/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @module PIXI
*/
var PIXI = PIXI || {};
PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1;
// useful for testing against if your lib is using pixi.
PIXI.VERSION = "v1.4.4";
// the various blend modes supported by pixi
PIXI.blendModes = {
NORMAL:0,
ADD:1,
MULTIPLY:2,
SCREEN:3,
OVERLAY:4,
DARKEN:5,
LIGHTEN:6,
COLOR_DODGE:7,
COLOR_BURN:8,
HARD_LIGHT:9,
SOFT_LIGHT:10,
DIFFERENCE:11,
EXCLUSION:12,
HUE:13,
SATURATION:14,
COLOR:15,
LUMINOSITY:16
};
// the scale modes
PIXI.scaleModes = {
DEFAULT:0,
LINEAR:0,
NEAREST:1
};
// Canvas specific controls
PIXI.canvas = {
// If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
// Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
FILL_RECT: true,
// If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
// Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
CLEAR_RECT: true,
// If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation. Handy for crisp pixel art and speed on legacy devices.
PX_ROUND: false
}
// interaction frequency
PIXI.INTERACTION_FREQUENCY = 30;
PIXI.AUTO_PREVENT_DEFAULT = true;