalRotation = function (worldRotation) {
var sin = spine.MathUtils.sinDeg(worldRotation), cos = spine.MathUtils.cosDeg(worldRotation);
return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg + this.rotation - this.shearX;
};
Bone.prototype.localToWorldRotation = function (localRotation) {
localRotation -= this.rotation - this.shearX;
var sin = spine.MathUtils.sinDeg(localRotation), cos = spine.MathUtils.cosDeg(localRotation);
return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg;
};
Bone.prototype.rotateWorld = function (degrees) {
var a = this.a, b = this.b, c = this.c, d = this.d;
var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees);
this.a = cos * a - sin * c;
this.b = cos * b - sin * d;
this.c = sin * a + cos * c;
this.d = sin * b + cos * d;
this.appliedValid = false;
};
return Bone;
}());
spine.Bone = Bone;
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoneData = (function () {
function BoneData(index, name, parent) {
this.x = 0;
this.y = 0;
this.rotation = 0;
this.scaleX = 1;
this.scaleY = 1;
this.shearX = 0;
this.shearY = 0;
this.transformMode = TransformMode.Normal;
if (index < 0)
throw new Error("index must be >= 0.");
if (name == null)
throw new Error("name cannot be null.");
this.index = index;
this.name = name;
this.parent = parent;
}
return BoneData;
}());
spine.BoneData = BoneData;
var TransformMode;
(function (TransformMode) {
TransformMode[TransformMode["Normal"] = 0] = "Normal";
TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation";
TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
TransformMode[TransformMode["NoScale"] = 3] = "NoScale";
TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
})(TransformMode = spine.TransformMode || (spine.TransformMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var Event = (function () {
function Event(time, data) {
if (data == null)
throw new Error("data cannot be null.");
this.time = time;
this.data = data;
}
return Event;
}());
spine.Event = Event;
})(spine || (spine = {}));
var spine;
(function (spine) {
var EventData = (function () {
function EventData(name) {
this.name = name;
}
return EventData;
}());
spine.EventData = EventData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var IkConstraint = (function () {
function IkConstraint(data, skeleton) {
this.bendDirection = 0;
this.compress = false;
this.stretch = false;
this.mix = 1;
if (data == null)
throw new Error("data cannot be null.");
if (skeleton == null)
throw new Error("skeleton cannot be null.");
this.data = data;
this.mix = data.mix;
this.bendDirection = data.bendDirection;
this.compress = data.compress;
this.stretch = data.stretch;
this.bones = new Array();
for (var i = 0; i < data.bones.length; i++)
this.bones.push(skeleton.findBone(data.bones[i].name));
this.target = skeleton.findBone(data.target.name);
}
IkConstraint.prototype.getOrder = function () {
return this.data.order;
};
IkConstraint.prototype.apply = function () {
this.update();
};
IkConstraint.prototype.update = function () {
var target = this.target;
var bones = this.bones;
switch (bones.length) {
case 1:
this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix);
break;
case 2:
this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.mix);
break;
}
};
IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) {
if (!bone.appliedValid)
bone.updateAppliedTransform();
var p = bone.parent;
var id = 1 / (p.a * p.d - p.b * p.c);
var x = targetX - p.worldX, y = targetY - p.worldY;
var tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.ashearX - bone.arotation;
if (bone.ascaleX < 0)
rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK < -180)
rotationIK += 360;
var sx = bone.ascaleX, sy = bone.ascaleY;
if (compress || stretch) {
var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty);
if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) {
var s = (dd / b - 1) * alpha + 1;
sx *= s;
if (uniform)
sy *= s;
}
}
bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
};
IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, alpha) {
if (alpha == 0) {
child.updateWorldTransform();
return;
}
if (!parent.appliedValid)
parent.updateAppliedTransform();
if (!child.appliedValid)
child.updateAppliedTransform();
var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
var os1 = 0, os2 = 0, s2 = 0;
if (psx < 0) {
psx = -psx;
os1 = 180;
s2 = -1;
}
else {
os1 = 0;
s2 = 1;
}
if (psy < 0) {
psy = -psy;
s2 = -s2;
}
if (csx < 0) {
csx = -csx;
os2 = 180;
}
else
os2 = 0;
var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
var u = Math.abs(psx - psy) <= 0.0001;
if (!u) {
cy = 0;
cwx = a * cx + parent.worldX;
cwy = c * cx + parent.worldY;
}
else {
cy = child.ay;
cwx = a * cx + b * cy + parent.worldX;
cwy = c * cx + d * cy + parent.worldY;
}
var pp = parent.parent;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
var id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py, dd = tx * tx + ty * ty;
x = cwx - pp.worldX;
y = cwy - pp.worldY;
var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0;
outer: if (u) {
l2 *= psx;
var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1)
cos = -1;
else if (cos > 1) {
cos = 1;
if (stretch && l1 + l2 > 0.0001)
sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
}
a2 = Math.acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * Math.sin(a2);
a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
}
else {
a = psx * l2;
b = psy * l2;
var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
var c1 = -2 * bb * l1, c2 = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
var q = Math.sqrt(d);
if (c1 < 0)
q = -q;
q = -(c1 + q) / 2;
var r0 = q / c2, r1 = c / q;
var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
if (r * r <= dd) {
y = Math.sqrt(dd - r * r) * bendDir;
a1 = ta - Math.atan2(y, r);
a2 = Math.atan2(y / psy, (r - l1) / psx);
break outer;
}
}
var minAngle = spine.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = Math.acos(c);
x = a * Math.cos(c) + l1;
y = b * Math.sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - Math.atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
}
else {
a1 = ta - Math.atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
var os = Math.atan2(cy, cx) * s2;
var rotation = parent.arotation;
a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
if (a1 > 180)
a1 -= 360;
else if (a1 < -180)
a1 += 360;
parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
rotation = child.arotation;
a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
if (a2 > 180)
a2 -= 360;
else if (a2 < -180)
a2 += 360;
child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
};
return IkConstraint;
}());
spine.IkConstraint = IkConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
var IkConstraintData = (function () {
function IkConstraintData(name) {
this.order = 0;
this.bones = new Array();
this.bendDirection = 1;
this.compress = false;
this.stretch = false;
this.uniform = false;
this.mix = 1;
this.name = name;
}
return IkConstraintData;
}());
spine.IkConstraintData = IkConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathConstraint = (function () {
function PathConstraint(data, skeleton) {
this.position = 0;
this.spacing = 0;
this.rotateMix = 0;
this.translateMix = 0;
this.spaces = new Array();
this.positions = new Array();
this.world = new Array();
this.curves = new Array();
this.lengths = new Array();
this.segments = new Array();
if (data == null)
throw new Error("data cannot be null.");
if (skeleton == null)
throw new Error("skeleton cannot be null.");
this.data = data;
this.bones = new Array();
for (var i = 0, n = data.bones.length; i < n; i++)
this.bones.push(skeleton.findBone(data.bones[i].name));
this.target = skeleton.findSlot(data.target.name);
this.position = data.position;
this.spacing = data.spacing;
this.rotateMix = data.rotateMix;
this.translateMix = data.translateMix;
}
PathConstraint.prototype.apply = function () {
this.update();
};
PathConstraint.prototype.update = function () {
var attachment = this.target.getAttachment();
if (!(attachment instanceof spine.PathAttachment))
return;
var rotateMix = this.rotateMix, translateMix = this.translateMix;
var translate = translateMix > 0, rotate = rotateMix > 0;
if (!translate && !rotate)
return;
var data = this.data;
var percentSpacing = data.spacingMode == spine.SpacingMode.Percent;
var rotateMode = data.rotateMode;
var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
var bones = this.bones;
var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
var spacing = this.spacing;
if (scale || !percentSpacing) {
if (scale)
lengths = spine.Utils.setArraySize(this.lengths, boneCount);
var lengthSpacing = data.spacingMode == spine.SpacingMode.Length;
for (var i = 0, n = spacesCount - 1; i < n;) {
var bone = bones[i];
var setupLength = bone.data.length;
if (setupLength < PathConstraint.epsilon) {
if (scale)
lengths[i] = 0;
spaces[++i] = 0;
}
else if (percentSpacing) {
if (scale) {
var x = setupLength * bone.a, y = setupLength * bone.c;
var length_1 = Math.sqrt(x * x + y * y);
lengths[i] = length_1;
}
spaces[++i] = spacing;
}
else {
var x = setupLength * bone.a, y = setupLength * bone.c;
var length_2 = Math.sqrt(x * x + y * y);
if (scale)
lengths[i] = length_2;
spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_2 / setupLength;
}
}
}
else {
for (var i = 1; i < spacesCount; i++)
spaces[i] = spacing;
}
var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, percentSpacing);
var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
var tip = false;
if (offsetRotation == 0)
tip = rotateMode == spine.RotateMode.Chain;
else {
tip = false;
var p = this.target.bone;
offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
}
for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
var bone = bones[i];
bone.worldX += (boneX - bone.worldX) * translateMix;
bone.worldY += (boneY - bone.worldY) * translateMix;
var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
var length_3 = lengths[i];
if (length_3 != 0) {
var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (rotate) {
var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
if (tangents)
r = positions[p - 1];
else if (spaces[i + 1] == 0)
r = positions[p + 2];
else
r = Math.atan2(dy, dx);
r -= Math.atan2(c, a);
if (tip) {
cos = Math.cos(r);
sin = Math.sin(r);
var length_4 = bone.data.length;
boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix;
}
else {
r += offsetRotation;
}
if (r > spine.MathUtils.PI)
r -= spine.MathUtils.PI2;
else if (r < -spine.MathUtils.PI)
r += spine.MathUtils.PI2;
r *= rotateMix;
cos = Math.cos(r);
sin = Math.sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
bone.appliedValid = false;
}
};
PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
var target = this.target;
var position = this.position;
var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
var closed = path.closed;
var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
if (!path.constantSpeed) {
var lengths = path.lengths;
curveCount -= closed ? 1 : 2;
var pathLength_1 = lengths[curveCount];
if (percentPosition)
position *= pathLength_1;
if (percentSpacing) {
for (var i = 1; i < spacesCount; i++)
spaces[i] *= pathLength_1;
}
world = spine.Utils.setArraySize(this.world, 8);
for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
var space = spaces[i];
position += space;
var p = position;
if (closed) {
p %= pathLength_1;
if (p < 0)
p += pathLength_1;
curve = 0;
}
else if (p < 0) {
if (prevCurve != PathConstraint.BEFORE) {
prevCurve = PathConstraint.BEFORE;
path.computeWorldVertices(target, 2, 4, world, 0, 2);
}
this.addBeforePosition(p, world, 0, out, o);
continue;
}
else if (p > pathLength_1) {
if (prevCurve != PathConstraint.AFTER) {
prevCurve = PathConstraint.AFTER;
path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
}
this.addAfterPosition(p - pathLength_1, world, 0, out, o);
continue;
}
for (;; curve++) {
var length_5 = lengths[curve];
if (p > length_5)
continue;
if (curve == 0)
p /= length_5;
else {
var prev = lengths[curve - 1];
p = (p - prev) / (length_5 - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
path.computeWorldVertices(target, 0, 4, world, 4, 2);
}
else
path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
}
this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
}
return out;
}
if (closed) {
verticesLength += 2;
world = spine.Utils.setArraySize(this.world, verticesLength);
path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
}
else {
curveCount--;
verticesLength -= 4;
world = spine.Utils.setArraySize(this.world, verticesLength);
path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
}
var curves = spine.Utils.setArraySize(this.curves, curveCount);
var pathLength = 0;
var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
}
if (percentPosition)
position *= pathLength;
else
position *= pathLength / path.lengths[curveCount - 1];
if (percentSpacing) {
for (var i = 1; i < spacesCount; i++)
spaces[i] *= pathLength;
}
var segments = this.segments;
var curveLength = 0;
for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
var space = spaces[i];
position += space;
var p = position;
if (closed) {
p %= pathLength;
if (p < 0)
p += pathLength;
curve = 0;
}
else if (p < 0) {
this.addBeforePosition(p, world, 0, out, o);
continue;
}
else if (p > pathLength) {
this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
continue;
}
for (;; curve++) {
var length_6 = curves[curve];
if (p > length_6)
continue;
if (curve == 0)
p /= length_6;
else {
var prev = curves[curve - 1];
p = (p - prev) / (length_6 - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
var ii = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii = 1; ii < 8; ii++) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
p *= curveLength;
for (;; segment++) {
var length_7 = segments[segment];
if (p > length_7)
continue;
if (segment == 0)
p /= length_7;
else {
var prev = segments[segment - 1];
p = segment + (p - prev) / (length_7 - prev);
}
break;
}
this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
}
return out;
};
PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
};
PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
};
PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
if (p == 0 || isNaN(p)) {
out[o] = x1;
out[o + 1] = y1;
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
return;
}
var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
out[o] = x;
out[o + 1] = y;
if (tangents) {
if (p < 0.001)
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
else
out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
};
PathConstraint.prototype.getOrder = function () {
return this.data.order;
};
PathConstraint.NONE = -1;
PathConstraint.BEFORE = -2;
PathConstraint.AFTER = -3;
PathConstraint.epsilon = 0.00001;
return PathConstraint;
}());
spine.PathConstraint = PathConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathConstraintData = (function () {
function PathConstraintData(name) {
this.order = 0;
this.bones = new Array();
this.name = name;
}
return PathConstraintData;
}());
spine.PathConstraintData = PathConstraintData;
var PositionMode;
(function (PositionMode) {
PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
PositionMode[PositionMode["Percent"] = 1] = "Percent";
})(PositionMode = spine.PositionMode || (spine.PositionMode = {}));
var SpacingMode;
(function (SpacingMode) {
SpacingMode[SpacingMode["Length"] = 0] = "Length";
SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
})(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {}));
var RotateMode;
(function (RotateMode) {
RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
RotateMode[RotateMode["Chain"] = 1] = "Chain";
RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
})(RotateMode = spine.RotateMode || (spine.RotateMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var Assets = (function () {
function Assets(clientId) {
this.toLoad = new Array();
this.assets = {};
this.clientId = clientId;
}
Assets.prototype.loaded = function () {
var i = 0;
for (var v in this.assets)
i++;
return i;
};
return Assets;
}());
var SharedAssetManager = (function () {
function SharedAssetManager(pathPrefix) {
if (pathPrefix === void 0) { pathPrefix = ""; }
this.clientAssets = {};
this.queuedAssets = {};
this.rawAssets = {};
this.errors = {};
this.pathPrefix = pathPrefix;
}
SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
var clientAssets = this.clientAssets[clientId];
if (clientAssets === null || clientAssets === undefined) {
clientAssets = new Assets(clientId);
this.clientAssets[clientId] = clientAssets;
}
if (textureLoader !== null)
clientAssets.textureLoader = textureLoader;
clientAssets.toLoad.push(path);
if (this.queuedAssets[path] === path) {
return false;
}
else {
this.queuedAssets[path] = path;
return true;
}
};
SharedAssetManager.prototype.loadText = function (clientId, path) {
var _this = this;
path = this.pathPrefix + path;
if (!this.queueAsset(clientId, null, path))
return;
var request = new XMLHttpRequest();
request.onreadystatechange = function () {
if (request.readyState == XMLHttpRequest.DONE) {
if (request.status >= 200 && request.status < 300) {
_this.rawAssets[path] = request.responseText;
}
else {
_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
}
}
};
request.open("GET", path, true);
request.send();
};
SharedAssetManager.prototype.loadJson = function (clientId, path) {
var _this = this;
path = this.pathPrefix + path;
if (!this.queueAsset(clientId, null, path))
return;
var request = new XMLHttpRequest();
request.onreadystatechange = function () {
if (request.readyState == XMLHttpRequest.DONE) {
if (request.status >= 200 && request.status < 300) {
_this.rawAssets[path] = JSON.parse(request.responseText);
}
else {
_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
}
}
};
request.open("GET", path, true);
request.send();
};
SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
var _this = this;
path = this.pathPrefix + path;
if (!this.queueAsset(clientId, textureLoader, path))
return;
var img = new Image();
img.src = path;
img.crossOrigin = "anonymous";
img.onload = function (ev) {
_this.rawAssets[path] = img;
};
img.onerror = function (ev) {
_this.errors[path] = "Couldn't load image " + path;
};
};
SharedAssetManager.prototype.get = function (clientId, path) {
path = this.pathPrefix + path;
var clientAssets = this.clientAssets[clientId];
if (clientAssets === null || clientAssets === undefined)
return true;
return clientAssets.assets[path];
};
SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
for (var i = 0; i < clientAssets.toLoad.length; i++) {
var path = clientAssets.toLoad[i];
var asset = clientAssets.assets[path];
if (asset === null || asset === undefined) {
var rawAsset = this.rawAssets[path];
if (rawAsset === null || rawAsset === undefined)
continue;
if (rawAsset instanceof HTMLImageElement) {
clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
}
else {
clientAssets.assets[path] = rawAsset;
}
}
}
};
SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
var clientAssets = this.clientAssets[clientId];
if (clientAssets === null || clientAssets === undefined)
return true;
this.updateClientAssets(clientAssets);
return clientAssets.toLoad.length == clientAssets.loaded();
};
SharedAssetManager.prototype.dispose = function () {
};
SharedAssetManager.prototype.hasErrors = function () {
return Object.keys(this.errors).length > 0;
};
SharedAssetManager.prototype.getErrors = function () {
return this.errors;
};
return SharedAssetManager;
}());
spine.SharedAssetManager = SharedAssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Skeleton = (function () {
function Skeleton(data) {
this._updateCache = new Array();
this.updateCacheReset = new Array();
this.time = 0;
this.scaleX = 1;
this.scaleY = 1;
this.x = 0;
this.y = 0;
if (data == null)
throw new Error("data cannot be null.");
this.data = data;
this.bones = new Array();
for (var i = 0; i < data.bones.length; i++) {
var boneData = data.bones[i];
var bone = void 0;
if (boneData.parent == null)
bone = new spine.Bone(boneData, this, null);
else {
var parent_1 = this.bones[boneData.parent.index];
bone = new spine.Bone(boneData, this, parent_1);
parent_1.children.push(bone);
}
this.bones.push(bone);
}
this.slots = new Array();
this.drawOrder = new Array();
for (var i = 0; i < data.slots.length; i++) {
var slotData = data.slots[i];
var bone = this.bones[slotData.boneData.index];
var slot = new spine.Slot(slotData, bone);
this.slots.push(slot);
this.drawOrder.push(slot);
}
this.ikConstraints = new Array();
for (var i = 0; i < data.ikConstraints.length; i++) {
var ikConstraintData = data.ikConstraints[i];
this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
}
this.transformConstraints = new Array();
for (var i = 0; i < data.transformConstraints.length; i++) {
var transformConstraintData = data.transformConstraints[i];
this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
}
this.pathConstraints = new Array();
for (var i = 0; i < data.pathConstraints.length; i++) {
var pathConstraintData = data.pathConstraints[i];
this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
}
this.color = new spine.Color(1, 1, 1, 1);
this.updateCache();
}
Skeleton.prototype.updateCache = function () {
var updateCache = this._updateCache;
updateCache.length = 0;
this.updateCacheReset.length = 0;
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
bones[i].sorted = false;
var ikConstraints = this.ikConstraints;
var transformConstraints = this.transformConstraints;
var pathConstraints = this.pathConstraints;
var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length;
var constraintCount = ikCount + transformCount + pathCount;
outer: for (var i = 0; i < constraintCount; i++) {
for (var ii = 0; ii < ikCount; ii++) {
var constraint = ikConstraints[ii];
if (constraint.data.order == i) {
this.sortIkConstraint(constraint);
continue outer;
}
}
for (var ii = 0; ii < transformCount; ii++) {
var constraint = transformConstraints[ii];
if (constraint.data.order == i) {
this.sortTransformConstraint(constraint);
continue outer;
}
}
for (var ii = 0; ii < pathCount; ii++) {
var constraint = pathConstraints[ii];
if (constraint.data.order == i) {
this.sortPathConstraint(constraint);
continue outer;
}
}
}
for (var i = 0, n = bones.length; i < n; i++)
this.sortBone(bones[i]);
};
Skeleton.prototype.sortIkConstraint = function (constraint) {
var target = constraint.target;
this.sortBone(target);
var constrained = constraint.bones;
var parent = constrained[0];
this.sortBone(parent);
if (constrained.length > 1) {
var child = constrained[constrained.length - 1];
if (!(this._updateCache.indexOf(child) > -1))
this.updateCacheReset.push(child);
}
this._updateCache.push(constraint);
this.sortReset(parent.children);
constrained[constrained.length - 1].sorted = true;
};
Skeleton.prototype.sortPathConstraint = function (constraint) {
var slot = constraint.target;
var slotIndex = slot.data.index;
var slotBone = slot.bone;
if (this.skin != null)
this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
for (var i = 0, n = this.data.skins.length; i < n; i++)
this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
var attachment = slot.getAttachment();
if (attachment instanceof spine.PathAttachment)
this.sortPathConstraintAttachmentWith(attachment, slotBone);
var constrained = constraint.bones;
var boneCount = constrained.length;
for (var i = 0; i < boneCount; i++)
this.sortBone(constrained[i]);
this._updateCache.push(constraint);
for (var i = 0; i < boneCount; i++)
this.sortReset(constrained[i].children);
for (var i = 0; i < boneCount; i++)
constrained[i].sorted = true;
};
Skeleton.prototype.sortTransformConstraint = function (constraint) {
this.sortBone(constraint.target);
var constrained = constraint.bones;
var boneCount = constrained.length;
if (constraint.data.local) {
for (var i = 0; i < boneCount; i++) {
var child = constrained[i];
this.sortBone(child.parent);
if (!(this._updateCache.indexOf(child) > -1))
this.updateCacheReset.push(child);
}
}
else {
for (var i = 0; i < boneCount; i++) {
this.sortBone(constrained[i]);
}
}
this._updateCache.push(constraint);
for (var ii = 0; ii < boneCount; ii++)
this.sortReset(constrained[ii].children);
for (var ii = 0; ii < boneCount; ii++)
constrained[ii].sorted = true;
};
Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
var attachments = skin.attachments[slotIndex];
if (!attachments)
return;
for (var key in attachments) {
this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
}
};
Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
if (!(attachment instanceof spine.PathAttachment))
return;
var pathBones = attachment.bones;
if (pathBones == null)
this.sortBone(slotBone);
else {
var bones = this.bones;
var i = 0;
while (i < pathBones.length) {
var boneCount = pathBones[i++];
for (var n = i + boneCount; i < n; i++) {
var boneIndex = pathBones[i];
this.sortBone(bones[boneIndex]);
}
}
}
};
Skeleton.prototype.sortBone = function (bone) {
if (bone.sorted)
return;
var parent = bone.parent;
if (parent != null)
this.sortBone(parent);
bone.sorted = true;
this._updateCache.push(bone);
};
Skeleton.prototype.sortReset = function (bones) {
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
if (bone.sorted)
this.sortReset(bone.children);
bone.sorted = false;
}
};
Skeleton.prototype.updateWorldTransform = function () {
var updateCacheReset = this.updateCacheReset;
for (var i = 0, n = updateCacheReset.length; i < n; i++) {
var bone = updateCacheReset[i];
bone.ax = bone.x;
bone.ay = bone.y;
bone.arotation = bone.rotation;
bone.ascaleX = bone.scaleX;
bone.ascaleY = bone.scaleY;
bone.ashearX = bone.shearX;
bone.ashearY = bone.shearY;
bone.appliedValid = true;
}
var updateCache = this._updateCache;
for (var i = 0, n = updateCache.length; i < n; i++)
updateCache[i].update();
};
Skeleton.prototype.setToSetupPose = function () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
};
Skeleton.prototype.setBonesToSetupPose = function () {
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
bones[i].setToSetupPose();
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i < n; i++) {
var constraint = ikConstraints[i];
constraint.mix = constraint.data.mix;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
var transformConstraints = this.transformConstraints;
for (var i = 0, n = transformConstraints.length; i < n; i++) {
var constraint = transformConstraints[i];
var data = constraint.data;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
}
var pathConstraints = this.pathConstraints;
for (var i = 0, n = pathConstraints.length; i < n; i++) {
var constraint = pathConstraints[i];
var data = constraint.data;
constraint.position = data.position;
constraint.spacing = data.spacing;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
}
};
Skeleton.prototype.setSlotsToSetupPose = function () {
var slots = this.slots;
spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
for (var i = 0, n = slots.length; i < n; i++)
slots[i].setToSetupPose();
};
Skeleton.prototype.getRootBone = function () {
if (this.bones.length == 0)
return null;
return this.bones[0];
};
Skeleton.prototype.findBone = function (boneName) {
if (boneName == null)
throw new Error("boneName cannot be null.");
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
if (bone.data.name == boneName)
return bone;
}
return null;
};
Skeleton.prototype.findBoneIndex = function (boneName) {
if (boneName == null)
throw new Error("boneName cannot be null.");
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name == boneName)
return i;
return -1;
};
Skeleton.prototype.findSlot = function (slotName) {
if (slotName == null)
throw new Error("slotName cannot be null.");
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i];
if (slot.data.name == slotName)
return slot;
}
return null;
};
Skeleton.prototype.findSlotIndex = function (slotName) {
if (slotName == null)
throw new Error("slotName cannot be null.");
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name == slotName)
return i;
return -1;
};
Skeleton.prototype.setSkinByName = function (skinName) {
var skin = this.data.findSkin(skinName);
if (skin == null)
throw new Error("Skin not found: " + skinName);
this.setSkin(skin);
};
Skeleton.prototype.setSkin = function (newSkin) {
if (newSkin != null) {
if (this.skin != null)
newSkin.attachAll(this, this.skin);
else {
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i];
var name_1 = slot.data.attachmentName;
if (name_1 != null) {
var attachment = newSkin.getAttachment(i, name_1);
if (attachment != null)
slot.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
};
Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
};
Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
if (attachmentName == null)
throw new Error("attachmentName cannot be null.");
if (this.skin != null) {
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
if (attachment != null)
return attachment;
}
if (this.data.defaultSkin != null)
return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
return null;
};
Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
if (slotName == null)
throw new Error("slotName cannot be null.");
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i];
if (slot.data.name == slotName) {
var attachment = null;
if (attachmentName != null) {
attachment = this.getAttachment(i, attachmentName);
if (attachment == null)
throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.setAttachment(attachment);
return;
}
}
throw new Error("Slot not found: " + slotName);
};
Skeleton.prototype.findIkConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i < n; i++) {
var ikConstraint = ikConstraints[i];
if (ikConstraint.data.name == constraintName)
return ikConstraint;
}
return null;
};
Skeleton.prototype.findTransformConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var transformConstraints = this.transformConstraints;
for (var i = 0, n = transformConstraints.length; i < n; i++) {
var constraint = transformConstraints[i];
if (constraint.data.name == constraintName)
return constraint;
}
return null;
};
Skeleton.prototype.findPathConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var pathConstraints = this.pathConstraints;
for (var i = 0, n = pathConstraints.length; i < n; i++) {
var constraint = pathConstraints[i];
if (constraint.data.name == constraintName)
return constraint;
}
return null;
};
Skeleton.prototype.getBounds = function (offset, size, temp) {
if (temp === void 0) { temp = new Array(2); }
if (offset == null)
throw new Error("offset cannot be null.");
if (size == null)
throw new Error("size cannot be null.");
var drawOrder = this.drawOrder;
var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
for (var i = 0, n = drawOrder.length; i < n; i++) {
var slot = drawOrder[i];
var verticesLength = 0;
var vertices = null;
var attachment = slot.getAttachment();
if (attachment instanceof spine.RegionAttachment) {
verticesLength = 8;
vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
attachment.computeWorldVertices(slot.bone, vertices, 0, 2);
}
else if (attachment instanceof spine.MeshAttachment) {
var mesh = attachment;
verticesLength = mesh.worldVerticesLength;
vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
}
if (vertices != null) {
for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
var x = vertices[ii], y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
}
offset.set(minX, minY);
size.set(maxX - minX, maxY - minY);
};
Skeleton.prototype.update = function (delta) {
this.time += delta;
};
return Skeleton;
}());
spine.Skeleton = Skeleton;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SkeletonBounds = (function () {
function SkeletonBounds() {
this.minX = 0;
this.minY = 0;
this.maxX = 0;
this.maxY = 0;
this.boundingBoxes = new Array();
this.polygons = new Array();
this.polygonPool = new spine.Pool(function () {
return spine.Utils.newFloatArray(16);
});
}
SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
if (skeleton == null)
throw new Error("skeleton cannot be null.");
var boundingBoxes = this.boundingBoxes;
var polygons = this.polygons;
var polygonPool = this.polygonPool;
var slots = skeleton.slots;
var slotCount = slots.length;
boundingBoxes.length = 0;
polygonPool.freeAll(polygons);
polygons.length = 0;
for (var i = 0; i < slotCount; i++) {
var slot = slots[i];
var attachment = slot.getAttachment();
if (attachment instanceof spine.BoundingBoxAttachment) {
var boundingBox = attachment;
boundingBoxes.push(boundingBox);
var polygon = polygonPool.obtain();
if (polygon.length != boundingBox.worldVerticesLength) {
polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
}
polygons.push(polygon);
boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
}
}
if (updateAabb) {
this.aabbCompute();
}
else {
this.minX = Number.POSITIVE_INFINITY;
this.minY = Number.POSITIVE_INFINITY;
this.maxX = Number.NEGATIVE_INFINITY;
this.maxY = Number.NEGATIVE_INFINITY;
}
};
SkeletonBounds.prototype.aabbCompute = function () {
var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
var polygons = this.polygons;
for (var i = 0, n = polygons.length; i < n; i++) {
var polygon = polygons[i];
var vertices = polygon;
for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
var x = vertices[ii];
var y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
};
SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
};
SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
var minX = this.minX;
var minY = this.minY;
var maxX = this.maxX;
var maxY = this.maxY;
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
return false;
var m = (y2 - y1) / (x2 - x1);
var y = m * (minX - x1) + y1;
if (y > minY && y < maxY)
return true;
y = m * (maxX - x1) + y1;
if (y > minY && y < maxY)
return true;
var x = (minY - y1) / m + x1;
if (x > minX && x < maxX)
return true;
x = (maxY - y1) / m + x1;
if (x > minX && x < maxX)
return true;
return false;
};
SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
};
SkeletonBounds.prototype.containsPoint = function (x, y) {
var polygons = this.polygons;
for (var i = 0, n = polygons.length; i < n; i++)
if (this.containsPointPolygon(polygons[i], x, y))
return this.boundingBoxes[i];
return null;
};
SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
var vertices = polygon;
var nn = polygon.length;
var prevIndex = nn - 2;
var inside = false;
for (var ii = 0; ii < nn; ii += 2) {
var vertexY = vertices[ii + 1];
var prevY = vertices[prevIndex + 1];
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
var vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
inside = !inside;
}
prevIndex = ii;
}
return inside;
};
SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
var polygons = this.polygons;
for (var i = 0, n = polygons.length; i < n; i++)
if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
return this.boundingBoxes[i];
return null;
};
SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
var vertices = polygon;
var nn = polygon.length;
var width12 = x1 - x2, height12 = y1 - y2;
var det1 = x1 * y2 - y1 * x2;
var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (var ii = 0; ii < nn; ii += 2) {
var x4 = vertices[ii], y4 = vertices[ii + 1];
var det2 = x3 * y4 - y3 * x4;
var width34 = x3 - x4, height34 = y3 - y4;
var det3 = width12 * height34 - height12 * width34;
var x = (det1 * width34 - width12 * det2) / det3;
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
var y = (det1 * height34 - height12 * det2) / det3;
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
return true;
}
x3 = x4;
y3 = y4;
}
return false;
};
SkeletonBounds.prototype.getPolygon = function (boundingBox) {
if (boundingBox == null)
throw new Error("boundingBox cannot be null.");
var index = this.boundingBoxes.indexOf(boundingBox);
return index == -1 ? null : this.polygons[index];
};
SkeletonBounds.prototype.getWidth = function () {
return this.maxX - this.minX;
};
SkeletonBounds.prototype.getHeight = function () {
return this.maxY - this.minY;
};
return SkeletonBounds;
}());
spine.SkeletonBounds = SkeletonBounds;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SkeletonClipping = (function () {
function SkeletonClipping() {
this.triangulator = new spine.Triangulator();
this.clippingPolygon = new Array();
this.clipOutput = new Array();
this.clippedVertices = new Array();
this.clippedTriangles = new Array();
this.scratch = new Array();
}
SkeletonClipping.prototype.clipStart = function (slot, clip) {
if (this.clipAttachment != null)
return 0;
this.clipAttachment = clip;
var n = clip.worldVerticesLength;
var vertices = spine.Utils.setArraySize(this.clippingPolygon, n);
clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
var clippingPolygon = this.clippingPolygon;
SkeletonClipping.makeClockwise(clippingPolygon);
var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon));
for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) {
var polygon = clippingPolygons[i];
SkeletonClipping.makeClockwise(polygon);
polygon.push(polygon[0]);
polygon.push(polygon[1]);
}
return clippingPolygons.length;
};
SkeletonClipping.prototype.clipEndWithSlot = function (slot) {
if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data)
this.clipEnd();
};
SkeletonClipping.prototype.clipEnd = function () {
if (this.clipAttachment == null)
return;
this.clipAttachment = null;
this.clippingPolygons = null;
this.clippedVertices.length = 0;
this.clippedTriangles.length = 0;
this.clippingPolygon.length = 0;
};
SkeletonClipping.prototype.isClipping = function () {
return this.clipAttachment != null;
};
SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) {
var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
var clippedTriangles = this.clippedTriangles;
var polygons = this.clippingPolygons;
var polygonsCount = this.clippingPolygons.length;
var vertexSize = twoColor ? 12 : 8;
var index = 0;
clippedVertices.length = 0;
clippedTriangles.length = 0;
outer: for (var i = 0; i < trianglesLength; i += 3) {
var vertexOffset = triangles[i] << 1;
var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 1] << 1;
var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
vertexOffset = triangles[i + 2] << 1;
var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
for (var p = 0; p < polygonsCount; p++) {
var s = clippedVertices.length;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
var clipOutputLength = clipOutput.length;
if (clipOutputLength == 0)
continue;
var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
var d = 1 / (d0 * d2 + d1 * (y1 - y3));
var clipOutputCount = clipOutputLength >> 1;
var clipOutputItems = this.clipOutput;
var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
for (var ii = 0; ii < clipOutputLength; ii += 2) {
var x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
clippedVerticesItems[s] = x;
clippedVerticesItems[s + 1] = y;
clippedVerticesItems[s + 2] = light.r;
clippedVerticesItems[s + 3] = light.g;
clippedVerticesItems[s + 4] = light.b;
clippedVerticesItems[s + 5] = light.a;
var c0 = x - x3, c1 = y - y3;
var a = (d0 * c0 + d1 * c1) * d;
var b = (d4 * c0 + d2 * c1) * d;
var c = 1 - a - b;
clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
if (twoColor) {
clippedVerticesItems[s + 8] = dark.r;
clippedVerticesItems[s + 9] = dark.g;
clippedVerticesItems[s + 10] = dark.b;
clippedVerticesItems[s + 11] = dark.a;
}
s += vertexSize;
}
s = clippedTriangles.length;
var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
clipOutputCount--;
for (var ii = 1; ii < clipOutputCount; ii++) {
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = (index + ii);
clippedTrianglesItems[s + 2] = (index + ii + 1);
s += 3;
}
index += clipOutputCount + 1;
}
else {
var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
clippedVerticesItems[s] = x1;
clippedVerticesItems[s + 1] = y1;
clippedVerticesItems[s + 2] = light.r;
clippedVerticesItems[s + 3] = light.g;
clippedVerticesItems[s + 4] = light.b;
clippedVerticesItems[s + 5] = light.a;
if (!twoColor) {
clippedVerticesItems[s + 6] = u1;
clippedVerticesItems[s + 7] = v1;
clippedVerticesItems[s + 8] = x2;
clippedVerticesItems[s + 9] = y2;
clippedVerticesItems[s + 10] = light.r;
clippedVerticesItems[s + 11] = light.g;
clippedVerticesItems[s + 12] = light.b;
clippedVerticesItems[s + 13] = light.a;
clippedVerticesItems[s + 14] = u2;
clippedVerticesItems[s + 15] = v2;
clippedVerticesItems[s + 16] = x3;
clippedVerticesItems[s + 17] = y3;
clippedVerticesItems[s + 18] = light.r;
clippedVerticesItems[s + 19] = light.g;
clippedVerticesItems[s + 20] = light.b;
clippedVerticesItems[s + 21] = light.a;
clippedVerticesItems[s + 22] = u3;
clippedVerticesItems[s + 23] = v3;
}
else {
clippedVerticesItems[s + 6] = u1;
clippedVerticesItems[s + 7] = v1;
clippedVerticesItems[s + 8] = dark.r;
clippedVerticesItems[s + 9] = dark.g;
clippedVerticesItems[s + 10] = dark.b;
clippedVerticesItems[s + 11] = dark.a;
clippedVerticesItems[s + 12] = x2;
clippedVerticesItems[s + 13] = y2;
clippedVerticesItems[s + 14] = light.r;
clippedVerticesItems[s + 15] = light.g;
clippedVerticesItems[s + 16] = light.b;
clippedVerticesItems[s + 17] = light.a;
clippedVerticesItems[s + 18] = u2;
clippedVerticesItems[s + 19] = v2;
clippedVerticesItems[s + 20] = dark.r;
clippedVerticesItems[s + 21] = dark.g;
clippedVerticesItems[s + 22] = dark.b;
clippedVerticesItems[s + 23] = dark.a;
clippedVerticesItems[s + 24] = x3;
clippedVerticesItems[s + 25] = y3;
clippedVerticesItems[s + 26] = light.r;
clippedVerticesItems[s + 27] = light.g;
clippedVerticesItems[s + 28] = light.b;
clippedVerticesItems[s + 29] = light.a;
clippedVerticesItems[s + 30] = u3;
clippedVerticesItems[s + 31] = v3;
clippedVerticesItems[s + 32] = dark.r;
clippedVerticesItems[s + 33] = dark.g;
clippedVerticesItems[s + 34] = dark.b;
clippedVerticesItems[s + 35] = dark.a;
}
s = clippedTriangles.length;
var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3);
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = (index + 1);
clippedTrianglesItems[s + 2] = (index + 2);
index += 3;
continue outer;
}
}
}
};
SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
var originalOutput = output;
var clipped = false;
var input = null;
if (clippingArea.length % 4 >= 2) {
input = output;
output = this.scratch;
}
else
input = this.scratch;
input.length = 0;
input.push(x1);
input.push(y1);
input.push(x2);
input.push(y2);
input.push(x3);
input.push(y3);
input.push(x1);
input.push(y1);
output.length = 0;
var clippingVertices = clippingArea;
var clippingVerticesLast = clippingArea.length - 4;
for (var i = 0;; i += 2) {
var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
var inputVertices = input;
var inputVerticesLength = input.length - 2, outputStart = output.length;
for (var ii = 0; ii < inputVerticesLength; ii += 2) {
var inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
if (side2) {
output.push(inputX2);
output.push(inputY2);
continue;
}
var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001) {
var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.push(edgeX + (edgeX2 - edgeX) * ua);
output.push(edgeY + (edgeY2 - edgeY) * ua);
}
else {
output.push(edgeX);
output.push(edgeY);
}
}
else if (side2) {
var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001) {
var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.push(edgeX + (edgeX2 - edgeX) * ua);
output.push(edgeY + (edgeY2 - edgeY) * ua);
}
else {
output.push(edgeX);
output.push(edgeY);
}
output.push(inputX2);
output.push(inputY2);
}
clipped = true;
}
if (outputStart == output.length) {
originalOutput.length = 0;
return true;
}
output.push(output[0]);
output.push(output[1]);
if (i == clippingVerticesLast)
break;
var temp = output;
output = input;
output.length = 0;
input = temp;
}
if (originalOutput != output) {
originalOutput.length = 0;
for (var i = 0, n = output.length - 2; i < n; i++)
originalOutput[i] = output[i];
}
else
originalOutput.length = originalOutput.length - 2;
return clipped;
};
SkeletonClipping.makeClockwise = function (polygon) {
var vertices = polygon;
var verticeslength = polygon.length;
var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0;
for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
p1x = vertices[i];
p1y = vertices[i + 1];
p2x = vertices[i + 2];
p2y = vertices[i + 3];
area += p1x * p2y - p2x * p1y;
}
if (area < 0)
return;
for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
var x = vertices[i], y = vertices[i + 1];
var other = lastX - i;
vertices[i] = vertices[other];
vertices[i + 1] = vertices[other + 1];
vertices[other] = x;
vertices[other + 1] = y;
}
};
return SkeletonClipping;
}());
spine.SkeletonClipping = SkeletonClipping;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SkeletonData = (function () {
function SkeletonData() {
this.bones = new Array();
this.slots = new Array();
this.skins = new Array();
this.events = new Array();
this.animations = new Array();
this.ikConstraints = new Array();
this.transformConstraints = new Array();
this.pathConstraints = new Array();
this.fps = 0;
}
SkeletonData.prototype.findBone = function (boneName) {
if (boneName == null)
throw new Error("boneName cannot be null.");
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
if (bone.name == boneName)
return bone;
}
return null;
};
SkeletonData.prototype.findBoneIndex = function (boneName) {
if (boneName == null)
throw new Error("boneName cannot be null.");
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++)
if (bones[i].name == boneName)
return i;
return -1;
};
SkeletonData.prototype.findSlot = function (slotName) {
if (slotName == null)
throw new Error("slotName cannot be null.");
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i];
if (slot.name == slotName)
return slot;
}
return null;
};
SkeletonData.prototype.findSlotIndex = function (slotName) {
if (slotName == null)
throw new Error("slotName cannot be null.");
var slots = this.slots;
for (var i = 0, n = slots.length; i < n; i++)
if (slots[i].name == slotName)
return i;
return -1;
};
SkeletonData.prototype.findSkin = function (skinName) {
if (skinName == null)
throw new Error("skinName cannot be null.");
var skins = this.skins;
for (var i = 0, n = skins.length; i < n; i++) {
var skin = skins[i];
if (skin.name == skinName)
return skin;
}
return null;
};
SkeletonData.prototype.findEvent = function (eventDataName) {
if (eventDataName == null)
throw new Error("eventDataName cannot be null.");
var events = this.events;
for (var i = 0, n = events.length; i < n; i++) {
var event_4 = events[i];
if (event_4.name == eventDataName)
return event_4;
}
return null;
};
SkeletonData.prototype.findAnimation = function (animationName) {
if (animationName == null)
throw new Error("animationName cannot be null.");
var animations = this.animations;
for (var i = 0, n = animations.length; i < n; i++) {
var animation = animations[i];
if (animation.name == animationName)
return animation;
}
return null;
};
SkeletonData.prototype.findIkConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var ikConstraints = this.ikConstraints;
for (var i = 0, n = ikConstraints.length; i < n; i++) {
var constraint = ikConstraints[i];
if (constraint.name == constraintName)
return constraint;
}
return null;
};
SkeletonData.prototype.findTransformConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var transformConstraints = this.transformConstraints;
for (var i = 0, n = transformConstraints.length; i < n; i++) {
var constraint = transformConstraints[i];
if (constraint.name == constraintName)
return constraint;
}
return null;
};
SkeletonData.prototype.findPathConstraint = function (constraintName) {
if (constraintName == null)
throw new Error("constraintName cannot be null.");
var pathConstraints = this.pathConstraints;
for (var i = 0, n = pathConstraints.length; i < n; i++) {
var constraint = pathConstraints[i];
if (constraint.name == constraintName)
return constraint;
}
return null;
};
SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
if (pathConstraintName == null)
throw new Error("pathConstraintName cannot be null.");
var pathConstraints = this.pathConstraints;
for (var i = 0, n = pathConstraints.length; i < n; i++)
if (pathConstraints[i].name == pathConstraintName)
return i;
return -1;
};
return SkeletonData;
}());
spine.SkeletonData = SkeletonData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SkeletonJson = (function () {
function SkeletonJson(attachmentLoader) {
this.scale = 1;
this.linkedMeshes = new Array();
this.attachmentLoader = attachmentLoader;
}
SkeletonJson.prototype.readSkeletonData = function (json) {
var scale = this.scale;
var skeletonData = new spine.SkeletonData();
var root = typeof (json) === "string" ? JSON.parse(json) : json;
var skeletonMap = root.skeleton;
if (skeletonMap != null) {
skeletonData.hash = skeletonMap.hash;
skeletonData.version = skeletonMap.spine;
skeletonData.width = skeletonMap.width;
skeletonData.height = skeletonMap.height;
skeletonData.fps = skeletonMap.fps;
skeletonData.imagesPath = skeletonMap.images;
}
if (root.bones) {
for (var i = 0; i < root.bones.length; i++) {
var boneMap = root.bones[i];
var parent_2 = null;
var parentName = this.getValue(boneMap, "parent", null);
if (parentName != null) {
parent_2 = skeletonData.findBone(parentName);
if (parent_2 == null)
throw new Error("Parent bone not found: " + parentName);
}
var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_2);
data.length = this.getValue(boneMap, "length", 0) * scale;
data.x = this.getValue(boneMap, "x", 0) * scale;
data.y = this.getValue(boneMap, "y", 0) * scale;
data.rotation = this.getValue(boneMap, "rotation", 0);
data.scaleX = this.getValue(boneMap, "scaleX", 1);
data.scaleY = this.getValue(boneMap, "scaleY", 1);
data.shearX = this.getValue(boneMap, "shearX", 0);
data.shearY = this.getValue(boneMap, "shearY", 0);
data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal"));
skeletonData.bones.push(data);
}
}
if (root.slots) {
for (var i = 0; i < root.slots.length; i++) {
var slotMap = root.slots[i];
var slotName = slotMap.name;
var boneName = slotMap.bone;
var boneData = skeletonData.findBone(boneName);
if (boneData == null)
throw new Error("Slot bone not found: " + boneName);
var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
var color = this.getValue(slotMap, "color", null);
if (color != null)
data.color.setFromString(color);
var dark = this.getValue(slotMap, "dark", null);
if (dark != null) {
data.darkColor = new spine.Color(1, 1, 1, 1);
data.darkColor.setFromString(dark);
}
data.attachmentName = this.getValue(slotMap, "attachment", null);
data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
skeletonData.slots.push(data);
}
}
if (root.ik) {
for (var i = 0; i < root.ik.length; i++) {
var constraintMap = root.ik[i];
var data = new spine.IkConstraintData(constraintMap.name);
data.order = this.getValue(constraintMap, "order", 0);
for (var j = 0; j < constraintMap.bones.length; j++) {
var boneName = constraintMap.bones[j];
var bone = skeletonData.findBone(boneName);
if (bone == null)
throw new Error("IK bone not found: " + boneName);
data.bones.push(bone);
}
var targetName = constraintMap.target;
data.target = skeletonData.findBone(targetName);
if (data.target == null)
throw new Error("IK target bone not found: " + targetName);
data.mix = this.getValue(constraintMap, "mix", 1);
data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
data.compress = this.getValue(constraintMap, "compress", false);
data.stretch = this.getValue(constraintMap, "stretch", false);
data.uniform = this.getValue(constraintMap, "uniform", false);
skeletonData.ikConstraints.push(data);
}
}
if (root.transform) {
for (var i = 0; i < root.transform.length; i++) {
var constraintMap = root.transform[i];
var data = new spine.TransformConstraintData(constraintMap.name);
data.order = this.getValue(constraintMap, "order", 0);
for (var j = 0; j < constraintMap.bones.length; j++) {
var boneName = constraintMap.bones[j];
var bone = skeletonData.findBone(boneName);
if (bone == null)
throw new Error("Transform constraint bone not found: " + boneName);
data.bones.push(bone);
}
var targetName = constraintMap.target;
data.target = skeletonData.findBone(targetName);
if (data.target == null)
throw new Error("Transform constraint target bone not found: " + targetName);
data.local = this.getValue(constraintMap, "local", false);
data.relative = this.getValue(constraintMap, "relative", false);
data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
data.translateMix = this.getValue(constraintMap, "translateMix", 1);
data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
data.shearMix = this.getValue(constraintMap, "shearMix", 1);
skeletonData.transformConstraints.push(data);
}
}
if (root.path) {
for (var i = 0; i < root.path.length; i++) {
var constraintMap = root.path[i];
var data = new spine.PathConstraintData(constraintMap.name);
data.order = this.getValue(constraintMap, "order", 0);
for (var j = 0; j < constraintMap.bones.length; j++) {
var boneName = constraintMap.bones[j];
var bone = skeletonData.findBone(boneName);
if (bone == null)
throw new Error("Transform constraint bone not found: " + boneName);
data.bones.push(bone);
}
var targetName = constraintMap.target;
data.target = skeletonData.findSlot(targetName);
if (data.target == null)
throw new Error("Path target slot not found: " + targetName);
data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
data.position = this.getValue(constraintMap, "position", 0);
if (data.positionMode == spine.PositionMode.Fixed)
data.position *= scale;
data.spacing = this.getValue(constraintMap, "spacing", 0);
if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
data.spacing *= scale;
data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
data.translateMix = this.getValue(constraintMap, "translateMix", 1);
skeletonData.pathConstraints.push(data);
}
}
if (root.skins) {
for (var skinName in root.skins) {
var skinMap = root.skins[skinName];
var skin = new spine.Skin(skinName);
for (var slotName in skinMap) {
var slotIndex = skeletonData.findSlotIndex(slotName);
if (slotIndex == -1)
throw new Error("Slot not found: " + slotName);
var slotMap = skinMap[slotName];
for (var entryName in slotMap) {
var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName, skeletonData);
if (attachment != null)
skin.addAttachment(slotIndex, entryName, attachment);
}
}
skeletonData.skins.push(skin);
if (skin.name == "default")
skeletonData.defaultSkin = skin;
}
}
for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
var linkedMesh = this.linkedMeshes[i];
var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
if (skin == null)
throw new Error("Skin not found: " + linkedMesh.skin);
var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
if (parent_3 == null)
throw new Error("Parent mesh not found: " + linkedMesh.parent);
linkedMesh.mesh.setParentMesh(parent_3);
linkedMesh.mesh.updateUVs();
}
this.linkedMeshes.length = 0;
if (root.events) {
for (var eventName in root.events) {
var eventMap = root.events[eventName];
var data = new spine.EventData(eventName);
data.intValue = this.getValue(eventMap, "int", 0);
data.floatValue = this.getValue(eventMap, "float", 0);
data.stringValue = this.getValue(eventMap, "string", "");
data.audioPath = this.getValue(eventMap, "audio", null);
if (data.audioPath != null) {
data.volume = this.getValue(eventMap, "volume", 1);
data.balance = this.getValue(eventMap, "balance", 0);
}
skeletonData.events.push(data);
}
}
if (root.animations) {
for (var animationName in root.animations) {
var animationMap = root.animations[animationName];
this.readAnimation(animationMap, animationName, skeletonData);
}
}
return skeletonData;
};
SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) {
var scale = this.scale;
name = this.getValue(map, "name", name);
var type = this.getValue(map, "type", "region");
switch (type) {
case "region": {
var path = this.getValue(map, "path", name);
var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
if (region == null)
return null;
region.path = path;
region.x = this.getValue(map, "x", 0) * scale;
region.y = this.getValue(map, "y", 0) * scale;
region.scaleX = this.getValue(map, "scaleX", 1);
region.scaleY = this.getValue(map, "scaleY", 1);
region.rotation = this.getValue(map, "rotation", 0);
region.width = map.width * scale;
region.height = map.height * scale;
var color = this.getValue(map, "color", null);
if (color != null)
region.color.setFromString(color);
region.updateOffset();
return region;
}
case "boundingbox": {
var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
if (box == null)
return null;
this.readVertices(map, box, map.vertexCount << 1);
var color = this.getValue(map, "color", null);
if (color != null)
box.color.setFromString(color);
return box;
}
case "mesh":
case "linkedmesh": {
var path = this.getValue(map, "path", name);
var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
if (mesh == null)
return null;
mesh.path = path;
var color = this.getValue(map, "color", null);
if (color != null)
mesh.color.setFromString(color);
var parent_4 = this.getValue(map, "parent", null);
if (parent_4 != null) {
mesh.inheritDeform = this.getValue(map, "deform", true);
this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_4));
return mesh;
}
var uvs = map.uvs;
this.readVertices(map, mesh, uvs.length);
mesh.triangles = map.triangles;
mesh.regionUVs = uvs;
mesh.updateUVs();
mesh.hullLength = this.getValue(map, "hull", 0) * 2;
return mesh;
}
case "path": {
var path = this.attachmentLoader.newPathAttachment(skin, name);
if (path == null)
return null;
path.closed = this.getValue(map, "closed", false);
path.constantSpeed = this.getValue(map, "constantSpeed", true);
var vertexCount = map.vertexCount;
this.readVertices(map, path, vertexCount << 1);
var lengths = spine.Utils.newArray(vertexCount / 3, 0);
for (var i = 0; i < map.lengths.length; i++)
lengths[i] = map.lengths[i] * scale;
path.lengths = lengths;
var color = this.getValue(map, "color", null);
if (color != null)
path.color.setFromString(color);
return path;
}
case "point": {
var point = this.attachmentLoader.newPointAttachment(skin, name);
if (point == null)
return null;
point.x = this.getValue(map, "x", 0) * scale;
point.y = this.getValue(map, "y", 0) * scale;
point.rotation = this.getValue(map, "rotation", 0);
var color = this.getValue(map, "color", null);
if (color != null)
point.color.setFromString(color);
return point;
}
case "clipping": {
var clip = this.attachmentLoader.newClippingAttachment(skin, name);
if (clip == null)
return null;
var end = this.getValue(map, "end", null);
if (end != null) {
var slot = skeletonData.findSlot(end);
if (slot == null)
throw new Error("Clipping end slot not found: " + end);
clip.endSlot = slot;
}
var vertexCount = map.vertexCount;
this.readVertices(map, clip, vertexCount << 1);
var color = this.getValue(map, "color", null);
if (color != null)
clip.color.setFromString(color);
return clip;
}
}
return null;
};
SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
var scale = this.scale;
attachment.worldVerticesLength = verticesLength;
var vertices = map.vertices;
if (verticesLength == vertices.length) {
var scaledVertices = spine.Utils.toFloatArray(vertices);
if (scale != 1) {
for (var i = 0, n = vertices.length; i < n; i++)
scaledVertices[i] *= scale;
}
attachment.vertices = scaledVertices;
return;
}
var weights = new Array();
var bones = new Array();
for (var i = 0, n = vertices.length; i < n;) {
var boneCount = vertices[i++];
bones.push(boneCount);
for (var nn = i + boneCount * 4; i < nn; i += 4) {
bones.push(vertices[i]);
weights.push(vertices[i + 1] * scale);
weights.push(vertices[i + 2] * scale);
weights.push(vertices[i + 3]);
}
}
attachment.bones = bones;
attachment.vertices = spine.Utils.toFloatArray(weights);
};
SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
var scale = this.scale;
var timelines = new Array();
var duration = 0;
if (map.slots) {
for (var slotName in map.slots) {
var slotMap = map.slots[slotName];
var slotIndex = skeletonData.findSlotIndex(slotName);
if (slotIndex == -1)
throw new Error("Slot not found: " + slotName);
for (var timelineName in slotMap) {
var timelineMap = slotMap[timelineName];
if (timelineName == "attachment") {
var timeline = new spine.AttachmentTimeline(timelineMap.length);
timeline.slotIndex = slotIndex;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
timeline.setFrame(frameIndex++, valueMap.time, valueMap.name);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
else if (timelineName == "color") {
var timeline = new spine.ColorTimeline(timelineMap.length);
timeline.slotIndex = slotIndex;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
var color = new spine.Color();
color.setFromString(valueMap.color);
timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
}
else if (timelineName == "twoColor") {
var timeline = new spine.TwoColorTimeline(timelineMap.length);
timeline.slotIndex = slotIndex;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
var light = new spine.Color();
var dark = new spine.Color();
light.setFromString(valueMap.light);
dark.setFromString(valueMap.dark);
timeline.setFrame(frameIndex, valueMap.time, light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]);
}
else
throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
}
}
}
if (map.bones) {
for (var boneName in map.bones) {
var boneMap = map.bones[boneName];
var boneIndex = skeletonData.findBoneIndex(boneName);
if (boneIndex == -1)
throw new Error("Bone not found: " + boneName);
for (var timelineName in boneMap) {
var timelineMap = boneMap[timelineName];
if (timelineName === "rotate") {
var timeline = new spine.RotateTimeline(timelineMap.length);
timeline.boneIndex = boneIndex;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
timeline.setFrame(frameIndex, valueMap.time, valueMap.angle);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
}
else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
var timeline = null;
var timelineScale = 1;
if (timelineName === "scale")
timeline = new spine.ScaleTimeline(timelineMap.length);
else if (timelineName === "shear")
timeline = new spine.ShearTimeline(timelineMap.length);
else {
timeline = new spine.TranslateTimeline(timelineMap.length);
timelineScale = scale;
}
timeline.boneIndex = boneIndex;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
var x = this.getValue(valueMap, "x", 0), y = this.getValue(valueMap, "y", 0);
timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
}
else
throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
}
}
}
if (map.ik) {
for (var constraintName in map.ik) {
var constraintMap = map.ik[constraintName];
var constraint = skeletonData.findIkConstraint(constraintName);
var timeline = new spine.IkConstraintTimeline(constraintMap.length);
timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
var frameIndex = 0;
for (var i = 0; i < constraintMap.length; i++) {
var valueMap = constraintMap[i];
timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false));
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
}
}
if (map.transform) {
for (var constraintName in map.transform) {
var constraintMap = map.transform[constraintName];
var constraint = skeletonData.findTransformConstraint(constraintName);
var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
var frameIndex = 0;
for (var i = 0; i < constraintMap.length; i++) {
var valueMap = constraintMap[i];
timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
}
}
if (map.paths) {
for (var constraintName in map.paths) {
var constraintMap = map.paths[constraintName];
var index = skeletonData.findPathConstraintIndex(constraintName);
if (index == -1)
throw new Error("Path constraint not found: " + constraintName);
var data = skeletonData.pathConstraints[index];
for (var timelineName in constraintMap) {
var timelineMap = constraintMap[timelineName];
if (timelineName === "position" || timelineName === "spacing") {
var timeline = null;
var timelineScale = 1;
if (timelineName === "spacing") {
timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
timelineScale = scale;
}
else {
timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
if (data.positionMode == spine.PositionMode.Fixed)
timelineScale = scale;
}
timeline.pathConstraintIndex = index;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
}
else if (timelineName === "mix") {
var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
timeline.pathConstraintIndex = index;
var frameIndex = 0;
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i];
timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
}
}
}
}
if (map.deform) {
for (var deformName in map.deform) {
var deformMap = map.deform[deformName];
var skin = skeletonData.findSkin(deformName);
if (skin == null)
throw new Error("Skin not found: " + deformName);
for (var slotName in deformMap) {
var slotMap = deformMap[slotName];
var slotIndex = skeletonData.findSlotIndex(slotName);
if (slotIndex == -1)
throw new Error("Slot not found: " + slotMap.name);
for (var timelineName in slotMap) {
var timelineMap = slotMap[timelineName];
var attachment = skin.getAttachment(slotIndex, timelineName);
if (attachment == null)
throw new Error("Deform attachment not found: " + timelineMap.name);
var weighted = attachment.bones != null;
var vertices = attachment.vertices;
var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
var timeline = new spine.DeformTimeline(timelineMap.length);
timeline.slotIndex = slotIndex;
timeline.attachment = attachment;
var frameIndex = 0;
for (var j = 0; j < timelineMap.length; j++) {
var valueMap = timelineMap[j];
var deform = void 0;
var verticesValue = this.getValue(valueMap, "vertices", null);
if (verticesValue == null)
deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
else {
deform = spine.Utils.newFloatArray(deformLength);
var start = this.getValue(valueMap, "offset", 0);
spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
if (scale != 1) {
for (var i = start, n = i + verticesValue.length; i < n; i++)
deform[i] *= scale;
}
if (!weighted) {
for (var i = 0; i < deformLength; i++)
deform[i] += vertices[i];
}
}
timeline.setFrame(frameIndex, valueMap.time, deform);
this.readCurve(valueMap, timeline, frameIndex);
frameIndex++;
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
}
}
}
var drawOrderNode = map.drawOrder;
if (drawOrderNode == null)
drawOrderNode = map.draworder;
if (drawOrderNode != null) {
var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
var slotCount = skeletonData.slots.length;
var frameIndex = 0;
for (var j = 0; j < drawOrderNode.length; j++) {
var drawOrderMap = drawOrderNode[j];
var drawOrder = null;
var offsets = this.getValue(drawOrderMap, "offsets", null);
if (offsets != null) {
drawOrder = spine.Utils.newArray(slotCount, -1);
var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
var originalIndex = 0, unchangedIndex = 0;
for (var i = 0; i < offsets.length; i++) {
var offsetMap = offsets[i];
var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
if (slotIndex == -1)
throw new Error("Slot not found: " + offsetMap.slot);
while (originalIndex != slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
}
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
for (var i = slotCount - 1; i >= 0; i--)
if (drawOrder[i] == -1)
drawOrder[i] = unchanged[--unchangedIndex];
}
timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
if (map.events) {
var timeline = new spine.EventTimeline(map.events.length);
var frameIndex = 0;
for (var i = 0; i < map.events.length; i++) {
var eventMap = map.events[i];
var eventData = skeletonData.findEvent(eventMap.name);
if (eventData == null)
throw new Error("Event not found: " + eventMap.name);
var event_5 = new spine.Event(spine.Utils.toSinglePrecision(eventMap.time), eventData);
event_5.intValue = this.getValue(eventMap, "int", eventData.intValue);
event_5.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
event_5.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
if (event_5.data.audioPath != null) {
event_5.volume = this.getValue(eventMap, "volume", 1);
event_5.balance = this.getValue(eventMap, "balance", 0);
}
timeline.setFrame(frameIndex++, event_5);
}
timelines.push(timeline);
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
}
if (isNaN(duration)) {
throw new Error("Error while parsing animation, duration is NaN");
}
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
};
SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
if (!map.curve)
return;
if (map.curve === "stepped")
timeline.setStepped(frameIndex);
else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
var curve = map.curve;
timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
}
};
SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
return map[prop] !== undefined ? map[prop] : defaultValue;
};
SkeletonJson.blendModeFromString = function (str) {
str = str.toLowerCase();
if (str == "normal")
return spine.BlendMode.Normal;
if (str == "additive")
return spine.BlendMode.Additive;
if (str == "multiply")
return spine.BlendMode.Multiply;
if (str == "screen")
return spine.BlendMode.Screen;
throw new Error("Unknown blend mode: " + str);
};
SkeletonJson.positionModeFromString = function (str) {
str = str.toLowerCase();
if (str == "fixed")
return spine.PositionMode.Fixed;
if (str == "percent")
return spine.PositionMode.Percent;
throw new Error("Unknown position mode: " + str);
};
SkeletonJson.spacingModeFromString = function (str) {
str = str.toLowerCase();
if (str == "length")
return spine.SpacingMode.Length;
if (str == "fixed")
return spine.SpacingMode.Fixed;
if (str == "percent")
return spine.SpacingMode.Percent;
throw new Error("Unknown position mode: " + str);
};
SkeletonJson.rotateModeFromString = function (str) {
str = str.toLowerCase();
if (str == "tangent")
return spine.RotateMode.Tangent;
if (str == "chain")
return spine.RotateMode.Chain;
if (str == "chainscale")
return spine.RotateMode.ChainScale;
throw new Error("Unknown rotate mode: " + str);
};
SkeletonJson.transformModeFromString = function (str) {
str = str.toLowerCase();
if (str == "normal")
return spine.TransformMode.Normal;
if (str == "onlytranslation")
return spine.TransformMode.OnlyTranslation;
if (str == "norotationorreflection")
return spine.TransformMode.NoRotationOrReflection;
if (str == "noscale")
return spine.TransformMode.NoScale;
if (str == "noscaleorreflection")
return spine.TransformMode.NoScaleOrReflection;
throw new Error("Unknown transform mode: " + str);
};
return SkeletonJson;
}());
spine.SkeletonJson = SkeletonJson;
var LinkedMesh = (function () {
function LinkedMesh(mesh, skin, slotIndex, parent) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.parent = parent;
}
return LinkedMesh;
}());
})(spine || (spine = {}));
var spine;
(function (spine) {
var Skin = (function () {
function Skin(name) {
this.attachments = new Array();
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
Skin.prototype.addAttachment = function (slotIndex, name, attachment) {
if (attachment == null)
throw new Error("attachment cannot be null.");
var attachments = this.attachments;
if (slotIndex >= attachments.length)
attachments.length = slotIndex + 1;
if (!attachments[slotIndex])
attachments[slotIndex] = {};
attachments[slotIndex][name] = attachment;
};
Skin.prototype.getAttachment = function (slotIndex, name) {
var dictionary = this.attachments[slotIndex];
return dictionary ? dictionary[name] : null;
};
Skin.prototype.attachAll = function (skeleton, oldSkin) {
var slotIndex = 0;
for (var i = 0; i < skeleton.slots.length; i++) {
var slot = skeleton.slots[i];
var slotAttachment = slot.getAttachment();
if (slotAttachment && slotIndex < oldSkin.attachments.length) {
var dictionary = oldSkin.attachments[slotIndex];
for (var key in dictionary) {
var skinAttachment = dictionary[key];
if (slotAttachment == skinAttachment) {
var attachment = this.getAttachment(slotIndex, key);
if (attachment != null)
slot.setAttachment(attachment);
break;
}
}
}
slotIndex++;
}
};
return Skin;
}());
spine.Skin = Skin;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Slot = (function () {
function Slot(data, bone) {
this.attachmentVertices = new Array();
if (data == null)
throw new Error("data cannot be null.");
if (bone == null)
throw new Error("bone cannot be null.");
this.data = data;
this.bone = bone;
this.color = new spine.Color();
this.darkColor = data.darkColor == null ? null : new spine.Color();
this.setToSetupPose();
}
Slot.prototype.getAttachment = function () {
return this.attachment;
};
Slot.prototype.setAttachment = function (attachment) {
if (this.attachment == attachment)
return;
this.attachment = attachment;
this.attachmentTime = this.bone.skeleton.time;
this.attachmentVertices.length = 0;
};
Slot.prototype.setAttachmentTime = function (time) {
this.attachmentTime = this.bone.skeleton.time - time;
};
Slot.prototype.getAttachmentTime = function () {
return this.bone.skeleton.time - this.attachmentTime;
};
Slot.prototype.setToSetupPose = function () {
this.color.setFromColor(this.data.color);
if (this.darkColor != null)
this.darkColor.setFromColor(this.data.darkColor);
if (this.data.attachmentName == null)
this.attachment = null;
else {
this.attachment = null;
this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
}
};
return Slot;
}());
spine.Slot = Slot;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SlotData = (function () {
function SlotData(index, name, boneData) {
this.color = new spine.Color(1, 1, 1, 1);
if (index < 0)
throw new Error("index must be >= 0.");
if (name == null)
throw new Error("name cannot be null.");
if (boneData == null)
throw new Error("boneData cannot be null.");
this.index = index;
this.name = name;
this.boneData = boneData;
}
return SlotData;
}());
spine.SlotData = SlotData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Texture = (function () {
function Texture(image) {
this._image = image;
}
Texture.prototype.getImage = function () {
return this._image;
};
Texture.filterFromString = function (text) {
switch (text.toLowerCase()) {
case "nearest": return TextureFilter.Nearest;
case "linear": return TextureFilter.Linear;
case "mipmap": return TextureFilter.MipMap;
case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
default: throw new Error("Unknown texture filter " + text);
}
};
Texture.wrapFromString = function (text) {
switch (text.toLowerCase()) {
case "mirroredtepeat": return TextureWrap.MirroredRepeat;
case "clamptoedge": return TextureWrap.ClampToEdge;
case "repeat": return TextureWrap.Repeat;
default: throw new Error("Unknown texture wrap " + text);
}
};
return Texture;
}());
spine.Texture = Texture;
var TextureFilter;
(function (TextureFilter) {
TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
})(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {}));
var TextureWrap;
(function (TextureWrap) {
TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
})(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {}));
var TextureRegion = (function () {
function TextureRegion() {
this.u = 0;
this.v = 0;
this.u2 = 0;
this.v2 = 0;
this.width = 0;
this.height = 0;
this.rotate = false;
this.offsetX = 0;
this.offsetY = 0;
this.originalWidth = 0;
this.originalHeight = 0;
}
return TextureRegion;
}());
spine.TextureRegion = TextureRegion;
var FakeTexture = (function (_super) {
__extends(FakeTexture, _super);
function FakeTexture() {
return _super !== null && _super.apply(this, arguments) || this;
}
FakeTexture.prototype.setFilters = function (minFilter, magFilter) { };
FakeTexture.prototype.setWraps = function (uWrap, vWrap) { };
FakeTexture.prototype.dispose = function () { };
return FakeTexture;
}(Texture));
spine.FakeTexture = FakeTexture;
})(spine || (spine = {}));
var spine;
(function (spine) {
var TextureAtlas = (function () {
function TextureAtlas(atlasText, textureLoader) {
this.pages = new Array();
this.regions = new Array();
this.load(atlasText, textureLoader);
}
TextureAtlas.prototype.load = function (atlasText, textureLoader) {
if (textureLoader == null)
throw new Error("textureLoader cannot be null.");
var reader = new TextureAtlasReader(atlasText);
var tuple = new Array(4);
var page = null;
while (true) {
var line = reader.readLine();
if (line == null)
break;
line = line.trim();
if (line.length == 0)
page = null;
else if (!page) {
page = new TextureAtlasPage();
page.name = line;
if (reader.readTuple(tuple) == 2) {
page.width = parseInt(tuple[0]);
page.height = parseInt(tuple[1]);
reader.readTuple(tuple);
}
reader.readTuple(tuple);
page.minFilter = spine.Texture.filterFromString(tuple[0]);
page.magFilter = spine.Texture.filterFromString(tuple[1]);
var direction = reader.readValue();
page.uWrap = spine.TextureWrap.ClampToEdge;
page.vWrap = spine.TextureWrap.ClampToEdge;
if (direction == "x")
page.uWrap = spine.TextureWrap.Repeat;
else if (direction == "y")
page.vWrap = spine.TextureWrap.Repeat;
else if (direction == "xy")
page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
page.texture = textureLoader(line);
page.texture.setFilters(page.minFilter, page.magFilter);
page.texture.setWraps(page.uWrap, page.vWrap);
page.width = page.texture.getImage().width;
page.height = page.texture.getImage().height;
this.pages.push(page);
}
else {
var region = new TextureAtlasRegion();
region.name = line;
region.page = page;
region.rotate = reader.readValue() == "true";
reader.readTuple(tuple);
var x = parseInt(tuple[0]);
var y = parseInt(tuple[1]);
reader.readTuple(tuple);
var width = parseInt(tuple[0]);
var height = parseInt(tuple[1]);
region.u = x / page.width;
region.v = y / page.height;
if (region.rotate) {
region.u2 = (x + height) / page.width;
region.v2 = (y + width) / page.height;
}
else {
region.u2 = (x + width) / page.width;
region.v2 = (y + height) / page.height;
}
region.x = x;
region.y = y;
region.width = Math.abs(width);
region.height = Math.abs(height);
if (reader.readTuple(tuple) == 4) {
if (reader.readTuple(tuple) == 4) {
reader.readTuple(tuple);
}
}
region.originalWidth = parseInt(tuple[0]);
region.originalHeight = parseInt(tuple[1]);
reader.readTuple(tuple);
region.offsetX = parseInt(tuple[0]);
region.offsetY = parseInt(tuple[1]);
region.index = parseInt(reader.readValue());
region.texture = page.texture;
this.regions.push(region);
}
}
};
TextureAtlas.prototype.findRegion = function (name) {
for (var i = 0; i < this.regions.length; i++) {
if (this.regions[i].name == name) {
return this.regions[i];
}
}
return null;
};
TextureAtlas.prototype.dispose = function () {
for (var i = 0; i < this.pages.length; i++) {
this.pages[i].texture.dispose();
}
};
return TextureAtlas;
}());
spine.TextureAtlas = TextureAtlas;
var TextureAtlasReader = (function () {
function TextureAtlasReader(text) {
this.index = 0;
this.lines = text.split(/\r\n|\r|\n/);
}
TextureAtlasReader.prototype.readLine = function () {
if (this.index >= this.lines.length)
return null;
return this.lines[this.index++];
};
TextureAtlasReader.prototype.readValue = function () {
var line = this.readLine();
var colon = line.indexOf(":");
if (colon == -1)
throw new Error("Invalid line: " + line);
return line.substring(colon + 1).trim();
};
TextureAtlasReader.prototype.readTuple = function (tuple) {
var line = this.readLine();
var colon = line.indexOf(":");
if (colon == -1)
throw new Error("Invalid line: " + line);
var i = 0, lastMatch = colon + 1;
for (; i < 3; i++) {
var comma = line.indexOf(",", lastMatch);
if (comma == -1)
break;
tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
lastMatch = comma + 1;
}
tuple[i] = line.substring(lastMatch).trim();
return i + 1;
};
return TextureAtlasReader;
}());
var TextureAtlasPage = (function () {
function TextureAtlasPage() {
}
return TextureAtlasPage;
}());
spine.TextureAtlasPage = TextureAtlasPage;
var TextureAtlasRegion = (function (_super) {
__extends(TextureAtlasRegion, _super);
function TextureAtlasRegion() {
return _super !== null && _super.apply(this, arguments) || this;
}
return TextureAtlasRegion;
}(spine.TextureRegion));
spine.TextureAtlasRegion = TextureAtlasRegion;
})(spine || (spine = {}));
var spine;
(function (spine) {
var TransformConstraint = (function () {
function TransformConstraint(data, skeleton) {
this.rotateMix = 0;
this.translateMix = 0;
this.scaleMix = 0;
this.shearMix = 0;
this.temp = new spine.Vector2();
if (data == null)
throw new Error("data cannot be null.");
if (skeleton == null)
throw new Error("skeleton cannot be null.");
this.data = data;
this.rotateMix = data.rotateMix;
this.translateMix = data.translateMix;
this.scaleMix = data.scaleMix;
this.shearMix = data.shearMix;
this.bones = new Array();
for (var i = 0; i < data.bones.length; i++)
this.bones.push(skeleton.findBone(data.bones[i].name));
this.target = skeleton.findBone(data.target.name);
}
TransformConstraint.prototype.apply = function () {
this.update();
};
TransformConstraint.prototype.update = function () {
if (this.data.local) {
if (this.data.relative)
this.applyRelativeLocal();
else
this.applyAbsoluteLocal();
}
else {
if (this.data.relative)
this.applyRelativeWorld();
else
this.applyAbsoluteWorld();
}
};
TransformConstraint.prototype.applyAbsoluteWorld = function () {
var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
var target = this.target;
var ta = target.a, tb = target.b, tc = target.c, td = target.d;
var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
var offsetRotation = this.data.offsetRotation * degRadReflect;
var offsetShearY = this.data.offsetShearY * degRadReflect;
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
var modified = false;
if (rotateMix != 0) {
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
if (r > spine.MathUtils.PI)
r -= spine.MathUtils.PI2;
else if (r < -spine.MathUtils.PI)
r += spine.MathUtils.PI2;
r *= rotateMix;
var cos = Math.cos(r), sin = Math.sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
modified = true;
}
if (translateMix != 0) {
var temp = this.temp;
target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
bone.worldX += (temp.x - bone.worldX) * translateMix;
bone.worldY += (temp.y - bone.worldY) * translateMix;
modified = true;
}
if (scaleMix > 0) {
var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
var ts = Math.sqrt(ta * ta + tc * tc);
if (s > 0.00001)
s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
bone.a *= s;
bone.c *= s;
s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
ts = Math.sqrt(tb * tb + td * td);
if (s > 0.00001)
s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
var b = bone.b, d = bone.d;
var by = Math.atan2(d, b);
var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
if (r > spine.MathUtils.PI)
r -= spine.MathUtils.PI2;
else if (r < -spine.MathUtils.PI)
r += spine.MathUtils.PI2;
r = by + (r + offsetShearY) * shearMix;
var s = Math.sqrt(b * b + d * d);
bone.b = Math.cos(r) * s;
bone.d = Math.sin(r) * s;
modified = true;
}
if (modified)
bone.appliedValid = false;
}
};
TransformConstraint.prototype.applyRelativeWorld = function () {
var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
var target = this.target;
var ta = target.a, tb = target.b, tc = target.c, td = target.d;
var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect;
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
var modified = false;
if (rotateMix != 0) {
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var r = Math.atan2(tc, ta) + offsetRotation;
if (r > spine.MathUtils.PI)
r -= spine.MathUtils.PI2;
else if (r < -spine.MathUtils.PI)
r += spine.MathUtils.PI2;
r *= rotateMix;
var cos = Math.cos(r), sin = Math.sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
modified = true;
}
if (translateMix != 0) {
var temp = this.temp;
target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
bone.worldX += temp.x * translateMix;
bone.worldY += temp.y * translateMix;
modified = true;
}
if (scaleMix > 0) {
var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1;
bone.a *= s;
bone.c *= s;
s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
var r = Math.atan2(td, tb) - Math.atan2(tc, ta);
if (r > spine.MathUtils.PI)
r -= spine.MathUtils.PI2;
else if (r < -spine.MathUtils.PI)
r += spine.MathUtils.PI2;
var b = bone.b, d = bone.d;
r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix;
var s = Math.sqrt(b * b + d * d);
bone.b = Math.cos(r) * s;
bone.d = Math.sin(r) * s;
modified = true;
}
if (modified)
bone.appliedValid = false;
}
};
TransformConstraint.prototype.applyAbsoluteLocal = function () {
var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
var target = this.target;
if (!target.appliedValid)
target.updateAppliedTransform();
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
if (!bone.appliedValid)
bone.updateAppliedTransform();
var rotation = bone.arotation;
if (rotateMix != 0) {
var r = target.arotation - rotation + this.data.offsetRotation;
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
rotation += r * rotateMix;
}
var x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax - x + this.data.offsetX) * translateMix;
y += (target.ay - y + this.data.offsetY) * translateMix;
}
var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix != 0) {
if (scaleX > 0.00001)
scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX;
if (scaleY > 0.00001)
scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY;
}
var shearY = bone.ashearY;
if (shearMix != 0) {
var r = target.ashearY - shearY + this.data.offsetShearY;
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
bone.shearY += r * shearMix;
}
bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
};
TransformConstraint.prototype.applyRelativeLocal = function () {
var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
var target = this.target;
if (!target.appliedValid)
target.updateAppliedTransform();
var bones = this.bones;
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i];
if (!bone.appliedValid)
bone.updateAppliedTransform();
var rotation = bone.arotation;
if (rotateMix != 0)
rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
var x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax + this.data.offsetX) * translateMix;
y += (target.ay + this.data.offsetY) * translateMix;
}
var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix != 0) {
if (scaleX > 0.00001)
scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1;
if (scaleY > 0.00001)
scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1;
}
var shearY = bone.ashearY;
if (shearMix != 0)
shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
};
TransformConstraint.prototype.getOrder = function () {
return this.data.order;
};
return TransformConstraint;
}());
spine.TransformConstraint = TransformConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
var TransformConstraintData = (function () {
function TransformConstraintData(name) {
this.order = 0;
this.bones = new Array();
this.rotateMix = 0;
this.translateMix = 0;
this.scaleMix = 0;
this.shearMix = 0;
this.offsetRotation = 0;
this.offsetX = 0;
this.offsetY = 0;
this.offsetScaleX = 0;
this.offsetScaleY = 0;
this.offsetShearY = 0;
this.relative = false;
this.local = false;
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return TransformConstraintData;
}());
spine.TransformConstraintData = TransformConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
var Triangulator = (function () {
function Triangulator() {
this.convexPolygons = new Array();
this.convexPolygonsIndices = new Array();
this.indicesArray = new Array();
this.isConcaveArray = new Array();
this.triangles = new Array();
this.polygonPool = new spine.Pool(function () {
return new Array();
});
this.polygonIndicesPool = new spine.Pool(function () {
return new Array();
});
}
Triangulator.prototype.triangulate = function (verticesArray) {
var vertices = verticesArray;
var vertexCount = verticesArray.length >> 1;
var indices = this.indicesArray;
indices.length = 0;
for (var i = 0; i < vertexCount; i++)
indices[i] = i;
var isConcave = this.isConcaveArray;
isConcave.length = 0;
for (var i = 0, n = vertexCount; i < n; ++i)
isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
var triangles = this.triangles;
triangles.length = 0;
while (vertexCount > 3) {
var previous = vertexCount - 1, i = 0, next = 1;
while (true) {
outer: if (!isConcave[i]) {
var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
var p1x = vertices[p1], p1y = vertices[p1 + 1];
var p2x = vertices[p2], p2y = vertices[p2 + 1];
var p3x = vertices[p3], p3y = vertices[p3 + 1];
for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
if (!isConcave[ii])
continue;
var v = indices[ii] << 1;
var vx = vertices[v], vy = vertices[v + 1];
if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy))
break outer;
}
}
}
break;
}
if (next == 0) {
do {
if (!isConcave[i])
break;
i--;
} while (i > 0);
break;
}
previous = i;
i = next;
next = (next + 1) % vertexCount;
}
triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
triangles.push(indices[i]);
triangles.push(indices[(i + 1) % vertexCount]);
indices.splice(i, 1);
isConcave.splice(i, 1);
vertexCount--;
var previousIndex = (vertexCount + i - 1) % vertexCount;
var nextIndex = i == vertexCount ? 0 : i;
isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
}
if (vertexCount == 3) {
triangles.push(indices[2]);
triangles.push(indices[0]);
triangles.push(indices[1]);
}
return triangles;
};
Triangulator.prototype.decompose = function (verticesArray, triangles) {
var vertices = verticesArray;
var convexPolygons = this.convexPolygons;
this.polygonPool.freeAll(convexPolygons);
convexPolygons.length = 0;
var convexPolygonsIndices = this.convexPolygonsIndices;
this.polygonIndicesPool.freeAll(convexPolygonsIndices);
convexPolygonsIndices.length = 0;
var polygonIndices = this.polygonIndicesPool.obtain();
polygonIndices.length = 0;
var polygon = this.polygonPool.obtain();
polygon.length = 0;
var fanBaseIndex = -1, lastWinding = 0;
for (var i = 0, n = triangles.length; i < n; i += 3) {
var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
var x1 = vertices[t1], y1 = vertices[t1 + 1];
var x2 = vertices[t2], y2 = vertices[t2 + 1];
var x3 = vertices[t3], y3 = vertices[t3 + 1];
var merged = false;
if (fanBaseIndex == t1) {
var o = polygon.length - 4;
var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
if (winding1 == lastWinding && winding2 == lastWinding) {
polygon.push(x3);
polygon.push(y3);
polygonIndices.push(t3);
merged = true;
}
}
if (!merged) {
if (polygon.length > 0) {
convexPolygons.push(polygon);
convexPolygonsIndices.push(polygonIndices);
}
else {
this.polygonPool.free(polygon);
this.polygonIndicesPool.free(polygonIndices);
}
polygon = this.polygonPool.obtain();
polygon.length = 0;
polygon.push(x1);
polygon.push(y1);
polygon.push(x2);
polygon.push(y2);
polygon.push(x3);
polygon.push(y3);
polygonIndices = this.polygonIndicesPool.obtain();
polygonIndices.length = 0;
polygonIndices.push(t1);
polygonIndices.push(t2);
polygonIndices.push(t3);
lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
}
if (polygon.length > 0) {
convexPolygons.push(polygon);
convexPolygonsIndices.push(polygonIndices);
}
for (var i = 0, n = convexPolygons.length; i < n; i++) {
polygonIndices = convexPolygonsIndices[i];
if (polygonIndices.length == 0)
continue;
var firstIndex = polygonIndices[0];
var lastIndex = polygonIndices[polygonIndices.length - 1];
polygon = convexPolygons[i];
var o = polygon.length - 4;
var prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
var prevX = polygon[o + 2], prevY = polygon[o + 3];
var firstX = polygon[0], firstY = polygon[1];
var secondX = polygon[2], secondY = polygon[3];
var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (var ii = 0; ii < n; ii++) {
if (ii == i)
continue;
var otherIndices = convexPolygonsIndices[ii];
if (otherIndices.length != 3)
continue;
var otherFirstIndex = otherIndices[0];
var otherSecondIndex = otherIndices[1];
var otherLastIndex = otherIndices[2];
var otherPoly = convexPolygons[ii];
var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
continue;
var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
if (winding1 == winding && winding2 == winding) {
otherPoly.length = 0;
otherIndices.length = 0;
polygon.push(x3);
polygon.push(y3);
polygonIndices.push(otherLastIndex);
prevPrevX = prevX;
prevPrevY = prevY;
prevX = x3;
prevY = y3;
ii = 0;
}
}
}
for (var i = convexPolygons.length - 1; i >= 0; i--) {
polygon = convexPolygons[i];
if (polygon.length == 0) {
convexPolygons.splice(i, 1);
this.polygonPool.free(polygon);
polygonIndices = convexPolygonsIndices[i];
convexPolygonsIndices.splice(i, 1);
this.polygonIndicesPool.free(polygonIndices);
}
}
return convexPolygons;
};
Triangulator.isConcave = function (index, vertexCount, vertices, indices) {
var previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
var current = indices[index] << 1;
var next = indices[(index + 1) % vertexCount] << 1;
return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
};
Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
};
Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) {
var px = p2x - p1x, py = p2y - p1y;
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
};
return Triangulator;
}());
spine.Triangulator = Triangulator;
})(spine || (spine = {}));
var spine;
(function (spine) {
var IntSet = (function () {
function IntSet() {
this.array = new Array();
}
IntSet.prototype.add = function (value) {
var contains = this.contains(value);
this.array[value | 0] = value | 0;
return !contains;
};
IntSet.prototype.contains = function (value) {
return this.array[value | 0] != undefined;
};
IntSet.prototype.remove = function (value) {
this.array[value | 0] = undefined;
};
IntSet.prototype.clear = function () {
this.array.length = 0;
};
return IntSet;
}());
spine.IntSet = IntSet;
var Color = (function () {
function Color(r, g, b, a) {
if (r === void 0) { r = 0; }
if (g === void 0) { g = 0; }
if (b === void 0) { b = 0; }
if (a === void 0) { a = 0; }
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
Color.prototype.set = function (r, g, b, a) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
this.clamp();
return this;
};
Color.prototype.setFromColor = function (c) {
this.r = c.r;
this.g = c.g;
this.b = c.b;
this.a = c.a;
return this;
};
Color.prototype.setFromString = function (hex) {
hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
return this;
};
Color.prototype.add = function (r, g, b, a) {
this.r += r;
this.g += g;
this.b += b;
this.a += a;
this.clamp();
return this;
};
Color.prototype.clamp = function () {
if (this.r < 0)
this.r = 0;
else if (this.r > 1)
this.r = 1;
if (this.g < 0)
this.g = 0;
else if (this.g > 1)
this.g = 1;
if (this.b < 0)
this.b = 0;
else if (this.b > 1)
this.b = 1;
if (this.a < 0)
this.a = 0;
else if (this.a > 1)
this.a = 1;
return this;
};
Color.WHITE = new Color(1, 1, 1, 1);
Color.RED = new Color(1, 0, 0, 1);
Color.GREEN = new Color(0, 1, 0, 1);
Color.BLUE = new Color(0, 0, 1, 1);
Color.MAGENTA = new Color(1, 0, 1, 1);
return Color;
}());
spine.Color = Color;
var MathUtils = (function () {
function MathUtils() {
}
MathUtils.clamp = function (value, min, max) {
if (value < min)
return min;
if (value > max)
return max;
return value;
};
MathUtils.cosDeg = function (degrees) {
return Math.cos(degrees * MathUtils.degRad);
};
MathUtils.sinDeg = function (degrees) {
return Math.sin(degrees * MathUtils.degRad);
};
MathUtils.signum = function (value) {
return value > 0 ? 1 : value < 0 ? -1 : 0;
};
MathUtils.toInt = function (x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);
};
MathUtils.cbrt = function (x) {
var y = Math.pow(Math.abs(x), 1 / 3);
return x < 0 ? -y : y;
};
MathUtils.randomTriangular = function (min, max) {
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
};
MathUtils.randomTriangularWith = function (min, max, mode) {
var u = Math.random();
var d = max - min;
if (u <= (mode - min) / d)
return min + Math.sqrt(u * d * (mode - min));
return max - Math.sqrt((1 - u) * d * (max - mode));
};
MathUtils.PI = 3.1415927;
MathUtils.PI2 = MathUtils.PI * 2;
MathUtils.radiansToDegrees = 180 / MathUtils.PI;
MathUtils.radDeg = MathUtils.radiansToDegrees;
MathUtils.degreesToRadians = MathUtils.PI / 180;
MathUtils.degRad = MathUtils.degreesToRadians;
return MathUtils;
}());
spine.MathUtils = MathUtils;
var Interpolation = (function () {
function Interpolation() {
}
Interpolation.prototype.apply = function (start, end, a) {
return start + (end - start) * this.applyInternal(a);
};
return Interpolation;
}());
spine.Interpolation = Interpolation;
var Pow = (function (_super) {
__extends(Pow, _super);
function Pow(power) {
var _this = _super.call(this) || this;
_this.power = 2;
_this.power = power;
return _this;
}
Pow.prototype.applyInternal = function (a) {
if (a <= 0.5)
return Math.pow(a * 2, this.power) / 2;
return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1;
};
return Pow;
}(Interpolation));
spine.Pow = Pow;
var PowOut = (function (_super) {
__extends(PowOut, _super);
function PowOut(power) {
return _super.call(this, power) || this;
}
PowOut.prototype.applyInternal = function (a) {
return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
};
return PowOut;
}(Pow));
spine.PowOut = PowOut;
var Utils = (function () {
function Utils() {
}
Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
dest[j] = source[i];
}
};
Utils.setArraySize = function (array, size, value) {
if (value === void 0) { value = 0; }
var oldSize = array.length;
if (oldSize == size)
return array;
array.length = size;
if (oldSize < size) {
for (var i = oldSize; i < size; i++)
array[i] = value;
}
return array;
};
Utils.ensureArrayCapacity = function (array, size, value) {
if (value === void 0) { value = 0; }
if (array.length >= size)
return array;
return Utils.setArraySize(array, size, value);
};
Utils.newArray = function (size, defaultValue) {
var array = new Array(size);
for (var i = 0; i < size; i++)
array[i] = defaultValue;
return array;
};
Utils.newFloatArray = function (size) {
if (Utils.SUPPORTS_TYPED_ARRAYS) {
return new Float32Array(size);
}
else {
var array = new Array(size);
for (var i = 0; i < array.length; i++)
array[i] = 0;
return array;
}
};
Utils.newShortArray = function (size) {
if (Utils.SUPPORTS_TYPED_ARRAYS) {
return new Int16Array(size);
}
else {
var array = new Array(size);
for (var i = 0; i < array.length; i++)
array[i] = 0;
return array;
}
};
Utils.toFloatArray = function (array) {
return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
};
Utils.toSinglePrecision = function (value) {
return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
};
Utils.webkit602BugfixHelper = function (alpha, blend) {
};
Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
return Utils;
}());
spine.Utils = Utils;
var DebugUtils = (function () {
function DebugUtils() {
}
DebugUtils.logBones = function (skeleton) {
for (var i = 0; i < skeleton.bones.length; i++) {
var bone = skeleton.bones[i];
console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
}
};
return DebugUtils;
}());
spine.DebugUtils = DebugUtils;
var Pool = (function () {
function Pool(instantiator) {
this.items = new Array();
this.instantiator = instantiator;
}
Pool.prototype.obtain = function () {
return this.items.length > 0 ? this.items.pop() : this.instantiator();
};
Pool.prototype.free = function (item) {
if (item.reset)
item.reset();
this.items.push(item);
};
Pool.prototype.freeAll = function (items) {
for (var i = 0; i < items.length; i++) {
if (items[i].reset)
items[i].reset();
this.items[i] = items[i];
}
};
Pool.prototype.clear = function () {
this.items.length = 0;
};
return Pool;
}());
spine.Pool = Pool;
var Vector2 = (function () {
function Vector2(x, y) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
this.x = x;
this.y = y;
}
Vector2.prototype.set = function (x, y) {
this.x = x;
this.y = y;
return this;
};
Vector2.prototype.length = function () {
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
};
Vector2.prototype.normalize = function () {
var len = this.length();
if (len != 0) {
this.x /= len;
this.y /= len;
}
return this;
};
return Vector2;
}());
spine.Vector2 = Vector2;
var TimeKeeper = (function () {
function TimeKeeper() {
this.maxDelta = 0.064;
this.framesPerSecond = 0;
this.delta = 0;
this.totalTime = 0;
this.lastTime = Date.now() / 1000;
this.frameCount = 0;
this.frameTime = 0;
}
TimeKeeper.prototype.update = function () {
var now = Date.now() / 1000;
this.delta = now - this.lastTime;
this.frameTime += this.delta;
this.totalTime += this.delta;
if (this.delta > this.maxDelta)
this.delta = this.maxDelta;
this.lastTime = now;
this.frameCount++;
if (this.frameTime > 1) {
this.framesPerSecond = this.frameCount / this.frameTime;
this.frameTime = 0;
this.frameCount = 0;
}
};
return TimeKeeper;
}());
spine.TimeKeeper = TimeKeeper;
var WindowedMean = (function () {
function WindowedMean(windowSize) {
if (windowSize === void 0) { windowSize = 32; }
this.addedValues = 0;
this.lastValue = 0;
this.mean = 0;
this.dirty = true;
this.values = new Array(windowSize);
}
WindowedMean.prototype.hasEnoughData = function () {
return this.addedValues >= this.values.length;
};
WindowedMean.prototype.addValue = function (value) {
if (this.addedValues < this.values.length)
this.addedValues++;
this.values[this.lastValue++] = value;
if (this.lastValue > this.values.length - 1)
this.lastValue = 0;
this.dirty = true;
};
WindowedMean.prototype.getMean = function () {
if (this.hasEnoughData()) {
if (this.dirty) {
var mean = 0;
for (var i = 0; i < this.values.length; i++) {
mean += this.values[i];
}
this.mean = mean / this.values.length;
this.dirty = false;
}
return this.mean;
}
else {
return 0;
}
};
return WindowedMean;
}());
spine.WindowedMean = WindowedMean;
})(spine || (spine = {}));
(function () {
if (!Math.fround) {
Math.fround = (function (array) {
return function (x) {
return array[0] = x, array[0];
};
})(new Float32Array(1));
}
})();
var spine;
(function (spine) {
var Attachment = (function () {
function Attachment(name) {
if (name == null)
throw new Error("name cannot be null.");
this.name = name;
}
return Attachment;
}());
spine.Attachment = Attachment;
var VertexAttachment = (function (_super) {
__extends(VertexAttachment, _super);
function VertexAttachment(name) {
var _this = _super.call(this, name) || this;
_this.id = (VertexAttachment.nextID++ & 65535) << 11;
_this.worldVerticesLength = 0;
return _this;
}
VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) {
count = offset + (count >> 1) * stride;
var skeleton = slot.bone.skeleton;
var deformArray = slot.attachmentVertices;
var vertices = this.vertices;
var bones = this.bones;
if (bones == null) {
if (deformArray.length > 0)
vertices = deformArray;
var bone = slot.bone;
var x = bone.worldX;
var y = bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) {
var vx = vertices[v_1], vy = vertices[v_1 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
var v = 0, skip = 0;
for (var i = 0; i < start; i += 2) {
var n = bones[v];
v += n + 1;
skip += n;
}
var skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (var w = offset, b = skip * 3; w < count; w += stride) {
var wx = 0, wy = 0;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
else {
var deform = deformArray;
for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
var wx = 0, wy = 0;
var n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
var bone = skeletonBones[bones[v]];
var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
};
VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment;
};
VertexAttachment.nextID = 0;
return VertexAttachment;
}(Attachment));
spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var AttachmentType;
(function (AttachmentType) {
AttachmentType[AttachmentType["Region"] = 0] = "Region";
AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
AttachmentType[AttachmentType["Path"] = 4] = "Path";
AttachmentType[AttachmentType["Point"] = 5] = "Point";
})(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super);
function BoundingBoxAttachment(name) {
var _this = _super.call(this, name) || this;
_this.color = new spine.Color(1, 1, 1, 1);
return _this;
}
return BoundingBoxAttachment;
}(spine.VertexAttachment));
spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var ClippingAttachment = (function (_super) {
__extends(ClippingAttachment, _super);
function ClippingAttachment(name) {
var _this = _super.call(this, name) || this;
_this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1);
return _this;
}
return ClippingAttachment;
}(spine.VertexAttachment));
spine.ClippingAttachment = ClippingAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super);
function MeshAttachment(name) {
var _this = _super.call(this, name) || this;
_this.color = new spine.Color(1, 1, 1, 1);
_this.inheritDeform = false;
_this.tempColor = new spine.Color(0, 0, 0, 0);
return _this;
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.length != regionUVs.length)
this.uvs = spine.Utils.newFloatArray(regionUVs.length);
var uvs = this.uvs;
var u = 0, v = 0, width = 0, height = 0;
if (this.region instanceof spine.TextureAtlasRegion) {
var region = this.region;
var textureWidth = region.texture.getImage().width, textureHeight = region.texture.getImage().height;
if (region.rotate) {
u = region.u - (region.originalHeight - region.offsetY - region.height) / textureWidth;
v = region.v - (region.originalWidth - region.offsetX - region.width) / textureHeight;
width = region.originalHeight / textureWidth;
height = region.originalWidth / textureHeight;
for (var i = 0, n = uvs.length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + height - regionUVs[i] * height;
}
return;
}
u = region.u - region.offsetX / textureWidth;
v = region.v - (region.originalHeight - region.offsetY - region.height) / textureHeight;
width = region.originalWidth / textureWidth;
height = region.originalHeight / textureHeight;
}
else if (this.region == null) {
u = v = 0;
width = height = 1;
}
else {
u = this.region.u;
v = this.region.v;
width = this.region.u2 - u;
height = this.region.v2 - v;
}
for (var i = 0, n = uvs.length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
};
MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
};
MeshAttachment.prototype.getParentMesh = function () {
return this.parentMesh;
};
MeshAttachment.prototype.setParentMesh = function (parentMesh) {
this.parentMesh = parentMesh;
if (parentMesh != null) {
this.bones = parentMesh.bones;
this.vertices = parentMesh.vertices;
this.worldVerticesLength = parentMesh.worldVerticesLength;
this.regionUVs = parentMesh.regionUVs;
this.triangles = parentMesh.triangles;
this.hullLength = parentMesh.hullLength;
this.worldVerticesLength = parentMesh.worldVerticesLength;
}
};
return MeshAttachment;
}(spine.VertexAttachment));
spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super);
function PathAttachment(name) {
var _this = _super.call(this, name) || this;
_this.closed = false;
_this.constantSpeed = false;
_this.color = new spine.Color(1, 1, 1, 1);
return _this;
}
return PathAttachment;
}(spine.VertexAttachment));
spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var PointAttachment = (function (_super) {
__extends(PointAttachment, _super);
function PointAttachment(name) {
var _this = _super.call(this, name) || this;
_this.color = new spine.Color(0.38, 0.94, 0, 1);
return _this;
}
PointAttachment.prototype.computeWorldPosition = function (bone, point) {
point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
return point;
};
PointAttachment.prototype.computeWorldRotation = function (bone) {
var cos = spine.MathUtils.cosDeg(this.rotation), sin = spine.MathUtils.sinDeg(this.rotation);
var x = cos * bone.a + sin * bone.b;
var y = cos * bone.c + sin * bone.d;
return Math.atan2(y, x) * spine.MathUtils.radDeg;
};
return PointAttachment;
}(spine.VertexAttachment));
spine.PointAttachment = PointAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super);
function RegionAttachment(name) {
var _this = _super.call(this, name) || this;
_this.x = 0;
_this.y = 0;
_this.scaleX = 1;
_this.scaleY = 1;
_this.rotation = 0;
_this.width = 0;
_this.height = 0;
_this.color = new spine.Color(1, 1, 1, 1);
_this.offset = spine.Utils.newFloatArray(8);
_this.uvs = spine.Utils.newFloatArray(8);
_this.tempColor = new spine.Color(1, 1, 1, 1);
return _this;
}
RegionAttachment.prototype.updateOffset = function () {
var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
var localX2 = localX + this.region.width * regionScaleX;
var localY2 = localY + this.region.height * regionScaleY;
var radians = this.rotation * Math.PI / 180;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var localXCos = localX * cos + this.x;
var localXSin = localX * sin;
var localYCos = localY * cos + this.y;
var localYSin = localY * sin;
var localX2Cos = localX2 * cos + this.x;
var localX2Sin = localX2 * sin;
var localY2Cos = localY2 * cos + this.y;
var localY2Sin = localY2 * sin;
var offset = this.offset;
offset[RegionAttachment.OX1] = localXCos - localYSin;
offset[RegionAttachment.OY1] = localYCos + localXSin;
offset[RegionAttachment.OX2] = localXCos - localY2Sin;
offset[RegionAttachment.OY2] = localY2Cos + localXSin;
offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
offset[RegionAttachment.OX4] = localX2Cos - localYSin;
offset[RegionAttachment.OY4] = localYCos + localX2Sin;
};
RegionAttachment.prototype.setRegion = function (region) {
this.region = region;
var uvs = this.uvs;
if (region.rotate) {
uvs[2] = region.u;
uvs[3] = region.v2;
uvs[4] = region.u;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v;
uvs[0] = region.u2;
uvs[1] = region.v2;
}
else {
uvs[0] = region.u;
uvs[1] = region.v2;
uvs[2] = region.u;
uvs[3] = region.v;
uvs[4] = region.u2;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v2;
}
};
RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) {
var vertexOffset = this.offset;
var x = bone.worldX, y = bone.worldY;
var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
var offsetX = 0, offsetY = 0;
offsetX = vertexOffset[RegionAttachment.OX1];
offsetY = vertexOffset[RegionAttachment.OY1];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.OX2];
offsetY = vertexOffset[RegionAttachment.OY2];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.OX3];
offsetY = vertexOffset[RegionAttachment.OY3];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[RegionAttachment.OX4];
offsetY = vertexOffset[RegionAttachment.OY4];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
};
RegionAttachment.OX1 = 0;
RegionAttachment.OY1 = 1;
RegionAttachment.OX2 = 2;
RegionAttachment.OY2 = 3;
RegionAttachment.OX3 = 4;
RegionAttachment.OY3 = 5;
RegionAttachment.OX4 = 6;
RegionAttachment.OY4 = 7;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
return RegionAttachment;
}(spine.Attachment));
spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
var JitterEffect = (function () {
function JitterEffect(jitterX, jitterY) {
this.jitterX = 0;
this.jitterY = 0;
this.jitterX = jitterX;
this.jitterY = jitterY;
}
JitterEffect.prototype.begin = function (skeleton) {
};
JitterEffect.prototype.transform = function (position, uv, light, dark) {
position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
};
JitterEffect.prototype.end = function () {
};
return JitterEffect;
}());
spine.JitterEffect = JitterEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
var SwirlEffect = (function () {
function SwirlEffect(radius) {
this.centerX = 0;
this.centerY = 0;
this.radius = 0;
this.angle = 0;
this.worldX = 0;
this.worldY = 0;
this.radius = radius;
}
SwirlEffect.prototype.begin = function (skeleton) {
this.worldX = skeleton.x + this.centerX;
this.worldY = skeleton.y + this.centerY;
};
SwirlEffect.prototype.transform = function (position, uv, light, dark) {
var radAngle = this.angle * spine.MathUtils.degreesToRadians;
var x = position.x - this.worldX;
var y = position.y - this.worldY;
var dist = Math.sqrt(x * x + y * y);
if (dist < this.radius) {
var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
var cos = Math.cos(theta);
var sin = Math.sin(theta);
position.x = cos * x - sin * y + this.worldX;
position.y = sin * x + cos * y + this.worldY;
}
};
SwirlEffect.prototype.end = function () {
};
SwirlEffect.interpolation = new spine.PowOut(2);
return SwirlEffect;
}());
spine.SwirlEffect = SwirlEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
var canvas;
(function (canvas) {
var AssetManager = (function (_super) {
__extends(AssetManager, _super);
function AssetManager(pathPrefix) {
if (pathPrefix === void 0) { pathPrefix = ""; }
return _super.call(this, function (image) { return new spine.canvas.CanvasTexture(image); }, pathPrefix) || this;
}
return AssetManager;
}(spine.AssetManager));
canvas.AssetManager = AssetManager;
})(canvas = spine.canvas || (spine.canvas = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var canvas;
(function (canvas) {
var CanvasTexture = (function (_super) {
__extends(CanvasTexture, _super);
function CanvasTexture(image) {
return _super.call(this, image) || this;
}
CanvasTexture.prototype.setFilters = function (minFilter, magFilter) { };
CanvasTexture.prototype.setWraps = function (uWrap, vWrap) { };
CanvasTexture.prototype.dispose = function () { };
return CanvasTexture;
}(spine.Texture));
canvas.CanvasTexture = CanvasTexture;
})(canvas = spine.canvas || (spine.canvas = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
var canvas;
(function (canvas) {
var SkeletonRenderer = (function () {
function SkeletonRenderer(context) {
this.triangleRendering = false;
this.debugRendering = false;
this.vertices = spine.Utils.newFloatArray(8 * 1024);
this.tempColor = new spine.Color();
this.ctx = context;
}
SkeletonRenderer.prototype.draw = function (skeleton) {
if (this.triangleRendering)
this.drawTriangles(skeleton);
else
this.drawImages(skeleton);
};
SkeletonRenderer.prototype.drawImages = function (skeleton) {
var ctx = this.ctx;
var drawOrder = skeleton.drawOrder;
if (this.debugRendering)
ctx.strokeStyle = "green";
ctx.save();
for (var i = 0, n = drawOrder.length; i < n; i++) {
var slot = drawOrder[i];
var attachment = slot.getAttachment();
var regionAttachment = null;
var region = null;
var image = null;
if (attachment instanceof spine.RegionAttachment) {
regionAttachment = attachment;
region = regionAttachment.region;
image = region.texture.getImage();
}
else
continue;
var skeleton_1 = slot.bone.skeleton;
var skeletonColor = skeleton_1.color;
var slotColor = slot.color;
var regionColor = regionAttachment.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, alpha);
var att = attachment;
var bone = slot.bone;
var w = region.width;
var h = region.height;
ctx.save();
ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY);
ctx.translate(attachment.offset[0], attachment.offset[1]);
ctx.rotate(attachment.rotation * Math.PI / 180);
var atlasScale = att.width / w;
ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY);
ctx.translate(w / 2, h / 2);
if (attachment.region.rotate) {
var t = w;
w = h;
h = t;
ctx.rotate(-Math.PI / 2);
}
ctx.scale(1, -1);
ctx.translate(-w / 2, -h / 2);
if (color.r != 1 || color.g != 1 || color.b != 1 || color.a != 1) {
ctx.globalAlpha = color.a;
}
ctx.drawImage(image, region.x, region.y, w, h, 0, 0, w, h);
if (this.debugRendering)
ctx.strokeRect(0, 0, w, h);
ctx.restore();
}
ctx.restore();
};
SkeletonRenderer.prototype.drawTriangles = function (skeleton) {
var blendMode = null;
var vertices = this.vertices;
var triangles = null;
var drawOrder = skeleton.drawOrder;
for (var i = 0, n = drawOrder.length; i < n; i++) {
var slot = drawOrder[i];
var attachment = slot.getAttachment();
var texture = null;
var region = null;
if (attachment instanceof spine.RegionAttachment) {
var regionAttachment = attachment;
vertices = this.computeRegionVertices(slot, regionAttachment, false);
triangles = SkeletonRenderer.QUAD_TRIANGLES;
region = regionAttachment.region;
texture = region.texture.getImage();
}
else if (attachment instanceof spine.MeshAttachment) {
var mesh = attachment;
vertices = this.computeMeshVertices(slot, mesh, false);
triangles = mesh.triangles;
texture = mesh.region.renderObject.texture.getImage();
}
else
continue;
if (texture != null) {
var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;
}
var skeleton_2 = slot.bone.skeleton;
var skeletonColor = skeleton_2.color;
var slotColor = slot.color;
var attachmentColor = attachment.color;
var alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
var ctx = this.ctx;
if (color.r != 1 || color.g != 1 || color.b != 1 || color.a != 1) {
ctx.globalAlpha = color.a;
}
for (var j = 0; j < triangles.length; j += 3) {
var t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8;
var x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7];
var x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7];
var x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7];
this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
if (this.debugRendering) {
ctx.strokeStyle = "green";
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.lineTo(x0, y0);
ctx.stroke();
}
}
}
}
this.ctx.globalAlpha = 1;
};
SkeletonRenderer.prototype.drawTriangle = function (img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) {
var ctx = this.ctx;
u0 *= img.width;
v0 *= img.height;
u1 *= img.width;
v1 *= img.height;
u2 *= img.width;
v2 *= img.height;
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.closePath();
x1 -= x0;
y1 -= y0;
x2 -= x0;
y2 -= y0;
u1 -= u0;
v1 -= v0;
u2 -= u0;
v2 -= v0;
var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0;
ctx.save();
ctx.transform(a, b, c, d, e, f);
ctx.clip();
ctx.drawImage(img, 0, 0);
ctx.restore();
};
SkeletonRenderer.prototype.computeRegionVertices = function (slot, region, pma) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = region.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = pma ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonRenderer.VERTEX_SIZE);
var vertices = this.vertices;
var uvs = region.uvs;
vertices[spine.RegionAttachment.C1R] = color.r;
vertices[spine.RegionAttachment.C1G] = color.g;
vertices[spine.RegionAttachment.C1B] = color.b;
vertices[spine.RegionAttachment.C1A] = color.a;
vertices[spine.RegionAttachment.U1] = uvs[0];
vertices[spine.RegionAttachment.V1] = uvs[1];
vertices[spine.RegionAttachment.C2R] = color.r;
vertices[spine.RegionAttachment.C2G] = color.g;
vertices[spine.RegionAttachment.C2B] = color.b;
vertices[spine.RegionAttachment.C2A] = color.a;
vertices[spine.RegionAttachment.U2] = uvs[2];
vertices[spine.RegionAttachment.V2] = uvs[3];
vertices[spine.RegionAttachment.C3R] = color.r;
vertices[spine.RegionAttachment.C3G] = color.g;
vertices[spine.RegionAttachment.C3B] = color.b;
vertices[spine.RegionAttachment.C3A] = color.a;
vertices[spine.RegionAttachment.U3] = uvs[4];
vertices[spine.RegionAttachment.V3] = uvs[5];
vertices[spine.RegionAttachment.C4R] = color.r;
vertices[spine.RegionAttachment.C4G] = color.g;
vertices[spine.RegionAttachment.C4B] = color.b;
vertices[spine.RegionAttachment.C4A] = color.a;
vertices[spine.RegionAttachment.U4] = uvs[6];
vertices[spine.RegionAttachment.V4] = uvs[7];
return vertices;
};
SkeletonRenderer.prototype.computeMeshVertices = function (slot, mesh, pma) {
var skeleton = slot.bone.skeleton;
var skeletonColor = skeleton.color;
var slotColor = slot.color;
var regionColor = mesh.color;
var alpha = skeletonColor.a * slotColor.a * regionColor.a;
var multiplier = pma ? alpha : 1;
var color = this.tempColor;
color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
var numVertices = mesh.worldVerticesLength / 2;
if (this.vertices.length < mesh.worldVerticesLength) {
this.vertices = spine.Utils.newFloatArray(mesh.worldVerticesLength);
}
var vertices = this.vertices;
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE);
var uvs = mesh.uvs;
for (var i = 0, n = numVertices, u = 0, v = 2; i < n; i++) {
vertices[v++] = color.r;
vertices[v++] = color.g;
vertices[v++] = color.b;
vertices[v++] = color.a;
vertices[v++] = uvs[u++];
vertices[v++] = uvs[u++];
v += 2;
}
return vertices;
};
SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
SkeletonRenderer.VERTEX_SIZE = 2 + 2 + 4;
return SkeletonRenderer;
}());
canvas.SkeletonRenderer = SkeletonRenderer;
})(canvas = spine.canvas || (spine.canvas = {}));
})(spine || (spine = {}));
//# sourceMappingURL=spine-canvas.js.map
/*** EXPORTS FROM exports-loader ***/
module.exports = spine;
}.call(window));
/***/ }),
/* 168 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var GetFastValue = __webpack_require__(3);
var ImageFile = __webpack_require__(169);
var IsPlainObject = __webpack_require__(2);
var JSONFile = __webpack_require__(183);
var MultiFile = __webpack_require__(184);
var TextFile = __webpack_require__(185);
/**
* @typedef {object} Phaser.Loader.FileTypes.SpineFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager.
* @property {string} [textureURL] - The absolute or relative URL to load the texture image file from.
* @property {string} [textureExtension='png'] - The default file extension to use for the image texture if no url is provided.
* @property {XHRSettingsObject} [textureXhrSettings] - Extra XHR Settings specifically for the texture image file.
* @property {string} [normalMap] - The filename of an associated normal map. It uses the same path and url to load as the texture image.
* @property {string} [atlasURL] - The absolute or relative URL to load the atlas data file from.
* @property {string} [atlasExtension='txt'] - The default file extension to use for the atlas data if no url is provided.
* @property {XHRSettingsObject} [atlasXhrSettings] - Extra XHR Settings specifically for the atlas data file.
*/
/**
* @classdesc
* A Spine File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#spine method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#spine.
*
* @class SpineFile
* @extends Phaser.Loader.MultiFile
* @memberof Phaser.Loader.FileTypes
* @constructor
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Loader.FileTypes.SpineFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string|string[]} [jsonURL] - The absolute or relative URL to load the JSON file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {string} [atlasURL] - The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {boolean} [preMultipliedAlpha=false] - Do the textures contain pre-multiplied alpha or not?
* @param {XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
* @param {XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
*/
var SpineFile = new Class({
Extends: MultiFile,
initialize:
function SpineFile (loader, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings)
{
var i;
var json;
var atlas;
var files = [];
var cache = loader.cacheManager.custom.spine;
// atlas can be an array of atlas files, not just a single one
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
json = new JSONFile(loader, {
key: key,
url: GetFastValue(config, 'jsonURL'),
extension: GetFastValue(config, 'jsonExtension', 'json'),
xhrSettings: GetFastValue(config, 'jsonXhrSettings')
});
atlasURL = GetFastValue(config, 'atlasURL');
preMultipliedAlpha = GetFastValue(config, 'preMultipliedAlpha');
if (!Array.isArray(atlasURL))
{
atlasURL = [ atlasURL ];
}
for (i = 0; i < atlasURL.length; i++)
{
atlas = new TextFile(loader, {
key: key,
url: atlasURL[i],
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
});
atlas.cache = cache;
files.push(atlas);
}
}
else
{
json = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
if (!Array.isArray(atlasURL))
{
atlasURL = [ atlasURL ];
}
for (i = 0; i < atlasURL.length; i++)
{
atlas = new TextFile(loader, key + '_' + i, atlasURL[i], atlasXhrSettings);
atlas.cache = cache;
files.push(atlas);
}
}
files.unshift(json);
MultiFile.call(this, loader, 'spine', key, files);
this.config.preMultipliedAlpha = preMultipliedAlpha;
},
/**
* Called by each File when it finishes loading.
*
* @method Phaser.Loader.FileTypes.SpineFile#onFileComplete
* @since 3.19.0
*
* @param {Phaser.Loader.File} file - The File that has completed processing.
*/
onFileComplete: function (file)
{
var index = this.files.indexOf(file);
if (index !== -1)
{
this.pending--;
if (file.type === 'text')
{
// Inspect the data for the files to now load
var content = file.data.split('\n');
// Extract the textures
var textures = [];
for (var t = 0; t < content.length; t++)
{
var line = content[t];
if (line.trim() === '' && t < content.length - 1)
{
line = content[t + 1];
textures.push(line);
}
}
var config = this.config;
var loader = this.loader;
var currentBaseURL = loader.baseURL;
var currentPath = loader.path;
var currentPrefix = loader.prefix;
var baseURL = GetFastValue(config, 'baseURL', currentBaseURL);
var path = GetFastValue(config, 'path', currentPath);
var prefix = GetFastValue(config, 'prefix', currentPrefix);
var textureXhrSettings = GetFastValue(config, 'textureXhrSettings');
loader.setBaseURL(baseURL);
loader.setPath(path);
loader.setPrefix(prefix);
for (var i = 0; i < textures.length; i++)
{
var textureURL = textures[i];
var key = '_SP_' + textureURL;
var image = new ImageFile(loader, key, textureURL, textureXhrSettings);
this.addToMultiFile(image);
loader.addFile(image);
}
// Reset the loader settings
loader.setBaseURL(currentBaseURL);
loader.setPath(currentPath);
loader.setPrefix(currentPrefix);
}
}
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.SpineFile#addToCache
* @since 3.19.0
*/
addToCache: function ()
{
if (this.isReadyToProcess())
{
var fileJSON = this.files[0];
fileJSON.addToCache();
var atlasCache;
var atlasKey = '';
var combinedAtlastData = '';
var preMultipliedAlpha = (this.config.preMultipliedAlpha) ? true : false;
for (var i = 1; i < this.files.length; i++)
{
var file = this.files[i];
if (file.type === 'text')
{
atlasKey = file.key.substr(0, file.key.length - 2);
atlasCache = file.cache;
combinedAtlastData = combinedAtlastData.concat(file.data);
}
else
{
var key = file.key.substr(4).trim();
this.loader.textureManager.addImage(key, file.data);
}
file.pendingDestroy();
}
atlasCache.add(atlasKey, { preMultipliedAlpha: preMultipliedAlpha, data: combinedAtlastData });
this.complete = true;
}
}
});
module.exports = SpineFile;
/***/ }),
/* 169 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var IsPlainObject = __webpack_require__(2);
/**
* @classdesc
* A single Image File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#image method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#image.
*
* @class ImageFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. Only provided for, and used by, Sprite Sheets.
*/
var ImageFile = new Class({
Extends: File,
initialize:
function ImageFile (loader, key, url, xhrSettings, frameConfig)
{
var extension = 'png';
var normalMapURL;
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
normalMapURL = GetFastValue(config, 'normalMap');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
frameConfig = GetFastValue(config, 'frameConfig');
}
if (Array.isArray(url))
{
normalMapURL = url[1];
url = url[0];
}
var fileConfig = {
type: 'image',
cache: loader.textureManager,
extension: extension,
responseType: 'blob',
key: key,
url: url,
xhrSettings: xhrSettings,
config: frameConfig
};
File.call(this, loader, fileConfig);
// Do we have a normal map to load as well?
if (normalMapURL)
{
var normalMap = new ImageFile(loader, this.key, normalMapURL, xhrSettings, frameConfig);
normalMap.type = 'normalMap';
this.setLink(normalMap);
loader.addFile(normalMap);
}
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.ImageFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
var _this = this;
this.data.onload = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessComplete();
};
this.data.onerror = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessError();
};
File.createObjectURL(this.data, this.xhrLoader.response, 'image/png');
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.ImageFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
var texture;
var linkFile = this.linkFile;
if (linkFile && linkFile.state === CONST.FILE_COMPLETE)
{
if (this.type === 'image')
{
texture = this.cache.addImage(this.key, this.data, linkFile.data);
}
else
{
texture = this.cache.addImage(linkFile.key, linkFile.data, this.data);
}
this.pendingDestroy(texture);
linkFile.pendingDestroy(texture);
}
else if (!linkFile)
{
texture = this.cache.addImage(this.key, this.data);
this.pendingDestroy(texture);
}
}
});
/**
* Adds an Image, or array of Images, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.image('logo', 'images/phaserLogo.png');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
* If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback
* of animated gifs to Canvas elements.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Texture Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.image({
* key: 'logo',
* url: 'images/AtariLogo.png'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.ImageFileConfig` for more details.
*
* Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
*
* ```javascript
* this.load.image('logo', 'images/AtariLogo.png');
* // and later in your game ...
* this.add.image(x, y, 'logo');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
* then you can specify it by providing an array as the `url` where the second element is the normal map:
*
* ```javascript
* this.load.image('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ]);
* ```
*
* Or, if you are using a config object use the `normalMap` property:
*
* ```javascript
* this.load.image({
* key: 'logo',
* url: 'images/AtariLogo.png',
* normalMap: 'images/AtariLogo-n.png'
* });
* ```
*
* The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings.
* Normal maps are a WebGL only feature.
*
* Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#image
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig|Phaser.Types.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('image', function (key, url, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new ImageFile(this, key[i]));
}
}
else
{
this.addFile(new ImageFile(this, key, url, xhrSettings));
}
return this;
});
module.exports = ImageFile;
/***/ }),
/* 170 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Loader.Events
*/
module.exports = {
ADD: __webpack_require__(171),
COMPLETE: __webpack_require__(172),
FILE_COMPLETE: __webpack_require__(173),
FILE_KEY_COMPLETE: __webpack_require__(174),
FILE_LOAD_ERROR: __webpack_require__(175),
FILE_LOAD: __webpack_require__(176),
FILE_PROGRESS: __webpack_require__(177),
POST_PROCESS: __webpack_require__(178),
PROGRESS: __webpack_require__(179),
START: __webpack_require__(180)
};
/***/ }),
/* 171 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Loader Plugin Add File Event.
*
* This event is dispatched when a new file is successfully added to the Loader and placed into the load queue.
*
* Listen to it from a Scene using: `this.load.on('addfile', listener)`.
*
* If you add lots of files to a Loader from a `preload` method, it will dispatch this event for each one of them.
*
* @event Phaser.Loader.Events#ADD
* @since 3.0.0
*
* @param {string} key - The unique key of the file that was added to the Loader.
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`.
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
* @param {Phaser.Loader.File} file - A reference to the File which was added to the Loader.
*/
module.exports = 'addfile';
/***/ }),
/* 172 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Loader Plugin Complete Event.
*
* This event is dispatched when the Loader has fully processed everything in the load queue.
* By this point every loaded file will now be in its associated cache and ready for use.
*
* Listen to it from a Scene using: `this.load.on('complete', listener)`.
*
* @event Phaser.Loader.Events#COMPLETE
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
* @param {integer} totalComplete - The total number of files that successfully loaded.
* @param {integer} totalFailed - The total number of files that failed to load.
*/
module.exports = 'complete';
/***/ }),
/* 173 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The File Load Complete Event.
*
* This event is dispatched by the Loader Plugin when any file in the queue finishes loading.
*
* Listen to it from a Scene using: `this.load.on('filecomplete', listener)`.
*
* You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_KEY_COMPLETE} event.
*
* @event Phaser.Loader.Events#FILE_COMPLETE
* @since 3.0.0
*
* @param {string} key - The key of the file that just loaded and finished processing.
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
* @param {any} data - The raw data the file contained.
*/
module.exports = 'filecomplete';
/***/ }),
/* 174 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The File Load Complete Event.
*
* This event is dispatched by the Loader Plugin when any file in the queue finishes loading.
*
* It uses a special dynamic event name constructed from the key and type of the file.
*
* For example, if you have loaded an `image` with a key of `monster`, you can listen for it
* using the following:
*
* ```javascript
* this.load.on('filecomplete-image-monster', function (key, type, data) {
* // Your handler code
* });
* ```
*
* Or, if you have loaded a texture `atlas` with a key of `Level1`:
*
* ```javascript
* this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
* // Your handler code
* });
* ```
*
* Or, if you have loaded a sprite sheet with a key of `Explosion` and a prefix of `GAMEOVER`:
*
* ```javascript
* this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
* // Your handler code
* });
* ```
*
* You can also listen for the generic completion of files. See the [FILE_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_COMPLETE} event.
*
* @event Phaser.Loader.Events#FILE_KEY_COMPLETE
* @since 3.0.0
*
* @param {string} key - The key of the file that just loaded and finished processing.
* @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
* @param {any} data - The raw data the file contained.
*/
module.exports = 'filecomplete-';
/***/ }),
/* 175 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The File Load Error Event.
*
* This event is dispatched by the Loader Plugin when a file fails to load.
*
* Listen to it from a Scene using: `this.load.on('loaderror', listener)`.
*
* @event Phaser.Loader.Events#FILE_LOAD_ERROR
* @since 3.0.0
*
* @param {Phaser.Loader.File} file - A reference to the File which errored during load.
*/
module.exports = 'loaderror';
/***/ }),
/* 176 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The File Load Event.
*
* This event is dispatched by the Loader Plugin when a file finishes loading,
* but _before_ it is processed and added to the internal Phaser caches.
*
* Listen to it from a Scene using: `this.load.on('load', listener)`.
*
* @event Phaser.Loader.Events#FILE_LOAD
* @since 3.0.0
*
* @param {Phaser.Loader.File} file - A reference to the File which just finished loading.
*/
module.exports = 'load';
/***/ }),
/* 177 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The File Load Progress Event.
*
* This event is dispatched by the Loader Plugin during the load of a file, if the browser receives a DOM ProgressEvent and
* the `lengthComputable` event property is true. Depending on the size of the file and browser in use, this may, or may not happen.
*
* Listen to it from a Scene using: `this.load.on('fileprogress', listener)`.
*
* @event Phaser.Loader.Events#FILE_PROGRESS
* @since 3.0.0
*
* @param {Phaser.Loader.File} file - A reference to the File which errored during load.
* @param {number} percentComplete - A value between 0 and 1 indicating how 'complete' this file is.
*/
module.exports = 'fileprogress';
/***/ }),
/* 178 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Loader Plugin Post Process Event.
*
* This event is dispatched by the Loader Plugin when the Loader has finished loading everything in the load queue.
* It is dispatched before the internal lists are cleared and each File is destroyed.
*
* Use this hook to perform any last minute processing of files that can only happen once the
* Loader has completed, but prior to it emitting the `complete` event.
*
* Listen to it from a Scene using: `this.load.on('postprocess', listener)`.
*
* @event Phaser.Loader.Events#POST_PROCESS
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
*/
module.exports = 'postprocess';
/***/ }),
/* 179 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Loader Plugin Progress Event.
*
* This event is dispatched when the Loader updates its load progress, typically as a result of a file having completed loading.
*
* Listen to it from a Scene using: `this.load.on('progress', listener)`.
*
* @event Phaser.Loader.Events#PROGRESS
* @since 3.0.0
*
* @param {number} progress - The current progress of the load. A value between 0 and 1.
*/
module.exports = 'progress';
/***/ }),
/* 180 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Loader Plugin Start Event.
*
* This event is dispatched when the Loader starts running. At this point load progress is zero.
*
* This event is dispatched even if there aren't any files in the load queue.
*
* Listen to it from a Scene using: `this.load.on('start', listener)`.
*
* @event Phaser.Loader.Events#START
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
*/
module.exports = 'start';
/***/ }),
/* 181 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Given a File and a baseURL value this returns the URL the File will use to download from.
*
* @function Phaser.Loader.GetURL
* @since 3.0.0
*
* @param {Phaser.Loader.File} file - The File object.
* @param {string} baseURL - A default base URL.
*
* @return {string} The URL the File will use.
*/
var GetURL = function (file, baseURL)
{
if (!file.url)
{
return false;
}
if (file.url.match(/^(?:blob:|data:|http:\/\/|https:\/\/|\/\/)/))
{
return file.url;
}
else
{
return baseURL + file.url;
}
};
module.exports = GetURL;
/***/ }),
/* 182 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MergeXHRSettings = __webpack_require__(29);
/**
* Creates a new XMLHttpRequest (xhr) object based on the given File and XHRSettings
* and starts the download of it. It uses the Files own XHRSettings and merges them
* with the global XHRSettings object to set the xhr values before download.
*
* @function Phaser.Loader.XHRLoader
* @since 3.0.0
*
* @param {Phaser.Loader.File} file - The File to download.
* @param {Phaser.Types.Loader.XHRSettingsObject} globalXHRSettings - The global XHRSettings object.
*
* @return {XMLHttpRequest} The XHR object.
*/
var XHRLoader = function (file, globalXHRSettings)
{
var config = MergeXHRSettings(globalXHRSettings, file.xhrSettings);
var xhr = new XMLHttpRequest();
xhr.open('GET', file.src, config.async, config.user, config.password);
xhr.responseType = file.xhrSettings.responseType;
xhr.timeout = config.timeout;
if (config.header && config.headerValue)
{
xhr.setRequestHeader(config.header, config.headerValue);
}
if (config.requestedWith)
{
xhr.setRequestHeader('X-Requested-With', config.requestedWith);
}
if (config.overrideMimeType)
{
xhr.overrideMimeType(config.overrideMimeType);
}
// After a successful request, the xhr.response property will contain the requested data as a DOMString, ArrayBuffer, Blob, or Document (depending on what was set for responseType.)
xhr.onload = file.onLoad.bind(file, xhr);
xhr.onerror = file.onError.bind(file, xhr);
xhr.onprogress = file.onProgress.bind(file);
// This is the only standard method, the ones above are browser additions (maybe not universal?)
// xhr.onreadystatechange
xhr.send();
return xhr;
};
module.exports = XHRLoader;
/***/ }),
/* 183 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var GetValue = __webpack_require__(11);
var IsPlainObject = __webpack_require__(2);
/**
* @classdesc
* A single JSON File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#json method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#json.
*
* @class JSONFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
*/
var JSONFile = new Class({
Extends: File,
initialize:
// url can either be a string, in which case it is treated like a proper url, or an object, in which case it is treated as a ready-made JS Object
// dataKey allows you to pluck a specific object out of the JSON and put just that into the cache, rather than the whole thing
function JSONFile (loader, key, url, xhrSettings, dataKey)
{
var extension = 'json';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
dataKey = GetFastValue(config, 'dataKey', dataKey);
}
var fileConfig = {
type: 'json',
cache: loader.cacheManager.json,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings,
config: dataKey
};
File.call(this, loader, fileConfig);
if (IsPlainObject(url))
{
// Object provided instead of a URL, so no need to actually load it (populate data with value)
if (dataKey)
{
this.data = GetValue(url, dataKey);
}
else
{
this.data = url;
}
this.state = CONST.FILE_POPULATED;
}
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.JSONFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
if (this.state !== CONST.FILE_POPULATED)
{
this.state = CONST.FILE_PROCESSING;
var json = JSON.parse(this.xhrLoader.responseText);
var key = this.config;
if (typeof key === 'string')
{
this.data = GetValue(json, key, json);
}
else
{
this.data = json;
}
}
this.onProcessComplete();
}
});
/**
* Adds a JSON file, or array of JSON files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.json('wavedata', 'files/AlienWaveData.json');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the JSON Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the JSON Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.json({
* key: 'wavedata',
* url: 'files/AlienWaveData.json'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.JSONFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.json('wavedata', 'files/AlienWaveData.json');
* // and later in your game ...
* var data = this.cache.json.get('wavedata');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `LEVEL1.` and the key was `Waves` the final key will be `LEVEL1.Waves` and
* this is what you would use to retrieve the text from the JSON Cache.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
* and no URL is given then the Loader will set the URL to be "data.json". It will always add `.json` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* You can also optionally provide a `dataKey` to use. This allows you to extract only a part of the JSON and store it in the Cache,
* rather than the whole file. For example, if your JSON data had a structure like this:
*
* ```json
* {
* "level1": {
* "baddies": {
* "aliens": {},
* "boss": {}
* }
* },
* "level2": {},
* "level3": {}
* }
* ```
*
* And you only wanted to store the `boss` data in the Cache, then you could pass `level1.baddies.boss`as the `dataKey`.
*
* Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#json
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('json', function (key, url, dataKey, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new JSONFile(this, key[i]));
}
}
else
{
this.addFile(new JSONFile(this, key, url, xhrSettings, dataKey));
}
return this;
});
module.exports = JSONFile;
/***/ }),
/* 184 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A MultiFile is a special kind of parent that contains two, or more, Files as children and looks after
* the loading and processing of them all. It is commonly extended and used as a base class for file types such as AtlasJSON or BitmapFont.
*
* You shouldn't create an instance of a MultiFile directly, but should extend it with your own class, setting a custom type and processing methods.
*
* @class MultiFile
* @memberof Phaser.Loader
* @constructor
* @since 3.7.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File.
* @param {string} type - The file type string for sorting within the Loader.
* @param {string} key - The key of the file within the loader.
* @param {Phaser.Loader.File[]} files - An array of Files that make-up this MultiFile.
*/
var MultiFile = new Class({
initialize:
function MultiFile (loader, type, key, files)
{
/**
* A reference to the Loader that is going to load this file.
*
* @name Phaser.Loader.MultiFile#loader
* @type {Phaser.Loader.LoaderPlugin}
* @since 3.7.0
*/
this.loader = loader;
/**
* The file type string for sorting within the Loader.
*
* @name Phaser.Loader.MultiFile#type
* @type {string}
* @since 3.7.0
*/
this.type = type;
/**
* Unique cache key (unique within its file type)
*
* @name Phaser.Loader.MultiFile#key
* @type {string}
* @since 3.7.0
*/
this.key = key;
/**
* Array of files that make up this MultiFile.
*
* @name Phaser.Loader.MultiFile#files
* @type {Phaser.Loader.File[]}
* @since 3.7.0
*/
this.files = files;
/**
* The completion status of this MultiFile.
*
* @name Phaser.Loader.MultiFile#complete
* @type {boolean}
* @default false
* @since 3.7.0
*/
this.complete = false;
/**
* The number of files to load.
*
* @name Phaser.Loader.MultiFile#pending
* @type {integer}
* @since 3.7.0
*/
this.pending = files.length;
/**
* The number of files that failed to load.
*
* @name Phaser.Loader.MultiFile#failed
* @type {integer}
* @default 0
* @since 3.7.0
*/
this.failed = 0;
/**
* A storage container for transient data that the loading files need.
*
* @name Phaser.Loader.MultiFile#config
* @type {any}
* @since 3.7.0
*/
this.config = {};
// Link the files
for (var i = 0; i < files.length; i++)
{
files[i].multiFile = this;
}
},
/**
* Checks if this MultiFile is ready to process its children or not.
*
* @method Phaser.Loader.MultiFile#isReadyToProcess
* @since 3.7.0
*
* @return {boolean} `true` if all children of this MultiFile have loaded, otherwise `false`.
*/
isReadyToProcess: function ()
{
return (this.pending === 0 && this.failed === 0 && !this.complete);
},
/**
* Adds another child to this MultiFile, increases the pending count and resets the completion status.
*
* @method Phaser.Loader.MultiFile#addToMultiFile
* @since 3.7.0
*
* @param {Phaser.Loader.File} files - The File to add to this MultiFile.
*
* @return {Phaser.Loader.MultiFile} This MultiFile instance.
*/
addToMultiFile: function (file)
{
this.files.push(file);
file.multiFile = this;
this.pending++;
this.complete = false;
return this;
},
/**
* Called by each File when it finishes loading.
*
* @method Phaser.Loader.MultiFile#onFileComplete
* @since 3.7.0
*
* @param {Phaser.Loader.File} file - The File that has completed processing.
*/
onFileComplete: function (file)
{
var index = this.files.indexOf(file);
if (index !== -1)
{
this.pending--;
}
},
/**
* Called by each File that fails to load.
*
* @method Phaser.Loader.MultiFile#onFileFailed
* @since 3.7.0
*
* @param {Phaser.Loader.File} file - The File that has failed to load.
*/
onFileFailed: function (file)
{
var index = this.files.indexOf(file);
if (index !== -1)
{
this.failed++;
}
}
});
module.exports = MultiFile;
/***/ }),
/* 185 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var IsPlainObject = __webpack_require__(2);
/**
* @classdesc
* A single Text File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#text method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#text.
*
* @class TextFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var TextFile = new Class({
Extends: File,
initialize:
function TextFile (loader, key, url, xhrSettings)
{
var extension = 'txt';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
}
var fileConfig = {
type: 'text',
cache: loader.cacheManager.text,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.TextFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.data = this.xhrLoader.responseText;
this.onProcessComplete();
}
});
/**
* Adds a Text file, or array of Text files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.text('story', 'files/IntroStory.txt');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Text Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Text Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Text Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.text({
* key: 'story',
* url: 'files/IntroStory.txt'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.TextFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.text('story', 'files/IntroStory.txt');
* // and later in your game ...
* var data = this.cache.text.get('story');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `LEVEL1.` and the key was `Story` the final key will be `LEVEL1.Story` and
* this is what you would use to retrieve the text from the Text Cache.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
* and no URL is given then the Loader will set the URL to be "story.txt". It will always add `.txt` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Note: The ability to load this type of file will only be available if the Text File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#text
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig|Phaser.Types.Loader.FileTypes.TextFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('text', function (key, url, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new TextFile(this, key[i]));
}
}
else
{
this.addFile(new TextFile(this, key, url, xhrSettings));
}
return this;
});
module.exports = TextFile;
/***/ }),
/* 186 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var AngleBetween = __webpack_require__(15);
var Clamp = __webpack_require__(8);
var Class = __webpack_require__(0);
var ComponentsComputedSize = __webpack_require__(187);
var ComponentsDepth = __webpack_require__(188);
var ComponentsFlip = __webpack_require__(189);
var ComponentsScrollFactor = __webpack_require__(190);
var ComponentsTransform = __webpack_require__(191);
var ComponentsVisible = __webpack_require__(193);
var CounterClockwise = __webpack_require__(7);
var DegToRad = __webpack_require__(25);
var GameObject = __webpack_require__(194);
var RadToDeg = __webpack_require__(9);
var SpineEvents = __webpack_require__(205);
var SpineGameObjectRender = __webpack_require__(212);
/**
* @classdesc
* A Spine Game Object is a Phaser level object that can be added to your Phaser Scenes. It encapsulates
* a Spine Skeleton with Spine Animation Data and Animation State, with helper methods to allow you to
* easily change the skin, slot attachment, bone positions and more.
*
* Spine Game Objects can be created via the Game Object Factory, Game Object Creator, or directly.
* You can only create them if the Spine plugin has been loaded into Phaser.
*
* The quickest way is the Game Object Factory:
*
* ```javascript
* let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
* ```
*
* Here we are creating a new Spine Game Object positioned at 512 x 550. It's using the `jelly`
* Spine data, which has previously been loaded into your Scene. The `jelly-think` argument is
* an optional animation to start playing on the skeleton. The final argument `true` sets the
* animation to loop. Look at the documentation for further details on each of these options.
*
* For more control, you can use the Game Object Creator, passing in a Spine Game Object
* Configuration object:
*
* ```javascript
* let jelly = this.make.spine({
* x: 512, y: 550, key: 'jelly',
* scale: 1.5,
* skinName: 'square_Green',
* animationName: 'jelly-think', loop: true,
* slotName: 'hat', attachmentName: 'images/La_14'
* });
* ```
*
* Here, you've got the ability to specify extra details, such as the slot name, attachments or
* overall scale.
*
* If you wish to instantiate a Spine Game Object directly you can do so, but in order for it to
* update and render, it must be added to the display and update lists of your Scene:
*
* ```javascript
* let jelly = new SpineGameObject(this, this.spine, 512, 550, 'jelly', 'jelly-think', true);
* this.sys.displayList.add(jelly);
* this.sys.updateList.add(jelly);
* ```
*
* It's possible to enable Spine Game Objects for input, but you should be aware that it will use
* the bounds of the skeletons current pose to create the hit area from. Sometimes this is ok, but
* often not. Make use of the `InputPlugin.enableDebug` method to view the input shape being created.
* If it's not suitable, provide your own shape to the `setInteractive` method.
*
* Due to the way Spine handles scaling, it's not recommended to enable a Spine Game Object for
* physics directly. Instead, you should look at creating a proxy body and syncing the Spine Game
* Object position with it. See the examples for further details.
*
* If your Spine Game Object has black outlines around the different parts of the texture when it
* renders then you have exported the files from Spine with pre-multiplied alpha enabled, but have
* forgotten to set that flag when loading the Spine data. Please see the loader docs for more details.
*
* @class SpineGameObject
* @constructor
* @since 3.19.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that this Game Object belongs to.
* @param {SpinePlugin} pluginManager - A reference to the Phaser Spine Plugin.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
* @param {string} [animationName] - The name of the animation to set on this Skeleton.
* @param {boolean} [loop=false] - Should the animation playback be looped or not?
*/
var SpineGameObject = new Class({
Extends: GameObject,
Mixins: [
ComponentsComputedSize,
ComponentsDepth,
ComponentsFlip,
ComponentsScrollFactor,
ComponentsTransform,
ComponentsVisible,
SpineGameObjectRender
],
initialize:
function SpineGameObject (scene, plugin, x, y, key, animationName, loop)
{
GameObject.call(this, scene, 'Spine');
/**
* A reference to the Spine Plugin.
*
* @name SpineGameObject#plugin
* @type {SpinePlugin}
* @since 3.19.0
*/
this.plugin = plugin;
/**
* The Spine Skeleton this Game Object is using.
*
* @name SpineGameObject#skeleton
* @type {spine.Skeleton}
* @since 3.19.0
*/
this.skeleton = null;
/**
* The Spine Skeleton Data associated with the Skeleton this Game Object is using.
*
* @name SpineGameObject#skeletonData
* @type {spine.SkeletonData}
* @since 3.19.0
*/
this.skeletonData = null;
/**
* The Spine Animation State this Game Object is using.
*
* @name SpineGameObject#state
* @type {spine.AnimationState}
* @since 3.19.0
*/
this.state = null;
/**
* The Spine Animation State Data associated with the Animation State this Game Object is using.
*
* @name SpineGameObject#stateData
* @type {spine.AnimationStateData}
* @since 3.19.0
*/
this.stateData = null;
/**
* A reference to the root bone of the Skeleton.
*
* @name SpineGameObject#root
* @type {spine.Bone}
* @since 3.19.0
*/
this.root = null;
/**
* This object holds the calculated bounds of the current
* pose, as set when a new Skeleton is applied.
*
* @name SpineGameObject#bounds
* @type {any}
* @since 3.19.0
*/
this.bounds = null;
/**
* A Game Object level flag that allows you to enable debug drawing
* to the Skeleton Debug Renderer by toggling it.
*
* @name SpineGameObject#drawDebug
* @type {boolean}
* @since 3.19.0
*/
this.drawDebug = false;
/**
* The factor to scale the Animation update time by.
*
* @name SpineGameObject#timeScale
* @type {number}
* @since 3.19.0
*/
this.timeScale = 1;
/**
* The calculated Display Origin of this Game Object.
*
* @name SpineGameObject#displayOriginX
* @type {number}
* @since 3.19.0
*/
this.displayOriginX = 0;
/**
* The calculated Display Origin of this Game Object.
*
* @name SpineGameObject#displayOriginY
* @type {number}
* @since 3.19.0
*/
this.displayOriginY = 0;
/**
* A flag that stores if the texture associated with the current
* Skin being used by this Game Object, has its alpha pre-multiplied
* into it, or not.
*
* @name SpineGameObject#preMultipliedAlpha
* @type {boolean}
* @since 3.19.0
*/
this.preMultipliedAlpha = false;
/**
* A default Blend Mode. You cannot change the blend mode of a
* Spine Game Object.
*
* @name SpineGameObject#blendMode
* @type {number}
* @readonly
* @since 3.19.0
*/
this.blendMode = 0;
this.setPosition(x, y);
if (key)
{
this.setSkeleton(key, animationName, loop);
}
},
/**
* Overrides the default Game Object method and always returns true.
* Rendering is decided in the renderer functions.
*
* @method SpineGameObject#willRender
* @since 3.19.0
*
* @return {boolean} Always returns `true`.
*/
willRender: function ()
{
return true;
},
/**
* Set the Alpha level for the whole Skeleton of this Game Object.
*
* The alpha controls the opacity of the Game Object as it renders.
*
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
*
* @method SpineGameObject#setAlpha
* @since 3.19.0
*
* @param {number} [value=1] - The alpha value used for the whole Skeleton.
*
* @return {this} This Game Object instance.
*/
setAlpha: function (value, slotName)
{
if (value === undefined) { value = 1; }
if (slotName)
{
var slot = this.findSlot(slotName);
if (slot)
{
slot.color.a = Clamp(value, 0, 1);
}
}
else
{
this.alpha = value;
}
return this;
},
/**
* The alpha value of the Skeleton.
*
* A value between 0 and 1.
*
* This is a global value, impacting the entire Skeleton, not just a region of it.
*
* @name SpineGameObject#alpha
* @type {number}
* @since 3.19.0
*/
alpha: {
get: function ()
{
return this.skeleton.color.a;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
if (this.skeleton)
{
this.skeleton.color.a = v;
}
if (v === 0)
{
this.renderFlags &= ~2;
}
else
{
this.renderFlags |= 2;
}
}
},
/**
* The amount of red used when rendering the Skeleton.
*
* A value between 0 and 1.
*
* This is a global value, impacting the entire Skeleton, not just a region of it.
*
* @name SpineGameObject#red
* @type {number}
* @since 3.19.0
*/
red: {
get: function ()
{
return this.skeleton.color.r;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
if (this.skeleton)
{
this.skeleton.color.r = v;
}
}
},
/**
* The amount of green used when rendering the Skeleton.
*
* A value between 0 and 1.
*
* This is a global value, impacting the entire Skeleton, not just a region of it.
*
* @name SpineGameObject#green
* @type {number}
* @since 3.19.0
*/
green: {
get: function ()
{
return this.skeleton.color.g;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
if (this.skeleton)
{
this.skeleton.color.g = v;
}
}
},
/**
* The amount of blue used when rendering the Skeleton.
*
* A value between 0 and 1.
*
* This is a global value, impacting the entire Skeleton, not just a region of it.
*
* @name SpineGameObject#blue
* @type {number}
* @since 3.19.0
*/
blue: {
get: function ()
{
return this.skeleton.color.b;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
if (this.skeleton)
{
this.skeleton.color.b = v;
}
}
},
/**
* Sets the color on the given attachment slot. Or, if no slot is given, on the whole skeleton.
*
* @method SpineGameObject#setColor
* @since 3.19.0
*
* @param {integer} [color=0xffffff] - The color being applied to the Skeleton or named Slot. Set to white to disable any previously set color.
* @param {string} [slotName] - The name of the slot to set the color on. If not give, will be set on the whole skeleton.
*
* @return {this} This Game Object instance.
*/
setColor: function (color, slotName)
{
if (color === undefined) { color = 0xffffff; }
var red = (color >> 16 & 0xFF) / 255;
var green = (color >> 8 & 0xFF) / 255;
var blue = (color & 0xFF) / 255;
var alpha = (color > 16777215) ? (color >>> 24) / 255 : null;
var target = this.skeleton;
if (slotName)
{
var slot = this.findSlot(slotName);
if (slot)
{
target = slot;
}
}
target.color.r = red;
target.color.g = green;
target.color.b = blue;
if (alpha !== null)
{
target.color.a = alpha;
}
return this;
},
/**
* Sets this Game Object to use the given Skeleton based on the Atlas Data Key and a provided JSON object
* that contains the Skeleton data.
*
* @method SpineGameObject#setSkeletonFromJSON
* @since 3.19.0
*
* @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton.
* @param {object} skeletonJSON - The JSON data for the Skeleton.
* @param {string} [animationName] - Optional name of the animation to set on the Skeleton.
* @param {boolean} [loop=false] - Should the animation, if set, loop or not?
*
* @return {this} This Game Object.
*/
setSkeletonFromJSON: function (atlasDataKey, skeletonJSON, animationName, loop)
{
return this.setSkeleton(atlasDataKey, skeletonJSON, animationName, loop);
},
/**
* Sets this Game Object to use the given Skeleton based on its cache key.
*
* Typically, once set, the Skeleton doesn't change. Instead, you change the skin,
* or slot attachment, or any other property to adjust it.
*
* @method SpineGameObject#setSkeleton
* @since 3.19.0
*
* @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton.
* @param {object} skeletonJSON - The JSON data for the Skeleton.
* @param {string} [animationName] - Optional name of the animation to set on the Skeleton.
* @param {boolean} [loop=false] - Should the animation, if set, loop or not?
*
* @return {this} This Game Object.
*/
setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON)
{
if (this.state)
{
this.state.clearListeners();
this.state.clearListenerNotifications();
}
var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON);
this.skeletonData = data.skeletonData;
this.preMultipliedAlpha = data.preMultipliedAlpha;
var skeleton = data.skeleton;
skeleton.setSkinByName('default');
skeleton.setToSetupPose();
this.skeleton = skeleton;
// AnimationState
data = this.plugin.createAnimationState(skeleton);
if (this.state)
{
this.state.clearListeners();
this.state.clearListenerNotifications();
}
this.state = data.state;
this.stateData = data.stateData;
this.state.addListener({
event: this.onEvent.bind(this),
complete: this.onComplete.bind(this),
start: this.onStart.bind(this),
end: this.onEnd.bind(this),
dispose: this.onDispose.bind(this),
interrupted: this.onInterrupted.bind(this)
});
if (animationName)
{
this.setAnimation(0, animationName, loop);
}
this.root = this.getRootBone();
if (this.root)
{
// +90 degrees to account for the difference in Spine vs. Phaser rotation
this.root.rotation = RadToDeg(CounterClockwise(this.rotation)) + 90;
}
this.state.apply(skeleton);
skeleton.updateCache();
return this.updateSize();
},
/**
* Internal event handler that emits the Spine onComplete event via this Game Object.
*
* @method SpineGameObject#onComplete
* @fires SpinePluginEvents#COMPLETE
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
*/
onComplete: function (entry)
{
this.emit(SpineEvents.COMPLETE, entry);
},
/**
* Internal event handler that emits the Spine onDispose event via this Game Object.
*
* @method SpineGameObject#onDispose
* @fires SpinePluginEvents#DISPOSE
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
*/
onDispose: function (entry)
{
this.emit(SpineEvents.DISPOSE, entry);
},
/**
* Internal event handler that emits the Spine onEnd event via this Game Object.
*
* @method SpineGameObject#onEnd
* @fires SpinePluginEvents#END
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
*/
onEnd: function (entry)
{
this.emit(SpineEvents.END, entry);
},
/**
* Internal event handler that emits the Spine Event event via this Game Object.
*
* @method SpineGameObject#onEvent
* @fires SpinePluginEvents#EVENT
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
* @param {spine.Event} event - The Spine event.
*/
onEvent: function (entry, event)
{
this.emit(SpineEvents.EVENT, entry, event);
},
/**
* Internal event handler that emits the Spine onInterrupted event via this Game Object.
*
* @method SpineGameObject#onInterrupted
* @fires SpinePluginEvents#INTERRUPTED
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
*/
onInterrupted: function (entry)
{
this.emit(SpineEvents.INTERRUPTED, entry);
},
/**
* Internal event handler that emits the Spine onStart event via this Game Object.
*
* @method SpineGameObject#onStart
* @fires SpinePluginEvents#START
* @private
* @since 3.19.0
*
* @param {any} entry - The event data from Spine.
*/
onStart: function (entry)
{
this.emit(SpineEvents.START, entry);
},
/**
* Refreshes the data about the current Skeleton.
*
* This will reset the rotation, position and size of the Skeleton to match this Game Object.
*
* Call this method if you need to access the Skeleton data directly, and it may have changed
* recently.
*
* @method SpineGameObject#refresh
* @since 3.19.0
*
* @return {this} This Game Object.
*/
refresh: function ()
{
if (this.root)
{
// +90 degrees to account for the difference in Spine vs. Phaser rotation
this.root.rotation = RadToDeg(CounterClockwise(this.rotation)) + 90;
}
this.updateSize();
this.skeleton.updateCache();
return this;
},
/**
* Sets the size of this Game Object.
*
* If no arguments are given it uses the current skeleton data dimensions.
*
* You can use this method to set a fixed size of this Game Object, such as for input detection,
* when the skeleton data doesn't match what is required in-game.
*
* @method SpineGameObject#setSize
* @since 3.19.0
*
* @param {number} [width] - The width of the Skeleton. If not given it defaults to the Skeleton Data width.
* @param {number} [height] - The height of the Skeleton. If not given it defaults to the Skeleton Data height.
* @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate.
* @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate.
*
* @return {this} This Game Object.
*/
setSize: function (width, height, offsetX, offsetY)
{
var skeleton = this.skeleton;
if (width === undefined) { width = skeleton.data.width; }
if (height === undefined) { height = skeleton.data.height; }
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this.width = width;
this.height = height;
this.displayOriginX = skeleton.x - offsetX;
this.displayOriginY = skeleton.y - offsetY;
return this;
},
/**
* Sets the offset of this Game Object from the Skeleton position.
*
* You can use this method to adjust how the position of this Game Object relates to the Skeleton it is using.
*
* @method SpineGameObject#setOffset
* @since 3.19.0
*
* @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate.
* @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate.
*
* @return {this} This Game Object.
*/
setOffset: function (offsetX, offsetY)
{
var skeleton = this.skeleton;
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this.displayOriginX = skeleton.x - offsetX;
this.displayOriginY = skeleton.y - offsetY;
return this;
},
/**
* Internal method that syncs all of the Game Object position and scale data to the Skeleton.
* It then syncs the skeleton bounds back to this Game Object.
*
* This method is called automatically as needed internally, however, it's also exposed should
* you require overriding the size settings.
*
* @method SpineGameObject#updateSize
* @since 3.19.0
*
* @return {this} This Game Object.
*/
updateSize: function ()
{
var skeleton = this.skeleton;
var renderer = this.plugin.renderer;
var height = renderer.height;
var oldScaleX = this.scaleX;
var oldScaleY = this.scaleY;
skeleton.x = this.x;
skeleton.y = height - this.y;
skeleton.scaleX = 1;
skeleton.scaleY = 1;
skeleton.updateWorldTransform();
var bounds = this.getBounds();
this.width = bounds.size.x;
this.height = bounds.size.y;
this.displayOriginX = this.x - bounds.offset.x;
this.displayOriginY = this.y - (height - (this.height + bounds.offset.y));
skeleton.scaleX = oldScaleX;
skeleton.scaleY = oldScaleY;
skeleton.updateWorldTransform();
return this;
},
/**
* The horizontal scale of this Game Object, as applied to the Skeleton it is using.
*
* @name SpineGameObject#scaleX
* @type {number}
* @default 1
* @since 3.19.0
*/
scaleX: {
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
this.refresh();
}
},
/**
* The vertical scale of this Game Object, as applied to the Skeleton it is using.
*
* @name SpineGameObject#scaleY
* @type {number}
* @default 1
* @since 3.19.0
*/
scaleY: {
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
this.refresh();
}
},
/**
* Returns an array containing the names of all the bones in the Skeleton Data.
*
* @method SpineGameObject#getBoneList
* @since 3.19.0
*
* @return {string[]} An array containing the names of all the bones in the Skeleton Data.
*/
getBoneList: function ()
{
var output = [];
var skeletonData = this.skeletonData;
if (skeletonData)
{
for (var i = 0; i < skeletonData.bones.length; i++)
{
output.push(skeletonData.bones[i].name);
}
}
return output;
},
/**
* Returns an array containing the names of all the skins in the Skeleton Data.
*
* @method SpineGameObject#getSkinList
* @since 3.19.0
*
* @return {string[]} An array containing the names of all the skins in the Skeleton Data.
*/
getSkinList: function ()
{
var output = [];
var skeletonData = this.skeletonData;
if (skeletonData)
{
for (var i = 0; i < skeletonData.skins.length; i++)
{
output.push(skeletonData.skins[i].name);
}
}
return output;
},
/**
* Returns an array containing the names of all the slots in the Skeleton.
*
* @method SpineGameObject#getSlotList
* @since 3.19.0
*
* @return {string[]} An array containing the names of all the slots in the Skeleton.
*/
getSlotList: function ()
{
var output = [];
var skeleton = this.skeleton;
for (var i = 0; i < skeleton.slots.length; i++)
{
output.push(skeleton.slots[i].data.name);
}
return output;
},
/**
* Returns an array containing the names of all the animations in the Skeleton Data.
*
* @method SpineGameObject#getAnimationList
* @since 3.19.0
*
* @return {string[]} An array containing the names of all the animations in the Skeleton Data.
*/
getAnimationList: function ()
{
var output = [];
var skeletonData = this.skeletonData;
if (skeletonData)
{
for (var i = 0; i < skeletonData.animations.length; i++)
{
output.push(skeletonData.animations[i].name);
}
}
return output;
},
/**
* Returns the current animation being played on the given track, if any.
*
* @method SpineGameObject#getCurrentAnimation
* @since 3.19.0
*
* @param {integer} [trackIndex=0] - The track to return the current animation on.
*
* @return {?spine.Animation} The current Animation on the given track, or `undefined` if there is no current animation.
*/
getCurrentAnimation: function (trackIndex)
{
if (trackIndex === undefined) { trackIndex = 0; }
var current = this.state.getCurrent(trackIndex);
if (current)
{
return current.animation;
}
},
/**
* Sets the current animation for a track, discarding any queued animations.
* If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
*
* Animations are referenced by a unique string-based key, as defined in the Spine software.
*
* @method SpineGameObject#play
* @fires SpinePluginEvents#START
* @since 3.19.0
*
* @param {string} animationName - The string-based key of the animation to play.
* @param {boolean} [loop=false] - Should the animation be looped when played?
* @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
*
* @return {this} This Game Object. If you need the TrackEntry, see `setAnimation` instead.
*/
play: function (animationName, loop, ignoreIfPlaying)
{
this.setAnimation(0, animationName, loop, ignoreIfPlaying);
return this;
},
/**
* Sets the current animation for a track, discarding any queued animations.
* If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
*
* Animations are referenced by a unique string-based key, as defined in the Spine software.
*
* @method SpineGameObject#setAnimation
* @fires SpinePluginEvents#START
* @since 3.19.0
*
* @param {integer} trackIndex - The track index to play the animation on.
* @param {string} animationName - The string-based key of the animation to play.
* @param {boolean} [loop=false] - Should the animation be looped when played?
* @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
*
* @return {spine.TrackEntry} A track entry to allow further customization of animation playback.
*/
setAnimation: function (trackIndex, animationName, loop, ignoreIfPlaying)
{
if (loop === undefined) { loop = false; }
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (ignoreIfPlaying && this.state)
{
var currentTrack = this.state.getCurrent(0);
if (currentTrack && currentTrack.animation.name === animationName && !currentTrack.isComplete())
{
return;
}
}
if (this.findAnimation(animationName))
{
return this.state.setAnimation(trackIndex, animationName, loop);
}
},
/**
* Adds an animation to be played after the current or last queued animation for a track.
* If the track is empty, it is equivalent to calling setAnimation.
*
* Animations are referenced by a unique string-based key, as defined in the Spine software.
*
* The delay is a float. If > 0, sets delay. If <= 0, the delay set is the duration of the previous
* track entry minus any mix duration (from the AnimationStateData) plus the specified delay
* (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration).
* If the previous entry is looping, its next loop completion is used instead of its duration.
*
* @method SpineGameObject#addAnimation
* @since 3.19.0
*
* @param {integer} trackIndex - The track index to add the animation to.
* @param {string} animationName - The string-based key of the animation to add.
* @param {boolean} [loop=false] - Should the animation be looped when played?
* @param {integer} [delay=0] - A delay, in ms, before which this animation will start when played.
*
* @return {spine.TrackEntry} A track entry to allow further customization of animation playback.
*/
addAnimation: function (trackIndex, animationName, loop, delay)
{
return this.state.addAnimation(trackIndex, animationName, loop, delay);
},
/**
* Sets an empty animation for a track, discarding any queued animations, and sets the track
* entry's mixDuration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
*
* Mixing out is done by setting an empty animation with a mix duration using either setEmptyAnimation,
* setEmptyAnimations, or addEmptyAnimation. Mixing to an empty animation causes the previous animation to be
* applied less and less over the mix duration. Properties keyed in the previous animation transition to
* the value from lower tracks or to the setup pose value if no lower tracks key the property.
* A mix duration of 0 still mixes out over one frame.
*
* Mixing in is done by first setting an empty animation, then adding an animation using addAnimation
* and on the returned track entry, set the mixDuration. Mixing from an empty animation causes the new
* animation to be applied more and more over the mix duration. Properties keyed in the new animation
* transition from the value from lower tracks or from the setup pose value if no lower tracks key the
* property to the value keyed in the new animation.
*
* @method SpineGameObject#setEmptyAnimation
* @since 3.19.0
*
* @param {integer} trackIndex - The track index to add the animation to.
* @param {integer} [mixDuration] - Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
*
* @return {spine.TrackEntry} The returned Track Entry.
*/
setEmptyAnimation: function (trackIndex, mixDuration)
{
return this.state.setEmptyAnimation(trackIndex, mixDuration);
},
/**
* Removes all animations from the track, leaving skeletons in their current pose.
*
* It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose.
*
* @method SpineGameObject#clearTrack
* @since 3.19.0
*
* @param {integer} trackIndex - The track index to add the animation to.
*
* @return {this} This Game Object.
*/
clearTrack: function (trackIndex)
{
this.state.clearTrack(trackIndex);
return this;
},
/**
* Removes all animations from all tracks, leaving skeletons in their current pose.
*
* It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose.
*
* @method SpineGameObject#clearTracks
* @since 3.19.0
*
* @return {this} This Game Object.
*/
clearTracks: function ()
{
this.state.clearTracks();
return this;
},
/**
* Sets the skin used to look up attachments before looking in the defaultSkin.
*
* Attachments from the new skin are attached if the corresponding attachment from the
* old skin was attached. If there was no old skin, each slot's setup mode attachment is
* attached from the new skin.
*
* After changing the skin, the visible attachments can be reset to those attached in the
* setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time
* the skeleton is rendered to allow any attachment keys in the current animation(s) to hide
* or show attachments from the new skin.
*
* @method SpineGameObject#setSkinByName
* @since 3.19.0
*
* @param {string} skinName - The name of the skin to set.
*
* @return {this} This Game Object.
*/
setSkinByName: function (skinName)
{
var skeleton = this.skeleton;
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
this.state.apply(skeleton);
return this;
},
/**
* Sets the skin used to look up attachments before looking in the defaultSkin.
*
* Attachments from the new skin are attached if the corresponding attachment from the
* old skin was attached. If there was no old skin, each slot's setup mode attachment is
* attached from the new skin.
*
* After changing the skin, the visible attachments can be reset to those attached in the
* setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time
* the skeleton is rendered to allow any attachment keys in the current animation(s) to hide
* or show attachments from the new skin.
*
* @method SpineGameObject#setSkin
* @since 3.19.0
*
* @param {?spine.Skin} newSkin - The Skin to set. May be `null`.
*
* @return {this} This Game Object.
*/
setSkin: function (newSkin)
{
var skeleton = this.skeleton;
skeleton.setSkin(newSkin);
skeleton.setSlotsToSetupPose();
this.state.apply(skeleton);
return this;
},
/**
* Sets the mix duration when changing from the specified animation to the other.
*
* @method SpineGameObject#setMix
* @since 3.19.0
*
* @param {string} fromName - The animation to mix from.
* @param {string} toName - The animation to mix to.
* @param {number} [duration] - Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
*
* @return {this} This Game Object.
*/
setMix: function (fromName, toName, duration)
{
this.stateData.setMix(fromName, toName, duration);
return this;
},
/**
* Finds an attachment by looking in the skin and defaultSkin using the slot
* index and attachment name. First the skin is checked and if the attachment was not found,
* the default skin is checked.
*
* @method SpineGameObject#getAttachment
* @since 3.19.0
*
* @param {integer} slotIndex - The slot index to search.
* @param {string} attachmentName - The attachment name to look for.
*
* @return {?spine.Attachment} The Attachment, if found. May be null.
*/
getAttachment: function (slotIndex, attachmentName)
{
return this.skeleton.getAttachment(slotIndex, attachmentName);
},
/**
* Finds an attachment by looking in the skin and defaultSkin using the slot name and attachment name.
*
* @method SpineGameObject#getAttachmentByName
* @since 3.19.0
*
* @param {string} slotName - The slot name to search.
* @param {string} attachmentName - The attachment name to look for.
*
* @return {?spine.Attachment} The Attachment, if found. May be null.
*/
getAttachmentByName: function (slotName, attachmentName)
{
return this.skeleton.getAttachmentByName(slotName, attachmentName);
},
/**
* A convenience method to set an attachment by finding the slot with findSlot,
* finding the attachment with getAttachment, then setting the slot's attachment.
*
* @method SpineGameObject#setAttachment
* @since 3.19.0
*
* @param {string} slotName - The slot name to add the attachment to.
* @param {string} attachmentName - The attachment name to add.
*
* @return {this} This Game Object.
*/
setAttachment: function (slotName, attachmentName)
{
if (Array.isArray(slotName) && Array.isArray(attachmentName) && slotName.length === attachmentName.length)
{
for (var i = 0; i < slotName.length; i++)
{
this.skeleton.setAttachment(slotName[i], attachmentName[i]);
}
}
else
{
this.skeleton.setAttachment(slotName, attachmentName);
}
return this;
},
/**
* Sets the bones, constraints, slots, and draw order to their setup pose values.
*
* @method SpineGameObject#setToSetupPose
* @since 3.19.0
*
* @return {this} This Game Object.
*/
setToSetupPose: function ()
{
this.skeleton.setToSetupPose();
return this;
},
/**
* Sets the slots and draw order to their setup pose values.
*
* @method SpineGameObject#setSlotsToSetupPose
* @since 3.19.0
*
* @return {this} This Game Object.
*/
setSlotsToSetupPose: function ()
{
this.skeleton.setSlotsToSetupPose();
return this;
},
/**
* Sets the bones and constraints to their setup pose values.
*
* @method SpineGameObject#setBonesToSetupPose
* @since 3.19.0
*
* @return {this} This Game Object.
*/
setBonesToSetupPose: function ()
{
this.skeleton.setBonesToSetupPose();
return this;
},
/**
* Gets the root bone, or null.
*
* @method SpineGameObject#getRootBone
* @since 3.19.0
*
* @return {spine.Bone} The root bone, or null.
*/
getRootBone: function ()
{
return this.skeleton.getRootBone();
},
/**
* Takes a Bone object and a position in world space and rotates the Bone so it is angled
* towards the given position. You can set an optional angle offset, should the bone be
* designed at a specific angle already. You can also set a minimum and maximum range for the angle.
*
* @method SpineGameObject#angleBoneToXY
* @since 3.19.0
*
* @param {spine.Bone} bone - The bone to rotate towards the world position.
* @param {number} worldX - The world x coordinate to rotate the bone towards.
* @param {number} worldY - The world y coordinate to rotate the bone towards.
* @param {number} [offset=0] - An offset to add to the rotation angle.
* @param {number} [minAngle=0] - The minimum range of the rotation angle.
* @param {number} [maxAngle=360] - The maximum range of the rotation angle.
*
* @return {this} This Game Object.
*/
angleBoneToXY: function (bone, worldX, worldY, offset, minAngle, maxAngle)
{
if (offset === undefined) { offset = 0; }
if (minAngle === undefined) { minAngle = 0; }
if (maxAngle === undefined) { maxAngle = 360; }
var renderer = this.plugin.renderer;
var height = renderer.height;
var angle = CounterClockwise(AngleBetween(bone.worldX, height - bone.worldY, worldX, worldY) + DegToRad(offset));
bone.rotation = Clamp(RadToDeg(angle), minAngle, maxAngle);
return this;
},
/**
* Finds a bone by comparing each bone's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findBone
* @since 3.19.0
*
* @param {string} boneName - The name of the bone to find.
*
* @return {spine.Bone} The bone, or null.
*/
findBone: function (boneName)
{
return this.skeleton.findBone(boneName);
},
/**
* Finds the index of a bone by comparing each bone's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findBoneIndex
* @since 3.19.0
*
* @param {string} boneName - The name of the bone to find.
*
* @return {integer} The bone index. Or -1 if the bone was not found.
*/
findBoneIndex: function (boneName)
{
return this.skeleton.findBoneIndex(boneName);
},
/**
* Finds a slot by comparing each slot's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findSlot
* @since 3.19.0
*
* @param {string} slotName - The name of the slot to find.
*
* @return {spine.Slot} The Slot. May be null.
*/
findSlot: function (slotName)
{
return this.skeleton.findSlot(slotName);
},
/**
* Finds the index of a slot by comparing each slot's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findSlotIndex
* @since 3.19.0
*
* @param {string} slotName - The name of the slot to find.
*
* @return {integer} The slot index. Or -1 if the Slot was not found.
*/
findSlotIndex: function (slotName)
{
return this.skeleton.findSlotIndex(slotName);
},
/**
* Finds a skin by comparing each skin's name. It is more efficient to cache the results of
* this method than to call it multiple times.
*
* @method SpineGameObject#findSkin
* @since 3.19.0
*
* @param {string} skinName - The name of the skin to find.
*
* @return {spine.Skin} The Skin. May be null.
*/
findSkin: function (skinName)
{
return this.skeletonData.findSkin(skinName);
},
/**
* Finds an event by comparing each events's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findEvent
* @since 3.19.0
*
* @param {string} eventDataName - The name of the event to find.
*
* @return {spine.EventData} The Event Data. May be null.
*/
findEvent: function (eventDataName)
{
return this.skeletonData.findEvent(eventDataName);
},
/**
* Finds an animation by comparing each animation's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findAnimation
* @since 3.19.0
*
* @param {string} animationName - The name of the animation to find.
*
* @return {spine.Animation} The Animation. May be null.
*/
findAnimation: function (animationName)
{
return this.skeletonData.findAnimation(animationName);
},
/**
* Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results
* of this method than to call it multiple times.
*
* @method SpineGameObject#findIkConstraint
* @since 3.19.0
*
* @param {string} constraintName - The name of the constraint to find.
*
* @return {spine.IkConstraintData} The IK constraint. May be null.
*/
findIkConstraint: function (constraintName)
{
return this.skeletonData.findIkConstraint(constraintName);
},
/**
* Finds an transform constraint by comparing each transform constraint's name.
* It is more efficient to cache the results of this method than to call it multiple times.
*
* @method SpineGameObject#findTransformConstraint
* @since 3.19.0
*
* @param {string} constraintName - The name of the constraint to find.
*
* @return {spine.TransformConstraintData} The transform constraint. May be null.
*/
findTransformConstraint: function (constraintName)
{
return this.skeletonData.findTransformConstraint(constraintName);
},
/**
* Finds a path constraint by comparing each path constraint's name.
* It is more efficient to cache the results of this method than to call it multiple times.
*
* @method SpineGameObject#findPathConstraint
* @since 3.19.0
*
* @param {string} constraintName - The name of the constraint to find.
*
* @return {spine.PathConstraintData} The path constraint. May be null.
*/
findPathConstraint: function (constraintName)
{
return this.skeletonData.findPathConstraint(constraintName);
},
/**
* Finds the index of a path constraint by comparing each path constraint's name.
* It is more efficient to cache the results of this method than to call it multiple times.
*
* @method SpineGameObject#findPathConstraintIndex
* @since 3.19.0
*
* @param {string} constraintName - The name of the constraint to find.
*
* @return {integer} The constraint index. Or -1 if the constraint was not found.
*/
findPathConstraintIndex: function (constraintName)
{
return this.skeletonData.findPathConstraintIndex(constraintName);
},
/**
* Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
*
* The returned object contains two properties: `offset` and `size`:
*
* `offset` - The distance from the skeleton origin to the bottom left corner of the AABB.
* `size` - The width and height of the AABB.
*
* @method SpineGameObject#getBounds
* @since 3.19.0
*
* @return {any} The bounds object.
*/
getBounds: function ()
{
return this.plugin.getBounds(this.skeleton);
},
/**
* Internal update handler.
*
* @method SpineGameObject#preUpdate
* @protected
* @since 3.19.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
preUpdate: function (time, delta)
{
var skeleton = this.skeleton;
this.state.update((delta / 1000) * this.timeScale);
this.state.apply(skeleton);
// this.emit('spine.update', skeleton);
},
/**
* Internal destroy handler, called as part of the destroy process.
*
* @method SpineGameObject#preDestroy
* @protected
* @since 3.19.0
*/
preDestroy: function ()
{
if (this.state)
{
this.state.clearListeners();
this.state.clearListenerNotifications();
}
this.plugin = null;
this.skeleton = null;
this.skeletonData = null;
this.state = null;
this.stateData = null;
}
});
module.exports = SpineGameObject;
/***/ }),
/* 187 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for calculating and setting the size of a non-Frame based Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.ComputedSize
* @since 3.0.0
*/
var ComputedSize = {
/**
* The native (un-scaled) width of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayWidth` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#width
* @type {number}
* @since 3.0.0
*/
width: 0,
/**
* The native (un-scaled) height of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayHeight` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#height
* @type {number}
* @since 3.0.0
*/
height: 0,
/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
* @type {number}
* @since 3.0.0
*/
displayWidth: {
get: function ()
{
return this.scaleX * this.width;
},
set: function (value)
{
this.scaleX = value / this.width;
}
},
/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
* @type {number}
* @since 3.0.0
*/
displayHeight: {
get: function ()
{
return this.scaleY * this.height;
},
set: function (value)
{
this.scaleY = value / this.height;
}
},
/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.ComputedSize#setSize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
return this;
},
/**
* Sets the display size of this Game Object.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
return this;
}
};
module.exports = ComputedSize;
/***/ }),
/* 188 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for setting the depth of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.Depth
* @since 3.0.0
*/
var Depth = {
/**
* Private internal value. Holds the depth of the Game Object.
*
* @name Phaser.GameObjects.Components.Depth#_depth
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
_depth: 0,
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @name Phaser.GameObjects.Components.Depth#depth
* @type {number}
* @since 3.0.0
*/
depth: {
get: function ()
{
return this._depth;
},
set: function (value)
{
this.scene.sys.queueDepthSort();
this._depth = value;
}
},
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @method Phaser.GameObjects.Components.Depth#setDepth
* @since 3.0.0
*
* @param {integer} value - The depth of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDepth: function (value)
{
if (value === undefined) { value = 0; }
this.depth = value;
return this;
}
};
module.exports = Depth;
/***/ }),
/* 189 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for visually flipping a Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.Flip
* @since 3.0.0
*/
var Flip = {
/**
* The horizontally flipped state of the Game Object.
*
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
* If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
*
* @name Phaser.GameObjects.Components.Flip#flipX
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipX: false,
/**
* The vertically flipped state of the Game Object.
*
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
* Flipping always takes place from the middle of the texture and does not impact the scale value.
* If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
*
* @name Phaser.GameObjects.Components.Flip#flipY
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipY: false,
/**
* Toggles the horizontal flipped state of this Game Object.
*
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
* If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipX
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipX: function ()
{
this.flipX = !this.flipX;
return this;
},
/**
* Toggles the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipY
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipY: function ()
{
this.flipY = !this.flipY;
return this;
},
/**
* Sets the horizontal flipped state of this Game Object.
*
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
* If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
*
* @method Phaser.GameObjects.Components.Flip#setFlipX
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipX: function (value)
{
this.flipX = value;
return this;
},
/**
* Sets the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlipY
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipY: function (value)
{
this.flipY = value;
return this;
},
/**
* Sets the horizontal and vertical flipped state of this Game Object.
*
* A Game Object that is flipped will render inversed on the flipped axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
* If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
*
* @method Phaser.GameObjects.Components.Flip#setFlip
* @since 3.0.0
*
* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlip: function (x, y)
{
this.flipX = x;
this.flipY = y;
return this;
},
/**
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
*
* @method Phaser.GameObjects.Components.Flip#resetFlip
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
resetFlip: function ()
{
this.flipX = false;
this.flipY = false;
return this;
}
};
module.exports = Flip;
/***/ }),
/* 190 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for getting and setting the Scroll Factor of a Game Object.
*
* @namespace Phaser.GameObjects.Components.ScrollFactor
* @since 3.0.0
*/
var ScrollFactor = {
/**
* The horizontal scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorX: 1,
/**
* The vertical scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorY: 1,
/**
* Sets the scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
* @since 3.0.0
*
* @param {number} x - The horizontal scroll factor of this Game Object.
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScrollFactor: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollFactorX = x;
this.scrollFactorY = y;
return this;
}
};
module.exports = ScrollFactor;
/***/ }),
/* 191 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var MATH_CONST = __webpack_require__(1);
var TransformMatrix = __webpack_require__(192);
var WrapAngle = __webpack_require__(17);
var WrapAngleDegrees = __webpack_require__(18);
// global bitmask flag for GameObject.renderMask (used by Scale)
var _FLAG = 4; // 0100
/**
* Provides methods used for getting and setting the position, scale and rotation of a Game Object.
*
* @namespace Phaser.GameObjects.Components.Transform
* @since 3.0.0
*/
var Transform = {
/**
* Private internal value. Holds the horizontal scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleX
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleX: 1,
/**
* Private internal value. Holds the vertical scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleY
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleY: 1,
/**
* Private internal value. Holds the rotation value in radians.
*
* @name Phaser.GameObjects.Components.Transform#_rotation
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
_rotation: 0,
/**
* The x position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#x
* @type {number}
* @default 0
* @since 3.0.0
*/
x: 0,
/**
* The y position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#y
* @type {number}
* @default 0
* @since 3.0.0
*/
y: 0,
/**
* The z position of this Game Object.
* Note: Do not use this value to set the z-index, instead see the `depth` property.
*
* @name Phaser.GameObjects.Components.Transform#z
* @type {number}
* @default 0
* @since 3.0.0
*/
z: 0,
/**
* The w position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#w
* @type {number}
* @default 0
* @since 3.0.0
*/
w: 0,
/**
* This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
* to the same value, at the same time. When reading this value the result returned is `(scaleX + scaleY) / 2`.
*
* Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
* isn't the case, use the `scaleX` or `scaleY` properties instead.
*
* @name Phaser.GameObjects.Components.Transform#scale
* @type {number}
* @default 1
* @since 3.18.0
*/
scale: {
get: function ()
{
return (this._scaleX + this._scaleY) / 2;
},
set: function (value)
{
this._scaleX = value;
this._scaleY = value;
if (value === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The horizontal scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleX
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleX: {
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
if (value === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The vertical scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleY
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleY: {
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
if (value === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The angle of this Game Object as expressed in degrees.
*
* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
* and -90 is up.
*
* If you prefer to work in radians, see the `rotation` property instead.
*
* @name Phaser.GameObjects.Components.Transform#angle
* @type {integer}
* @default 0
* @since 3.0.0
*/
angle: {
get: function ()
{
return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
},
set: function (value)
{
// value is in degrees
this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
}
},
/**
* The angle of this Game Object in radians.
*
* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
* and -90 is up.
*
* If you prefer to work in degrees, see the `angle` property instead.
*
* @name Phaser.GameObjects.Components.Transform#rotation
* @type {number}
* @default 1
* @since 3.0.0
*/
rotation: {
get: function ()
{
return this._rotation;
},
set: function (value)
{
// value is in radians
this._rotation = WrapAngle(value);
}
},
/**
* Sets the position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setPosition
* @since 3.0.0
*
* @param {number} [x=0] - The x position of this Game Object.
* @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value.
* @param {number} [z=0] - The z position of this Game Object.
* @param {number} [w=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setPosition: function (x, y, z, w)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
if (z === undefined) { z = 0; }
if (w === undefined) { w = 0; }
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
/**
* Sets the position of this Game Object to be a random position within the confines of
* the given area.
*
* If no area is specified a random position between 0 x 0 and the game width x height is used instead.
*
* The position does not factor in the size of this Game Object, meaning that only the origin is
* guaranteed to be within the area.
*
* @method Phaser.GameObjects.Components.Transform#setRandomPosition
* @since 3.8.0
*
* @param {number} [x=0] - The x position of the top-left of the random area.
* @param {number} [y=0] - The y position of the top-left of the random area.
* @param {number} [width] - The width of the random area.
* @param {number} [height] - The height of the random area.
*
* @return {this} This Game Object instance.
*/
setRandomPosition: function (x, y, width, height)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.scale.width; }
if (height === undefined) { height = this.scene.sys.scale.height; }
this.x = x + (Math.random() * width);
this.y = y + (Math.random() * height);
return this;
},
/**
* Sets the rotation of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setRotation
* @since 3.0.0
*
* @param {number} [radians=0] - The rotation of this Game Object, in radians.
*
* @return {this} This Game Object instance.
*/
setRotation: function (radians)
{
if (radians === undefined) { radians = 0; }
this.rotation = radians;
return this;
},
/**
* Sets the angle of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setAngle
* @since 3.0.0
*
* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
*
* @return {this} This Game Object instance.
*/
setAngle: function (degrees)
{
if (degrees === undefined) { degrees = 0; }
this.angle = degrees;
return this;
},
/**
* Sets the scale of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setScale
* @since 3.0.0
*
* @param {number} x - The horizontal scale of this Game Object.
* @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScale: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
this.scaleX = x;
this.scaleY = y;
return this;
},
/**
* Sets the x position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setX
* @since 3.0.0
*
* @param {number} [value=0] - The x position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setX: function (value)
{
if (value === undefined) { value = 0; }
this.x = value;
return this;
},
/**
* Sets the y position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setY
* @since 3.0.0
*
* @param {number} [value=0] - The y position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setY: function (value)
{
if (value === undefined) { value = 0; }
this.y = value;
return this;
},
/**
* Sets the z position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setZ
* @since 3.0.0
*
* @param {number} [value=0] - The z position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setZ: function (value)
{
if (value === undefined) { value = 0; }
this.z = value;
return this;
},
/**
* Sets the w position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setW
* @since 3.0.0
*
* @param {number} [value=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setW: function (value)
{
if (value === undefined) { value = 0; }
this.w = value;
return this;
},
/**
* Gets the local transform matrix for this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
*/
getLocalTransformMatrix: function (tempMatrix)
{
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
},
/**
* Gets the world transform matrix for this Game Object, factoring in any parent Containers.
*
* @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - A temporary matrix to hold parent values during the calculations.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
*/
getWorldTransformMatrix: function (tempMatrix, parentMatrix)
{
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
if (parentMatrix === undefined) { parentMatrix = new TransformMatrix(); }
var parent = this.parentContainer;
if (!parent)
{
return this.getLocalTransformMatrix(tempMatrix);
}
tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
while (parent)
{
parentMatrix.applyITRS(parent.x, parent.y, parent._rotation, parent._scaleX, parent._scaleY);
parentMatrix.multiply(tempMatrix, tempMatrix);
parent = parent.parentContainer;
}
return tempMatrix;
},
/**
* Gets the sum total rotation of all of this Game Objects parent Containers.
*
* The returned value is in radians and will be zero if this Game Object has no parent container.
*
* @method Phaser.GameObjects.Components.Transform#getParentRotation
* @since 3.18.0
*
* @return {number} The sum total rotation, in radians, of all parent containers of this Game Object.
*/
getParentRotation: function ()
{
var rotation = 0;
var parent = this.parentContainer;
while (parent)
{
rotation += parent.rotation;
parent = parent.parentContainer;
}
return rotation;
}
};
module.exports = Transform;
/***/ }),
/* 192 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var MATH_CONST = __webpack_require__(1);
var Vector2 = __webpack_require__(5);
/**
* @classdesc
* A Matrix used for display transformations for rendering.
*
* It is represented like so:
*
* ```
* | a | c | tx |
* | b | d | ty |
* | 0 | 0 | 1 |
* ```
*
* @class TransformMatrix
* @memberof Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {number} [a=1] - The Scale X value.
* @param {number} [b=0] - The Skew Y value.
* @param {number} [c=0] - The Skew X value.
* @param {number} [d=1] - The Scale Y value.
* @param {number} [tx=0] - The Translate X value.
* @param {number} [ty=0] - The Translate Y value.
*/
var TransformMatrix = new Class({
initialize:
function TransformMatrix (a, b, c, d, tx, ty)
{
if (a === undefined) { a = 1; }
if (b === undefined) { b = 0; }
if (c === undefined) { c = 0; }
if (d === undefined) { d = 1; }
if (tx === undefined) { tx = 0; }
if (ty === undefined) { ty = 0; }
/**
* The matrix values.
*
* @name Phaser.GameObjects.Components.TransformMatrix#matrix
* @type {Float32Array}
* @since 3.0.0
*/
this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]);
/**
* The decomposed matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
* @type {object}
* @since 3.0.0
*/
this.decomposedMatrix = {
translateX: 0,
translateY: 0,
scaleX: 1,
scaleY: 1,
rotation: 0
};
},
/**
* The Scale X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#a
* @type {number}
* @since 3.4.0
*/
a: {
get: function ()
{
return this.matrix[0];
},
set: function (value)
{
this.matrix[0] = value;
}
},
/**
* The Skew Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#b
* @type {number}
* @since 3.4.0
*/
b: {
get: function ()
{
return this.matrix[1];
},
set: function (value)
{
this.matrix[1] = value;
}
},
/**
* The Skew X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#c
* @type {number}
* @since 3.4.0
*/
c: {
get: function ()
{
return this.matrix[2];
},
set: function (value)
{
this.matrix[2] = value;
}
},
/**
* The Scale Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#d
* @type {number}
* @since 3.4.0
*/
d: {
get: function ()
{
return this.matrix[3];
},
set: function (value)
{
this.matrix[3] = value;
}
},
/**
* The Translate X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#e
* @type {number}
* @since 3.11.0
*/
e: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
/**
* The Translate Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#f
* @type {number}
* @since 3.11.0
*/
f: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
/**
* The Translate X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#tx
* @type {number}
* @since 3.4.0
*/
tx: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
/**
* The Translate Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#ty
* @type {number}
* @since 3.4.0
*/
ty: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
/**
* The rotation of the Matrix. Value is in radians.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
* @type {number}
* @readonly
* @since 3.4.0
*/
rotation: {
get: function ()
{
return Math.acos(this.a / this.scaleX) * ((Math.atan(-this.c / this.a) < 0) ? -1 : 1);
}
},
/**
* The rotation of the Matrix, normalized to be within the Phaser right-handed
* clockwise rotation space. Value is in radians.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized
* @type {number}
* @readonly
* @since 3.19.0
*/
rotationNormalized: {
get: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
if (a || b)
{
// var r = Math.sqrt(a * a + b * b);
return (b > 0) ? Math.acos(a / this.scaleX) : -Math.acos(a / this.scaleX);
}
else if (c || d)
{
// var s = Math.sqrt(c * c + d * d);
return MATH_CONST.TAU - ((d > 0) ? Math.acos(-c / this.scaleY) : -Math.acos(c / this.scaleY));
}
else
{
return 0;
}
}
},
/**
* The decomposed horizontal scale of the Matrix. This value is always positive.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleX
* @type {number}
* @readonly
* @since 3.4.0
*/
scaleX: {
get: function ()
{
return Math.sqrt((this.a * this.a) + (this.b * this.b));
}
},
/**
* The decomposed vertical scale of the Matrix. This value is always positive.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleY
* @type {number}
* @readonly
* @since 3.4.0
*/
scaleY: {
get: function ()
{
return Math.sqrt((this.c * this.c) + (this.d * this.d));
}
},
/**
* Reset the Matrix to an identity matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
loadIdentity: function ()
{
var matrix = this.matrix;
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 1;
matrix[4] = 0;
matrix[5] = 0;
return this;
},
/**
* Translate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#translate
* @since 3.0.0
*
* @param {number} x - The horizontal translation value.
* @param {number} y - The vertical translation value.
*
* @return {this} This TransformMatrix.
*/
translate: function (x, y)
{
var matrix = this.matrix;
matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];
return this;
},
/**
* Scale the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#scale
* @since 3.0.0
*
* @param {number} x - The horizontal scale value.
* @param {number} y - The vertical scale value.
*
* @return {this} This TransformMatrix.
*/
scale: function (x, y)
{
var matrix = this.matrix;
matrix[0] *= x;
matrix[1] *= x;
matrix[2] *= y;
matrix[3] *= y;
return this;
},
/**
* Rotate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
* @since 3.0.0
*
* @param {number} angle - The angle of rotation in radians.
*
* @return {this} This TransformMatrix.
*/
rotate: function (angle)
{
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
matrix[0] = a * cos + c * sin;
matrix[1] = b * cos + d * sin;
matrix[2] = a * -sin + c * cos;
matrix[3] = b * -sin + d * cos;
return this;
},
/**
* Multiply this Matrix by the given Matrix.
*
* If an `out` Matrix is given then the results will be stored in it.
* If it is not given, this matrix will be updated in place instead.
* Use an `out` Matrix if you do not wish to mutate this matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
*/
multiply: function (rhs, out)
{
var matrix = this.matrix;
var source = rhs.matrix;
var localA = matrix[0];
var localB = matrix[1];
var localC = matrix[2];
var localD = matrix[3];
var localE = matrix[4];
var localF = matrix[5];
var sourceA = source[0];
var sourceB = source[1];
var sourceC = source[2];
var sourceD = source[3];
var sourceE = source[4];
var sourceF = source[5];
var destinationMatrix = (out === undefined) ? this : out;
destinationMatrix.a = (sourceA * localA) + (sourceB * localC);
destinationMatrix.b = (sourceA * localB) + (sourceB * localD);
destinationMatrix.c = (sourceC * localA) + (sourceD * localC);
destinationMatrix.d = (sourceC * localB) + (sourceD * localD);
destinationMatrix.e = (sourceE * localA) + (sourceF * localC) + localE;
destinationMatrix.f = (sourceE * localB) + (sourceF * localD) + localF;
return destinationMatrix;
},
/**
* Multiply this Matrix by the matrix given, including the offset.
*
* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
* @param {number} offsetX - Horizontal offset to factor in to the multiplication.
* @param {number} offsetY - Vertical offset to factor in to the multiplication.
*
* @return {this} This TransformMatrix.
*/
multiplyWithOffset: function (src, offsetX, offsetY)
{
var matrix = this.matrix;
var otherMatrix = src.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
var pse = offsetX * a0 + offsetY * c0 + tx0;
var psf = offsetX * b0 + offsetY * d0 + ty0;
var a1 = otherMatrix[0];
var b1 = otherMatrix[1];
var c1 = otherMatrix[2];
var d1 = otherMatrix[3];
var tx1 = otherMatrix[4];
var ty1 = otherMatrix[5];
matrix[0] = a1 * a0 + b1 * c0;
matrix[1] = a1 * b0 + b1 * d0;
matrix[2] = c1 * a0 + d1 * c0;
matrix[3] = c1 * b0 + d1 * d0;
matrix[4] = tx1 * a0 + ty1 * c0 + pse;
matrix[5] = tx1 * b0 + ty1 * d0 + psf;
return this;
},
/**
* Transform the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
transform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
matrix[0] = a * a0 + b * c0;
matrix[1] = a * b0 + b * d0;
matrix[2] = c * a0 + d * c0;
matrix[3] = c * b0 + d * d0;
matrix[4] = tx * a0 + ty * c0 + tx0;
matrix[5] = tx * b0 + ty * d0 + ty0;
return this;
},
/**
* Transform a point using this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
* @since 3.0.0
*
* @param {number} x - The x coordinate of the point to transform.
* @param {number} y - The y coordinate of the point to transform.
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates.
*
* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates.
*/
transformPoint: function (x, y, point)
{
if (point === undefined) { point = { x: 0, y: 0 }; }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
return point;
},
/**
* Invert the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#invert
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
invert: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var n = a * d - b * c;
matrix[0] = d / n;
matrix[1] = -b / n;
matrix[2] = -c / n;
matrix[3] = a / n;
matrix[4] = (c * ty - d * tx) / n;
matrix[5] = -(a * ty - b * tx) / n;
return this;
},
/**
* Set the values of this Matrix to copy those of the matrix given.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
*
* @return {this} This TransformMatrix.
*/
copyFrom: function (src)
{
var matrix = this.matrix;
matrix[0] = src.a;
matrix[1] = src.b;
matrix[2] = src.c;
matrix[3] = src.d;
matrix[4] = src.e;
matrix[5] = src.f;
return this;
},
/**
* Set the values of this Matrix to copy those of the array given.
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
* @since 3.11.0
*
* @param {array} src - The array of values to set into this matrix.
*
* @return {this} This TransformMatrix.
*/
copyFromArray: function (src)
{
var matrix = this.matrix;
matrix[0] = src[0];
matrix[1] = src[1];
matrix[2] = src[2];
matrix[3] = src[3];
matrix[4] = src[4];
matrix[5] = src[5];
return this;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.transform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
copyToContext: function (ctx)
{
var matrix = this.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.setTransform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
setToContext: function (ctx)
{
var matrix = this.matrix;
ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values in this Matrix to the array given.
*
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
* @since 3.12.0
*
* @param {array} [out] - The array to copy the matrix values in to.
*
* @return {array} An array where elements 0 to 5 contain the values from this matrix.
*/
copyToArray: function (out)
{
var matrix = this.matrix;
if (out === undefined)
{
out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
}
else
{
out[0] = matrix[0];
out[1] = matrix[1];
out[2] = matrix[2];
out[3] = matrix[3];
out[4] = matrix[4];
out[5] = matrix[5];
}
return out;
},
/**
* Set the values of this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
setTransform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
matrix[0] = a;
matrix[1] = b;
matrix[2] = c;
matrix[3] = d;
matrix[4] = tx;
matrix[5] = ty;
return this;
},
/**
* Decompose this Matrix into its translation, scale and rotation values using QR decomposition.
*
* The result must be applied in the following order to reproduce the current matrix:
*
* translate -> rotate -> scale
*
* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
* @since 3.0.0
*
* @return {object} The decomposed Matrix.
*/
decomposeMatrix: function ()
{
var decomposedMatrix = this.decomposedMatrix;
var matrix = this.matrix;
// a = scale X (1)
// b = shear Y (0)
// c = shear X (0)
// d = scale Y (1)
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var determ = a * d - b * c;
decomposedMatrix.translateX = matrix[4];
decomposedMatrix.translateY = matrix[5];
if (a || b)
{
var r = Math.sqrt(a * a + b * b);
decomposedMatrix.rotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
decomposedMatrix.scaleX = r;
decomposedMatrix.scaleY = determ / r;
}
else if (c || d)
{
var s = Math.sqrt(c * c + d * d);
decomposedMatrix.rotation = Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
decomposedMatrix.scaleX = determ / s;
decomposedMatrix.scaleY = s;
}
else
{
decomposedMatrix.rotation = 0;
decomposedMatrix.scaleX = 0;
decomposedMatrix.scaleY = 0;
}
return decomposedMatrix;
},
/**
* Apply the identity, translate, rotate and scale operations on the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
* @since 3.0.0
*
* @param {number} x - The horizontal translation.
* @param {number} y - The vertical translation.
* @param {number} rotation - The angle of rotation in radians.
* @param {number} scaleX - The horizontal scale.
* @param {number} scaleY - The vertical scale.
*
* @return {this} This TransformMatrix.
*/
applyITRS: function (x, y, rotation, scaleX, scaleY)
{
var matrix = this.matrix;
var radianSin = Math.sin(rotation);
var radianCos = Math.cos(rotation);
// Translate
matrix[4] = x;
matrix[5] = y;
// Rotate and Scale
matrix[0] = radianCos * scaleX;
matrix[1] = radianSin * scaleX;
matrix[2] = -radianSin * scaleY;
matrix[3] = radianCos * scaleY;
return this;
},
/**
* Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of
* the current matrix with its transformation applied.
*
* Can be used to translate points from world to local space.
*
* @method Phaser.GameObjects.Components.TransformMatrix#applyInverse
* @since 3.12.0
*
* @param {number} x - The x position to translate.
* @param {number} y - The y position to translate.
* @param {Phaser.Math.Vector2} [output] - A Vector2, or point-like object, to store the results in.
*
* @return {Phaser.Math.Vector2} The coordinates, inverse-transformed through this matrix.
*/
applyInverse: function (x, y, output)
{
if (output === undefined) { output = new Vector2(); }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var id = 1 / ((a * d) + (c * -b));
output.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id);
output.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id);
return output;
},
/**
* Returns the X component of this matrix multiplied by the given values.
* This is the same as `x * a + y * c + e`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getX
* @since 3.12.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated x value.
*/
getX: function (x, y)
{
return x * this.a + y * this.c + this.e;
},
/**
* Returns the Y component of this matrix multiplied by the given values.
* This is the same as `x * b + y * d + f`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getY
* @since 3.12.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated y value.
*/
getY: function (x, y)
{
return x * this.b + y * this.d + this.f;
},
/**
* Returns a string that can be used in a CSS Transform call as a `matrix` property.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix
* @since 3.12.0
*
* @return {string} A string containing the CSS Transform matrix values.
*/
getCSSMatrix: function ()
{
var m = this.matrix;
return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')';
},
/**
* Destroys this Transform Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#destroy
* @since 3.4.0
*/
destroy: function ()
{
this.matrix = null;
this.decomposedMatrix = null;
}
});
module.exports = TransformMatrix;
/***/ }),
/* 193 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 1; // 0001
/**
* Provides methods used for setting the visibility of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.Visible
* @since 3.0.0
*/
var Visible = {
/**
* Private internal value. Holds the visible value.
*
* @name Phaser.GameObjects.Components.Visible#_visible
* @type {boolean}
* @private
* @default true
* @since 3.0.0
*/
_visible: true,
/**
* The visible state of the Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @name Phaser.GameObjects.Components.Visible#visible
* @type {boolean}
* @since 3.0.0
*/
visible: {
get: function ()
{
return this._visible;
},
set: function (value)
{
if (value)
{
this._visible = true;
this.renderFlags |= _FLAG;
}
else
{
this._visible = false;
this.renderFlags &= ~_FLAG;
}
}
},
/**
* Sets the visibility of this Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @method Phaser.GameObjects.Components.Visible#setVisible
* @since 3.0.0
*
* @param {boolean} value - The visible state of the Game Object.
*
* @return {this} This Game Object instance.
*/
setVisible: function (value)
{
this.visible = value;
return this;
}
};
module.exports = Visible;
/***/ }),
/* 194 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var ComponentsToJSON = __webpack_require__(195);
var DataManager = __webpack_require__(196);
var EventEmitter = __webpack_require__(202);
var Events = __webpack_require__(203);
/**
* @classdesc
* The base class that all Game Objects extend.
* You don't create GameObjects directly and they cannot be added to the display list.
* Instead, use them as the base for your own custom classes.
*
* @class GameObject
* @memberof Phaser.GameObjects
* @extends Phaser.Events.EventEmitter
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
*/
var GameObject = new Class({
Extends: EventEmitter,
initialize:
function GameObject (scene, type)
{
EventEmitter.call(this);
/**
* The Scene to which this Game Object belongs.
* Game Objects can only belong to one Scene.
*
* @name Phaser.GameObjects.GameObject#scene
* @type {Phaser.Scene}
* @protected
* @since 3.0.0
*/
this.scene = scene;
/**
* A textual representation of this Game Object, i.e. `sprite`.
* Used internally by Phaser but is available for your own custom classes to populate.
*
* @name Phaser.GameObjects.GameObject#type
* @type {string}
* @since 3.0.0
*/
this.type = type;
/**
* The current state of this Game Object.
*
* Phaser itself will never modify this value, although plugins may do so.
*
* Use this property to track the state of a Game Object during its lifetime. For example, it could move from
* a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant
* in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons.
* If you need to store complex data about your Game Object, look at using the Data Component instead.
*
* @name Phaser.GameObjects.GameObject#state
* @type {(integer|string)}
* @since 3.16.0
*/
this.state = 0;
/**
* The parent Container of this Game Object, if it has one.
*
* @name Phaser.GameObjects.GameObject#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.4.0
*/
this.parentContainer = null;
/**
* The name of this Game Object.
* Empty by default and never populated by Phaser, this is left for developers to use.
*
* @name Phaser.GameObjects.GameObject#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* The active state of this Game Object.
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
* An active object is one which is having its logic and internal systems updated.
*
* @name Phaser.GameObjects.GameObject#active
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.active = true;
/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
*
* @name Phaser.GameObjects.GameObject#tabIndex
* @type {integer}
* @default -1
* @since 3.0.0
*/
this.tabIndex = -1;
/**
* A Data Manager.
* It allows you to store, query and get key/value paired information specific to this Game Object.
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
*
* @name Phaser.GameObjects.GameObject#data
* @type {Phaser.Data.DataManager}
* @default null
* @since 3.0.0
*/
this.data = null;
/**
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
* If those components are not used by your custom class then you can use this bitmask as you wish.
*
* @name Phaser.GameObjects.GameObject#renderFlags
* @type {integer}
* @default 15
* @since 3.0.0
*/
this.renderFlags = 15;
/**
* A bitmask that controls if this Game Object is drawn by a Camera or not.
* Not usually set directly, instead call `Camera.ignore`, however you can
* set this property directly using the Camera.id property:
*
* @example
* this.cameraFilter |= camera.id
*
* @name Phaser.GameObjects.GameObject#cameraFilter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cameraFilter = 0;
/**
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
* Not usually set directly. Instead call `GameObject.setInteractive()`.
*
* @name Phaser.GameObjects.GameObject#input
* @type {?Phaser.Types.Input.InteractiveObject}
* @default null
* @since 3.0.0
*/
this.input = null;
/**
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
*
* @name Phaser.GameObjects.GameObject#body
* @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
* @default null
* @since 3.0.0
*/
this.body = null;
/**
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
* This includes calls that may come from a Group, Container or the Scene itself.
* While it allows you to persist a Game Object across Scenes, please understand you are entirely
* responsible for managing references to and from this Game Object.
*
* @name Phaser.GameObjects.GameObject#ignoreDestroy
* @type {boolean}
* @default false
* @since 3.5.0
*/
this.ignoreDestroy = false;
// Tell the Scene to re-sort the children
scene.sys.queueDepthSort();
},
/**
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
*
* @method Phaser.GameObjects.GameObject#setActive
* @since 3.0.0
*
* @param {boolean} value - True if this Game Object should be set as active, false if not.
*
* @return {this} This GameObject.
*/
setActive: function (value)
{
this.active = value;
return this;
},
/**
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
* The `name` property is not populated by Phaser and is presented for your own use.
*
* @method Phaser.GameObjects.GameObject#setName
* @since 3.0.0
*
* @param {string} value - The name to be given to this Game Object.
*
* @return {this} This GameObject.
*/
setName: function (value)
{
this.name = value;
return this;
},
/**
* Sets the current state of this Game Object.
*
* Phaser itself will never modify the State of a Game Object, although plugins may do so.
*
* For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'.
* The state value should typically be an integer (ideally mapped to a constant
* in your game code), but could also be a string. It is recommended to keep it light and simple.
* If you need to store complex data about your Game Object, look at using the Data Component instead.
*
* @method Phaser.GameObjects.GameObject#setState
* @since 3.16.0
*
* @param {(integer|string)} value - The state of the Game Object.
*
* @return {this} This GameObject.
*/
setState: function (value)
{
this.state = value;
return this;
},
/**
* Adds a Data Manager component to this Game Object.
*
* @method Phaser.GameObjects.GameObject#setDataEnabled
* @since 3.0.0
* @see Phaser.Data.DataManager
*
* @return {this} This GameObject.
*/
setDataEnabled: function ()
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this;
},
/**
* Allows you to store a key value pair within this Game Objects Data Manager.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* sprite.setData('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `getData`:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* sprite.data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.GameObjects.GameObject#setData
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object of key value pairs. If an object the `data` argument is ignored.
* @param {*} [data] - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {this} This GameObject.
*/
setData: function (key, value)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.set(key, value);
return this;
},
/**
* Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* sprite.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* sprite.getData([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.GameObjects.GameObject#getData
* @since 3.0.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
getData: function (key)
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this.data.get(key);
},
/**
* Pass this Game Object to the Input Manager to enable it for Input.
*
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
* input detection.
*
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
* shape for it to use.
*
* You can also provide an Input Configuration Object as the only argument to this method.
*
* @method Phaser.GameObjects.GameObject#setInteractive
* @since 3.0.0
*
* @param {(Phaser.Types.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
* @param {Phaser.Types.Input.HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
*
* @return {this} This GameObject.
*/
setInteractive: function (shape, callback, dropZone)
{
this.scene.sys.input.enable(this, shape, callback, dropZone);
return this;
},
/**
* If this Game Object has previously been enabled for input, this will disable it.
*
* An object that is disabled for input stops processing or being considered for
* input events, but can be turned back on again at any time by simply calling
* `setInteractive()` with no arguments provided.
*
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
*
* @method Phaser.GameObjects.GameObject#disableInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
disableInteractive: function ()
{
if (this.input)
{
this.input.enabled = false;
}
return this;
},
/**
* If this Game Object has previously been enabled for input, this will queue it
* for removal, causing it to no longer be interactive. The removal happens on
* the next game step, it is not immediate.
*
* The Interactive Object that was assigned to this Game Object will be destroyed,
* removed from the Input Manager and cleared from this Game Object.
*
* If you wish to re-enable this Game Object at a later date you will need to
* re-create its InteractiveObject by calling `setInteractive` again.
*
* If you wish to only temporarily stop an object from receiving input then use
* `disableInteractive` instead, as that toggles the interactive state, where-as
* this erases it completely.
*
* If you wish to resize a hit area, don't remove and then set it as being
* interactive. Instead, access the hitarea object directly and resize the shape
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
* shape is a Rectangle, which it is by default.)
*
* @method Phaser.GameObjects.GameObject#removeInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
removeInteractive: function ()
{
this.scene.sys.input.clear(this);
this.input = undefined;
return this;
},
/**
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
*
* @method Phaser.GameObjects.GameObject#update
* @since 3.0.0
*
* @param {...*} [args] - args
*/
update: function ()
{
},
/**
* Returns a JSON representation of the Game Object.
*
* @method Phaser.GameObjects.GameObject#toJSON
* @since 3.0.0
*
* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
return ComponentsToJSON(this);
},
/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
* Also checks the Game Object against the given Cameras exclusion list.
*
* @method Phaser.GameObjects.GameObject#willRender
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
*/
willRender: function (camera)
{
return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id)));
},
/**
* Returns an array containing the display list index of either this Game Object, or if it has one,
* its parent Container. It then iterates up through all of the parent containers until it hits the
* root of the display list (which is index 0 in the returned array).
*
* Used internally by the InputPlugin but also useful if you wish to find out the display depth of
* this Game Object and all of its ancestors.
*
* @method Phaser.GameObjects.GameObject#getIndexList
* @since 3.4.0
*
* @return {integer[]} An array of display list position indexes.
*/
getIndexList: function ()
{
// eslint-disable-next-line consistent-this
var child = this;
var parent = this.parentContainer;
var indexes = [];
while (parent)
{
// indexes.unshift([parent.getIndex(child), parent.name]);
indexes.unshift(parent.getIndex(child));
child = parent;
if (!parent.parentContainer)
{
break;
}
else
{
parent = parent.parentContainer;
}
}
// indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']);
indexes.unshift(this.scene.sys.displayList.getIndex(child));
return indexes;
},
/**
* Destroys this Game Object removing it from the Display List and Update List and
* severing all ties to parent resources.
*
* Also removes itself from the Input Manager and Physics Manager if previously enabled.
*
* Use this to remove a Game Object from your game if you don't ever plan to use it again.
* As long as no reference to it exists within your own code it should become free for
* garbage collection by the browser.
*
* If you just want to temporarily disable an object then look at using the
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
*
* @method Phaser.GameObjects.GameObject#destroy
* @fires Phaser.GameObjects.Events#DESTROY
* @since 3.0.0
*
* @param {boolean} [fromScene=false] - Is this Game Object being destroyed as the result of a Scene shutdown?
*/
destroy: function (fromScene)
{
if (fromScene === undefined) { fromScene = false; }
// This Game Object has already been destroyed
if (!this.scene || this.ignoreDestroy)
{
return;
}
if (this.preDestroy)
{
this.preDestroy.call(this);
}
this.emit(Events.DESTROY, this);
var sys = this.scene.sys;
if (!fromScene)
{
sys.displayList.remove(this);
sys.updateList.remove(this);
}
if (this.input)
{
sys.input.clear(this);
this.input = undefined;
}
if (this.data)
{
this.data.destroy();
this.data = undefined;
}
if (this.body)
{
this.body.destroy();
this.body = undefined;
}
// Tell the Scene to re-sort the children
if (!fromScene)
{
sys.queueDepthSort();
}
this.active = false;
this.visible = false;
this.scene = undefined;
this.parentContainer = undefined;
this.removeAllListeners();
}
});
/**
* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
*
* @constant {integer} RENDER_MASK
* @memberof Phaser.GameObjects.GameObject
* @default
*/
GameObject.RENDER_MASK = 15;
module.exports = GameObject;
/***/ }),
/* 195 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Build a JSON representation of the given Game Object.
*
* This is typically extended further by Game Object specific implementations.
*
* @method Phaser.GameObjects.Components.ToJSON
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
*
* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
*/
var ToJSON = function (gameObject)
{
var out = {
name: gameObject.name,
type: gameObject.type,
x: gameObject.x,
y: gameObject.y,
depth: gameObject.depth,
scale: {
x: gameObject.scaleX,
y: gameObject.scaleY
},
origin: {
x: gameObject.originX,
y: gameObject.originY
},
flipX: gameObject.flipX,
flipY: gameObject.flipY,
rotation: gameObject.rotation,
alpha: gameObject.alpha,
visible: gameObject.visible,
scaleMode: gameObject.scaleMode,
blendMode: gameObject.blendMode,
textureKey: '',
frameKey: '',
data: {}
};
if (gameObject.texture)
{
out.textureKey = gameObject.texture.key;
out.frameKey = gameObject.frame.name;
}
return out;
};
module.exports = ToJSON;
/***/ }),
/* 196 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = __webpack_require__(0);
var Events = __webpack_require__(197);
/**
* @callback DataEachCallback
*
* @param {*} parent - The parent object of the DataManager.
* @param {string} key - The key of the value.
* @param {*} value - The value.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*/
/**
* @classdesc
* The Data Manager Component features a means to store pieces of data specific to a Game Object, System or Plugin.
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
* or have a property called `events` that is an instance of it.
*
* @class DataManager
* @memberof Phaser.Data
* @constructor
* @since 3.0.0
*
* @param {object} parent - The object that this DataManager belongs to.
* @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter.
*/
var DataManager = new Class({
initialize:
function DataManager (parent, eventEmitter)
{
/**
* The object that this DataManager belongs to.
*
* @name Phaser.Data.DataManager#parent
* @type {*}
* @since 3.0.0
*/
this.parent = parent;
/**
* The DataManager's event emitter.
*
* @name Phaser.Data.DataManager#events
* @type {Phaser.Events.EventEmitter}
* @since 3.0.0
*/
this.events = eventEmitter;
if (!eventEmitter)
{
this.events = (parent.events) ? parent.events : parent;
}
/**
* The data list.
*
* @name Phaser.Data.DataManager#list
* @type {Object.<string, *>}
* @default {}
* @since 3.0.0
*/
this.list = {};
/**
* The public values list. You can use this to access anything you have stored
* in this Data Manager. For example, if you set a value called `gold` you can
* access it via:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also modify it directly:
*
* ```javascript
* this.data.values.gold += 1000;
* ```
*
* Doing so will emit a `setdata` event from the parent of this Data Manager.
*
* Do not modify this object directly. Adding properties directly to this object will not
* emit any events. Always use `DataManager.set` to create new items the first time around.
*
* @name Phaser.Data.DataManager#values
* @type {Object.<string, *>}
* @default {}
* @since 3.10.0
*/
this.values = {};
/**
* Whether setting data is frozen for this DataManager.
*
* @name Phaser.Data.DataManager#_frozen
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._frozen = false;
if (!parent.hasOwnProperty('sys') && this.events)
{
this.events.once('destroy', this.destroy, this);
}
},
/**
* Retrieves the value for the given key, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* this.data.get('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* this.data.get([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.Data.DataManager#get
* @since 3.0.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
get: function (key)
{
var list = this.list;
if (Array.isArray(key))
{
var output = [];
for (var i = 0; i < key.length; i++)
{
output.push(list[key[i]]);
}
return output;
}
else
{
return list[key];
}
},
/**
* Retrieves all data values in a new object.
*
* @method Phaser.Data.DataManager#getAll
* @since 3.0.0
*
* @return {Object.<string, *>} All data values.
*/
getAll: function ()
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Queries the DataManager for the values of keys matching the given regular expression.
*
* @method Phaser.Data.DataManager#query
* @since 3.0.0
*
* @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
*
* @return {Object.<string, *>} The values of the keys matching the search string.
*/
query: function (search)
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key) && key.match(search))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* data.set('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `get`:
*
* ```javascript
* data.get('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#set
* @fires Phaser.Data.Events#SET_DATA
* @fires Phaser.Data.Events#CHANGE_DATA
* @fires Phaser.Data.Events#CHANGE_DATA_KEY
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
set: function (key, data)
{
if (this._frozen)
{
return this;
}
if (typeof key === 'string')
{
return this.setValue(key, data);
}
else
{
for (var entry in key)
{
this.setValue(entry, key[entry]);
}
}
return this;
},
/**
* Internal value setter, called automatically by the `set` method.
*
* @method Phaser.Data.DataManager#setValue
* @fires Phaser.Data.Events#SET_DATA
* @fires Phaser.Data.Events#CHANGE_DATA
* @fires Phaser.Data.Events#CHANGE_DATA_KEY
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
* @param {*} data - The value to set.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setValue: function (key, data)
{
if (this._frozen)
{
return this;
}
if (this.has(key))
{
// Hit the key getter, which will in turn emit the events.
this.values[key] = data;
}
else
{
var _this = this;
var list = this.list;
var events = this.events;
var parent = this.parent;
Object.defineProperty(this.values, key, {
enumerable: true,
configurable: true,
get: function ()
{
return list[key];
},
set: function (value)
{
if (!_this._frozen)
{
var previousValue = list[key];
list[key] = value;
events.emit(Events.CHANGE_DATA, parent, key, value, previousValue);
events.emit(Events.CHANGE_DATA_KEY + key, parent, value, previousValue);
}
}
});
list[key] = data;
events.emit(Events.SET_DATA, parent, key, data);
}
return this;
},
/**
* Passes all data entries to the given callback.
*
* @method Phaser.Data.DataManager#each
* @since 3.0.0
*
* @param {DataEachCallback} callback - The function to call.
* @param {*} [context] - Value to use as `this` when executing callback.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
each: function (callback, context)
{
var args = [ this.parent, null, undefined ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var key in this.list)
{
args[1] = key;
args[2] = this.list[key];
callback.apply(context, args);
}
return this;
},
/**
* Merge the given object of key value pairs into this DataManager.
*
* Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
* will emit a `changedata` event.
*
* @method Phaser.Data.DataManager#merge
* @fires Phaser.Data.Events#SET_DATA
* @fires Phaser.Data.Events#CHANGE_DATA
* @fires Phaser.Data.Events#CHANGE_DATA_KEY
* @since 3.0.0
*
* @param {Object.<string, *>} data - The data to merge.
* @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
merge: function (data, overwrite)
{
if (overwrite === undefined) { overwrite = true; }
// Merge data from another component into this one
for (var key in data)
{
if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
{
this.setValue(key, data[key]);
}
}
return this;
},
/**
* Remove the value for the given key.
*
* If the key is found in this Data Manager it is removed from the internal lists and a
* `removedata` event is emitted.
*
* You can also pass in an array of keys, in which case all keys in the array will be removed:
*
* ```javascript
* this.data.remove([ 'gold', 'armor', 'health' ]);
* ```
*
* @method Phaser.Data.DataManager#remove
* @fires Phaser.Data.Events#REMOVE_DATA
* @since 3.0.0
*
* @param {(string|string[])} key - The key to remove, or an array of keys to remove.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
remove: function (key)
{
if (this._frozen)
{
return this;
}
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
this.removeValue(key[i]);
}
}
else
{
return this.removeValue(key);
}
return this;
},
/**
* Internal value remover, called automatically by the `remove` method.
*
* @method Phaser.Data.DataManager#removeValue
* @private
* @fires Phaser.Data.Events#REMOVE_DATA
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
removeValue: function (key)
{
if (this.has(key))
{
var data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit(Events.REMOVE_DATA, this.parent, key, data);
}
return this;
},
/**
* Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
*
* @method Phaser.Data.DataManager#pop
* @fires Phaser.Data.Events#REMOVE_DATA
* @since 3.0.0
*
* @param {string} key - The key of the value to retrieve and delete.
*
* @return {*} The value of the given key.
*/
pop: function (key)
{
var data = undefined;
if (!this._frozen && this.has(key))
{
data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit(Events.REMOVE_DATA, this.parent, key, data);
}
return data;
},
/**
* Determines whether the given key is set in this Data Manager.
*
* Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#has
* @since 3.0.0
*
* @param {string} key - The key to check.
*
* @return {boolean} Returns `true` if the key exists, otherwise `false`.
*/
has: function (key)
{
return this.list.hasOwnProperty(key);
},
/**
* Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
* to create new values or update existing ones.
*
* @method Phaser.Data.DataManager#setFreeze
* @since 3.0.0
*
* @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setFreeze: function (value)
{
this._frozen = value;
return this;
},
/**
* Delete all data in this Data Manager and unfreeze it.
*
* @method Phaser.Data.DataManager#reset
* @since 3.0.0
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
reset: function ()
{
for (var key in this.list)
{
delete this.list[key];
delete this.values[key];
}
this._frozen = false;
return this;
},
/**
* Destroy this data manager.
*
* @method Phaser.Data.DataManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.reset();
this.events.off(Events.CHANGE_DATA);
this.events.off(Events.SET_DATA);
this.events.off(Events.REMOVE_DATA);
this.parent = null;
},
/**
* Gets or sets the frozen state of this Data Manager.
* A frozen Data Manager will block all attempts to create new values or update existing ones.
*
* @name Phaser.Data.DataManager#freeze
* @type {boolean}
* @since 3.0.0
*/
freeze: {
get: function ()
{
return this._frozen;
},
set: function (value)
{
this._frozen = (value) ? true : false;
}
},
/**
* Return the total number of entries in this Data Manager.
*
* @name Phaser.Data.DataManager#count
* @type {integer}
* @since 3.0.0
*/
count: {
get: function ()
{
var i = 0;
for (var key in this.list)
{
if (this.list[key] !== undefined)
{
i++;
}
}
return i;
}
}
});
module.exports = DataManager;
/***/ }),
/* 197 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.Data.Events
*/
module.exports = {
CHANGE_DATA: __webpack_require__(198),
CHANGE_DATA_KEY: __webpack_require__(199),
REMOVE_DATA: __webpack_require__(200),
SET_DATA: __webpack_require__(201)
};
/***/ }),
/* 198 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Change Data Event.
*
* This event is dispatched by a Data Manager when an item in the data store is changed.
*
* Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
* a change data event from a Game Object you would use: `sprite.data.on('changedata', listener)`.
*
* This event is dispatched for all items that change in the Data Manager.
* To listen for the change of a specific item, use the `CHANGE_DATA_KEY_EVENT` event.
*
* @event Phaser.Data.Events#CHANGE_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that the Data Manager responsible for this event belongs to.
* @param {string} key - The unique key of the data item within the Data Manager.
* @param {any} value - The new value of the item in the Data Manager.
* @param {any} previousValue - The previous value of the item in the Data Manager.
*/
module.exports = 'changedata';
/***/ }),
/* 199 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Change Data Key Event.
*
* This event is dispatched by a Data Manager when an item in the data store is changed.
*
* Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
* the change of a specific data item from a Game Object you would use: `sprite.data.on('changedata-key', listener)`,
* where `key` is the unique string key of the data item. For example, if you have a data item stored called `gold`
* then you can listen for `sprite.data.on('changedata-gold')`.
*
* @event Phaser.Data.Events#CHANGE_DATA_KEY
* @since 3.16.1
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.
* @param {any} value - The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
* @param {any} previousValue - The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
*/
module.exports = 'changedata-';
/***/ }),
/* 200 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Remove Data Event.
*
* This event is dispatched by a Data Manager when an item is removed from it.
*
* Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
* the removal of a data item on a Game Object you would use: `sprite.data.on('removedata', listener)`.
*
* @event Phaser.Data.Events#REMOVE_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.
* @param {any} data - The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
*/
module.exports = 'removedata';
/***/ }),
/* 201 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Set Data Event.
*
* This event is dispatched by a Data Manager when a new item is added to the data store.
*
* Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
* the addition of a new data item on a Game Object you would use: `sprite.data.on('setdata', listener)`.
*
* @event Phaser.Data.Events#SET_DATA
* @since 3.0.0
*
* @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
* @param {string} key - The unique key of the data item within the Data Manager.
* @param {any} data - The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
*/
module.exports = 'setdata';
/***/ }),
/* 202 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var has = Object.prototype.hasOwnProperty
, prefix = '~';
/**
* Constructor to create a storage for our `EE` objects.
* An `Events` instance is a plain object whose properties are event names.
*
* @constructor
* @private
*/
function Events() {}
//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
Events.prototype = Object.create(null);
//
// This hack is needed because the `__proto__` property is still inherited in
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
//
if (!new Events().__proto__) prefix = false;
}
/**
* Representation of a single event listener.
*
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
* @constructor
* @private
*/
function EE(fn, context, once) {
this.fn = fn;
this.context = context;
this.once = once || false;
}
/**
* Add a listener for a given event.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} once Specify if the listener is a one-time listener.
* @returns {EventEmitter}
* @private
*/
function addListener(emitter, event, fn, context, once) {
if (typeof fn !== 'function') {
throw new TypeError('The listener must be a function');
}
var listener = new EE(fn, context || emitter, once)
, evt = prefix ? prefix + event : event;
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
else emitter._events[evt] = [emitter._events[evt], listener];
return emitter;
}
/**
* Clear event by name.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} evt The Event name.
* @private
*/
function clearEvent(emitter, evt) {
if (--emitter._eventsCount === 0) emitter._events = new Events();
else delete emitter._events[evt];
}
/**
* Minimal `EventEmitter` interface that is molded against the Node.js
* `EventEmitter` interface.
*
* @constructor
* @public
*/
function EventEmitter() {
this._events = new Events();
this._eventsCount = 0;
}
/**
* Return an array listing the events for which the emitter has registered
* listeners.
*
* @returns {Array}
* @public
*/
EventEmitter.prototype.eventNames = function eventNames() {
var names = []
, events
, name;
if (this._eventsCount === 0) return names;
for (name in (events = this._events)) {
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
}
if (Object.getOwnPropertySymbols) {
return names.concat(Object.getOwnPropertySymbols(events));
}
return names;
};
/**
* Return the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Array} The registered listeners.
* @public
*/
EventEmitter.prototype.listeners = function listeners(event) {
var evt = prefix ? prefix + event : event
, handlers = this._events[evt];
if (!handlers) return [];
if (handlers.fn) return [handlers.fn];
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
ee[i] = handlers[i].fn;
}
return ee;
};
/**
* Return the number of listeners listening to a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Number} The number of listeners.
* @public
*/
EventEmitter.prototype.listenerCount = function listenerCount(event) {
var evt = prefix ? prefix + event : event
, listeners = this._events[evt];
if (!listeners) return 0;
if (listeners.fn) return 1;
return listeners.length;
};
/**
* Calls each of the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Boolean} `true` if the event had listeners, else `false`.
* @public
*/
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;
var listeners = this._events[evt]
, len = arguments.length
, args
, i;
if (listeners.fn) {
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
switch (len) {
case 1: return listeners.fn.call(listeners.context), true;
case 2: return listeners.fn.call(listeners.context, a1), true;
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
}
for (i = 1, args = new Array(len -1); i < len; i++) {
args[i - 1] = arguments[i];
}
listeners.fn.apply(listeners.context, args);
} else {
var length = listeners.length
, j;
for (i = 0; i < length; i++) {
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
switch (len) {
case 1: listeners[i].fn.call(listeners[i].context); break;
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
default:
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
args[j - 1] = arguments[j];
}
listeners[i].fn.apply(listeners[i].context, args);
}
}
}
return true;
};
/**
* Add a listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.on = function on(event, fn, context) {
return addListener(this, event, fn, context, false);
};
/**
* Add a one-time listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.once = function once(event, fn, context) {
return addListener(this, event, fn, context, true);
};
/**
* Remove the listeners of a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {Boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return this;
if (!fn) {
clearEvent(this, evt);
return this;
}
var listeners = this._events[evt];
if (listeners.fn) {
if (
listeners.fn === fn &&
(!once || listeners.once) &&
(!context || listeners.context === context)
) {
clearEvent(this, evt);
}
} else {
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
if (
listeners[i].fn !== fn ||
(once && !listeners[i].once) ||
(context && listeners[i].context !== context)
) {
events.push(listeners[i]);
}
}
//
// Reset the array, or remove it completely if we have no more listeners.
//
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
else clearEvent(this, evt);
}
return this;
};
/**
* Remove all listeners, or those of the specified event.
*
* @param {(String|Symbol)} [event] The event name.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
var evt;
if (event) {
evt = prefix ? prefix + event : event;
if (this._events[evt]) clearEvent(this, evt);
} else {
this._events = new Events();
this._eventsCount = 0;
}
return this;
};
//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;
//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;
//
// Expose the module.
//
if (true) {
module.exports = EventEmitter;
}
/***/ }),
/* 203 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace Phaser.GameObjects.Events
*/
module.exports = { DESTROY: __webpack_require__(204) };
/***/ }),
/* 204 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Game Object Destroy Event.
*
* This event is dispatched when a Game Object instance is being destroyed.
*
* Listen for it on a Game Object instance using `GameObject.on('destroy', listener)`.
*
* @event Phaser.GameObjects.Events#DESTROY
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object which is being destroyed.
*/
module.exports = 'destroy';
/***/ }),
/* 205 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* @namespace SpinePluginEvents
*/
module.exports = {
COMPLETE: __webpack_require__(206),
DISPOSE: __webpack_require__(207),
END: __webpack_require__(208),
EVENT: __webpack_require__(209),
INTERRUPTED: __webpack_require__(210),
START: __webpack_require__(211)
};
/***/ }),
/* 206 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#COMPLETE
* @since 3.19.0
*/
module.exports = 'complete';
/***/ }),
/* 207 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#DISPOSE
* @since 3.19.0
*/
module.exports = 'dispose';
/***/ }),
/* 208 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#END
* @since 3.19.0
*/
module.exports = 'end';
/***/ }),
/* 209 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#EVENT
* @since 3.19.0
*/
module.exports = 'event';
/***/ }),
/* 210 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#INTERRUPTED
* @since 3.19.0
*/
module.exports = 'interrupted';
/***/ }),
/* 211 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* The Complete Event.
*
* @event SpinePluginEvents#START
* @since 3.19.0
*/
module.exports = 'start';
/***/ }),
/* 212 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var renderWebGL = __webpack_require__(31);
var renderCanvas = __webpack_require__(31);
if (false)
{}
if (true)
{
renderCanvas = __webpack_require__(213);
}
module.exports = {
renderWebGL: renderWebGL,
renderCanvas: renderCanvas
};
/***/ }),
/* 213 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CounterClockwise = __webpack_require__(7);
var RadToDeg = __webpack_require__(9);
var Wrap = __webpack_require__(4);
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method SpineGameObject#renderCanvas
* @since 3.19.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {SpineGameObject} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var SpineGameObjectCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var context = renderer.currentContext;
var plugin = src.plugin;
var skeleton = src.skeleton;
var skeletonRenderer = plugin.skeletonRenderer;
var GameObjectRenderMask = 15;
var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)));
if (!skeleton || !willRender)
{
return;
}
var camMatrix = renderer._tempMatrix1;
var spriteMatrix = renderer._tempMatrix2;
var calcMatrix = renderer._tempMatrix3;
spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY));
camMatrix.copyFrom(camera.matrix);
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = src.x;
spriteMatrix.f = src.y;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
else
{
spriteMatrix.e -= camera.scrollX * src.scrollFactorX;
spriteMatrix.f -= camera.scrollY * src.scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
skeleton.x = calcMatrix.tx;
skeleton.y = calcMatrix.ty;
skeleton.scaleX = calcMatrix.scaleX;
// Inverse or we get upside-down skeletons
skeleton.scaleY = calcMatrix.scaleY * -1;
if (src.scaleX < 0)
{
skeleton.scaleX *= -1;
src.root.rotation = RadToDeg(calcMatrix.rotationNormalized);
}
else
{
// +90 degrees to account for the difference in Spine vs. Phaser rotation
src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
}
if (src.scaleY < 0)
{
skeleton.scaleY *= -1;
if (src.scaleX < 0)
{
src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
}
else
{
src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
}
}
if (camera.renderToTexture)
{
skeleton.y = calcMatrix.ty;
skeleton.scaleY *= -1;
}
// Add autoUpdate option
skeleton.updateWorldTransform();
skeletonRenderer.ctx = context;
skeletonRenderer.debugRendering = (plugin.drawDebug || src.drawDebug);
context.save();
skeletonRenderer.draw(skeleton);
context.restore();
};
module.exports = SpineGameObjectCanvasRenderer;
/***/ })
/******/ ]);