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

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: gameobjects/Image.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a 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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.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.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: gameobjects/Image.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @class Phaser.Image * @extends PIXI.Sprite * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Image = function (game, x, y, key, frame) { x = x || 0; y = y || 0; key = key || null; frame = frame || null; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop. * @default */ this.exists = true; /** * @property {string} name - The user defined name given to this Image. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.IMAGE; /** * @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value. */ this.z = 0; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components. */ this.events = new Phaser.Events(this); /** * @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager) */ this.animations = new Phaser.AnimationManager(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. */ this.key = key; PIXI.Sprite.call(this, PIXI.TextureCache['__default']); this.position.set(x, y); /** * @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container. */ this.world = new Phaser.Point(x, y); /** * @property {boolean} alive - A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering). * @default */ this.alive = true; /** * Should this Image be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. * * @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not. * @default */ this.autoCull = false; /** * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it. */ this.input = null; /** * @property {boolean} debug - Handy flag to use with Game.enableStep * @default */ this.debug = false; /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); /** * @property {Phaser.Rectangle} cropRect - The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop. * @default */ this.cropRect = null; /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * 8 = destroy phase? (0 = no, 1 = yes) * @property {Array} _cache * @private */ this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ]; /** * @property {Phaser.Rectangle} _crop - Internal cache var. * @private */ this._crop = null; /** * @property {Phaser.Rectangle} _frame - Internal cache var. * @private */ this._frame = null; /** * @property {Phaser.Rectangle} _bounds - Internal cache var. * @private */ this._bounds = new Phaser.Rectangle(); this.loadTexture(key, frame); }; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Image.prototype.constructor = Phaser.Image; /** * Automatically called by World.preUpdate. * * @method Phaser.Image#preUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.preUpdate = function() { this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; if (!this.exists || !this.parent.exists) { this._cache[3] = -1; return false; } if (this.autoCull) { this._bounds.copyFrom(this.getBounds()); // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this._bounds); } this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty); if (this.visible) { this._cache[3] = this.game.stage.currentRenderOrderID++; } // Update any Children for (var i = 0, len = this.children.length; i &lt; len; i++) { this.children[i].preUpdate(); } return true; }; /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.Image#update * @memberof Phaser.Image */ Phaser.Image.prototype.update = function() { }; /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Image#postUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.postUpdate = function() { if (this.key instanceof Phaser.BitmapData) { this.key.render(); } // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x; this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y; } // Update any Children for (var i = 0, len = this.children.length; i &lt; len; i++) { this.children[i].postUpdate(); } }; /** * Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. * * @method Phaser.Image#loadTexture * @memberof Phaser.Image * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.Image.prototype.loadTexture = function (key, frame) { frame = frame || 0; this.key = key; var setFrame = true; var smoothed = this.smoothed; if (key instanceof Phaser.RenderTexture) { this.key = key.key; this.setTexture(key); } else if (key instanceof Phaser.BitmapData) { // This works from a reference, which probably isn't what we need here this.setTexture(key.texture); if (this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA)) { setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame); } } else if (key instanceof PIXI.Texture) { this.setTexture(key); } else { if (key === null || typeof key === 'undefined') { this.key = '__default'; this.setTexture(PIXI.TextureCache[this.key]); } else if (typeof key === 'string' && !this.game.cache.checkImageKey(key)) { console.warn("Texture with key '" + key + "' not found."); this.key = '__missing'; this.setTexture(PIXI.TextureCache[this.key]); } else { this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key])); setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key), frame); } } if (setFrame) { this._frame = Phaser.Rectangle.clone(this.texture.frame); } if (!smoothed) { this.smoothed = false; } }; /** * Sets the Texture frame the Image uses for rendering. * This is primarily an internal method used by Image.loadTexture, although you may call it directly. * * @method Phaser.Image#setFrame * @memberof Phaser.Image * @param {Phaser.Frame} frame - The Frame to be used by the Image texture. */ Phaser.Image.prototype.setFrame = function(frame) { this._frame = frame; this.texture.frame.x = frame.x; this.texture.frame.y = frame.y; this.texture.frame.width = frame.width; this.texture.frame.height = frame.height; this.texture.crop.x = frame.x; this.texture.crop.y = frame.y; this.texture.crop.width = frame.width; this.texture.crop.height = frame.height; if (frame.trimmed) { if (this.texture.trim) { this.texture.trim.x = frame.spriteSourceSizeX; this.texture.trim.y = frame.spriteSourceSizeY; this.texture.trim.width = frame.sourceSizeW; this.texture.trim.height = frame.sourceSizeH; } else { this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH }; } this.texture.width = frame.sourceSizeW; this.texture.height = frame.sourceSizeH; this.texture.frame.width = frame.sourceSizeW; this.texture.frame.height = frame.sourceSizeH; } else if (!frame.trimmed && this.texture.trim) { this.texture.trim = null; } if (this.cropRect) { this.updateCrop(); } else { if (this.game.renderType === Phaser.WEBGL) { PIXI.WebGLRenderer.updateTextureFrame(this.texture); } } }; /** * Resets the Texture frame dimensions that the Image uses for rendering. * * @method Phaser.Image#resetFrame * @memberof Phaser.Image */ Phaser.Image.prototype.resetFrame = function() { if (this._frame) { this.setFrame(this._frame); } }; /** * Crop allows you to crop the texture used to display this Image. * Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object. * The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties. * Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle. * Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection. * * @method Phaser.Image#crop * @memberof Phaser.Image * @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle. * @param {boolean} [copy=false] - If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object. */ Phaser.Image.prototype.crop = function(rect, copy) { if (typeof copy === 'undefined') { copy = false; } if (rect) { if (copy && this.cropRect !== null) { this.cropRect.setTo(rect.x, rect.y, rect.width, rect.height); } else if (copy && this.cropRect === null) { this.cropRect = new Phaser.Rectangle(rect.x, rect.y, rect.width, rect.height); } else { this.cropRect = rect; } this.updateCrop(); } else { this._crop = null; this.cropRect = null; this.resetFrame(); } }; /** * If you have set a crop rectangle on this Image via Image.crop and since modified the Image.cropRect property (or the rectangle it references) * then you need to update the crop frame by calling this method. * * @method Phaser.Image#updateCrop * @memberof Phaser.Image */ Phaser.Image.prototype.updateCrop = function() { if (!this.cropRect) { return; } this._crop = Phaser.Rectangle.clone(this.cropRect, this._crop); this._crop.x += this._frame.x; this._crop.y += this._frame.y; var cx = Math.max(this._frame.x, this._crop.x); var cy = Math.max(this._frame.y, this._crop.y); var cw = Math.min(this._frame.right, this._crop.right) - cx; var ch = Math.min(this._frame.bottom, this._crop.bottom) - cy; this.texture.crop.x = cx; this.texture.crop.y = cy; this.texture.crop.width = cw; this.texture.crop.height = ch; this.texture.frame.width = Math.min(cw, this.cropRect.width); this.texture.frame.height = Math.min(ch, this.cropRect.height); this.texture.width = this.texture.frame.width; this.texture.height = this.texture.frame.height; if (this.game.renderType === Phaser.WEBGL) { PIXI.WebGLRenderer.updateTextureFrame(this.texture); } }; /** * Brings a 'dead' Image back to life, optionally giving it the health value specified. * A resurrected Image has its alive, exists and visible properties all set to true. * It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal. * * @method Phaser.Image#revive * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.revive = function() { this.alive = true; this.exists = true; this.visible = true; if (this.events) { this.events.onRevived.dispatch(this); } return this; }; /** * Kills a Image. A killed Image has its alive, exists and visible properties all set to false. * It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal. * Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory. * If you don't need this Image any more you should call Image.destroy instead. * * @method Phaser.Image#kill * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled.dispatch(this); } return this; }; /** * Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.Image#destroy * @memberof Phaser.Image * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.Image.prototype.destroy = function(destroyChildren) { if (this.game === null || this.destroyPhase) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } this._cache[8] = 1; if (this.events) { this.events.onDestroy.dispatch(this); } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } if (this.events) { this.events.destroy(); } if (this.input) { this.input.destroy(); } if (this.animations) { this.animations.destroy(); } var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } else { while (i--) { this.removeChild(this.children[i]); } } this.alive = false; this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; this._cache[8] = 0; }; /** * Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true. * * @method Phaser.Image#reset * @memberof Phaser.Image * @param {number} x - The x coordinate (in world space) to position the Image at. * @param {number} y - The y coordinate (in world space) to position the Image at. * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.reset = function(x, y) { this.world.setTo(x, y); this.position.x = x; this.position.y = y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; return this; }; /** * Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only * bought to the top of that Group, not the entire display list. * * @method Phaser.Image#bringToTop * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.bringToTop = function() { if (this.parent) { this.parent.bringToTop(this); } return this; }; /** * Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. * * @name Phaser.Image#angle * @property {number} angle - The angle of this Image in degrees. */ Object.defineProperty(Phaser.Image.prototype, "angle", { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * Returns the delta x value. The difference between world.x now and in the previous step. * * @name Phaser.Image#deltaX * @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaX", { get: function() { return this.world.x - this._cache[0]; } }); /** * Returns the delta y value. The difference between world.y now and in the previous step. * * @name Phaser.Image#deltaY * @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaY", { get: function() { return this.world.y - this._cache[1]; } }); /** * Returns the delta z value. The difference between rotation now and in the previous step. * * @name Phaser.Image#deltaZ * @property {number} deltaZ - The delta value. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaZ", { get: function() { return this.rotation - this._cache[2]; } }); /** * Checks if the Image bounds are within the game world, otherwise false if fully outside of it. * * @name Phaser.Image#inWorld * @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "inWorld", { get: function() { return this.game.world.bounds.intersects(this.getBounds()); } }); /** * Checks if the Image bounds are within the game camera, otherwise false if fully outside of it. * * @name Phaser.Image#inCamera * @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "inCamera", { get: function() { return this.game.world.camera.screenView.intersects(this.getBounds()); } }); /** * @name Phaser.Image#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture for display. */ Object.defineProperty(Phaser.Image.prototype, "frame", { get: function() { return this._frame; }, set: function(value) { if (value !== this.frame) { var frameData = this.game.cache.getFrameData(this.key); if (frameData && value &lt; frameData.total && frameData.getFrame(value)) { this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]); this._frame = value; } } } }); /** * @name Phaser.Image#frameName * @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display. */ Object.defineProperty(Phaser.Image.prototype, "frameName", { get: function() { return this._frameName; }, set: function(value) { if (value !== this.frameName) { var frameData = this.game.cache.getFrameData(this.key); if (frameData && frameData.getFrameByName(value)) { this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]); this._frameName = value; } } } }); /** * @name Phaser.Image#renderOrderID * @property {number} renderOrderID - The render order ID, reset every frame. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "renderOrderID", { get: function() { return this._cache[3]; } }); /** * By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this object and it will then start to process click/touch events and more. * * @name Phaser.Image#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.Image.prototype, "inputEnabled", { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } else if (this.input && !this.input.enabled) { this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } }); /** * An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.Image#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } }); /** * Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default. * * @name Phaser.Image#smoothed * @property {boolean} smoothed - Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art) */ Object.defineProperty(Phaser.Image.prototype, "smoothed", { get: function () { return !this.texture.baseTexture.scaleMode; }, set: function (value) { if (value) { if (this.texture) { this.texture.baseTexture.scaleMode = 0; } } else { if (this.texture) { this.texture.baseTexture.scaleMode = 1; } } } }); /** * @name Phaser.Image#destroyPhase * @property {boolean} destroyPhase - True if this object is currently being destroyed. */ Object.defineProperty(Phaser.Image.prototype, "destroyPhase", { get: function () { return !!this._cache[8]; } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>