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https://github.com/liabru/matter-js.git
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updated edge build
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parent
d03145e2d1
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2 changed files with 49 additions and 49 deletions
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@ -1,5 +1,5 @@
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/**
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/**
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* matter.js edge-master 2015-05-20
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* matter.js edge-master 2015-05-22
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* http://brm.io/matter-js/
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* http://brm.io/matter-js/
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* License: MIT
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* License: MIT
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*/
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*/
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@ -1782,8 +1782,8 @@ var World = {};
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label: 'World',
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label: 'World',
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gravity: { x: 0, y: 1 },
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gravity: { x: 0, y: 1 },
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bounds: {
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bounds: {
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min: { x: 0, y: 0 },
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min: { x: -Infinity, y: -Infinity },
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max: { x: 800, y: 600 }
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max: { x: Infinity, y: Infinity }
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}
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}
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};
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};
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@ -4164,15 +4164,19 @@ var Common = {};
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Common.now = function() {
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Common.now = function() {
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// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
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// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
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// https://gist.github.com/davidwaterston/2982531
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// https://gist.github.com/davidwaterston/2982531
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var perf = window.performance;
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if (perf) {
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var performance = window.performance || {};
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perf.now = perf.now || perf.webkitNow || perf.msNow || perf.oNow || perf.mozNow;
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return +(perf.now());
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performance.now = (function() {
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}
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return performance.now ||
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performance.webkitNow ||
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return +(new Date());
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performance.msNow ||
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performance.oNow ||
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performance.mozNow ||
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function() { return +(new Date()); };
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})();
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return performance.now();
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};
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};
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@ -4569,11 +4573,6 @@ var Engine = {};
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if (body.isStatic || body.isSleeping)
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if (body.isStatic || body.isSleeping)
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continue;
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continue;
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// don't update out of world bodies
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if (body.bounds.max.x < worldBounds.min.x || body.bounds.min.x > worldBounds.max.x
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|| body.bounds.max.y < worldBounds.min.y || body.bounds.min.y > worldBounds.max.y)
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continue;
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Body.update(body, deltaTime, timeScale, correction);
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Body.update(body, deltaTime, timeScale, correction);
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}
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}
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};
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};
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@ -5319,7 +5318,7 @@ var Sleeping = {};
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motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
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motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
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// wake up bodies if they have a force applied
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// wake up bodies if they have a force applied
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if (body.force.x > 0 || body.force.y > 0) {
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if (body.force.x !== 0 || body.force.y !== 0) {
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Sleeping.set(body, false);
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Sleeping.set(body, false);
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continue;
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continue;
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}
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}
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@ -5376,7 +5375,7 @@ var Sleeping = {};
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}
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}
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}
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}
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};
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};
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/**
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/**
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* Description
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* Description
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* @method set
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* @method set
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@ -5853,16 +5852,14 @@ var Composites = {};
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bodyC;
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bodyC;
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for (row = 0; row < rows; row++) {
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for (row = 0; row < rows; row++) {
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for (col = 0; col < columns; col++) {
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for (col = 1; col < columns; col++) {
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if (col > 0) {
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bodyA = bodies[(col - 1) + (row * columns)];
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bodyA = bodies[(col - 1) + (row * columns)];
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bodyB = bodies[col + (row * columns)];
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bodyB = bodies[col + (row * columns)];
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Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
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Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
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}
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}
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}
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for (col = 0; col < columns; col++) {
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if (row > 0) {
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if (row > 0) {
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for (col = 0; col < columns; col++) {
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bodyA = bodies[col + ((row - 1) * columns)];
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bodyA = bodies[col + ((row - 1) * columns)];
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bodyB = bodies[col + (row * columns)];
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bodyB = bodies[col + (row * columns)];
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Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
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Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
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@ -8394,11 +8391,15 @@ var RenderPixi = {};
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transparent = !render.options.wireframes && render.options.background === 'transparent';
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transparent = !render.options.wireframes && render.options.background === 'transparent';
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// init pixi
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// init pixi
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render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, render.canvas, transparent, true);
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render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, {
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view: render.canvas,
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transparent: transparent,
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antialias: true,
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backgroundColor: options.background
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});
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render.canvas = render.context.view;
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render.canvas = render.context.view;
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render.container = new PIXI.DisplayObjectContainer();
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render.container = new PIXI.Container();
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render.stage = new PIXI.Stage();
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render.stage.addChild(render.container);
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render.bounds = render.bounds || {
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render.bounds = render.bounds || {
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min: {
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min: {
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x: 0,
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x: 0,
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@ -8416,8 +8417,8 @@ var RenderPixi = {};
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render.primitives = {};
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render.primitives = {};
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// use a sprite batch for performance
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// use a sprite batch for performance
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render.spriteBatch = new PIXI.SpriteBatch();
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render.spriteContainer = new PIXI.Container();
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render.container.addChild(render.spriteBatch);
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render.container.addChild(render.spriteContainer);
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// insert canvas
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// insert canvas
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if (Common.isElement(render.element)) {
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if (Common.isElement(render.element)) {
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@ -8440,7 +8441,7 @@ var RenderPixi = {};
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*/
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*/
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RenderPixi.clear = function(render) {
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RenderPixi.clear = function(render) {
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var container = render.container,
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var container = render.container,
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spriteBatch = render.spriteBatch;
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spriteContainer = render.spriteContainer;
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// clear stage container
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// clear stage container
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while (container.children[0]) {
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while (container.children[0]) {
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@ -8448,8 +8449,8 @@ var RenderPixi = {};
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}
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}
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// clear sprite batch
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// clear sprite batch
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while (spriteBatch.children[0]) {
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while (spriteContainer.children[0]) {
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spriteBatch.removeChild(spriteBatch.children[0]);
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spriteContainer.removeChild(spriteContainer.children[0]);
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}
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}
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var bgSprite = render.sprites['bg-0'];
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var bgSprite = render.sprites['bg-0'];
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// set background sprite
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// set background sprite
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render.sprites['bg-0'] = bgSprite;
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render.sprites['bg-0'] = bgSprite;
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if (bgSprite)
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if (bgSprite)
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spriteBatch.addChildAt(bgSprite, 0);
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container.addChildAt(bgSprite, 0);
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// add sprite batch back into container
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// add sprite batch back into container
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render.container.addChild(render.spriteBatch);
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render.container.addChild(render.spriteContainer);
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// reset background state
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// reset background state
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render.currentBackground = null;
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render.currentBackground = null;
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if (isColor) {
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if (isColor) {
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// if solid background color
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// if solid background color
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var color = Common.colorToNumber(background);
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var color = Common.colorToNumber(background);
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render.stage.setBackgroundColor(color);
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render.context.backgroundColor = color;
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// remove background sprite if existing
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// remove background sprite if existing
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if (bgSprite)
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if (bgSprite)
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render.spriteBatch.removeChild(bgSprite);
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render.container.removeChild(bgSprite);
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} else {
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} else {
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// initialise background sprite if needed
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// initialise background sprite if needed
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if (!bgSprite) {
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if (!bgSprite) {
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bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
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bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
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bgSprite.position.x = 0;
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bgSprite.position.x = 0;
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bgSprite.position.y = 0;
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bgSprite.position.y = 0;
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render.spriteBatch.addChildAt(bgSprite, 0);
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render.container.addChildAt(bgSprite, 0);
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}
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}
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}
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}
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var render = engine.render,
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var render = engine.render,
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world = engine.world,
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world = engine.world,
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context = render.context,
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context = render.context,
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stage = render.stage,
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container = render.container,
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container = render.container,
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options = render.options,
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options = render.options,
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bodies = Composite.allBodies(world),
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bodies = Composite.allBodies(world),
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for (i = 0; i < constraints.length; i++)
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for (i = 0; i < constraints.length; i++)
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RenderPixi.constraint(engine, constraints[i]);
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RenderPixi.constraint(engine, constraints[i]);
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context.render(stage);
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context.render(container);
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};
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};
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if (bodyRender.sprite && bodyRender.sprite.texture) {
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if (bodyRender.sprite && bodyRender.sprite.texture) {
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var spriteId = 'b-' + body.id,
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var spriteId = 'b-' + body.id,
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sprite = render.sprites[spriteId],
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sprite = render.sprites[spriteId],
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spriteBatch = render.spriteBatch;
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spriteContainer = render.spriteContainer;
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// initialise body sprite if not existing
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// initialise body sprite if not existing
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if (!sprite)
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if (!sprite)
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sprite = render.sprites[spriteId] = _createBodySprite(render, body);
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sprite = render.sprites[spriteId] = _createBodySprite(render, body);
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// add to scene graph if not already there
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// add to scene graph if not already there
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if (Common.indexOf(spriteBatch.children, sprite) === -1)
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if (Common.indexOf(spriteContainer.children, sprite) === -1)
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spriteBatch.addChild(sprite);
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spriteContainer.addChild(sprite);
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// update body sprite
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// update body sprite
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sprite.position.x = body.position.x;
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sprite.position.x = body.position.x;
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8
build/matter.min.js
vendored
8
build/matter.min.js
vendored
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