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1633 lines
47 KiB
HTML
1633 lines
47 KiB
HTML
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<a href="Phaser.Device.html">Device</a>
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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<a href="Phaser.Frame.html">Frame</a>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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<li class="class-depth-1">
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<a href="Phaser.Image.html">Image</a>
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<li class="class-depth-1">
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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<a href="Phaser.Input.html">Input</a>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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<li class="class-depth-1">
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<a href="Phaser.Matrix.html">Matrix</a>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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|
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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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|
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<li class="class-depth-1">
|
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<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.RoundedRectangle.html">RoundedRectangle</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="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</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="Phaser.SignalBinding.html">SignalBinding</a>
|
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</li>
|
|
|
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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">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenData.html">TweenData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Video.html">Video</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasPool.html">CanvasPool</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<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.RoundedRectangle.html">Rounded Rectangle</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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<div class="span12">
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<div id="main">
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|
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|
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<h1 class="page-title">Source: src/pixi/extras/Strip.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/
|
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*/
|
|
|
|
/**
|
|
*
|
|
* @class Strip
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param texture {Texture} The texture to use
|
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* @param width {Number} the width
|
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* @param height {Number} the height
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*
|
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*/
|
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PIXI.Strip = function(texture)
|
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{
|
|
PIXI.DisplayObjectContainer.call( this );
|
|
|
|
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|
/**
|
|
* The texture of the strip
|
|
*
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* @property texture
|
|
* @type Texture
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|
*/
|
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this.texture = texture;
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|
|
|
// set up the main bits..
|
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this.uvs = new PIXI.Float32Array([0, 1,
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1, 1,
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1, 0,
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|
0, 1]);
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|
|
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this.vertices = new PIXI.Float32Array([0, 0,
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100, 0,
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100, 100,
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|
0, 100]);
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|
|
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this.colors = new PIXI.Float32Array([1, 1, 1, 1]);
|
|
|
|
this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
|
|
|
|
/**
|
|
* Whether the strip is dirty or not
|
|
*
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|
* @property dirty
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|
* @type Boolean
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|
*/
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|
this.dirty = true;
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|
|
|
/**
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|
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
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|
*
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|
* @property blendMode
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|
* @type Number
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|
* @default PIXI.blendModes.NORMAL;
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|
*/
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|
this.blendMode = PIXI.blendModes.NORMAL;
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|
|
|
/**
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|
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
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*
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|
* @property canvasPadding
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|
* @type Number
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*/
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this.canvasPadding = 0;
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|
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this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
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|
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};
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// constructor
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PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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PIXI.Strip.prototype.constructor = PIXI.Strip;
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PIXI.Strip.prototype._renderWebGL = function(renderSession)
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|
{
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|
// if the sprite is not visible or the alpha is 0 then no need to render this element
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|
if(!this.visible || this.alpha <= 0)return;
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|
// render triangle strip..
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|
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|
renderSession.spriteBatch.stop();
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|
|
|
// init! init!
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|
if(!this._vertexBuffer)this._initWebGL(renderSession);
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|
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renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);
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this._renderStrip(renderSession);
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|
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|
///renderSession.shaderManager.activateDefaultShader();
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|
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renderSession.spriteBatch.start();
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|
|
|
//TODO check culling
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|
};
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|
|
|
PIXI.Strip.prototype._initWebGL = function(renderSession)
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|
{
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|
// build the strip!
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|
var gl = renderSession.gl;
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|
|
|
this._vertexBuffer = gl.createBuffer();
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|
this._indexBuffer = gl.createBuffer();
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|
this._uvBuffer = gl.createBuffer();
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this._colorBuffer = gl.createBuffer();
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|
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gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);
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|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
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|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._colorBuffer);
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|
gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
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|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
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|
};
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|
|
|
PIXI.Strip.prototype._renderStrip = function(renderSession)
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|
{
|
|
var gl = renderSession.gl;
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|
var projection = renderSession.projection,
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|
offset = renderSession.offset,
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|
shader = renderSession.shaderManager.stripShader;
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|
|
|
var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;
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|
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|
// gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
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|
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|
renderSession.blendModeManager.setBlendMode(this.blendMode);
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|
|
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|
// set uniforms
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|
gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));
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|
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);
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|
gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);
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|
gl.uniform1f(shader.alpha, this.worldAlpha);
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|
|
|
if(!this.dirty)
|
|
{
|
|
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|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
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|
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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|
|
|
gl.activeTexture(gl.TEXTURE0);
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|
|
|
// check if a texture is dirty..
|
|
if(this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
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|
{
|
|
// bind the current texture
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
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|
|
|
|
|
}
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|
else
|
|
{
|
|
|
|
this.dirty = false;
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
|
|
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
|
|
|
|
// update the uvs
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
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|
gl.bufferData(gl.ARRAY_BUFFER, this.uvs, gl.STATIC_DRAW);
|
|
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
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|
|
|
gl.activeTexture(gl.TEXTURE0);
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|
|
|
// check if a texture is dirty..
|
|
if(this.texture.baseTexture._dirty[gl.id])
|
|
{
|
|
renderSession.renderer.updateTexture(this.texture.baseTexture);
|
|
}
|
|
else
|
|
{
|
|
gl.bindTexture(gl.TEXTURE_2D, this.texture.baseTexture._glTextures[gl.id]);
|
|
}
|
|
|
|
// dont need to upload!
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
|
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
|
|
|
|
}
|
|
//console.log(gl.TRIANGLE_STRIP)
|
|
//
|
|
//
|
|
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
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|
|
|
|
|
};
|
|
|
|
|
|
|
|
PIXI.Strip.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
var context = renderSession.context;
|
|
|
|
var transform = this.worldTransform;
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx | 0, transform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
|
|
}
|
|
|
|
if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
|
|
{
|
|
this._renderCanvasTriangleStrip(context);
|
|
}
|
|
else
|
|
{
|
|
this._renderCanvasTriangles(context);
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
|
|
{
|
|
// draw triangles!!
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
|
|
var length = vertices.length / 2;
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length - 2; i++) {
|
|
// draw some triangles!
|
|
var index = i * 2;
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasTriangles = function(context)
|
|
{
|
|
// draw triangles!!
|
|
var vertices = this.vertices;
|
|
var uvs = this.uvs;
|
|
var indices = this.indices;
|
|
|
|
var length = indices.length;
|
|
this.count++;
|
|
|
|
for (var i = 0; i < length; i += 3) {
|
|
// draw some triangles!
|
|
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
|
|
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
|
|
}
|
|
};
|
|
|
|
PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
|
|
{
|
|
var textureSource = this.texture.baseTexture.source;
|
|
var textureWidth = this.texture.width;
|
|
var textureHeight = this.texture.height;
|
|
|
|
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
|
|
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
|
|
|
|
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
|
|
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
|
|
|
|
if (this.canvasPadding > 0) {
|
|
var paddingX = this.canvasPadding / this.worldTransform.a;
|
|
var paddingY = this.canvasPadding / this.worldTransform.d;
|
|
var centerX = (x0 + x1 + x2) / 3;
|
|
var centerY = (y0 + y1 + y2) / 3;
|
|
|
|
var normX = x0 - centerX;
|
|
var normY = y0 - centerY;
|
|
|
|
var dist = Math.sqrt(normX * normX + normY * normY);
|
|
x0 = centerX + (normX / dist) * (dist + paddingX);
|
|
y0 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
//
|
|
|
|
normX = x1 - centerX;
|
|
normY = y1 - centerY;
|
|
|
|
dist = Math.sqrt(normX * normX + normY * normY);
|
|
x1 = centerX + (normX / dist) * (dist + paddingX);
|
|
y1 = centerY + (normY / dist) * (dist + paddingY);
|
|
|
|
normX = x2 - centerX;
|
|
normY = y2 - centerY;
|
|
|
|
dist = Math.sqrt(normX * normX + normY * normY);
|
|
x2 = centerX + (normX / dist) * (dist + paddingX);
|
|
y2 = centerY + (normY / dist) * (dist + paddingY);
|
|
}
|
|
|
|
context.save();
|
|
context.beginPath();
|
|
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
|
|
context.closePath();
|
|
|
|
context.clip();
|
|
|
|
// Compute matrix transform
|
|
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
|
|
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
|
|
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
|
|
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
|
|
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
|
|
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
|
|
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
|
|
|
|
context.transform(deltaA / delta, deltaD / delta,
|
|
deltaB / delta, deltaE / delta,
|
|
deltaC / delta, deltaF / delta);
|
|
|
|
context.drawImage(textureSource, 0, 0);
|
|
context.restore();
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
* Renders a flat strip
|
|
*
|
|
* @method renderStripFlat
|
|
* @param strip {Strip} The Strip to render
|
|
* @private
|
|
*/
|
|
PIXI.Strip.prototype.renderStripFlat = function(strip)
|
|
{
|
|
var context = this.context;
|
|
var vertices = strip.vertices;
|
|
|
|
var length = vertices.length/2;
|
|
this.count++;
|
|
|
|
context.beginPath();
|
|
for (var i=1; i < length-2; i++)
|
|
{
|
|
// draw some triangles!
|
|
var index = i*2;
|
|
|
|
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
|
|
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
|
|
|
|
context.moveTo(x0, y0);
|
|
context.lineTo(x1, y1);
|
|
context.lineTo(x2, y2);
|
|
}
|
|
|
|
context.fillStyle = '#FF0000';
|
|
context.fill();
|
|
context.closePath();
|
|
};
|
|
|
|
/*
|
|
PIXI.Strip.prototype.setTexture = function(texture)
|
|
{
|
|
//TODO SET THE TEXTURES
|
|
//TODO VISIBILITY
|
|
|
|
// stop current texture
|
|
this.texture = texture;
|
|
this.width = texture.frame.width;
|
|
this.height = texture.frame.height;
|
|
this.updateFrame = true;
|
|
};
|
|
*/
|
|
|
|
/**
|
|
* When the texture is updated, this event will fire to update the scale and frame
|
|
*
|
|
* @method onTextureUpdate
|
|
* @param event
|
|
* @private
|
|
*/
|
|
|
|
PIXI.Strip.prototype.onTextureUpdate = function()
|
|
{
|
|
this.updateFrame = true;
|
|
};
|
|
|
|
/**
|
|
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
|
*
|
|
* @method getBounds
|
|
* @param matrix {Matrix} the transformation matrix of the sprite
|
|
* @return {Rectangle} the framing rectangle
|
|
*/
|
|
PIXI.Strip.prototype.getBounds = function(matrix)
|
|
{
|
|
var worldTransform = matrix || this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
var vertices = this.vertices;
|
|
for (var i = 0, n = vertices.length; i < n; i += 2)
|
|
{
|
|
var rawX = vertices[i], rawY = vertices[i + 1];
|
|
var x = (a * rawX) + (c * rawY) + tx;
|
|
var y = (d * rawY) + (b * rawX) + ty;
|
|
|
|
minX = x < minX ? x : minX;
|
|
minY = y < minY ? y : minY;
|
|
|
|
maxX = x > maxX ? x : maxX;
|
|
maxY = y > maxY ? y : maxY;
|
|
}
|
|
|
|
if (minX === -Infinity || maxY === Infinity)
|
|
{
|
|
return PIXI.EmptyRectangle;
|
|
}
|
|
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Different drawing buffer modes supported
|
|
*
|
|
* @property
|
|
* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
|
|
* @static
|
|
*/
|
|
PIXI.Strip.DrawModes = {
|
|
TRIANGLE_STRIP: 0,
|
|
TRIANGLES: 1
|
|
};
|
|
</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 © 2012-2015 Photon Storm Ltd.
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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 3.3.2</a>
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on Thu Oct 15 2015 12:04:56 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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