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@Mat Groves Mat Groves on 20 Apr 2013 11 KB Tiling Sprite added
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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;DisplayObject.js</h1>

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&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

&#x2F;**
 * this is the base class for all objects that are rendered on the screen.
 * @class DisplayObject
 * @constructor
 *&#x2F;
PIXI.DisplayObject = function()
{
	&#x2F;**
	 * The coordinate of the object relative to the local coordinates of the parent.
	 * @property position
	 * @type Point
	 *&#x2F;
	this.position = new PIXI.Point();
	
	&#x2F;**
	 * The scale factor of the object.
	 * @property scale
	 * @type Point
	 *&#x2F;
	this.scale = new PIXI.Point(1,1);&#x2F;&#x2F;{x:1, y:1};
	
	&#x2F;**
	 * The rotation of the object in radians.
	 * @property rotation
	 * @type Number
	 *&#x2F;
	this.rotation = 0;
	
	&#x2F;**
	 * The opacity of the object.
	 * @property alpha
	 * @type Number
	 *&#x2F;	
	this.alpha = 1;
	
	&#x2F;**
	 * The visibility of the object.
	 * @property visible
	 * @type Boolean
	 *&#x2F;	
	this.visible = true;
	this.cacheVisible = false;
	
	&#x2F;**
	 * [read-only] The display object container that contains this display object.
	 * @property parent
	 * @type DisplayObjectContainer
	 *&#x2F;	
	this.parent = null;
	
	&#x2F;**
	 * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
	 * @property stage
	 * @type Stage
	 *&#x2F;	
	this.stage = null;
	
	&#x2F;**
	 * This is the defined area that will pick up mouse &#x2F; 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
	 *&#x2F;	
	this.hitArea = null;
	
	this.worldAlpha = 1;
	this.color = [];
	
	this.worldTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
	this.localTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
	
	this.dynamic = true;
	&#x2F;&#x2F; chach that puppy!
	this._sr = 0;
	this._cr = 1;
	
	this.renderable = false;
	
	&#x2F;&#x2F; [readonly] best not to toggle directly! use setInteractive()
	this.interactive = false;
	this.buttonMode = false;
	
	&#x2F;*
	 * MOUSE Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users clicks on the displayObject with their mouse
	 * @method click
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user clicks the mouse down over the sprite
	 * @method mousedown
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse rolls over the displayObject
	 * @method mouseover
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse leaves the displayObject
	 * @method mouseout
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	
	&#x2F;*
	 * TOUCH Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user touch&#x27;s over the displayObject
	 * @method touchstart
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * A callback that is used when the user releases a touch over the displayObject
	 * @method touchend
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
}

&#x2F;&#x2F; constructor
PIXI.DisplayObject.constructor = PIXI.DisplayObject;

&#x2F;**
 * Indicates if the sprite will have touch and mouse interactivity. It is false by default
 * @method setInteractive
 * @param interactive {Boolean}
 *&#x2F;
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
	this.interactive = interactive;
	&#x2F;&#x2F; TODO more to be done here..
	&#x2F;&#x2F; need to sort out a re-crawl!
	if(this.stage)this.stage.dirty = true;
}


&#x2F;**
 * @private
 *&#x2F;
PIXI.DisplayObject.prototype.updateTransform = function()
{
	&#x2F;&#x2F; 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;
	&#x2F;&#x2F;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;
	
	&#x2F;&#x2F;&#x2F;AAARR GETTER SETTTER!
	localTransform[2] = this.position.x;
	localTransform[5] = this.position.y;
	
    &#x2F;&#x2F; Cache the matrix values (makes for huge speed increases!)
    var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
        a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],

        b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
        b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];

    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;

	&#x2F;&#x2F; because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
	&#x2F;&#x2F; mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
	this.worldAlpha = this.alpha * this.parent.worldAlpha;		
}

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