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Comparing version 2.1.1 to 2.2.0

examples/example 12 - Spine/data/dragon.atlas

2

bower.json
{
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"version": "2.1.1",
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@@ -5,0 +5,0 @@ "main": "bin/pixi.dev.js",

@@ -1,332 +0,1 @@

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{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"left lower leg": {
"rotate": [
{ "time": 0, "angle": -16.25 },
{ "time": 0.2333, "angle": -52.21 },
{ "time": 0.4, "angle": 15.04 },
{ "time": 0.4666, "angle": -8.95 },
{ "time": 0.5666, "angle": -39.53 },
{ "time": 0.7666, "angle": -27.27 },
{ "time": 0.9333, "angle": -3.52 },
{ "time": 1.0666, "angle": -61.92 },
{ "time": 1.3666, "angle": -16.25 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"left foot": {
"rotate": [
{ "time": 0, "angle": 0.33 },
{ "time": 0.2333, "angle": 6.2 },
{ "time": 0.3333, "angle": 14.73 },
{ "time": 0.4, "angle": -15.54 },
{ "time": 0.4333, "angle": -21.2 },
{ "time": 0.5666, "angle": -7.55 },
{ "time": 0.7666, "angle": -0.67 },
{ "time": 0.9333, "angle": -0.58 },
{ "time": 1.0666, "angle": 14.64 },
{ "time": 1.3666, "angle": 0.33 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right upper leg": {
"rotate": [
{ "time": 0, "angle": 25.97 },
{ "time": 0.2333, "angle": 46.43 },
{ "time": 0.3333, "angle": 22.61 },
{ "time": 0.4, "angle": 2.13 },
{
"time": 0.4666,
"angle": 0.04,
"curve": [ 0, 0, 0.637, 0.98 ]
},
{ "time": 0.6, "angle": 65.55 },
{ "time": 0.7666, "angle": 64.93 },
{ "time": 0.9333, "angle": 41.08 },
{ "time": 1.0666, "angle": 66.25 },
{ "time": 1.3666, "angle": 25.97 }
],
"translate": [
{ "time": 0, "x": 5.74, "y": 0.61 },
{ "time": 0.2333, "x": 4.79, "y": 1.79 },
{ "time": 0.3333, "x": 6.05, "y": -4.55 },
{ "time": 0.9333, "x": 4.79, "y": 1.79, "curve": "stepped" },
{ "time": 1.0666, "x": 4.79, "y": 1.79 },
{ "time": 1.3666, "x": 5.74, "y": 0.61 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right lower leg": {
"rotate": [
{ "time": 0, "angle": -27.46 },
{ "time": 0.2333, "angle": -64.03 },
{ "time": 0.4, "angle": -48.36 },
{ "time": 0.5666, "angle": -76.86 },
{ "time": 0.7666, "angle": -26.89 },
{ "time": 0.9, "angle": -18.97 },
{ "time": 0.9333, "angle": -14.18 },
{ "time": 1.0666, "angle": -80.45 },
{ "time": 1.3666, "angle": -27.46 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right foot": {
"rotate": [
{ "time": 0, "angle": 1.08 },
{ "time": 0.2333, "angle": 16.02 },
{ "time": 0.3, "angle": 12.94 },
{ "time": 0.3333, "angle": 15.16 },
{ "time": 0.4, "angle": -14.7 },
{ "time": 0.4333, "angle": -12.85 },
{ "time": 0.4666, "angle": -19.18 },
{ "time": 0.5666, "angle": -15.82 },
{ "time": 0.6, "angle": -3.59 },
{ "time": 0.7666, "angle": -3.56 },
{ "time": 0.9333, "angle": 1.86 },
{ "time": 1.0666, "angle": 16.02 },
{ "time": 1.3666, "angle": 1.08 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"torso": {
"rotate": [
{ "time": 0, "angle": -13.35 },
{ "time": 0.2333, "angle": -48.95 },
{ "time": 0.4333, "angle": -35.77 },
{ "time": 0.6, "angle": -4.59 },
{ "time": 0.7666, "angle": 14.61 },
{ "time": 0.9333, "angle": 15.74 },
{ "time": 1.0666, "angle": -32.44 },
{ "time": 1.3666, "angle": -13.35 }
],
"translate": [
{ "time": 0, "x": -3.67, "y": 1.68, "curve": "stepped" },
{ "time": 0.9333, "x": -3.67, "y": 1.68, "curve": "stepped" },
{ "time": 1.3666, "x": -3.67, "y": 1.68 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"neck": {
"rotate": [
{ "time": 0, "angle": 12.78 },
{ "time": 0.2333, "angle": 16.46 },
{ "time": 0.4, "angle": 26.49 },
{ "time": 0.6, "angle": 15.51 },
{ "time": 0.7666, "angle": 1.34 },
{ "time": 0.9333, "angle": 2.35 },
{ "time": 1.0666, "angle": 6.08 },
{ "time": 1.3, "angle": 21.23 },
{ "time": 1.3666, "angle": 12.78 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"head": {
"rotate": [
{ "time": 0, "angle": 5.19 },
{ "time": 0.2333, "angle": 20.27 },
{ "time": 0.4, "angle": 15.27 },
{ "time": 0.6, "angle": -24.69 },
{ "time": 0.7666, "angle": -11.02 },
{ "time": 0.9333, "angle": -24.38 },
{ "time": 1.0666, "angle": 11.99 },
{ "time": 1.3, "angle": 4.86 },
{ "time": 1.3666, "angle": 5.19 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"left shoulder": {
"rotate": [
{
"time": 0,
"angle": 0.05,
"curve": [ 0, 0, 0.62, 1 ]
},
{
"time": 0.2333,
"angle": 279.66,
"curve": [ 0.218, 0.67, 0.66, 0.99 ]
},
{
"time": 0.5,
"angle": 62.27,
"curve": [ 0.462, 0, 0.764, 0.58 ]
},
{ "time": 0.9333, "angle": 28.91 },
{ "time": 1.0666, "angle": -8.62 },
{ "time": 1.1666, "angle": -18.43 },
{ "time": 1.3666, "angle": 0.05 }
],
"translate": [
{ "time": 0, "x": -1.76, "y": 0.56, "curve": "stepped" },
{ "time": 0.9333, "x": -1.76, "y": 0.56, "curve": "stepped" },
{ "time": 1.3666, "x": -1.76, "y": 0.56 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"left hand": {
"rotate": [
{ "time": 0, "angle": 11.58, "curve": "stepped" },
{ "time": 0.9333, "angle": 11.58, "curve": "stepped" },
{ "time": 1.3666, "angle": 11.58 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"left arm": {
"rotate": [
{ "time": 0, "angle": 0.51 },
{ "time": 0.4333, "angle": 12.82 },
{ "time": 0.6, "angle": 47.55 },
{ "time": 0.9333, "angle": 12.82 },
{ "time": 1.1666, "angle": -6.5 },
{ "time": 1.3666, "angle": 0.51 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right shoulder": {
"rotate": [
{
"time": 0,
"angle": 43.82,
"curve": [ 0, 0, 0.62, 1 ]
},
{
"time": 0.2333,
"angle": -8.74,
"curve": [ 0.304, 0.58, 0.709, 0.97 ]
},
{
"time": 0.5333,
"angle": -208.02,
"curve": [ 0.462, 0, 0.764, 0.58 ]
},
{ "time": 0.9333, "angle": -246.72 },
{ "time": 1.0666, "angle": -307.13 },
{ "time": 1.1666, "angle": 37.15 },
{ "time": 1.3666, "angle": 43.82 }
],
"translate": [
{ "time": 0, "x": -7.84, "y": 7.19, "curve": "stepped" },
{ "time": 0.9333, "x": -7.84, "y": 7.19, "curve": "stepped" },
{ "time": 1.3666, "x": -7.84, "y": 7.19 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right arm": {
"rotate": [
{ "time": 0, "angle": -4.02 },
{ "time": 0.6, "angle": 17.5 },
{ "time": 0.9333, "angle": -4.02 },
{ "time": 1.1666, "angle": -16.72 },
{ "time": 1.3666, "angle": -4.02 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"right hand": {
"rotate": [
{ "time": 0, "angle": 22.92, "curve": "stepped" },
{ "time": 0.9333, "angle": 22.92, "curve": "stepped" },
{ "time": 1.3666, "angle": 22.92 }
],
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.9333, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 1.3666, "x": 0, "y": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 0.9333, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
},
"root": {
"rotate": [
{ "time": 0, "angle": 0 },
{ "time": 0.4333, "angle": -14.52 },
{ "time": 0.8, "angle": 9.86 },
{ "time": 1.3666, "angle": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
}
}
}
}
}

@@ -63,2 +63,3 @@ module.exports = function(grunt) {

'<%= dirs.src %>/extras/Spine.js',
'<%= dirs.src %>/extras/PIXISpine.js',
'<%= dirs.src %>/textures/BaseTexture.js',

@@ -65,0 +66,0 @@ '<%= dirs.src %>/textures/Texture.js',

{
"name": "pixi.js",
"version": "2.1.1",
"version": "2.2.0",
"description": "Pixi.js is a fast lightweight 2D library that works across all devices.",

@@ -5,0 +5,0 @@

@@ -386,3 +386,3 @@ /**

* @property filters
* @type Array An array of filters
* @type Array(Filter)
*/

@@ -463,3 +463,2 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {

// TODO create a const for 2_PI
// so if rotation is between 0 then we can simplify the multiplication process..

@@ -567,3 +566,3 @@ if(this.rotation % PIXI.PI_2)

* @param resolution {Number} The resolution of the texture being generated
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.

@@ -605,3 +604,4 @@ * @return {Texture} a texture of the graphics object

{
this.updateTransform();
// don't need to u[date the lot
this.displayObjectUpdateTransform();
return this.worldTransform.apply(position);

@@ -620,2 +620,3 @@ };

{
//
if (from)

@@ -626,4 +627,4 @@ {

this.updateTransform();
// don't need to u[date the lot
this.displayObjectUpdateTransform();
return this.worldTransform.applyInverse(position);

@@ -685,3 +686,3 @@ };

this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix );
this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);

@@ -688,0 +689,0 @@ this._cachedSprite.anchor.x = -( bounds.x / bounds.width );

@@ -21,3 +21,3 @@ /**

* @property children
* @type Array<DisplayObject>
* @type Array(DisplayObject)
* @readOnly

@@ -24,0 +24,0 @@ */

@@ -11,3 +11,3 @@ /**

* @constructor
* @param textures {Array<Texture>} an array of {Texture} objects that make up the animation
* @param textures {Array(Texture)} an array of {Texture} objects that make up the animation
*/

@@ -22,3 +22,3 @@ PIXI.MovieClip = function(textures)

* @property textures
* @type Array
* @type Array(Texture)
*/

@@ -147,3 +147,3 @@ this.textures = textures;

{
PIXI.Sprite.prototype.updateTransform.call(this);
this.displayObjectContainerUpdateTransform();

@@ -150,0 +150,0 @@ if(!this.playing)return;

@@ -39,4 +39,4 @@ /**

*/
this.texture = texture;
this.texture = texture || PIXI.Texture.emptyTexture;
/**

@@ -82,3 +82,3 @@ * The width of the sprite (this is initially set by the texture)

* @property shader
* @type PIXI.AbstractFilter
* @type AbstractFilter
* @default null

@@ -88,3 +88,3 @@ */

if(texture.baseTexture.hasLoaded)
if(this.texture.baseTexture.hasLoaded)
{

@@ -193,14 +193,2 @@ this.onTextureUpdate();

var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = -Infinity;

@@ -212,22 +200,50 @@ var maxY = -Infinity;

minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
if(b === 0 && c === 0)
{
// scale may be negative!
if(a < 0)a *= -1;
if(d < 0)d *= -1;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
// this means there is no rotation going on right? RIGHT?
// if thats the case then we can avoid checking the bound values! yay
minX = a * w1 + tx;
maxX = a * w0 + tx;
minY = d * h1 + ty;
maxY = d * h0 + ty;
}
else
{
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > 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;

@@ -340,2 +356,13 @@

// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
// Allow for pixel rounding

@@ -349,4 +376,7 @@ if (renderSession.roundPixels)

this.worldTransform.d,
(this.worldTransform.tx* renderSession.resolution) | 0,
(this.worldTransform.ty* renderSession.resolution) | 0);
(this.worldTransform.tx * renderSession.resolution) | 0,
(this.worldTransform.ty * renderSession.resolution) | 0);
dx = dx | 0;
dy = dy | 0;
}

@@ -364,13 +394,5 @@ else

// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
if (this.tint !== 0xFFFFFF)

@@ -377,0 +399,0 @@ {

@@ -62,3 +62,3 @@ /**

// TODO don't need to!
PIXI.DisplayObject.prototype.updateTransform.call( this );
this.displayObjectUpdateTransform();
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );

@@ -105,3 +105,3 @@ };

PIXI.DisplayObject.prototype.updateTransform.call(this);
this.displayObjectUpdateTransform();

@@ -147,3 +147,3 @@ var transform = this.worldTransform;

PIXI.DisplayObject.prototype.updateTransform.call(child);
child.displayObjectUpdateTransform();

@@ -150,0 +150,0 @@ var childTransform = child.worldTransform;

@@ -20,3 +20,3 @@ /**

this.verticies = new PIXI.Float32Array(points.length * 4);
this.vertices = new PIXI.Float32Array(points.length * 4);
this.uvs = new PIXI.Float32Array(points.length * 4);

@@ -121,3 +121,3 @@ this.colors = new PIXI.Float32Array(points.length * 2);

var verticies = this.verticies;
var vertices = this.vertices;
var total = points.length,

@@ -155,6 +155,6 @@ point, index, ratio, perpLength, 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;
vertices[index] = point.x + perp.x;
vertices[index+1] = point.y + perp.y;
vertices[index+2] = point.x - perp.x;
vertices[index+3] = point.y - perp.y;

@@ -161,0 +161,0 @@ lastPoint = point;

@@ -6,3 +6,3 @@ /**

/**
*
*
* @class Strip

@@ -12,5 +12,5 @@ * @extends DisplayObjectContainer

* @param texture {Texture} The texture to use
* @param width {Number} the width
* @param width {Number} the width
* @param height {Number} the height
*
*
*/

@@ -20,4 +20,4 @@ PIXI.Strip = function(texture)

PIXI.DisplayObjectContainer.call( this );
/**

@@ -37,3 +37,3 @@ * The texture of the strip

this.verticies = new PIXI.Float32Array([0, 0,
this.vertices = new PIXI.Float32Array([0, 0,
100, 0,

@@ -46,3 +46,3 @@ 100, 100,

this.indices = new PIXI.Uint16Array([0, 1, 2, 3]);
/**

@@ -64,12 +64,13 @@ * Whether the strip is dirty or not

this.blendMode = PIXI.blendModes.NORMAL;
/**
* if you need a padding, not yet implemented
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
*
* @property padding
* @property canvasPadding
* @type Number
*/
this.padding = 0;
// NYI, TODO padding ?
this.canvasPadding = 0;
this.drawMode = PIXI.Strip.DrawModes.TRIANGLE_STRIP;
};

@@ -91,3 +92,3 @@

if(!this._vertexBuffer)this._initWebGL(renderSession);
renderSession.shaderManager.setShader(renderSession.shaderManager.stripShader);

@@ -101,3 +102,3 @@

//TODO check culling
//TODO check culling
};

@@ -109,3 +110,3 @@

var gl = renderSession.gl;
this._vertexBuffer = gl.createBuffer();

@@ -115,5 +116,5 @@ this._indexBuffer = gl.createBuffer();

this._colorBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.DYNAMIC_DRAW);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW);

@@ -125,3 +126,3 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);

gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);

@@ -138,2 +139,3 @@ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);

var drawMode = this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP ? gl.TRIANGLE_STRIP : gl.TRIANGLES;

@@ -143,4 +145,4 @@ // gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);

renderSession.blendModeManager.setBlendMode(this.blendMode);
// set uniforms

@@ -154,11 +156,11 @@ gl.uniformMatrix3fv(shader.translationMatrix, false, this.worldTransform.toArray(true));

{
gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs
gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);
gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);

@@ -176,7 +178,7 @@

}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
}

@@ -188,5 +190,5 @@ else

gl.bindBuffer(gl.ARRAY_BUFFER, this._vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, this.verticies, gl.STATIC_DRAW);
gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.STATIC_DRAW);
gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0);
// update the uvs

@@ -196,3 +198,3 @@ gl.bindBuffer(gl.ARRAY_BUFFER, this._uvBuffer);

gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);

@@ -209,7 +211,7 @@

}
// dont need to upload!
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this._indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
}

@@ -219,5 +221,5 @@ //console.log(gl.TRIANGLE_STRIP)

//
gl.drawElements(gl.TRIANGLE_STRIP, this.indices.length, gl.UNSIGNED_SHORT, 0);
gl.drawElements(drawMode, this.indices.length, gl.UNSIGNED_SHORT, 0);
};

@@ -230,3 +232,3 @@

var context = renderSession.context;
var transform = this.worldTransform;

@@ -242,82 +244,119 @@

}
var strip = this;
if (this.drawMode === PIXI.Strip.DrawModes.TRIANGLE_STRIP)
{
this._renderCanvasTriangleStrip(context);
}
else
{
this._renderCanvasTriangles(context);
}
};
PIXI.Strip.prototype._renderCanvasTriangleStrip = function(context)
{
// draw triangles!!
var verticies = strip.verticies;
var uvs = strip.uvs;
var vertices = this.vertices;
var uvs = this.uvs;
var length = verticies.length/2;
var length = vertices.length / 2;
this.count++;
for (var i = 0; i < length-2; i++)
{
for (var i = 0; i < length - 2; i++) {
// draw some triangles!
var index = i*2;
var index = i * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
}
};
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];
PIXI.Strip.prototype._renderCanvasTriangles = function(context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var indices = this.indices;
if(this.padding > 0)
{
var centerX = (x0 + x1 + x2)/3;
var centerY = (y0 + y1 + y2)/3;
var length = indices.length;
this.count++;
var normX = x0 - centerX;
var normY = y0 - centerY;
for (var i = 0; i < length; i += 3) {
// draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
}
};
var dist = Math.sqrt( normX * normX + normY * normY );
x0 = centerX + (normX / dist) * (dist + 3);
y0 = centerY + (normY / dist) * (dist + 3);
PIXI.Strip.prototype._renderCanvasDrawTriangle = function(context, vertices, uvs, index0, index1, index2)
{
var textureSource = this.texture.baseTexture.source;
var textureWidth = this.texture.width;
var textureHeight = this.texture.height;
//
normX = x1 - centerX;
normY = y1 - centerY;
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
dist = Math.sqrt( normX * normX + normY * normY );
x1 = centerX + (normX / dist) * (dist + 3);
y1 = centerY + (normY / dist) * (dist + 3);
var u0 = uvs[index0] * textureWidth, u1 = uvs[index1] * textureWidth, u2 = uvs[index2] * textureWidth;
var v0 = uvs[index0 + 1] * textureHeight, v1 = uvs[index1 + 1] * textureHeight, v2 = uvs[index2 + 1] * textureHeight;
normX = x2 - centerX;
normY = y2 - centerY;
if (this.canvasPadding > 0) {
var paddingX = this.canvasPadding / this.worldTransform.a;
var paddingY = this.canvasPadding / this.worldTransform.d;
var centerX = (x0 + x1 + x2) / 3;
var centerY = (y0 + y1 + y2) / 3;
dist = Math.sqrt( normX * normX + normY * normY );
x2 = centerX + (normX / dist) * (dist + 3);
y2 = centerY + (normY / dist) * (dist + 3);
}
var normX = x0 - centerX;
var normY = y0 - centerY;
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;
var dist = Math.sqrt(normX * normX + normY * normY);
x0 = centerX + (normX / dist) * (dist + paddingX);
y0 = centerY + (normY / dist) * (dist + paddingY);
context.save();
context.beginPath();
//
normX = x1 - centerX;
normY = y1 - centerY;
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
dist = Math.sqrt(normX * normX + normY * normY);
x1 = centerX + (normX / dist) * (dist + paddingX);
y1 = centerY + (normY / dist) * (dist + paddingY);
context.closePath();
normX = x2 - centerX;
normY = y2 - centerY;
context.clip();
dist = Math.sqrt(normX * normX + normY * normY);
x2 = centerX + (normX / dist) * (dist + paddingX);
y2 = centerY + (normY / dist) * (dist + paddingY);
}
// 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.save();
context.beginPath();
context.transform(deltaA / delta, deltaD / delta,
deltaB / delta, deltaE / delta,
deltaC / delta, deltaF / delta);
context.drawImage(strip.texture.baseTexture.source, 0, 0);
context.restore();
}
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(textureSource, 0, 0);
context.restore();
};
/**

@@ -333,5 +372,5 @@ * Renders a flat strip

var context = this.context;
var verticies = strip.verticies;
var vertices = strip.vertices;
var length = verticies.length/2;
var length = vertices.length/2;
this.count++;

@@ -345,4 +384,4 @@

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 x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];

@@ -354,3 +393,3 @@ context.moveTo(x0, y0);

context.fillStyle = "#FF0000";
context.fillStyle = '#FF0000';
context.fill();

@@ -385,2 +424,71 @@ context.closePath();

this.updateFrame = true;
};
};
/**
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
PIXI.Strip.prototype.getBounds = function(matrix)
{
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i < n; i += 2)
{
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty;
minX = x < minX ? x : minX;
minY = y < minY ? y : minY;
maxX = x > maxX ? x : maxX;
maxY = y > maxY ? y : maxY;
}
if (minX === -Infinity || maxY === Infinity)
{
return PIXI.EmptyRectangle;
}
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;
};
/**
* Different drawing buffer modes supported
*
* @property
* @type {{TRIANGLE_STRIP: number, TRIANGLES: number}}
* @static
*/
PIXI.Strip.DrawModes = {
TRIANGLE_STRIP: 0,
TRIANGLES: 1
};

@@ -221,4 +221,4 @@ /**

context.setTransform(transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.b * resolution,
transform.d * resolution,

@@ -408,3 +408,4 @@ transform.tx * resolution,

if (frame.width !== targetWidth || frame.height !== targetHeight) newTextureRequired = true;
// If the BaseTexture dimensions don't match the texture frame then we need a new texture anyway because it's part of a texture atlas
if (frame.width !== targetWidth || frame.height !== targetHeight || texture.baseTexture.width !== targetWidth || texture.baseTexture.height || targetHeight) newTextureRequired = true;
}

@@ -411,0 +412,0 @@

@@ -19,3 +19,3 @@ /**

* @property passes
* @type Array an array of filter objects
* @type Array(Filter)
* @private

@@ -27,3 +27,3 @@ */

* @property shaders
* @type Array an array of shaders
* @type Array(Shader)
* @private

@@ -30,0 +30,0 @@ */

@@ -28,3 +28,3 @@ /**

* @property blur
* @type Number the strength of the blur
* @type Number
* @default 2

@@ -45,3 +45,3 @@ */

* @property blurX
* @type Number the strength of the blurX
* @type Number
* @default 2

@@ -62,3 +62,3 @@ */

* @property blurY
* @type Number the strength of the blurY
* @type Number
* @default 2

@@ -65,0 +65,0 @@ */

@@ -55,3 +55,3 @@ /**

* @property blur
* @type Number the strength of the blur
* @type Number
* @default 2

@@ -58,0 +58,0 @@ */

@@ -55,3 +55,3 @@ /**

* @property blur
* @type Number the strength of the blur
* @type Number
* @default 2

@@ -58,0 +58,0 @@ */

@@ -50,3 +50,3 @@ /**

* @property matrix
* @type Array and array of 26 numbers
* @type Array(Number)
* @default [1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]

@@ -53,0 +53,0 @@ */

@@ -69,3 +69,3 @@ /**

* @property blur
* @type Number the strength of the blur
* @type Number
* @default 2

@@ -72,0 +72,0 @@ */

@@ -65,3 +65,3 @@ /**

* @property blur
* @type Number the strength of the blur
* @type Number
* @default 2

@@ -68,0 +68,0 @@ */

@@ -8,3 +8,3 @@ /**

* @constructor
* @param points* {Array<Point>|Array<Number>|Point...|Number...} This can be an array of Points that form the polygon,
* @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

@@ -11,0 +11,0 @@ * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the

@@ -6,5 +6,5 @@ /**

/**
* 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.
* 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
* @class RoundedRectangle
* @constructor

@@ -59,3 +59,3 @@ * @param x {Number} The X coordinate of the upper-left corner of the rounded rectangle

* @method clone
* @return {rounded Rectangle} a copy of the rounded rectangle
* @return {RoundedRectangle} a copy of the rounded rectangle
*/

@@ -62,0 +62,0 @@ PIXI.RoundedRectangle.prototype.clone = function()

@@ -147,2 +147,5 @@ /**

this.resolution = 1;
// used for hit testing
this._tempPoint = new PIXI.Point();
};

@@ -604,14 +607,9 @@

// temp fix for if the element is in a non visible
// map the global point to local space.
item.worldTransform.applyInverse(global, this._tempPoint);
var worldTransform = item.worldTransform, i,
a = worldTransform.a, b = worldTransform.b,
c = worldTransform.c, tx = worldTransform.tx,
d = worldTransform.d, ty = worldTransform.ty,
id = 1 / (a * d + c * -b),
x = d * id * global.x + -c * id * global.y + (ty * c - tx * d) * id,
y = a * id * global.y + -b * id * global.x + (-ty * a + tx * b) * id;
var x = this._tempPoint.x,
y = this._tempPoint.y,
i;
interactionData.target = item;

@@ -622,8 +620,3 @@

{
if (item.hitArea.contains(x, y))
{
interactionData.target = item;
return true;
}
return false;
return item.hitArea.contains(x, y);
}

@@ -645,3 +638,2 @@ // a sprite with no hitarea defined

// set the target property if a hit is true!
interactionData.target = item;
return true;

@@ -664,3 +656,3 @@ }

{
interactionData.target = item;
//interactionData.target = item;
return true;

@@ -667,0 +659,0 @@ }

@@ -15,3 +15,3 @@ /**

* @uses EventTarget
* @param assetURLs {Array<String>} An array of image/sprite sheet urls that you would like loaded
* @param assetURLs {Array(String)} An array of image/sprite sheet urls that you would like loaded
* supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported

@@ -28,3 +28,3 @@ * sprite sheet data formats only include 'JSON' at this time. Supported bitmap font

* @property assetURLs
* @type Array<String>
* @type Array(String)
*/

@@ -31,0 +31,0 @@ this.assetURLs = assetURLs;

@@ -17,3 +17,2 @@ /**

PIXI.JsonLoader = function (url, crossorigin) {
/**

@@ -57,3 +56,2 @@ * The url of the bitmap font data

PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader;
PIXI.EventTarget.mixin(PIXI.JsonLoader.prototype);

@@ -83,14 +81,18 @@

this.ajaxRequest.onload = this.onJSONLoaded.bind(this);
}
else if (window.XMLHttpRequest)
{
this.ajaxRequest = new window.XMLHttpRequest();
}
else
{
this.ajaxRequest = new window.ActiveXObject('Microsoft.XMLHTTP');
if (window.XMLHttpRequest)
{
this.ajaxRequest = new window.XMLHttpRequest();
}
else
{
this.ajaxRequest = new window.ActiveXObject('Microsoft.XMLHTTP');
}
this.ajaxRequest.onreadystatechange = this.onReadyStateChanged.bind(this);
}
this.ajaxRequest.onload = this.onJSONLoaded.bind(this);
this.ajaxRequest.open('GET',this.url,true);

@@ -102,4 +104,16 @@

/**
* Invoked when the JSON file is loaded.
* Bridge function to be able to use the more reliable onreadystatechange in XMLHttpRequest.
*
* @method onReadyStateChanged
* @private
*/
PIXI.JsonLoader.prototype.onReadyStateChanged = function () {
if (this.ajaxRequest.readyState === 4 && (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1)) {
this.onJSONLoaded();
}
};
/**
* Invoke when JSON file is loaded
*
* @method onJSONLoaded

@@ -118,3 +132,3 @@ * @private

if(this.json.frames)
if(this.json.frames && this.json.meta && this.json.meta.image)
{

@@ -138,3 +152,3 @@ // sprite sheet

var trim = null;
// Check to see if the sprite is trimmed

@@ -156,7 +170,57 @@ if (frameData[i].trimmed)

{
// spine animation
var spineJsonParser = new spine.SkeletonJson();
var skeletonData = spineJsonParser.readSkeletonData(this.json);
PIXI.AnimCache[this.url] = skeletonData;
this.onLoaded();
/* check if the json was loaded before */
if (PIXI.AnimCache[this.url])
{
this.onLoaded();
}
else
{
/* use a bit of hackery to load the atlas file, here we assume that the .json, .atlas and .png files
* that correspond to the spine file are in the same base URL and that the .json and .atlas files
* have the same name
*/
var atlasPath = this.url.substr(0, this.url.lastIndexOf('.')) + '.atlas';
var atlasLoader = new PIXI.JsonLoader(atlasPath, this.crossorigin);
// save a copy of the current object for future reference //
var originalLoader = this;
// before loading the file, replace the "onJSONLoaded" function for our own //
atlasLoader.onJSONLoaded = function()
{
// at this point "this" points at the atlasLoader (JsonLoader) instance //
if(!this.ajaxRequest.responseText)
{
this.onError(); // FIXME: hmm, this is funny because we are not responding to errors yet
return;
}
// create a new instance of a spine texture loader for this spine object //
var textureLoader = new PIXI.SpineTextureLoader(this.url.substring(0, this.url.lastIndexOf('/')));
// create a spine atlas using the loaded text and a spine texture loader instance //
var spineAtlas = new spine.Atlas(this.ajaxRequest.responseText, textureLoader);
// now we use an atlas attachment loader //
var attachmentLoader = new spine.AtlasAttachmentLoader(spineAtlas);
// spine animation
var spineJsonParser = new spine.SkeletonJson(attachmentLoader);
var skeletonData = spineJsonParser.readSkeletonData(originalLoader.json);
PIXI.AnimCache[originalLoader.url] = skeletonData;
originalLoader.spine = skeletonData;
originalLoader.spineAtlas = spineAtlas;
originalLoader.spineAtlasLoader = atlasLoader;
// wait for textures to finish loading if needed
if (textureLoader.loadingCount > 0)
{
textureLoader.addEventListener('loadedBaseTexture', function(evt){
if (evt.content.content.loadingCount <= 0)
{
originalLoader.onLoaded();
}
});
}
else
{
originalLoader.onLoaded();
}
};
// start the loading //
atlasLoader.load();
}
}

@@ -170,3 +234,3 @@ else

/**
* Invoked when the json file has loaded.
* Invoke when json file loaded
*

@@ -185,3 +249,3 @@ * @method onLoaded

/**
* Invoked if an error occurs.
* Invoke when error occured
*

@@ -188,0 +252,0 @@ * @method onError

@@ -6,19 +6,59 @@ /**

/**
* The [pixi.js](http://www.pixijs.com/) module/namespace.
*
* @module PIXI
*/
/**
* Namespace-class for [pixi.js](http://www.pixijs.com/).
*
* Contains assorted static properties and enumerations.
*
* @class PIXI
* @static
*/
var PIXI = PIXI || {};
/*
*
* This file contains a lot of pixi consts which are used across the rendering engine
* @class Consts
*/
/**
* @property {Number} WEBGL_RENDERER
* @protected
* @static
*/
PIXI.WEBGL_RENDERER = 0;
/**
* @property {Number} CANVAS_RENDERER
* @protected
* @static
*/
PIXI.CANVAS_RENDERER = 1;
// useful for testing against if your lib is using pixi.
PIXI.VERSION = "v2.1.0";
/**
* Version of pixi that is loaded.
* @property {String} VERSION
* @static
*/
PIXI.VERSION = "v2.2.0";
// the various blend modes supported by pixi
/**
* Various blend modes supported by pixi. IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
* @property {Object} blendModes
* @property {Number} blendModes.NORMAL
* @property {Number} blendModes.ADD
* @property {Number} blendModes.MULTIPLY
* @property {Number} blendModes.SCREEN
* @property {Number} blendModes.OVERLAY
* @property {Number} blendModes.DARKEN
* @property {Number} blendModes.LIGHTEN
* @property {Number} blendModes.COLOR_DODGE
* @property {Number} blendModes.COLOR_BURN
* @property {Number} blendModes.HARD_LIGHT
* @property {Number} blendModes.SOFT_LIGHT
* @property {Number} blendModes.DIFFERENCE
* @property {Number} blendModes.EXCLUSION
* @property {Number} blendModes.HUE
* @property {Number} blendModes.SATURATION
* @property {Number} blendModes.COLOR
* @property {Number} blendModes.LUMINOSITY
* @static
*/
PIXI.blendModes = {

@@ -44,3 +84,14 @@ NORMAL:0,

// the scale modes
/**
* The scale modes that are supported by pixi.
*
* The DEFAULT scale mode affects the default scaling mode of future operations.
* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
*
* @property {Object} scaleModes
* @property {Number} scaleModes.DEFAULT=LINEAR
* @property {Number} scaleModes.LINEAR Smooth scaling
* @property {Number} scaleModes.NEAREST Pixelating scaling
* @static
*/
PIXI.scaleModes = {

@@ -59,2 +110,10 @@ DEFAULT:0,

PIXI.Uint16Array = Uint16Array;
// Uint32Array and ArrayBuffer only used by WebGL renderer
// We can suppose that if WebGL is supported then typed arrays are supported too
// as they predate WebGL support for all browsers:
// see typed arrays support: http://caniuse.com/#search=TypedArrays
// see WebGL support: http://caniuse.com/#search=WebGL
PIXI.Uint32Array = Uint32Array;
PIXI.ArrayBuffer = ArrayBuffer;
}

@@ -71,15 +130,54 @@ else

/**
* @property {Number} PI_2
* @static
*/
PIXI.PI_2 = Math.PI * 2;
/**
* @property {Number} RAD_TO_DEG
* @static
*/
PIXI.RAD_TO_DEG = 180 / Math.PI;
/**
* @property {Number} DEG_TO_RAD
* @static
*/
PIXI.DEG_TO_RAD = Math.PI / 180;
/**
* @property {String} RETINA_PREFIX
* @protected
* @static
*/
PIXI.RETINA_PREFIX = "@2x";
//PIXI.SCALE_PREFIX "@x%%";
/**
* If true the default pixi startup (console) banner message will be suppressed.
*
* @property {Boolean} dontSayHello
* @default false
* @static
*/
PIXI.dontSayHello = false;
/**
* The default render options if none are supplied to
* {{#crossLink "WebGLRenderer"}}{{/crossLink}} or {{#crossLink "CanvasRenderer"}}{{/crossLink}}.
*
* @property {Object} defaultRenderOptions
* @property {Object} defaultRenderOptions.view=null
* @property {Boolean} defaultRenderOptions.transparent=false
* @property {Boolean} defaultRenderOptions.antialias=false
* @property {Boolean} defaultRenderOptions.preserveDrawingBuffer=false
* @property {Number} defaultRenderOptions.resolution=1
* @property {Boolean} defaultRenderOptions.clearBeforeRender=true
* @property {Boolean} defaultRenderOptions.autoResize=false
* @static
*/
PIXI.defaultRenderOptions = {
view:null,
transparent:false,
view:null,
transparent:false,
antialias:false,

@@ -111,4 +209,2 @@ preserveDrawingBuffer:false,

console.log.apply(console, args);

@@ -115,0 +211,0 @@ }

@@ -60,3 +60,3 @@ /**

this.tint = 0xFFFFFF;
/**

@@ -431,15 +431,23 @@ * The blend mode to be applied to the graphic shape. Apply a value of PIXI.blendModes.NORMAL to reset the blend mode.

var startY = cy + Math.sin(startAngle) * radius;
var points = this.currentPath.shape.points;
var points;
if(points.length === 0)
if( this.currentPath )
{
this.moveTo(startX, startY);
points = this.currentPath.shape.points;
if(points.length === 0)
{
points.push(startX, startY);
}
else if( points[points.length-2] !== startX || points[points.length-1] !== startY)
{
points.push(startX, startY);
}
}
else if( points[points.length-2] !== startX || points[points.length-1] !== startY)
else
{
points.push(startX, startY);
this.moveTo(startX, startY);
points = this.currentPath.shape.points;
}
if (startAngle === endAngle)return this;

@@ -1106,5 +1114,7 @@

this.lineAlpha = lineAlpha;
this._lineTint = lineColor;
this.fillColor = fillColor;
this.fillAlpha = fillAlpha;
this._fillTint = fillColor;
this.fill = fill;

@@ -1111,0 +1121,0 @@

@@ -27,4 +27,10 @@ /**

var worldAlpha = graphics.worldAlpha;
var color = '';
if(graphics.dirty)
{
this.updateGraphicsTint(graphics);
graphics.dirty = false;
}
for (var i = 0; i < graphics.graphicsData.length; i++)

@@ -35,3 +41,4 @@ {

context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
var fillColor = data._fillTint;
var lineColor = data._lineTint;

@@ -67,3 +74,3 @@ context.lineWidth = data.lineWidth;

context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);
context.fill();

@@ -74,2 +81,3 @@ }

context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);
context.stroke();

@@ -84,3 +92,3 @@ }

context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);
context.fillRect(shape.x, shape.y, shape.width, shape.height);

@@ -92,2 +100,3 @@

context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);
context.strokeRect(shape.x, shape.y, shape.width, shape.height);

@@ -106,3 +115,3 @@ }

context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);
context.fill();

@@ -113,2 +122,3 @@ }

context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);
context.stroke();

@@ -148,3 +158,3 @@ }

context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);
context.fill();

@@ -155,2 +165,3 @@ }

context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);
context.stroke();

@@ -185,3 +196,3 @@ }

context.globalAlpha = data.fillAlpha * worldAlpha;
context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
context.fillStyle = '#' + ('00000' + ( fillColor | 0).toString(16)).substr(-6);
context.fill();

@@ -193,2 +204,3 @@

context.globalAlpha = data.lineAlpha * worldAlpha;
context.strokeStyle = '#' + ('00000' + ( lineColor | 0).toString(16)).substr(-6);
context.stroke();

@@ -314,1 +326,46 @@ }

};
PIXI.CanvasGraphics.updateGraphicsTint = function(graphics)
{
if(graphics.tint === 0xFFFFFF)return;
var tintR = (graphics.tint >> 16 & 0xFF) / 255;
var tintG = (graphics.tint >> 8 & 0xFF) / 255;
var tintB = (graphics.tint & 0xFF)/ 255;
for (var i = 0; i < graphics.graphicsData.length; i++)
{
var data = graphics.graphicsData[i];
var fillColor = data.fillColor | 0;
var lineColor = data.lineColor | 0;
/*
var colorR = (fillColor >> 16 & 0xFF) / 255;
var colorG = (fillColor >> 8 & 0xFF) / 255;
var colorB = (fillColor & 0xFF) / 255;
colorR *= tintR;
colorG *= tintG;
colorB *= tintB;
fillColor = ((colorR*255 << 16) + (colorG*255 << 8) + colorB*255);
colorR = (lineColor >> 16 & 0xFF) / 255;
colorG = (lineColor >> 8 & 0xFF) / 255;
colorB = (lineColor & 0xFF) / 255;
colorR *= tintR;
colorG *= tintG;
colorB *= tintB;
lineColor = ((colorR*255 << 16) + (colorG*255 << 8) + colorB*255);
*/
// super inline cos im an optimization NAZI :)
data._fillTint = (((fillColor >> 16 & 0xFF) / 255 * tintR*255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG*255 << 8) + (fillColor & 0xFF) / 255 * tintB*255);
data._lineTint = (((lineColor >> 16 & 0xFF) / 255 * tintR*255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG*255 << 8) + (lineColor & 0xFF) / 255 * tintB*255);
}
};

@@ -6,4 +6,5 @@ /**

/**
* Utility methods for Sprite/Texture tinting.
*
* @class CanvasTinter
* @constructor
* @static

@@ -19,2 +20,3 @@ */

* @method getTintedTexture
* @static
* @param sprite {Sprite} the sprite to tint

@@ -64,2 +66,3 @@ * @param color {Number} the color to use to tint the sprite with

* @method tintWithMultiply
* @static
* @param texture {Texture} the texture to tint

@@ -111,2 +114,3 @@ * @param color {Number} the color to use to tint the sprite with

* @method tintWithOverlay
* @static
* @param texture {Texture} the texture to tint

@@ -147,2 +151,3 @@ * @param color {Number} the color to use to tint the sprite with

* @method tintPerPixel
* @static
* @param texture {Texture} the texture to tint

@@ -193,2 +198,3 @@ * @param color {Number} the color to use to tint the sprite with

* @method roundColor
* @static
* @param color {number} the color to round, should be a hex color

@@ -212,4 +218,5 @@ */

*
* @property cacheStepsPerColorChannel
* @property cacheStepsPerColorChannel
* @type Number
* @static
*/

@@ -223,2 +230,3 @@ PIXI.CanvasTinter.cacheStepsPerColorChannel = 8;

* @type Boolean
* @static
*/

@@ -232,2 +240,3 @@ PIXI.CanvasTinter.convertTintToImage = false;

* @type Boolean
* @static
*/

@@ -240,3 +249,4 @@ PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes();

* @method tintMethod
* @static
*/
PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel;

@@ -28,3 +28,3 @@ /**

* @property program
* @type {Any}
* @type Any
*/

@@ -64,3 +64,3 @@ this.program = null;

'uniform vec3 color;',
'uniform float flipY;',
'varying vec4 vColor;',

@@ -71,3 +71,3 @@

' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
' vColor = vec4(color * alpha * tint, alpha);',//" * vec4(tint * alpha, alpha);',

@@ -99,2 +99,3 @@ '}'

this.color = gl.getUniformLocation(program, 'color');
this.flipY = gl.getUniformLocation(program, 'flipY');

@@ -101,0 +102,0 @@ // get and store the attributes

@@ -28,3 +28,3 @@ /**

* @property program
* @type {Any}
* @type Any
*/

@@ -31,0 +31,0 @@ this.program = null;

@@ -29,3 +29,3 @@ /**

* @property program
* @type {Any}
* @type Any
*/

@@ -388,5 +388,4 @@ this.program = null;

' 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);',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
'}'
];
];

@@ -28,3 +28,3 @@ /**

* @property program
* @type {Any}
* @type Any
*/

@@ -59,2 +59,3 @@ this.program = null;

'uniform float alpha;',
'uniform float flipY;',
'uniform vec3 tint;',

@@ -66,3 +67,3 @@ 'varying vec4 vColor;',

' v -= offsetVector.xyx;',
' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);',
' gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);',
' vColor = aColor * vec4(tint * alpha, alpha);',

@@ -93,2 +94,3 @@ '}'

this.tintColor = gl.getUniformLocation(program, 'tint');
this.flipY = gl.getUniformLocation(program, 'flipY');

@@ -95,0 +97,0 @@ // get and store the attributes

@@ -28,3 +28,3 @@ /**

* @property program
* @type {Any}
* @type Any
*/

@@ -31,0 +31,0 @@ this.program = null;

@@ -11,3 +11,3 @@ /**

* @param height {Number} the vertical range of the filter
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/

@@ -14,0 +14,0 @@ PIXI.FilterTexture = function(gl, width, height, scaleMode)

@@ -63,3 +63,5 @@ /**

gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));
gl.uniform1f(shader.flipY, 1);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);

@@ -139,4 +141,4 @@ gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);

{
// close the poly if the valu is true!
if(data.points[0] !== data.points[data.points.length-2] && data.points[1] !== data.points[data.points.length-1])
// close the poly if the value is true!
if(data.points[0] !== data.points[data.points.length-2] || data.points[1] !== data.points[data.points.length-1])
{

@@ -354,2 +356,4 @@ data.points.push(data.points[0], data.points[1]);

//
var i = 0;

@@ -365,2 +369,3 @@ for (i = 0; i < triangles.length; i+=3)

for (i = 0; i < recPoints.length; i++)

@@ -396,3 +401,3 @@ {

* @param toY {Number} Destination point y
* @return {Array<Number>}
* @return {Array(Number)}
*/

@@ -861,3 +866,2 @@ PIXI.WebGLGraphics.quadraticBezierCurve = function(fromX, fromY, cpX, cpY, toX, toY) {

this.indices = [];
this.lastIndex = 0;
this.buffer = gl.createBuffer();

@@ -877,3 +881,2 @@ this.indexBuffer = gl.createBuffer();

this.indices = [];
this.lastIndex = 0;
};

@@ -880,0 +883,0 @@

@@ -6,3 +6,4 @@ /**

* for creating the original pixi version!
*
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's WebGLSpriteBatch:

@@ -24,3 +25,3 @@ * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java

*/
this.vertSize = 6;
this.vertSize = 5;

@@ -34,4 +35,4 @@ /**

//the total number of floats in our batch
var numVerts = this.size * 4 * this.vertSize;
//the total number of bytes in our batch
var numVerts = this.size * 4 * 4 * this.vertSize;
//the total number of indices in our batch

@@ -44,7 +45,23 @@ var numIndices = this.size * 6;

* @property vertices
* @type ArrayBuffer
*/
this.vertices = new PIXI.ArrayBuffer(numVerts);
/**
* View on the vertices as a Float32Array
*
* @property positions
* @type Float32Array
*/
this.vertices = new PIXI.Float32Array(numVerts);
this.positions = new PIXI.Float32Array(this.vertices);
/**
* View on the vertices as a Uint32Array
*
* @property colors
* @type Uint32Array
*/
this.colors = new PIXI.Uint32Array(this.vertices);
/**
* Holds the indices

@@ -195,3 +212,3 @@ *

var texture = sprite.texture;
//TODO set blend modes..

@@ -210,8 +227,2 @@ // check texture..

// get the sprites current alpha
var alpha = sprite.worldAlpha;
var tint = sprite.tint;
var verticies = this.vertices;
// TODO trim??

@@ -257,46 +268,66 @@ var aX = sprite.anchor.x;

var colors = this.colors;
var positions = this.positions;
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
if(this.renderSession.roundPixels)
{
// xy
positions[index] = a * w1 + c * h1 + tx | 0;
positions[index+1] = d * h1 + b * w1 + ty | 0;
// xy
positions[index+5] = a * w0 + c * h1 + tx | 0;
positions[index+6] = d * h1 + b * w0 + ty | 0;
// xy
positions[index+10] = a * w0 + c * h0 + tx | 0;
positions[index+11] = d * h0 + b * w0 + ty | 0;
// xy
positions[index+15] = a * w1 + c * h0 + tx | 0;
positions[index+16] = d * h0 + b * w1 + ty | 0;
}
else
{
// xy
positions[index] = a * w1 + c * h1 + tx;
positions[index+1] = d * h1 + b * w1 + ty;
// xy
positions[index+5] = a * w0 + c * h1 + tx;
positions[index+6] = d * h1 + b * w0 + ty;
// xy
positions[index+10] = a * w0 + c * h0 + tx;
positions[index+11] = d * h0 + b * w0 + ty;
// xy
positions[index+15] = a * w1 + c * h0 + tx;
positions[index+16] = d * h0 + b * w1 + ty;
}
// uv
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
positions[index+2] = uvs.x0;
positions[index+3] = uvs.y0;
// 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;
positions[index+7] = uvs.x1;
positions[index+8] = uvs.y1;
// xy
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
// uv
positions[index+12] = uvs.x2;
positions[index+13] = uvs.y2;
// uv
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
positions[index+17] = uvs.x3;
positions[index+18] = uvs.y3;
// 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;
// color and alpha
var tint = sprite.tint;
colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
// increment the batchsize
this.sprites[this.currentBatchSize++] = sprite;
};

@@ -348,9 +379,10 @@

uvs.x3 = 0 - offsetX;
uvs.y3 = (1 *scaleY) - offsetY;
uvs.y3 = (1 * scaleY) - offsetY;
// get the tilingSprites current alpha
var alpha = tilingSprite.worldAlpha;
// get the tilingSprites current alpha and tint and combining them into a single color
var tint = tilingSprite.tint;
var color = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (tilingSprite.alpha * 255 << 24);
var verticies = this.vertices;
var positions = this.positions;
var colors = this.colors;

@@ -380,43 +412,39 @@ var width = tilingSprite.width;

var tx = worldTransform.tx;//[2];
var ty = worldTransform.ty;///[5];
var ty = worldTransform.ty;//[5];
// xy
verticies[index++] = a * w1 + c * h1 + tx;
verticies[index++] = d * h1 + b * w1 + ty;
positions[index++] = a * w1 + c * h1 + tx;
positions[index++] = d * h1 + b * w1 + ty;
// uv
verticies[index++] = uvs.x0;
verticies[index++] = uvs.y0;
positions[index++] = uvs.x0;
positions[index++] = uvs.y0;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
colors[index++] = color;
// xy
verticies[index++] = (a * w0 + c * h1 + tx);
verticies[index++] = d * h1 + b * w0 + ty;
positions[index++] = (a * w0 + c * h1 + tx);
positions[index++] = d * h1 + b * w0 + ty;
// uv
verticies[index++] = uvs.x1;
verticies[index++] = uvs.y1;
positions[index++] = uvs.x1;
positions[index++] = uvs.y1;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
colors[index++] = color;
// xy
verticies[index++] = a * w0 + c * h0 + tx;
verticies[index++] = d * h0 + b * w0 + ty;
positions[index++] = a * w0 + c * h0 + tx;
positions[index++] = d * h0 + b * w0 + ty;
// uv
verticies[index++] = uvs.x2;
verticies[index++] = uvs.y2;
positions[index++] = uvs.x2;
positions[index++] = uvs.y2;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
colors[index++] = color;
// xy
verticies[index++] = a * w1 + c * h0 + tx;
verticies[index++] = d * h0 + b * w1 + ty;
positions[index++] = a * w1 + c * h0 + tx;
positions[index++] = d * h0 + b * w1 + ty;
// uv
verticies[index++] = uvs.x3;
verticies[index++] = uvs.y3;
positions[index++] = uvs.x3;
positions[index++] = uvs.y3;
// color
verticies[index++] = alpha;
verticies[index++] = tint;
colors[index++] = color;

@@ -456,3 +484,5 @@ // increment the batchsize

gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4);
gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4);
// color attributes will be interpreted as unsigned bytes and normalized
gl.vertexAttribPointer(shader.colorAttribute, 4, gl.UNSIGNED_BYTE, true, stride, 4 * 4);
}

@@ -467,3 +497,3 @@

{
var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize);
var view = this.positions.subarray(0, this.currentBatchSize * 4 * this.vertSize);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, view);

@@ -616,2 +646,2 @@ }

this.gl = null;
};
};

@@ -146,2 +146,4 @@ /**

gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true));

@@ -174,2 +176,3 @@

gl.uniform1f(shader.flipY, renderSession.flipY);
gl.uniform2f(shader.projectionVector, projection.x, -projection.y);

@@ -176,0 +179,0 @@ gl.uniform2f(shader.offsetVector, -offset.x, -offset.y);

@@ -359,2 +359,5 @@ /**

// make sure to flip the Y if using a render texture..
this.renderSession.flipY = buffer ? -1 : 1;
// set the default projection

@@ -425,4 +428,14 @@ this.renderSession.projection = projection;

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);
if(texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height))
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
}
else
{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
}
// reguler...

@@ -429,0 +442,0 @@ if(!texture._powerOf2)

@@ -208,2 +208,6 @@ /**

// used for debugging..
//this.context.fillStyle ="#FF0000"
//this.context.fillRect(0, 0, this.canvas.width,this.canvas.height);
this.context.font = this.style.font;

@@ -378,3 +382,3 @@ this.context.strokeStyle = this.style.stroke;

context.fillStyle = '#000';
context.fillText('|Mq', 0, baseline);
context.fillText('|MÉq', 0, baseline);

@@ -438,2 +442,4 @@ var imagedata = context.getImageData(0, 0, width, height).data;

properties.descent = i - baseline;
//TODO might need a tweak. kind of a temp fix!
properties.descent += 6;
properties.fontSize = properties.ascent + properties.descent;

@@ -440,0 +446,0 @@

@@ -16,3 +16,3 @@ /**

* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/

@@ -51,3 +51,3 @@ PIXI.BaseTexture = function(source, scaleMode)

* @property scaleMode
* @type PIXI.scaleModes
* @type {Number}
* @default PIXI.scaleModes.LINEAR

@@ -94,2 +94,12 @@ */

/**
*
* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
* Also the texture must be a power of two size to work
*
* @property mipmap
* @type {Boolean}
*/
this.mipmap = false;
// used for webGL texture updating...

@@ -239,3 +249,3 @@ // TODO - this needs to be addressed

* @param crossorigin {Boolean}
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return BaseTexture

@@ -280,3 +290,3 @@ */

* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return BaseTexture

@@ -283,0 +293,0 @@ */

@@ -32,3 +32,3 @@ /**

* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used for this RenderTexture
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param resolution {Number} The resolution of the texture being generated

@@ -35,0 +35,0 @@ */

@@ -235,3 +235,3 @@ /**

* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return Texture

@@ -274,3 +274,3 @@ */

* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return Texture

@@ -277,0 +277,0 @@ */

@@ -1,2 +0,12 @@

/**
* A texture of a [playing] Video.
*
* See the ["deus" demo](http://www.goodboydigital.com/pixijs/examples/deus/).
*
* @class VideoTexture
* @extends BaseTexture
* @constructor
* @param source {HTMLVideoElement}
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/
PIXI.VideoTexture = function( source, scaleMode )

@@ -86,8 +96,24 @@ {

PIXI.VideoTexture.prototype.destroy = function()
{
if( this.source && this.source._pixiId )
{
PIXI.BaseTextureCache[ this.source._pixiId ] = null;
delete PIXI.BaseTextureCache[ this.source._pixiId ];
this.source._pixiId = null;
delete this.source._pixiId;
}
PIXI.BaseTexture.prototype.destroy.call( this );
};
/**
* Mimic Pixi BaseTexture.from.... method.
* @param video
* @param scaleMode
* @returns {PIXI.VideoTexture}
*
* @static
* @method baseTextureFromVideo
* @param video {HTMLVideoElement}
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {VideoTexture}
*/

@@ -112,22 +138,10 @@ PIXI.VideoTexture.baseTextureFromVideo = function( video, scaleMode )

PIXI.VideoTexture.prototype.destroy = function()
{
if( this.source && this.source._pixiId )
{
PIXI.BaseTextureCache[ this.source._pixiId ] = null;
delete PIXI.BaseTextureCache[ this.source._pixiId ];
this.source._pixiId = null;
delete this.source._pixiId;
}
PIXI.BaseTexture.prototype.destroy.call( this );
};
/**
* Mimic PIXI Texture.from... method.
* @param video
* @param scaleMode
* @returns {PIXI.Texture}
* Mimic Pixi BaseTexture.from.... method.
*
* @static
* @method textureFromVideo
* @param video {HTMLVideoElement}
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {Texture} A Texture, but not a VideoTexture.
*/

@@ -140,2 +154,11 @@ PIXI.VideoTexture.textureFromVideo = function( video, scaleMode )

/**
* Mimic Pixi BaseTexture.from.... method.
*
* @static
* @method fromUrl
* @param videoSrc {String} The URL for the video.
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return {VideoTexture}
*/
PIXI.VideoTexture.fromUrl = function( videoSrc, scaleMode )

@@ -149,2 +172,1 @@ {

};

@@ -9,3 +9,5 @@ /**

* the browser then this function will return a canvas renderer
* @class autoDetectRenderer
*
* @method autoDetectRenderer
* @for PIXI
* @static

@@ -51,3 +53,4 @@ * @param width=800 {Number} the width of the renderers view

*
* @class autoDetectRecommendedRenderer
* @method autoDetectRecommendedRenderer
* @for PIXI
* @static

@@ -54,0 +57,0 @@ * @param width=800 {Number} the width of the renderers view

@@ -46,3 +46,3 @@ /**

* @param eventName {String} The events that should be listed.
* @returns {Array} An array of listener functions
* @return {Array} An array of listener functions
*/

@@ -61,3 +61,3 @@ obj.listeners = function listeners(eventName) {

* @param eventName {String} The name of the event.
* @returns {Boolean} Indication if we've emitted an event.
* @return {Boolean} Indication if we've emitted an event.
*/

@@ -64,0 +64,0 @@ obj.emit = obj.dispatchEvent = function emit(eventName, data) {

@@ -208,1 +208,7 @@ /**

};
PIXI.isPowerOfTwo = function(width, height)
{
return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
};

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