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pixi.dev.js
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pixi.dev.js
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/**
* @license
* pixi.js - v2.1.0
* Copyright (c) 2012-2014, Mat Groves
* http://goodboydigital.com/
*
* Compiled: 2014-11-12
*
* 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 || {};
/*
*
* This file contains a lot of pixi consts which are used across the rendering engine
* @class Consts
*/
PIXI.WEBGL_RENDERER = 0;
PIXI.CANVAS_RENDERER = 1;
// useful for testing against if your lib is using pixi.
PIXI.VERSION = "v2.1.0";
// 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
};
// used to create uids for various pixi objects..
PIXI._UID = 0;
if(typeof(Float32Array) != 'undefined')
{
PIXI.Float32Array = Float32Array;
PIXI.Uint16Array = Uint16Array;
}
else
{
PIXI.Float32Array = Array;
PIXI.Uint16Array = Array;
}
// interaction frequency
PIXI.INTERACTION_FREQUENCY = 30;
PIXI.AUTO_PREVENT_DEFAULT = true;
PIXI.PI_2 = Math.PI * 2;
PIXI.RAD_TO_DEG = 180 / Math.PI;
PIXI.DEG_TO_RAD = Math.PI / 180;
PIXI.RETINA_PREFIX = "@2x";
//PIXI.SCALE_PREFIX "@x%%";
PIXI.dontSayHello = false;
PIXI.defaultRenderOptions = {
view:null,
transparent:false,
antialias:false,
preserveDrawingBuffer:false,
resolution:1,
clearBeforeRender:true,
autoResize:false
}
PIXI.sayHello = function (type)
{
if(PIXI.dontSayHello)return;
if ( navigator.userAgent.toLowerCase().indexOf('chrome') > -1 )
{
var args = [
'%c %c %c Pixi.js ' + PIXI.VERSION + ' - ' + type + ' %c ' + ' %c ' + ' http://www.pixijs.com/ %c %c ♥%c♥%c♥ ',
'background: #ff66a5',
'background: #ff66a5',
'color: #ff66a5; background: #030307;',
'background: #ff66a5',
'background: #ffc3dc',
'background: #ff66a5',
'color: #ff2424; background: #fff',
'color: #ff2424; background: #fff',
'color: #ff2424; background: #fff'
];
console.log.apply(console, args);
}
else if (window['console'])
{
console.log('Pixi.js ' + PIXI.VERSION + ' - http://www.pixijs.com/');
}
PIXI.dontSayHello = 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);
};
/**
* Sets the point to a new x and y position.
* If y is omitted, both x and y will be set to x.
*
* @method set
* @param [x=0] {Number} position of the point on the x axis
* @param [y=0] {Number} position of the point on the y axis
*/
PIXI.Point.prototype.set = function(x, y)
{
this.x = x || 0;
this.y = y || ( (y !== 0) ? this.x : 0 ) ;
};
// constructor
PIXI.Point.prototype.constructor = PIXI.Point;
/**
* @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 coordinate of the upper-left corner of the rectangle
* @param y {Number} The Y coordinate 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 given 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 coordinates 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 <[email protected]>
*/
/**
* @class Polygon
* @constructor
* @param points* {Array<Point>|Array<Number>|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(points[0] instanceof PIXI.Point)
{
var p = [];
for(var i = 0, il = points.length; i < il; i++)
{
p.push(points[i].x, points[i].y);
}
points = p;
}
this.closed = true;
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 = this.points.slice();
return new PIXI.Polygon(points);
};
/**
* Checks whether the x and y coordinates passed to this function are contained within this polygon
*
* @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.Polygon.prototype.contains = function(x, y)
{
var inside = false;
// use some raycasting to test hits
// https://github.com/substack/point-in-polygon/blob/master/index.js
var length = this.points.length / 2;
for(var i = 0, j = length - 1; i < length; j = i++)
{
var xi = this.points[i * 2], yi = this.points[i * 2 + 1],
xj = this.points[j * 2], yj = this.points[j * 2 + 1],
intersect = ((yi > 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 <[email protected]>
*/
/**
* The Circle object can be used to specify a hit area for displayObjects
*
* @class Circle
* @constructor
* @param x {Number} The X coordinate of the center of this circle
* @param y {Number} The Y coordinate of the center 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 Circle
*/
PIXI.Circle.prototype.clone = function()
{
return new PIXI.Circle(this.x, this.y, this.radius);
};
/**
* Checks whether the x and y coordinates given 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 Circle
*/
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);
};
/**
* Returns the framing rectangle of the circle as a PIXI.Rectangle object
*
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
PIXI.Circle.prototype.getBounds = function()
{
return new PIXI.Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);
};
// constructor
PIXI.Circle.prototype.constructor = PIXI.Circle;
/**
* @author Chad Engler <[email protected]>
*/
/**
* The Ellipse object can be used to specify a hit area for displayObjects
*
* @class Ellipse
* @constructor
* @param x {Number} The X coordinate of the center of the ellipse
* @param y {Number} The Y coordinate of the center of the ellipse
* @param width {Number} The half width of this ellipse
* @param height {Number} The half 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 given 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
var normx = ((x - this.x) / this.width),
normy = ((y - this.y) / this.height);
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.width, this.y - this.height, this.width, this.height);
};
// constructor
PIXI.Ellipse.prototype.constructor = PIXI.Ellipse;
/**
* @author Mat Groves http://matgroves.com/
*/
/**
* the Rounded Rectangle object is an area defined by its position and has nice rounded corners, as indicated by its top-left corner point (x, y) and by its width and its height.
*
* @class Rounded Rectangle
* @constructor
* @param x {Number} The X coordinate of the upper-left corner of the rounded rectangle
* @param y {Number} The Y coordinate of the upper-left corner of the rounded rectangle
* @param width {Number} The overall width of this rounded rectangle
* @param height {Number} The overall height of this rounded rectangle
* @param radius {Number} The overall radius of this corners of this rounded rectangle
*/
PIXI.RoundedRectangle = function(x, y, width, height, radius)
{
/**
* @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;
/**
* @property radius
* @type Number
* @default 20
*/
this.radius = radius || 20;
};
/**
* Creates a clone of this Rounded Rectangle
*
* @method clone
* @return {rounded Rectangle} a copy of the rounded rectangle
*/
PIXI.RoundedRectangle.prototype.clone = function()
{
return new PIXI.RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);
};
/**
* Checks whether the x and y coordinates given are contained within this Rounded 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 coordinates are within this Rounded Rectangle
*/
PIXI.RoundedRectangle.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.RoundedRectangle.prototype.constructor = PIXI.RoundedRectangle;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The Matrix class is now an object, which makes it a lot faster,
* here is a representation of it :
* | a | b | tx|
* | c | d | ty|
* | 0 | 0 | 1 |
*
* @class Matrix
* @constructor
*/
PIXI.Matrix = function()
{
/**
* @property a
* @type Number
* @default 1
*/
this.a = 1;
/**
* @property b
* @type Number
* @default 0
*/
this.b = 0;
/**
* @property c
* @type Number
* @default 0
*/
this.c = 0;
/**
* @property d
* @type Number
* @default 1
*/
this.d = 1;
/**
* @property tx
* @type Number
* @default 0
*/
this.tx = 0;
/**
* @property ty
* @type Number
* @default 0
*/
this.ty = 0;
};
/**
* Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:
*
* a = array[0]
* b = array[1]
* c = array[3]
* d = array[4]
* tx = array[2]
* ty = array[5]
*
* @method fromArray
* @param array {Array} The array that the matrix will be populated from.
*/
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];
};
/**
* Creates an array from the current Matrix object.
*
* @method toArray
* @param transpose {Boolean} Whether we need to transpose the matrix or not
* @return {Array} the newly created array which contains the matrix
*/
PIXI.Matrix.prototype.toArray = function(transpose)
{
if(!this.array) this.array = new PIXI.Float32Array(9);
var array = this.array;
if(transpose)
{
array[0] = this.a;
array[1] = this.b;
array[2] = 0;
array[3] = this.c;
array[4] = this.d;
array[5] = 0;
array[6] = this.tx;
array[7] = this.ty;
array[8] = 1;
}
else
{
array[0] = this.a;
array[1] = this.c;
array[2] = this.tx;
array[3] = this.b;
array[4] = this.d;
array[5] = this.ty;
array[6] = 0;
array[7] = 0;
array[8] = 1;
}
return array;
};
/**
* Get a new position with the current transformation applied.
* Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)
*
* @method apply
* @param pos {Point} The origin
* @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input)
* @return {Point} The new point, transformed through this matrix
*/
PIXI.Matrix.prototype.apply = function(pos, newPos)
{
newPos = newPos || new PIXI.Point();
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
return newPos;
};
/**
* Get a new position with the inverse of the current transformation applied.
* Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)
*
* @method applyInverse
* @param pos {Point} The origin
* @param [newPos] {Point} The point that the new position is assigned to (allowed to be same as input)
* @return {Point} The new point, inverse-transformed through this matrix
*/
PIXI.Matrix.prototype.applyInverse = function(pos, newPos)
{
newPos = newPos || new PIXI.Point();
var id = 1 / (this.a * this.d + this.c * -this.b);
newPos.x = this.d * id * pos.x + -this.c * id * pos.y + (this.ty * this.c - this.tx * this.d) * id;
newPos.y = this.a * id * pos.y + -this.b * id * pos.x + (-this.ty * this.a + this.tx * this.b) * id;
return newPos;
};
/**
* Translates the matrix on the x and y.
*
* @method translate
* @param {Number} x
* @param {Number} y
* @return {Matrix} This matrix. Good for chaining method calls.
**/
PIXI.Matrix.prototype.translate = function(x, y)
{
this.tx += x;
this.ty += y;
return this;
};
/**
* Applies a scale transformation to the matrix.
*
* @method scale
* @param {Number} x The amount to scale horizontally
* @param {Number} y The amount to scale vertically
* @return {Matrix} This matrix. Good for chaining method calls.
**/
PIXI.Matrix.prototype.scale = function(x, y)
{
this.a *= x;
this.d *= y;
this.c *= x;
this.b *= y;
this.tx *= x;
this.ty *= y;
return this;
};
/**
* Applies a rotation transformation to the matrix.
* @method rotate
* @param {Number} angle The angle in radians.
* @return {Matrix} This matrix. Good for chaining method calls.
**/
PIXI.Matrix.prototype.rotate = function(angle)
{
var cos = Math.cos( angle );
var sin = Math.sin( angle );
var a1 = this.a;
var c1 = this.c;
var tx1 = this.tx;
this.a = a1 * cos-this.b * sin;
this.b = a1 * sin+this.b * cos;
this.c = c1 * cos-this.d * sin;
this.d = c1 * sin+this.d * cos;
this.tx = tx1 * cos - this.ty * sin;
this.ty = tx1 * sin + this.ty * cos;
return this;
};
/**
* Appends the given Matrix to this Matrix.
*
* @method append
* @param {Matrix} matrix
* @return {Matrix} This matrix. Good for chaining method calls.
*/
PIXI.Matrix.prototype.append = function(matrix)
{
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
this.a = matrix.a * a1 + matrix.b * c1;
this.b = matrix.a * b1 + matrix.b * d1;
this.c = matrix.c * a1 + matrix.d * c1;
this.d = matrix.c * b1 + matrix.d * d1;
this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
return this;
};
/**
* Resets this Matix to an identity (default) matrix.
*
* @method identity
* @return {Matrix} This matrix. Good for chaining method calls.
*/
PIXI.Matrix.prototype.identity = function()
{
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 0;
this.ty = 0;
return this;
};
PIXI.identityMatrix = new PIXI.Matrix();
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The base class for all objects that are rendered on the screen.
* This is an abstract class and should not be used on its own rather it should be extended.
*
* @class DisplayObject
* @constructor
*/
PIXI.DisplayObject = function()
{
/**
* 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