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1344 lines
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1344 lines
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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</li>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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</li>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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</li>
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<a href="PIXI.Ellipse.html">Ellipse</a>
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</li>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.Point.html">Point</a>
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<a href="PIXI.Polygon.html">Polygon</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<a href="PIXI.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Spine.html">Spine</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
|
</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Text.html">Text</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
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|
|
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</ul>
|
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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</ul>
|
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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</li>
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<li class="dropdown">
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
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|
|
|
<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/textures/RenderTexture.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
*/
|
|
|
|
/**
|
|
* A RenderTexture is a special texture that allows any Pixi display object to be rendered to it.
|
|
*
|
|
* __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.
|
|
*
|
|
* A RenderTexture takes a snapshot of any Display Object given to its render method. The position and rotation of the given Display Objects is ignored. For example:
|
|
*
|
|
* var renderTexture = new PIXI.RenderTexture(800, 600);
|
|
* var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
|
|
* sprite.position.x = 800/2;
|
|
* sprite.position.y = 600/2;
|
|
* sprite.anchor.x = 0.5;
|
|
* sprite.anchor.y = 0.5;
|
|
* renderTexture.render(sprite);
|
|
*
|
|
* The Sprite in this case will be rendered to a position of 0,0. To render this sprite at its actual position a DisplayObjectContainer should be used:
|
|
*
|
|
* var doc = new PIXI.DisplayObjectContainer();
|
|
* doc.addChild(sprite);
|
|
* renderTexture.render(doc); // Renders to center of renderTexture
|
|
*
|
|
* @class RenderTexture
|
|
* @extends Texture
|
|
* @constructor
|
|
* @param width {Number} The width of the render texture
|
|
* @param height {Number} The height of the render texture
|
|
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture
|
|
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
|
|
* @param resolution {Number} The resolution of the texture being generated
|
|
*/
|
|
PIXI.RenderTexture = function(width, height, renderer, scaleMode, resolution)
|
|
{
|
|
/**
|
|
* The with of the render texture
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
this.width = width || 100;
|
|
|
|
/**
|
|
* The height of the render texture
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
this.height = height || 100;
|
|
|
|
/**
|
|
* The Resolution of the texture.
|
|
*
|
|
* @property resolution
|
|
* @type Number
|
|
*/
|
|
this.resolution = resolution || 1;
|
|
|
|
/**
|
|
* The framing rectangle of the render texture
|
|
*
|
|
* @property frame
|
|
* @type Rectangle
|
|
*/
|
|
this.frame = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
|
|
|
|
/**
|
|
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
|
|
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
|
|
*
|
|
* @property crop
|
|
* @type Rectangle
|
|
*/
|
|
this.crop = new PIXI.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution);
|
|
|
|
/**
|
|
* The base texture object that this texture uses
|
|
*
|
|
* @property baseTexture
|
|
* @type BaseTexture
|
|
*/
|
|
this.baseTexture = new PIXI.BaseTexture();
|
|
this.baseTexture.width = this.width * this.resolution;
|
|
this.baseTexture.height = this.height * this.resolution;
|
|
this.baseTexture._glTextures = [];
|
|
this.baseTexture.resolution = this.resolution;
|
|
|
|
this.baseTexture.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
|
|
|
|
this.baseTexture.hasLoaded = true;
|
|
|
|
PIXI.Texture.call(this,
|
|
this.baseTexture,
|
|
new PIXI.Rectangle(0, 0, this.width, this.height)
|
|
);
|
|
|
|
/**
|
|
* The renderer this RenderTexture uses. A RenderTexture can only belong to one renderer at the moment if its webGL.
|
|
*
|
|
* @property renderer
|
|
* @type CanvasRenderer|WebGLRenderer
|
|
*/
|
|
this.renderer = renderer || PIXI.defaultRenderer;
|
|
|
|
if(this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
var gl = this.renderer.gl;
|
|
this.baseTexture._dirty[gl.id] = false;
|
|
|
|
this.textureBuffer = new PIXI.FilterTexture(gl, this.width * this.resolution, this.height * this.resolution, this.baseTexture.scaleMode);
|
|
this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture;
|
|
|
|
this.render = this.renderWebGL;
|
|
this.projection = new PIXI.Point(this.width*0.5, -this.height*0.5);
|
|
}
|
|
else
|
|
{
|
|
this.render = this.renderCanvas;
|
|
this.textureBuffer = new PIXI.CanvasBuffer(this.width* this.resolution, this.height* this.resolution);
|
|
this.baseTexture.source = this.textureBuffer.canvas;
|
|
}
|
|
|
|
/**
|
|
* @property valid
|
|
* @type Boolean
|
|
*/
|
|
this.valid = true;
|
|
|
|
this._updateUvs();
|
|
};
|
|
|
|
PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
|
|
PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
|
|
|
|
/**
|
|
* Resizes the RenderTexture.
|
|
*
|
|
* @method resize
|
|
* @param width {Number} The width to resize to.
|
|
* @param height {Number} The height to resize to.
|
|
* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
|
|
*/
|
|
PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
|
|
{
|
|
if (width === this.width && height === this.height)return;
|
|
|
|
this.valid = (width > 0 && height > 0);
|
|
|
|
this.width = this.frame.width = this.crop.width = width;
|
|
this.height = this.frame.height = this.crop.height = height;
|
|
|
|
if (updateBase)
|
|
{
|
|
this.baseTexture.width = this.width;
|
|
this.baseTexture.height = this.height;
|
|
}
|
|
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.projection.x = this.width / 2;
|
|
this.projection.y = -this.height / 2;
|
|
}
|
|
|
|
if(!this.valid)return;
|
|
|
|
this.textureBuffer.resize(this.width * this.resolution, this.height * this.resolution);
|
|
};
|
|
|
|
/**
|
|
* Clears the RenderTexture.
|
|
*
|
|
* @method clear
|
|
*/
|
|
PIXI.RenderTexture.prototype.clear = function()
|
|
{
|
|
if(!this.valid)return;
|
|
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
|
|
}
|
|
|
|
this.textureBuffer.clear();
|
|
};
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderWebGL
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
|
|
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, matrix, clear)
|
|
{
|
|
if(!this.valid)return;
|
|
//TOOD replace position with matrix..
|
|
|
|
//Lets create a nice matrix to apply to our display object. Frame buffers come in upside down so we need to flip the matrix
|
|
var wt = displayObject.worldTransform;
|
|
wt.identity();
|
|
wt.translate(0, this.projection.y * 2);
|
|
if(matrix)wt.append(matrix);
|
|
wt.scale(1,-1);
|
|
|
|
// setWorld Alpha to ensure that the object is renderer at full opacity
|
|
displayObject.worldAlpha = 1;
|
|
|
|
// Time to update all the children of the displayObject with the new matrix..
|
|
var children = displayObject.children;
|
|
|
|
for(var i=0,j=children.length; i<j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
// time for the webGL fun stuff!
|
|
var gl = this.renderer.gl;
|
|
|
|
gl.viewport(0, 0, this.width * this.resolution, this.height * this.resolution);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer );
|
|
|
|
if(clear)this.textureBuffer.clear();
|
|
|
|
this.renderer.spriteBatch.dirty = true;
|
|
|
|
this.renderer.renderDisplayObject(displayObject, this.projection, this.textureBuffer.frameBuffer);
|
|
|
|
this.renderer.spriteBatch.dirty = true;
|
|
};
|
|
|
|
|
|
/**
|
|
* This function will draw the display object to the texture.
|
|
*
|
|
* @method renderCanvas
|
|
* @param displayObject {DisplayObject} The display object to render this texture on
|
|
* @param [matrix] {Matrix} Optional matrix to apply to the display object before rendering.
|
|
* @param [clear] {Boolean} If true the texture will be cleared before the displayObject is drawn
|
|
* @private
|
|
*/
|
|
PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clear)
|
|
{
|
|
if(!this.valid)return;
|
|
|
|
var wt = displayObject.worldTransform;
|
|
wt.identity();
|
|
if(matrix)wt.append(matrix);
|
|
|
|
// setWorld Alpha to ensure that the object is renderer at full opacity
|
|
displayObject.worldAlpha = 1;
|
|
|
|
// Time to update all the children of the displayObject with the new matrix..
|
|
var children = displayObject.children;
|
|
|
|
for(var i = 0, j = children.length; i < j; i++)
|
|
{
|
|
children[i].updateTransform();
|
|
}
|
|
|
|
if(clear)this.textureBuffer.clear();
|
|
|
|
var context = this.textureBuffer.context;
|
|
|
|
var realResolution = this.renderer.resolution;
|
|
|
|
this.renderer.resolution = this.resolution;
|
|
|
|
this.renderer.renderDisplayObject(displayObject, context);
|
|
|
|
this.renderer.resolution = realResolution;
|
|
};
|
|
|
|
/**
|
|
* Will return a HTML Image of the texture
|
|
*
|
|
* @method getImage
|
|
* @return {Image}
|
|
*/
|
|
PIXI.RenderTexture.prototype.getImage = function()
|
|
{
|
|
var image = new Image();
|
|
image.src = this.getBase64();
|
|
return image;
|
|
};
|
|
|
|
/**
|
|
* Will return a a base64 encoded string of this texture. It works by calling RenderTexture.getCanvas and then running toDataURL on that.
|
|
*
|
|
* @method getBase64
|
|
* @return {String} A base64 encoded string of the texture.
|
|
*/
|
|
PIXI.RenderTexture.prototype.getBase64 = function()
|
|
{
|
|
return this.getCanvas().toDataURL();
|
|
};
|
|
|
|
/**
|
|
* Creates a Canvas element, renders this RenderTexture to it and then returns it.
|
|
*
|
|
* @method getCanvas
|
|
* @return {HTMLCanvasElement} A Canvas element with the texture rendered on.
|
|
*/
|
|
PIXI.RenderTexture.prototype.getCanvas = function()
|
|
{
|
|
if (this.renderer.type === PIXI.WEBGL_RENDERER)
|
|
{
|
|
var gl = this.renderer.gl;
|
|
var width = this.textureBuffer.width;
|
|
var height = this.textureBuffer.height;
|
|
|
|
var webGLPixels = new Uint8Array(4 * width * height);
|
|
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
|
|
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webGLPixels);
|
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
|
|
var tempCanvas = new PIXI.CanvasBuffer(width, height);
|
|
var canvasData = tempCanvas.context.getImageData(0, 0, width, height);
|
|
canvasData.data.set(webGLPixels);
|
|
|
|
tempCanvas.context.putImageData(canvasData, 0, 0);
|
|
|
|
return tempCanvas.canvas;
|
|
}
|
|
else
|
|
{
|
|
return this.textureBuffer.canvas;
|
|
}
|
|
};
|
|
|
|
PIXI.RenderTexture.tempMatrix = new PIXI.Matrix();
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Jan 06 2015 06:31:48 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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