mirror of
https://github.com/wassname/phaser.git
synced 2026-09-12 12:40:47 +08:00
Upgraded to Pixi.js 1.4.4
This commit is contained in:
+190
-230
@@ -104,7 +104,7 @@ PIXI.DisplayObject = function()
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this.stage = null;
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/**
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* [read-only] The multiplied alpha of the displayobject
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* [read-only] The multiplied alpha of the displayObject
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*
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* @property worldAlpha
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* @type Number
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@@ -122,6 +122,13 @@ PIXI.DisplayObject = function()
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*/
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this._interactive = false;
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/**
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* 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
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*
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* @property defaultCursor
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* @type String
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*
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*/
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this.defaultCursor = 'pointer';
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/**
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@@ -132,20 +139,10 @@ PIXI.DisplayObject = function()
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* @readOnly
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* @private
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*/
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this.worldTransform = PIXI.mat3.create(); //mat3.identity();
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this.worldTransform = new PIXI.Matrix();
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/**
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* [read-only] Current transform of the object locally
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*
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* @property localTransform
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* @type Mat3
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* @readOnly
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* @private
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*/
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this.localTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [NYI] Unkown
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* [NYI] Unknown
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*
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* @property color
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* @type Array<>
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@@ -162,13 +159,43 @@ PIXI.DisplayObject = function()
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*/
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this.dynamic = true;
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// chach that puppy!
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// cached sin rotation and cos rotation
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this._sr = 0;
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this._cr = 1;
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/**
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* The area the filter is applied to
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*
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* @property filterArea
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* @type Rectangle
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*/
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this.filterArea = new PIXI.Rectangle(0,0,1,1);
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/**
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* The original, cached bounds of the object
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*
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* @property _bounds
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* @type Rectangle
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* @private
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*/
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this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
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/**
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* The most up-to-date bounds of the object
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*
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* @property _currentBounds
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* @type Rectangle
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* @private
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*/
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this._currentBounds = null;
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/**
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* The original, cached mask of the object
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*
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* @property _currentBounds
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* @type Rectangle
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* @private
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*/
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this._mask = null;
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/*
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* MOUSE Callbacks
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*/
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@@ -224,7 +251,7 @@ PIXI.DisplayObject = function()
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*/
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/**
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* A callback that is used when the user touch's over the displayObject
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* A callback that is used when the user touches over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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@@ -279,9 +306,30 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
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}
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});
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/**
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* [read-only] Indicates if the sprite is globaly visible.
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*
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* @property worldVisible
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* @type Boolean
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
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get: function() {
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var item = this;
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do
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{
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if(!item.visible)return false;
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item = item.parent;
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}
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while(item);
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return true;
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}
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});
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/**
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* 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.
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* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* To remove a mask, set this property to null.
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*
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* @property mask
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@@ -293,27 +341,9 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
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},
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set: function(value) {
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if(value)
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{
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if(this._mask)
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{
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value.start = this._mask.start;
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value.end = this._mask.end;
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}
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else
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{
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this.addFilter(value);
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value.renderable = false;
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}
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}
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else
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{
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this.removeFilter(this._mask);
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this._mask.renderable = true;
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}
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if(this._mask)this._mask.isMask = false;
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this._mask = value;
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if(this._mask)this._mask.isMask = true;
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}
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});
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@@ -332,9 +362,6 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
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if(value)
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{
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if(this._filters)this.removeFilter(this._filters);
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this.addFilter(value);
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// now put all the passes in one place..
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var passes = [];
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for (var i = 0; i < value.length; i++)
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@@ -346,172 +373,14 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
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}
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}
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value.start.filterPasses = passes;
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}
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else
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{
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if(this._filters) {
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this.removeFilter(this._filters);
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}
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// TODO change this as it is legacy
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this._filterBlock = {target:this, filterPasses:passes};
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}
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this._filters = value;
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}
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});
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/*
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* Adds a filter to this displayObject
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*
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* @method addFilter
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* @param mask {Graphics} the graphics object to use as a filter
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* @private
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*/
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PIXI.DisplayObject.prototype.addFilter = function(data)
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{
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//if(this.filter)return;
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//this.filter = true;
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// data[0].target = this;
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// insert a filter block..
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// TODO Onject pool thease bad boys..
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var start = new PIXI.FilterBlock();
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var end = new PIXI.FilterBlock();
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data.start = start;
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data.end = end;
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start.data = data;
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end.data = data;
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start.first = start.last = this;
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end.first = end.last = this;
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start.open = true;
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start.target = this;
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/*
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* insert start
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*/
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var childFirst = start;
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var childLast = start;
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var nextObject;
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var previousObject;
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previousObject = this.first._iPrev;
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if(previousObject)
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{
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nextObject = previousObject._iNext;
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childFirst._iPrev = previousObject;
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previousObject._iNext = childFirst;
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}
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else
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{
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nextObject = this;
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}
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if(nextObject)
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{
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nextObject._iPrev = childLast;
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childLast._iNext = nextObject;
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}
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// now insert the end filter block..
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/*
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* insert end filter
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*/
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childFirst = end;
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childLast = end;
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nextObject = null;
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previousObject = null;
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previousObject = this.last;
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nextObject = previousObject._iNext;
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if(nextObject)
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{
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nextObject._iPrev = childLast;
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childLast._iNext = nextObject;
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}
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childFirst._iPrev = previousObject;
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previousObject._iNext = childFirst;
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var updateLast = this;
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var prevLast = this.last;
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while(updateLast)
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{
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if(updateLast.last === prevLast)
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{
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updateLast.last = end;
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}
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updateLast = updateLast.parent;
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}
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this.first = start;
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// if webGL...
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if(this.__renderGroup)
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{
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this.__renderGroup.addFilterBlocks(start, end);
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}
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};
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/*
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* Removes the filter to this displayObject
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*
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* @method removeFilter
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* @private
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*/
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PIXI.DisplayObject.prototype.removeFilter = function(data)
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{
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//if(!this.filter)return;
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//this.filter = false;
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// console.log('YUOIO')
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// modify the list..
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var startBlock = data.start;
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var nextObject = startBlock._iNext;
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var previousObject = startBlock._iPrev;
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if(nextObject)nextObject._iPrev = previousObject;
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if(previousObject)previousObject._iNext = nextObject;
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this.first = startBlock._iNext;
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// remove the end filter
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var lastBlock = data.end;
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nextObject = lastBlock._iNext;
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previousObject = lastBlock._iPrev;
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if(nextObject)nextObject._iPrev = previousObject;
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previousObject._iNext = nextObject;
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// this is always true too!
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var tempLast = lastBlock._iPrev;
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// need to make sure the parents last is updated too
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var updateLast = this;
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while(updateLast.last === lastBlock)
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{
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updateLast.last = tempLast;
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updateLast = updateLast.parent;
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if(!updateLast)break;
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}
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// if webGL...
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if(this.__renderGroup)
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{
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this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
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}
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};
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/*
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* Updates the object transform for rendering
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*
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@@ -523,48 +392,139 @@ PIXI.DisplayObject.prototype.updateTransform = function()
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// TODO OPTIMIZE THIS!! with dirty
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if(this.rotation !== this.rotationCache)
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{
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if(isNaN(parseFloat(this.rotation)))
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throw new Error('DisplayObject rotation values must be numeric.');
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this.rotationCache = this.rotation;
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this._sr = Math.sin(this.rotation);
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this._cr = Math.cos(this.rotation);
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}
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var localTransform = this.localTransform;
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var parentTransform = this.parent.worldTransform;
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var worldTransform = this.worldTransform;
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// var localTransform = this.localTransform//.toArray();
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var parentTransform = this.parent.worldTransform;//.toArray();
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var worldTransform = this.worldTransform;//.toArray();
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//console.log(localTransform)
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localTransform[0] = this._cr * this.scale.x;
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localTransform[1] = -this._sr * this.scale.y;
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localTransform[3] = this._sr * this.scale.x;
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localTransform[4] = this._cr * this.scale.y;
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// TODO --> do we even need a local matrix???
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var px = this.pivot.x;
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var py = this.pivot.y;
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// Cache the matrix values (makes for huge speed increases!)
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var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
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a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
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var a00 = this._cr * this.scale.x,
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a01 = -this._sr * this.scale.y,
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a10 = this._sr * this.scale.x,
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a11 = this._cr * this.scale.y,
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a02 = this.position.x + a00 * px - py * a01,
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a12 = this.position.y + a11 * py - px * a10,
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b00 = parentTransform.a, b01 = parentTransform.b, b02 = parentTransform.tx,
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b10 = parentTransform.c, b11 = parentTransform.d, b12 = parentTransform.ty;
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b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
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b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
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worldTransform.a = b00 * a00 + b01 * a10;
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worldTransform.b = b00 * a01 + b01 * a11;
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worldTransform.tx = b00 * a02 + b01 * a12 + b02;
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localTransform[2] = a02;
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localTransform[5] = a12;
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worldTransform.c = b10 * a00 + b11 * a10;
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worldTransform.d = b10 * a01 + b11 * a11;
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worldTransform.ty = b10 * a02 + b11 * a12 + b12;
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worldTransform[0] = b00 * a00 + b01 * a10;
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worldTransform[1] = b00 * a01 + b01 * a11;
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worldTransform[2] = b00 * a02 + b01 * a12 + b02;
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worldTransform[3] = b10 * a00 + b11 * a10;
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worldTransform[4] = b10 * a01 + b11 * a11;
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worldTransform[5] = b10 * a02 + b11 * a12 + b12;
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// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
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// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
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this.vcount = PIXI.visibleCount;
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};
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PIXI.visibleCount = 0;
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/**
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* Retrieves the bounds of the displayObject as a rectangle object
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*
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* @method getBounds
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* @return {Rectangle} the rectangular bounding area
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*/
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PIXI.DisplayObject.prototype.getBounds = function()
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{
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return PIXI.EmptyRectangle;
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};
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/**
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* Retrieves the local bounds of the displayObject as a rectangle object
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*
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* @method getLocalBounds
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* @return {Rectangle} the rectangular bounding area
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*/
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PIXI.DisplayObject.prototype.getLocalBounds = function()
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{
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var matrixCache = this.worldTransform;
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this.worldTransform = PIXI.identityMatrix;
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this.updateTransform();
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var bounds = this.getBounds();
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this.worldTransform = matrixCache;
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return bounds;
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};
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/**
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* Sets the object's stage reference, the stage this object is connected to
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*
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* @method setStageReference
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* @param stage {Stage} the stage that the object will have as its current stage reference
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*/
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PIXI.DisplayObject.prototype.setStageReference = function(stage)
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{
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this.stage = stage;
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if(this._interactive)this.stage.dirty = true;
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};
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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
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{
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// OVERWRITE;
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// this line is just here to pass jshinting :)
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renderSession = renderSession;
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};
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/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
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* @param renderSession {RenderSession}
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* @private
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*/
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PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
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{
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// OVERWRITE;
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// this line is just here to pass jshinting :)
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renderSession = renderSession;
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};
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/**
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* The position of the displayObject on the x axis relative to the local coordinates of the parent.
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*
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* @property x
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* @type Number
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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/**
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* The position of the displayObject on the y axis relative to the local coordinates of the parent.
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*
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* @property y
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* @type Number
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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Reference in New Issue
Block a user