diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 3bb5a2f..a8db4a6 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -244,10 +244,6 @@ updateTransform = !!updateTransform; - var tempAlpha, - tempTransform; - - this.textureBuffer.transform = matrix; @@ -269,8 +265,6 @@ } } - // time for the webGL fun stuff! - var gl = this.renderer.gl; if (clear) { diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 3bb5a2f..a8db4a6 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -244,10 +244,6 @@ updateTransform = !!updateTransform; - var tempAlpha, - tempTransform; - - this.textureBuffer.transform = matrix; @@ -269,8 +265,6 @@ } } - // time for the webGL fun stuff! - var gl = this.renderer.gl; if (clear) { diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 950f03c..49f668e 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -195,7 +195,6 @@ // TODO this code looks confusing.. boo to abusing getters and setterss! if (this.noFrame) { - console.log("NO FRAME") this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height); } else diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 3bb5a2f..a8db4a6 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -244,10 +244,6 @@ updateTransform = !!updateTransform; - var tempAlpha, - tempTransform; - - this.textureBuffer.transform = matrix; @@ -269,8 +265,6 @@ } } - // time for the webGL fun stuff! - var gl = this.renderer.gl; if (clear) { diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 950f03c..49f668e 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -195,7 +195,6 @@ // TODO this code looks confusing.. boo to abusing getters and setterss! if (this.noFrame) { - console.log("NO FRAME") this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height); } else diff --git a/src/core/textures/TextureUvs.js b/src/core/textures/TextureUvs.js index 99d8df2..fd1682f 100644 --- a/src/core/textures/TextureUvs.js +++ b/src/core/textures/TextureUvs.js @@ -1,5 +1,3 @@ -var halfPI = Math.PI / 2, - x, y; function TextureUvs() { @@ -52,4 +50,4 @@ this.x3 = frame.x / tw; this.y3 = (frame.y + frame.height) / th; } -} +}; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 3bb5a2f..a8db4a6 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -244,10 +244,6 @@ updateTransform = !!updateTransform; - var tempAlpha, - tempTransform; - - this.textureBuffer.transform = matrix; @@ -269,8 +265,6 @@ } } - // time for the webGL fun stuff! - var gl = this.renderer.gl; if (clear) { diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 950f03c..49f668e 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -195,7 +195,6 @@ // TODO this code looks confusing.. boo to abusing getters and setterss! if (this.noFrame) { - console.log("NO FRAME") this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height); } else diff --git a/src/core/textures/TextureUvs.js b/src/core/textures/TextureUvs.js index 99d8df2..fd1682f 100644 --- a/src/core/textures/TextureUvs.js +++ b/src/core/textures/TextureUvs.js @@ -1,5 +1,3 @@ -var halfPI = Math.PI / 2, - x, y; function TextureUvs() { @@ -52,4 +50,4 @@ this.x3 = frame.x / tw; this.y3 = (frame.y + frame.height) / th; } -} +}; diff --git a/src/extras/TilingSprite.js b/src/extras/TilingSprite.js index fcab581..18955c0 100644 --- a/src/extras/TilingSprite.js +++ b/src/extras/TilingSprite.js @@ -1,7 +1,6 @@ var core = require('../core'), TextureUvs = require('../core/textures/TextureUvs'), RenderTexture = require('../core/textures/RenderTexture'), - utils = require('../core/utils/'), // a sprite use dfor rendering textures.. tempSprite = new core.Sprite(), tempPoint = new core.math.Point(); @@ -131,7 +130,7 @@ { if (!this._tilingTexture || this._refreshTexture) { - this.generate_TilingTexture(renderer, this.texture, true); + this.generateTilingTexture(renderer, this.texture, true); } // tweak our texture temporarily.. @@ -150,8 +149,8 @@ var offsetX = this.tilePosition.x/(texture.baseTexture.width*this._tileScaleOffset.x); var offsetY = this.tilePosition.y/(texture.baseTexture.height*this._tileScaleOffset.y); - var scaleX = (this._width / texture.baseTexture.width) - var scaleY = (this._height / texture.baseTexture.height) + var scaleX = (this._width / texture.baseTexture.width); + var scaleY = (this._height / texture.baseTexture.height); scaleX /= this.tileScale.x; scaleY /= this.tileScale.y; @@ -221,7 +220,7 @@ if (!this.__tilePattern || this._refreshTexture) { - this.generate_TilingTexture(false); + this.generateTilingTexture(false); if (this._tilingTexture) { @@ -363,14 +362,14 @@ * * @param forcePowerOfTwo {boolean} Whether we want to force the texture to be a power of two */ -TilingSprite.prototype.generate_TilingTexture = function (renderer, texture, forcePowerOfTwo) +TilingSprite.prototype.generateTilingTexture = function (renderer, texture, forcePowerOfTwo) { if (!this.texture.baseTexture.hasLoaded) { return; } - var texture = this.originalTexture || this.texture; + texture = this.originalTexture || this.texture; var frame = texture.frame; var targetWidth, targetHeight; @@ -385,7 +384,7 @@ tempSprite.texture = texture; //TODO not create a new one each time you refresh - var renderTexture = new RenderTexture(renderer, targetWidth, targetHeight) + var renderTexture = new RenderTexture(renderer, targetWidth, targetHeight); tempSprite.worldTransform.a = targetWidth / frame.width; tempSprite.worldTransform.d = targetHeight / frame.height; diff --git a/src/core/graphics/Graphics.js b/src/core/graphics/Graphics.js index 49c6e64..97ddda1 100644 --- a/src/core/graphics/Graphics.js +++ b/src/core/graphics/Graphics.js @@ -468,7 +468,10 @@ points = this.currentPath.shape.points; } - if (startAngle === endAngle)return this; + if (startAngle === endAngle) + { + return this; + } if( !anticlockwise && endAngle <= startAngle ) { @@ -482,7 +485,10 @@ var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = Math.ceil( Math.abs(sweep)/ (Math.PI * 2) ) * 40; - if( sweep === 0 ) return this; + if( sweep === 0 ) + { + return this; + } var theta = sweep/(segs*2); var theta2 = theta*2; diff --git a/src/core/particles/ParticleContainer.js b/src/core/particles/ParticleContainer.js index 20d1f93..464edcc 100644 --- a/src/core/particles/ParticleContainer.js +++ b/src/core/particles/ParticleContainer.js @@ -64,11 +64,10 @@ { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { - // return; + return; } renderer.setObjectRenderer( renderer.plugins.particle ); - renderer.plugins.particle.render( this ); }; diff --git a/src/core/renderers/webgl/WebGLRenderer.js b/src/core/renderers/webgl/WebGLRenderer.js index fc0a27f..6778133 100644 --- a/src/core/renderers/webgl/WebGLRenderer.js +++ b/src/core/renderers/webgl/WebGLRenderer.js @@ -7,7 +7,6 @@ RenderTarget = require('./utils/RenderTarget'), ObjectRenderer = require('./utils/ObjectRenderer'), FXAAFilter = require('./filters/FXAAFilter'), - math = require('../../math'), utils = require('../../utils'), CONST = require('../../const'); @@ -170,7 +169,6 @@ if(this._useFXAA) { this._FXAAFilter = [new FXAAFilter()]; - console.warn('WebGL native antialising not available switching to FXAA antialiasing'); } }; diff --git a/src/core/renderers/webgl/filters/FXAAFilter.js b/src/core/renderers/webgl/filters/FXAAFilter.js index 2b2d8cd..594d264 100644 --- a/src/core/renderers/webgl/filters/FXAAFilter.js +++ b/src/core/renderers/webgl/filters/FXAAFilter.js @@ -1,8 +1,7 @@ -var AbstractFilter = require('./AbstractFilter'), - math = require('../../../math'); +var AbstractFilter = require('./AbstractFilter'); /** - * The SpriteMaskFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. + * The FXAAFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object. * You can use this filter to apply all manor of crazy warping effects * Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y. * @@ -11,7 +10,7 @@ * @namespace PIXI * @param texture {Texture} The texture used for the displacement map * must be power of 2 texture at the moment */ -function SpriteMaskFilter(sprite) +function FXAAFilter() { var fs = require('fs'); @@ -73,11 +72,11 @@ } -SpriteMaskFilter.prototype = Object.create(AbstractFilter.prototype); -SpriteMaskFilter.prototype.constructor = SpriteMaskFilter; -module.exports = SpriteMaskFilter; +FXAAFilter.prototype = Object.create(AbstractFilter.prototype); +FXAAFilter.prototype.constructor = FXAAFilter; +module.exports = FXAAFilter; -SpriteMaskFilter.prototype.applyFilter = function (renderer, input, output) +FXAAFilter.prototype.applyFilter = function (renderer, input, output) { var filterManager = renderer.filterManager; diff --git a/src/core/sprites/Sprite.js b/src/core/sprites/Sprite.js index 669bdb5..3e86965 100644 --- a/src/core/sprites/Sprite.js +++ b/src/core/sprites/Sprite.js @@ -346,7 +346,6 @@ 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; - // Allow for pixel rounding if (renderer.roundPixels) { diff --git a/src/core/textures/RenderTexture.js b/src/core/textures/RenderTexture.js index 3bb5a2f..a8db4a6 100644 --- a/src/core/textures/RenderTexture.js +++ b/src/core/textures/RenderTexture.js @@ -244,10 +244,6 @@ updateTransform = !!updateTransform; - var tempAlpha, - tempTransform; - - this.textureBuffer.transform = matrix; @@ -269,8 +265,6 @@ } } - // time for the webGL fun stuff! - var gl = this.renderer.gl; if (clear) { diff --git a/src/core/textures/Texture.js b/src/core/textures/Texture.js index 950f03c..49f668e 100644 --- a/src/core/textures/Texture.js +++ b/src/core/textures/Texture.js @@ -195,7 +195,6 @@ // TODO this code looks confusing.. boo to abusing getters and setterss! if (this.noFrame) { - console.log("NO FRAME") this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height); } else diff --git a/src/core/textures/TextureUvs.js b/src/core/textures/TextureUvs.js index 99d8df2..fd1682f 100644 --- a/src/core/textures/TextureUvs.js +++ b/src/core/textures/TextureUvs.js @@ -1,5 +1,3 @@ -var halfPI = Math.PI / 2, - x, y; function TextureUvs() { @@ -52,4 +50,4 @@ this.x3 = frame.x / tw; this.y3 = (frame.y + frame.height) / th; } -} +}; diff --git a/src/extras/TilingSprite.js b/src/extras/TilingSprite.js index fcab581..18955c0 100644 --- a/src/extras/TilingSprite.js +++ b/src/extras/TilingSprite.js @@ -1,7 +1,6 @@ var core = require('../core'), TextureUvs = require('../core/textures/TextureUvs'), RenderTexture = require('../core/textures/RenderTexture'), - utils = require('../core/utils/'), // a sprite use dfor rendering textures.. tempSprite = new core.Sprite(), tempPoint = new core.math.Point(); @@ -131,7 +130,7 @@ { if (!this._tilingTexture || this._refreshTexture) { - this.generate_TilingTexture(renderer, this.texture, true); + this.generateTilingTexture(renderer, this.texture, true); } // tweak our texture temporarily.. @@ -150,8 +149,8 @@ var offsetX = this.tilePosition.x/(texture.baseTexture.width*this._tileScaleOffset.x); var offsetY = this.tilePosition.y/(texture.baseTexture.height*this._tileScaleOffset.y); - var scaleX = (this._width / texture.baseTexture.width) - var scaleY = (this._height / texture.baseTexture.height) + var scaleX = (this._width / texture.baseTexture.width); + var scaleY = (this._height / texture.baseTexture.height); scaleX /= this.tileScale.x; scaleY /= this.tileScale.y; @@ -221,7 +220,7 @@ if (!this.__tilePattern || this._refreshTexture) { - this.generate_TilingTexture(false); + this.generateTilingTexture(false); if (this._tilingTexture) { @@ -363,14 +362,14 @@ * * @param forcePowerOfTwo {boolean} Whether we want to force the texture to be a power of two */ -TilingSprite.prototype.generate_TilingTexture = function (renderer, texture, forcePowerOfTwo) +TilingSprite.prototype.generateTilingTexture = function (renderer, texture, forcePowerOfTwo) { if (!this.texture.baseTexture.hasLoaded) { return; } - var texture = this.originalTexture || this.texture; + texture = this.originalTexture || this.texture; var frame = texture.frame; var targetWidth, targetHeight; @@ -385,7 +384,7 @@ tempSprite.texture = texture; //TODO not create a new one each time you refresh - var renderTexture = new RenderTexture(renderer, targetWidth, targetHeight) + var renderTexture = new RenderTexture(renderer, targetWidth, targetHeight); tempSprite.worldTransform.a = targetWidth / frame.width; tempSprite.worldTransform.d = targetHeight / frame.height; diff --git a/src/extras/index.js b/src/extras/index.js index 3732290..aceeb3b 100644 --- a/src/extras/index.js +++ b/src/extras/index.js @@ -13,8 +13,6 @@ Rope: require('./Rope'), Strip: require('./Strip'), StripShader: require('./StripShader'), - TilingSprite: require('./TilingSprite') + TilingSprite: require('./TilingSprite'), + cacheAsBitmap: require('./cacheAsBitmap') }; - -// activate the cachAsBitmap -var cacheAsBitmap = require('./cacheAsBitmap');