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A JavaScript 2D physics engine.
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JavaScript
/**
* @license
* pixi.js - v1.4.2
* Copyright (c) 2012, Mat Groves
* http://goodboydigital.com/
*
* Compiled: 2014-01-15
*
* pixi.js is licensed under the MIT License.
* http://www.opensource.org/licenses/mit-license.php
*/
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
(function(){
var root = this;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @module PIXI
*/
var PIXI = PIXI || {};
PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
*
* @class Point
* @constructor
* @param x {Number} position of the point
* @param y {Number} position of the point
*/
PIXI.Point = function(x, y)
{
/**
* @property x
* @type Number
* @default 0
*/
this.x = x || 0;
/**
* @property y
* @type Number
* @default 0
*/
this.y = y || 0;
};
/**
* Creates a clone of this point
*
* @method clone
* @return {Point} a copy of the point
*/
PIXI.Point.prototype.clone = function()
{
return new PIXI.Point(this.x, this.y);
};
// constructor
PIXI.Point.prototype.constructor = PIXI.Point;
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
*
* @class Rectangle
* @constructor
* @param x {Number} The X coord of the upper-left corner of the rectangle
* @param y {Number} The Y coord of the upper-left corner of the rectangle
* @param width {Number} The overall width of this rectangle
* @param height {Number} The overall height of this rectangle
*/
PIXI.Rectangle = function(x, y, width, height)
{
/**
* @property x
* @type Number
* @default 0
*/
this.x = x || 0;
/**
* @property y
* @type Number
* @default 0
*/
this.y = y || 0;
/**
* @property width
* @type Number
* @default 0
*/
this.width = width || 0;
/**
* @property height
* @type Number
* @default 0
*/
this.height = height || 0;
};
/**
* Creates a clone of this Rectangle
*
* @method clone
* @return {Rectangle} a copy of the rectangle
*/
PIXI.Rectangle.prototype.clone = function()
{
return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
};
/**
* Checks if the x, and y coords passed to this function are contained within this Rectangle
*
* @method contains
* @param x {Number} The X coord of the point to test
* @param y {Number} The Y coord of the point to test
* @return {Boolean} if the x/y coords are within this Rectangle
*/
PIXI.Rectangle.prototype.contains = function(x, y)
{
if(this.width <= 0 || this.height <= 0)
return false;
var x1 = this.x;
if(x >= x1 && x <= x1 + this.width)
{
var y1 = this.y;
if(y >= y1 && y <= y1 + this.height)
{
return true;
}
}
return false;
};
// constructor
PIXI.Rectangle.prototype.constructor = PIXI.Rectangle;
/**
* @author Adrien Brault <adrien.brault@gmail.com>
*/
/**
* @class Polygon
* @constructor
* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
* a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be
* all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the
* arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are
* Numbers.
*/
PIXI.Polygon = function(points)
{
//if points isn't an array, use arguments as the array
if(!(points instanceof Array))
points = Array.prototype.slice.call(arguments);
//if this is a flat array of numbers, convert it to points
if(typeof points[0] === 'number') {
var p = [];
for(var i = 0, il = points.length; i < il; i+=2) {
p.push(
new PIXI.Point(points[i], points[i + 1])
);
}
points = p;
}
this.points = points;
};
/**
* Creates a clone of this polygon
*
* @method clone
* @return {Polygon} a copy of the polygon
*/
PIXI.Polygon.prototype.clone = function()
{
var points = [];
for (var i=0; i<this.points.length; i++) {
points.push(this.points[i].clone());
}
return new PIXI.Polygon(points);
};
/**
* Checks if the x, and y coords passed to this function are contained within this polygon
*
* @method contains
* @param x {Number} The X coord of the point to test
* @param y {Number} The Y coord of the point to test
* @return {Boolean} if the x/y coords are within this polygon
*/
PIXI.Polygon.prototype.contains = function(x, y)
{
var inside = false;
// use some raycasting to test hits
// https://github.com/substack/point-in-polygon/blob/master/index.js
for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
var xi = this.points[i].x, yi = this.points[i].y,
xj = this.points[j].x, yj = this.points[j].y,
intersect = ((yi > y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
if(intersect) inside = !inside;
}
return inside;
};
// constructor
PIXI.Polygon.prototype.constructor = PIXI.Polygon;
/**
* @author Chad Engler <chad@pantherdev.com>
*/
/**
* The Circle object can be used to specify a hit area for displayobjects
*
* @class Circle
* @constructor
* @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle
* @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle
* @param radius {Number} The radius of the circle
*/
PIXI.Circle = function(x, y, radius)
{
/**
* @property x
* @type Number
* @default 0
*/
this.x = x || 0;
/**
* @property y
* @type Number
* @default 0
*/
this.y = y || 0;
/**
* @property radius
* @type Number
* @default 0
*/
this.radius = radius || 0;
};
/**
* Creates a clone of this Circle instance
*
* @method clone
* @return {Circle} a copy of the polygon
*/
PIXI.Circle.prototype.clone = function()
{
return new PIXI.Circle(this.x, this.y, this.radius);
};
/**
* Checks if the x, and y coords passed to this function are contained within this circle
*
* @method contains
* @param x {Number} The X coord of the point to test
* @param y {Number} The Y coord of the point to test
* @return {Boolean} if the x/y coords are within this polygon
*/
PIXI.Circle.prototype.contains = function(x, y)
{
if(this.radius <= 0)
return false;
var dx = (this.x - x),
dy = (this.y - y),
r2 = this.radius * this.radius;
dx *= dx;
dy *= dy;
return (dx + dy <= r2);
};
// constructor
PIXI.Circle.prototype.constructor = PIXI.Circle;
/**
* @author Chad Engler <chad@pantherdev.com>
*/
/**
* The Ellipse object can be used to specify a hit area for displayobjects
*
* @class Ellipse
* @constructor
* @param x {Number} The X coord of the upper-left corner of the framing rectangle of this ellipse
* @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this ellipse
* @param width {Number} The overall width of this ellipse
* @param height {Number} The overall height of this ellipse
*/
PIXI.Ellipse = function(x, y, width, height)
{
/**
* @property x
* @type Number
* @default 0
*/
this.x = x || 0;
/**
* @property y
* @type Number
* @default 0
*/
this.y = y || 0;
/**
* @property width
* @type Number
* @default 0
*/
this.width = width || 0;
/**
* @property height
* @type Number
* @default 0
*/
this.height = height || 0;
};
/**
* Creates a clone of this Ellipse instance
*
* @method clone
* @return {Ellipse} a copy of the ellipse
*/
PIXI.Ellipse.prototype.clone = function()
{
return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
};
/**
* Checks if the x, and y coords passed to this function are contained within this ellipse
*
* @method contains
* @param x {Number} The X coord of the point to test
* @param y {Number} The Y coord of the point to test
* @return {Boolean} if the x/y coords are within this ellipse
*/
PIXI.Ellipse.prototype.contains = function(x, y)
{
if(this.width <= 0 || this.height <= 0)
return false;
//normalize the coords to an ellipse with center 0,0
//and a radius of 0.5
var normx = ((x - this.x) / this.width) - 0.5,
normy = ((y - this.y) / this.height) - 0.5;
normx *= normx;
normy *= normy;
return (normx + normy < 0.25);
};
PIXI.Ellipse.prototype.getBounds = function()
{
return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
};
// constructor
PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
/*
* A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV
* you both rock!
*/
function determineMatrixArrayType() {
PIXI.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
return PIXI.Matrix;
}
determineMatrixArrayType();
PIXI.mat3 = {};
PIXI.mat3.create = function()
{
var matrix = new PIXI.Matrix(9);
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 1;
matrix[5] = 0;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 1;
return matrix;
};
PIXI.mat3.identity = function(matrix)
{
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 1;
matrix[5] = 0;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 1;
return matrix;
};
PIXI.mat4 = {};
PIXI.mat4.create = function()
{
var matrix = new PIXI.Matrix(16);
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = 1;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = 1;
matrix[11] = 0;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = 0;
matrix[15] = 1;
return matrix;
};
PIXI.mat3.multiply = function (mat, mat2, dest)
{
if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!)
var a00 = mat[0], a01 = mat[1], a02 = mat[2],
a10 = mat[3], a11 = mat[4], a12 = mat[5],
a20 = mat[6], a21 = mat[7], a22 = mat[8],
b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];
dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
dest[2] = b00 * a02 + b01 * a12 + b02 * a22;
dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
dest[5] = b10 * a02 + b11 * a12 + b12 * a22;
dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
dest[8] = b20 * a02 + b21 * a12 + b22 * a22;
return dest;
};
PIXI.mat3.clone = function(mat)
{
var matrix = new PIXI.Matrix(9);
matrix[0] = mat[0];
matrix[1] = mat[1];
matrix[2] = mat[2];
matrix[3] = mat[3];
matrix[4] = mat[4];
matrix[5] = mat[5];
matrix[6] = mat[6];
matrix[7] = mat[7];
matrix[8] = mat[8];
return matrix;
};
PIXI.mat3.transpose = function (mat, dest)
{
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest) {
var a01 = mat[1], a02 = mat[2],
a12 = mat[5];
mat[1] = mat[3];
mat[2] = mat[6];
mat[3] = a01;
mat[5] = mat[7];
mat[6] = a02;
mat[7] = a12;
return mat;
}
dest[0] = mat[0];
dest[1] = mat[3];
dest[2] = mat[6];
dest[3] = mat[1];
dest[4] = mat[4];
dest[5] = mat[7];
dest[6] = mat[2];
dest[7] = mat[5];
dest[8] = mat[8];
return dest;
};
PIXI.mat3.toMat4 = function (mat, dest)
{
if (!dest) { dest = PIXI.mat4.create(); }
dest[15] = 1;
dest[14] = 0;
dest[13] = 0;
dest[12] = 0;
dest[11] = 0;
dest[10] = mat[8];
dest[9] = mat[7];
dest[8] = mat[6];
dest[7] = 0;
dest[6] = mat[5];
dest[5] = mat[4];
dest[4] = mat[3];
dest[3] = 0;
dest[2] = mat[2];
dest[1] = mat[1];
dest[0] = mat[0];
return dest;
};
/////
PIXI.mat4.create = function()
{
var matrix = new PIXI.Matrix(16);
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 0;
matrix[4] = 0;
matrix[5] = 1;
matrix[6] = 0;
matrix[7] = 0;
matrix[8] = 0;
matrix[9] = 0;
matrix[10] = 1;
matrix[11] = 0;
matrix[12] = 0;
matrix[13] = 0;
matrix[14] = 0;
matrix[15] = 1;
return matrix;
};
PIXI.mat4.transpose = function (mat, dest)
{
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (!dest || mat === dest)
{
var a01 = mat[1], a02 = mat[2], a03 = mat[3],
a12 = mat[6], a13 = mat[7],
a23 = mat[11];
mat[1] = mat[4];
mat[2] = mat[8];
mat[3] = mat[12];
mat[4] = a01;
mat[6] = mat[9];
mat[7] = mat[13];
mat[8] = a02;
mat[9] = a12;
mat[11] = mat[14];
mat[12] = a03;
mat[13] = a13;
mat[14] = a23;
return mat;
}
dest[0] = mat[0];
dest[1] = mat[4];
dest[2] = mat[8];
dest[3] = mat[12];
dest[4] = mat[1];
dest[5] = mat[5];
dest[6] = mat[9];
dest[7] = mat[13];
dest[8] = mat[2];
dest[9] = mat[6];
dest[10] = mat[10];
dest[11] = mat[14];
dest[12] = mat[3];
dest[13] = mat[7];
dest[14] = mat[11];
dest[15] = mat[15];
return dest;
};
PIXI.mat4.multiply = function (mat, mat2, dest)
{
if (!dest) { dest = mat; }
// Cache the matrix values (makes for huge speed increases!)
var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3];
var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
// Cache only the current line of the second matrix
var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[4];
b1 = mat2[5];
b2 = mat2[6];
b3 = mat2[7];
dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[8];
b1 = mat2[9];
b2 = mat2[10];
b3 = mat2[11];
dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = mat2[12];
b1 = mat2[13];
b2 = mat2[14];
b3 = mat2[15];
dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
return dest;
};
PIXI.identityMatrix = PIXI.mat3.create();
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The base class for all objects that are rendered on the screen.
*
* @class DisplayObject
* @constructor
*/
PIXI.DisplayObject = function()
{
this.last = this;
this.first = this;
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @property position
* @type Point
*/
this.position = new PIXI.Point();
/**
* The scale factor of the object.
*
* @property scale
* @type Point
*/
this.scale = new PIXI.Point(1,1);//{x:1, y:1};
/**
* The pivot point of the displayObject that it rotates around
*
* @property pivot
* @type Point
*/
this.pivot = new PIXI.Point(0,0);
/**
* The rotation of the object in radians.
*
* @property rotation
* @type Number
*/
this.rotation = 0;
/**
* The opacity of the object.
*
* @property alpha
* @type Number
*/
this.alpha = 1;
/**
* The visibility of the object.
*
* @property visible
* @type Boolean
*/
this.visible = true;
/**
* This is the defined area that will pick up mouse / touch events. It is null by default.
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
*
* @property hitArea
* @type Rectangle|Circle|Ellipse|Polygon
*/
this.hitArea = null;
/**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
*
* @property buttonMode
* @type Boolean
*/
this.buttonMode = false;
/**
* Can this object be rendered
*
* @property renderable
* @type Boolean
*/
this.renderable = false;
/**
* [read-only] The display object container that contains this display object.
*
* @property parent
* @type DisplayObjectContainer
* @readOnly
*/
this.parent = null;
/**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
*
* @property stage
* @type Stage
* @readOnly
*/
this.stage = null;
/**
* [read-only] The multiplied alpha of the displayobject
*
* @property worldAlpha
* @type Number
* @readOnly
*/
this.worldAlpha = 1;
/**
* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
*
* @property _interactive
* @type Boolean
* @readOnly
* @private
*/
this._interactive = false;
/**
* This is the curser that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
*
* @property defaultCursor
* @type String
*
*/
this.defaultCursor = 'pointer';
/**
* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Mat3
* @readOnly
* @private
*/
this.worldTransform = PIXI.mat3.create(); //mat3.identity();
/**
* [read-only] Current transform of the object locally
*
* @property localTransform
* @type Mat3
* @readOnly
* @private
*/
this.localTransform = PIXI.mat3.create(); //mat3.identity();
/**
* [NYI] Unkown
*
* @property color
* @type Array<>
* @private
*/
this.color = [];
/**
* [NYI] Holds whether or not this object is dynamic, for rendering optimization
*
* @property dynamic
* @type Boolean
* @private
*/
this.dynamic = true;
// chach that puppy!
this._sr = 0;
this._cr = 1;
this.filterArea = new PIXI.Rectangle(0,0,1,1);
/**
*
*
*
*/
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
this._currentBounds = null;
this._mask = null;
/*
* MOUSE Callbacks
*/
/**
* A callback that is used when the users clicks on the displayObject with their mouse
* @method click
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user clicks the mouse down over the sprite
* @method mousedown
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases the mouse that was over the displayObject
* for this callback to be fired the mouse must have been pressed down over the displayObject
* @method mouseup
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
* for this callback to be fired, The touch must have started over the displayObject
* @method mouseupoutside
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the users mouse rolls over the displayObject
* @method mouseover
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the users mouse leaves the displayObject
* @method mouseout
* @param interactionData {InteractionData}
*/
/*
* TOUCH Callbacks
*/
/**
* A callback that is used when the users taps on the sprite with their finger
* basically a touch version of click
* @method tap
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user touch's over the displayObject
* @method touchstart
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases a touch over the displayObject
* @method touchend
* @param interactionData {InteractionData}
*/
/**
* A callback that is used when the user releases the touch that was over the displayObject
* for this callback to be fired, The touch must have started over the sprite
* @method touchendoutside
* @param interactionData {InteractionData}
*/
};
// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
/**
* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
* Instead of using this function you can now simply set the interactive property to true or false
*
* @method setInteractive
* @param interactive {Boolean}
* @deprecated Simply set the `interactive` property directly
*/
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
this.interactive = interactive;
};
/**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
*
* @property interactive
* @type Boolean
* @default false
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
get: function() {
return this._interactive;
},
set: function(value) {
this._interactive = value;
// TODO more to be done here..
// need to sort out a re-crawl!
if(this.stage)this.stage.dirty = true;
}
});
/**
* [read-only] Indicates if the sprite is globaly visible.
*
* @property worldVisible
* @type Boolean
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
get: function() {
var item = this;
do
{
if(!item.visible)return false;
item = item.parent;
}
while(item);
return true;
}
});
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
* To remove a mask, set this property to null.
*
* @property mask
* @type Graphics
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
get: function() {
return this._mask;
},
set: function(value) {
if(this._mask)this._mask.isMask = false;
this._mask = value;
if(this._mask)this._mask.isMask = true;
}
});
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to 'null'
* @property filters
* @type Array An array of filters
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
get: function() {
return this._filters;
},
set: function(value) {
if(value)
{
// now put all the passes in one place..
var passes = [];
for (var i = 0; i < value.length; i++)
{
var filterPasses = value[i].passes;
for (var j = 0; j < filterPasses.length; j++)
{
passes.push(filterPasses[j]);
}
}
// TODO change this as it is legacy
this._filterBlock = {target:this, filterPasses:passes};
}
this._filters = value;
}
});
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.DisplayObject.prototype.updateTransform = function()
{
// TODO OPTIMIZE THIS!! with dirty
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
//console.log(localTransform)
localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y;
localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y;
// TODO --> do we even need a local matrix???
var px = this.pivot.x;
var py = this.pivot.y;
// Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
localTransform[2] = a02;
localTransform[5] = a12;
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
};
PIXI.DisplayObject.prototype.getBounds = function()
{
return PIXI.EmptyRectangle;
};
PIXI.DisplayObject.prototype.getLocalBounds = function()
{
var matrixCache = this.worldTransform;
this.worldTransform = PIXI.identityMatrix;
this.updateTransform();
var bounds = this.getBounds();
this.worldTransform = matrixCache;
return bounds;
};
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
this.stage = stage;
if(this._interactive)this.stage.dirty = true;
};
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A DisplayObjectContainer represents a collection of display objects.
* It is the base class of all display objects that act as a container for other objects.
*
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*/
PIXI.DisplayObjectContainer = function()
{
PIXI.DisplayObject.call( this );
/**
* [read-only] The of children of this container.
*
* @property children
* @type Array<DisplayObject>
* @readOnly
*/
this.children = [];
};
// constructor
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer;
/**
* The width of the displayObjectContainer, setting this will actually modify the scale to acheive the value set
*
* @property width
* @type Number
*/
/*
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', {
get: function() {
return this.scale.x * this.getLocalBounds().width;
},
set: function(value) {
this.scale.x = value / (this.getLocalBounds().width/this.scale.x);
this._width = value;
}
});
*/
/**
* The height of the displayObjectContainer, setting this will actually modify the scale to acheive the value set
*
* @property height
* @type Number
*/
/*
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', {
get: function() {
return this.scale.y * this.getLocalBounds().height;
},
set: function(value) {
this.scale.y = value / (this.getLocalBounds().height/this.scale.y);
this._height = value;
}
});
*/
/**
* Adds a child to the container.
*
* @method addChild
* @param child {DisplayObject} The DisplayObject to add to the container
*/
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
{
if(child.parent && child !== this)
{
//// COULD BE THIS???
child.parent.removeChild(child);
// return;
}
child.parent = this;
this.children.push(child);
// update the stage refference..
if(this.stage)child.setStageReference(this.stage);
};
/**
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
*
* @method addChildAt
* @param child {DisplayObject} The child to add
* @param index {Number} The index to place the child in
*/
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
{
if(index >= 0 && index <= this.children.length)
{
if(child.parent)
{
child.parent.removeChild(child);
}
child.parent = this;
this.children.splice(index, 0, child);
if(this.stage)child.setStageReference(this.stage);
}
else
{
throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length);
}
};
/**
* [NYI] Swaps the depth of 2 displayObjects
*
* @method swapChildren
* @param child {DisplayObject}
* @param child2 {DisplayObject}
* @private
*/
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
{
if(child === child2) {
return;
}
var index1 = this.children.indexOf(child);
var index2 = this.children.indexOf(child2);
if(index1 < 0 || index2 < 0) {
throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.');
}
this.children[index1] = child2;
this.children[index2] = child;
};
/**
* Returns the Child at the specified index
*
* @method getChildAt
* @param index {Number} The index to get the child from
*/
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
{
if(index >= 0 && index < this.children.length)
{
return this.children[index];
}
else
{
throw new Error('The supplied DisplayObjects must be a child of the caller ' + this);
}
};
/**
* Removes a child from the container.
*
* @method removeChild
* @param child {DisplayObject} The DisplayObject to remove
*/
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
{
var index = this.children.indexOf( child );
if ( index !== -1 )
{
// update the stage reference..
if(this.stage)child.removeStageReference();
child.parent = undefined;
this.children.splice( index, 1 );
}
else
{
throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this);
}
};
/*
* Updates the container's children's transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
{
//this._currentBounds = null;
if(!this.visible)return;
PIXI.DisplayObject.prototype.updateTransform.call( this );
for(var i=0,j=this.children.length; i<j; i++)
{
this.children[i].updateTransform();
}
};
PIXI.DisplayObjectContainer.prototype.getBounds = function()
{
if(this.children.length === 0)return PIXI.EmptyRectangle;
// TODO the bounds have already been calculated this render session so return what we have
var minX = Infinity;
var minY = Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
var childBounds;
var childMaxX;
var childMaxY;
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
if(!child.visible)continue;
childBounds = this.children[i].getBounds();
minX = minX < childBounds.x ? minX : childBounds.x;
minY = minY < childBounds.y ? minY : childBounds.y;
childMaxX = childBounds.width + childBounds.x;
childMaxY = childBounds.height + childBounds.y;
maxX = maxX > childMaxX ? maxX : childMaxX;
maxY = maxY > childMaxY ? maxY : childMaxY;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.y = minY;
bounds.width = maxX - minX;
bounds.height = maxY - minY;
// TODO: store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate
//this._currentBounds = bounds;
return bounds;
};
PIXI.DisplayObjectContainer.prototype.setStageReference = function(stage)
{
this.stage = stage;
if(this._interactive)this.stage.dirty = true;
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
child.setStageReference(stage);
}
};
PIXI.DisplayObjectContainer.prototype.removeStageReference = function()
{
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
child.removeStageReference();
}
if(this._interactive)this.stage.dirty = true;
this.stage = null;
};
PIXI.DisplayObjectContainer.prototype._renderWebGL = function(renderSession)
{
if(this.visible === false || this.alpha === 0)return;
var i,j;
if(this._mask || this._filters)
{
if(this._mask)
{
renderSession.spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
renderSession.spriteBatch.start();
}
if(this._filters)
{
renderSession.spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
// simple render children!
for(i=0,j=this.children.length; i<j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(renderSession);
renderSession.spriteBatch.start();
}
else
{
// simple render children!
for(i=0,j=this.children.length; i<j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
}
};
PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
{
if(this.visible === false || this.alpha === 0)return;
if(this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession.context);
}
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
child._renderCanvas(renderSession);
}
if(this._mask)
{
renderSession.maskManager.popMask(renderSession.context);
}
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.blendModes = {};
PIXI.blendModes.NORMAL = 0;
PIXI.blendModes.ADD = 1;
PIXI.blendModes.MULTIPLY = 2;
PIXI.blendModes.SCREEN = 3;
/**
* The SPrite object is the base for all textured objects that are rendered to the screen
*
* @class Sprite™
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture for this sprite
* @type String
*/
PIXI.Sprite = function(texture)
{
PIXI.DisplayObjectContainer.call( this );
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new PIXI.Point();
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
this.texture = texture;
/**
* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;// * Math.random();
/**
* The blend mode to be applied to the sprite
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
if(texture.baseTexture.hasLoaded)
{
this.onTextureUpdate();
}
else
{
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
this.texture.addEventListener( 'update', this.onTextureUpdateBind );
}
this.renderable = true;
};
// constructor
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Sprite.prototype.constructor = PIXI.Sprite;
/**
* The width of the sprite, setting this will actually modify the scale to acheive the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
get: function() {
return this.scale.x * this.texture.frame.width;
},
set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
});
/**
* The height of the sprite, setting this will actually modify the scale to acheive the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
get: function() {
return this.scale.y * this.texture.frame.height;
},
set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
});
/**
* Sets the texture of the sprite
*
* @method setTexture
* @param texture {Texture} The PIXI texture that is displayed by the sprite
*/
PIXI.Sprite.prototype.setTexture = function(texture)
{
// stop current texture;
if(this.texture.baseTexture !== texture.baseTexture)
{
this.textureChange = true;
this.texture = texture;
}
else
{
this.texture = texture;
}
this.cachedTint = 0xFFFFFF;
this.updateFrame = true;
};
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Sprite.prototype.onTextureUpdate = function()
{
// so if _width is 0 then width was not set..
if(this._width)this.scale.x = this._width / this.texture.frame.width;
if(this._height)this.scale.y = this._height / this.texture.frame.height;
this.updateFrame = true;
};
PIXI.Sprite.prototype.getBounds = function()
{
var width = this.texture.frame.width;
var height = this.texture.frame.height;
var w0 = width * (1-this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var a = worldTransform[0];
var b = worldTransform[3];
var c = worldTransform[1];
var d = worldTransform[4];
var tx = worldTransform[2];
var ty = worldTransform[5];
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate
this._currentBounds = bounds;
return bounds;
};
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0)return;
var i,j;
// do a quick check to see if this element has a mask or a filter.
if(this._mask || this._filters)
{
var spriteBatch = renderSession.spriteBatch;
if(this._mask)
{
spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
spriteBatch.start();
}
if(this._filters)
{
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
// add this sprite to the batch
spriteBatch.render(this);
// now loop through the children and make sure they get rendered
for(i=0,j=this.children.length; i<j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
if(this._filters)renderSession.filterManager.popFilter();
if(this._mask)renderSession.maskManager.popMask(renderSession);
spriteBatch.start();
}
else
{
renderSession.spriteBatch.render(this);
// simple render children!
for(i=0,j=this.children.length; i<j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
}
//TODO check culling
};
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(this.visible === false || this.alpha === 0)return;
if(this._mask)
{
renderSession.maskManager.pushMask(this._mask, renderSession.context);
}
var frame = this.texture.frame;
var context = renderSession.context;
var texture = this.texture;
//ignore null sources
if(frame && frame.width && frame.height && texture.baseTexture.source)
{
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
// alow for trimming
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
// check blend mode
if(this.blendMode !== renderSession.currentBlendMode)
{
renderSession.currentBlendMode = this.blendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
//if smoothingEnabled is supported and we need to change the smoothing property for this texture
// if(this.smoothProperty && this.scaleMode !== displayObject.texture.baseTexture.scaleMode) {
// this.scaleMode = displayObject.texture.baseTexture.scaleMode;
// context[this.smoothProperty] = (this.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR);
//}
if(this.tint !== 0xFFFFFF)
{
if(this.cachedTint !== this.tint)
{
// no point tinting an image that has not loaded yet!
if(!texture.baseTexture.hasLoaded)return;
this.cachedTint = this.tint;
//TODO clean up cacheing - how to clean up the caches?
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
}
context.drawImage(this.tintedTexture,
0,
0,
frame.width,
frame.height,
(this.anchor.x) * -frame.width,
(this.anchor.y) * -frame.height,
frame.width,
frame.height);
}
else
{
if(texture.trimmed)
{
var trim = texture.trim;
context.drawImage(this.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
trim.x - this.anchor.x * trim.realWidth,
trim.y - this.anchor.y * trim.realHeight,
frame.width,
frame.height);
}
else
{
context.drawImage(this.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
(this.anchor.x) * -frame.width,
(this.anchor.y) * -frame.height,
frame.width,
frame.height);
}
}
}
// OVERWRITE
for(var i=0,j=this.children.length; i<j; i++)
{
var child = this.children[i];
child._renderCanvas(renderSession);
}
if(this._mask)
{
renderSession.maskManager.popMask(renderSession.context);
}
};
// some helper functions..
/**
*
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @method fromFrame
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
PIXI.Sprite.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
return new PIXI.Sprite(texture);
};
/**
*
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @method fromImage
* @static
* @param imageId {String} The image url of the texture
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
PIXI.Sprite.fromImage = function(imageId)
{
var texture = PIXI.Texture.fromImage(imageId);
return new PIXI.Sprite(texture);
};
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A MovieClip is a simple way to display an animation depicted by a list of textures.
*
* @class MovieClip
* @extends Sprite
* @constructor
* @param textures {Array<Texture>} an array of {Texture} objects that make up the animation
*/
PIXI.MovieClip = function(textures)
{
PIXI.Sprite.call(this, textures[0]);
/**
* The array of textures that make up the animation
*
* @property textures
* @type Array
*/
this.textures = textures;
/**
* The speed that the MovieClip will play at. Higher is faster, lower is slower
*
* @property animationSpeed
* @type Number
* @default 1
*/
this.animationSpeed = 1;
/**
* Whether or not the movie clip repeats after playing.
*
* @property loop
* @type Boolean
* @default true
*/
this.loop = true;
/**
* Function to call when a MovieClip finishes playing
*
* @property onComplete
* @type Function
*/
this.onComplete = null;
/**
* [read-only] The index MovieClips current frame (this may not have to be a whole number)
*
* @property currentFrame
* @type Number
* @default 0
* @readOnly
*/
this.currentFrame = 0;
/**