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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * * @overview * * Phaser - http://phaser.io * * v2.5.0 "Five Kings" - Built: Fri Jul 15 2016 11:46:15 * * By Richard Davey http://www.photonstorm.com @photonstorm * * Phaser is a fun, free and fast 2D game framework for making HTML5 games * for desktop and mobile web browsers, supporting Canvas and WebGL rendering. * * Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com @Doormat23 * Phaser uses p2.js for full-body physics, created by Stefan Hedman https://github.com/schteppe/p2.js @schteppe * Phaser contains a port of N+ Physics, converted by Richard Davey, original by http://www.metanetsoftware.com * * Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser and my love of framework development originate. * * Follow development at http://phaser.io and on our forum * * "If you want your children to be intelligent, read them fairy tales." * "If you want them to be more intelligent, read them more fairy tales." * -- Albert Einstein */ /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ (function(){ var root = this; /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The [pixi.js](http://www.pixijs.com/) module/namespace. * * @module PIXI */ /** * Namespace-class for [pixi.js](http://www.pixijs.com/). * * Contains assorted static properties and enumerations. * * @class PIXI * @static */ var PIXI = PIXI || {}; /** * A reference to the Phaser Game instance that owns this Pixi renderer. * @property {Phaser.Game} game * @static */ PIXI.game = null; /** * @property {Number} WEBGL_RENDERER * @protected * @static */ PIXI.WEBGL_RENDERER = 0; /** * @property {Number} CANVAS_RENDERER * @protected * @static */ PIXI.CANVAS_RENDERER = 1; /** * Version of pixi that is loaded. * @property {String} VERSION * @static */ PIXI.VERSION = "v2.2.9"; // used to create uids for various pixi objects. PIXI._UID = 0; if (typeof(Float32Array) != 'undefined') { PIXI.Float32Array = Float32Array; PIXI.Uint16Array = Uint16Array; // Uint32Array and ArrayBuffer only used by WebGL renderer // We can suppose that if WebGL is supported then typed arrays are supported too // as they predate WebGL support for all browsers: // see typed arrays support: http://caniuse.com/#search=TypedArrays // see WebGL support: http://caniuse.com/#search=WebGL PIXI.Uint32Array = Uint32Array; PIXI.ArrayBuffer = ArrayBuffer; } else { PIXI.Float32Array = Array; PIXI.Uint16Array = Array; } /** * @property {Number} PI_2 * @static */ PIXI.PI_2 = Math.PI * 2; /** * @property {Number} RAD_TO_DEG * @static */ PIXI.RAD_TO_DEG = 180 / Math.PI; /** * @property {Number} DEG_TO_RAD * @static */ PIXI.DEG_TO_RAD = Math.PI / 180; /** * @property {String} RETINA_PREFIX * @protected * @static */ PIXI.RETINA_PREFIX = "@2x"; /** * The default render options if none are supplied to * {{#crossLink "WebGLRenderer"}}{{/crossLink}} or {{#crossLink "CanvasRenderer"}}{{/crossLink}}. * * @property {Object} defaultRenderOptions * @property {Object} defaultRenderOptions.view=null * @property {Boolean} defaultRenderOptions.transparent=false * @property {Boolean} defaultRenderOptions.antialias=false * @property {Boolean} defaultRenderOptions.preserveDrawingBuffer=false * @property {Number} defaultRenderOptions.resolution=1 * @property {Boolean} defaultRenderOptions.clearBeforeRender=true * @property {Boolean} defaultRenderOptions.autoResize=false * @static PIXI.defaultRenderOptions = { view: null, transparent: false, antialias: false, preserveDrawingBuffer: false, resolution: 1, clearBeforeRender: true, autoResize: false }; */ /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The base class for all objects that are rendered on the screen. * This is an abstract class and should not be used on its own rather it should be extended. * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { /** * The coordinate of the object relative to the local coordinates of the parent. * * @property position * @type Point */ this.position = new PIXI.Point(0, 0); /** * The scale factor of the object. * * @property scale * @type Point */ this.scale = new PIXI.Point(1, 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; /** * 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] Current transform of the object based on world (parent) factors * * @property worldTransform * @type Matrix * @readOnly * @private */ this.worldTransform = new PIXI.Matrix(); /** * The position of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldPosition * @type Point * @readOnly */ this.worldPosition = new PIXI.Point(0, 0); /** * The scale of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldScale * @type Point * @readOnly */ this.worldScale = new PIXI.Point(1, 1); /** * The rotation of the Display Object, in radians, based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldRotation * @type Number * @readOnly */ this.worldRotation = 0; /** * cached sin rotation and cos rotation * * @property _sr * @type Number * @private */ this._sr = 0; /** * cached sin rotation and cos rotation * * @property _cr * @type Number * @private */ this._cr = 1; /** * The area the filter is applied to like the hitArea this is used as more of an optimisation * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle * * @property filterArea * @type Rectangle */ this.filterArea = null; /** * The original, cached bounds of the object * * @property _bounds * @type Rectangle * @private */ this._bounds = new PIXI.Rectangle(0, 0, 1, 1); /** * The most up-to-date bounds of the object * * @property _currentBounds * @type Rectangle * @private */ this._currentBounds = null; /** * The original, cached mask of the object * * @property _mask * @type Rectangle * @private */ this._mask = null; /** * Cached internal flag. * * @property _cacheAsBitmap * @type Boolean * @private */ this._cacheAsBitmap = false; /** * Cached internal flag. * * @property _cacheIsDirty * @type Boolean * @private */ this._cacheIsDirty = false; }; // constructor PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; /** * Destroy this DisplayObject. * Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites. * * @method destroy */ PIXI.DisplayObject.prototype.destroy = function() { if (this.children) { var i = this.children.length; while (i--) { this.children[i].destroy(); } this.children = []; } this.hitArea = null; this.parent = null; this.stage = null; this.worldTransform = null; this.filterArea = null; this._bounds = null; this._currentBounds = null; this._mask = null; // In case Pixi is still going to try and render it even though destroyed this.renderable = false; this._destroyCachedSprite(); }; /** * [read-only] Indicates if the sprite is globally 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.Graphics 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'. * * You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset * this objects blend mode to NORMAL. * * @property filters * @type Array(Filter) */ 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; if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY) { this.blendMode = PIXI.blendModes.NORMAL; } } }); /** * Set if this display object is cached as a bitmap. * This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. * To remove simply set this property to 'null' * @property cacheAsBitmap * @type Boolean */ Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', { get: function() { return this._cacheAsBitmap; }, set: function(value) { if (this._cacheAsBitmap === value) { return; } if (value) { this._generateCachedSprite(); } else { this._destroyCachedSprite(); } this._cacheAsBitmap = value; } }); /* * Updates the object transform for rendering. * * If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent. * If that is unavailable the transform fails to take place. * * The `parent` parameter has priority over the actual parent. Use it as a parent override. * Setting it does **not** change the actual parent of this DisplayObject, it just uses the parent for the transform update. * * @method updateTransform * @param {DisplayObject} [parent] - Optional parent to parent this DisplayObject transform from. */ PIXI.DisplayObject.prototype.updateTransform = function(parent) { if (!parent && !this.parent && !this.game) { return; } var p = this.parent; if (parent) { p = parent; } else if (!this.parent) { p = this.game.world; } // create some matrix refs for easy access var pt = p.worldTransform; var wt = this.worldTransform; // temporary matrix variables var a, b, c, d, tx, ty; // so if rotation is between 0 then we can simplify the multiplication process.. if (this.rotation % PIXI.PI_2) { // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes if (this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } // get the matrix values of the displayobject based on its transform properties.. a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; tx = this.position.x; ty = this.position.y; // check for pivot.. not often used so geared towards that fact! if (this.pivot.x || this.pivot.y) { tx -= this.pivot.x * a + this.pivot.y * c; ty -= this.pivot.x * b + this.pivot.y * d; } // concat the parent matrix with the objects transform. wt.a = a * pt.a + b * pt.c; wt.b = a * pt.b + b * pt.d; wt.c = c * pt.a + d * pt.c; wt.d = c * pt.b + d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } else { // lets do the fast version as we know there is no rotation.. a = this.scale.x; d = this.scale.y; tx = this.position.x - this.pivot.x * a; ty = this.position.y - this.pivot.y * d; wt.a = a * pt.a; wt.b = a * pt.b; wt.c = d * pt.c; wt.d = d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } // Set the World values this.worldAlpha = this.alpha * p.worldAlpha; this.worldPosition.set(wt.tx, wt.ty); this.worldScale.set(this.scale.x * Math.sqrt(wt.a * wt.a + wt.c * wt.c), this.scale.y * Math.sqrt(wt.b * wt.b + wt.d * wt.d)); this.worldRotation = Math.atan2(-wt.c, wt.d); // reset the bounds each time this is called! this._currentBounds = null; // Custom callback? if (this.transformCallback) { this.transformCallback.call(this.transformCallbackContext, wt, pt); } }; // performance increase to avoid using call.. (10x faster) PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform; /** * Retrieves the bounds of the displayObject as a rectangle object * * @method getBounds * @param matrix {Matrix} * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getBounds = function(matrix) { matrix = matrix;//just to get passed js hinting (and preserve inheritance) return PIXI.EmptyRectangle; }; /** * Retrieves the local bounds of the displayObject as a rectangle object * * @method getLocalBounds * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getLocalBounds = function() { return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle(); }; /** * Sets the object's stage reference, the stage this object is connected to * * @method setStageReference * @param stage {Stage} the stage that the object will have as its current stage reference */ PIXI.DisplayObject.prototype.setStageReference = function(stage) { this.stage = stage; }; /** * Empty, to be overridden by classes that require it. * * @method preUpdate */ PIXI.DisplayObject.prototype.preUpdate = function() { }; /** * Useful function that returns a texture of the displayObject object that can then be used to create sprites * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times. * * @method generateTexture * @param resolution {Number} The resolution of the texture being generated * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture. * @return {RenderTexture} a texture of the graphics object */ PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer) { var bounds = this.getLocalBounds(); var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution); PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; renderTexture.render(this, PIXI.DisplayObject._tempMatrix); return renderTexture; }; /** * Generates and updates the cached sprite for this object. * * @method updateCache */ PIXI.DisplayObject.prototype.updateCache = function() { this._generateCachedSprite(); }; /** * Calculates the global position of the display object * * @method toGlobal * @param position {Point} The world origin to calculate from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toGlobal = function(position) { // don't need to u[date the lot this.displayObjectUpdateTransform(); return this.worldTransform.apply(position); }; /** * Calculates the local position of the display object relative to another point * * @method toLocal * @param position {Point} The world origin to calculate from * @param [from] {DisplayObject} The DisplayObject to calculate the global position from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toLocal = function(position, from) { if (from) { position = from.toGlobal(position); } // don't need to u[date the lot this.displayObjectUpdateTransform(); return this.worldTransform.applyInverse(position); }; /** * Internal method. * * @method _renderCachedSprite * @param renderSession {Object} The render session * @private */ PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession) { this._cachedSprite.worldAlpha = this.worldAlpha; if (renderSession.gl) { PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); } else { PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession); } }; /** * Internal method. * * @method _generateCachedSprite * @private */ PIXI.DisplayObject.prototype._generateCachedSprite = function() { this._cacheAsBitmap = false; var bounds = this.getLocalBounds(); // Round it off and force non-zero dimensions bounds.width = Math.max(1, Math.ceil(bounds.width)); bounds.height = Math.max(1, Math.ceil(bounds.height)); this.updateTransform(); if (!this._cachedSprite) { var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height); this._cachedSprite = new PIXI.Sprite(renderTexture); this._cachedSprite.worldTransform = this.worldTransform; } else { this._cachedSprite.texture.resize(bounds.width, bounds.height); } // Remove filters var tempFilters = this._filters; this._filters = null; this._cachedSprite.filters = tempFilters; // PIXI.DisplayObject._tempMatrix.identity(); PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true); this._cachedSprite.anchor.x = -(bounds.x / bounds.width); this._cachedSprite.anchor.y = -(bounds.y / bounds.height); this._filters = tempFilters; this._cacheAsBitmap = true; }; /** * Destroys the cached sprite. * * @method _destroyCachedSprite * @private */ PIXI.DisplayObject.prototype._destroyCachedSprite = function() { if (!this._cachedSprite) return; this._cachedSprite.texture.destroy(true); // TODO could be object pooled! this._cachedSprite = null; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.DisplayObject.prototype._renderWebGL = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @private */ PIXI.DisplayObject.prototype._renderCanvas = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. * * @property x * @type Number */ Object.defineProperty(PIXI.DisplayObject.prototype, 'x', { get: function() { return this.position.x; }, set: function(value) { this.position.x = value; } }); /** * The position of the displayObject on the y axis relative to the local coordinates of the parent. * * @property y * @type Number */ Object.defineProperty(PIXI.DisplayObject.prototype, 'y', { get: function() { return this.position.y; }, set: function(value) { this.position.y = value; } }); /** * @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 array of children of this container. * * @property children * @type Array(DisplayObject) * @readOnly */ this.children = []; /** * If `ignoreChildInput` is `false` it will allow this objects _children_ to be considered as valid for Input events. * * If this property is `true` then the children will _not_ be considered as valid for Input events. * * Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down. * @property {boolean} ignoreChildInput * @default */ this.ignoreChildInput = false; }; // 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 achieve 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) { var width = this.getLocalBounds().width; if (width !== 0) { this.scale.x = value / width; } else { this.scale.x = 1; } this._width = value; } }); /** * The height of the displayObjectContainer, setting this will actually modify the scale to achieve 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) { var height = this.getLocalBounds().height; if (height !== 0) { this.scale.y = value / height; } else { this.scale.y = 1; } this._height = value; } }); /** * Adds a child to the container. * * @method addChild * @param child {DisplayObject} The DisplayObject to add to the container * @return {DisplayObject} The child that was added. */ PIXI.DisplayObjectContainer.prototype.addChild = function(child) { return this.addChildAt(child, this.children.length); }; /** * 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 * @return {DisplayObject} The child that was added. */ 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); return child; } else { throw new Error(child + 'addChildAt: The index '+ index +' supplied is out of bounds ' + this.children.length); } }; /** * Swaps the position of 2 Display Objects within this container. * * @method swapChildren * @param child {DisplayObject} * @param child2 {DisplayObject} */ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) { if(child === child2) { return; } var index1 = this.getChildIndex(child); var index2 = this.getChildIndex(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 index position of a child DisplayObject instance * * @method getChildIndex * @param child {DisplayObject} The DisplayObject instance to identify * @return {Number} The index position of the child display object to identify */ PIXI.DisplayObjectContainer.prototype.getChildIndex = function(child) { var index = this.children.indexOf(child); if (index === -1) { throw new Error('The supplied DisplayObject must be a child of the caller'); } return index; }; /** * Changes the position of an existing child in the display object container * * @method setChildIndex * @param child {DisplayObject} The child DisplayObject instance for which you want to change the index number * @param index {Number} The resulting index number for the child display object */ PIXI.DisplayObjectContainer.prototype.setChildIndex = function(child, index) { if (index < 0 || index >= this.children.length) { throw new Error('The supplied index is out of bounds'); } var currentIndex = this.getChildIndex(child); this.children.splice(currentIndex, 1); //remove from old position this.children.splice(index, 0, child); //add at new position }; /** * Returns the child at the specified index * * @method getChildAt * @param index {Number} The index to get the child from * @return {DisplayObject} The child at the given index, if any. */ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) { if (index < 0 || index >= this.children.length) { throw new Error('getChildAt: Supplied index '+ index +' does not exist in the child list, or the supplied DisplayObject must be a child of the caller'); } return this.children[index]; }; /** * Removes a child from the container. * * @method removeChild * @param child {DisplayObject} The DisplayObject to remove * @return {DisplayObject} The child that was removed. */ PIXI.DisplayObjectContainer.prototype.removeChild = function(child) { var index = this.children.indexOf( child ); if(index === -1)return; return this.removeChildAt( index ); }; /** * Removes a child from the specified index position. * * @method removeChildAt * @param index {Number} The index to get the child from * @return {DisplayObject} The child that was removed. */ PIXI.DisplayObjectContainer.prototype.removeChildAt = function(index) { var child = this.getChildAt( index ); if(this.stage) child.removeStageReference(); child.parent = undefined; this.children.splice( index, 1 ); return child; }; /** * Removes all children from this container that are within the begin and end indexes. * * @method removeChildren * @param beginIndex {Number} The beginning position. Default value is 0. * @param endIndex {Number} The ending position. Default value is size of the container. */ PIXI.DisplayObjectContainer.prototype.removeChildren = function(beginIndex, endIndex) { var begin = beginIndex || 0; var end = typeof endIndex === 'number' ? endIndex : this.children.length; var range = end - begin; if (range > 0 && range <= end) { var removed = this.children.splice(begin, range); for (var i = 0; i < removed.length; i++) { var child = removed[i]; if(this.stage) child.removeStageReference(); child.parent = undefined; } return removed; } else if (range === 0 && this.children.length === 0) { return []; } else { throw new Error( 'removeChildren: Range Error, numeric values are outside the acceptable range' ); } }; /* * Updates the transform on all children of this container for rendering * * @method updateTransform * @private */ PIXI.DisplayObjectContainer.prototype.updateTransform = function() { if (!this.visible) { return; } this.displayObjectUpdateTransform(); if (this._cacheAsBitmap) { return; } for (var i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } }; // performance increase to avoid using call.. (10x faster) PIXI.DisplayObjectContainer.prototype.displayObjectContainerUpdateTransform = PIXI.DisplayObjectContainer.prototype.updateTransform; /** * Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration. * * @method getBounds * @return {Rectangle} The rectangular bounding area */ PIXI.DisplayObjectContainer.prototype.getBounds = function() { if (this.children.length === 0) { return PIXI.EmptyRectangle; } var minX = Infinity; var minY = Infinity; var maxX = -Infinity; var maxY = -Infinity; var childBounds; var childMaxX; var childMaxY; var childVisible = false; for (var i = 0; i < this.children.length; i++) { var child = this.children[i]; if (!child.visible) { continue; } childVisible = true; 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; } if (!childVisible) { return PIXI.EmptyRectangle; } var bounds = this._bounds; bounds.x = minX; bounds.y = minY; bounds.width = maxX - minX; bounds.height = maxY - minY; return bounds; }; /** * Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration. * * @method getLocalBounds * @return {Rectangle} The rectangular bounding area */ PIXI.DisplayObjectContainer.prototype.getLocalBounds = function() { var matrixCache = this.worldTransform; this.worldTransform = PIXI.identityMatrix; for (var i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } var bounds = this.getBounds(); this.worldTransform = matrixCache; for (i = 0; i < this.children.length; i++) { this.children[i].updateTransform(); } return bounds; }; /** * Sets the containers Stage reference. This is the Stage that this object, and all of its children, is connected to. * * @method setStageReference * @param stage {Stage} the stage that the container will have as its current stage reference */ PIXI.DisplayObjectContainer.prototype.setStageReference = function(stage) { this.stage = stage; for (var i=0; i < this.children.length; i++) { this.children[i].setStageReference(stage) } }; /** * Removes the current stage reference from the container and all of its children. * * @method removeStageReference */ PIXI.DisplayObjectContainer.prototype.removeStageReference = function() { for (var i = 0; i < this.children.length; i++) { this.children[i].removeStageReference(); } this.stage = null; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.DisplayObjectContainer.prototype._renderWebGL = function(renderSession) { if (!this.visible || this.alpha <= 0) return; if (this._cacheAsBitmap) { this._renderCachedSprite(renderSession); return; } var i; if (this._mask || this._filters) { // push filter first as we need to ensure the stencil buffer is correct for any masking if (this._filters) { renderSession.spriteBatch.flush(); renderSession.filterManager.pushFilter(this._filterBlock); } if (this._mask) { renderSession.spriteBatch.stop(); renderSession.maskManager.pushMask(this.mask, renderSession); renderSession.spriteBatch.start(); } // simple render children! for (i = 0; i < this.children.length; i++) { this.children[i]._renderWebGL(renderSession); } renderSession.spriteBatch.stop(); if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession); if (this._filters) renderSession.filterManager.popFilter(); renderSession.spriteBatch.start(); } else { // simple render children! for (i = 0; i < this.children.length; i++) { this.children[i]._renderWebGL(renderSession); } } }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @private */ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession) { if (this.visible === false || this.alpha === 0) return; if (this._cacheAsBitmap) { this._renderCachedSprite(renderSession); return; } if (this._mask) { renderSession.maskManager.pushMask(this._mask, renderSession); } for (var i = 0; i < this.children.length; i++) { this.children[i]._renderCanvas(renderSession); } if (this._mask) { renderSession.maskManager.popMask(renderSession); } }; /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * 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 * * A sprite can be created directly from an image like this : * var sprite = new PIXI.Sprite.fromImage('assets/image.png'); * yourStage.addChild(sprite); * then obviously don't forget to add it to the stage you have already created */ 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 texture's 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 corner * * @property anchor * @type Point */ this.anchor = new PIXI.Point(); /** * The texture that the sprite is using * * @property texture * @type Texture */ this.texture = texture || PIXI.Texture.emptyTexture; /** * 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. A value of 0xFFFFFF will remove any tint effect. * * @property tint * @type Number * @default 0xFFFFFF */ this.tint = 0xFFFFFF; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @property cachedTint * @private * @type Number * @default -1 */ this.cachedTint = -1; /** * A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this) * * @property tintedTexture * @type Canvas * @default null */ this.tintedTexture = null; /** * The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode. * * Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible. * * @property blendMode * @type Number * @default PIXI.blendModes.NORMAL; */ this.blendMode = PIXI.blendModes.NORMAL; /** * The shader that will be used to render the texture to the stage. Set to null to remove a current shader. * * @property shader * @type AbstractFilter * @default null */ this.shader = null; /** * Controls if this Sprite is processed by the core Phaser game loops and Group loops. * * @property exists * @type Boolean * @default true */ this.exists = true; if (this.texture.baseTexture.hasLoaded) { this.onTextureUpdate(); } 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 achieve 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 achieve 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. Be warned that this doesn't remove or destroy the previous * texture this Sprite was using. * * @method setTexture * @param texture {Texture} The PIXI texture that is displayed by the sprite * @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one? */ PIXI.Sprite.prototype.setTexture = function(texture, destroyBase) { if (destroyBase !== undefined) { this.texture.baseTexture.destroy(); } // Over-ridden by loadTexture as needed this.texture.baseTexture.skipRender = false; this.texture = texture; this.texture.valid = true; this.cachedTint = -1; }; /** * 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; }; /** * Returns the bounds of the Sprite as a rectangle. * The bounds calculation takes the worldTransform into account. * * It is important to note that the transform is not updated when you call this method. * So if this Sprite is the child of a Display Object which has had its transform * updated since the last render pass, those changes will not yet have been applied * to this Sprites worldTransform. If you need to ensure that all parent transforms * are factored into this getBounds operation then you should call `updateTransform` * on the root most object in this Sprites display list first. * * @method getBounds * @param matrix {Matrix} the transformation matrix of the sprite * @return {Rectangle} the framing rectangle */ PIXI.Sprite.prototype.getBounds = function(matrix) { 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 = 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; if (b === 0 && c === 0) { // scale may be negative! if (a < 0) { a *= -1; var temp = w0; w0 = -w1; w1 = -temp; } if (d < 0) { d *= -1; var temp = h0; h0 = -h1; h1 = -temp; } // this means there is no rotation going on right? RIGHT? // if thats the case then we can avoid checking the bound values! yay minX = a * w1 + tx; maxX = a * w0 + tx; minY = d * h1 + ty; maxY = d * h0 + ty; } else { 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; 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 reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. * @private */ PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix) { // if the sprite is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.alpha <= 0 || !this.renderable) return; // They provided an alternative rendering matrix, so use it var wt = this.worldTransform; if (matrix) { wt = matrix; } // A quick check to see if this element has a mask or a filter. if (this._mask || this._filters) { var spriteBatch = renderSession.spriteBatch; // push filter first as we need to ensure the stencil buffer is correct for any masking if (this._filters) { spriteBatch.flush(); renderSession.filterManager.pushFilter(this._filterBlock); } if (this._mask) { spriteBatch.stop(); renderSession.maskManager.pushMask(this.mask, renderSession); spriteBatch.start(); } // add this sprite to the batch spriteBatch.render(this); // now loop through the children and make sure they get rendered for (var i = 0; i < this.children.length; 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._mask) renderSession.maskManager.popMask(this._mask, renderSession); if (this._filters) renderSession.filterManager.popFilter(); spriteBatch.start(); } else { renderSession.spriteBatch.render(this); // Render children! for (var i = 0; i < this.children.length; i++) { this.children[i]._renderWebGL(renderSession, wt); } } }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform. * @private */ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix) { // If the sprite is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) { return; } var wt = this.worldTransform; // If they provided an alternative rendering matrix then use it if (matrix) { wt = matrix; } if (this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode]; } if (this._mask) { renderSession.maskManager.pushMask(this._mask, renderSession); } // Ignore null sources if (this.texture.valid) { var resolution = this.texture.baseTexture.resolution / renderSession.resolution; renderSession.context.globalAlpha = this.worldAlpha; // If smoothingEnabled is supported and we need to change the smoothing property for this texture if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) { renderSession.scaleMode = this.texture.baseTexture.scaleMode; renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR); } // If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width; var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height; var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX; var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY; // Allow for pixel rounding if (renderSession.roundPixels) { renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0); dx |= 0; dy |= 0; }