diff --git a/bin/pixi.dev.js b/bin/pixi.dev.js index caa72bc..bac2a9a 100644 --- a/bin/pixi.dev.js +++ b/bin/pixi.dev.js @@ -423,14 +423,13 @@ return false; //normalize the coords to an ellipse with center 0,0 - //and a radius of 0.5 - var normx = ((x - this.x) / this.width) - 0.5, - normy = ((y - this.y) / this.height) - 0.5; + var normx = ((x - this.x) / this.width), + normy = ((y - this.y) / this.height); normx *= normx; normy *= normy; - return (normx + normy < 0.25); + return (normx + normy <= 1); }; /** diff --git a/bin/pixi.dev.js b/bin/pixi.dev.js index caa72bc..bac2a9a 100644 --- a/bin/pixi.dev.js +++ b/bin/pixi.dev.js @@ -423,14 +423,13 @@ return false; //normalize the coords to an ellipse with center 0,0 - //and a radius of 0.5 - var normx = ((x - this.x) / this.width) - 0.5, - normy = ((y - this.y) / this.height) - 0.5; + var normx = ((x - this.x) / this.width), + normy = ((y - this.y) / this.height); normx *= normx; normy *= normy; - return (normx + normy < 0.25); + return (normx + normy <= 1); }; /** diff --git a/bin/pixi.js b/bin/pixi.js index 3610ff8..c2788b9 100644 --- a/bin/pixi.js +++ b/bin/pixi.js @@ -9,7 +9,7 @@ * pixi.js is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license.php */ -(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width-.5,d=(b-this.y)/this.height-.5;return c*=c,d*=d,.25>c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); +(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width,d=(b-this.y)/this.height;return c*=c,d*=d,1>=c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); if("function"!=typeof d)throw new TypeError;return c.prototype=function f(a){return a&&(f.prototype=a),this instanceof f?void 0:new f}(d.prototype),c}}()),d.AjaxRequest=function(){var a=["Msxml2.XMLHTTP.6.0","Msxml2.XMLHTTP.3.0","Microsoft.XMLHTTP"];if(!window.ActiveXObject)return window.XMLHttpRequest?new window.XMLHttpRequest:!1;for(var b=0;b0&&0===(a&a-1))return a;for(var b=1;a>b;)b<<=1;return b},d.EventTarget=function(){var a={};this.addEventListener=this.on=function(b,c){void 0===a[b]&&(a[b]=[]),-1===a[b].indexOf(c)&&a[b].push(c)},this.dispatchEvent=this.emit=function(b){if(a[b.type]&&a[b.type].length)for(var c=0,d=a[b.type].length;d>c;c++)a[b.type][c](b)},this.removeEventListener=this.off=function(b,c){var d=a[b].indexOf(c);-1!==d&&a[b].splice(d,1)},this.removeAllEventListeners=function(b){var c=a[b];c&&(c.length=0)}},d.autoDetectRenderer=function(a,b,c,e,f){a||(a=800),b||(b=600);var g=function(){try{var a=document.createElement("canvas");return!!window.WebGLRenderingContext&&(a.getContext("webgl")||a.getContext("experimental-webgl"))}catch(b){return!1}}();return g?new d.WebGLRenderer(a,b,c,e,f):new d.CanvasRenderer(a,b,c,e)},d.PolyK={},d.PolyK.Triangulate=function(a){var b=!0,c=a.length>>1;if(3>c)return[];for(var e=[],f=[],g=0;c>g;g++)f.push(g);g=0;for(var h=c;h>3;){var i=f[(g+0)%h],j=f[(g+1)%h],k=f[(g+2)%h],l=a[2*i],m=a[2*i+1],n=a[2*j],o=a[2*j+1],p=a[2*k],q=a[2*k+1],r=!1;if(d.PolyK._convex(l,m,n,o,p,q,b)){r=!0;for(var s=0;h>s;s++){var t=f[s];if(t!==i&&t!==j&&t!==k&&d.PolyK._PointInTriangle(a[2*t],a[2*t+1],l,m,n,o,p,q)){r=!1;break}}}if(r)e.push(i,j,k),f.splice((g+1)%h,1),h--,g=0;else if(g++>3*h){if(!b)return window.console.log("PIXI Warning: shape too complex to fill"),[];for(e=[],f=[],g=0;c>g;g++)f.push(g);g=0,h=c,b=!1}}return e.push(f[0],f[1],f[2]),e},d.PolyK._PointInTriangle=function(a,b,c,d,e,f,g,h){var i=g-c,j=h-d,k=e-c,l=f-d,m=a-c,n=b-d,o=i*i+j*j,p=i*k+j*l,q=i*m+j*n,r=k*k+l*l,s=k*m+l*n,t=1/(o*r-p*p),u=(r*q-p*s)*t,v=(o*s-p*q)*t;return u>=0&&v>=0&&1>u+v},d.PolyK._convex=function(a,b,c,d,e,f,g){return(b-d)*(e-c)+(c-a)*(f-d)>=0===g},d.initDefaultShaders=function(){},d.CompileVertexShader=function(a,b){return d._CompileShader(a,b,a.VERTEX_SHADER)},d.CompileFragmentShader=function(a,b){return d._CompileShader(a,b,a.FRAGMENT_SHADER)},d._CompileShader=function(a,b,c){var d=b.join("\n"),e=a.createShader(c);return a.shaderSource(e,d),a.compileShader(e),a.getShaderParameter(e,a.COMPILE_STATUS)?e:(window.console.log(a.getShaderInfoLog(e)),null)},d.compileProgram=function(a,b,c){var e=d.CompileFragmentShader(a,c),f=d.CompileVertexShader(a,b),g=a.createProgram();return a.attachShader(g,f),a.attachShader(g,e),a.linkProgram(g),a.getProgramParameter(g,a.LINK_STATUS)||window.console.log("Could not initialise shaders"),g},d.PixiShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying vec4 vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.textureCount=0,this.attributes=[],this.init()},d.PixiShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc||d.PixiShader.defaultVertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aTextureCoord,this.colorAttribute];for(var c in this.uniforms)this.uniforms[c].uniformLocation=a.getUniformLocation(b,c);this.initUniforms(),this.program=b},d.PixiShader.prototype.initUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms){a=this.uniforms[c];var d=a.type;"sampler2D"===d?(a._init=!1,null!==a.value&&this.initSampler2D(a)):"mat2"===d||"mat3"===d||"mat4"===d?(a.glMatrix=!0,a.glValueLength=1,"mat2"===d?a.glFunc=b.uniformMatrix2fv:"mat3"===d?a.glFunc=b.uniformMatrix3fv:"mat4"===d&&(a.glFunc=b.uniformMatrix4fv)):(a.glFunc=b["uniform"+d],a.glValueLength="2f"===d||"2i"===d?2:"3f"===d||"3i"===d?3:"4f"===d||"4i"===d?4:1)}},d.PixiShader.prototype.initSampler2D=function(a){if(a.value&&a.value.baseTexture&&a.value.baseTexture.hasLoaded){var b=this.gl;if(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTexture),a.textureData){var c=a.textureData,d=c.magFilter?c.magFilter:b.LINEAR,e=c.minFilter?c.minFilter:b.LINEAR,f=c.wrapS?c.wrapS:b.CLAMP_TO_EDGE,g=c.wrapT?c.wrapT:b.CLAMP_TO_EDGE,h=c.luminance?b.LUMINANCE:b.RGBA;if(c.repeat&&(f=b.REPEAT,g=b.REPEAT),b.pixelStorei(b.UNPACK_FLIP_Y_WEBGL,!!c.flipY),c.width){var i=c.width?c.width:512,j=c.height?c.height:2,k=c.border?c.border:0;b.texImage2D(b.TEXTURE_2D,0,h,i,j,k,h,b.UNSIGNED_BYTE,null)}else b.texImage2D(b.TEXTURE_2D,0,h,b.RGBA,b.UNSIGNED_BYTE,a.value.baseTexture.source);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,d),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,e),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,f),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,g)}b.uniform1i(a.uniformLocation,this.textureCount),a._init=!0,this.textureCount++}},d.PixiShader.prototype.syncUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms)a=this.uniforms[c],1===a.glValueLength?a.glMatrix===!0?a.glFunc.call(b,a.uniformLocation,a.transpose,a.value):a.glFunc.call(b,a.uniformLocation,a.value):2===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y):3===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z):4===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z,a.value.w):"sampler2D"===a.type&&(a._init?(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTextures[b.id]||d.createWebGLTexture(a.value.baseTexture,b)),b.uniform1i(a.uniformLocation,this.textureCount),this.textureCount++):this.initSampler2D(a))},d.PixiShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.PixiShader.defaultVertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute vec2 aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","varying vec2 vTextureCoord;","varying vec4 vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;"," vColor = vec4(color * aColor.x, aColor.x);","}"],d.PixiFastShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying float vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aPositionCoord;","attribute vec2 aScale;","attribute float aRotation;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform mat3 uMatrix;","varying vec2 vTextureCoord;","varying float vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," vec2 v;"," vec2 sv = aVertexPosition * aScale;"," v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);"," v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);"," v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;"," gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"],this.textureCount=0,this.init()},d.PixiFastShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.uMatrix=a.getUniformLocation(b,"uMatrix"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aPositionCoord=a.getAttribLocation(b,"aPositionCoord"),this.aScale=a.getAttribLocation(b,"aScale"),this.aRotation=a.getAttribLocation(b,"aRotation"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aPositionCoord,this.aScale,this.aRotation,this.aTextureCoord,this.colorAttribute],this.program=b},d.PixiFastShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.StripShader=function(){this.program=null,this.fragmentSrc=["precision mediump float;","varying vec2 vTextureCoord;","varying float vColor;","uniform float alpha;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));"," gl_FragColor = gl_FragColor * alpha;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","varying vec2 vTextureCoord;","uniform vec2 offsetVector;","varying float vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"]},d.StripShader.prototype.init=function(){var a=d.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision mediump float;","varying vec4 vColor;","void main(void) {"," gl_FragColor = vColor;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec4 aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform float alpha;","uniform vec3 tint;","varying vec4 vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);"," vColor = aColor * vec4(tint * alpha, alpha);","}"],this.init()},d.PrimitiveShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.tintColor=a.getUniformLocation(b,"tint"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.attributes=[this.aVertexPosition,this.colorAttribute],this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attribute=null},d.WebGLGraphics=function(){},d.WebGLGraphics.renderGraphics=function(a,b){var c=b.gl,e=b.projection,f=b.offset,g=b.shaderManager.primitiveShader;a._webGL[c.id]||(a._webGL[c.id]={points:[],indices:[],lastIndex:0,buffer:c.createBuffer(),indexBuffer:c.createBuffer()});var h=a._webGL[c.id];a.dirty&&(a.dirty=!1,a.clearDirty&&(a.clearDirty=!1,h.lastIndex=0,h.points=[],h.indices=[]),d.WebGLGraphics.updateGraphics(a,c)),b.shaderManager.activatePrimitiveShader(),c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA),c.uniformMatrix3fv(g.translationMatrix,!1,a.worldTransform.toArray(!0)),c.uniform2f(g.projectionVector,e.x,-e.y),c.uniform2f(g.offsetVector,-f.x,-f.y),c.uniform3fv(g.tintColor,d.hex2rgb(a.tint)),c.uniform1f(g.alpha,a.worldAlpha),c.bindBuffer(c.ARRAY_BUFFER,h.buffer),c.vertexAttribPointer(g.aVertexPosition,2,c.FLOAT,!1,24,0),c.vertexAttribPointer(g.colorAttribute,4,c.FLOAT,!1,24,8),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.indexBuffer),c.drawElements(c.TRIANGLE_STRIP,h.indices.length,c.UNSIGNED_SHORT,0),b.shaderManager.deactivatePrimitiveShader()},d.WebGLGraphics.updateGraphics=function(a,b){for(var c=a._webGL[b.id],e=c.lastIndex;e3&&d.WebGLGraphics.buildPoly(f,c),f.lineWidth>0&&d.WebGLGraphics.buildLine(f,c)):f.type===d.Graphics.RECT?d.WebGLGraphics.buildRectangle(f,c):(f.type===d.Graphics.CIRC||f.type===d.Graphics.ELIP)&&d.WebGLGraphics.buildCircle(f,c)}c.lastIndex=a.graphicsData.length,c.glPoints=new Float32Array(c.points),b.bindBuffer(b.ARRAY_BUFFER,c.buffer),b.bufferData(b.ARRAY_BUFFER,c.glPoints,b.STATIC_DRAW),c.glIndicies=new Uint16Array(c.indices),b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,c.indexBuffer),b.bufferData(b.ELEMENT_ARRAY_BUFFER,c.glIndicies,b.STATIC_DRAW)},d.WebGLGraphics.buildRectangle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3];if(a.fill){var i=d.hex2rgb(a.fillColor),j=a.fillAlpha,k=i[0]*j,l=i[1]*j,m=i[2]*j,n=b.points,o=b.indices,p=n.length/6;n.push(e,f),n.push(k,l,m,j),n.push(e+g,f),n.push(k,l,m,j),n.push(e,f+h),n.push(k,l,m,j),n.push(e+g,f+h),n.push(k,l,m,j),o.push(p,p,p+1,p+2,p+3,p+3)}if(a.lineWidth){var q=a.points;a.points=[e,f,e+g,f,e+g,f+h,e,f+h,e,f],d.WebGLGraphics.buildLine(a,b),a.points=q}},d.WebGLGraphics.buildCircle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3],i=40,j=2*Math.PI/i,k=0;if(a.fill){var l=d.hex2rgb(a.fillColor),m=a.fillAlpha,n=l[0]*m,o=l[1]*m,p=l[2]*m,q=b.points,r=b.indices,s=q.length/6;for(r.push(s),k=0;i+1>k;k++)q.push(e,f,n,o,p,m),q.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h,n,o,p,m),r.push(s++,s++);r.push(s-1)}if(a.lineWidth){var t=a.points;for(a.points=[],k=0;i+1>k;k++)a.points.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h);d.WebGLGraphics.buildLine(a,b),a.points=t}},d.WebGLGraphics.buildLine=function(a,b){var c=0,e=a.points;if(0!==e.length){if(a.lineWidth%2)for(c=0;cc;c++)l=e[2*(c-1)],m=e[2*(c-1)+1],n=e[2*c],o=e[2*c+1],p=e[2*(c+1)],q=e[2*(c+1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,t=-(o-q),u=n-p,F=Math.sqrt(t*t+u*u),t/=F,u/=F,t*=L,u*=L,x=-s+m-(-s+o),y=-r+n-(-r+l),z=(-r+l)*(-s+o)-(-r+n)*(-s+m),A=-u+q-(-u+o),B=-t+n-(-t+p),C=(-t+p)*(-u+o)-(-t+n)*(-u+q),D=x*B-A*y,Math.abs(D)<.1?(D+=10.1,G.push(n-r,o-s,O,P,Q,N),G.push(n+r,o+s,O,P,Q,N)):(j=(y*C-B*z)/D,k=(A*z-x*C)/D,E=(j-n)*(j-n)+(k-o)+(k-o),E>19600?(v=r-t,w=s-u,F=Math.sqrt(v*v+w*w),v/=F,w/=F,v*=L,w*=L,G.push(n-v,o-w),G.push(O,P,Q,N),G.push(n+v,o+w),G.push(O,P,Q,N),G.push(n-v,o-w),G.push(O,P,Q,N),J++):(G.push(j,k),G.push(O,P,Q,N),G.push(n-(j-n),o-(k-o)),G.push(O,P,Q,N)));for(l=e[2*(I-2)],m=e[2*(I-2)+1],n=e[2*(I-1)],o=e[2*(I-1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,G.push(n-r,o-s),G.push(O,P,Q,N),G.push(n+r,o+s),G.push(O,P,Q,N),H.push(K),c=0;J>c;c++)H.push(K++);H.push(K-1)}},d.WebGLGraphics.buildPoly=function(a,b){var c=a.points;if(!(c.length<6)){var e=b.points,f=b.indices,g=c.length/2,h=d.hex2rgb(a.fillColor),i=a.fillAlpha,j=h[0]*i,k=h[1]*i,l=h[2]*i,m=d.PolyK.Triangulate(c),n=e.length/6,o=0;for(o=0;oo;o++)e.push(c[2*o],c[2*o+1],j,k,l,i)}},d.glContexts=[],d.WebGLRenderer=function(a,b,c,e,f){d.defaultRenderer||(d.defaultRenderer=this),this.type=d.WEBGL_RENDERER,this.transparent=!!e,this.width=a||800,this.height=b||600,this.view=c||document.createElement("canvas"),this.view.width=this.width,this.view.height=this.height,this.contextLost=this.handleContextLost.bind(this),this.contextRestoredLost=this.handleContextRestored.bind(this),this.view.addEventListener("webglcontextlost",this.contextLost,!1),this.view.addEventListener("webglcontextrestored",this.contextRestoredLost,!1),this.options={alpha:this.transparent,antialias:!!f,premultipliedAlpha:!!e,stencil:!0};try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(g){try{this.gl=this.view.getContext("webgl",this.options)}catch(h){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var i=this.gl;this.glContextId=i.id=d.WebGLRenderer.glContextId++,d.glContexts[this.glContextId]=i,d.blendModesWebGL||(d.blendModesWebGL=[],d.blendModesWebGL[d.blendModes.NORMAL]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.ADD]=[i.SRC_ALPHA,i.DST_ALPHA],d.blendModesWebGL[d.blendModes.MULTIPLY]=[i.DST_COLOR,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SCREEN]=[i.SRC_ALPHA,i.ONE],d.blendModesWebGL[d.blendModes.OVERLAY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DARKEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LIGHTEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_DODGE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_BURN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HARD_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SOFT_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DIFFERENCE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.EXCLUSION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HUE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SATURATION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LUMINOSITY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA]),this.projection=new d.Point,this.projection.x=this.width/2,this.projection.y=-this.height/2,this.offset=new d.Point(0,0),this.resize(this.width,this.height),this.contextLost=!1,this.shaderManager=new d.WebGLShaderManager(i),this.spriteBatch=new d.WebGLSpriteBatch(i),this.maskManager=new d.WebGLMaskManager(i),this.filterManager=new d.WebGLFilterManager(i,this.transparent),this.renderSession={},this.renderSession.gl=this.gl,this.renderSession.drawCount=0,this.renderSession.shaderManager=this.shaderManager,this.renderSession.maskManager=this.maskManager,this.renderSession.filterManager=this.filterManager,this.renderSession.spriteBatch=this.spriteBatch,i.useProgram(this.shaderManager.defaultShader.program),i.disable(i.DEPTH_TEST),i.disable(i.CULL_FACE),i.enable(i.BLEND),i.colorMask(!0,!0,!0,this.transparent)},d.WebGLRenderer.prototype.constructor=d.WebGLRenderer,d.WebGLRenderer.prototype.render=function(a){if(!this.contextLost){this.__stage!==a&&(a.interactive&&a.interactionManager.removeEvents(),this.__stage=a),d.WebGLRenderer.updateTextures(),a.updateTransform();var b=this.gl;b.viewport(0,0,this.width,this.height),b.bindFramebuffer(b.FRAMEBUFFER,null),this.transparent?b.clearColor(0,0,0,0):b.clearColor(a.backgroundColorSplit[0],a.backgroundColorSplit[1],a.backgroundColorSplit[2],1),b.clear(b.COLOR_BUFFER_BIT),this.renderDisplayObject(a,this.projection),a.interactive?a._interactiveEventsAdded||(a._interactiveEventsAdded=!0,a.interactionManager.setTarget(this)):a._interactiveEventsAdded&&(a._interactiveEventsAdded=!1,a.interactionManager.setTarget(this))}},d.WebGLRenderer.prototype.renderDisplayObject=function(a,b,c){this.renderSession.drawCount=0,this.renderSession.currentBlendMode=9999,this.renderSession.projection=b,this.renderSession.offset=this.offset,this.spriteBatch.begin(this.renderSession),this.filterManager.begin(this.renderSession,c),a._renderWebGL(this.renderSession),this.spriteBatch.end()},d.WebGLRenderer.updateTextures=function(){var a=0;for(a=0;a=0;b--){var c=a._glTextures[b],e=d.glContexts[b];e&&c&&e.deleteTexture(c)}a._glTextures.length=0},d.WebGLRenderer.updateTextureFrame=function(a){a.updateFrame=!1,a._updateWebGLuvs()},d.WebGLRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b,this.gl.viewport(0,0,this.width,this.height),this.projection.x=this.width/2,this.projection.y=-this.height/2},d.createWebGLTexture=function(a,b){return a.hasLoaded&&(a._glTextures[b.id]=b.createTexture(),b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null)),a._glTextures[b.id]},d.updateWebGLTexture=function(a,b){a._glTextures[b.id]&&(b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null))},d.WebGLRenderer.prototype.handleContextLost=function(a){a.preventDefault(),this.contextLost=!0},d.WebGLRenderer.prototype.handleContextRestored=function(){try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(a){try{this.gl=this.view.getContext("webgl",this.options)}catch(b){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var c=this.gl;c.id=d.WebGLRenderer.glContextId++,this.shaderManager.setContext(c),this.spriteBatch.setContext(c),this.maskManager.setContext(c),this.filterManager.setContext(c),this.renderSession.gl=this.gl,c.disable(c.DEPTH_TEST),c.disable(c.CULL_FACE),c.enable(c.BLEND),c.colorMask(!0,!0,!0,this.transparent),this.gl.viewport(0,0,this.width,this.height);for(var e in d.TextureCache){var f=d.TextureCache[e].baseTexture;f._glTextures=[]}this.contextLost=!1},d.WebGLRenderer.prototype.destroy=function(){this.view.removeEventListener("webglcontextlost",this.contextLost),this.view.removeEventListener("webglcontextrestored",this.contextRestoredLost),d.glContexts[this.glContextId]=null,this.projection=null,this.offset=null,this.shaderManager.destroy(),this.spriteBatch.destroy(),this.maskManager.destroy(),this.filterManager.destroy(),this.shaderManager=null,this.spriteBatch=null,this.maskManager=null,this.filterManager=null,this.gl=null,this.renderSession=null},d.WebGLRenderer.glContextId=0,d.WebGLMaskManager=function(a){this.maskStack=[],this.maskPosition=0,this.setContext(a)},d.WebGLMaskManager.prototype.setContext=function(a){this.gl=a},d.WebGLMaskManager.prototype.pushMask=function(a,b){var c=this.gl;0===this.maskStack.length&&(c.enable(c.STENCIL_TEST),c.stencilFunc(c.ALWAYS,1,1)),this.maskStack.push(a),c.colorMask(!1,!1,!1,!0),c.stencilOp(c.KEEP,c.KEEP,c.INCR),d.WebGLGraphics.renderGraphics(a,b),c.colorMask(!0,!0,!0,!0),c.stencilFunc(c.NOTEQUAL,0,this.maskStack.length),c.stencilOp(c.KEEP,c.KEEP,c.KEEP)},d.WebGLMaskManager.prototype.popMask=function(a){var b=this.gl,c=this.maskStack.pop();c&&(b.colorMask(!1,!1,!1,!1),b.stencilOp(b.KEEP,b.KEEP,b.DECR),d.WebGLGraphics.renderGraphics(c,a),b.colorMask(!0,!0,!0,!0),b.stencilFunc(b.NOTEQUAL,0,this.maskStack.length),b.stencilOp(b.KEEP,b.KEEP,b.KEEP)),0===this.maskStack.length&&b.disable(b.STENCIL_TEST)},d.WebGLMaskManager.prototype.destroy=function(){this.maskStack=null,this.gl=null},d.WebGLShaderManager=function(a){this.maxAttibs=10,this.attribState=[],this.tempAttribState=[];for(var b=0;bd;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.setContext(a)},d.WebGLSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLSpriteBatch.prototype.begin=function(a){this.renderSession=a,this.shader=this.renderSession.shaderManager.defaultShader,this.start()},d.WebGLSpriteBatch.prototype.end=function(){this.flush()},d.WebGLSpriteBatch.prototype.render=function(a){(a.texture.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=a.texture.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode);var b=a._uvs||a.texture._uvs;if(b){var c,d,e,f,g=a.worldAlpha,h=a.tint,i=this.vertices,j=a.texture.frame.width,k=a.texture.frame.height,l=a.anchor.x,m=a.anchor.y;if(a.texture.trim){var n=a.texture.trim;d=n.x-l*n.width,c=d+j,f=n.y-m*n.height,e=f+k}else c=j*(1-l),d=j*-l,e=k*(1-m),f=k*-m;var o=4*this.currentBatchSize*this.vertSize,p=a.worldTransform,q=p.a,r=p.c,s=p.b,t=p.d,u=p.tx,v=p.ty;i[o++]=q*d+s*f+u,i[o++]=t*f+r*d+v,i[o++]=b.x0,i[o++]=b.y0,i[o++]=g,i[o++]=h,i[o++]=q*c+s*f+u,i[o++]=t*f+r*c+v,i[o++]=b.x1,i[o++]=b.y1,i[o++]=g,i[o++]=h,i[o++]=q*c+s*e+u,i[o++]=t*e+r*c+v,i[o++]=b.x2,i[o++]=b.y2,i[o++]=g,i[o++]=h,i[o++]=q*d+s*e+u,i[o++]=t*e+r*d+v,i[o++]=b.x3,i[o++]=b.y3,i[o++]=g,i[o++]=h,this.currentBatchSize++}},d.WebGLSpriteBatch.prototype.renderTilingSprite=function(a){var b=a.tilingTexture;(b.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=b.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode),a._uvs||(a._uvs=new Float32Array(8));var c=a._uvs;a.tilePosition.x%=b.baseTexture.width,a.tilePosition.y%=b.baseTexture.height;var d=a.tilePosition.x/b.baseTexture.width,e=a.tilePosition.y/b.baseTexture.height,f=a.width/b.baseTexture.width/(a.tileScale.x*a.tileScaleOffset.x),g=a.height/b.baseTexture.height/(a.tileScale.y*a.tileScaleOffset.y);c.x0=0-d,c.y0=0-e,c.x1=1*f-d,c.y1=0-e,c.x2=1*f-d,c.y2=1*g-e,c.x3=0-d,c.y3=1*g-e;var h=a.worldAlpha,i=a.tint,j=this.vertices,k=a.width,l=a.height,m=a.anchor.x,n=a.anchor.y,o=k*(1-m),p=k*-m,q=l*(1-n),r=l*-n,s=4*this.currentBatchSize*this.vertSize,t=a.worldTransform,u=t.a,v=t.c,w=t.b,x=t.d,y=t.tx,z=t.ty;j[s++]=u*p+w*r+y,j[s++]=x*r+v*p+z,j[s++]=c.x0,j[s++]=c.y0,j[s++]=h,j[s++]=i,j[s++]=u*o+w*r+y,j[s++]=x*r+v*o+z,j[s++]=c.x1,j[s++]=c.y1,j[s++]=h,j[s++]=i,j[s++]=u*o+w*q+y,j[s++]=x*q+v*o+z,j[s++]=c.x2,j[s++]=c.y2,j[s++]=h,j[s++]=i,j[s++]=u*p+w*q+y,j[s++]=x*q+v*p+z,j[s++]=c.x3,j[s++]=c.y3,j[s++]=h,j[s++]=i,this.currentBatchSize++},d.WebGLSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a)),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.colorAttribute,2,a.FLOAT,!1,c,16),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLSpriteBatch.prototype.destroy=function(){this.vertices=null,this.indices=null,this.gl.deleteBuffer(this.vertexBuffer),this.gl.deleteBuffer(this.indexBuffer),this.currentBaseTexture=null,this.gl=null },d.WebGLFastSpriteBatch=function(a){this.vertSize=10,this.maxSize=6e3,this.size=this.maxSize;var b=4*this.size*this.vertSize,c=6*this.maxSize;this.vertices=new Float32Array(b),this.indices=new Uint16Array(c),this.vertexBuffer=null,this.indexBuffer=null,this.lastIndexCount=0;for(var d=0,e=0;c>d;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.currentBlendMode=0,this.renderSession=null,this.shader=null,this.matrix=null,this.setContext(a)},d.WebGLFastSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLFastSpriteBatch.prototype.begin=function(a,b){this.renderSession=b,this.shader=this.renderSession.shaderManager.fastShader,this.matrix=a.worldTransform.toArray(!0),this.start()},d.WebGLFastSpriteBatch.prototype.end=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.render=function(a){var b=a.children,c=b[0];if(c.texture._uvs){this.currentBaseTexture=c.texture.baseTexture,c.blendMode!==this.currentBlendMode&&this.setBlendMode(c.blendMode);for(var d=0,e=b.length;e>d;d++)this.renderSprite(b[d]);this.flush()}},d.WebGLFastSpriteBatch.prototype.renderSprite=function(a){if(a.texture.baseTexture===this.currentBaseTexture||(this.flush(),this.currentBaseTexture=a.texture.baseTexture,a.texture._uvs)){var b,c,d,e,f,g,h,i,j=this.vertices;if(b=a.texture._uvs,c=a.texture.frame.width,d=a.texture.frame.height,a.texture.trim){var k=a.texture.trim;f=k.x-a.anchor.x*k.width,e=f+a.texture.frame.width,h=k.y-a.anchor.y*k.height,g=h+a.texture.frame.height}else e=a.texture.frame.width*(1-a.anchor.x),f=a.texture.frame.width*-a.anchor.x,g=a.texture.frame.height*(1-a.anchor.y),h=a.texture.frame.height*-a.anchor.y;i=4*this.currentBatchSize*this.vertSize,j[i++]=f,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x0,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x1,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x2,j[i++]=b.y2,j[i++]=a.alpha,j[i++]=f,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x3,j[i++]=b.y3,j[i++]=a.alpha,this.currentBatchSize++,this.currentBatchSize>=this.size&&this.flush()}},d.WebGLFastSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a),a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLFastSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y),a.uniformMatrix3fv(this.shader.uMatrix,!1,this.matrix);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aPositionCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.aScale,2,a.FLOAT,!1,c,16),a.vertexAttribPointer(this.shader.aRotation,1,a.FLOAT,!1,c,24),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,28),a.vertexAttribPointer(this.shader.colorAttribute,1,a.FLOAT,!1,c,36),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLFastSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLFilterManager=function(a,b){this.transparent=b,this.filterStack=[],this.offsetX=0,this.offsetY=0,this.setContext(a)},d.WebGLFilterManager.prototype.setContext=function(a){this.gl=a,this.texturePool=[],this.initShaderBuffers()},d.WebGLFilterManager.prototype.begin=function(a,b){this.renderSession=a,this.defaultShader=a.shaderManager.defaultShader;var c=this.renderSession.projection;this.width=2*c.x,this.height=2*-c.y,this.buffer=b},d.WebGLFilterManager.prototype.pushFilter=function(a){var b=this.gl,c=this.renderSession.projection,e=this.renderSession.offset;this.filterStack.push(a);var f=a.filterPasses[0];this.offsetX+=a.target.filterArea.x,this.offsetY+=a.target.filterArea.y;var g=this.texturePool.pop();g?g.resize(this.width,this.height):g=new d.FilterTexture(this.gl,this.width,this.height),b.bindTexture(b.TEXTURE_2D,g.texture),a.target.filterArea=a.target.getBounds();var h=a.target.filterArea,i=f.padding;h.x-=i,h.y-=i,h.width+=2*i,h.height+=2*i,h.x<0&&(h.x=0),h.width>this.width&&(h.width=this.width),h.y<0&&(h.y=0),h.height>this.height&&(h.height=this.height),b.bindFramebuffer(b.FRAMEBUFFER,g.frameBuffer),b.viewport(0,0,h.width,h.height),c.x=h.width/2,c.y=-h.height/2,e.x=-h.x,e.y=-h.y,b.uniform2f(this.defaultShader.projectionVector,h.width/2,-h.height/2),b.uniform2f(this.defaultShader.offsetVector,-h.x,-h.y),b.colorMask(!0,!0,!0,!0),b.clearColor(0,0,0,0),b.clear(b.COLOR_BUFFER_BIT),a._glFilterTexture=g},d.WebGLFilterManager.prototype.popFilter=function(){var a=this.gl,b=this.filterStack.pop(),c=b.target.filterArea,e=b._glFilterTexture,f=this.renderSession.projection,g=this.renderSession.offset;if(b.filterPasses.length>1){a.viewport(0,0,c.width,c.height),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),this.vertexArray[0]=0,this.vertexArray[1]=c.height,this.vertexArray[2]=c.width,this.vertexArray[3]=c.height,this.vertexArray[4]=0,this.vertexArray[5]=0,this.vertexArray[6]=c.width,this.vertexArray[7]=0,a.bufferSubData(a.ARRAY_BUFFER,0,this.vertexArray),a.bindBuffer(a.ARRAY_BUFFER,this.uvBuffer),this.uvArray[2]=c.width/this.width,this.uvArray[5]=c.height/this.height,this.uvArray[6]=c.width/this.width,this.uvArray[7]=c.height/this.height,a.bufferSubData(a.ARRAY_BUFFER,0,this.uvArray);var h=e,i=this.texturePool.pop();i||(i=new d.FilterTexture(this.gl,this.width,this.height)),a.bindFramebuffer(a.FRAMEBUFFER,i.frameBuffer),a.clear(a.COLOR_BUFFER_BIT),a.disable(a.BLEND);for(var j=0;j0&&(d.Texture.frameUpdates.length=0)},d.CanvasRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b},d.CanvasRenderer.prototype.renderDisplayObject=function(a,b){this.renderSession.context=b||this.context,a._renderCanvas(this.renderSession)},d.CanvasRenderer.prototype.renderStripFlat=function(a){var b=this.context,c=a.verticies,d=c.length/2;this.count++,b.beginPath();for(var e=1;d-2>e;e++){var f=2*e,g=c[f],h=c[f+2],i=c[f+4],j=c[f+1],k=c[f+3],l=c[f+5];b.moveTo(g,j),b.lineTo(h,k),b.lineTo(i,l)}b.fillStyle="#FF0000",b.fill(),b.closePath()},d.CanvasRenderer.prototype.renderStrip=function(a){var b=this.context,c=a.verticies,d=a.uvs,e=c.length/2;this.count++;for(var f=1;e-2>f;f++){var g=2*f,h=c[g],i=c[g+2],j=c[g+4],k=c[g+1],l=c[g+3],m=c[g+5],n=d[g]*a.texture.width,o=d[g+2]*a.texture.width,p=d[g+4]*a.texture.width,q=d[g+1]*a.texture.height,r=d[g+3]*a.texture.height,s=d[g+5]*a.texture.height;b.save(),b.beginPath(),b.moveTo(h,k),b.lineTo(i,l),b.lineTo(j,m),b.closePath(),b.clip();var t=n*r+q*p+o*s-r*p-q*o-n*s,u=h*r+q*j+i*s-r*j-q*i-h*s,v=n*i+h*p+o*j-i*p-h*o-n*j,w=n*r*j+q*i*p+h*o*s-h*r*p-q*o*j-n*i*s,x=k*r+q*m+l*s-r*m-q*l-k*s,y=n*l+k*p+o*m-l*p-k*o-n*m,z=n*r*m+q*l*p+k*o*s-k*r*p-q*o*m-n*l*s;b.transform(u/t,x/t,v/t,y/t,w/t,z/t),b.drawImage(a.texture.baseTexture.source,0,0),b.restore()}},d.CanvasBuffer=function(a,b){this.width=a,this.height=b,this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),this.canvas.width=a,this.canvas.height=b},d.CanvasBuffer.prototype.clear=function(){this.context.clearRect(0,0,this.width,this.height)},d.CanvasBuffer.prototype.resize=function(a,b){this.width=this.canvas.width=a,this.height=this.canvas.height=b},d.CanvasGraphics=function(){},d.CanvasGraphics.renderGraphics=function(a,b){for(var c=a.worldAlpha,e="",f=0;f1&&(c=1,window.console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object"));for(var e=0;1>e;e++){var f=a.graphicsData[e],g=f.points;if(f.type===d.Graphics.POLY){b.beginPath(),b.moveTo(g[0],g[1]);for(var h=1;hc;c++)this.children[c]._renderWebGL(a);a.spriteBatch.stop()}this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.drawCount++,a.spriteBatch.start()}},d.Graphics.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha&&this.isMask!==!0){var b=a.context,c=this.worldTransform;this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),d.CanvasGraphics.renderGraphics(this,b);for(var e=0,f=this.children.length;f>e;e++)this.children[e]._renderCanvas(a)}},d.Graphics.prototype.getBounds=function(a){this.bounds||this.updateBounds();var b=this.bounds.x,c=this.bounds.width+this.bounds.x,d=this.bounds.y,e=this.bounds.height+this.bounds.y,f=a||this.worldTransform,g=f.a,h=f.c,i=f.b,j=f.d,k=f.tx,l=f.ty,m=g*c+i*e+k,n=j*e+h*c+l,o=g*b+i*e+k,p=j*e+h*b+l,q=g*b+i*d+k,r=j*d+h*b+l,s=g*c+i*d+k,t=j*d+h*c+l,u=-1/0,v=-1/0,w=1/0,x=1/0;w=w>m?m:w,w=w>o?o:w,w=w>q?q:w,w=w>s?s:w,x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,u=m>u?m:u,u=o>u?o:u,u=q>u?q:u,u=s>u?s:u,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v;var y=this._bounds;return y.x=w,y.width=u-w,y.y=x,y.height=v-x,y},d.Graphics.prototype.updateBounds=function(){for(var a,b,c,e,f,g=1/0,h=-1/0,i=1/0,j=-1/0,k=0;kb?b:g,h=b+e>h?b+e:h,i=i>c?b:i,j=c+f>j?c+f:j;else if(m===d.Graphics.CIRC||m===d.Graphics.ELIP)b=a[0],c=a[1],e=a[2]+n/2,f=a[3]+n/2,g=g>b-e?b-e:g,h=b+e>h?b+e:h,i=i>c-f?c-f:i,j=c+f>j?c+f:j;else for(var o=0;ob-n?b-n:g,h=b+n>h?b+n:h,i=i>c-n?c-n:i,j=c+n>j?c+n:j}var p=this.boundsPadding;this.bounds=new d.Rectangle(g-p,i-p,h-g+2*p,j-i+2*p)},d.Graphics.prototype._generateCachedSprite=function(){var a=this.getLocalBounds();if(this._cachedSprite)this._cachedSprite.buffer.resize(a.width,a.height);else{var b=new d.CanvasBuffer(a.width,a.height),c=d.Texture.fromCanvas(b.canvas);this._cachedSprite=new d.Sprite(c),this._cachedSprite.buffer=b,this._cachedSprite.worldTransform=this.worldTransform}this._cachedSprite.anchor.x=-(a.x/a.width),this._cachedSprite.anchor.y=-(a.y/a.height),this._cachedSprite.buffer.context.translate(-a.x,-a.y),d.CanvasGraphics.renderGraphics(this,this._cachedSprite.buffer.context)},d.Graphics.prototype.destroyCachedSprite=function(){this._cachedSprite.texture.destroy(!0),this._cachedSprite=null},d.Graphics.POLY=0,d.Graphics.RECT=1,d.Graphics.CIRC=2,d.Graphics.ELIP=3,d.Strip=function(a,b,c){d.DisplayObjectContainer.call(this),this.texture=a,this.blendMode=d.blendModes.NORMAL;try{this.uvs=new Float32Array([0,1,1,1,1,0,0,1]),this.verticies=new Float32Array([0,0,0,0,0,0,0,0,0]),this.colors=new Float32Array([1,1,1,1]),this.indices=new Uint16Array([0,1,2,3])}catch(e){this.uvs=[0,1,1,1,1,0,0,1],this.verticies=[0,0,0,0,0,0,0,0,0],this.colors=[1,1,1,1],this.indices=[0,1,2,3]}this.width=b,this.height=c,a.baseTexture.hasLoaded?(this.width=this.texture.frame.width,this.height=this.texture.frame.height,this.updateFrame=!0):(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Strip.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Strip.prototype.constructor=d.Strip,d.Strip.prototype.setTexture=function(a){this.texture=a,this.width=a.frame.width,this.height=a.frame.height,this.updateFrame=!0},d.Strip.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.Rope=function(a,b){d.Strip.call(this,a),this.points=b;try{this.verticies=new Float32Array(4*b.length),this.uvs=new Float32Array(4*b.length),this.colors=new Float32Array(2*b.length),this.indices=new Uint16Array(2*b.length)}catch(c){this.verticies=new Array(4*b.length),this.uvs=new Array(4*b.length),this.colors=new Array(2*b.length),this.indices=new Array(2*b.length)}this.refresh()},d.Rope.prototype=Object.create(d.Strip.prototype),d.Rope.prototype.constructor=d.Rope,d.Rope.prototype.refresh=function(){var a=this.points;if(!(a.length<1)){var b=this.uvs,c=a[0],d=this.indices,e=this.colors;this.count-=.2,b[0]=0,b[1]=1,b[2]=0,b[3]=1,e[0]=1,e[1]=1,d[0]=0,d[1]=1;for(var f,g,h,i=a.length,j=1;i>j;j++)f=a[j],g=4*j,h=j/(i-1),j%2?(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1):(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1),g=2*j,e[g]=1,e[g+1]=1,g=2*j,d[g]=g,d[g+1]=g+1,c=f}},d.Rope.prototype.updateTransform=function(){var a=this.points;if(!(a.length<1)){var b,c=a[0],e={x:0,y:0};this.count-=.2;var f=this.verticies;f[0]=c.x+e.x,f[1]=c.y+e.y,f[2]=c.x-e.x,f[3]=c.y-e.y;for(var g,h,i,j,k,l=a.length,m=1;l>m;m++)g=a[m],h=4*m,b=m1&&(i=1),j=Math.sqrt(e.x*e.x+e.y*e.y),k=this.texture.height/2,e.x/=j,e.y/=j,e.x*=k,e.y*=k,f[h]=g.x+e.x,f[h+1]=g.y+e.y,f[h+2]=g.x-e.x,f[h+3]=g.y-e.y,c=g;d.DisplayObjectContainer.prototype.updateTransform.call(this)}},d.Rope.prototype.setTexture=function(a){this.texture=a,this.updateFrame=!0},d.TilingSprite=function(a,b,c){d.Sprite.call(this,a),this.width=b||100,this.height=c||100,this.tileScale=new d.Point(1,1),this.tileScaleOffset=new d.Point(1,1),this.tilePosition=new d.Point(0,0),this.renderable=!0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL},d.TilingSprite.prototype=Object.create(d.Sprite.prototype),d.TilingSprite.prototype.constructor=d.TilingSprite,Object.defineProperty(d.TilingSprite.prototype,"width",{get:function(){return this._width},set:function(a){this._width=a}}),Object.defineProperty(d.TilingSprite.prototype,"height",{get:function(){return this._height},set:function(a){this._height=a}}),d.TilingSprite.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.TilingSprite.prototype._renderWebGL=function(a){if(this.visible!==!1&&0!==this.alpha){var b,c;if(this.mask||this.filters){for(this.mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this.filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a); a.spriteBatch.stop(),this.filters&&a.filterManager.popFilter(),this.mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.TilingSprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=a.context;this._mask&&a.maskManager.pushMask(this._mask,b),b.globalAlpha=this.worldAlpha;var c=this.worldTransform;b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),this.__tilePattern||(this.generateTilingTexture(!1),this.tilingTexture&&(this.__tilePattern=b.createPattern(this.tilingTexture.baseTexture.source,"repeat"))),this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.beginPath();var e=this.tilePosition,f=this.tileScale;e.x%=this.tilingTexture.baseTexture.width,e.y%=this.tilingTexture.baseTexture.height,b.scale(f.x,f.y),b.translate(e.x,e.y),b.fillStyle=this.__tilePattern,b.fillRect(-e.x,-e.y,this.width/f.x,this.height/f.y),b.scale(1/f.x,1/f.y),b.translate(-e.x,-e.y),b.closePath(),this._mask&&a.maskManager.popMask(a.context)}},d.TilingSprite.prototype.getBounds=function(){var a=this._width,b=this._height,c=a*(1-this.anchor.x),d=a*-this.anchor.x,e=b*(1-this.anchor.y),f=b*-this.anchor.y,g=this.worldTransform,h=g.a,i=g.c,j=g.b,k=g.d,l=g.tx,m=g.ty,n=h*d+j*f+l,o=k*f+i*d+m,p=h*c+j*f+l,q=k*f+i*c+m,r=h*c+j*e+l,s=k*e+i*c+m,t=h*d+j*e+l,u=k*e+i*d+m,v=-1/0,w=-1/0,x=1/0,y=1/0;x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w;var z=this._bounds;return z.x=x,z.width=v-x,z.y=y,z.height=w-y,this._currentBounds=z,z},d.TilingSprite.prototype.generateTilingTexture=function(a){var b=this.texture;if(b.baseTexture.hasLoaded){var c,e,f=b.baseTexture,g=b.frame,h=g.width!==f.width||g.height!==f.height;this.tilingTexture=b;var i=!1;if(a?(c=d.getNextPowerOfTwo(b.frame.width),e=d.getNextPowerOfTwo(b.frame.height),g.width!==c&&g.height!==e&&(i=!0)):h&&(c=g.width,e=g.height,i=!0),i){var j=new d.CanvasBuffer(c,e);j.context.drawImage(b.baseTexture.source,g.x,g.y,g.width,g.height,0,0,c,e),this.tilingTexture=d.Texture.fromCanvas(j.canvas),this.tileScaleOffset.x=g.width/c,this.tileScaleOffset.y=g.height/e}this.tilingTexture.baseTexture._powerOf2=!0}};var i={};i.BoneData=function(a,b){this.name=a,this.parent=b},i.BoneData.prototype={length:0,x:0,y:0,rotation:0,scaleX:1,scaleY:1},i.SlotData=function(a,b){this.name=a,this.boneData=b},i.SlotData.prototype={r:1,g:1,b:1,a:1,attachmentName:null},i.Bone=function(a,b){this.data=a,this.parent=b,this.setToSetupPose()},i.Bone.yDown=!1,i.Bone.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,m00:0,m01:0,worldX:0,m10:0,m11:0,worldY:0,worldRotation:0,worldScaleX:1,worldScaleY:1,updateWorldTransform:function(a,b){var c=this.parent;null!=c?(this.worldX=this.x*c.m00+this.y*c.m01+c.worldX,this.worldY=this.x*c.m10+this.y*c.m11+c.worldY,this.worldScaleX=c.worldScaleX*this.scaleX,this.worldScaleY=c.worldScaleY*this.scaleY,this.worldRotation=c.worldRotation+this.rotation):(this.worldX=this.x,this.worldY=this.y,this.worldScaleX=this.scaleX,this.worldScaleY=this.scaleY,this.worldRotation=this.rotation);var d=this.worldRotation*Math.PI/180,e=Math.cos(d),f=Math.sin(d);this.m00=e*this.worldScaleX,this.m10=f*this.worldScaleX,this.m01=-f*this.worldScaleY,this.m11=e*this.worldScaleY,a&&(this.m00=-this.m00,this.m01=-this.m01),b&&(this.m10=-this.m10,this.m11=-this.m11),i.Bone.yDown&&(this.m10=-this.m10,this.m11=-this.m11)},setToSetupPose:function(){var a=this.data;this.x=a.x,this.y=a.y,this.rotation=a.rotation,this.scaleX=a.scaleX,this.scaleY=a.scaleY}},i.Slot=function(a,b,c){this.data=a,this.skeleton=b,this.bone=c,this.setToSetupPose()},i.Slot.prototype={r:1,g:1,b:1,a:1,_attachmentTime:0,attachment:null,setAttachment:function(a){this.attachment=a,this._attachmentTime=this.skeleton.time},setAttachmentTime:function(a){this._attachmentTime=this.skeleton.time-a},getAttachmentTime:function(){return this.skeleton.time-this._attachmentTime},setToSetupPose:function(){var a=this.data;this.r=a.r,this.g=a.g,this.b=a.b,this.a=a.a;for(var b=this.skeleton.data.slots,c=0,d=b.length;d>c;c++)if(b[c]==a){this.setAttachment(a.attachmentName?this.skeleton.getAttachmentBySlotIndex(c,a.attachmentName):null);break}}},i.Skin=function(a){this.name=a,this.attachments={}},i.Skin.prototype={addAttachment:function(a,b,c){this.attachments[a+":"+b]=c},getAttachment:function(a,b){return this.attachments[a+":"+b]},_attachAll:function(a,b){for(var c in b.attachments){var d=c.indexOf(":"),e=parseInt(c.substring(0,d),10),f=c.substring(d+1),g=a.slots[e];if(g.attachment&&g.attachment.name==f){var h=this.getAttachment(e,f);h&&g.setAttachment(h)}}}},i.Animation=function(a,b,c){this.name=a,this.timelines=b,this.duration=c},i.Animation.prototype={apply:function(a,b,c){c&&this.duration&&(b%=this.duration);for(var d=this.timelines,e=0,f=d.length;f>e;e++)d[e].apply(a,b,1)},mix:function(a,b,c,d){c&&this.duration&&(b%=this.duration);for(var e=this.timelines,f=0,g=e.length;g>f;f++)e[f].apply(a,b,d)}},i.binarySearch=function(a,b,c){var d=0,e=Math.floor(a.length/c)-2;if(!e)return c;for(var f=e>>>1;;){if(a[(f+1)*c]<=b?d=f+1:e=f,d==e)return(d+1)*c;f=d+e>>>1}},i.linearSearch=function(a,b,c){for(var d=0,e=a.length-c;e>=d;d+=c)if(a[d]>b)return d;return-1},i.Curves=function(a){this.curves=[],this.curves.length=6*(a-1)},i.Curves.prototype={setLinear:function(a){this.curves[6*a]=0},setStepped:function(a){this.curves[6*a]=-1},setCurve:function(a,b,c,d,e){var f=.1,g=f*f,h=g*f,i=3*f,j=3*g,k=6*g,l=6*h,m=2*-b+d,n=2*-c+e,o=3*(b-d)+1,p=3*(c-e)+1,q=6*a,r=this.curves;r[q]=b*i+m*j+o*h,r[q+1]=c*i+n*j+p*h,r[q+2]=m*k+o*l,r[q+3]=n*k+p*l,r[q+4]=o*l,r[q+5]=p*l},getCurvePercent:function(a,b){b=0>b?0:b>1?1:b;var c=6*a,d=this.curves,e=d[c];if(!e)return b;if(-1==e)return 0;for(var f=d[c+1],g=d[c+2],h=d[c+3],i=d[c+4],j=d[c+5],k=e,l=f,m=8;;){if(k>=b){var n=k-e,o=l-f;return o+(l-o)*(b-n)/(k-n)}if(!m)break;m--,e+=g,f+=h,g+=i,h+=j,k+=e,l+=f}return l+(1-l)*(b-k)/(1-k)}},i.RotateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=2*a},i.RotateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(a,b,c){a*=2,this.frames[a]=b,this.frames[a+1]=c},apply:function(a,b,c){var d,e=this.frames;if(!(b=e[e.length-2]){for(d=f.data.rotation+e[e.length-1]-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;return f.rotation+=d*c,void 0}var g=i.binarySearch(e,b,2),h=e[g-1],j=e[g],k=1-(b-j)/(e[g-2]-j);for(k=this.curves.getCurvePercent(g/2-1,k),d=e[g+1]-h;d>180;)d-=360;for(;-180>d;)d+=360;for(d=f.data.rotation+(h+d*k)-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;f.rotation+=d*c}}},i.TranslateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.TranslateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.x+=(e.data.x+d[d.length-2]-e.x)*c,e.y+=(e.data.y+d[d.length-1]-e.y)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.x+=(e.data.x+g+(d[f+1]-g)*k-e.x)*c,e.y+=(e.data.y+h+(d[f+2]-h)*k-e.y)*c}}},i.ScaleTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.ScaleTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.scaleX+=(e.data.scaleX-1+d[d.length-2]-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+d[d.length-1]-e.scaleY)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.scaleX+=(e.data.scaleX-1+g+(d[f+1]-g)*k-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+h+(d[f+2]-h)*k-e.scaleY)*c}}},i.ColorTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=5*a},i.ColorTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(c,d){c*=5,this.frames[c]=d,this.frames[c+1]=r,this.frames[c+2]=g,this.frames[c+3]=b,this.frames[c+4]=a},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-5]){var f=d.length-1;return e.r=d[f-3],e.g=d[f-2],e.b=d[f-1],e.a=d[f],void 0}var g=i.binarySearch(d,b,5),h=d[g-4],j=d[g-3],k=d[g-2],l=d[g-1],m=d[g],n=1-(b-m)/(d[g-5]-m);n=this.curves.getCurvePercent(g/5-1,n);var o=h+(d[g+1]-h)*n,p=j+(d[g+2]-j)*n,q=k+(d[g+3]-k)*n,r=l+(d[g+4]-l)*n;1>c?(e.r+=(o-e.r)*c,e.g+=(p-e.g)*c,e.b+=(q-e.b)*c,e.a+=(r-e.a)*c):(e.r=o,e.g=p,e.b=q,e.a=r)}}},i.AttachmentTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=a,this.attachmentNames=[],this.attachmentNames.length=a},i.AttachmentTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length},setFrame:function(a,b,c){this.frames[a]=b,this.attachmentNames[a]=c},apply:function(a,b){var c=this.frames;if(!(b=c[c.length-1]?c.length-1:i.binarySearch(c,b,1)-1;var e=this.attachmentNames[d];a.slots[this.slotIndex].setAttachment(e?a.getAttachmentBySlotIndex(this.slotIndex,e):null)}}},i.SkeletonData=function(){this.bones=[],this.slots=[],this.skins=[],this.animations=[]},i.SkeletonData.prototype={defaultSkin:null,findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return slot[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSkin:function(a){for(var b=this.skins,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findAnimation:function(a){for(var b=this.animations,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null}},i.Skeleton=function(a){this.data=a,this.bones=[];for(var b=0,c=a.bones.length;c>b;b++){var d=a.bones[b],e=d.parent?this.bones[a.bones.indexOf(d.parent)]:null;this.bones.push(new i.Bone(d,e))}for(this.slots=[],this.drawOrder=[],b=0,c=a.slots.length;c>b;b++){var f=a.slots[b],g=this.bones[a.bones.indexOf(f.boneData)],h=new i.Slot(f,this,g);this.slots.push(h),this.drawOrder.push(h)}},i.Skeleton.prototype={x:0,y:0,skin:null,r:1,g:1,b:1,a:1,time:0,flipX:!1,flipY:!1,updateWorldTransform:function(){for(var a=this.flipX,b=this.flipY,c=this.bones,d=0,e=c.length;e>d;d++)c[d].updateWorldTransform(a,b)},setToSetupPose:function(){this.setBonesToSetupPose(),this.setSlotsToSetupPose()},setBonesToSetupPose:function(){for(var a=this.bones,b=0,c=a.length;c>b;b++)a[b].setToSetupPose()},setSlotsToSetupPose:function(){for(var a=this.slots,b=0,c=a.length;c>b;b++)a[b].setToSetupPose(b)},getRootBone:function(){return this.bones.length?this.bones[0]:null},findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},setSkinByName:function(a){var b=this.data.findSkin(a);if(!b)throw"Skin not found: "+a;this.setSkin(b)},setSkin:function(a){this.skin&&a&&a._attachAll(this,this.skin),this.skin=a},getAttachmentBySlotName:function(a,b){return this.getAttachmentBySlotIndex(this.data.findSlotIndex(a),b)},getAttachmentBySlotIndex:function(a,b){if(this.skin){var c=this.skin.getAttachment(a,b);if(c)return c}return this.data.defaultSkin?this.data.defaultSkin.getAttachment(a,b):null},setAttachment:function(a,b){for(var c=this.slots,d=0,e=c.size;e>d;d++){var f=c[d];if(f.data.name==a){var g=null;if(b&&(g=this.getAttachment(d,b),null==g))throw"Attachment not found: "+b+", for slot: "+a;return f.setAttachment(g),void 0}}throw"Slot not found: "+a},update:function(a){time+=a}},i.AttachmentType={region:0},i.RegionAttachment=function(){this.offset=[],this.offset.length=8,this.uvs=[],this.uvs.length=8},i.RegionAttachment.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,width:0,height:0,rendererObject:null,regionOffsetX:0,regionOffsetY:0,regionWidth:0,regionHeight:0,regionOriginalWidth:0,regionOriginalHeight:0,setUVs:function(a,b,c,d,e){var f=this.uvs;e?(f[2]=a,f[3]=d,f[4]=a,f[5]=b,f[6]=c,f[7]=b,f[0]=c,f[1]=d):(f[0]=a,f[1]=d,f[2]=a,f[3]=b,f[4]=c,f[5]=b,f[6]=c,f[7]=d)},updateOffset:function(){var a=this.width/this.regionOriginalWidth*this.scaleX,b=this.height/this.regionOriginalHeight*this.scaleY,c=-this.width/2*this.scaleX+this.regionOffsetX*a,d=-this.height/2*this.scaleY+this.regionOffsetY*b,e=c+this.regionWidth*a,f=d+this.regionHeight*b,g=this.rotation*Math.PI/180,h=Math.cos(g),i=Math.sin(g),j=c*h+this.x,k=c*i,l=d*h+this.y,m=d*i,n=e*h+this.x,o=e*i,p=f*h+this.y,q=f*i,r=this.offset;r[0]=j-m,r[1]=l+k,r[2]=j-q,r[3]=p+k,r[4]=n-q,r[5]=p+o,r[6]=n-m,r[7]=l+o},computeVertices:function(a,b,c,d){a+=c.worldX,b+=c.worldY;var e=c.m00,f=c.m01,g=c.m10,h=c.m11,i=this.offset;d[0]=i[0]*e+i[1]*f+a,d[1]=i[0]*g+i[1]*h+b,d[2]=i[2]*e+i[3]*f+a,d[3]=i[2]*g+i[3]*h+b,d[4]=i[4]*e+i[5]*f+a,d[5]=i[4]*g+i[5]*h+b,d[6]=i[6]*e+i[7]*f+a,d[7]=i[6]*g+i[7]*h+b}},i.AnimationStateData=function(a){this.skeletonData=a,this.animationToMixTime={}},i.AnimationStateData.prototype={defaultMix:0,setMixByName:function(a,b,c){var d=this.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;var e=this.skeletonData.findAnimation(b);if(!e)throw"Animation not found: "+b;this.setMix(d,e,c)},setMix:function(a,b,c){this.animationToMixTime[a.name+":"+b.name]=c},getMix:function(a,b){var c=this.animationToMixTime[a.name+":"+b.name];return c?c:this.defaultMix}},i.AnimationState=function(a){this.data=a,this.queue=[]},i.AnimationState.prototype={current:null,previous:null,currentTime:0,previousTime:0,currentLoop:!1,previousLoop:!1,mixTime:0,mixDuration:0,update:function(a){if(this.currentTime+=a,this.previousTime+=a,this.mixTime+=a,this.queue.length>0){var b=this.queue[0];this.currentTime>=b.delay&&(this._setAnimation(b.animation,b.loop),this.queue.shift())}},apply:function(a){if(this.current)if(this.previous){this.previous.apply(a,this.previousTime,this.previousLoop);var b=this.mixTime/this.mixDuration;b>=1&&(b=1,this.previous=null),this.current.mix(a,this.currentTime,this.currentLoop,b)}else this.current.apply(a,this.currentTime,this.currentLoop)},clearAnimation:function(){this.previous=null,this.current=null,this.queue.length=0},_setAnimation:function(a,b){this.previous=null,a&&this.current&&(this.mixDuration=this.data.getMix(this.current,a),this.mixDuration>0&&(this.mixTime=0,this.previous=this.current,this.previousTime=this.currentTime,this.previousLoop=this.currentLoop)),this.current=a,this.currentLoop=b,this.currentTime=0},setAnimationByName:function(a,b){var c=this.data.skeletonData.findAnimation(a);if(!c)throw"Animation not found: "+a;this.setAnimation(c,b)},setAnimation:function(a,b){this.queue.length=0,this._setAnimation(a,b)},addAnimationByName:function(a,b,c){var d=this.data.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;this.addAnimation(d,b,c)},addAnimation:function(a,b,c){var d={};if(d.animation=a,d.loop=b,!c||0>=c){var e=this.queue.length?this.queue[this.queue.length-1].animation:this.current;c=null!=e?e.duration-this.data.getMix(e,a)+(c||0):0}d.delay=c,this.queue.push(d)},isComplete:function(){return!this.current||this.currentTime>=this.current.duration}},i.SkeletonJson=function(a){this.attachmentLoader=a},i.SkeletonJson.prototype={scale:1,readSkeletonData:function(a){for(var b,c=new i.SkeletonData,d=a.bones,e=0,f=d.length;f>e;e++){var g=d[e],h=null;if(g.parent&&(h=c.findBone(g.parent),!h))throw"Parent bone not found: "+g.parent;b=new i.BoneData(g.name,h),b.length=(g.length||0)*this.scale,b.x=(g.x||0)*this.scale,b.y=(g.y||0)*this.scale,b.rotation=g.rotation||0,b.scaleX=g.scaleX||1,b.scaleY=g.scaleY||1,c.bones.push(b)}var j=a.slots;for(e=0,f=j.length;f>e;e++){var k=j[e];if(b=c.findBone(k.bone),!b)throw"Slot bone not found: "+k.bone;var l=new i.SlotData(k.name,b),m=k.color;m&&(l.r=i.SkeletonJson.toColor(m,0),l.g=i.SkeletonJson.toColor(m,1),l.b=i.SkeletonJson.toColor(m,2),l.a=i.SkeletonJson.toColor(m,3)),l.attachmentName=k.attachment,c.slots.push(l)}var n=a.skins;for(var o in n)if(n.hasOwnProperty(o)){var p=n[o],q=new i.Skin(o);for(var r in p)if(p.hasOwnProperty(r)){var s=c.findSlotIndex(r),t=p[r];for(var u in t)if(t.hasOwnProperty(u)){var v=this.readAttachment(q,u,t[u]);null!=v&&q.addAttachment(s,u,v)}}c.skins.push(q),"default"==q.name&&(c.defaultSkin=q)}var w=a.animations;for(var x in w)w.hasOwnProperty(x)&&this.readAnimation(x,w[x],c);return c},readAttachment:function(a,b,c){b=c.name||b;var d=i.AttachmentType[c.type||"region"];if(d==i.AttachmentType.region){var e=new i.RegionAttachment;return e.x=(c.x||0)*this.scale,e.y=(c.y||0)*this.scale,e.scaleX=c.scaleX||1,e.scaleY=c.scaleY||1,e.rotation=c.rotation||0,e.width=(c.width||32)*this.scale,e.height=(c.height||32)*this.scale,e.updateOffset(),e.rendererObject={},e.rendererObject.name=b,e.rendererObject.scale={},e.rendererObject.scale.x=e.scaleX,e.rendererObject.scale.y=e.scaleY,e.rendererObject.rotation=-e.rotation*Math.PI/180,e}throw"Unknown attachment type: "+d},readAnimation:function(a,b,c){var d,e,f,g,h,j,k,l=[],m=0,n=b.bones;for(var o in n)if(n.hasOwnProperty(o)){var p=c.findBoneIndex(o);if(-1==p)throw"Bone not found: "+o;var q=n[o];for(f in q)if(q.hasOwnProperty(f))if(h=q[f],"rotate"==f){for(e=new i.RotateTimeline(h.length),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d,g.time,g.angle),i.SkeletonJson.readCurve(e,d,g),d++;l.push(e),m=Math.max(m,e.frames[2*e.getFrameCount()-2])}else{if("translate"!=f&&"scale"!=f)throw"Invalid timeline type for a bone: "+f+" ("+o+")";var r=1;for("scale"==f?e=new i.ScaleTimeline(h.length):(e=new i.TranslateTimeline(h.length),r=this.scale),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++){g=h[j];var s=(g.x||0)*r,t=(g.y||0)*r;e.setFrame(d,g.time,s,t),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[3*e.getFrameCount()-3])}}var u=b.slots;for(var v in u)if(u.hasOwnProperty(v)){var w=u[v],x=c.findSlotIndex(v);for(f in w)if(w.hasOwnProperty(f))if(h=w[f],"color"==f){for(e=new i.ColorTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++){g=h[j];var y=g.color,z=i.SkeletonJson.toColor(y,0),A=i.SkeletonJson.toColor(y,1),B=i.SkeletonJson.toColor(y,2),C=i.SkeletonJson.toColor(y,3);e.setFrame(d,g.time,z,A,B,C),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[5*e.getFrameCount()-5])}else{if("attachment"!=f)throw"Invalid timeline type for a slot: "+f+" ("+v+")";for(e=new i.AttachmentTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d++,g.time,g.name);l.push(e),m=Math.max(m,e.frames[e.getFrameCount()-1])}}c.animations.push(new i.Animation(a,l,m))}},i.SkeletonJson.readCurve=function(a,b,c){var d=c.curve;d&&("stepped"==d?a.curves.setStepped(b):d instanceof Array&&a.curves.setCurve(b,d[0],d[1],d[2],d[3]))},i.SkeletonJson.toColor=function(a,b){if(8!=a.length)throw"Color hexidecimal length must be 8, recieved: "+a;return parseInt(a.substring(2*b,2),16)/255},i.Atlas=function(a,b){this.textureLoader=b,this.pages=[],this.regions=[];var c=new i.AtlasReader(a),d=[];d.length=4;for(var e=null;;){var f=c.readLine();if(null==f)break;if(f=c.trim(f),f.length)if(e){var g=new i.AtlasRegion;g.name=f,g.page=e,g.rotate="true"==c.readValue(),c.readTuple(d);var h=parseInt(d[0],10),j=parseInt(d[1],10);c.readTuple(d);var k=parseInt(d[0],10),l=parseInt(d[1],10);g.u=h/e.width,g.v=j/e.height,g.rotate?(g.u2=(h+l)/e.width,g.v2=(j+k)/e.height):(g.u2=(h+k)/e.width,g.v2=(j+l)/e.height),g.x=h,g.y=j,g.width=Math.abs(k),g.height=Math.abs(l),4==c.readTuple(d)&&(g.splits=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],4==c.readTuple(d)&&(g.pads=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],c.readTuple(d))),g.originalWidth=parseInt(d[0],10),g.originalHeight=parseInt(d[1],10),c.readTuple(d),g.offsetX=parseInt(d[0],10),g.offsetY=parseInt(d[1],10),g.index=parseInt(c.readValue(),10),this.regions.push(g)}else{e=new i.AtlasPage,e.name=f,e.format=i.Atlas.Format[c.readValue()],c.readTuple(d),e.minFilter=i.Atlas.TextureFilter[d[0]],e.magFilter=i.Atlas.TextureFilter[d[1]];var m=c.readValue();e.uWrap=i.Atlas.TextureWrap.clampToEdge,e.vWrap=i.Atlas.TextureWrap.clampToEdge,"x"==m?e.uWrap=i.Atlas.TextureWrap.repeat:"y"==m?e.vWrap=i.Atlas.TextureWrap.repeat:"xy"==m&&(e.uWrap=e.vWrap=i.Atlas.TextureWrap.repeat),b.load(e,f),this.pages.push(e)}else e=null}},i.Atlas.prototype={findRegion:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},dispose:function(){for(var a=this.pages,b=0,c=a.length;c>b;b++)this.textureLoader.unload(a[b].rendererObject)},updateUVs:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++){var e=b[c];e.page==a&&(e.u=e.x/a.width,e.v=e.y/a.height,e.rotate?(e.u2=(e.x+e.height)/a.width,e.v2=(e.y+e.width)/a.height):(e.u2=(e.x+e.width)/a.width,e.v2=(e.y+e.height)/a.height))}}},i.Atlas.Format={alpha:0,intensity:1,luminanceAlpha:2,rgb565:3,rgba4444:4,rgb888:5,rgba8888:6},i.Atlas.TextureFilter={nearest:0,linear:1,mipMap:2,mipMapNearestNearest:3,mipMapLinearNearest:4,mipMapNearestLinear:5,mipMapLinearLinear:6},i.Atlas.TextureWrap={mirroredRepeat:0,clampToEdge:1,repeat:2},i.AtlasPage=function(){},i.AtlasPage.prototype={name:null,format:null,minFilter:null,magFilter:null,uWrap:null,vWrap:null,rendererObject:null,width:0,height:0},i.AtlasRegion=function(){},i.AtlasRegion.prototype={page:null,name:null,x:0,y:0,width:0,height:0,u:0,v:0,u2:0,v2:0,offsetX:0,offsetY:0,originalWidth:0,originalHeight:0,index:0,rotate:!1,splits:null,pads:null},i.AtlasReader=function(a){this.lines=a.split(/\r\n|\r|\n/)},i.AtlasReader.prototype={index:0,trim:function(a){return a.replace(/^\s+|\s+$/g,"")},readLine:function(){return this.index>=this.lines.length?null:this.lines[this.index++]},readValue:function(){var a=this.readLine(),b=a.indexOf(":");if(-1==b)throw"Invalid line: "+a;return this.trim(a.substring(b+1))},readTuple:function(a){var b=this.readLine(),c=b.indexOf(":");if(-1==c)throw"Invalid line: "+b;for(var d=0,e=c+1;3>d;d++){var f=b.indexOf(",",e);if(-1==f){if(!d)throw"Invalid line: "+b;break}a[d]=this.trim(b.substr(e,f-e)),e=f+1}return a[d]=this.trim(b.substring(e)),d+1}},i.AtlasAttachmentLoader=function(a){this.atlas=a},i.AtlasAttachmentLoader.prototype={newAttachment:function(a,b,c){switch(b){case i.AttachmentType.region:var d=this.atlas.findRegion(c);if(!d)throw"Region not found in atlas: "+c+" ("+b+")";var e=new i.RegionAttachment(c);return e.rendererObject=d,e.setUVs(d.u,d.v,d.u2,d.v2,d.rotate),e.regionOffsetX=d.offsetX,e.regionOffsetY=d.offsetY,e.regionWidth=d.width,e.regionHeight=d.height,e.regionOriginalWidth=d.originalWidth,e.regionOriginalHeight=d.originalHeight,e}throw"Unknown attachment type: "+b}},i.Bone.yDown=!0,d.AnimCache={},d.Spine=function(a){if(d.DisplayObjectContainer.call(this),this.spineData=d.AnimCache[a],!this.spineData)throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: "+a);this.skeleton=new i.Skeleton(this.spineData),this.skeleton.updateWorldTransform(),this.stateData=new i.AnimationStateData(this.spineData),this.state=new i.AnimationState(this.stateData),this.slotContainers=[];for(var b=0,c=this.skeleton.drawOrder.length;c>b;b++){var e=this.skeleton.drawOrder[b],f=e.attachment,g=new d.DisplayObjectContainer;if(this.slotContainers.push(g),this.addChild(g),f instanceof i.RegionAttachment){var h=f.rendererObject.name,j=this.createSprite(e,f.rendererObject);e.currentSprite=j,e.currentSpriteName=h,g.addChild(j)}}},d.Spine.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Spine.prototype.constructor=d.Spine,d.Spine.prototype.updateTransform=function(){this.lastTime=this.lastTime||Date.now();var a=.001*(Date.now()-this.lastTime);this.lastTime=Date.now(),this.state.update(a),this.state.apply(this.skeleton),this.skeleton.updateWorldTransform();for(var b=this.skeleton.drawOrder,c=0,e=b.length;e>c;c++){var f=b[c],g=f.attachment,h=this.slotContainers[c];if(g instanceof i.RegionAttachment){if(g.rendererObject&&(!f.currentSpriteName||f.currentSpriteName!=g.name)){var j=g.rendererObject.name;if(void 0!==f.currentSprite&&(f.currentSprite.visible=!1),f.sprites=f.sprites||{},void 0!==f.sprites[j])f.sprites[j].visible=!0;else{var k=this.createSprite(f,g.rendererObject);h.addChild(k)}f.currentSprite=f.sprites[j],f.currentSpriteName=j}h.visible=!0;var l=f.bone;h.position.x=l.worldX+g.x*l.m00+g.y*l.m01,h.position.y=l.worldY+g.x*l.m10+g.y*l.m11,h.scale.x=l.worldScaleX,h.scale.y=l.worldScaleY,h.rotation=-(f.bone.worldRotation*Math.PI/180)}else h.visible=!1}d.DisplayObjectContainer.prototype.updateTransform.call(this)},d.Spine.prototype.createSprite=function(a,b){var c=d.TextureCache[b.name]?b.name:b.name+".png",e=new d.Sprite(d.Texture.fromFrame(c));return e.scale=b.scale,e.rotation=b.rotation,e.anchor.x=e.anchor.y=.5,a.sprites=a.sprites||{},a.sprites[b.name]=e,e},d.BaseTextureCache={},d.texturesToUpdate=[],d.texturesToDestroy=[],d.BaseTextureCacheIdGenerator=0,d.BaseTexture=function(a,b){if(d.EventTarget.call(this),this.width=100,this.height=100,this.scaleMode=b||d.scaleModes.DEFAULT,this.hasLoaded=!1,this.source=a,a){if(this.source.complete||this.source.getContext)this.hasLoaded=!0,this.width=this.source.width,this.height=this.source.height,d.texturesToUpdate.push(this);else{var c=this;this.source.onload=function(){c.hasLoaded=!0,c.width=c.source.width,c.height=c.source.height,d.texturesToUpdate.push(c),c.dispatchEvent({type:"loaded",content:c})}}this.imageUrl=null,this._powerOf2=!1,this.id=d.BaseTextureCacheIdGenerator++,this._glTextures=[]}},d.BaseTexture.prototype.constructor=d.BaseTexture,d.BaseTexture.prototype.destroy=function(){this.imageUrl&&(delete d.BaseTextureCache[this.imageUrl],this.imageUrl=null,this.source.src=null),this.source=null,d.texturesToDestroy.push(this)},d.BaseTexture.prototype.updateSourceImage=function(a){this.hasLoaded=!1,this.source.src=null,this.source.src=a},d.BaseTexture.fromImage=function(a,b,c){var e=d.BaseTextureCache[a];if(b=!b,!e){var f=new Image;b&&(f.crossOrigin=""),f.src=a,e=new d.BaseTexture(f,c),e.imageUrl=a,d.BaseTextureCache[a]=e}return e},d.BaseTexture.fromCanvas=function(a,b){a._pixiId||(a._pixiId="canvas_"+d.TextureCacheIdGenerator++);var c=d.BaseTextureCache[a._pixiId];return c||(c=new d.BaseTexture(a,b),d.BaseTextureCache[a._pixiId]=c),c},d.TextureCache={},d.FrameCache={},d.TextureCacheIdGenerator=0,d.Texture=function(a,b){if(d.EventTarget.call(this),b||(this.noFrame=!0,b=new d.Rectangle(0,0,1,1)),a instanceof d.Texture&&(a=a.baseTexture),this.baseTexture=a,this.frame=b,this.trim=null,this.scope=this,a.hasLoaded)this.noFrame&&(b=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(b);else{var c=this;a.addEventListener("loaded",function(){c.onBaseTextureLoaded()})}},d.Texture.prototype.constructor=d.Texture,d.Texture.prototype.onBaseTextureLoaded=function(){var a=this.baseTexture;a.removeEventListener("loaded",this.onLoaded),this.noFrame&&(this.frame=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(this.frame),this.scope.dispatchEvent({type:"update",content:this})},d.Texture.prototype.destroy=function(a){a&&this.baseTexture.destroy()},d.Texture.prototype.setFrame=function(a){if(this.frame=a,this.width=a.width,this.height=a.height,a.x+a.width>this.baseTexture.width||a.y+a.height>this.baseTexture.height)throw new Error("Texture Error: frame does not fit inside the base Texture dimensions "+this);this.updateFrame=!0,d.Texture.frameUpdates.push(this)},d.Texture.prototype._updateWebGLuvs=function(){this._uvs||(this._uvs=new d.TextureUvs);var a=this.frame,b=this.baseTexture.width,c=this.baseTexture.height;this._uvs.x0=a.x/b,this._uvs.y0=a.y/c,this._uvs.x1=(a.x+a.width)/b,this._uvs.y1=a.y/c,this._uvs.x2=(a.x+a.width)/b,this._uvs.y2=(a.y+a.height)/c,this._uvs.x3=a.x/b,this._uvs.y3=(a.y+a.height)/c},d.Texture.fromImage=function(a,b,c){var e=d.TextureCache[a];return e||(e=new d.Texture(d.BaseTexture.fromImage(a,b,c)),d.TextureCache[a]=e),e},d.Texture.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache ');return b},d.Texture.fromCanvas=function(a,b){var c=d.BaseTexture.fromCanvas(a,b);return new d.Texture(c)},d.Texture.addTextureToCache=function(a,b){d.TextureCache[b]=a},d.Texture.removeTextureFromCache=function(a){var b=d.TextureCache[a];return d.TextureCache[a]=null,b},d.Texture.frameUpdates=[],d.TextureUvs=function(){this.x0=0,this.y0=0,this.x1=0,this.y1=0,this.x2=0,this.y2=0,this.x3=0,this.y4=0},d.RenderTexture=function(a,b,c){if(d.EventTarget.call(this),this.width=a||100,this.height=b||100,this.frame=new d.Rectangle(0,0,this.width,this.height),this.baseTexture=new d.BaseTexture,this.baseTexture.width=this.width,this.baseTexture.height=this.height,this.baseTexture._glTextures=[],this.baseTexture.hasLoaded=!0,this.renderer=c||d.defaultRenderer,this.renderer.type===d.WEBGL_RENDERER){var e=this.renderer.gl;this.textureBuffer=new d.FilterTexture(e,this.width,this.height),this.baseTexture._glTextures[e.id]=this.textureBuffer.texture,this.render=this.renderWebGL,this.projection=new d.Point(this.width/2,-this.height/2)}else this.render=this.renderCanvas,this.textureBuffer=new d.CanvasBuffer(this.width,this.height),this.baseTexture.source=this.textureBuffer.canvas;d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype=Object.create(d.Texture.prototype),d.RenderTexture.prototype.constructor=d.RenderTexture,d.RenderTexture.prototype.resize=function(a,b){if(this.width=a,this.height=b,this.frame.width=this.width,this.frame.height=this.height,this.renderer.type===d.WEBGL_RENDERER){this.projection.x=this.width/2,this.projection.y=-this.height/2;var c=this.renderer.gl;c.bindTexture(c.TEXTURE_2D,this.baseTexture._glTextures[c.id]),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,this.width,this.height,0,c.RGBA,c.UNSIGNED_BYTE,null)}else this.textureBuffer.resize(this.width,this.height);d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype.renderWebGL=function(a,b,c){var e=this.renderer.gl;e.colorMask(!0,!0,!0,!0),e.viewport(0,0,this.width,this.height),e.bindFramebuffer(e.FRAMEBUFFER,this.textureBuffer.frameBuffer),c&&this.textureBuffer.clear();var f=a.children,g=a.worldTransform;a.worldTransform=d.RenderTexture.tempMatrix,a.worldTransform.d=-1,a.worldTransform.ty=-2*this.projection.y,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty-=b.y);for(var h=0,i=f.length;i>h;h++)f[h].updateTransform();d.WebGLRenderer.updateTextures(),this.renderer.renderDisplayObject(a,this.projection,this.textureBuffer.frameBuffer),a.worldTransform=g},d.RenderTexture.prototype.renderCanvas=function(a,b,c){var e=a.children;a.worldTransform=d.RenderTexture.tempMatrix,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty=b.y);for(var f=0,g=e.length;g>f;f++)e[f].updateTransform();c&&this.textureBuffer.clear();var h=this.textureBuffer.context;this.renderer.renderDisplayObject(a,h),h.setTransform(1,0,0,1,0,0)},d.RenderTexture.tempMatrix=new d.Matrix,d.AssetLoader=function(a,b){d.EventTarget.call(this),this.assetURLs=a,this.crossorigin=b,this.loadersByType={jpg:d.ImageLoader,jpeg:d.ImageLoader,png:d.ImageLoader,gif:d.ImageLoader,json:d.JsonLoader,atlas:d.AtlasLoader,anim:d.SpineLoader,xml:d.BitmapFontLoader,fnt:d.BitmapFontLoader} diff --git a/bin/pixi.dev.js b/bin/pixi.dev.js index caa72bc..bac2a9a 100644 --- a/bin/pixi.dev.js +++ b/bin/pixi.dev.js @@ -423,14 +423,13 @@ return false; //normalize the coords to an ellipse with center 0,0 - //and a radius of 0.5 - var normx = ((x - this.x) / this.width) - 0.5, - normy = ((y - this.y) / this.height) - 0.5; + var normx = ((x - this.x) / this.width), + normy = ((y - this.y) / this.height); normx *= normx; normy *= normy; - return (normx + normy < 0.25); + return (normx + normy <= 1); }; /** diff --git a/bin/pixi.js b/bin/pixi.js index 3610ff8..c2788b9 100644 --- a/bin/pixi.js +++ b/bin/pixi.js @@ -9,7 +9,7 @@ * pixi.js is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license.php */ -(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width-.5,d=(b-this.y)/this.height-.5;return c*=c,d*=d,.25>c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); +(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width,d=(b-this.y)/this.height;return c*=c,d*=d,1>=c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); if("function"!=typeof d)throw new TypeError;return c.prototype=function f(a){return a&&(f.prototype=a),this instanceof f?void 0:new f}(d.prototype),c}}()),d.AjaxRequest=function(){var a=["Msxml2.XMLHTTP.6.0","Msxml2.XMLHTTP.3.0","Microsoft.XMLHTTP"];if(!window.ActiveXObject)return window.XMLHttpRequest?new window.XMLHttpRequest:!1;for(var b=0;b0&&0===(a&a-1))return a;for(var b=1;a>b;)b<<=1;return b},d.EventTarget=function(){var a={};this.addEventListener=this.on=function(b,c){void 0===a[b]&&(a[b]=[]),-1===a[b].indexOf(c)&&a[b].push(c)},this.dispatchEvent=this.emit=function(b){if(a[b.type]&&a[b.type].length)for(var c=0,d=a[b.type].length;d>c;c++)a[b.type][c](b)},this.removeEventListener=this.off=function(b,c){var d=a[b].indexOf(c);-1!==d&&a[b].splice(d,1)},this.removeAllEventListeners=function(b){var c=a[b];c&&(c.length=0)}},d.autoDetectRenderer=function(a,b,c,e,f){a||(a=800),b||(b=600);var g=function(){try{var a=document.createElement("canvas");return!!window.WebGLRenderingContext&&(a.getContext("webgl")||a.getContext("experimental-webgl"))}catch(b){return!1}}();return g?new d.WebGLRenderer(a,b,c,e,f):new d.CanvasRenderer(a,b,c,e)},d.PolyK={},d.PolyK.Triangulate=function(a){var b=!0,c=a.length>>1;if(3>c)return[];for(var e=[],f=[],g=0;c>g;g++)f.push(g);g=0;for(var h=c;h>3;){var i=f[(g+0)%h],j=f[(g+1)%h],k=f[(g+2)%h],l=a[2*i],m=a[2*i+1],n=a[2*j],o=a[2*j+1],p=a[2*k],q=a[2*k+1],r=!1;if(d.PolyK._convex(l,m,n,o,p,q,b)){r=!0;for(var s=0;h>s;s++){var t=f[s];if(t!==i&&t!==j&&t!==k&&d.PolyK._PointInTriangle(a[2*t],a[2*t+1],l,m,n,o,p,q)){r=!1;break}}}if(r)e.push(i,j,k),f.splice((g+1)%h,1),h--,g=0;else if(g++>3*h){if(!b)return window.console.log("PIXI Warning: shape too complex to fill"),[];for(e=[],f=[],g=0;c>g;g++)f.push(g);g=0,h=c,b=!1}}return e.push(f[0],f[1],f[2]),e},d.PolyK._PointInTriangle=function(a,b,c,d,e,f,g,h){var i=g-c,j=h-d,k=e-c,l=f-d,m=a-c,n=b-d,o=i*i+j*j,p=i*k+j*l,q=i*m+j*n,r=k*k+l*l,s=k*m+l*n,t=1/(o*r-p*p),u=(r*q-p*s)*t,v=(o*s-p*q)*t;return u>=0&&v>=0&&1>u+v},d.PolyK._convex=function(a,b,c,d,e,f,g){return(b-d)*(e-c)+(c-a)*(f-d)>=0===g},d.initDefaultShaders=function(){},d.CompileVertexShader=function(a,b){return d._CompileShader(a,b,a.VERTEX_SHADER)},d.CompileFragmentShader=function(a,b){return d._CompileShader(a,b,a.FRAGMENT_SHADER)},d._CompileShader=function(a,b,c){var d=b.join("\n"),e=a.createShader(c);return a.shaderSource(e,d),a.compileShader(e),a.getShaderParameter(e,a.COMPILE_STATUS)?e:(window.console.log(a.getShaderInfoLog(e)),null)},d.compileProgram=function(a,b,c){var e=d.CompileFragmentShader(a,c),f=d.CompileVertexShader(a,b),g=a.createProgram();return a.attachShader(g,f),a.attachShader(g,e),a.linkProgram(g),a.getProgramParameter(g,a.LINK_STATUS)||window.console.log("Could not initialise shaders"),g},d.PixiShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying vec4 vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.textureCount=0,this.attributes=[],this.init()},d.PixiShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc||d.PixiShader.defaultVertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aTextureCoord,this.colorAttribute];for(var c in this.uniforms)this.uniforms[c].uniformLocation=a.getUniformLocation(b,c);this.initUniforms(),this.program=b},d.PixiShader.prototype.initUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms){a=this.uniforms[c];var d=a.type;"sampler2D"===d?(a._init=!1,null!==a.value&&this.initSampler2D(a)):"mat2"===d||"mat3"===d||"mat4"===d?(a.glMatrix=!0,a.glValueLength=1,"mat2"===d?a.glFunc=b.uniformMatrix2fv:"mat3"===d?a.glFunc=b.uniformMatrix3fv:"mat4"===d&&(a.glFunc=b.uniformMatrix4fv)):(a.glFunc=b["uniform"+d],a.glValueLength="2f"===d||"2i"===d?2:"3f"===d||"3i"===d?3:"4f"===d||"4i"===d?4:1)}},d.PixiShader.prototype.initSampler2D=function(a){if(a.value&&a.value.baseTexture&&a.value.baseTexture.hasLoaded){var b=this.gl;if(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTexture),a.textureData){var c=a.textureData,d=c.magFilter?c.magFilter:b.LINEAR,e=c.minFilter?c.minFilter:b.LINEAR,f=c.wrapS?c.wrapS:b.CLAMP_TO_EDGE,g=c.wrapT?c.wrapT:b.CLAMP_TO_EDGE,h=c.luminance?b.LUMINANCE:b.RGBA;if(c.repeat&&(f=b.REPEAT,g=b.REPEAT),b.pixelStorei(b.UNPACK_FLIP_Y_WEBGL,!!c.flipY),c.width){var i=c.width?c.width:512,j=c.height?c.height:2,k=c.border?c.border:0;b.texImage2D(b.TEXTURE_2D,0,h,i,j,k,h,b.UNSIGNED_BYTE,null)}else b.texImage2D(b.TEXTURE_2D,0,h,b.RGBA,b.UNSIGNED_BYTE,a.value.baseTexture.source);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,d),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,e),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,f),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,g)}b.uniform1i(a.uniformLocation,this.textureCount),a._init=!0,this.textureCount++}},d.PixiShader.prototype.syncUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms)a=this.uniforms[c],1===a.glValueLength?a.glMatrix===!0?a.glFunc.call(b,a.uniformLocation,a.transpose,a.value):a.glFunc.call(b,a.uniformLocation,a.value):2===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y):3===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z):4===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z,a.value.w):"sampler2D"===a.type&&(a._init?(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTextures[b.id]||d.createWebGLTexture(a.value.baseTexture,b)),b.uniform1i(a.uniformLocation,this.textureCount),this.textureCount++):this.initSampler2D(a))},d.PixiShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.PixiShader.defaultVertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute vec2 aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","varying vec2 vTextureCoord;","varying vec4 vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;"," vColor = vec4(color * aColor.x, aColor.x);","}"],d.PixiFastShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying float vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aPositionCoord;","attribute vec2 aScale;","attribute float aRotation;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform mat3 uMatrix;","varying vec2 vTextureCoord;","varying float vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," vec2 v;"," vec2 sv = aVertexPosition * aScale;"," v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);"," v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);"," v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;"," gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"],this.textureCount=0,this.init()},d.PixiFastShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.uMatrix=a.getUniformLocation(b,"uMatrix"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aPositionCoord=a.getAttribLocation(b,"aPositionCoord"),this.aScale=a.getAttribLocation(b,"aScale"),this.aRotation=a.getAttribLocation(b,"aRotation"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aPositionCoord,this.aScale,this.aRotation,this.aTextureCoord,this.colorAttribute],this.program=b},d.PixiFastShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.StripShader=function(){this.program=null,this.fragmentSrc=["precision mediump float;","varying vec2 vTextureCoord;","varying float vColor;","uniform float alpha;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));"," gl_FragColor = gl_FragColor * alpha;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","varying vec2 vTextureCoord;","uniform vec2 offsetVector;","varying float vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"]},d.StripShader.prototype.init=function(){var a=d.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision mediump float;","varying vec4 vColor;","void main(void) {"," gl_FragColor = vColor;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec4 aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform float alpha;","uniform vec3 tint;","varying vec4 vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);"," vColor = aColor * vec4(tint * alpha, alpha);","}"],this.init()},d.PrimitiveShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.tintColor=a.getUniformLocation(b,"tint"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.attributes=[this.aVertexPosition,this.colorAttribute],this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attribute=null},d.WebGLGraphics=function(){},d.WebGLGraphics.renderGraphics=function(a,b){var c=b.gl,e=b.projection,f=b.offset,g=b.shaderManager.primitiveShader;a._webGL[c.id]||(a._webGL[c.id]={points:[],indices:[],lastIndex:0,buffer:c.createBuffer(),indexBuffer:c.createBuffer()});var h=a._webGL[c.id];a.dirty&&(a.dirty=!1,a.clearDirty&&(a.clearDirty=!1,h.lastIndex=0,h.points=[],h.indices=[]),d.WebGLGraphics.updateGraphics(a,c)),b.shaderManager.activatePrimitiveShader(),c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA),c.uniformMatrix3fv(g.translationMatrix,!1,a.worldTransform.toArray(!0)),c.uniform2f(g.projectionVector,e.x,-e.y),c.uniform2f(g.offsetVector,-f.x,-f.y),c.uniform3fv(g.tintColor,d.hex2rgb(a.tint)),c.uniform1f(g.alpha,a.worldAlpha),c.bindBuffer(c.ARRAY_BUFFER,h.buffer),c.vertexAttribPointer(g.aVertexPosition,2,c.FLOAT,!1,24,0),c.vertexAttribPointer(g.colorAttribute,4,c.FLOAT,!1,24,8),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.indexBuffer),c.drawElements(c.TRIANGLE_STRIP,h.indices.length,c.UNSIGNED_SHORT,0),b.shaderManager.deactivatePrimitiveShader()},d.WebGLGraphics.updateGraphics=function(a,b){for(var c=a._webGL[b.id],e=c.lastIndex;e3&&d.WebGLGraphics.buildPoly(f,c),f.lineWidth>0&&d.WebGLGraphics.buildLine(f,c)):f.type===d.Graphics.RECT?d.WebGLGraphics.buildRectangle(f,c):(f.type===d.Graphics.CIRC||f.type===d.Graphics.ELIP)&&d.WebGLGraphics.buildCircle(f,c)}c.lastIndex=a.graphicsData.length,c.glPoints=new Float32Array(c.points),b.bindBuffer(b.ARRAY_BUFFER,c.buffer),b.bufferData(b.ARRAY_BUFFER,c.glPoints,b.STATIC_DRAW),c.glIndicies=new Uint16Array(c.indices),b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,c.indexBuffer),b.bufferData(b.ELEMENT_ARRAY_BUFFER,c.glIndicies,b.STATIC_DRAW)},d.WebGLGraphics.buildRectangle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3];if(a.fill){var i=d.hex2rgb(a.fillColor),j=a.fillAlpha,k=i[0]*j,l=i[1]*j,m=i[2]*j,n=b.points,o=b.indices,p=n.length/6;n.push(e,f),n.push(k,l,m,j),n.push(e+g,f),n.push(k,l,m,j),n.push(e,f+h),n.push(k,l,m,j),n.push(e+g,f+h),n.push(k,l,m,j),o.push(p,p,p+1,p+2,p+3,p+3)}if(a.lineWidth){var q=a.points;a.points=[e,f,e+g,f,e+g,f+h,e,f+h,e,f],d.WebGLGraphics.buildLine(a,b),a.points=q}},d.WebGLGraphics.buildCircle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3],i=40,j=2*Math.PI/i,k=0;if(a.fill){var l=d.hex2rgb(a.fillColor),m=a.fillAlpha,n=l[0]*m,o=l[1]*m,p=l[2]*m,q=b.points,r=b.indices,s=q.length/6;for(r.push(s),k=0;i+1>k;k++)q.push(e,f,n,o,p,m),q.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h,n,o,p,m),r.push(s++,s++);r.push(s-1)}if(a.lineWidth){var t=a.points;for(a.points=[],k=0;i+1>k;k++)a.points.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h);d.WebGLGraphics.buildLine(a,b),a.points=t}},d.WebGLGraphics.buildLine=function(a,b){var c=0,e=a.points;if(0!==e.length){if(a.lineWidth%2)for(c=0;cc;c++)l=e[2*(c-1)],m=e[2*(c-1)+1],n=e[2*c],o=e[2*c+1],p=e[2*(c+1)],q=e[2*(c+1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,t=-(o-q),u=n-p,F=Math.sqrt(t*t+u*u),t/=F,u/=F,t*=L,u*=L,x=-s+m-(-s+o),y=-r+n-(-r+l),z=(-r+l)*(-s+o)-(-r+n)*(-s+m),A=-u+q-(-u+o),B=-t+n-(-t+p),C=(-t+p)*(-u+o)-(-t+n)*(-u+q),D=x*B-A*y,Math.abs(D)<.1?(D+=10.1,G.push(n-r,o-s,O,P,Q,N),G.push(n+r,o+s,O,P,Q,N)):(j=(y*C-B*z)/D,k=(A*z-x*C)/D,E=(j-n)*(j-n)+(k-o)+(k-o),E>19600?(v=r-t,w=s-u,F=Math.sqrt(v*v+w*w),v/=F,w/=F,v*=L,w*=L,G.push(n-v,o-w),G.push(O,P,Q,N),G.push(n+v,o+w),G.push(O,P,Q,N),G.push(n-v,o-w),G.push(O,P,Q,N),J++):(G.push(j,k),G.push(O,P,Q,N),G.push(n-(j-n),o-(k-o)),G.push(O,P,Q,N)));for(l=e[2*(I-2)],m=e[2*(I-2)+1],n=e[2*(I-1)],o=e[2*(I-1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,G.push(n-r,o-s),G.push(O,P,Q,N),G.push(n+r,o+s),G.push(O,P,Q,N),H.push(K),c=0;J>c;c++)H.push(K++);H.push(K-1)}},d.WebGLGraphics.buildPoly=function(a,b){var c=a.points;if(!(c.length<6)){var e=b.points,f=b.indices,g=c.length/2,h=d.hex2rgb(a.fillColor),i=a.fillAlpha,j=h[0]*i,k=h[1]*i,l=h[2]*i,m=d.PolyK.Triangulate(c),n=e.length/6,o=0;for(o=0;oo;o++)e.push(c[2*o],c[2*o+1],j,k,l,i)}},d.glContexts=[],d.WebGLRenderer=function(a,b,c,e,f){d.defaultRenderer||(d.defaultRenderer=this),this.type=d.WEBGL_RENDERER,this.transparent=!!e,this.width=a||800,this.height=b||600,this.view=c||document.createElement("canvas"),this.view.width=this.width,this.view.height=this.height,this.contextLost=this.handleContextLost.bind(this),this.contextRestoredLost=this.handleContextRestored.bind(this),this.view.addEventListener("webglcontextlost",this.contextLost,!1),this.view.addEventListener("webglcontextrestored",this.contextRestoredLost,!1),this.options={alpha:this.transparent,antialias:!!f,premultipliedAlpha:!!e,stencil:!0};try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(g){try{this.gl=this.view.getContext("webgl",this.options)}catch(h){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var i=this.gl;this.glContextId=i.id=d.WebGLRenderer.glContextId++,d.glContexts[this.glContextId]=i,d.blendModesWebGL||(d.blendModesWebGL=[],d.blendModesWebGL[d.blendModes.NORMAL]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.ADD]=[i.SRC_ALPHA,i.DST_ALPHA],d.blendModesWebGL[d.blendModes.MULTIPLY]=[i.DST_COLOR,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SCREEN]=[i.SRC_ALPHA,i.ONE],d.blendModesWebGL[d.blendModes.OVERLAY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DARKEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LIGHTEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_DODGE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_BURN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HARD_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SOFT_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DIFFERENCE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.EXCLUSION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HUE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SATURATION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LUMINOSITY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA]),this.projection=new d.Point,this.projection.x=this.width/2,this.projection.y=-this.height/2,this.offset=new d.Point(0,0),this.resize(this.width,this.height),this.contextLost=!1,this.shaderManager=new d.WebGLShaderManager(i),this.spriteBatch=new d.WebGLSpriteBatch(i),this.maskManager=new d.WebGLMaskManager(i),this.filterManager=new d.WebGLFilterManager(i,this.transparent),this.renderSession={},this.renderSession.gl=this.gl,this.renderSession.drawCount=0,this.renderSession.shaderManager=this.shaderManager,this.renderSession.maskManager=this.maskManager,this.renderSession.filterManager=this.filterManager,this.renderSession.spriteBatch=this.spriteBatch,i.useProgram(this.shaderManager.defaultShader.program),i.disable(i.DEPTH_TEST),i.disable(i.CULL_FACE),i.enable(i.BLEND),i.colorMask(!0,!0,!0,this.transparent)},d.WebGLRenderer.prototype.constructor=d.WebGLRenderer,d.WebGLRenderer.prototype.render=function(a){if(!this.contextLost){this.__stage!==a&&(a.interactive&&a.interactionManager.removeEvents(),this.__stage=a),d.WebGLRenderer.updateTextures(),a.updateTransform();var b=this.gl;b.viewport(0,0,this.width,this.height),b.bindFramebuffer(b.FRAMEBUFFER,null),this.transparent?b.clearColor(0,0,0,0):b.clearColor(a.backgroundColorSplit[0],a.backgroundColorSplit[1],a.backgroundColorSplit[2],1),b.clear(b.COLOR_BUFFER_BIT),this.renderDisplayObject(a,this.projection),a.interactive?a._interactiveEventsAdded||(a._interactiveEventsAdded=!0,a.interactionManager.setTarget(this)):a._interactiveEventsAdded&&(a._interactiveEventsAdded=!1,a.interactionManager.setTarget(this))}},d.WebGLRenderer.prototype.renderDisplayObject=function(a,b,c){this.renderSession.drawCount=0,this.renderSession.currentBlendMode=9999,this.renderSession.projection=b,this.renderSession.offset=this.offset,this.spriteBatch.begin(this.renderSession),this.filterManager.begin(this.renderSession,c),a._renderWebGL(this.renderSession),this.spriteBatch.end()},d.WebGLRenderer.updateTextures=function(){var a=0;for(a=0;a=0;b--){var c=a._glTextures[b],e=d.glContexts[b];e&&c&&e.deleteTexture(c)}a._glTextures.length=0},d.WebGLRenderer.updateTextureFrame=function(a){a.updateFrame=!1,a._updateWebGLuvs()},d.WebGLRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b,this.gl.viewport(0,0,this.width,this.height),this.projection.x=this.width/2,this.projection.y=-this.height/2},d.createWebGLTexture=function(a,b){return a.hasLoaded&&(a._glTextures[b.id]=b.createTexture(),b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null)),a._glTextures[b.id]},d.updateWebGLTexture=function(a,b){a._glTextures[b.id]&&(b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null))},d.WebGLRenderer.prototype.handleContextLost=function(a){a.preventDefault(),this.contextLost=!0},d.WebGLRenderer.prototype.handleContextRestored=function(){try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(a){try{this.gl=this.view.getContext("webgl",this.options)}catch(b){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var c=this.gl;c.id=d.WebGLRenderer.glContextId++,this.shaderManager.setContext(c),this.spriteBatch.setContext(c),this.maskManager.setContext(c),this.filterManager.setContext(c),this.renderSession.gl=this.gl,c.disable(c.DEPTH_TEST),c.disable(c.CULL_FACE),c.enable(c.BLEND),c.colorMask(!0,!0,!0,this.transparent),this.gl.viewport(0,0,this.width,this.height);for(var e in d.TextureCache){var f=d.TextureCache[e].baseTexture;f._glTextures=[]}this.contextLost=!1},d.WebGLRenderer.prototype.destroy=function(){this.view.removeEventListener("webglcontextlost",this.contextLost),this.view.removeEventListener("webglcontextrestored",this.contextRestoredLost),d.glContexts[this.glContextId]=null,this.projection=null,this.offset=null,this.shaderManager.destroy(),this.spriteBatch.destroy(),this.maskManager.destroy(),this.filterManager.destroy(),this.shaderManager=null,this.spriteBatch=null,this.maskManager=null,this.filterManager=null,this.gl=null,this.renderSession=null},d.WebGLRenderer.glContextId=0,d.WebGLMaskManager=function(a){this.maskStack=[],this.maskPosition=0,this.setContext(a)},d.WebGLMaskManager.prototype.setContext=function(a){this.gl=a},d.WebGLMaskManager.prototype.pushMask=function(a,b){var c=this.gl;0===this.maskStack.length&&(c.enable(c.STENCIL_TEST),c.stencilFunc(c.ALWAYS,1,1)),this.maskStack.push(a),c.colorMask(!1,!1,!1,!0),c.stencilOp(c.KEEP,c.KEEP,c.INCR),d.WebGLGraphics.renderGraphics(a,b),c.colorMask(!0,!0,!0,!0),c.stencilFunc(c.NOTEQUAL,0,this.maskStack.length),c.stencilOp(c.KEEP,c.KEEP,c.KEEP)},d.WebGLMaskManager.prototype.popMask=function(a){var b=this.gl,c=this.maskStack.pop();c&&(b.colorMask(!1,!1,!1,!1),b.stencilOp(b.KEEP,b.KEEP,b.DECR),d.WebGLGraphics.renderGraphics(c,a),b.colorMask(!0,!0,!0,!0),b.stencilFunc(b.NOTEQUAL,0,this.maskStack.length),b.stencilOp(b.KEEP,b.KEEP,b.KEEP)),0===this.maskStack.length&&b.disable(b.STENCIL_TEST)},d.WebGLMaskManager.prototype.destroy=function(){this.maskStack=null,this.gl=null},d.WebGLShaderManager=function(a){this.maxAttibs=10,this.attribState=[],this.tempAttribState=[];for(var b=0;bd;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.setContext(a)},d.WebGLSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLSpriteBatch.prototype.begin=function(a){this.renderSession=a,this.shader=this.renderSession.shaderManager.defaultShader,this.start()},d.WebGLSpriteBatch.prototype.end=function(){this.flush()},d.WebGLSpriteBatch.prototype.render=function(a){(a.texture.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=a.texture.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode);var b=a._uvs||a.texture._uvs;if(b){var c,d,e,f,g=a.worldAlpha,h=a.tint,i=this.vertices,j=a.texture.frame.width,k=a.texture.frame.height,l=a.anchor.x,m=a.anchor.y;if(a.texture.trim){var n=a.texture.trim;d=n.x-l*n.width,c=d+j,f=n.y-m*n.height,e=f+k}else c=j*(1-l),d=j*-l,e=k*(1-m),f=k*-m;var o=4*this.currentBatchSize*this.vertSize,p=a.worldTransform,q=p.a,r=p.c,s=p.b,t=p.d,u=p.tx,v=p.ty;i[o++]=q*d+s*f+u,i[o++]=t*f+r*d+v,i[o++]=b.x0,i[o++]=b.y0,i[o++]=g,i[o++]=h,i[o++]=q*c+s*f+u,i[o++]=t*f+r*c+v,i[o++]=b.x1,i[o++]=b.y1,i[o++]=g,i[o++]=h,i[o++]=q*c+s*e+u,i[o++]=t*e+r*c+v,i[o++]=b.x2,i[o++]=b.y2,i[o++]=g,i[o++]=h,i[o++]=q*d+s*e+u,i[o++]=t*e+r*d+v,i[o++]=b.x3,i[o++]=b.y3,i[o++]=g,i[o++]=h,this.currentBatchSize++}},d.WebGLSpriteBatch.prototype.renderTilingSprite=function(a){var b=a.tilingTexture;(b.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=b.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode),a._uvs||(a._uvs=new Float32Array(8));var c=a._uvs;a.tilePosition.x%=b.baseTexture.width,a.tilePosition.y%=b.baseTexture.height;var d=a.tilePosition.x/b.baseTexture.width,e=a.tilePosition.y/b.baseTexture.height,f=a.width/b.baseTexture.width/(a.tileScale.x*a.tileScaleOffset.x),g=a.height/b.baseTexture.height/(a.tileScale.y*a.tileScaleOffset.y);c.x0=0-d,c.y0=0-e,c.x1=1*f-d,c.y1=0-e,c.x2=1*f-d,c.y2=1*g-e,c.x3=0-d,c.y3=1*g-e;var h=a.worldAlpha,i=a.tint,j=this.vertices,k=a.width,l=a.height,m=a.anchor.x,n=a.anchor.y,o=k*(1-m),p=k*-m,q=l*(1-n),r=l*-n,s=4*this.currentBatchSize*this.vertSize,t=a.worldTransform,u=t.a,v=t.c,w=t.b,x=t.d,y=t.tx,z=t.ty;j[s++]=u*p+w*r+y,j[s++]=x*r+v*p+z,j[s++]=c.x0,j[s++]=c.y0,j[s++]=h,j[s++]=i,j[s++]=u*o+w*r+y,j[s++]=x*r+v*o+z,j[s++]=c.x1,j[s++]=c.y1,j[s++]=h,j[s++]=i,j[s++]=u*o+w*q+y,j[s++]=x*q+v*o+z,j[s++]=c.x2,j[s++]=c.y2,j[s++]=h,j[s++]=i,j[s++]=u*p+w*q+y,j[s++]=x*q+v*p+z,j[s++]=c.x3,j[s++]=c.y3,j[s++]=h,j[s++]=i,this.currentBatchSize++},d.WebGLSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a)),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.colorAttribute,2,a.FLOAT,!1,c,16),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLSpriteBatch.prototype.destroy=function(){this.vertices=null,this.indices=null,this.gl.deleteBuffer(this.vertexBuffer),this.gl.deleteBuffer(this.indexBuffer),this.currentBaseTexture=null,this.gl=null },d.WebGLFastSpriteBatch=function(a){this.vertSize=10,this.maxSize=6e3,this.size=this.maxSize;var b=4*this.size*this.vertSize,c=6*this.maxSize;this.vertices=new Float32Array(b),this.indices=new Uint16Array(c),this.vertexBuffer=null,this.indexBuffer=null,this.lastIndexCount=0;for(var d=0,e=0;c>d;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.currentBlendMode=0,this.renderSession=null,this.shader=null,this.matrix=null,this.setContext(a)},d.WebGLFastSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLFastSpriteBatch.prototype.begin=function(a,b){this.renderSession=b,this.shader=this.renderSession.shaderManager.fastShader,this.matrix=a.worldTransform.toArray(!0),this.start()},d.WebGLFastSpriteBatch.prototype.end=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.render=function(a){var b=a.children,c=b[0];if(c.texture._uvs){this.currentBaseTexture=c.texture.baseTexture,c.blendMode!==this.currentBlendMode&&this.setBlendMode(c.blendMode);for(var d=0,e=b.length;e>d;d++)this.renderSprite(b[d]);this.flush()}},d.WebGLFastSpriteBatch.prototype.renderSprite=function(a){if(a.texture.baseTexture===this.currentBaseTexture||(this.flush(),this.currentBaseTexture=a.texture.baseTexture,a.texture._uvs)){var b,c,d,e,f,g,h,i,j=this.vertices;if(b=a.texture._uvs,c=a.texture.frame.width,d=a.texture.frame.height,a.texture.trim){var k=a.texture.trim;f=k.x-a.anchor.x*k.width,e=f+a.texture.frame.width,h=k.y-a.anchor.y*k.height,g=h+a.texture.frame.height}else e=a.texture.frame.width*(1-a.anchor.x),f=a.texture.frame.width*-a.anchor.x,g=a.texture.frame.height*(1-a.anchor.y),h=a.texture.frame.height*-a.anchor.y;i=4*this.currentBatchSize*this.vertSize,j[i++]=f,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x0,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x1,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x2,j[i++]=b.y2,j[i++]=a.alpha,j[i++]=f,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x3,j[i++]=b.y3,j[i++]=a.alpha,this.currentBatchSize++,this.currentBatchSize>=this.size&&this.flush()}},d.WebGLFastSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a),a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLFastSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y),a.uniformMatrix3fv(this.shader.uMatrix,!1,this.matrix);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aPositionCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.aScale,2,a.FLOAT,!1,c,16),a.vertexAttribPointer(this.shader.aRotation,1,a.FLOAT,!1,c,24),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,28),a.vertexAttribPointer(this.shader.colorAttribute,1,a.FLOAT,!1,c,36),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLFastSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLFilterManager=function(a,b){this.transparent=b,this.filterStack=[],this.offsetX=0,this.offsetY=0,this.setContext(a)},d.WebGLFilterManager.prototype.setContext=function(a){this.gl=a,this.texturePool=[],this.initShaderBuffers()},d.WebGLFilterManager.prototype.begin=function(a,b){this.renderSession=a,this.defaultShader=a.shaderManager.defaultShader;var c=this.renderSession.projection;this.width=2*c.x,this.height=2*-c.y,this.buffer=b},d.WebGLFilterManager.prototype.pushFilter=function(a){var b=this.gl,c=this.renderSession.projection,e=this.renderSession.offset;this.filterStack.push(a);var f=a.filterPasses[0];this.offsetX+=a.target.filterArea.x,this.offsetY+=a.target.filterArea.y;var g=this.texturePool.pop();g?g.resize(this.width,this.height):g=new d.FilterTexture(this.gl,this.width,this.height),b.bindTexture(b.TEXTURE_2D,g.texture),a.target.filterArea=a.target.getBounds();var h=a.target.filterArea,i=f.padding;h.x-=i,h.y-=i,h.width+=2*i,h.height+=2*i,h.x<0&&(h.x=0),h.width>this.width&&(h.width=this.width),h.y<0&&(h.y=0),h.height>this.height&&(h.height=this.height),b.bindFramebuffer(b.FRAMEBUFFER,g.frameBuffer),b.viewport(0,0,h.width,h.height),c.x=h.width/2,c.y=-h.height/2,e.x=-h.x,e.y=-h.y,b.uniform2f(this.defaultShader.projectionVector,h.width/2,-h.height/2),b.uniform2f(this.defaultShader.offsetVector,-h.x,-h.y),b.colorMask(!0,!0,!0,!0),b.clearColor(0,0,0,0),b.clear(b.COLOR_BUFFER_BIT),a._glFilterTexture=g},d.WebGLFilterManager.prototype.popFilter=function(){var a=this.gl,b=this.filterStack.pop(),c=b.target.filterArea,e=b._glFilterTexture,f=this.renderSession.projection,g=this.renderSession.offset;if(b.filterPasses.length>1){a.viewport(0,0,c.width,c.height),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),this.vertexArray[0]=0,this.vertexArray[1]=c.height,this.vertexArray[2]=c.width,this.vertexArray[3]=c.height,this.vertexArray[4]=0,this.vertexArray[5]=0,this.vertexArray[6]=c.width,this.vertexArray[7]=0,a.bufferSubData(a.ARRAY_BUFFER,0,this.vertexArray),a.bindBuffer(a.ARRAY_BUFFER,this.uvBuffer),this.uvArray[2]=c.width/this.width,this.uvArray[5]=c.height/this.height,this.uvArray[6]=c.width/this.width,this.uvArray[7]=c.height/this.height,a.bufferSubData(a.ARRAY_BUFFER,0,this.uvArray);var h=e,i=this.texturePool.pop();i||(i=new d.FilterTexture(this.gl,this.width,this.height)),a.bindFramebuffer(a.FRAMEBUFFER,i.frameBuffer),a.clear(a.COLOR_BUFFER_BIT),a.disable(a.BLEND);for(var j=0;j0&&(d.Texture.frameUpdates.length=0)},d.CanvasRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b},d.CanvasRenderer.prototype.renderDisplayObject=function(a,b){this.renderSession.context=b||this.context,a._renderCanvas(this.renderSession)},d.CanvasRenderer.prototype.renderStripFlat=function(a){var b=this.context,c=a.verticies,d=c.length/2;this.count++,b.beginPath();for(var e=1;d-2>e;e++){var f=2*e,g=c[f],h=c[f+2],i=c[f+4],j=c[f+1],k=c[f+3],l=c[f+5];b.moveTo(g,j),b.lineTo(h,k),b.lineTo(i,l)}b.fillStyle="#FF0000",b.fill(),b.closePath()},d.CanvasRenderer.prototype.renderStrip=function(a){var b=this.context,c=a.verticies,d=a.uvs,e=c.length/2;this.count++;for(var f=1;e-2>f;f++){var g=2*f,h=c[g],i=c[g+2],j=c[g+4],k=c[g+1],l=c[g+3],m=c[g+5],n=d[g]*a.texture.width,o=d[g+2]*a.texture.width,p=d[g+4]*a.texture.width,q=d[g+1]*a.texture.height,r=d[g+3]*a.texture.height,s=d[g+5]*a.texture.height;b.save(),b.beginPath(),b.moveTo(h,k),b.lineTo(i,l),b.lineTo(j,m),b.closePath(),b.clip();var t=n*r+q*p+o*s-r*p-q*o-n*s,u=h*r+q*j+i*s-r*j-q*i-h*s,v=n*i+h*p+o*j-i*p-h*o-n*j,w=n*r*j+q*i*p+h*o*s-h*r*p-q*o*j-n*i*s,x=k*r+q*m+l*s-r*m-q*l-k*s,y=n*l+k*p+o*m-l*p-k*o-n*m,z=n*r*m+q*l*p+k*o*s-k*r*p-q*o*m-n*l*s;b.transform(u/t,x/t,v/t,y/t,w/t,z/t),b.drawImage(a.texture.baseTexture.source,0,0),b.restore()}},d.CanvasBuffer=function(a,b){this.width=a,this.height=b,this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),this.canvas.width=a,this.canvas.height=b},d.CanvasBuffer.prototype.clear=function(){this.context.clearRect(0,0,this.width,this.height)},d.CanvasBuffer.prototype.resize=function(a,b){this.width=this.canvas.width=a,this.height=this.canvas.height=b},d.CanvasGraphics=function(){},d.CanvasGraphics.renderGraphics=function(a,b){for(var c=a.worldAlpha,e="",f=0;f1&&(c=1,window.console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object"));for(var e=0;1>e;e++){var f=a.graphicsData[e],g=f.points;if(f.type===d.Graphics.POLY){b.beginPath(),b.moveTo(g[0],g[1]);for(var h=1;hc;c++)this.children[c]._renderWebGL(a);a.spriteBatch.stop()}this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.drawCount++,a.spriteBatch.start()}},d.Graphics.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha&&this.isMask!==!0){var b=a.context,c=this.worldTransform;this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),d.CanvasGraphics.renderGraphics(this,b);for(var e=0,f=this.children.length;f>e;e++)this.children[e]._renderCanvas(a)}},d.Graphics.prototype.getBounds=function(a){this.bounds||this.updateBounds();var b=this.bounds.x,c=this.bounds.width+this.bounds.x,d=this.bounds.y,e=this.bounds.height+this.bounds.y,f=a||this.worldTransform,g=f.a,h=f.c,i=f.b,j=f.d,k=f.tx,l=f.ty,m=g*c+i*e+k,n=j*e+h*c+l,o=g*b+i*e+k,p=j*e+h*b+l,q=g*b+i*d+k,r=j*d+h*b+l,s=g*c+i*d+k,t=j*d+h*c+l,u=-1/0,v=-1/0,w=1/0,x=1/0;w=w>m?m:w,w=w>o?o:w,w=w>q?q:w,w=w>s?s:w,x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,u=m>u?m:u,u=o>u?o:u,u=q>u?q:u,u=s>u?s:u,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v;var y=this._bounds;return y.x=w,y.width=u-w,y.y=x,y.height=v-x,y},d.Graphics.prototype.updateBounds=function(){for(var a,b,c,e,f,g=1/0,h=-1/0,i=1/0,j=-1/0,k=0;kb?b:g,h=b+e>h?b+e:h,i=i>c?b:i,j=c+f>j?c+f:j;else if(m===d.Graphics.CIRC||m===d.Graphics.ELIP)b=a[0],c=a[1],e=a[2]+n/2,f=a[3]+n/2,g=g>b-e?b-e:g,h=b+e>h?b+e:h,i=i>c-f?c-f:i,j=c+f>j?c+f:j;else for(var o=0;ob-n?b-n:g,h=b+n>h?b+n:h,i=i>c-n?c-n:i,j=c+n>j?c+n:j}var p=this.boundsPadding;this.bounds=new d.Rectangle(g-p,i-p,h-g+2*p,j-i+2*p)},d.Graphics.prototype._generateCachedSprite=function(){var a=this.getLocalBounds();if(this._cachedSprite)this._cachedSprite.buffer.resize(a.width,a.height);else{var b=new d.CanvasBuffer(a.width,a.height),c=d.Texture.fromCanvas(b.canvas);this._cachedSprite=new d.Sprite(c),this._cachedSprite.buffer=b,this._cachedSprite.worldTransform=this.worldTransform}this._cachedSprite.anchor.x=-(a.x/a.width),this._cachedSprite.anchor.y=-(a.y/a.height),this._cachedSprite.buffer.context.translate(-a.x,-a.y),d.CanvasGraphics.renderGraphics(this,this._cachedSprite.buffer.context)},d.Graphics.prototype.destroyCachedSprite=function(){this._cachedSprite.texture.destroy(!0),this._cachedSprite=null},d.Graphics.POLY=0,d.Graphics.RECT=1,d.Graphics.CIRC=2,d.Graphics.ELIP=3,d.Strip=function(a,b,c){d.DisplayObjectContainer.call(this),this.texture=a,this.blendMode=d.blendModes.NORMAL;try{this.uvs=new Float32Array([0,1,1,1,1,0,0,1]),this.verticies=new Float32Array([0,0,0,0,0,0,0,0,0]),this.colors=new Float32Array([1,1,1,1]),this.indices=new Uint16Array([0,1,2,3])}catch(e){this.uvs=[0,1,1,1,1,0,0,1],this.verticies=[0,0,0,0,0,0,0,0,0],this.colors=[1,1,1,1],this.indices=[0,1,2,3]}this.width=b,this.height=c,a.baseTexture.hasLoaded?(this.width=this.texture.frame.width,this.height=this.texture.frame.height,this.updateFrame=!0):(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Strip.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Strip.prototype.constructor=d.Strip,d.Strip.prototype.setTexture=function(a){this.texture=a,this.width=a.frame.width,this.height=a.frame.height,this.updateFrame=!0},d.Strip.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.Rope=function(a,b){d.Strip.call(this,a),this.points=b;try{this.verticies=new Float32Array(4*b.length),this.uvs=new Float32Array(4*b.length),this.colors=new Float32Array(2*b.length),this.indices=new Uint16Array(2*b.length)}catch(c){this.verticies=new Array(4*b.length),this.uvs=new Array(4*b.length),this.colors=new Array(2*b.length),this.indices=new Array(2*b.length)}this.refresh()},d.Rope.prototype=Object.create(d.Strip.prototype),d.Rope.prototype.constructor=d.Rope,d.Rope.prototype.refresh=function(){var a=this.points;if(!(a.length<1)){var b=this.uvs,c=a[0],d=this.indices,e=this.colors;this.count-=.2,b[0]=0,b[1]=1,b[2]=0,b[3]=1,e[0]=1,e[1]=1,d[0]=0,d[1]=1;for(var f,g,h,i=a.length,j=1;i>j;j++)f=a[j],g=4*j,h=j/(i-1),j%2?(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1):(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1),g=2*j,e[g]=1,e[g+1]=1,g=2*j,d[g]=g,d[g+1]=g+1,c=f}},d.Rope.prototype.updateTransform=function(){var a=this.points;if(!(a.length<1)){var b,c=a[0],e={x:0,y:0};this.count-=.2;var f=this.verticies;f[0]=c.x+e.x,f[1]=c.y+e.y,f[2]=c.x-e.x,f[3]=c.y-e.y;for(var g,h,i,j,k,l=a.length,m=1;l>m;m++)g=a[m],h=4*m,b=m1&&(i=1),j=Math.sqrt(e.x*e.x+e.y*e.y),k=this.texture.height/2,e.x/=j,e.y/=j,e.x*=k,e.y*=k,f[h]=g.x+e.x,f[h+1]=g.y+e.y,f[h+2]=g.x-e.x,f[h+3]=g.y-e.y,c=g;d.DisplayObjectContainer.prototype.updateTransform.call(this)}},d.Rope.prototype.setTexture=function(a){this.texture=a,this.updateFrame=!0},d.TilingSprite=function(a,b,c){d.Sprite.call(this,a),this.width=b||100,this.height=c||100,this.tileScale=new d.Point(1,1),this.tileScaleOffset=new d.Point(1,1),this.tilePosition=new d.Point(0,0),this.renderable=!0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL},d.TilingSprite.prototype=Object.create(d.Sprite.prototype),d.TilingSprite.prototype.constructor=d.TilingSprite,Object.defineProperty(d.TilingSprite.prototype,"width",{get:function(){return this._width},set:function(a){this._width=a}}),Object.defineProperty(d.TilingSprite.prototype,"height",{get:function(){return this._height},set:function(a){this._height=a}}),d.TilingSprite.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.TilingSprite.prototype._renderWebGL=function(a){if(this.visible!==!1&&0!==this.alpha){var b,c;if(this.mask||this.filters){for(this.mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this.filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a); a.spriteBatch.stop(),this.filters&&a.filterManager.popFilter(),this.mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.TilingSprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=a.context;this._mask&&a.maskManager.pushMask(this._mask,b),b.globalAlpha=this.worldAlpha;var c=this.worldTransform;b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),this.__tilePattern||(this.generateTilingTexture(!1),this.tilingTexture&&(this.__tilePattern=b.createPattern(this.tilingTexture.baseTexture.source,"repeat"))),this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.beginPath();var e=this.tilePosition,f=this.tileScale;e.x%=this.tilingTexture.baseTexture.width,e.y%=this.tilingTexture.baseTexture.height,b.scale(f.x,f.y),b.translate(e.x,e.y),b.fillStyle=this.__tilePattern,b.fillRect(-e.x,-e.y,this.width/f.x,this.height/f.y),b.scale(1/f.x,1/f.y),b.translate(-e.x,-e.y),b.closePath(),this._mask&&a.maskManager.popMask(a.context)}},d.TilingSprite.prototype.getBounds=function(){var a=this._width,b=this._height,c=a*(1-this.anchor.x),d=a*-this.anchor.x,e=b*(1-this.anchor.y),f=b*-this.anchor.y,g=this.worldTransform,h=g.a,i=g.c,j=g.b,k=g.d,l=g.tx,m=g.ty,n=h*d+j*f+l,o=k*f+i*d+m,p=h*c+j*f+l,q=k*f+i*c+m,r=h*c+j*e+l,s=k*e+i*c+m,t=h*d+j*e+l,u=k*e+i*d+m,v=-1/0,w=-1/0,x=1/0,y=1/0;x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w;var z=this._bounds;return z.x=x,z.width=v-x,z.y=y,z.height=w-y,this._currentBounds=z,z},d.TilingSprite.prototype.generateTilingTexture=function(a){var b=this.texture;if(b.baseTexture.hasLoaded){var c,e,f=b.baseTexture,g=b.frame,h=g.width!==f.width||g.height!==f.height;this.tilingTexture=b;var i=!1;if(a?(c=d.getNextPowerOfTwo(b.frame.width),e=d.getNextPowerOfTwo(b.frame.height),g.width!==c&&g.height!==e&&(i=!0)):h&&(c=g.width,e=g.height,i=!0),i){var j=new d.CanvasBuffer(c,e);j.context.drawImage(b.baseTexture.source,g.x,g.y,g.width,g.height,0,0,c,e),this.tilingTexture=d.Texture.fromCanvas(j.canvas),this.tileScaleOffset.x=g.width/c,this.tileScaleOffset.y=g.height/e}this.tilingTexture.baseTexture._powerOf2=!0}};var i={};i.BoneData=function(a,b){this.name=a,this.parent=b},i.BoneData.prototype={length:0,x:0,y:0,rotation:0,scaleX:1,scaleY:1},i.SlotData=function(a,b){this.name=a,this.boneData=b},i.SlotData.prototype={r:1,g:1,b:1,a:1,attachmentName:null},i.Bone=function(a,b){this.data=a,this.parent=b,this.setToSetupPose()},i.Bone.yDown=!1,i.Bone.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,m00:0,m01:0,worldX:0,m10:0,m11:0,worldY:0,worldRotation:0,worldScaleX:1,worldScaleY:1,updateWorldTransform:function(a,b){var c=this.parent;null!=c?(this.worldX=this.x*c.m00+this.y*c.m01+c.worldX,this.worldY=this.x*c.m10+this.y*c.m11+c.worldY,this.worldScaleX=c.worldScaleX*this.scaleX,this.worldScaleY=c.worldScaleY*this.scaleY,this.worldRotation=c.worldRotation+this.rotation):(this.worldX=this.x,this.worldY=this.y,this.worldScaleX=this.scaleX,this.worldScaleY=this.scaleY,this.worldRotation=this.rotation);var d=this.worldRotation*Math.PI/180,e=Math.cos(d),f=Math.sin(d);this.m00=e*this.worldScaleX,this.m10=f*this.worldScaleX,this.m01=-f*this.worldScaleY,this.m11=e*this.worldScaleY,a&&(this.m00=-this.m00,this.m01=-this.m01),b&&(this.m10=-this.m10,this.m11=-this.m11),i.Bone.yDown&&(this.m10=-this.m10,this.m11=-this.m11)},setToSetupPose:function(){var a=this.data;this.x=a.x,this.y=a.y,this.rotation=a.rotation,this.scaleX=a.scaleX,this.scaleY=a.scaleY}},i.Slot=function(a,b,c){this.data=a,this.skeleton=b,this.bone=c,this.setToSetupPose()},i.Slot.prototype={r:1,g:1,b:1,a:1,_attachmentTime:0,attachment:null,setAttachment:function(a){this.attachment=a,this._attachmentTime=this.skeleton.time},setAttachmentTime:function(a){this._attachmentTime=this.skeleton.time-a},getAttachmentTime:function(){return this.skeleton.time-this._attachmentTime},setToSetupPose:function(){var a=this.data;this.r=a.r,this.g=a.g,this.b=a.b,this.a=a.a;for(var b=this.skeleton.data.slots,c=0,d=b.length;d>c;c++)if(b[c]==a){this.setAttachment(a.attachmentName?this.skeleton.getAttachmentBySlotIndex(c,a.attachmentName):null);break}}},i.Skin=function(a){this.name=a,this.attachments={}},i.Skin.prototype={addAttachment:function(a,b,c){this.attachments[a+":"+b]=c},getAttachment:function(a,b){return this.attachments[a+":"+b]},_attachAll:function(a,b){for(var c in b.attachments){var d=c.indexOf(":"),e=parseInt(c.substring(0,d),10),f=c.substring(d+1),g=a.slots[e];if(g.attachment&&g.attachment.name==f){var h=this.getAttachment(e,f);h&&g.setAttachment(h)}}}},i.Animation=function(a,b,c){this.name=a,this.timelines=b,this.duration=c},i.Animation.prototype={apply:function(a,b,c){c&&this.duration&&(b%=this.duration);for(var d=this.timelines,e=0,f=d.length;f>e;e++)d[e].apply(a,b,1)},mix:function(a,b,c,d){c&&this.duration&&(b%=this.duration);for(var e=this.timelines,f=0,g=e.length;g>f;f++)e[f].apply(a,b,d)}},i.binarySearch=function(a,b,c){var d=0,e=Math.floor(a.length/c)-2;if(!e)return c;for(var f=e>>>1;;){if(a[(f+1)*c]<=b?d=f+1:e=f,d==e)return(d+1)*c;f=d+e>>>1}},i.linearSearch=function(a,b,c){for(var d=0,e=a.length-c;e>=d;d+=c)if(a[d]>b)return d;return-1},i.Curves=function(a){this.curves=[],this.curves.length=6*(a-1)},i.Curves.prototype={setLinear:function(a){this.curves[6*a]=0},setStepped:function(a){this.curves[6*a]=-1},setCurve:function(a,b,c,d,e){var f=.1,g=f*f,h=g*f,i=3*f,j=3*g,k=6*g,l=6*h,m=2*-b+d,n=2*-c+e,o=3*(b-d)+1,p=3*(c-e)+1,q=6*a,r=this.curves;r[q]=b*i+m*j+o*h,r[q+1]=c*i+n*j+p*h,r[q+2]=m*k+o*l,r[q+3]=n*k+p*l,r[q+4]=o*l,r[q+5]=p*l},getCurvePercent:function(a,b){b=0>b?0:b>1?1:b;var c=6*a,d=this.curves,e=d[c];if(!e)return b;if(-1==e)return 0;for(var f=d[c+1],g=d[c+2],h=d[c+3],i=d[c+4],j=d[c+5],k=e,l=f,m=8;;){if(k>=b){var n=k-e,o=l-f;return o+(l-o)*(b-n)/(k-n)}if(!m)break;m--,e+=g,f+=h,g+=i,h+=j,k+=e,l+=f}return l+(1-l)*(b-k)/(1-k)}},i.RotateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=2*a},i.RotateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(a,b,c){a*=2,this.frames[a]=b,this.frames[a+1]=c},apply:function(a,b,c){var d,e=this.frames;if(!(b=e[e.length-2]){for(d=f.data.rotation+e[e.length-1]-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;return f.rotation+=d*c,void 0}var g=i.binarySearch(e,b,2),h=e[g-1],j=e[g],k=1-(b-j)/(e[g-2]-j);for(k=this.curves.getCurvePercent(g/2-1,k),d=e[g+1]-h;d>180;)d-=360;for(;-180>d;)d+=360;for(d=f.data.rotation+(h+d*k)-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;f.rotation+=d*c}}},i.TranslateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.TranslateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.x+=(e.data.x+d[d.length-2]-e.x)*c,e.y+=(e.data.y+d[d.length-1]-e.y)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.x+=(e.data.x+g+(d[f+1]-g)*k-e.x)*c,e.y+=(e.data.y+h+(d[f+2]-h)*k-e.y)*c}}},i.ScaleTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.ScaleTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.scaleX+=(e.data.scaleX-1+d[d.length-2]-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+d[d.length-1]-e.scaleY)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.scaleX+=(e.data.scaleX-1+g+(d[f+1]-g)*k-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+h+(d[f+2]-h)*k-e.scaleY)*c}}},i.ColorTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=5*a},i.ColorTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(c,d){c*=5,this.frames[c]=d,this.frames[c+1]=r,this.frames[c+2]=g,this.frames[c+3]=b,this.frames[c+4]=a},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-5]){var f=d.length-1;return e.r=d[f-3],e.g=d[f-2],e.b=d[f-1],e.a=d[f],void 0}var g=i.binarySearch(d,b,5),h=d[g-4],j=d[g-3],k=d[g-2],l=d[g-1],m=d[g],n=1-(b-m)/(d[g-5]-m);n=this.curves.getCurvePercent(g/5-1,n);var o=h+(d[g+1]-h)*n,p=j+(d[g+2]-j)*n,q=k+(d[g+3]-k)*n,r=l+(d[g+4]-l)*n;1>c?(e.r+=(o-e.r)*c,e.g+=(p-e.g)*c,e.b+=(q-e.b)*c,e.a+=(r-e.a)*c):(e.r=o,e.g=p,e.b=q,e.a=r)}}},i.AttachmentTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=a,this.attachmentNames=[],this.attachmentNames.length=a},i.AttachmentTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length},setFrame:function(a,b,c){this.frames[a]=b,this.attachmentNames[a]=c},apply:function(a,b){var c=this.frames;if(!(b=c[c.length-1]?c.length-1:i.binarySearch(c,b,1)-1;var e=this.attachmentNames[d];a.slots[this.slotIndex].setAttachment(e?a.getAttachmentBySlotIndex(this.slotIndex,e):null)}}},i.SkeletonData=function(){this.bones=[],this.slots=[],this.skins=[],this.animations=[]},i.SkeletonData.prototype={defaultSkin:null,findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return slot[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSkin:function(a){for(var b=this.skins,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findAnimation:function(a){for(var b=this.animations,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null}},i.Skeleton=function(a){this.data=a,this.bones=[];for(var b=0,c=a.bones.length;c>b;b++){var d=a.bones[b],e=d.parent?this.bones[a.bones.indexOf(d.parent)]:null;this.bones.push(new i.Bone(d,e))}for(this.slots=[],this.drawOrder=[],b=0,c=a.slots.length;c>b;b++){var f=a.slots[b],g=this.bones[a.bones.indexOf(f.boneData)],h=new i.Slot(f,this,g);this.slots.push(h),this.drawOrder.push(h)}},i.Skeleton.prototype={x:0,y:0,skin:null,r:1,g:1,b:1,a:1,time:0,flipX:!1,flipY:!1,updateWorldTransform:function(){for(var a=this.flipX,b=this.flipY,c=this.bones,d=0,e=c.length;e>d;d++)c[d].updateWorldTransform(a,b)},setToSetupPose:function(){this.setBonesToSetupPose(),this.setSlotsToSetupPose()},setBonesToSetupPose:function(){for(var a=this.bones,b=0,c=a.length;c>b;b++)a[b].setToSetupPose()},setSlotsToSetupPose:function(){for(var a=this.slots,b=0,c=a.length;c>b;b++)a[b].setToSetupPose(b)},getRootBone:function(){return this.bones.length?this.bones[0]:null},findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},setSkinByName:function(a){var b=this.data.findSkin(a);if(!b)throw"Skin not found: "+a;this.setSkin(b)},setSkin:function(a){this.skin&&a&&a._attachAll(this,this.skin),this.skin=a},getAttachmentBySlotName:function(a,b){return this.getAttachmentBySlotIndex(this.data.findSlotIndex(a),b)},getAttachmentBySlotIndex:function(a,b){if(this.skin){var c=this.skin.getAttachment(a,b);if(c)return c}return this.data.defaultSkin?this.data.defaultSkin.getAttachment(a,b):null},setAttachment:function(a,b){for(var c=this.slots,d=0,e=c.size;e>d;d++){var f=c[d];if(f.data.name==a){var g=null;if(b&&(g=this.getAttachment(d,b),null==g))throw"Attachment not found: "+b+", for slot: "+a;return f.setAttachment(g),void 0}}throw"Slot not found: "+a},update:function(a){time+=a}},i.AttachmentType={region:0},i.RegionAttachment=function(){this.offset=[],this.offset.length=8,this.uvs=[],this.uvs.length=8},i.RegionAttachment.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,width:0,height:0,rendererObject:null,regionOffsetX:0,regionOffsetY:0,regionWidth:0,regionHeight:0,regionOriginalWidth:0,regionOriginalHeight:0,setUVs:function(a,b,c,d,e){var f=this.uvs;e?(f[2]=a,f[3]=d,f[4]=a,f[5]=b,f[6]=c,f[7]=b,f[0]=c,f[1]=d):(f[0]=a,f[1]=d,f[2]=a,f[3]=b,f[4]=c,f[5]=b,f[6]=c,f[7]=d)},updateOffset:function(){var a=this.width/this.regionOriginalWidth*this.scaleX,b=this.height/this.regionOriginalHeight*this.scaleY,c=-this.width/2*this.scaleX+this.regionOffsetX*a,d=-this.height/2*this.scaleY+this.regionOffsetY*b,e=c+this.regionWidth*a,f=d+this.regionHeight*b,g=this.rotation*Math.PI/180,h=Math.cos(g),i=Math.sin(g),j=c*h+this.x,k=c*i,l=d*h+this.y,m=d*i,n=e*h+this.x,o=e*i,p=f*h+this.y,q=f*i,r=this.offset;r[0]=j-m,r[1]=l+k,r[2]=j-q,r[3]=p+k,r[4]=n-q,r[5]=p+o,r[6]=n-m,r[7]=l+o},computeVertices:function(a,b,c,d){a+=c.worldX,b+=c.worldY;var e=c.m00,f=c.m01,g=c.m10,h=c.m11,i=this.offset;d[0]=i[0]*e+i[1]*f+a,d[1]=i[0]*g+i[1]*h+b,d[2]=i[2]*e+i[3]*f+a,d[3]=i[2]*g+i[3]*h+b,d[4]=i[4]*e+i[5]*f+a,d[5]=i[4]*g+i[5]*h+b,d[6]=i[6]*e+i[7]*f+a,d[7]=i[6]*g+i[7]*h+b}},i.AnimationStateData=function(a){this.skeletonData=a,this.animationToMixTime={}},i.AnimationStateData.prototype={defaultMix:0,setMixByName:function(a,b,c){var d=this.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;var e=this.skeletonData.findAnimation(b);if(!e)throw"Animation not found: "+b;this.setMix(d,e,c)},setMix:function(a,b,c){this.animationToMixTime[a.name+":"+b.name]=c},getMix:function(a,b){var c=this.animationToMixTime[a.name+":"+b.name];return c?c:this.defaultMix}},i.AnimationState=function(a){this.data=a,this.queue=[]},i.AnimationState.prototype={current:null,previous:null,currentTime:0,previousTime:0,currentLoop:!1,previousLoop:!1,mixTime:0,mixDuration:0,update:function(a){if(this.currentTime+=a,this.previousTime+=a,this.mixTime+=a,this.queue.length>0){var b=this.queue[0];this.currentTime>=b.delay&&(this._setAnimation(b.animation,b.loop),this.queue.shift())}},apply:function(a){if(this.current)if(this.previous){this.previous.apply(a,this.previousTime,this.previousLoop);var b=this.mixTime/this.mixDuration;b>=1&&(b=1,this.previous=null),this.current.mix(a,this.currentTime,this.currentLoop,b)}else this.current.apply(a,this.currentTime,this.currentLoop)},clearAnimation:function(){this.previous=null,this.current=null,this.queue.length=0},_setAnimation:function(a,b){this.previous=null,a&&this.current&&(this.mixDuration=this.data.getMix(this.current,a),this.mixDuration>0&&(this.mixTime=0,this.previous=this.current,this.previousTime=this.currentTime,this.previousLoop=this.currentLoop)),this.current=a,this.currentLoop=b,this.currentTime=0},setAnimationByName:function(a,b){var c=this.data.skeletonData.findAnimation(a);if(!c)throw"Animation not found: "+a;this.setAnimation(c,b)},setAnimation:function(a,b){this.queue.length=0,this._setAnimation(a,b)},addAnimationByName:function(a,b,c){var d=this.data.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;this.addAnimation(d,b,c)},addAnimation:function(a,b,c){var d={};if(d.animation=a,d.loop=b,!c||0>=c){var e=this.queue.length?this.queue[this.queue.length-1].animation:this.current;c=null!=e?e.duration-this.data.getMix(e,a)+(c||0):0}d.delay=c,this.queue.push(d)},isComplete:function(){return!this.current||this.currentTime>=this.current.duration}},i.SkeletonJson=function(a){this.attachmentLoader=a},i.SkeletonJson.prototype={scale:1,readSkeletonData:function(a){for(var b,c=new i.SkeletonData,d=a.bones,e=0,f=d.length;f>e;e++){var g=d[e],h=null;if(g.parent&&(h=c.findBone(g.parent),!h))throw"Parent bone not found: "+g.parent;b=new i.BoneData(g.name,h),b.length=(g.length||0)*this.scale,b.x=(g.x||0)*this.scale,b.y=(g.y||0)*this.scale,b.rotation=g.rotation||0,b.scaleX=g.scaleX||1,b.scaleY=g.scaleY||1,c.bones.push(b)}var j=a.slots;for(e=0,f=j.length;f>e;e++){var k=j[e];if(b=c.findBone(k.bone),!b)throw"Slot bone not found: "+k.bone;var l=new i.SlotData(k.name,b),m=k.color;m&&(l.r=i.SkeletonJson.toColor(m,0),l.g=i.SkeletonJson.toColor(m,1),l.b=i.SkeletonJson.toColor(m,2),l.a=i.SkeletonJson.toColor(m,3)),l.attachmentName=k.attachment,c.slots.push(l)}var n=a.skins;for(var o in n)if(n.hasOwnProperty(o)){var p=n[o],q=new i.Skin(o);for(var r in p)if(p.hasOwnProperty(r)){var s=c.findSlotIndex(r),t=p[r];for(var u in t)if(t.hasOwnProperty(u)){var v=this.readAttachment(q,u,t[u]);null!=v&&q.addAttachment(s,u,v)}}c.skins.push(q),"default"==q.name&&(c.defaultSkin=q)}var w=a.animations;for(var x in w)w.hasOwnProperty(x)&&this.readAnimation(x,w[x],c);return c},readAttachment:function(a,b,c){b=c.name||b;var d=i.AttachmentType[c.type||"region"];if(d==i.AttachmentType.region){var e=new i.RegionAttachment;return e.x=(c.x||0)*this.scale,e.y=(c.y||0)*this.scale,e.scaleX=c.scaleX||1,e.scaleY=c.scaleY||1,e.rotation=c.rotation||0,e.width=(c.width||32)*this.scale,e.height=(c.height||32)*this.scale,e.updateOffset(),e.rendererObject={},e.rendererObject.name=b,e.rendererObject.scale={},e.rendererObject.scale.x=e.scaleX,e.rendererObject.scale.y=e.scaleY,e.rendererObject.rotation=-e.rotation*Math.PI/180,e}throw"Unknown attachment type: "+d},readAnimation:function(a,b,c){var d,e,f,g,h,j,k,l=[],m=0,n=b.bones;for(var o in n)if(n.hasOwnProperty(o)){var p=c.findBoneIndex(o);if(-1==p)throw"Bone not found: "+o;var q=n[o];for(f in q)if(q.hasOwnProperty(f))if(h=q[f],"rotate"==f){for(e=new i.RotateTimeline(h.length),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d,g.time,g.angle),i.SkeletonJson.readCurve(e,d,g),d++;l.push(e),m=Math.max(m,e.frames[2*e.getFrameCount()-2])}else{if("translate"!=f&&"scale"!=f)throw"Invalid timeline type for a bone: "+f+" ("+o+")";var r=1;for("scale"==f?e=new i.ScaleTimeline(h.length):(e=new i.TranslateTimeline(h.length),r=this.scale),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++){g=h[j];var s=(g.x||0)*r,t=(g.y||0)*r;e.setFrame(d,g.time,s,t),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[3*e.getFrameCount()-3])}}var u=b.slots;for(var v in u)if(u.hasOwnProperty(v)){var w=u[v],x=c.findSlotIndex(v);for(f in w)if(w.hasOwnProperty(f))if(h=w[f],"color"==f){for(e=new i.ColorTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++){g=h[j];var y=g.color,z=i.SkeletonJson.toColor(y,0),A=i.SkeletonJson.toColor(y,1),B=i.SkeletonJson.toColor(y,2),C=i.SkeletonJson.toColor(y,3);e.setFrame(d,g.time,z,A,B,C),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[5*e.getFrameCount()-5])}else{if("attachment"!=f)throw"Invalid timeline type for a slot: "+f+" ("+v+")";for(e=new i.AttachmentTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d++,g.time,g.name);l.push(e),m=Math.max(m,e.frames[e.getFrameCount()-1])}}c.animations.push(new i.Animation(a,l,m))}},i.SkeletonJson.readCurve=function(a,b,c){var d=c.curve;d&&("stepped"==d?a.curves.setStepped(b):d instanceof Array&&a.curves.setCurve(b,d[0],d[1],d[2],d[3]))},i.SkeletonJson.toColor=function(a,b){if(8!=a.length)throw"Color hexidecimal length must be 8, recieved: "+a;return parseInt(a.substring(2*b,2),16)/255},i.Atlas=function(a,b){this.textureLoader=b,this.pages=[],this.regions=[];var c=new i.AtlasReader(a),d=[];d.length=4;for(var e=null;;){var f=c.readLine();if(null==f)break;if(f=c.trim(f),f.length)if(e){var g=new i.AtlasRegion;g.name=f,g.page=e,g.rotate="true"==c.readValue(),c.readTuple(d);var h=parseInt(d[0],10),j=parseInt(d[1],10);c.readTuple(d);var k=parseInt(d[0],10),l=parseInt(d[1],10);g.u=h/e.width,g.v=j/e.height,g.rotate?(g.u2=(h+l)/e.width,g.v2=(j+k)/e.height):(g.u2=(h+k)/e.width,g.v2=(j+l)/e.height),g.x=h,g.y=j,g.width=Math.abs(k),g.height=Math.abs(l),4==c.readTuple(d)&&(g.splits=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],4==c.readTuple(d)&&(g.pads=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],c.readTuple(d))),g.originalWidth=parseInt(d[0],10),g.originalHeight=parseInt(d[1],10),c.readTuple(d),g.offsetX=parseInt(d[0],10),g.offsetY=parseInt(d[1],10),g.index=parseInt(c.readValue(),10),this.regions.push(g)}else{e=new i.AtlasPage,e.name=f,e.format=i.Atlas.Format[c.readValue()],c.readTuple(d),e.minFilter=i.Atlas.TextureFilter[d[0]],e.magFilter=i.Atlas.TextureFilter[d[1]];var m=c.readValue();e.uWrap=i.Atlas.TextureWrap.clampToEdge,e.vWrap=i.Atlas.TextureWrap.clampToEdge,"x"==m?e.uWrap=i.Atlas.TextureWrap.repeat:"y"==m?e.vWrap=i.Atlas.TextureWrap.repeat:"xy"==m&&(e.uWrap=e.vWrap=i.Atlas.TextureWrap.repeat),b.load(e,f),this.pages.push(e)}else e=null}},i.Atlas.prototype={findRegion:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},dispose:function(){for(var a=this.pages,b=0,c=a.length;c>b;b++)this.textureLoader.unload(a[b].rendererObject)},updateUVs:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++){var e=b[c];e.page==a&&(e.u=e.x/a.width,e.v=e.y/a.height,e.rotate?(e.u2=(e.x+e.height)/a.width,e.v2=(e.y+e.width)/a.height):(e.u2=(e.x+e.width)/a.width,e.v2=(e.y+e.height)/a.height))}}},i.Atlas.Format={alpha:0,intensity:1,luminanceAlpha:2,rgb565:3,rgba4444:4,rgb888:5,rgba8888:6},i.Atlas.TextureFilter={nearest:0,linear:1,mipMap:2,mipMapNearestNearest:3,mipMapLinearNearest:4,mipMapNearestLinear:5,mipMapLinearLinear:6},i.Atlas.TextureWrap={mirroredRepeat:0,clampToEdge:1,repeat:2},i.AtlasPage=function(){},i.AtlasPage.prototype={name:null,format:null,minFilter:null,magFilter:null,uWrap:null,vWrap:null,rendererObject:null,width:0,height:0},i.AtlasRegion=function(){},i.AtlasRegion.prototype={page:null,name:null,x:0,y:0,width:0,height:0,u:0,v:0,u2:0,v2:0,offsetX:0,offsetY:0,originalWidth:0,originalHeight:0,index:0,rotate:!1,splits:null,pads:null},i.AtlasReader=function(a){this.lines=a.split(/\r\n|\r|\n/)},i.AtlasReader.prototype={index:0,trim:function(a){return a.replace(/^\s+|\s+$/g,"")},readLine:function(){return this.index>=this.lines.length?null:this.lines[this.index++]},readValue:function(){var a=this.readLine(),b=a.indexOf(":");if(-1==b)throw"Invalid line: "+a;return this.trim(a.substring(b+1))},readTuple:function(a){var b=this.readLine(),c=b.indexOf(":");if(-1==c)throw"Invalid line: "+b;for(var d=0,e=c+1;3>d;d++){var f=b.indexOf(",",e);if(-1==f){if(!d)throw"Invalid line: "+b;break}a[d]=this.trim(b.substr(e,f-e)),e=f+1}return a[d]=this.trim(b.substring(e)),d+1}},i.AtlasAttachmentLoader=function(a){this.atlas=a},i.AtlasAttachmentLoader.prototype={newAttachment:function(a,b,c){switch(b){case i.AttachmentType.region:var d=this.atlas.findRegion(c);if(!d)throw"Region not found in atlas: "+c+" ("+b+")";var e=new i.RegionAttachment(c);return e.rendererObject=d,e.setUVs(d.u,d.v,d.u2,d.v2,d.rotate),e.regionOffsetX=d.offsetX,e.regionOffsetY=d.offsetY,e.regionWidth=d.width,e.regionHeight=d.height,e.regionOriginalWidth=d.originalWidth,e.regionOriginalHeight=d.originalHeight,e}throw"Unknown attachment type: "+b}},i.Bone.yDown=!0,d.AnimCache={},d.Spine=function(a){if(d.DisplayObjectContainer.call(this),this.spineData=d.AnimCache[a],!this.spineData)throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: "+a);this.skeleton=new i.Skeleton(this.spineData),this.skeleton.updateWorldTransform(),this.stateData=new i.AnimationStateData(this.spineData),this.state=new i.AnimationState(this.stateData),this.slotContainers=[];for(var b=0,c=this.skeleton.drawOrder.length;c>b;b++){var e=this.skeleton.drawOrder[b],f=e.attachment,g=new d.DisplayObjectContainer;if(this.slotContainers.push(g),this.addChild(g),f instanceof i.RegionAttachment){var h=f.rendererObject.name,j=this.createSprite(e,f.rendererObject);e.currentSprite=j,e.currentSpriteName=h,g.addChild(j)}}},d.Spine.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Spine.prototype.constructor=d.Spine,d.Spine.prototype.updateTransform=function(){this.lastTime=this.lastTime||Date.now();var a=.001*(Date.now()-this.lastTime);this.lastTime=Date.now(),this.state.update(a),this.state.apply(this.skeleton),this.skeleton.updateWorldTransform();for(var b=this.skeleton.drawOrder,c=0,e=b.length;e>c;c++){var f=b[c],g=f.attachment,h=this.slotContainers[c];if(g instanceof i.RegionAttachment){if(g.rendererObject&&(!f.currentSpriteName||f.currentSpriteName!=g.name)){var j=g.rendererObject.name;if(void 0!==f.currentSprite&&(f.currentSprite.visible=!1),f.sprites=f.sprites||{},void 0!==f.sprites[j])f.sprites[j].visible=!0;else{var k=this.createSprite(f,g.rendererObject);h.addChild(k)}f.currentSprite=f.sprites[j],f.currentSpriteName=j}h.visible=!0;var l=f.bone;h.position.x=l.worldX+g.x*l.m00+g.y*l.m01,h.position.y=l.worldY+g.x*l.m10+g.y*l.m11,h.scale.x=l.worldScaleX,h.scale.y=l.worldScaleY,h.rotation=-(f.bone.worldRotation*Math.PI/180)}else h.visible=!1}d.DisplayObjectContainer.prototype.updateTransform.call(this)},d.Spine.prototype.createSprite=function(a,b){var c=d.TextureCache[b.name]?b.name:b.name+".png",e=new d.Sprite(d.Texture.fromFrame(c));return e.scale=b.scale,e.rotation=b.rotation,e.anchor.x=e.anchor.y=.5,a.sprites=a.sprites||{},a.sprites[b.name]=e,e},d.BaseTextureCache={},d.texturesToUpdate=[],d.texturesToDestroy=[],d.BaseTextureCacheIdGenerator=0,d.BaseTexture=function(a,b){if(d.EventTarget.call(this),this.width=100,this.height=100,this.scaleMode=b||d.scaleModes.DEFAULT,this.hasLoaded=!1,this.source=a,a){if(this.source.complete||this.source.getContext)this.hasLoaded=!0,this.width=this.source.width,this.height=this.source.height,d.texturesToUpdate.push(this);else{var c=this;this.source.onload=function(){c.hasLoaded=!0,c.width=c.source.width,c.height=c.source.height,d.texturesToUpdate.push(c),c.dispatchEvent({type:"loaded",content:c})}}this.imageUrl=null,this._powerOf2=!1,this.id=d.BaseTextureCacheIdGenerator++,this._glTextures=[]}},d.BaseTexture.prototype.constructor=d.BaseTexture,d.BaseTexture.prototype.destroy=function(){this.imageUrl&&(delete d.BaseTextureCache[this.imageUrl],this.imageUrl=null,this.source.src=null),this.source=null,d.texturesToDestroy.push(this)},d.BaseTexture.prototype.updateSourceImage=function(a){this.hasLoaded=!1,this.source.src=null,this.source.src=a},d.BaseTexture.fromImage=function(a,b,c){var e=d.BaseTextureCache[a];if(b=!b,!e){var f=new Image;b&&(f.crossOrigin=""),f.src=a,e=new d.BaseTexture(f,c),e.imageUrl=a,d.BaseTextureCache[a]=e}return e},d.BaseTexture.fromCanvas=function(a,b){a._pixiId||(a._pixiId="canvas_"+d.TextureCacheIdGenerator++);var c=d.BaseTextureCache[a._pixiId];return c||(c=new d.BaseTexture(a,b),d.BaseTextureCache[a._pixiId]=c),c},d.TextureCache={},d.FrameCache={},d.TextureCacheIdGenerator=0,d.Texture=function(a,b){if(d.EventTarget.call(this),b||(this.noFrame=!0,b=new d.Rectangle(0,0,1,1)),a instanceof d.Texture&&(a=a.baseTexture),this.baseTexture=a,this.frame=b,this.trim=null,this.scope=this,a.hasLoaded)this.noFrame&&(b=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(b);else{var c=this;a.addEventListener("loaded",function(){c.onBaseTextureLoaded()})}},d.Texture.prototype.constructor=d.Texture,d.Texture.prototype.onBaseTextureLoaded=function(){var a=this.baseTexture;a.removeEventListener("loaded",this.onLoaded),this.noFrame&&(this.frame=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(this.frame),this.scope.dispatchEvent({type:"update",content:this})},d.Texture.prototype.destroy=function(a){a&&this.baseTexture.destroy()},d.Texture.prototype.setFrame=function(a){if(this.frame=a,this.width=a.width,this.height=a.height,a.x+a.width>this.baseTexture.width||a.y+a.height>this.baseTexture.height)throw new Error("Texture Error: frame does not fit inside the base Texture dimensions "+this);this.updateFrame=!0,d.Texture.frameUpdates.push(this)},d.Texture.prototype._updateWebGLuvs=function(){this._uvs||(this._uvs=new d.TextureUvs);var a=this.frame,b=this.baseTexture.width,c=this.baseTexture.height;this._uvs.x0=a.x/b,this._uvs.y0=a.y/c,this._uvs.x1=(a.x+a.width)/b,this._uvs.y1=a.y/c,this._uvs.x2=(a.x+a.width)/b,this._uvs.y2=(a.y+a.height)/c,this._uvs.x3=a.x/b,this._uvs.y3=(a.y+a.height)/c},d.Texture.fromImage=function(a,b,c){var e=d.TextureCache[a];return e||(e=new d.Texture(d.BaseTexture.fromImage(a,b,c)),d.TextureCache[a]=e),e},d.Texture.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache ');return b},d.Texture.fromCanvas=function(a,b){var c=d.BaseTexture.fromCanvas(a,b);return new d.Texture(c)},d.Texture.addTextureToCache=function(a,b){d.TextureCache[b]=a},d.Texture.removeTextureFromCache=function(a){var b=d.TextureCache[a];return d.TextureCache[a]=null,b},d.Texture.frameUpdates=[],d.TextureUvs=function(){this.x0=0,this.y0=0,this.x1=0,this.y1=0,this.x2=0,this.y2=0,this.x3=0,this.y4=0},d.RenderTexture=function(a,b,c){if(d.EventTarget.call(this),this.width=a||100,this.height=b||100,this.frame=new d.Rectangle(0,0,this.width,this.height),this.baseTexture=new d.BaseTexture,this.baseTexture.width=this.width,this.baseTexture.height=this.height,this.baseTexture._glTextures=[],this.baseTexture.hasLoaded=!0,this.renderer=c||d.defaultRenderer,this.renderer.type===d.WEBGL_RENDERER){var e=this.renderer.gl;this.textureBuffer=new d.FilterTexture(e,this.width,this.height),this.baseTexture._glTextures[e.id]=this.textureBuffer.texture,this.render=this.renderWebGL,this.projection=new d.Point(this.width/2,-this.height/2)}else this.render=this.renderCanvas,this.textureBuffer=new d.CanvasBuffer(this.width,this.height),this.baseTexture.source=this.textureBuffer.canvas;d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype=Object.create(d.Texture.prototype),d.RenderTexture.prototype.constructor=d.RenderTexture,d.RenderTexture.prototype.resize=function(a,b){if(this.width=a,this.height=b,this.frame.width=this.width,this.frame.height=this.height,this.renderer.type===d.WEBGL_RENDERER){this.projection.x=this.width/2,this.projection.y=-this.height/2;var c=this.renderer.gl;c.bindTexture(c.TEXTURE_2D,this.baseTexture._glTextures[c.id]),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,this.width,this.height,0,c.RGBA,c.UNSIGNED_BYTE,null)}else this.textureBuffer.resize(this.width,this.height);d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype.renderWebGL=function(a,b,c){var e=this.renderer.gl;e.colorMask(!0,!0,!0,!0),e.viewport(0,0,this.width,this.height),e.bindFramebuffer(e.FRAMEBUFFER,this.textureBuffer.frameBuffer),c&&this.textureBuffer.clear();var f=a.children,g=a.worldTransform;a.worldTransform=d.RenderTexture.tempMatrix,a.worldTransform.d=-1,a.worldTransform.ty=-2*this.projection.y,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty-=b.y);for(var h=0,i=f.length;i>h;h++)f[h].updateTransform();d.WebGLRenderer.updateTextures(),this.renderer.renderDisplayObject(a,this.projection,this.textureBuffer.frameBuffer),a.worldTransform=g},d.RenderTexture.prototype.renderCanvas=function(a,b,c){var e=a.children;a.worldTransform=d.RenderTexture.tempMatrix,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty=b.y);for(var f=0,g=e.length;g>f;f++)e[f].updateTransform();c&&this.textureBuffer.clear();var h=this.textureBuffer.context;this.renderer.renderDisplayObject(a,h),h.setTransform(1,0,0,1,0,0)},d.RenderTexture.tempMatrix=new d.Matrix,d.AssetLoader=function(a,b){d.EventTarget.call(this),this.assetURLs=a,this.crossorigin=b,this.loadersByType={jpg:d.ImageLoader,jpeg:d.ImageLoader,png:d.ImageLoader,gif:d.ImageLoader,json:d.JsonLoader,atlas:d.AtlasLoader,anim:d.SpineLoader,xml:d.BitmapFontLoader,fnt:d.BitmapFontLoader} diff --git a/examples/example 19 - Normal/pixi.js example 13 - Graphics.html b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html new file mode 100644 index 0000000..b56c222 --- /dev/null +++ b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html @@ -0,0 +1,216 @@ + + + + pixi.js example 13 - Graphics + + + + + + + + + + + \ No newline at end of file diff --git a/bin/pixi.dev.js b/bin/pixi.dev.js index caa72bc..bac2a9a 100644 --- a/bin/pixi.dev.js +++ b/bin/pixi.dev.js @@ -423,14 +423,13 @@ return false; //normalize the coords to an ellipse with center 0,0 - //and a radius of 0.5 - var normx = ((x - this.x) / this.width) - 0.5, - normy = ((y - this.y) / this.height) - 0.5; + var normx = ((x - this.x) / this.width), + normy = ((y - this.y) / this.height); normx *= normx; normy *= normy; - return (normx + normy < 0.25); + return (normx + normy <= 1); }; /** diff --git a/bin/pixi.js b/bin/pixi.js index 3610ff8..c2788b9 100644 --- a/bin/pixi.js +++ b/bin/pixi.js @@ -9,7 +9,7 @@ * pixi.js is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license.php */ -(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width-.5,d=(b-this.y)/this.height-.5;return c*=c,d*=d,.25>c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); +(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width,d=(b-this.y)/this.height;return c*=c,d*=d,1>=c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var 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a=document.createElement("canvas");return!!window.WebGLRenderingContext&&(a.getContext("webgl")||a.getContext("experimental-webgl"))}catch(b){return!1}}();return g?new d.WebGLRenderer(a,b,c,e,f):new d.CanvasRenderer(a,b,c,e)},d.PolyK={},d.PolyK.Triangulate=function(a){var b=!0,c=a.length>>1;if(3>c)return[];for(var e=[],f=[],g=0;c>g;g++)f.push(g);g=0;for(var h=c;h>3;){var i=f[(g+0)%h],j=f[(g+1)%h],k=f[(g+2)%h],l=a[2*i],m=a[2*i+1],n=a[2*j],o=a[2*j+1],p=a[2*k],q=a[2*k+1],r=!1;if(d.PolyK._convex(l,m,n,o,p,q,b)){r=!0;for(var s=0;h>s;s++){var t=f[s];if(t!==i&&t!==j&&t!==k&&d.PolyK._PointInTriangle(a[2*t],a[2*t+1],l,m,n,o,p,q)){r=!1;break}}}if(r)e.push(i,j,k),f.splice((g+1)%h,1),h--,g=0;else if(g++>3*h){if(!b)return window.console.log("PIXI Warning: shape too complex to fill"),[];for(e=[],f=[],g=0;c>g;g++)f.push(g);g=0,h=c,b=!1}}return e.push(f[0],f[1],f[2]),e},d.PolyK._PointInTriangle=function(a,b,c,d,e,f,g,h){var i=g-c,j=h-d,k=e-c,l=f-d,m=a-c,n=b-d,o=i*i+j*j,p=i*k+j*l,q=i*m+j*n,r=k*k+l*l,s=k*m+l*n,t=1/(o*r-p*p),u=(r*q-p*s)*t,v=(o*s-p*q)*t;return u>=0&&v>=0&&1>u+v},d.PolyK._convex=function(a,b,c,d,e,f,g){return(b-d)*(e-c)+(c-a)*(f-d)>=0===g},d.initDefaultShaders=function(){},d.CompileVertexShader=function(a,b){return d._CompileShader(a,b,a.VERTEX_SHADER)},d.CompileFragmentShader=function(a,b){return d._CompileShader(a,b,a.FRAGMENT_SHADER)},d._CompileShader=function(a,b,c){var d=b.join("\n"),e=a.createShader(c);return a.shaderSource(e,d),a.compileShader(e),a.getShaderParameter(e,a.COMPILE_STATUS)?e:(window.console.log(a.getShaderInfoLog(e)),null)},d.compileProgram=function(a,b,c){var e=d.CompileFragmentShader(a,c),f=d.CompileVertexShader(a,b),g=a.createProgram();return a.attachShader(g,f),a.attachShader(g,e),a.linkProgram(g),a.getProgramParameter(g,a.LINK_STATUS)||window.console.log("Could not initialise shaders"),g},d.PixiShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying vec4 vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.textureCount=0,this.attributes=[],this.init()},d.PixiShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc||d.PixiShader.defaultVertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aTextureCoord,this.colorAttribute];for(var c in this.uniforms)this.uniforms[c].uniformLocation=a.getUniformLocation(b,c);this.initUniforms(),this.program=b},d.PixiShader.prototype.initUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms){a=this.uniforms[c];var d=a.type;"sampler2D"===d?(a._init=!1,null!==a.value&&this.initSampler2D(a)):"mat2"===d||"mat3"===d||"mat4"===d?(a.glMatrix=!0,a.glValueLength=1,"mat2"===d?a.glFunc=b.uniformMatrix2fv:"mat3"===d?a.glFunc=b.uniformMatrix3fv:"mat4"===d&&(a.glFunc=b.uniformMatrix4fv)):(a.glFunc=b["uniform"+d],a.glValueLength="2f"===d||"2i"===d?2:"3f"===d||"3i"===d?3:"4f"===d||"4i"===d?4:1)}},d.PixiShader.prototype.initSampler2D=function(a){if(a.value&&a.value.baseTexture&&a.value.baseTexture.hasLoaded){var b=this.gl;if(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTexture),a.textureData){var c=a.textureData,d=c.magFilter?c.magFilter:b.LINEAR,e=c.minFilter?c.minFilter:b.LINEAR,f=c.wrapS?c.wrapS:b.CLAMP_TO_EDGE,g=c.wrapT?c.wrapT:b.CLAMP_TO_EDGE,h=c.luminance?b.LUMINANCE:b.RGBA;if(c.repeat&&(f=b.REPEAT,g=b.REPEAT),b.pixelStorei(b.UNPACK_FLIP_Y_WEBGL,!!c.flipY),c.width){var i=c.width?c.width:512,j=c.height?c.height:2,k=c.border?c.border:0;b.texImage2D(b.TEXTURE_2D,0,h,i,j,k,h,b.UNSIGNED_BYTE,null)}else b.texImage2D(b.TEXTURE_2D,0,h,b.RGBA,b.UNSIGNED_BYTE,a.value.baseTexture.source);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,d),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,e),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,f),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,g)}b.uniform1i(a.uniformLocation,this.textureCount),a._init=!0,this.textureCount++}},d.PixiShader.prototype.syncUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms)a=this.uniforms[c],1===a.glValueLength?a.glMatrix===!0?a.glFunc.call(b,a.uniformLocation,a.transpose,a.value):a.glFunc.call(b,a.uniformLocation,a.value):2===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y):3===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z):4===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z,a.value.w):"sampler2D"===a.type&&(a._init?(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTextures[b.id]||d.createWebGLTexture(a.value.baseTexture,b)),b.uniform1i(a.uniformLocation,this.textureCount),this.textureCount++):this.initSampler2D(a))},d.PixiShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.PixiShader.defaultVertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute vec2 aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","varying vec2 vTextureCoord;","varying vec4 vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;"," vColor = vec4(color * aColor.x, aColor.x);","}"],d.PixiFastShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying float vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aPositionCoord;","attribute vec2 aScale;","attribute float aRotation;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform mat3 uMatrix;","varying vec2 vTextureCoord;","varying float vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," vec2 v;"," vec2 sv = aVertexPosition * aScale;"," v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);"," v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);"," v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;"," gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"],this.textureCount=0,this.init()},d.PixiFastShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.uMatrix=a.getUniformLocation(b,"uMatrix"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aPositionCoord=a.getAttribLocation(b,"aPositionCoord"),this.aScale=a.getAttribLocation(b,"aScale"),this.aRotation=a.getAttribLocation(b,"aRotation"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aPositionCoord,this.aScale,this.aRotation,this.aTextureCoord,this.colorAttribute],this.program=b},d.PixiFastShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.StripShader=function(){this.program=null,this.fragmentSrc=["precision mediump float;","varying vec2 vTextureCoord;","varying float vColor;","uniform float alpha;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));"," gl_FragColor = gl_FragColor * alpha;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","varying vec2 vTextureCoord;","uniform vec2 offsetVector;","varying float vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"]},d.StripShader.prototype.init=function(){var a=d.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision mediump float;","varying vec4 vColor;","void main(void) {"," gl_FragColor = vColor;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec4 aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform float alpha;","uniform vec3 tint;","varying vec4 vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);"," vColor = aColor * vec4(tint * alpha, alpha);","}"],this.init()},d.PrimitiveShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.tintColor=a.getUniformLocation(b,"tint"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.attributes=[this.aVertexPosition,this.colorAttribute],this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attribute=null},d.WebGLGraphics=function(){},d.WebGLGraphics.renderGraphics=function(a,b){var c=b.gl,e=b.projection,f=b.offset,g=b.shaderManager.primitiveShader;a._webGL[c.id]||(a._webGL[c.id]={points:[],indices:[],lastIndex:0,buffer:c.createBuffer(),indexBuffer:c.createBuffer()});var h=a._webGL[c.id];a.dirty&&(a.dirty=!1,a.clearDirty&&(a.clearDirty=!1,h.lastIndex=0,h.points=[],h.indices=[]),d.WebGLGraphics.updateGraphics(a,c)),b.shaderManager.activatePrimitiveShader(),c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA),c.uniformMatrix3fv(g.translationMatrix,!1,a.worldTransform.toArray(!0)),c.uniform2f(g.projectionVector,e.x,-e.y),c.uniform2f(g.offsetVector,-f.x,-f.y),c.uniform3fv(g.tintColor,d.hex2rgb(a.tint)),c.uniform1f(g.alpha,a.worldAlpha),c.bindBuffer(c.ARRAY_BUFFER,h.buffer),c.vertexAttribPointer(g.aVertexPosition,2,c.FLOAT,!1,24,0),c.vertexAttribPointer(g.colorAttribute,4,c.FLOAT,!1,24,8),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.indexBuffer),c.drawElements(c.TRIANGLE_STRIP,h.indices.length,c.UNSIGNED_SHORT,0),b.shaderManager.deactivatePrimitiveShader()},d.WebGLGraphics.updateGraphics=function(a,b){for(var c=a._webGL[b.id],e=c.lastIndex;e3&&d.WebGLGraphics.buildPoly(f,c),f.lineWidth>0&&d.WebGLGraphics.buildLine(f,c)):f.type===d.Graphics.RECT?d.WebGLGraphics.buildRectangle(f,c):(f.type===d.Graphics.CIRC||f.type===d.Graphics.ELIP)&&d.WebGLGraphics.buildCircle(f,c)}c.lastIndex=a.graphicsData.length,c.glPoints=new Float32Array(c.points),b.bindBuffer(b.ARRAY_BUFFER,c.buffer),b.bufferData(b.ARRAY_BUFFER,c.glPoints,b.STATIC_DRAW),c.glIndicies=new Uint16Array(c.indices),b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,c.indexBuffer),b.bufferData(b.ELEMENT_ARRAY_BUFFER,c.glIndicies,b.STATIC_DRAW)},d.WebGLGraphics.buildRectangle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3];if(a.fill){var i=d.hex2rgb(a.fillColor),j=a.fillAlpha,k=i[0]*j,l=i[1]*j,m=i[2]*j,n=b.points,o=b.indices,p=n.length/6;n.push(e,f),n.push(k,l,m,j),n.push(e+g,f),n.push(k,l,m,j),n.push(e,f+h),n.push(k,l,m,j),n.push(e+g,f+h),n.push(k,l,m,j),o.push(p,p,p+1,p+2,p+3,p+3)}if(a.lineWidth){var q=a.points;a.points=[e,f,e+g,f,e+g,f+h,e,f+h,e,f],d.WebGLGraphics.buildLine(a,b),a.points=q}},d.WebGLGraphics.buildCircle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3],i=40,j=2*Math.PI/i,k=0;if(a.fill){var l=d.hex2rgb(a.fillColor),m=a.fillAlpha,n=l[0]*m,o=l[1]*m,p=l[2]*m,q=b.points,r=b.indices,s=q.length/6;for(r.push(s),k=0;i+1>k;k++)q.push(e,f,n,o,p,m),q.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h,n,o,p,m),r.push(s++,s++);r.push(s-1)}if(a.lineWidth){var t=a.points;for(a.points=[],k=0;i+1>k;k++)a.points.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h);d.WebGLGraphics.buildLine(a,b),a.points=t}},d.WebGLGraphics.buildLine=function(a,b){var c=0,e=a.points;if(0!==e.length){if(a.lineWidth%2)for(c=0;cc;c++)l=e[2*(c-1)],m=e[2*(c-1)+1],n=e[2*c],o=e[2*c+1],p=e[2*(c+1)],q=e[2*(c+1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,t=-(o-q),u=n-p,F=Math.sqrt(t*t+u*u),t/=F,u/=F,t*=L,u*=L,x=-s+m-(-s+o),y=-r+n-(-r+l),z=(-r+l)*(-s+o)-(-r+n)*(-s+m),A=-u+q-(-u+o),B=-t+n-(-t+p),C=(-t+p)*(-u+o)-(-t+n)*(-u+q),D=x*B-A*y,Math.abs(D)<.1?(D+=10.1,G.push(n-r,o-s,O,P,Q,N),G.push(n+r,o+s,O,P,Q,N)):(j=(y*C-B*z)/D,k=(A*z-x*C)/D,E=(j-n)*(j-n)+(k-o)+(k-o),E>19600?(v=r-t,w=s-u,F=Math.sqrt(v*v+w*w),v/=F,w/=F,v*=L,w*=L,G.push(n-v,o-w),G.push(O,P,Q,N),G.push(n+v,o+w),G.push(O,P,Q,N),G.push(n-v,o-w),G.push(O,P,Q,N),J++):(G.push(j,k),G.push(O,P,Q,N),G.push(n-(j-n),o-(k-o)),G.push(O,P,Q,N)));for(l=e[2*(I-2)],m=e[2*(I-2)+1],n=e[2*(I-1)],o=e[2*(I-1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,G.push(n-r,o-s),G.push(O,P,Q,N),G.push(n+r,o+s),G.push(O,P,Q,N),H.push(K),c=0;J>c;c++)H.push(K++);H.push(K-1)}},d.WebGLGraphics.buildPoly=function(a,b){var c=a.points;if(!(c.length<6)){var e=b.points,f=b.indices,g=c.length/2,h=d.hex2rgb(a.fillColor),i=a.fillAlpha,j=h[0]*i,k=h[1]*i,l=h[2]*i,m=d.PolyK.Triangulate(c),n=e.length/6,o=0;for(o=0;oo;o++)e.push(c[2*o],c[2*o+1],j,k,l,i)}},d.glContexts=[],d.WebGLRenderer=function(a,b,c,e,f){d.defaultRenderer||(d.defaultRenderer=this),this.type=d.WEBGL_RENDERER,this.transparent=!!e,this.width=a||800,this.height=b||600,this.view=c||document.createElement("canvas"),this.view.width=this.width,this.view.height=this.height,this.contextLost=this.handleContextLost.bind(this),this.contextRestoredLost=this.handleContextRestored.bind(this),this.view.addEventListener("webglcontextlost",this.contextLost,!1),this.view.addEventListener("webglcontextrestored",this.contextRestoredLost,!1),this.options={alpha:this.transparent,antialias:!!f,premultipliedAlpha:!!e,stencil:!0};try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(g){try{this.gl=this.view.getContext("webgl",this.options)}catch(h){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var i=this.gl;this.glContextId=i.id=d.WebGLRenderer.glContextId++,d.glContexts[this.glContextId]=i,d.blendModesWebGL||(d.blendModesWebGL=[],d.blendModesWebGL[d.blendModes.NORMAL]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.ADD]=[i.SRC_ALPHA,i.DST_ALPHA],d.blendModesWebGL[d.blendModes.MULTIPLY]=[i.DST_COLOR,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SCREEN]=[i.SRC_ALPHA,i.ONE],d.blendModesWebGL[d.blendModes.OVERLAY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DARKEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LIGHTEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_DODGE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_BURN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HARD_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SOFT_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DIFFERENCE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.EXCLUSION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HUE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SATURATION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LUMINOSITY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA]),this.projection=new d.Point,this.projection.x=this.width/2,this.projection.y=-this.height/2,this.offset=new d.Point(0,0),this.resize(this.width,this.height),this.contextLost=!1,this.shaderManager=new d.WebGLShaderManager(i),this.spriteBatch=new d.WebGLSpriteBatch(i),this.maskManager=new d.WebGLMaskManager(i),this.filterManager=new d.WebGLFilterManager(i,this.transparent),this.renderSession={},this.renderSession.gl=this.gl,this.renderSession.drawCount=0,this.renderSession.shaderManager=this.shaderManager,this.renderSession.maskManager=this.maskManager,this.renderSession.filterManager=this.filterManager,this.renderSession.spriteBatch=this.spriteBatch,i.useProgram(this.shaderManager.defaultShader.program),i.disable(i.DEPTH_TEST),i.disable(i.CULL_FACE),i.enable(i.BLEND),i.colorMask(!0,!0,!0,this.transparent)},d.WebGLRenderer.prototype.constructor=d.WebGLRenderer,d.WebGLRenderer.prototype.render=function(a){if(!this.contextLost){this.__stage!==a&&(a.interactive&&a.interactionManager.removeEvents(),this.__stage=a),d.WebGLRenderer.updateTextures(),a.updateTransform();var b=this.gl;b.viewport(0,0,this.width,this.height),b.bindFramebuffer(b.FRAMEBUFFER,null),this.transparent?b.clearColor(0,0,0,0):b.clearColor(a.backgroundColorSplit[0],a.backgroundColorSplit[1],a.backgroundColorSplit[2],1),b.clear(b.COLOR_BUFFER_BIT),this.renderDisplayObject(a,this.projection),a.interactive?a._interactiveEventsAdded||(a._interactiveEventsAdded=!0,a.interactionManager.setTarget(this)):a._interactiveEventsAdded&&(a._interactiveEventsAdded=!1,a.interactionManager.setTarget(this))}},d.WebGLRenderer.prototype.renderDisplayObject=function(a,b,c){this.renderSession.drawCount=0,this.renderSession.currentBlendMode=9999,this.renderSession.projection=b,this.renderSession.offset=this.offset,this.spriteBatch.begin(this.renderSession),this.filterManager.begin(this.renderSession,c),a._renderWebGL(this.renderSession),this.spriteBatch.end()},d.WebGLRenderer.updateTextures=function(){var a=0;for(a=0;a=0;b--){var c=a._glTextures[b],e=d.glContexts[b];e&&c&&e.deleteTexture(c)}a._glTextures.length=0},d.WebGLRenderer.updateTextureFrame=function(a){a.updateFrame=!1,a._updateWebGLuvs()},d.WebGLRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b,this.gl.viewport(0,0,this.width,this.height),this.projection.x=this.width/2,this.projection.y=-this.height/2},d.createWebGLTexture=function(a,b){return a.hasLoaded&&(a._glTextures[b.id]=b.createTexture(),b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null)),a._glTextures[b.id]},d.updateWebGLTexture=function(a,b){a._glTextures[b.id]&&(b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null))},d.WebGLRenderer.prototype.handleContextLost=function(a){a.preventDefault(),this.contextLost=!0},d.WebGLRenderer.prototype.handleContextRestored=function(){try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(a){try{this.gl=this.view.getContext("webgl",this.options)}catch(b){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var c=this.gl;c.id=d.WebGLRenderer.glContextId++,this.shaderManager.setContext(c),this.spriteBatch.setContext(c),this.maskManager.setContext(c),this.filterManager.setContext(c),this.renderSession.gl=this.gl,c.disable(c.DEPTH_TEST),c.disable(c.CULL_FACE),c.enable(c.BLEND),c.colorMask(!0,!0,!0,this.transparent),this.gl.viewport(0,0,this.width,this.height);for(var e in d.TextureCache){var f=d.TextureCache[e].baseTexture;f._glTextures=[]}this.contextLost=!1},d.WebGLRenderer.prototype.destroy=function(){this.view.removeEventListener("webglcontextlost",this.contextLost),this.view.removeEventListener("webglcontextrestored",this.contextRestoredLost),d.glContexts[this.glContextId]=null,this.projection=null,this.offset=null,this.shaderManager.destroy(),this.spriteBatch.destroy(),this.maskManager.destroy(),this.filterManager.destroy(),this.shaderManager=null,this.spriteBatch=null,this.maskManager=null,this.filterManager=null,this.gl=null,this.renderSession=null},d.WebGLRenderer.glContextId=0,d.WebGLMaskManager=function(a){this.maskStack=[],this.maskPosition=0,this.setContext(a)},d.WebGLMaskManager.prototype.setContext=function(a){this.gl=a},d.WebGLMaskManager.prototype.pushMask=function(a,b){var c=this.gl;0===this.maskStack.length&&(c.enable(c.STENCIL_TEST),c.stencilFunc(c.ALWAYS,1,1)),this.maskStack.push(a),c.colorMask(!1,!1,!1,!0),c.stencilOp(c.KEEP,c.KEEP,c.INCR),d.WebGLGraphics.renderGraphics(a,b),c.colorMask(!0,!0,!0,!0),c.stencilFunc(c.NOTEQUAL,0,this.maskStack.length),c.stencilOp(c.KEEP,c.KEEP,c.KEEP)},d.WebGLMaskManager.prototype.popMask=function(a){var b=this.gl,c=this.maskStack.pop();c&&(b.colorMask(!1,!1,!1,!1),b.stencilOp(b.KEEP,b.KEEP,b.DECR),d.WebGLGraphics.renderGraphics(c,a),b.colorMask(!0,!0,!0,!0),b.stencilFunc(b.NOTEQUAL,0,this.maskStack.length),b.stencilOp(b.KEEP,b.KEEP,b.KEEP)),0===this.maskStack.length&&b.disable(b.STENCIL_TEST)},d.WebGLMaskManager.prototype.destroy=function(){this.maskStack=null,this.gl=null},d.WebGLShaderManager=function(a){this.maxAttibs=10,this.attribState=[],this.tempAttribState=[];for(var b=0;bd;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.setContext(a)},d.WebGLSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLSpriteBatch.prototype.begin=function(a){this.renderSession=a,this.shader=this.renderSession.shaderManager.defaultShader,this.start()},d.WebGLSpriteBatch.prototype.end=function(){this.flush()},d.WebGLSpriteBatch.prototype.render=function(a){(a.texture.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=a.texture.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode);var b=a._uvs||a.texture._uvs;if(b){var c,d,e,f,g=a.worldAlpha,h=a.tint,i=this.vertices,j=a.texture.frame.width,k=a.texture.frame.height,l=a.anchor.x,m=a.anchor.y;if(a.texture.trim){var n=a.texture.trim;d=n.x-l*n.width,c=d+j,f=n.y-m*n.height,e=f+k}else c=j*(1-l),d=j*-l,e=k*(1-m),f=k*-m;var o=4*this.currentBatchSize*this.vertSize,p=a.worldTransform,q=p.a,r=p.c,s=p.b,t=p.d,u=p.tx,v=p.ty;i[o++]=q*d+s*f+u,i[o++]=t*f+r*d+v,i[o++]=b.x0,i[o++]=b.y0,i[o++]=g,i[o++]=h,i[o++]=q*c+s*f+u,i[o++]=t*f+r*c+v,i[o++]=b.x1,i[o++]=b.y1,i[o++]=g,i[o++]=h,i[o++]=q*c+s*e+u,i[o++]=t*e+r*c+v,i[o++]=b.x2,i[o++]=b.y2,i[o++]=g,i[o++]=h,i[o++]=q*d+s*e+u,i[o++]=t*e+r*d+v,i[o++]=b.x3,i[o++]=b.y3,i[o++]=g,i[o++]=h,this.currentBatchSize++}},d.WebGLSpriteBatch.prototype.renderTilingSprite=function(a){var b=a.tilingTexture;(b.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=b.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode),a._uvs||(a._uvs=new Float32Array(8));var c=a._uvs;a.tilePosition.x%=b.baseTexture.width,a.tilePosition.y%=b.baseTexture.height;var d=a.tilePosition.x/b.baseTexture.width,e=a.tilePosition.y/b.baseTexture.height,f=a.width/b.baseTexture.width/(a.tileScale.x*a.tileScaleOffset.x),g=a.height/b.baseTexture.height/(a.tileScale.y*a.tileScaleOffset.y);c.x0=0-d,c.y0=0-e,c.x1=1*f-d,c.y1=0-e,c.x2=1*f-d,c.y2=1*g-e,c.x3=0-d,c.y3=1*g-e;var h=a.worldAlpha,i=a.tint,j=this.vertices,k=a.width,l=a.height,m=a.anchor.x,n=a.anchor.y,o=k*(1-m),p=k*-m,q=l*(1-n),r=l*-n,s=4*this.currentBatchSize*this.vertSize,t=a.worldTransform,u=t.a,v=t.c,w=t.b,x=t.d,y=t.tx,z=t.ty;j[s++]=u*p+w*r+y,j[s++]=x*r+v*p+z,j[s++]=c.x0,j[s++]=c.y0,j[s++]=h,j[s++]=i,j[s++]=u*o+w*r+y,j[s++]=x*r+v*o+z,j[s++]=c.x1,j[s++]=c.y1,j[s++]=h,j[s++]=i,j[s++]=u*o+w*q+y,j[s++]=x*q+v*o+z,j[s++]=c.x2,j[s++]=c.y2,j[s++]=h,j[s++]=i,j[s++]=u*p+w*q+y,j[s++]=x*q+v*p+z,j[s++]=c.x3,j[s++]=c.y3,j[s++]=h,j[s++]=i,this.currentBatchSize++},d.WebGLSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a)),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.colorAttribute,2,a.FLOAT,!1,c,16),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLSpriteBatch.prototype.destroy=function(){this.vertices=null,this.indices=null,this.gl.deleteBuffer(this.vertexBuffer),this.gl.deleteBuffer(this.indexBuffer),this.currentBaseTexture=null,this.gl=null },d.WebGLFastSpriteBatch=function(a){this.vertSize=10,this.maxSize=6e3,this.size=this.maxSize;var b=4*this.size*this.vertSize,c=6*this.maxSize;this.vertices=new Float32Array(b),this.indices=new Uint16Array(c),this.vertexBuffer=null,this.indexBuffer=null,this.lastIndexCount=0;for(var d=0,e=0;c>d;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.currentBlendMode=0,this.renderSession=null,this.shader=null,this.matrix=null,this.setContext(a)},d.WebGLFastSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLFastSpriteBatch.prototype.begin=function(a,b){this.renderSession=b,this.shader=this.renderSession.shaderManager.fastShader,this.matrix=a.worldTransform.toArray(!0),this.start()},d.WebGLFastSpriteBatch.prototype.end=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.render=function(a){var b=a.children,c=b[0];if(c.texture._uvs){this.currentBaseTexture=c.texture.baseTexture,c.blendMode!==this.currentBlendMode&&this.setBlendMode(c.blendMode);for(var d=0,e=b.length;e>d;d++)this.renderSprite(b[d]);this.flush()}},d.WebGLFastSpriteBatch.prototype.renderSprite=function(a){if(a.texture.baseTexture===this.currentBaseTexture||(this.flush(),this.currentBaseTexture=a.texture.baseTexture,a.texture._uvs)){var b,c,d,e,f,g,h,i,j=this.vertices;if(b=a.texture._uvs,c=a.texture.frame.width,d=a.texture.frame.height,a.texture.trim){var k=a.texture.trim;f=k.x-a.anchor.x*k.width,e=f+a.texture.frame.width,h=k.y-a.anchor.y*k.height,g=h+a.texture.frame.height}else e=a.texture.frame.width*(1-a.anchor.x),f=a.texture.frame.width*-a.anchor.x,g=a.texture.frame.height*(1-a.anchor.y),h=a.texture.frame.height*-a.anchor.y;i=4*this.currentBatchSize*this.vertSize,j[i++]=f,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x0,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x1,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x2,j[i++]=b.y2,j[i++]=a.alpha,j[i++]=f,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x3,j[i++]=b.y3,j[i++]=a.alpha,this.currentBatchSize++,this.currentBatchSize>=this.size&&this.flush()}},d.WebGLFastSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a),a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLFastSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y),a.uniformMatrix3fv(this.shader.uMatrix,!1,this.matrix);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aPositionCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.aScale,2,a.FLOAT,!1,c,16),a.vertexAttribPointer(this.shader.aRotation,1,a.FLOAT,!1,c,24),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,28),a.vertexAttribPointer(this.shader.colorAttribute,1,a.FLOAT,!1,c,36),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLFastSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLFilterManager=function(a,b){this.transparent=b,this.filterStack=[],this.offsetX=0,this.offsetY=0,this.setContext(a)},d.WebGLFilterManager.prototype.setContext=function(a){this.gl=a,this.texturePool=[],this.initShaderBuffers()},d.WebGLFilterManager.prototype.begin=function(a,b){this.renderSession=a,this.defaultShader=a.shaderManager.defaultShader;var c=this.renderSession.projection;this.width=2*c.x,this.height=2*-c.y,this.buffer=b},d.WebGLFilterManager.prototype.pushFilter=function(a){var b=this.gl,c=this.renderSession.projection,e=this.renderSession.offset;this.filterStack.push(a);var f=a.filterPasses[0];this.offsetX+=a.target.filterArea.x,this.offsetY+=a.target.filterArea.y;var g=this.texturePool.pop();g?g.resize(this.width,this.height):g=new d.FilterTexture(this.gl,this.width,this.height),b.bindTexture(b.TEXTURE_2D,g.texture),a.target.filterArea=a.target.getBounds();var h=a.target.filterArea,i=f.padding;h.x-=i,h.y-=i,h.width+=2*i,h.height+=2*i,h.x<0&&(h.x=0),h.width>this.width&&(h.width=this.width),h.y<0&&(h.y=0),h.height>this.height&&(h.height=this.height),b.bindFramebuffer(b.FRAMEBUFFER,g.frameBuffer),b.viewport(0,0,h.width,h.height),c.x=h.width/2,c.y=-h.height/2,e.x=-h.x,e.y=-h.y,b.uniform2f(this.defaultShader.projectionVector,h.width/2,-h.height/2),b.uniform2f(this.defaultShader.offsetVector,-h.x,-h.y),b.colorMask(!0,!0,!0,!0),b.clearColor(0,0,0,0),b.clear(b.COLOR_BUFFER_BIT),a._glFilterTexture=g},d.WebGLFilterManager.prototype.popFilter=function(){var a=this.gl,b=this.filterStack.pop(),c=b.target.filterArea,e=b._glFilterTexture,f=this.renderSession.projection,g=this.renderSession.offset;if(b.filterPasses.length>1){a.viewport(0,0,c.width,c.height),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),this.vertexArray[0]=0,this.vertexArray[1]=c.height,this.vertexArray[2]=c.width,this.vertexArray[3]=c.height,this.vertexArray[4]=0,this.vertexArray[5]=0,this.vertexArray[6]=c.width,this.vertexArray[7]=0,a.bufferSubData(a.ARRAY_BUFFER,0,this.vertexArray),a.bindBuffer(a.ARRAY_BUFFER,this.uvBuffer),this.uvArray[2]=c.width/this.width,this.uvArray[5]=c.height/this.height,this.uvArray[6]=c.width/this.width,this.uvArray[7]=c.height/this.height,a.bufferSubData(a.ARRAY_BUFFER,0,this.uvArray);var h=e,i=this.texturePool.pop();i||(i=new d.FilterTexture(this.gl,this.width,this.height)),a.bindFramebuffer(a.FRAMEBUFFER,i.frameBuffer),a.clear(a.COLOR_BUFFER_BIT),a.disable(a.BLEND);for(var j=0;j0&&(d.Texture.frameUpdates.length=0)},d.CanvasRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b},d.CanvasRenderer.prototype.renderDisplayObject=function(a,b){this.renderSession.context=b||this.context,a._renderCanvas(this.renderSession)},d.CanvasRenderer.prototype.renderStripFlat=function(a){var b=this.context,c=a.verticies,d=c.length/2;this.count++,b.beginPath();for(var e=1;d-2>e;e++){var f=2*e,g=c[f],h=c[f+2],i=c[f+4],j=c[f+1],k=c[f+3],l=c[f+5];b.moveTo(g,j),b.lineTo(h,k),b.lineTo(i,l)}b.fillStyle="#FF0000",b.fill(),b.closePath()},d.CanvasRenderer.prototype.renderStrip=function(a){var b=this.context,c=a.verticies,d=a.uvs,e=c.length/2;this.count++;for(var f=1;e-2>f;f++){var g=2*f,h=c[g],i=c[g+2],j=c[g+4],k=c[g+1],l=c[g+3],m=c[g+5],n=d[g]*a.texture.width,o=d[g+2]*a.texture.width,p=d[g+4]*a.texture.width,q=d[g+1]*a.texture.height,r=d[g+3]*a.texture.height,s=d[g+5]*a.texture.height;b.save(),b.beginPath(),b.moveTo(h,k),b.lineTo(i,l),b.lineTo(j,m),b.closePath(),b.clip();var t=n*r+q*p+o*s-r*p-q*o-n*s,u=h*r+q*j+i*s-r*j-q*i-h*s,v=n*i+h*p+o*j-i*p-h*o-n*j,w=n*r*j+q*i*p+h*o*s-h*r*p-q*o*j-n*i*s,x=k*r+q*m+l*s-r*m-q*l-k*s,y=n*l+k*p+o*m-l*p-k*o-n*m,z=n*r*m+q*l*p+k*o*s-k*r*p-q*o*m-n*l*s;b.transform(u/t,x/t,v/t,y/t,w/t,z/t),b.drawImage(a.texture.baseTexture.source,0,0),b.restore()}},d.CanvasBuffer=function(a,b){this.width=a,this.height=b,this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),this.canvas.width=a,this.canvas.height=b},d.CanvasBuffer.prototype.clear=function(){this.context.clearRect(0,0,this.width,this.height)},d.CanvasBuffer.prototype.resize=function(a,b){this.width=this.canvas.width=a,this.height=this.canvas.height=b},d.CanvasGraphics=function(){},d.CanvasGraphics.renderGraphics=function(a,b){for(var c=a.worldAlpha,e="",f=0;f1&&(c=1,window.console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object"));for(var e=0;1>e;e++){var f=a.graphicsData[e],g=f.points;if(f.type===d.Graphics.POLY){b.beginPath(),b.moveTo(g[0],g[1]);for(var h=1;hc;c++)this.children[c]._renderWebGL(a);a.spriteBatch.stop()}this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.drawCount++,a.spriteBatch.start()}},d.Graphics.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha&&this.isMask!==!0){var b=a.context,c=this.worldTransform;this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),d.CanvasGraphics.renderGraphics(this,b);for(var e=0,f=this.children.length;f>e;e++)this.children[e]._renderCanvas(a)}},d.Graphics.prototype.getBounds=function(a){this.bounds||this.updateBounds();var b=this.bounds.x,c=this.bounds.width+this.bounds.x,d=this.bounds.y,e=this.bounds.height+this.bounds.y,f=a||this.worldTransform,g=f.a,h=f.c,i=f.b,j=f.d,k=f.tx,l=f.ty,m=g*c+i*e+k,n=j*e+h*c+l,o=g*b+i*e+k,p=j*e+h*b+l,q=g*b+i*d+k,r=j*d+h*b+l,s=g*c+i*d+k,t=j*d+h*c+l,u=-1/0,v=-1/0,w=1/0,x=1/0;w=w>m?m:w,w=w>o?o:w,w=w>q?q:w,w=w>s?s:w,x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,u=m>u?m:u,u=o>u?o:u,u=q>u?q:u,u=s>u?s:u,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v;var y=this._bounds;return y.x=w,y.width=u-w,y.y=x,y.height=v-x,y},d.Graphics.prototype.updateBounds=function(){for(var a,b,c,e,f,g=1/0,h=-1/0,i=1/0,j=-1/0,k=0;kb?b:g,h=b+e>h?b+e:h,i=i>c?b:i,j=c+f>j?c+f:j;else if(m===d.Graphics.CIRC||m===d.Graphics.ELIP)b=a[0],c=a[1],e=a[2]+n/2,f=a[3]+n/2,g=g>b-e?b-e:g,h=b+e>h?b+e:h,i=i>c-f?c-f:i,j=c+f>j?c+f:j;else for(var o=0;ob-n?b-n:g,h=b+n>h?b+n:h,i=i>c-n?c-n:i,j=c+n>j?c+n:j}var p=this.boundsPadding;this.bounds=new d.Rectangle(g-p,i-p,h-g+2*p,j-i+2*p)},d.Graphics.prototype._generateCachedSprite=function(){var a=this.getLocalBounds();if(this._cachedSprite)this._cachedSprite.buffer.resize(a.width,a.height);else{var b=new d.CanvasBuffer(a.width,a.height),c=d.Texture.fromCanvas(b.canvas);this._cachedSprite=new d.Sprite(c),this._cachedSprite.buffer=b,this._cachedSprite.worldTransform=this.worldTransform}this._cachedSprite.anchor.x=-(a.x/a.width),this._cachedSprite.anchor.y=-(a.y/a.height),this._cachedSprite.buffer.context.translate(-a.x,-a.y),d.CanvasGraphics.renderGraphics(this,this._cachedSprite.buffer.context)},d.Graphics.prototype.destroyCachedSprite=function(){this._cachedSprite.texture.destroy(!0),this._cachedSprite=null},d.Graphics.POLY=0,d.Graphics.RECT=1,d.Graphics.CIRC=2,d.Graphics.ELIP=3,d.Strip=function(a,b,c){d.DisplayObjectContainer.call(this),this.texture=a,this.blendMode=d.blendModes.NORMAL;try{this.uvs=new Float32Array([0,1,1,1,1,0,0,1]),this.verticies=new Float32Array([0,0,0,0,0,0,0,0,0]),this.colors=new Float32Array([1,1,1,1]),this.indices=new Uint16Array([0,1,2,3])}catch(e){this.uvs=[0,1,1,1,1,0,0,1],this.verticies=[0,0,0,0,0,0,0,0,0],this.colors=[1,1,1,1],this.indices=[0,1,2,3]}this.width=b,this.height=c,a.baseTexture.hasLoaded?(this.width=this.texture.frame.width,this.height=this.texture.frame.height,this.updateFrame=!0):(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Strip.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Strip.prototype.constructor=d.Strip,d.Strip.prototype.setTexture=function(a){this.texture=a,this.width=a.frame.width,this.height=a.frame.height,this.updateFrame=!0},d.Strip.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.Rope=function(a,b){d.Strip.call(this,a),this.points=b;try{this.verticies=new Float32Array(4*b.length),this.uvs=new Float32Array(4*b.length),this.colors=new Float32Array(2*b.length),this.indices=new Uint16Array(2*b.length)}catch(c){this.verticies=new Array(4*b.length),this.uvs=new Array(4*b.length),this.colors=new Array(2*b.length),this.indices=new Array(2*b.length)}this.refresh()},d.Rope.prototype=Object.create(d.Strip.prototype),d.Rope.prototype.constructor=d.Rope,d.Rope.prototype.refresh=function(){var a=this.points;if(!(a.length<1)){var b=this.uvs,c=a[0],d=this.indices,e=this.colors;this.count-=.2,b[0]=0,b[1]=1,b[2]=0,b[3]=1,e[0]=1,e[1]=1,d[0]=0,d[1]=1;for(var f,g,h,i=a.length,j=1;i>j;j++)f=a[j],g=4*j,h=j/(i-1),j%2?(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1):(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1),g=2*j,e[g]=1,e[g+1]=1,g=2*j,d[g]=g,d[g+1]=g+1,c=f}},d.Rope.prototype.updateTransform=function(){var a=this.points;if(!(a.length<1)){var b,c=a[0],e={x:0,y:0};this.count-=.2;var f=this.verticies;f[0]=c.x+e.x,f[1]=c.y+e.y,f[2]=c.x-e.x,f[3]=c.y-e.y;for(var g,h,i,j,k,l=a.length,m=1;l>m;m++)g=a[m],h=4*m,b=m1&&(i=1),j=Math.sqrt(e.x*e.x+e.y*e.y),k=this.texture.height/2,e.x/=j,e.y/=j,e.x*=k,e.y*=k,f[h]=g.x+e.x,f[h+1]=g.y+e.y,f[h+2]=g.x-e.x,f[h+3]=g.y-e.y,c=g;d.DisplayObjectContainer.prototype.updateTransform.call(this)}},d.Rope.prototype.setTexture=function(a){this.texture=a,this.updateFrame=!0},d.TilingSprite=function(a,b,c){d.Sprite.call(this,a),this.width=b||100,this.height=c||100,this.tileScale=new d.Point(1,1),this.tileScaleOffset=new d.Point(1,1),this.tilePosition=new d.Point(0,0),this.renderable=!0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL},d.TilingSprite.prototype=Object.create(d.Sprite.prototype),d.TilingSprite.prototype.constructor=d.TilingSprite,Object.defineProperty(d.TilingSprite.prototype,"width",{get:function(){return this._width},set:function(a){this._width=a}}),Object.defineProperty(d.TilingSprite.prototype,"height",{get:function(){return this._height},set:function(a){this._height=a}}),d.TilingSprite.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.TilingSprite.prototype._renderWebGL=function(a){if(this.visible!==!1&&0!==this.alpha){var b,c;if(this.mask||this.filters){for(this.mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this.filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a); a.spriteBatch.stop(),this.filters&&a.filterManager.popFilter(),this.mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.TilingSprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=a.context;this._mask&&a.maskManager.pushMask(this._mask,b),b.globalAlpha=this.worldAlpha;var c=this.worldTransform;b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),this.__tilePattern||(this.generateTilingTexture(!1),this.tilingTexture&&(this.__tilePattern=b.createPattern(this.tilingTexture.baseTexture.source,"repeat"))),this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.beginPath();var e=this.tilePosition,f=this.tileScale;e.x%=this.tilingTexture.baseTexture.width,e.y%=this.tilingTexture.baseTexture.height,b.scale(f.x,f.y),b.translate(e.x,e.y),b.fillStyle=this.__tilePattern,b.fillRect(-e.x,-e.y,this.width/f.x,this.height/f.y),b.scale(1/f.x,1/f.y),b.translate(-e.x,-e.y),b.closePath(),this._mask&&a.maskManager.popMask(a.context)}},d.TilingSprite.prototype.getBounds=function(){var a=this._width,b=this._height,c=a*(1-this.anchor.x),d=a*-this.anchor.x,e=b*(1-this.anchor.y),f=b*-this.anchor.y,g=this.worldTransform,h=g.a,i=g.c,j=g.b,k=g.d,l=g.tx,m=g.ty,n=h*d+j*f+l,o=k*f+i*d+m,p=h*c+j*f+l,q=k*f+i*c+m,r=h*c+j*e+l,s=k*e+i*c+m,t=h*d+j*e+l,u=k*e+i*d+m,v=-1/0,w=-1/0,x=1/0,y=1/0;x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w;var z=this._bounds;return z.x=x,z.width=v-x,z.y=y,z.height=w-y,this._currentBounds=z,z},d.TilingSprite.prototype.generateTilingTexture=function(a){var b=this.texture;if(b.baseTexture.hasLoaded){var c,e,f=b.baseTexture,g=b.frame,h=g.width!==f.width||g.height!==f.height;this.tilingTexture=b;var i=!1;if(a?(c=d.getNextPowerOfTwo(b.frame.width),e=d.getNextPowerOfTwo(b.frame.height),g.width!==c&&g.height!==e&&(i=!0)):h&&(c=g.width,e=g.height,i=!0),i){var j=new d.CanvasBuffer(c,e);j.context.drawImage(b.baseTexture.source,g.x,g.y,g.width,g.height,0,0,c,e),this.tilingTexture=d.Texture.fromCanvas(j.canvas),this.tileScaleOffset.x=g.width/c,this.tileScaleOffset.y=g.height/e}this.tilingTexture.baseTexture._powerOf2=!0}};var i={};i.BoneData=function(a,b){this.name=a,this.parent=b},i.BoneData.prototype={length:0,x:0,y:0,rotation:0,scaleX:1,scaleY:1},i.SlotData=function(a,b){this.name=a,this.boneData=b},i.SlotData.prototype={r:1,g:1,b:1,a:1,attachmentName:null},i.Bone=function(a,b){this.data=a,this.parent=b,this.setToSetupPose()},i.Bone.yDown=!1,i.Bone.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,m00:0,m01:0,worldX:0,m10:0,m11:0,worldY:0,worldRotation:0,worldScaleX:1,worldScaleY:1,updateWorldTransform:function(a,b){var c=this.parent;null!=c?(this.worldX=this.x*c.m00+this.y*c.m01+c.worldX,this.worldY=this.x*c.m10+this.y*c.m11+c.worldY,this.worldScaleX=c.worldScaleX*this.scaleX,this.worldScaleY=c.worldScaleY*this.scaleY,this.worldRotation=c.worldRotation+this.rotation):(this.worldX=this.x,this.worldY=this.y,this.worldScaleX=this.scaleX,this.worldScaleY=this.scaleY,this.worldRotation=this.rotation);var d=this.worldRotation*Math.PI/180,e=Math.cos(d),f=Math.sin(d);this.m00=e*this.worldScaleX,this.m10=f*this.worldScaleX,this.m01=-f*this.worldScaleY,this.m11=e*this.worldScaleY,a&&(this.m00=-this.m00,this.m01=-this.m01),b&&(this.m10=-this.m10,this.m11=-this.m11),i.Bone.yDown&&(this.m10=-this.m10,this.m11=-this.m11)},setToSetupPose:function(){var a=this.data;this.x=a.x,this.y=a.y,this.rotation=a.rotation,this.scaleX=a.scaleX,this.scaleY=a.scaleY}},i.Slot=function(a,b,c){this.data=a,this.skeleton=b,this.bone=c,this.setToSetupPose()},i.Slot.prototype={r:1,g:1,b:1,a:1,_attachmentTime:0,attachment:null,setAttachment:function(a){this.attachment=a,this._attachmentTime=this.skeleton.time},setAttachmentTime:function(a){this._attachmentTime=this.skeleton.time-a},getAttachmentTime:function(){return this.skeleton.time-this._attachmentTime},setToSetupPose:function(){var a=this.data;this.r=a.r,this.g=a.g,this.b=a.b,this.a=a.a;for(var b=this.skeleton.data.slots,c=0,d=b.length;d>c;c++)if(b[c]==a){this.setAttachment(a.attachmentName?this.skeleton.getAttachmentBySlotIndex(c,a.attachmentName):null);break}}},i.Skin=function(a){this.name=a,this.attachments={}},i.Skin.prototype={addAttachment:function(a,b,c){this.attachments[a+":"+b]=c},getAttachment:function(a,b){return this.attachments[a+":"+b]},_attachAll:function(a,b){for(var c in b.attachments){var d=c.indexOf(":"),e=parseInt(c.substring(0,d),10),f=c.substring(d+1),g=a.slots[e];if(g.attachment&&g.attachment.name==f){var h=this.getAttachment(e,f);h&&g.setAttachment(h)}}}},i.Animation=function(a,b,c){this.name=a,this.timelines=b,this.duration=c},i.Animation.prototype={apply:function(a,b,c){c&&this.duration&&(b%=this.duration);for(var d=this.timelines,e=0,f=d.length;f>e;e++)d[e].apply(a,b,1)},mix:function(a,b,c,d){c&&this.duration&&(b%=this.duration);for(var e=this.timelines,f=0,g=e.length;g>f;f++)e[f].apply(a,b,d)}},i.binarySearch=function(a,b,c){var d=0,e=Math.floor(a.length/c)-2;if(!e)return c;for(var f=e>>>1;;){if(a[(f+1)*c]<=b?d=f+1:e=f,d==e)return(d+1)*c;f=d+e>>>1}},i.linearSearch=function(a,b,c){for(var d=0,e=a.length-c;e>=d;d+=c)if(a[d]>b)return d;return-1},i.Curves=function(a){this.curves=[],this.curves.length=6*(a-1)},i.Curves.prototype={setLinear:function(a){this.curves[6*a]=0},setStepped:function(a){this.curves[6*a]=-1},setCurve:function(a,b,c,d,e){var f=.1,g=f*f,h=g*f,i=3*f,j=3*g,k=6*g,l=6*h,m=2*-b+d,n=2*-c+e,o=3*(b-d)+1,p=3*(c-e)+1,q=6*a,r=this.curves;r[q]=b*i+m*j+o*h,r[q+1]=c*i+n*j+p*h,r[q+2]=m*k+o*l,r[q+3]=n*k+p*l,r[q+4]=o*l,r[q+5]=p*l},getCurvePercent:function(a,b){b=0>b?0:b>1?1:b;var c=6*a,d=this.curves,e=d[c];if(!e)return b;if(-1==e)return 0;for(var f=d[c+1],g=d[c+2],h=d[c+3],i=d[c+4],j=d[c+5],k=e,l=f,m=8;;){if(k>=b){var n=k-e,o=l-f;return o+(l-o)*(b-n)/(k-n)}if(!m)break;m--,e+=g,f+=h,g+=i,h+=j,k+=e,l+=f}return l+(1-l)*(b-k)/(1-k)}},i.RotateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=2*a},i.RotateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(a,b,c){a*=2,this.frames[a]=b,this.frames[a+1]=c},apply:function(a,b,c){var d,e=this.frames;if(!(b=e[e.length-2]){for(d=f.data.rotation+e[e.length-1]-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;return f.rotation+=d*c,void 0}var g=i.binarySearch(e,b,2),h=e[g-1],j=e[g],k=1-(b-j)/(e[g-2]-j);for(k=this.curves.getCurvePercent(g/2-1,k),d=e[g+1]-h;d>180;)d-=360;for(;-180>d;)d+=360;for(d=f.data.rotation+(h+d*k)-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;f.rotation+=d*c}}},i.TranslateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.TranslateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.x+=(e.data.x+d[d.length-2]-e.x)*c,e.y+=(e.data.y+d[d.length-1]-e.y)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.x+=(e.data.x+g+(d[f+1]-g)*k-e.x)*c,e.y+=(e.data.y+h+(d[f+2]-h)*k-e.y)*c}}},i.ScaleTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.ScaleTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.scaleX+=(e.data.scaleX-1+d[d.length-2]-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+d[d.length-1]-e.scaleY)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.scaleX+=(e.data.scaleX-1+g+(d[f+1]-g)*k-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+h+(d[f+2]-h)*k-e.scaleY)*c}}},i.ColorTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=5*a},i.ColorTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(c,d){c*=5,this.frames[c]=d,this.frames[c+1]=r,this.frames[c+2]=g,this.frames[c+3]=b,this.frames[c+4]=a},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-5]){var f=d.length-1;return e.r=d[f-3],e.g=d[f-2],e.b=d[f-1],e.a=d[f],void 0}var g=i.binarySearch(d,b,5),h=d[g-4],j=d[g-3],k=d[g-2],l=d[g-1],m=d[g],n=1-(b-m)/(d[g-5]-m);n=this.curves.getCurvePercent(g/5-1,n);var o=h+(d[g+1]-h)*n,p=j+(d[g+2]-j)*n,q=k+(d[g+3]-k)*n,r=l+(d[g+4]-l)*n;1>c?(e.r+=(o-e.r)*c,e.g+=(p-e.g)*c,e.b+=(q-e.b)*c,e.a+=(r-e.a)*c):(e.r=o,e.g=p,e.b=q,e.a=r)}}},i.AttachmentTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=a,this.attachmentNames=[],this.attachmentNames.length=a},i.AttachmentTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length},setFrame:function(a,b,c){this.frames[a]=b,this.attachmentNames[a]=c},apply:function(a,b){var c=this.frames;if(!(b=c[c.length-1]?c.length-1:i.binarySearch(c,b,1)-1;var e=this.attachmentNames[d];a.slots[this.slotIndex].setAttachment(e?a.getAttachmentBySlotIndex(this.slotIndex,e):null)}}},i.SkeletonData=function(){this.bones=[],this.slots=[],this.skins=[],this.animations=[]},i.SkeletonData.prototype={defaultSkin:null,findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return slot[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSkin:function(a){for(var b=this.skins,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findAnimation:function(a){for(var b=this.animations,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null}},i.Skeleton=function(a){this.data=a,this.bones=[];for(var b=0,c=a.bones.length;c>b;b++){var d=a.bones[b],e=d.parent?this.bones[a.bones.indexOf(d.parent)]:null;this.bones.push(new i.Bone(d,e))}for(this.slots=[],this.drawOrder=[],b=0,c=a.slots.length;c>b;b++){var f=a.slots[b],g=this.bones[a.bones.indexOf(f.boneData)],h=new i.Slot(f,this,g);this.slots.push(h),this.drawOrder.push(h)}},i.Skeleton.prototype={x:0,y:0,skin:null,r:1,g:1,b:1,a:1,time:0,flipX:!1,flipY:!1,updateWorldTransform:function(){for(var a=this.flipX,b=this.flipY,c=this.bones,d=0,e=c.length;e>d;d++)c[d].updateWorldTransform(a,b)},setToSetupPose:function(){this.setBonesToSetupPose(),this.setSlotsToSetupPose()},setBonesToSetupPose:function(){for(var a=this.bones,b=0,c=a.length;c>b;b++)a[b].setToSetupPose()},setSlotsToSetupPose:function(){for(var a=this.slots,b=0,c=a.length;c>b;b++)a[b].setToSetupPose(b)},getRootBone:function(){return this.bones.length?this.bones[0]:null},findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},setSkinByName:function(a){var b=this.data.findSkin(a);if(!b)throw"Skin not found: "+a;this.setSkin(b)},setSkin:function(a){this.skin&&a&&a._attachAll(this,this.skin),this.skin=a},getAttachmentBySlotName:function(a,b){return this.getAttachmentBySlotIndex(this.data.findSlotIndex(a),b)},getAttachmentBySlotIndex:function(a,b){if(this.skin){var c=this.skin.getAttachment(a,b);if(c)return c}return this.data.defaultSkin?this.data.defaultSkin.getAttachment(a,b):null},setAttachment:function(a,b){for(var c=this.slots,d=0,e=c.size;e>d;d++){var f=c[d];if(f.data.name==a){var g=null;if(b&&(g=this.getAttachment(d,b),null==g))throw"Attachment not found: "+b+", for slot: "+a;return f.setAttachment(g),void 0}}throw"Slot not found: "+a},update:function(a){time+=a}},i.AttachmentType={region:0},i.RegionAttachment=function(){this.offset=[],this.offset.length=8,this.uvs=[],this.uvs.length=8},i.RegionAttachment.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,width:0,height:0,rendererObject:null,regionOffsetX:0,regionOffsetY:0,regionWidth:0,regionHeight:0,regionOriginalWidth:0,regionOriginalHeight:0,setUVs:function(a,b,c,d,e){var f=this.uvs;e?(f[2]=a,f[3]=d,f[4]=a,f[5]=b,f[6]=c,f[7]=b,f[0]=c,f[1]=d):(f[0]=a,f[1]=d,f[2]=a,f[3]=b,f[4]=c,f[5]=b,f[6]=c,f[7]=d)},updateOffset:function(){var a=this.width/this.regionOriginalWidth*this.scaleX,b=this.height/this.regionOriginalHeight*this.scaleY,c=-this.width/2*this.scaleX+this.regionOffsetX*a,d=-this.height/2*this.scaleY+this.regionOffsetY*b,e=c+this.regionWidth*a,f=d+this.regionHeight*b,g=this.rotation*Math.PI/180,h=Math.cos(g),i=Math.sin(g),j=c*h+this.x,k=c*i,l=d*h+this.y,m=d*i,n=e*h+this.x,o=e*i,p=f*h+this.y,q=f*i,r=this.offset;r[0]=j-m,r[1]=l+k,r[2]=j-q,r[3]=p+k,r[4]=n-q,r[5]=p+o,r[6]=n-m,r[7]=l+o},computeVertices:function(a,b,c,d){a+=c.worldX,b+=c.worldY;var e=c.m00,f=c.m01,g=c.m10,h=c.m11,i=this.offset;d[0]=i[0]*e+i[1]*f+a,d[1]=i[0]*g+i[1]*h+b,d[2]=i[2]*e+i[3]*f+a,d[3]=i[2]*g+i[3]*h+b,d[4]=i[4]*e+i[5]*f+a,d[5]=i[4]*g+i[5]*h+b,d[6]=i[6]*e+i[7]*f+a,d[7]=i[6]*g+i[7]*h+b}},i.AnimationStateData=function(a){this.skeletonData=a,this.animationToMixTime={}},i.AnimationStateData.prototype={defaultMix:0,setMixByName:function(a,b,c){var d=this.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;var e=this.skeletonData.findAnimation(b);if(!e)throw"Animation not found: "+b;this.setMix(d,e,c)},setMix:function(a,b,c){this.animationToMixTime[a.name+":"+b.name]=c},getMix:function(a,b){var c=this.animationToMixTime[a.name+":"+b.name];return c?c:this.defaultMix}},i.AnimationState=function(a){this.data=a,this.queue=[]},i.AnimationState.prototype={current:null,previous:null,currentTime:0,previousTime:0,currentLoop:!1,previousLoop:!1,mixTime:0,mixDuration:0,update:function(a){if(this.currentTime+=a,this.previousTime+=a,this.mixTime+=a,this.queue.length>0){var b=this.queue[0];this.currentTime>=b.delay&&(this._setAnimation(b.animation,b.loop),this.queue.shift())}},apply:function(a){if(this.current)if(this.previous){this.previous.apply(a,this.previousTime,this.previousLoop);var b=this.mixTime/this.mixDuration;b>=1&&(b=1,this.previous=null),this.current.mix(a,this.currentTime,this.currentLoop,b)}else this.current.apply(a,this.currentTime,this.currentLoop)},clearAnimation:function(){this.previous=null,this.current=null,this.queue.length=0},_setAnimation:function(a,b){this.previous=null,a&&this.current&&(this.mixDuration=this.data.getMix(this.current,a),this.mixDuration>0&&(this.mixTime=0,this.previous=this.current,this.previousTime=this.currentTime,this.previousLoop=this.currentLoop)),this.current=a,this.currentLoop=b,this.currentTime=0},setAnimationByName:function(a,b){var c=this.data.skeletonData.findAnimation(a);if(!c)throw"Animation not found: "+a;this.setAnimation(c,b)},setAnimation:function(a,b){this.queue.length=0,this._setAnimation(a,b)},addAnimationByName:function(a,b,c){var d=this.data.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;this.addAnimation(d,b,c)},addAnimation:function(a,b,c){var d={};if(d.animation=a,d.loop=b,!c||0>=c){var e=this.queue.length?this.queue[this.queue.length-1].animation:this.current;c=null!=e?e.duration-this.data.getMix(e,a)+(c||0):0}d.delay=c,this.queue.push(d)},isComplete:function(){return!this.current||this.currentTime>=this.current.duration}},i.SkeletonJson=function(a){this.attachmentLoader=a},i.SkeletonJson.prototype={scale:1,readSkeletonData:function(a){for(var b,c=new i.SkeletonData,d=a.bones,e=0,f=d.length;f>e;e++){var g=d[e],h=null;if(g.parent&&(h=c.findBone(g.parent),!h))throw"Parent bone not found: "+g.parent;b=new i.BoneData(g.name,h),b.length=(g.length||0)*this.scale,b.x=(g.x||0)*this.scale,b.y=(g.y||0)*this.scale,b.rotation=g.rotation||0,b.scaleX=g.scaleX||1,b.scaleY=g.scaleY||1,c.bones.push(b)}var j=a.slots;for(e=0,f=j.length;f>e;e++){var k=j[e];if(b=c.findBone(k.bone),!b)throw"Slot bone not found: "+k.bone;var l=new i.SlotData(k.name,b),m=k.color;m&&(l.r=i.SkeletonJson.toColor(m,0),l.g=i.SkeletonJson.toColor(m,1),l.b=i.SkeletonJson.toColor(m,2),l.a=i.SkeletonJson.toColor(m,3)),l.attachmentName=k.attachment,c.slots.push(l)}var n=a.skins;for(var o in n)if(n.hasOwnProperty(o)){var p=n[o],q=new i.Skin(o);for(var r in p)if(p.hasOwnProperty(r)){var s=c.findSlotIndex(r),t=p[r];for(var u in t)if(t.hasOwnProperty(u)){var v=this.readAttachment(q,u,t[u]);null!=v&&q.addAttachment(s,u,v)}}c.skins.push(q),"default"==q.name&&(c.defaultSkin=q)}var w=a.animations;for(var x in w)w.hasOwnProperty(x)&&this.readAnimation(x,w[x],c);return c},readAttachment:function(a,b,c){b=c.name||b;var d=i.AttachmentType[c.type||"region"];if(d==i.AttachmentType.region){var e=new i.RegionAttachment;return e.x=(c.x||0)*this.scale,e.y=(c.y||0)*this.scale,e.scaleX=c.scaleX||1,e.scaleY=c.scaleY||1,e.rotation=c.rotation||0,e.width=(c.width||32)*this.scale,e.height=(c.height||32)*this.scale,e.updateOffset(),e.rendererObject={},e.rendererObject.name=b,e.rendererObject.scale={},e.rendererObject.scale.x=e.scaleX,e.rendererObject.scale.y=e.scaleY,e.rendererObject.rotation=-e.rotation*Math.PI/180,e}throw"Unknown attachment type: "+d},readAnimation:function(a,b,c){var d,e,f,g,h,j,k,l=[],m=0,n=b.bones;for(var o in n)if(n.hasOwnProperty(o)){var p=c.findBoneIndex(o);if(-1==p)throw"Bone not found: "+o;var q=n[o];for(f in q)if(q.hasOwnProperty(f))if(h=q[f],"rotate"==f){for(e=new i.RotateTimeline(h.length),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d,g.time,g.angle),i.SkeletonJson.readCurve(e,d,g),d++;l.push(e),m=Math.max(m,e.frames[2*e.getFrameCount()-2])}else{if("translate"!=f&&"scale"!=f)throw"Invalid timeline type for a bone: "+f+" ("+o+")";var r=1;for("scale"==f?e=new i.ScaleTimeline(h.length):(e=new i.TranslateTimeline(h.length),r=this.scale),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++){g=h[j];var s=(g.x||0)*r,t=(g.y||0)*r;e.setFrame(d,g.time,s,t),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[3*e.getFrameCount()-3])}}var u=b.slots;for(var v in u)if(u.hasOwnProperty(v)){var w=u[v],x=c.findSlotIndex(v);for(f in w)if(w.hasOwnProperty(f))if(h=w[f],"color"==f){for(e=new i.ColorTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++){g=h[j];var y=g.color,z=i.SkeletonJson.toColor(y,0),A=i.SkeletonJson.toColor(y,1),B=i.SkeletonJson.toColor(y,2),C=i.SkeletonJson.toColor(y,3);e.setFrame(d,g.time,z,A,B,C),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[5*e.getFrameCount()-5])}else{if("attachment"!=f)throw"Invalid timeline type for a slot: "+f+" ("+v+")";for(e=new i.AttachmentTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d++,g.time,g.name);l.push(e),m=Math.max(m,e.frames[e.getFrameCount()-1])}}c.animations.push(new i.Animation(a,l,m))}},i.SkeletonJson.readCurve=function(a,b,c){var d=c.curve;d&&("stepped"==d?a.curves.setStepped(b):d instanceof Array&&a.curves.setCurve(b,d[0],d[1],d[2],d[3]))},i.SkeletonJson.toColor=function(a,b){if(8!=a.length)throw"Color hexidecimal length must be 8, recieved: "+a;return parseInt(a.substring(2*b,2),16)/255},i.Atlas=function(a,b){this.textureLoader=b,this.pages=[],this.regions=[];var c=new i.AtlasReader(a),d=[];d.length=4;for(var e=null;;){var f=c.readLine();if(null==f)break;if(f=c.trim(f),f.length)if(e){var g=new i.AtlasRegion;g.name=f,g.page=e,g.rotate="true"==c.readValue(),c.readTuple(d);var h=parseInt(d[0],10),j=parseInt(d[1],10);c.readTuple(d);var k=parseInt(d[0],10),l=parseInt(d[1],10);g.u=h/e.width,g.v=j/e.height,g.rotate?(g.u2=(h+l)/e.width,g.v2=(j+k)/e.height):(g.u2=(h+k)/e.width,g.v2=(j+l)/e.height),g.x=h,g.y=j,g.width=Math.abs(k),g.height=Math.abs(l),4==c.readTuple(d)&&(g.splits=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],4==c.readTuple(d)&&(g.pads=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],c.readTuple(d))),g.originalWidth=parseInt(d[0],10),g.originalHeight=parseInt(d[1],10),c.readTuple(d),g.offsetX=parseInt(d[0],10),g.offsetY=parseInt(d[1],10),g.index=parseInt(c.readValue(),10),this.regions.push(g)}else{e=new i.AtlasPage,e.name=f,e.format=i.Atlas.Format[c.readValue()],c.readTuple(d),e.minFilter=i.Atlas.TextureFilter[d[0]],e.magFilter=i.Atlas.TextureFilter[d[1]];var m=c.readValue();e.uWrap=i.Atlas.TextureWrap.clampToEdge,e.vWrap=i.Atlas.TextureWrap.clampToEdge,"x"==m?e.uWrap=i.Atlas.TextureWrap.repeat:"y"==m?e.vWrap=i.Atlas.TextureWrap.repeat:"xy"==m&&(e.uWrap=e.vWrap=i.Atlas.TextureWrap.repeat),b.load(e,f),this.pages.push(e)}else e=null}},i.Atlas.prototype={findRegion:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},dispose:function(){for(var a=this.pages,b=0,c=a.length;c>b;b++)this.textureLoader.unload(a[b].rendererObject)},updateUVs:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++){var e=b[c];e.page==a&&(e.u=e.x/a.width,e.v=e.y/a.height,e.rotate?(e.u2=(e.x+e.height)/a.width,e.v2=(e.y+e.width)/a.height):(e.u2=(e.x+e.width)/a.width,e.v2=(e.y+e.height)/a.height))}}},i.Atlas.Format={alpha:0,intensity:1,luminanceAlpha:2,rgb565:3,rgba4444:4,rgb888:5,rgba8888:6},i.Atlas.TextureFilter={nearest:0,linear:1,mipMap:2,mipMapNearestNearest:3,mipMapLinearNearest:4,mipMapNearestLinear:5,mipMapLinearLinear:6},i.Atlas.TextureWrap={mirroredRepeat:0,clampToEdge:1,repeat:2},i.AtlasPage=function(){},i.AtlasPage.prototype={name:null,format:null,minFilter:null,magFilter:null,uWrap:null,vWrap:null,rendererObject:null,width:0,height:0},i.AtlasRegion=function(){},i.AtlasRegion.prototype={page:null,name:null,x:0,y:0,width:0,height:0,u:0,v:0,u2:0,v2:0,offsetX:0,offsetY:0,originalWidth:0,originalHeight:0,index:0,rotate:!1,splits:null,pads:null},i.AtlasReader=function(a){this.lines=a.split(/\r\n|\r|\n/)},i.AtlasReader.prototype={index:0,trim:function(a){return a.replace(/^\s+|\s+$/g,"")},readLine:function(){return this.index>=this.lines.length?null:this.lines[this.index++]},readValue:function(){var a=this.readLine(),b=a.indexOf(":");if(-1==b)throw"Invalid line: "+a;return this.trim(a.substring(b+1))},readTuple:function(a){var b=this.readLine(),c=b.indexOf(":");if(-1==c)throw"Invalid line: "+b;for(var d=0,e=c+1;3>d;d++){var f=b.indexOf(",",e);if(-1==f){if(!d)throw"Invalid line: "+b;break}a[d]=this.trim(b.substr(e,f-e)),e=f+1}return a[d]=this.trim(b.substring(e)),d+1}},i.AtlasAttachmentLoader=function(a){this.atlas=a},i.AtlasAttachmentLoader.prototype={newAttachment:function(a,b,c){switch(b){case i.AttachmentType.region:var d=this.atlas.findRegion(c);if(!d)throw"Region not found in atlas: "+c+" ("+b+")";var e=new i.RegionAttachment(c);return e.rendererObject=d,e.setUVs(d.u,d.v,d.u2,d.v2,d.rotate),e.regionOffsetX=d.offsetX,e.regionOffsetY=d.offsetY,e.regionWidth=d.width,e.regionHeight=d.height,e.regionOriginalWidth=d.originalWidth,e.regionOriginalHeight=d.originalHeight,e}throw"Unknown attachment type: "+b}},i.Bone.yDown=!0,d.AnimCache={},d.Spine=function(a){if(d.DisplayObjectContainer.call(this),this.spineData=d.AnimCache[a],!this.spineData)throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: "+a);this.skeleton=new i.Skeleton(this.spineData),this.skeleton.updateWorldTransform(),this.stateData=new i.AnimationStateData(this.spineData),this.state=new i.AnimationState(this.stateData),this.slotContainers=[];for(var b=0,c=this.skeleton.drawOrder.length;c>b;b++){var e=this.skeleton.drawOrder[b],f=e.attachment,g=new d.DisplayObjectContainer;if(this.slotContainers.push(g),this.addChild(g),f instanceof i.RegionAttachment){var h=f.rendererObject.name,j=this.createSprite(e,f.rendererObject);e.currentSprite=j,e.currentSpriteName=h,g.addChild(j)}}},d.Spine.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Spine.prototype.constructor=d.Spine,d.Spine.prototype.updateTransform=function(){this.lastTime=this.lastTime||Date.now();var a=.001*(Date.now()-this.lastTime);this.lastTime=Date.now(),this.state.update(a),this.state.apply(this.skeleton),this.skeleton.updateWorldTransform();for(var b=this.skeleton.drawOrder,c=0,e=b.length;e>c;c++){var f=b[c],g=f.attachment,h=this.slotContainers[c];if(g instanceof i.RegionAttachment){if(g.rendererObject&&(!f.currentSpriteName||f.currentSpriteName!=g.name)){var j=g.rendererObject.name;if(void 0!==f.currentSprite&&(f.currentSprite.visible=!1),f.sprites=f.sprites||{},void 0!==f.sprites[j])f.sprites[j].visible=!0;else{var k=this.createSprite(f,g.rendererObject);h.addChild(k)}f.currentSprite=f.sprites[j],f.currentSpriteName=j}h.visible=!0;var l=f.bone;h.position.x=l.worldX+g.x*l.m00+g.y*l.m01,h.position.y=l.worldY+g.x*l.m10+g.y*l.m11,h.scale.x=l.worldScaleX,h.scale.y=l.worldScaleY,h.rotation=-(f.bone.worldRotation*Math.PI/180)}else h.visible=!1}d.DisplayObjectContainer.prototype.updateTransform.call(this)},d.Spine.prototype.createSprite=function(a,b){var c=d.TextureCache[b.name]?b.name:b.name+".png",e=new d.Sprite(d.Texture.fromFrame(c));return e.scale=b.scale,e.rotation=b.rotation,e.anchor.x=e.anchor.y=.5,a.sprites=a.sprites||{},a.sprites[b.name]=e,e},d.BaseTextureCache={},d.texturesToUpdate=[],d.texturesToDestroy=[],d.BaseTextureCacheIdGenerator=0,d.BaseTexture=function(a,b){if(d.EventTarget.call(this),this.width=100,this.height=100,this.scaleMode=b||d.scaleModes.DEFAULT,this.hasLoaded=!1,this.source=a,a){if(this.source.complete||this.source.getContext)this.hasLoaded=!0,this.width=this.source.width,this.height=this.source.height,d.texturesToUpdate.push(this);else{var c=this;this.source.onload=function(){c.hasLoaded=!0,c.width=c.source.width,c.height=c.source.height,d.texturesToUpdate.push(c),c.dispatchEvent({type:"loaded",content:c})}}this.imageUrl=null,this._powerOf2=!1,this.id=d.BaseTextureCacheIdGenerator++,this._glTextures=[]}},d.BaseTexture.prototype.constructor=d.BaseTexture,d.BaseTexture.prototype.destroy=function(){this.imageUrl&&(delete d.BaseTextureCache[this.imageUrl],this.imageUrl=null,this.source.src=null),this.source=null,d.texturesToDestroy.push(this)},d.BaseTexture.prototype.updateSourceImage=function(a){this.hasLoaded=!1,this.source.src=null,this.source.src=a},d.BaseTexture.fromImage=function(a,b,c){var e=d.BaseTextureCache[a];if(b=!b,!e){var f=new Image;b&&(f.crossOrigin=""),f.src=a,e=new d.BaseTexture(f,c),e.imageUrl=a,d.BaseTextureCache[a]=e}return e},d.BaseTexture.fromCanvas=function(a,b){a._pixiId||(a._pixiId="canvas_"+d.TextureCacheIdGenerator++);var c=d.BaseTextureCache[a._pixiId];return c||(c=new d.BaseTexture(a,b),d.BaseTextureCache[a._pixiId]=c),c},d.TextureCache={},d.FrameCache={},d.TextureCacheIdGenerator=0,d.Texture=function(a,b){if(d.EventTarget.call(this),b||(this.noFrame=!0,b=new d.Rectangle(0,0,1,1)),a instanceof d.Texture&&(a=a.baseTexture),this.baseTexture=a,this.frame=b,this.trim=null,this.scope=this,a.hasLoaded)this.noFrame&&(b=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(b);else{var c=this;a.addEventListener("loaded",function(){c.onBaseTextureLoaded()})}},d.Texture.prototype.constructor=d.Texture,d.Texture.prototype.onBaseTextureLoaded=function(){var a=this.baseTexture;a.removeEventListener("loaded",this.onLoaded),this.noFrame&&(this.frame=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(this.frame),this.scope.dispatchEvent({type:"update",content:this})},d.Texture.prototype.destroy=function(a){a&&this.baseTexture.destroy()},d.Texture.prototype.setFrame=function(a){if(this.frame=a,this.width=a.width,this.height=a.height,a.x+a.width>this.baseTexture.width||a.y+a.height>this.baseTexture.height)throw new Error("Texture Error: frame does not fit inside the base Texture dimensions "+this);this.updateFrame=!0,d.Texture.frameUpdates.push(this)},d.Texture.prototype._updateWebGLuvs=function(){this._uvs||(this._uvs=new d.TextureUvs);var a=this.frame,b=this.baseTexture.width,c=this.baseTexture.height;this._uvs.x0=a.x/b,this._uvs.y0=a.y/c,this._uvs.x1=(a.x+a.width)/b,this._uvs.y1=a.y/c,this._uvs.x2=(a.x+a.width)/b,this._uvs.y2=(a.y+a.height)/c,this._uvs.x3=a.x/b,this._uvs.y3=(a.y+a.height)/c},d.Texture.fromImage=function(a,b,c){var e=d.TextureCache[a];return e||(e=new d.Texture(d.BaseTexture.fromImage(a,b,c)),d.TextureCache[a]=e),e},d.Texture.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache ');return b},d.Texture.fromCanvas=function(a,b){var c=d.BaseTexture.fromCanvas(a,b);return new d.Texture(c)},d.Texture.addTextureToCache=function(a,b){d.TextureCache[b]=a},d.Texture.removeTextureFromCache=function(a){var b=d.TextureCache[a];return d.TextureCache[a]=null,b},d.Texture.frameUpdates=[],d.TextureUvs=function(){this.x0=0,this.y0=0,this.x1=0,this.y1=0,this.x2=0,this.y2=0,this.x3=0,this.y4=0},d.RenderTexture=function(a,b,c){if(d.EventTarget.call(this),this.width=a||100,this.height=b||100,this.frame=new d.Rectangle(0,0,this.width,this.height),this.baseTexture=new d.BaseTexture,this.baseTexture.width=this.width,this.baseTexture.height=this.height,this.baseTexture._glTextures=[],this.baseTexture.hasLoaded=!0,this.renderer=c||d.defaultRenderer,this.renderer.type===d.WEBGL_RENDERER){var e=this.renderer.gl;this.textureBuffer=new d.FilterTexture(e,this.width,this.height),this.baseTexture._glTextures[e.id]=this.textureBuffer.texture,this.render=this.renderWebGL,this.projection=new d.Point(this.width/2,-this.height/2)}else this.render=this.renderCanvas,this.textureBuffer=new d.CanvasBuffer(this.width,this.height),this.baseTexture.source=this.textureBuffer.canvas;d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype=Object.create(d.Texture.prototype),d.RenderTexture.prototype.constructor=d.RenderTexture,d.RenderTexture.prototype.resize=function(a,b){if(this.width=a,this.height=b,this.frame.width=this.width,this.frame.height=this.height,this.renderer.type===d.WEBGL_RENDERER){this.projection.x=this.width/2,this.projection.y=-this.height/2;var c=this.renderer.gl;c.bindTexture(c.TEXTURE_2D,this.baseTexture._glTextures[c.id]),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,this.width,this.height,0,c.RGBA,c.UNSIGNED_BYTE,null)}else this.textureBuffer.resize(this.width,this.height);d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype.renderWebGL=function(a,b,c){var e=this.renderer.gl;e.colorMask(!0,!0,!0,!0),e.viewport(0,0,this.width,this.height),e.bindFramebuffer(e.FRAMEBUFFER,this.textureBuffer.frameBuffer),c&&this.textureBuffer.clear();var f=a.children,g=a.worldTransform;a.worldTransform=d.RenderTexture.tempMatrix,a.worldTransform.d=-1,a.worldTransform.ty=-2*this.projection.y,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty-=b.y);for(var h=0,i=f.length;i>h;h++)f[h].updateTransform();d.WebGLRenderer.updateTextures(),this.renderer.renderDisplayObject(a,this.projection,this.textureBuffer.frameBuffer),a.worldTransform=g},d.RenderTexture.prototype.renderCanvas=function(a,b,c){var e=a.children;a.worldTransform=d.RenderTexture.tempMatrix,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty=b.y);for(var f=0,g=e.length;g>f;f++)e[f].updateTransform();c&&this.textureBuffer.clear();var h=this.textureBuffer.context;this.renderer.renderDisplayObject(a,h),h.setTransform(1,0,0,1,0,0)},d.RenderTexture.tempMatrix=new d.Matrix,d.AssetLoader=function(a,b){d.EventTarget.call(this),this.assetURLs=a,this.crossorigin=b,this.loadersByType={jpg:d.ImageLoader,jpeg:d.ImageLoader,png:d.ImageLoader,gif:d.ImageLoader,json:d.JsonLoader,atlas:d.AtlasLoader,anim:d.SpineLoader,xml:d.BitmapFontLoader,fnt:d.BitmapFontLoader} diff --git a/examples/example 19 - Normal/pixi.js example 13 - Graphics.html b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html new file mode 100644 index 0000000..b56c222 --- /dev/null +++ b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html @@ -0,0 +1,216 @@ + + + + pixi.js example 13 - Graphics + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js b/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js new file mode 100644 index 0000000..bb1dada --- /dev/null +++ b/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js @@ -0,0 +1,14105 @@ +/** + * @license + * pixi.js - v1.4.3 + * Copyright (c) 2012-2014, Mat Groves + * http://goodboydigital.com/ + * + * Compiled: 2014-02-09 + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license.php + */ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +(function(){ + + var root = this; + +/** + * @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 +}; + +// interaction frequency +PIXI.INTERACTION_FREQUENCY = 30; +PIXI.AUTO_PREVENT_DEFAULT = true; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. + * + * @class Point + * @constructor + * @param x {Number} position of the point on the x axis + * @param y {Number} position of the point on the y axis + */ +PIXI.Point = function(x, y) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; +}; + +/** + * Creates a clone of this point + * + * @method clone + * @return {Point} a copy of the point + */ +PIXI.Point.prototype.clone = function() +{ + return new PIXI.Point(this.x, this.y); +}; + +// constructor +PIXI.Point.prototype.constructor = PIXI.Point; + +PIXI.Point.prototype.set = function(x, y) +{ + this.x = x || 0; + this.y = y || ( (y !== 0) ? this.x : 0 ) ; +}; + + +/** + * @author Mat Groves http://matgroves.com/ + */ + +/** + * the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height. + * + * @class Rectangle + * @constructor + * @param x {Number} The X coord of the upper-left corner of the rectangle + * @param y {Number} The Y coord of the upper-left corner of the rectangle + * @param width {Number} The overall width of this rectangle + * @param height {Number} The overall height of this rectangle + */ +PIXI.Rectangle = function(x, y, width, height) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property width + * @type Number + * @default 0 + */ + this.width = width || 0; + + /** + * @property height + * @type Number + * @default 0 + */ + this.height = height || 0; +}; + +/** + * Creates a clone of this Rectangle + * + * @method clone + * @return {Rectangle} a copy of the rectangle + */ +PIXI.Rectangle.prototype.clone = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +}; + +/** + * Checks whether the x and y coordinates passed to this function are contained within this Rectangle + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coords are within this Rectangle + */ +PIXI.Rectangle.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + var x1 = this.x; + if(x >= x1 && x <= x1 + this.width) + { + var y1 = this.y; + + if(y >= y1 && y <= y1 + this.height) + { + return true; + } + } + + return false; +}; + +// constructor +PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; + +PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0); +/** + * @author Adrien Brault + */ + +/** + * @class Polygon + * @constructor + * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, + * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be + * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the + * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are + * Numbers. + */ +PIXI.Polygon = function(points) +{ + //if points isn't an array, use arguments as the array + if(!(points instanceof Array)) + points = Array.prototype.slice.call(arguments); + + //if this is a flat array of numbers, convert it to points + if(typeof points[0] === 'number') { + var p = []; + for(var i = 0, il = points.length; i < il; i+=2) { + p.push( + new PIXI.Point(points[i], points[i + 1]) + ); + } + + points = p; + } + + this.points = points; +}; + +/** + * Creates a clone of this polygon + * + * @method clone + * @return {Polygon} a copy of the polygon + */ +PIXI.Polygon.prototype.clone = function() +{ + var points = []; + for (var i=0; i y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); + + if(intersect) inside = !inside; + } + + return inside; +}; + +// constructor +PIXI.Polygon.prototype.constructor = PIXI.Polygon; + +/** + * @author Chad Engler + */ + +/** + * The Circle object can be used to specify a hit area for displayObjects + * + * @class Circle + * @constructor + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this circle + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this circle + * @param radius {Number} The radius of the circle + */ +PIXI.Circle = function(x, y, radius) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property radius + * @type Number + * @default 0 + */ + this.radius = radius || 0; +}; + +/** + * Creates a clone of this Circle instance + * + * @method clone + * @return {Circle} a copy of the polygon + */ +PIXI.Circle.prototype.clone = function() +{ + return new PIXI.Circle(this.x, this.y, this.radius); +}; + +/** + * Checks whether the x, and y coordinates passed to this function are contained within this circle + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coordinates are within this polygon + */ +PIXI.Circle.prototype.contains = function(x, y) +{ + if(this.radius <= 0) + return false; + + var dx = (this.x - x), + dy = (this.y - y), + r2 = this.radius * this.radius; + + dx *= dx; + dy *= dy; + + return (dx + dy <= r2); +}; + +// constructor +PIXI.Circle.prototype.constructor = PIXI.Circle; + + +/** + * @author Chad Engler + */ + +/** + * The Ellipse object can be used to specify a hit area for displayObjects + * + * @class Ellipse + * @constructor + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The overall width of this ellipse + * @param height {Number} The overall height of this ellipse + */ +PIXI.Ellipse = function(x, y, width, height) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property width + * @type Number + * @default 0 + */ + this.width = width || 0; + + /** + * @property height + * @type Number + * @default 0 + */ + this.height = height || 0; +}; + +/** + * Creates a clone of this Ellipse instance + * + * @method clone + * @return {Ellipse} a copy of the ellipse + */ +PIXI.Ellipse.prototype.clone = function() +{ + return new PIXI.Ellipse(this.x, this.y, this.width, this.height); +}; + +/** + * Checks whether the x and y coordinates passed to this function are contained within this ellipse + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coords are within this ellipse + */ +PIXI.Ellipse.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + //normalize the coords to an ellipse with center 0,0 + //and a radius of 0.5 + var normx = ((x - this.x) / this.width);// - 0.5, + normy = ((y - this.y) / this.height);// - 0.5; + + normx *= normx; + normy *= normy; + + return (normx + normy <= 1); +}; + +/** +* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object +* +* @method getBounds +* @return {Rectangle} the framing rectangle +*/ +PIXI.Ellipse.prototype.getBounds = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +}; + +// constructor +PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/* +* @class Matrix +* The Matrix class will choose the best type of array to use between +* a regular javascript Array and a Float32Array if the latter is available +* +*/ +PIXI.determineMatrixArrayType = function() { + return (typeof Float32Array !== 'undefined') ? Float32Array : Array; +}; + +PIXI.Matrix2 = PIXI.determineMatrixArrayType(); + +PIXI.Matrix = function() +{ + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; +}; + +PIXI.Matrix.prototype.fromArray = function(array) +{ + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; +}; + +PIXI.Matrix.prototype.toArray = function(transpose) +{ + if(!this.array) this.array = new Float32Array(9); + var array = this.array; + + if(transpose) + { + this.array[0] = this.a; + this.array[1] = this.c; + this.array[2] = 0; + this.array[3] = this.b; + this.array[4] = this.d; + this.array[5] = 0; + this.array[6] = this.tx; + this.array[7] = this.ty; + this.array[8] = 1; + } + else + { + this.array[0] = this.a; + this.array[1] = this.b; + this.array[2] = this.tx; + this.array[3] = this.c; + this.array[4] = this.d; + this.array[5] = this.ty; + this.array[6] = 0; + this.array[7] = 0; + this.array[8] = 1; + } + + return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1]; +}; + +PIXI.identityMatrix = new PIXI.Matrix(); +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The base class for all objects that are rendered on the screen. + * + * @class DisplayObject + * @constructor + */ +PIXI.DisplayObject = function() +{ + this.last = this; + this.first = this; + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @property position + * @type Point + */ + this.position = new PIXI.Point(); + + /** + * The scale factor of the object. + * + * @property scale + * @type Point + */ + this.scale = new PIXI.Point(1,1);//{x:1, y: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; + + /** + * This is used to indicate if the displayObject should display a mouse hand cursor on rollover + * + * @property buttonMode + * @type Boolean + */ + this.buttonMode = false; + + /** + * 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] Whether or not the object is interactive, do not toggle directly! use the `interactive` property + * + * @property _interactive + * @type Boolean + * @readOnly + * @private + */ + this._interactive = false; + + /** + * This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true + * + * @property defaultCursor + * @type String + * + */ + this.defaultCursor = 'pointer'; + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = new PIXI.Matrix(); + + /** + * [NYI] Unknown + * + * @property color + * @type Array<> + * @private + */ + this.color = []; + + /** + * [NYI] Holds whether or not this object is dynamic, for rendering optimization + * + * @property dynamic + * @type Boolean + * @private + */ + this.dynamic = true; + + // cached sin rotation and cos rotation + this._sr = 0; + this._cr = 1; + + /** + * The area the filter is applied to + * + * @property filterArea + * @type Rectangle + */ + this.filterArea = new PIXI.Rectangle(0,0,1,1); + + /** + * 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 _currentBounds + * @type Rectangle + * @private + */ + this._mask = null; + + /* + * MOUSE Callbacks + */ + + /** + * A callback that is used when the users clicks on the displayObject with their mouse + * @method click + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user clicks the mouse down over the sprite + * @method mousedown + * @param interactionData {InteractionData} + */ + + /** + * 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} + */ + + /** + * 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} + */ + + /** + * A callback that is used when the users mouse rolls over the displayObject + * @method mouseover + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse leaves the displayObject + * @method mouseout + * @param interactionData {InteractionData} + */ + + + /* + * TOUCH Callbacks + */ + + /** + * 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} + */ + + /** + * A callback that is used when the user touches over the displayObject + * @method touchstart + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases a touch over the displayObject + * @method touchend + * @param interactionData {InteractionData} + */ + + /** + * 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} + */ +}; + +// constructor +PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; + +/** + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default + * Instead of using this function you can now simply set the interactive property to true or false + * + * @method setInteractive + * @param interactive {Boolean} + * @deprecated Simply set the `interactive` property directly + */ +PIXI.DisplayObject.prototype.setInteractive = function(interactive) +{ + this.interactive = interactive; +}; + +/** + * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * + * @property interactive + * @type Boolean + * @default false + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { + get: function() { + return this._interactive; + }, + set: function(value) { + this._interactive = value; + + // TODO more to be done here.. + // need to sort out a re-crawl! + if(this.stage)this.stage.dirty = true; + } +}); + +/** + * [read-only] Indicates if the sprite is globaly 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' + * @property filters + * @type Array An array of filters + */ +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; + } +}); + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObject.prototype.updateTransform = function() +{ + // 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//.toArray(); + var parentTransform = this.parent.worldTransform;//.toArray(); + var worldTransform = this.worldTransform;//.toArray(); + //console.log(localTransform) + var px = this.pivot.x; + var py = this.pivot.y; + + var a00 = this._cr * this.scale.x, + a01 = -this._sr * this.scale.y, + a10 = this._sr * this.scale.x, + a11 = this._cr * this.scale.y, + a02 = this.position.x + a00 * px - py * a01, + a12 = this.position.y + a11 * py - px * a10, + b00 = parentTransform.a, b01 = parentTransform.b, + b10 = parentTransform.c, b11 = parentTransform.d; + + worldTransform.a = b00 * a00 + b01 * a10; + worldTransform.b = b00 * a01 + b01 * a11; + worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx; + + worldTransform.c = b10 * a00 + b11 * a10; + worldTransform.d = b10 * a01 + b11 * a11; + worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty; + + this.worldAlpha = this.alpha * this.parent.worldAlpha; +}; + +/** + * Retrieves the bounds of the displayObject as a rectangle object + * + * @method getBounds + * @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() +{ + //var matrixCache = this.worldTransform; + + 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; + if(this._interactive)this.stage.dirty = true; +}; + +/** +* 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 of children of this container. + * + * @property children + * @type Array + * @readOnly + */ + this.children = []; +}; + +// 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) { + this.scale.x = value / (this.getLocalBounds().width/this.scale.x); + 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) { + this.scale.y = value / (this.getLocalBounds().height/this.scale.y); + this._height = value; + } +}); +*/ + +/** + * Adds a child to the container. + * + * @method addChild + * @param child {DisplayObject} The DisplayObject to add to the container + */ +PIXI.DisplayObjectContainer.prototype.addChild = function(child) +{ + 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 + */ +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); + } + else + { + throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length); + } +}; + +/** + * [NYI] Swaps the depth of 2 displayObjects + * + * @method swapChildren + * @param child {DisplayObject} + * @param child2 {DisplayObject} + * @private + */ +PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) +{ + if(child === child2) { + return; + } + + var index1 = this.children.indexOf(child); + var index2 = this.children.indexOf(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 child at the specified index + * + * @method getChildAt + * @param index {Number} The index to get the child from + */ +PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) +{ + if(index >= 0 && index < this.children.length) + { + return this.children[index]; + } + else + { + throw new Error('The supplied DisplayObjects must be a child of the caller ' + this); + } +}; + +/** + * Removes a child from the container. + * + * @method removeChild + * @param child {DisplayObject} The DisplayObject to remove + */ +PIXI.DisplayObjectContainer.prototype.removeChild = function(child) +{ + var index = this.children.indexOf( child ); + if ( index !== -1 ) + { + // update the stage reference.. + if(this.stage)child.removeStageReference(); + + child.parent = undefined; + this.children.splice( index, 1 ); + } + else + { + throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this); + } +}; + +/* + * Updates the container's childrens transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObjectContainer.prototype.updateTransform = function() +{ + //this._currentBounds = null; + + if(!this.visible)return; + + PIXI.DisplayObject.prototype.updateTransform.call( this ); + + for(var i=0,j=this.children.length; i 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; + + // TODO: 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; +}; + +PIXI.DisplayObjectContainer.prototype.getLocalBounds = function() +{ + var matrixCache = this.worldTransform; + + this.worldTransform = PIXI.identityMatrix; + + for(var i=0,j=this.children.length; i 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} +* @private +*/ +PIXI.Sprite.prototype._renderWebGL = function(renderSession) +{ + // if the sprite is not visible or the alpha is 0 then no need to render this element + if(!this.visible || this.alpha <= 0)return; + + var i,j; + + // do a quick check to see if this element has a mask or a filter. + if(this._mask || this._filters) + { + var spriteBatch = renderSession.spriteBatch; + + if(this._mask) + { + spriteBatch.stop(); + renderSession.maskManager.pushMask(this.mask, renderSession); + spriteBatch.start(); + } + + if(this._filters) + { + spriteBatch.flush(); + renderSession.filterManager.pushFilter(this._filterBlock); + } + + // add this sprite to the batch + spriteBatch.render(this); + + // now loop through the children and make sure they get rendered + for(i=0,j=this.children.length; i} an array of {Texture} objects that make up the animation + */ +PIXI.MovieClip = function(textures) +{ + PIXI.Sprite.call(this, textures[0]); + + /** + * The array of textures that make up the animation + * + * @property textures + * @type Array + */ + this.textures = textures; + + /** + * The speed that the MovieClip will play at. Higher is faster, lower is slower + * + * @property animationSpeed + * @type Number + * @default 1 + */ + this.animationSpeed = 1; + + /** + * Whether or not the movie clip repeats after playing. + * + * @property loop + * @type Boolean + * @default true + */ + this.loop = true; + + /** + * Function to call when a MovieClip finishes playing + * + * @property onComplete + * @type Function + */ + this.onComplete = null; + + /** + * [read-only] The MovieClips current frame index (this may not have to be a whole number) + * + * @property currentFrame + * @type Number + * @default 0 + * @readOnly + */ + this.currentFrame = 0; + + /** + * [read-only] Indicates if the MovieClip is currently playing + * + * @property playing + * @type Boolean + * @readOnly + */ + this.playing = false; +}; + +// constructor +PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; + +/** +* [read-only] totalFrames is the total number of frames in the MovieClip. This is the same as number of textures +* assigned to the MovieClip. +* +* @property totalFrames +* @type Number +* @default 0 +* @readOnly +*/ +Object.defineProperty( PIXI.MovieClip.prototype, 'totalFrames', { + get: function() { + + return this.textures.length; + } +}); + + +/** + * Stops the MovieClip + * + * @method stop + */ +PIXI.MovieClip.prototype.stop = function() +{ + this.playing = false; +}; + +/** + * Plays the MovieClip + * + * @method play + */ +PIXI.MovieClip.prototype.play = function() +{ + this.playing = true; +}; + +/** + * Stops the MovieClip and goes to a specific frame + * + * @method gotoAndStop + * @param frameNumber {Number} frame index to stop at + */ +PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) +{ + this.playing = false; + this.currentFrame = frameNumber; + var round = (this.currentFrame + 0.5) | 0; + this.setTexture(this.textures[round % this.textures.length]); +}; + +/** + * Goes to a specific frame and begins playing the MovieClip + * + * @method gotoAndPlay + * @param frameNumber {Number} frame index to start at + */ +PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) +{ + this.currentFrame = frameNumber; + this.playing = true; +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.MovieClip.prototype.updateTransform = function() +{ + PIXI.Sprite.prototype.updateTransform.call(this); + + if(!this.playing)return; + + this.currentFrame += this.animationSpeed; + + var round = (this.currentFrame + 0.5) | 0; + + if(this.loop || round < this.textures.length) + { + this.setTexture(this.textures[round % this.textures.length]); + } + else if(round >= this.textures.length) + { + this.gotoAndStop(this.textures.length - 1); + if(this.onComplete) + { + this.onComplete(); + } + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.FilterBlock = function() +{ + this.visible = true; + this.renderable = true; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Text Object will create a line(s) of text. To split a line you can use '\n' + * + * @class Text + * @extends Sprite + * @constructor + * @param text {String} The copy that you would like the text to display + * @param [style] {Object} The style parameters + * @param [style.font] {String} default 'bold 20pt Arial' The style and size of the font + * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00' + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap + */ +PIXI.Text = function(text, style) +{ + /** + * The canvas element that everything is drawn to + * + * @property canvas + * @type HTMLCanvasElement + */ + this.canvas = document.createElement('canvas'); + + /** + * The canvas 2d context that everything is drawn with + * @property context + * @type HTMLCanvasElement 2d Context + */ + this.context = this.canvas.getContext('2d'); + + PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas)); + + this.setText(text); + this.setStyle(style); + + this.updateText(); + this.dirty = false; +}; + +// constructor +PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype); +PIXI.Text.prototype.constructor = PIXI.Text; + +/** + * Set the style of the text + * + * @method setStyle + * @param [style] {Object} The style parameters + * @param [style.font='bold 20pt Arial'] {String} The style and size of the font + * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00' + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap + */ +PIXI.Text.prototype.setStyle = function(style) +{ + style = style || {}; + style.font = style.font || 'bold 20pt Arial'; + style.fill = style.fill || 'black'; + style.align = style.align || 'left'; + style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 + style.strokeThickness = style.strokeThickness || 0; + style.wordWrap = style.wordWrap || false; + style.wordWrapWidth = style.wordWrapWidth || 100; + this.style = style; + this.dirty = true; +}; + +/** + * Set the copy for the text object. To split a line you can use '\n' + * + * @method setText + * @param {String} text The copy that you would like the text to display + */ +PIXI.Text.prototype.setText = function(text) +{ + this.text = text.toString() || ' '; + this.dirty = true; + +}; + +/** + * Renders text + * + * @method updateText + * @private + */ +PIXI.Text.prototype.updateText = function() +{ + this.context.font = this.style.font; + + var outputText = this.text; + + // word wrap + // preserve original text + if(this.style.wordWrap)outputText = this.wordWrap(this.text); + + //split text into lines + var lines = outputText.split(/(?:\r\n|\r|\n)/); + + //calculate text width + var lineWidths = []; + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) + { + var lineWidth = this.context.measureText(lines[i]).width; + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + this.canvas.width = maxLineWidth + this.style.strokeThickness; + + //calculate text height + var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness; + this.canvas.height = lineHeight * lines.length; + + if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height); + + //set canvas text styles + this.context.fillStyle = this.style.fill; + this.context.font = this.style.font; + + this.context.strokeStyle = this.style.stroke; + this.context.lineWidth = this.style.strokeThickness; + + this.context.textBaseline = 'top'; + + //draw lines line by line + for (i = 0; i < lines.length; i++) + { + var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight); + + if(this.style.align === 'right') + { + linePosition.x += maxLineWidth - lineWidths[i]; + } + else if(this.style.align === 'center') + { + linePosition.x += (maxLineWidth - lineWidths[i]) / 2; + } + + if(this.style.stroke && this.style.strokeThickness) + { + this.context.strokeText(lines[i], linePosition.x, linePosition.y); + } + + if(this.style.fill) + { + this.context.fillText(lines[i], linePosition.x, linePosition.y); + } + } + + this.updateTexture(); +}; + +/** + * Updates texture size based on canvas size + * + * @method updateTexture + * @private + */ +PIXI.Text.prototype.updateTexture = function() +{ + this.texture.baseTexture.width = this.canvas.width; + this.texture.baseTexture.height = this.canvas.height; + this.texture.frame.width = this.canvas.width; + this.texture.frame.height = this.canvas.height; + + this._width = this.canvas.width; + this._height = this.canvas.height; + + this.requiresUpdate = true; +}; + +/** +* Renders the object using the WebGL renderer +* +* @method _renderWebGL +* @param renderSession {RenderSession} +* @private +*/ +PIXI.Text.prototype._renderWebGL = function(renderSession) +{ + if(this.requiresUpdate) + { + this.requiresUpdate = false; + PIXI.updateWebGLTexture(this.texture.baseTexture, renderSession.gl); + } + + PIXI.Sprite.prototype._renderWebGL.call(this, renderSession); +}; + +/** + * Updates the transform of this object + * + * @method updateTransform + * @private + */ +PIXI.Text.prototype.updateTransform = function() +{ + if(this.dirty) + { + this.updateText(); + this.dirty = false; + } + + PIXI.Sprite.prototype.updateTransform.call(this); +}; + +/* + * http://stackoverflow.com/users/34441/ellisbben + * great solution to the problem! + * returns the height of the given font + * + * @method determineFontHeight + * @param fontStyle {Object} + * @private + */ +PIXI.Text.prototype.determineFontHeight = function(fontStyle) +{ + // build a little reference dictionary so if the font style has been used return a + // cached version... + var result = PIXI.Text.heightCache[fontStyle]; + + if(!result) + { + var body = document.getElementsByTagName('body')[0]; + var dummy = document.createElement('div'); + var dummyText = document.createTextNode('M'); + dummy.appendChild(dummyText); + dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0'); + body.appendChild(dummy); + + result = dummy.offsetHeight; + PIXI.Text.heightCache[fontStyle] = result; + + body.removeChild(dummy); + } + + return result; +}; + +/** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @method wordWrap + * @param text {String} + * @private + */ +PIXI.Text.prototype.wordWrap = function(text) +{ + // Greedy wrapping algorithm that will wrap words as the line grows longer + // than its horizontal bounds. + var result = ''; + var lines = text.split('\n'); + for (var i = 0; i < lines.length; i++) + { + var spaceLeft = this.style.wordWrapWidth; + var words = lines[i].split(' '); + for (var j = 0; j < words.length; j++) + { + var wordWidth = this.context.measureText(words[j]).width; + var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width; + if(wordWidthWithSpace > spaceLeft) + { + // Skip printing the newline if it's the first word of the line that is + // greater than the word wrap width. + if(j > 0) + { + result += '\n'; + } + result += words[j] + ' '; + spaceLeft = this.style.wordWrapWidth - wordWidth; + } + else + { + spaceLeft -= wordWidthWithSpace; + result += words[j] + ' '; + } + } + result += '\n'; + } + return result; +}; + +/** + * Destroys this text object + * + * @method destroy + * @param destroyTexture {Boolean} + */ +PIXI.Text.prototype.destroy = function(destroyTexture) +{ + if(destroyTexture) + { + this.texture.destroy(); + } + +}; + +PIXI.Text.heightCache = {}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n' + * You can generate the fnt files using + * http://www.angelcode.com/products/bmfont/ for windows or + * http://www.bmglyph.com/ for mac. + * + * @class BitmapText + * @extends SpriteBatch + * @constructor + * @param text {String} The copy that you would like the text to display + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + */ +PIXI.BitmapText = function(text, style) +{ + PIXI.SpriteBatch.call(this); + + this._pool = []; + + this.setText(text); + this.setStyle(style); + this.updateText(); + this.dirty = false; +}; + +// constructor +PIXI.BitmapText.prototype = Object.create(PIXI.SpriteBatch.prototype); +PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; + +/** + * Set the copy for the text object + * + * @method setText + * @param text {String} The copy that you would like the text to display + */ +PIXI.BitmapText.prototype.setText = function(text) +{ + this.text = text || ' '; + this.dirty = true; +}; + +/** + * Set the style of the text + * style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) + * [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @method setStyle + * @param style {Object} The style parameters, contained as properties of an object + */ +PIXI.BitmapText.prototype.setStyle = function(style) +{ + style = style || {}; + style.align = style.align || 'left'; + this.style = style; + + var font = style.font.split(' '); + this.fontName = font[font.length - 1]; + this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size; + + this.dirty = true; + this.tint = style.tint; +}; + +/** + * Renders text + * + * @method updateText + * @private + */ +PIXI.BitmapText.prototype.updateText = function() +{ + var data = PIXI.BitmapText.fonts[this.fontName]; + var pos = new PIXI.Point(); + var prevCharCode = null; + var chars = []; + var maxLineWidth = 0; + var lineWidths = []; + var line = 0; + var scale = this.fontSize / data.size; + + + for(var i = 0; i < this.text.length; i++) + { + var charCode = this.text.charCodeAt(i); + if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i))) + { + lineWidths.push(pos.x); + maxLineWidth = Math.max(maxLineWidth, pos.x); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + var charData = data.chars[charCode]; + if(!charData) continue; + + if(prevCharCode && charData[prevCharCode]) + { + pos.x += charData.kerning[prevCharCode]; + } + chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)}); + pos.x += charData.xAdvance; + + prevCharCode = charCode; + } + + lineWidths.push(pos.x); + maxLineWidth = Math.max(maxLineWidth, pos.x); + + var lineAlignOffsets = []; + for(i = 0; i <= line; i++) + { + var alignOffset = 0; + if(this.style.align === 'right') + { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if(this.style.align === 'center') + { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + lineAlignOffsets.push(alignOffset); + } + + var lenChildren = this.children.length; + var lenChars = chars.length; + var tint = this.tint || 0xFFFFFF; + for(i = 0; i < lenChars; i++) + { + var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool. + + if (c) c.setTexture(chars[i].texture); // check if got one before. + else c = new PIXI.Sprite(chars[i].texture); // if no create new one. + + c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; + c.position.y = chars[i].position.y * scale; + c.scale.x = c.scale.y = scale; + c.tint = tint; + if (!c.parent) this.addChild(c); + } + + // remove unnecessary children. + // and put their into the pool. + while(this.children.length > lenChars) + { + var child = this.getChildAt(this.children.length - 1); + this._pool.push(child); + this.removeChild(child); + } + + this.width = maxLineWidth * scale; + this.height = (pos.y + data.lineHeight) * scale; +}; + +/** + * Updates the transform of this object + * + * @method updateTransform + * @private + */ +PIXI.BitmapText.prototype.updateTransform = function() +{ + if(this.dirty) + { + this.updateText(); + this.dirty = false; + } + + PIXI.SpriteBatch.prototype.updateTransform.call(this); +}; + +PIXI.BitmapText.fonts = {}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * Holds all information related to an Interaction event + * + * @class InteractionData + * @constructor + */ +PIXI.InteractionData = function() +{ + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @property global + * @type Point + */ + this.global = new PIXI.Point(); + + // this is here for legacy... but will remove + this.local = new PIXI.Point(); + + /** + * The target Sprite that was interacted with + * + * @property target + * @type Sprite + */ + this.target = null; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @property originalEvent + * @type Event + */ + this.originalEvent = null; +}; + +/** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @method getLocalPosition + * @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off + * @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject + */ +PIXI.InteractionData.prototype.getLocalPosition = function(displayObject) +{ + var worldTransform = displayObject.worldTransform; + var global = this.global; + + // do a cheeky transform to get the mouse coords; + var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, + a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, + id = 1 / (a00 * a11 + a01 * -a10); + // set the mouse coords... + return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id); +}; + +// constructor +PIXI.InteractionData.prototype.constructor = PIXI.InteractionData; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + /** + * The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive + * if its interactive parameter is set to true + * This manager also supports multitouch. + * + * @class InteractionManager + * @constructor + * @param stage {Stage} The stage to handle interactions + */ +PIXI.InteractionManager = function(stage) +{ + /** + * a reference to the stage + * + * @property stage + * @type Stage + */ + this.stage = stage; + + /** + * the mouse data + * + * @property mouse + * @type InteractionData + */ + this.mouse = new PIXI.InteractionData(); + + /** + * an object that stores current touches (InteractionData) by id reference + * + * @property touchs + * @type Object + */ + this.touchs = {}; + + // helpers + this.tempPoint = new PIXI.Point(); + + this.mouseoverEnabled = true; + + //tiny little interactiveData pool! + this.pool = []; + + this.interactiveItems = []; + this.interactionDOMElement = null; + + //this will make it so that you dont have to call bind all the time + this.onMouseMove = this.onMouseMove.bind( this ); + this.onMouseDown = this.onMouseDown.bind(this); + this.onMouseOut = this.onMouseOut.bind(this); + this.onMouseUp = this.onMouseUp.bind(this); + + this.onTouchStart = this.onTouchStart.bind(this); + this.onTouchEnd = this.onTouchEnd.bind(this); + this.onTouchMove = this.onTouchMove.bind(this); + this.last = 0; + + this.currentCursorStyle = 'inherit'; + + this.mouseOut = false; +}; + +// constructor +PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; + +/** + * Collects an interactive sprite recursively to have their interactions managed + * + * @method collectInteractiveSprite + * @param displayObject {DisplayObject} the displayObject to collect + * @param iParent {DisplayObject} + * @private + */ +PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) +{ + var children = displayObject.children; + var length = children.length; + + /// make an interaction tree... {item.__interactiveParent} + for (var i = length-1; i >= 0; i--) + { + var child = children[i]; + +// if(child.visible) { + // push all interactive bits + if(child.interactive) + { + iParent.interactiveChildren = true; + //child.__iParent = iParent; + this.interactiveItems.push(child); + + if(child.children.length > 0) + { + this.collectInteractiveSprite(child, child); + } + } + else + { + child.__iParent = null; + + if(child.children.length > 0) + { + this.collectInteractiveSprite(child, iParent); + } + } +// } + } +}; + +/** + * Sets the target for event delegation + * + * @method setTarget + * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to + * @private + */ +PIXI.InteractionManager.prototype.setTarget = function(target) +{ + this.target = target; + + //check if the dom element has been set. If it has don't do anything + if( this.interactionDOMElement === null ) { + + this.setTargetDomElement( target.view ); + } + + +}; + + +/** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM + * elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element + * to receive those events + * + * @method setTargetDomElement + * @param domElement {DOMElement} the DOM element which will receive mouse and touch events + * @private + */ +PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement) +{ + //remove previouse listeners + + this.removeEvents(); + + + if (window.navigator.msPointerEnabled) + { + // time to remove some of that zoom in ja.. + domElement.style['-ms-content-zooming'] = 'none'; + domElement.style['-ms-touch-action'] = 'none'; + + // DO some window specific touch! + } + + this.interactionDOMElement = domElement; + + domElement.addEventListener('mousemove', this.onMouseMove, true); + domElement.addEventListener('mousedown', this.onMouseDown, true); + domElement.addEventListener('mouseout', this.onMouseOut, true); + + // aint no multi touch just yet! + domElement.addEventListener('touchstart', this.onTouchStart, true); + domElement.addEventListener('touchend', this.onTouchEnd, true); + domElement.addEventListener('touchmove', this.onTouchMove, true); + + document.body.addEventListener('mouseup', this.onMouseUp, true); +}; + + +PIXI.InteractionManager.prototype.removeEvents = function() +{ + if(!this.interactionDOMElement)return; + + this.interactionDOMElement.style['-ms-content-zooming'] = ''; + this.interactionDOMElement.style['-ms-touch-action'] = ''; + + this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true); + + // aint no multi touch just yet! + this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true); + this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true); + + this.interactionDOMElement = null; + + document.body.removeEventListener('mouseup', this.onMouseUp, true); +}; + +/** + * updates the state of interactive objects + * + * @method update + * @private + */ +PIXI.InteractionManager.prototype.update = function() +{ + if(!this.target)return; + + // frequency of 30fps?? + var now = Date.now(); + var diff = now - this.last; + diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000; + if(diff < 1)return; + this.last = now; + // + + var i = 0; + + // ok.. so mouse events?? + // yes for now :) + // OPTIMISE - how often to check?? + if(this.dirty) + { + this.dirty = false; + + var len = this.interactiveItems.length; + + for (i = 0; i < len; i++) { + this.interactiveItems[i].interactiveChildren = false; + } + + this.interactiveItems = []; + + if(this.stage.interactive)this.interactiveItems.push(this.stage); + // go through and collect all the objects that are interactive.. + this.collectInteractiveSprite(this.stage, this.stage); + } + + // loop through interactive objects! + var length = this.interactiveItems.length; + + + + var cursor = 'inherit'; + var over = false; + + for (i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + + //if(!item.visible)continue; + + // OPTIMISATION - only calculate every time if the mousemove function exists.. + // OK so.. does the object have any other interactive functions? + // hit-test the clip! + // if(item.mouseover || item.mouseout || item.buttonMode) + // { + // ok so there are some functions so lets hit test it.. + item.__hit = this.hitTest(item, this.mouse); + this.mouse.target = item; + // ok so deal with interactions.. + // looks like there was a hit! + if(item.__hit && !over) + { + if(item.buttonMode) cursor = item.defaultCursor; + + if(!item.interactiveChildren)over = true; + + if(!item.__isOver) + { + + if(item.mouseover)item.mouseover(this.mouse); + item.__isOver = true; + + // just the one! + //break; + + + } + //break; + } + else + { + if(item.__isOver) + { + // roll out! + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } + // } + // ---> + } + + if( this.currentCursorStyle !== cursor ) + { + this.currentCursorStyle = cursor; + this.interactionDOMElement.style.cursor = cursor; + } + +}; + +/** + * Is called when the mouse moves across the renderer element + * + * @method onMouseMove + * @param event {Event} The DOM event of the mouse moving + * @private + */ +PIXI.InteractionManager.prototype.onMouseMove = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + // TODO optimize by not check EVERY TIME! maybe half as often? // + var rect = this.interactionDOMElement.getBoundingClientRect(); + + this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width); + this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height); + + var length = this.interactiveItems.length; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + if(item.mousemove) + { + //call the function! + item.mousemove(this.mouse); + } + } +}; + +/** + * Is called when the mouse button is pressed down on the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being pressed down + * @private + */ +PIXI.InteractionManager.prototype.onMouseDown = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault(); + + // loop through interaction tree... + // hit test each item! -> + // get interactive items under point?? + //stage.__i + var length = this.interactiveItems.length; + + // while + // hit test + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + if(item.mousedown || item.click) + { + item.__mouseIsDown = true; + item.__hit = this.hitTest(item, this.mouse); + + if(item.__hit) + { + //call the function! + if(item.mousedown)item.mousedown(this.mouse); + item.__isDown = true; + + // just the one! + if(!item.interactiveChildren)break; + } + } + } +}; + +/** + * Is called when the mouse button is moved out of the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being moved out + * @private + */ +PIXI.InteractionManager.prototype.onMouseOut = function() +{ + var length = this.interactiveItems.length; + + this.interactionDOMElement.style.cursor = 'inherit'; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + if(item.__isOver) + { + this.mouse.target = item; + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } + + this.mouseOut = true; + + // move the mouse to an impossible position + this.mouse.global.x = -10000; + this.mouse.global.y = -10000; +}; + +/** + * Is called when the mouse button is released on the renderer element + * + * @method onMouseUp + * @param event {Event} The DOM event of a mouse button being released + * @private + */ +PIXI.InteractionManager.prototype.onMouseUp = function(event) +{ + + this.mouse.originalEvent = event || window.event; //IE uses window.event + + var length = this.interactiveItems.length; + var up = false; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + //if(item.mouseup || item.mouseupoutside || item.click) + //{ + item.__hit = this.hitTest(item, this.mouse); + + if(item.__hit && !up) + { + //call the function! + if(item.mouseup) + { + item.mouseup(this.mouse); + } + if(item.__isDown) + { + if(item.click)item.click(this.mouse); + } + + if(!item.interactiveChildren)up = true; + } + else + { + if(item.__isDown) + { + if(item.mouseupoutside)item.mouseupoutside(this.mouse); + } + } + + item.__isDown = false; + //} + } +}; + +/** + * Tests if the current mouse coordinates hit a sprite + * + * @method hitTest + * @param item {DisplayObject} The displayObject to test for a hit + * @param interactionData {InteractionData} The interactionData object to update in the case there is a hit + * @private + */ +PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) +{ + var global = interactionData.global; + + if( !item.worldVisible )return false; + + // temp fix for if the element is in a non visible + + var isSprite = (item instanceof PIXI.Sprite), + worldTransform = item.worldTransform, + a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, + a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, + id = 1 / (a00 * a11 + a01 * -a10), + x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; + + interactionData.target = item; + + //a sprite or display object with a hit area defined + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + //if(isSprite) + interactionData.target = item; + + return true; + } + + return false; + } + // a sprite with no hitarea defined + else if(isSprite) + { + var width = item.texture.frame.width, + height = item.texture.frame.height, + x1 = -width * item.anchor.x, + y1; + + if(x > x1 && x < x1 + width) + { + y1 = -height * item.anchor.y; + + if(y > y1 && y < y1 + height) + { + // set the target property if a hit is true! + interactionData.target = item; + return true; + } + } + } + + var length = item.children.length; + + for (var i = 0; i < length; i++) + { + var tempItem = item.children[i]; + var hit = this.hitTest(tempItem, interactionData); + if(hit) + { + // hmm.. TODO SET CORRECT TARGET? + interactionData.target = item; + return true; + } + } + + return false; +}; + +/** + * Is called when a touch is moved across the renderer element + * + * @method onTouchMove + * @param event {Event} The DOM event of a touch moving across the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchMove = function(event) +{ + var rect = this.interactionDOMElement.getBoundingClientRect(); + var changedTouches = event.changedTouches; + var touchData; + var i = 0; + + for (i = 0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + touchData = this.touchs[touchEvent.identifier]; + touchData.originalEvent = event || window.event; + + // update the touch position + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + } + + var length = this.interactiveItems.length; + for (i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + if(item.touchmove) + item.touchmove(touchData); + } +}; + +/** + * Is called when a touch is started on the renderer element + * + * @method onTouchStart + * @param event {Event} The DOM event of a touch starting on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchStart = function(event) +{ + var rect = this.interactionDOMElement.getBoundingClientRect(); + + if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault(); + + var changedTouches = event.changedTouches; + for (var i=0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + + var touchData = this.pool.pop(); + if(!touchData)touchData = new PIXI.InteractionData(); + + touchData.originalEvent = event || window.event; + + this.touchs[touchEvent.identifier] = touchData; + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + + var length = this.interactiveItems.length; + + for (var j = 0; j < length; j++) + { + var item = this.interactiveItems[j]; + + if(item.touchstart || item.tap) + { + item.__hit = this.hitTest(item, touchData); + + if(item.__hit) + { + //call the function! + if(item.touchstart)item.touchstart(touchData); + item.__isDown = true; + item.__touchData = touchData; + + if(!item.interactiveChildren)break; + } + } + } + } +}; + +/** + * Is called when a touch is ended on the renderer element + * + * @method onTouchEnd + * @param event {Event} The DOM event of a touch ending on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchEnd = function(event) +{ + //this.mouse.originalEvent = event || window.event; //IE uses window.event + var rect = this.interactionDOMElement.getBoundingClientRect(); + var changedTouches = event.changedTouches; + + for (var i=0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + var touchData = this.touchs[touchEvent.identifier]; + var up = false; + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + + var length = this.interactiveItems.length; + for (var j = 0; j < length; j++) + { + var item = this.interactiveItems[j]; + var itemTouchData = item.__touchData; // <-- Here! + item.__hit = this.hitTest(item, touchData); + + if(itemTouchData === touchData) + { + // so this one WAS down... + touchData.originalEvent = event || window.event; + // hitTest?? + + if(item.touchend || item.tap) + { + if(item.__hit && !up) + { + if(item.touchend)item.touchend(touchData); + if(item.__isDown) + { + if(item.tap)item.tap(touchData); + } + + if(!item.interactiveChildren)up = true; + } + else + { + if(item.__isDown) + { + if(item.touchendoutside)item.touchendoutside(touchData); + } + } + + item.__isDown = false; + } + + item.__touchData = null; + + } + /* + else + { + + } + */ + } + // remove the touch.. + this.pool.push(touchData); + this.touchs[touchEvent.identifier] = null; + } +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Stage represents the root of the display tree. Everything connected to the stage is rendered + * + * @class Stage + * @extends DisplayObjectContainer + * @constructor + * @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format + * like: 0xFFFFFF for white + * + * Creating a stage is a mandatory process when you use Pixi, which is as simple as this : + * var stage = new PIXI.Stage(0xFFFFFF); + * where the parameter given is the background colour of the stage, in hex + * you will use this stage instance to add your sprites to it and therefore to the renderer + * Here is how to add a sprite to the stage : + * stage.addChild(sprite); + */ +PIXI.Stage = function(backgroundColor) +{ + PIXI.DisplayObjectContainer.call( this ); + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = new PIXI.Matrix(); + + /** + * Whether or not the stage is interactive + * + * @property interactive + * @type Boolean + */ + this.interactive = true; + + /** + * The interaction manage for this stage, manages all interactive activity on the stage + * + * @property interactive + * @type InteractionManager + */ + this.interactionManager = new PIXI.InteractionManager(this); + + /** + * Whether the stage is dirty and needs to have interactions updated + * + * @property dirty + * @type Boolean + * @private + */ + this.dirty = true; + + //the stage is its own stage + this.stage = this; + + //optimize hit detection a bit + this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); + + this.setBackgroundColor(backgroundColor); +}; + +// constructor +PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Stage.prototype.constructor = PIXI.Stage; + +/** + * Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element. + * This is useful for when you have other DOM elements on top of the Canvas element. + * + * @method setInteractionDelegate + * @param domElement {DOMElement} This new domElement which will receive mouse/touch events + */ +PIXI.Stage.prototype.setInteractionDelegate = function(domElement) +{ + this.interactionManager.setTargetDomElement( domElement ); +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Stage.prototype.updateTransform = function() +{ + this.worldAlpha = 1; + + for(var i=0,j=this.children.length; i> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; +}; + +/** + * Converts a color as an [R, G, B] array to a hex number + * + * @method rgb2hex + * @param rgb {Array} + */ +PIXI.rgb2hex = function(rgb) { + return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255); +}; + +/** + * A polyfill for Function.prototype.bind + * + * @method bind + */ +if (typeof Function.prototype.bind !== 'function') { + Function.prototype.bind = (function () { + var slice = Array.prototype.slice; + return function (thisArg) { + var target = this, boundArgs = slice.call(arguments, 1); + + if (typeof target !== 'function') throw new TypeError(); + + function bound() { + var args = boundArgs.concat(slice.call(arguments)); + target.apply(this instanceof bound ? this : thisArg, args); + } + + bound.prototype = (function F(proto) { + if (proto) F.prototype = proto; + if (!(this instanceof F)) return new F(); + })(target.prototype); + + return bound; + }; + })(); +} + +/** + * A wrapper for ajax requests to be handled cross browser + * + * @class AjaxRequest + * @constructor + */ +PIXI.AjaxRequest = function() +{ + var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE + + if (window.ActiveXObject) + { //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken) + for (var i=0; i 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj + return number; + else + { + var result = 1; + while (result < number) result <<= 1; + return result; + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * https://github.com/mrdoob/eventtarget.js/ + * THankS mr DOob! + */ + +/** + * Adds event emitter functionality to a class + * + * @class EventTarget + * + * function MyEmitter() { + * PIXI.EventTarget.call(this); //mixes in event target stuff + * } + * + * var em = new MyEmitter(); + * em.emit({ type: 'eventName', data: 'some data' }); + */ +PIXI.EventTarget = function () { + + /** + * Holds all the listeners + * + * @property listeneners + * @type Object + */ + var listeners = {}; + + /** + * Adds a listener for a specific event + * + * @method addEventListener + * @param type {string} A string representing the event type to listen for. + * @param listener {function} The callback function that will be fired when the event occurs + */ + this.addEventListener = this.on = function ( type, listener ) { + + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + } + + }; + + /** + * Fires the event, ie pretends that the event has happened + * + * @method dispatchEvent + * @param event {Event} the event object + */ + this.dispatchEvent = this.emit = function ( event ) { + + if ( !listeners[ event.type ] || !listeners[ event.type ].length ) { + + return; + + } + + for(var i = 0, l = listeners[ event.type ].length; i < l; i++) { + + listeners[ event.type ][ i ]( event ); + + } + + }; + + /** + * Removes the specified listener that was assigned to the specified event type + * + * @method removeEventListener + * @param type {string} A string representing the event type which will have its listener removed + * @param listener {function} The callback function that was be fired when the event occured + */ + this.removeEventListener = this.off = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + + /** + * Removes all the listeners that were active for the specified event type + * + * @method removeAllEventListeners + * @param type {string} A string representing the event type which will have all its listeners removed + */ + this.removeAllEventListeners = function( type ) { + var a = listeners[type]; + if (a) + a.length = 0; + }; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by + * the browser then this function will return a canvas renderer + * @class autoDetectRenderer + * @static + * @param width=800 {Number} the width of the renderers view + * @param height=600 {Number} the height of the renderers view + * @param [view] {Canvas} the canvas to use as a view, optional + * @param [transparent=false] {Boolean} the transparency of the render view, default false + * @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment) + * + * antialias + */ +PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) +{ + if(!width)width = 800; + if(!height)height = 600; + + // BORROWED from Mr Doob (mrdoob.com) + var webgl = ( function () { try { + var canvas = document.createElement( 'canvas' ); + return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); + } catch( e ) { + return false; + } + } )(); + + // used to detect ie 11 - no longer required + /* if(webgl) + { + var ie = (navigator.userAgent.toLowerCase().indexOf('trident') !== -1); + webgl = !ie; + } + */ + + + if( webgl ) + { + return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); + } + + return new PIXI.CanvasRenderer(width, height, view, transparent); +}; + +/* + PolyK library + url: http://polyk.ivank.net + Released under MIT licence. + + Copyright (c) 2012 Ivan Kuckir + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation + files (the "Software"), to deal in the Software without + restriction, including without limitation the rights to use, + copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + OTHER DEALINGS IN THE SOFTWARE. + + This is an amazing lib! + + slightly modified by Mat Groves (matgroves.com); +*/ + +/** + * Based on the Polyk library http://polyk.ivank.net released under MIT licence. + * This is an amazing lib! + * slightly modified by Mat Groves (matgroves.com); + * @class PolyK + * + */ +PIXI.PolyK = {}; + +/** + * Triangulates shapes for webGL graphic fills + * + * @method Triangulate + * + */ +PIXI.PolyK.Triangulate = function(p) +{ + var sign = true; + + var n = p.length >> 1; + if(n < 3) return []; + + var tgs = []; + var avl = []; + for(var i = 0; i < n; i++) avl.push(i); + + i = 0; + var al = n; + while(al > 3) + { + var i0 = avl[(i+0)%al]; + var i1 = avl[(i+1)%al]; + var i2 = avl[(i+2)%al]; + + var ax = p[2*i0], ay = p[2*i0+1]; + var bx = p[2*i1], by = p[2*i1+1]; + var cx = p[2*i2], cy = p[2*i2+1]; + + var earFound = false; + if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) + { + earFound = true; + for(var j = 0; j < al; j++) + { + var vi = avl[j]; + if(vi === i0 || vi === i1 || vi === i2) continue; + + if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) { + earFound = false; + break; + } + } + } + + if(earFound) + { + tgs.push(i0, i1, i2); + avl.splice((i+1)%al, 1); + al--; + i = 0; + } + else if(i++ > 3*al) + { + // need to flip flip reverse it! + // reset! + if(sign) + { + tgs = []; + avl = []; + for(i = 0; i < n; i++) avl.push(i); + + i = 0; + al = n; + + sign = false; + } + else + { + window.console.log("PIXI Warning: shape too complex to fill"); + return []; + } + } + } + + tgs.push(avl[0], avl[1], avl[2]); + return tgs; +}; + +/** + * Checks whether a point is within a triangle + * + * @method _PointInTriangle + * @param px {Number} x coordinate of the point to test + * @param py {Number} y coordinate of the point to test + * @param ax {Number} x coordinate of the a point of the triangle + * @param ay {Number} y coordinate of the a point of the triangle + * @param bx {Number} x coordinate of the b point of the triangle + * @param by {Number} y coordinate of the b point of the triangle + * @param cx {Number} x coordinate of the c point of the triangle + * @param cy {Number} y coordinate of the c point of the triangle + * @private + */ +PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy) +{ + var v0x = cx-ax; + var v0y = cy-ay; + var v1x = bx-ax; + var v1y = by-ay; + var v2x = px-ax; + var v2y = py-ay; + + var dot00 = v0x*v0x+v0y*v0y; + var dot01 = v0x*v1x+v0y*v1y; + var dot02 = v0x*v2x+v0y*v2y; + var dot11 = v1x*v1x+v1y*v1y; + var dot12 = v1x*v2x+v1y*v2y; + + var invDenom = 1 / (dot00 * dot11 - dot01 * dot01); + var u = (dot11 * dot02 - dot01 * dot12) * invDenom; + var v = (dot00 * dot12 - dot01 * dot02) * invDenom; + + // Check if point is in triangle + return (u >= 0) && (v >= 0) && (u + v < 1); +}; + +/** + * Checks whether a shape is convex + * + * @method _convex + * + * @private + */ +PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) +{ + return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.initDefaultShaders = function() +{ + + // PIXI.stripShader = new PIXI.StripShader(); +// PIXI.stripShader.init(); + +}; + +PIXI.CompileVertexShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); +}; + +PIXI.CompileFragmentShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); +}; + +PIXI._CompileShader = function(gl, shaderSrc, shaderType) +{ + var src = shaderSrc.join("\n"); + var shader = gl.createShader(shaderType); + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + window.console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +}; + +PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc) +{ + //var gl = PIXI.gl; + var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); + var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); + + var shaderProgram = gl.createProgram(); + + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + window.console.log("Could not initialise shaders"); + } + + return shaderProgram; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * @author Richard Davey http://www.photonstorm.com @photonstorm + */ + +/** +* @class PIXI.PixiShader +* @constructor +*/ +PIXI.PixiShader = function(gl) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision lowp float;', + 'varying vec2 vTextureCoord;', + 'varying vec4 vColor;', + 'uniform sampler2D uSampler;', + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', + '}' + ]; + + + /** + * @property {number} textureCount - A local texture counter for multi-texture shaders. + */ + this.textureCount = 0; + + this.attributes = []; + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PixiShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc); + + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.dimensions = gl.getUniformLocation(program, 'dimensions'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + + // Begin worst hack eva // + + // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? + // maybe its something to do with the current state of the gl context. + // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel + // If theres any webGL people that know why could happen please help :) + if(this.colorAttribute === -1) + { + this.colorAttribute = 2; + } + + this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute]; + + // End worst hack eva // + + // add those custom shaders! + for (var key in this.uniforms) + { + // get the uniform locations.. + this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key); + } + + this.initUniforms(); + + this.program = program; +}; + +/** +* Initialises the shader uniform values. +* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/ +* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf +* +* @method initUniforms +*/ +PIXI.PixiShader.prototype.initUniforms = function() +{ + this.textureCount = 1; + var gl = this.gl; + var uniform; + + for (var key in this.uniforms) + { + uniform = this.uniforms[key]; + + var type = uniform.type; + + if (type === 'sampler2D') + { + uniform._init = false; + + if (uniform.value !== null) + { + this.initSampler2D(uniform); + } + } + else if (type === 'mat2' || type === 'mat3' || type === 'mat4') + { + // These require special handling + uniform.glMatrix = true; + uniform.glValueLength = 1; + + if (type === 'mat2') + { + uniform.glFunc = gl.uniformMatrix2fv; + } + else if (type === 'mat3') + { + uniform.glFunc = gl.uniformMatrix3fv; + } + else if (type === 'mat4') + { + uniform.glFunc = gl.uniformMatrix4fv; + } + } + else + { + // GL function reference + uniform.glFunc = gl['uniform' + type]; + + if (type === '2f' || type === '2i') + { + uniform.glValueLength = 2; + } + else if (type === '3f' || type === '3i') + { + uniform.glValueLength = 3; + } + else if (type === '4f' || type === '4i') + { + uniform.glValueLength = 4; + } + else + { + uniform.glValueLength = 1; + } + } + } + +}; + +/** +* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded) +* +* @method initSampler2D +*/ +PIXI.PixiShader.prototype.initSampler2D = function(uniform) +{ + if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded) + { + return; + } + + var gl = this.gl; + + gl.activeTexture(gl['TEXTURE' + this.textureCount]); + gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture); + + // Extended texture data + if (uniform.textureData) + { + var data = uniform.textureData; + + // GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D); + // GLTextureLinear = mag/min linear, wrap clamp + // GLTextureNearestRepeat = mag/min NEAREST, wrap repeat + // GLTextureNearest = mag/min nearest, wrap clamp + // AudioTexture = whatever + luminance + width 512, height 2, border 0 + // KeyTexture = whatever + luminance + width 256, height 2, border 0 + + // magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST + // wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT + + var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR; + var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR; + var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE; + var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE; + var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA; + + if (data.repeat) + { + wrapS = gl.REPEAT; + wrapT = gl.REPEAT; + } + + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY); + + if (data.width) + { + var width = (data.width) ? data.width : 512; + var height = (data.height) ? data.height : 2; + var border = (data.border) ? data.border : 0; + + // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); + gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null); + } + else + { + // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels); + gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source); + } + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT); + } + + gl.uniform1i(uniform.uniformLocation, this.textureCount); + + uniform._init = true; + + this.textureCount++; + +}; + +/** +* Updates the shader uniform values. +* +* @method syncUniforms +*/ +PIXI.PixiShader.prototype.syncUniforms = function() +{ + this.textureCount = 1; + var uniform; + var gl = this.gl; + + // This would probably be faster in an array and it would guarantee key order + for (var key in this.uniforms) + { + + uniform = this.uniforms[key]; + + if (uniform.glValueLength === 1) + { + if (uniform.glMatrix === true) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value); + } + else + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value); + } + } + else if (uniform.glValueLength === 2) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y); + } + else if (uniform.glValueLength === 3) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z); + } + else if (uniform.glValueLength === 4) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w); + } + else if (uniform.type === 'sampler2D') + { + if (uniform._init) + { + gl.activeTexture(gl['TEXTURE' + this.textureCount]); + gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl)); + gl.uniform1i(uniform.uniformLocation, this.textureCount); + this.textureCount++; + } + else + { + this.initSampler2D(uniform); + } + } + } + +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PixiShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attributes = null; +}; + +/** +* +* @property defaultVertexSrc +* @type String +*/ +PIXI.PixiShader.defaultVertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aTextureCoord;', + 'attribute vec2 aColor;', + + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + + 'varying vec2 vTextureCoord;', + 'varying vec4 vColor;', + + 'const vec2 center = vec2(-1.0, 1.0);', + + 'void main(void) {', + ' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', + ' vColor = vec4(color * aColor.x, aColor.x);', + '}' +]; + + + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * @author Richard Davey http://www.photonstorm.com @photonstorm + */ + +/** +* @class PIXI.PixiFastShader +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.PixiFastShader = function(gl) +{ + + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision lowp float;', + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + 'uniform sampler2D uSampler;', + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', + '}' + ]; + + /** + * @property {array} vertexSrc - The vertex shader + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aPositionCoord;', + 'attribute vec2 aScale;', + 'attribute float aRotation;', + 'attribute vec2 aTextureCoord;', + 'attribute float aColor;', + + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + 'uniform mat3 uMatrix;', + + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + + 'const vec2 center = vec2(-1.0, 1.0);', + + 'void main(void) {', + ' vec2 v;', + ' vec2 sv = aVertexPosition * aScale;', + ' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);', + ' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);', + ' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;', + ' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + // ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', + ' vColor = aColor;', + '}' + ]; + + + /** + * @property {number} textureCount - A local texture counter for multi-texture shaders. + */ + this.textureCount = 0; + + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PixiFastShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.dimensions = gl.getUniformLocation(program, 'dimensions'); + this.uMatrix = gl.getUniformLocation(program, 'uMatrix'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord'); + + this.aScale = gl.getAttribLocation(program, 'aScale'); + this.aRotation = gl.getAttribLocation(program, 'aRotation'); + + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + + + // Begin worst hack eva // + + // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? + // maybe its somthing to do with the current state of the gl context. + // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel + // If theres any webGL people that know why could happen please help :) + if(this.colorAttribute === -1) + { + this.colorAttribute = 2; + } + + this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute]; + + // End worst hack eva // + + + this.program = program; +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PixiFastShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attributes = null; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +PIXI.StripShader = function() +{ + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision mediump float;', + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + 'uniform float alpha;', + 'uniform sampler2D uSampler;', + + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));', + ' gl_FragColor = gl_FragColor * alpha;', + '}' + ]; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aTextureCoord;', + 'attribute float aColor;', + 'uniform mat3 translationMatrix;', + 'uniform vec2 projectionVector;', + 'varying vec2 vTextureCoord;', + 'uniform vec2 offsetVector;', + 'varying float vColor;', + + 'void main(void) {', + ' vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);', + ' v -= offsetVector.xyx;', + ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + ' vColor = aColor;', + '}' + ]; +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.StripShader.prototype.init = function() +{ + + var gl = PIXI.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + //this.dimensions = gl.getUniformLocation(this.program, 'dimensions'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + + this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); + this.alpha = gl.getUniformLocation(program, 'alpha'); + + this.program = program; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class PrimitiveShader +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.PrimitiveShader = function(gl) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property fragmentSrc + * @type Array + */ + this.fragmentSrc = [ + 'precision mediump float;', + 'varying vec4 vColor;', + + 'void main(void) {', + ' gl_FragColor = vColor;', + '}' + ]; + + /** + * @property vertexSrc + * @type Array + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec4 aColor;', + 'uniform mat3 translationMatrix;', + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + 'uniform float alpha;', + 'uniform vec3 tint;', + 'varying vec4 vColor;', + + 'void main(void) {', + ' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);', + ' v -= offsetVector.xyx;', + ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);', + ' vColor = aColor * vec4(tint * alpha, alpha);', + '}' + ]; + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PrimitiveShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + gl.useProgram(program); + + // get and store the uniforms for the shader + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.tintColor = gl.getUniformLocation(program, 'tint'); + + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + this.attributes = [this.aVertexPosition, this.colorAttribute]; + + this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); + this.alpha = gl.getUniformLocation(program, 'alpha'); + + this.program = program; +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PrimitiveShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attribute = null; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class WebGLGraphics + * @private + * @static + */ +PIXI.WebGLGraphics = function() +{ + +}; + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param renderSession {Object} + */ +PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset) +{ + var gl = renderSession.gl; + var projection = renderSession.projection, + offset = renderSession.offset, + shader = renderSession.shaderManager.primitiveShader; + + if(!graphics._webGL[gl.id])graphics._webGL[gl.id] = {points:[], indices:[], lastIndex:0, + buffer:gl.createBuffer(), + indexBuffer:gl.createBuffer()}; + + var webGL = graphics._webGL[gl.id]; + + if(graphics.dirty) + { + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + + webGL.lastIndex = 0; + webGL.points = []; + webGL.indices = []; + + } + + PIXI.WebGLGraphics.updateGraphics(graphics, gl); + } + + renderSession.shaderManager.activatePrimitiveShader(); + + // This could be speeded up for sure! + + // set the matrix transform + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true)); + + gl.uniform2f(shader.projectionVector, projection.x, -projection.y); + gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); + + gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint)); + + gl.uniform1f(shader.alpha, graphics.worldAlpha); + gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); + + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); + + gl.drawElements(gl.TRIANGLE_STRIP, webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); + + renderSession.shaderManager.deactivatePrimitiveShader(); + + // return to default shader... +// PIXI.activateShader(PIXI.defaultShader); +}; + +/** + * Updates the graphics object + * + * @static + * @private + * @method updateGraphics + * @param graphicsData {Graphics} The graphics object to update + * @param gl {WebGLContext} the current WebGL drawing context + */ +PIXI.WebGLGraphics.updateGraphics = function(graphics, gl) +{ + var webGL = graphics._webGL[gl.id]; + + for (var i = webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type === PIXI.Graphics.POLY) + { + if(data.fill) + { + if(data.points.length>3) + PIXI.WebGLGraphics.buildPoly(data, webGL); + } + + if(data.lineWidth > 0) + { + PIXI.WebGLGraphics.buildLine(data, webGL); + } + } + else if(data.type === PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, webGL); + } + else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, webGL); + } + } + + webGL.lastIndex = graphics.graphicsData.length; + + + + webGL.glPoints = new Float32Array(webGL.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); + gl.bufferData(gl.ARRAY_BUFFER, webGL.glPoints, gl.STATIC_DRAW); + + webGL.glIndicies = new Uint16Array(webGL.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, webGL.glIndicies, gl.STATIC_DRAW); +}; + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + + if(graphicsData.fill) + { + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length/6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x , y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3); + } + + if(graphicsData.lineWidth) + { + var tempPoints = graphicsData.points; + + graphicsData.points = [x, y, + x + width, y, + x + width, y + height, + x, y + height, + x, y]; + + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + + graphicsData.points = tempPoints; + } +}; + +/** + * Builds a circle to draw + * + * @static + * @private + * @method buildCircle + * @param graphicsData {Graphics} The graphics object to draw + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + var totalSegs = 40; + var seg = (Math.PI * 2) / totalSegs ; + + var i = 0; + + if(graphicsData.fill) + { + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length/6; + + indices.push(vecPos); + + for (i = 0; i < totalSegs + 1 ; i++) + { + verts.push(x,y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height, + r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + } + + indices.push(vecPos-1); + } + + if(graphicsData.lineWidth) + { + var tempPoints = graphicsData.points; + + graphicsData.points = []; + + for (i = 0; i < totalSegs + 1; i++) + { + graphicsData.points.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height); + } + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + + graphicsData.points = tempPoints; + } +}; + +/** + * Builds a line to draw + * + * @static + * @private + * @method buildLine + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) +{ + // TODO OPTIMISE! + var i = 0; + + var points = graphicsData.points; + if(points.length === 0)return; + + // if the line width is an odd number add 0.5 to align to a whole pixel + if(graphicsData.lineWidth%2) + { + for (i = 0; i < points.length; i++) { + points[i] += 0.5; + } + } + + // get first and last point.. figure out the middle! + var firstPoint = new PIXI.Point( points[0], points[1] ); + var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + // if the first point is the last point - gonna have issues :) + if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) + { + points.pop(); + points.pop(); + + lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length/6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = PIXI.hex2rgb(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var px, py, p1x, p1y, p2x, p2y, p3x, p3y; + var perpx, perpy, perp2x, perp2y, perp3x, perp3y; + var a1, b1, c1, a2, b2, c2; + var denom, pdist, dist; + + p1x = points[0]; + p1y = points[1]; + + p2x = points[2]; + p2y = points[3]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx , p1y - perpy, + r, g, b, alpha); + + verts.push(p1x + perpx , p1y + perpy, + r, g, b, alpha); + + for (i = 1; i < length-1; i++) + { + p1x = points[(i-1)*2]; + p1y = points[(i-1)*2 + 1]; + + p2x = points[(i)*2]; + p2y = points[(i)*2 + 1]; + + p3x = points[(i+1)*2]; + p3y = points[(i+1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + a1 = (-perpy + p1y) - (-perpy + p2y); + b1 = (-perpx + p2x) - (-perpx + p1x); + c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + a2 = (-perp2y + p3y) - (-perp2y + p2y); + b2 = (-perp2x + p2x) - (-perp2x + p3x); + c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + denom = a1*b2 - a2*b1; + + if(Math.abs(denom) < 0.1 ) + { + + denom+=10.1; + verts.push(p2x - perpx , p2y - perpy, + r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy, + r, g, b, alpha); + + continue; + } + + px = (b1*c2 - b2*c1)/denom; + py = (a2*c1 - a1*c2)/denom; + + + pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); + + + if(pdist > 140 * 140) + { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y +perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } + else + { + + verts.push(px , py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px-p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length-2)*2]; + p1y = points[(length-2)*2 + 1]; + + p2x = points[(length-1)*2]; + p2y = points[(length-1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx , p2y - perpy); + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy); + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (i = 0; i < indexCount; i++) + { + indices.push(indexStart++); + } + + indices.push(indexStart-1); +}; + +/** + * Builds a polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) +{ + var points = graphicsData.points; + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = PIXI.PolyK.Triangulate(points); + + var vertPos = verts.length / 6; + + var i = 0; + + for (i = 0; i < triangles.length; i+=3) + { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i] + vertPos); + indices.push(triangles[i+1] + vertPos); + indices.push(triangles[i+2] +vertPos); + indices.push(triangles[i+2] + vertPos); + } + + for (i = 0; i < length; i++) + { + verts.push(points[i * 2], points[i * 2 + 1], + r, g, b, alpha); + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.glContexts = []; // this is where we store the webGL contexts for easy access. + +/** + * the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's. + * So no need for Sprite Batch's or Sprite Cloud's + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class WebGLRenderer + * @constructor + * @param width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {HTMLCanvasElement} the canvas to use as a view, optional + * @param transparent=false {Boolean} If the render view is transparent, default false + * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) + * + */ +PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) +{ + if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this; + + this.type = PIXI.WEBGL_RENDERER; + + // do a catch.. only 1 webGL renderer.. + /** + * Whether the render view is transparent + * + * @property transparent + * @type Boolean + */ + this.transparent = !!transparent; + + /** + * The width of the canvas view + * + * @property width + * @type Number + * @default 800 + */ + this.width = width || 800; + + /** + * The height of the canvas view + * + * @property height + * @type Number + * @default 600 + */ + this.height = height || 600; + + /** + * The canvas element that everything is drawn to + * + * @property view + * @type HTMLCanvasElement + */ + this.view = view || document.createElement( 'canvas' ); + this.view.width = this.width; + this.view.height = this.height; + + // deal with losing context.. + // TODO-Alvin + this.contextLost = this.handleContextLost.bind(this); + this.contextRestoredLost = this.handleContextRestored.bind(this); + // console.log(this.handleContextRestored) + this.view.addEventListener('webglcontextlost', this.contextLost, false); + this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false); + + this.options = { + alpha: this.transparent, + antialias:!!antialias, // SPEED UP?? + premultipliedAlpha:!!transparent, + stencil:true + }; + + //try 'experimental-webgl' + try { + this.gl = this.view.getContext('experimental-webgl', this.options); + } catch (e) { + //try 'webgl' + try { + this.gl = this.view.getContext('webgl', this.options); + } catch (e2) { + // fail, not able to get a context + throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); + } + } + + var gl = this.gl; + this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++; + + PIXI.glContexts[this.glContextId] = gl; + + if(!PIXI.blendModesWebGL) + { + PIXI.blendModesWebGL = []; + + PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE]; + PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + } + + + + + this.projection = new PIXI.Point(); + this.projection.x = this.width/2; + this.projection.y = -this.height/2; + + this.offset = new PIXI.Point(0, 0); + + this.resize(this.width, this.height); + this.contextLost = false; + + // time to create the render managers! each one focuses on managine a state in webGL + this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs + this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites + this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer + this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters + + // + this.renderSession = {}; + this.renderSession.gl = this.gl; + this.renderSession.drawCount = 0; + this.renderSession.shaderManager = this.shaderManager; + this.renderSession.maskManager = this.maskManager; + this.renderSession.filterManager = this.filterManager; + this.renderSession.spriteBatch = this.spriteBatch; + + + gl.useProgram(this.shaderManager.defaultShader.program); + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); +}; + +// constructor +PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; + +/** + * Renders the stage to its webGL view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.WebGLRenderer.prototype.render = function(stage) +{ + if(this.contextLost)return; + + + // if rendering a new stage clear the batches.. + if(this.__stage !== stage) + { + if(stage.interactive)stage.interactionManager.removeEvents(); + + // TODO make this work + // dont think this is needed any more? + this.__stage = stage; + } + + // update any textures this includes uvs and uploading them to the gpu + PIXI.WebGLRenderer.updateTextures(); + + // update the scene graph + stage.updateTransform(); + + var gl = this.gl; + + // -- Does this need to be set every frame? -- // + //gl.colorMask(true, true, true, this.transparent); + gl.viewport(0, 0, this.width, this.height); + + // make sure we are bound to the main frame buffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + if(this.transparent) + { + gl.clearColor(0, 0, 0, 0); + } + else + { + gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1); + } + + + gl.clear(gl.COLOR_BUFFER_BIT); + + // this.projection.x = this.width/2; + //this.projection.y = -this.height/2; + + this.renderDisplayObject( stage, this.projection ); + + // interaction + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + else + { + if(stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = false; + stage.interactionManager.setTarget(this); + } + } + + /* + //can simulate context loss in Chrome like so: + this.view.onmousedown = function(ev) { + console.dir(this.gl.getSupportedExtensions()); + var ext = ( + gl.getExtension("WEBGL_scompressed_texture_s3tc") + // gl.getExtension("WEBGL_compressed_texture_s3tc") || + // gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") || + // gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc") + ); + console.dir(ext); + var loseCtx = this.gl.getExtension("WEBGL_lose_context"); + console.log("killing context"); + loseCtx.loseContext(); + setTimeout(function() { + console.log("restoring context..."); + loseCtx.restoreContext(); + }.bind(this), 1000); + }.bind(this); + */ +}; + +/** + * Renders a display Object + * + * @method renderDIsplayObject + * @param displayObject {DisplayObject} The DisplayObject to render + * @param projection {Point} + * @param buffer {Array} buffer TODO-Alvin + */ +PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer) +{ + // reset the render session data.. + this.renderSession.drawCount = 0; + this.renderSession.currentBlendMode = 9999; + + this.renderSession.projection = projection; + this.renderSession.offset = this.offset; + + // start the sprite batch + this.spriteBatch.begin(this.renderSession); + + // start the filter manager + this.filterManager.begin(this.renderSession, buffer); + + // render the scene! + displayObject._renderWebGL(this.renderSession); + + // finish the sprite batch + this.spriteBatch.end(); +}; + +/** + * Updates the textures loaded into this webgl renderer + * + * @static + * @method updateTextures + * @private + */ +PIXI.WebGLRenderer.updateTextures = function() +{ + var i = 0; + + //TODO break this out into a texture manager... + //for (i = 0; i < PIXI.texturesToUpdate.length; i++) + // PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); + + + for (i=0; i < PIXI.Texture.frameUpdates.length; i++) + PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]); + + for (i = 0; i < PIXI.texturesToDestroy.length; i++) + PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); + + PIXI.texturesToUpdate.length = 0; + PIXI.texturesToDestroy.length = 0; + PIXI.Texture.frameUpdates.length = 0; +}; + +/** + * Destroys a loaded webgl texture + * + * @method destroyTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.destroyTexture = function(texture) +{ + //TODO break this out into a texture manager... + + for (var i = texture._glTextures.length - 1; i >= 0; i--) + { + var glTexture = texture._glTextures[i]; + var gl = PIXI.glContexts[i]; + + if(gl && glTexture) + { + gl.deleteTexture(glTexture); + } + } + + texture._glTextures.length = 0; +}; + +/** + * TODO-Alvin + * + * @method updateTextureFrame + * @param texture {Texture} The texture to update the frame from + * @private + */ +PIXI.WebGLRenderer.updateTextureFrame = function(texture) +{ + texture.updateFrame = false; + + // now set the uvs. Figured that the uv data sits with a texture rather than a sprite. + // so uv data is stored on the texture itself + texture._updateWebGLuvs(); +}; + +/** + * resizes the webGL view to the specified width and height + * + * @method resize + * @param width {Number} the new width of the webGL view + * @param height {Number} the new height of the webGL view + */ +PIXI.WebGLRenderer.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.view.width = width; + this.view.height = height; + + this.gl.viewport(0, 0, this.width, this.height); + + this.projection.x = this.width/2; + this.projection.y = -this.height/2; +}; + +/** + * Creates a WebGL texture + * + * @method createWebGLTexture + * @param texture {Texture} the texture to render + * @param gl {webglContext} the WebGL context + * @static + */ +PIXI.createWebGLTexture = function(texture, gl) +{ + + + if(texture.hasLoaded) + { + texture._glTextures[gl.id] = gl.createTexture(); + + gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + + // reguler... + + if(!texture._powerOf2) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + } + + gl.bindTexture(gl.TEXTURE_2D, null); + } + + return texture._glTextures[gl.id]; +}; + +/** + * Updates a WebGL texture + * + * @method updateWebGLTexture + * @param texture {Texture} the texture to update + * @param gl {webglContext} the WebGL context + * @private + */ +PIXI.updateWebGLTexture = function(texture, gl) +{ + if( texture._glTextures[gl.id] ) + { + gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + + // reguler... + + if(!texture._powerOf2) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + } + + gl.bindTexture(gl.TEXTURE_2D, null); + } + +}; + +/** + * Handles a lost webgl context + * + * @method handleContextLost + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextLost = function(event) +{ + event.preventDefault(); + this.contextLost = true; +}; + +/** + * Handles a restored webgl context + * + * @method handleContextRestored + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextRestored = function() +{ + + //try 'experimental-webgl' + try { + this.gl = this.view.getContext('experimental-webgl', this.options); + } catch (e) { + //try 'webgl' + try { + this.gl = this.view.getContext('webgl', this.options); + } catch (e2) { + // fail, not able to get a context + throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); + } + } + + var gl = this.gl; + gl.id = PIXI.WebGLRenderer.glContextId ++; + + + + // need to set the context... + this.shaderManager.setContext(gl); + this.spriteBatch.setContext(gl); + this.maskManager.setContext(gl); + this.filterManager.setContext(gl); + + + this.renderSession.gl = this.gl; + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); + + this.gl.viewport(0, 0, this.width, this.height); + + for(var key in PIXI.TextureCache) + { + var texture = PIXI.TextureCache[key].baseTexture; + texture._glTextures = []; + } + + /** + * Whether the context was lost + * @property contextLost + * @type Boolean + */ + this.contextLost = false; + +}; + +/** + * Destroy TODO-Alvin + * + * @method destroy + */ +PIXI.WebGLRenderer.prototype.destroy = function() +{ + + // deal with losing context.. + + // remove listeners + this.view.removeEventListener('webglcontextlost', this.contextLost); + this.view.removeEventListener('webglcontextrestored', this.contextRestoredLost); + + PIXI.glContexts[this.glContextId] = null; + + this.projection = null; + this.offset = null; + + // time to create the render managers! each one focuses on managine a state in webGL + this.shaderManager.destroy(); + this.spriteBatch.destroy(); + this.maskManager.destroy(); + this.filterManager.destroy(); + + this.shaderManager = null; + this.spriteBatch = null; + this.maskManager = null; + this.filterManager = null; + + this.gl = null; + // + this.renderSession = null; +}; + + +PIXI.WebGLRenderer.glContextId = 0; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** +* @class WebGLMaskManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @private +*/ +PIXI.WebGLMaskManager = function(gl) +{ + this.maskStack = []; + this.maskPosition = 0; + + this.setContext(gl); +}; + +/** +* Sets the drawing context to the one given in parameter +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLMaskManager.prototype.setContext = function(gl) +{ + this.gl = gl; +}; + +/** +* Applies the Mask and adds it to the current filter stack +* @method pushMask +* @param maskData {Array} +* @param renderSession {RenderSession} +*/ +PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession) +{ + var gl = this.gl; + + if(this.maskStack.length === 0) + { + gl.enable(gl.STENCIL_TEST); + gl.stencilFunc(gl.ALWAYS,1,1); + } + + // maskData.visible = false; + + this.maskStack.push(maskData); + + gl.colorMask(false, false, false, true); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR); + + PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0, this.maskStack.length); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); +}; + +/** +* Removes the last filter from the filter stack and doesn't return it +* @method popMask +* +* @param renderSession {RenderSession} TODO-Alvin +*/ +PIXI.WebGLMaskManager.prototype.popMask = function(renderSession) +{ + var gl = this.gl; + + var maskData = this.maskStack.pop(); + + if(maskData) + { + gl.colorMask(false, false, false, false); + + //gl.stencilFunc(gl.ALWAYS,1,1); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR); + + PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0,this.maskStack.length); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + + if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST); +}; + +/** +* TODO-Alvin +* @method destroy +*/ +PIXI.WebGLMaskManager.prototype.destroy = function() +{ + this.maskStack = null; + this.gl = null; +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class WebGLShaderManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @private +*/ +PIXI.WebGLShaderManager = function(gl) +{ + + this.maxAttibs = 10; + this.attribState = []; + this.tempAttribState = []; + + for (var i = 0; i < this.maxAttibs; i++) { + this.attribState[i] = false; + } + + this.setContext(gl); + // the final one is used for the rendering strips + //this.stripShader = new PIXI.StripShader(gl); +}; + + +/** +* Initialises the context and the properties +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +* @param transparent {Boolean} Whether or not the drawing context should be transparent +*/ +PIXI.WebGLShaderManager.prototype.setContext = function(gl) +{ + this.gl = gl; + + // the next one is used for rendering primatives + this.primitiveShader = new PIXI.PrimitiveShader(gl); + + // this shader is used for the default sprite rendering + this.defaultShader = new PIXI.PixiShader(gl); + + // this shader is used for the fast sprite rendering + this.fastShader = new PIXI.PixiFastShader(gl); + + + this.activateShader(this.defaultShader); +}; + + +/** +* Initialises the context and the properties +* @method setAttribs +* @param attribs {Array} TODO-Alvin +*/ +PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs) +{ + // reset temp state + + var i; + + for (i = 0; i < this.tempAttribState.length; i++) + { + this.tempAttribState[i] = false; + } + + // set the new attribs + for (i = 0; i < attribs.length; i++) + { + var attribId = attribs[i]; + this.tempAttribState[attribId] = true; + } + + var gl = this.gl; + + for (i = 0; i < this.attribState.length; i++) + { + + if(this.attribState[i] !== this.tempAttribState[i]) + { + this.attribState[i] = this.tempAttribState[i]; + + if(this.tempAttribState[i]) + { + gl.enableVertexAttribArray(i); + } + else + { + gl.disableVertexAttribArray(i); + } + } + } + + // console.log(this.tempAttribState) +}; + +/** +* TODO-Alvin +* @method activateShader +* @param shader {Object} the shader that is going to be activated +*/ +PIXI.WebGLShaderManager.prototype.activateShader = function(shader) +{ + //if(this.currentShader == shader)return; + + this.currentShader = shader; + // console.log(shader.program) + this.gl.useProgram(shader.program); + this.setAttribs(shader.attributes); + + // console.log(shader.attributes) + +}; + +/** +* Triggers the primitive shader +* @method activatePrimitiveShader +*/ +PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function() +{ + var gl = this.gl; + + gl.useProgram(this.primitiveShader.program); + + this.setAttribs(this.primitiveShader.attributes); + +}; + +/** +* Disable the primitive shader +* @method deactivatePrimitiveShader +*/ +PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function() +{ + var gl = this.gl; + + gl.useProgram(this.defaultShader.program); + + this.setAttribs(this.defaultShader.attributes); +}; + +/** +* Destroys +* @method destroy +*/ +PIXI.WebGLShaderManager.prototype.destroy = function() +{ + this.attribState = null; + + this.tempAttribState = null; + + this.primitiveShader.destroy(); + + this.defaultShader.destroy(); + + this.fastShader.destroy(); + + this.gl = null; +}; + + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original pixi version! + * + * Heavily inspired by LibGDX's WebGLSpriteBatch: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java + */ + + /** + * + * @class WebGLSpriteBatch + * @private + * @constructor + * @param gl {WebGLContext} the current WebGL drawing context + * + */ +PIXI.WebGLSpriteBatch = function(gl) +{ + + /** + * TODO-Alvin + * + * @property vertSize + * @type Number + */ + this.vertSize = 6; + + /** + * TODO-Alvin + * @property size + * @type Number + */ + this.size = 10000;//Math.pow(2, 16) / this.vertSize; + + // console.log(this.size); + //the total number of floats in our batch + var numVerts = this.size * 4 * this.vertSize; + //the total number of indices in our batch + var numIndices = this.size * 6; + + //vertex data + + /** + * Holds the vertices + * + * @property vertices + * @type Float32Array + */ + this.vertices = new Float32Array(numVerts); + + //index data + /** + * Holds the indices + * + * @property indices + * @type Uint16Array + */ + this.indices = new Uint16Array(numIndices); + + this.lastIndexCount = 0; + + for (var i=0, j=0; i < numIndices; i += 6, j += 4) + { + this.indices[i + 0] = j + 0; + this.indices[i + 1] = j + 1; + this.indices[i + 2] = j + 2; + this.indices[i + 3] = j + 0; + this.indices[i + 4] = j + 2; + this.indices[i + 5] = j + 3; + } + + + this.drawing = false; + this.currentBatchSize = 0; + this.currentBaseTexture = null; + + this.setContext(gl); +}; + +/** +* +* @method setContext +* +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLSpriteBatch.prototype.setContext = function(gl) +{ + this.gl = gl; + + // create a couple of buffers + this.vertexBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + // 65535 is max index, so 65535 / 6 = 10922. + + + //upload the index data + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); + + this.currentBlendMode = 99999; +}; + +/** +* +* @method begin +* +* @param renderSession {RenderSession} the RenderSession +*/ +PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession) +{ + this.renderSession = renderSession; + this.shader = this.renderSession.shaderManager.defaultShader; + + this.start(); +}; + +/** +* +* @method end +* +*/ +PIXI.WebGLSpriteBatch.prototype.end = function() +{ + this.flush(); +}; + +/** +* +* @method render +* +* @param sprite {Sprite} the sprite to render TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.render = function(sprite) +{ + // check texture.. + if(sprite.texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) + { + this.flush(); + this.currentBaseTexture = sprite.texture.baseTexture; + } + + + // check blend mode + if(sprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(sprite.blendMode); + } + + // get the uvs for the texture + var uvs = sprite._uvs || sprite.texture._uvs; + // if the uvs have not updated then no point rendering just yet! + if(!uvs)return; + + // get the sprites current alpha + var alpha = sprite.worldAlpha; + var tint = sprite.tint; + + var verticies = this.vertices; + + var width = sprite.texture.frame.width; + var height = sprite.texture.frame.height; + + // TODO trim?? + var aX = sprite.anchor.x; + var aY = sprite.anchor.y; + + var w0, w1, h0, h1; + + if (sprite.texture.trim) + { + // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. + var trim = sprite.texture.trim; + + w1 = trim.x - aX * trim.width; + w0 = w1 + width; + + h1 = trim.y - aY * trim.height; + h0 = h1 + height; + } + else + { + w0 = (width ) * (1-aX); + w1 = (width ) * -aX; + + h0 = height * (1-aY); + h1 = height * -aY; + } + + var index = this.currentBatchSize * 4 * this.vertSize; + + var worldTransform = sprite.worldTransform;//.toArray(); + + var a = worldTransform.a;//[0]; + var b = worldTransform.c;//[3]; + var c = worldTransform.b;//[1]; + var d = worldTransform.d;//[4]; + var tx = worldTransform.tx;//[2]; + var ty = worldTransform.ty;///[5]; + + // xy + verticies[index++] = a * w1 + c * h1 + tx; + verticies[index++] = d * h1 + b * w1 + ty; + // uv + verticies[index++] = uvs.x0; + verticies[index++] = uvs.y0; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h1 + tx; + verticies[index++] = d * h1 + b * w0 + ty; + // uv + verticies[index++] = uvs.x1; + verticies[index++] = uvs.y1; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h0 + tx; + verticies[index++] = d * h0 + b * w0 + ty; + // uv + verticies[index++] = uvs.x2; + verticies[index++] = uvs.y2; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w1 + c * h0 + tx; + verticies[index++] = d * h0 + b * w1 + ty; + // uv + verticies[index++] = uvs.x3; + verticies[index++] = uvs.y3; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // increment the batchsize + this.currentBatchSize++; + + +}; + +/** +* +* @method renderTilingSprite +* +* @param sprite {TilingSprite} the sprite to render TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite) +{ + var texture = tilingSprite.tilingTexture; + + if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) + { + this.flush(); + this.currentBaseTexture = texture.baseTexture; + } + + // check blend mode + if(tilingSprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(tilingSprite.blendMode); + } + + // set the textures uvs temporarily + // TODO create a separate texture so that we can tile part of a texture + + if(!tilingSprite._uvs)tilingSprite._uvs = new Float32Array(8); + + var uvs = tilingSprite._uvs; + + tilingSprite.tilePosition.x %= texture.baseTexture.width; + tilingSprite.tilePosition.y %= texture.baseTexture.height; + + var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width; + var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height; + + var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x); + var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y); + + uvs.x0 = 0 - offsetX; + uvs.y0 = 0 - offsetY; + + uvs.x1 = (1 * scaleX) - offsetX; + uvs.y1 = 0 - offsetY; + + uvs.x2 = (1 * scaleX) - offsetX; + uvs.y2 = (1 * scaleY) - offsetY; + + uvs.x3 = 0 - offsetX; + uvs.y3 = (1 *scaleY) - offsetY; + + + // get the tilingSprites current alpha + var alpha = tilingSprite.worldAlpha; + var tint = tilingSprite.tint; + + var verticies = this.vertices; + + var width = tilingSprite.width; + var height = tilingSprite.height; + + // TODO trim?? + var aX = tilingSprite.anchor.x; // - tilingSprite.texture.trim.x + var aY = tilingSprite.anchor.y; //- tilingSprite.texture.trim.y + var w0 = width * (1-aX); + var w1 = width * -aX; + + var h0 = height * (1-aY); + var h1 = height * -aY; + + var index = this.currentBatchSize * 4 * this.vertSize; + + var worldTransform = tilingSprite.worldTransform; + + var a = worldTransform.a;//[0]; + var b = worldTransform.c;//[3]; + var c = worldTransform.b;//[1]; + var d = worldTransform.d;//[4]; + var tx = worldTransform.tx;//[2]; + var ty = worldTransform.ty;///[5]; + + // xy + verticies[index++] = a * w1 + c * h1 + tx; + verticies[index++] = d * h1 + b * w1 + ty; + // uv + verticies[index++] = uvs.x0; + verticies[index++] = uvs.y0; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h1 + tx; + verticies[index++] = d * h1 + b * w0 + ty; + // uv + verticies[index++] = uvs.x1; + verticies[index++] = uvs.y1; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h0 + tx; + verticies[index++] = d * h0 + b * w0 + ty; + // uv + verticies[index++] = uvs.x2; + verticies[index++] = uvs.y2; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w1 + c * h0 + tx; + verticies[index++] = d * h0 + b * w1 + ty; + // uv + verticies[index++] = uvs.x3; + verticies[index++] = uvs.y3; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // increment the batchs + this.currentBatchSize++; +}; + + +/** +* +* +* @method flush TODO-Alvin +* +*/ +PIXI.WebGLSpriteBatch.prototype.flush = function() +{ + // If the batch is length 0 then return as there is nothing to draw + if (this.currentBatchSize===0)return; + + var gl = this.gl; + + // bind the current texture + gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); + + // upload the verts to the buffer + + if(this.currentBatchSize > ( this.size * 0.5 ) ) + { + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); + } + else + { + var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + } + + // var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + //gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + + // now draw those suckas! + gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); + + // then reset the batch! + this.currentBatchSize = 0; + + // increment the draw count + this.renderSession.drawCount++; +}; + +/** +* +* @method stop +* +*/ +PIXI.WebGLSpriteBatch.prototype.stop = function() +{ + this.flush(); +}; + +/** +* +* @method start +* +*/ +PIXI.WebGLSpriteBatch.prototype.start = function() +{ + var gl = this.gl; + + // bind the main texture + gl.activeTexture(gl.TEXTURE0); + + // bind the buffers + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // set the projection + var projection = this.renderSession.projection; + gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); + + // set the pointers + var stride = this.vertSize * 4; + gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); + gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); + gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); + + // set the blend mode.. + if(this.currentBlendMode !== PIXI.blendModes.NORMAL) + { + this.setBlendMode(PIXI.blendModes.NORMAL); + } +}; + +/** +* +* @method setBlendMode +* +* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD +* TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode) +{ + this.flush(); + + this.currentBlendMode = blendMode; + + var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; + this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); +}; + +/** +* Destroys the SpriteBatch +* @method destroy +*/ +PIXI.WebGLSpriteBatch.prototype.destroy = function() +{ + + this.vertices = null; + this.indices = null; + + this.gl.deleteBuffer( this.vertexBuffer ); + this.gl.deleteBuffer( this.indexBuffer ); + + this.currentBaseTexture = null; + + this.gl = null; +}; + + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original pixi version! + * + * Heavily inspired by LibGDX's WebGLSpriteBatch: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java + */ + +PIXI.WebGLFastSpriteBatch = function(gl) +{ + + + this.vertSize = 10; + this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; + this.size = this.maxSize; + + // console.log(this.size); + //the total number of floats in our batch + var numVerts = this.size * 4 * this.vertSize; + //the total number of indices in our batch + var numIndices = this.maxSize * 6; + + //vertex data + this.vertices = new Float32Array(numVerts); + //index data + this.indices = new Uint16Array(numIndices); + + this.vertexBuffer = null; + this.indexBuffer = null; + + this.lastIndexCount = 0; + + for (var i=0, j=0; i < numIndices; i += 6, j += 4) + { + this.indices[i + 0] = j + 0; + this.indices[i + 1] = j + 1; + this.indices[i + 2] = j + 2; + this.indices[i + 3] = j + 0; + this.indices[i + 4] = j + 2; + this.indices[i + 5] = j + 3; + } + + this.drawing = false; + this.currentBatchSize = 0; + this.currentBaseTexture = null; + + this.currentBlendMode = 0; + this.renderSession = null; + + + this.shader = null; + + this.matrix = null; + + this.setContext(gl); +}; + +PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl) +{ + this.gl = gl; + + // create a couple of buffers + this.vertexBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + // 65535 is max index, so 65535 / 6 = 10922. + + + //upload the index data + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); + + this.currentBlendMode = 99999; +}; + +PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession) +{ + this.renderSession = renderSession; + this.shader = this.renderSession.shaderManager.fastShader; + + this.matrix = spriteBatch.worldTransform.toArray(true); + + // console.log(this.tempMatrix) + this.start(); +}; + +PIXI.WebGLFastSpriteBatch.prototype.end = function() +{ + this.flush(); +}; + + +PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch) +{ + + var children = spriteBatch.children; + var sprite = children[0]; + + // if the uvs have not updated then no point rendering just yet! + + // check texture. + if(!sprite.texture._uvs)return; + + this.currentBaseTexture = sprite.texture.baseTexture; + // check blend mode + if(sprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(sprite.blendMode); + } + + for(var i=0,j= children.length; i= this.size) + { + this.flush(); + } +}; + +PIXI.WebGLFastSpriteBatch.prototype.flush = function() +{ + + // If the batch is length 0 then return as there is nothing to draw + if (this.currentBatchSize===0)return; + + var gl = this.gl; + + // bind the current texture + + if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl); + + gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); + + // upload the verts to the buffer + + + if(this.currentBatchSize > ( this.size * 0.5 ) ) + { + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); + } + else + { + var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + } + + + // now draw those suckas! + gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); + + // then reset the batch! + this.currentBatchSize = 0; + + // increment the draw count + this.renderSession.drawCount++; +}; + + +PIXI.WebGLFastSpriteBatch.prototype.stop = function() +{ + this.flush(); +}; + +PIXI.WebGLFastSpriteBatch.prototype.start = function() +{ + var gl = this.gl; + + // bind the main texture + gl.activeTexture(gl.TEXTURE0); + + // bind the buffers + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // set the projection + var projection = this.renderSession.projection; + gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); + + // set the matrix + gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix); + + // set the pointers + var stride = this.vertSize * 4; + + gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); + gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4); + gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4); + gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4); + gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4); + gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4); + + // set the blend mode.. + if(this.currentBlendMode !== PIXI.blendModes.NORMAL) + { + this.setBlendMode(PIXI.blendModes.NORMAL); + } +}; + +PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode) +{ + this.flush(); + + this.currentBlendMode = blendMode; + + var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; + this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); +}; + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class WebGLFilterManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @param transparent {Boolean} Whether or not the drawing context should be transparent +* @private +*/ +PIXI.WebGLFilterManager = function(gl, transparent) +{ + this.transparent = transparent; + + this.filterStack = []; + + this.offsetX = 0; + this.offsetY = 0; + + this.setContext(gl); +}; + +// API +/** +* Initialises the context and the properties +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLFilterManager.prototype.setContext = function(gl) +{ + this.gl = gl; + this.texturePool = []; + + this.initShaderBuffers(); +}; + +/** +* +* @method begin +* @param renderSession {RenderSession} +* @param buffer {ArrayBuffer} +*/ +PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer) +{ + this.renderSession = renderSession; + this.defaultShader = renderSession.shaderManager.defaultShader; + + var projection = this.renderSession.projection; + + this.width = projection.x * 2; + this.height = -projection.y * 2; + this.buffer = buffer; +}; + +/** +* Applies the filter and adds it to the current filter stack +* @method pushFilter +* @param filterBlock {Object} TODO-Alvin +*/ +PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock) +{ + var gl = this.gl; + + var projection = this.renderSession.projection; + var offset = this.renderSession.offset; + + + // filter program + // OPTIMISATION - the first filter is free if its a simple color change? + this.filterStack.push(filterBlock); + + var filter = filterBlock.filterPasses[0]; + + this.offsetX += filterBlock.target.filterArea.x; + this.offsetY += filterBlock.target.filterArea.y; + + var texture = this.texturePool.pop(); + if(!texture) + { + texture = new PIXI.FilterTexture(this.gl, this.width, this.height); + } + else + { + texture.resize(this.width, this.height); + } + + gl.bindTexture(gl.TEXTURE_2D, texture.texture); + +// this.getBounds(filterBlock.target); + + filterBlock.target.filterArea = filterBlock.target.getBounds(); + // console.log(filterBlock.target.filterArea) + // console.log(filterBlock.target.filterArea); + // addpadding? + //displayObject.filterArea.x + + var filterArea = filterBlock.target.filterArea; + + var padidng = filter.padding; + filterArea.x -= padidng; + filterArea.y -= padidng; + filterArea.width += padidng * 2; + filterArea.height += padidng * 2; + + // cap filter to screen size.. + if(filterArea.x < 0)filterArea.x = 0; + if(filterArea.width > this.width)filterArea.width = this.width; + if(filterArea.y < 0)filterArea.y = 0; + if(filterArea.height > this.height)filterArea.height = this.height; + + //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer); + + //console.log(filterArea) + // set view port + gl.viewport(0, 0, filterArea.width, filterArea.height); + + projection.x = filterArea.width/2; + projection.y = -filterArea.height/2; + + offset.x = -filterArea.x; + offset.y = -filterArea.y; + + //console.log(PIXI.defaultShader.projectionVector) + // update projection + gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2); + gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y); + //PIXI.primitiveProgram + + gl.colorMask(true, true, true, true); + gl.clearColor(0,0,0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + //filter.texture = texture; + filterBlock._glFilterTexture = texture; + + //console.log("PUSH") +}; + + +/** +* Removes the last filter from the filter stack and doesn't return it +* @method popFilter +*/ +PIXI.WebGLFilterManager.prototype.popFilter = function() +{ + var gl = this.gl; + var filterBlock = this.filterStack.pop(); + var filterArea = filterBlock.target.filterArea; + var texture = filterBlock._glFilterTexture; + var projection = this.renderSession.projection; + var offset = this.renderSession.offset; + + if(filterBlock.filterPasses.length > 1) + { + gl.viewport(0, 0, filterArea.width, filterArea.height); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + + this.vertexArray[0] = 0; + this.vertexArray[1] = filterArea.height; + + this.vertexArray[2] = filterArea.width; + this.vertexArray[3] = filterArea.height; + + this.vertexArray[4] = 0; + this.vertexArray[5] = 0; + + this.vertexArray[6] = filterArea.width; + this.vertexArray[7] = 0; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + // now set the uvs.. + this.uvArray[2] = filterArea.width/this.width; + this.uvArray[5] = filterArea.height/this.height; + this.uvArray[6] = filterArea.width/this.width; + this.uvArray[7] = filterArea.height/this.height; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); + + var inputTexture = texture; + var outputTexture = this.texturePool.pop(); + if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height); + + // need to clear this FBO as it may have some left over elements from a previous filter. + gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.disable(gl.BLEND); + + for (var i = 0; i < filterBlock.filterPasses.length-1; i++) + { + var filterPass = filterBlock.filterPasses[i]; + + gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); + + // set texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture); + + // draw texture.. + //filterPass.applyFilterPass(filterArea.width, filterArea.height); + this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height); + + // swap the textures.. + var temp = inputTexture; + inputTexture = outputTexture; + outputTexture = temp; + } + + gl.enable(gl.BLEND); + + texture = inputTexture; + this.texturePool.push(outputTexture); + } + + var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1]; + + this.offsetX -= filterArea.x; + this.offsetY -= filterArea.y; + + + var sizeX = this.width; + var sizeY = this.height; + + var offsetX = 0; + var offsetY = 0; + + var buffer = this.buffer; + + // time to render the filters texture to the previous scene + if(this.filterStack.length === 0) + { + gl.colorMask(true, true, true, this.transparent); + } + else + { + var currentFilter = this.filterStack[this.filterStack.length-1]; + filterArea = currentFilter.target.filterArea; + + sizeX = filterArea.width; + sizeY = filterArea.height; + + offsetX = filterArea.x; + offsetY = filterArea.y; + + buffer = currentFilter._glFilterTexture.frameBuffer; + } + + + + // TODO need toremove thease global elements.. + projection.x = sizeX/2; + projection.y = -sizeY/2; + + offset.x = offsetX; + offset.y = offsetY; + + filterArea = filterBlock.target.filterArea; + + var x = filterArea.x-offsetX; + var y = filterArea.y-offsetY; + + // update the buffers.. + // make sure to flip the y! + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + + this.vertexArray[0] = x; + this.vertexArray[1] = y + filterArea.height; + + this.vertexArray[2] = x + filterArea.width; + this.vertexArray[3] = y + filterArea.height; + + this.vertexArray[4] = x; + this.vertexArray[5] = y; + + this.vertexArray[6] = x + filterArea.width; + this.vertexArray[7] = y; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + + this.uvArray[2] = filterArea.width/this.width; + this.uvArray[5] = filterArea.height/this.height; + this.uvArray[6] = filterArea.width/this.width; + this.uvArray[7] = filterArea.height/this.height; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); + + gl.viewport(0, 0, sizeX, sizeY); + // bind the buffer + gl.bindFramebuffer(gl.FRAMEBUFFER, buffer ); + + // set the blend mode! + //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) + + // set texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture.texture); + + // apply! + //filter.applyFilterPass(sizeX, sizeY); + this.applyFilterPass(filter, filterArea, sizeX, sizeY); + + // now restore the regular shader.. + gl.useProgram(this.defaultShader.program); + gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2); + gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY); + + // return the texture to the pool + this.texturePool.push(texture); + filterBlock._glFilterTexture = null; +}; + + +/** +* Applies the filter to the specified area +* @method applyFilterPass +* @param filter {AbstractFilter} the filter that needs to be applied +* @param filterArea {texture} TODO - might need an update +* @param width {Number} the horizontal range of the filter +* @param height {Number} the vertical range of the filter +*/ +PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height) +{ + // use program + var gl = this.gl; + var shader = filter.shaders[gl.id]; + + if(!shader) + { + shader = new PIXI.PixiShader(gl); + + shader.fragmentSrc = filter.fragmentSrc; + shader.uniforms = filter.uniforms; + shader.init(); + + filter.shaders[gl.id] = shader; + } + + // set the shader + gl.useProgram(shader.program); + + gl.uniform2f(shader.projectionVector, width/2, -height/2); + gl.uniform2f(shader.offsetVector, 0,0); + + if(filter.uniforms.dimensions) + { + //console.log(filter.uniforms.dimensions) + filter.uniforms.dimensions.value[0] = this.width;//width; + filter.uniforms.dimensions.value[1] = this.height;//height; + filter.uniforms.dimensions.value[2] = this.vertexArray[0]; + filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height; + // console.log(this.vertexArray[5]) + } + + shader.syncUniforms(); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); + gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // draw the filter... + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + this.renderSession.drawCount++; +}; + +/** +* Initialises the shader buffers +* @method initShaderBuffers +*/ +PIXI.WebGLFilterManager.prototype.initShaderBuffers = function() +{ + var gl = this.gl; + + // create some buffers + this.vertexBuffer = gl.createBuffer(); + this.uvBuffer = gl.createBuffer(); + this.colorBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + + // bind and upload the vertexs.. + // keep a reference to the vertexFloatData.. + this.vertexArray = new Float32Array([0.0, 0.0, + 1.0, 0.0, + 0.0, 1.0, + 1.0, 1.0]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.vertexArray, + gl.STATIC_DRAW); + + + // bind and upload the uv buffer + this.uvArray = new Float32Array([0.0, 0.0, + 1.0, 0.0, + 0.0, 1.0, + 1.0, 1.0]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.uvArray, + gl.STATIC_DRAW); + + this.colorArray = new Float32Array([1.0, 0xFFFFFF, + 1.0, 0xFFFFFF, + 1.0, 0xFFFFFF, + 1.0, 0xFFFFFF]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.colorArray, + gl.STATIC_DRAW); + + // bind and upload the index + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData( + gl.ELEMENT_ARRAY_BUFFER, + new Uint16Array([0, 1, 2, 1, 3, 2]), + gl.STATIC_DRAW); +}; + +/** +* TODO-Alvin +* @method destroy +*/ +PIXI.WebGLFilterManager.prototype.destroy = function() +{ + var gl = this.gl; + + this.filterStack = null; + + this.offsetX = 0; + this.offsetY = 0; + + // destroy textures + for (var i = 0; i < this.texturePool.length; i++) { + this.texturePool.destroy(); + } + + this.texturePool = null; + + //destroy buffers.. + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.uvBuffer); + gl.deleteBuffer(this.colorBuffer); + gl.deleteBuffer(this.indexBuffer); +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class FilterTexture +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @param width {Number} the horizontal range of the filter +* @param height {Number} the vertical range of the filter +* @private +*/ +PIXI.FilterTexture = function(gl, width, height) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + // next time to create a frame buffer and texture + this.frameBuffer = gl.createFramebuffer(); + this.texture = gl.createTexture(); + + gl.bindTexture(gl.TEXTURE_2D, this.texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0); + + this.resize(width, height); +}; + + +/** +* Clears the filter texture +* @method clear +*/ +PIXI.FilterTexture.prototype.clear = function() +{ + var gl = this.gl; + + gl.clearColor(0,0,0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); +}; + +/** + * Resizes the texture to the specified width and height + * + * @method resize + * @param width {Number} the new width of the texture + * @param height {Number} the new height of the texture + */ +PIXI.FilterTexture.prototype.resize = function(width, height) +{ + if(this.width === width && this.height === height) return; + + this.width = width; + this.height = height; + + var gl = this.gl; + + gl.bindTexture(gl.TEXTURE_2D, this.texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + +}; + +/** +* Destroys the filter texture +* @method destroy +*/ +PIXI.FilterTexture.prototype.destroy = function() +{ + var gl = this.gl; + gl.deleteFramebuffer( this.frameBuffer ); + gl.deleteTexture( this.texture ); + + this.frameBuffer = null; + this.texture = null; +}; + +/** + * @author Mat Groves + * + * + */ +/** + * A set of functions used to handle masking + * + * @class CanvasMaskManager + */ +PIXI.CanvasMaskManager = function() +{ + +}; + +/** + * TODO-Alvin + * + * @method pushMask + * @param maskData TODO-Alvin + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context) +{ + context.save(); + + //maskData.visible = false; + // maskData.alpha = 0; + + var cacheAlpha = maskData.alpha; + var transform = maskData.worldTransform; + + context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty); + + PIXI.CanvasGraphics.renderGraphicsMask(maskData, context); + + context.clip(); + + maskData.worldAlpha = cacheAlpha; +}; + +/** + * Restores the current drawing context to the state it was before the mask was applied + * + * @method popMask + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasMaskManager.prototype.popMask = function(context) +{ + context.restore(); +}; + +/** + * @author Mat Groves + * + * + */ + +/** + * @class CanvasTinter + * @constructor + * @static + */ +PIXI.CanvasTinter = function() +{ + /// this.textureCach +}; + +//PIXI.CanvasTinter.cachTint = true; + + +/** + * TODO-Alvin + * @method getTintedTexture + * @param sprite {Sprite} the sprite to tint + * @param color {Number} the color to use to tint the sprite with + */ +PIXI.CanvasTinter.getTintedTexture = function(sprite, color) +{ + // + // cache on sprite + // cache on texture + // no cache + + var texture = sprite.texture; + + color = PIXI.CanvasTinter.roundColor(color); + + var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + + texture.tintCache = texture.tintCache || {}; + + if(texture.tintCache[stringColor]) return texture.tintCache[stringColor]; + + // clone texture.. + var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas"); + + //PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); + + + PIXI.CanvasTinter.tintMethod(texture, color, canvas); + + if(PIXI.CanvasTinter.convertTintToImage) + { + // is this better? + var tintImage = new Image(); + tintImage.src = canvas.toDataURL(); + + texture.tintCache[stringColor] = tintImage; + } + else + { + + texture.tintCache[stringColor] = canvas; + // if we are not converting the texture to an image then we need to lose the reference to the canvas + PIXI.CanvasTinter.canvas = null; + + } + + return canvas; +}; + +/** + * Tint a texture using the "multiply" operation + * @method tintWithMultiply + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + + context.fillRect(0, 0, frame.width, frame.height); + + context.globalCompositeOperation = "multiply"; + + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + context.globalCompositeOperation = "destination-atop"; + + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); +}; + +/** + * Tint a texture using the "overlay" operation + * @method tintWithOverlay + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + + + context.globalCompositeOperation = "copy"; + context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, frame.width, frame.height); + + context.globalCompositeOperation = "destination-atop"; + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + + //context.globalCompositeOperation = "copy"; + +}; + +/** + * Tint a texture pixel per pixel + * @method tintPerPixel + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + context.globalCompositeOperation = "copy"; + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + var rgbValues = PIXI.hex2rgb(color); + var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2]; + + var pixelData = context.getImageData(0, 0, frame.width, frame.height); + + var pixels = pixelData.data; + + for (var i = 0; i < pixels.length; i += 4) + { + pixels[i+0] *= r; + pixels[i+1] *= g; + pixels[i+2] *= b; + } + + context.putImageData(pixelData, 0, 0); +}; + +/** + * Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel + * @method roundColor + * @param color {number} the color to round, should be a hex color + */ +PIXI.CanvasTinter.roundColor = function(color) +{ + var step = PIXI.CanvasTinter.cacheStepsPerColorChannel; + + var rgbValues = PIXI.hex2rgb(color); + + rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); + rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); + rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); + + return PIXI.rgb2hex(rgbValues); +}; + +/** + * + * Number of steps which will be used as a cap when rounding colors + * + * @property cacheStepsPerColorChannel + * @type Number + */ +PIXI.CanvasTinter.cacheStepsPerColorChannel = 8; +/** + * + * Number of steps which will be used as a cap when rounding colors + * + * @property convertTintToImage + * @type Boolean + */ +PIXI.CanvasTinter.convertTintToImage = false; + +/** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method + * + * @property canUseMultiply + * @type Boolean + */ +PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes(); + +PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL. + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class CanvasRenderer + * @constructor + * @param width=800 {Number} the width of the canvas view + * @param height=600 {Number} the height of the canvas view + * @param [view] {HTMLCanvasElement} the canvas to use as a view, optional + * @param [transparent=false] {Boolean} the transparency of the render view, default false + */ +PIXI.CanvasRenderer = function(width, height, view, transparent) +{ + PIXI.defaultRenderer = PIXI.defaultRenderer || this; + + this.type = PIXI.CANVAS_RENDERER; + + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color. + * 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. + * + * @property clearBeforeRender + * @type Boolean + * @default + */ + this.clearBeforeRender = 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. + * + * @property roundPixels + * @type Boolean + * @default + */ + this.roundPixels = false; + + /** + * Whether the render view is transparent + * + * @property transparent + * @type Boolean + */ + this.transparent = !!transparent; + + if(!PIXI.blendModesCanvas) + { + PIXI.blendModesCanvas = []; + + if(PIXI.canUseNewCanvasBlendModes()) + { + PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? + PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "multiply"; + PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "screen"; + PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "overlay"; + PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "darken"; + PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "lighten"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "color-dodge"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "color-burn"; + PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "hard-light"; + PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "soft-light"; + PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "difference"; + PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "exclusion"; + PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "hue"; + PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "saturation"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "color"; + PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "luminosity"; + } + else + { + // this means that the browser does not support the cool new blend modes in canvas "cough" ie "cough" + PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? + PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "source-over"; + } + } + + /** + * The width of the canvas view + * + * @property width + * @type Number + * @default 800 + */ + this.width = width || 800; + + /** + * The height of the canvas view + * + * @property height + * @type Number + * @default 600 + */ + this.height = height || 600; + + /** + * The canvas element that everything is drawn to + * + * @property view + * @type HTMLCanvasElement + */ + this.view = view || document.createElement( "canvas" ); + + /** + * The canvas 2d context that everything is drawn with + * @property context + * @type HTMLCanvasElement 2d Context + */ + this.context = this.view.getContext( "2d", { alpha: this.transparent } ); + + this.refresh = true; + // hack to enable some hardware acceleration! + //this.view.style["transform"] = "translatez(0)"; + + this.view.width = this.width; + this.view.height = this.height; + this.count = 0; + + /** + * Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer + * @property CanvasMaskManager + * @type CanvasMaskManager + */ + this.maskManager = new PIXI.CanvasMaskManager(); + + /** + * RenderSession TODO-Alvin + * @property renderSession + * @type Object + */ + this.renderSession = { + context: this.context, + maskManager: this.maskManager, + scaleMode: null, + smoothProperty: null + }; + + if("imageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "imageSmoothingEnabled"; + else if("webkitImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "webkitImageSmoothingEnabled"; + else if("mozImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "mozImageSmoothingEnabled"; + else if("oImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "oImageSmoothingEnabled"; +}; + +// constructor +PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer; + +/** + * Renders the stage to its canvas view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.CanvasRenderer.prototype.render = function(stage) +{ + // update textures if need be + PIXI.texturesToUpdate.length = 0; + PIXI.texturesToDestroy.length = 0; + + stage.updateTransform(); + + this.context.setTransform(1,0,0,1,0,0); + this.context.globalAlpha = 1; + + if (!this.transparent && this.clearBeforeRender) + { + this.context.fillStyle = stage.backgroundColorString; + this.context.fillRect(0, 0, this.width, this.height); + } + else if (this.transparent && this.clearBeforeRender) + { + this.context.clearRect(0, 0, this.width, this.height); + } + + this.renderDisplayObject(stage); + + // run interaction! + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + + // remove frame updates.. + if(PIXI.Texture.frameUpdates.length > 0) + { + PIXI.Texture.frameUpdates.length = 0; + } +}; + +/** + * Resizes the canvas view to the specified width and height + * + * @method resize + * @param width {Number} the new width of the canvas view + * @param height {Number} the new height of the canvas view + */ +PIXI.CanvasRenderer.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.view.width = width; + this.view.height = height; +}; + +/** + * Renders a display object + * + * @method renderDisplayObject + * @param displayObject {DisplayObject} The displayObject to render + * @param context {Context2D} the context 2d method of the canvas + * @private + */ +PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context) +{ + // no longer recursive! + //var transform; + //var context = this.context; + + this.renderSession.context = context || this.context; + displayObject._renderCanvas(this.renderSession); +}; + +/** + * Renders a flat strip + * + * @method renderStripFlat + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) +{ + var context = this.context; + var verticies = strip.verticies; + + var length = verticies.length/2; + this.count++; + + context.beginPath(); + for (var i=1; i < length-2; i++) + { + // draw some triangles! + var index = i*2; + + var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4]; + var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5]; + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + + context.fillStyle = "#FF0000"; + context.fill(); + context.closePath(); +}; + +/** + * Renders a strip + * + * @method renderStrip + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStrip = function(strip) +{ + var context = this.context; + + // draw triangles!! + var verticies = strip.verticies; + var uvs = strip.uvs; + + var length = verticies.length/2; + this.count++; + + for (var i = 1; i < length-2; i++) + { + // draw some triangles! + var index = i*2; + + var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4]; + var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5]; + + var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width; + var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height; + + context.save(); + context.beginPath(); + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + context.closePath(); + + context.clip(); + + // Compute matrix transform + var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2; + var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2; + var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2; + var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2; + var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2; + var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2; + var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2; + + context.transform(deltaA / delta, deltaD / delta, + deltaB / delta, deltaE / delta, + deltaC / delta, deltaF / delta); + + context.drawImage(strip.texture.baseTexture.source, 0, 0); + context.restore(); + } +}; + +/** + * Creates a Canvas element of the given size + * + * @method CanvasBuffer + * @param width {Number} the width for the newly created canvas + * @param height {Number} the height for the newly created canvas + * @static + * @private + */ +PIXI.CanvasBuffer = function(width, height) +{ + this.width = width; + this.height = height; + + this.canvas = document.createElement( "canvas" ); + this.context = this.canvas.getContext( "2d" ); + + this.canvas.width = width; + this.canvas.height = height; +}; + +/** + * Clears the canvas that was created by the CanvasBuffer class + * + * @method clear + * @private + */ +PIXI.CanvasBuffer.prototype.clear = function() +{ + this.context.clearRect(0,0, this.width, this.height); +}; + +/** + * Resizes the canvas that was created by the CanvasBuffer class to the specified width and height + * + * @method resize + * @param width {Number} the new width of the canvas + * @param height {Number} the new height of the canvas + * @private + */ + +PIXI.CanvasBuffer.prototype.resize = function(width, height) +{ + this.width = this.canvas.width = width; + this.height = this.canvas.height = height; +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * A set of functions used by the canvas renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.CanvasGraphics = function() +{ + +}; + + +/* + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} the actual graphics object to render + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasGraphics.renderGraphics = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + var color = ''; + + for (var i = 0; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); + + context.lineWidth = data.lineWidth; + + if(data.type === PIXI.Graphics.POLY) + { + context.beginPath(); + + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) + { + context.closePath(); + } + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type === PIXI.Graphics.RECT) + { + + if(data.fillColor || data.fillColor === 0) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fillRect(points[0], points[1], points[2], points[3]); + + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeRect(points[0], points[1], points[2], points[3]); + } + + } + else if(data.type === PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type === PIXI.Graphics.ELIP) + { + + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var ellipseData = data.points; + + var w = ellipseData[2] * 2; + var h = ellipseData[3] * 2; + + var x = ellipseData[0] - w/2; + var y = ellipseData[1] - h/2; + + context.beginPath(); + + var kappa = 0.5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + } +}; + +/* + * Renders a graphics mask + * + * @static + * @private + * @method renderGraphicsMask + * @param graphics {Graphics} the graphics which will be used as a mask + * @param context {Context2D} the context 2d method of the canvas + */ +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) +{ + var len = graphics.graphicsData.length; + + if(len === 0) return; + + if(len > 1) + { + len = 1; + window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object'); + } + + for (var i = 0; i < 1; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + if(data.type === PIXI.Graphics.POLY) + { + context.beginPath(); + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) + { + context.closePath(); + } + + } + else if(data.type === PIXI.Graphics.RECT) + { + context.beginPath(); + context.rect(points[0], points[1], points[2], points[3]); + context.closePath(); + } + else if(data.type === PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + } + else if(data.type === PIXI.Graphics.ELIP) + { + + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var ellipseData = data.points; + + var w = ellipseData[2] * 2; + var h = ellipseData[3] * 2; + + var x = ellipseData[0] - w/2; + var y = ellipseData[1] - h/2; + + context.beginPath(); + + var kappa = 0.5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. + * It is important to know that with the webGL renderer only simple polygons can be filled at this stage + * Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png + * + * @class Graphics + * @extends DisplayObjectContainer + * @constructor + */ +PIXI.Graphics = function() +{ + PIXI.DisplayObjectContainer.call( this ); + + this.renderable = true; + + /** + * The alpha of the fill of this graphics object + * + * @property fillAlpha + * @type Number + */ + this.fillAlpha = 1; + + /** + * The width of any lines drawn + * + * @property lineWidth + * @type Number + */ + this.lineWidth = 0; + + /** + * The color of any lines drawn + * + * @property lineColor + * @type String + */ + this.lineColor = "black"; + + /** + * Graphics data + * + * @property graphicsData + * @type Array + * @private + */ + this.graphicsData = []; + + + /** + * The tint applied to the graphic shape. This is a hex value + * + * @property tint + * @type Number + * @default 0xFFFFFF + */ + this.tint = 0xFFFFFF;// * Math.random(); + + /** + * The blend mode to be applied to the graphic shape + * + * @property blendMode + * @type Number + * @default PIXI.blendModes.NORMAL; + */ + this.blendMode = PIXI.blendModes.NORMAL; + + /** + * Current path + * + * @property currentPath + * @type Object + * @private + */ + this.currentPath = {points:[]}; + + /** + * WebGL lines ? TODO-Alvin + * + * @property _webGL + * @type Array + * @private + */ + this._webGL = []; + + /** + * Whether this shape is used as a mask + * + * @property isMask + * @type isMask + */ + this.isMask = false; + + /** + * The bounds of the graphic shape as rectangle object + * + * @property bounds + * @type Rectangle + */ + this.bounds = null; + + /** + * the bound padding TODO-Alvin + * + * @property bounds + * @type Number + */ + this.boundsPadding = 10; +}; + +// constructor +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Graphics.prototype.constructor = PIXI.Graphics; + +/** + * If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite. + * This is useful if your graphics element does not change often as it will speed up the rendering of the object + * It is also usful as the graphics object will always be antialiased because it will be rendered using canvas + * Not recommended if you are constanly redrawing the graphics element. + * + * @property cacheAsBitmap + * @default false + * @type Boolean + * @private + */ +Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", { + get: function() { + return this._cacheAsBitmap; + }, + set: function(value) { + this._cacheAsBitmap = value; + + if(this._cacheAsBitmap) + { + this._generateCachedSprite(); + } + else + { + this.destroyCachedSprite(); + this.dirty = true; + } + + } +}); + + +/** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. + * + * @method lineStyle + * @param lineWidth {Number} width of the line to draw, will update the object's stored style + * @param color {Number} color of the line to draw, will update the object's stored style + * @param alpha {Number} alpha of the line to draw, will update the object's stored style + */ +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.lineWidth = lineWidth || 0; + this.lineColor = color || 0; + this.lineAlpha = (arguments.length < 3) ? 1 : alpha; + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.graphicsData.push(this.currentPath); +}; + +/** + * Moves the current drawing position to (x, y). + * + * @method moveTo + * @param x {Number} the X coordinate to move to + * @param y {Number} the Y coordinate to move to + */ +PIXI.Graphics.prototype.moveTo = function(x, y) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.currentPath.points.push(x, y); + + this.graphicsData.push(this.currentPath); +}; + +/** + * Draws a line using the current line style from the current drawing position to (x, y); + * the current drawing position is then set to (x, y). + * + * @method lineTo + * @param x {Number} the X coordinate to draw to + * @param y {Number} the Y coordinate to draw to + */ +PIXI.Graphics.prototype.lineTo = function(x, y) +{ + this.currentPath.points.push(x, y); + this.dirty = true; +}; + +/** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @method beginFill + * @param color {Number} the color of the fill + * @param alpha {Number} the alpha of the fill + */ +PIXI.Graphics.prototype.beginFill = function(color, alpha) +{ + + this.filling = true; + this.fillColor = color || 0; + this.fillAlpha = (arguments.length < 2) ? 1 : alpha; +}; + +/** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @method endFill + */ +PIXI.Graphics.prototype.endFill = function() +{ + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; +}; + +/** + * @method drawRect + * + * @param x {Number} The X coord of the top-left of the rectangle + * @param y {Number} The Y coord of the top-left of the rectangle + * @param width {Number} The width of the rectangle + * @param height {Number} The height of the rectangle + */ +PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.RECT}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Draws a circle. + * + * @method drawCircle + * @param x {Number} The X coordinate of the center of the circle + * @param y {Number} The Y coordinate of the center of the circle + * @param radius {Number} The radius of the circle + */ +PIXI.Graphics.prototype.drawCircle = function( x, y, radius) +{ + + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Draws an ellipse. + * + * @method drawEllipse + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The width of the ellipse + * @param height {Number} The height of the ellipse + */ +PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height) +{ + + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.ELIP}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @method clear + */ +PIXI.Graphics.prototype.clear = function() +{ + this.lineWidth = 0; + this.filling = false; + + this.dirty = true; + this.clearDirty = true; + this.graphicsData = []; + + this.bounds = null; //new PIXI.Rectangle(); +}; + +/** + * Useful function that returns a texture of the graphics object that can then be used to create sprites + * This can be quite useful if your geometry is complicated and needs to be reused multiple times. + * + * @method generateTexture + * @return {Texture} a texture of the graphics object + */ +PIXI.Graphics.prototype.generateTexture = function() +{ + var bounds = this.getBounds(); + + var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); + var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + canvasBuffer.context.translate(-bounds.x,-bounds.y); + + PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context); + + return texture; +}; + +/** +* Renders the object using the WebGL renderer +* +* @method _renderWebGL +* @param renderSession {RenderSession} +* @private +*/ +PIXI.Graphics.prototype._renderWebGL = function(renderSession) +{ + // if the sprite is not visible or the alpha is 0 then no need to render this element + if(this.visible === false || this.alpha === 0 || this.isMask === true)return; + + if(this._cacheAsBitmap) + { + + if(this.dirty) + { + this._generateCachedSprite(); + // we will also need to update the texture on the gpu too! + PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl); + + this.dirty = false; + } + + PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); + + return; + } + else + { + renderSession.spriteBatch.stop(); + + if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession); + if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock); + + // check blend mode + if(this.blendMode !== renderSession.spriteBatch.currentBlendMode) + { + renderSession.spriteBatch.currentBlendMode = this.blendMode; + var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; + renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); + } + + PIXI.WebGLGraphics.renderGraphics(this, renderSession); + + // only render if it has children! + if(this.children.length) + { + renderSession.spriteBatch.start(); + + // simple render children! + for(var i=0, j=this.children.length; i 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; + + return bounds; +}; + +/** + * Update the bounds of the object + * + * @method updateBounds + */ +PIXI.Graphics.prototype.updateBounds = function() +{ + + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + var points, x, y, w, h; + + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var type = data.type; + var lineWidth = data.lineWidth; + + points = data.points; + + if(type === PIXI.Graphics.RECT) + { + x = points[0] - lineWidth/2; + y = points[1] - lineWidth/2; + w = points[2] + lineWidth; + h = points[3] + lineWidth; + + minX = x < minX ? x : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y < minY ? x : minY; + maxY = y + h > maxY ? y + h : maxY; + } + else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP) + { + x = points[0]; + y = points[1]; + w = points[2] + lineWidth/2; + h = points[3] + lineWidth/2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } + else + { + // POLY + for (var j = 0; j < points.length; j+=2) + { + + x = points[j]; + y = points[j+1]; + minX = x-lineWidth < minX ? x-lineWidth : minX; + maxX = x+lineWidth > maxX ? x+lineWidth : maxX; + + minY = y-lineWidth < minY ? y-lineWidth : minY; + maxY = y+lineWidth > maxY ? y+lineWidth : maxY; + } + } + } + + var padding = this.boundsPadding; + this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2); +}; + + +/** + * Generates the cached sprite that was made using the generate TODO-Alvin + * + * @method _generateCachedSprite + * @private + */ +PIXI.Graphics.prototype._generateCachedSprite = function() +{ + var bounds = this.getLocalBounds(); + + if(!this._cachedSprite) + { + var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); + var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + this._cachedSprite = new PIXI.Sprite(texture); + this._cachedSprite.buffer = canvasBuffer; + + this._cachedSprite.worldTransform = this.worldTransform; + } + else + { + this._cachedSprite.buffer.resize(bounds.width, bounds.height); + } + + // leverage the anchor to account for the offset of the element + this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); + this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); + + // this._cachedSprite.buffer.context.save(); + this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y); + + PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); + // this._cachedSprite.buffer.context.restore(); +}; + +PIXI.Graphics.prototype.destroyCachedSprite = function() +{ + this._cachedSprite.texture.destroy(true); + + // let the gc collect the unused sprite + // TODO could be object pooled! + this._cachedSprite = null; +}; + + +// SOME TYPES: +PIXI.Graphics.POLY = 0; +PIXI.Graphics.RECT = 1; +PIXI.Graphics.CIRC = 2; +PIXI.Graphics.ELIP = 3; + +/** + * @author Mat Groves http://matgroves.com/ + */ + + /** + * + * @class Strip + * @constructor + * @param texture {Texture} TODO-Alvin + * @param width {Number} the width of the TODO-Alvin + * @param height {Number} the height of the TODO-Alvin + * + */ + +PIXI.Strip = function(texture, width, height) +{ + PIXI.DisplayObjectContainer.call( this ); + this.texture = texture; + this.blendMode = PIXI.blendModes.NORMAL; + + try + { + this.uvs = new Float32Array([0, 1, + 1, 1, + 1, 0, 0,1]); + + this.verticies = new Float32Array([0, 0, + 0,0, + 0,0, 0, + 0, 0]); + + this.colors = new Float32Array([1, 1, 1, 1]); + + this.indices = new Uint16Array([0, 1, 2, 3]); + } + catch(error) + { + this.uvs = [0, 1, + 1, 1, + 1, 0, 0,1]; + + this.verticies = [0, 0, + 0,0, + 0,0, 0, + 0, 0]; + + this.colors = [1, 1, 1, 1]; + + this.indices = [0, 1, 2, 3]; + } + + + /* + this.uvs = new Float32Array() + this.verticies = new Float32Array() + this.colors = new Float32Array() + this.indices = new Uint16Array() + */ + this.width = width; + this.height = height; + + // load the texture! + if(texture.baseTexture.hasLoaded) + { + this.width = this.texture.frame.width; + this.height = this.texture.frame.height; + this.updateFrame = true; + } + else + { + this.onTextureUpdateBind = this.onTextureUpdate.bind(this); + this.texture.addEventListener( 'update', this.onTextureUpdateBind ); + } + + this.renderable = true; +}; + +// constructor +PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Strip.prototype.constructor = PIXI.Strip; + +/* + * Sets the texture that the Strip will use + * TODO-Alvin + * + * @method setTexture + * @param texture {Texture} the texture that will be used + * @private + */ +PIXI.Strip.prototype.setTexture = function(texture) +{ + //TODO SET THE TEXTURES + //TODO VISIBILITY + + // stop current texture + this.texture = texture; + this.width = texture.frame.width; + this.height = texture.frame.height; + this.updateFrame = true; +}; + +/** + * When the texture is updated, this event will fire to update the scale and frame + * + * @method onTextureUpdate + * @param event + * @private + */ +PIXI.Strip.prototype.onTextureUpdate = function() +{ + this.updateFrame = true; +}; +// some helper functions.. + +/* @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * + * @class Rope + * @constructor + * @param texture {Texture} TODO-Alvin + * @param y {Array} TODO-Alvin + * + */ +PIXI.Rope = function(texture, points) +{ + PIXI.Strip.call( this, texture ); + this.points = points; + + try + { + this.verticies = new Float32Array(points.length * 4); + this.uvs = new Float32Array(points.length * 4); + this.colors = new Float32Array(points.length * 2); + this.indices = new Uint16Array(points.length * 2); + } + catch(error) + { + this.verticies = new Array(points.length * 4); + this.uvs = new Array(points.length * 4); + this.colors = new Array(points.length * 2); + this.indices = new Array(points.length * 2); + } + + this.refresh(); +}; + + +// constructor +PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype ); +PIXI.Rope.prototype.constructor = PIXI.Rope; + +/* + * Refreshes TODO-Alvin + * + * @method refresh + */ +PIXI.Rope.prototype.refresh = function() +{ + var points = this.points; + if(points.length < 1) return; + + var uvs = this.uvs; + + var lastPoint = points[0]; + var indices = this.indices; + var colors = this.colors; + + this.count-=0.2; + + + uvs[0] = 0; + uvs[1] = 1; + uvs[2] = 0; + uvs[3] = 1; + + colors[0] = 1; + colors[1] = 1; + + indices[0] = 0; + indices[1] = 1; + + var total = points.length, + point, index, amount; + + for (var i = 1; i < total; i++) + { + + point = points[i]; + index = i * 4; + // time to do some smart drawing! + amount = i / (total-1); + + if(i%2) + { + uvs[index] = amount; + uvs[index+1] = 0; + + uvs[index+2] = amount; + uvs[index+3] = 1; + + } + else + { + uvs[index] = amount; + uvs[index+1] = 0; + + uvs[index+2] = amount; + uvs[index+3] = 1; + } + + index = i * 2; + colors[index] = 1; + colors[index+1] = 1; + + index = i * 2; + indices[index] = index; + indices[index + 1] = index + 1; + + lastPoint = point; + } +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Rope.prototype.updateTransform = function() +{ + + var points = this.points; + if(points.length < 1)return; + + var lastPoint = points[0]; + var nextPoint; + var perp = {x:0, y:0}; + + this.count-=0.2; + + var verticies = this.verticies; + verticies[0] = lastPoint.x + perp.x; + verticies[1] = lastPoint.y + perp.y; //+ 200 + verticies[2] = lastPoint.x - perp.x; + verticies[3] = lastPoint.y - perp.y;//+200 + // time to do some smart drawing! + + var total = points.length, + point, index, ratio, perpLength, num; + + for (var i = 1; i < total; i++) + { + point = points[i]; + index = i * 4; + + if(i < points.length-1) + { + nextPoint = points[i+1]; + } + else + { + nextPoint = point; + } + + perp.y = -(nextPoint.x - lastPoint.x); + perp.x = nextPoint.y - lastPoint.y; + + ratio = (1 - (i / (total-1))) * 10; + + if(ratio > 1) ratio = 1; + + perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y); + num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; + perp.x /= perpLength; + perp.y /= perpLength; + + perp.x *= num; + perp.y *= num; + + verticies[index] = point.x + perp.x; + verticies[index+1] = point.y + perp.y; + verticies[index+2] = point.x - perp.x; + verticies[index+3] = point.y - perp.y; + + lastPoint = point; + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call( this ); +}; +/* + * Sets the texture that the Rope will use + * TODO-Alvin + * + * @method setTexture + * @param texture {Texture} the texture that will be used + */ +PIXI.Rope.prototype.setTexture = function(texture) +{ + // stop current texture + this.texture = texture; + this.updateFrame = true; +}; + +/** + * @author Mat Groves http://matgroves.com/ + */ + +/** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class TilingSprite + * @extends DisplayObjectContainer + * @constructor + * @param texture {Texture} the texture of the tiling sprite + * @param width {Number} the width of the tiling sprite + * @param height {Number} the height of the tiling sprite + */ +PIXI.TilingSprite = function(texture, width, height) +{ + PIXI.Sprite.call( this, texture); + + /** + * The with of the tiling sprite + * + * @property width + * @type Number + */ + this.width = width || 100; + /** + * The height of the tiling sprite + * + * @property height + * @type Number + */ + this.height = height || 100; + + /** + * The scaling of the image that is being tiled + * + * @property tileScale + * @type Point + */ + this.tileScale = new PIXI.Point(1,1); + + /** + * + * + * @property tileScaleOffset + * @type Point + */ + this.tileScaleOffset = new PIXI.Point(1,1); + + /** + * The offset position of the image that is being tiled + * + * @property tilePosition + * @type Point + */ + this.tilePosition = new PIXI.Point(0,0); + + this.renderable = true; + + /** + * The tint applied to the sprite. This is a hex value + * + * @property tint + * @type Number + * @default 0xFFFFFF + */ + this.tint = 0xFFFFFF; + + /** + * The blend mode to be applied to the sprite + * + * @property blendMode + * @type Number + * @default PIXI.blendModes.NORMAL; + */ + this.blendMode = PIXI.blendModes.NORMAL; +}; + +// constructor +PIXI.TilingSprite.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; + + +/** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @property width + * @type Number + */ +Object.defineProperty(PIXI.TilingSprite.prototype, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + + this._width = value; + } +}); + +/** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @property height + * @type Number + */ +Object.defineProperty(PIXI.TilingSprite.prototype, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + this._height = value; + } +}); + +/** + * When the texture is updated, this event will fire to update the scale and frame + * + * @method onTextureUpdate + * @param event + * @private + */ +PIXI.TilingSprite.prototype.onTextureUpdate = function() +{ + // so if _width is 0 then width was not set.. + //console.log("HI MUM") + + + this.updateFrame = true; +}; + +PIXI.TilingSprite.prototype._renderWebGL = function(renderSession) +{ + + if(this.visible === false || this.alpha === 0)return; + + var i,j; + + if(this.mask || this.filters) + { + if(this.mask) + { + renderSession.spriteBatch.stop(); + renderSession.maskManager.pushMask(this.mask, renderSession); + renderSession.spriteBatch.start(); + } + + if(this.filters) + { + renderSession.spriteBatch.flush(); + renderSession.filterManager.pushFilter(this._filterBlock); + } + + if(!this.tilingTexture)this.generateTilingTexture(true); + else renderSession.spriteBatch.renderTilingSprite(this); + + // simple render children! + for(i=0,j=this.children.length; i 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; +}; + + +PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo) +{ + var texture = this.texture; + + if(!texture.baseTexture.hasLoaded)return; + + var baseTexture = texture.baseTexture; + var frame = texture.frame; + + var targetWidth, targetHeight; + + // check that the frame is the same size as the base texture. + + var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height; + + this.tilingTexture = texture; + + var newTextureRequired = false; + + if(!forcePowerOfTwo) + { + if(isFrame) + { + targetWidth = frame.width; + targetHeight = frame.height; + + newTextureRequired = true; + } + } + else + { + targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width); + targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height); + + if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true; + } + + if(newTextureRequired) + { + var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight); + + canvasBuffer.context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + targetWidth, + targetHeight); + + this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + this.tileScaleOffset.x = frame.width / targetWidth; + this.tileScaleOffset.y = frame.height / targetHeight; + } + + + this.tilingTexture.baseTexture._powerOf2 = true; +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi + * + * Awesome JS run time provided by EsotericSoftware + * https://github.com/EsotericSoftware/spine-runtimes + * + */ + +/* + * Awesome JS run time provided by EsotericSoftware + * + * https://github.com/EsotericSoftware/spine-runtimes + * + */ + +var spine = {}; + +spine.BoneData = function (name, parent) { + this.name = name; + this.parent = parent; +}; +spine.BoneData.prototype = { + length: 0, + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1 +}; + +spine.SlotData = function (name, boneData) { + this.name = name; + this.boneData = boneData; +}; +spine.SlotData.prototype = { + r: 1, g: 1, b: 1, a: 1, + attachmentName: null +}; + +spine.Bone = function (boneData, parent) { + this.data = boneData; + this.parent = parent; + this.setToSetupPose(); +}; +spine.Bone.yDown = false; +spine.Bone.prototype = { + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + m00: 0, m01: 0, worldX: 0, // a b x + m10: 0, m11: 0, worldY: 0, // c d y + worldRotation: 0, + worldScaleX: 1, worldScaleY: 1, + updateWorldTransform: function (flipX, flipY) { + var parent = this.parent; + if (parent != null) { + this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX; + this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY; + this.worldScaleX = parent.worldScaleX * this.scaleX; + this.worldScaleY = parent.worldScaleY * this.scaleY; + this.worldRotation = parent.worldRotation + this.rotation; + } else { + this.worldX = this.x; + this.worldY = this.y; + this.worldScaleX = this.scaleX; + this.worldScaleY = this.scaleY; + this.worldRotation = this.rotation; + } + var radians = this.worldRotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + this.m00 = cos * this.worldScaleX; + this.m10 = sin * this.worldScaleX; + this.m01 = -sin * this.worldScaleY; + this.m11 = cos * this.worldScaleY; + if (flipX) { + this.m00 = -this.m00; + this.m01 = -this.m01; + } + if (flipY) { + this.m10 = -this.m10; + this.m11 = -this.m11; + } + if (spine.Bone.yDown) { + this.m10 = -this.m10; + this.m11 = -this.m11; + } + }, + setToSetupPose: function () { + var data = this.data; + this.x = data.x; + this.y = data.y; + this.rotation = data.rotation; + this.scaleX = data.scaleX; + this.scaleY = data.scaleY; + } +}; + +spine.Slot = function (slotData, skeleton, bone) { + this.data = slotData; + this.skeleton = skeleton; + this.bone = bone; + this.setToSetupPose(); +}; +spine.Slot.prototype = { + r: 1, g: 1, b: 1, a: 1, + _attachmentTime: 0, + attachment: null, + setAttachment: function (attachment) { + this.attachment = attachment; + this._attachmentTime = this.skeleton.time; + }, + setAttachmentTime: function (time) { + this._attachmentTime = this.skeleton.time - time; + }, + getAttachmentTime: function () { + return this.skeleton.time - this._attachmentTime; + }, + setToSetupPose: function () { + var data = this.data; + this.r = data.r; + this.g = data.g; + this.b = data.b; + this.a = data.a; + + var slotDatas = this.skeleton.data.slots; + for (var i = 0, n = slotDatas.length; i < n; i++) { + if (slotDatas[i] == data) { + this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName)); + break; + } + } + } +}; + +spine.Skin = function (name) { + this.name = name; + this.attachments = {}; +}; +spine.Skin.prototype = { + addAttachment: function (slotIndex, name, attachment) { + this.attachments[slotIndex + ":" + name] = attachment; + }, + getAttachment: function (slotIndex, name) { + return this.attachments[slotIndex + ":" + name]; + }, + _attachAll: function (skeleton, oldSkin) { + for (var key in oldSkin.attachments) { + var colon = key.indexOf(":"); + var slotIndex = parseInt(key.substring(0, colon), 10); + var name = key.substring(colon + 1); + var slot = skeleton.slots[slotIndex]; + if (slot.attachment && slot.attachment.name == name) { + var attachment = this.getAttachment(slotIndex, name); + if (attachment) slot.setAttachment(attachment); + } + } + } +}; + +spine.Animation = function (name, timelines, duration) { + this.name = name; + this.timelines = timelines; + this.duration = duration; +}; +spine.Animation.prototype = { + apply: function (skeleton, time, loop) { + if (loop && this.duration) time %= this.duration; + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, time, 1); + }, + mix: function (skeleton, time, loop, alpha) { + if (loop && this.duration) time %= this.duration; + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, time, alpha); + } +}; + +spine.binarySearch = function (values, target, step) { + var low = 0; + var high = Math.floor(values.length / step) - 2; + if (!high) return step; + var current = high >>> 1; + while (true) { + if (values[(current + 1) * step] <= target) + low = current + 1; + else + high = current; + if (low == high) return (low + 1) * step; + current = (low + high) >>> 1; + } +}; +spine.linearSearch = function (values, target, step) { + for (var i = 0, last = values.length - step; i <= last; i += step) + if (values[i] > target) return i; + return -1; +}; + +spine.Curves = function (frameCount) { + this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ... + this.curves.length = (frameCount - 1) * 6; +}; +spine.Curves.prototype = { + setLinear: function (frameIndex) { + this.curves[frameIndex * 6] = 0/*LINEAR*/; + }, + setStepped: function (frameIndex) { + this.curves[frameIndex * 6] = -1/*STEPPED*/; + }, + /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. + * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of + * the difference between the keyframe's values. */ + setCurve: function (frameIndex, cx1, cy1, cx2, cy2) { + var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/; + var subdiv_step2 = subdiv_step * subdiv_step; + var subdiv_step3 = subdiv_step2 * subdiv_step; + var pre1 = 3 * subdiv_step; + var pre2 = 3 * subdiv_step2; + var pre4 = 6 * subdiv_step2; + var pre5 = 6 * subdiv_step3; + var tmp1x = -cx1 * 2 + cx2; + var tmp1y = -cy1 * 2 + cy2; + var tmp2x = (cx1 - cx2) * 3 + 1; + var tmp2y = (cy1 - cy2) * 3 + 1; + var i = frameIndex * 6; + var curves = this.curves; + curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; + curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; + curves[i + 2] = tmp1x * pre4 + tmp2x * pre5; + curves[i + 3] = tmp1y * pre4 + tmp2y * pre5; + curves[i + 4] = tmp2x * pre5; + curves[i + 5] = tmp2y * pre5; + }, + getCurvePercent: function (frameIndex, percent) { + percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent); + var curveIndex = frameIndex * 6; + var curves = this.curves; + var dfx = curves[curveIndex]; + if (!dfx/*LINEAR*/) return percent; + if (dfx == -1/*STEPPED*/) return 0; + var dfy = curves[curveIndex + 1]; + var ddfx = curves[curveIndex + 2]; + var ddfy = curves[curveIndex + 3]; + var dddfx = curves[curveIndex + 4]; + var dddfy = curves[curveIndex + 5]; + var x = dfx, y = dfy; + var i = 10/*BEZIER_SEGMENTS*/ - 2; + while (true) { + if (x >= percent) { + var lastX = x - dfx; + var lastY = y - dfy; + return lastY + (y - lastY) * (percent - lastX) / (x - lastX); + } + if (!i) break; + i--; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + x += dfx; + y += dfy; + } + return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. + } +}; + +spine.RotateTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, angle, ... + this.frames.length = frameCount * 2; +}; +spine.RotateTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, angle) { + frameIndex *= 2; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = angle; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames, + amount; + + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 2]) { // Time is after last frame. + amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + bone.rotation += amount * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 2); + var lastFrameValue = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent); + + amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + bone.rotation += amount * alpha; + } +}; + +spine.TranslateTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, x, y, ... + this.frames.length = frameCount * 3; +}; +spine.TranslateTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 3]) { // Time is after last frame. + bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha; + bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 3); + var lastFrameX = frames[frameIndex - 2]; + var lastFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); + + bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha; + bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha; + } +}; + +spine.ScaleTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, x, y, ... + this.frames.length = frameCount * 3; +}; +spine.ScaleTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 3]) { // Time is after last frame. + bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 3); + var lastFrameX = frames[frameIndex - 2]; + var lastFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); + + bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha; + } +}; + +spine.ColorTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, r, g, b, a, ... + this.frames.length = frameCount * 5; +}; +spine.ColorTimeline.prototype = { + slotIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 5; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = r; + this.frames[frameIndex + 2] = g; + this.frames[frameIndex + 3] = b; + this.frames[frameIndex + 4] = a; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var slot = skeleton.slots[this.slotIndex]; + + if (time >= frames[frames.length - 5]) { // Time is after last frame. + var i = frames.length - 1; + slot.r = frames[i - 3]; + slot.g = frames[i - 2]; + slot.b = frames[i - 1]; + slot.a = frames[i]; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 5); + var lastFrameR = frames[frameIndex - 4]; + var lastFrameG = frames[frameIndex - 3]; + var lastFrameB = frames[frameIndex - 2]; + var lastFrameA = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent); + + var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent; + var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent; + var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent; + var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent; + if (alpha < 1) { + slot.r += (r - slot.r) * alpha; + slot.g += (g - slot.g) * alpha; + slot.b += (b - slot.b) * alpha; + slot.a += (a - slot.a) * alpha; + } else { + slot.r = r; + slot.g = g; + slot.b = b; + slot.a = a; + } + } +}; + +spine.AttachmentTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, ... + this.frames.length = frameCount; + this.attachmentNames = []; // time, ... + this.attachmentNames.length = frameCount; +}; +spine.AttachmentTimeline.prototype = { + slotIndex: 0, + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, attachmentName) { + this.frames[frameIndex] = time; + this.attachmentNames[frameIndex] = attachmentName; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var frameIndex; + if (time >= frames[frames.length - 1]) // Time is after last frame. + frameIndex = frames.length - 1; + else + frameIndex = spine.binarySearch(frames, time, 1) - 1; + + var attachmentName = this.attachmentNames[frameIndex]; + skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); + } +}; + +spine.SkeletonData = function () { + this.bones = []; + this.slots = []; + this.skins = []; + this.animations = []; +}; +spine.SkeletonData.prototype = { + defaultSkin: null, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) return bones[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findBoneIndex: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) return i; + return -1; + }, + /** @return May be null. */ + findSlot: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + if (slots[i].name == slotName) return slot[i]; + } + return null; + }, + /** @return -1 if the bone was not found. */ + findSlotIndex: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].name == slotName) return i; + return -1; + }, + /** @return May be null. */ + findSkin: function (skinName) { + var skins = this.skins; + for (var i = 0, n = skins.length; i < n; i++) + if (skins[i].name == skinName) return skins[i]; + return null; + }, + /** @return May be null. */ + findAnimation: function (animationName) { + var animations = this.animations; + for (var i = 0, n = animations.length; i < n; i++) + if (animations[i].name == animationName) return animations[i]; + return null; + } +}; + +spine.Skeleton = function (skeletonData) { + this.data = skeletonData; + + this.bones = []; + for (var i = 0, n = skeletonData.bones.length; i < n; i++) { + var boneData = skeletonData.bones[i]; + var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)]; + this.bones.push(new spine.Bone(boneData, parent)); + } + + this.slots = []; + this.drawOrder = []; + for (i = 0, n = skeletonData.slots.length; i < n; i++) { + var slotData = skeletonData.slots[i]; + var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)]; + var slot = new spine.Slot(slotData, this, bone); + this.slots.push(slot); + this.drawOrder.push(slot); + } +}; +spine.Skeleton.prototype = { + x: 0, y: 0, + skin: null, + r: 1, g: 1, b: 1, a: 1, + time: 0, + flipX: false, flipY: false, + /** Updates the world transform for each bone. */ + updateWorldTransform: function () { + var flipX = this.flipX; + var flipY = this.flipY; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].updateWorldTransform(flipX, flipY); + }, + /** Sets the bones and slots to their setup pose values. */ + setToSetupPose: function () { + this.setBonesToSetupPose(); + this.setSlotsToSetupPose(); + }, + setBonesToSetupPose: function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].setToSetupPose(); + }, + setSlotsToSetupPose: function () { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + slots[i].setToSetupPose(i); + }, + /** @return May return null. */ + getRootBone: function () { + return this.bones.length ? this.bones[0] : null; + }, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) return bones[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findBoneIndex: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) return i; + return -1; + }, + /** @return May be null. */ + findSlot: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) return slots[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findSlotIndex: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) return i; + return -1; + }, + setSkinByName: function (skinName) { + var skin = this.data.findSkin(skinName); + if (!skin) throw "Skin not found: " + skinName; + this.setSkin(skin); + }, + /** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments + * from the new skin are attached if the corresponding attachment from the old skin was attached. + * @param newSkin May be null. */ + setSkin: function (newSkin) { + if (this.skin && newSkin) newSkin._attachAll(this, this.skin); + this.skin = newSkin; + }, + /** @return May be null. */ + getAttachmentBySlotName: function (slotName, attachmentName) { + return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName); + }, + /** @return May be null. */ + getAttachmentBySlotIndex: function (slotIndex, attachmentName) { + if (this.skin) { + var attachment = this.skin.getAttachment(slotIndex, attachmentName); + if (attachment) return attachment; + } + if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); + return null; + }, + /** @param attachmentName May be null. */ + setAttachment: function (slotName, attachmentName) { + var slots = this.slots; + for (var i = 0, n = slots.size; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) { + var attachment = null; + if (attachmentName) { + attachment = this.getAttachment(i, attachmentName); + if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName; + } + slot.setAttachment(attachment); + return; + } + } + throw "Slot not found: " + slotName; + }, + update: function (delta) { + time += delta; + } +}; + +spine.AttachmentType = { + region: 0 +}; + +spine.RegionAttachment = function () { + this.offset = []; + this.offset.length = 8; + this.uvs = []; + this.uvs.length = 8; +}; +spine.RegionAttachment.prototype = { + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + width: 0, height: 0, + rendererObject: null, + regionOffsetX: 0, regionOffsetY: 0, + regionWidth: 0, regionHeight: 0, + regionOriginalWidth: 0, regionOriginalHeight: 0, + setUVs: function (u, v, u2, v2, rotate) { + var uvs = this.uvs; + if (rotate) { + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v2; + uvs[4/*X3*/] = u; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v; + uvs[0/*X1*/] = u2; + uvs[1/*Y1*/] = v2; + } else { + uvs[0/*X1*/] = u; + uvs[1/*Y1*/] = v2; + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v; + uvs[4/*X3*/] = u2; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v2; + } + }, + updateOffset: function () { + var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX; + var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY; + var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX; + var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY; + var localX2 = localX + this.regionWidth * regionScaleX; + var localY2 = localY + this.regionHeight * regionScaleY; + var radians = this.rotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + var localXCos = localX * cos + this.x; + var localXSin = localX * sin; + var localYCos = localY * cos + this.y; + var localYSin = localY * sin; + var localX2Cos = localX2 * cos + this.x; + var localX2Sin = localX2 * sin; + var localY2Cos = localY2 * cos + this.y; + var localY2Sin = localY2 * sin; + var offset = this.offset; + offset[0/*X1*/] = localXCos - localYSin; + offset[1/*Y1*/] = localYCos + localXSin; + offset[2/*X2*/] = localXCos - localY2Sin; + offset[3/*Y2*/] = localY2Cos + localXSin; + offset[4/*X3*/] = localX2Cos - localY2Sin; + offset[5/*Y3*/] = localY2Cos + localX2Sin; + offset[6/*X4*/] = localX2Cos - localYSin; + offset[7/*Y4*/] = localYCos + localX2Sin; + }, + computeVertices: function (x, y, bone, vertices) { + x += bone.worldX; + y += bone.worldY; + var m00 = bone.m00; + var m01 = bone.m01; + var m10 = bone.m10; + var m11 = bone.m11; + var offset = this.offset; + vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x; + vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y; + vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x; + vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y; + vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x; + vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y; + vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x; + vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y; + } +} + +spine.AnimationStateData = function (skeletonData) { + this.skeletonData = skeletonData; + this.animationToMixTime = {}; +}; +spine.AnimationStateData.prototype = { + defaultMix: 0, + setMixByName: function (fromName, toName, duration) { + var from = this.skeletonData.findAnimation(fromName); + if (!from) throw "Animation not found: " + fromName; + var to = this.skeletonData.findAnimation(toName); + if (!to) throw "Animation not found: " + toName; + this.setMix(from, to, duration); + }, + setMix: function (from, to, duration) { + this.animationToMixTime[from.name + ":" + to.name] = duration; + }, + getMix: function (from, to) { + var time = this.animationToMixTime[from.name + ":" + to.name]; + return time ? time : this.defaultMix; + } +}; + +spine.AnimationState = function (stateData) { + this.data = stateData; + this.queue = []; +}; +spine.AnimationState.prototype = { + current: null, + previous: null, + currentTime: 0, + previousTime: 0, + currentLoop: false, + previousLoop: false, + mixTime: 0, + mixDuration: 0, + update: function (delta) { + this.currentTime += delta; + this.previousTime += delta; + this.mixTime += delta; + + if (this.queue.length > 0) { + var entry = this.queue[0]; + if (this.currentTime >= entry.delay) { + this._setAnimation(entry.animation, entry.loop); + this.queue.shift(); + } + } + }, + apply: function (skeleton) { + if (!this.current) return; + if (this.previous) { + this.previous.apply(skeleton, this.previousTime, this.previousLoop); + var alpha = this.mixTime / this.mixDuration; + if (alpha >= 1) { + alpha = 1; + this.previous = null; + } + this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha); + } else + this.current.apply(skeleton, this.currentTime, this.currentLoop); + }, + clearAnimation: function () { + this.previous = null; + this.current = null; + this.queue.length = 0; + }, + _setAnimation: function (animation, loop) { + this.previous = null; + if (animation && this.current) { + this.mixDuration = this.data.getMix(this.current, animation); + if (this.mixDuration > 0) { + this.mixTime = 0; + this.previous = this.current; + this.previousTime = this.currentTime; + this.previousLoop = this.currentLoop; + } + } + this.current = animation; + this.currentLoop = loop; + this.currentTime = 0; + }, + /** @see #setAnimation(Animation, Boolean) */ + setAnimationByName: function (animationName, loop) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + this.setAnimation(animation, loop); + }, + /** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. + * @param animation May be null. */ + setAnimation: function (animation, loop) { + this.queue.length = 0; + this._setAnimation(animation, loop); + }, + /** @see #addAnimation(Animation, Boolean, Number) */ + addAnimationByName: function (animationName, loop, delay) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + this.addAnimation(animation, loop, delay); + }, + /** Adds an animation to be played delay seconds after the current or last queued animation. + * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ + addAnimation: function (animation, loop, delay) { + var entry = {}; + entry.animation = animation; + entry.loop = loop; + + if (!delay || delay <= 0) { + var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current; + if (previousAnimation != null) + delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0); + else + delay = 0; + } + entry.delay = delay; + + this.queue.push(entry); + }, + /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */ + isComplete: function () { + return !this.current || this.currentTime >= this.current.duration; + } +}; + +spine.SkeletonJson = function (attachmentLoader) { + this.attachmentLoader = attachmentLoader; +}; +spine.SkeletonJson.prototype = { + scale: 1, + readSkeletonData: function (root) { + /*jshint -W069*/ + var skeletonData = new spine.SkeletonData(), + boneData; + + // Bones. + var bones = root["bones"]; + for (var i = 0, n = bones.length; i < n; i++) { + var boneMap = bones[i]; + var parent = null; + if (boneMap["parent"]) { + parent = skeletonData.findBone(boneMap["parent"]); + if (!parent) throw "Parent bone not found: " + boneMap["parent"]; + } + boneData = new spine.BoneData(boneMap["name"], parent); + boneData.length = (boneMap["length"] || 0) * this.scale; + boneData.x = (boneMap["x"] || 0) * this.scale; + boneData.y = (boneMap["y"] || 0) * this.scale; + boneData.rotation = (boneMap["rotation"] || 0); + boneData.scaleX = boneMap["scaleX"] || 1; + boneData.scaleY = boneMap["scaleY"] || 1; + skeletonData.bones.push(boneData); + } + + // Slots. + var slots = root["slots"]; + for (i = 0, n = slots.length; i < n; i++) { + var slotMap = slots[i]; + boneData = skeletonData.findBone(slotMap["bone"]); + if (!boneData) throw "Slot bone not found: " + slotMap["bone"]; + var slotData = new spine.SlotData(slotMap["name"], boneData); + + var color = slotMap["color"]; + if (color) { + slotData.r = spine.SkeletonJson.toColor(color, 0); + slotData.g = spine.SkeletonJson.toColor(color, 1); + slotData.b = spine.SkeletonJson.toColor(color, 2); + slotData.a = spine.SkeletonJson.toColor(color, 3); + } + + slotData.attachmentName = slotMap["attachment"]; + + skeletonData.slots.push(slotData); + } + + // Skins. + var skins = root["skins"]; + for (var skinName in skins) { + if (!skins.hasOwnProperty(skinName)) continue; + var skinMap = skins[skinName]; + var skin = new spine.Skin(skinName); + for (var slotName in skinMap) { + if (!skinMap.hasOwnProperty(slotName)) continue; + var slotIndex = skeletonData.findSlotIndex(slotName); + var slotEntry = skinMap[slotName]; + for (var attachmentName in slotEntry) { + if (!slotEntry.hasOwnProperty(attachmentName)) continue; + var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]); + if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment); + } + } + skeletonData.skins.push(skin); + if (skin.name == "default") skeletonData.defaultSkin = skin; + } + + // Animations. + var animations = root["animations"]; + for (var animationName in animations) { + if (!animations.hasOwnProperty(animationName)) continue; + this.readAnimation(animationName, animations[animationName], skeletonData); + } + + return skeletonData; + }, + readAttachment: function (skin, name, map) { + /*jshint -W069*/ + name = map["name"] || name; + + var type = spine.AttachmentType[map["type"] || "region"]; + + if (type == spine.AttachmentType.region) { + var attachment = new spine.RegionAttachment(); + attachment.x = (map["x"] || 0) * this.scale; + attachment.y = (map["y"] || 0) * this.scale; + attachment.scaleX = map["scaleX"] || 1; + attachment.scaleY = map["scaleY"] || 1; + attachment.rotation = map["rotation"] || 0; + attachment.width = (map["width"] || 32) * this.scale; + attachment.height = (map["height"] || 32) * this.scale; + attachment.updateOffset(); + + attachment.rendererObject = {}; + attachment.rendererObject.name = name; + attachment.rendererObject.scale = {}; + attachment.rendererObject.scale.x = attachment.scaleX; + attachment.rendererObject.scale.y = attachment.scaleY; + attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; + return attachment; + } + + throw "Unknown attachment type: " + type; + }, + + readAnimation: function (name, map, skeletonData) { + /*jshint -W069*/ + var timelines = []; + var duration = 0; + var frameIndex, timeline, timelineName, valueMap, values, + i, n; + + var bones = map["bones"]; + for (var boneName in bones) { + if (!bones.hasOwnProperty(boneName)) continue; + var boneIndex = skeletonData.findBoneIndex(boneName); + if (boneIndex == -1) throw "Bone not found: " + boneName; + var boneMap = bones[boneName]; + + for (timelineName in boneMap) { + if (!boneMap.hasOwnProperty(timelineName)) continue; + values = boneMap[timelineName]; + if (timelineName == "rotate") { + timeline = new spine.RotateTimeline(values.length); + timeline.boneIndex = boneIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); + + } else if (timelineName == "translate" || timelineName == "scale") { + var timelineScale = 1; + if (timelineName == "scale") + timeline = new spine.ScaleTimeline(values.length); + else { + timeline = new spine.TranslateTimeline(values.length); + timelineScale = this.scale; + } + timeline.boneIndex = boneIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + var x = (valueMap["x"] || 0) * timelineScale; + var y = (valueMap["y"] || 0) * timelineScale; + timeline.setFrame(frameIndex, valueMap["time"], x, y); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); + + } else + throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; + } + } + var slots = map["slots"]; + for (var slotName in slots) { + if (!slots.hasOwnProperty(slotName)) continue; + var slotMap = slots[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + + for (timelineName in slotMap) { + if (!slotMap.hasOwnProperty(timelineName)) continue; + values = slotMap[timelineName]; + if (timelineName == "color") { + timeline = new spine.ColorTimeline(values.length); + timeline.slotIndex = slotIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + var color = valueMap["color"]; + var r = spine.SkeletonJson.toColor(color, 0); + var g = spine.SkeletonJson.toColor(color, 1); + var b = spine.SkeletonJson.toColor(color, 2); + var a = spine.SkeletonJson.toColor(color, 3); + timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]); + + } else if (timelineName == "attachment") { + timeline = new spine.AttachmentTimeline(values.length); + timeline.slotIndex = slotIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + + } else + throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; + } + } + skeletonData.animations.push(new spine.Animation(name, timelines, duration)); + } +}; +spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) { + /*jshint -W069*/ + var curve = valueMap["curve"]; + if (!curve) return; + if (curve == "stepped") + timeline.curves.setStepped(frameIndex); + else if (curve instanceof Array) + timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); +}; +spine.SkeletonJson.toColor = function (hexString, colorIndex) { + if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString; + return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255; +}; + +spine.Atlas = function (atlasText, textureLoader) { + this.textureLoader = textureLoader; + this.pages = []; + this.regions = []; + + var reader = new spine.AtlasReader(atlasText); + var tuple = []; + tuple.length = 4; + var page = null; + while (true) { + var line = reader.readLine(); + if (line == null) break; + line = reader.trim(line); + if (!line.length) + page = null; + else if (!page) { + page = new spine.AtlasPage(); + page.name = line; + + page.format = spine.Atlas.Format[reader.readValue()]; + + reader.readTuple(tuple); + page.minFilter = spine.Atlas.TextureFilter[tuple[0]]; + page.magFilter = spine.Atlas.TextureFilter[tuple[1]]; + + var direction = reader.readValue(); + page.uWrap = spine.Atlas.TextureWrap.clampToEdge; + page.vWrap = spine.Atlas.TextureWrap.clampToEdge; + if (direction == "x") + page.uWrap = spine.Atlas.TextureWrap.repeat; + else if (direction == "y") + page.vWrap = spine.Atlas.TextureWrap.repeat; + else if (direction == "xy") + page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat; + + textureLoader.load(page, line); + + this.pages.push(page); + + } else { + var region = new spine.AtlasRegion(); + region.name = line; + region.page = page; + + region.rotate = reader.readValue() == "true"; + + reader.readTuple(tuple); + var x = parseInt(tuple[0], 10); + var y = parseInt(tuple[1], 10); + + reader.readTuple(tuple); + var width = parseInt(tuple[0], 10); + var height = parseInt(tuple[1], 10); + + region.u = x / page.width; + region.v = y / page.height; + if (region.rotate) { + region.u2 = (x + height) / page.width; + region.v2 = (y + width) / page.height; + } else { + region.u2 = (x + width) / page.width; + region.v2 = (y + height) / page.height; + } + region.x = x; + region.y = y; + region.width = Math.abs(width); + region.height = Math.abs(height); + + if (reader.readTuple(tuple) == 4) { // split is optional + region.splits = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + + if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits + region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + + reader.readTuple(tuple); + } + } + + region.originalWidth = parseInt(tuple[0], 10); + region.originalHeight = parseInt(tuple[1], 10); + + reader.readTuple(tuple); + region.offsetX = parseInt(tuple[0], 10); + region.offsetY = parseInt(tuple[1], 10); + + region.index = parseInt(reader.readValue(), 10); + + this.regions.push(region); + } + } +}; +spine.Atlas.prototype = { + findRegion: function (name) { + var regions = this.regions; + for (var i = 0, n = regions.length; i < n; i++) + if (regions[i].name == name) return regions[i]; + return null; + }, + dispose: function () { + var pages = this.pages; + for (var i = 0, n = pages.length; i < n; i++) + this.textureLoader.unload(pages[i].rendererObject); + }, + updateUVs: function (page) { + var regions = this.regions; + for (var i = 0, n = regions.length; i < n; i++) { + var region = regions[i]; + if (region.page != page) continue; + region.u = region.x / page.width; + region.v = region.y / page.height; + if (region.rotate) { + region.u2 = (region.x + region.height) / page.width; + region.v2 = (region.y + region.width) / page.height; + } else { + region.u2 = (region.x + region.width) / page.width; + region.v2 = (region.y + region.height) / page.height; + } + } + } +}; + +spine.Atlas.Format = { + alpha: 0, + intensity: 1, + luminanceAlpha: 2, + rgb565: 3, + rgba4444: 4, + rgb888: 5, + rgba8888: 6 +}; + +spine.Atlas.TextureFilter = { + nearest: 0, + linear: 1, + mipMap: 2, + mipMapNearestNearest: 3, + mipMapLinearNearest: 4, + mipMapNearestLinear: 5, + mipMapLinearLinear: 6 +}; + +spine.Atlas.TextureWrap = { + mirroredRepeat: 0, + clampToEdge: 1, + repeat: 2 +}; + +spine.AtlasPage = function () {}; +spine.AtlasPage.prototype = { + name: null, + format: null, + minFilter: null, + magFilter: null, + uWrap: null, + vWrap: null, + rendererObject: null, + width: 0, + height: 0 +}; + +spine.AtlasRegion = function () {}; +spine.AtlasRegion.prototype = { + page: null, + name: null, + x: 0, y: 0, + width: 0, height: 0, + u: 0, v: 0, u2: 0, v2: 0, + offsetX: 0, offsetY: 0, + originalWidth: 0, originalHeight: 0, + index: 0, + rotate: false, + splits: null, + pads: null, +}; + +spine.AtlasReader = function (text) { + this.lines = text.split(/\r\n|\r|\n/); +}; +spine.AtlasReader.prototype = { + index: 0, + trim: function (value) { + return value.replace(/^\s+|\s+$/g, ""); + }, + readLine: function () { + if (this.index >= this.lines.length) return null; + return this.lines[this.index++]; + }, + readValue: function () { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + return this.trim(line.substring(colon + 1)); + }, + /** Returns the number of tuple values read (2 or 4). */ + readTuple: function (tuple) { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + var i = 0, lastMatch= colon + 1; + for (; i < 3; i++) { + var comma = line.indexOf(",", lastMatch); + if (comma == -1) { + if (!i) throw "Invalid line: " + line; + break; + } + tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); + lastMatch = comma + 1; + } + tuple[i] = this.trim(line.substring(lastMatch)); + return i + 1; + } +} + +spine.AtlasAttachmentLoader = function (atlas) { + this.atlas = atlas; +} +spine.AtlasAttachmentLoader.prototype = { + newAttachment: function (skin, type, name) { + switch (type) { + case spine.AttachmentType.region: + var region = this.atlas.findRegion(name); + if (!region) throw "Region not found in atlas: " + name + " (" + type + ")"; + var attachment = new spine.RegionAttachment(name); + attachment.rendererObject = region; + attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate); + attachment.regionOffsetX = region.offsetX; + attachment.regionOffsetY = region.offsetY; + attachment.regionWidth = region.width; + attachment.regionHeight = region.height; + attachment.regionOriginalWidth = region.originalWidth; + attachment.regionOriginalHeight = region.originalHeight; + return attachment; + } + throw "Unknown attachment type: " + type; + } +} + +spine.Bone.yDown = true; +PIXI.AnimCache = {}; + +/** + * A class that enables the you to import and run your spine animations in pixi. + * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class + * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source + * + * @class Spine + * @extends DisplayObjectContainer + * @constructor + * @param url {String} The url of the spine anim file to be used + */ +PIXI.Spine = function (url) { + PIXI.DisplayObjectContainer.call(this); + + this.spineData = PIXI.AnimCache[url]; + + if (!this.spineData) { + throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url); + } + + this.skeleton = new spine.Skeleton(this.spineData); + this.skeleton.updateWorldTransform(); + + this.stateData = new spine.AnimationStateData(this.spineData); + this.state = new spine.AnimationState(this.stateData); + + this.slotContainers = []; + + for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) { + var slot = this.skeleton.drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = new PIXI.DisplayObjectContainer(); + this.slotContainers.push(slotContainer); + this.addChild(slotContainer); + if (!(attachment instanceof spine.RegionAttachment)) { + continue; + } + var spriteName = attachment.rendererObject.name; + var sprite = this.createSprite(slot, attachment.rendererObject); + slot.currentSprite = sprite; + slot.currentSpriteName = spriteName; + slotContainer.addChild(sprite); + } +}; + +PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.Spine.prototype.constructor = PIXI.Spine; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Spine.prototype.updateTransform = function () { + this.lastTime = this.lastTime || Date.now(); + var timeDelta = (Date.now() - this.lastTime) * 0.001; + this.lastTime = Date.now(); + this.state.update(timeDelta); + this.state.apply(this.skeleton); + this.skeleton.updateWorldTransform(); + + var drawOrder = this.skeleton.drawOrder; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = this.slotContainers[i]; + if (!(attachment instanceof spine.RegionAttachment)) { + slotContainer.visible = false; + continue; + } + + if (attachment.rendererObject) { + if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) { + var spriteName = attachment.rendererObject.name; + if (slot.currentSprite !== undefined) { + slot.currentSprite.visible = false; + } + slot.sprites = slot.sprites || {}; + if (slot.sprites[spriteName] !== undefined) { + slot.sprites[spriteName].visible = true; + } else { + var sprite = this.createSprite(slot, attachment.rendererObject); + slotContainer.addChild(sprite); + } + slot.currentSprite = slot.sprites[spriteName]; + slot.currentSpriteName = spriteName; + } + } + slotContainer.visible = true; + + var bone = slot.bone; + + slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; + slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; + slotContainer.scale.x = bone.worldScaleX; + slotContainer.scale.y = bone.worldScaleY; + + slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); +}; + + +PIXI.Spine.prototype.createSprite = function (slot, descriptor) { + var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; + var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); + sprite.scale = descriptor.scale; + sprite.rotation = descriptor.rotation; + sprite.anchor.x = sprite.anchor.y = 0.5; + + slot.sprites = slot.sprites || {}; + slot.sprites[descriptor.name] = sprite; + return sprite; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.BaseTextureCache = {}; +PIXI.texturesToUpdate = []; +PIXI.texturesToDestroy = []; + +PIXI.BaseTextureCacheIdGenerator = 0; + +/** + * A texture stores the information that represents an image. All textures have a base texture + * + * @class BaseTexture + * @uses EventTarget + * @constructor + * @param source {String} the source object (image or canvas) + * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts + */ +PIXI.BaseTexture = function(source, scaleMode) +{ + PIXI.EventTarget.call( this ); + + /** + * [read-only] The width of the base texture set when the image has loaded + * + * @property width + * @type Number + * @readOnly + */ + this.width = 100; + + /** + * [read-only] The height of the base texture set when the image has loaded + * + * @property height + * @type Number + * @readOnly + */ + this.height = 100; + + /** + * The scale mode to apply when scaling this texture + * @property scaleMode + * @type PIXI.scaleModes + * @default PIXI.scaleModes.LINEAR + */ + this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; + + /** + * [read-only] Describes if the base texture has loaded or not + * + * @property hasLoaded + * @type Boolean + * @readOnly + */ + this.hasLoaded = false; + + /** + * The source that is loaded to create the texture + * + * @property source + * @type Image + */ + this.source = source; + + if(!source)return; + + if(this.source.complete || this.source.getContext) + { + this.hasLoaded = true; + this.width = this.source.width; + this.height = this.source.height; + + PIXI.texturesToUpdate.push(this); + } + else + { + + var scope = this; + this.source.onload = function() { + + scope.hasLoaded = true; + scope.width = scope.source.width; + scope.height = scope.source.height; + + // add it to somewhere... + PIXI.texturesToUpdate.push(scope); + scope.dispatchEvent( { type: 'loaded', content: scope } ); + }; + //this.image.src = imageUrl; + } + + this.imageUrl = null; + this._powerOf2 = false; + + //TODO will be used for futer pixi 1.5... + this.id = PIXI.BaseTextureCacheIdGenerator++; + + // used for webGL + this._glTextures = []; + +}; + +PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture; + +/** + * Destroys this base texture + * + * @method destroy + */ +PIXI.BaseTexture.prototype.destroy = function() +{ + if(this.imageUrl) + { + delete PIXI.BaseTextureCache[this.imageUrl]; + this.imageUrl = null; + this.source.src = null; + } + this.source = null; + PIXI.texturesToDestroy.push(this); +}; + +/** + * + * + * @method destroy + */ + +PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc) +{ + this.hasLoaded = false; + this.source.src = null; + this.source.src = newSrc; +}; + +/** + * Helper function that returns a base texture based on an image url + * If the image is not in the base texture cache it will be created and loaded + * + * @static + * @method fromImage + * @param imageUrl {String} The image url of the texture + * @return BaseTexture + */ +PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode) +{ + var baseTexture = PIXI.BaseTextureCache[imageUrl]; + crossorigin = !crossorigin; + + if(!baseTexture) + { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image();//document.createElement('img'); + if (crossorigin) + { + image.crossOrigin = ''; + } + image.src = imageUrl; + baseTexture = new PIXI.BaseTexture(image, scaleMode); + baseTexture.imageUrl = imageUrl; + PIXI.BaseTextureCache[imageUrl] = baseTexture; + } + + return baseTexture; +}; + +PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode) +{ + if(!canvas._pixiId) + { + canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++; + } + + var baseTexture = PIXI.BaseTextureCache[canvas._pixiId]; + + if(!baseTexture) + { + baseTexture = new PIXI.BaseTexture(canvas, scaleMode); + PIXI.BaseTextureCache[canvas._pixiId] = baseTexture; + } + + return baseTexture; +}; + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.TextureCache = {}; +PIXI.FrameCache = {}; + +PIXI.TextureCacheIdGenerator = 0; + +/** + * A texture stores the information that represents an image or part of an image. It cannot be added + * to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used + * + * @class Texture + * @uses EventTarget + * @constructor + * @param baseTexture {BaseTexture} The base texture source to create the texture from + * @param frame {Rectangle} The rectangle frame of the texture to show + */ +PIXI.Texture = function(baseTexture, frame) +{ + PIXI.EventTarget.call( this ); + + if(!frame) + { + this.noFrame = true; + frame = new PIXI.Rectangle(0,0,1,1); + } + + if(baseTexture instanceof PIXI.Texture) + baseTexture = baseTexture.baseTexture; + + /** + * The base texture of this texture + * + * @property baseTexture + * @type BaseTexture + */ + this.baseTexture = baseTexture; + + /** + * The frame specifies the region of the base texture that this texture uses + * + * @property frame + * @type Rectangle + */ + this.frame = frame; + + /** + * The trim point + * + * @property trim + * @type Rectangle + */ + this.trim = null; + + this.scope = this; + + if(baseTexture.hasLoaded) + { + if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); + + this.setFrame(frame); + } + else + { + var scope = this; + baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); }); + } +}; + +PIXI.Texture.prototype.constructor = PIXI.Texture; + +/** + * Called when the base texture is loaded + * + * @method onBaseTextureLoaded + * @param event + * @private + */ +PIXI.Texture.prototype.onBaseTextureLoaded = function() +{ + var baseTexture = this.baseTexture; + baseTexture.removeEventListener( 'loaded', this.onLoaded ); + + if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); + + this.setFrame(this.frame); + + this.scope.dispatchEvent( { type: 'update', content: this } ); +}; + +/** + * Destroys this texture + * + * @method destroy + * @param destroyBase {Boolean} Whether to destroy the base texture as well + */ +PIXI.Texture.prototype.destroy = function(destroyBase) +{ + if(destroyBase) this.baseTexture.destroy(); +}; + +/** + * Specifies the rectangle region of the baseTexture + * + * @method setFrame + * @param frame {Rectangle} The frame of the texture to set it to + */ +PIXI.Texture.prototype.setFrame = function(frame) +{ + this.frame = frame; + this.width = frame.width; + this.height = frame.height; + + if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) + { + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this); + } + + this.updateFrame = true; + + PIXI.Texture.frameUpdates.push(this); + + + //this.dispatchEvent( { type: 'update', content: this } ); +}; + +PIXI.Texture.prototype._updateWebGLuvs = function() +{ + if(!this._uvs)this._uvs = new PIXI.TextureUvs(); + + var frame = this.frame; + var tw = this.baseTexture.width; + var th = this.baseTexture.height; + + this._uvs.x0 = frame.x / tw; + this._uvs.y0 = frame.y / th; + + this._uvs.x1 = (frame.x + frame.width) / tw; + this._uvs.y1 = frame.y / th; + + this._uvs.x2 = (frame.x + frame.width) / tw; + this._uvs.y2 = (frame.y + frame.height) / th; + + this._uvs.x3 = frame.x / tw; + this._uvs.y3 = (frame.y + frame.height) / th; +}; + +/** + * Helper function that returns a texture based on an image url + * If the image is not in the texture cache it will be created and loaded + * + * @static + * @method fromImage + * @param imageUrl {String} The image url of the texture + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + * @return Texture + */ +PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode) +{ + var texture = PIXI.TextureCache[imageUrl]; + + if(!texture) + { + texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode)); + PIXI.TextureCache[imageUrl] = texture; + } + + return texture; +}; + +/** + * Helper function that returns a texture based on a frame id + * If the frame id is not in the texture cache an error will be thrown + * + * @static + * @method fromFrame + * @param frameId {String} The frame id of the texture + * @return Texture + */ +PIXI.Texture.fromFrame = function(frameId) +{ + var texture = PIXI.TextureCache[frameId]; + if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache '); + return texture; +}; + +/** + * Helper function that returns a texture based on a canvas element + * If the canvas is not in the texture cache it will be created and loaded + * + * @static + * @method fromCanvas + * @param canvas {Canvas} The canvas element source of the texture + * @return Texture + */ +PIXI.Texture.fromCanvas = function(canvas, scaleMode) +{ + var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode); + + return new PIXI.Texture( baseTexture ); + +}; + + +/** + * Adds a texture to the textureCache. + * + * @static + * @method addTextureToCache + * @param texture {Texture} + * @param id {String} the id that the texture will be stored against. + */ +PIXI.Texture.addTextureToCache = function(texture, id) +{ + PIXI.TextureCache[id] = texture; +}; + +/** + * Remove a texture from the textureCache. + * + * @static + * @method removeTextureFromCache + * @param id {String} the id of the texture to be removed + * @return {Texture} the texture that was removed + */ +PIXI.Texture.removeTextureFromCache = function(id) +{ + var texture = PIXI.TextureCache[id]; + PIXI.TextureCache[id] = null; + return texture; +}; + +// this is more for webGL.. it contains updated frames.. +PIXI.Texture.frameUpdates = []; + +PIXI.TextureUvs = function() +{ + this.x0 = 0; + this.y0 = 0; + + this.x1 = 0; + this.y1 = 0; + + this.x2 = 0; + this.y2 = 0; + + this.x3 = 0; + this.y4 = 0; + + +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. + + __Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded. + Otherwise black rectangles will be drawn instead. + + RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: + + var renderTexture = new PIXI.RenderTexture(800, 600); + var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + sprite.position.x = 800/2; + sprite.position.y = 600/2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + renderTexture.render(sprite); + + Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: + + var doc = new PIXI.DisplayObjectContainer(); + doc.addChild(sprite); + renderTexture.render(doc); // Renders to center of renderTexture + + @class RenderTexture + @extends Texture + @constructor + @param width {Number} The width of the render texture + @param height {Number} The height of the render texture + */ +PIXI.RenderTexture = function(width, height, renderer) +{ + PIXI.EventTarget.call( this ); + + this.width = width || 100; + this.height = height || 100; + + this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); + + this.baseTexture = new PIXI.BaseTexture(); + this.baseTexture.width = this.width; + this.baseTexture.height = this.height; + this.baseTexture._glTextures = []; + + this.baseTexture.hasLoaded = true; + + // each render texture can only belong to one renderer at the moment if its webGL + this.renderer = renderer || PIXI.defaultRenderer; + + if(this.renderer.type === PIXI.WEBGL_RENDERER) + { + var gl = this.renderer.gl; + + this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height); + this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; + + this.render = this.renderWebGL; + this.projection = new PIXI.Point(this.width/2 , -this.height/2); + } + else + { + this.render = this.renderCanvas; + this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height); + this.baseTexture.source = this.textureBuffer.canvas; + } + + PIXI.Texture.frameUpdates.push(this); + + +}; + +PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); +PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; + +PIXI.RenderTexture.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.frame.width = this.width; + this.frame.height = this.height; + + if(this.renderer.type === PIXI.WEBGL_RENDERER) + { + this.projection.x = this.width / 2; + this.projection.y = -this.height / 2; + + var gl = this.renderer.gl; + gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + } + else + { + this.textureBuffer.resize(this.width, this.height); + } + + PIXI.Texture.frameUpdates.push(this); +}; + +/** + * This function will draw the display object to the texture. + * + * @method renderWebGL + * @param displayObject {DisplayObject} The display object to render this texture on + * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn + * @private + */ +PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear) +{ + //TOOD replace position with matrix.. + var gl = this.renderer.gl; + + gl.colorMask(true, true, true, true); + + gl.viewport(0, 0, this.width, this.height); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer ); + + if(clear)this.textureBuffer.clear(); + + // THIS WILL MESS WITH HIT TESTING! + var children = displayObject.children; + + //TODO -? create a new one??? dont think so! + var originalWorldTransform = displayObject.worldTransform; + displayObject.worldTransform = PIXI.RenderTexture.tempMatrix; + // modify to flip... + displayObject.worldTransform.d = -1; + displayObject.worldTransform.ty = this.projection.y * -2; + + if(position) + { + displayObject.worldTransform.tx = position.x; + displayObject.worldTransform.ty -= position.y; + } + + for(var i=0,j=children.length; i} assetURLs an array of image/sprite sheet urls that you would like loaded + * supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported + * sprite sheet data formats only include 'JSON' at this time. Supported bitmap font + * data formats include 'xml' and 'fnt'. + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.AssetLoader = function(assetURLs, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The array of asset URLs that are going to be loaded + * + * @property assetURLs + * @type Array + */ + this.assetURLs = assetURLs; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * Maps file extension to loader types + * + * @property loadersByType + * @type Object + */ + this.loadersByType = { + 'jpg': PIXI.ImageLoader, + 'jpeg': PIXI.ImageLoader, + 'png': PIXI.ImageLoader, + 'gif': PIXI.ImageLoader, + 'json': PIXI.JsonLoader, + 'atlas': PIXI.AtlasLoader, + 'anim': PIXI.SpineLoader, + 'xml': PIXI.BitmapFontLoader, + 'fnt': PIXI.BitmapFontLoader + }; +}; + +/** + * Fired when an item has loaded + * @event onProgress + */ + +/** + * Fired when all the assets have loaded + * @event onComplete + */ + +// constructor +PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; + +/** + * Given a filename, returns its extension, wil + * + * @method _getDataType + * @param str {String} the name of the asset + */ +PIXI.AssetLoader.prototype._getDataType = function(str) +{ + var test = 'data:'; + //starts with 'data:' + var start = str.slice(0, test.length).toLowerCase(); + if (start === test) { + var data = str.slice(test.length); + + var sepIdx = data.indexOf(','); + if (sepIdx === -1) //malformed data URI scheme + return null; + + //e.g. 'image/gif;base64' => 'image/gif' + var info = data.slice(0, sepIdx).split(';')[0]; + + //We might need to handle some special cases here... + //standardize text/plain to 'txt' file extension + if (!info || info.toLowerCase() === 'text/plain') + return 'txt'; + + //User specified mime type, try splitting it by '/' + return info.split('/').pop().toLowerCase(); + } + + return null; +}; + +/** + * Starts loading the assets sequentially + * + * @method load + */ +PIXI.AssetLoader.prototype.load = function() +{ + var scope = this; + + function onLoad() { + scope.onAssetLoaded(); + } + + this.loadCount = this.assetURLs.length; + + for (var i=0; i < this.assetURLs.length; i++) + { + var fileName = this.assetURLs[i]; + //first see if we have a data URI scheme.. + var fileType = this._getDataType(fileName); + + //if not, assume it's a file URI + if (!fileType) + fileType = fileName.split('?').shift().split('.').pop().toLowerCase(); + + var Constructor = this.loadersByType[fileType]; + if(!Constructor) + throw new Error(fileType + ' is an unsupported file type'); + + var loader = new Constructor(fileName, this.crossorigin); + + loader.addEventListener('loaded', onLoad); + loader.load(); + } +}; + +/** + * Invoked after each file is loaded + * + * @method onAssetLoaded + * @private + */ +PIXI.AssetLoader.prototype.onAssetLoaded = function() +{ + this.loadCount--; + this.dispatchEvent({type: 'onProgress', content: this}); + if (this.onProgress) this.onProgress(); + + if (!this.loadCount) + { + this.dispatchEvent({type: 'onComplete', content: this}); + if(this.onComplete) this.onComplete(); + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The json file loader is used to load in JSON data and parse it + * When loaded this class will dispatch a 'loaded' event + * If loading fails this class will dispatch an 'error' event + * + * @class JsonLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.JsonLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ''); + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; + +}; + +// constructor +PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.JsonLoader.prototype.load = function () { + this.ajaxRequest = new PIXI.AjaxRequest(this.crossorigin); + var scope = this; + this.ajaxRequest.onreadystatechange = function () { + scope.onJSONLoaded(); + }; + + this.ajaxRequest.open('GET', this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.JsonLoader.prototype.onJSONLoaded = function () { + if (this.ajaxRequest.readyState === 4) { + if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1) { + this.json = JSON.parse(this.ajaxRequest.responseText); + + if(this.json.frames) + { + // sprite sheet + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener('loaded', function() { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + + // check to see ifthe sprite ha been trimmed.. + if (frameData[i].trimmed) { + + var texture = PIXI.TextureCache[i]; + + var actualSize = frameData[i].sourceSize; + var realSize = frameData[i].spriteSourceSize; + + texture.trim = new PIXI.Rectangle(realSize.x, realSize.y, actualSize.w, actualSize.h); + } + } + } + + image.load(); + + } + else if(this.json.bones) + { + // spine animation + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + PIXI.AnimCache[this.url] = skeletonData; + this.onLoaded(); + } + else + { + this.onLoaded(); + } + } + else + { + this.onError(); + } + } +}; + +/** + * Invoke when json file loaded + * + * @method onLoaded + * @private + */ +PIXI.JsonLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({ + type: 'loaded', + content: this + }); +}; + +/** + * Invoke when error occured + * + * @method onError + * @private + */ +PIXI.JsonLoader.prototype.onError = function () { + this.dispatchEvent({ + type: 'error', + content: this + }); +}; +/** + * @author Martin Kelm http://mkelm.github.com + */ + +/** + * The atlas file loader is used to load in Atlas data and parse it + * When loaded this class will dispatch a 'loaded' event + * If loading fails this class will dispatch an 'error' event + * @class AtlasLoader + * @extends EventTarget + * @constructor + * @param {String} url the url of the JSON file + * @param {Boolean} crossorigin + */ + +PIXI.AtlasLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + this.url = url; + this.baseUrl = url.replace(/[^\/]*$/, ''); + this.crossorigin = crossorigin; + this.loaded = false; + +}; + +// constructor +PIXI.AtlasLoader.constructor = PIXI.AtlasLoader; + + + /** + * Starts loading the JSON file + * + * @method load + */ +PIXI.AtlasLoader.prototype.load = function () { + this.ajaxRequest = new PIXI.AjaxRequest(); + this.ajaxRequest.onreadystatechange = this.onAtlasLoaded.bind(this); + + this.ajaxRequest.open('GET', this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * @method onAtlasLoaded + * @private + */ +PIXI.AtlasLoader.prototype.onAtlasLoaded = function () { + if (this.ajaxRequest.readyState === 4) { + if (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1) { + this.atlas = { + meta : { + image : [] + }, + frames : [] + }; + var result = this.ajaxRequest.responseText.split(/\r?\n/); + var lineCount = -3; + + var currentImageId = 0; + var currentFrame = null; + var nameInNextLine = false; + + var i = 0, + j = 0, + selfOnLoaded = this.onLoaded.bind(this); + + // parser without rotation support yet! + for (i = 0; i < result.length; i++) { + result[i] = result[i].replace(/^\s+|\s+$/g, ''); + if (result[i] === '') { + nameInNextLine = i+1; + } + if (result[i].length > 0) { + if (nameInNextLine === i) { + this.atlas.meta.image.push(result[i]); + currentImageId = this.atlas.meta.image.length - 1; + this.atlas.frames.push({}); + lineCount = -3; + } else if (lineCount > 0) { + if (lineCount % 7 === 1) { // frame name + if (currentFrame != null) { //jshint ignore:line + this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; + } + currentFrame = { name: result[i], frame : {} }; + } else { + var text = result[i].split(' '); + if (lineCount % 7 === 3) { // position + currentFrame.frame.x = Number(text[1].replace(',', '')); + currentFrame.frame.y = Number(text[2]); + } else if (lineCount % 7 === 4) { // size + currentFrame.frame.w = Number(text[1].replace(',', '')); + currentFrame.frame.h = Number(text[2]); + } else if (lineCount % 7 === 5) { // real size + var realSize = { + x : 0, + y : 0, + w : Number(text[1].replace(',', '')), + h : Number(text[2]) + }; + + if (realSize.w > currentFrame.frame.w || realSize.h > currentFrame.frame.h) { + currentFrame.trimmed = true; + currentFrame.realSize = realSize; + } else { + currentFrame.trimmed = false; + } + } + } + } + lineCount++; + } + } + + if (currentFrame != null) { //jshint ignore:line + this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; + } + + if (this.atlas.meta.image.length > 0) { + this.images = []; + for (j = 0; j < this.atlas.meta.image.length; j++) { + // sprite sheet + var textureUrl = this.baseUrl + this.atlas.meta.image[j]; + var frameData = this.atlas.frames[j]; + this.images.push(new PIXI.ImageLoader(textureUrl, this.crossorigin)); + + for (i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.images[j].texture.baseTexture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + PIXI.TextureCache[i].realSize = frameData[i].realSize; + // trim in pixi not supported yet, todo update trim properties if it is done ... + PIXI.TextureCache[i].trim.x = 0; + PIXI.TextureCache[i].trim.y = 0; + } + } + } + } + + this.currentImageId = 0; + for (j = 0; j < this.images.length; j++) { + this.images[j].addEventListener('loaded', selfOnLoaded); + } + this.images[this.currentImageId].load(); + + } else { + this.onLoaded(); + } + + } else { + this.onError(); + } + } +}; + +/** + * Invoke when json file has loaded + * @method onLoaded + * @private + */ +PIXI.AtlasLoader.prototype.onLoaded = function () { + if (this.images.length - 1 > this.currentImageId) { + this.currentImageId++; + this.images[this.currentImageId].load(); + } else { + this.loaded = true; + this.dispatchEvent({ + type: 'loaded', + content: this + }); + } +}; + +/** + * Invoke when error occured + * @method onError + * @private + */ +PIXI.AtlasLoader.prototype.onError = function () { + this.dispatchEvent({ + type: 'error', + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The sprite sheet loader is used to load in JSON sprite sheet data + * To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format + * There is a free version so thats nice, although the paid version is great value for money. + * It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed. + * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() + * This loader will load the image file that the Spritesheet points to as well as the data. + * When loaded this class will dispatch a 'loaded' event + * + * @class SpriteSheetLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.SpriteSheetLoader = function (url, crossorigin) { + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as 'JSON' + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ''); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = null; + + /** + * The frames of the sprite sheet + * + * @property frames + * @type Object + */ + this.frames = {}; +}; + +// constructor +PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; + +/** + * This will begin loading the JSON file + * + * @method load + */ +PIXI.SpriteSheetLoader.prototype.load = function () { + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener('loaded', function (event) { + scope.json = event.content.json; + scope.onLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when all files are loaded (json and texture) + * + * @method onLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onLoaded = function () { + this.dispatchEvent({ + type: 'loaded', + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif') + * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() + * When loaded this class will dispatch a 'loaded' event + * + * @class ImageLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the image + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.ImageLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = PIXI.Texture.fromImage(url, crossorigin); + + /** + * if the image is loaded with loadFramedSpriteSheet + * frames will contain the sprite sheet frames + * + */ + this.frames = []; +}; + +// constructor +PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; + +/** + * Loads image or takes it from cache + * + * @method load + */ +PIXI.ImageLoader.prototype.load = function() +{ + if(!this.texture.baseTexture.hasLoaded) + { + var scope = this; + this.texture.baseTexture.addEventListener('loaded', function() + { + scope.onLoaded(); + }); + } + else + { + this.onLoaded(); + } +}; + +/** + * Invoked when image file is loaded or it is already cached and ready to use + * + * @method onLoaded + * @private + */ +PIXI.ImageLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: 'loaded', content: this}); +}; + +/** + * Loads image and split it to uniform sized frames + * + * + * @method loadFramedSpriteSheet + * @param frameWidth {Number} width of each frame + * @param frameHeight {Number} height of each frame + * @param textureName {String} if given, the frames will be cached in - format + */ +PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName) +{ + this.frames = []; + var cols = Math.floor(this.texture.width / frameWidth); + var rows = Math.floor(this.texture.height / frameHeight); + + var i=0; + for (var y=0; y=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width-.5,d=(b-this.y)/this.height-.5;return c*=c,d*=d,.25>c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); +(function(){var c=this,d=d||{};d.WEBGL_RENDERER=0,d.CANVAS_RENDERER=1,d.VERSION="v1.4.4",d.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},d.scaleModes={DEFAULT:0,LINEAR:0,NEAREST:1},d.INTERACTION_FREQUENCY=30,d.AUTO_PREVENT_DEFAULT=!0,d.Point=function(a,b){this.x=a||0,this.y=b||0},d.Point.prototype.clone=function(){return new d.Point(this.x,this.y)},d.Point.prototype.constructor=d.Point,d.Point.prototype.set=function(a,b){this.x=a||0,this.y=b||(0!==b?this.x:0)},d.Rectangle=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Rectangle.prototype.clone=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Rectangle.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=this.x;if(a>=c&&a<=c+this.width){var d=this.y;if(b>=d&&b<=d+this.height)return!0}return!1},d.Rectangle.prototype.constructor=d.Rectangle,d.EmptyRectangle=new d.Rectangle(0,0,0,0),d.Polygon=function(a){if(a instanceof Array||(a=Array.prototype.slice.call(arguments)),"number"==typeof a[0]){for(var b=[],c=0,e=a.length;e>c;c+=2)b.push(new d.Point(a[c],a[c+1]));a=b}this.points=a},d.Polygon.prototype.clone=function(){for(var a=[],b=0;bb!=i>b&&(h-f)*(b-g)/(i-g)+f>a;j&&(c=!c)}return c},d.Polygon.prototype.constructor=d.Polygon,d.Circle=function(a,b,c){this.x=a||0,this.y=b||0,this.radius=c||0},d.Circle.prototype.clone=function(){return new d.Circle(this.x,this.y,this.radius)},d.Circle.prototype.contains=function(a,b){if(this.radius<=0)return!1;var c=this.x-a,d=this.y-b,e=this.radius*this.radius;return c*=c,d*=d,e>=c+d},d.Circle.prototype.constructor=d.Circle,d.Ellipse=function(a,b,c,d){this.x=a||0,this.y=b||0,this.width=c||0,this.height=d||0},d.Ellipse.prototype.clone=function(){return new d.Ellipse(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.contains=function(a,b){if(this.width<=0||this.height<=0)return!1;var c=(a-this.x)/this.width,d=(b-this.y)/this.height;return c*=c,d*=d,1>=c+d},d.Ellipse.prototype.getBounds=function(){return new d.Rectangle(this.x,this.y,this.width,this.height)},d.Ellipse.prototype.constructor=d.Ellipse,d.determineMatrixArrayType=function(){return"undefined"!=typeof Float32Array?Float32Array:Array},d.Matrix2=d.determineMatrixArrayType(),d.Matrix=function(){this.a=1,this.b=0,this.c=0,this.d=1,this.tx=0,this.ty=0},d.Matrix.prototype.fromArray=function(a){this.a=a[0],this.b=a[1],this.c=a[3],this.d=a[4],this.tx=a[2],this.ty=a[5]},d.Matrix.prototype.toArray=function(a){this.array||(this.array=new Float32Array(9));var b=this.array;return a?(this.array[0]=this.a,this.array[1]=this.c,this.array[2]=0,this.array[3]=this.b,this.array[4]=this.d,this.array[5]=0,this.array[6]=this.tx,this.array[7]=this.ty,this.array[8]=1):(this.array[0]=this.a,this.array[1]=this.b,this.array[2]=this.tx,this.array[3]=this.c,this.array[4]=this.d,this.array[5]=this.ty,this.array[6]=0,this.array[7]=0,this.array[8]=1),b},d.identityMatrix=new d.Matrix,d.DisplayObject=function(){this.last=this,this.first=this,this.position=new d.Point,this.scale=new d.Point(1,1),this.pivot=new d.Point(0,0),this.rotation=0,this.alpha=1,this.visible=!0,this.hitArea=null,this.buttonMode=!1,this.renderable=!1,this.parent=null,this.stage=null,this.worldAlpha=1,this._interactive=!1,this.defaultCursor="pointer",this.worldTransform=new d.Matrix,this.color=[],this.dynamic=!0,this._sr=0,this._cr=1,this.filterArea=new d.Rectangle(0,0,1,1),this._bounds=new d.Rectangle(0,0,1,1),this._currentBounds=null,this._mask=null},d.DisplayObject.prototype.constructor=d.DisplayObject,d.DisplayObject.prototype.setInteractive=function(a){this.interactive=a},Object.defineProperty(d.DisplayObject.prototype,"interactive",{get:function(){return this._interactive},set:function(a){this._interactive=a,this.stage&&(this.stage.dirty=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"worldVisible",{get:function(){var a=this;do{if(!a.visible)return!1;a=a.parent}while(a);return!0}}),Object.defineProperty(d.DisplayObject.prototype,"mask",{get:function(){return this._mask},set:function(a){this._mask&&(this._mask.isMask=!1),this._mask=a,this._mask&&(this._mask.isMask=!0)}}),Object.defineProperty(d.DisplayObject.prototype,"filters",{get:function(){return this._filters},set:function(a){if(a){for(var b=[],c=0;c=0&&b<=this.children.length))throw new Error(a+" The index "+b+" supplied is out of bounds "+this.children.length);a.parent&&a.parent.removeChild(a),a.parent=this,this.children.splice(b,0,a),this.stage&&a.setStageReference(this.stage)},d.DisplayObjectContainer.prototype.swapChildren=function(a,b){if(a!==b){var c=this.children.indexOf(a),d=this.children.indexOf(b);if(0>c||0>d)throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller.");this.children[c]=b,this.children[d]=a}},d.DisplayObjectContainer.prototype.getChildAt=function(a){if(a>=0&&aa;a++)this.children[a].updateTransform()}},d.DisplayObjectContainer.prototype.getBounds=function(a){if(0===this.children.length)return d.EmptyRectangle;if(a){var b=this.worldTransform;this.worldTransform=a,this.updateTransform(),this.worldTransform=b}for(var c,e,f,g=1/0,h=1/0,i=-1/0,j=-1/0,k=!1,l=0,m=this.children.length;m>l;l++){var n=this.children[l];n.visible&&(k=!0,c=this.children[l].getBounds(a),g=ge?i:e,j=j>f?j:f)}if(!k)return d.EmptyRectangle;var o=this._bounds;return o.x=g,o.y=h,o.width=i-g,o.height=j-h,o},d.DisplayObjectContainer.prototype.getLocalBounds=function(){var a=this.worldTransform;this.worldTransform=d.identityMatrix;for(var b=0,c=this.children.length;c>b;b++)this.children[b].updateTransform();var e=this.getBounds();return this.worldTransform=a,e},d.DisplayObjectContainer.prototype.setStageReference=function(a){this.stage=a,this._interactive&&(this.stage.dirty=!0);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d.setStageReference(a)}},d.DisplayObjectContainer.prototype.removeStageReference=function(){for(var a=0,b=this.children.length;b>a;a++){var c=this.children[a];c.removeStageReference()}this._interactive&&(this.stage.dirty=!0),this.stage=null},d.DisplayObjectContainer.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){for(this._mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this._filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);a.spriteBatch.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.DisplayObjectContainer.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){this._mask&&a.maskManager.pushMask(this._mask,a.context);for(var b=0,c=this.children.length;c>b;b++){var d=this.children[b];d._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite=function(a){d.DisplayObjectContainer.call(this),this.anchor=new d.Point,this.texture=a,this._width=0,this._height=0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL,a.baseTexture.hasLoaded?this.onTextureUpdate():(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Sprite.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Sprite.prototype.constructor=d.Sprite,Object.defineProperty(d.Sprite.prototype,"width",{get:function(){return this.scale.x*this.texture.frame.width},set:function(a){this.scale.x=a/this.texture.frame.width,this._width=a}}),Object.defineProperty(d.Sprite.prototype,"height",{get:function(){return this.scale.y*this.texture.frame.height},set:function(a){this.scale.y=a/this.texture.frame.height,this._height=a}}),d.Sprite.prototype.setTexture=function(a){this.texture.baseTexture!==a.baseTexture?(this.textureChange=!0,this.texture=a):this.texture=a,this.cachedTint=16777215,this.updateFrame=!0},d.Sprite.prototype.onTextureUpdate=function(){this._width&&(this.scale.x=this._width/this.texture.frame.width),this._height&&(this.scale.y=this._height/this.texture.frame.height),this.updateFrame=!0},d.Sprite.prototype.getBounds=function(a){var b=this.texture.frame.width,c=this.texture.frame.height,d=b*(1-this.anchor.x),e=b*-this.anchor.x,f=c*(1-this.anchor.y),g=c*-this.anchor.y,h=a||this.worldTransform,i=h.a,j=h.c,k=h.b,l=h.d,m=h.tx,n=h.ty,o=i*e+k*g+m,p=l*g+j*e+n,q=i*d+k*g+m,r=l*g+j*d+n,s=i*d+k*f+m,t=l*f+j*d+n,u=i*e+k*f+m,v=l*f+j*e+n,w=-1/0,x=-1/0,y=1/0,z=1/0;y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,z=z>p?p:z,z=z>r?r:z,z=z>t?t:z,z=z>v?v:z,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w,x=p>x?p:x,x=r>x?r:x,x=t>x?t:x,x=v>x?v:x;var A=this._bounds;return A.x=y,A.width=w-y,A.y=z,A.height=x-z,this._currentBounds=A,A},d.Sprite.prototype._renderWebGL=function(a){if(this.visible&&!(this.alpha<=0)){var b,c;if(this._mask||this._filters){var d=a.spriteBatch;for(this._mask&&(d.stop(),a.maskManager.pushMask(this.mask,a),d.start()),this._filters&&(d.flush(),a.filterManager.pushFilter(this._filterBlock)),d.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a);d.stop(),this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),d.start()}else for(a.spriteBatch.render(this),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.Sprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=this.texture.frame,c=a.context,e=this.texture;if(this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,c.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),this._mask&&a.maskManager.pushMask(this._mask,a.context),b&&b.width&&b.height&&e.baseTexture.source){c.globalAlpha=this.worldAlpha;var f=this.worldTransform;if(a.roundPixels?c.setTransform(f.a,f.c,f.b,f.d,f.tx||0,f.ty||0):c.setTransform(f.a,f.c,f.b,f.d,f.tx,f.ty),a.smoothProperty&&a.scaleMode!==this.texture.baseTexture.scaleMode&&(a.scaleMode=this.texture.baseTexture.scaleMode,c[a.smoothProperty]=a.scaleMode===d.scaleModes.LINEAR),16777215!==this.tint){if(this.cachedTint!==this.tint){if(!e.baseTexture.hasLoaded)return;this.cachedTint=this.tint,this.tintedTexture=d.CanvasTinter.getTintedTexture(this,this.tint)}c.drawImage(this.tintedTexture,0,0,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}else if(e.trim){var g=e.trim;c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,g.x-this.anchor.x*g.width,g.y-this.anchor.y*g.height,b.width,b.height)}else c.drawImage(this.texture.baseTexture.source,b.x,b.y,b.width,b.height,this.anchor.x*-b.width,this.anchor.y*-b.height,b.width,b.height)}for(var h=0,i=this.children.length;i>h;h++){var j=this.children[h];j._renderCanvas(a)}this._mask&&a.maskManager.popMask(a.context)}},d.Sprite.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache'+this);return new d.Sprite(b)},d.Sprite.fromImage=function(a){var b=d.Texture.fromImage(a);return new d.Sprite(b)},d.SpriteBatch=function(a){d.DisplayObjectContainer.call(this),this.textureThing=a,this.ready=!1},d.SpriteBatch.prototype=Object.create(d.DisplayObjectContainer.prototype),d.SpriteBatch.constructor=d.SpriteBatch,d.SpriteBatch.prototype.initWebGL=function(a){this.fastSpriteBatch=new d.WebGLFastSpriteBatch(a),this.ready=!0},d.SpriteBatch.prototype.updateTransform=function(){d.DisplayObject.prototype.updateTransform.call(this)},d.SpriteBatch.prototype._renderWebGL=function(a){!this.visible||this.alpha<=0||!this.children.length||(this.ready||this.initWebGL(a.gl),a.spriteBatch.stop(),a.shaderManager.activateShader(a.shaderManager.fastShader),this.fastSpriteBatch.begin(this,a),this.fastSpriteBatch.render(this),a.shaderManager.activateShader(a.shaderManager.defaultShader),a.spriteBatch.start())},d.SpriteBatch.prototype._renderCanvas=function(a){var b=a.context;b.globalAlpha=this.worldAlpha;var c=this.worldTransform;a.roundPixels?b.setTransform(c.a,c.c,c.b,c.d,Math.floor(c.tx),Math.floor(c.ty)):b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),b.save();for(var e=0;e=this.textures.length&&(this.gotoAndStop(this.textures.length-1),this.onComplete&&this.onComplete())}},d.FilterBlock=function(){this.visible=!0,this.renderable=!0},d.Text=function(a,b){this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),d.Sprite.call(this,d.Texture.fromCanvas(this.canvas)),this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.Text.prototype=Object.create(d.Sprite.prototype),d.Text.prototype.constructor=d.Text,d.Text.prototype.setStyle=function(a){a=a||{},a.font=a.font||"bold 20pt Arial",a.fill=a.fill||"black",a.align=a.align||"left",a.stroke=a.stroke||"black",a.strokeThickness=a.strokeThickness||0,a.wordWrap=a.wordWrap||!1,a.wordWrapWidth=a.wordWrapWidth||100,this.style=a,this.dirty=!0},d.Text.prototype.setText=function(a){this.text=a.toString()||" ",this.dirty=!0},d.Text.prototype.updateText=function(){this.context.font=this.style.font;var a=this.text;this.style.wordWrap&&(a=this.wordWrap(this.text));for(var b=a.split(/(?:\r\n|\r|\n)/),c=[],e=0,f=0;fe?(g>0&&(b+="\n"),b+=f[g]+" ",e=this.style.wordWrapWidth-h):(e-=i,b+=f[g]+" ")}b+="\n"}return b},d.Text.prototype.destroy=function(a){a&&this.texture.destroy()},d.Text.heightCache={},d.BitmapText=function(a,b){d.SpriteBatch.call(this),this._pool=[],this.setText(a),this.setStyle(b),this.updateText(),this.dirty=!1},d.BitmapText.prototype=Object.create(d.SpriteBatch.prototype),d.BitmapText.prototype.constructor=d.BitmapText,d.BitmapText.prototype.setText=function(a){this.text=a||" ",this.dirty=!0},d.BitmapText.prototype.setStyle=function(a){a=a||{},a.align=a.align||"left",this.style=a;var b=a.font.split(" ");this.fontName=b[b.length-1],this.fontSize=b.length>=2?parseInt(b[b.length-2],10):d.BitmapText.fonts[this.fontName].size,this.dirty=!0,this.tint=a.tint},d.BitmapText.prototype.updateText=function(){for(var a=d.BitmapText.fonts[this.fontName],b=new d.Point,c=null,e=[],f=0,g=[],h=0,i=this.fontSize/a.size,j=0;j=j;j++){var n=0;"right"===this.style.align?n=f-g[j]:"center"===this.style.align&&(n=(f-g[j])/2),m.push(n)}var o=this.children.length,p=e.length,q=this.tint||16777215;for(j=0;p>j;j++){var r=o>j?this.children[j]:this._pool.pop();r?r.setTexture(e[j].texture):r=new d.Sprite(e[j].texture),r.position.x=(e[j].position.x+m[e[j].line])*i,r.position.y=e[j].position.y*i,r.scale.x=r.scale.y=i,r.tint=q,r.parent||this.addChild(r)}for(;this.children.length>p;){var s=this.getChildAt(this.children.length-1);this._pool.push(s),this.removeChild(s)}this.width=f*i,this.height=(b.y+a.lineHeight)*i},d.BitmapText.prototype.updateTransform=function(){this.dirty&&(this.updateText(),this.dirty=!1),d.SpriteBatch.prototype.updateTransform.call(this)},d.BitmapText.fonts={},d.InteractionData=function(){this.global=new d.Point,this.local=new d.Point,this.target=null,this.originalEvent=null},d.InteractionData.prototype.getLocalPosition=function(a){var b=a.worldTransform,c=this.global,e=b.a,f=b.b,g=b.tx,h=b.c,i=b.d,j=b.ty,k=1/(e*i+f*-h);return new d.Point(i*k*c.x+-f*k*c.y+(j*f-g*i)*k,e*k*c.y+-h*k*c.x+(-j*e+g*h)*k)},d.InteractionData.prototype.constructor=d.InteractionData,d.InteractionManager=function(a){this.stage=a,this.mouse=new d.InteractionData,this.touchs={},this.tempPoint=new d.Point,this.mouseoverEnabled=!0,this.pool=[],this.interactiveItems=[],this.interactionDOMElement=null,this.onMouseMove=this.onMouseMove.bind(this),this.onMouseDown=this.onMouseDown.bind(this),this.onMouseOut=this.onMouseOut.bind(this),this.onMouseUp=this.onMouseUp.bind(this),this.onTouchStart=this.onTouchStart.bind(this),this.onTouchEnd=this.onTouchEnd.bind(this),this.onTouchMove=this.onTouchMove.bind(this),this.last=0,this.currentCursorStyle="inherit",this.mouseOut=!1},d.InteractionManager.prototype.constructor=d.InteractionManager,d.InteractionManager.prototype.collectInteractiveSprite=function(a,b){for(var c=a.children,d=c.length,e=d-1;e>=0;e--){var f=c[e];f.interactive?(b.interactiveChildren=!0,this.interactiveItems.push(f),f.children.length>0&&this.collectInteractiveSprite(f,f)):(f.__iParent=null,f.children.length>0&&this.collectInteractiveSprite(f,b))}},d.InteractionManager.prototype.setTarget=function(a){this.target=a,null===this.interactionDOMElement&&this.setTargetDomElement(a.view)},d.InteractionManager.prototype.setTargetDomElement=function(a){this.removeEvents(),window.navigator.msPointerEnabled&&(a.style["-ms-content-zooming"]="none",a.style["-ms-touch-action"]="none"),this.interactionDOMElement=a,a.addEventListener("mousemove",this.onMouseMove,!0),a.addEventListener("mousedown",this.onMouseDown,!0),a.addEventListener("mouseout",this.onMouseOut,!0),a.addEventListener("touchstart",this.onTouchStart,!0),a.addEventListener("touchend",this.onTouchEnd,!0),a.addEventListener("touchmove",this.onTouchMove,!0),document.body.addEventListener("mouseup",this.onMouseUp,!0)},d.InteractionManager.prototype.removeEvents=function(){this.interactionDOMElement&&(this.interactionDOMElement.style["-ms-content-zooming"]="",this.interactionDOMElement.style["-ms-touch-action"]="",this.interactionDOMElement.removeEventListener("mousemove",this.onMouseMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onMouseDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onMouseOut,!0),this.interactionDOMElement.removeEventListener("touchstart",this.onTouchStart,!0),this.interactionDOMElement.removeEventListener("touchend",this.onTouchEnd,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onTouchMove,!0),this.interactionDOMElement=null,document.body.removeEventListener("mouseup",this.onMouseUp,!0))},d.InteractionManager.prototype.update=function(){if(this.target){var a=Date.now(),b=a-this.last;if(b=b*d.INTERACTION_FREQUENCY/1e3,!(1>b)){this.last=a;var c=0;if(this.dirty){this.dirty=!1;var e=this.interactiveItems.length;for(c=0;e>c;c++)this.interactiveItems[c].interactiveChildren=!1;this.interactiveItems=[],this.stage.interactive&&this.interactiveItems.push(this.stage),this.collectInteractiveSprite(this.stage,this.stage)}var f=this.interactiveItems.length,g="inherit",h=!1;for(c=0;f>c;c++){var i=this.interactiveItems[c];i.__hit=this.hitTest(i,this.mouse),this.mouse.target=i,i.__hit&&!h?(i.buttonMode&&(g=i.defaultCursor),i.interactiveChildren||(h=!0),i.__isOver||(i.mouseover&&i.mouseover(this.mouse),i.__isOver=!0)):i.__isOver&&(i.mouseout&&i.mouseout(this.mouse),i.__isOver=!1)}this.currentCursorStyle!==g&&(this.currentCursorStyle=g,this.interactionDOMElement.style.cursor=g)}}},d.InteractionManager.prototype.onMouseMove=function(a){this.mouse.originalEvent=a||window.event;var b=this.interactionDOMElement.getBoundingClientRect();this.mouse.global.x=(a.clientX-b.left)*(this.target.width/b.width),this.mouse.global.y=(a.clientY-b.top)*(this.target.height/b.height);for(var c=this.interactiveItems.length,d=0;c>d;d++){var e=this.interactiveItems[d];e.mousemove&&e.mousemove(this.mouse)}},d.InteractionManager.prototype.onMouseDown=function(a){this.mouse.originalEvent=a||window.event,d.AUTO_PREVENT_DEFAULT&&this.mouse.originalEvent.preventDefault();for(var b=this.interactiveItems.length,c=0;b>c;c++){var e=this.interactiveItems[c];if((e.mousedown||e.click)&&(e.__mouseIsDown=!0,e.__hit=this.hitTest(e,this.mouse),e.__hit&&(e.mousedown&&e.mousedown(this.mouse),e.__isDown=!0,!e.interactiveChildren)))break}},d.InteractionManager.prototype.onMouseOut=function(){var a=this.interactiveItems.length;this.interactionDOMElement.style.cursor="inherit";for(var b=0;a>b;b++){var c=this.interactiveItems[b];c.__isOver&&(this.mouse.target=c,c.mouseout&&c.mouseout(this.mouse),c.__isOver=!1)}this.mouseOut=!0,this.mouse.global.x=-1e4,this.mouse.global.y=-1e4},d.InteractionManager.prototype.onMouseUp=function(a){this.mouse.originalEvent=a||window.event;for(var b=this.interactiveItems.length,c=!1,d=0;b>d;d++){var e=this.interactiveItems[d];e.__hit=this.hitTest(e,this.mouse),e.__hit&&!c?(e.mouseup&&e.mouseup(this.mouse),e.__isDown&&e.click&&e.click(this.mouse),e.interactiveChildren||(c=!0)):e.__isDown&&e.mouseupoutside&&e.mouseupoutside(this.mouse),e.__isDown=!1}},d.InteractionManager.prototype.hitTest=function(a,b){var c=b.global;if(!a.worldVisible)return!1;var e=a instanceof d.Sprite,f=a.worldTransform,g=f.a,h=f.b,i=f.tx,j=f.c,k=f.d,l=f.ty,m=1/(g*k+h*-j),n=k*m*c.x+-h*m*c.y+(l*h-i*k)*m,o=g*m*c.y+-j*m*c.x+(-l*g+i*j)*m;if(b.target=a,a.hitArea&&a.hitArea.contains)return a.hitArea.contains(n,o)?(b.target=a,!0):!1;if(e){var p,q=a.texture.frame.width,r=a.texture.frame.height,s=-q*a.anchor.x;if(n>s&&s+q>n&&(p=-r*a.anchor.y,o>p&&p+r>o))return b.target=a,!0}for(var t=a.children.length,u=0;t>u;u++){var v=a.children[u],w=this.hitTest(v,b);if(w)return b.target=a,!0}return!1},d.InteractionManager.prototype.onTouchMove=function(a){var b,c=this.interactionDOMElement.getBoundingClientRect(),d=a.changedTouches,e=0;for(e=0;ee;e++){var h=this.interactiveItems[e];h.touchmove&&h.touchmove(b)}},d.InteractionManager.prototype.onTouchStart=function(a){var b=this.interactionDOMElement.getBoundingClientRect();d.AUTO_PREVENT_DEFAULT&&a.preventDefault();for(var c=a.changedTouches,e=0;ei;i++){var j=this.interactiveItems[i];if((j.touchstart||j.tap)&&(j.__hit=this.hitTest(j,g),j.__hit&&(j.touchstart&&j.touchstart(g),j.__isDown=!0,j.__touchData=g,!j.interactiveChildren)))break}}},d.InteractionManager.prototype.onTouchEnd=function(a){for(var b=this.interactionDOMElement.getBoundingClientRect(),c=a.changedTouches,d=0;di;i++){var j=this.interactiveItems[i],k=j.__touchData;j.__hit=this.hitTest(j,f),k===f&&(f.originalEvent=a||window.event,(j.touchend||j.tap)&&(j.__hit&&!g?(j.touchend&&j.touchend(f),j.__isDown&&j.tap&&j.tap(f),j.interactiveChildren||(g=!0)):j.__isDown&&j.touchendoutside&&j.touchendoutside(f),j.__isDown=!1),j.__touchData=null)}this.pool.push(f),this.touchs[e.identifier]=null}},d.Stage=function(a){d.DisplayObjectContainer.call(this),this.worldTransform=new d.Matrix,this.interactive=!0,this.interactionManager=new d.InteractionManager(this),this.dirty=!0,this.stage=this,this.stage.hitArea=new d.Rectangle(0,0,1e5,1e5),this.setBackgroundColor(a)},d.Stage.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Stage.prototype.constructor=d.Stage,d.Stage.prototype.setInteractionDelegate=function(a){this.interactionManager.setTargetDomElement(a)},d.Stage.prototype.updateTransform=function(){this.worldAlpha=1;for(var a=0,b=this.children.length;b>a;a++)this.children[a].updateTransform();this.dirty&&(this.dirty=!1,this.interactionManager.dirty=!0),this.interactive&&this.interactionManager.update()},d.Stage.prototype.setBackgroundColor=function(a){this.backgroundColor=a||0,this.backgroundColorSplit=d.hex2rgb(this.backgroundColor);var b=this.backgroundColor.toString(16);b="000000".substr(0,6-b.length)+b,this.backgroundColorString="#"+b},d.Stage.prototype.getMousePosition=function(){return this.interactionManager.mouse.global};for(var e=0,f=["ms","moz","webkit","o"],h=0;h>16&255)/255,(a>>8&255)/255,(255&a)/255]},d.rgb2hex=function(a){return(255*a[0]<<16)+(255*a[1]<<8)+255*a[2]},"function"!=typeof Function.prototype.bind&&(Function.prototype.bind=function(){var a=Array.prototype.slice;return function(b){function c(){var f=e.concat(a.call(arguments));d.apply(this instanceof c?this:b,f)}var d=this,e=a.call(arguments,1); if("function"!=typeof d)throw new TypeError;return c.prototype=function f(a){return a&&(f.prototype=a),this instanceof f?void 0:new f}(d.prototype),c}}()),d.AjaxRequest=function(){var a=["Msxml2.XMLHTTP.6.0","Msxml2.XMLHTTP.3.0","Microsoft.XMLHTTP"];if(!window.ActiveXObject)return window.XMLHttpRequest?new window.XMLHttpRequest:!1;for(var b=0;b0&&0===(a&a-1))return a;for(var b=1;a>b;)b<<=1;return b},d.EventTarget=function(){var a={};this.addEventListener=this.on=function(b,c){void 0===a[b]&&(a[b]=[]),-1===a[b].indexOf(c)&&a[b].push(c)},this.dispatchEvent=this.emit=function(b){if(a[b.type]&&a[b.type].length)for(var c=0,d=a[b.type].length;d>c;c++)a[b.type][c](b)},this.removeEventListener=this.off=function(b,c){var d=a[b].indexOf(c);-1!==d&&a[b].splice(d,1)},this.removeAllEventListeners=function(b){var c=a[b];c&&(c.length=0)}},d.autoDetectRenderer=function(a,b,c,e,f){a||(a=800),b||(b=600);var g=function(){try{var a=document.createElement("canvas");return!!window.WebGLRenderingContext&&(a.getContext("webgl")||a.getContext("experimental-webgl"))}catch(b){return!1}}();return g?new d.WebGLRenderer(a,b,c,e,f):new d.CanvasRenderer(a,b,c,e)},d.PolyK={},d.PolyK.Triangulate=function(a){var b=!0,c=a.length>>1;if(3>c)return[];for(var e=[],f=[],g=0;c>g;g++)f.push(g);g=0;for(var h=c;h>3;){var i=f[(g+0)%h],j=f[(g+1)%h],k=f[(g+2)%h],l=a[2*i],m=a[2*i+1],n=a[2*j],o=a[2*j+1],p=a[2*k],q=a[2*k+1],r=!1;if(d.PolyK._convex(l,m,n,o,p,q,b)){r=!0;for(var s=0;h>s;s++){var t=f[s];if(t!==i&&t!==j&&t!==k&&d.PolyK._PointInTriangle(a[2*t],a[2*t+1],l,m,n,o,p,q)){r=!1;break}}}if(r)e.push(i,j,k),f.splice((g+1)%h,1),h--,g=0;else if(g++>3*h){if(!b)return window.console.log("PIXI Warning: shape too complex to fill"),[];for(e=[],f=[],g=0;c>g;g++)f.push(g);g=0,h=c,b=!1}}return e.push(f[0],f[1],f[2]),e},d.PolyK._PointInTriangle=function(a,b,c,d,e,f,g,h){var i=g-c,j=h-d,k=e-c,l=f-d,m=a-c,n=b-d,o=i*i+j*j,p=i*k+j*l,q=i*m+j*n,r=k*k+l*l,s=k*m+l*n,t=1/(o*r-p*p),u=(r*q-p*s)*t,v=(o*s-p*q)*t;return u>=0&&v>=0&&1>u+v},d.PolyK._convex=function(a,b,c,d,e,f,g){return(b-d)*(e-c)+(c-a)*(f-d)>=0===g},d.initDefaultShaders=function(){},d.CompileVertexShader=function(a,b){return d._CompileShader(a,b,a.VERTEX_SHADER)},d.CompileFragmentShader=function(a,b){return d._CompileShader(a,b,a.FRAGMENT_SHADER)},d._CompileShader=function(a,b,c){var d=b.join("\n"),e=a.createShader(c);return a.shaderSource(e,d),a.compileShader(e),a.getShaderParameter(e,a.COMPILE_STATUS)?e:(window.console.log(a.getShaderInfoLog(e)),null)},d.compileProgram=function(a,b,c){var e=d.CompileFragmentShader(a,c),f=d.CompileVertexShader(a,b),g=a.createProgram();return a.attachShader(g,f),a.attachShader(g,e),a.linkProgram(g),a.getProgramParameter(g,a.LINK_STATUS)||window.console.log("Could not initialise shaders"),g},d.PixiShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying vec4 vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.textureCount=0,this.attributes=[],this.init()},d.PixiShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc||d.PixiShader.defaultVertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aTextureCoord,this.colorAttribute];for(var c in this.uniforms)this.uniforms[c].uniformLocation=a.getUniformLocation(b,c);this.initUniforms(),this.program=b},d.PixiShader.prototype.initUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms){a=this.uniforms[c];var d=a.type;"sampler2D"===d?(a._init=!1,null!==a.value&&this.initSampler2D(a)):"mat2"===d||"mat3"===d||"mat4"===d?(a.glMatrix=!0,a.glValueLength=1,"mat2"===d?a.glFunc=b.uniformMatrix2fv:"mat3"===d?a.glFunc=b.uniformMatrix3fv:"mat4"===d&&(a.glFunc=b.uniformMatrix4fv)):(a.glFunc=b["uniform"+d],a.glValueLength="2f"===d||"2i"===d?2:"3f"===d||"3i"===d?3:"4f"===d||"4i"===d?4:1)}},d.PixiShader.prototype.initSampler2D=function(a){if(a.value&&a.value.baseTexture&&a.value.baseTexture.hasLoaded){var b=this.gl;if(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTexture),a.textureData){var c=a.textureData,d=c.magFilter?c.magFilter:b.LINEAR,e=c.minFilter?c.minFilter:b.LINEAR,f=c.wrapS?c.wrapS:b.CLAMP_TO_EDGE,g=c.wrapT?c.wrapT:b.CLAMP_TO_EDGE,h=c.luminance?b.LUMINANCE:b.RGBA;if(c.repeat&&(f=b.REPEAT,g=b.REPEAT),b.pixelStorei(b.UNPACK_FLIP_Y_WEBGL,!!c.flipY),c.width){var i=c.width?c.width:512,j=c.height?c.height:2,k=c.border?c.border:0;b.texImage2D(b.TEXTURE_2D,0,h,i,j,k,h,b.UNSIGNED_BYTE,null)}else b.texImage2D(b.TEXTURE_2D,0,h,b.RGBA,b.UNSIGNED_BYTE,a.value.baseTexture.source);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,d),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,e),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,f),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,g)}b.uniform1i(a.uniformLocation,this.textureCount),a._init=!0,this.textureCount++}},d.PixiShader.prototype.syncUniforms=function(){this.textureCount=1;var a,b=this.gl;for(var c in this.uniforms)a=this.uniforms[c],1===a.glValueLength?a.glMatrix===!0?a.glFunc.call(b,a.uniformLocation,a.transpose,a.value):a.glFunc.call(b,a.uniformLocation,a.value):2===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y):3===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z):4===a.glValueLength?a.glFunc.call(b,a.uniformLocation,a.value.x,a.value.y,a.value.z,a.value.w):"sampler2D"===a.type&&(a._init?(b.activeTexture(b["TEXTURE"+this.textureCount]),b.bindTexture(b.TEXTURE_2D,a.value.baseTexture._glTextures[b.id]||d.createWebGLTexture(a.value.baseTexture,b)),b.uniform1i(a.uniformLocation,this.textureCount),this.textureCount++):this.initSampler2D(a))},d.PixiShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.PixiShader.defaultVertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute vec2 aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","varying vec2 vTextureCoord;","varying vec4 vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;"," vColor = vec4(color * aColor.x, aColor.x);","}"],d.PixiFastShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision lowp float;","varying vec2 vTextureCoord;","varying float vColor;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aPositionCoord;","attribute vec2 aScale;","attribute float aRotation;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform mat3 uMatrix;","varying vec2 vTextureCoord;","varying float vColor;","const vec2 center = vec2(-1.0, 1.0);","void main(void) {"," vec2 v;"," vec2 sv = aVertexPosition * aScale;"," v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);"," v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);"," v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;"," gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"],this.textureCount=0,this.init()},d.PixiFastShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.dimensions=a.getUniformLocation(b,"dimensions"),this.uMatrix=a.getUniformLocation(b,"uMatrix"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aPositionCoord=a.getAttribLocation(b,"aPositionCoord"),this.aScale=a.getAttribLocation(b,"aScale"),this.aRotation=a.getAttribLocation(b,"aRotation"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.colorAttribute=a.getAttribLocation(b,"aColor"),-1===this.colorAttribute&&(this.colorAttribute=2),this.attributes=[this.aVertexPosition,this.aPositionCoord,this.aScale,this.aRotation,this.aTextureCoord,this.colorAttribute],this.program=b},d.PixiFastShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attributes=null},d.StripShader=function(){this.program=null,this.fragmentSrc=["precision mediump float;","varying vec2 vTextureCoord;","varying float vColor;","uniform float alpha;","uniform sampler2D uSampler;","void main(void) {"," gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));"," gl_FragColor = gl_FragColor * alpha;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec2 aTextureCoord;","attribute float aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","varying vec2 vTextureCoord;","uniform vec2 offsetVector;","varying float vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);"," vTextureCoord = aTextureCoord;"," vColor = aColor;","}"]},d.StripShader.prototype.init=function(){var a=d.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.uSampler=a.getUniformLocation(b,"uSampler"),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.aTextureCoord=a.getAttribLocation(b,"aTextureCoord"),this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader=function(a){this.gl=a,this.program=null,this.fragmentSrc=["precision mediump float;","varying vec4 vColor;","void main(void) {"," gl_FragColor = vColor;","}"],this.vertexSrc=["attribute vec2 aVertexPosition;","attribute vec4 aColor;","uniform mat3 translationMatrix;","uniform vec2 projectionVector;","uniform vec2 offsetVector;","uniform float alpha;","uniform vec3 tint;","varying vec4 vColor;","void main(void) {"," vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);"," v -= offsetVector.xyx;"," gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);"," vColor = aColor * vec4(tint * alpha, alpha);","}"],this.init()},d.PrimitiveShader.prototype.init=function(){var a=this.gl,b=d.compileProgram(a,this.vertexSrc,this.fragmentSrc);a.useProgram(b),this.projectionVector=a.getUniformLocation(b,"projectionVector"),this.offsetVector=a.getUniformLocation(b,"offsetVector"),this.tintColor=a.getUniformLocation(b,"tint"),this.aVertexPosition=a.getAttribLocation(b,"aVertexPosition"),this.colorAttribute=a.getAttribLocation(b,"aColor"),this.attributes=[this.aVertexPosition,this.colorAttribute],this.translationMatrix=a.getUniformLocation(b,"translationMatrix"),this.alpha=a.getUniformLocation(b,"alpha"),this.program=b},d.PrimitiveShader.prototype.destroy=function(){this.gl.deleteProgram(this.program),this.uniforms=null,this.gl=null,this.attribute=null},d.WebGLGraphics=function(){},d.WebGLGraphics.renderGraphics=function(a,b){var c=b.gl,e=b.projection,f=b.offset,g=b.shaderManager.primitiveShader;a._webGL[c.id]||(a._webGL[c.id]={points:[],indices:[],lastIndex:0,buffer:c.createBuffer(),indexBuffer:c.createBuffer()});var h=a._webGL[c.id];a.dirty&&(a.dirty=!1,a.clearDirty&&(a.clearDirty=!1,h.lastIndex=0,h.points=[],h.indices=[]),d.WebGLGraphics.updateGraphics(a,c)),b.shaderManager.activatePrimitiveShader(),c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA),c.uniformMatrix3fv(g.translationMatrix,!1,a.worldTransform.toArray(!0)),c.uniform2f(g.projectionVector,e.x,-e.y),c.uniform2f(g.offsetVector,-f.x,-f.y),c.uniform3fv(g.tintColor,d.hex2rgb(a.tint)),c.uniform1f(g.alpha,a.worldAlpha),c.bindBuffer(c.ARRAY_BUFFER,h.buffer),c.vertexAttribPointer(g.aVertexPosition,2,c.FLOAT,!1,24,0),c.vertexAttribPointer(g.colorAttribute,4,c.FLOAT,!1,24,8),c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,h.indexBuffer),c.drawElements(c.TRIANGLE_STRIP,h.indices.length,c.UNSIGNED_SHORT,0),b.shaderManager.deactivatePrimitiveShader()},d.WebGLGraphics.updateGraphics=function(a,b){for(var c=a._webGL[b.id],e=c.lastIndex;e3&&d.WebGLGraphics.buildPoly(f,c),f.lineWidth>0&&d.WebGLGraphics.buildLine(f,c)):f.type===d.Graphics.RECT?d.WebGLGraphics.buildRectangle(f,c):(f.type===d.Graphics.CIRC||f.type===d.Graphics.ELIP)&&d.WebGLGraphics.buildCircle(f,c)}c.lastIndex=a.graphicsData.length,c.glPoints=new Float32Array(c.points),b.bindBuffer(b.ARRAY_BUFFER,c.buffer),b.bufferData(b.ARRAY_BUFFER,c.glPoints,b.STATIC_DRAW),c.glIndicies=new Uint16Array(c.indices),b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,c.indexBuffer),b.bufferData(b.ELEMENT_ARRAY_BUFFER,c.glIndicies,b.STATIC_DRAW)},d.WebGLGraphics.buildRectangle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3];if(a.fill){var i=d.hex2rgb(a.fillColor),j=a.fillAlpha,k=i[0]*j,l=i[1]*j,m=i[2]*j,n=b.points,o=b.indices,p=n.length/6;n.push(e,f),n.push(k,l,m,j),n.push(e+g,f),n.push(k,l,m,j),n.push(e,f+h),n.push(k,l,m,j),n.push(e+g,f+h),n.push(k,l,m,j),o.push(p,p,p+1,p+2,p+3,p+3)}if(a.lineWidth){var q=a.points;a.points=[e,f,e+g,f,e+g,f+h,e,f+h,e,f],d.WebGLGraphics.buildLine(a,b),a.points=q}},d.WebGLGraphics.buildCircle=function(a,b){var c=a.points,e=c[0],f=c[1],g=c[2],h=c[3],i=40,j=2*Math.PI/i,k=0;if(a.fill){var l=d.hex2rgb(a.fillColor),m=a.fillAlpha,n=l[0]*m,o=l[1]*m,p=l[2]*m,q=b.points,r=b.indices,s=q.length/6;for(r.push(s),k=0;i+1>k;k++)q.push(e,f,n,o,p,m),q.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h,n,o,p,m),r.push(s++,s++);r.push(s-1)}if(a.lineWidth){var t=a.points;for(a.points=[],k=0;i+1>k;k++)a.points.push(e+Math.sin(j*k)*g,f+Math.cos(j*k)*h);d.WebGLGraphics.buildLine(a,b),a.points=t}},d.WebGLGraphics.buildLine=function(a,b){var c=0,e=a.points;if(0!==e.length){if(a.lineWidth%2)for(c=0;cc;c++)l=e[2*(c-1)],m=e[2*(c-1)+1],n=e[2*c],o=e[2*c+1],p=e[2*(c+1)],q=e[2*(c+1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,t=-(o-q),u=n-p,F=Math.sqrt(t*t+u*u),t/=F,u/=F,t*=L,u*=L,x=-s+m-(-s+o),y=-r+n-(-r+l),z=(-r+l)*(-s+o)-(-r+n)*(-s+m),A=-u+q-(-u+o),B=-t+n-(-t+p),C=(-t+p)*(-u+o)-(-t+n)*(-u+q),D=x*B-A*y,Math.abs(D)<.1?(D+=10.1,G.push(n-r,o-s,O,P,Q,N),G.push(n+r,o+s,O,P,Q,N)):(j=(y*C-B*z)/D,k=(A*z-x*C)/D,E=(j-n)*(j-n)+(k-o)+(k-o),E>19600?(v=r-t,w=s-u,F=Math.sqrt(v*v+w*w),v/=F,w/=F,v*=L,w*=L,G.push(n-v,o-w),G.push(O,P,Q,N),G.push(n+v,o+w),G.push(O,P,Q,N),G.push(n-v,o-w),G.push(O,P,Q,N),J++):(G.push(j,k),G.push(O,P,Q,N),G.push(n-(j-n),o-(k-o)),G.push(O,P,Q,N)));for(l=e[2*(I-2)],m=e[2*(I-2)+1],n=e[2*(I-1)],o=e[2*(I-1)+1],r=-(m-o),s=l-n,F=Math.sqrt(r*r+s*s),r/=F,s/=F,r*=L,s*=L,G.push(n-r,o-s),G.push(O,P,Q,N),G.push(n+r,o+s),G.push(O,P,Q,N),H.push(K),c=0;J>c;c++)H.push(K++);H.push(K-1)}},d.WebGLGraphics.buildPoly=function(a,b){var c=a.points;if(!(c.length<6)){var e=b.points,f=b.indices,g=c.length/2,h=d.hex2rgb(a.fillColor),i=a.fillAlpha,j=h[0]*i,k=h[1]*i,l=h[2]*i,m=d.PolyK.Triangulate(c),n=e.length/6,o=0;for(o=0;oo;o++)e.push(c[2*o],c[2*o+1],j,k,l,i)}},d.glContexts=[],d.WebGLRenderer=function(a,b,c,e,f){d.defaultRenderer||(d.defaultRenderer=this),this.type=d.WEBGL_RENDERER,this.transparent=!!e,this.width=a||800,this.height=b||600,this.view=c||document.createElement("canvas"),this.view.width=this.width,this.view.height=this.height,this.contextLost=this.handleContextLost.bind(this),this.contextRestoredLost=this.handleContextRestored.bind(this),this.view.addEventListener("webglcontextlost",this.contextLost,!1),this.view.addEventListener("webglcontextrestored",this.contextRestoredLost,!1),this.options={alpha:this.transparent,antialias:!!f,premultipliedAlpha:!!e,stencil:!0};try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(g){try{this.gl=this.view.getContext("webgl",this.options)}catch(h){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var i=this.gl;this.glContextId=i.id=d.WebGLRenderer.glContextId++,d.glContexts[this.glContextId]=i,d.blendModesWebGL||(d.blendModesWebGL=[],d.blendModesWebGL[d.blendModes.NORMAL]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.ADD]=[i.SRC_ALPHA,i.DST_ALPHA],d.blendModesWebGL[d.blendModes.MULTIPLY]=[i.DST_COLOR,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SCREEN]=[i.SRC_ALPHA,i.ONE],d.blendModesWebGL[d.blendModes.OVERLAY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DARKEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LIGHTEN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_DODGE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR_BURN]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HARD_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SOFT_LIGHT]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.DIFFERENCE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.EXCLUSION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.HUE]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.SATURATION]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.COLOR]=[i.ONE,i.ONE_MINUS_SRC_ALPHA],d.blendModesWebGL[d.blendModes.LUMINOSITY]=[i.ONE,i.ONE_MINUS_SRC_ALPHA]),this.projection=new d.Point,this.projection.x=this.width/2,this.projection.y=-this.height/2,this.offset=new d.Point(0,0),this.resize(this.width,this.height),this.contextLost=!1,this.shaderManager=new d.WebGLShaderManager(i),this.spriteBatch=new d.WebGLSpriteBatch(i),this.maskManager=new d.WebGLMaskManager(i),this.filterManager=new d.WebGLFilterManager(i,this.transparent),this.renderSession={},this.renderSession.gl=this.gl,this.renderSession.drawCount=0,this.renderSession.shaderManager=this.shaderManager,this.renderSession.maskManager=this.maskManager,this.renderSession.filterManager=this.filterManager,this.renderSession.spriteBatch=this.spriteBatch,i.useProgram(this.shaderManager.defaultShader.program),i.disable(i.DEPTH_TEST),i.disable(i.CULL_FACE),i.enable(i.BLEND),i.colorMask(!0,!0,!0,this.transparent)},d.WebGLRenderer.prototype.constructor=d.WebGLRenderer,d.WebGLRenderer.prototype.render=function(a){if(!this.contextLost){this.__stage!==a&&(a.interactive&&a.interactionManager.removeEvents(),this.__stage=a),d.WebGLRenderer.updateTextures(),a.updateTransform();var b=this.gl;b.viewport(0,0,this.width,this.height),b.bindFramebuffer(b.FRAMEBUFFER,null),this.transparent?b.clearColor(0,0,0,0):b.clearColor(a.backgroundColorSplit[0],a.backgroundColorSplit[1],a.backgroundColorSplit[2],1),b.clear(b.COLOR_BUFFER_BIT),this.renderDisplayObject(a,this.projection),a.interactive?a._interactiveEventsAdded||(a._interactiveEventsAdded=!0,a.interactionManager.setTarget(this)):a._interactiveEventsAdded&&(a._interactiveEventsAdded=!1,a.interactionManager.setTarget(this))}},d.WebGLRenderer.prototype.renderDisplayObject=function(a,b,c){this.renderSession.drawCount=0,this.renderSession.currentBlendMode=9999,this.renderSession.projection=b,this.renderSession.offset=this.offset,this.spriteBatch.begin(this.renderSession),this.filterManager.begin(this.renderSession,c),a._renderWebGL(this.renderSession),this.spriteBatch.end()},d.WebGLRenderer.updateTextures=function(){var a=0;for(a=0;a=0;b--){var c=a._glTextures[b],e=d.glContexts[b];e&&c&&e.deleteTexture(c)}a._glTextures.length=0},d.WebGLRenderer.updateTextureFrame=function(a){a.updateFrame=!1,a._updateWebGLuvs()},d.WebGLRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b,this.gl.viewport(0,0,this.width,this.height),this.projection.x=this.width/2,this.projection.y=-this.height/2},d.createWebGLTexture=function(a,b){return a.hasLoaded&&(a._glTextures[b.id]=b.createTexture(),b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null)),a._glTextures[b.id]},d.updateWebGLTexture=function(a,b){a._glTextures[b.id]&&(b.bindTexture(b.TEXTURE_2D,a._glTextures[b.id]),b.pixelStorei(b.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!0),b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,a.source),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,a.scaleMode===d.scaleModes.LINEAR?b.LINEAR:b.NEAREST),a._powerOf2?(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.REPEAT),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.REPEAT)):(b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE),b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE)),b.bindTexture(b.TEXTURE_2D,null))},d.WebGLRenderer.prototype.handleContextLost=function(a){a.preventDefault(),this.contextLost=!0},d.WebGLRenderer.prototype.handleContextRestored=function(){try{this.gl=this.view.getContext("experimental-webgl",this.options)}catch(a){try{this.gl=this.view.getContext("webgl",this.options)}catch(b){throw new Error(" This browser does not support webGL. Try using the canvas renderer"+this)}}var c=this.gl;c.id=d.WebGLRenderer.glContextId++,this.shaderManager.setContext(c),this.spriteBatch.setContext(c),this.maskManager.setContext(c),this.filterManager.setContext(c),this.renderSession.gl=this.gl,c.disable(c.DEPTH_TEST),c.disable(c.CULL_FACE),c.enable(c.BLEND),c.colorMask(!0,!0,!0,this.transparent),this.gl.viewport(0,0,this.width,this.height);for(var e in d.TextureCache){var f=d.TextureCache[e].baseTexture;f._glTextures=[]}this.contextLost=!1},d.WebGLRenderer.prototype.destroy=function(){this.view.removeEventListener("webglcontextlost",this.contextLost),this.view.removeEventListener("webglcontextrestored",this.contextRestoredLost),d.glContexts[this.glContextId]=null,this.projection=null,this.offset=null,this.shaderManager.destroy(),this.spriteBatch.destroy(),this.maskManager.destroy(),this.filterManager.destroy(),this.shaderManager=null,this.spriteBatch=null,this.maskManager=null,this.filterManager=null,this.gl=null,this.renderSession=null},d.WebGLRenderer.glContextId=0,d.WebGLMaskManager=function(a){this.maskStack=[],this.maskPosition=0,this.setContext(a)},d.WebGLMaskManager.prototype.setContext=function(a){this.gl=a},d.WebGLMaskManager.prototype.pushMask=function(a,b){var c=this.gl;0===this.maskStack.length&&(c.enable(c.STENCIL_TEST),c.stencilFunc(c.ALWAYS,1,1)),this.maskStack.push(a),c.colorMask(!1,!1,!1,!0),c.stencilOp(c.KEEP,c.KEEP,c.INCR),d.WebGLGraphics.renderGraphics(a,b),c.colorMask(!0,!0,!0,!0),c.stencilFunc(c.NOTEQUAL,0,this.maskStack.length),c.stencilOp(c.KEEP,c.KEEP,c.KEEP)},d.WebGLMaskManager.prototype.popMask=function(a){var b=this.gl,c=this.maskStack.pop();c&&(b.colorMask(!1,!1,!1,!1),b.stencilOp(b.KEEP,b.KEEP,b.DECR),d.WebGLGraphics.renderGraphics(c,a),b.colorMask(!0,!0,!0,!0),b.stencilFunc(b.NOTEQUAL,0,this.maskStack.length),b.stencilOp(b.KEEP,b.KEEP,b.KEEP)),0===this.maskStack.length&&b.disable(b.STENCIL_TEST)},d.WebGLMaskManager.prototype.destroy=function(){this.maskStack=null,this.gl=null},d.WebGLShaderManager=function(a){this.maxAttibs=10,this.attribState=[],this.tempAttribState=[];for(var b=0;bd;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.setContext(a)},d.WebGLSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLSpriteBatch.prototype.begin=function(a){this.renderSession=a,this.shader=this.renderSession.shaderManager.defaultShader,this.start()},d.WebGLSpriteBatch.prototype.end=function(){this.flush()},d.WebGLSpriteBatch.prototype.render=function(a){(a.texture.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=a.texture.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode);var b=a._uvs||a.texture._uvs;if(b){var c,d,e,f,g=a.worldAlpha,h=a.tint,i=this.vertices,j=a.texture.frame.width,k=a.texture.frame.height,l=a.anchor.x,m=a.anchor.y;if(a.texture.trim){var n=a.texture.trim;d=n.x-l*n.width,c=d+j,f=n.y-m*n.height,e=f+k}else c=j*(1-l),d=j*-l,e=k*(1-m),f=k*-m;var o=4*this.currentBatchSize*this.vertSize,p=a.worldTransform,q=p.a,r=p.c,s=p.b,t=p.d,u=p.tx,v=p.ty;i[o++]=q*d+s*f+u,i[o++]=t*f+r*d+v,i[o++]=b.x0,i[o++]=b.y0,i[o++]=g,i[o++]=h,i[o++]=q*c+s*f+u,i[o++]=t*f+r*c+v,i[o++]=b.x1,i[o++]=b.y1,i[o++]=g,i[o++]=h,i[o++]=q*c+s*e+u,i[o++]=t*e+r*c+v,i[o++]=b.x2,i[o++]=b.y2,i[o++]=g,i[o++]=h,i[o++]=q*d+s*e+u,i[o++]=t*e+r*d+v,i[o++]=b.x3,i[o++]=b.y3,i[o++]=g,i[o++]=h,this.currentBatchSize++}},d.WebGLSpriteBatch.prototype.renderTilingSprite=function(a){var b=a.tilingTexture;(b.baseTexture!==this.currentBaseTexture||this.currentBatchSize>=this.size)&&(this.flush(),this.currentBaseTexture=b.baseTexture),a.blendMode!==this.currentBlendMode&&this.setBlendMode(a.blendMode),a._uvs||(a._uvs=new Float32Array(8));var c=a._uvs;a.tilePosition.x%=b.baseTexture.width,a.tilePosition.y%=b.baseTexture.height;var d=a.tilePosition.x/b.baseTexture.width,e=a.tilePosition.y/b.baseTexture.height,f=a.width/b.baseTexture.width/(a.tileScale.x*a.tileScaleOffset.x),g=a.height/b.baseTexture.height/(a.tileScale.y*a.tileScaleOffset.y);c.x0=0-d,c.y0=0-e,c.x1=1*f-d,c.y1=0-e,c.x2=1*f-d,c.y2=1*g-e,c.x3=0-d,c.y3=1*g-e;var h=a.worldAlpha,i=a.tint,j=this.vertices,k=a.width,l=a.height,m=a.anchor.x,n=a.anchor.y,o=k*(1-m),p=k*-m,q=l*(1-n),r=l*-n,s=4*this.currentBatchSize*this.vertSize,t=a.worldTransform,u=t.a,v=t.c,w=t.b,x=t.d,y=t.tx,z=t.ty;j[s++]=u*p+w*r+y,j[s++]=x*r+v*p+z,j[s++]=c.x0,j[s++]=c.y0,j[s++]=h,j[s++]=i,j[s++]=u*o+w*r+y,j[s++]=x*r+v*o+z,j[s++]=c.x1,j[s++]=c.y1,j[s++]=h,j[s++]=i,j[s++]=u*o+w*q+y,j[s++]=x*q+v*o+z,j[s++]=c.x2,j[s++]=c.y2,j[s++]=h,j[s++]=i,j[s++]=u*p+w*q+y,j[s++]=x*q+v*p+z,j[s++]=c.x3,j[s++]=c.y3,j[s++]=h,j[s++]=i,this.currentBatchSize++},d.WebGLSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a)),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.colorAttribute,2,a.FLOAT,!1,c,16),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLSpriteBatch.prototype.destroy=function(){this.vertices=null,this.indices=null,this.gl.deleteBuffer(this.vertexBuffer),this.gl.deleteBuffer(this.indexBuffer),this.currentBaseTexture=null,this.gl=null },d.WebGLFastSpriteBatch=function(a){this.vertSize=10,this.maxSize=6e3,this.size=this.maxSize;var b=4*this.size*this.vertSize,c=6*this.maxSize;this.vertices=new Float32Array(b),this.indices=new Uint16Array(c),this.vertexBuffer=null,this.indexBuffer=null,this.lastIndexCount=0;for(var d=0,e=0;c>d;d+=6,e+=4)this.indices[d+0]=e+0,this.indices[d+1]=e+1,this.indices[d+2]=e+2,this.indices[d+3]=e+0,this.indices[d+4]=e+2,this.indices[d+5]=e+3;this.drawing=!1,this.currentBatchSize=0,this.currentBaseTexture=null,this.currentBlendMode=0,this.renderSession=null,this.shader=null,this.matrix=null,this.setContext(a)},d.WebGLFastSpriteBatch.prototype.setContext=function(a){this.gl=a,this.vertexBuffer=a.createBuffer(),this.indexBuffer=a.createBuffer(),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer),a.bufferData(a.ELEMENT_ARRAY_BUFFER,this.indices,a.STATIC_DRAW),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bufferData(a.ARRAY_BUFFER,this.vertices,a.DYNAMIC_DRAW),this.currentBlendMode=99999},d.WebGLFastSpriteBatch.prototype.begin=function(a,b){this.renderSession=b,this.shader=this.renderSession.shaderManager.fastShader,this.matrix=a.worldTransform.toArray(!0),this.start()},d.WebGLFastSpriteBatch.prototype.end=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.render=function(a){var b=a.children,c=b[0];if(c.texture._uvs){this.currentBaseTexture=c.texture.baseTexture,c.blendMode!==this.currentBlendMode&&this.setBlendMode(c.blendMode);for(var d=0,e=b.length;e>d;d++)this.renderSprite(b[d]);this.flush()}},d.WebGLFastSpriteBatch.prototype.renderSprite=function(a){if(a.texture.baseTexture===this.currentBaseTexture||(this.flush(),this.currentBaseTexture=a.texture.baseTexture,a.texture._uvs)){var b,c,d,e,f,g,h,i,j=this.vertices;if(b=a.texture._uvs,c=a.texture.frame.width,d=a.texture.frame.height,a.texture.trim){var k=a.texture.trim;f=k.x-a.anchor.x*k.width,e=f+a.texture.frame.width,h=k.y-a.anchor.y*k.height,g=h+a.texture.frame.height}else e=a.texture.frame.width*(1-a.anchor.x),f=a.texture.frame.width*-a.anchor.x,g=a.texture.frame.height*(1-a.anchor.y),h=a.texture.frame.height*-a.anchor.y;i=4*this.currentBatchSize*this.vertSize,j[i++]=f,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x0,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=h,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x1,j[i++]=b.y1,j[i++]=a.alpha,j[i++]=e,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x2,j[i++]=b.y2,j[i++]=a.alpha,j[i++]=f,j[i++]=g,j[i++]=a.position.x,j[i++]=a.position.y,j[i++]=a.scale.x,j[i++]=a.scale.y,j[i++]=a.rotation,j[i++]=b.x3,j[i++]=b.y3,j[i++]=a.alpha,this.currentBatchSize++,this.currentBatchSize>=this.size&&this.flush()}},d.WebGLFastSpriteBatch.prototype.flush=function(){if(0!==this.currentBatchSize){var a=this.gl;if(this.currentBaseTexture._glTextures[a.id]||d.createWebGLTexture(this.currentBaseTexture,a),a.bindTexture(a.TEXTURE_2D,this.currentBaseTexture._glTextures[a.id]),this.currentBatchSize>.5*this.size)a.bufferSubData(a.ARRAY_BUFFER,0,this.vertices);else{var b=this.vertices.subarray(0,4*this.currentBatchSize*this.vertSize);a.bufferSubData(a.ARRAY_BUFFER,0,b)}a.drawElements(a.TRIANGLES,6*this.currentBatchSize,a.UNSIGNED_SHORT,0),this.currentBatchSize=0,this.renderSession.drawCount++}},d.WebGLFastSpriteBatch.prototype.stop=function(){this.flush()},d.WebGLFastSpriteBatch.prototype.start=function(){var a=this.gl;a.activeTexture(a.TEXTURE0),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),a.bindBuffer(a.ELEMENT_ARRAY_BUFFER,this.indexBuffer);var b=this.renderSession.projection;a.uniform2f(this.shader.projectionVector,b.x,b.y),a.uniformMatrix3fv(this.shader.uMatrix,!1,this.matrix);var c=4*this.vertSize;a.vertexAttribPointer(this.shader.aVertexPosition,2,a.FLOAT,!1,c,0),a.vertexAttribPointer(this.shader.aPositionCoord,2,a.FLOAT,!1,c,8),a.vertexAttribPointer(this.shader.aScale,2,a.FLOAT,!1,c,16),a.vertexAttribPointer(this.shader.aRotation,1,a.FLOAT,!1,c,24),a.vertexAttribPointer(this.shader.aTextureCoord,2,a.FLOAT,!1,c,28),a.vertexAttribPointer(this.shader.colorAttribute,1,a.FLOAT,!1,c,36),this.currentBlendMode!==d.blendModes.NORMAL&&this.setBlendMode(d.blendModes.NORMAL)},d.WebGLFastSpriteBatch.prototype.setBlendMode=function(a){this.flush(),this.currentBlendMode=a;var b=d.blendModesWebGL[this.currentBlendMode];this.gl.blendFunc(b[0],b[1])},d.WebGLFilterManager=function(a,b){this.transparent=b,this.filterStack=[],this.offsetX=0,this.offsetY=0,this.setContext(a)},d.WebGLFilterManager.prototype.setContext=function(a){this.gl=a,this.texturePool=[],this.initShaderBuffers()},d.WebGLFilterManager.prototype.begin=function(a,b){this.renderSession=a,this.defaultShader=a.shaderManager.defaultShader;var c=this.renderSession.projection;this.width=2*c.x,this.height=2*-c.y,this.buffer=b},d.WebGLFilterManager.prototype.pushFilter=function(a){var b=this.gl,c=this.renderSession.projection,e=this.renderSession.offset;this.filterStack.push(a);var f=a.filterPasses[0];this.offsetX+=a.target.filterArea.x,this.offsetY+=a.target.filterArea.y;var g=this.texturePool.pop();g?g.resize(this.width,this.height):g=new d.FilterTexture(this.gl,this.width,this.height),b.bindTexture(b.TEXTURE_2D,g.texture),a.target.filterArea=a.target.getBounds();var h=a.target.filterArea,i=f.padding;h.x-=i,h.y-=i,h.width+=2*i,h.height+=2*i,h.x<0&&(h.x=0),h.width>this.width&&(h.width=this.width),h.y<0&&(h.y=0),h.height>this.height&&(h.height=this.height),b.bindFramebuffer(b.FRAMEBUFFER,g.frameBuffer),b.viewport(0,0,h.width,h.height),c.x=h.width/2,c.y=-h.height/2,e.x=-h.x,e.y=-h.y,b.uniform2f(this.defaultShader.projectionVector,h.width/2,-h.height/2),b.uniform2f(this.defaultShader.offsetVector,-h.x,-h.y),b.colorMask(!0,!0,!0,!0),b.clearColor(0,0,0,0),b.clear(b.COLOR_BUFFER_BIT),a._glFilterTexture=g},d.WebGLFilterManager.prototype.popFilter=function(){var a=this.gl,b=this.filterStack.pop(),c=b.target.filterArea,e=b._glFilterTexture,f=this.renderSession.projection,g=this.renderSession.offset;if(b.filterPasses.length>1){a.viewport(0,0,c.width,c.height),a.bindBuffer(a.ARRAY_BUFFER,this.vertexBuffer),this.vertexArray[0]=0,this.vertexArray[1]=c.height,this.vertexArray[2]=c.width,this.vertexArray[3]=c.height,this.vertexArray[4]=0,this.vertexArray[5]=0,this.vertexArray[6]=c.width,this.vertexArray[7]=0,a.bufferSubData(a.ARRAY_BUFFER,0,this.vertexArray),a.bindBuffer(a.ARRAY_BUFFER,this.uvBuffer),this.uvArray[2]=c.width/this.width,this.uvArray[5]=c.height/this.height,this.uvArray[6]=c.width/this.width,this.uvArray[7]=c.height/this.height,a.bufferSubData(a.ARRAY_BUFFER,0,this.uvArray);var h=e,i=this.texturePool.pop();i||(i=new d.FilterTexture(this.gl,this.width,this.height)),a.bindFramebuffer(a.FRAMEBUFFER,i.frameBuffer),a.clear(a.COLOR_BUFFER_BIT),a.disable(a.BLEND);for(var j=0;j0&&(d.Texture.frameUpdates.length=0)},d.CanvasRenderer.prototype.resize=function(a,b){this.width=a,this.height=b,this.view.width=a,this.view.height=b},d.CanvasRenderer.prototype.renderDisplayObject=function(a,b){this.renderSession.context=b||this.context,a._renderCanvas(this.renderSession)},d.CanvasRenderer.prototype.renderStripFlat=function(a){var b=this.context,c=a.verticies,d=c.length/2;this.count++,b.beginPath();for(var e=1;d-2>e;e++){var f=2*e,g=c[f],h=c[f+2],i=c[f+4],j=c[f+1],k=c[f+3],l=c[f+5];b.moveTo(g,j),b.lineTo(h,k),b.lineTo(i,l)}b.fillStyle="#FF0000",b.fill(),b.closePath()},d.CanvasRenderer.prototype.renderStrip=function(a){var b=this.context,c=a.verticies,d=a.uvs,e=c.length/2;this.count++;for(var f=1;e-2>f;f++){var g=2*f,h=c[g],i=c[g+2],j=c[g+4],k=c[g+1],l=c[g+3],m=c[g+5],n=d[g]*a.texture.width,o=d[g+2]*a.texture.width,p=d[g+4]*a.texture.width,q=d[g+1]*a.texture.height,r=d[g+3]*a.texture.height,s=d[g+5]*a.texture.height;b.save(),b.beginPath(),b.moveTo(h,k),b.lineTo(i,l),b.lineTo(j,m),b.closePath(),b.clip();var t=n*r+q*p+o*s-r*p-q*o-n*s,u=h*r+q*j+i*s-r*j-q*i-h*s,v=n*i+h*p+o*j-i*p-h*o-n*j,w=n*r*j+q*i*p+h*o*s-h*r*p-q*o*j-n*i*s,x=k*r+q*m+l*s-r*m-q*l-k*s,y=n*l+k*p+o*m-l*p-k*o-n*m,z=n*r*m+q*l*p+k*o*s-k*r*p-q*o*m-n*l*s;b.transform(u/t,x/t,v/t,y/t,w/t,z/t),b.drawImage(a.texture.baseTexture.source,0,0),b.restore()}},d.CanvasBuffer=function(a,b){this.width=a,this.height=b,this.canvas=document.createElement("canvas"),this.context=this.canvas.getContext("2d"),this.canvas.width=a,this.canvas.height=b},d.CanvasBuffer.prototype.clear=function(){this.context.clearRect(0,0,this.width,this.height)},d.CanvasBuffer.prototype.resize=function(a,b){this.width=this.canvas.width=a,this.height=this.canvas.height=b},d.CanvasGraphics=function(){},d.CanvasGraphics.renderGraphics=function(a,b){for(var c=a.worldAlpha,e="",f=0;f1&&(c=1,window.console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object"));for(var e=0;1>e;e++){var f=a.graphicsData[e],g=f.points;if(f.type===d.Graphics.POLY){b.beginPath(),b.moveTo(g[0],g[1]);for(var h=1;hc;c++)this.children[c]._renderWebGL(a);a.spriteBatch.stop()}this._filters&&a.filterManager.popFilter(),this._mask&&a.maskManager.popMask(a),a.drawCount++,a.spriteBatch.start()}},d.Graphics.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha&&this.isMask!==!0){var b=a.context,c=this.worldTransform;this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),d.CanvasGraphics.renderGraphics(this,b);for(var e=0,f=this.children.length;f>e;e++)this.children[e]._renderCanvas(a)}},d.Graphics.prototype.getBounds=function(a){this.bounds||this.updateBounds();var b=this.bounds.x,c=this.bounds.width+this.bounds.x,d=this.bounds.y,e=this.bounds.height+this.bounds.y,f=a||this.worldTransform,g=f.a,h=f.c,i=f.b,j=f.d,k=f.tx,l=f.ty,m=g*c+i*e+k,n=j*e+h*c+l,o=g*b+i*e+k,p=j*e+h*b+l,q=g*b+i*d+k,r=j*d+h*b+l,s=g*c+i*d+k,t=j*d+h*c+l,u=-1/0,v=-1/0,w=1/0,x=1/0;w=w>m?m:w,w=w>o?o:w,w=w>q?q:w,w=w>s?s:w,x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,u=m>u?m:u,u=o>u?o:u,u=q>u?q:u,u=s>u?s:u,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v;var y=this._bounds;return y.x=w,y.width=u-w,y.y=x,y.height=v-x,y},d.Graphics.prototype.updateBounds=function(){for(var a,b,c,e,f,g=1/0,h=-1/0,i=1/0,j=-1/0,k=0;kb?b:g,h=b+e>h?b+e:h,i=i>c?b:i,j=c+f>j?c+f:j;else if(m===d.Graphics.CIRC||m===d.Graphics.ELIP)b=a[0],c=a[1],e=a[2]+n/2,f=a[3]+n/2,g=g>b-e?b-e:g,h=b+e>h?b+e:h,i=i>c-f?c-f:i,j=c+f>j?c+f:j;else for(var o=0;ob-n?b-n:g,h=b+n>h?b+n:h,i=i>c-n?c-n:i,j=c+n>j?c+n:j}var p=this.boundsPadding;this.bounds=new d.Rectangle(g-p,i-p,h-g+2*p,j-i+2*p)},d.Graphics.prototype._generateCachedSprite=function(){var a=this.getLocalBounds();if(this._cachedSprite)this._cachedSprite.buffer.resize(a.width,a.height);else{var b=new d.CanvasBuffer(a.width,a.height),c=d.Texture.fromCanvas(b.canvas);this._cachedSprite=new d.Sprite(c),this._cachedSprite.buffer=b,this._cachedSprite.worldTransform=this.worldTransform}this._cachedSprite.anchor.x=-(a.x/a.width),this._cachedSprite.anchor.y=-(a.y/a.height),this._cachedSprite.buffer.context.translate(-a.x,-a.y),d.CanvasGraphics.renderGraphics(this,this._cachedSprite.buffer.context)},d.Graphics.prototype.destroyCachedSprite=function(){this._cachedSprite.texture.destroy(!0),this._cachedSprite=null},d.Graphics.POLY=0,d.Graphics.RECT=1,d.Graphics.CIRC=2,d.Graphics.ELIP=3,d.Strip=function(a,b,c){d.DisplayObjectContainer.call(this),this.texture=a,this.blendMode=d.blendModes.NORMAL;try{this.uvs=new Float32Array([0,1,1,1,1,0,0,1]),this.verticies=new Float32Array([0,0,0,0,0,0,0,0,0]),this.colors=new Float32Array([1,1,1,1]),this.indices=new Uint16Array([0,1,2,3])}catch(e){this.uvs=[0,1,1,1,1,0,0,1],this.verticies=[0,0,0,0,0,0,0,0,0],this.colors=[1,1,1,1],this.indices=[0,1,2,3]}this.width=b,this.height=c,a.baseTexture.hasLoaded?(this.width=this.texture.frame.width,this.height=this.texture.frame.height,this.updateFrame=!0):(this.onTextureUpdateBind=this.onTextureUpdate.bind(this),this.texture.addEventListener("update",this.onTextureUpdateBind)),this.renderable=!0},d.Strip.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Strip.prototype.constructor=d.Strip,d.Strip.prototype.setTexture=function(a){this.texture=a,this.width=a.frame.width,this.height=a.frame.height,this.updateFrame=!0},d.Strip.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.Rope=function(a,b){d.Strip.call(this,a),this.points=b;try{this.verticies=new Float32Array(4*b.length),this.uvs=new Float32Array(4*b.length),this.colors=new Float32Array(2*b.length),this.indices=new Uint16Array(2*b.length)}catch(c){this.verticies=new Array(4*b.length),this.uvs=new Array(4*b.length),this.colors=new Array(2*b.length),this.indices=new Array(2*b.length)}this.refresh()},d.Rope.prototype=Object.create(d.Strip.prototype),d.Rope.prototype.constructor=d.Rope,d.Rope.prototype.refresh=function(){var a=this.points;if(!(a.length<1)){var b=this.uvs,c=a[0],d=this.indices,e=this.colors;this.count-=.2,b[0]=0,b[1]=1,b[2]=0,b[3]=1,e[0]=1,e[1]=1,d[0]=0,d[1]=1;for(var f,g,h,i=a.length,j=1;i>j;j++)f=a[j],g=4*j,h=j/(i-1),j%2?(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1):(b[g]=h,b[g+1]=0,b[g+2]=h,b[g+3]=1),g=2*j,e[g]=1,e[g+1]=1,g=2*j,d[g]=g,d[g+1]=g+1,c=f}},d.Rope.prototype.updateTransform=function(){var a=this.points;if(!(a.length<1)){var b,c=a[0],e={x:0,y:0};this.count-=.2;var f=this.verticies;f[0]=c.x+e.x,f[1]=c.y+e.y,f[2]=c.x-e.x,f[3]=c.y-e.y;for(var g,h,i,j,k,l=a.length,m=1;l>m;m++)g=a[m],h=4*m,b=m1&&(i=1),j=Math.sqrt(e.x*e.x+e.y*e.y),k=this.texture.height/2,e.x/=j,e.y/=j,e.x*=k,e.y*=k,f[h]=g.x+e.x,f[h+1]=g.y+e.y,f[h+2]=g.x-e.x,f[h+3]=g.y-e.y,c=g;d.DisplayObjectContainer.prototype.updateTransform.call(this)}},d.Rope.prototype.setTexture=function(a){this.texture=a,this.updateFrame=!0},d.TilingSprite=function(a,b,c){d.Sprite.call(this,a),this.width=b||100,this.height=c||100,this.tileScale=new d.Point(1,1),this.tileScaleOffset=new d.Point(1,1),this.tilePosition=new d.Point(0,0),this.renderable=!0,this.tint=16777215,this.blendMode=d.blendModes.NORMAL},d.TilingSprite.prototype=Object.create(d.Sprite.prototype),d.TilingSprite.prototype.constructor=d.TilingSprite,Object.defineProperty(d.TilingSprite.prototype,"width",{get:function(){return this._width},set:function(a){this._width=a}}),Object.defineProperty(d.TilingSprite.prototype,"height",{get:function(){return this._height},set:function(a){this._height=a}}),d.TilingSprite.prototype.onTextureUpdate=function(){this.updateFrame=!0},d.TilingSprite.prototype._renderWebGL=function(a){if(this.visible!==!1&&0!==this.alpha){var b,c;if(this.mask||this.filters){for(this.mask&&(a.spriteBatch.stop(),a.maskManager.pushMask(this.mask,a),a.spriteBatch.start()),this.filters&&(a.spriteBatch.flush(),a.filterManager.pushFilter(this._filterBlock)),this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a); a.spriteBatch.stop(),this.filters&&a.filterManager.popFilter(),this.mask&&a.maskManager.popMask(a),a.spriteBatch.start()}else for(this.tilingTexture?a.spriteBatch.renderTilingSprite(this):this.generateTilingTexture(!0),b=0,c=this.children.length;c>b;b++)this.children[b]._renderWebGL(a)}},d.TilingSprite.prototype._renderCanvas=function(a){if(this.visible!==!1&&0!==this.alpha){var b=a.context;this._mask&&a.maskManager.pushMask(this._mask,b),b.globalAlpha=this.worldAlpha;var c=this.worldTransform;b.setTransform(c.a,c.c,c.b,c.d,c.tx,c.ty),this.__tilePattern||(this.generateTilingTexture(!1),this.tilingTexture&&(this.__tilePattern=b.createPattern(this.tilingTexture.baseTexture.source,"repeat"))),this.blendMode!==a.currentBlendMode&&(a.currentBlendMode=this.blendMode,b.globalCompositeOperation=d.blendModesCanvas[a.currentBlendMode]),b.beginPath();var e=this.tilePosition,f=this.tileScale;e.x%=this.tilingTexture.baseTexture.width,e.y%=this.tilingTexture.baseTexture.height,b.scale(f.x,f.y),b.translate(e.x,e.y),b.fillStyle=this.__tilePattern,b.fillRect(-e.x,-e.y,this.width/f.x,this.height/f.y),b.scale(1/f.x,1/f.y),b.translate(-e.x,-e.y),b.closePath(),this._mask&&a.maskManager.popMask(a.context)}},d.TilingSprite.prototype.getBounds=function(){var a=this._width,b=this._height,c=a*(1-this.anchor.x),d=a*-this.anchor.x,e=b*(1-this.anchor.y),f=b*-this.anchor.y,g=this.worldTransform,h=g.a,i=g.c,j=g.b,k=g.d,l=g.tx,m=g.ty,n=h*d+j*f+l,o=k*f+i*d+m,p=h*c+j*f+l,q=k*f+i*c+m,r=h*c+j*e+l,s=k*e+i*c+m,t=h*d+j*e+l,u=k*e+i*d+m,v=-1/0,w=-1/0,x=1/0,y=1/0;x=x>n?n:x,x=x>p?p:x,x=x>r?r:x,x=x>t?t:x,y=y>o?o:y,y=y>q?q:y,y=y>s?s:y,y=y>u?u:y,v=n>v?n:v,v=p>v?p:v,v=r>v?r:v,v=t>v?t:v,w=o>w?o:w,w=q>w?q:w,w=s>w?s:w,w=u>w?u:w;var z=this._bounds;return z.x=x,z.width=v-x,z.y=y,z.height=w-y,this._currentBounds=z,z},d.TilingSprite.prototype.generateTilingTexture=function(a){var b=this.texture;if(b.baseTexture.hasLoaded){var c,e,f=b.baseTexture,g=b.frame,h=g.width!==f.width||g.height!==f.height;this.tilingTexture=b;var i=!1;if(a?(c=d.getNextPowerOfTwo(b.frame.width),e=d.getNextPowerOfTwo(b.frame.height),g.width!==c&&g.height!==e&&(i=!0)):h&&(c=g.width,e=g.height,i=!0),i){var j=new d.CanvasBuffer(c,e);j.context.drawImage(b.baseTexture.source,g.x,g.y,g.width,g.height,0,0,c,e),this.tilingTexture=d.Texture.fromCanvas(j.canvas),this.tileScaleOffset.x=g.width/c,this.tileScaleOffset.y=g.height/e}this.tilingTexture.baseTexture._powerOf2=!0}};var i={};i.BoneData=function(a,b){this.name=a,this.parent=b},i.BoneData.prototype={length:0,x:0,y:0,rotation:0,scaleX:1,scaleY:1},i.SlotData=function(a,b){this.name=a,this.boneData=b},i.SlotData.prototype={r:1,g:1,b:1,a:1,attachmentName:null},i.Bone=function(a,b){this.data=a,this.parent=b,this.setToSetupPose()},i.Bone.yDown=!1,i.Bone.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,m00:0,m01:0,worldX:0,m10:0,m11:0,worldY:0,worldRotation:0,worldScaleX:1,worldScaleY:1,updateWorldTransform:function(a,b){var c=this.parent;null!=c?(this.worldX=this.x*c.m00+this.y*c.m01+c.worldX,this.worldY=this.x*c.m10+this.y*c.m11+c.worldY,this.worldScaleX=c.worldScaleX*this.scaleX,this.worldScaleY=c.worldScaleY*this.scaleY,this.worldRotation=c.worldRotation+this.rotation):(this.worldX=this.x,this.worldY=this.y,this.worldScaleX=this.scaleX,this.worldScaleY=this.scaleY,this.worldRotation=this.rotation);var d=this.worldRotation*Math.PI/180,e=Math.cos(d),f=Math.sin(d);this.m00=e*this.worldScaleX,this.m10=f*this.worldScaleX,this.m01=-f*this.worldScaleY,this.m11=e*this.worldScaleY,a&&(this.m00=-this.m00,this.m01=-this.m01),b&&(this.m10=-this.m10,this.m11=-this.m11),i.Bone.yDown&&(this.m10=-this.m10,this.m11=-this.m11)},setToSetupPose:function(){var a=this.data;this.x=a.x,this.y=a.y,this.rotation=a.rotation,this.scaleX=a.scaleX,this.scaleY=a.scaleY}},i.Slot=function(a,b,c){this.data=a,this.skeleton=b,this.bone=c,this.setToSetupPose()},i.Slot.prototype={r:1,g:1,b:1,a:1,_attachmentTime:0,attachment:null,setAttachment:function(a){this.attachment=a,this._attachmentTime=this.skeleton.time},setAttachmentTime:function(a){this._attachmentTime=this.skeleton.time-a},getAttachmentTime:function(){return this.skeleton.time-this._attachmentTime},setToSetupPose:function(){var a=this.data;this.r=a.r,this.g=a.g,this.b=a.b,this.a=a.a;for(var b=this.skeleton.data.slots,c=0,d=b.length;d>c;c++)if(b[c]==a){this.setAttachment(a.attachmentName?this.skeleton.getAttachmentBySlotIndex(c,a.attachmentName):null);break}}},i.Skin=function(a){this.name=a,this.attachments={}},i.Skin.prototype={addAttachment:function(a,b,c){this.attachments[a+":"+b]=c},getAttachment:function(a,b){return this.attachments[a+":"+b]},_attachAll:function(a,b){for(var c in b.attachments){var d=c.indexOf(":"),e=parseInt(c.substring(0,d),10),f=c.substring(d+1),g=a.slots[e];if(g.attachment&&g.attachment.name==f){var h=this.getAttachment(e,f);h&&g.setAttachment(h)}}}},i.Animation=function(a,b,c){this.name=a,this.timelines=b,this.duration=c},i.Animation.prototype={apply:function(a,b,c){c&&this.duration&&(b%=this.duration);for(var d=this.timelines,e=0,f=d.length;f>e;e++)d[e].apply(a,b,1)},mix:function(a,b,c,d){c&&this.duration&&(b%=this.duration);for(var e=this.timelines,f=0,g=e.length;g>f;f++)e[f].apply(a,b,d)}},i.binarySearch=function(a,b,c){var d=0,e=Math.floor(a.length/c)-2;if(!e)return c;for(var f=e>>>1;;){if(a[(f+1)*c]<=b?d=f+1:e=f,d==e)return(d+1)*c;f=d+e>>>1}},i.linearSearch=function(a,b,c){for(var d=0,e=a.length-c;e>=d;d+=c)if(a[d]>b)return d;return-1},i.Curves=function(a){this.curves=[],this.curves.length=6*(a-1)},i.Curves.prototype={setLinear:function(a){this.curves[6*a]=0},setStepped:function(a){this.curves[6*a]=-1},setCurve:function(a,b,c,d,e){var f=.1,g=f*f,h=g*f,i=3*f,j=3*g,k=6*g,l=6*h,m=2*-b+d,n=2*-c+e,o=3*(b-d)+1,p=3*(c-e)+1,q=6*a,r=this.curves;r[q]=b*i+m*j+o*h,r[q+1]=c*i+n*j+p*h,r[q+2]=m*k+o*l,r[q+3]=n*k+p*l,r[q+4]=o*l,r[q+5]=p*l},getCurvePercent:function(a,b){b=0>b?0:b>1?1:b;var c=6*a,d=this.curves,e=d[c];if(!e)return b;if(-1==e)return 0;for(var f=d[c+1],g=d[c+2],h=d[c+3],i=d[c+4],j=d[c+5],k=e,l=f,m=8;;){if(k>=b){var n=k-e,o=l-f;return o+(l-o)*(b-n)/(k-n)}if(!m)break;m--,e+=g,f+=h,g+=i,h+=j,k+=e,l+=f}return l+(1-l)*(b-k)/(1-k)}},i.RotateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=2*a},i.RotateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(a,b,c){a*=2,this.frames[a]=b,this.frames[a+1]=c},apply:function(a,b,c){var d,e=this.frames;if(!(b=e[e.length-2]){for(d=f.data.rotation+e[e.length-1]-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;return f.rotation+=d*c,void 0}var g=i.binarySearch(e,b,2),h=e[g-1],j=e[g],k=1-(b-j)/(e[g-2]-j);for(k=this.curves.getCurvePercent(g/2-1,k),d=e[g+1]-h;d>180;)d-=360;for(;-180>d;)d+=360;for(d=f.data.rotation+(h+d*k)-f.rotation;d>180;)d-=360;for(;-180>d;)d+=360;f.rotation+=d*c}}},i.TranslateTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.TranslateTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.x+=(e.data.x+d[d.length-2]-e.x)*c,e.y+=(e.data.y+d[d.length-1]-e.y)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.x+=(e.data.x+g+(d[f+1]-g)*k-e.x)*c,e.y+=(e.data.y+h+(d[f+2]-h)*k-e.y)*c}}},i.ScaleTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=3*a},i.ScaleTimeline.prototype={boneIndex:0,getFrameCount:function(){return this.frames.length/3},setFrame:function(a,b,c,d){a*=3,this.frames[a]=b,this.frames[a+1]=c,this.frames[a+2]=d},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-3])return e.scaleX+=(e.data.scaleX-1+d[d.length-2]-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+d[d.length-1]-e.scaleY)*c,void 0;var f=i.binarySearch(d,b,3),g=d[f-2],h=d[f-1],j=d[f],k=1-(b-j)/(d[f+-3]-j);k=this.curves.getCurvePercent(f/3-1,k),e.scaleX+=(e.data.scaleX-1+g+(d[f+1]-g)*k-e.scaleX)*c,e.scaleY+=(e.data.scaleY-1+h+(d[f+2]-h)*k-e.scaleY)*c}}},i.ColorTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=5*a},i.ColorTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length/2},setFrame:function(c,d){c*=5,this.frames[c]=d,this.frames[c+1]=r,this.frames[c+2]=g,this.frames[c+3]=b,this.frames[c+4]=a},apply:function(a,b,c){var d=this.frames;if(!(b=d[d.length-5]){var f=d.length-1;return e.r=d[f-3],e.g=d[f-2],e.b=d[f-1],e.a=d[f],void 0}var g=i.binarySearch(d,b,5),h=d[g-4],j=d[g-3],k=d[g-2],l=d[g-1],m=d[g],n=1-(b-m)/(d[g-5]-m);n=this.curves.getCurvePercent(g/5-1,n);var o=h+(d[g+1]-h)*n,p=j+(d[g+2]-j)*n,q=k+(d[g+3]-k)*n,r=l+(d[g+4]-l)*n;1>c?(e.r+=(o-e.r)*c,e.g+=(p-e.g)*c,e.b+=(q-e.b)*c,e.a+=(r-e.a)*c):(e.r=o,e.g=p,e.b=q,e.a=r)}}},i.AttachmentTimeline=function(a){this.curves=new i.Curves(a),this.frames=[],this.frames.length=a,this.attachmentNames=[],this.attachmentNames.length=a},i.AttachmentTimeline.prototype={slotIndex:0,getFrameCount:function(){return this.frames.length},setFrame:function(a,b,c){this.frames[a]=b,this.attachmentNames[a]=c},apply:function(a,b){var c=this.frames;if(!(b=c[c.length-1]?c.length-1:i.binarySearch(c,b,1)-1;var e=this.attachmentNames[d];a.slots[this.slotIndex].setAttachment(e?a.getAttachmentBySlotIndex(this.slotIndex,e):null)}}},i.SkeletonData=function(){this.bones=[],this.slots=[],this.skins=[],this.animations=[]},i.SkeletonData.prototype={defaultSkin:null,findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return slot[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].name==a)return c;return-1},findSkin:function(a){for(var b=this.skins,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},findAnimation:function(a){for(var b=this.animations,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null}},i.Skeleton=function(a){this.data=a,this.bones=[];for(var b=0,c=a.bones.length;c>b;b++){var d=a.bones[b],e=d.parent?this.bones[a.bones.indexOf(d.parent)]:null;this.bones.push(new i.Bone(d,e))}for(this.slots=[],this.drawOrder=[],b=0,c=a.slots.length;c>b;b++){var f=a.slots[b],g=this.bones[a.bones.indexOf(f.boneData)],h=new i.Slot(f,this,g);this.slots.push(h),this.drawOrder.push(h)}},i.Skeleton.prototype={x:0,y:0,skin:null,r:1,g:1,b:1,a:1,time:0,flipX:!1,flipY:!1,updateWorldTransform:function(){for(var a=this.flipX,b=this.flipY,c=this.bones,d=0,e=c.length;e>d;d++)c[d].updateWorldTransform(a,b)},setToSetupPose:function(){this.setBonesToSetupPose(),this.setSlotsToSetupPose()},setBonesToSetupPose:function(){for(var a=this.bones,b=0,c=a.length;c>b;b++)a[b].setToSetupPose()},setSlotsToSetupPose:function(){for(var a=this.slots,b=0,c=a.length;c>b;b++)a[b].setToSetupPose(b)},getRootBone:function(){return this.bones.length?this.bones[0]:null},findBone:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findBoneIndex:function(a){for(var b=this.bones,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},findSlot:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return b[c];return null},findSlotIndex:function(a){for(var b=this.slots,c=0,d=b.length;d>c;c++)if(b[c].data.name==a)return c;return-1},setSkinByName:function(a){var b=this.data.findSkin(a);if(!b)throw"Skin not found: "+a;this.setSkin(b)},setSkin:function(a){this.skin&&a&&a._attachAll(this,this.skin),this.skin=a},getAttachmentBySlotName:function(a,b){return this.getAttachmentBySlotIndex(this.data.findSlotIndex(a),b)},getAttachmentBySlotIndex:function(a,b){if(this.skin){var c=this.skin.getAttachment(a,b);if(c)return c}return this.data.defaultSkin?this.data.defaultSkin.getAttachment(a,b):null},setAttachment:function(a,b){for(var c=this.slots,d=0,e=c.size;e>d;d++){var f=c[d];if(f.data.name==a){var g=null;if(b&&(g=this.getAttachment(d,b),null==g))throw"Attachment not found: "+b+", for slot: "+a;return f.setAttachment(g),void 0}}throw"Slot not found: "+a},update:function(a){time+=a}},i.AttachmentType={region:0},i.RegionAttachment=function(){this.offset=[],this.offset.length=8,this.uvs=[],this.uvs.length=8},i.RegionAttachment.prototype={x:0,y:0,rotation:0,scaleX:1,scaleY:1,width:0,height:0,rendererObject:null,regionOffsetX:0,regionOffsetY:0,regionWidth:0,regionHeight:0,regionOriginalWidth:0,regionOriginalHeight:0,setUVs:function(a,b,c,d,e){var f=this.uvs;e?(f[2]=a,f[3]=d,f[4]=a,f[5]=b,f[6]=c,f[7]=b,f[0]=c,f[1]=d):(f[0]=a,f[1]=d,f[2]=a,f[3]=b,f[4]=c,f[5]=b,f[6]=c,f[7]=d)},updateOffset:function(){var a=this.width/this.regionOriginalWidth*this.scaleX,b=this.height/this.regionOriginalHeight*this.scaleY,c=-this.width/2*this.scaleX+this.regionOffsetX*a,d=-this.height/2*this.scaleY+this.regionOffsetY*b,e=c+this.regionWidth*a,f=d+this.regionHeight*b,g=this.rotation*Math.PI/180,h=Math.cos(g),i=Math.sin(g),j=c*h+this.x,k=c*i,l=d*h+this.y,m=d*i,n=e*h+this.x,o=e*i,p=f*h+this.y,q=f*i,r=this.offset;r[0]=j-m,r[1]=l+k,r[2]=j-q,r[3]=p+k,r[4]=n-q,r[5]=p+o,r[6]=n-m,r[7]=l+o},computeVertices:function(a,b,c,d){a+=c.worldX,b+=c.worldY;var e=c.m00,f=c.m01,g=c.m10,h=c.m11,i=this.offset;d[0]=i[0]*e+i[1]*f+a,d[1]=i[0]*g+i[1]*h+b,d[2]=i[2]*e+i[3]*f+a,d[3]=i[2]*g+i[3]*h+b,d[4]=i[4]*e+i[5]*f+a,d[5]=i[4]*g+i[5]*h+b,d[6]=i[6]*e+i[7]*f+a,d[7]=i[6]*g+i[7]*h+b}},i.AnimationStateData=function(a){this.skeletonData=a,this.animationToMixTime={}},i.AnimationStateData.prototype={defaultMix:0,setMixByName:function(a,b,c){var d=this.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;var e=this.skeletonData.findAnimation(b);if(!e)throw"Animation not found: "+b;this.setMix(d,e,c)},setMix:function(a,b,c){this.animationToMixTime[a.name+":"+b.name]=c},getMix:function(a,b){var c=this.animationToMixTime[a.name+":"+b.name];return c?c:this.defaultMix}},i.AnimationState=function(a){this.data=a,this.queue=[]},i.AnimationState.prototype={current:null,previous:null,currentTime:0,previousTime:0,currentLoop:!1,previousLoop:!1,mixTime:0,mixDuration:0,update:function(a){if(this.currentTime+=a,this.previousTime+=a,this.mixTime+=a,this.queue.length>0){var b=this.queue[0];this.currentTime>=b.delay&&(this._setAnimation(b.animation,b.loop),this.queue.shift())}},apply:function(a){if(this.current)if(this.previous){this.previous.apply(a,this.previousTime,this.previousLoop);var b=this.mixTime/this.mixDuration;b>=1&&(b=1,this.previous=null),this.current.mix(a,this.currentTime,this.currentLoop,b)}else this.current.apply(a,this.currentTime,this.currentLoop)},clearAnimation:function(){this.previous=null,this.current=null,this.queue.length=0},_setAnimation:function(a,b){this.previous=null,a&&this.current&&(this.mixDuration=this.data.getMix(this.current,a),this.mixDuration>0&&(this.mixTime=0,this.previous=this.current,this.previousTime=this.currentTime,this.previousLoop=this.currentLoop)),this.current=a,this.currentLoop=b,this.currentTime=0},setAnimationByName:function(a,b){var c=this.data.skeletonData.findAnimation(a);if(!c)throw"Animation not found: "+a;this.setAnimation(c,b)},setAnimation:function(a,b){this.queue.length=0,this._setAnimation(a,b)},addAnimationByName:function(a,b,c){var d=this.data.skeletonData.findAnimation(a);if(!d)throw"Animation not found: "+a;this.addAnimation(d,b,c)},addAnimation:function(a,b,c){var d={};if(d.animation=a,d.loop=b,!c||0>=c){var e=this.queue.length?this.queue[this.queue.length-1].animation:this.current;c=null!=e?e.duration-this.data.getMix(e,a)+(c||0):0}d.delay=c,this.queue.push(d)},isComplete:function(){return!this.current||this.currentTime>=this.current.duration}},i.SkeletonJson=function(a){this.attachmentLoader=a},i.SkeletonJson.prototype={scale:1,readSkeletonData:function(a){for(var b,c=new i.SkeletonData,d=a.bones,e=0,f=d.length;f>e;e++){var g=d[e],h=null;if(g.parent&&(h=c.findBone(g.parent),!h))throw"Parent bone not found: "+g.parent;b=new i.BoneData(g.name,h),b.length=(g.length||0)*this.scale,b.x=(g.x||0)*this.scale,b.y=(g.y||0)*this.scale,b.rotation=g.rotation||0,b.scaleX=g.scaleX||1,b.scaleY=g.scaleY||1,c.bones.push(b)}var j=a.slots;for(e=0,f=j.length;f>e;e++){var k=j[e];if(b=c.findBone(k.bone),!b)throw"Slot bone not found: "+k.bone;var l=new i.SlotData(k.name,b),m=k.color;m&&(l.r=i.SkeletonJson.toColor(m,0),l.g=i.SkeletonJson.toColor(m,1),l.b=i.SkeletonJson.toColor(m,2),l.a=i.SkeletonJson.toColor(m,3)),l.attachmentName=k.attachment,c.slots.push(l)}var n=a.skins;for(var o in n)if(n.hasOwnProperty(o)){var p=n[o],q=new i.Skin(o);for(var r in p)if(p.hasOwnProperty(r)){var s=c.findSlotIndex(r),t=p[r];for(var u in t)if(t.hasOwnProperty(u)){var v=this.readAttachment(q,u,t[u]);null!=v&&q.addAttachment(s,u,v)}}c.skins.push(q),"default"==q.name&&(c.defaultSkin=q)}var w=a.animations;for(var x in w)w.hasOwnProperty(x)&&this.readAnimation(x,w[x],c);return c},readAttachment:function(a,b,c){b=c.name||b;var d=i.AttachmentType[c.type||"region"];if(d==i.AttachmentType.region){var e=new i.RegionAttachment;return e.x=(c.x||0)*this.scale,e.y=(c.y||0)*this.scale,e.scaleX=c.scaleX||1,e.scaleY=c.scaleY||1,e.rotation=c.rotation||0,e.width=(c.width||32)*this.scale,e.height=(c.height||32)*this.scale,e.updateOffset(),e.rendererObject={},e.rendererObject.name=b,e.rendererObject.scale={},e.rendererObject.scale.x=e.scaleX,e.rendererObject.scale.y=e.scaleY,e.rendererObject.rotation=-e.rotation*Math.PI/180,e}throw"Unknown attachment type: "+d},readAnimation:function(a,b,c){var d,e,f,g,h,j,k,l=[],m=0,n=b.bones;for(var o in n)if(n.hasOwnProperty(o)){var p=c.findBoneIndex(o);if(-1==p)throw"Bone not found: "+o;var q=n[o];for(f in q)if(q.hasOwnProperty(f))if(h=q[f],"rotate"==f){for(e=new i.RotateTimeline(h.length),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d,g.time,g.angle),i.SkeletonJson.readCurve(e,d,g),d++;l.push(e),m=Math.max(m,e.frames[2*e.getFrameCount()-2])}else{if("translate"!=f&&"scale"!=f)throw"Invalid timeline type for a bone: "+f+" ("+o+")";var r=1;for("scale"==f?e=new i.ScaleTimeline(h.length):(e=new i.TranslateTimeline(h.length),r=this.scale),e.boneIndex=p,d=0,j=0,k=h.length;k>j;j++){g=h[j];var s=(g.x||0)*r,t=(g.y||0)*r;e.setFrame(d,g.time,s,t),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[3*e.getFrameCount()-3])}}var u=b.slots;for(var v in u)if(u.hasOwnProperty(v)){var w=u[v],x=c.findSlotIndex(v);for(f in w)if(w.hasOwnProperty(f))if(h=w[f],"color"==f){for(e=new i.ColorTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++){g=h[j];var y=g.color,z=i.SkeletonJson.toColor(y,0),A=i.SkeletonJson.toColor(y,1),B=i.SkeletonJson.toColor(y,2),C=i.SkeletonJson.toColor(y,3);e.setFrame(d,g.time,z,A,B,C),i.SkeletonJson.readCurve(e,d,g),d++}l.push(e),m=Math.max(m,e.frames[5*e.getFrameCount()-5])}else{if("attachment"!=f)throw"Invalid timeline type for a slot: "+f+" ("+v+")";for(e=new i.AttachmentTimeline(h.length),e.slotIndex=x,d=0,j=0,k=h.length;k>j;j++)g=h[j],e.setFrame(d++,g.time,g.name);l.push(e),m=Math.max(m,e.frames[e.getFrameCount()-1])}}c.animations.push(new i.Animation(a,l,m))}},i.SkeletonJson.readCurve=function(a,b,c){var d=c.curve;d&&("stepped"==d?a.curves.setStepped(b):d instanceof Array&&a.curves.setCurve(b,d[0],d[1],d[2],d[3]))},i.SkeletonJson.toColor=function(a,b){if(8!=a.length)throw"Color hexidecimal length must be 8, recieved: "+a;return parseInt(a.substring(2*b,2),16)/255},i.Atlas=function(a,b){this.textureLoader=b,this.pages=[],this.regions=[];var c=new i.AtlasReader(a),d=[];d.length=4;for(var e=null;;){var f=c.readLine();if(null==f)break;if(f=c.trim(f),f.length)if(e){var g=new i.AtlasRegion;g.name=f,g.page=e,g.rotate="true"==c.readValue(),c.readTuple(d);var h=parseInt(d[0],10),j=parseInt(d[1],10);c.readTuple(d);var k=parseInt(d[0],10),l=parseInt(d[1],10);g.u=h/e.width,g.v=j/e.height,g.rotate?(g.u2=(h+l)/e.width,g.v2=(j+k)/e.height):(g.u2=(h+k)/e.width,g.v2=(j+l)/e.height),g.x=h,g.y=j,g.width=Math.abs(k),g.height=Math.abs(l),4==c.readTuple(d)&&(g.splits=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],4==c.readTuple(d)&&(g.pads=[parseInt(d[0],10),parseInt(d[1],10),parseInt(d[2],10),parseInt(d[3],10)],c.readTuple(d))),g.originalWidth=parseInt(d[0],10),g.originalHeight=parseInt(d[1],10),c.readTuple(d),g.offsetX=parseInt(d[0],10),g.offsetY=parseInt(d[1],10),g.index=parseInt(c.readValue(),10),this.regions.push(g)}else{e=new i.AtlasPage,e.name=f,e.format=i.Atlas.Format[c.readValue()],c.readTuple(d),e.minFilter=i.Atlas.TextureFilter[d[0]],e.magFilter=i.Atlas.TextureFilter[d[1]];var m=c.readValue();e.uWrap=i.Atlas.TextureWrap.clampToEdge,e.vWrap=i.Atlas.TextureWrap.clampToEdge,"x"==m?e.uWrap=i.Atlas.TextureWrap.repeat:"y"==m?e.vWrap=i.Atlas.TextureWrap.repeat:"xy"==m&&(e.uWrap=e.vWrap=i.Atlas.TextureWrap.repeat),b.load(e,f),this.pages.push(e)}else e=null}},i.Atlas.prototype={findRegion:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++)if(b[c].name==a)return b[c];return null},dispose:function(){for(var a=this.pages,b=0,c=a.length;c>b;b++)this.textureLoader.unload(a[b].rendererObject)},updateUVs:function(a){for(var b=this.regions,c=0,d=b.length;d>c;c++){var e=b[c];e.page==a&&(e.u=e.x/a.width,e.v=e.y/a.height,e.rotate?(e.u2=(e.x+e.height)/a.width,e.v2=(e.y+e.width)/a.height):(e.u2=(e.x+e.width)/a.width,e.v2=(e.y+e.height)/a.height))}}},i.Atlas.Format={alpha:0,intensity:1,luminanceAlpha:2,rgb565:3,rgba4444:4,rgb888:5,rgba8888:6},i.Atlas.TextureFilter={nearest:0,linear:1,mipMap:2,mipMapNearestNearest:3,mipMapLinearNearest:4,mipMapNearestLinear:5,mipMapLinearLinear:6},i.Atlas.TextureWrap={mirroredRepeat:0,clampToEdge:1,repeat:2},i.AtlasPage=function(){},i.AtlasPage.prototype={name:null,format:null,minFilter:null,magFilter:null,uWrap:null,vWrap:null,rendererObject:null,width:0,height:0},i.AtlasRegion=function(){},i.AtlasRegion.prototype={page:null,name:null,x:0,y:0,width:0,height:0,u:0,v:0,u2:0,v2:0,offsetX:0,offsetY:0,originalWidth:0,originalHeight:0,index:0,rotate:!1,splits:null,pads:null},i.AtlasReader=function(a){this.lines=a.split(/\r\n|\r|\n/)},i.AtlasReader.prototype={index:0,trim:function(a){return a.replace(/^\s+|\s+$/g,"")},readLine:function(){return this.index>=this.lines.length?null:this.lines[this.index++]},readValue:function(){var a=this.readLine(),b=a.indexOf(":");if(-1==b)throw"Invalid line: "+a;return this.trim(a.substring(b+1))},readTuple:function(a){var b=this.readLine(),c=b.indexOf(":");if(-1==c)throw"Invalid line: "+b;for(var d=0,e=c+1;3>d;d++){var f=b.indexOf(",",e);if(-1==f){if(!d)throw"Invalid line: "+b;break}a[d]=this.trim(b.substr(e,f-e)),e=f+1}return a[d]=this.trim(b.substring(e)),d+1}},i.AtlasAttachmentLoader=function(a){this.atlas=a},i.AtlasAttachmentLoader.prototype={newAttachment:function(a,b,c){switch(b){case i.AttachmentType.region:var d=this.atlas.findRegion(c);if(!d)throw"Region not found in atlas: "+c+" ("+b+")";var e=new i.RegionAttachment(c);return e.rendererObject=d,e.setUVs(d.u,d.v,d.u2,d.v2,d.rotate),e.regionOffsetX=d.offsetX,e.regionOffsetY=d.offsetY,e.regionWidth=d.width,e.regionHeight=d.height,e.regionOriginalWidth=d.originalWidth,e.regionOriginalHeight=d.originalHeight,e}throw"Unknown attachment type: "+b}},i.Bone.yDown=!0,d.AnimCache={},d.Spine=function(a){if(d.DisplayObjectContainer.call(this),this.spineData=d.AnimCache[a],!this.spineData)throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: "+a);this.skeleton=new i.Skeleton(this.spineData),this.skeleton.updateWorldTransform(),this.stateData=new i.AnimationStateData(this.spineData),this.state=new i.AnimationState(this.stateData),this.slotContainers=[];for(var b=0,c=this.skeleton.drawOrder.length;c>b;b++){var e=this.skeleton.drawOrder[b],f=e.attachment,g=new d.DisplayObjectContainer;if(this.slotContainers.push(g),this.addChild(g),f instanceof i.RegionAttachment){var h=f.rendererObject.name,j=this.createSprite(e,f.rendererObject);e.currentSprite=j,e.currentSpriteName=h,g.addChild(j)}}},d.Spine.prototype=Object.create(d.DisplayObjectContainer.prototype),d.Spine.prototype.constructor=d.Spine,d.Spine.prototype.updateTransform=function(){this.lastTime=this.lastTime||Date.now();var a=.001*(Date.now()-this.lastTime);this.lastTime=Date.now(),this.state.update(a),this.state.apply(this.skeleton),this.skeleton.updateWorldTransform();for(var b=this.skeleton.drawOrder,c=0,e=b.length;e>c;c++){var f=b[c],g=f.attachment,h=this.slotContainers[c];if(g instanceof i.RegionAttachment){if(g.rendererObject&&(!f.currentSpriteName||f.currentSpriteName!=g.name)){var j=g.rendererObject.name;if(void 0!==f.currentSprite&&(f.currentSprite.visible=!1),f.sprites=f.sprites||{},void 0!==f.sprites[j])f.sprites[j].visible=!0;else{var k=this.createSprite(f,g.rendererObject);h.addChild(k)}f.currentSprite=f.sprites[j],f.currentSpriteName=j}h.visible=!0;var l=f.bone;h.position.x=l.worldX+g.x*l.m00+g.y*l.m01,h.position.y=l.worldY+g.x*l.m10+g.y*l.m11,h.scale.x=l.worldScaleX,h.scale.y=l.worldScaleY,h.rotation=-(f.bone.worldRotation*Math.PI/180)}else h.visible=!1}d.DisplayObjectContainer.prototype.updateTransform.call(this)},d.Spine.prototype.createSprite=function(a,b){var c=d.TextureCache[b.name]?b.name:b.name+".png",e=new d.Sprite(d.Texture.fromFrame(c));return e.scale=b.scale,e.rotation=b.rotation,e.anchor.x=e.anchor.y=.5,a.sprites=a.sprites||{},a.sprites[b.name]=e,e},d.BaseTextureCache={},d.texturesToUpdate=[],d.texturesToDestroy=[],d.BaseTextureCacheIdGenerator=0,d.BaseTexture=function(a,b){if(d.EventTarget.call(this),this.width=100,this.height=100,this.scaleMode=b||d.scaleModes.DEFAULT,this.hasLoaded=!1,this.source=a,a){if(this.source.complete||this.source.getContext)this.hasLoaded=!0,this.width=this.source.width,this.height=this.source.height,d.texturesToUpdate.push(this);else{var c=this;this.source.onload=function(){c.hasLoaded=!0,c.width=c.source.width,c.height=c.source.height,d.texturesToUpdate.push(c),c.dispatchEvent({type:"loaded",content:c})}}this.imageUrl=null,this._powerOf2=!1,this.id=d.BaseTextureCacheIdGenerator++,this._glTextures=[]}},d.BaseTexture.prototype.constructor=d.BaseTexture,d.BaseTexture.prototype.destroy=function(){this.imageUrl&&(delete d.BaseTextureCache[this.imageUrl],this.imageUrl=null,this.source.src=null),this.source=null,d.texturesToDestroy.push(this)},d.BaseTexture.prototype.updateSourceImage=function(a){this.hasLoaded=!1,this.source.src=null,this.source.src=a},d.BaseTexture.fromImage=function(a,b,c){var e=d.BaseTextureCache[a];if(b=!b,!e){var f=new Image;b&&(f.crossOrigin=""),f.src=a,e=new d.BaseTexture(f,c),e.imageUrl=a,d.BaseTextureCache[a]=e}return e},d.BaseTexture.fromCanvas=function(a,b){a._pixiId||(a._pixiId="canvas_"+d.TextureCacheIdGenerator++);var c=d.BaseTextureCache[a._pixiId];return c||(c=new d.BaseTexture(a,b),d.BaseTextureCache[a._pixiId]=c),c},d.TextureCache={},d.FrameCache={},d.TextureCacheIdGenerator=0,d.Texture=function(a,b){if(d.EventTarget.call(this),b||(this.noFrame=!0,b=new d.Rectangle(0,0,1,1)),a instanceof d.Texture&&(a=a.baseTexture),this.baseTexture=a,this.frame=b,this.trim=null,this.scope=this,a.hasLoaded)this.noFrame&&(b=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(b);else{var c=this;a.addEventListener("loaded",function(){c.onBaseTextureLoaded()})}},d.Texture.prototype.constructor=d.Texture,d.Texture.prototype.onBaseTextureLoaded=function(){var a=this.baseTexture;a.removeEventListener("loaded",this.onLoaded),this.noFrame&&(this.frame=new d.Rectangle(0,0,a.width,a.height)),this.setFrame(this.frame),this.scope.dispatchEvent({type:"update",content:this})},d.Texture.prototype.destroy=function(a){a&&this.baseTexture.destroy()},d.Texture.prototype.setFrame=function(a){if(this.frame=a,this.width=a.width,this.height=a.height,a.x+a.width>this.baseTexture.width||a.y+a.height>this.baseTexture.height)throw new Error("Texture Error: frame does not fit inside the base Texture dimensions "+this);this.updateFrame=!0,d.Texture.frameUpdates.push(this)},d.Texture.prototype._updateWebGLuvs=function(){this._uvs||(this._uvs=new d.TextureUvs);var a=this.frame,b=this.baseTexture.width,c=this.baseTexture.height;this._uvs.x0=a.x/b,this._uvs.y0=a.y/c,this._uvs.x1=(a.x+a.width)/b,this._uvs.y1=a.y/c,this._uvs.x2=(a.x+a.width)/b,this._uvs.y2=(a.y+a.height)/c,this._uvs.x3=a.x/b,this._uvs.y3=(a.y+a.height)/c},d.Texture.fromImage=function(a,b,c){var e=d.TextureCache[a];return e||(e=new d.Texture(d.BaseTexture.fromImage(a,b,c)),d.TextureCache[a]=e),e},d.Texture.fromFrame=function(a){var b=d.TextureCache[a];if(!b)throw new Error('The frameId "'+a+'" does not exist in the texture cache ');return b},d.Texture.fromCanvas=function(a,b){var c=d.BaseTexture.fromCanvas(a,b);return new d.Texture(c)},d.Texture.addTextureToCache=function(a,b){d.TextureCache[b]=a},d.Texture.removeTextureFromCache=function(a){var b=d.TextureCache[a];return d.TextureCache[a]=null,b},d.Texture.frameUpdates=[],d.TextureUvs=function(){this.x0=0,this.y0=0,this.x1=0,this.y1=0,this.x2=0,this.y2=0,this.x3=0,this.y4=0},d.RenderTexture=function(a,b,c){if(d.EventTarget.call(this),this.width=a||100,this.height=b||100,this.frame=new d.Rectangle(0,0,this.width,this.height),this.baseTexture=new d.BaseTexture,this.baseTexture.width=this.width,this.baseTexture.height=this.height,this.baseTexture._glTextures=[],this.baseTexture.hasLoaded=!0,this.renderer=c||d.defaultRenderer,this.renderer.type===d.WEBGL_RENDERER){var e=this.renderer.gl;this.textureBuffer=new d.FilterTexture(e,this.width,this.height),this.baseTexture._glTextures[e.id]=this.textureBuffer.texture,this.render=this.renderWebGL,this.projection=new d.Point(this.width/2,-this.height/2)}else this.render=this.renderCanvas,this.textureBuffer=new d.CanvasBuffer(this.width,this.height),this.baseTexture.source=this.textureBuffer.canvas;d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype=Object.create(d.Texture.prototype),d.RenderTexture.prototype.constructor=d.RenderTexture,d.RenderTexture.prototype.resize=function(a,b){if(this.width=a,this.height=b,this.frame.width=this.width,this.frame.height=this.height,this.renderer.type===d.WEBGL_RENDERER){this.projection.x=this.width/2,this.projection.y=-this.height/2;var c=this.renderer.gl;c.bindTexture(c.TEXTURE_2D,this.baseTexture._glTextures[c.id]),c.texImage2D(c.TEXTURE_2D,0,c.RGBA,this.width,this.height,0,c.RGBA,c.UNSIGNED_BYTE,null)}else this.textureBuffer.resize(this.width,this.height);d.Texture.frameUpdates.push(this)},d.RenderTexture.prototype.renderWebGL=function(a,b,c){var e=this.renderer.gl;e.colorMask(!0,!0,!0,!0),e.viewport(0,0,this.width,this.height),e.bindFramebuffer(e.FRAMEBUFFER,this.textureBuffer.frameBuffer),c&&this.textureBuffer.clear();var f=a.children,g=a.worldTransform;a.worldTransform=d.RenderTexture.tempMatrix,a.worldTransform.d=-1,a.worldTransform.ty=-2*this.projection.y,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty-=b.y);for(var h=0,i=f.length;i>h;h++)f[h].updateTransform();d.WebGLRenderer.updateTextures(),this.renderer.renderDisplayObject(a,this.projection,this.textureBuffer.frameBuffer),a.worldTransform=g},d.RenderTexture.prototype.renderCanvas=function(a,b,c){var e=a.children;a.worldTransform=d.RenderTexture.tempMatrix,b&&(a.worldTransform.tx=b.x,a.worldTransform.ty=b.y);for(var f=0,g=e.length;g>f;f++)e[f].updateTransform();c&&this.textureBuffer.clear();var h=this.textureBuffer.context;this.renderer.renderDisplayObject(a,h),h.setTransform(1,0,0,1,0,0)},d.RenderTexture.tempMatrix=new d.Matrix,d.AssetLoader=function(a,b){d.EventTarget.call(this),this.assetURLs=a,this.crossorigin=b,this.loadersByType={jpg:d.ImageLoader,jpeg:d.ImageLoader,png:d.ImageLoader,gif:d.ImageLoader,json:d.JsonLoader,atlas:d.AtlasLoader,anim:d.SpineLoader,xml:d.BitmapFontLoader,fnt:d.BitmapFontLoader} diff --git a/examples/example 19 - Normal/pixi.js example 13 - Graphics.html b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html new file mode 100644 index 0000000..b56c222 --- /dev/null +++ b/examples/example 19 - Normal/pixi.js example 13 - Graphics.html @@ -0,0 +1,216 @@ + + + + pixi.js example 13 - Graphics + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js b/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js new file mode 100644 index 0000000..bb1dada --- /dev/null +++ b/examples/example 19 - Normal/pixi.js example 13 - Graphics_files/pixi.dev.js @@ -0,0 +1,14105 @@ +/** + * @license + * pixi.js - v1.4.3 + * Copyright (c) 2012-2014, Mat Groves + * http://goodboydigital.com/ + * + * Compiled: 2014-02-09 + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license.php + */ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +(function(){ + + var root = this; + +/** + * @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 +}; + +// interaction frequency +PIXI.INTERACTION_FREQUENCY = 30; +PIXI.AUTO_PREVENT_DEFAULT = true; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. + * + * @class Point + * @constructor + * @param x {Number} position of the point on the x axis + * @param y {Number} position of the point on the y axis + */ +PIXI.Point = function(x, y) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; +}; + +/** + * Creates a clone of this point + * + * @method clone + * @return {Point} a copy of the point + */ +PIXI.Point.prototype.clone = function() +{ + return new PIXI.Point(this.x, this.y); +}; + +// constructor +PIXI.Point.prototype.constructor = PIXI.Point; + +PIXI.Point.prototype.set = function(x, y) +{ + this.x = x || 0; + this.y = y || ( (y !== 0) ? this.x : 0 ) ; +}; + + +/** + * @author Mat Groves http://matgroves.com/ + */ + +/** + * the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height. + * + * @class Rectangle + * @constructor + * @param x {Number} The X coord of the upper-left corner of the rectangle + * @param y {Number} The Y coord of the upper-left corner of the rectangle + * @param width {Number} The overall width of this rectangle + * @param height {Number} The overall height of this rectangle + */ +PIXI.Rectangle = function(x, y, width, height) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property width + * @type Number + * @default 0 + */ + this.width = width || 0; + + /** + * @property height + * @type Number + * @default 0 + */ + this.height = height || 0; +}; + +/** + * Creates a clone of this Rectangle + * + * @method clone + * @return {Rectangle} a copy of the rectangle + */ +PIXI.Rectangle.prototype.clone = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +}; + +/** + * Checks whether the x and y coordinates passed to this function are contained within this Rectangle + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coords are within this Rectangle + */ +PIXI.Rectangle.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + var x1 = this.x; + if(x >= x1 && x <= x1 + this.width) + { + var y1 = this.y; + + if(y >= y1 && y <= y1 + this.height) + { + return true; + } + } + + return false; +}; + +// constructor +PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; + +PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0); +/** + * @author Adrien Brault + */ + +/** + * @class Polygon + * @constructor + * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, + * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be + * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the + * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are + * Numbers. + */ +PIXI.Polygon = function(points) +{ + //if points isn't an array, use arguments as the array + if(!(points instanceof Array)) + points = Array.prototype.slice.call(arguments); + + //if this is a flat array of numbers, convert it to points + if(typeof points[0] === 'number') { + var p = []; + for(var i = 0, il = points.length; i < il; i+=2) { + p.push( + new PIXI.Point(points[i], points[i + 1]) + ); + } + + points = p; + } + + this.points = points; +}; + +/** + * Creates a clone of this polygon + * + * @method clone + * @return {Polygon} a copy of the polygon + */ +PIXI.Polygon.prototype.clone = function() +{ + var points = []; + for (var i=0; i y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); + + if(intersect) inside = !inside; + } + + return inside; +}; + +// constructor +PIXI.Polygon.prototype.constructor = PIXI.Polygon; + +/** + * @author Chad Engler + */ + +/** + * The Circle object can be used to specify a hit area for displayObjects + * + * @class Circle + * @constructor + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this circle + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this circle + * @param radius {Number} The radius of the circle + */ +PIXI.Circle = function(x, y, radius) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property radius + * @type Number + * @default 0 + */ + this.radius = radius || 0; +}; + +/** + * Creates a clone of this Circle instance + * + * @method clone + * @return {Circle} a copy of the polygon + */ +PIXI.Circle.prototype.clone = function() +{ + return new PIXI.Circle(this.x, this.y, this.radius); +}; + +/** + * Checks whether the x, and y coordinates passed to this function are contained within this circle + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coordinates are within this polygon + */ +PIXI.Circle.prototype.contains = function(x, y) +{ + if(this.radius <= 0) + return false; + + var dx = (this.x - x), + dy = (this.y - y), + r2 = this.radius * this.radius; + + dx *= dx; + dy *= dy; + + return (dx + dy <= r2); +}; + +// constructor +PIXI.Circle.prototype.constructor = PIXI.Circle; + + +/** + * @author Chad Engler + */ + +/** + * The Ellipse object can be used to specify a hit area for displayObjects + * + * @class Ellipse + * @constructor + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The overall width of this ellipse + * @param height {Number} The overall height of this ellipse + */ +PIXI.Ellipse = function(x, y, width, height) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property width + * @type Number + * @default 0 + */ + this.width = width || 0; + + /** + * @property height + * @type Number + * @default 0 + */ + this.height = height || 0; +}; + +/** + * Creates a clone of this Ellipse instance + * + * @method clone + * @return {Ellipse} a copy of the ellipse + */ +PIXI.Ellipse.prototype.clone = function() +{ + return new PIXI.Ellipse(this.x, this.y, this.width, this.height); +}; + +/** + * Checks whether the x and y coordinates passed to this function are contained within this ellipse + * + * @method contains + * @param x {Number} The X coordinate of the point to test + * @param y {Number} The Y coordinate of the point to test + * @return {Boolean} Whether the x/y coords are within this ellipse + */ +PIXI.Ellipse.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + //normalize the coords to an ellipse with center 0,0 + //and a radius of 0.5 + var normx = ((x - this.x) / this.width);// - 0.5, + normy = ((y - this.y) / this.height);// - 0.5; + + normx *= normx; + normy *= normy; + + return (normx + normy <= 1); +}; + +/** +* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object +* +* @method getBounds +* @return {Rectangle} the framing rectangle +*/ +PIXI.Ellipse.prototype.getBounds = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +}; + +// constructor +PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/* +* @class Matrix +* The Matrix class will choose the best type of array to use between +* a regular javascript Array and a Float32Array if the latter is available +* +*/ +PIXI.determineMatrixArrayType = function() { + return (typeof Float32Array !== 'undefined') ? Float32Array : Array; +}; + +PIXI.Matrix2 = PIXI.determineMatrixArrayType(); + +PIXI.Matrix = function() +{ + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; +}; + +PIXI.Matrix.prototype.fromArray = function(array) +{ + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; +}; + +PIXI.Matrix.prototype.toArray = function(transpose) +{ + if(!this.array) this.array = new Float32Array(9); + var array = this.array; + + if(transpose) + { + this.array[0] = this.a; + this.array[1] = this.c; + this.array[2] = 0; + this.array[3] = this.b; + this.array[4] = this.d; + this.array[5] = 0; + this.array[6] = this.tx; + this.array[7] = this.ty; + this.array[8] = 1; + } + else + { + this.array[0] = this.a; + this.array[1] = this.b; + this.array[2] = this.tx; + this.array[3] = this.c; + this.array[4] = this.d; + this.array[5] = this.ty; + this.array[6] = 0; + this.array[7] = 0; + this.array[8] = 1; + } + + return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1]; +}; + +PIXI.identityMatrix = new PIXI.Matrix(); +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The base class for all objects that are rendered on the screen. + * + * @class DisplayObject + * @constructor + */ +PIXI.DisplayObject = function() +{ + this.last = this; + this.first = this; + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @property position + * @type Point + */ + this.position = new PIXI.Point(); + + /** + * The scale factor of the object. + * + * @property scale + * @type Point + */ + this.scale = new PIXI.Point(1,1);//{x:1, y: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; + + /** + * This is used to indicate if the displayObject should display a mouse hand cursor on rollover + * + * @property buttonMode + * @type Boolean + */ + this.buttonMode = false; + + /** + * 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] Whether or not the object is interactive, do not toggle directly! use the `interactive` property + * + * @property _interactive + * @type Boolean + * @readOnly + * @private + */ + this._interactive = false; + + /** + * This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true + * + * @property defaultCursor + * @type String + * + */ + this.defaultCursor = 'pointer'; + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = new PIXI.Matrix(); + + /** + * [NYI] Unknown + * + * @property color + * @type Array<> + * @private + */ + this.color = []; + + /** + * [NYI] Holds whether or not this object is dynamic, for rendering optimization + * + * @property dynamic + * @type Boolean + * @private + */ + this.dynamic = true; + + // cached sin rotation and cos rotation + this._sr = 0; + this._cr = 1; + + /** + * The area the filter is applied to + * + * @property filterArea + * @type Rectangle + */ + this.filterArea = new PIXI.Rectangle(0,0,1,1); + + /** + * 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 _currentBounds + * @type Rectangle + * @private + */ + this._mask = null; + + /* + * MOUSE Callbacks + */ + + /** + * A callback that is used when the users clicks on the displayObject with their mouse + * @method click + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user clicks the mouse down over the sprite + * @method mousedown + * @param interactionData {InteractionData} + */ + + /** + * 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} + */ + + /** + * 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} + */ + + /** + * A callback that is used when the users mouse rolls over the displayObject + * @method mouseover + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse leaves the displayObject + * @method mouseout + * @param interactionData {InteractionData} + */ + + + /* + * TOUCH Callbacks + */ + + /** + * 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} + */ + + /** + * A callback that is used when the user touches over the displayObject + * @method touchstart + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases a touch over the displayObject + * @method touchend + * @param interactionData {InteractionData} + */ + + /** + * 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} + */ +}; + +// constructor +PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; + +/** + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default + * Instead of using this function you can now simply set the interactive property to true or false + * + * @method setInteractive + * @param interactive {Boolean} + * @deprecated Simply set the `interactive` property directly + */ +PIXI.DisplayObject.prototype.setInteractive = function(interactive) +{ + this.interactive = interactive; +}; + +/** + * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * + * @property interactive + * @type Boolean + * @default false + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { + get: function() { + return this._interactive; + }, + set: function(value) { + this._interactive = value; + + // TODO more to be done here.. + // need to sort out a re-crawl! + if(this.stage)this.stage.dirty = true; + } +}); + +/** + * [read-only] Indicates if the sprite is globaly 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' + * @property filters + * @type Array An array of filters + */ +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; + } +}); + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObject.prototype.updateTransform = function() +{ + // 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//.toArray(); + var parentTransform = this.parent.worldTransform;//.toArray(); + var worldTransform = this.worldTransform;//.toArray(); + //console.log(localTransform) + var px = this.pivot.x; + var py = this.pivot.y; + + var a00 = this._cr * this.scale.x, + a01 = -this._sr * this.scale.y, + a10 = this._sr * this.scale.x, + a11 = this._cr * this.scale.y, + a02 = this.position.x + a00 * px - py * a01, + a12 = this.position.y + a11 * py - px * a10, + b00 = parentTransform.a, b01 = parentTransform.b, + b10 = parentTransform.c, b11 = parentTransform.d; + + worldTransform.a = b00 * a00 + b01 * a10; + worldTransform.b = b00 * a01 + b01 * a11; + worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx; + + worldTransform.c = b10 * a00 + b11 * a10; + worldTransform.d = b10 * a01 + b11 * a11; + worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty; + + this.worldAlpha = this.alpha * this.parent.worldAlpha; +}; + +/** + * Retrieves the bounds of the displayObject as a rectangle object + * + * @method getBounds + * @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() +{ + //var matrixCache = this.worldTransform; + + 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; + if(this._interactive)this.stage.dirty = true; +}; + +/** +* 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 of children of this container. + * + * @property children + * @type Array + * @readOnly + */ + this.children = []; +}; + +// 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) { + this.scale.x = value / (this.getLocalBounds().width/this.scale.x); + 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) { + this.scale.y = value / (this.getLocalBounds().height/this.scale.y); + this._height = value; + } +}); +*/ + +/** + * Adds a child to the container. + * + * @method addChild + * @param child {DisplayObject} The DisplayObject to add to the container + */ +PIXI.DisplayObjectContainer.prototype.addChild = function(child) +{ + 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 + */ +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); + } + else + { + throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length); + } +}; + +/** + * [NYI] Swaps the depth of 2 displayObjects + * + * @method swapChildren + * @param child {DisplayObject} + * @param child2 {DisplayObject} + * @private + */ +PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) +{ + if(child === child2) { + return; + } + + var index1 = this.children.indexOf(child); + var index2 = this.children.indexOf(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 child at the specified index + * + * @method getChildAt + * @param index {Number} The index to get the child from + */ +PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) +{ + if(index >= 0 && index < this.children.length) + { + return this.children[index]; + } + else + { + throw new Error('The supplied DisplayObjects must be a child of the caller ' + this); + } +}; + +/** + * Removes a child from the container. + * + * @method removeChild + * @param child {DisplayObject} The DisplayObject to remove + */ +PIXI.DisplayObjectContainer.prototype.removeChild = function(child) +{ + var index = this.children.indexOf( child ); + if ( index !== -1 ) + { + // update the stage reference.. + if(this.stage)child.removeStageReference(); + + child.parent = undefined; + this.children.splice( index, 1 ); + } + else + { + throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this); + } +}; + +/* + * Updates the container's childrens transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObjectContainer.prototype.updateTransform = function() +{ + //this._currentBounds = null; + + if(!this.visible)return; + + PIXI.DisplayObject.prototype.updateTransform.call( this ); + + for(var i=0,j=this.children.length; i 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; + + // TODO: 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; +}; + +PIXI.DisplayObjectContainer.prototype.getLocalBounds = function() +{ + var matrixCache = this.worldTransform; + + this.worldTransform = PIXI.identityMatrix; + + for(var i=0,j=this.children.length; i 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} +* @private +*/ +PIXI.Sprite.prototype._renderWebGL = function(renderSession) +{ + // if the sprite is not visible or the alpha is 0 then no need to render this element + if(!this.visible || this.alpha <= 0)return; + + var i,j; + + // do a quick check to see if this element has a mask or a filter. + if(this._mask || this._filters) + { + var spriteBatch = renderSession.spriteBatch; + + if(this._mask) + { + spriteBatch.stop(); + renderSession.maskManager.pushMask(this.mask, renderSession); + spriteBatch.start(); + } + + if(this._filters) + { + spriteBatch.flush(); + renderSession.filterManager.pushFilter(this._filterBlock); + } + + // add this sprite to the batch + spriteBatch.render(this); + + // now loop through the children and make sure they get rendered + for(i=0,j=this.children.length; i} an array of {Texture} objects that make up the animation + */ +PIXI.MovieClip = function(textures) +{ + PIXI.Sprite.call(this, textures[0]); + + /** + * The array of textures that make up the animation + * + * @property textures + * @type Array + */ + this.textures = textures; + + /** + * The speed that the MovieClip will play at. Higher is faster, lower is slower + * + * @property animationSpeed + * @type Number + * @default 1 + */ + this.animationSpeed = 1; + + /** + * Whether or not the movie clip repeats after playing. + * + * @property loop + * @type Boolean + * @default true + */ + this.loop = true; + + /** + * Function to call when a MovieClip finishes playing + * + * @property onComplete + * @type Function + */ + this.onComplete = null; + + /** + * [read-only] The MovieClips current frame index (this may not have to be a whole number) + * + * @property currentFrame + * @type Number + * @default 0 + * @readOnly + */ + this.currentFrame = 0; + + /** + * [read-only] Indicates if the MovieClip is currently playing + * + * @property playing + * @type Boolean + * @readOnly + */ + this.playing = false; +}; + +// constructor +PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; + +/** +* [read-only] totalFrames is the total number of frames in the MovieClip. This is the same as number of textures +* assigned to the MovieClip. +* +* @property totalFrames +* @type Number +* @default 0 +* @readOnly +*/ +Object.defineProperty( PIXI.MovieClip.prototype, 'totalFrames', { + get: function() { + + return this.textures.length; + } +}); + + +/** + * Stops the MovieClip + * + * @method stop + */ +PIXI.MovieClip.prototype.stop = function() +{ + this.playing = false; +}; + +/** + * Plays the MovieClip + * + * @method play + */ +PIXI.MovieClip.prototype.play = function() +{ + this.playing = true; +}; + +/** + * Stops the MovieClip and goes to a specific frame + * + * @method gotoAndStop + * @param frameNumber {Number} frame index to stop at + */ +PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) +{ + this.playing = false; + this.currentFrame = frameNumber; + var round = (this.currentFrame + 0.5) | 0; + this.setTexture(this.textures[round % this.textures.length]); +}; + +/** + * Goes to a specific frame and begins playing the MovieClip + * + * @method gotoAndPlay + * @param frameNumber {Number} frame index to start at + */ +PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) +{ + this.currentFrame = frameNumber; + this.playing = true; +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.MovieClip.prototype.updateTransform = function() +{ + PIXI.Sprite.prototype.updateTransform.call(this); + + if(!this.playing)return; + + this.currentFrame += this.animationSpeed; + + var round = (this.currentFrame + 0.5) | 0; + + if(this.loop || round < this.textures.length) + { + this.setTexture(this.textures[round % this.textures.length]); + } + else if(round >= this.textures.length) + { + this.gotoAndStop(this.textures.length - 1); + if(this.onComplete) + { + this.onComplete(); + } + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.FilterBlock = function() +{ + this.visible = true; + this.renderable = true; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Text Object will create a line(s) of text. To split a line you can use '\n' + * + * @class Text + * @extends Sprite + * @constructor + * @param text {String} The copy that you would like the text to display + * @param [style] {Object} The style parameters + * @param [style.font] {String} default 'bold 20pt Arial' The style and size of the font + * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00' + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap + */ +PIXI.Text = function(text, style) +{ + /** + * The canvas element that everything is drawn to + * + * @property canvas + * @type HTMLCanvasElement + */ + this.canvas = document.createElement('canvas'); + + /** + * The canvas 2d context that everything is drawn with + * @property context + * @type HTMLCanvasElement 2d Context + */ + this.context = this.canvas.getContext('2d'); + + PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas)); + + this.setText(text); + this.setStyle(style); + + this.updateText(); + this.dirty = false; +}; + +// constructor +PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype); +PIXI.Text.prototype.constructor = PIXI.Text; + +/** + * Set the style of the text + * + * @method setStyle + * @param [style] {Object} The style parameters + * @param [style.font='bold 20pt Arial'] {String} The style and size of the font + * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00' + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap + */ +PIXI.Text.prototype.setStyle = function(style) +{ + style = style || {}; + style.font = style.font || 'bold 20pt Arial'; + style.fill = style.fill || 'black'; + style.align = style.align || 'left'; + style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 + style.strokeThickness = style.strokeThickness || 0; + style.wordWrap = style.wordWrap || false; + style.wordWrapWidth = style.wordWrapWidth || 100; + this.style = style; + this.dirty = true; +}; + +/** + * Set the copy for the text object. To split a line you can use '\n' + * + * @method setText + * @param {String} text The copy that you would like the text to display + */ +PIXI.Text.prototype.setText = function(text) +{ + this.text = text.toString() || ' '; + this.dirty = true; + +}; + +/** + * Renders text + * + * @method updateText + * @private + */ +PIXI.Text.prototype.updateText = function() +{ + this.context.font = this.style.font; + + var outputText = this.text; + + // word wrap + // preserve original text + if(this.style.wordWrap)outputText = this.wordWrap(this.text); + + //split text into lines + var lines = outputText.split(/(?:\r\n|\r|\n)/); + + //calculate text width + var lineWidths = []; + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) + { + var lineWidth = this.context.measureText(lines[i]).width; + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + this.canvas.width = maxLineWidth + this.style.strokeThickness; + + //calculate text height + var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness; + this.canvas.height = lineHeight * lines.length; + + if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height); + + //set canvas text styles + this.context.fillStyle = this.style.fill; + this.context.font = this.style.font; + + this.context.strokeStyle = this.style.stroke; + this.context.lineWidth = this.style.strokeThickness; + + this.context.textBaseline = 'top'; + + //draw lines line by line + for (i = 0; i < lines.length; i++) + { + var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight); + + if(this.style.align === 'right') + { + linePosition.x += maxLineWidth - lineWidths[i]; + } + else if(this.style.align === 'center') + { + linePosition.x += (maxLineWidth - lineWidths[i]) / 2; + } + + if(this.style.stroke && this.style.strokeThickness) + { + this.context.strokeText(lines[i], linePosition.x, linePosition.y); + } + + if(this.style.fill) + { + this.context.fillText(lines[i], linePosition.x, linePosition.y); + } + } + + this.updateTexture(); +}; + +/** + * Updates texture size based on canvas size + * + * @method updateTexture + * @private + */ +PIXI.Text.prototype.updateTexture = function() +{ + this.texture.baseTexture.width = this.canvas.width; + this.texture.baseTexture.height = this.canvas.height; + this.texture.frame.width = this.canvas.width; + this.texture.frame.height = this.canvas.height; + + this._width = this.canvas.width; + this._height = this.canvas.height; + + this.requiresUpdate = true; +}; + +/** +* Renders the object using the WebGL renderer +* +* @method _renderWebGL +* @param renderSession {RenderSession} +* @private +*/ +PIXI.Text.prototype._renderWebGL = function(renderSession) +{ + if(this.requiresUpdate) + { + this.requiresUpdate = false; + PIXI.updateWebGLTexture(this.texture.baseTexture, renderSession.gl); + } + + PIXI.Sprite.prototype._renderWebGL.call(this, renderSession); +}; + +/** + * Updates the transform of this object + * + * @method updateTransform + * @private + */ +PIXI.Text.prototype.updateTransform = function() +{ + if(this.dirty) + { + this.updateText(); + this.dirty = false; + } + + PIXI.Sprite.prototype.updateTransform.call(this); +}; + +/* + * http://stackoverflow.com/users/34441/ellisbben + * great solution to the problem! + * returns the height of the given font + * + * @method determineFontHeight + * @param fontStyle {Object} + * @private + */ +PIXI.Text.prototype.determineFontHeight = function(fontStyle) +{ + // build a little reference dictionary so if the font style has been used return a + // cached version... + var result = PIXI.Text.heightCache[fontStyle]; + + if(!result) + { + var body = document.getElementsByTagName('body')[0]; + var dummy = document.createElement('div'); + var dummyText = document.createTextNode('M'); + dummy.appendChild(dummyText); + dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0'); + body.appendChild(dummy); + + result = dummy.offsetHeight; + PIXI.Text.heightCache[fontStyle] = result; + + body.removeChild(dummy); + } + + return result; +}; + +/** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @method wordWrap + * @param text {String} + * @private + */ +PIXI.Text.prototype.wordWrap = function(text) +{ + // Greedy wrapping algorithm that will wrap words as the line grows longer + // than its horizontal bounds. + var result = ''; + var lines = text.split('\n'); + for (var i = 0; i < lines.length; i++) + { + var spaceLeft = this.style.wordWrapWidth; + var words = lines[i].split(' '); + for (var j = 0; j < words.length; j++) + { + var wordWidth = this.context.measureText(words[j]).width; + var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width; + if(wordWidthWithSpace > spaceLeft) + { + // Skip printing the newline if it's the first word of the line that is + // greater than the word wrap width. + if(j > 0) + { + result += '\n'; + } + result += words[j] + ' '; + spaceLeft = this.style.wordWrapWidth - wordWidth; + } + else + { + spaceLeft -= wordWidthWithSpace; + result += words[j] + ' '; + } + } + result += '\n'; + } + return result; +}; + +/** + * Destroys this text object + * + * @method destroy + * @param destroyTexture {Boolean} + */ +PIXI.Text.prototype.destroy = function(destroyTexture) +{ + if(destroyTexture) + { + this.texture.destroy(); + } + +}; + +PIXI.Text.heightCache = {}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n' + * You can generate the fnt files using + * http://www.angelcode.com/products/bmfont/ for windows or + * http://www.bmglyph.com/ for mac. + * + * @class BitmapText + * @extends SpriteBatch + * @constructor + * @param text {String} The copy that you would like the text to display + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) + * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + */ +PIXI.BitmapText = function(text, style) +{ + PIXI.SpriteBatch.call(this); + + this._pool = []; + + this.setText(text); + this.setStyle(style); + this.updateText(); + this.dirty = false; +}; + +// constructor +PIXI.BitmapText.prototype = Object.create(PIXI.SpriteBatch.prototype); +PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; + +/** + * Set the copy for the text object + * + * @method setText + * @param text {String} The copy that you would like the text to display + */ +PIXI.BitmapText.prototype.setText = function(text) +{ + this.text = text || ' '; + this.dirty = true; +}; + +/** + * Set the style of the text + * style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) + * [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @method setStyle + * @param style {Object} The style parameters, contained as properties of an object + */ +PIXI.BitmapText.prototype.setStyle = function(style) +{ + style = style || {}; + style.align = style.align || 'left'; + this.style = style; + + var font = style.font.split(' '); + this.fontName = font[font.length - 1]; + this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size; + + this.dirty = true; + this.tint = style.tint; +}; + +/** + * Renders text + * + * @method updateText + * @private + */ +PIXI.BitmapText.prototype.updateText = function() +{ + var data = PIXI.BitmapText.fonts[this.fontName]; + var pos = new PIXI.Point(); + var prevCharCode = null; + var chars = []; + var maxLineWidth = 0; + var lineWidths = []; + var line = 0; + var scale = this.fontSize / data.size; + + + for(var i = 0; i < this.text.length; i++) + { + var charCode = this.text.charCodeAt(i); + if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i))) + { + lineWidths.push(pos.x); + maxLineWidth = Math.max(maxLineWidth, pos.x); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + var charData = data.chars[charCode]; + if(!charData) continue; + + if(prevCharCode && charData[prevCharCode]) + { + pos.x += charData.kerning[prevCharCode]; + } + chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)}); + pos.x += charData.xAdvance; + + prevCharCode = charCode; + } + + lineWidths.push(pos.x); + maxLineWidth = Math.max(maxLineWidth, pos.x); + + var lineAlignOffsets = []; + for(i = 0; i <= line; i++) + { + var alignOffset = 0; + if(this.style.align === 'right') + { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if(this.style.align === 'center') + { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + lineAlignOffsets.push(alignOffset); + } + + var lenChildren = this.children.length; + var lenChars = chars.length; + var tint = this.tint || 0xFFFFFF; + for(i = 0; i < lenChars; i++) + { + var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool. + + if (c) c.setTexture(chars[i].texture); // check if got one before. + else c = new PIXI.Sprite(chars[i].texture); // if no create new one. + + c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; + c.position.y = chars[i].position.y * scale; + c.scale.x = c.scale.y = scale; + c.tint = tint; + if (!c.parent) this.addChild(c); + } + + // remove unnecessary children. + // and put their into the pool. + while(this.children.length > lenChars) + { + var child = this.getChildAt(this.children.length - 1); + this._pool.push(child); + this.removeChild(child); + } + + this.width = maxLineWidth * scale; + this.height = (pos.y + data.lineHeight) * scale; +}; + +/** + * Updates the transform of this object + * + * @method updateTransform + * @private + */ +PIXI.BitmapText.prototype.updateTransform = function() +{ + if(this.dirty) + { + this.updateText(); + this.dirty = false; + } + + PIXI.SpriteBatch.prototype.updateTransform.call(this); +}; + +PIXI.BitmapText.fonts = {}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * Holds all information related to an Interaction event + * + * @class InteractionData + * @constructor + */ +PIXI.InteractionData = function() +{ + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @property global + * @type Point + */ + this.global = new PIXI.Point(); + + // this is here for legacy... but will remove + this.local = new PIXI.Point(); + + /** + * The target Sprite that was interacted with + * + * @property target + * @type Sprite + */ + this.target = null; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @property originalEvent + * @type Event + */ + this.originalEvent = null; +}; + +/** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @method getLocalPosition + * @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off + * @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject + */ +PIXI.InteractionData.prototype.getLocalPosition = function(displayObject) +{ + var worldTransform = displayObject.worldTransform; + var global = this.global; + + // do a cheeky transform to get the mouse coords; + var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, + a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, + id = 1 / (a00 * a11 + a01 * -a10); + // set the mouse coords... + return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id); +}; + +// constructor +PIXI.InteractionData.prototype.constructor = PIXI.InteractionData; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + /** + * The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive + * if its interactive parameter is set to true + * This manager also supports multitouch. + * + * @class InteractionManager + * @constructor + * @param stage {Stage} The stage to handle interactions + */ +PIXI.InteractionManager = function(stage) +{ + /** + * a reference to the stage + * + * @property stage + * @type Stage + */ + this.stage = stage; + + /** + * the mouse data + * + * @property mouse + * @type InteractionData + */ + this.mouse = new PIXI.InteractionData(); + + /** + * an object that stores current touches (InteractionData) by id reference + * + * @property touchs + * @type Object + */ + this.touchs = {}; + + // helpers + this.tempPoint = new PIXI.Point(); + + this.mouseoverEnabled = true; + + //tiny little interactiveData pool! + this.pool = []; + + this.interactiveItems = []; + this.interactionDOMElement = null; + + //this will make it so that you dont have to call bind all the time + this.onMouseMove = this.onMouseMove.bind( this ); + this.onMouseDown = this.onMouseDown.bind(this); + this.onMouseOut = this.onMouseOut.bind(this); + this.onMouseUp = this.onMouseUp.bind(this); + + this.onTouchStart = this.onTouchStart.bind(this); + this.onTouchEnd = this.onTouchEnd.bind(this); + this.onTouchMove = this.onTouchMove.bind(this); + this.last = 0; + + this.currentCursorStyle = 'inherit'; + + this.mouseOut = false; +}; + +// constructor +PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; + +/** + * Collects an interactive sprite recursively to have their interactions managed + * + * @method collectInteractiveSprite + * @param displayObject {DisplayObject} the displayObject to collect + * @param iParent {DisplayObject} + * @private + */ +PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) +{ + var children = displayObject.children; + var length = children.length; + + /// make an interaction tree... {item.__interactiveParent} + for (var i = length-1; i >= 0; i--) + { + var child = children[i]; + +// if(child.visible) { + // push all interactive bits + if(child.interactive) + { + iParent.interactiveChildren = true; + //child.__iParent = iParent; + this.interactiveItems.push(child); + + if(child.children.length > 0) + { + this.collectInteractiveSprite(child, child); + } + } + else + { + child.__iParent = null; + + if(child.children.length > 0) + { + this.collectInteractiveSprite(child, iParent); + } + } +// } + } +}; + +/** + * Sets the target for event delegation + * + * @method setTarget + * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to + * @private + */ +PIXI.InteractionManager.prototype.setTarget = function(target) +{ + this.target = target; + + //check if the dom element has been set. If it has don't do anything + if( this.interactionDOMElement === null ) { + + this.setTargetDomElement( target.view ); + } + + +}; + + +/** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM + * elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element + * to receive those events + * + * @method setTargetDomElement + * @param domElement {DOMElement} the DOM element which will receive mouse and touch events + * @private + */ +PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement) +{ + //remove previouse listeners + + this.removeEvents(); + + + if (window.navigator.msPointerEnabled) + { + // time to remove some of that zoom in ja.. + domElement.style['-ms-content-zooming'] = 'none'; + domElement.style['-ms-touch-action'] = 'none'; + + // DO some window specific touch! + } + + this.interactionDOMElement = domElement; + + domElement.addEventListener('mousemove', this.onMouseMove, true); + domElement.addEventListener('mousedown', this.onMouseDown, true); + domElement.addEventListener('mouseout', this.onMouseOut, true); + + // aint no multi touch just yet! + domElement.addEventListener('touchstart', this.onTouchStart, true); + domElement.addEventListener('touchend', this.onTouchEnd, true); + domElement.addEventListener('touchmove', this.onTouchMove, true); + + document.body.addEventListener('mouseup', this.onMouseUp, true); +}; + + +PIXI.InteractionManager.prototype.removeEvents = function() +{ + if(!this.interactionDOMElement)return; + + this.interactionDOMElement.style['-ms-content-zooming'] = ''; + this.interactionDOMElement.style['-ms-touch-action'] = ''; + + this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true); + + // aint no multi touch just yet! + this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true); + this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true); + + this.interactionDOMElement = null; + + document.body.removeEventListener('mouseup', this.onMouseUp, true); +}; + +/** + * updates the state of interactive objects + * + * @method update + * @private + */ +PIXI.InteractionManager.prototype.update = function() +{ + if(!this.target)return; + + // frequency of 30fps?? + var now = Date.now(); + var diff = now - this.last; + diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000; + if(diff < 1)return; + this.last = now; + // + + var i = 0; + + // ok.. so mouse events?? + // yes for now :) + // OPTIMISE - how often to check?? + if(this.dirty) + { + this.dirty = false; + + var len = this.interactiveItems.length; + + for (i = 0; i < len; i++) { + this.interactiveItems[i].interactiveChildren = false; + } + + this.interactiveItems = []; + + if(this.stage.interactive)this.interactiveItems.push(this.stage); + // go through and collect all the objects that are interactive.. + this.collectInteractiveSprite(this.stage, this.stage); + } + + // loop through interactive objects! + var length = this.interactiveItems.length; + + + + var cursor = 'inherit'; + var over = false; + + for (i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + + //if(!item.visible)continue; + + // OPTIMISATION - only calculate every time if the mousemove function exists.. + // OK so.. does the object have any other interactive functions? + // hit-test the clip! + // if(item.mouseover || item.mouseout || item.buttonMode) + // { + // ok so there are some functions so lets hit test it.. + item.__hit = this.hitTest(item, this.mouse); + this.mouse.target = item; + // ok so deal with interactions.. + // looks like there was a hit! + if(item.__hit && !over) + { + if(item.buttonMode) cursor = item.defaultCursor; + + if(!item.interactiveChildren)over = true; + + if(!item.__isOver) + { + + if(item.mouseover)item.mouseover(this.mouse); + item.__isOver = true; + + // just the one! + //break; + + + } + //break; + } + else + { + if(item.__isOver) + { + // roll out! + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } + // } + // ---> + } + + if( this.currentCursorStyle !== cursor ) + { + this.currentCursorStyle = cursor; + this.interactionDOMElement.style.cursor = cursor; + } + +}; + +/** + * Is called when the mouse moves across the renderer element + * + * @method onMouseMove + * @param event {Event} The DOM event of the mouse moving + * @private + */ +PIXI.InteractionManager.prototype.onMouseMove = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + // TODO optimize by not check EVERY TIME! maybe half as often? // + var rect = this.interactionDOMElement.getBoundingClientRect(); + + this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width); + this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height); + + var length = this.interactiveItems.length; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + if(item.mousemove) + { + //call the function! + item.mousemove(this.mouse); + } + } +}; + +/** + * Is called when the mouse button is pressed down on the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being pressed down + * @private + */ +PIXI.InteractionManager.prototype.onMouseDown = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault(); + + // loop through interaction tree... + // hit test each item! -> + // get interactive items under point?? + //stage.__i + var length = this.interactiveItems.length; + + // while + // hit test + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + if(item.mousedown || item.click) + { + item.__mouseIsDown = true; + item.__hit = this.hitTest(item, this.mouse); + + if(item.__hit) + { + //call the function! + if(item.mousedown)item.mousedown(this.mouse); + item.__isDown = true; + + // just the one! + if(!item.interactiveChildren)break; + } + } + } +}; + +/** + * Is called when the mouse button is moved out of the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being moved out + * @private + */ +PIXI.InteractionManager.prototype.onMouseOut = function() +{ + var length = this.interactiveItems.length; + + this.interactionDOMElement.style.cursor = 'inherit'; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + if(item.__isOver) + { + this.mouse.target = item; + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } + + this.mouseOut = true; + + // move the mouse to an impossible position + this.mouse.global.x = -10000; + this.mouse.global.y = -10000; +}; + +/** + * Is called when the mouse button is released on the renderer element + * + * @method onMouseUp + * @param event {Event} The DOM event of a mouse button being released + * @private + */ +PIXI.InteractionManager.prototype.onMouseUp = function(event) +{ + + this.mouse.originalEvent = event || window.event; //IE uses window.event + + var length = this.interactiveItems.length; + var up = false; + + for (var i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + + //if(item.mouseup || item.mouseupoutside || item.click) + //{ + item.__hit = this.hitTest(item, this.mouse); + + if(item.__hit && !up) + { + //call the function! + if(item.mouseup) + { + item.mouseup(this.mouse); + } + if(item.__isDown) + { + if(item.click)item.click(this.mouse); + } + + if(!item.interactiveChildren)up = true; + } + else + { + if(item.__isDown) + { + if(item.mouseupoutside)item.mouseupoutside(this.mouse); + } + } + + item.__isDown = false; + //} + } +}; + +/** + * Tests if the current mouse coordinates hit a sprite + * + * @method hitTest + * @param item {DisplayObject} The displayObject to test for a hit + * @param interactionData {InteractionData} The interactionData object to update in the case there is a hit + * @private + */ +PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) +{ + var global = interactionData.global; + + if( !item.worldVisible )return false; + + // temp fix for if the element is in a non visible + + var isSprite = (item instanceof PIXI.Sprite), + worldTransform = item.worldTransform, + a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, + a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, + id = 1 / (a00 * a11 + a01 * -a10), + x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; + + interactionData.target = item; + + //a sprite or display object with a hit area defined + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + //if(isSprite) + interactionData.target = item; + + return true; + } + + return false; + } + // a sprite with no hitarea defined + else if(isSprite) + { + var width = item.texture.frame.width, + height = item.texture.frame.height, + x1 = -width * item.anchor.x, + y1; + + if(x > x1 && x < x1 + width) + { + y1 = -height * item.anchor.y; + + if(y > y1 && y < y1 + height) + { + // set the target property if a hit is true! + interactionData.target = item; + return true; + } + } + } + + var length = item.children.length; + + for (var i = 0; i < length; i++) + { + var tempItem = item.children[i]; + var hit = this.hitTest(tempItem, interactionData); + if(hit) + { + // hmm.. TODO SET CORRECT TARGET? + interactionData.target = item; + return true; + } + } + + return false; +}; + +/** + * Is called when a touch is moved across the renderer element + * + * @method onTouchMove + * @param event {Event} The DOM event of a touch moving across the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchMove = function(event) +{ + var rect = this.interactionDOMElement.getBoundingClientRect(); + var changedTouches = event.changedTouches; + var touchData; + var i = 0; + + for (i = 0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + touchData = this.touchs[touchEvent.identifier]; + touchData.originalEvent = event || window.event; + + // update the touch position + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + } + + var length = this.interactiveItems.length; + for (i = 0; i < length; i++) + { + var item = this.interactiveItems[i]; + if(item.touchmove) + item.touchmove(touchData); + } +}; + +/** + * Is called when a touch is started on the renderer element + * + * @method onTouchStart + * @param event {Event} The DOM event of a touch starting on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchStart = function(event) +{ + var rect = this.interactionDOMElement.getBoundingClientRect(); + + if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault(); + + var changedTouches = event.changedTouches; + for (var i=0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + + var touchData = this.pool.pop(); + if(!touchData)touchData = new PIXI.InteractionData(); + + touchData.originalEvent = event || window.event; + + this.touchs[touchEvent.identifier] = touchData; + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + + var length = this.interactiveItems.length; + + for (var j = 0; j < length; j++) + { + var item = this.interactiveItems[j]; + + if(item.touchstart || item.tap) + { + item.__hit = this.hitTest(item, touchData); + + if(item.__hit) + { + //call the function! + if(item.touchstart)item.touchstart(touchData); + item.__isDown = true; + item.__touchData = touchData; + + if(!item.interactiveChildren)break; + } + } + } + } +}; + +/** + * Is called when a touch is ended on the renderer element + * + * @method onTouchEnd + * @param event {Event} The DOM event of a touch ending on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchEnd = function(event) +{ + //this.mouse.originalEvent = event || window.event; //IE uses window.event + var rect = this.interactionDOMElement.getBoundingClientRect(); + var changedTouches = event.changedTouches; + + for (var i=0; i < changedTouches.length; i++) + { + var touchEvent = changedTouches[i]; + var touchData = this.touchs[touchEvent.identifier]; + var up = false; + touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); + touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); + if(navigator.isCocoonJS) { + touchData.global.x = touchEvent.clientX; + touchData.global.y = touchEvent.clientY; + } + + var length = this.interactiveItems.length; + for (var j = 0; j < length; j++) + { + var item = this.interactiveItems[j]; + var itemTouchData = item.__touchData; // <-- Here! + item.__hit = this.hitTest(item, touchData); + + if(itemTouchData === touchData) + { + // so this one WAS down... + touchData.originalEvent = event || window.event; + // hitTest?? + + if(item.touchend || item.tap) + { + if(item.__hit && !up) + { + if(item.touchend)item.touchend(touchData); + if(item.__isDown) + { + if(item.tap)item.tap(touchData); + } + + if(!item.interactiveChildren)up = true; + } + else + { + if(item.__isDown) + { + if(item.touchendoutside)item.touchendoutside(touchData); + } + } + + item.__isDown = false; + } + + item.__touchData = null; + + } + /* + else + { + + } + */ + } + // remove the touch.. + this.pool.push(touchData); + this.touchs[touchEvent.identifier] = null; + } +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A Stage represents the root of the display tree. Everything connected to the stage is rendered + * + * @class Stage + * @extends DisplayObjectContainer + * @constructor + * @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format + * like: 0xFFFFFF for white + * + * Creating a stage is a mandatory process when you use Pixi, which is as simple as this : + * var stage = new PIXI.Stage(0xFFFFFF); + * where the parameter given is the background colour of the stage, in hex + * you will use this stage instance to add your sprites to it and therefore to the renderer + * Here is how to add a sprite to the stage : + * stage.addChild(sprite); + */ +PIXI.Stage = function(backgroundColor) +{ + PIXI.DisplayObjectContainer.call( this ); + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = new PIXI.Matrix(); + + /** + * Whether or not the stage is interactive + * + * @property interactive + * @type Boolean + */ + this.interactive = true; + + /** + * The interaction manage for this stage, manages all interactive activity on the stage + * + * @property interactive + * @type InteractionManager + */ + this.interactionManager = new PIXI.InteractionManager(this); + + /** + * Whether the stage is dirty and needs to have interactions updated + * + * @property dirty + * @type Boolean + * @private + */ + this.dirty = true; + + //the stage is its own stage + this.stage = this; + + //optimize hit detection a bit + this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); + + this.setBackgroundColor(backgroundColor); +}; + +// constructor +PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Stage.prototype.constructor = PIXI.Stage; + +/** + * Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element. + * This is useful for when you have other DOM elements on top of the Canvas element. + * + * @method setInteractionDelegate + * @param domElement {DOMElement} This new domElement which will receive mouse/touch events + */ +PIXI.Stage.prototype.setInteractionDelegate = function(domElement) +{ + this.interactionManager.setTargetDomElement( domElement ); +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Stage.prototype.updateTransform = function() +{ + this.worldAlpha = 1; + + for(var i=0,j=this.children.length; i> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; +}; + +/** + * Converts a color as an [R, G, B] array to a hex number + * + * @method rgb2hex + * @param rgb {Array} + */ +PIXI.rgb2hex = function(rgb) { + return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255); +}; + +/** + * A polyfill for Function.prototype.bind + * + * @method bind + */ +if (typeof Function.prototype.bind !== 'function') { + Function.prototype.bind = (function () { + var slice = Array.prototype.slice; + return function (thisArg) { + var target = this, boundArgs = slice.call(arguments, 1); + + if (typeof target !== 'function') throw new TypeError(); + + function bound() { + var args = boundArgs.concat(slice.call(arguments)); + target.apply(this instanceof bound ? this : thisArg, args); + } + + bound.prototype = (function F(proto) { + if (proto) F.prototype = proto; + if (!(this instanceof F)) return new F(); + })(target.prototype); + + return bound; + }; + })(); +} + +/** + * A wrapper for ajax requests to be handled cross browser + * + * @class AjaxRequest + * @constructor + */ +PIXI.AjaxRequest = function() +{ + var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE + + if (window.ActiveXObject) + { //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken) + for (var i=0; i 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj + return number; + else + { + var result = 1; + while (result < number) result <<= 1; + return result; + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * https://github.com/mrdoob/eventtarget.js/ + * THankS mr DOob! + */ + +/** + * Adds event emitter functionality to a class + * + * @class EventTarget + * + * function MyEmitter() { + * PIXI.EventTarget.call(this); //mixes in event target stuff + * } + * + * var em = new MyEmitter(); + * em.emit({ type: 'eventName', data: 'some data' }); + */ +PIXI.EventTarget = function () { + + /** + * Holds all the listeners + * + * @property listeneners + * @type Object + */ + var listeners = {}; + + /** + * Adds a listener for a specific event + * + * @method addEventListener + * @param type {string} A string representing the event type to listen for. + * @param listener {function} The callback function that will be fired when the event occurs + */ + this.addEventListener = this.on = function ( type, listener ) { + + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + } + + }; + + /** + * Fires the event, ie pretends that the event has happened + * + * @method dispatchEvent + * @param event {Event} the event object + */ + this.dispatchEvent = this.emit = function ( event ) { + + if ( !listeners[ event.type ] || !listeners[ event.type ].length ) { + + return; + + } + + for(var i = 0, l = listeners[ event.type ].length; i < l; i++) { + + listeners[ event.type ][ i ]( event ); + + } + + }; + + /** + * Removes the specified listener that was assigned to the specified event type + * + * @method removeEventListener + * @param type {string} A string representing the event type which will have its listener removed + * @param listener {function} The callback function that was be fired when the event occured + */ + this.removeEventListener = this.off = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + + /** + * Removes all the listeners that were active for the specified event type + * + * @method removeAllEventListeners + * @param type {string} A string representing the event type which will have all its listeners removed + */ + this.removeAllEventListeners = function( type ) { + var a = listeners[type]; + if (a) + a.length = 0; + }; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by + * the browser then this function will return a canvas renderer + * @class autoDetectRenderer + * @static + * @param width=800 {Number} the width of the renderers view + * @param height=600 {Number} the height of the renderers view + * @param [view] {Canvas} the canvas to use as a view, optional + * @param [transparent=false] {Boolean} the transparency of the render view, default false + * @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment) + * + * antialias + */ +PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) +{ + if(!width)width = 800; + if(!height)height = 600; + + // BORROWED from Mr Doob (mrdoob.com) + var webgl = ( function () { try { + var canvas = document.createElement( 'canvas' ); + return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); + } catch( e ) { + return false; + } + } )(); + + // used to detect ie 11 - no longer required + /* if(webgl) + { + var ie = (navigator.userAgent.toLowerCase().indexOf('trident') !== -1); + webgl = !ie; + } + */ + + + if( webgl ) + { + return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); + } + + return new PIXI.CanvasRenderer(width, height, view, transparent); +}; + +/* + PolyK library + url: http://polyk.ivank.net + Released under MIT licence. + + Copyright (c) 2012 Ivan Kuckir + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation + files (the "Software"), to deal in the Software without + restriction, including without limitation the rights to use, + copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + OTHER DEALINGS IN THE SOFTWARE. + + This is an amazing lib! + + slightly modified by Mat Groves (matgroves.com); +*/ + +/** + * Based on the Polyk library http://polyk.ivank.net released under MIT licence. + * This is an amazing lib! + * slightly modified by Mat Groves (matgroves.com); + * @class PolyK + * + */ +PIXI.PolyK = {}; + +/** + * Triangulates shapes for webGL graphic fills + * + * @method Triangulate + * + */ +PIXI.PolyK.Triangulate = function(p) +{ + var sign = true; + + var n = p.length >> 1; + if(n < 3) return []; + + var tgs = []; + var avl = []; + for(var i = 0; i < n; i++) avl.push(i); + + i = 0; + var al = n; + while(al > 3) + { + var i0 = avl[(i+0)%al]; + var i1 = avl[(i+1)%al]; + var i2 = avl[(i+2)%al]; + + var ax = p[2*i0], ay = p[2*i0+1]; + var bx = p[2*i1], by = p[2*i1+1]; + var cx = p[2*i2], cy = p[2*i2+1]; + + var earFound = false; + if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) + { + earFound = true; + for(var j = 0; j < al; j++) + { + var vi = avl[j]; + if(vi === i0 || vi === i1 || vi === i2) continue; + + if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) { + earFound = false; + break; + } + } + } + + if(earFound) + { + tgs.push(i0, i1, i2); + avl.splice((i+1)%al, 1); + al--; + i = 0; + } + else if(i++ > 3*al) + { + // need to flip flip reverse it! + // reset! + if(sign) + { + tgs = []; + avl = []; + for(i = 0; i < n; i++) avl.push(i); + + i = 0; + al = n; + + sign = false; + } + else + { + window.console.log("PIXI Warning: shape too complex to fill"); + return []; + } + } + } + + tgs.push(avl[0], avl[1], avl[2]); + return tgs; +}; + +/** + * Checks whether a point is within a triangle + * + * @method _PointInTriangle + * @param px {Number} x coordinate of the point to test + * @param py {Number} y coordinate of the point to test + * @param ax {Number} x coordinate of the a point of the triangle + * @param ay {Number} y coordinate of the a point of the triangle + * @param bx {Number} x coordinate of the b point of the triangle + * @param by {Number} y coordinate of the b point of the triangle + * @param cx {Number} x coordinate of the c point of the triangle + * @param cy {Number} y coordinate of the c point of the triangle + * @private + */ +PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy) +{ + var v0x = cx-ax; + var v0y = cy-ay; + var v1x = bx-ax; + var v1y = by-ay; + var v2x = px-ax; + var v2y = py-ay; + + var dot00 = v0x*v0x+v0y*v0y; + var dot01 = v0x*v1x+v0y*v1y; + var dot02 = v0x*v2x+v0y*v2y; + var dot11 = v1x*v1x+v1y*v1y; + var dot12 = v1x*v2x+v1y*v2y; + + var invDenom = 1 / (dot00 * dot11 - dot01 * dot01); + var u = (dot11 * dot02 - dot01 * dot12) * invDenom; + var v = (dot00 * dot12 - dot01 * dot02) * invDenom; + + // Check if point is in triangle + return (u >= 0) && (v >= 0) && (u + v < 1); +}; + +/** + * Checks whether a shape is convex + * + * @method _convex + * + * @private + */ +PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) +{ + return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.initDefaultShaders = function() +{ + + // PIXI.stripShader = new PIXI.StripShader(); +// PIXI.stripShader.init(); + +}; + +PIXI.CompileVertexShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); +}; + +PIXI.CompileFragmentShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); +}; + +PIXI._CompileShader = function(gl, shaderSrc, shaderType) +{ + var src = shaderSrc.join("\n"); + var shader = gl.createShader(shaderType); + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + window.console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +}; + +PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc) +{ + //var gl = PIXI.gl; + var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); + var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); + + var shaderProgram = gl.createProgram(); + + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + window.console.log("Could not initialise shaders"); + } + + return shaderProgram; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * @author Richard Davey http://www.photonstorm.com @photonstorm + */ + +/** +* @class PIXI.PixiShader +* @constructor +*/ +PIXI.PixiShader = function(gl) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision lowp float;', + 'varying vec2 vTextureCoord;', + 'varying vec4 vColor;', + 'uniform sampler2D uSampler;', + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', + '}' + ]; + + + /** + * @property {number} textureCount - A local texture counter for multi-texture shaders. + */ + this.textureCount = 0; + + this.attributes = []; + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PixiShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc); + + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.dimensions = gl.getUniformLocation(program, 'dimensions'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + + // Begin worst hack eva // + + // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? + // maybe its something to do with the current state of the gl context. + // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel + // If theres any webGL people that know why could happen please help :) + if(this.colorAttribute === -1) + { + this.colorAttribute = 2; + } + + this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute]; + + // End worst hack eva // + + // add those custom shaders! + for (var key in this.uniforms) + { + // get the uniform locations.. + this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key); + } + + this.initUniforms(); + + this.program = program; +}; + +/** +* Initialises the shader uniform values. +* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/ +* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf +* +* @method initUniforms +*/ +PIXI.PixiShader.prototype.initUniforms = function() +{ + this.textureCount = 1; + var gl = this.gl; + var uniform; + + for (var key in this.uniforms) + { + uniform = this.uniforms[key]; + + var type = uniform.type; + + if (type === 'sampler2D') + { + uniform._init = false; + + if (uniform.value !== null) + { + this.initSampler2D(uniform); + } + } + else if (type === 'mat2' || type === 'mat3' || type === 'mat4') + { + // These require special handling + uniform.glMatrix = true; + uniform.glValueLength = 1; + + if (type === 'mat2') + { + uniform.glFunc = gl.uniformMatrix2fv; + } + else if (type === 'mat3') + { + uniform.glFunc = gl.uniformMatrix3fv; + } + else if (type === 'mat4') + { + uniform.glFunc = gl.uniformMatrix4fv; + } + } + else + { + // GL function reference + uniform.glFunc = gl['uniform' + type]; + + if (type === '2f' || type === '2i') + { + uniform.glValueLength = 2; + } + else if (type === '3f' || type === '3i') + { + uniform.glValueLength = 3; + } + else if (type === '4f' || type === '4i') + { + uniform.glValueLength = 4; + } + else + { + uniform.glValueLength = 1; + } + } + } + +}; + +/** +* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded) +* +* @method initSampler2D +*/ +PIXI.PixiShader.prototype.initSampler2D = function(uniform) +{ + if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded) + { + return; + } + + var gl = this.gl; + + gl.activeTexture(gl['TEXTURE' + this.textureCount]); + gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture); + + // Extended texture data + if (uniform.textureData) + { + var data = uniform.textureData; + + // GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D); + // GLTextureLinear = mag/min linear, wrap clamp + // GLTextureNearestRepeat = mag/min NEAREST, wrap repeat + // GLTextureNearest = mag/min nearest, wrap clamp + // AudioTexture = whatever + luminance + width 512, height 2, border 0 + // KeyTexture = whatever + luminance + width 256, height 2, border 0 + + // magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST + // wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT + + var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR; + var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR; + var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE; + var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE; + var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA; + + if (data.repeat) + { + wrapS = gl.REPEAT; + wrapT = gl.REPEAT; + } + + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY); + + if (data.width) + { + var width = (data.width) ? data.width : 512; + var height = (data.height) ? data.height : 2; + var border = (data.border) ? data.border : 0; + + // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); + gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null); + } + else + { + // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels); + gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source); + } + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT); + } + + gl.uniform1i(uniform.uniformLocation, this.textureCount); + + uniform._init = true; + + this.textureCount++; + +}; + +/** +* Updates the shader uniform values. +* +* @method syncUniforms +*/ +PIXI.PixiShader.prototype.syncUniforms = function() +{ + this.textureCount = 1; + var uniform; + var gl = this.gl; + + // This would probably be faster in an array and it would guarantee key order + for (var key in this.uniforms) + { + + uniform = this.uniforms[key]; + + if (uniform.glValueLength === 1) + { + if (uniform.glMatrix === true) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value); + } + else + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value); + } + } + else if (uniform.glValueLength === 2) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y); + } + else if (uniform.glValueLength === 3) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z); + } + else if (uniform.glValueLength === 4) + { + uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w); + } + else if (uniform.type === 'sampler2D') + { + if (uniform._init) + { + gl.activeTexture(gl['TEXTURE' + this.textureCount]); + gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl)); + gl.uniform1i(uniform.uniformLocation, this.textureCount); + this.textureCount++; + } + else + { + this.initSampler2D(uniform); + } + } + } + +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PixiShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attributes = null; +}; + +/** +* +* @property defaultVertexSrc +* @type String +*/ +PIXI.PixiShader.defaultVertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aTextureCoord;', + 'attribute vec2 aColor;', + + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + + 'varying vec2 vTextureCoord;', + 'varying vec4 vColor;', + + 'const vec2 center = vec2(-1.0, 1.0);', + + 'void main(void) {', + ' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', + ' vColor = vec4(color * aColor.x, aColor.x);', + '}' +]; + + + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * @author Richard Davey http://www.photonstorm.com @photonstorm + */ + +/** +* @class PIXI.PixiFastShader +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.PixiFastShader = function(gl) +{ + + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision lowp float;', + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + 'uniform sampler2D uSampler;', + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', + '}' + ]; + + /** + * @property {array} vertexSrc - The vertex shader + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aPositionCoord;', + 'attribute vec2 aScale;', + 'attribute float aRotation;', + 'attribute vec2 aTextureCoord;', + 'attribute float aColor;', + + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + 'uniform mat3 uMatrix;', + + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + + 'const vec2 center = vec2(-1.0, 1.0);', + + 'void main(void) {', + ' vec2 v;', + ' vec2 sv = aVertexPosition * aScale;', + ' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);', + ' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);', + ' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;', + ' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + // ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', + ' vColor = aColor;', + '}' + ]; + + + /** + * @property {number} textureCount - A local texture counter for multi-texture shaders. + */ + this.textureCount = 0; + + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PixiFastShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.dimensions = gl.getUniformLocation(program, 'dimensions'); + this.uMatrix = gl.getUniformLocation(program, 'uMatrix'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord'); + + this.aScale = gl.getAttribLocation(program, 'aScale'); + this.aRotation = gl.getAttribLocation(program, 'aRotation'); + + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + + + // Begin worst hack eva // + + // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? + // maybe its somthing to do with the current state of the gl context. + // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel + // If theres any webGL people that know why could happen please help :) + if(this.colorAttribute === -1) + { + this.colorAttribute = 2; + } + + this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute]; + + // End worst hack eva // + + + this.program = program; +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PixiFastShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attributes = null; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +PIXI.StripShader = function() +{ + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.fragmentSrc = [ + 'precision mediump float;', + 'varying vec2 vTextureCoord;', + 'varying float vColor;', + 'uniform float alpha;', + 'uniform sampler2D uSampler;', + + 'void main(void) {', + ' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));', + ' gl_FragColor = gl_FragColor * alpha;', + '}' + ]; + + /** + * @property {array} fragmentSrc - The fragment shader. + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec2 aTextureCoord;', + 'attribute float aColor;', + 'uniform mat3 translationMatrix;', + 'uniform vec2 projectionVector;', + 'varying vec2 vTextureCoord;', + 'uniform vec2 offsetVector;', + 'varying float vColor;', + + 'void main(void) {', + ' vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);', + ' v -= offsetVector.xyx;', + ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);', + ' vTextureCoord = aTextureCoord;', + ' vColor = aColor;', + '}' + ]; +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.StripShader.prototype.init = function() +{ + + var gl = PIXI.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + gl.useProgram(program); + + // get and store the uniforms for the shader + this.uSampler = gl.getUniformLocation(program, 'uSampler'); + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + //this.dimensions = gl.getUniformLocation(this.program, 'dimensions'); + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); + + this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); + this.alpha = gl.getUniformLocation(program, 'alpha'); + + this.program = program; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class PrimitiveShader +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.PrimitiveShader = function(gl) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + /** + * @property {any} program - The WebGL program. + */ + this.program = null; + + /** + * @property fragmentSrc + * @type Array + */ + this.fragmentSrc = [ + 'precision mediump float;', + 'varying vec4 vColor;', + + 'void main(void) {', + ' gl_FragColor = vColor;', + '}' + ]; + + /** + * @property vertexSrc + * @type Array + */ + this.vertexSrc = [ + 'attribute vec2 aVertexPosition;', + 'attribute vec4 aColor;', + 'uniform mat3 translationMatrix;', + 'uniform vec2 projectionVector;', + 'uniform vec2 offsetVector;', + 'uniform float alpha;', + 'uniform vec3 tint;', + 'varying vec4 vColor;', + + 'void main(void) {', + ' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);', + ' v -= offsetVector.xyx;', + ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);', + ' vColor = aColor * vec4(tint * alpha, alpha);', + '}' + ]; + + this.init(); +}; + +/** +* Initialises the shader +* @method init +* +*/ +PIXI.PrimitiveShader.prototype.init = function() +{ + + var gl = this.gl; + + var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); + gl.useProgram(program); + + // get and store the uniforms for the shader + this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); + this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); + this.tintColor = gl.getUniformLocation(program, 'tint'); + + + // get and store the attributes + this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); + this.colorAttribute = gl.getAttribLocation(program, 'aColor'); + + this.attributes = [this.aVertexPosition, this.colorAttribute]; + + this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); + this.alpha = gl.getUniformLocation(program, 'alpha'); + + this.program = program; +}; + +/** +* Destroys the shader +* @method destroy +* +*/ +PIXI.PrimitiveShader.prototype.destroy = function() +{ + this.gl.deleteProgram( this.program ); + this.uniforms = null; + this.gl = null; + + this.attribute = null; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class WebGLGraphics + * @private + * @static + */ +PIXI.WebGLGraphics = function() +{ + +}; + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param renderSession {Object} + */ +PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset) +{ + var gl = renderSession.gl; + var projection = renderSession.projection, + offset = renderSession.offset, + shader = renderSession.shaderManager.primitiveShader; + + if(!graphics._webGL[gl.id])graphics._webGL[gl.id] = {points:[], indices:[], lastIndex:0, + buffer:gl.createBuffer(), + indexBuffer:gl.createBuffer()}; + + var webGL = graphics._webGL[gl.id]; + + if(graphics.dirty) + { + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + + webGL.lastIndex = 0; + webGL.points = []; + webGL.indices = []; + + } + + PIXI.WebGLGraphics.updateGraphics(graphics, gl); + } + + renderSession.shaderManager.activatePrimitiveShader(); + + // This could be speeded up for sure! + + // set the matrix transform + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true)); + + gl.uniform2f(shader.projectionVector, projection.x, -projection.y); + gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); + + gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint)); + + gl.uniform1f(shader.alpha, graphics.worldAlpha); + gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); + + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); + + gl.drawElements(gl.TRIANGLE_STRIP, webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); + + renderSession.shaderManager.deactivatePrimitiveShader(); + + // return to default shader... +// PIXI.activateShader(PIXI.defaultShader); +}; + +/** + * Updates the graphics object + * + * @static + * @private + * @method updateGraphics + * @param graphicsData {Graphics} The graphics object to update + * @param gl {WebGLContext} the current WebGL drawing context + */ +PIXI.WebGLGraphics.updateGraphics = function(graphics, gl) +{ + var webGL = graphics._webGL[gl.id]; + + for (var i = webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type === PIXI.Graphics.POLY) + { + if(data.fill) + { + if(data.points.length>3) + PIXI.WebGLGraphics.buildPoly(data, webGL); + } + + if(data.lineWidth > 0) + { + PIXI.WebGLGraphics.buildLine(data, webGL); + } + } + else if(data.type === PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, webGL); + } + else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, webGL); + } + } + + webGL.lastIndex = graphics.graphicsData.length; + + + + webGL.glPoints = new Float32Array(webGL.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); + gl.bufferData(gl.ARRAY_BUFFER, webGL.glPoints, gl.STATIC_DRAW); + + webGL.glIndicies = new Uint16Array(webGL.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, webGL.glIndicies, gl.STATIC_DRAW); +}; + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + + if(graphicsData.fill) + { + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length/6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x , y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3); + } + + if(graphicsData.lineWidth) + { + var tempPoints = graphicsData.points; + + graphicsData.points = [x, y, + x + width, y, + x + width, y + height, + x, y + height, + x, y]; + + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + + graphicsData.points = tempPoints; + } +}; + +/** + * Builds a circle to draw + * + * @static + * @private + * @method buildCircle + * @param graphicsData {Graphics} The graphics object to draw + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + var totalSegs = 40; + var seg = (Math.PI * 2) / totalSegs ; + + var i = 0; + + if(graphicsData.fill) + { + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length/6; + + indices.push(vecPos); + + for (i = 0; i < totalSegs + 1 ; i++) + { + verts.push(x,y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height, + r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + } + + indices.push(vecPos-1); + } + + if(graphicsData.lineWidth) + { + var tempPoints = graphicsData.points; + + graphicsData.points = []; + + for (i = 0; i < totalSegs + 1; i++) + { + graphicsData.points.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height); + } + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + + graphicsData.points = tempPoints; + } +}; + +/** + * Builds a line to draw + * + * @static + * @private + * @method buildLine + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) +{ + // TODO OPTIMISE! + var i = 0; + + var points = graphicsData.points; + if(points.length === 0)return; + + // if the line width is an odd number add 0.5 to align to a whole pixel + if(graphicsData.lineWidth%2) + { + for (i = 0; i < points.length; i++) { + points[i] += 0.5; + } + } + + // get first and last point.. figure out the middle! + var firstPoint = new PIXI.Point( points[0], points[1] ); + var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + // if the first point is the last point - gonna have issues :) + if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) + { + points.pop(); + points.pop(); + + lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length/6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = PIXI.hex2rgb(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var px, py, p1x, p1y, p2x, p2y, p3x, p3y; + var perpx, perpy, perp2x, perp2y, perp3x, perp3y; + var a1, b1, c1, a2, b2, c2; + var denom, pdist, dist; + + p1x = points[0]; + p1y = points[1]; + + p2x = points[2]; + p2y = points[3]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx , p1y - perpy, + r, g, b, alpha); + + verts.push(p1x + perpx , p1y + perpy, + r, g, b, alpha); + + for (i = 1; i < length-1; i++) + { + p1x = points[(i-1)*2]; + p1y = points[(i-1)*2 + 1]; + + p2x = points[(i)*2]; + p2y = points[(i)*2 + 1]; + + p3x = points[(i+1)*2]; + p3y = points[(i+1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + a1 = (-perpy + p1y) - (-perpy + p2y); + b1 = (-perpx + p2x) - (-perpx + p1x); + c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + a2 = (-perp2y + p3y) - (-perp2y + p2y); + b2 = (-perp2x + p2x) - (-perp2x + p3x); + c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + denom = a1*b2 - a2*b1; + + if(Math.abs(denom) < 0.1 ) + { + + denom+=10.1; + verts.push(p2x - perpx , p2y - perpy, + r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy, + r, g, b, alpha); + + continue; + } + + px = (b1*c2 - b2*c1)/denom; + py = (a2*c1 - a1*c2)/denom; + + + pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); + + + if(pdist > 140 * 140) + { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y +perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } + else + { + + verts.push(px , py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px-p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length-2)*2]; + p1y = points[(length-2)*2 + 1]; + + p2x = points[(length-1)*2]; + p2y = points[(length-1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx , p2y - perpy); + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy); + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (i = 0; i < indexCount; i++) + { + indices.push(indexStart++); + } + + indices.push(indexStart-1); +}; + +/** + * Builds a polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphicsData {Graphics} The graphics object to draw TODO-Alvin + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) +{ + var points = graphicsData.points; + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = PIXI.hex2rgb(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = PIXI.PolyK.Triangulate(points); + + var vertPos = verts.length / 6; + + var i = 0; + + for (i = 0; i < triangles.length; i+=3) + { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i] + vertPos); + indices.push(triangles[i+1] + vertPos); + indices.push(triangles[i+2] +vertPos); + indices.push(triangles[i+2] + vertPos); + } + + for (i = 0; i < length; i++) + { + verts.push(points[i * 2], points[i * 2 + 1], + r, g, b, alpha); + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.glContexts = []; // this is where we store the webGL contexts for easy access. + +/** + * the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's. + * So no need for Sprite Batch's or Sprite Cloud's + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class WebGLRenderer + * @constructor + * @param width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {HTMLCanvasElement} the canvas to use as a view, optional + * @param transparent=false {Boolean} If the render view is transparent, default false + * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) + * + */ +PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) +{ + if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this; + + this.type = PIXI.WEBGL_RENDERER; + + // do a catch.. only 1 webGL renderer.. + /** + * Whether the render view is transparent + * + * @property transparent + * @type Boolean + */ + this.transparent = !!transparent; + + /** + * The width of the canvas view + * + * @property width + * @type Number + * @default 800 + */ + this.width = width || 800; + + /** + * The height of the canvas view + * + * @property height + * @type Number + * @default 600 + */ + this.height = height || 600; + + /** + * The canvas element that everything is drawn to + * + * @property view + * @type HTMLCanvasElement + */ + this.view = view || document.createElement( 'canvas' ); + this.view.width = this.width; + this.view.height = this.height; + + // deal with losing context.. + // TODO-Alvin + this.contextLost = this.handleContextLost.bind(this); + this.contextRestoredLost = this.handleContextRestored.bind(this); + // console.log(this.handleContextRestored) + this.view.addEventListener('webglcontextlost', this.contextLost, false); + this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false); + + this.options = { + alpha: this.transparent, + antialias:!!antialias, // SPEED UP?? + premultipliedAlpha:!!transparent, + stencil:true + }; + + //try 'experimental-webgl' + try { + this.gl = this.view.getContext('experimental-webgl', this.options); + } catch (e) { + //try 'webgl' + try { + this.gl = this.view.getContext('webgl', this.options); + } catch (e2) { + // fail, not able to get a context + throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); + } + } + + var gl = this.gl; + this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++; + + PIXI.glContexts[this.glContextId] = gl; + + if(!PIXI.blendModesWebGL) + { + PIXI.blendModesWebGL = []; + + PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE]; + PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + } + + + + + this.projection = new PIXI.Point(); + this.projection.x = this.width/2; + this.projection.y = -this.height/2; + + this.offset = new PIXI.Point(0, 0); + + this.resize(this.width, this.height); + this.contextLost = false; + + // time to create the render managers! each one focuses on managine a state in webGL + this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs + this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites + this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer + this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters + + // + this.renderSession = {}; + this.renderSession.gl = this.gl; + this.renderSession.drawCount = 0; + this.renderSession.shaderManager = this.shaderManager; + this.renderSession.maskManager = this.maskManager; + this.renderSession.filterManager = this.filterManager; + this.renderSession.spriteBatch = this.spriteBatch; + + + gl.useProgram(this.shaderManager.defaultShader.program); + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); +}; + +// constructor +PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; + +/** + * Renders the stage to its webGL view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.WebGLRenderer.prototype.render = function(stage) +{ + if(this.contextLost)return; + + + // if rendering a new stage clear the batches.. + if(this.__stage !== stage) + { + if(stage.interactive)stage.interactionManager.removeEvents(); + + // TODO make this work + // dont think this is needed any more? + this.__stage = stage; + } + + // update any textures this includes uvs and uploading them to the gpu + PIXI.WebGLRenderer.updateTextures(); + + // update the scene graph + stage.updateTransform(); + + var gl = this.gl; + + // -- Does this need to be set every frame? -- // + //gl.colorMask(true, true, true, this.transparent); + gl.viewport(0, 0, this.width, this.height); + + // make sure we are bound to the main frame buffer + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + if(this.transparent) + { + gl.clearColor(0, 0, 0, 0); + } + else + { + gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1); + } + + + gl.clear(gl.COLOR_BUFFER_BIT); + + // this.projection.x = this.width/2; + //this.projection.y = -this.height/2; + + this.renderDisplayObject( stage, this.projection ); + + // interaction + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + else + { + if(stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = false; + stage.interactionManager.setTarget(this); + } + } + + /* + //can simulate context loss in Chrome like so: + this.view.onmousedown = function(ev) { + console.dir(this.gl.getSupportedExtensions()); + var ext = ( + gl.getExtension("WEBGL_scompressed_texture_s3tc") + // gl.getExtension("WEBGL_compressed_texture_s3tc") || + // gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") || + // gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc") + ); + console.dir(ext); + var loseCtx = this.gl.getExtension("WEBGL_lose_context"); + console.log("killing context"); + loseCtx.loseContext(); + setTimeout(function() { + console.log("restoring context..."); + loseCtx.restoreContext(); + }.bind(this), 1000); + }.bind(this); + */ +}; + +/** + * Renders a display Object + * + * @method renderDIsplayObject + * @param displayObject {DisplayObject} The DisplayObject to render + * @param projection {Point} + * @param buffer {Array} buffer TODO-Alvin + */ +PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer) +{ + // reset the render session data.. + this.renderSession.drawCount = 0; + this.renderSession.currentBlendMode = 9999; + + this.renderSession.projection = projection; + this.renderSession.offset = this.offset; + + // start the sprite batch + this.spriteBatch.begin(this.renderSession); + + // start the filter manager + this.filterManager.begin(this.renderSession, buffer); + + // render the scene! + displayObject._renderWebGL(this.renderSession); + + // finish the sprite batch + this.spriteBatch.end(); +}; + +/** + * Updates the textures loaded into this webgl renderer + * + * @static + * @method updateTextures + * @private + */ +PIXI.WebGLRenderer.updateTextures = function() +{ + var i = 0; + + //TODO break this out into a texture manager... + //for (i = 0; i < PIXI.texturesToUpdate.length; i++) + // PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); + + + for (i=0; i < PIXI.Texture.frameUpdates.length; i++) + PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]); + + for (i = 0; i < PIXI.texturesToDestroy.length; i++) + PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); + + PIXI.texturesToUpdate.length = 0; + PIXI.texturesToDestroy.length = 0; + PIXI.Texture.frameUpdates.length = 0; +}; + +/** + * Destroys a loaded webgl texture + * + * @method destroyTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.destroyTexture = function(texture) +{ + //TODO break this out into a texture manager... + + for (var i = texture._glTextures.length - 1; i >= 0; i--) + { + var glTexture = texture._glTextures[i]; + var gl = PIXI.glContexts[i]; + + if(gl && glTexture) + { + gl.deleteTexture(glTexture); + } + } + + texture._glTextures.length = 0; +}; + +/** + * TODO-Alvin + * + * @method updateTextureFrame + * @param texture {Texture} The texture to update the frame from + * @private + */ +PIXI.WebGLRenderer.updateTextureFrame = function(texture) +{ + texture.updateFrame = false; + + // now set the uvs. Figured that the uv data sits with a texture rather than a sprite. + // so uv data is stored on the texture itself + texture._updateWebGLuvs(); +}; + +/** + * resizes the webGL view to the specified width and height + * + * @method resize + * @param width {Number} the new width of the webGL view + * @param height {Number} the new height of the webGL view + */ +PIXI.WebGLRenderer.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.view.width = width; + this.view.height = height; + + this.gl.viewport(0, 0, this.width, this.height); + + this.projection.x = this.width/2; + this.projection.y = -this.height/2; +}; + +/** + * Creates a WebGL texture + * + * @method createWebGLTexture + * @param texture {Texture} the texture to render + * @param gl {webglContext} the WebGL context + * @static + */ +PIXI.createWebGLTexture = function(texture, gl) +{ + + + if(texture.hasLoaded) + { + texture._glTextures[gl.id] = gl.createTexture(); + + gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + + // reguler... + + if(!texture._powerOf2) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + } + + gl.bindTexture(gl.TEXTURE_2D, null); + } + + return texture._glTextures[gl.id]; +}; + +/** + * Updates a WebGL texture + * + * @method updateWebGLTexture + * @param texture {Texture} the texture to update + * @param gl {webglContext} the WebGL context + * @private + */ +PIXI.updateWebGLTexture = function(texture, gl) +{ + if( texture._glTextures[gl.id] ) + { + gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); + + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); + + // reguler... + + if(!texture._powerOf2) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); + } + + gl.bindTexture(gl.TEXTURE_2D, null); + } + +}; + +/** + * Handles a lost webgl context + * + * @method handleContextLost + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextLost = function(event) +{ + event.preventDefault(); + this.contextLost = true; +}; + +/** + * Handles a restored webgl context + * + * @method handleContextRestored + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextRestored = function() +{ + + //try 'experimental-webgl' + try { + this.gl = this.view.getContext('experimental-webgl', this.options); + } catch (e) { + //try 'webgl' + try { + this.gl = this.view.getContext('webgl', this.options); + } catch (e2) { + // fail, not able to get a context + throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); + } + } + + var gl = this.gl; + gl.id = PIXI.WebGLRenderer.glContextId ++; + + + + // need to set the context... + this.shaderManager.setContext(gl); + this.spriteBatch.setContext(gl); + this.maskManager.setContext(gl); + this.filterManager.setContext(gl); + + + this.renderSession.gl = this.gl; + + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); + + this.gl.viewport(0, 0, this.width, this.height); + + for(var key in PIXI.TextureCache) + { + var texture = PIXI.TextureCache[key].baseTexture; + texture._glTextures = []; + } + + /** + * Whether the context was lost + * @property contextLost + * @type Boolean + */ + this.contextLost = false; + +}; + +/** + * Destroy TODO-Alvin + * + * @method destroy + */ +PIXI.WebGLRenderer.prototype.destroy = function() +{ + + // deal with losing context.. + + // remove listeners + this.view.removeEventListener('webglcontextlost', this.contextLost); + this.view.removeEventListener('webglcontextrestored', this.contextRestoredLost); + + PIXI.glContexts[this.glContextId] = null; + + this.projection = null; + this.offset = null; + + // time to create the render managers! each one focuses on managine a state in webGL + this.shaderManager.destroy(); + this.spriteBatch.destroy(); + this.maskManager.destroy(); + this.filterManager.destroy(); + + this.shaderManager = null; + this.spriteBatch = null; + this.maskManager = null; + this.filterManager = null; + + this.gl = null; + // + this.renderSession = null; +}; + + +PIXI.WebGLRenderer.glContextId = 0; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** +* @class WebGLMaskManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @private +*/ +PIXI.WebGLMaskManager = function(gl) +{ + this.maskStack = []; + this.maskPosition = 0; + + this.setContext(gl); +}; + +/** +* Sets the drawing context to the one given in parameter +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLMaskManager.prototype.setContext = function(gl) +{ + this.gl = gl; +}; + +/** +* Applies the Mask and adds it to the current filter stack +* @method pushMask +* @param maskData {Array} +* @param renderSession {RenderSession} +*/ +PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession) +{ + var gl = this.gl; + + if(this.maskStack.length === 0) + { + gl.enable(gl.STENCIL_TEST); + gl.stencilFunc(gl.ALWAYS,1,1); + } + + // maskData.visible = false; + + this.maskStack.push(maskData); + + gl.colorMask(false, false, false, true); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR); + + PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0, this.maskStack.length); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); +}; + +/** +* Removes the last filter from the filter stack and doesn't return it +* @method popMask +* +* @param renderSession {RenderSession} TODO-Alvin +*/ +PIXI.WebGLMaskManager.prototype.popMask = function(renderSession) +{ + var gl = this.gl; + + var maskData = this.maskStack.pop(); + + if(maskData) + { + gl.colorMask(false, false, false, false); + + //gl.stencilFunc(gl.ALWAYS,1,1); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR); + + PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0,this.maskStack.length); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + + if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST); +}; + +/** +* TODO-Alvin +* @method destroy +*/ +PIXI.WebGLMaskManager.prototype.destroy = function() +{ + this.maskStack = null; + this.gl = null; +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class WebGLShaderManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @private +*/ +PIXI.WebGLShaderManager = function(gl) +{ + + this.maxAttibs = 10; + this.attribState = []; + this.tempAttribState = []; + + for (var i = 0; i < this.maxAttibs; i++) { + this.attribState[i] = false; + } + + this.setContext(gl); + // the final one is used for the rendering strips + //this.stripShader = new PIXI.StripShader(gl); +}; + + +/** +* Initialises the context and the properties +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +* @param transparent {Boolean} Whether or not the drawing context should be transparent +*/ +PIXI.WebGLShaderManager.prototype.setContext = function(gl) +{ + this.gl = gl; + + // the next one is used for rendering primatives + this.primitiveShader = new PIXI.PrimitiveShader(gl); + + // this shader is used for the default sprite rendering + this.defaultShader = new PIXI.PixiShader(gl); + + // this shader is used for the fast sprite rendering + this.fastShader = new PIXI.PixiFastShader(gl); + + + this.activateShader(this.defaultShader); +}; + + +/** +* Initialises the context and the properties +* @method setAttribs +* @param attribs {Array} TODO-Alvin +*/ +PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs) +{ + // reset temp state + + var i; + + for (i = 0; i < this.tempAttribState.length; i++) + { + this.tempAttribState[i] = false; + } + + // set the new attribs + for (i = 0; i < attribs.length; i++) + { + var attribId = attribs[i]; + this.tempAttribState[attribId] = true; + } + + var gl = this.gl; + + for (i = 0; i < this.attribState.length; i++) + { + + if(this.attribState[i] !== this.tempAttribState[i]) + { + this.attribState[i] = this.tempAttribState[i]; + + if(this.tempAttribState[i]) + { + gl.enableVertexAttribArray(i); + } + else + { + gl.disableVertexAttribArray(i); + } + } + } + + // console.log(this.tempAttribState) +}; + +/** +* TODO-Alvin +* @method activateShader +* @param shader {Object} the shader that is going to be activated +*/ +PIXI.WebGLShaderManager.prototype.activateShader = function(shader) +{ + //if(this.currentShader == shader)return; + + this.currentShader = shader; + // console.log(shader.program) + this.gl.useProgram(shader.program); + this.setAttribs(shader.attributes); + + // console.log(shader.attributes) + +}; + +/** +* Triggers the primitive shader +* @method activatePrimitiveShader +*/ +PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function() +{ + var gl = this.gl; + + gl.useProgram(this.primitiveShader.program); + + this.setAttribs(this.primitiveShader.attributes); + +}; + +/** +* Disable the primitive shader +* @method deactivatePrimitiveShader +*/ +PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function() +{ + var gl = this.gl; + + gl.useProgram(this.defaultShader.program); + + this.setAttribs(this.defaultShader.attributes); +}; + +/** +* Destroys +* @method destroy +*/ +PIXI.WebGLShaderManager.prototype.destroy = function() +{ + this.attribState = null; + + this.tempAttribState = null; + + this.primitiveShader.destroy(); + + this.defaultShader.destroy(); + + this.fastShader.destroy(); + + this.gl = null; +}; + + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original pixi version! + * + * Heavily inspired by LibGDX's WebGLSpriteBatch: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java + */ + + /** + * + * @class WebGLSpriteBatch + * @private + * @constructor + * @param gl {WebGLContext} the current WebGL drawing context + * + */ +PIXI.WebGLSpriteBatch = function(gl) +{ + + /** + * TODO-Alvin + * + * @property vertSize + * @type Number + */ + this.vertSize = 6; + + /** + * TODO-Alvin + * @property size + * @type Number + */ + this.size = 10000;//Math.pow(2, 16) / this.vertSize; + + // console.log(this.size); + //the total number of floats in our batch + var numVerts = this.size * 4 * this.vertSize; + //the total number of indices in our batch + var numIndices = this.size * 6; + + //vertex data + + /** + * Holds the vertices + * + * @property vertices + * @type Float32Array + */ + this.vertices = new Float32Array(numVerts); + + //index data + /** + * Holds the indices + * + * @property indices + * @type Uint16Array + */ + this.indices = new Uint16Array(numIndices); + + this.lastIndexCount = 0; + + for (var i=0, j=0; i < numIndices; i += 6, j += 4) + { + this.indices[i + 0] = j + 0; + this.indices[i + 1] = j + 1; + this.indices[i + 2] = j + 2; + this.indices[i + 3] = j + 0; + this.indices[i + 4] = j + 2; + this.indices[i + 5] = j + 3; + } + + + this.drawing = false; + this.currentBatchSize = 0; + this.currentBaseTexture = null; + + this.setContext(gl); +}; + +/** +* +* @method setContext +* +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLSpriteBatch.prototype.setContext = function(gl) +{ + this.gl = gl; + + // create a couple of buffers + this.vertexBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + // 65535 is max index, so 65535 / 6 = 10922. + + + //upload the index data + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); + + this.currentBlendMode = 99999; +}; + +/** +* +* @method begin +* +* @param renderSession {RenderSession} the RenderSession +*/ +PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession) +{ + this.renderSession = renderSession; + this.shader = this.renderSession.shaderManager.defaultShader; + + this.start(); +}; + +/** +* +* @method end +* +*/ +PIXI.WebGLSpriteBatch.prototype.end = function() +{ + this.flush(); +}; + +/** +* +* @method render +* +* @param sprite {Sprite} the sprite to render TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.render = function(sprite) +{ + // check texture.. + if(sprite.texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) + { + this.flush(); + this.currentBaseTexture = sprite.texture.baseTexture; + } + + + // check blend mode + if(sprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(sprite.blendMode); + } + + // get the uvs for the texture + var uvs = sprite._uvs || sprite.texture._uvs; + // if the uvs have not updated then no point rendering just yet! + if(!uvs)return; + + // get the sprites current alpha + var alpha = sprite.worldAlpha; + var tint = sprite.tint; + + var verticies = this.vertices; + + var width = sprite.texture.frame.width; + var height = sprite.texture.frame.height; + + // TODO trim?? + var aX = sprite.anchor.x; + var aY = sprite.anchor.y; + + var w0, w1, h0, h1; + + if (sprite.texture.trim) + { + // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. + var trim = sprite.texture.trim; + + w1 = trim.x - aX * trim.width; + w0 = w1 + width; + + h1 = trim.y - aY * trim.height; + h0 = h1 + height; + } + else + { + w0 = (width ) * (1-aX); + w1 = (width ) * -aX; + + h0 = height * (1-aY); + h1 = height * -aY; + } + + var index = this.currentBatchSize * 4 * this.vertSize; + + var worldTransform = sprite.worldTransform;//.toArray(); + + var a = worldTransform.a;//[0]; + var b = worldTransform.c;//[3]; + var c = worldTransform.b;//[1]; + var d = worldTransform.d;//[4]; + var tx = worldTransform.tx;//[2]; + var ty = worldTransform.ty;///[5]; + + // xy + verticies[index++] = a * w1 + c * h1 + tx; + verticies[index++] = d * h1 + b * w1 + ty; + // uv + verticies[index++] = uvs.x0; + verticies[index++] = uvs.y0; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h1 + tx; + verticies[index++] = d * h1 + b * w0 + ty; + // uv + verticies[index++] = uvs.x1; + verticies[index++] = uvs.y1; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h0 + tx; + verticies[index++] = d * h0 + b * w0 + ty; + // uv + verticies[index++] = uvs.x2; + verticies[index++] = uvs.y2; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w1 + c * h0 + tx; + verticies[index++] = d * h0 + b * w1 + ty; + // uv + verticies[index++] = uvs.x3; + verticies[index++] = uvs.y3; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // increment the batchsize + this.currentBatchSize++; + + +}; + +/** +* +* @method renderTilingSprite +* +* @param sprite {TilingSprite} the sprite to render TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite) +{ + var texture = tilingSprite.tilingTexture; + + if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) + { + this.flush(); + this.currentBaseTexture = texture.baseTexture; + } + + // check blend mode + if(tilingSprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(tilingSprite.blendMode); + } + + // set the textures uvs temporarily + // TODO create a separate texture so that we can tile part of a texture + + if(!tilingSprite._uvs)tilingSprite._uvs = new Float32Array(8); + + var uvs = tilingSprite._uvs; + + tilingSprite.tilePosition.x %= texture.baseTexture.width; + tilingSprite.tilePosition.y %= texture.baseTexture.height; + + var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width; + var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height; + + var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x); + var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y); + + uvs.x0 = 0 - offsetX; + uvs.y0 = 0 - offsetY; + + uvs.x1 = (1 * scaleX) - offsetX; + uvs.y1 = 0 - offsetY; + + uvs.x2 = (1 * scaleX) - offsetX; + uvs.y2 = (1 * scaleY) - offsetY; + + uvs.x3 = 0 - offsetX; + uvs.y3 = (1 *scaleY) - offsetY; + + + // get the tilingSprites current alpha + var alpha = tilingSprite.worldAlpha; + var tint = tilingSprite.tint; + + var verticies = this.vertices; + + var width = tilingSprite.width; + var height = tilingSprite.height; + + // TODO trim?? + var aX = tilingSprite.anchor.x; // - tilingSprite.texture.trim.x + var aY = tilingSprite.anchor.y; //- tilingSprite.texture.trim.y + var w0 = width * (1-aX); + var w1 = width * -aX; + + var h0 = height * (1-aY); + var h1 = height * -aY; + + var index = this.currentBatchSize * 4 * this.vertSize; + + var worldTransform = tilingSprite.worldTransform; + + var a = worldTransform.a;//[0]; + var b = worldTransform.c;//[3]; + var c = worldTransform.b;//[1]; + var d = worldTransform.d;//[4]; + var tx = worldTransform.tx;//[2]; + var ty = worldTransform.ty;///[5]; + + // xy + verticies[index++] = a * w1 + c * h1 + tx; + verticies[index++] = d * h1 + b * w1 + ty; + // uv + verticies[index++] = uvs.x0; + verticies[index++] = uvs.y0; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h1 + tx; + verticies[index++] = d * h1 + b * w0 + ty; + // uv + verticies[index++] = uvs.x1; + verticies[index++] = uvs.y1; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w0 + c * h0 + tx; + verticies[index++] = d * h0 + b * w0 + ty; + // uv + verticies[index++] = uvs.x2; + verticies[index++] = uvs.y2; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // xy + verticies[index++] = a * w1 + c * h0 + tx; + verticies[index++] = d * h0 + b * w1 + ty; + // uv + verticies[index++] = uvs.x3; + verticies[index++] = uvs.y3; + // color + verticies[index++] = alpha; + verticies[index++] = tint; + + // increment the batchs + this.currentBatchSize++; +}; + + +/** +* +* +* @method flush TODO-Alvin +* +*/ +PIXI.WebGLSpriteBatch.prototype.flush = function() +{ + // If the batch is length 0 then return as there is nothing to draw + if (this.currentBatchSize===0)return; + + var gl = this.gl; + + // bind the current texture + gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); + + // upload the verts to the buffer + + if(this.currentBatchSize > ( this.size * 0.5 ) ) + { + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); + } + else + { + var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + } + + // var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + //gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + + // now draw those suckas! + gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); + + // then reset the batch! + this.currentBatchSize = 0; + + // increment the draw count + this.renderSession.drawCount++; +}; + +/** +* +* @method stop +* +*/ +PIXI.WebGLSpriteBatch.prototype.stop = function() +{ + this.flush(); +}; + +/** +* +* @method start +* +*/ +PIXI.WebGLSpriteBatch.prototype.start = function() +{ + var gl = this.gl; + + // bind the main texture + gl.activeTexture(gl.TEXTURE0); + + // bind the buffers + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // set the projection + var projection = this.renderSession.projection; + gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); + + // set the pointers + var stride = this.vertSize * 4; + gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); + gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); + gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); + + // set the blend mode.. + if(this.currentBlendMode !== PIXI.blendModes.NORMAL) + { + this.setBlendMode(PIXI.blendModes.NORMAL); + } +}; + +/** +* +* @method setBlendMode +* +* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD +* TODO-Alvin +*/ +PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode) +{ + this.flush(); + + this.currentBlendMode = blendMode; + + var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; + this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); +}; + +/** +* Destroys the SpriteBatch +* @method destroy +*/ +PIXI.WebGLSpriteBatch.prototype.destroy = function() +{ + + this.vertices = null; + this.indices = null; + + this.gl.deleteBuffer( this.vertexBuffer ); + this.gl.deleteBuffer( this.indexBuffer ); + + this.currentBaseTexture = null; + + this.gl = null; +}; + + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original pixi version! + * + * Heavily inspired by LibGDX's WebGLSpriteBatch: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java + */ + +PIXI.WebGLFastSpriteBatch = function(gl) +{ + + + this.vertSize = 10; + this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; + this.size = this.maxSize; + + // console.log(this.size); + //the total number of floats in our batch + var numVerts = this.size * 4 * this.vertSize; + //the total number of indices in our batch + var numIndices = this.maxSize * 6; + + //vertex data + this.vertices = new Float32Array(numVerts); + //index data + this.indices = new Uint16Array(numIndices); + + this.vertexBuffer = null; + this.indexBuffer = null; + + this.lastIndexCount = 0; + + for (var i=0, j=0; i < numIndices; i += 6, j += 4) + { + this.indices[i + 0] = j + 0; + this.indices[i + 1] = j + 1; + this.indices[i + 2] = j + 2; + this.indices[i + 3] = j + 0; + this.indices[i + 4] = j + 2; + this.indices[i + 5] = j + 3; + } + + this.drawing = false; + this.currentBatchSize = 0; + this.currentBaseTexture = null; + + this.currentBlendMode = 0; + this.renderSession = null; + + + this.shader = null; + + this.matrix = null; + + this.setContext(gl); +}; + +PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl) +{ + this.gl = gl; + + // create a couple of buffers + this.vertexBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + // 65535 is max index, so 65535 / 6 = 10922. + + + //upload the index data + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); + + this.currentBlendMode = 99999; +}; + +PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession) +{ + this.renderSession = renderSession; + this.shader = this.renderSession.shaderManager.fastShader; + + this.matrix = spriteBatch.worldTransform.toArray(true); + + // console.log(this.tempMatrix) + this.start(); +}; + +PIXI.WebGLFastSpriteBatch.prototype.end = function() +{ + this.flush(); +}; + + +PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch) +{ + + var children = spriteBatch.children; + var sprite = children[0]; + + // if the uvs have not updated then no point rendering just yet! + + // check texture. + if(!sprite.texture._uvs)return; + + this.currentBaseTexture = sprite.texture.baseTexture; + // check blend mode + if(sprite.blendMode !== this.currentBlendMode) + { + this.setBlendMode(sprite.blendMode); + } + + for(var i=0,j= children.length; i= this.size) + { + this.flush(); + } +}; + +PIXI.WebGLFastSpriteBatch.prototype.flush = function() +{ + + // If the batch is length 0 then return as there is nothing to draw + if (this.currentBatchSize===0)return; + + var gl = this.gl; + + // bind the current texture + + if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl); + + gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); + + // upload the verts to the buffer + + + if(this.currentBatchSize > ( this.size * 0.5 ) ) + { + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); + } + else + { + var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); + } + + + // now draw those suckas! + gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); + + // then reset the batch! + this.currentBatchSize = 0; + + // increment the draw count + this.renderSession.drawCount++; +}; + + +PIXI.WebGLFastSpriteBatch.prototype.stop = function() +{ + this.flush(); +}; + +PIXI.WebGLFastSpriteBatch.prototype.start = function() +{ + var gl = this.gl; + + // bind the main texture + gl.activeTexture(gl.TEXTURE0); + + // bind the buffers + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // set the projection + var projection = this.renderSession.projection; + gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); + + // set the matrix + gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix); + + // set the pointers + var stride = this.vertSize * 4; + + gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); + gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4); + gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4); + gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4); + gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4); + gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4); + + // set the blend mode.. + if(this.currentBlendMode !== PIXI.blendModes.NORMAL) + { + this.setBlendMode(PIXI.blendModes.NORMAL); + } +}; + +PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode) +{ + this.flush(); + + this.currentBlendMode = blendMode; + + var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; + this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); +}; + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class WebGLFilterManager +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @param transparent {Boolean} Whether or not the drawing context should be transparent +* @private +*/ +PIXI.WebGLFilterManager = function(gl, transparent) +{ + this.transparent = transparent; + + this.filterStack = []; + + this.offsetX = 0; + this.offsetY = 0; + + this.setContext(gl); +}; + +// API +/** +* Initialises the context and the properties +* @method setContext +* @param gl {WebGLContext} the current WebGL drawing context +*/ +PIXI.WebGLFilterManager.prototype.setContext = function(gl) +{ + this.gl = gl; + this.texturePool = []; + + this.initShaderBuffers(); +}; + +/** +* +* @method begin +* @param renderSession {RenderSession} +* @param buffer {ArrayBuffer} +*/ +PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer) +{ + this.renderSession = renderSession; + this.defaultShader = renderSession.shaderManager.defaultShader; + + var projection = this.renderSession.projection; + + this.width = projection.x * 2; + this.height = -projection.y * 2; + this.buffer = buffer; +}; + +/** +* Applies the filter and adds it to the current filter stack +* @method pushFilter +* @param filterBlock {Object} TODO-Alvin +*/ +PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock) +{ + var gl = this.gl; + + var projection = this.renderSession.projection; + var offset = this.renderSession.offset; + + + // filter program + // OPTIMISATION - the first filter is free if its a simple color change? + this.filterStack.push(filterBlock); + + var filter = filterBlock.filterPasses[0]; + + this.offsetX += filterBlock.target.filterArea.x; + this.offsetY += filterBlock.target.filterArea.y; + + var texture = this.texturePool.pop(); + if(!texture) + { + texture = new PIXI.FilterTexture(this.gl, this.width, this.height); + } + else + { + texture.resize(this.width, this.height); + } + + gl.bindTexture(gl.TEXTURE_2D, texture.texture); + +// this.getBounds(filterBlock.target); + + filterBlock.target.filterArea = filterBlock.target.getBounds(); + // console.log(filterBlock.target.filterArea) + // console.log(filterBlock.target.filterArea); + // addpadding? + //displayObject.filterArea.x + + var filterArea = filterBlock.target.filterArea; + + var padidng = filter.padding; + filterArea.x -= padidng; + filterArea.y -= padidng; + filterArea.width += padidng * 2; + filterArea.height += padidng * 2; + + // cap filter to screen size.. + if(filterArea.x < 0)filterArea.x = 0; + if(filterArea.width > this.width)filterArea.width = this.width; + if(filterArea.y < 0)filterArea.y = 0; + if(filterArea.height > this.height)filterArea.height = this.height; + + //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer); + + //console.log(filterArea) + // set view port + gl.viewport(0, 0, filterArea.width, filterArea.height); + + projection.x = filterArea.width/2; + projection.y = -filterArea.height/2; + + offset.x = -filterArea.x; + offset.y = -filterArea.y; + + //console.log(PIXI.defaultShader.projectionVector) + // update projection + gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2); + gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y); + //PIXI.primitiveProgram + + gl.colorMask(true, true, true, true); + gl.clearColor(0,0,0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); + + //filter.texture = texture; + filterBlock._glFilterTexture = texture; + + //console.log("PUSH") +}; + + +/** +* Removes the last filter from the filter stack and doesn't return it +* @method popFilter +*/ +PIXI.WebGLFilterManager.prototype.popFilter = function() +{ + var gl = this.gl; + var filterBlock = this.filterStack.pop(); + var filterArea = filterBlock.target.filterArea; + var texture = filterBlock._glFilterTexture; + var projection = this.renderSession.projection; + var offset = this.renderSession.offset; + + if(filterBlock.filterPasses.length > 1) + { + gl.viewport(0, 0, filterArea.width, filterArea.height); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + + this.vertexArray[0] = 0; + this.vertexArray[1] = filterArea.height; + + this.vertexArray[2] = filterArea.width; + this.vertexArray[3] = filterArea.height; + + this.vertexArray[4] = 0; + this.vertexArray[5] = 0; + + this.vertexArray[6] = filterArea.width; + this.vertexArray[7] = 0; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + // now set the uvs.. + this.uvArray[2] = filterArea.width/this.width; + this.uvArray[5] = filterArea.height/this.height; + this.uvArray[6] = filterArea.width/this.width; + this.uvArray[7] = filterArea.height/this.height; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); + + var inputTexture = texture; + var outputTexture = this.texturePool.pop(); + if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height); + + // need to clear this FBO as it may have some left over elements from a previous filter. + gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.disable(gl.BLEND); + + for (var i = 0; i < filterBlock.filterPasses.length-1; i++) + { + var filterPass = filterBlock.filterPasses[i]; + + gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); + + // set texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture); + + // draw texture.. + //filterPass.applyFilterPass(filterArea.width, filterArea.height); + this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height); + + // swap the textures.. + var temp = inputTexture; + inputTexture = outputTexture; + outputTexture = temp; + } + + gl.enable(gl.BLEND); + + texture = inputTexture; + this.texturePool.push(outputTexture); + } + + var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1]; + + this.offsetX -= filterArea.x; + this.offsetY -= filterArea.y; + + + var sizeX = this.width; + var sizeY = this.height; + + var offsetX = 0; + var offsetY = 0; + + var buffer = this.buffer; + + // time to render the filters texture to the previous scene + if(this.filterStack.length === 0) + { + gl.colorMask(true, true, true, this.transparent); + } + else + { + var currentFilter = this.filterStack[this.filterStack.length-1]; + filterArea = currentFilter.target.filterArea; + + sizeX = filterArea.width; + sizeY = filterArea.height; + + offsetX = filterArea.x; + offsetY = filterArea.y; + + buffer = currentFilter._glFilterTexture.frameBuffer; + } + + + + // TODO need toremove thease global elements.. + projection.x = sizeX/2; + projection.y = -sizeY/2; + + offset.x = offsetX; + offset.y = offsetY; + + filterArea = filterBlock.target.filterArea; + + var x = filterArea.x-offsetX; + var y = filterArea.y-offsetY; + + // update the buffers.. + // make sure to flip the y! + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + + this.vertexArray[0] = x; + this.vertexArray[1] = y + filterArea.height; + + this.vertexArray[2] = x + filterArea.width; + this.vertexArray[3] = y + filterArea.height; + + this.vertexArray[4] = x; + this.vertexArray[5] = y; + + this.vertexArray[6] = x + filterArea.width; + this.vertexArray[7] = y; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + + this.uvArray[2] = filterArea.width/this.width; + this.uvArray[5] = filterArea.height/this.height; + this.uvArray[6] = filterArea.width/this.width; + this.uvArray[7] = filterArea.height/this.height; + + gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); + + gl.viewport(0, 0, sizeX, sizeY); + // bind the buffer + gl.bindFramebuffer(gl.FRAMEBUFFER, buffer ); + + // set the blend mode! + //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) + + // set texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture.texture); + + // apply! + //filter.applyFilterPass(sizeX, sizeY); + this.applyFilterPass(filter, filterArea, sizeX, sizeY); + + // now restore the regular shader.. + gl.useProgram(this.defaultShader.program); + gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2); + gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY); + + // return the texture to the pool + this.texturePool.push(texture); + filterBlock._glFilterTexture = null; +}; + + +/** +* Applies the filter to the specified area +* @method applyFilterPass +* @param filter {AbstractFilter} the filter that needs to be applied +* @param filterArea {texture} TODO - might need an update +* @param width {Number} the horizontal range of the filter +* @param height {Number} the vertical range of the filter +*/ +PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height) +{ + // use program + var gl = this.gl; + var shader = filter.shaders[gl.id]; + + if(!shader) + { + shader = new PIXI.PixiShader(gl); + + shader.fragmentSrc = filter.fragmentSrc; + shader.uniforms = filter.uniforms; + shader.init(); + + filter.shaders[gl.id] = shader; + } + + // set the shader + gl.useProgram(shader.program); + + gl.uniform2f(shader.projectionVector, width/2, -height/2); + gl.uniform2f(shader.offsetVector, 0,0); + + if(filter.uniforms.dimensions) + { + //console.log(filter.uniforms.dimensions) + filter.uniforms.dimensions.value[0] = this.width;//width; + filter.uniforms.dimensions.value[1] = this.height;//height; + filter.uniforms.dimensions.value[2] = this.vertexArray[0]; + filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height; + // console.log(this.vertexArray[5]) + } + + shader.syncUniforms(); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); + gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + + // draw the filter... + gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + this.renderSession.drawCount++; +}; + +/** +* Initialises the shader buffers +* @method initShaderBuffers +*/ +PIXI.WebGLFilterManager.prototype.initShaderBuffers = function() +{ + var gl = this.gl; + + // create some buffers + this.vertexBuffer = gl.createBuffer(); + this.uvBuffer = gl.createBuffer(); + this.colorBuffer = gl.createBuffer(); + this.indexBuffer = gl.createBuffer(); + + + // bind and upload the vertexs.. + // keep a reference to the vertexFloatData.. + this.vertexArray = new Float32Array([0.0, 0.0, + 1.0, 0.0, + 0.0, 1.0, + 1.0, 1.0]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.vertexArray, + gl.STATIC_DRAW); + + + // bind and upload the uv buffer + this.uvArray = new Float32Array([0.0, 0.0, + 1.0, 0.0, + 0.0, 1.0, + 1.0, 1.0]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.uvArray, + gl.STATIC_DRAW); + + this.colorArray = new Float32Array([1.0, 0xFFFFFF, + 1.0, 0xFFFFFF, + 1.0, 0xFFFFFF, + 1.0, 0xFFFFFF]); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); + gl.bufferData( + gl.ARRAY_BUFFER, + this.colorArray, + gl.STATIC_DRAW); + + // bind and upload the index + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); + gl.bufferData( + gl.ELEMENT_ARRAY_BUFFER, + new Uint16Array([0, 1, 2, 1, 3, 2]), + gl.STATIC_DRAW); +}; + +/** +* TODO-Alvin +* @method destroy +*/ +PIXI.WebGLFilterManager.prototype.destroy = function() +{ + var gl = this.gl; + + this.filterStack = null; + + this.offsetX = 0; + this.offsetY = 0; + + // destroy textures + for (var i = 0; i < this.texturePool.length; i++) { + this.texturePool.destroy(); + } + + this.texturePool = null; + + //destroy buffers.. + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.uvBuffer); + gl.deleteBuffer(this.colorBuffer); + gl.deleteBuffer(this.indexBuffer); +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** +* @class FilterTexture +* @constructor +* @param gl {WebGLContext} the current WebGL drawing context +* @param width {Number} the horizontal range of the filter +* @param height {Number} the vertical range of the filter +* @private +*/ +PIXI.FilterTexture = function(gl, width, height) +{ + /** + * @property gl + * @type WebGLContext + */ + this.gl = gl; + + // next time to create a frame buffer and texture + this.frameBuffer = gl.createFramebuffer(); + this.texture = gl.createTexture(); + + gl.bindTexture(gl.TEXTURE_2D, this.texture); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0); + + this.resize(width, height); +}; + + +/** +* Clears the filter texture +* @method clear +*/ +PIXI.FilterTexture.prototype.clear = function() +{ + var gl = this.gl; + + gl.clearColor(0,0,0, 0); + gl.clear(gl.COLOR_BUFFER_BIT); +}; + +/** + * Resizes the texture to the specified width and height + * + * @method resize + * @param width {Number} the new width of the texture + * @param height {Number} the new height of the texture + */ +PIXI.FilterTexture.prototype.resize = function(width, height) +{ + if(this.width === width && this.height === height) return; + + this.width = width; + this.height = height; + + var gl = this.gl; + + gl.bindTexture(gl.TEXTURE_2D, this.texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + +}; + +/** +* Destroys the filter texture +* @method destroy +*/ +PIXI.FilterTexture.prototype.destroy = function() +{ + var gl = this.gl; + gl.deleteFramebuffer( this.frameBuffer ); + gl.deleteTexture( this.texture ); + + this.frameBuffer = null; + this.texture = null; +}; + +/** + * @author Mat Groves + * + * + */ +/** + * A set of functions used to handle masking + * + * @class CanvasMaskManager + */ +PIXI.CanvasMaskManager = function() +{ + +}; + +/** + * TODO-Alvin + * + * @method pushMask + * @param maskData TODO-Alvin + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context) +{ + context.save(); + + //maskData.visible = false; + // maskData.alpha = 0; + + var cacheAlpha = maskData.alpha; + var transform = maskData.worldTransform; + + context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty); + + PIXI.CanvasGraphics.renderGraphicsMask(maskData, context); + + context.clip(); + + maskData.worldAlpha = cacheAlpha; +}; + +/** + * Restores the current drawing context to the state it was before the mask was applied + * + * @method popMask + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasMaskManager.prototype.popMask = function(context) +{ + context.restore(); +}; + +/** + * @author Mat Groves + * + * + */ + +/** + * @class CanvasTinter + * @constructor + * @static + */ +PIXI.CanvasTinter = function() +{ + /// this.textureCach +}; + +//PIXI.CanvasTinter.cachTint = true; + + +/** + * TODO-Alvin + * @method getTintedTexture + * @param sprite {Sprite} the sprite to tint + * @param color {Number} the color to use to tint the sprite with + */ +PIXI.CanvasTinter.getTintedTexture = function(sprite, color) +{ + // + // cache on sprite + // cache on texture + // no cache + + var texture = sprite.texture; + + color = PIXI.CanvasTinter.roundColor(color); + + var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + + texture.tintCache = texture.tintCache || {}; + + if(texture.tintCache[stringColor]) return texture.tintCache[stringColor]; + + // clone texture.. + var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas"); + + //PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); + + + PIXI.CanvasTinter.tintMethod(texture, color, canvas); + + if(PIXI.CanvasTinter.convertTintToImage) + { + // is this better? + var tintImage = new Image(); + tintImage.src = canvas.toDataURL(); + + texture.tintCache[stringColor] = tintImage; + } + else + { + + texture.tintCache[stringColor] = canvas; + // if we are not converting the texture to an image then we need to lose the reference to the canvas + PIXI.CanvasTinter.canvas = null; + + } + + return canvas; +}; + +/** + * Tint a texture using the "multiply" operation + * @method tintWithMultiply + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + + context.fillRect(0, 0, frame.width, frame.height); + + context.globalCompositeOperation = "multiply"; + + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + context.globalCompositeOperation = "destination-atop"; + + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); +}; + +/** + * Tint a texture using the "overlay" operation + * @method tintWithOverlay + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + + + context.globalCompositeOperation = "copy"; + context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, frame.width, frame.height); + + context.globalCompositeOperation = "destination-atop"; + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + + //context.globalCompositeOperation = "copy"; + +}; + +/** + * Tint a texture pixel per pixel + * @method tintPerPixel + * @param texture {texture} the texture to tint + * @param color {Number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ +PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas) +{ + var context = canvas.getContext( "2d" ); + + var frame = texture.frame; + + canvas.width = frame.width; + canvas.height = frame.height; + + context.globalCompositeOperation = "copy"; + context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + frame.width, + frame.height); + + var rgbValues = PIXI.hex2rgb(color); + var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2]; + + var pixelData = context.getImageData(0, 0, frame.width, frame.height); + + var pixels = pixelData.data; + + for (var i = 0; i < pixels.length; i += 4) + { + pixels[i+0] *= r; + pixels[i+1] *= g; + pixels[i+2] *= b; + } + + context.putImageData(pixelData, 0, 0); +}; + +/** + * Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel + * @method roundColor + * @param color {number} the color to round, should be a hex color + */ +PIXI.CanvasTinter.roundColor = function(color) +{ + var step = PIXI.CanvasTinter.cacheStepsPerColorChannel; + + var rgbValues = PIXI.hex2rgb(color); + + rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); + rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); + rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); + + return PIXI.rgb2hex(rgbValues); +}; + +/** + * + * Number of steps which will be used as a cap when rounding colors + * + * @property cacheStepsPerColorChannel + * @type Number + */ +PIXI.CanvasTinter.cacheStepsPerColorChannel = 8; +/** + * + * Number of steps which will be used as a cap when rounding colors + * + * @property convertTintToImage + * @type Boolean + */ +PIXI.CanvasTinter.convertTintToImage = false; + +/** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method + * + * @property canUseMultiply + * @type Boolean + */ +PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes(); + +PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL. + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class CanvasRenderer + * @constructor + * @param width=800 {Number} the width of the canvas view + * @param height=600 {Number} the height of the canvas view + * @param [view] {HTMLCanvasElement} the canvas to use as a view, optional + * @param [transparent=false] {Boolean} the transparency of the render view, default false + */ +PIXI.CanvasRenderer = function(width, height, view, transparent) +{ + PIXI.defaultRenderer = PIXI.defaultRenderer || this; + + this.type = PIXI.CANVAS_RENDERER; + + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color. + * 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. + * + * @property clearBeforeRender + * @type Boolean + * @default + */ + this.clearBeforeRender = 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. + * + * @property roundPixels + * @type Boolean + * @default + */ + this.roundPixels = false; + + /** + * Whether the render view is transparent + * + * @property transparent + * @type Boolean + */ + this.transparent = !!transparent; + + if(!PIXI.blendModesCanvas) + { + PIXI.blendModesCanvas = []; + + if(PIXI.canUseNewCanvasBlendModes()) + { + PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? + PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "multiply"; + PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "screen"; + PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "overlay"; + PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "darken"; + PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "lighten"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "color-dodge"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "color-burn"; + PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "hard-light"; + PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "soft-light"; + PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "difference"; + PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "exclusion"; + PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "hue"; + PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "saturation"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "color"; + PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "luminosity"; + } + else + { + // this means that the browser does not support the cool new blend modes in canvas "cough" ie "cough" + PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? + PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "source-over"; + PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "source-over"; + } + } + + /** + * The width of the canvas view + * + * @property width + * @type Number + * @default 800 + */ + this.width = width || 800; + + /** + * The height of the canvas view + * + * @property height + * @type Number + * @default 600 + */ + this.height = height || 600; + + /** + * The canvas element that everything is drawn to + * + * @property view + * @type HTMLCanvasElement + */ + this.view = view || document.createElement( "canvas" ); + + /** + * The canvas 2d context that everything is drawn with + * @property context + * @type HTMLCanvasElement 2d Context + */ + this.context = this.view.getContext( "2d", { alpha: this.transparent } ); + + this.refresh = true; + // hack to enable some hardware acceleration! + //this.view.style["transform"] = "translatez(0)"; + + this.view.width = this.width; + this.view.height = this.height; + this.count = 0; + + /** + * Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer + * @property CanvasMaskManager + * @type CanvasMaskManager + */ + this.maskManager = new PIXI.CanvasMaskManager(); + + /** + * RenderSession TODO-Alvin + * @property renderSession + * @type Object + */ + this.renderSession = { + context: this.context, + maskManager: this.maskManager, + scaleMode: null, + smoothProperty: null + }; + + if("imageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "imageSmoothingEnabled"; + else if("webkitImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "webkitImageSmoothingEnabled"; + else if("mozImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "mozImageSmoothingEnabled"; + else if("oImageSmoothingEnabled" in this.context) + this.renderSession.smoothProperty = "oImageSmoothingEnabled"; +}; + +// constructor +PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer; + +/** + * Renders the stage to its canvas view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.CanvasRenderer.prototype.render = function(stage) +{ + // update textures if need be + PIXI.texturesToUpdate.length = 0; + PIXI.texturesToDestroy.length = 0; + + stage.updateTransform(); + + this.context.setTransform(1,0,0,1,0,0); + this.context.globalAlpha = 1; + + if (!this.transparent && this.clearBeforeRender) + { + this.context.fillStyle = stage.backgroundColorString; + this.context.fillRect(0, 0, this.width, this.height); + } + else if (this.transparent && this.clearBeforeRender) + { + this.context.clearRect(0, 0, this.width, this.height); + } + + this.renderDisplayObject(stage); + + // run interaction! + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + + // remove frame updates.. + if(PIXI.Texture.frameUpdates.length > 0) + { + PIXI.Texture.frameUpdates.length = 0; + } +}; + +/** + * Resizes the canvas view to the specified width and height + * + * @method resize + * @param width {Number} the new width of the canvas view + * @param height {Number} the new height of the canvas view + */ +PIXI.CanvasRenderer.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.view.width = width; + this.view.height = height; +}; + +/** + * Renders a display object + * + * @method renderDisplayObject + * @param displayObject {DisplayObject} The displayObject to render + * @param context {Context2D} the context 2d method of the canvas + * @private + */ +PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context) +{ + // no longer recursive! + //var transform; + //var context = this.context; + + this.renderSession.context = context || this.context; + displayObject._renderCanvas(this.renderSession); +}; + +/** + * Renders a flat strip + * + * @method renderStripFlat + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) +{ + var context = this.context; + var verticies = strip.verticies; + + var length = verticies.length/2; + this.count++; + + context.beginPath(); + for (var i=1; i < length-2; i++) + { + // draw some triangles! + var index = i*2; + + var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4]; + var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5]; + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + + context.fillStyle = "#FF0000"; + context.fill(); + context.closePath(); +}; + +/** + * Renders a strip + * + * @method renderStrip + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStrip = function(strip) +{ + var context = this.context; + + // draw triangles!! + var verticies = strip.verticies; + var uvs = strip.uvs; + + var length = verticies.length/2; + this.count++; + + for (var i = 1; i < length-2; i++) + { + // draw some triangles! + var index = i*2; + + var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4]; + var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5]; + + var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width; + var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height; + + context.save(); + context.beginPath(); + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + context.closePath(); + + context.clip(); + + // Compute matrix transform + var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2; + var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2; + var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2; + var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2; + var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2; + var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2; + var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2; + + context.transform(deltaA / delta, deltaD / delta, + deltaB / delta, deltaE / delta, + deltaC / delta, deltaF / delta); + + context.drawImage(strip.texture.baseTexture.source, 0, 0); + context.restore(); + } +}; + +/** + * Creates a Canvas element of the given size + * + * @method CanvasBuffer + * @param width {Number} the width for the newly created canvas + * @param height {Number} the height for the newly created canvas + * @static + * @private + */ +PIXI.CanvasBuffer = function(width, height) +{ + this.width = width; + this.height = height; + + this.canvas = document.createElement( "canvas" ); + this.context = this.canvas.getContext( "2d" ); + + this.canvas.width = width; + this.canvas.height = height; +}; + +/** + * Clears the canvas that was created by the CanvasBuffer class + * + * @method clear + * @private + */ +PIXI.CanvasBuffer.prototype.clear = function() +{ + this.context.clearRect(0,0, this.width, this.height); +}; + +/** + * Resizes the canvas that was created by the CanvasBuffer class to the specified width and height + * + * @method resize + * @param width {Number} the new width of the canvas + * @param height {Number} the new height of the canvas + * @private + */ + +PIXI.CanvasBuffer.prototype.resize = function(width, height) +{ + this.width = this.canvas.width = width; + this.height = this.canvas.height = height; +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * A set of functions used by the canvas renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.CanvasGraphics = function() +{ + +}; + + +/* + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} the actual graphics object to render + * @param context {Context2D} the 2d drawing method of the canvas + */ +PIXI.CanvasGraphics.renderGraphics = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + var color = ''; + + for (var i = 0; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); + + context.lineWidth = data.lineWidth; + + if(data.type === PIXI.Graphics.POLY) + { + context.beginPath(); + + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) + { + context.closePath(); + } + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type === PIXI.Graphics.RECT) + { + + if(data.fillColor || data.fillColor === 0) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fillRect(points[0], points[1], points[2], points[3]); + + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeRect(points[0], points[1], points[2], points[3]); + } + + } + else if(data.type === PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type === PIXI.Graphics.ELIP) + { + + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var ellipseData = data.points; + + var w = ellipseData[2] * 2; + var h = ellipseData[3] * 2; + + var x = ellipseData[0] - w/2; + var y = ellipseData[1] - h/2; + + context.beginPath(); + + var kappa = 0.5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + } +}; + +/* + * Renders a graphics mask + * + * @static + * @private + * @method renderGraphicsMask + * @param graphics {Graphics} the graphics which will be used as a mask + * @param context {Context2D} the context 2d method of the canvas + */ +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) +{ + var len = graphics.graphicsData.length; + + if(len === 0) return; + + if(len > 1) + { + len = 1; + window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object'); + } + + for (var i = 0; i < 1; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + if(data.type === PIXI.Graphics.POLY) + { + context.beginPath(); + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) + { + context.closePath(); + } + + } + else if(data.type === PIXI.Graphics.RECT) + { + context.beginPath(); + context.rect(points[0], points[1], points[2], points[3]); + context.closePath(); + } + else if(data.type === PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + } + else if(data.type === PIXI.Graphics.ELIP) + { + + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var ellipseData = data.points; + + var w = ellipseData[2] * 2; + var h = ellipseData[3] * 2; + + var x = ellipseData[0] - w/2; + var y = ellipseData[1] - h/2; + + context.beginPath(); + + var kappa = 0.5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. + * It is important to know that with the webGL renderer only simple polygons can be filled at this stage + * Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png + * + * @class Graphics + * @extends DisplayObjectContainer + * @constructor + */ +PIXI.Graphics = function() +{ + PIXI.DisplayObjectContainer.call( this ); + + this.renderable = true; + + /** + * The alpha of the fill of this graphics object + * + * @property fillAlpha + * @type Number + */ + this.fillAlpha = 1; + + /** + * The width of any lines drawn + * + * @property lineWidth + * @type Number + */ + this.lineWidth = 0; + + /** + * The color of any lines drawn + * + * @property lineColor + * @type String + */ + this.lineColor = "black"; + + /** + * Graphics data + * + * @property graphicsData + * @type Array + * @private + */ + this.graphicsData = []; + + + /** + * The tint applied to the graphic shape. This is a hex value + * + * @property tint + * @type Number + * @default 0xFFFFFF + */ + this.tint = 0xFFFFFF;// * Math.random(); + + /** + * The blend mode to be applied to the graphic shape + * + * @property blendMode + * @type Number + * @default PIXI.blendModes.NORMAL; + */ + this.blendMode = PIXI.blendModes.NORMAL; + + /** + * Current path + * + * @property currentPath + * @type Object + * @private + */ + this.currentPath = {points:[]}; + + /** + * WebGL lines ? TODO-Alvin + * + * @property _webGL + * @type Array + * @private + */ + this._webGL = []; + + /** + * Whether this shape is used as a mask + * + * @property isMask + * @type isMask + */ + this.isMask = false; + + /** + * The bounds of the graphic shape as rectangle object + * + * @property bounds + * @type Rectangle + */ + this.bounds = null; + + /** + * the bound padding TODO-Alvin + * + * @property bounds + * @type Number + */ + this.boundsPadding = 10; +}; + +// constructor +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Graphics.prototype.constructor = PIXI.Graphics; + +/** + * If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite. + * This is useful if your graphics element does not change often as it will speed up the rendering of the object + * It is also usful as the graphics object will always be antialiased because it will be rendered using canvas + * Not recommended if you are constanly redrawing the graphics element. + * + * @property cacheAsBitmap + * @default false + * @type Boolean + * @private + */ +Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", { + get: function() { + return this._cacheAsBitmap; + }, + set: function(value) { + this._cacheAsBitmap = value; + + if(this._cacheAsBitmap) + { + this._generateCachedSprite(); + } + else + { + this.destroyCachedSprite(); + this.dirty = true; + } + + } +}); + + +/** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. + * + * @method lineStyle + * @param lineWidth {Number} width of the line to draw, will update the object's stored style + * @param color {Number} color of the line to draw, will update the object's stored style + * @param alpha {Number} alpha of the line to draw, will update the object's stored style + */ +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.lineWidth = lineWidth || 0; + this.lineColor = color || 0; + this.lineAlpha = (arguments.length < 3) ? 1 : alpha; + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.graphicsData.push(this.currentPath); +}; + +/** + * Moves the current drawing position to (x, y). + * + * @method moveTo + * @param x {Number} the X coordinate to move to + * @param y {Number} the Y coordinate to move to + */ +PIXI.Graphics.prototype.moveTo = function(x, y) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.currentPath.points.push(x, y); + + this.graphicsData.push(this.currentPath); +}; + +/** + * Draws a line using the current line style from the current drawing position to (x, y); + * the current drawing position is then set to (x, y). + * + * @method lineTo + * @param x {Number} the X coordinate to draw to + * @param y {Number} the Y coordinate to draw to + */ +PIXI.Graphics.prototype.lineTo = function(x, y) +{ + this.currentPath.points.push(x, y); + this.dirty = true; +}; + +/** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @method beginFill + * @param color {Number} the color of the fill + * @param alpha {Number} the alpha of the fill + */ +PIXI.Graphics.prototype.beginFill = function(color, alpha) +{ + + this.filling = true; + this.fillColor = color || 0; + this.fillAlpha = (arguments.length < 2) ? 1 : alpha; +}; + +/** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @method endFill + */ +PIXI.Graphics.prototype.endFill = function() +{ + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; +}; + +/** + * @method drawRect + * + * @param x {Number} The X coord of the top-left of the rectangle + * @param y {Number} The Y coord of the top-left of the rectangle + * @param width {Number} The width of the rectangle + * @param height {Number} The height of the rectangle + */ +PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) +{ + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.RECT}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Draws a circle. + * + * @method drawCircle + * @param x {Number} The X coordinate of the center of the circle + * @param y {Number} The Y coordinate of the center of the circle + * @param radius {Number} The radius of the circle + */ +PIXI.Graphics.prototype.drawCircle = function( x, y, radius) +{ + + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Draws an ellipse. + * + * @method drawEllipse + * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The width of the ellipse + * @param height {Number} The height of the ellipse + */ +PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height) +{ + + if (!this.currentPath.points.length) this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.ELIP}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +}; + +/** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @method clear + */ +PIXI.Graphics.prototype.clear = function() +{ + this.lineWidth = 0; + this.filling = false; + + this.dirty = true; + this.clearDirty = true; + this.graphicsData = []; + + this.bounds = null; //new PIXI.Rectangle(); +}; + +/** + * Useful function that returns a texture of the graphics object that can then be used to create sprites + * This can be quite useful if your geometry is complicated and needs to be reused multiple times. + * + * @method generateTexture + * @return {Texture} a texture of the graphics object + */ +PIXI.Graphics.prototype.generateTexture = function() +{ + var bounds = this.getBounds(); + + var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); + var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + canvasBuffer.context.translate(-bounds.x,-bounds.y); + + PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context); + + return texture; +}; + +/** +* Renders the object using the WebGL renderer +* +* @method _renderWebGL +* @param renderSession {RenderSession} +* @private +*/ +PIXI.Graphics.prototype._renderWebGL = function(renderSession) +{ + // if the sprite is not visible or the alpha is 0 then no need to render this element + if(this.visible === false || this.alpha === 0 || this.isMask === true)return; + + if(this._cacheAsBitmap) + { + + if(this.dirty) + { + this._generateCachedSprite(); + // we will also need to update the texture on the gpu too! + PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl); + + this.dirty = false; + } + + PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); + + return; + } + else + { + renderSession.spriteBatch.stop(); + + if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession); + if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock); + + // check blend mode + if(this.blendMode !== renderSession.spriteBatch.currentBlendMode) + { + renderSession.spriteBatch.currentBlendMode = this.blendMode; + var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; + renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); + } + + PIXI.WebGLGraphics.renderGraphics(this, renderSession); + + // only render if it has children! + if(this.children.length) + { + renderSession.spriteBatch.start(); + + // simple render children! + for(var i=0, j=this.children.length; i 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; + + return bounds; +}; + +/** + * Update the bounds of the object + * + * @method updateBounds + */ +PIXI.Graphics.prototype.updateBounds = function() +{ + + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + var points, x, y, w, h; + + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var type = data.type; + var lineWidth = data.lineWidth; + + points = data.points; + + if(type === PIXI.Graphics.RECT) + { + x = points[0] - lineWidth/2; + y = points[1] - lineWidth/2; + w = points[2] + lineWidth; + h = points[3] + lineWidth; + + minX = x < minX ? x : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y < minY ? x : minY; + maxY = y + h > maxY ? y + h : maxY; + } + else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP) + { + x = points[0]; + y = points[1]; + w = points[2] + lineWidth/2; + h = points[3] + lineWidth/2; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } + else + { + // POLY + for (var j = 0; j < points.length; j+=2) + { + + x = points[j]; + y = points[j+1]; + minX = x-lineWidth < minX ? x-lineWidth : minX; + maxX = x+lineWidth > maxX ? x+lineWidth : maxX; + + minY = y-lineWidth < minY ? y-lineWidth : minY; + maxY = y+lineWidth > maxY ? y+lineWidth : maxY; + } + } + } + + var padding = this.boundsPadding; + this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2); +}; + + +/** + * Generates the cached sprite that was made using the generate TODO-Alvin + * + * @method _generateCachedSprite + * @private + */ +PIXI.Graphics.prototype._generateCachedSprite = function() +{ + var bounds = this.getLocalBounds(); + + if(!this._cachedSprite) + { + var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); + var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + this._cachedSprite = new PIXI.Sprite(texture); + this._cachedSprite.buffer = canvasBuffer; + + this._cachedSprite.worldTransform = this.worldTransform; + } + else + { + this._cachedSprite.buffer.resize(bounds.width, bounds.height); + } + + // leverage the anchor to account for the offset of the element + this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); + this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); + + // this._cachedSprite.buffer.context.save(); + this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y); + + PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); + // this._cachedSprite.buffer.context.restore(); +}; + +PIXI.Graphics.prototype.destroyCachedSprite = function() +{ + this._cachedSprite.texture.destroy(true); + + // let the gc collect the unused sprite + // TODO could be object pooled! + this._cachedSprite = null; +}; + + +// SOME TYPES: +PIXI.Graphics.POLY = 0; +PIXI.Graphics.RECT = 1; +PIXI.Graphics.CIRC = 2; +PIXI.Graphics.ELIP = 3; + +/** + * @author Mat Groves http://matgroves.com/ + */ + + /** + * + * @class Strip + * @constructor + * @param texture {Texture} TODO-Alvin + * @param width {Number} the width of the TODO-Alvin + * @param height {Number} the height of the TODO-Alvin + * + */ + +PIXI.Strip = function(texture, width, height) +{ + PIXI.DisplayObjectContainer.call( this ); + this.texture = texture; + this.blendMode = PIXI.blendModes.NORMAL; + + try + { + this.uvs = new Float32Array([0, 1, + 1, 1, + 1, 0, 0,1]); + + this.verticies = new Float32Array([0, 0, + 0,0, + 0,0, 0, + 0, 0]); + + this.colors = new Float32Array([1, 1, 1, 1]); + + this.indices = new Uint16Array([0, 1, 2, 3]); + } + catch(error) + { + this.uvs = [0, 1, + 1, 1, + 1, 0, 0,1]; + + this.verticies = [0, 0, + 0,0, + 0,0, 0, + 0, 0]; + + this.colors = [1, 1, 1, 1]; + + this.indices = [0, 1, 2, 3]; + } + + + /* + this.uvs = new Float32Array() + this.verticies = new Float32Array() + this.colors = new Float32Array() + this.indices = new Uint16Array() + */ + this.width = width; + this.height = height; + + // load the texture! + if(texture.baseTexture.hasLoaded) + { + this.width = this.texture.frame.width; + this.height = this.texture.frame.height; + this.updateFrame = true; + } + else + { + this.onTextureUpdateBind = this.onTextureUpdate.bind(this); + this.texture.addEventListener( 'update', this.onTextureUpdateBind ); + } + + this.renderable = true; +}; + +// constructor +PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Strip.prototype.constructor = PIXI.Strip; + +/* + * Sets the texture that the Strip will use + * TODO-Alvin + * + * @method setTexture + * @param texture {Texture} the texture that will be used + * @private + */ +PIXI.Strip.prototype.setTexture = function(texture) +{ + //TODO SET THE TEXTURES + //TODO VISIBILITY + + // stop current texture + this.texture = texture; + this.width = texture.frame.width; + this.height = texture.frame.height; + this.updateFrame = true; +}; + +/** + * When the texture is updated, this event will fire to update the scale and frame + * + * @method onTextureUpdate + * @param event + * @private + */ +PIXI.Strip.prototype.onTextureUpdate = function() +{ + this.updateFrame = true; +}; +// some helper functions.. + +/* @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * + * @class Rope + * @constructor + * @param texture {Texture} TODO-Alvin + * @param y {Array} TODO-Alvin + * + */ +PIXI.Rope = function(texture, points) +{ + PIXI.Strip.call( this, texture ); + this.points = points; + + try + { + this.verticies = new Float32Array(points.length * 4); + this.uvs = new Float32Array(points.length * 4); + this.colors = new Float32Array(points.length * 2); + this.indices = new Uint16Array(points.length * 2); + } + catch(error) + { + this.verticies = new Array(points.length * 4); + this.uvs = new Array(points.length * 4); + this.colors = new Array(points.length * 2); + this.indices = new Array(points.length * 2); + } + + this.refresh(); +}; + + +// constructor +PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype ); +PIXI.Rope.prototype.constructor = PIXI.Rope; + +/* + * Refreshes TODO-Alvin + * + * @method refresh + */ +PIXI.Rope.prototype.refresh = function() +{ + var points = this.points; + if(points.length < 1) return; + + var uvs = this.uvs; + + var lastPoint = points[0]; + var indices = this.indices; + var colors = this.colors; + + this.count-=0.2; + + + uvs[0] = 0; + uvs[1] = 1; + uvs[2] = 0; + uvs[3] = 1; + + colors[0] = 1; + colors[1] = 1; + + indices[0] = 0; + indices[1] = 1; + + var total = points.length, + point, index, amount; + + for (var i = 1; i < total; i++) + { + + point = points[i]; + index = i * 4; + // time to do some smart drawing! + amount = i / (total-1); + + if(i%2) + { + uvs[index] = amount; + uvs[index+1] = 0; + + uvs[index+2] = amount; + uvs[index+3] = 1; + + } + else + { + uvs[index] = amount; + uvs[index+1] = 0; + + uvs[index+2] = amount; + uvs[index+3] = 1; + } + + index = i * 2; + colors[index] = 1; + colors[index+1] = 1; + + index = i * 2; + indices[index] = index; + indices[index + 1] = index + 1; + + lastPoint = point; + } +}; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Rope.prototype.updateTransform = function() +{ + + var points = this.points; + if(points.length < 1)return; + + var lastPoint = points[0]; + var nextPoint; + var perp = {x:0, y:0}; + + this.count-=0.2; + + var verticies = this.verticies; + verticies[0] = lastPoint.x + perp.x; + verticies[1] = lastPoint.y + perp.y; //+ 200 + verticies[2] = lastPoint.x - perp.x; + verticies[3] = lastPoint.y - perp.y;//+200 + // time to do some smart drawing! + + var total = points.length, + point, index, ratio, perpLength, num; + + for (var i = 1; i < total; i++) + { + point = points[i]; + index = i * 4; + + if(i < points.length-1) + { + nextPoint = points[i+1]; + } + else + { + nextPoint = point; + } + + perp.y = -(nextPoint.x - lastPoint.x); + perp.x = nextPoint.y - lastPoint.y; + + ratio = (1 - (i / (total-1))) * 10; + + if(ratio > 1) ratio = 1; + + perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y); + num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; + perp.x /= perpLength; + perp.y /= perpLength; + + perp.x *= num; + perp.y *= num; + + verticies[index] = point.x + perp.x; + verticies[index+1] = point.y + perp.y; + verticies[index+2] = point.x - perp.x; + verticies[index+3] = point.y - perp.y; + + lastPoint = point; + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call( this ); +}; +/* + * Sets the texture that the Rope will use + * TODO-Alvin + * + * @method setTexture + * @param texture {Texture} the texture that will be used + */ +PIXI.Rope.prototype.setTexture = function(texture) +{ + // stop current texture + this.texture = texture; + this.updateFrame = true; +}; + +/** + * @author Mat Groves http://matgroves.com/ + */ + +/** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class TilingSprite + * @extends DisplayObjectContainer + * @constructor + * @param texture {Texture} the texture of the tiling sprite + * @param width {Number} the width of the tiling sprite + * @param height {Number} the height of the tiling sprite + */ +PIXI.TilingSprite = function(texture, width, height) +{ + PIXI.Sprite.call( this, texture); + + /** + * The with of the tiling sprite + * + * @property width + * @type Number + */ + this.width = width || 100; + /** + * The height of the tiling sprite + * + * @property height + * @type Number + */ + this.height = height || 100; + + /** + * The scaling of the image that is being tiled + * + * @property tileScale + * @type Point + */ + this.tileScale = new PIXI.Point(1,1); + + /** + * + * + * @property tileScaleOffset + * @type Point + */ + this.tileScaleOffset = new PIXI.Point(1,1); + + /** + * The offset position of the image that is being tiled + * + * @property tilePosition + * @type Point + */ + this.tilePosition = new PIXI.Point(0,0); + + this.renderable = true; + + /** + * The tint applied to the sprite. This is a hex value + * + * @property tint + * @type Number + * @default 0xFFFFFF + */ + this.tint = 0xFFFFFF; + + /** + * The blend mode to be applied to the sprite + * + * @property blendMode + * @type Number + * @default PIXI.blendModes.NORMAL; + */ + this.blendMode = PIXI.blendModes.NORMAL; +}; + +// constructor +PIXI.TilingSprite.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; + + +/** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @property width + * @type Number + */ +Object.defineProperty(PIXI.TilingSprite.prototype, 'width', { + get: function() { + return this._width; + }, + set: function(value) { + + this._width = value; + } +}); + +/** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @property height + * @type Number + */ +Object.defineProperty(PIXI.TilingSprite.prototype, 'height', { + get: function() { + return this._height; + }, + set: function(value) { + this._height = value; + } +}); + +/** + * When the texture is updated, this event will fire to update the scale and frame + * + * @method onTextureUpdate + * @param event + * @private + */ +PIXI.TilingSprite.prototype.onTextureUpdate = function() +{ + // so if _width is 0 then width was not set.. + //console.log("HI MUM") + + + this.updateFrame = true; +}; + +PIXI.TilingSprite.prototype._renderWebGL = function(renderSession) +{ + + if(this.visible === false || this.alpha === 0)return; + + var i,j; + + if(this.mask || this.filters) + { + if(this.mask) + { + renderSession.spriteBatch.stop(); + renderSession.maskManager.pushMask(this.mask, renderSession); + renderSession.spriteBatch.start(); + } + + if(this.filters) + { + renderSession.spriteBatch.flush(); + renderSession.filterManager.pushFilter(this._filterBlock); + } + + if(!this.tilingTexture)this.generateTilingTexture(true); + else renderSession.spriteBatch.renderTilingSprite(this); + + // simple render children! + for(i=0,j=this.children.length; i 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; +}; + + +PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo) +{ + var texture = this.texture; + + if(!texture.baseTexture.hasLoaded)return; + + var baseTexture = texture.baseTexture; + var frame = texture.frame; + + var targetWidth, targetHeight; + + // check that the frame is the same size as the base texture. + + var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height; + + this.tilingTexture = texture; + + var newTextureRequired = false; + + if(!forcePowerOfTwo) + { + if(isFrame) + { + targetWidth = frame.width; + targetHeight = frame.height; + + newTextureRequired = true; + } + } + else + { + targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width); + targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height); + + if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true; + } + + if(newTextureRequired) + { + var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight); + + canvasBuffer.context.drawImage(texture.baseTexture.source, + frame.x, + frame.y, + frame.width, + frame.height, + 0, + 0, + targetWidth, + targetHeight); + + this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); + + this.tileScaleOffset.x = frame.width / targetWidth; + this.tileScaleOffset.y = frame.height / targetHeight; + } + + + this.tilingTexture.baseTexture._powerOf2 = true; +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi + * + * Awesome JS run time provided by EsotericSoftware + * https://github.com/EsotericSoftware/spine-runtimes + * + */ + +/* + * Awesome JS run time provided by EsotericSoftware + * + * https://github.com/EsotericSoftware/spine-runtimes + * + */ + +var spine = {}; + +spine.BoneData = function (name, parent) { + this.name = name; + this.parent = parent; +}; +spine.BoneData.prototype = { + length: 0, + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1 +}; + +spine.SlotData = function (name, boneData) { + this.name = name; + this.boneData = boneData; +}; +spine.SlotData.prototype = { + r: 1, g: 1, b: 1, a: 1, + attachmentName: null +}; + +spine.Bone = function (boneData, parent) { + this.data = boneData; + this.parent = parent; + this.setToSetupPose(); +}; +spine.Bone.yDown = false; +spine.Bone.prototype = { + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + m00: 0, m01: 0, worldX: 0, // a b x + m10: 0, m11: 0, worldY: 0, // c d y + worldRotation: 0, + worldScaleX: 1, worldScaleY: 1, + updateWorldTransform: function (flipX, flipY) { + var parent = this.parent; + if (parent != null) { + this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX; + this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY; + this.worldScaleX = parent.worldScaleX * this.scaleX; + this.worldScaleY = parent.worldScaleY * this.scaleY; + this.worldRotation = parent.worldRotation + this.rotation; + } else { + this.worldX = this.x; + this.worldY = this.y; + this.worldScaleX = this.scaleX; + this.worldScaleY = this.scaleY; + this.worldRotation = this.rotation; + } + var radians = this.worldRotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + this.m00 = cos * this.worldScaleX; + this.m10 = sin * this.worldScaleX; + this.m01 = -sin * this.worldScaleY; + this.m11 = cos * this.worldScaleY; + if (flipX) { + this.m00 = -this.m00; + this.m01 = -this.m01; + } + if (flipY) { + this.m10 = -this.m10; + this.m11 = -this.m11; + } + if (spine.Bone.yDown) { + this.m10 = -this.m10; + this.m11 = -this.m11; + } + }, + setToSetupPose: function () { + var data = this.data; + this.x = data.x; + this.y = data.y; + this.rotation = data.rotation; + this.scaleX = data.scaleX; + this.scaleY = data.scaleY; + } +}; + +spine.Slot = function (slotData, skeleton, bone) { + this.data = slotData; + this.skeleton = skeleton; + this.bone = bone; + this.setToSetupPose(); +}; +spine.Slot.prototype = { + r: 1, g: 1, b: 1, a: 1, + _attachmentTime: 0, + attachment: null, + setAttachment: function (attachment) { + this.attachment = attachment; + this._attachmentTime = this.skeleton.time; + }, + setAttachmentTime: function (time) { + this._attachmentTime = this.skeleton.time - time; + }, + getAttachmentTime: function () { + return this.skeleton.time - this._attachmentTime; + }, + setToSetupPose: function () { + var data = this.data; + this.r = data.r; + this.g = data.g; + this.b = data.b; + this.a = data.a; + + var slotDatas = this.skeleton.data.slots; + for (var i = 0, n = slotDatas.length; i < n; i++) { + if (slotDatas[i] == data) { + this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName)); + break; + } + } + } +}; + +spine.Skin = function (name) { + this.name = name; + this.attachments = {}; +}; +spine.Skin.prototype = { + addAttachment: function (slotIndex, name, attachment) { + this.attachments[slotIndex + ":" + name] = attachment; + }, + getAttachment: function (slotIndex, name) { + return this.attachments[slotIndex + ":" + name]; + }, + _attachAll: function (skeleton, oldSkin) { + for (var key in oldSkin.attachments) { + var colon = key.indexOf(":"); + var slotIndex = parseInt(key.substring(0, colon), 10); + var name = key.substring(colon + 1); + var slot = skeleton.slots[slotIndex]; + if (slot.attachment && slot.attachment.name == name) { + var attachment = this.getAttachment(slotIndex, name); + if (attachment) slot.setAttachment(attachment); + } + } + } +}; + +spine.Animation = function (name, timelines, duration) { + this.name = name; + this.timelines = timelines; + this.duration = duration; +}; +spine.Animation.prototype = { + apply: function (skeleton, time, loop) { + if (loop && this.duration) time %= this.duration; + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, time, 1); + }, + mix: function (skeleton, time, loop, alpha) { + if (loop && this.duration) time %= this.duration; + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, time, alpha); + } +}; + +spine.binarySearch = function (values, target, step) { + var low = 0; + var high = Math.floor(values.length / step) - 2; + if (!high) return step; + var current = high >>> 1; + while (true) { + if (values[(current + 1) * step] <= target) + low = current + 1; + else + high = current; + if (low == high) return (low + 1) * step; + current = (low + high) >>> 1; + } +}; +spine.linearSearch = function (values, target, step) { + for (var i = 0, last = values.length - step; i <= last; i += step) + if (values[i] > target) return i; + return -1; +}; + +spine.Curves = function (frameCount) { + this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ... + this.curves.length = (frameCount - 1) * 6; +}; +spine.Curves.prototype = { + setLinear: function (frameIndex) { + this.curves[frameIndex * 6] = 0/*LINEAR*/; + }, + setStepped: function (frameIndex) { + this.curves[frameIndex * 6] = -1/*STEPPED*/; + }, + /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. + * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of + * the difference between the keyframe's values. */ + setCurve: function (frameIndex, cx1, cy1, cx2, cy2) { + var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/; + var subdiv_step2 = subdiv_step * subdiv_step; + var subdiv_step3 = subdiv_step2 * subdiv_step; + var pre1 = 3 * subdiv_step; + var pre2 = 3 * subdiv_step2; + var pre4 = 6 * subdiv_step2; + var pre5 = 6 * subdiv_step3; + var tmp1x = -cx1 * 2 + cx2; + var tmp1y = -cy1 * 2 + cy2; + var tmp2x = (cx1 - cx2) * 3 + 1; + var tmp2y = (cy1 - cy2) * 3 + 1; + var i = frameIndex * 6; + var curves = this.curves; + curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; + curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; + curves[i + 2] = tmp1x * pre4 + tmp2x * pre5; + curves[i + 3] = tmp1y * pre4 + tmp2y * pre5; + curves[i + 4] = tmp2x * pre5; + curves[i + 5] = tmp2y * pre5; + }, + getCurvePercent: function (frameIndex, percent) { + percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent); + var curveIndex = frameIndex * 6; + var curves = this.curves; + var dfx = curves[curveIndex]; + if (!dfx/*LINEAR*/) return percent; + if (dfx == -1/*STEPPED*/) return 0; + var dfy = curves[curveIndex + 1]; + var ddfx = curves[curveIndex + 2]; + var ddfy = curves[curveIndex + 3]; + var dddfx = curves[curveIndex + 4]; + var dddfy = curves[curveIndex + 5]; + var x = dfx, y = dfy; + var i = 10/*BEZIER_SEGMENTS*/ - 2; + while (true) { + if (x >= percent) { + var lastX = x - dfx; + var lastY = y - dfy; + return lastY + (y - lastY) * (percent - lastX) / (x - lastX); + } + if (!i) break; + i--; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + x += dfx; + y += dfy; + } + return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. + } +}; + +spine.RotateTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, angle, ... + this.frames.length = frameCount * 2; +}; +spine.RotateTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, angle) { + frameIndex *= 2; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = angle; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames, + amount; + + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 2]) { // Time is after last frame. + amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + bone.rotation += amount * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 2); + var lastFrameValue = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent); + + amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation; + while (amount > 180) + amount -= 360; + while (amount < -180) + amount += 360; + bone.rotation += amount * alpha; + } +}; + +spine.TranslateTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, x, y, ... + this.frames.length = frameCount * 3; +}; +spine.TranslateTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 3]) { // Time is after last frame. + bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha; + bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 3); + var lastFrameX = frames[frameIndex - 2]; + var lastFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); + + bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha; + bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha; + } +}; + +spine.ScaleTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, x, y, ... + this.frames.length = frameCount * 3; +}; +spine.ScaleTimeline.prototype = { + boneIndex: 0, + getFrameCount: function () { + return this.frames.length / 3; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 3; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = x; + this.frames[frameIndex + 2] = y; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var bone = skeleton.bones[this.boneIndex]; + + if (time >= frames[frames.length - 3]) { // Time is after last frame. + bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 3); + var lastFrameX = frames[frameIndex - 2]; + var lastFrameY = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); + + bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha; + } +}; + +spine.ColorTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, r, g, b, a, ... + this.frames.length = frameCount * 5; +}; +spine.ColorTimeline.prototype = { + slotIndex: 0, + getFrameCount: function () { + return this.frames.length / 2; + }, + setFrame: function (frameIndex, time, x, y) { + frameIndex *= 5; + this.frames[frameIndex] = time; + this.frames[frameIndex + 1] = r; + this.frames[frameIndex + 2] = g; + this.frames[frameIndex + 3] = b; + this.frames[frameIndex + 4] = a; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var slot = skeleton.slots[this.slotIndex]; + + if (time >= frames[frames.length - 5]) { // Time is after last frame. + var i = frames.length - 1; + slot.r = frames[i - 3]; + slot.g = frames[i - 2]; + slot.b = frames[i - 1]; + slot.a = frames[i]; + return; + } + + // Interpolate between the last frame and the current frame. + var frameIndex = spine.binarySearch(frames, time, 5); + var lastFrameR = frames[frameIndex - 4]; + var lastFrameG = frames[frameIndex - 3]; + var lastFrameB = frames[frameIndex - 2]; + var lastFrameA = frames[frameIndex - 1]; + var frameTime = frames[frameIndex]; + var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime); + percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent); + + var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent; + var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent; + var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent; + var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent; + if (alpha < 1) { + slot.r += (r - slot.r) * alpha; + slot.g += (g - slot.g) * alpha; + slot.b += (b - slot.b) * alpha; + slot.a += (a - slot.a) * alpha; + } else { + slot.r = r; + slot.g = g; + slot.b = b; + slot.a = a; + } + } +}; + +spine.AttachmentTimeline = function (frameCount) { + this.curves = new spine.Curves(frameCount); + this.frames = []; // time, ... + this.frames.length = frameCount; + this.attachmentNames = []; // time, ... + this.attachmentNames.length = frameCount; +}; +spine.AttachmentTimeline.prototype = { + slotIndex: 0, + getFrameCount: function () { + return this.frames.length; + }, + setFrame: function (frameIndex, time, attachmentName) { + this.frames[frameIndex] = time; + this.attachmentNames[frameIndex] = attachmentName; + }, + apply: function (skeleton, time, alpha) { + var frames = this.frames; + if (time < frames[0]) return; // Time is before first frame. + + var frameIndex; + if (time >= frames[frames.length - 1]) // Time is after last frame. + frameIndex = frames.length - 1; + else + frameIndex = spine.binarySearch(frames, time, 1) - 1; + + var attachmentName = this.attachmentNames[frameIndex]; + skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); + } +}; + +spine.SkeletonData = function () { + this.bones = []; + this.slots = []; + this.skins = []; + this.animations = []; +}; +spine.SkeletonData.prototype = { + defaultSkin: null, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) return bones[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findBoneIndex: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) return i; + return -1; + }, + /** @return May be null. */ + findSlot: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + if (slots[i].name == slotName) return slot[i]; + } + return null; + }, + /** @return -1 if the bone was not found. */ + findSlotIndex: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].name == slotName) return i; + return -1; + }, + /** @return May be null. */ + findSkin: function (skinName) { + var skins = this.skins; + for (var i = 0, n = skins.length; i < n; i++) + if (skins[i].name == skinName) return skins[i]; + return null; + }, + /** @return May be null. */ + findAnimation: function (animationName) { + var animations = this.animations; + for (var i = 0, n = animations.length; i < n; i++) + if (animations[i].name == animationName) return animations[i]; + return null; + } +}; + +spine.Skeleton = function (skeletonData) { + this.data = skeletonData; + + this.bones = []; + for (var i = 0, n = skeletonData.bones.length; i < n; i++) { + var boneData = skeletonData.bones[i]; + var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)]; + this.bones.push(new spine.Bone(boneData, parent)); + } + + this.slots = []; + this.drawOrder = []; + for (i = 0, n = skeletonData.slots.length; i < n; i++) { + var slotData = skeletonData.slots[i]; + var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)]; + var slot = new spine.Slot(slotData, this, bone); + this.slots.push(slot); + this.drawOrder.push(slot); + } +}; +spine.Skeleton.prototype = { + x: 0, y: 0, + skin: null, + r: 1, g: 1, b: 1, a: 1, + time: 0, + flipX: false, flipY: false, + /** Updates the world transform for each bone. */ + updateWorldTransform: function () { + var flipX = this.flipX; + var flipY = this.flipY; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].updateWorldTransform(flipX, flipY); + }, + /** Sets the bones and slots to their setup pose values. */ + setToSetupPose: function () { + this.setBonesToSetupPose(); + this.setSlotsToSetupPose(); + }, + setBonesToSetupPose: function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].setToSetupPose(); + }, + setSlotsToSetupPose: function () { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + slots[i].setToSetupPose(i); + }, + /** @return May return null. */ + getRootBone: function () { + return this.bones.length ? this.bones[0] : null; + }, + /** @return May be null. */ + findBone: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) return bones[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findBoneIndex: function (boneName) { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) return i; + return -1; + }, + /** @return May be null. */ + findSlot: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) return slots[i]; + return null; + }, + /** @return -1 if the bone was not found. */ + findSlotIndex: function (slotName) { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) return i; + return -1; + }, + setSkinByName: function (skinName) { + var skin = this.data.findSkin(skinName); + if (!skin) throw "Skin not found: " + skinName; + this.setSkin(skin); + }, + /** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments + * from the new skin are attached if the corresponding attachment from the old skin was attached. + * @param newSkin May be null. */ + setSkin: function (newSkin) { + if (this.skin && newSkin) newSkin._attachAll(this, this.skin); + this.skin = newSkin; + }, + /** @return May be null. */ + getAttachmentBySlotName: function (slotName, attachmentName) { + return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName); + }, + /** @return May be null. */ + getAttachmentBySlotIndex: function (slotIndex, attachmentName) { + if (this.skin) { + var attachment = this.skin.getAttachment(slotIndex, attachmentName); + if (attachment) return attachment; + } + if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); + return null; + }, + /** @param attachmentName May be null. */ + setAttachment: function (slotName, attachmentName) { + var slots = this.slots; + for (var i = 0, n = slots.size; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) { + var attachment = null; + if (attachmentName) { + attachment = this.getAttachment(i, attachmentName); + if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName; + } + slot.setAttachment(attachment); + return; + } + } + throw "Slot not found: " + slotName; + }, + update: function (delta) { + time += delta; + } +}; + +spine.AttachmentType = { + region: 0 +}; + +spine.RegionAttachment = function () { + this.offset = []; + this.offset.length = 8; + this.uvs = []; + this.uvs.length = 8; +}; +spine.RegionAttachment.prototype = { + x: 0, y: 0, + rotation: 0, + scaleX: 1, scaleY: 1, + width: 0, height: 0, + rendererObject: null, + regionOffsetX: 0, regionOffsetY: 0, + regionWidth: 0, regionHeight: 0, + regionOriginalWidth: 0, regionOriginalHeight: 0, + setUVs: function (u, v, u2, v2, rotate) { + var uvs = this.uvs; + if (rotate) { + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v2; + uvs[4/*X3*/] = u; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v; + uvs[0/*X1*/] = u2; + uvs[1/*Y1*/] = v2; + } else { + uvs[0/*X1*/] = u; + uvs[1/*Y1*/] = v2; + uvs[2/*X2*/] = u; + uvs[3/*Y2*/] = v; + uvs[4/*X3*/] = u2; + uvs[5/*Y3*/] = v; + uvs[6/*X4*/] = u2; + uvs[7/*Y4*/] = v2; + } + }, + updateOffset: function () { + var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX; + var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY; + var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX; + var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY; + var localX2 = localX + this.regionWidth * regionScaleX; + var localY2 = localY + this.regionHeight * regionScaleY; + var radians = this.rotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + var localXCos = localX * cos + this.x; + var localXSin = localX * sin; + var localYCos = localY * cos + this.y; + var localYSin = localY * sin; + var localX2Cos = localX2 * cos + this.x; + var localX2Sin = localX2 * sin; + var localY2Cos = localY2 * cos + this.y; + var localY2Sin = localY2 * sin; + var offset = this.offset; + offset[0/*X1*/] = localXCos - localYSin; + offset[1/*Y1*/] = localYCos + localXSin; + offset[2/*X2*/] = localXCos - localY2Sin; + offset[3/*Y2*/] = localY2Cos + localXSin; + offset[4/*X3*/] = localX2Cos - localY2Sin; + offset[5/*Y3*/] = localY2Cos + localX2Sin; + offset[6/*X4*/] = localX2Cos - localYSin; + offset[7/*Y4*/] = localYCos + localX2Sin; + }, + computeVertices: function (x, y, bone, vertices) { + x += bone.worldX; + y += bone.worldY; + var m00 = bone.m00; + var m01 = bone.m01; + var m10 = bone.m10; + var m11 = bone.m11; + var offset = this.offset; + vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x; + vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y; + vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x; + vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y; + vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x; + vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y; + vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x; + vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y; + } +} + +spine.AnimationStateData = function (skeletonData) { + this.skeletonData = skeletonData; + this.animationToMixTime = {}; +}; +spine.AnimationStateData.prototype = { + defaultMix: 0, + setMixByName: function (fromName, toName, duration) { + var from = this.skeletonData.findAnimation(fromName); + if (!from) throw "Animation not found: " + fromName; + var to = this.skeletonData.findAnimation(toName); + if (!to) throw "Animation not found: " + toName; + this.setMix(from, to, duration); + }, + setMix: function (from, to, duration) { + this.animationToMixTime[from.name + ":" + to.name] = duration; + }, + getMix: function (from, to) { + var time = this.animationToMixTime[from.name + ":" + to.name]; + return time ? time : this.defaultMix; + } +}; + +spine.AnimationState = function (stateData) { + this.data = stateData; + this.queue = []; +}; +spine.AnimationState.prototype = { + current: null, + previous: null, + currentTime: 0, + previousTime: 0, + currentLoop: false, + previousLoop: false, + mixTime: 0, + mixDuration: 0, + update: function (delta) { + this.currentTime += delta; + this.previousTime += delta; + this.mixTime += delta; + + if (this.queue.length > 0) { + var entry = this.queue[0]; + if (this.currentTime >= entry.delay) { + this._setAnimation(entry.animation, entry.loop); + this.queue.shift(); + } + } + }, + apply: function (skeleton) { + if (!this.current) return; + if (this.previous) { + this.previous.apply(skeleton, this.previousTime, this.previousLoop); + var alpha = this.mixTime / this.mixDuration; + if (alpha >= 1) { + alpha = 1; + this.previous = null; + } + this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha); + } else + this.current.apply(skeleton, this.currentTime, this.currentLoop); + }, + clearAnimation: function () { + this.previous = null; + this.current = null; + this.queue.length = 0; + }, + _setAnimation: function (animation, loop) { + this.previous = null; + if (animation && this.current) { + this.mixDuration = this.data.getMix(this.current, animation); + if (this.mixDuration > 0) { + this.mixTime = 0; + this.previous = this.current; + this.previousTime = this.currentTime; + this.previousLoop = this.currentLoop; + } + } + this.current = animation; + this.currentLoop = loop; + this.currentTime = 0; + }, + /** @see #setAnimation(Animation, Boolean) */ + setAnimationByName: function (animationName, loop) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + this.setAnimation(animation, loop); + }, + /** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. + * @param animation May be null. */ + setAnimation: function (animation, loop) { + this.queue.length = 0; + this._setAnimation(animation, loop); + }, + /** @see #addAnimation(Animation, Boolean, Number) */ + addAnimationByName: function (animationName, loop, delay) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (!animation) throw "Animation not found: " + animationName; + this.addAnimation(animation, loop, delay); + }, + /** Adds an animation to be played delay seconds after the current or last queued animation. + * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ + addAnimation: function (animation, loop, delay) { + var entry = {}; + entry.animation = animation; + entry.loop = loop; + + if (!delay || delay <= 0) { + var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current; + if (previousAnimation != null) + delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0); + else + delay = 0; + } + entry.delay = delay; + + this.queue.push(entry); + }, + /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */ + isComplete: function () { + return !this.current || this.currentTime >= this.current.duration; + } +}; + +spine.SkeletonJson = function (attachmentLoader) { + this.attachmentLoader = attachmentLoader; +}; +spine.SkeletonJson.prototype = { + scale: 1, + readSkeletonData: function (root) { + /*jshint -W069*/ + var skeletonData = new spine.SkeletonData(), + boneData; + + // Bones. + var bones = root["bones"]; + for (var i = 0, n = bones.length; i < n; i++) { + var boneMap = bones[i]; + var parent = null; + if (boneMap["parent"]) { + parent = skeletonData.findBone(boneMap["parent"]); + if (!parent) throw "Parent bone not found: " + boneMap["parent"]; + } + boneData = new spine.BoneData(boneMap["name"], parent); + boneData.length = (boneMap["length"] || 0) * this.scale; + boneData.x = (boneMap["x"] || 0) * this.scale; + boneData.y = (boneMap["y"] || 0) * this.scale; + boneData.rotation = (boneMap["rotation"] || 0); + boneData.scaleX = boneMap["scaleX"] || 1; + boneData.scaleY = boneMap["scaleY"] || 1; + skeletonData.bones.push(boneData); + } + + // Slots. + var slots = root["slots"]; + for (i = 0, n = slots.length; i < n; i++) { + var slotMap = slots[i]; + boneData = skeletonData.findBone(slotMap["bone"]); + if (!boneData) throw "Slot bone not found: " + slotMap["bone"]; + var slotData = new spine.SlotData(slotMap["name"], boneData); + + var color = slotMap["color"]; + if (color) { + slotData.r = spine.SkeletonJson.toColor(color, 0); + slotData.g = spine.SkeletonJson.toColor(color, 1); + slotData.b = spine.SkeletonJson.toColor(color, 2); + slotData.a = spine.SkeletonJson.toColor(color, 3); + } + + slotData.attachmentName = slotMap["attachment"]; + + skeletonData.slots.push(slotData); + } + + // Skins. + var skins = root["skins"]; + for (var skinName in skins) { + if (!skins.hasOwnProperty(skinName)) continue; + var skinMap = skins[skinName]; + var skin = new spine.Skin(skinName); + for (var slotName in skinMap) { + if (!skinMap.hasOwnProperty(slotName)) continue; + var slotIndex = skeletonData.findSlotIndex(slotName); + var slotEntry = skinMap[slotName]; + for (var attachmentName in slotEntry) { + if (!slotEntry.hasOwnProperty(attachmentName)) continue; + var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]); + if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment); + } + } + skeletonData.skins.push(skin); + if (skin.name == "default") skeletonData.defaultSkin = skin; + } + + // Animations. + var animations = root["animations"]; + for (var animationName in animations) { + if (!animations.hasOwnProperty(animationName)) continue; + this.readAnimation(animationName, animations[animationName], skeletonData); + } + + return skeletonData; + }, + readAttachment: function (skin, name, map) { + /*jshint -W069*/ + name = map["name"] || name; + + var type = spine.AttachmentType[map["type"] || "region"]; + + if (type == spine.AttachmentType.region) { + var attachment = new spine.RegionAttachment(); + attachment.x = (map["x"] || 0) * this.scale; + attachment.y = (map["y"] || 0) * this.scale; + attachment.scaleX = map["scaleX"] || 1; + attachment.scaleY = map["scaleY"] || 1; + attachment.rotation = map["rotation"] || 0; + attachment.width = (map["width"] || 32) * this.scale; + attachment.height = (map["height"] || 32) * this.scale; + attachment.updateOffset(); + + attachment.rendererObject = {}; + attachment.rendererObject.name = name; + attachment.rendererObject.scale = {}; + attachment.rendererObject.scale.x = attachment.scaleX; + attachment.rendererObject.scale.y = attachment.scaleY; + attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; + return attachment; + } + + throw "Unknown attachment type: " + type; + }, + + readAnimation: function (name, map, skeletonData) { + /*jshint -W069*/ + var timelines = []; + var duration = 0; + var frameIndex, timeline, timelineName, valueMap, values, + i, n; + + var bones = map["bones"]; + for (var boneName in bones) { + if (!bones.hasOwnProperty(boneName)) continue; + var boneIndex = skeletonData.findBoneIndex(boneName); + if (boneIndex == -1) throw "Bone not found: " + boneName; + var boneMap = bones[boneName]; + + for (timelineName in boneMap) { + if (!boneMap.hasOwnProperty(timelineName)) continue; + values = boneMap[timelineName]; + if (timelineName == "rotate") { + timeline = new spine.RotateTimeline(values.length); + timeline.boneIndex = boneIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); + + } else if (timelineName == "translate" || timelineName == "scale") { + var timelineScale = 1; + if (timelineName == "scale") + timeline = new spine.ScaleTimeline(values.length); + else { + timeline = new spine.TranslateTimeline(values.length); + timelineScale = this.scale; + } + timeline.boneIndex = boneIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + var x = (valueMap["x"] || 0) * timelineScale; + var y = (valueMap["y"] || 0) * timelineScale; + timeline.setFrame(frameIndex, valueMap["time"], x, y); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); + + } else + throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; + } + } + var slots = map["slots"]; + for (var slotName in slots) { + if (!slots.hasOwnProperty(slotName)) continue; + var slotMap = slots[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + + for (timelineName in slotMap) { + if (!slotMap.hasOwnProperty(timelineName)) continue; + values = slotMap[timelineName]; + if (timelineName == "color") { + timeline = new spine.ColorTimeline(values.length); + timeline.slotIndex = slotIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + var color = valueMap["color"]; + var r = spine.SkeletonJson.toColor(color, 0); + var g = spine.SkeletonJson.toColor(color, 1); + var b = spine.SkeletonJson.toColor(color, 2); + var a = spine.SkeletonJson.toColor(color, 3); + timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a); + spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]); + + } else if (timelineName == "attachment") { + timeline = new spine.AttachmentTimeline(values.length); + timeline.slotIndex = slotIndex; + + frameIndex = 0; + for (i = 0, n = values.length; i < n; i++) { + valueMap = values[i]; + timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + + } else + throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; + } + } + skeletonData.animations.push(new spine.Animation(name, timelines, duration)); + } +}; +spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) { + /*jshint -W069*/ + var curve = valueMap["curve"]; + if (!curve) return; + if (curve == "stepped") + timeline.curves.setStepped(frameIndex); + else if (curve instanceof Array) + timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); +}; +spine.SkeletonJson.toColor = function (hexString, colorIndex) { + if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString; + return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255; +}; + +spine.Atlas = function (atlasText, textureLoader) { + this.textureLoader = textureLoader; + this.pages = []; + this.regions = []; + + var reader = new spine.AtlasReader(atlasText); + var tuple = []; + tuple.length = 4; + var page = null; + while (true) { + var line = reader.readLine(); + if (line == null) break; + line = reader.trim(line); + if (!line.length) + page = null; + else if (!page) { + page = new spine.AtlasPage(); + page.name = line; + + page.format = spine.Atlas.Format[reader.readValue()]; + + reader.readTuple(tuple); + page.minFilter = spine.Atlas.TextureFilter[tuple[0]]; + page.magFilter = spine.Atlas.TextureFilter[tuple[1]]; + + var direction = reader.readValue(); + page.uWrap = spine.Atlas.TextureWrap.clampToEdge; + page.vWrap = spine.Atlas.TextureWrap.clampToEdge; + if (direction == "x") + page.uWrap = spine.Atlas.TextureWrap.repeat; + else if (direction == "y") + page.vWrap = spine.Atlas.TextureWrap.repeat; + else if (direction == "xy") + page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat; + + textureLoader.load(page, line); + + this.pages.push(page); + + } else { + var region = new spine.AtlasRegion(); + region.name = line; + region.page = page; + + region.rotate = reader.readValue() == "true"; + + reader.readTuple(tuple); + var x = parseInt(tuple[0], 10); + var y = parseInt(tuple[1], 10); + + reader.readTuple(tuple); + var width = parseInt(tuple[0], 10); + var height = parseInt(tuple[1], 10); + + region.u = x / page.width; + region.v = y / page.height; + if (region.rotate) { + region.u2 = (x + height) / page.width; + region.v2 = (y + width) / page.height; + } else { + region.u2 = (x + width) / page.width; + region.v2 = (y + height) / page.height; + } + region.x = x; + region.y = y; + region.width = Math.abs(width); + region.height = Math.abs(height); + + if (reader.readTuple(tuple) == 4) { // split is optional + region.splits = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + + if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits + region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; + + reader.readTuple(tuple); + } + } + + region.originalWidth = parseInt(tuple[0], 10); + region.originalHeight = parseInt(tuple[1], 10); + + reader.readTuple(tuple); + region.offsetX = parseInt(tuple[0], 10); + region.offsetY = parseInt(tuple[1], 10); + + region.index = parseInt(reader.readValue(), 10); + + this.regions.push(region); + } + } +}; +spine.Atlas.prototype = { + findRegion: function (name) { + var regions = this.regions; + for (var i = 0, n = regions.length; i < n; i++) + if (regions[i].name == name) return regions[i]; + return null; + }, + dispose: function () { + var pages = this.pages; + for (var i = 0, n = pages.length; i < n; i++) + this.textureLoader.unload(pages[i].rendererObject); + }, + updateUVs: function (page) { + var regions = this.regions; + for (var i = 0, n = regions.length; i < n; i++) { + var region = regions[i]; + if (region.page != page) continue; + region.u = region.x / page.width; + region.v = region.y / page.height; + if (region.rotate) { + region.u2 = (region.x + region.height) / page.width; + region.v2 = (region.y + region.width) / page.height; + } else { + region.u2 = (region.x + region.width) / page.width; + region.v2 = (region.y + region.height) / page.height; + } + } + } +}; + +spine.Atlas.Format = { + alpha: 0, + intensity: 1, + luminanceAlpha: 2, + rgb565: 3, + rgba4444: 4, + rgb888: 5, + rgba8888: 6 +}; + +spine.Atlas.TextureFilter = { + nearest: 0, + linear: 1, + mipMap: 2, + mipMapNearestNearest: 3, + mipMapLinearNearest: 4, + mipMapNearestLinear: 5, + mipMapLinearLinear: 6 +}; + +spine.Atlas.TextureWrap = { + mirroredRepeat: 0, + clampToEdge: 1, + repeat: 2 +}; + +spine.AtlasPage = function () {}; +spine.AtlasPage.prototype = { + name: null, + format: null, + minFilter: null, + magFilter: null, + uWrap: null, + vWrap: null, + rendererObject: null, + width: 0, + height: 0 +}; + +spine.AtlasRegion = function () {}; +spine.AtlasRegion.prototype = { + page: null, + name: null, + x: 0, y: 0, + width: 0, height: 0, + u: 0, v: 0, u2: 0, v2: 0, + offsetX: 0, offsetY: 0, + originalWidth: 0, originalHeight: 0, + index: 0, + rotate: false, + splits: null, + pads: null, +}; + +spine.AtlasReader = function (text) { + this.lines = text.split(/\r\n|\r|\n/); +}; +spine.AtlasReader.prototype = { + index: 0, + trim: function (value) { + return value.replace(/^\s+|\s+$/g, ""); + }, + readLine: function () { + if (this.index >= this.lines.length) return null; + return this.lines[this.index++]; + }, + readValue: function () { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + return this.trim(line.substring(colon + 1)); + }, + /** Returns the number of tuple values read (2 or 4). */ + readTuple: function (tuple) { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) throw "Invalid line: " + line; + var i = 0, lastMatch= colon + 1; + for (; i < 3; i++) { + var comma = line.indexOf(",", lastMatch); + if (comma == -1) { + if (!i) throw "Invalid line: " + line; + break; + } + tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); + lastMatch = comma + 1; + } + tuple[i] = this.trim(line.substring(lastMatch)); + return i + 1; + } +} + +spine.AtlasAttachmentLoader = function (atlas) { + this.atlas = atlas; +} +spine.AtlasAttachmentLoader.prototype = { + newAttachment: function (skin, type, name) { + switch (type) { + case spine.AttachmentType.region: + var region = this.atlas.findRegion(name); + if (!region) throw "Region not found in atlas: " + name + " (" + type + ")"; + var attachment = new spine.RegionAttachment(name); + attachment.rendererObject = region; + attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate); + attachment.regionOffsetX = region.offsetX; + attachment.regionOffsetY = region.offsetY; + attachment.regionWidth = region.width; + attachment.regionHeight = region.height; + attachment.regionOriginalWidth = region.originalWidth; + attachment.regionOriginalHeight = region.originalHeight; + return attachment; + } + throw "Unknown attachment type: " + type; + } +} + +spine.Bone.yDown = true; +PIXI.AnimCache = {}; + +/** + * A class that enables the you to import and run your spine animations in pixi. + * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class + * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source + * + * @class Spine + * @extends DisplayObjectContainer + * @constructor + * @param url {String} The url of the spine anim file to be used + */ +PIXI.Spine = function (url) { + PIXI.DisplayObjectContainer.call(this); + + this.spineData = PIXI.AnimCache[url]; + + if (!this.spineData) { + throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url); + } + + this.skeleton = new spine.Skeleton(this.spineData); + this.skeleton.updateWorldTransform(); + + this.stateData = new spine.AnimationStateData(this.spineData); + this.state = new spine.AnimationState(this.stateData); + + this.slotContainers = []; + + for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) { + var slot = this.skeleton.drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = new PIXI.DisplayObjectContainer(); + this.slotContainers.push(slotContainer); + this.addChild(slotContainer); + if (!(attachment instanceof spine.RegionAttachment)) { + continue; + } + var spriteName = attachment.rendererObject.name; + var sprite = this.createSprite(slot, attachment.rendererObject); + slot.currentSprite = sprite; + slot.currentSpriteName = spriteName; + slotContainer.addChild(sprite); + } +}; + +PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.Spine.prototype.constructor = PIXI.Spine; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Spine.prototype.updateTransform = function () { + this.lastTime = this.lastTime || Date.now(); + var timeDelta = (Date.now() - this.lastTime) * 0.001; + this.lastTime = Date.now(); + this.state.update(timeDelta); + this.state.apply(this.skeleton); + this.skeleton.updateWorldTransform(); + + var drawOrder = this.skeleton.drawOrder; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = this.slotContainers[i]; + if (!(attachment instanceof spine.RegionAttachment)) { + slotContainer.visible = false; + continue; + } + + if (attachment.rendererObject) { + if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) { + var spriteName = attachment.rendererObject.name; + if (slot.currentSprite !== undefined) { + slot.currentSprite.visible = false; + } + slot.sprites = slot.sprites || {}; + if (slot.sprites[spriteName] !== undefined) { + slot.sprites[spriteName].visible = true; + } else { + var sprite = this.createSprite(slot, attachment.rendererObject); + slotContainer.addChild(sprite); + } + slot.currentSprite = slot.sprites[spriteName]; + slot.currentSpriteName = spriteName; + } + } + slotContainer.visible = true; + + var bone = slot.bone; + + slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; + slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; + slotContainer.scale.x = bone.worldScaleX; + slotContainer.scale.y = bone.worldScaleY; + + slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); +}; + + +PIXI.Spine.prototype.createSprite = function (slot, descriptor) { + var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; + var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); + sprite.scale = descriptor.scale; + sprite.rotation = descriptor.rotation; + sprite.anchor.x = sprite.anchor.y = 0.5; + + slot.sprites = slot.sprites || {}; + slot.sprites[descriptor.name] = sprite; + return sprite; +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.BaseTextureCache = {}; +PIXI.texturesToUpdate = []; +PIXI.texturesToDestroy = []; + +PIXI.BaseTextureCacheIdGenerator = 0; + +/** + * A texture stores the information that represents an image. All textures have a base texture + * + * @class BaseTexture + * @uses EventTarget + * @constructor + * @param source {String} the source object (image or canvas) + * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts + */ +PIXI.BaseTexture = function(source, scaleMode) +{ + PIXI.EventTarget.call( this ); + + /** + * [read-only] The width of the base texture set when the image has loaded + * + * @property width + * @type Number + * @readOnly + */ + this.width = 100; + + /** + * [read-only] The height of the base texture set when the image has loaded + * + * @property height + * @type Number + * @readOnly + */ + this.height = 100; + + /** + * The scale mode to apply when scaling this texture + * @property scaleMode + * @type PIXI.scaleModes + * @default PIXI.scaleModes.LINEAR + */ + this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; + + /** + * [read-only] Describes if the base texture has loaded or not + * + * @property hasLoaded + * @type Boolean + * @readOnly + */ + this.hasLoaded = false; + + /** + * The source that is loaded to create the texture + * + * @property source + * @type Image + */ + this.source = source; + + if(!source)return; + + if(this.source.complete || this.source.getContext) + { + this.hasLoaded = true; + this.width = this.source.width; + this.height = this.source.height; + + PIXI.texturesToUpdate.push(this); + } + else + { + + var scope = this; + this.source.onload = function() { + + scope.hasLoaded = true; + scope.width = scope.source.width; + scope.height = scope.source.height; + + // add it to somewhere... + PIXI.texturesToUpdate.push(scope); + scope.dispatchEvent( { type: 'loaded', content: scope } ); + }; + //this.image.src = imageUrl; + } + + this.imageUrl = null; + this._powerOf2 = false; + + //TODO will be used for futer pixi 1.5... + this.id = PIXI.BaseTextureCacheIdGenerator++; + + // used for webGL + this._glTextures = []; + +}; + +PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture; + +/** + * Destroys this base texture + * + * @method destroy + */ +PIXI.BaseTexture.prototype.destroy = function() +{ + if(this.imageUrl) + { + delete PIXI.BaseTextureCache[this.imageUrl]; + this.imageUrl = null; + this.source.src = null; + } + this.source = null; + PIXI.texturesToDestroy.push(this); +}; + +/** + * + * + * @method destroy + */ + +PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc) +{ + this.hasLoaded = false; + this.source.src = null; + this.source.src = newSrc; +}; + +/** + * Helper function that returns a base texture based on an image url + * If the image is not in the base texture cache it will be created and loaded + * + * @static + * @method fromImage + * @param imageUrl {String} The image url of the texture + * @return BaseTexture + */ +PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode) +{ + var baseTexture = PIXI.BaseTextureCache[imageUrl]; + crossorigin = !crossorigin; + + if(!baseTexture) + { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image();//document.createElement('img'); + if (crossorigin) + { + image.crossOrigin = ''; + } + image.src = imageUrl; + baseTexture = new PIXI.BaseTexture(image, scaleMode); + baseTexture.imageUrl = imageUrl; + PIXI.BaseTextureCache[imageUrl] = baseTexture; + } + + return baseTexture; +}; + +PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode) +{ + if(!canvas._pixiId) + { + canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++; + } + + var baseTexture = PIXI.BaseTextureCache[canvas._pixiId]; + + if(!baseTexture) + { + baseTexture = new PIXI.BaseTexture(canvas, scaleMode); + PIXI.BaseTextureCache[canvas._pixiId] = baseTexture; + } + + return baseTexture; +}; + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI.TextureCache = {}; +PIXI.FrameCache = {}; + +PIXI.TextureCacheIdGenerator = 0; + +/** + * A texture stores the information that represents an image or part of an image. It cannot be added + * to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used + * + * @class Texture + * @uses EventTarget + * @constructor + * @param baseTexture {BaseTexture} The base texture source to create the texture from + * @param frame {Rectangle} The rectangle frame of the texture to show + */ +PIXI.Texture = function(baseTexture, frame) +{ + PIXI.EventTarget.call( this ); + + if(!frame) + { + this.noFrame = true; + frame = new PIXI.Rectangle(0,0,1,1); + } + + if(baseTexture instanceof PIXI.Texture) + baseTexture = baseTexture.baseTexture; + + /** + * The base texture of this texture + * + * @property baseTexture + * @type BaseTexture + */ + this.baseTexture = baseTexture; + + /** + * The frame specifies the region of the base texture that this texture uses + * + * @property frame + * @type Rectangle + */ + this.frame = frame; + + /** + * The trim point + * + * @property trim + * @type Rectangle + */ + this.trim = null; + + this.scope = this; + + if(baseTexture.hasLoaded) + { + if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); + + this.setFrame(frame); + } + else + { + var scope = this; + baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); }); + } +}; + +PIXI.Texture.prototype.constructor = PIXI.Texture; + +/** + * Called when the base texture is loaded + * + * @method onBaseTextureLoaded + * @param event + * @private + */ +PIXI.Texture.prototype.onBaseTextureLoaded = function() +{ + var baseTexture = this.baseTexture; + baseTexture.removeEventListener( 'loaded', this.onLoaded ); + + if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); + + this.setFrame(this.frame); + + this.scope.dispatchEvent( { type: 'update', content: this } ); +}; + +/** + * Destroys this texture + * + * @method destroy + * @param destroyBase {Boolean} Whether to destroy the base texture as well + */ +PIXI.Texture.prototype.destroy = function(destroyBase) +{ + if(destroyBase) this.baseTexture.destroy(); +}; + +/** + * Specifies the rectangle region of the baseTexture + * + * @method setFrame + * @param frame {Rectangle} The frame of the texture to set it to + */ +PIXI.Texture.prototype.setFrame = function(frame) +{ + this.frame = frame; + this.width = frame.width; + this.height = frame.height; + + if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) + { + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this); + } + + this.updateFrame = true; + + PIXI.Texture.frameUpdates.push(this); + + + //this.dispatchEvent( { type: 'update', content: this } ); +}; + +PIXI.Texture.prototype._updateWebGLuvs = function() +{ + if(!this._uvs)this._uvs = new PIXI.TextureUvs(); + + var frame = this.frame; + var tw = this.baseTexture.width; + var th = this.baseTexture.height; + + this._uvs.x0 = frame.x / tw; + this._uvs.y0 = frame.y / th; + + this._uvs.x1 = (frame.x + frame.width) / tw; + this._uvs.y1 = frame.y / th; + + this._uvs.x2 = (frame.x + frame.width) / tw; + this._uvs.y2 = (frame.y + frame.height) / th; + + this._uvs.x3 = frame.x / tw; + this._uvs.y3 = (frame.y + frame.height) / th; +}; + +/** + * Helper function that returns a texture based on an image url + * If the image is not in the texture cache it will be created and loaded + * + * @static + * @method fromImage + * @param imageUrl {String} The image url of the texture + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + * @return Texture + */ +PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode) +{ + var texture = PIXI.TextureCache[imageUrl]; + + if(!texture) + { + texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode)); + PIXI.TextureCache[imageUrl] = texture; + } + + return texture; +}; + +/** + * Helper function that returns a texture based on a frame id + * If the frame id is not in the texture cache an error will be thrown + * + * @static + * @method fromFrame + * @param frameId {String} The frame id of the texture + * @return Texture + */ +PIXI.Texture.fromFrame = function(frameId) +{ + var texture = PIXI.TextureCache[frameId]; + if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache '); + return texture; +}; + +/** + * Helper function that returns a texture based on a canvas element + * If the canvas is not in the texture cache it will be created and loaded + * + * @static + * @method fromCanvas + * @param canvas {Canvas} The canvas element source of the texture + * @return Texture + */ +PIXI.Texture.fromCanvas = function(canvas, scaleMode) +{ + var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode); + + return new PIXI.Texture( baseTexture ); + +}; + + +/** + * Adds a texture to the textureCache. + * + * @static + * @method addTextureToCache + * @param texture {Texture} + * @param id {String} the id that the texture will be stored against. + */ +PIXI.Texture.addTextureToCache = function(texture, id) +{ + PIXI.TextureCache[id] = texture; +}; + +/** + * Remove a texture from the textureCache. + * + * @static + * @method removeTextureFromCache + * @param id {String} the id of the texture to be removed + * @return {Texture} the texture that was removed + */ +PIXI.Texture.removeTextureFromCache = function(id) +{ + var texture = PIXI.TextureCache[id]; + PIXI.TextureCache[id] = null; + return texture; +}; + +// this is more for webGL.. it contains updated frames.. +PIXI.Texture.frameUpdates = []; + +PIXI.TextureUvs = function() +{ + this.x0 = 0; + this.y0 = 0; + + this.x1 = 0; + this.y1 = 0; + + this.x2 = 0; + this.y2 = 0; + + this.x3 = 0; + this.y4 = 0; + + +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. + + __Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded. + Otherwise black rectangles will be drawn instead. + + RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: + + var renderTexture = new PIXI.RenderTexture(800, 600); + var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + sprite.position.x = 800/2; + sprite.position.y = 600/2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + renderTexture.render(sprite); + + Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: + + var doc = new PIXI.DisplayObjectContainer(); + doc.addChild(sprite); + renderTexture.render(doc); // Renders to center of renderTexture + + @class RenderTexture + @extends Texture + @constructor + @param width {Number} The width of the render texture + @param height {Number} The height of the render texture + */ +PIXI.RenderTexture = function(width, height, renderer) +{ + PIXI.EventTarget.call( this ); + + this.width = width || 100; + this.height = height || 100; + + this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); + + this.baseTexture = new PIXI.BaseTexture(); + this.baseTexture.width = this.width; + this.baseTexture.height = this.height; + this.baseTexture._glTextures = []; + + this.baseTexture.hasLoaded = true; + + // each render texture can only belong to one renderer at the moment if its webGL + this.renderer = renderer || PIXI.defaultRenderer; + + if(this.renderer.type === PIXI.WEBGL_RENDERER) + { + var gl = this.renderer.gl; + + this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height); + this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; + + this.render = this.renderWebGL; + this.projection = new PIXI.Point(this.width/2 , -this.height/2); + } + else + { + this.render = this.renderCanvas; + this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height); + this.baseTexture.source = this.textureBuffer.canvas; + } + + PIXI.Texture.frameUpdates.push(this); + + +}; + +PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); +PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; + +PIXI.RenderTexture.prototype.resize = function(width, height) +{ + this.width = width; + this.height = height; + + this.frame.width = this.width; + this.frame.height = this.height; + + if(this.renderer.type === PIXI.WEBGL_RENDERER) + { + this.projection.x = this.width / 2; + this.projection.y = -this.height / 2; + + var gl = this.renderer.gl; + gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + } + else + { + this.textureBuffer.resize(this.width, this.height); + } + + PIXI.Texture.frameUpdates.push(this); +}; + +/** + * This function will draw the display object to the texture. + * + * @method renderWebGL + * @param displayObject {DisplayObject} The display object to render this texture on + * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn + * @private + */ +PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear) +{ + //TOOD replace position with matrix.. + var gl = this.renderer.gl; + + gl.colorMask(true, true, true, true); + + gl.viewport(0, 0, this.width, this.height); + + gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer ); + + if(clear)this.textureBuffer.clear(); + + // THIS WILL MESS WITH HIT TESTING! + var children = displayObject.children; + + //TODO -? create a new one??? dont think so! + var originalWorldTransform = displayObject.worldTransform; + displayObject.worldTransform = PIXI.RenderTexture.tempMatrix; + // modify to flip... + displayObject.worldTransform.d = -1; + displayObject.worldTransform.ty = this.projection.y * -2; + + if(position) + { + displayObject.worldTransform.tx = position.x; + displayObject.worldTransform.ty -= position.y; + } + + for(var i=0,j=children.length; i} assetURLs an array of image/sprite sheet urls that you would like loaded + * supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported + * sprite sheet data formats only include 'JSON' at this time. Supported bitmap font + * data formats include 'xml' and 'fnt'. + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.AssetLoader = function(assetURLs, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The array of asset URLs that are going to be loaded + * + * @property assetURLs + * @type Array + */ + this.assetURLs = assetURLs; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * Maps file extension to loader types + * + * @property loadersByType + * @type Object + */ + this.loadersByType = { + 'jpg': PIXI.ImageLoader, + 'jpeg': PIXI.ImageLoader, + 'png': PIXI.ImageLoader, + 'gif': PIXI.ImageLoader, + 'json': PIXI.JsonLoader, + 'atlas': PIXI.AtlasLoader, + 'anim': PIXI.SpineLoader, + 'xml': PIXI.BitmapFontLoader, + 'fnt': PIXI.BitmapFontLoader + }; +}; + +/** + * Fired when an item has loaded + * @event onProgress + */ + +/** + * Fired when all the assets have loaded + * @event onComplete + */ + +// constructor +PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; + +/** + * Given a filename, returns its extension, wil + * + * @method _getDataType + * @param str {String} the name of the asset + */ +PIXI.AssetLoader.prototype._getDataType = function(str) +{ + var test = 'data:'; + //starts with 'data:' + var start = str.slice(0, test.length).toLowerCase(); + if (start === test) { + var data = str.slice(test.length); + + var sepIdx = data.indexOf(','); + if (sepIdx === -1) //malformed data URI scheme + return null; + + //e.g. 'image/gif;base64' => 'image/gif' + var info = data.slice(0, sepIdx).split(';')[0]; + + //We might need to handle some special cases here... + //standardize text/plain to 'txt' file extension + if (!info || info.toLowerCase() === 'text/plain') + return 'txt'; + + //User specified mime type, try splitting it by '/' + return info.split('/').pop().toLowerCase(); + } + + return null; +}; + +/** + * Starts loading the assets sequentially + * + * @method load + */ +PIXI.AssetLoader.prototype.load = function() +{ + var scope = this; + + function onLoad() { + scope.onAssetLoaded(); + } + + this.loadCount = this.assetURLs.length; + + for (var i=0; i < this.assetURLs.length; i++) + { + var fileName = this.assetURLs[i]; + //first see if we have a data URI scheme.. + var fileType = this._getDataType(fileName); + + //if not, assume it's a file URI + if (!fileType) + fileType = fileName.split('?').shift().split('.').pop().toLowerCase(); + + var Constructor = this.loadersByType[fileType]; + if(!Constructor) + throw new Error(fileType + ' is an unsupported file type'); + + var loader = new Constructor(fileName, this.crossorigin); + + loader.addEventListener('loaded', onLoad); + loader.load(); + } +}; + +/** + * Invoked after each file is loaded + * + * @method onAssetLoaded + * @private + */ +PIXI.AssetLoader.prototype.onAssetLoaded = function() +{ + this.loadCount--; + this.dispatchEvent({type: 'onProgress', content: this}); + if (this.onProgress) this.onProgress(); + + if (!this.loadCount) + { + this.dispatchEvent({type: 'onComplete', content: this}); + if(this.onComplete) this.onComplete(); + } +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The json file loader is used to load in JSON data and parse it + * When loaded this class will dispatch a 'loaded' event + * If loading fails this class will dispatch an 'error' event + * + * @class JsonLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.JsonLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ''); + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; + +}; + +// constructor +PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.JsonLoader.prototype.load = function () { + this.ajaxRequest = new PIXI.AjaxRequest(this.crossorigin); + var scope = this; + this.ajaxRequest.onreadystatechange = function () { + scope.onJSONLoaded(); + }; + + this.ajaxRequest.open('GET', this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.JsonLoader.prototype.onJSONLoaded = function () { + if (this.ajaxRequest.readyState === 4) { + if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1) { + this.json = JSON.parse(this.ajaxRequest.responseText); + + if(this.json.frames) + { + // sprite sheet + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener('loaded', function() { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + + // check to see ifthe sprite ha been trimmed.. + if (frameData[i].trimmed) { + + var texture = PIXI.TextureCache[i]; + + var actualSize = frameData[i].sourceSize; + var realSize = frameData[i].spriteSourceSize; + + texture.trim = new PIXI.Rectangle(realSize.x, realSize.y, actualSize.w, actualSize.h); + } + } + } + + image.load(); + + } + else if(this.json.bones) + { + // spine animation + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + PIXI.AnimCache[this.url] = skeletonData; + this.onLoaded(); + } + else + { + this.onLoaded(); + } + } + else + { + this.onError(); + } + } +}; + +/** + * Invoke when json file loaded + * + * @method onLoaded + * @private + */ +PIXI.JsonLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({ + type: 'loaded', + content: this + }); +}; + +/** + * Invoke when error occured + * + * @method onError + * @private + */ +PIXI.JsonLoader.prototype.onError = function () { + this.dispatchEvent({ + type: 'error', + content: this + }); +}; +/** + * @author Martin Kelm http://mkelm.github.com + */ + +/** + * The atlas file loader is used to load in Atlas data and parse it + * When loaded this class will dispatch a 'loaded' event + * If loading fails this class will dispatch an 'error' event + * @class AtlasLoader + * @extends EventTarget + * @constructor + * @param {String} url the url of the JSON file + * @param {Boolean} crossorigin + */ + +PIXI.AtlasLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + this.url = url; + this.baseUrl = url.replace(/[^\/]*$/, ''); + this.crossorigin = crossorigin; + this.loaded = false; + +}; + +// constructor +PIXI.AtlasLoader.constructor = PIXI.AtlasLoader; + + + /** + * Starts loading the JSON file + * + * @method load + */ +PIXI.AtlasLoader.prototype.load = function () { + this.ajaxRequest = new PIXI.AjaxRequest(); + this.ajaxRequest.onreadystatechange = this.onAtlasLoaded.bind(this); + + this.ajaxRequest.open('GET', this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * @method onAtlasLoaded + * @private + */ +PIXI.AtlasLoader.prototype.onAtlasLoaded = function () { + if (this.ajaxRequest.readyState === 4) { + if (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1) { + this.atlas = { + meta : { + image : [] + }, + frames : [] + }; + var result = this.ajaxRequest.responseText.split(/\r?\n/); + var lineCount = -3; + + var currentImageId = 0; + var currentFrame = null; + var nameInNextLine = false; + + var i = 0, + j = 0, + selfOnLoaded = this.onLoaded.bind(this); + + // parser without rotation support yet! + for (i = 0; i < result.length; i++) { + result[i] = result[i].replace(/^\s+|\s+$/g, ''); + if (result[i] === '') { + nameInNextLine = i+1; + } + if (result[i].length > 0) { + if (nameInNextLine === i) { + this.atlas.meta.image.push(result[i]); + currentImageId = this.atlas.meta.image.length - 1; + this.atlas.frames.push({}); + lineCount = -3; + } else if (lineCount > 0) { + if (lineCount % 7 === 1) { // frame name + if (currentFrame != null) { //jshint ignore:line + this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; + } + currentFrame = { name: result[i], frame : {} }; + } else { + var text = result[i].split(' '); + if (lineCount % 7 === 3) { // position + currentFrame.frame.x = Number(text[1].replace(',', '')); + currentFrame.frame.y = Number(text[2]); + } else if (lineCount % 7 === 4) { // size + currentFrame.frame.w = Number(text[1].replace(',', '')); + currentFrame.frame.h = Number(text[2]); + } else if (lineCount % 7 === 5) { // real size + var realSize = { + x : 0, + y : 0, + w : Number(text[1].replace(',', '')), + h : Number(text[2]) + }; + + if (realSize.w > currentFrame.frame.w || realSize.h > currentFrame.frame.h) { + currentFrame.trimmed = true; + currentFrame.realSize = realSize; + } else { + currentFrame.trimmed = false; + } + } + } + } + lineCount++; + } + } + + if (currentFrame != null) { //jshint ignore:line + this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; + } + + if (this.atlas.meta.image.length > 0) { + this.images = []; + for (j = 0; j < this.atlas.meta.image.length; j++) { + // sprite sheet + var textureUrl = this.baseUrl + this.atlas.meta.image[j]; + var frameData = this.atlas.frames[j]; + this.images.push(new PIXI.ImageLoader(textureUrl, this.crossorigin)); + + for (i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.images[j].texture.baseTexture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + PIXI.TextureCache[i].realSize = frameData[i].realSize; + // trim in pixi not supported yet, todo update trim properties if it is done ... + PIXI.TextureCache[i].trim.x = 0; + PIXI.TextureCache[i].trim.y = 0; + } + } + } + } + + this.currentImageId = 0; + for (j = 0; j < this.images.length; j++) { + this.images[j].addEventListener('loaded', selfOnLoaded); + } + this.images[this.currentImageId].load(); + + } else { + this.onLoaded(); + } + + } else { + this.onError(); + } + } +}; + +/** + * Invoke when json file has loaded + * @method onLoaded + * @private + */ +PIXI.AtlasLoader.prototype.onLoaded = function () { + if (this.images.length - 1 > this.currentImageId) { + this.currentImageId++; + this.images[this.currentImageId].load(); + } else { + this.loaded = true; + this.dispatchEvent({ + type: 'loaded', + content: this + }); + } +}; + +/** + * Invoke when error occured + * @method onError + * @private + */ +PIXI.AtlasLoader.prototype.onError = function () { + this.dispatchEvent({ + type: 'error', + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The sprite sheet loader is used to load in JSON sprite sheet data + * To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format + * There is a free version so thats nice, although the paid version is great value for money. + * It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed. + * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() + * This loader will load the image file that the Spritesheet points to as well as the data. + * When loaded this class will dispatch a 'loaded' event + * + * @class SpriteSheetLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.SpriteSheetLoader = function (url, crossorigin) { + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as 'JSON' + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ''); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = null; + + /** + * The frames of the sprite sheet + * + * @property frames + * @type Object + */ + this.frames = {}; +}; + +// constructor +PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; + +/** + * This will begin loading the JSON file + * + * @method load + */ +PIXI.SpriteSheetLoader.prototype.load = function () { + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener('loaded', function (event) { + scope.json = event.content.json; + scope.onLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when all files are loaded (json and texture) + * + * @method onLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onLoaded = function () { + this.dispatchEvent({ + type: 'loaded', + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif') + * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() + * When loaded this class will dispatch a 'loaded' event + * + * @class ImageLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the image + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.ImageLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = PIXI.Texture.fromImage(url, crossorigin); + + /** + * if the image is loaded with loadFramedSpriteSheet + * frames will contain the sprite sheet frames + * + */ + this.frames = []; +}; + +// constructor +PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; + +/** + * Loads image or takes it from cache + * + * @method load + */ +PIXI.ImageLoader.prototype.load = function() +{ + if(!this.texture.baseTexture.hasLoaded) + { + var scope = this; + this.texture.baseTexture.addEventListener('loaded', function() + { + scope.onLoaded(); + }); + } + else + { + this.onLoaded(); + } +}; + +/** + * Invoked when image file is loaded or it is already cached and ready to use + * + * @method onLoaded + * @private + */ +PIXI.ImageLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: 'loaded', content: this}); +}; + +/** + * Loads image and split it to uniform sized frames + * + * + * @method loadFramedSpriteSheet + * @param frameWidth {Number} width of each frame + * @param frameHeight {Number} height of each frame + * @param textureName {String} if given, the frames will be cached in - format + */ +PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName) +{ + this.frames = []; + var cols = Math.floor(this.texture.width / frameWidth); + var rows = Math.floor(this.texture.height / frameHeight); + + var i=0; + for (var y=0; y