! function(a) { if ("object" == typeof exports) module.exports = a(); else { var b; "undefined" != typeof window ? b = window : "undefined" != typeof global ? b = global : "undefined" != typeof self && (b = self), b.p2 = a() } }(function() { return function a(b, c, d) { function e(g, h) { if (!c[g]) { if (!b[g]) { var i = "function" == typeof require && require; if (!h && i) return i(g, !0); if (f) return f(g, !0); throw new Error("Cannot find module '" + g + "'") } var j = c[g] = { exports: {} }; b[g][0].call(j.exports, function(a) { var c = b[g][1][a]; return e(c || a) }, j, j.exports, a, b, c, d) } return c[g].exports } for (var f = "function" == typeof require && require, g = 0; g < d.length; g++) e(d[g]); return e }({ 1: [function(a, b, c) { function d() {} var e = a("./Scalar"); b.exports = d, d.lineInt = function(a, b, c) { c = c || 0; var d, f, g, h, i, j, k, l = [0, 0]; return d = a[1][1] - a[0][1], f = a[0][0] - a[1][0], g = d * a[0][0] + f * a[0][1], h = b[1][1] - b[0][1], i = b[0][0] - b[1][0], j = h * b[0][0] + i * b[0][1], k = d * i - h * f, e.eq(k, 0, c) || (l[0] = (i * g - f * j) / k, l[1] = (d * j - h * g) / k), l }, d.segmentsIntersect = function(a, b, c, d) { var e = b[0] - a[0], f = b[1] - a[1], g = d[0] - c[0], h = d[1] - c[1]; if (g * f - h * e == 0) return !1; var i = (e * (c[1] - a[1]) + f * (a[0] - c[0])) / (g * f - h * e), j = (g * (a[1] - c[1]) + h * (c[0] - a[0])) / (h * e - g * f); return i >= 0 && i <= 1 && j >= 0 && j <= 1 } }, { "./Scalar": 4 }], 2: [function(a, b, c) { function d() {} b.exports = d, d.area = function(a, b, c) { return (b[0] - a[0]) * (c[1] - a[1]) - (c[0] - a[0]) * (b[1] - a[1]) }, d.left = function(a, b, c) { return d.area(a, b, c) > 0 }, d.leftOn = function(a, b, c) { return d.area(a, b, c) >= 0 }, d.right = function(a, b, c) { return d.area(a, b, c) < 0 }, d.rightOn = function(a, b, c) { return d.area(a, b, c) <= 0 }; var e = [], f = []; d.collinear = function(a, b, c, g) { if (g) { var h = e, i = f; h[0] = b[0] - a[0], h[1] = b[1] - a[1], i[0] = c[0] - b[0], i[1] = c[1] - b[1]; var j = h[0] * i[0] + h[1] * i[1], k = Math.sqrt(h[0] * h[0] + h[1] * h[1]), l = Math.sqrt(i[0] * i[0] + i[1] * i[1]); return Math.acos(j / (k * l)) < g } return 0 == d.area(a, b, c) }, d.sqdist = function(a, b) { var c = b[0] - a[0], d = b[1] - a[1]; return c * c + d * d } }, {}], 3: [function(a, b, c) { function d() { this.vertices = [] } function e(a, b, c, d, e) { e = e || 0; var f = b[1] - a[1], g = a[0] - b[0], i = f * a[0] + g * a[1], j = d[1] - c[1], k = c[0] - d[0], l = j * c[0] + k * c[1], m = f * k - j * g; return h.eq(m, 0, e) ? [0, 0] : [(k * i - g * l) / m, (f * l - j * i) / m] } var f = a("./Line"), g = a("./Point"), h = a("./Scalar"); b.exports = d, d.prototype.at = function(a) { var b = this.vertices, c = b.length; return b[a < 0 ? a % c + c : a % c] }, d.prototype.first = function() { return this.vertices[0] }, d.prototype.last = function() { return this.vertices[this.vertices.length - 1] }, d.prototype.clear = function() { this.vertices.length = 0 }, d.prototype.append = function(a, b, c) { if (void 0 === b) throw new Error("From is not given!"); if (void 0 === c) throw new Error("To is not given!"); if (c - 1 < b) throw new Error("lol1"); if (c > a.vertices.length) throw new Error("lol2"); if (b < 0) throw new Error("lol3"); for (var d = b; d < c; d++) this.vertices.push(a.vertices[d]) }, d.prototype.makeCCW = function() { for (var a = 0, b = this.vertices, c = 1; c < this.vertices.length; ++c)(b[c][1] < b[a][1] || b[c][1] == b[a][1] && b[c][0] > b[a][0]) && (a = c); g.left(this.at(a - 1), this.at(a), this.at(a + 1)) || this.reverse() }, d.prototype.reverse = function() { for (var a = [], b = 0, c = this.vertices.length; b !== c; b++) a.push(this.vertices.pop()); this.vertices = a }, d.prototype.isReflex = function(a) { return g.right(this.at(a - 1), this.at(a), this.at(a + 1)) }; var i = [], j = []; d.prototype.canSee = function(a, b) { var c, d, e = i, h = j; if (g.leftOn(this.at(a + 1), this.at(a), this.at(b)) && g.rightOn(this.at(a - 1), this.at(a), this.at(b))) return !1; d = g.sqdist(this.at(a), this.at(b)); for (var k = 0; k !== this.vertices.length; ++k) if ((k + 1) % this.vertices.length !== a && k !== a && g.leftOn(this.at(a), this.at(b), this.at(k + 1)) && g.rightOn(this.at(a), this.at(b), this.at(k)) && (e[0] = this.at(a), e[1] = this.at(b), h[0] = this.at(k), h[1] = this.at(k + 1), c = f.lineInt(e, h), g.sqdist(this.at(a), c) < d)) return !1; return !0 }, d.prototype.copy = function(a, b, c) { var e = c || new d; if (e.clear(), a < b) for (var f = a; f <= b; f++) e.vertices.push(this.vertices[f]); else { for (var f = 0; f <= b; f++) e.vertices.push(this.vertices[f]); for (var f = a; f < this.vertices.length; f++) e.vertices.push(this.vertices[f]) } return e }, d.prototype.getCutEdges = function() { for (var a = [], b = [], c = [], e = new d, f = Number.MAX_VALUE, g = 0; g < this.vertices.length; ++g) if (this.isReflex(g)) for (var h = 0; h < this.vertices.length; ++h) if (this.canSee(g, h)) { b = this.copy(g, h, e).getCutEdges(), c = this.copy(h, g, e).getCutEdges(); for (var i = 0; i < c.length; i++) b.push(c[i]); b.length < f && (a = b, f = b.length, a.push([this.at(g), this.at(h)])) } return a }, d.prototype.decomp = function() { var a = this.getCutEdges(); return a.length > 0 ? this.slice(a) : [this] }, d.prototype.slice = function(a) { if (0 == a.length) return [this]; if (a instanceof Array && a.length && a[0] instanceof Array && 2 == a[0].length && a[0][0] instanceof Array) { for (var b = [this], c = 0; c < a.length; c++) for (var d = a[c], e = 0; e < b.length; e++) { var f = b[e], g = f.slice(d); if (g) { b.splice(e, 1), b.push(g[0], g[1]); break } } return b } var d = a, c = this.vertices.indexOf(d[0]), e = this.vertices.indexOf(d[1]); return -1 != c && -1 != e && [this.copy(c, e), this.copy(e, c)] }, d.prototype.isSimple = function() { for (var a = this.vertices, b = 0; b < a.length - 1; b++) for (var c = 0; c < b - 1; c++) if (f.segmentsIntersect(a[b], a[b + 1], a[c], a[c + 1])) return !1; for (var b = 1; b < a.length - 2; b++) if (f.segmentsIntersect(a[0], a[a.length - 1], a[b], a[b + 1])) return !1; return !0 }, d.prototype.quickDecomp = function(a, b, c, f, h, i) { h = h || 100, i = i || 0, f = f || 25, a = void 0 !== a ? a : [], b = b || [], c = c || []; var j = [0, 0], k = [0, 0], l = [0, 0], m = 0, n = 0, o = 0, p = 0, q = 0, r = 0, s = 0, t = new d, u = new d, v = this, w = this.vertices; if (w.length < 3) return a; if (++i > h) return console.warn("quickDecomp: max level (" + h + ") reached."), a; for (var x = 0; x < this.vertices.length; ++x) if (v.isReflex(x)) { b.push(v.vertices[x]), m = n = Number.MAX_VALUE; for (var y = 0; y < this.vertices.length; ++y) g.left(v.at(x - 1), v.at(x), v.at(y)) && g.rightOn(v.at(x - 1), v.at(x), v.at(y - 1)) && (l = e(v.at(x - 1), v.at(x), v.at(y), v.at(y - 1)), g.right(v.at(x + 1), v.at(x), l) && (o = g.sqdist(v.vertices[x], l)) < n && (n = o, k = l, r = y)), g.left(v.at(x + 1), v.at(x), v.at(y + 1)) && g.rightOn(v.at(x + 1), v.at(x), v.at(y)) && (l = e(v.at(x + 1), v.at(x), v.at(y), v.at(y + 1)), g.left(v.at(x - 1), v.at(x), l) && (o = g.sqdist(v.vertices[x], l)) < m && (m = o, j = l, q = y)); if (r == (q + 1) % this.vertices.length) l[0] = (k[0] + j[0]) / 2, l[1] = (k[1] + j[1]) / 2, c.push(l), x < q ? (t.append(v, x, q + 1), t.vertices.push(l), u.vertices.push(l), 0 != r && u.append(v, r, v.vertices.length), u.append(v, 0, x + 1)) : (0 != x && t.append(v, x, v.vertices.length), t.append(v, 0, q + 1), t.vertices.push(l), u.vertices.push(l), u.append(v, r, x + 1)); else { if (r > q && (q += this.vertices.length), p = Number.MAX_VALUE, q < r) return a; for (var y = r; y <= q; ++y) g.leftOn(v.at(x - 1), v.at(x), v.at(y)) && g.rightOn(v.at(x + 1), v.at(x), v.at(y)) && (o = g.sqdist(v.at(x), v.at(y))) < p && (p = o, s = y % this.vertices.length); x < s ? (t.append(v, x, s + 1), 0 != s && u.append(v, s, w.length), u.append(v, 0, x + 1)) : (0 != x && t.append(v, x, w.length), t.append(v, 0, s + 1), u.append(v, s, x + 1)) } return t.vertices.length < u.vertices.length ? (t.quickDecomp(a, b, c, f, h, i), u.quickDecomp(a, b, c, f, h, i)) : (u.quickDecomp(a, b, c, f, h, i), t.quickDecomp(a, b, c, f, h, i)), a } return a.push(this), a }, d.prototype.removeCollinearPoints = function(a) { for (var b = 0, c = this.vertices.length - 1; this.vertices.length > 3 && c >= 0; --c) g.collinear(this.at(c - 1), this.at(c), this.at(c + 1), a) && (this.vertices.splice(c % this.vertices.length, 1), c--, b++); return b } }, { "./Line": 1, "./Point": 2, "./Scalar": 4 }], 4: [function(a, b, c) { function d() {} b.exports = d, d.eq = function(a, b, c) { return c = c || 0, Math.abs(a - b) < c } }, {}], 5: [function(a, b, c) { b.exports = { Polygon: a("./Polygon"), Point: a("./Point") } }, { "./Point": 2, "./Polygon": 3 }], 6: [function(a, b, c) { b.exports = { name: "p2", version: "0.7.0", description: "A JavaScript 2D physics engine.", author: "Stefan Hedman (http://steffe.se)", keywords: ["p2.js", "p2", "physics", "engine", "2d"], main: "./src/p2.js", engines: { node: "*" }, repository: { type: "git", url: "https://github.com/schteppe/p2.js.git" }, bugs: { url: "https://github.com/schteppe/p2.js/issues" }, licenses: [{ type: "MIT" }], devDependencies: { grunt: "^0.4.5", "grunt-contrib-jshint": "^0.11.2", "grunt-contrib-nodeunit": "^0.4.1", "grunt-contrib-uglify": "~0.4.0", "grunt-contrib-watch": "~0.5.0", "grunt-browserify": "~2.0.1", "grunt-contrib-concat": "^0.4.0" }, dependencies: { "poly-decomp": "0.1.0" } } }, {}], 7: [function(a, b, c) { function d(a) { this.lowerBound = e.create(), a && a.lowerBound && e.copy(this.lowerBound, a.lowerBound), this.upperBound = e.create(), a && a.upperBound && e.copy(this.upperBound, a.upperBound) } var e = a("../math/vec2"); a("../utils/Utils"); b.exports = d; var f = e.create(); d.prototype.setFromPoints = function(a, b, c, d) { var g = this.lowerBound, h = this.upperBound; "number" != typeof c && (c = 0), 0 !== c ? e.rotate(g, a[0], c) : e.copy(g, a[0]), e.copy(h, g); for (var i = Math.cos(c), j = Math.sin(c), k = 1; k < a.length; k++) { var l = a[k]; if (0 !== c) { var m = l[0], n = l[1]; f[0] = i * m - j * n, f[1] = j * m + i * n, l = f } for (var o = 0; o < 2; o++) l[o] > h[o] && (h[o] = l[o]), l[o] < g[o] && (g[o] = l[o]) } b && (e.add(this.lowerBound, this.lowerBound, b), e.add(this.upperBound, this.upperBound, b)), d && (this.lowerBound[0] -= d, this.lowerBound[1] -= d, this.upperBound[0] += d, this.upperBound[1] += d) }, d.prototype.copy = function(a) { e.copy(this.lowerBound, a.lowerBound), e.copy(this.upperBound, a.upperBound) }, d.prototype.extend = function(a) { for (var b = 2; b--;) { var c = a.lowerBound[b]; this.lowerBound[b] > c && (this.lowerBound[b] = c); var d = a.upperBound[b]; this.upperBound[b] < d && (this.upperBound[b] = d) } }, d.prototype.overlaps = function(a) { var b = this.lowerBound, c = this.upperBound, d = a.lowerBound, e = a.upperBound; return (d[0] <= c[0] && c[0] <= e[0] || b[0] <= e[0] && e[0] <= c[0]) && (d[1] <= c[1] && c[1] <= e[1] || b[1] <= e[1] && e[1] <= c[1]) }, d.prototype.containsPoint = function(a) { var b = this.lowerBound, c = this.upperBound; return b[0] <= a[0] && a[0] <= c[0] && b[1] <= a[1] && a[1] <= c[1] }, d.prototype.overlapsRay = function(a) { var b = 1 / a.direction[0], c = 1 / a.direction[1], d = (this.lowerBound[0] - a.from[0]) * b, e = (this.upperBound[0] - a.from[0]) * b, f = (this.lowerBound[1] - a.from[1]) * c, g = (this.upperBound[1] - a.from[1]) * c, h = Math.max(Math.max(Math.min(d, e), Math.min(f, g))), i = Math.min(Math.min(Math.max(d, e), Math.max(f, g))); return i < 0 ? -1 : h > i ? -1 : h } }, { "../math/vec2": 30, "../utils/Utils": 57 }], 8: [function(a, b, c) { function d(a) { this.type = a, this.result = [], this.world = null, this.boundingVolumeType = d.AABB } var e = a("../math/vec2"), f = a("../objects/Body"); b.exports = d, d.AABB = 1, d.BOUNDING_CIRCLE = 2, d.prototype.setWorld = function(a) { this.world = a }, d.prototype.getCollisionPairs = function(a) {}; var g = e.create(); d.boundingRadiusCheck = function(a, b) { e.sub(g, a.position, b.position); var c = e.squaredLength(g), d = a.boundingRadius + b.boundingRadius; return c <= d * d }, d.aabbCheck = function(a, b) { return a.getAABB().overlaps(b.getAABB()) }, d.prototype.boundingVolumeCheck = function(a, b) { var c; switch (this.boundingVolumeType) { case d.BOUNDING_CIRCLE: c = d.boundingRadiusCheck(a, b); break; case d.AABB: c = d.aabbCheck(a, b); break; default: throw new Error("Bounding volume type not recognized: " + this.boundingVolumeType) } return c }, d.canCollide = function(a, b) { var c = f.KINEMATIC, d = f.STATIC; return (a.type !== d || b.type !== d) && (!(a.type === c && b.type === d || a.type === d && b.type === c) && ((a.type !== c || b.type !== c) && ((a.sleepState !== f.SLEEPING || b.sleepState !== f.SLEEPING) && !(a.sleepState === f.SLEEPING && b.type === d || b.sleepState === f.SLEEPING && a.type === d)))) }, d.NAIVE = 1, d.SAP = 2 }, { "../math/vec2": 30, "../objects/Body": 31 }], 9: [function(a, b, c) { function d() { e.call(this, e.NAIVE) } var e = (a("../shapes/Circle"), a("../shapes/Plane"), a("../shapes/Shape"), a("../shapes/Particle"), a("../collision/Broadphase")); a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.getCollisionPairs = function(a) { var b = a.bodies, c = this.result; c.length = 0; for (var d = 0, f = b.length; d !== f; d++) for (var g = b[d], h = 0; h < d; h++) { var i = b[h]; e.canCollide(g, i) && this.boundingVolumeCheck(g, i) && c.push(g, i) } return c }, d.prototype.aabbQuery = function(a, b, c) { c = c || []; for (var d = a.bodies, e = 0; e < d.length; e++) { var f = d[e]; f.aabbNeedsUpdate && f.updateAABB(), f.aabb.overlaps(b) && c.push(f) } return c } }, { "../collision/Broadphase": 8, "../math/vec2": 30, "../shapes/Circle": 39, "../shapes/Particle": 43, "../shapes/Plane": 44, "../shapes/Shape": 45 }], 10: [function(a, b, c) { function d() { this.contactEquations = [], this.frictionEquations = [], this.enableFriction = !0, this.enabledEquations = !0, this.slipForce = 10, this.frictionCoefficient = .3, this.surfaceVelocity = 0, this.contactEquationPool = new k({ size: 32 }), this.frictionEquationPool = new l({ size: 64 }), this.restitution = 0, this.stiffness = n.DEFAULT_STIFFNESS, this.relaxation = n.DEFAULT_RELAXATION, this.frictionStiffness = n.DEFAULT_STIFFNESS, this.frictionRelaxation = n.DEFAULT_RELAXATION, this.enableFrictionReduction = !0, this.collidingBodiesLastStep = new m, this.contactSkinSize = .01 } function e(a, b) { g.set(a.vertices[0], .5 * -b.length, -b.radius), g.set(a.vertices[1], .5 * b.length, -b.radius), g.set(a.vertices[2], .5 * b.length, b.radius), g.set(a.vertices[3], .5 * -b.length, b.radius) } function f(a, b, c, d) { for (var e = T, f = U, j = V, k = W, l = a, m = b.vertices, n = null, o = 0; o !== m.length + 1; o++) { var p = m[o % m.length], q = m[(o + 1) % m.length]; g.rotate(e, p, d), g.rotate(f, q, d), i(e, e, c), i(f, f, c), h(j, e, l), h(k, f, l); var r = g.crossLength(j, k); if (null === n && (n = r), r * n <= 0) return !1; n = r } return !0 } var g = a("../math/vec2"), h = g.sub, i = g.add, j = g.dot, k = (a("../utils/Utils"), a("../utils/ContactEquationPool")), l = a("../utils/FrictionEquationPool"), m = a("../utils/TupleDictionary"), n = a("../equations/Equation"), o = (a("../equations/ContactEquation"), a("../equations/FrictionEquation"), a("../shapes/Circle")), p = a("../shapes/Convex"), q = a("../shapes/Shape"), r = (a("../objects/Body"), a("../shapes/Box")); b.exports = d; var s = g.fromValues(0, 1), t = g.fromValues(0, 0), u = g.fromValues(0, 0), v = g.fromValues(0, 0), w = g.fromValues(0, 0), x = g.fromValues(0, 0), y = g.fromValues(0, 0), z = g.fromValues(0, 0), A = g.fromValues(0, 0), B = g.fromValues(0, 0), C = g.fromValues(0, 0), D = g.fromValues(0, 0), E = g.fromValues(0, 0), F = g.fromValues(0, 0), G = g.fromValues(0, 0), H = g.fromValues(0, 0), I = g.fromValues(0, 0), J = g.fromValues(0, 0), K = g.fromValues(0, 0), L = [], M = g.create(), N = g.create(); d.prototype.bodiesOverlap = function(a, b) { for (var c = M, d = N, e = 0, f = a.shapes.length; e !== f; e++) { var g = a.shapes[e]; a.toWorldFrame(c, g.position); for (var h = 0, i = b.shapes.length; h !== i; h++) { var j = b.shapes[h]; if (b.toWorldFrame(d, j.position), this[g.type | j.type](a, g, c, g.angle + a.angle, b, j, d, j.angle + b.angle, !0)) return !0 } } return !1 }, d.prototype.collidedLastStep = function(a, b) { var c = 0 | a.id, d = 0 | b.id; return !!this.collidingBodiesLastStep.get(c, d) }, d.prototype.reset = function() { this.collidingBodiesLastStep.reset(); for (var a = this.contactEquations, b = a.length; b--;) { var c = a[b], d = c.bodyA.id, e = c.bodyB.id; this.collidingBodiesLastStep.set(d, e, !0) } for (var f = this.contactEquations, g = this.frictionEquations, h = 0; h < f.length; h++) this.contactEquationPool.release(f[h]); for (var h = 0; h < g.length; h++) this.frictionEquationPool.release(g[h]); this.contactEquations.length = this.frictionEquations.length = 0 }, d.prototype.createContactEquation = function(a, b, c, d) { var e = this.contactEquationPool.get(); return e.bodyA = a, e.bodyB = b, e.shapeA = c, e.shapeB = d, e.restitution = this.restitution, e.firstImpact = !this.collidedLastStep(a, b), e.stiffness = this.stiffness, e.relaxation = this.relaxation, e.needsUpdate = !0, e.enabled = this.enabledEquations, e.offset = this.contactSkinSize, e }, d.prototype.createFrictionEquation = function(a, b, c, d) { var e = this.frictionEquationPool.get(); return e.bodyA = a, e.bodyB = b, e.shapeA = c, e.shapeB = d, e.setSlipForce(this.slipForce), e.frictionCoefficient = this.frictionCoefficient, e.relativeVelocity = this.surfaceVelocity, e.enabled = this.enabledEquations, e.needsUpdate = !0, e.stiffness = this.frictionStiffness, e.relaxation = this.frictionRelaxation, e.contactEquations.length = 0, e }, d.prototype.createFrictionFromContact = function(a) { var b = this.createFrictionEquation(a.bodyA, a.bodyB, a.shapeA, a.shapeB); return g.copy(b.contactPointA, a.contactPointA), g.copy(b.contactPointB, a.contactPointB), g.rotate90cw(b.t, a.normalA), b.contactEquations.push(a), b }, d.prototype.createFrictionFromAverage = function(a) { var b = this.contactEquations[this.contactEquations.length - 1], c = this.createFrictionEquation(b.bodyA, b.bodyB, b.shapeA, b.shapeB), d = b.bodyA; b.bodyB; g.set(c.contactPointA, 0, 0), g.set(c.contactPointB, 0, 0), g.set(c.t, 0, 0); for (var e = 0; e !== a; e++) b = this.contactEquations[this.contactEquations.length - 1 - e], b.bodyA === d ? (g.add(c.t, c.t, b.normalA), g.add(c.contactPointA, c.contactPointA, b.contactPointA), g.add(c.contactPointB, c.contactPointB, b.contactPointB)) : (g.sub(c.t, c.t, b.normalA), g.add(c.contactPointA, c.contactPointA, b.contactPointB), g.add(c.contactPointB, c.contactPointB, b.contactPointA)), c.contactEquations.push(b); var f = 1 / a; return g.scale(c.contactPointA, c.contactPointA, f), g.scale(c.contactPointB, c.contactPointB, f), g.normalize(c.t, c.t), g.rotate90cw(c.t, c.t), c }, d.prototype[q.LINE | q.CONVEX] = d.prototype.convexLine = function(a, b, c, d, e, f, g, h, i) { return !i && 0 }, d.prototype[q.LINE | q.BOX] = d.prototype.lineBox = function(a, b, c, d, e, f, g, h, i) { return !i && 0 }; var O = new r({ width: 1, height: 1 }), P = g.create(); d.prototype[q.CAPSULE | q.CONVEX] = d.prototype[q.CAPSULE | q.BOX] = d.prototype.convexCapsule = function(a, b, c, d, f, h, i, j, k) { var l = P; g.set(l, h.length / 2, 0), g.rotate(l, l, j), g.add(l, l, i); var m = this.circleConvex(f, h, l, j, a, b, c, d, k, h.radius); g.set(l, -h.length / 2, 0), g.rotate(l, l, j), g.add(l, l, i); var n = this.circleConvex(f, h, l, j, a, b, c, d, k, h.radius); if (k && (m || n)) return !0; var o = O; return e(o, h), this.convexConvex(a, b, c, d, f, o, i, j, k) + m + n }, d.prototype[q.CAPSULE | q.LINE] = d.prototype.lineCapsule = function(a, b, c, d, e, f, g, h, i) { return !i && 0 }; var Q = g.create(), R = g.create(), S = new r({ width: 1, height: 1 }); d.prototype[q.CAPSULE | q.CAPSULE] = d.prototype.capsuleCapsule = function(a, b, c, d, f, h, i, j, k) { for (var l, m = Q, n = R, o = 0, p = 0; p < 2; p++) { g.set(m, (0 === p ? -1 : 1) * b.length / 2, 0), g.rotate(m, m, d), g.add(m, m, c); for (var q = 0; q < 2; q++) { g.set(n, (0 === q ? -1 : 1) * h.length / 2, 0), g.rotate(n, n, j), g.add(n, n, i), this.enableFrictionReduction && (l = this.enableFriction, this.enableFriction = !1); var r = this.circleCircle(a, b, m, d, f, h, n, j, k, b.radius, h.radius); if (this.enableFrictionReduction && (this.enableFriction = l), k && r) return !0; o += r } } this.enableFrictionReduction && (l = this.enableFriction, this.enableFriction = !1); var s = S; e(s, b); var t = this.convexCapsule(a, s, c, d, f, h, i, j, k); if (this.enableFrictionReduction && (this.enableFriction = l), k && t) return !0; if (o += t, this.enableFrictionReduction) { var l = this.enableFriction; this.enableFriction = !1 } e(s, h); var u = this.convexCapsule(f, s, i, j, a, b, c, d, k); return this.enableFrictionReduction && (this.enableFriction = l), !(!k || !u) || (o += u, this.enableFrictionReduction && o && this.enableFriction && this.frictionEquations.push(this.createFrictionFromAverage(o)), o) }, d.prototype[q.LINE | q.LINE] = d.prototype.lineLine = function(a, b, c, d, e, f, g, h, i) { return !i && 0 }, d.prototype[q.PLANE | q.LINE] = d.prototype.planeLine = function(a, b, c, d, e, f, k, l, m) { var n = t, o = u, p = v, q = w, r = x, C = y, D = z, E = A, F = B, G = L, H = 0; g.set(n, -f.length / 2, 0), g.set(o, f.length / 2, 0), g.rotate(p, n, l), g.rotate(q, o, l), i(p, p, k), i(q, q, k), g.copy(n, p), g.copy(o, q), h(r, o, n), g.normalize(C, r), g.rotate90cw(F, C), g.rotate(E, s, d), G[0] = n, G[1] = o; for (var I = 0; I < G.length; I++) { var J = G[I]; h(D, J, c); var K = j(D, E); if (K < 0) { if (m) return !0; var M = this.createContactEquation(a, e, b, f); H++, g.copy(M.normalA, E), g.normalize(M.normalA, M.normalA), g.scale(D, E, K), h(M.contactPointA, J, D), h(M.contactPointA, M.contactPointA, a.position), h(M.contactPointB, J, k), i(M.contactPointB, M.contactPointB, k), h(M.contactPointB, M.contactPointB, e.position), this.contactEquations.push(M), this.enableFrictionReduction || this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(M)) } } return !m && (this.enableFrictionReduction || H && this.enableFriction && this.frictionEquations.push(this.createFrictionFromAverage(H)), H) }, d.prototype[q.PARTICLE | q.CAPSULE] = d.prototype.particleCapsule = function(a, b, c, d, e, f, g, h, i) { return this.circleLine(a, b, c, d, e, f, g, h, i, f.radius, 0) }, d.prototype[q.CIRCLE | q.LINE] = d.prototype.circleLine = function(a, b, c, d, e, f, k, l, m, n, o) { var n = n || 0, o = void 0 !== o ? o : b.radius, p = t, q = u, r = v, s = w, H = x, I = y, J = z, K = A, M = B, N = C, O = D, P = E, Q = F, R = G, S = L; g.set(K, -f.length / 2, 0), g.set(M, f.length / 2, 0), g.rotate(N, K, l), g.rotate(O, M, l), i(N, N, k), i(O, O, k), g.copy(K, N), g.copy(M, O), h(I, M, K), g.normalize(J, I), g.rotate90cw(H, J), h(P, c, K); var T = j(P, H); h(s, K, k), h(Q, c, k); var U = o + n; if (Math.abs(T) < U) { g.scale(p, H, T), h(r, c, p), g.scale(q, H, j(H, Q)), g.normalize(q, q), g.scale(q, q, n), i(r, r, q); var V = j(J, r), W = j(J, K), X = j(J, M); if (V > W && V < X) { if (m) return !0; var Y = this.createContactEquation(a, e, b, f); return g.scale(Y.normalA, p, -1), g.normalize(Y.normalA, Y.normalA), g.scale(Y.contactPointA, Y.normalA, o), i(Y.contactPointA, Y.contactPointA, c), h(Y.contactPointA, Y.contactPointA, a.position), h(Y.contactPointB, r, k), i(Y.contactPointB, Y.contactPointB, k), h(Y.contactPointB, Y.contactPointB, e.position), this.contactEquations.push(Y), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(Y)), 1 } } S[0] = K, S[1] = M; for (var Z = 0; Z < S.length; Z++) { var $ = S[Z]; if (h(P, $, c), g.squaredLength(P) < Math.pow(U, 2)) { if (m) return !0; var Y = this.createContactEquation(a, e, b, f); return g.copy(Y.normalA, P), g.normalize(Y.normalA, Y.normalA), g.scale(Y.contactPointA, Y.normalA, o), i(Y.contactPointA, Y.contactPointA, c), h(Y.contactPointA, Y.contactPointA, a.position), h(Y.contactPointB, $, k), g.scale(R, Y.normalA, -n), i(Y.contactPointB, Y.contactPointB, R), i(Y.contactPointB, Y.contactPointB, k), h(Y.contactPointB, Y.contactPointB, e.position), this.contactEquations.push(Y), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(Y)), 1 } } return 0 }, d.prototype[q.CIRCLE | q.CAPSULE] = d.prototype.circleCapsule = function(a, b, c, d, e, f, g, h, i) { return this.circleLine(a, b, c, d, e, f, g, h, i, f.radius) }, d.prototype[q.CIRCLE | q.CONVEX] = d.prototype[q.CIRCLE | q.BOX] = d.prototype.circleConvex = function(a, b, c, d, e, j, k, l, m, n) { for (var n = "number" == typeof n ? n : b.radius, o = t, p = u, q = v, r = w, s = x, y = C, z = D, A = F, B = G, E = H, J = I, K = !1, L = Number.MAX_VALUE, M = j.vertices, N = 0; N !== M.length + 1; N++) { var O = M[N % M.length], P = M[(N + 1) % M.length]; if (g.rotate(o, O, l), g.rotate(p, P, l), i(o, o, k), i(p, p, k), h(q, p, o), g.normalize(r, q), g.rotate90cw(s, r), g.scale(B, s, -b.radius), i(B, B, c), f(B, j, k, l)) { g.sub(E, o, B); var Q = Math.abs(g.dot(E, s)); Q < L && (g.copy(J, B), L = Q, g.scale(A, s, Q), g.add(A, A, B), K = !0) } } if (K) { if (m) return !0; var R = this.createContactEquation(a, e, b, j); return g.sub(R.normalA, J, c), g.normalize(R.normalA, R.normalA), g.scale(R.contactPointA, R.normalA, n), i(R.contactPointA, R.contactPointA, c), h(R.contactPointA, R.contactPointA, a.position), h(R.contactPointB, A, k), i(R.contactPointB, R.contactPointB, k), h(R.contactPointB, R.contactPointB, e.position), this.contactEquations.push(R), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(R)), 1 } if (n > 0) for (var N = 0; N < M.length; N++) { var S = M[N]; if (g.rotate(z, S, l), i(z, z, k), h(y, z, c), g.squaredLength(y) < Math.pow(n, 2)) { if (m) return !0; var R = this.createContactEquation(a, e, b, j); return g.copy(R.normalA, y), g.normalize(R.normalA, R.normalA), g.scale(R.contactPointA, R.normalA, n), i(R.contactPointA, R.contactPointA, c), h(R.contactPointA, R.contactPointA, a.position), h(R.contactPointB, z, k), i(R.contactPointB, R.contactPointB, k), h(R.contactPointB, R.contactPointB, e.position), this.contactEquations.push(R), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(R)), 1 } } return 0 }; var T = g.create(), U = g.create(), V = g.create(), W = g.create(); d.prototype[q.PARTICLE | q.CONVEX] = d.prototype[q.PARTICLE | q.BOX] = d.prototype.particleConvex = function(a, b, c, d, e, k, l, m, n) { var o = t, p = u, q = v, r = w, s = x, A = y, B = z, D = C, E = F, G = J, H = K, I = Number.MAX_VALUE, L = !1, M = k.vertices; if (!f(c, k, l, m)) return 0; if (n) return !0; for (var N = 0; N !== M.length + 1; N++) { var O = M[N % M.length], P = M[(N + 1) % M.length]; g.rotate(o, O, m), g.rotate(p, P, m), i(o, o, l), i(p, p, l), h(q, p, o), g.normalize(r, q), g.rotate90cw(s, r), h(D, c, o); j(D, s); h(A, o, l), h(B, c, l), g.sub(G, o, c); var Q = Math.abs(g.dot(G, s)); Q < I && (I = Q, g.scale(E, s, Q), g.add(E, E, c), g.copy(H, s), L = !0) } if (L) { var R = this.createContactEquation(a, e, b, k); return g.scale(R.normalA, H, -1), g.normalize(R.normalA, R.normalA), g.set(R.contactPointA, 0, 0), i(R.contactPointA, R.contactPointA, c), h(R.contactPointA, R.contactPointA, a.position), h(R.contactPointB, E, l), i(R.contactPointB, R.contactPointB, l), h(R.contactPointB, R.contactPointB, e.position), this.contactEquations.push(R), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(R)), 1 } return 0 }, d.prototype[q.CIRCLE] = d.prototype.circleCircle = function(a, b, c, d, e, f, j, k, l, m, n) { var o = t, m = m || b.radius, n = n || f.radius; h(o, c, j); var p = m + n; if (g.squaredLength(o) > Math.pow(p, 2)) return 0; if (l) return !0; var q = this.createContactEquation(a, e, b, f); return h(q.normalA, j, c), g.normalize(q.normalA, q.normalA), g.scale(q.contactPointA, q.normalA, m), g.scale(q.contactPointB, q.normalA, -n), i(q.contactPointA, q.contactPointA, c), h(q.contactPointA, q.contactPointA, a.position), i(q.contactPointB, q.contactPointB, j), h(q.contactPointB, q.contactPointB, e.position), this.contactEquations.push(q), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(q)), 1 }, d.prototype[q.PLANE | q.CONVEX] = d.prototype[q.PLANE | q.BOX] = d.prototype.planeConvex = function(a, b, c, d, e, f, k, l, m) { var n = t, o = u, p = v, q = 0; g.rotate(o, s, d); for (var r = 0; r !== f.vertices.length; r++) { var w = f.vertices[r]; if (g.rotate(n, w, l), i(n, n, k), h(p, n, c), j(p, o) <= 0) { if (m) return !0; q++; var x = this.createContactEquation(a, e, b, f); h(p, n, c), g.copy(x.normalA, o); var y = j(p, x.normalA); g.scale(p, x.normalA, y), h(x.contactPointB, n, e.position), h(x.contactPointA, n, p), h(x.contactPointA, x.contactPointA, a.position), this.contactEquations.push(x), this.enableFrictionReduction || this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(x)) } } return this.enableFrictionReduction && this.enableFriction && q && this.frictionEquations.push(this.createFrictionFromAverage(q)), q }, d.prototype[q.PARTICLE | q.PLANE] = d.prototype.particlePlane = function(a, b, c, d, e, f, i, k, l) { var m = t, n = u; k = k || 0, h(m, c, i), g.rotate(n, s, k); var o = j(m, n); if (o > 0) return 0; if (l) return !0; var p = this.createContactEquation(e, a, f, b); return g.copy(p.normalA, n), g.scale(m, p.normalA, o), h(p.contactPointA, c, m), h(p.contactPointA, p.contactPointA, e.position), h(p.contactPointB, c, a.position), this.contactEquations.push(p), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(p)), 1 }, d.prototype[q.CIRCLE | q.PARTICLE] = d.prototype.circleParticle = function(a, b, c, d, e, f, j, k, l) { var m = t; if (h(m, j, c), g.squaredLength(m) > Math.pow(b.radius, 2)) return 0; if (l) return !0; var n = this.createContactEquation(a, e, b, f); return g.copy(n.normalA, m), g.normalize(n.normalA, n.normalA), g.scale(n.contactPointA, n.normalA, b.radius), i(n.contactPointA, n.contactPointA, c), h(n.contactPointA, n.contactPointA, a.position), h(n.contactPointB, j, e.position), this.contactEquations.push(n), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(n)), 1 }; var X = new o({ radius: 1 }), Y = g.create(), Z = g.create(); g.create(); d.prototype[q.PLANE | q.CAPSULE] = d.prototype.planeCapsule = function(a, b, c, d, e, f, h, j, k) { var l = Y, m = Z, n = X; g.set(l, -f.length / 2, 0), g.rotate(l, l, j), i(l, l, h), g.set(m, f.length / 2, 0), g.rotate(m, m, j), i(m, m, h), n.radius = f.radius; var o; this.enableFrictionReduction && (o = this.enableFriction, this.enableFriction = !1); var p = this.circlePlane(e, n, l, 0, a, b, c, d, k), q = this.circlePlane(e, n, m, 0, a, b, c, d, k); if (this.enableFrictionReduction && (this.enableFriction = o), k) return p || q; var r = p + q; return this.enableFrictionReduction && r && this.frictionEquations.push(this.createFrictionFromAverage(r)), r }, d.prototype[q.CIRCLE | q.PLANE] = d.prototype.circlePlane = function(a, b, c, d, e, f, k, l, m) { var n = a, o = b, p = c, q = e, r = k, w = l; w = w || 0; var x = t, y = u, z = v; h(x, p, r), g.rotate(y, s, w); var A = j(y, x); if (A > o.radius) return 0; if (m) return !0; var B = this.createContactEquation(q, n, f, b); return g.copy(B.normalA, y), g.scale(B.contactPointB, B.normalA, -o.radius), i(B.contactPointB, B.contactPointB, p), h(B.contactPointB, B.contactPointB, n.position), g.scale(z, B.normalA, A), h(B.contactPointA, x, z), i(B.contactPointA, B.contactPointA, r), h(B.contactPointA, B.contactPointA, q.position), this.contactEquations.push(B), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(B)), 1 }, d.prototype[q.CONVEX] = d.prototype[q.CONVEX | q.BOX] = d.prototype[q.BOX] = d.prototype.convexConvex = function(a, b, c, e, f, k, l, m, n, o) { var p = t, q = u, r = v, s = w, y = x, C = z, D = A, E = B, F = 0, o = "number" == typeof o ? o : 0; if (!d.findSeparatingAxis(b, c, e, k, l, m, p)) return 0; h(D, l, c), j(p, D) > 0 && g.scale(p, p, -1); var G = d.getClosestEdge(b, e, p, !0), H = d.getClosestEdge(k, m, p); if (-1 === G || -1 === H) return 0; for (var I = 0; I < 2; I++) { var J = G, K = H, L = b, M = k, N = c, O = l, P = e, Q = m, R = a, S = f; if (0 === I) { var T; T = J, J = K, K = T, T = L, L = M, M = T, T = N, N = O, O = T, T = P, P = Q, Q = T, T = R, R = S, S = T } for (var U = K; U < K + 2; U++) { var V = M.vertices[(U + M.vertices.length) % M.vertices.length]; g.rotate(q, V, Q), i(q, q, O); for (var W = 0, X = J - 1; X < J + 2; X++) { var Y = L.vertices[(X + L.vertices.length) % L.vertices.length], Z = L.vertices[(X + 1 + L.vertices.length) % L.vertices.length]; g.rotate(r, Y, P), g.rotate(s, Z, P), i(r, r, N), i(s, s, N), h(y, s, r), g.rotate90cw(E, y), g.normalize(E, E), h(D, q, r); var $ = j(E, D); (X === J && $ <= o || X !== J && $ <= 0) && W++ } if (W >= 3) { if (n) return !0; var _ = this.createContactEquation(R, S, L, M); F++; var Y = L.vertices[J % L.vertices.length], Z = L.vertices[(J + 1) % L.vertices.length]; g.rotate(r, Y, P), g.rotate(s, Z, P), i(r, r, N), i(s, s, N), h(y, s, r), g.rotate90cw(_.normalA, y), g.normalize(_.normalA, _.normalA), h(D, q, r); var $ = j(_.normalA, D); g.scale(C, _.normalA, $), h(_.contactPointA, q, N), h(_.contactPointA, _.contactPointA, C), i(_.contactPointA, _.contactPointA, N), h(_.contactPointA, _.contactPointA, R.position), h(_.contactPointB, q, O), i(_.contactPointB, _.contactPointB, O), h(_.contactPointB, _.contactPointB, S.position), this.contactEquations.push(_), this.enableFrictionReduction || this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(_)) } } } return this.enableFrictionReduction && this.enableFriction && F && this.frictionEquations.push(this.createFrictionFromAverage(F)), F }; var $ = g.fromValues(0, 0); d.projectConvexOntoAxis = function(a, b, c, d, e) { var f, h, i = null, k = null, l = $; g.rotate(l, d, -c); for (var m = 0; m < a.vertices.length; m++) f = a.vertices[m], h = j(f, l), (null === i || h > i) && (i = h), (null === k || h < k) && (k = h); if (k > i) { var n = k; k = i, i = n } var o = j(b, d); g.set(e, k + o, i + o) }; var _ = g.fromValues(0, 0), aa = g.fromValues(0, 0), ba = g.fromValues(0, 0), ca = g.fromValues(0, 0), da = g.fromValues(0, 0), ea = g.fromValues(0, 0); d.findSeparatingAxis = function(a, b, c, e, f, i, j) { var k = null, l = !1, m = !1, n = _, o = aa, p = ba, q = ca, s = da, t = ea; if (a instanceof r && e instanceof r) for (var u = 0; 2 !== u; u++) { var v = a, w = c; 1 === u && (v = e, w = i); for (var x = 0; 2 !== x; x++) { 0 === x ? g.set(q, 0, 1) : 1 === x && g.set(q, 1, 0), 0 !== w && g.rotate(q, q, w), d.projectConvexOntoAxis(a, b, c, q, s), d.projectConvexOntoAxis(e, f, i, q, t); var y = s, z = t; s[0] > t[0] && (z = s, y = t, !0); var A = z[0] - y[1]; l = A <= 0, (null === k || A > k) && (g.copy(j, q), k = A, m = l) } } else for (var u = 0; 2 !== u; u++) { var v = a, w = c; 1 === u && (v = e, w = i); for (var x = 0; x !== v.vertices.length; x++) { g.rotate(o, v.vertices[x], w), g.rotate(p, v.vertices[(x + 1) % v.vertices.length], w), h(n, p, o), g.rotate90cw(q, n), g.normalize(q, q), d.projectConvexOntoAxis(a, b, c, q, s), d.projectConvexOntoAxis(e, f, i, q, t); var y = s, z = t; s[0] > t[0] && (z = s, y = t, !0); var A = z[0] - y[1]; l = A <= 0, (null === k || A > k) && (g.copy(j, q), k = A, m = l) } } return m }; var fa = g.fromValues(0, 0), ga = g.fromValues(0, 0), ha = g.fromValues(0, 0); d.getClosestEdge = function(a, b, c, d) { var e = fa, f = ga, i = ha; g.rotate(e, c, -b), d && g.scale(e, e, -1); for (var k = -1, l = a.vertices.length, m = -1, n = 0; n !== l; n++) { h(f, a.vertices[(n + 1) % l], a.vertices[n % l]), g.rotate90cw(i, f), g.normalize(i, i); var o = j(i, e); (-1 === k || o > m) && (k = n % l, m = o) } return k }; var ia = g.create(), ja = g.create(), ka = g.create(), la = g.create(), ma = g.create(), na = g.create(), oa = g.create(); d.prototype[q.CIRCLE | q.HEIGHTFIELD] = d.prototype.circleHeightfield = function(a, b, c, d, e, f, j, k, l, m) { var n = f.heights, m = m || b.radius, o = f.elementWidth, p = ja, q = ia, r = ma, s = oa, t = na, u = ka, v = la, w = Math.floor((c[0] - m - j[0]) / o), x = Math.ceil((c[0] + m - j[0]) / o); w < 0 && (w = 0), x >= n.length && (x = n.length - 1); for (var y = n[w], z = n[x], A = w; A < x; A++) n[A] < z && (z = n[A]), n[A] > y && (y = n[A]); if (c[1] - m > y) return !l && 0; for (var B = !1, A = w; A < x; A++) { g.set(u, A * o, n[A]), g.set(v, (A + 1) * o, n[A + 1]), g.add(u, u, j), g.add(v, v, j), g.sub(t, v, u), g.rotate(t, t, Math.PI / 2), g.normalize(t, t), g.scale(q, t, -m), g.add(q, q, c), g.sub(p, q, u); var C = g.dot(p, t); if (q[0] >= u[0] && q[0] < v[0] && C <= 0) { if (l) return !0; B = !0, g.scale(p, t, -C), g.add(r, q, p), g.copy(s, t); var D = this.createContactEquation(e, a, f, b); g.copy(D.normalA, s), g.scale(D.contactPointB, D.normalA, -m), i(D.contactPointB, D.contactPointB, c), h(D.contactPointB, D.contactPointB, a.position), g.copy(D.contactPointA, r), g.sub(D.contactPointA, D.contactPointA, e.position), this.contactEquations.push(D), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(D)) } } if (B = !1, m > 0) for (var A = w; A <= x; A++) if (g.set(u, A * o, n[A]), g.add(u, u, j), g.sub(p, c, u), g.squaredLength(p) < Math.pow(m, 2)) { if (l) return !0; B = !0; var D = this.createContactEquation(e, a, f, b); g.copy(D.normalA, p), g.normalize(D.normalA, D.normalA), g.scale(D.contactPointB, D.normalA, -m), i(D.contactPointB, D.contactPointB, c), h(D.contactPointB, D.contactPointB, a.position), h(D.contactPointA, u, j), i(D.contactPointA, D.contactPointA, j), h(D.contactPointA, D.contactPointA, e.position), this.contactEquations.push(D), this.enableFriction && this.frictionEquations.push(this.createFrictionFromContact(D)) } return B ? 1 : 0 }; var pa = g.create(), qa = g.create(), ra = g.create(), sa = new p({ vertices: [g.create(), g.create(), g.create(), g.create()] }); d.prototype[q.BOX | q.HEIGHTFIELD] = d.prototype[q.CONVEX | q.HEIGHTFIELD] = d.prototype.convexHeightfield = function(a, b, c, d, e, f, h, i, j) { var k = f.heights, l = f.elementWidth, m = pa, n = qa, o = ra, p = sa, q = Math.floor((a.aabb.lowerBound[0] - h[0]) / l), r = Math.ceil((a.aabb.upperBound[0] - h[0]) / l); q < 0 && (q = 0), r >= k.length && (r = k.length - 1); for (var s = k[q], t = k[r], u = q; u < r; u++) k[u] < t && (t = k[u]), k[u] > s && (s = k[u]); if (a.aabb.lowerBound[1] > s) return !j && 0; for (var v = 0, u = q; u < r; u++) { g.set(m, u * l, k[u]), g.set(n, (u + 1) * l, k[u + 1]), g.add(m, m, h), g.add(n, n, h); g.set(o, .5 * (n[0] + m[0]), .5 * (n[1] + m[1] - 100)), g.sub(p.vertices[0], n, o), g.sub(p.vertices[1], m, o), g.copy(p.vertices[2], p.vertices[1]), g.copy(p.vertices[3], p.vertices[0]), p.vertices[2][1] -= 100, p.vertices[3][1] -= 100, v += this.convexConvex(a, b, c, d, e, p, o, 0, j) } return v } }, { "../equations/ContactEquation": 21, "../equations/Equation": 22, "../equations/FrictionEquation": 23, "../math/vec2": 30, "../objects/Body": 31, "../shapes/Box": 37, "../shapes/Circle": 39, "../shapes/Convex": 40, "../shapes/Shape": 45, "../utils/ContactEquationPool": 48, "../utils/FrictionEquationPool": 49, "../utils/TupleDictionary": 56, "../utils/Utils": 57 }], 11: [function(a, b, c) { function d(a) { a = a || {}, this.from = a.from ? f.fromValues(a.from[0], a.from[1]) : f.create(), this.to = a.to ? f.fromValues(a.to[0], a.to[1]) : f.create(), this.checkCollisionResponse = void 0 === a.checkCollisionResponse || a.checkCollisionResponse, this.skipBackfaces = !!a.skipBackfaces, this.collisionMask = void 0 !== a.collisionMask ? a.collisionMask : -1, this.collisionGroup = void 0 !== a.collisionGroup ? a.collisionGroup : -1, this.mode = void 0 !== a.mode ? a.mode : d.ANY, this.callback = a.callback || function(a) {}, this.direction = f.create(), this.length = 1, this.update() } function e(a, b, c) { f.sub(h, c, a); var d = f.dot(h, b); return f.scale(i, b, d), f.add(i, i, a), f.squaredDistance(c, i) } b.exports = d; var f = a("../math/vec2"); a("../collision/RaycastResult"), a("../shapes/Shape"), a("../collision/AABB"); d.prototype.constructor = d, d.CLOSEST = 1, d.ANY = 2, d.ALL = 4, d.prototype.update = function() { var a = this.direction; f.sub(a, this.to, this.from), this.length = f.length(a), f.normalize(a, a) }, d.prototype.intersectBodies = function(a, b) { for (var c = 0, d = b.length; !a.shouldStop(this) && c < d; c++) { var e = b[c], f = e.getAABB(); (f.overlapsRay(this) >= 0 || f.containsPoint(this.from)) && this.intersectBody(a, e) } }; var g = f.create(); d.prototype.intersectBody = function(a, b) { var c = this.checkCollisionResponse; if (!c || b.collisionResponse) for (var d = g, e = 0, h = b.shapes.length; e < h; e++) { var i = b.shapes[e]; if ((!c || i.collisionResponse) && (0 != (this.collisionGroup & i.collisionMask) && 0 != (i.collisionGroup & this.collisionMask))) { f.rotate(d, i.position, b.angle), f.add(d, d, b.position); var j = i.angle + b.angle; if (this.intersectShape(a, i, j, d, b), a.shouldStop(this)) break } } }, d.prototype.intersectShape = function(a, b, c, d, f) { e(this.from, this.direction, d) > b.boundingRadius * b.boundingRadius || (this._currentBody = f, this._currentShape = b, b.raycast(a, this, d, c), this._currentBody = this._currentShape = null) }, d.prototype.getAABB = function(a) { var b = this.to, c = this.from; f.set(a.lowerBound, Math.min(b[0], c[0]), Math.min(b[1], c[1])), f.set(a.upperBound, Math.max(b[0], c[0]), Math.max(b[1], c[1])) }; f.create(); d.prototype.reportIntersection = function(a, b, c, e) { var g = (this.from, this.to, this._currentShape), h = this._currentBody; if (!(this.skipBackfaces && f.dot(c, this.direction) > 0)) switch (this.mode) { case d.ALL: a.set(c, g, h, b, e), this.callback(a); break; case d.CLOSEST: (b < a.fraction || !a.hasHit()) && a.set(c, g, h, b, e); break; case d.ANY: a.set(c, g, h, b, e) } }; var h = f.create(), i = f.create() }, { "../collision/AABB": 7, "../collision/RaycastResult": 12, "../math/vec2": 30, "../shapes/Shape": 45 }], 12: [function(a, b, c) { function d() { this.normal = e.create(), this.shape = null, this.body = null, this.faceIndex = -1, this.fraction = -1, this.isStopped = !1 } var e = a("../math/vec2"), f = a("../collision/Ray"); b.exports = d, d.prototype.reset = function() { e.set(this.normal, 0, 0), this.shape = null, this.body = null, this.faceIndex = -1, this.fraction = -1, this.isStopped = !1 }, d.prototype.getHitDistance = function(a) { return e.distance(a.from, a.to) * this.fraction }, d.prototype.hasHit = function() { return -1 !== this.fraction }, d.prototype.getHitPoint = function(a, b) { e.lerp(a, b.from, b.to, this.fraction) }, d.prototype.stop = function() { this.isStopped = !0 }, d.prototype.shouldStop = function(a) { return this.isStopped || -1 !== this.fraction && a.mode === f.ANY }, d.prototype.set = function(a, b, c, d, f) { e.copy(this.normal, a), this.shape = b, this.body = c, this.fraction = d, this.faceIndex = f } }, { "../collision/Ray": 11, "../math/vec2": 30 }], 13: [function(a, b, c) { function d() { f.call(this, f.SAP), this.axisList = [], this.axisIndex = 0; var a = this; this._addBodyHandler = function(b) { a.axisList.push(b.body) }, this._removeBodyHandler = function(b) { var c = a.axisList.indexOf(b.body); - 1 !== c && a.axisList.splice(c, 1) } } var e = a("../utils/Utils"), f = a("../collision/Broadphase"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.setWorld = function(a) { this.axisList.length = 0, e.appendArray(this.axisList, a.bodies), a.off("addBody", this._addBodyHandler).off("removeBody", this._removeBodyHandler), a.on("addBody", this._addBodyHandler).on("removeBody", this._removeBodyHandler), this.world = a }, d.sortAxisList = function(a, b) { b |= 0; for (var c = 1, d = a.length; c < d; c++) { for (var e = a[c], f = c - 1; f >= 0 && !(a[f].aabb.lowerBound[b] <= e.aabb.lowerBound[b]); f--) a[f + 1] = a[f]; a[f + 1] = e } return a }, d.prototype.sortList = function() { var a = this.axisList, b = this.axisIndex; d.sortAxisList(a, b) }, d.prototype.getCollisionPairs = function(a) { var b = this.axisList, c = this.result, d = this.axisIndex; c.length = 0; for (var e = b.length; e--;) { var g = b[e]; g.aabbNeedsUpdate && g.updateAABB() } this.sortList(); for (var h = 0, i = 0 | b.length; h !== i; h++) for (var j = b[h], k = h + 1; k < i; k++) { var l = b[k], m = l.aabb.lowerBound[d] <= j.aabb.upperBound[d]; if (!m) break; f.canCollide(j, l) && this.boundingVolumeCheck(j, l) && c.push(j, l) } return c }, d.prototype.aabbQuery = function(a, b, c) { c = c || [], this.sortList(); var d = this.axisIndex, e = "x"; 1 === d && (e = "y"), 2 === d && (e = "z"); for (var f = this.axisList, g = (b.lowerBound[e], b.upperBound[e], 0); g < f.length; g++) { var h = f[g]; h.aabbNeedsUpdate && h.updateAABB(), h.aabb.overlaps(b) && c.push(h) } return c } }, { "../collision/Broadphase": 8, "../utils/Utils": 57 }], 14: [function(a, b, c) { function d(a, b, c, d) { this.type = c, d = e.defaults(d, { collideConnected: !0, wakeUpBodies: !0 }), this.equations = [], this.bodyA = a, this.bodyB = b, this.collideConnected = d.collideConnected, d.wakeUpBodies && (a && a.wakeUp(), b && b.wakeUp()) } b.exports = d; var e = a("../utils/Utils"); d.prototype.update = function() { throw new Error("method update() not implmemented in this Constraint subclass!") }, d.DISTANCE = 1, d.GEAR = 2, d.LOCK = 3, d.PRISMATIC = 4, d.REVOLUTE = 5, d.prototype.setStiffness = function(a) { for (var b = this.equations, c = 0; c !== b.length; c++) { var d = b[c]; d.stiffness = a, d.needsUpdate = !0 } }, d.prototype.setRelaxation = function(a) { for (var b = this.equations, c = 0; c !== b.length; c++) { var d = b[c]; d.relaxation = a, d.needsUpdate = !0 } } }, { "../utils/Utils": 57 }], 15: [function(a, b, c) { function d(a, b, c) { c = h.defaults(c, { localAnchorA: [0, 0], localAnchorB: [0, 0] }), e.call(this, a, b, e.DISTANCE, c), this.localAnchorA = g.fromValues(c.localAnchorA[0], c.localAnchorA[1]), this.localAnchorB = g.fromValues(c.localAnchorB[0], c.localAnchorB[1]); var d = this.localAnchorA, i = this.localAnchorB; if (this.distance = 0, "number" == typeof c.distance) this.distance = c.distance; else { var j = g.create(), k = g.create(), l = g.create(); g.rotate(j, d, a.angle), g.rotate(k, i, b.angle), g.add(l, b.position, k), g.sub(l, l, j), g.sub(l, l, a.position), this.distance = g.length(l) } var m; m = void 0 === c.maxForce ? Number.MAX_VALUE : c.maxForce; var n = new f(a, b, -m, m); this.equations = [n], this.maxForce = m; var l = g.create(), o = g.create(), p = g.create(), q = this; n.computeGq = function() { var a = this.bodyA, b = this.bodyB, c = a.position, e = b.position; return g.rotate(o, d, a.angle), g.rotate(p, i, b.angle), g.add(l, e, p), g.sub(l, l, o), g.sub(l, l, c), g.length(l) - q.distance }, this.setMaxForce(m), this.upperLimitEnabled = !1, this.upperLimit = 1, this.lowerLimitEnabled = !1, this.lowerLimit = 0, this.position = 0 } var e = a("./Constraint"), f = a("../equations/Equation"), g = a("../math/vec2"), h = a("../utils/Utils"); b.exports = d, d.prototype = new e, d.prototype.constructor = d; var i = g.create(), j = g.create(), k = g.create(); d.prototype.update = function() { var a = this.equations[0], b = this.bodyA, c = this.bodyB, d = (this.distance, b.position), e = c.position, f = this.equations[0], h = a.G; g.rotate(j, this.localAnchorA, b.angle), g.rotate(k, this.localAnchorB, c.angle), g.add(i, e, k), g.sub(i, i, j), g.sub(i, i, d), this.position = g.length(i); var l = !1; if (this.upperLimitEnabled && this.position > this.upperLimit && (f.maxForce = 0, f.minForce = -this.maxForce, this.distance = this.upperLimit, l = !0), this.lowerLimitEnabled && this.position < this.lowerLimit && (f.maxForce = this.maxForce, f.minForce = 0, this.distance = this.lowerLimit, l = !0), (this.lowerLimitEnabled || this.upperLimitEnabled) && !l) return void(f.enabled = !1); f.enabled = !0, g.normalize(i, i); var m = g.crossLength(j, i), n = g.crossLength(k, i); h[0] = -i[0], h[1] = -i[1], h[2] = -m, h[3] = i[0], h[4] = i[1], h[5] = n }, d.prototype.setMaxForce = function(a) { var b = this.equations[0]; b.minForce = -a, b.maxForce = a }, d.prototype.getMaxForce = function() { return this.equations[0].maxForce } }, { "../equations/Equation": 22, "../math/vec2": 30, "../utils/Utils": 57, "./Constraint": 14 }], 16: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, e.GEAR, c), this.ratio = void 0 !== c.ratio ? c.ratio : 1, this.angle = void 0 !== c.angle ? c.angle : b.angle - this.ratio * a.angle, c.angle = this.angle, c.ratio = this.ratio, this.equations = [new f(a, b, c)], void 0 !== c.maxTorque && this.setMaxTorque(c.maxTorque) } var e = a("./Constraint"), f = (a("../equations/Equation"), a("../equations/AngleLockEquation")); a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.update = function() { var a = this.equations[0]; a.ratio !== this.ratio && a.setRatio(this.ratio), a.angle = this.angle }, d.prototype.setMaxTorque = function(a) { this.equations[0].setMaxTorque(a) }, d.prototype.getMaxTorque = function(a) { return this.equations[0].maxForce } }, { "../equations/AngleLockEquation": 20, "../equations/Equation": 22, "../math/vec2": 30, "./Constraint": 14 }], 17: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, e.LOCK, c); var d = void 0 === c.maxForce ? Number.MAX_VALUE : c.maxForce, h = (c.localAngleB, new g(a, b, -d, d)), i = new g(a, b, -d, d), j = new g(a, b, -d, d), k = f.create(), l = f.create(), m = this; h.computeGq = function() { return f.rotate(k, m.localOffsetB, a.angle), f.sub(l, b.position, a.position), f.sub(l, l, k), l[0] }, i.computeGq = function() { return f.rotate(k, m.localOffsetB, a.angle), f.sub(l, b.position, a.position), f.sub(l, l, k), l[1] }; var n = f.create(), o = f.create(); j.computeGq = function() { return f.rotate(n, m.localOffsetB, b.angle - m.localAngleB), f.scale(n, n, -1), f.sub(l, a.position, b.position), f.add(l, l, n), f.rotate(o, n, -Math.PI / 2), f.normalize(o, o), f.dot(l, o) }, this.localOffsetB = f.create(), c.localOffsetB ? f.copy(this.localOffsetB, c.localOffsetB) : (f.sub(this.localOffsetB, b.position, a.position), f.rotate(this.localOffsetB, this.localOffsetB, -a.angle)), this.localAngleB = 0, "number" == typeof c.localAngleB ? this.localAngleB = c.localAngleB : this.localAngleB = b.angle - a.angle, this.equations.push(h, i, j), this.setMaxForce(d) } var e = a("./Constraint"), f = a("../math/vec2"), g = a("../equations/Equation"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.setMaxForce = function(a) { for (var b = this.equations, c = 0; c < this.equations.length; c++) b[c].maxForce = a, b[c].minForce = -a }, d.prototype.getMaxForce = function() { return this.equations[0].maxForce }; var h = f.create(), i = f.create(), j = f.create(), k = f.fromValues(1, 0), l = f.fromValues(0, 1); d.prototype.update = function() { var a = this.equations[0], b = this.equations[1], c = this.equations[2], d = this.bodyA, e = this.bodyB; f.rotate(h, this.localOffsetB, d.angle), f.rotate(i, this.localOffsetB, e.angle - this.localAngleB), f.scale(i, i, -1), f.rotate(j, i, Math.PI / 2), f.normalize(j, j), a.G[0] = -1, a.G[1] = 0, a.G[2] = -f.crossLength(h, k), a.G[3] = 1, b.G[0] = 0, b.G[1] = -1, b.G[2] = -f.crossLength(h, l), b.G[4] = 1, c.G[0] = -j[0], c.G[1] = -j[1], c.G[3] = j[0], c.G[4] = j[1], c.G[5] = f.crossLength(i, j) } }, { "../equations/Equation": 22, "../math/vec2": 30, "./Constraint": 14 }], 18: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, e.PRISMATIC, c); var d = h.fromValues(0, 0), j = h.fromValues(1, 0), k = h.fromValues(0, 0); c.localAnchorA && h.copy(d, c.localAnchorA), c.localAxisA && h.copy(j, c.localAxisA), c.localAnchorB && h.copy(k, c.localAnchorB), this.localAnchorA = d, this.localAnchorB = k, this.localAxisA = j; var l = this.maxForce = void 0 !== c.maxForce ? c.maxForce : Number.MAX_VALUE, m = new g(a, b, -l, l), n = new h.create, o = new h.create, p = new h.create, q = new h.create; if (m.computeGq = function() { return h.dot(p, q) }, m.updateJacobian = function() { var c = this.G, e = a.position, f = b.position; h.rotate(n, d, a.angle), h.rotate(o, k, b.angle), h.add(p, f, o), h.sub(p, p, e), h.sub(p, p, n), h.rotate(q, j, a.angle + Math.PI / 2), c[0] = -q[0], c[1] = -q[1], c[2] = -h.crossLength(n, q) + h.crossLength(q, p), c[3] = q[0], c[4] = q[1], c[5] = h.crossLength(o, q) }, this.equations.push(m), !c.disableRotationalLock) { var r = new i(a, b, -l, l); this.equations.push(r) } this.position = 0, this.velocity = 0, this.lowerLimitEnabled = void 0 !== c.lowerLimit, this.upperLimitEnabled = void 0 !== c.upperLimit, this.lowerLimit = void 0 !== c.lowerLimit ? c.lowerLimit : 0, this.upperLimit = void 0 !== c.upperLimit ? c.upperLimit : 1, this.upperLimitEquation = new f(a, b), this.lowerLimitEquation = new f(a, b), this.upperLimitEquation.minForce = this.lowerLimitEquation.minForce = 0, this.upperLimitEquation.maxForce = this.lowerLimitEquation.maxForce = l, this.motorEquation = new g(a, b), this.motorEnabled = !1, this.motorSpeed = 0; var s = this, t = this.motorEquation; t.computeGW; t.computeGq = function() { return 0 }, t.computeGW = function() { var a = this.G, b = this.bodyA, c = this.bodyB, d = b.velocity, e = c.velocity, f = b.angularVelocity, g = c.angularVelocity; return this.gmult(a, d, f, e, g) + s.motorSpeed } } var e = a("./Constraint"), f = a("../equations/ContactEquation"), g = a("../equations/Equation"), h = a("../math/vec2"), i = a("../equations/RotationalLockEquation"); b.exports = d, d.prototype = new e, d.prototype.constructor = d; var j = h.create(), k = h.create(), l = h.create(), m = h.create(), n = h.create(), o = h.create(); d.prototype.update = function() { var a = this.equations, b = a[0], c = this.upperLimit, d = this.lowerLimit, e = this.upperLimitEquation, f = this.lowerLimitEquation, g = this.bodyA, i = this.bodyB, p = this.localAxisA, q = this.localAnchorA, r = this.localAnchorB; b.updateJacobian(), h.rotate(j, p, g.angle), h.rotate(m, q, g.angle), h.add(k, m, g.position), h.rotate(n, r, i.angle), h.add(l, n, i.position); var s = this.position = h.dot(l, j) - h.dot(k, j); if (this.motorEnabled) { var t = this.motorEquation.G; t[0] = j[0], t[1] = j[1], t[2] = h.crossLength(j, n), t[3] = -j[0], t[4] = -j[1], t[5] = -h.crossLength(j, m) } if (this.upperLimitEnabled && s > c) h.scale(e.normalA, j, -1), h.sub(e.contactPointA, k, g.position), h.sub(e.contactPointB, l, i.position), h.scale(o, j, c), h.add(e.contactPointA, e.contactPointA, o), -1 === a.indexOf(e) && a.push(e); else { var u = a.indexOf(e); - 1 !== u && a.splice(u, 1) } if (this.lowerLimitEnabled && s < d) h.scale(f.normalA, j, 1), h.sub(f.contactPointA, k, g.position), h.sub(f.contactPointB, l, i.position), h.scale(o, j, d), h.sub(f.contactPointB, f.contactPointB, o), -1 === a.indexOf(f) && a.push(f); else { var u = a.indexOf(f); - 1 !== u && a.splice(u, 1) } }, d.prototype.enableMotor = function() { this.motorEnabled || (this.equations.push(this.motorEquation), this.motorEnabled = !0) }, d.prototype.disableMotor = function() { if (this.motorEnabled) { var a = this.equations.indexOf(this.motorEquation); this.equations.splice(a, 1), this.motorEnabled = !1 } }, d.prototype.setLimits = function(a, b) { "number" == typeof a ? (this.lowerLimit = a, this.lowerLimitEnabled = !0) : (this.lowerLimit = a, this.lowerLimitEnabled = !1), "number" == typeof b ? (this.upperLimit = b, this.upperLimitEnabled = !0) : (this.upperLimit = b, this.upperLimitEnabled = !1) } }, { "../equations/ContactEquation": 21, "../equations/Equation": 22, "../equations/RotationalLockEquation": 24, "../math/vec2": 30, "./Constraint": 14 }], 19: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, e.REVOLUTE, c); var d = this.maxForce = void 0 !== c.maxForce ? c.maxForce : Number.MAX_VALUE; this.pivotA = i.create(), this.pivotB = i.create(), c.worldPivot ? (i.sub(this.pivotA, c.worldPivot, a.position), i.sub(this.pivotB, c.worldPivot, b.position), i.rotate(this.pivotA, this.pivotA, -a.angle), i.rotate(this.pivotB, this.pivotB, -b.angle)) : (i.copy(this.pivotA, c.localPivotA), i.copy(this.pivotB, c.localPivotB)); var o = this.equations = [new f(a, b, -d, d), new f(a, b, -d, d)], p = o[0], q = o[1], r = this; p.computeGq = function() { return i.rotate(j, r.pivotA, a.angle), i.rotate(k, r.pivotB, b.angle), i.add(n, b.position, k), i.sub(n, n, a.position), i.sub(n, n, j), i.dot(n, l) }, q.computeGq = function() { return i.rotate(j, r.pivotA, a.angle), i.rotate(k, r.pivotB, b.angle), i.add(n, b.position, k), i.sub(n, n, a.position), i.sub(n, n, j), i.dot(n, m) }, q.minForce = p.minForce = -d, q.maxForce = p.maxForce = d, this.motorEquation = new g(a, b), this.motorEnabled = !1, this.angle = 0, this.lowerLimitEnabled = !1, this.upperLimitEnabled = !1, this.lowerLimit = 0, this.upperLimit = 0, this.upperLimitEquation = new h(a, b), this.lowerLimitEquation = new h(a, b), this.upperLimitEquation.minForce = 0, this.lowerLimitEquation.maxForce = 0 } var e = a("./Constraint"), f = a("../equations/Equation"), g = a("../equations/RotationalVelocityEquation"), h = a("../equations/RotationalLockEquation"), i = a("../math/vec2"); b.exports = d; var j = i.create(), k = i.create(), l = i.fromValues(1, 0), m = i.fromValues(0, 1), n = i.create(); d.prototype = new e, d.prototype.constructor = d, d.prototype.setLimits = function(a, b) { "number" == typeof a ? (this.lowerLimit = a, this.lowerLimitEnabled = !0) : (this.lowerLimit = a, this.lowerLimitEnabled = !1), "number" == typeof b ? (this.upperLimit = b, this.upperLimitEnabled = !0) : (this.upperLimit = b, this.upperLimitEnabled = !1) }, d.prototype.update = function() { var a = this.bodyA, b = this.bodyB, c = this.pivotA, d = this.pivotB, e = this.equations, f = (e[0], e[1], e[0]), g = e[1], h = this.upperLimit, n = this.lowerLimit, o = this.upperLimitEquation, p = this.lowerLimitEquation, q = this.angle = b.angle - a.angle; if (this.upperLimitEnabled && q > h) o.angle = h, -1 === e.indexOf(o) && e.push(o); else { var r = e.indexOf(o); - 1 !== r && e.splice(r, 1) } if (this.lowerLimitEnabled && q < n) p.angle = n, -1 === e.indexOf(p) && e.push(p); else { var r = e.indexOf(p); - 1 !== r && e.splice(r, 1) } i.rotate(j, c, a.angle), i.rotate(k, d, b.angle), f.G[0] = -1, f.G[1] = 0, f.G[2] = -i.crossLength(j, l), f.G[3] = 1, f.G[4] = 0, f.G[5] = i.crossLength(k, l), g.G[0] = 0, g.G[1] = -1, g.G[2] = -i.crossLength(j, m), g.G[3] = 0, g.G[4] = 1, g.G[5] = i.crossLength(k, m) }, d.prototype.enableMotor = function() { this.motorEnabled || (this.equations.push(this.motorEquation), this.motorEnabled = !0) }, d.prototype.disableMotor = function() { if (this.motorEnabled) { var a = this.equations.indexOf(this.motorEquation); this.equations.splice(a, 1), this.motorEnabled = !1 } }, d.prototype.motorIsEnabled = function() { return !!this.motorEnabled }, d.prototype.setMotorSpeed = function(a) { if (this.motorEnabled) { var b = this.equations.indexOf(this.motorEquation); this.equations[b].relativeVelocity = a } }, d.prototype.getMotorSpeed = function() { return !!this.motorEnabled && this.motorEquation.relativeVelocity } }, { "../equations/Equation": 22, "../equations/RotationalLockEquation": 24, "../equations/RotationalVelocityEquation": 25, "../math/vec2": 30, "./Constraint": 14 }], 20: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, -Number.MAX_VALUE, Number.MAX_VALUE), this.angle = c.angle || 0, this.ratio = "number" == typeof c.ratio ? c.ratio : 1, this.setRatio(this.ratio) } var e = a("./Equation"); a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeGq = function() { return this.ratio * this.bodyA.angle - this.bodyB.angle + this.angle }, d.prototype.setRatio = function(a) { var b = this.G; b[2] = a, b[5] = -1, this.ratio = a }, d.prototype.setMaxTorque = function(a) { this.maxForce = a, this.minForce = -a } }, { "../math/vec2": 30, "./Equation": 22 }], 21: [function(a, b, c) { function d(a, b) { e.call(this, a, b, 0, Number.MAX_VALUE), this.contactPointA = f.create(), this.penetrationVec = f.create(), this.contactPointB = f.create(), this.normalA = f.create(), this.restitution = 0, this.firstImpact = !1, this.shapeA = null, this.shapeB = null } var e = a("./Equation"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeB = function(a, b, c) { var d = this.bodyA, e = this.bodyB, g = this.contactPointA, h = this.contactPointB, i = d.position, j = e.position, k = this.penetrationVec, l = this.normalA, m = this.G, n = f.crossLength(g, l), o = f.crossLength(h, l); m[0] = -l[0], m[1] = -l[1], m[2] = -n, m[3] = l[0], m[4] = l[1], m[5] = o, f.add(k, j, h), f.sub(k, k, i), f.sub(k, k, g); var p, q; return this.firstImpact && 0 !== this.restitution ? (q = 0, p = 1 / b * (1 + this.restitution) * this.computeGW()) : (q = f.dot(l, k) + this.offset, p = this.computeGW()), -q * a - p * b - c * this.computeGiMf() } }, { "../math/vec2": 30, "./Equation": 22 }], 22: [function(a, b, c) { function d(a, b, c, e) { this.minForce = void 0 === c ? -Number.MAX_VALUE : c, this.maxForce = void 0 === e ? Number.MAX_VALUE : e, this.bodyA = a, this.bodyB = b, this.stiffness = d.DEFAULT_STIFFNESS, this.relaxation = d.DEFAULT_RELAXATION, this.G = new f.ARRAY_TYPE(6); for (var g = 0; g < 6; g++) this.G[g] = 0; this.offset = 0, this.a = 0, this.b = 0, this.epsilon = 0, this.timeStep = 1 / 60, this.needsUpdate = !0, this.multiplier = 0, this.relativeVelocity = 0, this.enabled = !0 } b.exports = d; var e = a("../math/vec2"), f = a("../utils/Utils"); a("../objects/Body"); d.prototype.constructor = d, d.DEFAULT_STIFFNESS = 1e6, d.DEFAULT_RELAXATION = 4, d.prototype.update = function() { var a = this.stiffness, b = this.relaxation, c = this.timeStep; this.a = 4 / (c * (1 + 4 * b)), this.b = 4 * b / (1 + 4 * b), this.epsilon = 4 / (c * c * a * (1 + 4 * b)), this.needsUpdate = !1 }, d.prototype.gmult = function(a, b, c, d, e) { return a[0] * b[0] + a[1] * b[1] + a[2] * c + a[3] * d[0] + a[4] * d[1] + a[5] * e }, d.prototype.computeB = function(a, b, c) { var d = this.computeGW(); return -this.computeGq() * a - d * b - this.computeGiMf() * c }; var g = e.create(), h = e.create(); d.prototype.computeGq = function() { var a = this.G, b = this.bodyA, c = this.bodyB, d = (b.position, c.position, b.angle), e = c.angle; return this.gmult(a, g, d, h, e) + this.offset }, d.prototype.computeGW = function() { var a = this.G, b = this.bodyA, c = this.bodyB, d = b.velocity, e = c.velocity, f = b.angularVelocity, g = c.angularVelocity; return this.gmult(a, d, f, e, g) + this.relativeVelocity }, d.prototype.computeGWlambda = function() { var a = this.G, b = this.bodyA, c = this.bodyB, d = b.vlambda, e = c.vlambda, f = b.wlambda, g = c.wlambda; return this.gmult(a, d, f, e, g) }; var i = e.create(), j = e.create(); d.prototype.computeGiMf = function() { var a = this.bodyA, b = this.bodyB, c = a.force, d = a.angularForce, f = b.force, g = b.angularForce, h = a.invMassSolve, k = b.invMassSolve, l = a.invInertiaSolve, m = b.invInertiaSolve, n = this.G; return e.scale(i, c, h), e.multiply(i, a.massMultiplier, i), e.scale(j, f, k), e.multiply(j, b.massMultiplier, j), this.gmult(n, i, d * l, j, g * m) }, d.prototype.computeGiMGt = function() { var a = this.bodyA, b = this.bodyB, c = a.invMassSolve, d = b.invMassSolve, e = a.invInertiaSolve, f = b.invInertiaSolve, g = this.G; return g[0] * g[0] * c * a.massMultiplier[0] + g[1] * g[1] * c * a.massMultiplier[1] + g[2] * g[2] * e + g[3] * g[3] * d * b.massMultiplier[0] + g[4] * g[4] * d * b.massMultiplier[1] + g[5] * g[5] * f }; var k = e.create(), l = e.create(), m = e.create(); e.create(), e.create(), e.create(); d.prototype.addToWlambda = function(a) { var b = this.bodyA, c = this.bodyB, d = k, f = l, g = m, h = b.invMassSolve, i = c.invMassSolve, j = b.invInertiaSolve, n = c.invInertiaSolve, o = this.G; f[0] = o[0], f[1] = o[1], g[0] = o[3], g[1] = o[4], e.scale(d, f, h * a), e.multiply(d, d, b.massMultiplier), e.add(b.vlambda, b.vlambda, d), b.wlambda += j * o[2] * a, e.scale(d, g, i * a), e.multiply(d, d, c.massMultiplier), e.add(c.vlambda, c.vlambda, d), c.wlambda += n * o[5] * a }, d.prototype.computeInvC = function(a) { return 1 / (this.computeGiMGt() + a) } }, { "../math/vec2": 30, "../objects/Body": 31, "../utils/Utils": 57 }], 23: [function(a, b, c) { function d(a, b, c) { f.call(this, a, b, -c, c), this.contactPointA = e.create(), this.contactPointB = e.create(), this.t = e.create(), this.contactEquations = [], this.shapeA = null, this.shapeB = null, this.frictionCoefficient = .3 } var e = a("../math/vec2"), f = a("./Equation"); a("../utils/Utils"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.setSlipForce = function(a) { this.maxForce = a, this.minForce = -a }, d.prototype.getSlipForce = function() { return this.maxForce }, d.prototype.computeB = function(a, b, c) { var d = (this.bodyA, this.bodyB, this.contactPointA), f = this.contactPointB, g = this.t, h = this.G; return h[0] = -g[0], h[1] = -g[1], h[2] = -e.crossLength(d, g), h[3] = g[0], h[4] = g[1], h[5] = e.crossLength(f, g), -this.computeGW() * b - c * this.computeGiMf() } }, { "../math/vec2": 30, "../utils/Utils": 57, "./Equation": 22 }], 24: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, -Number.MAX_VALUE, Number.MAX_VALUE), this.angle = c.angle || 0; var d = this.G; d[2] = 1, d[5] = -1 } var e = a("./Equation"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d; var g = f.create(), h = f.create(), i = f.fromValues(1, 0), j = f.fromValues(0, 1); d.prototype.computeGq = function() { return f.rotate(g, i, this.bodyA.angle + this.angle), f.rotate(h, j, this.bodyB.angle), f.dot(g, h) } }, { "../math/vec2": 30, "./Equation": 22 }], 25: [function(a, b, c) { function d(a, b) { e.call(this, a, b, -Number.MAX_VALUE, Number.MAX_VALUE), this.relativeVelocity = 1, this.ratio = 1 } var e = a("./Equation"); a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeB = function(a, b, c) { var d = this.G; d[2] = -1, d[5] = this.ratio; var e = this.computeGiMf(); return -this.computeGW() * b - c * e } }, { "../math/vec2": 30, "./Equation": 22 }], 26: [function(a, b, c) { var d = function() {}; b.exports = d, d.prototype = { constructor: d, on: function(a, b, c) { b.context = c || this, void 0 === this._listeners && (this._listeners = {}); var d = this._listeners; return void 0 === d[a] && (d[a] = []), -1 === d[a].indexOf(b) && d[a].push(b), this }, has: function(a, b) { if (void 0 === this._listeners) return !1; var c = this._listeners; if (b) { if (void 0 !== c[a] && -1 !== c[a].indexOf(b)) return !0 } else if (void 0 !== c[a]) return !0; return !1 }, off: function(a, b) { if (void 0 === this._listeners) return this; var c = this._listeners, d = c[a].indexOf(b); return -1 !== d && c[a].splice(d, 1), this }, emit: function(a) { if (void 0 === this._listeners) return this; var b = this._listeners, c = b[a.type]; if (void 0 !== c) { a.target = this; for (var d = 0, e = c.length; d < e; d++) { var f = c[d]; f.call(f.context, a) } } return this } } }, {}], 27: [function(a, b, c) { function d(a, b, c) { if (c = c || {}, !(a instanceof e && b instanceof e)) throw new Error("First two arguments must be Material instances."); this.id = d.idCounter++, this.materialA = a, this.materialB = b, this.friction = void 0 !== c.friction ? Number(c.friction) : .3, this.restitution = void 0 !== c.restitution ? Number(c.restitution) : 0, this.stiffness = void 0 !== c.stiffness ? Number(c.stiffness) : f.DEFAULT_STIFFNESS, this.relaxation = void 0 !== c.relaxation ? Number(c.relaxation) : f.DEFAULT_RELAXATION, this.frictionStiffness = void 0 !== c.frictionStiffness ? Number(c.frictionStiffness) : f.DEFAULT_STIFFNESS, this.frictionRelaxation = void 0 !== c.frictionRelaxation ? Number(c.frictionRelaxation) : f.DEFAULT_RELAXATION, this.surfaceVelocity = void 0 !== c.surfaceVelocity ? Number(c.surfaceVelocity) : 0, this.contactSkinSize = .005 } var e = a("./Material"), f = a("../equations/Equation"); b.exports = d, d.idCounter = 0 }, { "../equations/Equation": 22, "./Material": 28 }], 28: [function(a, b, c) { function d(a) { this.id = a || d.idCounter++ } b.exports = d, d.idCounter = 0 }, {}], 29: [function(a, b, c) { var d = {}; d.GetArea = function(a) { if (a.length < 6) return 0; for (var b = a.length - 2, c = 0, d = 0; d < b; d += 2) c += (a[d + 2] - a[d]) * (a[d + 1] + a[d + 3]); return .5 * -(c += (a[0] - a[b]) * (a[b + 1] + a[1])) }, d.Triangulate = function(a) { var b = a.length >> 1; if (b < 3) return []; for (var c = [], e = [], f = 0; f < b; f++) e.push(f); for (var f = 0, g = b; g > 3;) { var h = e[(f + 0) % g], i = e[(f + 1) % g], j = e[(f + 2) % g], k = a[2 * h], l = a[2 * h + 1], m = a[2 * i], n = a[2 * i + 1], o = a[2 * j], p = a[2 * j + 1], q = !1; if (d._convex(k, l, m, n, o, p)) { q = !0; for (var r = 0; r < g; r++) { var s = e[r]; if (s != h && s != i && s != j && d._PointInTriangle(a[2 * s], a[2 * s + 1], k, l, m, n, o, p)) { q = !1; break } } } if (q) c.push(h, i, j), e.splice((f + 1) % g, 1), g--, f = 0; else if (f++ > 3 * g) break } return c.push(e[0], e[1], e[2]), c }, d._PointInTriangle = function(a, b, c, d, e, f, g, h) { var i = g - c, j = h - d, k = e - c, l = f - d, m = a - c, n = b - d, o = i * i + j * j, p = i * k + j * l, q = i * m + j * n, r = k * k + l * l, s = k * m + l * n, t = 1 / (o * r - p * p), u = (r * q - p * s) * t, v = (o * s - p * q) * t; return u >= 0 && v >= 0 && u + v < 1 }, d._convex = function(a, b, c, d, e, f) { return (b - d) * (e - c) + (c - a) * (f - d) >= 0 }, b.exports = d }, {}], 30: [function(a, b, c) { var d = b.exports = {}, e = a("../utils/Utils"); d.crossLength = function(a, b) { return a[0] * b[1] - a[1] * b[0] }, d.crossVZ = function(a, b, c) { return d.rotate(a, b, -Math.PI / 2), d.scale(a, a, c), a }, d.crossZV = function(a, b, c) { return d.rotate(a, c, Math.PI / 2), d.scale(a, a, b), a }, d.rotate = function(a, b, c) { if (0 !== c) { var d = Math.cos(c), e = Math.sin(c), f = b[0], g = b[1]; a[0] = d * f - e * g, a[1] = e * f + d * g } else a[0] = b[0], a[1] = b[1] }, d.rotate90cw = function(a, b) { var c = b[0], d = b[1]; a[0] = d, a[1] = -c }, d.toLocalFrame = function(a, b, c, e) { d.copy(a, b), d.sub(a, a, c), d.rotate(a, a, -e) }, d.toGlobalFrame = function(a, b, c, e) { d.copy(a, b), d.rotate(a, a, e), d.add(a, a, c) }, d.vectorToLocalFrame = function(a, b, c) { d.rotate(a, b, -c) }, d.vectorToGlobalFrame = function(a, b, c) { d.rotate(a, b, c) }, d.centroid = function(a, b, c, e) { return d.add(a, b, c), d.add(a, a, e), d.scale(a, a, 1 / 3), a }, d.create = function() { var a = new e.ARRAY_TYPE(2); return a[0] = 0, a[1] = 0, a }, d.clone = function(a) { var b = new e.ARRAY_TYPE(2); return b[0] = a[0], b[1] = a[1], b }, d.fromValues = function(a, b) { var c = new e.ARRAY_TYPE(2); return c[0] = a, c[1] = b, c }, d.copy = function(a, b) { return a[0] = b[0], a[1] = b[1], a }, d.set = function(a, b, c) { return a[0] = b, a[1] = c, a }, d.add = function(a, b, c) { return a[0] = b[0] + c[0], a[1] = b[1] + c[1], a }, d.subtract = function(a, b, c) { return a[0] = b[0] - c[0], a[1] = b[1] - c[1], a }, d.sub = d.subtract, d.multiply = function(a, b, c) { return a[0] = b[0] * c[0], a[1] = b[1] * c[1], a }, d.mul = d.multiply, d.divide = function(a, b, c) { return a[0] = b[0] / c[0], a[1] = b[1] / c[1], a }, d.div = d.divide, d.scale = function(a, b, c) { return a[0] = b[0] * c, a[1] = b[1] * c, a }, d.distance = function(a, b) { var c = b[0] - a[0], d = b[1] - a[1]; return Math.sqrt(c * c + d * d) }, d.dist = d.distance, d.squaredDistance = function(a, b) { var c = b[0] - a[0], d = b[1] - a[1]; return c * c + d * d }, d.sqrDist = d.squaredDistance, d.length = function(a) { var b = a[0], c = a[1]; return Math.sqrt(b * b + c * c) }, d.len = d.length, d.squaredLength = function(a) { var b = a[0], c = a[1]; return b * b + c * c }, d.sqrLen = d.squaredLength, d.negate = function(a, b) { return a[0] = -b[0], a[1] = -b[1], a }, d.normalize = function(a, b) { var c = b[0], d = b[1], e = c * c + d * d; return e > 0 && (e = 1 / Math.sqrt(e), a[0] = b[0] * e, a[1] = b[1] * e), a }, d.dot = function(a, b) { return a[0] * b[0] + a[1] * b[1] }, d.str = function(a) { return "vec2(" + a[0] + ", " + a[1] + ")" }, d.lerp = function(a, b, c, d) { var e = b[0], f = b[1]; return a[0] = e + d * (c[0] - e), a[1] = f + d * (c[1] - f), a }, d.reflect = function(a, b, c) { var d = b[0] * c[0] + b[1] * c[1]; a[0] = b[0] - 2 * c[0] * d, a[1] = b[1] - 2 * c[1] * d }, d.getLineSegmentsIntersection = function(a, b, c, e, f) { var g = d.getLineSegmentsIntersectionFraction(b, c, e, f); return !(g < 0) && (a[0] = b[0] + g * (c[0] - b[0]), a[1] = b[1] + g * (c[1] - b[1]), !0) }, d.getLineSegmentsIntersectionFraction = function(a, b, c, d) { var e, f, g = b[0] - a[0], h = b[1] - a[1], i = d[0] - c[0], j = d[1] - c[1]; return e = (-h * (a[0] - c[0]) + g * (a[1] - c[1])) / (-i * h + g * j), f = (i * (a[1] - c[1]) - j * (a[0] - c[0])) / (-i * h + g * j), e >= 0 && e <= 1 && f >= 0 && f <= 1 ? f : -1 } }, { "../utils/Utils": 57 }], 31: [function(a, b, c) { function d(a) { a = a || {}, k.call(this), this.id = a.id || ++d._idCounter, this.world = null, this.shapes = [], this.mass = a.mass || 0, this.invMass = 0, this.inertia = 0, this.invInertia = 0, this.invMassSolve = 0, this.invInertiaSolve = 0, this.fixedRotation = !!a.fixedRotation, this.fixedX = !!a.fixedX, this.fixedY = !!a.fixedY, this.massMultiplier = e.create(), this.position = e.fromValues(0, 0), a.position && e.copy(this.position, a.position), this.interpolatedPosition = e.fromValues(0, 0), this.interpolatedAngle = 0, this.previousPosition = e.fromValues(0, 0), this.previousAngle = 0, this.velocity = e.fromValues(0, 0), a.velocity && e.copy(this.velocity, a.velocity), this.vlambda = e.fromValues(0, 0), this.wlambda = 0, this.angle = a.angle || 0, this.angularVelocity = a.angularVelocity || 0, this.force = e.create(), a.force && e.copy(this.force, a.force), this.angularForce = a.angularForce || 0, this.damping = "number" == typeof a.damping ? a.damping : .1, this.angularDamping = "number" == typeof a.angularDamping ? a.angularDamping : .1, this.type = d.STATIC, void 0 !== a.type ? this.type = a.type : a.mass ? this.type = d.DYNAMIC : this.type = d.STATIC, this.boundingRadius = 0, this.aabb = new j, this.aabbNeedsUpdate = !0, this.allowSleep = void 0 === a.allowSleep || a.allowSleep, this.wantsToSleep = !1, this.sleepState = d.AWAKE, this.sleepSpeedLimit = void 0 !== a.sleepSpeedLimit ? a.sleepSpeedLimit : .2, this.sleepTimeLimit = void 0 !== a.sleepTimeLimit ? a.sleepTimeLimit : 1, this.gravityScale = void 0 !== a.gravityScale ? a.gravityScale : 1, this.collisionResponse = void 0 === a.collisionResponse || a.collisionResponse, this.idleTime = 0, this.timeLastSleepy = 0, this.ccdSpeedThreshold = void 0 !== a.ccdSpeedThreshold ? a.ccdSpeedThreshold : -1, this.ccdIterations = void 0 !== a.ccdIterations ? a.ccdIterations : 10, this.concavePath = null, this._wakeUpAfterNarrowphase = !1, this.updateMassProperties() } var e = a("../math/vec2"), f = a("poly-decomp"), g = a("../shapes/Convex"), h = a("../collision/RaycastResult"), i = a("../collision/Ray"), j = a("../collision/AABB"), k = a("../events/EventEmitter"); b.exports = d, d.prototype = new k, d.prototype.constructor = d, d._idCounter = 0, d.prototype.updateSolveMassProperties = function() { this.sleepState === d.SLEEPING || this.type === d.KINEMATIC ? (this.invMassSolve = 0, this.invInertiaSolve = 0) : (this.invMassSolve = this.invMass, this.invInertiaSolve = this.invInertia) }, d.prototype.setDensity = function(a) { var b = this.getArea(); this.mass = b * a, this.updateMassProperties() }, d.prototype.getArea = function() { for (var a = 0, b = 0; b < this.shapes.length; b++) a += this.shapes[b].area; return a }, d.prototype.getAABB = function() { return this.aabbNeedsUpdate && this.updateAABB(), this.aabb }; var l = new j, m = e.create(); d.prototype.updateAABB = function() { for (var a = this.shapes, b = a.length, c = m, d = this.angle, f = 0; f !== b; f++) { var g = a[f], h = g.angle + d; e.rotate(c, g.position, d), e.add(c, c, this.position), g.computeAABB(l, c, h), 0 === f ? this.aabb.copy(l) : this.aabb.extend(l) } this.aabbNeedsUpdate = !1 }, d.prototype.updateBoundingRadius = function() { for (var a = this.shapes, b = a.length, c = 0, d = 0; d !== b; d++) { var f = a[d], g = e.length(f.position), h = f.boundingRadius; g + h > c && (c = g + h) } this.boundingRadius = c }, d.prototype.addShape = function(a, b, c) { if (a.body) throw new Error("A shape can only be added to one body."); a.body = this, b ? e.copy(a.position, b) : e.set(a.position, 0, 0), a.angle = c || 0, this.shapes.push(a), this.updateMassProperties(), this.updateBoundingRadius(), this.aabbNeedsUpdate = !0 }, d.prototype.removeShape = function(a) { var b = this.shapes.indexOf(a); return -1 !== b && (this.shapes.splice(b, 1), this.aabbNeedsUpdate = !0, a.body = null, !0) }, d.prototype.updateMassProperties = function() { if (this.type === d.STATIC || this.type === d.KINEMATIC) this.mass = Number.MAX_VALUE, this.invMass = 0, this.inertia = Number.MAX_VALUE, this.invInertia = 0; else { var a = this.shapes, b = a.length, c = this.mass / b, f = 0; if (this.fixedRotation) this.inertia = Number.MAX_VALUE, this.invInertia = 0; else { for (var g = 0; g < b; g++) { var h = a[g], i = e.squaredLength(h.position); f += h.computeMomentOfInertia(c) + c * i } this.inertia = f, this.invInertia = f > 0 ? 1 / f : 0 } this.invMass = 1 / this.mass, e.set(this.massMultiplier, this.fixedX ? 0 : 1, this.fixedY ? 0 : 1) } }; e.create(); d.prototype.applyForce = function(a, b) { if (e.add(this.force, this.force, a), b) { var c = e.crossLength(b, a); this.angularForce += c } }; var n = e.create(), o = e.create(), p = e.create(); d.prototype.applyForceLocal = function(a, b) { b = b || p; var c = n, d = o; this.vectorToWorldFrame(c, a), this.vectorToWorldFrame(d, b), this.applyForce(c, d) }; var q = e.create(); d.prototype.applyImpulse = function(a, b) { if (this.type === d.DYNAMIC) { var c = q; if (e.scale(c, a, this.invMass), e.multiply(c, this.massMultiplier, c), e.add(this.velocity, c, this.velocity), b) { var f = e.crossLength(b, a); f *= this.invInertia, this.angularVelocity += f } } }; var r = e.create(), s = e.create(), t = e.create(); d.prototype.applyImpulseLocal = function(a, b) { b = b || t; var c = r, d = s; this.vectorToWorldFrame(c, a), this.vectorToWorldFrame(d, b), this.applyImpulse(c, d) }, d.prototype.toLocalFrame = function(a, b) { e.toLocalFrame(a, b, this.position, this.angle) }, d.prototype.toWorldFrame = function(a, b) { e.toGlobalFrame(a, b, this.position, this.angle) }, d.prototype.vectorToLocalFrame = function(a, b) { e.vectorToLocalFrame(a, b, this.angle) }, d.prototype.vectorToWorldFrame = function(a, b) { e.vectorToGlobalFrame(a, b, this.angle) }, d.prototype.fromPolygon = function(a, b) { b = b || {}; for (var c = this.shapes.length; c >= 0; --c) this.removeShape(this.shapes[c]); var d = new f.Polygon; if (d.vertices = a, d.makeCCW(), "number" == typeof b.removeCollinearPoints && d.removeCollinearPoints(b.removeCollinearPoints), void 0 === b.skipSimpleCheck && !d.isSimple()) return !1; this.concavePath = d.vertices.slice(0); for (var c = 0; c < this.concavePath.length; c++) { var h = [0, 0]; e.copy(h, this.concavePath[c]), this.concavePath[c] = h } var i; i = b.optimalDecomp ? d.decomp() : d.quickDecomp(); for (var j = e.create(), c = 0; c !== i.length; c++) { for (var k = new g({ vertices: i[c].vertices }), l = 0; l !== k.vertices.length; l++) { var h = k.vertices[l]; e.sub(h, h, k.centerOfMass) } e.scale(j, k.centerOfMass, 1), k.updateTriangles(), k.updateCenterOfMass(), k.updateBoundingRadius(), this.addShape(k, j) } return this.adjustCenterOfMass(), this.aabbNeedsUpdate = !0, !0 }; var u = (e.fromValues(0, 0), e.fromValues(0, 0)), v = e.fromValues(0, 0), w = e.fromValues(0, 0); d.prototype.adjustCenterOfMass = function() { var a = u, b = v, c = w, d = 0; e.set(b, 0, 0); for (var f = 0; f !== this.shapes.length; f++) { var g = this.shapes[f]; e.scale(a, g.position, g.area), e.add(b, b, a), d += g.area } e.scale(c, b, 1 / d); for (var f = 0; f !== this.shapes.length; f++) { var g = this.shapes[f]; e.sub(g.position, g.position, c) } e.add(this.position, this.position, c); for (var f = 0; this.concavePath && f < this.concavePath.length; f++) e.sub(this.concavePath[f], this.concavePath[f], c); this.updateMassProperties(), this.updateBoundingRadius() }, d.prototype.setZeroForce = function() { e.set(this.force, 0, 0), this.angularForce = 0 }, d.prototype.resetConstraintVelocity = function() { var a = this, b = a.vlambda; e.set(b, 0, 0), a.wlambda = 0 }, d.prototype.addConstraintVelocity = function() { var a = this, b = a.velocity; e.add(b, b, a.vlambda), a.angularVelocity += a.wlambda }, d.prototype.applyDamping = function(a) { if (this.type === d.DYNAMIC) { var b = this.velocity; e.scale(b, b, Math.pow(1 - this.damping, a)), this.angularVelocity *= Math.pow(1 - this.angularDamping, a) } }, d.prototype.wakeUp = function() { var a = this.sleepState; this.sleepState = d.AWAKE, this.idleTime = 0, a !== d.AWAKE && this.emit(d.wakeUpEvent) }, d.prototype.sleep = function() { this.sleepState = d.SLEEPING, this.angularVelocity = 0, this.angularForce = 0, e.set(this.velocity, 0, 0), e.set(this.force, 0, 0), this.emit(d.sleepEvent) }, d.prototype.sleepTick = function(a, b, c) { if (this.allowSleep && this.type !== d.SLEEPING) { this.wantsToSleep = !1; this.sleepState; e.squaredLength(this.velocity) + Math.pow(this.angularVelocity, 2) >= Math.pow(this.sleepSpeedLimit, 2) ? (this.idleTime = 0, this.sleepState = d.AWAKE) : (this.idleTime += c, this.sleepState = d.SLEEPY), this.idleTime > this.sleepTimeLimit && (b ? this.wantsToSleep = !0 : this.sleep()) } }, d.prototype.overlaps = function(a) { return this.world.overlapKeeper.bodiesAreOverlapping(this, a) }; var x = e.create(), y = e.create(); d.prototype.integrate = function(a) { var b = this.invMass, c = this.force, d = this.position, f = this.velocity; e.copy(this.previousPosition, this.position), this.previousAngle = this.angle, this.fixedRotation || (this.angularVelocity += this.angularForce * this.invInertia * a), e.scale(x, c, a * b), e.multiply(x, this.massMultiplier, x), e.add(f, x, f), this.integrateToTimeOfImpact(a) || (e.scale(y, f, a), e.add(d, d, y), this.fixedRotation || (this.angle += this.angularVelocity * a)), this.aabbNeedsUpdate = !0 }; var z = new h, A = new i({ mode: i.ALL }), B = e.create(), C = e.create(), D = e.create(), E = e.create(); d.prototype.integrateToTimeOfImpact = function(a) { if (this.ccdSpeedThreshold < 0 || e.squaredLength(this.velocity) < Math.pow(this.ccdSpeedThreshold, 2)) return !1; e.normalize(B, this.velocity), e.scale(C, this.velocity, a), e.add(C, C, this.position), e.sub(D, C, this.position); var b, c = this.angularVelocity * a, d = e.length(D), f = 1, g = this; if (z.reset(), A.callback = function(a) { a.body !== g && (b = a.body, a.getHitPoint(C, A), e.sub(D, C, g.position), f = e.length(D) / d, a.stop()) }, e.copy(A.from, this.position), e.copy(A.to, C), A.update(), this.world.raycast(z, A), !b) return !1; var h = this.angle; e.copy(E, this.position); for (var i = 0, j = 0, k = 0, l = f; l >= j && i < this.ccdIterations;) { i++, k = (l - j) / 2, e.scale(y, D, f), e.add(this.position, E, y), this.angle = h + c * f, this.updateAABB(); this.aabb.overlaps(b.aabb) && this.world.narrowphase.bodiesOverlap(this, b) ? j = k : l = k } return f = k, e.copy(this.position, E), this.angle = h, e.scale(y, D, f), e.add(this.position, this.position, y), this.fixedRotation || (this.angle += c * f), !0 }, d.prototype.getVelocityAtPoint = function(a, b) { return e.crossVZ(a, b, this.angularVelocity), e.subtract(a, this.velocity, a), a }, d.sleepyEvent = { type: "sleepy" }, d.sleepEvent = { type: "sleep" }, d.wakeUpEvent = { type: "wakeup" }, d.DYNAMIC = 1, d.STATIC = 2, d.KINEMATIC = 4, d.AWAKE = 0, d.SLEEPY = 1, d.SLEEPING = 2 }, { "../collision/AABB": 7, "../collision/Ray": 11, "../collision/RaycastResult": 12, "../events/EventEmitter": 26, "../math/vec2": 30, "../shapes/Convex": 40, "poly-decomp": 5 }], 32: [function(a, b, c) { function d(a, b, c) { c = c || {}, f.call(this, a, b, c), this.localAnchorA = e.fromValues(0, 0), this.localAnchorB = e.fromValues(0, 0), c.localAnchorA && e.copy(this.localAnchorA, c.localAnchorA), c.localAnchorB && e.copy(this.localAnchorB, c.localAnchorB), c.worldAnchorA && this.setWorldAnchorA(c.worldAnchorA), c.worldAnchorB && this.setWorldAnchorB(c.worldAnchorB); var d = e.create(), g = e.create(); this.getWorldAnchorA(d), this.getWorldAnchorB(g); var h = e.distance(d, g); this.restLength = "number" == typeof c.restLength ? c.restLength : h } var e = a("../math/vec2"), f = a("./Spring"); a("../utils/Utils"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.setWorldAnchorA = function(a) { this.bodyA.toLocalFrame(this.localAnchorA, a) }, d.prototype.setWorldAnchorB = function(a) { this.bodyB.toLocalFrame(this.localAnchorB, a) }, d.prototype.getWorldAnchorA = function(a) { this.bodyA.toWorldFrame(a, this.localAnchorA) }, d.prototype.getWorldAnchorB = function(a) { this.bodyB.toWorldFrame(a, this.localAnchorB) }; var g = e.create(), h = e.create(), i = e.create(), j = e.create(), k = e.create(), l = e.create(), m = e.create(), n = e.create(), o = e.create(); d.prototype.applyForce = function() { var a = this.stiffness, b = this.damping, c = this.restLength, d = this.bodyA, f = this.bodyB, p = g, q = h, r = i, s = j, t = o, u = k, v = l, w = m, x = n; this.getWorldAnchorA(u), this.getWorldAnchorB(v), e.sub(w, u, d.position), e.sub(x, v, f.position), e.sub(p, v, u); var y = e.len(p); e.normalize(q, p), e.sub(r, f.velocity, d.velocity), e.crossZV(t, f.angularVelocity, x), e.add(r, r, t), e.crossZV(t, d.angularVelocity, w), e.sub(r, r, t), e.scale(s, q, -a * (y - c) - b * e.dot(r, q)), e.sub(d.force, d.force, s), e.add(f.force, f.force, s); var z = e.crossLength(w, s), A = e.crossLength(x, s); d.angularForce -= z, f.angularForce += A } }, { "../math/vec2": 30, "../utils/Utils": 57, "./Spring": 34 }], 33: [function(a, b, c) { function d(a, b, c) { c = c || {}, e.call(this, a, b, c), this.restAngle = "number" == typeof c.restAngle ? c.restAngle : b.angle - a.angle } var e = (a("../math/vec2"), a("./Spring")); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.applyForce = function() { var a = this.stiffness, b = this.damping, c = this.restAngle, d = this.bodyA, e = this.bodyB, f = e.angle - d.angle, g = e.angularVelocity - d.angularVelocity, h = -a * (f - c) - b * g * 0; d.angularForce -= h, e.angularForce += h } }, { "../math/vec2": 30, "./Spring": 34 }], 34: [function(a, b, c) { function d(a, b, c) { c = e.defaults(c, { stiffness: 100, damping: 1 }), this.stiffness = c.stiffness, this.damping = c.damping, this.bodyA = a, this.bodyB = b } var e = (a("../math/vec2"), a("../utils/Utils")); b.exports = d, d.prototype.applyForce = function() {} }, { "../math/vec2": 30, "../utils/Utils": 57 }], 35: [function(a, b, c) { function d(a, b) { b = b || {}, this.chassisBody = a, this.wheels = [], this.groundBody = new i({ mass: 0 }), this.world = null; var c = this; this.preStepCallback = function() { c.update() } } function e(a, b) { b = b || {}, this.vehicle = a, this.forwardEquation = new h(a.chassisBody, a.groundBody), this.sideEquation = new h(a.chassisBody, a.groundBody), this.steerValue = 0, this.engineForce = 0, this.setSideFriction(void 0 !== b.sideFriction ? b.sideFriction : 5), this.localForwardVector = f.fromValues(0, 1), b.localForwardVector && f.copy(this.localForwardVector, b.localForwardVector), this.localPosition = f.fromValues(0, 0), b.localPosition && f.copy(this.localPosition, b.localPosition), g.apply(this, a.chassisBody, a.groundBody), this.equations.push(this.forwardEquation, this.sideEquation), this.setBrakeForce(0) } var f = a("../math/vec2"), g = (a("../utils/Utils"), a("../constraints/Constraint")), h = a("../equations/FrictionEquation"), i = a("../objects/Body"); b.exports = d, d.prototype.addToWorld = function(a) { this.world = a, a.addBody(this.groundBody), a.on("preStep", this.preStepCallback); for (var b = 0; b < this.wheels.length; b++) { var c = this.wheels[b]; a.addConstraint(c) } }, d.prototype.removeFromWorld = function() { var a = this.world; a.removeBody(this.groundBody), a.off("preStep", this.preStepCallback); for (var b = 0; b < this.wheels.length; b++) { var c = this.wheels[b]; a.removeConstraint(c) } this.world = null }, d.prototype.addWheel = function(a) { var b = new e(this, a); return this.wheels.push(b), b }, d.prototype.update = function() { for (var a = 0; a < this.wheels.length; a++) this.wheels[a].update() }, e.prototype = new g, e.prototype.setBrakeForce = function(a) { this.forwardEquation.setSlipForce(a) }, e.prototype.setSideFriction = function(a) { this.sideEquation.setSlipForce(a) }; var j = f.create(), k = f.create(); e.prototype.getSpeed = function() { return this.vehicle.chassisBody.vectorToWorldFrame(k, this.localForwardVector), this.vehicle.chassisBody.getVelocityAtPoint(j, k), f.dot(j, k) }; var l = f.create(); e.prototype.update = function() { this.vehicle.chassisBody.vectorToWorldFrame(this.forwardEquation.t, this.localForwardVector), f.rotate(this.sideEquation.t, this.localForwardVector, Math.PI / 2), this.vehicle.chassisBody.vectorToWorldFrame(this.sideEquation.t, this.sideEquation.t), f.rotate(this.forwardEquation.t, this.forwardEquation.t, this.steerValue), f.rotate(this.sideEquation.t, this.sideEquation.t, this.steerValue), this.vehicle.chassisBody.toWorldFrame(this.forwardEquation.contactPointB, this.localPosition), f.copy(this.sideEquation.contactPointB, this.forwardEquation.contactPointB), this.vehicle.chassisBody.vectorToWorldFrame(this.forwardEquation.contactPointA, this.localPosition), f.copy(this.sideEquation.contactPointA, this.forwardEquation.contactPointA), f.normalize(l, this.forwardEquation.t), f.scale(l, l, this.engineForce), this.vehicle.chassisBody.applyForce(l, this.forwardEquation.contactPointA) } }, { "../constraints/Constraint": 14, "../equations/FrictionEquation": 23, "../math/vec2": 30, "../objects/Body": 31, "../utils/Utils": 57 }], 36: [function(a, b, c) { var d = b.exports = { AABB: a("./collision/AABB"), AngleLockEquation: a("./equations/AngleLockEquation"), Body: a("./objects/Body"), Broadphase: a("./collision/Broadphase"), Capsule: a("./shapes/Capsule"), Circle: a("./shapes/Circle"), Constraint: a("./constraints/Constraint"), ContactEquation: a("./equations/ContactEquation"), ContactEquationPool: a("./utils/ContactEquationPool"), ContactMaterial: a("./material/ContactMaterial"), Convex: a("./shapes/Convex"), DistanceConstraint: a("./constraints/DistanceConstraint"), Equation: a("./equations/Equation"), EventEmitter: a("./events/EventEmitter"), FrictionEquation: a("./equations/FrictionEquation"), FrictionEquationPool: a("./utils/FrictionEquationPool"), GearConstraint: a("./constraints/GearConstraint"), GSSolver: a("./solver/GSSolver"), Heightfield: a("./shapes/Heightfield"), Line: a("./shapes/Line"), LockConstraint: a("./constraints/LockConstraint"), Material: a("./material/Material"), Narrowphase: a("./collision/Narrowphase"), NaiveBroadphase: a("./collision/NaiveBroadphase"), Particle: a("./shapes/Particle"), Plane: a("./shapes/Plane"), Pool: a("./utils/Pool"), RevoluteConstraint: a("./constraints/RevoluteConstraint"), PrismaticConstraint: a("./constraints/PrismaticConstraint"), Ray: a("./collision/Ray"), RaycastResult: a("./collision/RaycastResult"), Box: a("./shapes/Box"), RotationalVelocityEquation: a("./equations/RotationalVelocityEquation"), SAPBroadphase: a("./collision/SAPBroadphase"), Shape: a("./shapes/Shape"), Solver: a("./solver/Solver"), Spring: a("./objects/Spring"), TopDownVehicle: a("./objects/TopDownVehicle"), LinearSpring: a("./objects/LinearSpring"), RotationalSpring: a("./objects/RotationalSpring"), Utils: a("./utils/Utils"), World: a("./world/World"), vec2: a("./math/vec2"), version: a("../package.json").version }; Object.defineProperty(d, "Rectangle", { get: function() { return console.warn("The Rectangle class has been renamed to Box."), this.Box } }) }, { "../package.json": 6, "./collision/AABB": 7, "./collision/Broadphase": 8, "./collision/NaiveBroadphase": 9, "./collision/Narrowphase": 10, "./collision/Ray": 11, "./collision/RaycastResult": 12, "./collision/SAPBroadphase": 13, "./constraints/Constraint": 14, "./constraints/DistanceConstraint": 15, "./constraints/GearConstraint": 16, "./constraints/LockConstraint": 17, "./constraints/PrismaticConstraint": 18, "./constraints/RevoluteConstraint": 19, "./equations/AngleLockEquation": 20, "./equations/ContactEquation": 21, "./equations/Equation": 22, "./equations/FrictionEquation": 23, "./equations/RotationalVelocityEquation": 25, "./events/EventEmitter": 26, "./material/ContactMaterial": 27, "./material/Material": 28, "./math/vec2": 30, "./objects/Body": 31, "./objects/LinearSpring": 32, "./objects/RotationalSpring": 33, "./objects/Spring": 34, "./objects/TopDownVehicle": 35, "./shapes/Box": 37, "./shapes/Capsule": 38, "./shapes/Circle": 39, "./shapes/Convex": 40, "./shapes/Heightfield": 41, "./shapes/Line": 42, "./shapes/Particle": 43, "./shapes/Plane": 44, "./shapes/Shape": 45, "./solver/GSSolver": 46, "./solver/Solver": 47, "./utils/ContactEquationPool": 48, "./utils/FrictionEquationPool": 49, "./utils/Pool": 55, "./utils/Utils": 57, "./world/World": 61 }], 37: [function(a, b, c) { function d(a) { "number" == typeof arguments[0] && "number" == typeof arguments[1] && (a = { width: arguments[0], height: arguments[1] }, console.warn("The Rectangle has been renamed to Box and its constructor signature has changed. Please use the following format: new Box({ width: 1, height: 1, ... })")), a = a || {}; var b = this.width = a.width || 1, c = this.height = a.height || 1, d = [e.fromValues(-b / 2, -c / 2), e.fromValues(b / 2, -c / 2), e.fromValues(b / 2, c / 2), e.fromValues(-b / 2, c / 2)], h = [e.fromValues(1, 0), e.fromValues(0, 1)]; a.vertices = d, a.axes = h, a.type = f.BOX, g.call(this, a) } var e = a("../math/vec2"), f = a("./Shape"), g = a("./Convex"); b.exports = d, d.prototype = new g, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { var b = this.width, c = this.height; return a * (c * c + b * b) / 12 }, d.prototype.updateBoundingRadius = function() { var a = this.width, b = this.height; this.boundingRadius = Math.sqrt(a * a + b * b) / 2 }; e.create(), e.create(), e.create(), e.create(); d.prototype.computeAABB = function(a, b, c) { a.setFromPoints(this.vertices, b, c, 0) }, d.prototype.updateArea = function() { this.area = this.width * this.height } }, { "../math/vec2": 30, "./Convex": 40, "./Shape": 45 }], 38: [function(a, b, c) { function d(a) { "number" == typeof arguments[0] && "number" == typeof arguments[1] && (a = { length: arguments[0], radius: arguments[1] }, console.warn("The Capsule constructor signature has changed. Please use the following format: new Capsule({ radius: 1, length: 1 })")), a = a || {}, this.length = a.length || 1, this.radius = a.radius || 1, a.type = e.CAPSULE, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { var b = this.radius, c = this.length + b, d = 2 * b; return a * (d * d + c * c) / 12 }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = this.radius + this.length / 2 }, d.prototype.updateArea = function() { this.area = Math.PI * this.radius * this.radius + 2 * this.radius * this.length }; var g = f.create(); d.prototype.computeAABB = function(a, b, c) { var d = this.radius; f.set(g, this.length / 2, 0), 0 !== c && f.rotate(g, g, c), f.set(a.upperBound, Math.max(g[0] + d, -g[0] + d), Math.max(g[1] + d, -g[1] + d)), f.set(a.lowerBound, Math.min(g[0] - d, -g[0] - d), Math.min(g[1] - d, -g[1] - d)), f.add(a.lowerBound, a.lowerBound, b), f.add(a.upperBound, a.upperBound, b) }; var h = f.create(), i = f.create(), j = f.create(), k = f.create(), l = f.fromValues(0, 1); d.prototype.raycast = function(a, b, c, d) { for (var e = b.from, g = b.to, m = (b.direction, h), n = i, o = j, p = k, q = this.length / 2, r = 0; r < 2; r++) { var s = this.radius * (2 * r - 1); f.set(o, -q, s), f.set(p, q, s), f.toGlobalFrame(o, o, c, d), f.toGlobalFrame(p, p, c, d); var t = f.getLineSegmentsIntersectionFraction(e, g, o, p); if (t >= 0 && (f.rotate(n, l, d), f.scale(n, n, 2 * r - 1), b.reportIntersection(a, t, n, -1), a.shouldStop(b))) return } for (var u = Math.pow(this.radius, 2) + Math.pow(q, 2), r = 0; r < 2; r++) { f.set(o, q * (2 * r - 1), 0), f.toGlobalFrame(o, o, c, d); var v = Math.pow(g[0] - e[0], 2) + Math.pow(g[1] - e[1], 2), w = 2 * ((g[0] - e[0]) * (e[0] - o[0]) + (g[1] - e[1]) * (e[1] - o[1])), x = Math.pow(e[0] - o[0], 2) + Math.pow(e[1] - o[1], 2) - Math.pow(this.radius, 2), t = Math.pow(w, 2) - 4 * v * x; if (!(t < 0)) if (0 === t) { if (f.lerp(m, e, g, t), f.squaredDistance(m, c) > u && (f.sub(n, m, o), f.normalize(n, n), b.reportIntersection(a, t, n, -1), a.shouldStop(b))) return } else { var y = Math.sqrt(t), z = 1 / (2 * v), A = (-w - y) * z, B = (-w + y) * z; if (A >= 0 && A <= 1 && (f.lerp(m, e, g, A), f.squaredDistance(m, c) > u && (f.sub(n, m, o), f.normalize(n, n), b.reportIntersection(a, A, n, -1), a.shouldStop(b)))) return; if (B >= 0 && B <= 1 && (f.lerp(m, e, g, B), f.squaredDistance(m, c) > u && (f.sub(n, m, o), f.normalize(n, n), b.reportIntersection(a, B, n, -1), a.shouldStop(b)))) return } } } }, { "../math/vec2": 30, "./Shape": 45 }], 39: [function(a, b, c) { function d(a) { "number" == typeof arguments[0] && (a = { radius: arguments[0] }, console.warn("The Circle constructor signature has changed. Please use the following format: new Circle({ radius: 1 })")), a = a || {}, this.radius = a.radius || 1, a.type = e.CIRCLE, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { var b = this.radius; return a * b * b / 2 }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = this.radius }, d.prototype.updateArea = function() { this.area = Math.PI * this.radius * this.radius }, d.prototype.computeAABB = function(a, b, c) { var d = this.radius; f.set(a.upperBound, d, d), f.set(a.lowerBound, -d, -d), b && (f.add(a.lowerBound, a.lowerBound, b), f.add(a.upperBound, a.upperBound, b)) }; var g = f.create(), h = f.create(); d.prototype.raycast = function(a, b, c, d) { var e = b.from, i = b.to, j = this.radius, k = Math.pow(i[0] - e[0], 2) + Math.pow(i[1] - e[1], 2), l = 2 * ((i[0] - e[0]) * (e[0] - c[0]) + (i[1] - e[1]) * (e[1] - c[1])), m = Math.pow(e[0] - c[0], 2) + Math.pow(e[1] - c[1], 2) - Math.pow(j, 2), n = Math.pow(l, 2) - 4 * k * m, o = g, p = h; if (!(n < 0)) if (0 === n) f.lerp(o, e, i, n), f.sub(p, o, c), f.normalize(p, p), b.reportIntersection(a, n, p, -1); else { var q = Math.sqrt(n), r = 1 / (2 * k), s = (-l - q) * r, t = (-l + q) * r; if (s >= 0 && s <= 1 && (f.lerp(o, e, i, s), f.sub(p, o, c), f.normalize(p, p), b.reportIntersection(a, s, p, -1), a.shouldStop(b))) return; t >= 0 && t <= 1 && (f.lerp(o, e, i, t), f.sub(p, o, c), f.normalize(p, p), b.reportIntersection(a, t, p, -1)) } } }, { "../math/vec2": 30, "./Shape": 45 }], 40: [function(a, b, c) { function d(a) { Array.isArray(arguments[0]) && (a = { vertices: arguments[0], axes: arguments[1] }, console.warn("The Convex constructor signature has changed. Please use the following format: new Convex({ vertices: [...], ... })")), a = a || {}, this.vertices = []; for (var b = void 0 !== a.vertices ? a.vertices : [], c = 0; c < b.length; c++) { var d = f.create(); f.copy(d, b[c]), this.vertices.push(d) } if (this.axes = [], a.axes) for (var c = 0; c < a.axes.length; c++) { var g = f.create(); f.copy(g, a.axes[c]), this.axes.push(g) } else for (var c = 0; c < this.vertices.length; c++) { var h = this.vertices[c], i = this.vertices[(c + 1) % this.vertices.length], j = f.create(); f.sub(j, i, h), f.rotate90cw(j, j), f.normalize(j, j), this.axes.push(j) } if (this.centerOfMass = f.fromValues(0, 0), this.triangles = [], this.vertices.length && (this.updateTriangles(), this.updateCenterOfMass()), this.boundingRadius = 0, a.type = e.CONVEX, e.call(this, a), this.updateBoundingRadius(), this.updateArea(), this.area < 0) throw new Error("Convex vertices must be given in conter-clockwise winding.") } var e = a("./Shape"), f = a("../math/vec2"), g = a("../math/polyk"); a("poly-decomp"); b.exports = d, d.prototype = new e, d.prototype.constructor = d; var h = f.create(), i = f.create(); d.prototype.projectOntoLocalAxis = function(a, b) { for (var c, d, e = null, g = null, a = h, i = 0; i < this.vertices.length; i++) c = this.vertices[i], d = f.dot(c, a), (null === e || d > e) && (e = d), (null === g || d < g) && (g = d); if (g > e) { var j = g; g = e, e = j } f.set(b, g, e) }, d.prototype.projectOntoWorldAxis = function(a, b, c, d) { var e = i; this.projectOntoLocalAxis(a, d), 0 !== c ? f.rotate(e, a, c) : e = a; var g = f.dot(b, e); f.set(d, d[0] + g, d[1] + g) }, d.prototype.updateTriangles = function() { this.triangles.length = 0; for (var a = [], b = 0; b < this.vertices.length; b++) { var c = this.vertices[b]; a.push(c[0], c[1]) } for (var d = g.Triangulate(a), b = 0; b < d.length; b += 3) { var e = d[b], f = d[b + 1], h = d[b + 2]; this.triangles.push([e, f, h]) } }; var j = f.create(), k = f.create(), l = f.create(), m = f.create(), n = f.create(); f.create(), f.create(), f.create(), f.create(); d.prototype.updateCenterOfMass = function() { var a = this.triangles, b = this.vertices, c = this.centerOfMass, e = j, g = l, h = m, i = n, o = k; f.set(c, 0, 0); for (var p = 0, q = 0; q !== a.length; q++) { var r = a[q], g = b[r[0]], h = b[r[1]], i = b[r[2]]; f.centroid(e, g, h, i); var s = d.triangleArea(g, h, i); p += s, f.scale(o, e, s), f.add(c, c, o) } f.scale(c, c, 1 / p) }, d.prototype.computeMomentOfInertia = function(a) { for (var b = 0, c = 0, d = this.vertices.length, e = d - 1, g = 0; g < d; e = g, g++) { var h = this.vertices[e], i = this.vertices[g], j = Math.abs(f.crossLength(h, i)); b += j * (f.dot(i, i) + f.dot(i, h) + f.dot(h, h)), c += j } return a / 6 * (b / c) }, d.prototype.updateBoundingRadius = function() { for (var a = this.vertices, b = 0, c = 0; c !== a.length; c++) { var d = f.squaredLength(a[c]); d > b && (b = d) } this.boundingRadius = Math.sqrt(b) }, d.triangleArea = function(a, b, c) { return .5 * ((b[0] - a[0]) * (c[1] - a[1]) - (c[0] - a[0]) * (b[1] - a[1])) }, d.prototype.updateArea = function() { this.updateTriangles(), this.area = 0; for (var a = this.triangles, b = this.vertices, c = 0; c !== a.length; c++) { var e = a[c], f = b[e[0]], g = b[e[1]], h = b[e[2]], i = d.triangleArea(f, g, h); this.area += i } }, d.prototype.computeAABB = function(a, b, c) { a.setFromPoints(this.vertices, b, c, 0) }; var o = f.create(), p = f.create(), q = f.create(); d.prototype.raycast = function(a, b, c, d) { var e = o, g = p, h = q, i = this.vertices; f.toLocalFrame(e, b.from, c, d), f.toLocalFrame(g, b.to, c, d); for (var j = i.length, k = 0; k < j && !a.shouldStop(b); k++) { var l = i[k], m = i[(k + 1) % j], n = f.getLineSegmentsIntersectionFraction(e, g, l, m); n >= 0 && (f.sub(h, m, l), f.rotate(h, h, -Math.PI / 2 + d), f.normalize(h, h), b.reportIntersection(a, n, h, k)) } } }, { "../math/polyk": 29, "../math/vec2": 30, "./Shape": 45, "poly-decomp": 5 }], 41: [function(a, b, c) { function d(a) { if (Array.isArray(arguments[0])) { if (a = { heights: arguments[0] }, "object" == typeof arguments[1]) for (var b in arguments[1]) a[b] = arguments[1][b]; console.warn("The Heightfield constructor signature has changed. Please use the following format: new Heightfield({ heights: [...], ... })") } a = a || {}, this.heights = a.heights ? a.heights.slice(0) : [], this.maxValue = a.maxValue || null, this.minValue = a.minValue || null, this.elementWidth = a.elementWidth || .1, void 0 !== a.maxValue && void 0 !== a.minValue || this.updateMaxMinValues(), a.type = e.HEIGHTFIELD, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); a("../utils/Utils"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.updateMaxMinValues = function() { for (var a = this.heights, b = a[0], c = a[0], d = 0; d !== a.length; d++) { var e = a[d]; e > b && (b = e), e < c && (c = e) } this.maxValue = b, this.minValue = c }, d.prototype.computeMomentOfInertia = function(a) { return Number.MAX_VALUE }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = Number.MAX_VALUE }, d.prototype.updateArea = function() { for (var a = this.heights, b = 0, c = 0; c < a.length - 1; c++) b += (a[c] + a[c + 1]) / 2 * this.elementWidth; this.area = b }; var g = [f.create(), f.create(), f.create(), f.create()]; d.prototype.computeAABB = function(a, b, c) { f.set(g[0], 0, this.maxValue), f.set(g[1], this.elementWidth * this.heights.length, this.maxValue), f.set(g[2], this.elementWidth * this.heights.length, this.minValue), f.set(g[3], 0, this.minValue), a.setFromPoints(g, b, c) }, d.prototype.getLineSegment = function(a, b, c) { var d = this.heights, e = this.elementWidth; f.set(a, c * e, d[c]), f.set(b, (c + 1) * e, d[c + 1]) }, d.prototype.getSegmentIndex = function(a) { return Math.floor(a[0] / this.elementWidth) }, d.prototype.getClampedSegmentIndex = function(a) { var b = this.getSegmentIndex(a); return b = Math.min(this.heights.length, Math.max(b, 0)) }; var h = (f.create(), f.create()), i = f.create(), j = f.create(), k = f.create(), l = f.create(); f.fromValues(0, 1); d.prototype.raycast = function(a, b, c, d) { var e = b.from, g = b.to, m = (b.direction, h), n = i, o = j, p = k, q = l; f.toLocalFrame(p, e, c, d), f.toLocalFrame(q, g, c, d); var r = this.getClampedSegmentIndex(p), s = this.getClampedSegmentIndex(q); if (r > s) { var t = r; r = s, s = t } for (var u = 0; u < this.heights.length - 1; u++) { this.getLineSegment(n, o, u); var v = f.getLineSegmentsIntersectionFraction(p, q, n, o); if (v >= 0 && (f.sub(m, o, n), f.rotate(m, m, d + Math.PI / 2), f.normalize(m, m), b.reportIntersection(a, v, m, -1), a.shouldStop(b))) return } } }, { "../math/vec2": 30, "../utils/Utils": 57, "./Shape": 45 }], 42: [function(a, b, c) { function d(a) { "number" == typeof arguments[0] && (a = { length: arguments[0] }, console.warn("The Line constructor signature has changed. Please use the following format: new Line({ length: 1, ... })")), a = a || {}, this.length = a.length || 1, a.type = e.LINE, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { return a * Math.pow(this.length, 2) / 12 }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = this.length / 2 }; var g = [f.create(), f.create()]; d.prototype.computeAABB = function(a, b, c) { var d = this.length / 2; f.set(g[0], -d, 0), f.set(g[1], d, 0), a.setFromPoints(g, b, c, 0) }; var h = (f.create(), f.create()), i = f.create(), j = f.create(), k = f.fromValues(0, 1); d.prototype.raycast = function(a, b, c, d) { var e = b.from, g = b.to, l = i, m = j, n = this.length / 2; f.set(l, -n, 0), f.set(m, n, 0), f.toGlobalFrame(l, l, c, d), f.toGlobalFrame(m, m, c, d); var o = f.getLineSegmentsIntersectionFraction(l, m, e, g); if (o >= 0) { var p = h; f.rotate(p, k, d), b.reportIntersection(a, o, p, -1) } } }, { "../math/vec2": 30, "./Shape": 45 }], 43: [function(a, b, c) { function d(a) { a = a || {}, a.type = e.PARTICLE, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { return 0 }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = 0 }, d.prototype.computeAABB = function(a, b, c) { f.copy(a.lowerBound, b), f.copy(a.upperBound, b) } }, { "../math/vec2": 30, "./Shape": 45 }], 44: [function(a, b, c) { function d(a) { a = a || {}, a.type = e.PLANE, e.call(this, a) } var e = a("./Shape"), f = a("../math/vec2"); a("../utils/Utils"); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.computeMomentOfInertia = function(a) { return 0 }, d.prototype.updateBoundingRadius = function() { this.boundingRadius = Number.MAX_VALUE }, d.prototype.computeAABB = function(a, b, c) { var d = c % (2 * Math.PI), e = f.set, g = Number.MAX_VALUE, h = a.lowerBound, i = a.upperBound; 0 === d ? (e(h, -g, -g), e(i, g, 0)) : d === Math.PI / 2 ? (e(h, 0, -g), e(i, g, g)) : d === Math.PI ? (e(h, -g, 0), e(i, g, g)) : d === 3 * Math.PI / 2 ? (e(h, -g, -g), e(i, 0, g)) : (e(h, -g, -g), e(i, g, g)), f.add(h, h, b), f.add(i, i, b) }, d.prototype.updateArea = function() { this.area = Number.MAX_VALUE }; var g = f.create(), h = (f.create(), f.create(), f.create()), i = f.create(); d.prototype.raycast = function(a, b, c, d) { var e = b.from, j = b.to, k = b.direction, l = g, m = h, n = i; f.set(m, 0, 1), f.rotate(m, m, d), f.sub(n, e, c); var o = f.dot(n, m); if (f.sub(n, j, c), !(o * f.dot(n, m) > 0 || f.squaredDistance(e, j) < o * o)) { var p = f.dot(m, k); f.sub(l, e, c); var q = -f.dot(m, l) / p / b.length; b.reportIntersection(a, q, m, -1) } } }, { "../math/vec2": 30, "../utils/Utils": 57, "./Shape": 45 }], 45: [function(a, b, c) { function d(a) { a = a || {}, this.body = null, this.position = e.fromValues(0, 0), a.position && e.copy(this.position, a.position), this.angle = a.angle || 0, this.type = a.type || 0, this.id = d.idCounter++, this.boundingRadius = 0, this.collisionGroup = void 0 !== a.collisionGroup ? a.collisionGroup : 1, this.collisionResponse = void 0 === a.collisionResponse || a.collisionResponse, this.collisionMask = void 0 !== a.collisionMask ? a.collisionMask : 1, this.material = a.material || null, this.area = 0, this.sensor = void 0 !== a.sensor && a.sensor, this.type && this.updateBoundingRadius(), this.updateArea() } b.exports = d; var e = a("../math/vec2"); d.idCounter = 0, d.CIRCLE = 1, d.PARTICLE = 2, d.PLANE = 4, d.CONVEX = 8, d.LINE = 16, d.BOX = 32, Object.defineProperty(d, "RECTANGLE", { get: function() { return console.warn("Shape.RECTANGLE is deprecated, use Shape.BOX instead."), d.BOX } }), d.CAPSULE = 64, d.HEIGHTFIELD = 128, d.prototype.computeMomentOfInertia = function(a) {}, d.prototype.updateBoundingRadius = function() {}, d.prototype.updateArea = function() {}, d.prototype.computeAABB = function(a, b, c) {}, d.prototype.raycast = function(a, b, c, d) {} }, { "../math/vec2": 30 }], 46: [function(a, b, c) { function d(a) { g.call(this, a, g.GS), a = a || {}, this.iterations = a.iterations || 10, this.tolerance = a.tolerance || 1e-7, this.arrayStep = 30, this.lambda = new h.ARRAY_TYPE(this.arrayStep), this.Bs = new h.ARRAY_TYPE(this.arrayStep), this.invCs = new h.ARRAY_TYPE(this.arrayStep), this.useZeroRHS = !1, this.frictionIterations = 0, this.usedIterations = 0 } function e(a) { for (var b = a.length; b--;) a[b] = 0 } var f = a("../math/vec2"), g = a("./Solver"), h = a("../utils/Utils"), i = a("../equations/FrictionEquation"); b.exports = d, d.prototype = new g, d.prototype.constructor = d, d.prototype.solve = function(a, b) { this.sortEquations(); var c = 0, g = this.iterations, j = this.frictionIterations, k = this.equations, l = k.length, m = Math.pow(this.tolerance * l, 2), n = b.bodies, o = b.bodies.length, p = (f.add, f.set, this.useZeroRHS), q = this.lambda; if (this.usedIterations = 0, l) for (var r = 0; r !== o; r++) { var s = n[r]; s.updateSolveMassProperties() } q.length < l && (q = this.lambda = new h.ARRAY_TYPE(l + this.arrayStep), this.Bs = new h.ARRAY_TYPE(l + this.arrayStep), this.invCs = new h.ARRAY_TYPE(l + this.arrayStep)), e(q); for (var t = this.invCs, u = this.Bs, q = this.lambda, r = 0; r !== k.length; r++) { var v = k[r]; (v.timeStep !== a || v.needsUpdate) && (v.timeStep = a, v.update()), u[r] = v.computeB(v.a, v.b, a), t[r] = v.computeInvC(v.epsilon) } var v, w, r, x; if (0 !== l) { for (r = 0; r !== o; r++) { var s = n[r]; s.resetConstraintVelocity() } if (j) { for (c = 0; c !== j; c++) { for (w = 0, x = 0; x !== l; x++) { v = k[x]; var y = d.iterateEquation(x, v, v.epsilon, u, t, q, p, a, c); w += Math.abs(y) } if (this.usedIterations++, w * w <= m) break } for (d.updateMultipliers(k, q, 1 / a), x = 0; x !== l; x++) { var z = k[x]; if (z instanceof i) { for (var A = 0, B = 0; B !== z.contactEquations.length; B++) A += z.contactEquations[B].multiplier; A *= z.frictionCoefficient / z.contactEquations.length, z.maxForce = A, z.minForce = -A } } } for (c = 0; c !== g; c++) { for (w = 0, x = 0; x !== l; x++) { v = k[x]; var y = d.iterateEquation(x, v, v.epsilon, u, t, q, p, a, c); w += Math.abs(y) } if (this.usedIterations++, w * w <= m) break } for (r = 0; r !== o; r++) n[r].addConstraintVelocity(); d.updateMultipliers(k, q, 1 / a) } }, d.updateMultipliers = function(a, b, c) { for (var d = a.length; d--;) a[d].multiplier = b[d] * c }, d.iterateEquation = function(a, b, c, d, e, f, g, h, i) { var j = d[a], k = e[a], l = f[a], m = b.computeGWlambda(), n = b.maxForce, o = b.minForce; g && (j = 0); var p = k * (j - m - c * l), q = l + p; return q < o * h ? p = o * h - l : q > n * h && (p = n * h - l), f[a] += p, b.addToWlambda(p), p } }, { "../equations/FrictionEquation": 23, "../math/vec2": 30, "../utils/Utils": 57, "./Solver": 47 }], 47: [function(a, b, c) { function d(a, b) { a = a || {}, e.call(this), this.type = b, this.equations = [], this.equationSortFunction = a.equationSortFunction || !1 } var e = (a("../utils/Utils"), a("../events/EventEmitter")); b.exports = d, d.prototype = new e, d.prototype.constructor = d, d.prototype.solve = function(a, b) { throw new Error("Solver.solve should be implemented by subclasses!") }; var f = { bodies: [] }; d.prototype.solveIsland = function(a, b) { this.removeAllEquations(), b.equations.length && (this.addEquations(b.equations), f.bodies.length = 0, b.getBodies(f.bodies), f.bodies.length && this.solve(a, f)) }, d.prototype.sortEquations = function() { this.equationSortFunction && this.equations.sort(this.equationSortFunction) }, d.prototype.addEquation = function(a) { a.enabled && this.equations.push(a) }, d.prototype.addEquations = function(a) { for (var b = 0, c = a.length; b !== c; b++) { var d = a[b]; d.enabled && this.equations.push(d) } }, d.prototype.removeEquation = function(a) { var b = this.equations.indexOf(a); - 1 !== b && this.equations.splice(b, 1) }, d.prototype.removeAllEquations = function() { this.equations.length = 0 }, d.GS = 1, d.ISLAND = 2 }, { "../events/EventEmitter": 26, "../utils/Utils": 57 }], 48: [function(a, b, c) { function d() { f.apply(this, arguments) } var e = a("../equations/ContactEquation"), f = a("./Pool"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.create = function() { return new e }, d.prototype.destroy = function(a) { return a.bodyA = a.bodyB = null, this } }, { "../equations/ContactEquation": 21, "./Pool": 55 }], 49: [function(a, b, c) { function d() { f.apply(this, arguments) } var e = a("../equations/FrictionEquation"), f = a("./Pool"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.create = function() { return new e }, d.prototype.destroy = function(a) { return a.bodyA = a.bodyB = null, this } }, { "../equations/FrictionEquation": 23, "./Pool": 55 }], 50: [function(a, b, c) { function d() { f.apply(this, arguments) } var e = a("../world/IslandNode"), f = a("./Pool"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.create = function() { return new e }, d.prototype.destroy = function(a) { return a.reset(), this } }, { "../world/IslandNode": 60, "./Pool": 55 }], 51: [function(a, b, c) { function d() { f.apply(this, arguments) } var e = a("../world/Island"), f = a("./Pool"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.create = function() { return new e }, d.prototype.destroy = function(a) { return a.reset(), this } }, { "../world/Island": 58, "./Pool": 55 }], 52: [function(a, b, c) { function d() { this.overlappingShapesLastState = new e, this.overlappingShapesCurrentState = new e, this.recordPool = new f({ size: 16 }), this.tmpDict = new e, this.tmpArray1 = [] } var e = a("./TupleDictionary"), f = (a("./OverlapKeeperRecord"), a("./OverlapKeeperRecordPool")); a("./Utils"); b.exports = d, d.prototype.tick = function() { for (var a = this.overlappingShapesLastState, b = this.overlappingShapesCurrentState, c = a.keys.length; c--;) { var d = a.keys[c], e = a.getByKey(d); b.getByKey(d); e && this.recordPool.release(e) } a.reset(), a.copy(b), b.reset() }, d.prototype.setOverlapping = function(a, b, c, d) { var e = (this.overlappingShapesLastState, this.overlappingShapesCurrentState); if (!e.get(b.id, d.id)) { var f = this.recordPool.get(); f.set(a, b, c, d), e.set(b.id, d.id, f) } }, d.prototype.getNewOverlaps = function(a) { return this.getDiff(this.overlappingShapesLastState, this.overlappingShapesCurrentState, a) }, d.prototype.getEndOverlaps = function(a) { return this.getDiff(this.overlappingShapesCurrentState, this.overlappingShapesLastState, a) }, d.prototype.bodiesAreOverlapping = function(a, b) { for (var c = this.overlappingShapesCurrentState, d = c.keys.length; d--;) { var e = c.keys[d], f = c.data[e]; if (f.bodyA === a && f.bodyB === b || f.bodyA === b && f.bodyB === a) return !0 } return !1 }, d.prototype.getDiff = function(a, b, c) { var c = c || [], d = a, e = b; c.length = 0; for (var f = e.keys.length; f--;) { var g = e.keys[f], h = e.data[g]; if (!h) throw new Error("Key " + g + " had no data!"); d.data[g] || c.push(h) } return c }, d.prototype.isNewOverlap = function(a, b) { var c = 0 | a.id, d = 0 | b.id, e = this.overlappingShapesLastState, f = this.overlappingShapesCurrentState; return !e.get(c, d) && !!f.get(c, d) }, d.prototype.getNewBodyOverlaps = function(a) { this.tmpArray1.length = 0; var b = this.getNewOverlaps(this.tmpArray1); return this.getBodyDiff(b, a) }, d.prototype.getEndBodyOverlaps = function(a) { this.tmpArray1.length = 0; var b = this.getEndOverlaps(this.tmpArray1); return this.getBodyDiff(b, a) }, d.prototype.getBodyDiff = function(a, b) { b = b || []; for (var c = this.tmpDict, d = a.length; d--;) { var e = a[d]; c.set(0 | e.bodyA.id, 0 | e.bodyB.id, e) } for (d = c.keys.length; d--;) { var e = c.getByKey(c.keys[d]); e && b.push(e.bodyA, e.bodyB) } return c.reset(), b } }, { "./OverlapKeeperRecord": 53, "./OverlapKeeperRecordPool": 54, "./TupleDictionary": 56, "./Utils": 57 }], 53: [function(a, b, c) { function d(a, b, c, d) { this.shapeA = b, this.shapeB = d, this.bodyA = a, this.bodyB = c } b.exports = d, d.prototype.set = function(a, b, c, e) { d.call(this, a, b, c, e) } }, {}], 54: [function(a, b, c) { function d() { f.apply(this, arguments) } var e = a("./OverlapKeeperRecord"), f = a("./Pool"); b.exports = d, d.prototype = new f, d.prototype.constructor = d, d.prototype.create = function() { return new e }, d.prototype.destroy = function(a) { return a.bodyA = a.bodyB = a.shapeA = a.shapeB = null, this } }, { "./OverlapKeeperRecord": 53, "./Pool": 55 }], 55: [function(a, b, c) { function d(a) { a = a || {}, this.objects = [], void 0 !== a.size && this.resize(a.size) } b.exports = d, d.prototype.resize = function(a) { for (var b = this.objects; b.length > a;) b.pop(); for (; b.length < a;) b.push(this.create()); return this }, d.prototype.get = function() { var a = this.objects; return a.length ? a.pop() : this.create() }, d.prototype.release = function(a) { return this.destroy(a), this.objects.push(a), this } }, {}], 56: [function(a, b, c) { function d() { this.data = {}, this.keys = [] } var e = a("./Utils"); b.exports = d, d.prototype.getKey = function(a, b) { return a |= 0, b |= 0, (0 | a) == (0 | b) ? -1 : 0 | ((0 | a) > (0 | b) ? a << 16 | 65535 & b : b << 16 | 65535 & a) }, d.prototype.getByKey = function(a) { return a |= 0, this.data[a] }, d.prototype.get = function(a, b) { return this.data[this.getKey(a, b)] }, d.prototype.set = function(a, b, c) { if (!c) throw new Error("No data!"); var d = this.getKey(a, b); return this.data[d] || this.keys.push(d), this.data[d] = c, d }, d.prototype.reset = function() { for (var a = this.data, b = this.keys, c = b.length; c--;) delete a[b[c]]; b.length = 0 }, d.prototype.copy = function(a) { this.reset(), e.appendArray(this.keys, a.keys); for (var b = a.keys.length; b--;) { var c = a.keys[b]; this.data[c] = a.data[c] } } }, { "./Utils": 57 }], 57: [function(a, b, c) { function d() {} b.exports = d, d.appendArray = function(a, b) { if (b.length < 15e4) a.push.apply(a, b); else for (var c = 0, d = b.length; c !== d; ++c) a.push(b[c]) }, d.splice = function(a, b, c) { c = c || 1; for (var d = b, e = a.length - c; d < e; d++) a[d] = a[d + c]; a.length = e }, "undefined" != typeof P2_ARRAY_TYPE ? d.ARRAY_TYPE = P2_ARRAY_TYPE : "undefined" != typeof Float32Array ? d.ARRAY_TYPE = Float32Array : d.ARRAY_TYPE = Array, d.extend = function(a, b) { for (var c in b) a[c] = b[c] }, d.defaults = function(a, b) { a = a || {}; for (var c in b) c in a || (a[c] = b[c]); return a } }, {}], 58: [function(a, b, c) { function d() { this.equations = [], this.bodies = [] } var e = a("../objects/Body"); b.exports = d, d.prototype.reset = function() { this.equations.length = this.bodies.length = 0 }; var f = []; d.prototype.getBodies = function(a) { var b = a || [], c = this.equations; f.length = 0; for (var d = 0; d !== c.length; d++) { var e = c[d]; - 1 === f.indexOf(e.bodyA.id) && (b.push(e.bodyA), f.push(e.bodyA.id)), -1 === f.indexOf(e.bodyB.id) && (b.push(e.bodyB), f.push(e.bodyB.id)) } return b }, d.prototype.wantsToSleep = function() { for (var a = 0; a < this.bodies.length; a++) { var b = this.bodies[a]; if (b.type === e.DYNAMIC && !b.wantsToSleep) return !1 } return !0 }, d.prototype.sleep = function() { for (var a = 0; a < this.bodies.length; a++) { this.bodies[a].sleep() } return !0 } }, { "../objects/Body": 31 }], 59: [function(a, b, c) { function d(a) { this.nodePool = new e({ size: 16 }), this.islandPool = new f({ size: 8 }), this.equations = [], this.islands = [], this.nodes = [], this.queue = [] } var e = (a("../math/vec2"), a("./Island"), a("./IslandNode"), a("./../utils/IslandNodePool")), f = a("./../utils/IslandPool"), g = a("../objects/Body"); b.exports = d, d.getUnvisitedNode = function(a) { for (var b = a.length, c = 0; c !== b; c++) { var d = a[c]; if (!d.visited && d.body.type === g.DYNAMIC) return d } return !1 }, d.prototype.visit = function(a, b, c) { b.push(a.body); for (var d = a.equations.length, e = 0; e !== d; e++) { var f = a.equations[e]; - 1 === c.indexOf(f) && c.push(f) } }, d.prototype.bfs = function(a, b, c) { var e = this.queue; for (e.length = 0, e.push(a), a.visited = !0, this.visit(a, b, c); e.length;) for (var f, h = e.pop(); f = d.getUnvisitedNode(h.neighbors);) f.visited = !0, this.visit(f, b, c), f.body.type === g.DYNAMIC && e.push(f) }, d.prototype.split = function(a) { for (var b = a.bodies, c = this.nodes, e = this.equations; c.length;) this.nodePool.release(c.pop()); for (var f = 0; f !== b.length; f++) { var g = this.nodePool.get(); g.body = b[f], c.push(g) } for (var h = 0; h !== e.length; h++) { var i = e[h], f = b.indexOf(i.bodyA), j = b.indexOf(i.bodyB), k = c[f], l = c[j]; k.neighbors.push(l), l.neighbors.push(k), k.equations.push(i), l.equations.push(i) } for (var m = this.islands, f = 0; f < m.length; f++) this.islandPool.release(m[f]); m.length = 0; for (var n; n = d.getUnvisitedNode(c);) { var o = this.islandPool.get(); this.bfs(n, o.bodies, o.equations), m.push(o) } return m } }, { "../math/vec2": 30, "../objects/Body": 31, "./../utils/IslandNodePool": 50, "./../utils/IslandPool": 51, "./Island": 58, "./IslandNode": 60 }], 60: [function(a, b, c) { function d(a) { this.body = a, this.neighbors = [], this.equations = [], this.visited = !1 } b.exports = d, d.prototype.reset = function() { this.equations.length = 0, this.neighbors.length = 0, this.visited = !1, this.body = null } }, {}], 61: [function(a, b, c) { function d(a) { l.apply(this), a = a || {}, this.springs = [], this.bodies = [], this.disabledBodyCollisionPairs = [], this.solver = a.solver || new e, this.narrowphase = new r(this), this.islandManager = new u, this.gravity = f.fromValues(0, -9.78), a.gravity && f.copy(this.gravity, a.gravity), this.frictionGravity = f.length(this.gravity) || 10, this.useWorldGravityAsFrictionGravity = !0, this.useFrictionGravityOnZeroGravity = !0, this.broadphase = a.broadphase || new q, this.broadphase.setWorld(this), this.constraints = [], this.defaultMaterial = new n, this.defaultContactMaterial = new o(this.defaultMaterial, this.defaultMaterial), this.lastTimeStep = 1 / 60, this.applySpringForces = !0, this.applyDamping = !0, this.applyGravity = !0, this.solveConstraints = !0, this.contactMaterials = [], this.time = 0, this.accumulator = 0, this.stepping = !1, this.bodiesToBeRemoved = [], this.islandSplit = void 0 === a.islandSplit || !!a.islandSplit, this.emitImpactEvent = !0, this._constraintIdCounter = 0, this._bodyIdCounter = 0, this.postStepEvent = { type: "postStep" }, this.addBodyEvent = { type: "addBody", body: null }, this.removeBodyEvent = { type: "removeBody", body: null }, this.addSpringEvent = { type: "addSpring", spring: null }, this.impactEvent = { type: "impact", bodyA: null, bodyB: null, shapeA: null, shapeB: null, contactEquation: null }, this.postBroadphaseEvent = { type: "postBroadphase", pairs: null }, this.sleepMode = d.NO_SLEEPING, this.beginContactEvent = { type: "beginContact", shapeA: null, shapeB: null, bodyA: null, bodyB: null, contactEquations: [] }, this.endContactEvent = { type: "endContact", shapeA: null, shapeB: null, bodyA: null, bodyB: null }, this.preSolveEvent = { type: "preSolve", contactEquations: null, frictionEquations: null }, this.overlappingShapesLastState = { keys: [] }, this.overlappingShapesCurrentState = { keys: [] }, this.overlapKeeper = new t } var e = a("../solver/GSSolver"), f = (a("../solver/Solver"), a("../collision/Ray"), a("../math/vec2")), g = a("../shapes/Circle"), h = a("../shapes/Convex"), i = (a("../shapes/Line"), a("../shapes/Plane")), j = a("../shapes/Capsule"), k = a("../shapes/Particle"), l = a("../events/EventEmitter"), m = a("../objects/Body"), n = (a("../shapes/Shape"), a("../objects/LinearSpring"), a("../material/Material")), o = a("../material/ContactMaterial"), p = (a("../constraints/DistanceConstraint"), a("../constraints/Constraint"), a("../constraints/LockConstraint"), a("../constraints/RevoluteConstraint"), a("../constraints/PrismaticConstraint"), a("../constraints/GearConstraint"), a("../../package.json"), a("../collision/Broadphase"), a("../collision/AABB")), q = a("../collision/SAPBroadphase"), r = a("../collision/Narrowphase"), s = a("../utils/Utils"), t = a("../utils/OverlapKeeper"), u = a("./IslandManager"); a("../objects/RotationalSpring"); b.exports = d, d.prototype = new Object(l.prototype), d.prototype.constructor = d, d.NO_SLEEPING = 1, d.BODY_SLEEPING = 2, d.ISLAND_SLEEPING = 4, d.prototype.addConstraint = function(a) { this.constraints.push(a) }, d.prototype.addContactMaterial = function(a) { this.contactMaterials.push(a) }, d.prototype.removeContactMaterial = function(a) { var b = this.contactMaterials.indexOf(a); - 1 !== b && s.splice(this.contactMaterials, b, 1) }, d.prototype.getContactMaterial = function(a, b) { for (var c = this.contactMaterials, d = 0, e = c.length; d !== e; d++) { var f = c[d]; if (f.materialA.id === a.id && f.materialB.id === b.id || f.materialA.id === b.id && f.materialB.id === a.id) return f } return !1 }, d.prototype.removeConstraint = function(a) { var b = this.constraints.indexOf(a); - 1 !== b && s.splice(this.constraints, b, 1) }; var v = (f.create(), f.create(), f.create(), f.create(), f.create(), f.create(), f.create()), w = f.fromValues(0, 0), x = f.fromValues(0, 0); f.fromValues(0, 0), f.fromValues(0, 0); d.prototype.step = function(a, b, c) { if (c = c || 10, 0 === (b = b || 0)) this.internalStep(a), this.time += a; else { this.accumulator += b; for (var d = 0; this.accumulator >= a && d < c;) this.internalStep(a), this.time += a, this.accumulator -= a, d++; for (var e = this.accumulator % a / a, g = 0; g !== this.bodies.length; g++) { var h = this.bodies[g]; f.lerp(h.interpolatedPosition, h.previousPosition, h.position, e), h.interpolatedAngle = h.previousAngle + e * (h.angle - h.previousAngle) } } }; var y = []; d.prototype.internalStep = function(a) { this.stepping = !0; var b = this.springs.length, c = this.springs, e = this.bodies, g = this.gravity, h = this.solver, i = this.bodies.length, j = this.broadphase, k = this.narrowphase, l = this.constraints, n = v, o = (f.scale, f.add), p = (f.rotate, this.islandManager); if (this.overlapKeeper.tick(), this.lastTimeStep = a, this.useWorldGravityAsFrictionGravity) { var q = f.length(this.gravity); 0 === q && this.useFrictionGravityOnZeroGravity || (this.frictionGravity = q) } if (this.applyGravity) for (var r = 0; r !== i; r++) { var t = e[r], u = t.force; t.type === m.DYNAMIC && t.sleepState !== m.SLEEPING && (f.scale(n, g, t.mass * t.gravityScale), o(u, u, n)) } if (this.applySpringForces) for (var r = 0; r !== b; r++) { var w = c[r]; w.applyForce() } if (this.applyDamping) for (var r = 0; r !== i; r++) { var t = e[r]; t.type === m.DYNAMIC && t.applyDamping(a) } for (var x = j.getCollisionPairs(this), z = this.disabledBodyCollisionPairs, r = z.length - 2; r >= 0; r -= 2) for (var A = x.length - 2; A >= 0; A -= 2)(z[r] === x[A] && z[r + 1] === x[A + 1] || z[r + 1] === x[A] && z[r] === x[A + 1]) && x.splice(A, 2); var B = l.length; for (r = 0; r !== B; r++) { var C = l[r]; if (!C.collideConnected) for (var A = x.length - 2; A >= 0; A -= 2)(C.bodyA === x[A] && C.bodyB === x[A + 1] || C.bodyB === x[A] && C.bodyA === x[A + 1]) && x.splice(A, 2) } this.postBroadphaseEvent.pairs = x, this.emit(this.postBroadphaseEvent), this.postBroadphaseEvent.pairs = null, k.reset(this); for (var r = 0, D = x.length; r !== D; r += 2) for (var E = x[r], F = x[r + 1], G = 0, H = E.shapes.length; G !== H; G++) for (var I = E.shapes[G], J = I.position, K = I.angle, L = 0, M = F.shapes.length; L !== M; L++) { var N = F.shapes[L], O = N.position, P = N.angle, Q = this.defaultContactMaterial; if (I.material && N.material) { var R = this.getContactMaterial(I.material, N.material); R && (Q = R) } this.runNarrowphase(k, E, I, J, K, F, N, O, P, Q, this.frictionGravity) } for (var r = 0; r !== i; r++) { var S = e[r]; S._wakeUpAfterNarrowphase && (S.wakeUp(), S._wakeUpAfterNarrowphase = !1) } if (this.has("endContact")) { this.overlapKeeper.getEndOverlaps(y); for (var T = this.endContactEvent, L = y.length; L--;) { var U = y[L]; T.shapeA = U.shapeA, T.shapeB = U.shapeB, T.bodyA = U.bodyA, T.bodyB = U.bodyB, this.emit(T) } y.length = 0 } var V = this.preSolveEvent; V.contactEquations = k.contactEquations, V.frictionEquations = k.frictionEquations, this.emit(V), V.contactEquations = V.frictionEquations = null; var B = l.length; for (r = 0; r !== B; r++) l[r].update(); if (k.contactEquations.length || k.frictionEquations.length || B) if (this.islandSplit) { for (p.equations.length = 0, s.appendArray(p.equations, k.contactEquations), s.appendArray(p.equations, k.frictionEquations), r = 0; r !== B; r++) s.appendArray(p.equations, l[r].equations); p.split(this); for (var r = 0; r !== p.islands.length; r++) { var W = p.islands[r]; W.equations.length && h.solveIsland(a, W) } } else { for (h.addEquations(k.contactEquations), h.addEquations(k.frictionEquations), r = 0; r !== B; r++) h.addEquations(l[r].equations); this.solveConstraints && h.solve(a, this), h.removeAllEquations() } for (var r = 0; r !== i; r++) { var S = e[r]; S.integrate(a) } for (var r = 0; r !== i; r++) e[r].setZeroForce(); if (this.emitImpactEvent && this.has("impact")) for (var X = this.impactEvent, r = 0; r !== k.contactEquations.length; r++) { var Y = k.contactEquations[r]; Y.firstImpact && (X.bodyA = Y.bodyA, X.bodyB = Y.bodyB, X.shapeA = Y.shapeA, X.shapeB = Y.shapeB, X.contactEquation = Y, this.emit(X)) } if (this.sleepMode === d.BODY_SLEEPING) for (r = 0; r !== i; r++) e[r].sleepTick(this.time, !1, a); else if (this.sleepMode === d.ISLAND_SLEEPING && this.islandSplit) { for (r = 0; r !== i; r++) e[r].sleepTick(this.time, !0, a); for (var r = 0; r < this.islandManager.islands.length; r++) { var W = this.islandManager.islands[r]; W.wantsToSleep() && W.sleep() } } this.stepping = !1; for (var Z = this.bodiesToBeRemoved, r = 0; r !== Z.length; r++) this.removeBody(Z[r]); Z.length = 0, this.emit(this.postStepEvent) }, d.prototype.runNarrowphase = function(a, b, c, d, e, g, h, i, j, k, l) { if (0 != (c.collisionGroup & h.collisionMask) && 0 != (h.collisionGroup & c.collisionMask)) { f.rotate(w, d, b.angle), f.rotate(x, i, g.angle), f.add(w, w, b.position), f.add(x, x, g.position); var n = e + b.angle, o = j + g.angle; a.enableFriction = k.friction > 0, a.frictionCoefficient = k.friction; var p; p = b.type === m.STATIC || b.type === m.KINEMATIC ? g.mass : g.type === m.STATIC || g.type === m.KINEMATIC ? b.mass : b.mass * g.mass / (b.mass + g.mass), a.slipForce = k.friction * l * p, a.restitution = k.restitution, a.surfaceVelocity = k.surfaceVelocity, a.frictionStiffness = k.frictionStiffness, a.frictionRelaxation = k.frictionRelaxation, a.stiffness = k.stiffness, a.relaxation = k.relaxation, a.contactSkinSize = k.contactSkinSize, a.enabledEquations = b.collisionResponse && g.collisionResponse && c.collisionResponse && h.collisionResponse; var q = a[c.type | h.type], r = 0; if (q) { var s = c.sensor || h.sensor, t = a.frictionEquations.length; r = c.type < h.type ? q.call(a, b, c, w, n, g, h, x, o, s) : q.call(a, g, h, x, o, b, c, w, n, s); var u = a.frictionEquations.length - t; if (r) { if (b.allowSleep && b.type === m.DYNAMIC && b.sleepState === m.SLEEPING && g.sleepState === m.AWAKE && g.type !== m.STATIC) { f.squaredLength(g.velocity) + Math.pow(g.angularVelocity, 2) >= 2 * Math.pow(g.sleepSpeedLimit, 2) && (b._wakeUpAfterNarrowphase = !0) } if (g.allowSleep && g.type === m.DYNAMIC && g.sleepState === m.SLEEPING && b.sleepState === m.AWAKE && b.type !== m.STATIC) { f.squaredLength(b.velocity) + Math.pow(b.angularVelocity, 2) >= 2 * Math.pow(b.sleepSpeedLimit, 2) && (g._wakeUpAfterNarrowphase = !0) } if (this.overlapKeeper.setOverlapping(b, c, g, h), this.has("beginContact") && this.overlapKeeper.isNewOverlap(c, h)) { var v = this.beginContactEvent; if (v.shapeA = c, v.shapeB = h, v.bodyA = b, v.bodyB = g, v.contactEquations.length = 0, "number" == typeof r) for (var y = a.contactEquations.length - r; y < a.contactEquations.length; y++) v.contactEquations.push(a.contactEquations[y]); this.emit(v) } if ("number" == typeof r && u > 1) for (var y = a.frictionEquations.length - u; y < a.frictionEquations.length; y++) { var z = a.frictionEquations[y]; z.setSlipForce(z.getSlipForce() / u) } } } } }, d.prototype.addSpring = function(a) { this.springs.push(a); var b = this.addSpringEvent; b.spring = a, this.emit(b), b.spring = null }, d.prototype.removeSpring = function(a) { var b = this.springs.indexOf(a); - 1 !== b && s.splice(this.springs, b, 1) }, d.prototype.addBody = function(a) { if (-1 === this.bodies.indexOf(a)) { this.bodies.push(a), a.world = this; var b = this.addBodyEvent; b.body = a, this.emit(b), b.body = null } }, d.prototype.removeBody = function(a) { if (this.stepping) this.bodiesToBeRemoved.push(a); else { a.world = null; var b = this.bodies.indexOf(a); - 1 !== b && (s.splice(this.bodies, b, 1), this.removeBodyEvent.body = a, a.resetConstraintVelocity(), this.emit(this.removeBodyEvent), this.removeBodyEvent.body = null) } }, d.prototype.getBodyById = function(a) { for (var b = this.bodies, c = 0; c < b.length; c++) { var d = b[c]; if (d.id === a) return d } return !1 }, d.prototype.disableBodyCollision = function(a, b) { this.disabledBodyCollisionPairs.push(a, b) }, d.prototype.enableBodyCollision = function(a, b) { for (var c = this.disabledBodyCollisionPairs, d = 0; d < c.length; d += 2) if (c[d] === a && c[d + 1] === b || c[d + 1] === a && c[d] === b) return void c.splice(d, 2) }, d.prototype.clear = function() { this.time = 0, this.solver && this.solver.equations.length && this.solver.removeAllEquations(); for (var a = this.constraints, b = a.length - 1; b >= 0; b--) this.removeConstraint(a[b]); for (var c = this.bodies, b = c.length - 1; b >= 0; b--) this.removeBody(c[b]); for (var e = this.springs, b = e.length - 1; b >= 0; b--) this.removeSpring(e[b]); for (var f = this.contactMaterials, b = f.length - 1; b >= 0; b--) this.removeContactMaterial(f[b]); d.apply(this) }; var z = f.create(), A = (f.fromValues(0, 0), f.fromValues(0, 0)); d.prototype.hitTest = function(a, b, c) { c = c || 0; var d = new m({ position: a }), e = new k, l = a, n = z, o = A; d.addShape(e); for (var p = this.narrowphase, q = [], r = 0, s = b.length; r !== s; r++) for (var t = b[r], u = 0, v = t.shapes.length; u !== v; u++) { var w = t.shapes[u]; f.rotate(n, w.position, t.angle), f.add(n, n, t.position); var x = w.angle + t.angle; (w instanceof g && p.circleParticle(t, w, n, x, d, e, l, 0, !0) || w instanceof h && p.particleConvex(d, e, l, 0, t, w, n, x, !0) || w instanceof i && p.particlePlane(d, e, l, 0, t, w, n, x, !0) || w instanceof j && p.particleCapsule(d, e, l, 0, t, w, n, x, !0) || w instanceof k && f.squaredLength(f.sub(o, n, a)) < c * c) && q.push(t) } return q }, d.prototype.setGlobalStiffness = function(a) { for (var b = this.constraints, c = 0; c !== b.length; c++) for (var d = b[c], e = 0; e !== d.equations.length; e++) { var f = d.equations[e]; f.stiffness = a, f.needsUpdate = !0 } for (var g = this.contactMaterials, c = 0; c !== g.length; c++) { var d = g[c]; d.stiffness = d.frictionStiffness = a } var d = this.defaultContactMaterial; d.stiffness = d.frictionStiffness = a }, d.prototype.setGlobalRelaxation = function(a) { for (var b = 0; b !== this.constraints.length; b++) for (var c = this.constraints[b], d = 0; d !== c.equations.length; d++) { var e = c.equations[d]; e.relaxation = a, e.needsUpdate = !0 } for (var b = 0; b !== this.contactMaterials.length; b++) { var c = this.contactMaterials[b]; c.relaxation = c.frictionRelaxation = a } var c = this.defaultContactMaterial; c.relaxation = c.frictionRelaxation = a }; var B = new p, C = []; d.prototype.raycast = function(a, b) { return b.getAABB(B), this.broadphase.aabbQuery(this, B, C), b.intersectBodies(a, C), C.length = 0, a.hasHit() } }, { "../../package.json": 6, "../collision/AABB": 7, "../collision/Broadphase": 8, "../collision/Narrowphase": 10, "../collision/Ray": 11, "../collision/SAPBroadphase": 13, "../constraints/Constraint": 14, "../constraints/DistanceConstraint": 15, "../constraints/GearConstraint": 16, "../constraints/LockConstraint": 17, "../constraints/PrismaticConstraint": 18, "../constraints/RevoluteConstraint": 19, "../events/EventEmitter": 26, "../material/ContactMaterial": 27, "../material/Material": 28, "../math/vec2": 30, "../objects/Body": 31, "../objects/LinearSpring": 32, "../objects/RotationalSpring": 33, "../shapes/Capsule": 38, "../shapes/Circle": 39, "../shapes/Convex": 40, "../shapes/Line": 42, "../shapes/Particle": 43, "../shapes/Plane": 44, "../shapes/Shape": 45, "../solver/GSSolver": 46, "../solver/Solver": 47, "../utils/OverlapKeeper": 52, "../utils/Utils": 57, "./IslandManager": 59 }] }, {}, [36])(36) }), function() { var a = this, b = b || {}; return b.game = null, b.WEBGL_RENDERER = 0, b.CANVAS_RENDERER = 1, b.VERSION = "v2.2.9", b._UID = 0, "undefined" != typeof Float32Array ? (b.Float32Array = Float32Array, b.Uint16Array = Uint16Array, b.Uint32Array = Uint32Array, b.ArrayBuffer = ArrayBuffer) : (b.Float32Array = Array, b.Uint16Array = Array), b.PI_2 = 2 * Math.PI, b.RAD_TO_DEG = 180 / Math.PI, b.DEG_TO_RAD = Math.PI / 180, b.RETINA_PREFIX = "@2x", b.DisplayObject = function() { this.position = new b.Point(0, 0), this.scale = new b.Point(1, 1), this.pivot = new b.Point(0, 0), this.rotation = 0, this.alpha = 1, this.visible = !0, this.hitArea = null, this.renderable = !1, this.parent = null, this.worldAlpha = 1, this.worldTransform = new b.Matrix, this.worldPosition = new b.Point(0, 0), this.worldScale = new b.Point(1, 1), this.worldRotation = 0, this.filterArea = null, this._sr = 0, this._cr = 1, this._bounds = new b.Rectangle(0, 0, 0, 0), this._currentBounds = null, this._mask = null, this._cacheAsBitmap = !1, this._cacheIsDirty = !1 }, b.DisplayObject.prototype.constructor = b.DisplayObject, b.DisplayObject.prototype = { destroy: function() { if (this.children) { for (var a = this.children.length; a--;) this.children[a].destroy(); this.children = [] } this.hitArea = null, this.parent = null, this.worldTransform = null, this.filterArea = null, this.renderable = !1, this._bounds = null, this._currentBounds = null, this._mask = null, this._destroyCachedSprite() }, updateTransform: function(a) { if (!a && !this.parent && !this.game) return this; var c = this.parent; a ? c = a : this.parent || (c = this.game.world); var d, e, f, g, h, i, j = c.worldTransform, k = this.worldTransform; return this.rotation % b.PI_2 ? (this.rotation !== this.rotationCache && (this.rotationCache = this.rotation, this._sr = Math.sin(this.rotation), this._cr = Math.cos(this.rotation)), d = this._cr * this.scale.x, e = this._sr * this.scale.x, f = -this._sr * this.scale.y, g = this._cr * this.scale.y, h = this.position.x, i = this.position.y, (this.pivot.x || this.pivot.y) && (h -= this.pivot.x * d + this.pivot.y * f, i -= this.pivot.x * e + this.pivot.y * g), k.a = d * j.a + e * j.c, k.b = d * j.b + e * j.d, k.c = f * j.a + g * j.c, k.d = f * j.b + g * j.d, k.tx = h * j.a + i * j.c + j.tx, k.ty = h * j.b + i * j.d + j.ty) : (d = this.scale.x, g = this.scale.y, h = this.position.x - this.pivot.x * d, i = this.position.y - this.pivot.y * g, k.a = d * j.a, k.b = d * j.b, k.c = g * j.c, k.d = g * j.d, k.tx = h * j.a + i * j.c + j.tx, k.ty = h * j.b + i * j.d + j.ty), this.worldAlpha = this.alpha * c.worldAlpha, this.worldPosition.set(k.tx, k.ty), this.worldScale.set(this.scale.x * Math.sqrt(k.a * k.a + k.c * k.c), this.scale.y * Math.sqrt(k.b * k.b + k.d * k.d)), this.worldRotation = Math.atan2(-k.c, k.d), this._currentBounds = null, this.transformCallback && this.transformCallback.call(this.transformCallbackContext, k, j), this }, preUpdate: function() {}, generateTexture: function(a, c, d) { var e = this.getLocalBounds(), f = new b.RenderTexture(0 | e.width, 0 | e.height, d, c, a); return b.DisplayObject._tempMatrix.tx = -e.x, b.DisplayObject._tempMatrix.ty = -e.y, f.render(this, b.DisplayObject._tempMatrix), f }, updateCache: function() { return this._generateCachedSprite(), this }, toGlobal: function(a) { return this.updateTransform(), this.worldTransform.apply(a) }, toLocal: function(a, b) { return b && (a = b.toGlobal(a)), this.updateTransform(), this.worldTransform.applyInverse(a) }, _renderCachedSprite: function(a) { this._cachedSprite.worldAlpha = this.worldAlpha, a.gl ? b.Sprite.prototype._renderWebGL.call(this._cachedSprite, a) : b.Sprite.prototype._renderCanvas.call(this._cachedSprite, a) }, _generateCachedSprite: function() { this._cacheAsBitmap = !1; var a = this.getLocalBounds(); if (a.width = Math.max(1, Math.ceil(a.width)), a.height = Math.max(1, Math.ceil(a.height)), this.updateTransform(), this._cachedSprite) this._cachedSprite.texture.resize(a.width, a.height); else { var c = new b.RenderTexture(a.width, a.height); this._cachedSprite = new b.Sprite(c), this._cachedSprite.worldTransform = this.worldTransform } var d = this._filters; this._filters = null, this._cachedSprite.filters = d, b.DisplayObject._tempMatrix.tx = -a.x, b.DisplayObject._tempMatrix.ty = -a.y, this._cachedSprite.texture.render(this, b.DisplayObject._tempMatrix, !0), this._cachedSprite.anchor.x = -a.x / a.width, this._cachedSprite.anchor.y = -a.y / a.height, this._filters = d, this._cacheAsBitmap = !0 }, _destroyCachedSprite: function() { this._cachedSprite && (this._cachedSprite.texture.destroy(!0), this._cachedSprite = null) } }, b.DisplayObject.prototype.displayObjectUpdateTransform = b.DisplayObject.prototype.updateTransform, Object.defineProperties(b.DisplayObject.prototype, { x: { get: function() { return this.position.x }, set: function(a) { this.position.x = a } }, y: { get: function() { return this.position.y }, set: function(a) { this.position.y = a } }, worldVisible: { get: function() { if (this.visible) { var a = this.parent; if (!a) return this.visible; do { if (!a.visible) return !1; a = a.parent } while (a); return !0 } return !1 } }, mask: { get: function() { return this._mask }, set: function(a) { this._mask && (this._mask.isMask = !1), this._mask = a, a && (this._mask.isMask = !0) } }, filters: { get: function() { return this._filters }, set: function(a) { if (Array.isArray(a)) { for (var c = [], d = 0; d < a.length; d++) for (var e = a[d].passes, f = 0; f < e.length; f++) c.push(e[f]); this._filterBlock = { target: this, filterPasses: c } } this._filters = a, this.blendMode && this.blendMode === b.blendModes.MULTIPLY && (this.blendMode = b.blendModes.NORMAL) } }, cacheAsBitmap: { get: function() { return this._cacheAsBitmap }, set: function(a) { this._cacheAsBitmap !== a && (a ? this._generateCachedSprite() : this._destroyCachedSprite(), this._cacheAsBitmap = a) } } }), b.DisplayObjectContainer = function() { b.DisplayObject.call(this), this.children = [], this.ignoreChildInput = !1 }, b.DisplayObjectContainer.prototype = Object.create(b.DisplayObject.prototype), b.DisplayObjectContainer.prototype.constructor = b.DisplayObjectContainer, b.DisplayObjectContainer.prototype.addChild = function(a) { return this.addChildAt(a, this.children.length) }, b.DisplayObjectContainer.prototype.addChildAt = function(a, b) { if (b >= 0 && b <= this.children.length) return a.parent && a.parent.removeChild(a), a.parent = this, this.children.splice(b, 0, a), a; throw new Error(a + "addChildAt: The index " + b + " supplied is out of bounds " + this.children.length) }, b.DisplayObjectContainer.prototype.swapChildren = function(a, b) { if (a !== b) { var c = this.getChildIndex(a), d = this.getChildIndex(b); if (c < 0 || d < 0) throw new Error("swapChildren: Both the supplied DisplayObjects must be a child of the caller."); this.children[c] = b, this.children[d] = a } }, b.DisplayObjectContainer.prototype.getChildIndex = function(a) { var b = this.children.indexOf(a); if (-1 === b) throw new Error("The supplied DisplayObject must be a child of the caller"); return b }, b.DisplayObjectContainer.prototype.setChildIndex = function(a, b) { if (b < 0 || b >= this.children.length) throw new Error("The supplied index is out of bounds"); var c = this.getChildIndex(a); this.children.splice(c, 1), this.children.splice(b, 0, a) }, b.DisplayObjectContainer.prototype.getChildAt = function(a) { if (a < 0 || a >= this.children.length) throw new Error("getChildAt: Supplied index " + a + " does not exist in the child list, or the supplied DisplayObject must be a child of the caller"); return this.children[a] }, b.DisplayObjectContainer.prototype.removeChild = function(a) { var b = this.children.indexOf(a); if (-1 !== b) return this.removeChildAt(b) }, b.DisplayObjectContainer.prototype.removeChildAt = function(a) { var b = this.getChildAt(a); return b && (b.parent = void 0, this.children.splice(a, 1)), b }, b.DisplayObjectContainer.prototype.removeChildren = function(a, b) { void 0 === a && (a = 0), void 0 === b && (b = this.children.length); var c = b - a; if (c > 0 && c <= b) { for (var d = this.children.splice(a, c), e = 0; e < d.length; e++) { d[e].parent = void 0 } return d } if (0 === c && 0 === this.children.length) return []; throw new Error("removeChildren: Range Error, numeric values are outside the acceptable range") }, b.DisplayObjectContainer.prototype.updateTransform = function() { if (this.visible && (this.displayObjectUpdateTransform(), !this._cacheAsBitmap)) for (var a = 0; a < this.children.length; a++) this.children[a].updateTransform() }, b.DisplayObjectContainer.prototype.displayObjectContainerUpdateTransform = b.DisplayObjectContainer.prototype.updateTransform, b.DisplayObjectContainer.prototype.getBounds = function(a) { var c = a && a instanceof b.DisplayObject, d = !0; c ? d = a instanceof b.DisplayObjectContainer && a.contains(this) : a = this; var e; if (c) { var f = a.worldTransform; for (a.worldTransform = b.identityMatrix, e = 0; e < a.children.length; e++) a.children[e].updateTransform() } var g, h, i, j = 1 / 0, k = 1 / 0, l = -1 / 0, m = -1 / 0, n = !1; for (e = 0; e < this.children.length; e++) { this.children[e].visible && (n = !0, g = this.children[e].getBounds(), j = j < g.x ? j : g.x, k = k < g.y ? k : g.y, h = g.width + g.x, i = g.height + g.y, l = l > h ? l : h, m = m > i ? m : i) } var o = this._bounds; if (!n) { o = new b.Rectangle; var p = o.x, q = o.width + o.x, r = o.y, s = o.height + o.y, t = this.worldTransform, u = t.a, v = t.b, w = t.c, x = t.d, y = t.tx, z = t.ty, A = u * q + w * s + y, B = x * s + v * q + z, C = u * p + w * s + y, D = x * s + v * p + z, E = u * p + w * r + y, F = x * r + v * p + z, G = u * q + w * r + y, H = x * r + v * q + z; l = A, m = B, j = A, k = B, j = C < j ? C : j, j = E < j ? E : j, j = G < j ? G : j, k = D < k ? D : k, k = F < k ? F : k, k = H < k ? H : k, l = C > l ? C : l, l = E > l ? E : l, l = G > l ? G : l, m = D > m ? D : m, m = F > m ? F : m, m = H > m ? H : m } if (o.x = j, o.y = k, o.width = l - j, o.height = m - k, c) for (a.worldTransform = f, e = 0; e < a.children.length; e++) a.children[e].updateTransform(); if (!d) { var I = a.getBounds(); o.x -= I.x, o.y -= I.y } return o }, b.DisplayObjectContainer.prototype.getLocalBounds = function() { return this.getBounds(this) }, b.DisplayObjectContainer.prototype.contains = function(a) { return !!a && (a === this || this.contains(a.parent)) }, b.DisplayObjectContainer.prototype._renderWebGL = function(a) { if (this.visible && !(this.alpha <= 0)) { if (this._cacheAsBitmap) return void this._renderCachedSprite(a); var b; if (this._mask || this._filters) { for (this._filters && (a.spriteBatch.flush(), a.filterManager.pushFilter(this._filterBlock)), this._mask && (a.spriteBatch.stop(), a.maskManager.pushMask(this.mask, a), a.spriteBatch.start()), b = 0; b < this.children.length; b++) this.children[b]._renderWebGL(a); a.spriteBatch.stop(), this._mask && a.maskManager.popMask(this._mask, a), this._filters && a.filterManager.popFilter(), a.spriteBatch.start() } else for (b = 0; b < this.children.length; b++) this.children[b]._renderWebGL(a) } }, b.DisplayObjectContainer.prototype._renderCanvas = function(a) { if (!1 !== this.visible && 0 !== this.alpha) { if (this._cacheAsBitmap) return void this._renderCachedSprite(a); this._mask && a.maskManager.pushMask(this._mask, a); for (var b = 0; b < this.children.length; b++) this.children[b]._renderCanvas(a); this._mask && a.maskManager.popMask(a) } }, Object.defineProperty(b.DisplayObjectContainer.prototype, "width", { get: function() { return this.getLocalBounds().width * this.scale.x }, set: function(a) { var b = this.getLocalBounds().width; this.scale.x = 0 !== b ? a / b : 1, this._width = a } }), Object.defineProperty(b.DisplayObjectContainer.prototype, "height", { get: function() { return this.getLocalBounds().height * this.scale.y }, set: function(a) { var b = this.getLocalBounds().height; this.scale.y = 0 !== b ? a / b : 1, this._height = a } }), b.Sprite = function(a) { b.DisplayObjectContainer.call(this), this.anchor = new b.Point, this.texture = a || b.Texture.emptyTexture, this._width = 0, this._height = 0, this.tint = 16777215, this.cachedTint = -1, this.tintedTexture = null, this.blendMode = b.blendModes.NORMAL, this.shader = null, this.exists = !0, this.texture.baseTexture.hasLoaded && this.onTextureUpdate(), this.renderable = !0 }, b.Sprite.prototype = Object.create(b.DisplayObjectContainer.prototype), b.Sprite.prototype.constructor = b.Sprite, Object.defineProperty(b.Sprite.prototype, "width", { get: function() { return this.scale.x * this.texture.frame.width }, set: function(a) { this.scale.x = a / this.texture.frame.width, this._width = a } }), Object.defineProperty(b.Sprite.prototype, "height", { get: function() { return this.scale.y * this.texture.frame.height }, set: function(a) { this.scale.y = a / this.texture.frame.height, this._height = a } }), b.Sprite.prototype.setTexture = function(a, b) { void 0 !== b && this.texture.baseTexture.destroy(), this.texture.baseTexture.skipRender = !1, this.texture = a, this.texture.valid = !0, this.cachedTint = -1 }, b.Sprite.prototype.onTextureUpdate = function() { this._width && (this.scale.x = this._width / this.texture.frame.width), this._height && (this.scale.y = this._height / this.texture.frame.height) }, b.Sprite.prototype.getBounds = function(a) { var b = this.texture.frame.width, c = this.texture.frame.height, d = b * (1 - this.anchor.x), e = b * -this.anchor.x, f = c * (1 - this.anchor.y), g = c * -this.anchor.y, h = a || this.worldTransform, i = h.a, j = h.b, k = h.c, l = h.d, m = h.tx, n = h.ty, o = -1 / 0, p = -1 / 0, q = 1 / 0, r = 1 / 0; if (0 === j && 0 === k) { if (i < 0) { i *= -1; var s = d; d = -e, e = -s } if (l < 0) { l *= -1; var s = f; f = -g, g = -s } q = i * e + m, o = i * d + m, r = l * g + n, p = l * f + n } else { var t = i * e + k * g + m, u = l * g + j * e + n, v = i * d + k * g + m, w = l * g + j * d + n, x = i * d + k * f + m, y = l * f + j * d + n, z = i * e + k * f + m, A = l * f + j * e + n; q = t < q ? t : q, q = v < q ? v : q, q = x < q ? x : q, q = z < q ? z : q, r = u < r ? u : r, r = w < r ? w : r, r = y < r ? y : r, r = A < r ? A : r, o = t > o ? t : o, o = v > o ? v : o, o = x > o ? x : o, o = z > o ? z : o, p = u > p ? u : p, p = w > p ? w : p, p = y > p ? y : p, p = A > p ? A : p } var B = this._bounds; return B.x = q, B.width = o - q, B.y = r, B.height = p - r, this._currentBounds = B, B }, b.Sprite.prototype.getLocalBounds = function() { var a = this.worldTransform; this.worldTransform = b.identityMatrix; for (var c = 0; c < this.children.length; c++) this.children[c].updateTransform(); var d = this.getBounds(); for (this.worldTransform = a, c = 0; c < this.children.length; c++) this.children[c].updateTransform(); return d }, b.Sprite.prototype._renderWebGL = function(a, b) { if (this.visible && !(this.alpha <= 0) && this.renderable) { var c = this.worldTransform; if (b && (c = b), this._mask || this._filters) { var d = a.spriteBatch; this._filters && (d.flush(), a.filterManager.pushFilter(this._filterBlock)), this._mask && (d.stop(), a.maskManager.pushMask(this.mask, a), d.start()), d.render(this); for (var e = 0; e < this.children.length; e++) this.children[e]._renderWebGL(a); d.stop(), this._mask && a.maskManager.popMask(this._mask, a), this._filters && a.filterManager.popFilter(), d.start() } else { a.spriteBatch.render(this); for (var e = 0; e < this.children.length; e++) this.children[e]._renderWebGL(a, c) } } }, b.Sprite.prototype._renderCanvas = function(a, c) { if (!(!this.visible || 0 === this.alpha || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)) { var d = this.worldTransform; if (c && (d = c), this.blendMode !== a.currentBlendMode && (a.currentBlendMode = this.blendMode, a.context.globalCompositeOperation = b.blendModesCanvas[a.currentBlendMode]), this._mask && a.maskManager.pushMask(this._mask, a), this.texture.valid) { var e = this.texture.baseTexture.resolution / a.resolution; a.context.globalAlpha = this.worldAlpha, a.smoothProperty && a.scaleMode !== this.texture.baseTexture.scaleMode && (a.scaleMode = this.texture.baseTexture.scaleMode, a.context[a.smoothProperty] = a.scaleMode === b.scaleModes.LINEAR); var f = this.texture.trim ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width, g = this.texture.trim ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height, h = d.tx * a.resolution + a.shakeX, i = d.ty * a.resolution + a.shakeY; a.roundPixels ? (a.context.setTransform(d.a, d.b, d.c, d.d, 0 | h, 0 | i), f |= 0, g |= 0) : a.context.setTransform(d.a, d.b, d.c, d.d, h, i); var j = this.texture.crop.width, k = this.texture.crop.height; if (f /= e, g /= e, 16777215 !== this.tint)(this.texture.requiresReTint || this.cachedTint !== this.tint) && (this.tintedTexture = b.CanvasTinter.getTintedTexture(this, this.tint), this.cachedTint = this.tint, this.texture.requiresReTint = !1), a.context.drawImage(this.tintedTexture, 0, 0, j, k, f, g, j / e, k / e); else { var l = this.texture.crop.x, m = this.texture.crop.y; a.context.drawImage(this.texture.baseTexture.source, l, m, j, k, f, g, j / e, k / e) } } for (var n = 0; n < this.children.length; n++) this.children[n]._renderCanvas(a); this._mask && a.maskManager.popMask(a) } }, b.SpriteBatch = function(a) { b.DisplayObjectContainer.call(this), this.textureThing = a, this.ready = !1 }, b.SpriteBatch.prototype = Object.create(b.DisplayObjectContainer.prototype), b.SpriteBatch.prototype.constructor = b.SpriteBatch, b.SpriteBatch.prototype.initWebGL = function(a) { this.fastSpriteBatch = new b.WebGLFastSpriteBatch(a), this.ready = !0 }, b.SpriteBatch.prototype.updateTransform = function() { this.displayObjectUpdateTransform() }, b.SpriteBatch.prototype._renderWebGL = function(a) {!this.visible || this.alpha <= 0 || !this.children.length || (this.ready || this.initWebGL(a.gl), this.fastSpriteBatch.gl !== a.gl && this.fastSpriteBatch.setContext(a.gl), a.spriteBatch.stop(), a.shaderManager.setShader(a.shaderManager.fastShader), this.fastSpriteBatch.begin(this, a), this.fastSpriteBatch.render(this), a.spriteBatch.start()) }, b.SpriteBatch.prototype._renderCanvas = function(a) { if (this.visible && !(this.alpha <= 0) && this.children.length) { var b = a.context; b.globalAlpha = this.worldAlpha, this.displayObjectUpdateTransform(); for (var c = this.worldTransform, d = !0, e = 0; e < this.children.length; e++) { var f = this.children[e]; if (f.visible) { var g = f.texture, h = g.frame; if (b.globalAlpha = this.worldAlpha * f.alpha, f.rotation % (2 * Math.PI) == 0) d && (b.setTransform(c.a, c.b, c.c, c.d, c.tx, c.ty), d = !1), b.drawImage(g.baseTexture.source, h.x, h.y, h.width, h.height, f.anchor.x * (-h.width * f.scale.x) + f.position.x + .5 + a.shakeX | 0, f.anchor.y * (-h.height * f.scale.y) + f.position.y + .5 + a.shakeY | 0, h.width * f.scale.x, h.height * f.scale.y); else { d || (d = !0), f.displayObjectUpdateTransform(); var i = f.worldTransform, j = i.tx * a.resolution + a.shakeX, k = i.ty * a.resolution + a.shakeY; a.roundPixels ? b.setTransform(i.a, i.b, i.c, i.d, 0 | j, 0 | k) : b.setTransform(i.a, i.b, i.c, i.d, j, k), b.drawImage(g.baseTexture.source, h.x, h.y, h.width, h.height, f.anchor.x * -h.width + .5 | 0, f.anchor.y * -h.height + .5 | 0, h.width, h.height) } } } } }, b.hex2rgb = function(a) { return [(a >> 16 & 255) / 255, (a >> 8 & 255) / 255, (255 & a) / 255] }, b.rgb2hex = function(a) { return (255 * a[0] << 16) + (255 * a[1] << 8) + 255 * a[2] }, b.canUseNewCanvasBlendModes = function() { if (void 0 === document) return !1; var a = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAQAAAABAQMAAADD8p2OAAAAA1BMVEX/", c = "AAAACklEQVQI12NgAAAAAgAB4iG8MwAAAABJRU5ErkJggg==", d = new Image; d.src = a + "AP804Oa6" + c; var e = new Image; e.src = a + "/wCKxvRF" + c; var f = b.CanvasPool.create(this, 6, 1), g = f.getContext("2d"); if (g.globalCompositeOperation = "multiply", g.drawImage(d, 0, 0), g.drawImage(e, 2, 0), !g.getImageData(2, 0, 1, 1)) return !1; var h = g.getImageData(2, 0, 1, 1).data; return b.CanvasPool.remove(this), 255 === h[0] && 0 === h[1] && 0 === h[2] }, b.getNextPowerOfTwo = function(a) { if (a > 0 && 0 == (a & a - 1)) return a; for (var b = 1; b < a;) b <<= 1; return b }, b.isPowerOfTwo = function(a, b) { return a > 0 && 0 == (a & a - 1) && b > 0 && 0 == (b & b - 1) }, b.CanvasPool = { create: function(a, c, d) { var e, f = b.CanvasPool.getFirst(); if (-1 === f) { var g = { parent: a, canvas: document.createElement("canvas") }; b.CanvasPool.pool.push(g), e = g.canvas } else b.CanvasPool.pool[f].parent = a, e = b.CanvasPool.pool[f].canvas; return void 0 !== c && (e.width = c, e.height = d), e }, getFirst: function() { for (var a = b.CanvasPool.pool, c = 0; c < a.length; c++) if (!a[c].parent) return c; return -1 }, remove: function(a) { for (var c = b.CanvasPool.pool, d = 0; d < c.length; d++) c[d].parent === a && (c[d].parent = null, c[d].canvas.width = 1, c[d].canvas.height = 1) }, removeByCanvas: function(a) { for (var c = b.CanvasPool.pool, d = 0; d < c.length; d++) c[d].canvas === a && (c[d].parent = null, c[d].canvas.width = 1, c[d].canvas.height = 1) }, getTotal: function() { for (var a = b.CanvasPool.pool, c = 0, d = 0; d < a.length; d++) a[d].parent && c++; return c }, getFree: function() { for (var a = b.CanvasPool.pool, c = 0, d = 0; d < a.length; d++) a[d].parent || c++; return c } }, b.CanvasPool.pool = [], b.initDefaultShaders = function() {}, b.CompileVertexShader = function(a, c) { return b._CompileShader(a, c, a.VERTEX_SHADER) }, b.CompileFragmentShader = function(a, c) { return b._CompileShader(a, c, a.FRAGMENT_SHADER) }, b._CompileShader = function(a, b, c) { var d = b; Array.isArray(b) && (d = b.join("\n")); var e = a.createShader(c); return a.shaderSource(e, d), a.compileShader(e), a.getShaderParameter(e, a.COMPILE_STATUS) ? e : (window.console.log(a.getShaderInfoLog(e)), null) }, b.compileProgram = function(a, c, d) { var e = b.CompileFragmentShader(a, d), f = b.CompileVertexShader(a, c), g = a.createProgram(); return a.attachShader(g, f), a.attachShader(g, e), a.linkProgram(g), a.getProgramParameter(g, a.LINK_STATUS) || (window.console.log(a.getProgramInfoLog(g)), window.console.log("Could not initialise shaders")), g }, b.PixiShader = function(a) { this._UID = b._UID++, this.gl = a, this.program = null, this.fragmentSrc = ["precision lowp float;", "varying vec2 vTextureCoord;", "varying vec4 vColor;", "uniform sampler2D uSampler;", "void main(void) {", " gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;", "}"], this.textureCount = 0, this.firstRun = !0, this.dirty = !0, this.attributes = [], this.init() }, b.PixiShader.prototype.constructor = b.PixiShader, b.PixiShader.prototype.init = function() { var a = this.gl, c = b.compileProgram(a, this.vertexSrc || b.PixiShader.defaultVertexSrc, this.fragmentSrc); a.useProgram(c), this.uSampler = a.getUniformLocation(c, "uSampler"), this.projectionVector = a.getUniformLocation(c, "projectionVector"), this.offsetVector = a.getUniformLocation(c, "offsetVector"), this.dimensions = a.getUniformLocation(c, "dimensions"), this.aVertexPosition = a.getAttribLocation(c, "aVertexPosition"), this.aTextureCoord = a.getAttribLocation(c, "aTextureCoord"), this.colorAttribute = a.getAttribLocation(c, "aColor"), -1 === this.colorAttribute && (this.colorAttribute = 2), this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute]; for (var d in this.uniforms) this.uniforms[d].uniformLocation = a.getUniformLocation(c, d); this.initUniforms(), this.program = c }, b.PixiShader.prototype.initUniforms = function() { this.textureCount = 1; var a, b = this.gl; for (var c in this.uniforms) { a = this.uniforms[c]; var d = a.type; "sampler2D" === d ? (a._init = !1, null !== a.value && this.initSampler2D(a)) : "mat2" === d || "mat3" === d || "mat4" === d ? (a.glMatrix = !0, a.glValueLength = 1, "mat2" === d ? a.glFunc = b.uniformMatrix2fv : "mat3" === d ? a.glFunc = b.uniformMatrix3fv : "mat4" === d && (a.glFunc = b.uniformMatrix4fv)) : (a.glFunc = b["uniform" + d], a.glValueLength = "2f" === d || "2i" === d ? 2 : "3f" === d || "3i" === d ? 3 : "4f" === d || "4i" === d ? 4 : 1) } }, b.PixiShader.prototype.initSampler2D = function(a) { if (a.value && a.value.baseTexture && a.value.baseTexture.hasLoaded) { var b = this.gl; if (b.activeTexture(b["TEXTURE" + this.textureCount]), b.bindTexture(b.TEXTURE_2D, a.value.baseTexture._glTextures[b.id]), a.textureData) { var c = a.textureData, d = c.magFilter ? c.magFilter : b.LINEAR, e = c.minFilter ? c.minFilter : b.LINEAR, f = c.wrapS ? c.wrapS : b.CLAMP_TO_EDGE, g = c.wrapT ? c.wrapT : b.CLAMP_TO_EDGE, h = c.luminance ? b.LUMINANCE : b.RGBA; if (c.repeat && (f = b.REPEAT, g = b.REPEAT), b.pixelStorei(b.UNPACK_FLIP_Y_WEBGL, !!c.flipY), c.width) { var i = c.width ? c.width : 512, j = c.height ? c.height : 2, k = c.border ? c.border : 0; b.texImage2D(b.TEXTURE_2D, 0, h, i, j, k, h, b.UNSIGNED_BYTE, null) } else b.texImage2D(b.TEXTURE_2D, 0, h, b.RGBA, b.UNSIGNED_BYTE, a.value.baseTexture.source); b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MAG_FILTER, d), b.texParameteri(b.TEXTURE_2D, b.TEXTURE_MIN_FILTER, e), b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_S, f), b.texParameteri(b.TEXTURE_2D, b.TEXTURE_WRAP_T, g) } b.uniform1i(a.uniformLocation, this.textureCount), a._init = !0, this.textureCount++ } }, b.PixiShader.prototype.syncUniforms = function() { this.textureCount = 1; var a, c = this.gl; for (var d in this.uniforms) a = this.uniforms[d], 1 === a.glValueLength ? !0 === a.glMatrix ? a.glFunc.call(c, a.uniformLocation, a.transpose, a.value) : a.glFunc.call(c, a.uniformLocation, a.value) : 2 === a.glValueLength ? a.glFunc.call(c, a.uniformLocation, a.value.x, a.value.y) : 3 === a.glValueLength ? a.glFunc.call(c, a.uniformLocation, a.value.x, a.value.y, a.value.z) : 4 === a.glValueLength ? a.glFunc.call(c, a.uniformLocation, a.value.x, a.value.y, a.value.z, a.value.w) : "sampler2D" === a.type && (a._init ? (c.activeTexture(c["TEXTURE" + this.textureCount]), a.value.baseTexture._dirty[c.id] ? b.instances[c.id].updateTexture(a.value.baseTexture) : c.bindTexture(c.TEXTURE_2D, a.value.baseTexture._glTextures[c.id]), c.uniform1i(a.uniformLocation, this.textureCount), this.textureCount++) : this.initSampler2D(a)) }, b.PixiShader.prototype.destroy = function() { this.gl.deleteProgram(this.program), this.uniforms = null, this.gl = null, this.attributes = null }, b.PixiShader.defaultVertexSrc = ["attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "attribute vec4 aColor;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "varying vec2 vTextureCoord;", "varying vec4 vColor;", "const vec2 center = vec2(-1.0, 1.0);", "void main(void) {", " gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);", " vTextureCoord = aTextureCoord;", " vColor = vec4(aColor.rgb * aColor.a, aColor.a);", "}"], b.PixiFastShader = function(a) { this._UID = b._UID++, this.gl = a, this.program = null, this.fragmentSrc = ["precision lowp float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform sampler2D uSampler;", "void main(void) {", " gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;", "}"], this.vertexSrc = ["attribute vec2 aVertexPosition;", "attribute vec2 aPositionCoord;", "attribute vec2 aScale;", "attribute float aRotation;", "attribute vec2 aTextureCoord;", "attribute float aColor;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "uniform mat3 uMatrix;", "varying vec2 vTextureCoord;", "varying float vColor;", "const vec2 center = vec2(-1.0, 1.0);", "void main(void) {", " vec2 v;", " vec2 sv = aVertexPosition * aScale;", " v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);", " v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);", " v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;", " gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);", " vTextureCoord = aTextureCoord;", " vColor = aColor;", "}"], this.textureCount = 0, this.init() }, b.PixiFastShader.prototype.constructor = b.PixiFastShader, b.PixiFastShader.prototype.init = function() { var a = this.gl, c = b.compileProgram(a, this.vertexSrc, this.fragmentSrc); a.useProgram(c), this.uSampler = a.getUniformLocation(c, "uSampler"), this.projectionVector = a.getUniformLocation(c, "projectionVector"), this.offsetVector = a.getUniformLocation(c, "offsetVector"), this.dimensions = a.getUniformLocation(c, "dimensions"), this.uMatrix = a.getUniformLocation(c, "uMatrix"), this.aVertexPosition = a.getAttribLocation(c, "aVertexPosition"), this.aPositionCoord = a.getAttribLocation(c, "aPositionCoord"), this.aScale = a.getAttribLocation(c, "aScale"), this.aRotation = a.getAttribLocation(c, "aRotation"), this.aTextureCoord = a.getAttribLocation(c, "aTextureCoord"), this.colorAttribute = a.getAttribLocation(c, "aColor"), -1 === this.colorAttribute && (this.colorAttribute = 2), this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute], this.program = c }, b.PixiFastShader.prototype.destroy = function() { this.gl.deleteProgram(this.program), this.uniforms = null, this.gl = null, this.attributes = null }, b.StripShader = function(a) { this._UID = b._UID++, this.gl = a, this.program = null, this.fragmentSrc = ["precision mediump float;", "varying vec2 vTextureCoord;", "uniform float alpha;", "uniform sampler2D uSampler;", "void main(void) {", " gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;", "}"], this.vertexSrc = ["attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "uniform mat3 translationMatrix;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "varying vec2 vTextureCoord;", "void main(void) {", " vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);", " v -= offsetVector.xyx;", " gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", " vTextureCoord = aTextureCoord;", "}"], this.init() }, b.StripShader.prototype.constructor = b.StripShader, b.StripShader.prototype.init = function() { var a = this.gl, c = b.compileProgram(a, this.vertexSrc, this.fragmentSrc); a.useProgram(c), this.uSampler = a.getUniformLocation(c, "uSampler"), this.projectionVector = a.getUniformLocation(c, "projectionVector"), this.offsetVector = a.getUniformLocation(c, "offsetVector"), this.colorAttribute = a.getAttribLocation(c, "aColor"), this.aVertexPosition = a.getAttribLocation(c, "aVertexPosition"), this.aTextureCoord = a.getAttribLocation(c, "aTextureCoord"), this.attributes = [this.aVertexPosition, this.aTextureCoord], this.translationMatrix = a.getUniformLocation(c, "translationMatrix"), this.alpha = a.getUniformLocation(c, "alpha"), this.program = c }, b.StripShader.prototype.destroy = function() { this.gl.deleteProgram(this.program), this.uniforms = null, this.gl = null, this.attribute = null }, b.PrimitiveShader = function(a) { this._UID = b._UID++, this.gl = a, this.program = null, this.fragmentSrc = ["precision mediump float;", "varying vec4 vColor;", "void main(void) {", " gl_FragColor = vColor;", "}"], this.vertexSrc = ["attribute vec2 aVertexPosition;", "attribute vec4 aColor;", "uniform mat3 translationMatrix;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "uniform float alpha;", "uniform float flipY;", "uniform vec3 tint;", "varying vec4 vColor;", "void main(void) {", " vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);", " v -= offsetVector.xyx;", " gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);", " vColor = aColor * vec4(tint * alpha, alpha);", "}"], this.init() }, b.PrimitiveShader.prototype.constructor = b.PrimitiveShader, b.PrimitiveShader.prototype.init = function() { var a = this.gl, c = b.compileProgram(a, this.vertexSrc, this.fragmentSrc); a.useProgram(c), this.projectionVector = a.getUniformLocation(c, "projectionVector"), this.offsetVector = a.getUniformLocation(c, "offsetVector"), this.tintColor = a.getUniformLocation(c, "tint"), this.flipY = a.getUniformLocation(c, "flipY"), this.aVertexPosition = a.getAttribLocation(c, "aVertexPosition"), this.colorAttribute = a.getAttribLocation(c, "aColor"), this.attributes = [this.aVertexPosition, this.colorAttribute], this.translationMatrix = a.getUniformLocation(c, "translationMatrix"), this.alpha = a.getUniformLocation(c, "alpha"), this.program = c }, b.PrimitiveShader.prototype.destroy = function() { this.gl.deleteProgram(this.program), this.uniforms = null, this.gl = null, this.attributes = null }, b.ComplexPrimitiveShader = function(a) { this._UID = b._UID++, this.gl = a, this.program = null, this.fragmentSrc = ["precision mediump float;", "varying vec4 vColor;", "void main(void) {", " gl_FragColor = vColor;", "}"], this.vertexSrc = ["attribute vec2 aVertexPosition;", "uniform mat3 translationMatrix;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "uniform vec3 tint;", "uniform float alpha;", "uniform vec3 color;", "uniform float flipY;", "varying vec4 vColor;", "void main(void) {", " vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);", " v -= offsetVector.xyx;", " gl_Position = vec4( v.x / projectionVector.x -1.0, (v.y / projectionVector.y * -flipY) + flipY , 0.0, 1.0);", " vColor = vec4(color * alpha * tint, alpha);", "}"], this.init() }, b.ComplexPrimitiveShader.prototype.constructor = b.ComplexPrimitiveShader, b.ComplexPrimitiveShader.prototype.init = function() { var a = this.gl, c = b.compileProgram(a, this.vertexSrc, this.fragmentSrc); a.useProgram(c), this.projectionVector = a.getUniformLocation(c, "projectionVector"), this.offsetVector = a.getUniformLocation(c, "offsetVector"), this.tintColor = a.getUniformLocation(c, "tint"), this.color = a.getUniformLocation(c, "color"), this.flipY = a.getUniformLocation(c, "flipY"), this.aVertexPosition = a.getAttribLocation(c, "aVertexPosition"), this.attributes = [this.aVertexPosition, this.colorAttribute], this.translationMatrix = a.getUniformLocation(c, "translationMatrix"), this.alpha = a.getUniformLocation(c, "alpha"), this.program = c }, b.ComplexPrimitiveShader.prototype.destroy = function() { this.gl.deleteProgram(this.program), this.uniforms = null, this.gl = null, this.attribute = null }, b.glContexts = [], b.instances = [], b.WebGLRenderer = function(a) { this.game = a, b.defaultRenderer || (b.defaultRenderer = this), this.type = b.WEBGL_RENDERER, this.resolution = a.resolution, this.transparent = a.transparent, this.autoResize = !1, this.preserveDrawingBuffer = a.preserveDrawingBuffer, this.clearBeforeRender = a.clearBeforeRender, this.width = a.width, this.height = a.height, this.view = a.canvas, this._contextOptions = { alpha: this.transparent, antialias: a.antialias, premultipliedAlpha: this.transparent && "notMultiplied" !== this.transparent, stencil: !0, preserveDrawingBuffer: this.preserveDrawingBuffer }, this.projection = new b.Point, this.offset = new b.Point, this.shaderManager = new b.WebGLShaderManager, this.spriteBatch = new b.WebGLSpriteBatch, this.maskManager = new b.WebGLMaskManager, this.filterManager = new b.WebGLFilterManager, this.stencilManager = new b.WebGLStencilManager, this.blendModeManager = new b.WebGLBlendModeManager, this.renderSession = {}, this.renderSession.game = this.game, this.renderSession.gl = this.gl, this.renderSession.drawCount = 0, this.renderSession.shaderManager = this.shaderManager, this.renderSession.maskManager = this.maskManager, this.renderSession.filterManager = this.filterManager, this.renderSession.blendModeManager = this.blendModeManager, this.renderSession.spriteBatch = this.spriteBatch, this.renderSession.stencilManager = this.stencilManager, this.renderSession.renderer = this, this.renderSession.resolution = this.resolution, this.initContext(), this.mapBlendModes() }, b.WebGLRenderer.prototype.constructor = b.WebGLRenderer, b.WebGLRenderer.prototype.initContext = function() { var a = this.view.getContext("webgl", this._contextOptions) || this.view.getContext("experimental-webgl", this._contextOptions); if (this.gl = a, !a) throw new Error("This browser does not support webGL. Try using the canvas renderer"); this.glContextId = a.id = b.WebGLRenderer.glContextId++, b.glContexts[this.glContextId] = a, b.instances[this.glContextId] = this, a.disable(a.DEPTH_TEST), a.disable(a.CULL_FACE), a.enable(a.BLEND), this.shaderManager.setContext(a), this.spriteBatch.setContext(a), this.maskManager.setContext(a), this.filterManager.setContext(a), this.blendModeManager.setContext(a), this.stencilManager.setContext(a), this.renderSession.gl = this.gl, this.resize(this.width, this.height) }, b.WebGLRenderer.prototype.render = function(a) { if (!this.contextLost) { var b = this.gl; b.viewport(0, 0, this.width, this.height), b.bindFramebuffer(b.FRAMEBUFFER, null), this.game.clearBeforeRender && (b.clearColor(a._bgColor.r, a._bgColor.g, a._bgColor.b, a._bgColor.a), b.clear(b.COLOR_BUFFER_BIT)), this.offset.x = this.game.camera._shake.x, this.offset.y = this.game.camera._shake.y, this.renderDisplayObject(a, this.projection) } }, b.WebGLRenderer.prototype.renderDisplayObject = function(a, c, d, e) { this.renderSession.blendModeManager.setBlendMode(b.blendModes.NORMAL), this.renderSession.drawCount = 0, this.renderSession.flipY = d ? -1 : 1, this.renderSession.projection = c, this.renderSession.offset = this.offset, this.spriteBatch.begin(this.renderSession), this.filterManager.begin(this.renderSession, d), a._renderWebGL(this.renderSession, e), this.spriteBatch.end() }, b.WebGLRenderer.prototype.resize = function(a, b) { this.width = a * this.resolution, this.height = b * this.resolution, this.view.width = this.width, this.view.height = this.height, this.autoResize && (this.view.style.width = this.width / this.resolution + "px", this.view.style.height = this.height / this.resolution + "px"), this.gl.viewport(0, 0, this.width, this.height), this.projection.x = this.width / 2 / this.resolution, this.projection.y = -this.height / 2 / this.resolution }, b.WebGLRenderer.prototype.updateTexture = function(a) { if (!a.hasLoaded) return !1; var c = this.gl; return a._glTextures[c.id] || (a._glTextures[c.id] = c.createTexture()), c.bindTexture(c.TEXTURE_2D, a._glTextures[c.id]), c.pixelStorei(c.UNPACK_PREMULTIPLY_ALPHA_WEBGL, a.premultipliedAlpha), c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, a.source), c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, a.scaleMode === b.scaleModes.LINEAR ? c.LINEAR : c.NEAREST), a.mipmap && b.isPowerOfTwo(a.width, a.height) ? (c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, a.scaleMode === b.scaleModes.LINEAR ? c.LINEAR_MIPMAP_LINEAR : c.NEAREST_MIPMAP_NEAREST), c.generateMipmap(c.TEXTURE_2D)) : c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, a.scaleMode === b.scaleModes.LINEAR ? c.LINEAR : c.NEAREST), a._powerOf2 ? (c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.REPEAT), c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.REPEAT)) : (c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE), c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)), a._dirty[c.id] = !1, !0 }, b.WebGLRenderer.prototype.destroy = function() { b.glContexts[this.glContextId] = null, this.projection = null, this.offset = null, this.shaderManager.destroy(), this.spriteBatch.destroy(), this.maskManager.destroy(), this.filterManager.destroy(), this.shaderManager = null, this.spriteBatch = null, this.maskManager = null, this.filterManager = null, this.gl = null, this.renderSession = null, b.CanvasPool.remove(this), b.instances[this.glContextId] = null, b.WebGLRenderer.glContextId-- }, b.WebGLRenderer.prototype.mapBlendModes = function() { var a = this.gl; if (!b.blendModesWebGL) { var c = [], d = b.blendModes; c[d.NORMAL] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.ADD] = [a.SRC_ALPHA, a.DST_ALPHA], c[d.MULTIPLY] = [a.DST_COLOR, a.ONE_MINUS_SRC_ALPHA], c[d.SCREEN] = [a.SRC_ALPHA, a.ONE], c[d.OVERLAY] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.DARKEN] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.LIGHTEN] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.COLOR_DODGE] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.COLOR_BURN] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.HARD_LIGHT] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.SOFT_LIGHT] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.DIFFERENCE] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.EXCLUSION] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.HUE] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.SATURATION] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.COLOR] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], c[d.LUMINOSITY] = [a.ONE, a.ONE_MINUS_SRC_ALPHA], b.blendModesWebGL = c } }, b.WebGLRenderer.glContextId = 0, b.WebGLBlendModeManager = function() { this.currentBlendMode = 99999 }, b.WebGLBlendModeManager.prototype.constructor = b.WebGLBlendModeManager, b.WebGLBlendModeManager.prototype.setContext = function(a) { this.gl = a }, b.WebGLBlendModeManager.prototype.setBlendMode = function(a) { if (this.currentBlendMode === a) return !1; this.currentBlendMode = a; var c = b.blendModesWebGL[this.currentBlendMode]; return c && this.gl.blendFunc(c[0], c[1]), !0 }, b.WebGLBlendModeManager.prototype.destroy = function() { this.gl = null }, b.WebGLMaskManager = function() {}, b.WebGLMaskManager.prototype.constructor = b.WebGLMaskManager, b.WebGLMaskManager.prototype.setContext = function(a) { this.gl = a }, b.WebGLMaskManager.prototype.pushMask = function(a, c) { var d = c.gl; a.dirty && b.WebGLGraphics.updateGraphics(a, d), void 0 !== a._webGL[d.id] && void 0 !== a._webGL[d.id].data && 0 !== a._webGL[d.id].data.length && c.stencilManager.pushStencil(a, a._webGL[d.id].data[0], c) }, b.WebGLMaskManager.prototype.popMask = function(a, b) { var c = this.gl; void 0 !== a._webGL[c.id] && void 0 !== a._webGL[c.id].data && 0 !== a._webGL[c.id].data.length && b.stencilManager.popStencil(a, a._webGL[c.id].data[0], b) }, b.WebGLMaskManager.prototype.destroy = function() { this.gl = null }, b.WebGLStencilManager = function() { this.stencilStack = [], this.reverse = !0, this.count = 0 }, b.WebGLStencilManager.prototype.setContext = function(a) { this.gl = a }, b.WebGLStencilManager.prototype.pushStencil = function(a, b, c) { var d = this.gl; this.bindGraphics(a, b, c), 0 === this.stencilStack.length && (d.enable(d.STENCIL_TEST), d.clear(d.STENCIL_BUFFER_BIT), this.reverse = !0, this.count = 0), this.stencilStack.push(b); var e = this.count; d.colorMask(!1, !1, !1, !1), d.stencilFunc(d.ALWAYS, 0, 255), d.stencilOp(d.KEEP, d.KEEP, d.INVERT), 1 === b.mode ? (d.drawElements(d.TRIANGLE_FAN, b.indices.length - 4, d.UNSIGNED_SHORT, 0), this.reverse ? (d.stencilFunc(d.EQUAL, 255 - e, 255), d.stencilOp(d.KEEP, d.KEEP, d.DECR)) : (d.stencilFunc(d.EQUAL, e, 255), d.stencilOp(d.KEEP, d.KEEP, d.INCR)), d.drawElements(d.TRIANGLE_FAN, 4, d.UNSIGNED_SHORT, 2 * (b.indices.length - 4)), this.reverse ? d.stencilFunc(d.EQUAL, 255 - (e + 1), 255) : d.stencilFunc(d.EQUAL, e + 1, 255), this.reverse = !this.reverse) : (this.reverse ? (d.stencilFunc(d.EQUAL, e, 255), d.stencilOp(d.KEEP, d.KEEP, d.INCR)) : (d.stencilFunc(d.EQUAL, 255 - e, 255), d.stencilOp(d.KEEP, d.KEEP, d.DECR)), d.drawElements(d.TRIANGLE_STRIP, b.indices.length, d.UNSIGNED_SHORT, 0), this.reverse ? d.stencilFunc(d.EQUAL, e + 1, 255) : d.stencilFunc(d.EQUAL, 255 - (e + 1), 255)), d.colorMask(!0, !0, !0, !0), d.stencilOp(d.KEEP, d.KEEP, d.KEEP), this.count++ }, b.WebGLStencilManager.prototype.bindGraphics = function(a, c, d) { this._currentGraphics = a; var e, f = this.gl, g = d.projection, h = d.offset; 1 === c.mode ? (e = d.shaderManager.complexPrimitiveShader, d.shaderManager.setShader(e), f.uniform1f(e.flipY, d.flipY), f.uniformMatrix3fv(e.translationMatrix, !1, a.worldTransform.toArray(!0)), f.uniform2f(e.projectionVector, g.x, -g.y), f.uniform2f(e.offsetVector, -h.x, -h.y), f.uniform3fv(e.tintColor, b.hex2rgb(a.tint)), f.uniform3fv(e.color, c.color), f.uniform1f(e.alpha, a.worldAlpha * c.alpha), f.bindBuffer(f.ARRAY_BUFFER, c.buffer), f.vertexAttribPointer(e.aVertexPosition, 2, f.FLOAT, !1, 8, 0), f.bindBuffer(f.ELEMENT_ARRAY_BUFFER, c.indexBuffer)) : (e = d.shaderManager.primitiveShader, d.shaderManager.setShader(e), f.uniformMatrix3fv(e.translationMatrix, !1, a.worldTransform.toArray(!0)), f.uniform1f(e.flipY, d.flipY), f.uniform2f(e.projectionVector, g.x, -g.y), f.uniform2f(e.offsetVector, -h.x, -h.y), f.uniform3fv(e.tintColor, b.hex2rgb(a.tint)), f.uniform1f(e.alpha, a.worldAlpha), f.bindBuffer(f.ARRAY_BUFFER, c.buffer), f.vertexAttribPointer(e.aVertexPosition, 2, f.FLOAT, !1, 24, 0), f.vertexAttribPointer(e.colorAttribute, 4, f.FLOAT, !1, 24, 8), f.bindBuffer(f.ELEMENT_ARRAY_BUFFER, c.indexBuffer)) }, b.WebGLStencilManager.prototype.popStencil = function(a, b, c) { var d = this.gl; if (this.stencilStack.pop(), this.count--, 0 === this.stencilStack.length) d.disable(d.STENCIL_TEST); else { var e = this.count; this.bindGraphics(a, b, c), d.colorMask(!1, !1, !1, !1), 1 === b.mode ? (this.reverse = !this.reverse, this.reverse ? (d.stencilFunc(d.EQUAL, 255 - (e + 1), 255), d.stencilOp(d.KEEP, d.KEEP, d.INCR)) : (d.stencilFunc(d.EQUAL, e + 1, 255), d.stencilOp(d.KEEP, d.KEEP, d.DECR)), d.drawElements(d.TRIANGLE_FAN, 4, d.UNSIGNED_SHORT, 2 * (b.indices.length - 4)), d.stencilFunc(d.ALWAYS, 0, 255), d.stencilOp(d.KEEP, d.KEEP, d.INVERT), d.drawElements(d.TRIANGLE_FAN, b.indices.length - 4, d.UNSIGNED_SHORT, 0), this.reverse ? d.stencilFunc(d.EQUAL, e, 255) : d.stencilFunc(d.EQUAL, 255 - e, 255)) : (this.reverse ? (d.stencilFunc(d.EQUAL, e + 1, 255), d.stencilOp(d.KEEP, d.KEEP, d.DECR)) : (d.stencilFunc(d.EQUAL, 255 - (e + 1), 255), d.stencilOp(d.KEEP, d.KEEP, d.INCR)), d.drawElements(d.TRIANGLE_STRIP, b.indices.length, d.UNSIGNED_SHORT, 0), this.reverse ? d.stencilFunc(d.EQUAL, e, 255) : d.stencilFunc(d.EQUAL, 255 - e, 255)), d.colorMask(!0, !0, !0, !0), d.stencilOp(d.KEEP, d.KEEP, d.KEEP) } }, b.WebGLStencilManager.prototype.destroy = function() { this.stencilStack = null, this.gl = null }, b.WebGLShaderManager = function() { this.maxAttibs = 10, this.attribState = [], this.tempAttribState = []; for (var a = 0; a < this.maxAttibs; a++) this.attribState[a] = !1; this.stack = [] }, b.WebGLShaderManager.prototype.constructor = b.WebGLShaderManager, b.WebGLShaderManager.prototype.setContext = function(a) { this.gl = a, this.primitiveShader = new b.PrimitiveShader(a), this.complexPrimitiveShader = new b.ComplexPrimitiveShader(a), this.defaultShader = new b.PixiShader(a), this.fastShader = new b.PixiFastShader(a), this.stripShader = new b.StripShader(a), this.setShader(this.defaultShader) }, b.WebGLShaderManager.prototype.setAttribs = function(a) { var b; for (b = 0; b < this.tempAttribState.length; b++) this.tempAttribState[b] = !1; for (b = 0; b < a.length; b++) { var c = a[b]; this.tempAttribState[c] = !0 } var d = this.gl; for (b = 0; b < this.attribState.length; b++) this.attribState[b] !== this.tempAttribState[b] && (this.attribState[b] = this.tempAttribState[b], this.tempAttribState[b] ? d.enableVertexAttribArray(b) : d.disableVertexAttribArray(b)) }, b.WebGLShaderManager.prototype.setShader = function(a) { return this._currentId !== a._UID && (this._currentId = a._UID, this.currentShader = a, this.gl.useProgram(a.program), this.setAttribs(a.attributes), !0) }, b.WebGLShaderManager.prototype.destroy = function() { this.attribState = null, this.tempAttribState = null, this.primitiveShader.destroy(), this.complexPrimitiveShader.destroy(), this.defaultShader.destroy(), this.fastShader.destroy(), this.stripShader.destroy(), this.gl = null }, b.WebGLSpriteBatch = function() { this.vertSize = 5, this.size = 2e3; var a = 4 * this.size * 4 * this.vertSize, c = 6 * this.size; this.vertices = new b.ArrayBuffer(a), this.positions = new b.Float32Array(this.vertices), this.colors = new b.Uint32Array(this.vertices), this.indices = new b.Uint16Array(c), this.lastIndexCount = 0; for (var d = 0, e = 0; d < c; d += 6, e += 4) this.indices[d + 0] = e + 0, this.indices[d + 1] = e + 1, this.indices[d + 2] = e + 2, this.indices[d + 3] = e + 0, this.indices[d + 4] = e + 2, this.indices[d + 5] = e + 3; this.drawing = !1, this.currentBatchSize = 0, this.currentBaseTexture = null, this.dirty = !0, this.textures = [], this.blendModes = [], this.shaders = [], this.sprites = [], this.defaultShader = new b.AbstractFilter(["precision lowp float;", "varying vec2 vTextureCoord;", "varying vec4 vColor;", "uniform sampler2D uSampler;", "void main(void) {", " gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;", "}"]) }, b.WebGLSpriteBatch.prototype.setContext = function(a) { this.gl = a, this.vertexBuffer = a.createBuffer(), this.indexBuffer = a.createBuffer(), a.bindBuffer(a.ELEMENT_ARRAY_BUFFER, this.indexBuffer), a.bufferData(a.ELEMENT_ARRAY_BUFFER, this.indices, a.STATIC_DRAW), a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), a.bufferData(a.ARRAY_BUFFER, this.vertices, a.DYNAMIC_DRAW), this.currentBlendMode = 99999; var c = new b.PixiShader(a); c.fragmentSrc = this.defaultShader.fragmentSrc, c.uniforms = {}, c.init(), this.defaultShader.shaders[a.id] = c }, b.WebGLSpriteBatch.prototype.begin = function(a) { this.renderSession = a, this.shader = this.renderSession.shaderManager.defaultShader, this.start() }, b.WebGLSpriteBatch.prototype.end = function() { this.flush() }, b.WebGLSpriteBatch.prototype.render = function(a, b) { var c = a.texture, d = a.worldTransform; b && (d = b), this.currentBatchSize >= this.size && (this.flush(), this.currentBaseTexture = c.baseTexture); var e = c._uvs; if (e) { var f, g, h, i, j = a.anchor.x, k = a.anchor.y; if (c.trim) { var l = c.trim; g = l.x - j * l.width, f = g + c.crop.width, i = l.y - k * l.height, h = i + c.crop.height } else f = c.frame.width * (1 - j), g = c.frame.width * -j, h = c.frame.height * (1 - k), i = c.frame.height * -k; var m = 4 * this.currentBatchSize * this.vertSize, n = c.baseTexture.resolution, o = d.a / n, p = d.b / n, q = d.c / n, r = d.d / n, s = d.tx, t = d.ty, u = this.colors, v = this.positions; this.renderSession.roundPixels ? (v[m] = o * g + q * i + s | 0, v[m + 1] = r * i + p * g + t | 0, v[m + 5] = o * f + q * i + s | 0, v[m + 6] = r * i + p * f + t | 0, v[m + 10] = o * f + q * h + s | 0, v[m + 11] = r * h + p * f + t | 0, v[m + 15] = o * g + q * h + s | 0, v[m + 16] = r * h + p * g + t | 0) : (v[m] = o * g + q * i + s, v[m + 1] = r * i + p * g + t, v[m + 5] = o * f + q * i + s, v[m + 6] = r * i + p * f + t, v[m + 10] = o * f + q * h + s, v[m + 11] = r * h + p * f + t, v[m + 15] = o * g + q * h + s, v[m + 16] = r * h + p * g + t), v[m + 2] = e.x0, v[m + 3] = e.y0, v[m + 7] = e.x1, v[m + 8] = e.y1, v[m + 12] = e.x2, v[m + 13] = e.y2, v[m + 17] = e.x3, v[m + 18] = e.y3; var w = a.tint; u[m + 4] = u[m + 9] = u[m + 14] = u[m + 19] = (w >> 16) + (65280 & w) + ((255 & w) << 16) + (255 * a.worldAlpha << 24), this.sprites[this.currentBatchSize++] = a } }, b.WebGLSpriteBatch.prototype.renderTilingSprite = function(a) { var c = a.tilingTexture; this.currentBatchSize >= this.size && (this.flush(), this.currentBaseTexture = c.baseTexture), a._uvs || (a._uvs = new b.TextureUvs); var d = a._uvs, e = c.baseTexture.width, f = c.baseTexture.height; a.tilePosition.x %= e * a.tileScaleOffset.x, a.tilePosition.y %= f * a.tileScaleOffset.y; var g = a.tilePosition.x / (e * a.tileScaleOffset.x), h = a.tilePosition.y / (f * a.tileScaleOffset.y), i = a.width / e / (a.tileScale.x * a.tileScaleOffset.x), j = a.height / f / (a.tileScale.y * a.tileScaleOffset.y); d.x0 = 0 - g, d.y0 = 0 - h, d.x1 = 1 * i - g, d.y1 = 0 - h, d.x2 = 1 * i - g, d.y2 = 1 * j - h, d.x3 = 0 - g, d.y3 = 1 * j - h; var k = a.tint, l = (k >> 16) + (65280 & k) + ((255 & k) << 16) + (255 * a.worldAlpha << 24), m = this.positions, n = this.colors, o = a.width, p = a.height, q = a.anchor.x, r = a.anchor.y, s = o * (1 - q), t = o * -q, u = p * (1 - r), v = p * -r, w = 4 * this.currentBatchSize * this.vertSize, x = c.baseTexture.resolution, y = a.worldTransform, z = y.a / x, A = y.b / x, B = y.c / x, C = y.d / x, D = y.tx, E = y.ty; m[w++] = z * t + B * v + D, m[w++] = C * v + A * t + E, m[w++] = d.x0, m[w++] = d.y0, n[w++] = l, m[w++] = z * s + B * v + D, m[w++] = C * v + A * s + E, m[w++] = d.x1, m[w++] = d.y1, n[w++] = l, m[w++] = z * s + B * u + D, m[w++] = C * u + A * s + E, m[w++] = d.x2, m[w++] = d.y2, n[w++] = l, m[w++] = z * t + B * u + D, m[w++] = C * u + A * t + E, m[w++] = d.x3, m[w++] = d.y3, n[w++] = l, this.sprites[this.currentBatchSize++] = a }, b.WebGLSpriteBatch.prototype.flush = function() { if (0 !== this.currentBatchSize) { var a, c = this.gl; if (this.dirty) { this.dirty = !1, c.activeTexture(c.TEXTURE0), c.bindBuffer(c.ARRAY_BUFFER, this.vertexBuffer), c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, this.indexBuffer), a = this.defaultShader.shaders[c.id]; var d = 4 * this.vertSize; c.vertexAttribPointer(a.aVertexPosition, 2, c.FLOAT, !1, d, 0), c.vertexAttribPointer(a.aTextureCoord, 2, c.FLOAT, !1, d, 8), c.vertexAttribPointer(a.colorAttribute, 4, c.UNSIGNED_BYTE, !0, d, 16) } if (this.currentBatchSize > .5 * this.size) c.bufferSubData(c.ARRAY_BUFFER, 0, this.vertices); else { var e = this.positions.subarray(0, 4 * this.currentBatchSize * this.vertSize); c.bufferSubData(c.ARRAY_BUFFER, 0, e) } for (var f, g, h, i, j = 0, k = 0, l = null, m = this.renderSession.blendModeManager.currentBlendMode, n = null, o = !1, p = !1, q = 0, r = this.currentBatchSize; q < r; q++) { i = this.sprites[q], f = i.tilingTexture ? i.tilingTexture.baseTexture : i.texture.baseTexture, g = i.blendMode, h = i.shader || this.defaultShader, o = m !== g, p = n !== h; var s = f.skipRender; if (s && i.children.length > 0 && (s = !1), (l !== f && !s || o || p) && (this.renderBatch(l, j, k), k = q, j = 0, l = f, o && (m = g, this.renderSession.blendModeManager.setBlendMode(m)), p)) { n = h, a = n.shaders[c.id], a || (a = new b.PixiShader(c), a.fragmentSrc = n.fragmentSrc, a.uniforms = n.uniforms, a.init(), n.shaders[c.id] = a), this.renderSession.shaderManager.setShader(a), a.dirty && a.syncUniforms(); var t = this.renderSession.projection; c.uniform2f(a.projectionVector, t.x, t.y); var u = this.renderSession.offset; c.uniform2f(a.offsetVector, u.x, u.y) } j++ } this.renderBatch(l, j, k), this.currentBatchSize = 0 } }, b.WebGLSpriteBatch.prototype.renderBatch = function(a, b, c) { if (0 !== b) { var d = this.gl; if (a._dirty[d.id]) { if (!this.renderSession.renderer.updateTexture(a)) return } else d.bindTexture(d.TEXTURE_2D, a._glTextures[d.id]); d.drawElements(d.TRIANGLES, 6 * b, d.UNSIGNED_SHORT, 6 * c * 2), this.renderSession.drawCount++ } }, b.WebGLSpriteBatch.prototype.stop = function() { this.flush(), this.dirty = !0 }, b.WebGLSpriteBatch.prototype.start = function() { this.dirty = !0 }, b.WebGLSpriteBatch.prototype.destroy = function() { this.vertices = null, this.indices = null, this.gl.deleteBuffer(this.vertexBuffer), this.gl.deleteBuffer(this.indexBuffer), this.currentBaseTexture = null, this.gl = null }, b.WebGLFastSpriteBatch = function(a) { this.vertSize = 10, this.maxSize = 6e3, this.size = this.maxSize; var c = 4 * this.size * this.vertSize, d = 6 * this.maxSize; this.vertices = new b.Float32Array(c), this.indices = new b.Uint16Array(d), this.vertexBuffer = null, this.indexBuffer = null, this.lastIndexCount = 0; for (var e = 0, f = 0; e < d; e += 6, f += 4) this.indices[e + 0] = f + 0, this.indices[e + 1] = f + 1, this.indices[e + 2] = f + 2, this.indices[e + 3] = f + 0, this.indices[e + 4] = f + 2, this.indices[e + 5] = f + 3; this.drawing = !1, this.currentBatchSize = 0, this.currentBaseTexture = null, this.currentBlendMode = 0, this.renderSession = null, this.shader = null, this.matrix = null, this.setContext(a) }, b.WebGLFastSpriteBatch.prototype.constructor = b.WebGLFastSpriteBatch, b.WebGLFastSpriteBatch.prototype.setContext = function(a) { this.gl = a, this.vertexBuffer = a.createBuffer(), this.indexBuffer = a.createBuffer(), a.bindBuffer(a.ELEMENT_ARRAY_BUFFER, this.indexBuffer), a.bufferData(a.ELEMENT_ARRAY_BUFFER, this.indices, a.STATIC_DRAW), a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), a.bufferData(a.ARRAY_BUFFER, this.vertices, a.DYNAMIC_DRAW) }, b.WebGLFastSpriteBatch.prototype.begin = function(a, b) { this.renderSession = b, this.shader = this.renderSession.shaderManager.fastShader, this.matrix = a.worldTransform.toArray(!0), this.start() }, b.WebGLFastSpriteBatch.prototype.end = function() { this.flush() }, b.WebGLFastSpriteBatch.prototype.render = function(a) { var b = a.children, c = b[0]; if (c.texture._uvs) { this.currentBaseTexture = c.texture.baseTexture, c.blendMode !== this.renderSession.blendModeManager.currentBlendMode && (this.flush(), this.renderSession.blendModeManager.setBlendMode(c.blendMode)); for (var d = 0, e = b.length; d < e; d++) this.renderSprite(b[d]); this.flush() } }, b.WebGLFastSpriteBatch.prototype.renderSprite = function(a) { if (a.visible && (a.texture.baseTexture === this.currentBaseTexture || a.texture.baseTexture.skipRender || (this.flush(), this.currentBaseTexture = a.texture.baseTexture, a.texture._uvs))) { var b, c, d, e, f, g, h = this.vertices; if (b = a.texture._uvs, a.texture.frame.width, a.texture.frame.height, a.texture.trim) { var i = a.texture.trim; d = i.x - a.anchor.x * i.width, c = d + a.texture.crop.width, f = i.y - a.anchor.y * i.height, e = f + a.texture.crop.height } else c = a.texture.frame.width * (1 - a.anchor.x), d = a.texture.frame.width * -a.anchor.x, e = a.texture.frame.height * (1 - a.anchor.y), f = a.texture.frame.height * -a.anchor.y; g = 4 * this.currentBatchSize * this.vertSize, h[g++] = d, h[g++] = f, h[g++] = a.position.x, h[g++] = a.position.y, h[g++] = a.scale.x, h[g++] = a.scale.y, h[g++] = a.rotation, h[g++] = b.x0, h[g++] = b.y1, h[g++] = a.alpha, h[g++] = c, h[g++] = f, h[g++] = a.position.x, h[g++] = a.position.y, h[g++] = a.scale.x, h[g++] = a.scale.y, h[g++] = a.rotation, h[g++] = b.x1, h[g++] = b.y1, h[g++] = a.alpha, h[g++] = c, h[g++] = e, h[g++] = a.position.x, h[g++] = a.position.y, h[g++] = a.scale.x, h[g++] = a.scale.y, h[g++] = a.rotation, h[g++] = b.x2, h[g++] = b.y2, h[g++] = a.alpha, h[g++] = d, h[g++] = e, h[g++] = a.position.x, h[g++] = a.position.y, h[g++] = a.scale.x, h[g++] = a.scale.y, h[g++] = a.rotation, h[g++] = b.x3, h[g++] = b.y3, h[g++] = a.alpha, this.currentBatchSize++, this.currentBatchSize >= this.size && this.flush() } }, b.WebGLFastSpriteBatch.prototype.flush = function() { if (0 !== this.currentBatchSize) { var a = this.gl; if (this.currentBaseTexture._glTextures[a.id] || this.renderSession.renderer.updateTexture(this.currentBaseTexture, a), a.bindTexture(a.TEXTURE_2D, this.currentBaseTexture._glTextures[a.id]), this.currentBatchSize > .5 * this.size) a.bufferSubData(a.ARRAY_BUFFER, 0, this.vertices); else { var b = this.vertices.subarray(0, 4 * this.currentBatchSize * this.vertSize); a.bufferSubData(a.ARRAY_BUFFER, 0, b) } a.drawElements(a.TRIANGLES, 6 * this.currentBatchSize, a.UNSIGNED_SHORT, 0), this.currentBatchSize = 0, this.renderSession.drawCount++ } }, b.WebGLFastSpriteBatch.prototype.stop = function() { this.flush() }, b.WebGLFastSpriteBatch.prototype.start = function() { var a = this.gl; a.activeTexture(a.TEXTURE0), a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), a.bindBuffer(a.ELEMENT_ARRAY_BUFFER, this.indexBuffer); var b = this.renderSession.projection; a.uniform2f(this.shader.projectionVector, b.x, b.y), a.uniformMatrix3fv(this.shader.uMatrix, !1, this.matrix); var c = 4 * this.vertSize; a.vertexAttribPointer(this.shader.aVertexPosition, 2, a.FLOAT, !1, c, 0), a.vertexAttribPointer(this.shader.aPositionCoord, 2, a.FLOAT, !1, c, 8), a.vertexAttribPointer(this.shader.aScale, 2, a.FLOAT, !1, c, 16), a.vertexAttribPointer(this.shader.aRotation, 1, a.FLOAT, !1, c, 24), a.vertexAttribPointer(this.shader.aTextureCoord, 2, a.FLOAT, !1, c, 28), a.vertexAttribPointer(this.shader.colorAttribute, 1, a.FLOAT, !1, c, 36) }, b.WebGLFilterManager = function() { this.filterStack = [], this.offsetX = 0, this.offsetY = 0 }, b.WebGLFilterManager.prototype.constructor = b.WebGLFilterManager, b.WebGLFilterManager.prototype.setContext = function(a) { this.gl = a, this.texturePool = [], this.initShaderBuffers() }, b.WebGLFilterManager.prototype.begin = function(a, b) { this.renderSession = a, this.defaultShader = a.shaderManager.defaultShader; var c = this.renderSession.projection; this.width = 2 * c.x, this.height = 2 * -c.y, this.buffer = b }, b.WebGLFilterManager.prototype.pushFilter = function(a) { var c = this.gl, d = this.renderSession.projection, e = this.renderSession.offset; a._filterArea = a.target.filterArea || a.target.getBounds(), a._previous_stencil_mgr = this.renderSession.stencilManager, this.renderSession.stencilManager = new b.WebGLStencilManager, this.renderSession.stencilManager.setContext(c), c.disable(c.STENCIL_TEST), this.filterStack.push(a); var f = a.filterPasses[0]; this.offsetX += a._filterArea.x, this.offsetY += a._filterArea.y; var g = this.texturePool.pop(); g ? g.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution) : g = new b.FilterTexture(this.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution), c.bindTexture(c.TEXTURE_2D, g.texture); var h = a._filterArea, i = f.padding; h.x -= i, h.y -= i, h.width += 2 * i, h.height += 2 * i, h.x < 0 && (h.x = 0), h.width > this.width && (h.width = this.width), h.y < 0 && (h.y = 0), h.height > this.height && (h.height = this.height), c.bindFramebuffer(c.FRAMEBUFFER, g.frameBuffer), c.viewport(0, 0, h.width * this.renderSession.resolution, h.height * this.renderSession.resolution), d.x = h.width / 2, d.y = -h.height / 2, e.x = -h.x, e.y = -h.y, c.colorMask(!0, !0, !0, !0), c.clearColor(0, 0, 0, 0), c.clear(c.COLOR_BUFFER_BIT), a._glFilterTexture = g }, b.WebGLFilterManager.prototype.popFilter = function() { var a = this.gl, c = this.filterStack.pop(), d = c._filterArea, e = c._glFilterTexture, f = this.renderSession.projection, g = this.renderSession.offset; if (c.filterPasses.length > 1) { a.viewport(0, 0, d.width * this.renderSession.resolution, d.height * this.renderSession.resolution), a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), this.vertexArray[0] = 0, this.vertexArray[1] = d.height, this.vertexArray[2] = d.width, this.vertexArray[3] = d.height, this.vertexArray[4] = 0, this.vertexArray[5] = 0, this.vertexArray[6] = d.width, this.vertexArray[7] = 0, a.bufferSubData(a.ARRAY_BUFFER, 0, this.vertexArray), a.bindBuffer(a.ARRAY_BUFFER, this.uvBuffer), this.uvArray[2] = d.width / this.width, this.uvArray[5] = d.height / this.height, this.uvArray[6] = d.width / this.width, this.uvArray[7] = d.height / this.height, a.bufferSubData(a.ARRAY_BUFFER, 0, this.uvArray); var h = e, i = this.texturePool.pop(); i || (i = new b.FilterTexture(this.gl, this.width * this.renderSession.resolution, this.height * this.renderSession.resolution)), i.resize(this.width * this.renderSession.resolution, this.height * this.renderSession.resolution), a.bindFramebuffer(a.FRAMEBUFFER, i.frameBuffer), a.clear(a.COLOR_BUFFER_BIT), a.disable(a.BLEND); for (var j = 0; j < c.filterPasses.length - 1; j++) { var k = c.filterPasses[j]; a.bindFramebuffer(a.FRAMEBUFFER, i.frameBuffer), a.activeTexture(a.TEXTURE0), a.bindTexture(a.TEXTURE_2D, h.texture), this.applyFilterPass(k, d, d.width, d.height); var l = h; h = i, i = l } a.enable(a.BLEND), e = h, this.texturePool.push(i) } var m = c.filterPasses[c.filterPasses.length - 1]; this.offsetX -= d.x, this.offsetY -= d.y; var n = this.width, o = this.height, p = 0, q = 0, r = this.buffer; if (0 === this.filterStack.length) a.colorMask(!0, !0, !0, !0); else { var s = this.filterStack[this.filterStack.length - 1]; d = s._filterArea, n = d.width, o = d.height, p = d.x, q = d.y, r = s._glFilterTexture.frameBuffer } f.x = n / 2, f.y = -o / 2, g.x = p, g.y = q, d = c._filterArea; var t = d.x - p, u = d.y - q; a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), this.vertexArray[0] = t, this.vertexArray[1] = u + d.height, this.vertexArray[2] = t + d.width, this.vertexArray[3] = u + d.height, this.vertexArray[4] = t, this.vertexArray[5] = u, this.vertexArray[6] = t + d.width, this.vertexArray[7] = u, a.bufferSubData(a.ARRAY_BUFFER, 0, this.vertexArray), a.bindBuffer(a.ARRAY_BUFFER, this.uvBuffer), this.uvArray[2] = d.width / this.width, this.uvArray[5] = d.height / this.height, this.uvArray[6] = d.width / this.width, this.uvArray[7] = d.height / this.height, a.bufferSubData(a.ARRAY_BUFFER, 0, this.uvArray), a.viewport(0, 0, n * this.renderSession.resolution, o * this.renderSession.resolution), a.bindFramebuffer(a.FRAMEBUFFER, r), a.activeTexture(a.TEXTURE0), a.bindTexture(a.TEXTURE_2D, e.texture), this.renderSession.stencilManager && this.renderSession.stencilManager.destroy(), this.renderSession.stencilManager = c._previous_stencil_mgr, c._previous_stencil_mgr = null, this.renderSession.stencilManager.count > 0 ? a.enable(a.STENCIL_TEST) : a.disable(a.STENCIL_TEST), this.applyFilterPass(m, d, n, o), this.texturePool.push(e), c._glFilterTexture = null }, b.WebGLFilterManager.prototype.applyFilterPass = function(a, c, d, e) { var f = this.gl, g = a.shaders[f.id]; g || (g = new b.PixiShader(f), g.fragmentSrc = a.fragmentSrc, g.uniforms = a.uniforms, g.init(), a.shaders[f.id] = g), this.renderSession.shaderManager.setShader(g), f.uniform2f(g.projectionVector, d / 2, -e / 2), f.uniform2f(g.offsetVector, 0, 0), a.uniforms.dimensions && (a.uniforms.dimensions.value[0] = this.width, a.uniforms.dimensions.value[1] = this.height, a.uniforms.dimensions.value[2] = this.vertexArray[0], a.uniforms.dimensions.value[3] = this.vertexArray[5]), g.syncUniforms(), f.bindBuffer(f.ARRAY_BUFFER, this.vertexBuffer), f.vertexAttribPointer(g.aVertexPosition, 2, f.FLOAT, !1, 0, 0), f.bindBuffer(f.ARRAY_BUFFER, this.uvBuffer), f.vertexAttribPointer(g.aTextureCoord, 2, f.FLOAT, !1, 0, 0), f.bindBuffer(f.ARRAY_BUFFER, this.colorBuffer), f.vertexAttribPointer(g.colorAttribute, 2, f.FLOAT, !1, 0, 0), f.bindBuffer(f.ELEMENT_ARRAY_BUFFER, this.indexBuffer), f.drawElements(f.TRIANGLES, 6, f.UNSIGNED_SHORT, 0), this.renderSession.drawCount++ }, b.WebGLFilterManager.prototype.initShaderBuffers = function() { var a = this.gl; this.vertexBuffer = a.createBuffer(), this.uvBuffer = a.createBuffer(), this.colorBuffer = a.createBuffer(), this.indexBuffer = a.createBuffer(), this.vertexArray = new b.Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), a.bindBuffer(a.ARRAY_BUFFER, this.vertexBuffer), a.bufferData(a.ARRAY_BUFFER, this.vertexArray, a.STATIC_DRAW), this.uvArray = new b.Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), a.bindBuffer(a.ARRAY_BUFFER, this.uvBuffer), a.bufferData(a.ARRAY_BUFFER, this.uvArray, a.STATIC_DRAW), this.colorArray = new b.Float32Array([1, 16777215, 1, 16777215, 1, 16777215, 1, 16777215]), a.bindBuffer(a.ARRAY_BUFFER, this.colorBuffer), a.bufferData(a.ARRAY_BUFFER, this.colorArray, a.STATIC_DRAW), a.bindBuffer(a.ELEMENT_ARRAY_BUFFER, this.indexBuffer), a.bufferData(a.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 1, 3, 2]), a.STATIC_DRAW) }, b.WebGLFilterManager.prototype.destroy = function() { var a = this.gl; this.filterStack = null, this.offsetX = 0, this.offsetY = 0; for (var b = 0; b < this.texturePool.length; b++) this.texturePool[b].destroy(); this.texturePool = null, a.deleteBuffer(this.vertexBuffer), a.deleteBuffer(this.uvBuffer), a.deleteBuffer(this.colorBuffer), a.deleteBuffer(this.indexBuffer) }, b.FilterTexture = function(a, c, d, e) { this.gl = a, this.frameBuffer = a.createFramebuffer(), this.texture = a.createTexture(), e = e || b.scaleModes.DEFAULT, a.bindTexture(a.TEXTURE_2D, this.texture), a.texParameteri(a.TEXTURE_2D, a.TEXTURE_MAG_FILTER, e === b.scaleModes.LINEAR ? a.LINEAR : a.NEAREST), a.texParameteri(a.TEXTURE_2D, a.TEXTURE_MIN_FILTER, e === b.scaleModes.LINEAR ? a.LINEAR : a.NEAREST), a.texParameteri(a.TEXTURE_2D, a.TEXTURE_WRAP_S, a.CLAMP_TO_EDGE), a.texParameteri(a.TEXTURE_2D, a.TEXTURE_WRAP_T, a.CLAMP_TO_EDGE), a.bindFramebuffer(a.FRAMEBUFFER, this.frameBuffer), a.bindFramebuffer(a.FRAMEBUFFER, this.frameBuffer), a.framebufferTexture2D(a.FRAMEBUFFER, a.COLOR_ATTACHMENT0, a.TEXTURE_2D, this.texture, 0), this.renderBuffer = a.createRenderbuffer(), a.bindRenderbuffer(a.RENDERBUFFER, this.renderBuffer), a.framebufferRenderbuffer(a.FRAMEBUFFER, a.DEPTH_STENCIL_ATTACHMENT, a.RENDERBUFFER, this.renderBuffer), this.resize(c, d) }, b.FilterTexture.prototype.constructor = b.FilterTexture, b.FilterTexture.prototype.clear = function() { var a = this.gl; a.clearColor(0, 0, 0, 0), a.clear(a.COLOR_BUFFER_BIT) }, b.FilterTexture.prototype.resize = function(a, b) { if (this.width !== a || this.height !== b) { this.width = a, this.height = b; var c = this.gl; c.bindTexture(c.TEXTURE_2D, this.texture), c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, a, b, 0, c.RGBA, c.UNSIGNED_BYTE, null), c.bindRenderbuffer(c.RENDERBUFFER, this.renderBuffer), c.renderbufferStorage(c.RENDERBUFFER, c.DEPTH_STENCIL, a, b) } }, b.FilterTexture.prototype.destroy = function() { var a = this.gl; a.deleteFramebuffer(this.frameBuffer), a.deleteTexture(this.texture), this.frameBuffer = null, this.texture = null }, b.CanvasBuffer = function(a, c) { this.width = a, this.height = c, this.canvas = b.CanvasPool.create(this, this.width, this.height), this.context = this.canvas.getContext("2d"), this.canvas.width = a, this.canvas.height = c }, b.CanvasBuffer.prototype.constructor = b.CanvasBuffer, b.CanvasBuffer.prototype.clear = function() { this.context.setTransform(1, 0, 0, 1, 0, 0), this.context.clearRect(0, 0, this.width, this.height) }, b.CanvasBuffer.prototype.resize = function(a, b) { this.width = this.canvas.width = a, this.height = this.canvas.height = b }, b.CanvasBuffer.prototype.destroy = function() { b.CanvasPool.remove(this) }, b.CanvasMaskManager = function() {}, b.CanvasMaskManager.prototype.constructor = b.CanvasMaskManager, b.CanvasMaskManager.prototype.pushMask = function(a, c) { var d = c.context; d.save(); var e = a.alpha, f = a.worldTransform, g = c.resolution; d.setTransform(f.a * g, f.b * g, f.c * g, f.d * g, f.tx * g, f.ty * g), b.CanvasGraphics.renderGraphicsMask(a, d), d.clip(), a.worldAlpha = e }, b.CanvasMaskManager.prototype.popMask = function(a) { a.context.restore() }, b.CanvasTinter = function() {}, b.CanvasTinter.getTintedTexture = function(a, c) { var d = a.tintedTexture || b.CanvasPool.create(this); return b.CanvasTinter.tintMethod(a.texture, c, d), d }, b.CanvasTinter.tintWithMultiply = function(a, b, c) { var d = c.getContext("2d"), e = a.crop; c.width === e.width && c.height === e.height || (c.width = e.width, c.height = e.height), d.clearRect(0, 0, e.width, e.height), d.fillStyle = "#" + ("00000" + (0 | b).toString(16)).substr(-6), d.fillRect(0, 0, e.width, e.height), d.globalCompositeOperation = "multiply", d.drawImage(a.baseTexture.source, e.x, e.y, e.width, e.height, 0, 0, e.width, e.height), d.globalCompositeOperation = "destination-atop", d.drawImage(a.baseTexture.source, e.x, e.y, e.width, e.height, 0, 0, e.width, e.height) }, b.CanvasTinter.tintWithPerPixel = function(a, c, d) { var e = d.getContext("2d"), f = a.crop; d.width = f.width, d.height = f.height, e.globalCompositeOperation = "copy", e.drawImage(a.baseTexture.source, f.x, f.y, f.width, f.height, 0, 0, f.width, f.height); for (var g = b.hex2rgb(c), h = g[0], i = g[1], j = g[2], k = e.getImageData(0, 0, f.width, f.height), l = k.data, m = 0; m < l.length; m += 4) if (l[m + 0] *= h, l[m + 1] *= i, l[m + 2] *= j, !b.CanvasTinter.canHandleAlpha) { var n = l[m + 3]; l[m + 0] /= 255 / n, l[m + 1] /= 255 / n, l[m + 2] /= 255 / n } e.putImageData(k, 0, 0) }, b.CanvasTinter.checkInverseAlpha = function() { var a = new b.CanvasBuffer(2, 1); a.context.fillStyle = "rgba(10, 20, 30, 0.5)", a.context.fillRect(0, 0, 1, 1); var c = a.context.getImageData(0, 0, 1, 1); if (null === c) return !1; a.context.putImageData(c, 1, 0); var d = a.context.getImageData(1, 0, 1, 1); return d.data[0] === c.data[0] && d.data[1] === c.data[1] && d.data[2] === c.data[2] && d.data[3] === c.data[3] }, b.CanvasTinter.canHandleAlpha = b.CanvasTinter.checkInverseAlpha(), b.CanvasTinter.canUseMultiply = b.canUseNewCanvasBlendModes(), b.CanvasTinter.tintMethod = b.CanvasTinter.canUseMultiply ? b.CanvasTinter.tintWithMultiply : b.CanvasTinter.tintWithPerPixel, b.CanvasRenderer = function(a) { this.game = a, b.defaultRenderer || (b.defaultRenderer = this), this.type = b.CANVAS_RENDERER, this.resolution = a.resolution, this.clearBeforeRender = a.clearBeforeRender, this.transparent = a.transparent, this.autoResize = !1, this.width = a.width * this.resolution, this.height = a.height * this.resolution, this.view = a.canvas, this.context = this.view.getContext("2d", { alpha: this.transparent }), this.refresh = !0, this.count = 0, this.maskManager = new b.CanvasMaskManager, this.renderSession = { context: this.context, maskManager: this.maskManager, scaleMode: null, smoothProperty: Phaser.Canvas.getSmoothingPrefix(this.context), roundPixels: !1 }, this.mapBlendModes(), this.resize(this.width, this.height) }, b.CanvasRenderer.prototype.constructor = b.CanvasRenderer, b.CanvasRenderer.prototype.render = function(a) { this.context.setTransform(1, 0, 0, 1, 0, 0), this.context.globalAlpha = 1, this.renderSession.currentBlendMode = 0, this.renderSession.shakeX = this.game.camera._shake.x, this.renderSession.shakeY = this.game.camera._shake.y, this.context.globalCompositeOperation = "source-over", navigator.isCocoonJS && this.view.screencanvas && (this.context.fillStyle = "black", this.context.clear()), this.clearBeforeRender && (this.transparent ? this.context.clearRect(0, 0, this.width, this.height) : a._bgColor && (this.context.fillStyle = a._bgColor.rgba, this.context.fillRect(0, 0, this.width, this.height))), this.renderDisplayObject(a) }, b.CanvasRenderer.prototype.destroy = function(a) { void 0 === a && (a = !0), a && this.view.parent && this.view.parent.removeChild(this.view), this.view = null, this.context = null, this.maskManager = null, this.renderSession = null }, b.CanvasRenderer.prototype.resize = function(a, c) { this.width = a * this.resolution, this.height = c * this.resolution, this.view.width = this.width, this.view.height = this.height, this.autoResize && (this.view.style.width = this.width / this.resolution + "px", this.view.style.height = this.height / this.resolution + "px"), this.renderSession.smoothProperty && (this.context[this.renderSession.smoothProperty] = this.renderSession.scaleMode === b.scaleModes.LINEAR) }, b.CanvasRenderer.prototype.renderDisplayObject = function(a, b, c) { this.renderSession.context = b || this.context, this.renderSession.resolution = this.resolution, a._renderCanvas(this.renderSession, c) }, b.CanvasRenderer.prototype.mapBlendModes = function() { if (!b.blendModesCanvas) { var a = [], c = b.blendModes, d = b.canUseNewCanvasBlendModes(); a[c.NORMAL] = "source-over", a[c.ADD] = "lighter", a[c.MULTIPLY] = d ? "multiply" : "source-over", a[c.SCREEN] = d ? "screen" : "source-over", a[c.OVERLAY] = d ? "overlay" : "source-over", a[c.DARKEN] = d ? "darken" : "source-over", a[c.LIGHTEN] = d ? "lighten" : "source-over", a[c.COLOR_DODGE] = d ? "color-dodge" : "source-over", a[c.COLOR_BURN] = d ? "color-burn" : "source-over", a[c.HARD_LIGHT] = d ? "hard-light" : "source-over", a[c.SOFT_LIGHT] = d ? "soft-light" : "source-over", a[c.DIFFERENCE] = d ? "difference" : "source-over", a[c.EXCLUSION] = d ? "exclusion" : "source-over", a[c.HUE] = d ? "hue" : "source-over", a[c.SATURATION] = d ? "saturation" : "source-over", a[c.COLOR] = d ? "color" : "source-over", a[c.LUMINOSITY] = d ? "luminosity" : "source-over", b.blendModesCanvas = a } }, b.BaseTexture = function(a, c) { this.resolution = 1, this.width = 100, this.height = 100, this.scaleMode = c || b.scaleModes.DEFAULT, this.hasLoaded = !1, this.source = a, this.premultipliedAlpha = !0, this._glTextures = [], this.mipmap = !1, this._dirty = [!0, !0, !0, !0], a && ((this.source.complete || this.source.getContext) && this.source.width && this.source.height && (this.hasLoaded = !0, this.width = this.source.naturalWidth || this.source.width, this.height = this.source.naturalHeight || this.source.height, this.dirty()), this.skipRender = !1, this._powerOf2 = !1) }, b.BaseTexture.prototype.constructor = b.BaseTexture, b.BaseTexture.prototype.forceLoaded = function(a, b) { this.hasLoaded = !0, this.width = a, this.height = b, this.dirty() }, b.BaseTexture.prototype.destroy = function() { this.source && b.CanvasPool.removeByCanvas(this.source), this.source = null, this.unloadFromGPU() }, b.BaseTexture.prototype.updateSourceImage = function(a) { console.warn("PIXI.BaseTexture.updateSourceImage is deprecated. Use Phaser.Sprite.loadTexture instead.") }, b.BaseTexture.prototype.dirty = function() { for (var a = 0; a < this._glTextures.length; a++) this._dirty[a] = !0 }, b.BaseTexture.prototype.unloadFromGPU = function() { this.dirty(); for (var a = this._glTextures.length - 1; a >= 0; a--) { var c = this._glTextures[a], d = b.glContexts[a]; d && c && d.deleteTexture(c) } this._glTextures.length = 0, this.dirty() }, b.BaseTexture.fromCanvas = function(a, c) { return 0 === a.width && (a.width = 1), 0 === a.height && (a.height = 1), new b.BaseTexture(a, c) }, b.TextureSilentFail = !1, b.Texture = function(a, c, d, e) { this.noFrame = !1, c || (this.noFrame = !0, c = new b.Rectangle(0, 0, 1, 1)), a instanceof b.Texture && (a = a.baseTexture), this.baseTexture = a, this.frame = c, this.trim = e, this.valid = !1, this.isTiling = !1, this.requiresUpdate = !1, this.requiresReTint = !1, this._uvs = null, this.width = 0, this.height = 0, this.crop = d || new b.Rectangle(0, 0, 1, 1), a.hasLoaded && (this.noFrame && (c = new b.Rectangle(0, 0, a.width, a.height)), this.setFrame(c)) }, b.Texture.prototype.constructor = b.Texture, b.Texture.prototype.onBaseTextureLoaded = function() { var a = this.baseTexture; this.noFrame && (this.frame = new b.Rectangle(0, 0, a.width, a.height)), this.setFrame(this.frame) }, b.Texture.prototype.destroy = function(a) { a && this.baseTexture.destroy(), this.valid = !1 }, b.Texture.prototype.setFrame = function(a) { if (this.noFrame = !1, this.frame = a, this.width = a.width, this.height = a.height, this.crop.x = a.x, this.crop.y = a.y, this.crop.width = a.width, this.crop.height = a.height, !this.trim && (a.x + a.width > this.baseTexture.width || a.y + a.height > this.baseTexture.height)) { if (!b.TextureSilentFail) throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this); return void(this.valid = !1) } this.valid = a && a.width && a.height && this.baseTexture.source && this.baseTexture.hasLoaded, this.trim && (this.width = this.trim.width, this.height = this.trim.height, this.frame.width = this.trim.width, this.frame.height = this.trim.height), this.valid && this._updateUvs() }, b.Texture.prototype._updateUvs = function() { this._uvs || (this._uvs = new b.TextureUvs); var a = this.crop, c = this.baseTexture.width, d = this.baseTexture.height; this._uvs.x0 = a.x / c, this._uvs.y0 = a.y / d, this._uvs.x1 = (a.x + a.width) / c, this._uvs.y1 = a.y / d, this._uvs.x2 = (a.x + a.width) / c, this._uvs.y2 = (a.y + a.height) / d, this._uvs.x3 = a.x / c, this._uvs.y3 = (a.y + a.height) / d }, b.Texture.fromCanvas = function(a, c) { var d = b.BaseTexture.fromCanvas(a, c); return new b.Texture(d) }, b.TextureUvs = function() { this.x0 = 0, this.y0 = 0, this.x1 = 0, this.y1 = 0, this.x2 = 0, this.y2 = 0, this.x3 = 0, this.y3 = 0 }, b.RenderTexture = function(a, c, d, e, f) { if (this.width = a || 100, this.height = c || 100, this.resolution = f || 1, this.frame = new b.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution), this.crop = new b.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution), this.baseTexture = new b.BaseTexture, this.baseTexture.width = this.width * this.resolution, this.baseTexture.height = this.height * this.resolution, this.baseTexture._glTextures = [], this.baseTexture.resolution = this.resolution, this.baseTexture.scaleMode = e || b.scaleModes.DEFAULT, this.baseTexture.hasLoaded = !0, b.Texture.call(this, this.baseTexture, new b.Rectangle(0, 0, this.width * this.resolution, this.height * this.resolution)), this.renderer = d || b.defaultRenderer, this.renderer.type === b.WEBGL_RENDERER) { var g = this.renderer.gl; this.baseTexture._dirty[g.id] = !1, this.textureBuffer = new b.FilterTexture(g, this.width, this.height, this.baseTexture.scaleMode), this.baseTexture._glTextures[g.id] = this.textureBuffer.texture, this.render = this.renderWebGL, this.projection = new b.Point(.5 * this.width, .5 * -this.height) } else this.render = this.renderCanvas, this.textureBuffer = new b.CanvasBuffer(this.width * this.resolution, this.height * this.resolution), this.baseTexture.source = this.textureBuffer.canvas; this.valid = !0, this.tempMatrix = new Phaser.Matrix, this._updateUvs() }, b.RenderTexture.prototype = Object.create(b.Texture.prototype), b.RenderTexture.prototype.constructor = b.RenderTexture, b.RenderTexture.prototype.resize = function(a, c, d) { a === this.width && c === this.height || (this.valid = a > 0 && c > 0, this.width = a, this.height = c, this.frame.width = this.crop.width = a * this.resolution, this.frame.height = this.crop.height = c * this.resolution, d && (this.baseTexture.width = this.width * this.resolution, this.baseTexture.height = this.height * this.resolution), this.renderer.type === b.WEBGL_RENDERER && (this.projection.x = this.width / 2, this.projection.y = -this.height / 2), this.valid && this.textureBuffer.resize(this.width, this.height)) }, b.RenderTexture.prototype.clear = function() { this.valid && (this.renderer.type === b.WEBGL_RENDERER && this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer), this.textureBuffer.clear()) }, b.RenderTexture.prototype.renderWebGL = function(a, b, c) { if (this.valid && 0 !== a.alpha) { var d = a.worldTransform; d.identity(), d.translate(0, 2 * this.projection.y), b && d.append(b), d.scale(1, -1); for (var e = 0; e < a.children.length; e++) a.children[e].updateTransform(); var f = this.renderer.gl; f.viewport(0, 0, this.width * this.resolution, this.height * this.resolution), f.bindFramebuffer(f.FRAMEBUFFER, this.textureBuffer.frameBuffer), c && this.textureBuffer.clear(), this.renderer.spriteBatch.dirty = !0, this.renderer.renderDisplayObject(a, this.projection, this.textureBuffer.frameBuffer, b), this.renderer.spriteBatch.dirty = !0 } }, b.RenderTexture.prototype.renderCanvas = function(a, b, c) { if (this.valid && 0 !== a.alpha) { var d = a.worldTransform; d.identity(), b && d.append(b); for (var e = 0; e < a.children.length; e++) a.children[e].updateTransform(); c && this.textureBuffer.clear(); var f = this.renderer.resolution; this.renderer.resolution = this.resolution, this.renderer.renderDisplayObject(a, this.textureBuffer.context, b), this.renderer.resolution = f } }, b.RenderTexture.prototype.getImage = function() { var a = new Image; return a.src = this.getBase64(), a }, b.RenderTexture.prototype.getBase64 = function() { return this.getCanvas().toDataURL() }, b.RenderTexture.prototype.getCanvas = function() { if (this.renderer.type === b.WEBGL_RENDERER) { var a = this.renderer.gl, c = this.textureBuffer.width, d = this.textureBuffer.height, e = new Uint8Array(4 * c * d); a.bindFramebuffer(a.FRAMEBUFFER, this.textureBuffer.frameBuffer), a.readPixels(0, 0, c, d, a.RGBA, a.UNSIGNED_BYTE, e), a.bindFramebuffer(a.FRAMEBUFFER, null); var f = new b.CanvasBuffer(c, d), g = f.context.getImageData(0, 0, c, d); return g.data.set(e), f.context.putImageData(g, 0, 0), f.canvas } return this.textureBuffer.canvas }, b.AbstractFilter = function(a, b) { this.passes = [this], this.shaders = [], this.dirty = !0, this.padding = 0, this.uniforms = b || {}, this.fragmentSrc = a || [] }, b.AbstractFilter.prototype.constructor = b.AbstractFilter, b.AbstractFilter.prototype.syncUniforms = function() { for (var a = 0, b = this.shaders.length; a < b; a++) this.shaders[a].dirty = !0 }, b.Strip = function(a) { b.DisplayObjectContainer.call(this), this.texture = a, this.uvs = new b.Float32Array([0, 1, 1, 1, 1, 0, 0, 1]), this.vertices = new b.Float32Array([0, 0, 100, 0, 100, 100, 0, 100]), this.colors = new b.Float32Array([1, 1, 1, 1]), this.indices = new b.Uint16Array([0, 1, 2, 3]), this.dirty = !0, this.blendMode = b.blendModes.NORMAL, this.canvasPadding = 0, this.drawMode = b.Strip.DrawModes.TRIANGLE_STRIP }, b.Strip.prototype = Object.create(b.DisplayObjectContainer.prototype), b.Strip.prototype.constructor = b.Strip, b.Strip.prototype._renderWebGL = function(a) {!this.visible || this.alpha <= 0 || (a.spriteBatch.stop(), this._vertexBuffer || this._initWebGL(a), a.shaderManager.setShader(a.shaderManager.stripShader), this._renderStrip(a), a.spriteBatch.start()) }, b.Strip.prototype._initWebGL = function(a) { var b = a.gl; this._vertexBuffer = b.createBuffer(), this._indexBuffer = b.createBuffer(), this._uvBuffer = b.createBuffer(), this._colorBuffer = b.createBuffer(), b.bindBuffer(b.ARRAY_BUFFER, this._vertexBuffer), b.bufferData(b.ARRAY_BUFFER, this.vertices, b.DYNAMIC_DRAW), b.bindBuffer(b.ARRAY_BUFFER, this._uvBuffer), b.bufferData(b.ARRAY_BUFFER, this.uvs, b.STATIC_DRAW), b.bindBuffer(b.ARRAY_BUFFER, this._colorBuffer), b.bufferData(b.ARRAY_BUFFER, this.colors, b.STATIC_DRAW), b.bindBuffer(b.ELEMENT_ARRAY_BUFFER, this._indexBuffer), b.bufferData(b.ELEMENT_ARRAY_BUFFER, this.indices, b.STATIC_DRAW) }, b.Strip.prototype._renderStrip = function(a) { var c = a.gl, d = a.projection, e = a.offset, f = a.shaderManager.stripShader, g = this.drawMode === b.Strip.DrawModes.TRIANGLE_STRIP ? c.TRIANGLE_STRIP : c.TRIANGLES; a.blendModeManager.setBlendMode(this.blendMode), c.uniformMatrix3fv(f.translationMatrix, !1, this.worldTransform.toArray(!0)), c.uniform2f(f.projectionVector, d.x, -d.y), c.uniform2f(f.offsetVector, -e.x, -e.y), c.uniform1f(f.alpha, this.worldAlpha), this.dirty ? (this.dirty = !1, c.bindBuffer(c.ARRAY_BUFFER, this._vertexBuffer), c.bufferData(c.ARRAY_BUFFER, this.vertices, c.STATIC_DRAW), c.vertexAttribPointer(f.aVertexPosition, 2, c.FLOAT, !1, 0, 0), c.bindBuffer(c.ARRAY_BUFFER, this._uvBuffer), c.bufferData(c.ARRAY_BUFFER, this.uvs, c.STATIC_DRAW), c.vertexAttribPointer(f.aTextureCoord, 2, c.FLOAT, !1, 0, 0), c.activeTexture(c.TEXTURE0), this.texture.baseTexture._dirty[c.id] ? a.renderer.updateTexture(this.texture.baseTexture) : c.bindTexture(c.TEXTURE_2D, this.texture.baseTexture._glTextures[c.id]), c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, this._indexBuffer), c.bufferData(c.ELEMENT_ARRAY_BUFFER, this.indices, c.STATIC_DRAW)) : (c.bindBuffer(c.ARRAY_BUFFER, this._vertexBuffer), c.bufferSubData(c.ARRAY_BUFFER, 0, this.vertices), c.vertexAttribPointer(f.aVertexPosition, 2, c.FLOAT, !1, 0, 0), c.bindBuffer(c.ARRAY_BUFFER, this._uvBuffer), c.vertexAttribPointer(f.aTextureCoord, 2, c.FLOAT, !1, 0, 0), c.activeTexture(c.TEXTURE0), this.texture.baseTexture._dirty[c.id] ? a.renderer.updateTexture(this.texture.baseTexture) : c.bindTexture(c.TEXTURE_2D, this.texture.baseTexture._glTextures[c.id]), c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, this._indexBuffer)), c.drawElements(g, this.indices.length, c.UNSIGNED_SHORT, 0) }, b.Strip.prototype._renderCanvas = function(a) { var c = a.context, d = this.worldTransform, e = d.tx * a.resolution + a.shakeX, f = d.ty * a.resolution + a.shakeY; a.roundPixels ? c.setTransform(d.a, d.b, d.c, d.d, 0 | e, 0 | f) : c.setTransform(d.a, d.b, d.c, d.d, e, f), this.drawMode === b.Strip.DrawModes.TRIANGLE_STRIP ? this._renderCanvasTriangleStrip(c) : this._renderCanvasTriangles(c) }, b.Strip.prototype._renderCanvasTriangleStrip = function(a) { var b = this.vertices, c = this.uvs, d = b.length / 2; this.count++; for (var e = 0; e < d - 2; e++) { var f = 2 * e; this._renderCanvasDrawTriangle(a, b, c, f, f + 2, f + 4) } }, b.Strip.prototype._renderCanvasTriangles = function(a) { var b = this.vertices, c = this.uvs, d = this.indices, e = d.length; this.count++; for (var f = 0; f < e; f += 3) { var g = 2 * d[f], h = 2 * d[f + 1], i = 2 * d[f + 2]; this._renderCanvasDrawTriangle(a, b, c, g, h, i) } }, b.Strip.prototype._renderCanvasDrawTriangle = function(a, b, c, d, e, f) { var g = this.texture.baseTexture.source, h = this.texture.width, i = this.texture.height, j = b[d], k = b[e], l = b[f], m = b[d + 1], n = b[e + 1], o = b[f + 1], p = c[d] * h, q = c[e] * h, r = c[f] * h, s = c[d + 1] * i, t = c[e + 1] * i, u = c[f + 1] * i; if (this.canvasPadding > 0) { var v = this.canvasPadding / this.worldTransform.a, w = this.canvasPadding / this.worldTransform.d, x = (j + k + l) / 3, y = (m + n + o) / 3, z = j - x, A = m - y, B = Math.sqrt(z * z + A * A); j = x + z / B * (B + v), m = y + A / B * (B + w), z = k - x, A = n - y, B = Math.sqrt(z * z + A * A), k = x + z / B * (B + v), n = y + A / B * (B + w), z = l - x, A = o - y, B = Math.sqrt(z * z + A * A), l = x + z / B * (B + v), o = y + A / B * (B + w) } a.save(), a.beginPath(), a.moveTo(j, m), a.lineTo(k, n), a.lineTo(l, o), a.closePath(), a.clip(); var C = p * t + s * r + q * u - t * r - s * q - p * u, D = j * t + s * l + k * u - t * l - s * k - j * u, E = p * k + j * r + q * l - k * r - j * q - p * l, F = p * t * l + s * k * r + j * q * u - j * t * r - s * q * l - p * k * u, G = m * t + s * o + n * u - t * o - s * n - m * u, H = p * n + m * r + q * o - n * r - m * q - p * o, I = p * t * o + s * n * r + m * q * u - m * t * r - s * q * o - p * n * u; a.transform(D / C, G / C, E / C, H / C, F / C, I / C), a.drawImage(g, 0, 0), a.restore() }, b.Strip.prototype.renderStripFlat = function(a) { var b = this.context, c = a.vertices, d = c.length / 2; this.count++, b.beginPath(); for (var e = 1; e < d - 2; e++) { var f = 2 * e, g = c[f], h = c[f + 2], i = c[f + 4], j = c[f + 1], k = c[f + 3], l = c[f + 5]; b.moveTo(g, j), b.lineTo(h, k), b.lineTo(i, l) } b.fillStyle = "#FF0000", b.fill(), b.closePath() }, b.Strip.prototype.onTextureUpdate = function() { this.updateFrame = !0 }, b.Strip.prototype.getBounds = function(a) { for (var c = a || this.worldTransform, d = c.a, e = c.b, f = c.c, g = c.d, h = c.tx, i = c.ty, j = -1 / 0, k = -1 / 0, l = 1 / 0, m = 1 / 0, n = this.vertices, o = 0, p = n.length; o < p; o += 2) { var q = n[o], r = n[o + 1], s = d * q + f * r + h, t = g * r + e * q + i; l = s < l ? s : l, m = t < m ? t : m, j = s > j ? s : j, k = t > k ? t : k } if (l === -1 / 0 || k === 1 / 0) return b.EmptyRectangle; var u = this._bounds; return u.x = l, u.width = j - l, u.y = m, u.height = k - m, this._currentBounds = u, u }, b.Strip.DrawModes = { TRIANGLE_STRIP: 0, TRIANGLES: 1 }, b.Rope = function(a, c) { b.Strip.call(this, a), this.points = c, this.vertices = new b.Float32Array(4 * c.length), this.uvs = new b.Float32Array(4 * c.length), this.colors = new b.Float32Array(2 * c.length), this.indices = new b.Uint16Array(2 * c.length), this.refresh() }, b.Rope.prototype = Object.create(b.Strip.prototype), b.Rope.prototype.constructor = b.Rope, b.Rope.prototype.refresh = function() { var a = this.points; if (!(a.length < 1)) { var b = this.uvs, c = (a[0], this.indices), d = this.colors; this.count -= .2, b[0] = 0, b[1] = 0, b[2] = 0, b[3] = 1, d[0] = 1, d[1] = 1, c[0] = 0, c[1] = 1; for (var e, f, g, h = a.length, i = 1; i < h; i++) e = a[i], f = 4 * i, g = i / (h - 1), b[f] = g, b[f + 1] = 0, b[f + 2] = g, b[f + 3] = 1, f = 2 * i, d[f] = 1, d[f + 1] = 1, f = 2 * i, c[f] = f, c[f + 1] = f + 1, e } }, b.Rope.prototype.updateTransform = function() { var a = this.points; if (!(a.length < 1)) { var c, d = a[0], e = { x: 0, y: 0 }; this.count -= .2; for (var f, g, h, i, j, k = this.vertices, l = a.length, m = 0; m < l; m++) f = a[m], g = 4 * m, c = m < a.length - 1 ? a[m + 1] : f, e.y = -(c.x - d.x), e.x = c.y - d.y, h = 10 * (1 - m / (l - 1)), h > 1 && (h = 1), i = Math.sqrt(e.x * e.x + e.y * e.y), j = this.texture.height / 2, e.x /= i, e.y /= i, e.x *= j, e.y *= j, k[g] = f.x + e.x, k[g + 1] = f.y + e.y, k[g + 2] = f.x - e.x, k[g + 3] = f.y - e.y, d = f; b.DisplayObjectContainer.prototype.updateTransform.call(this) } }, b.Rope.prototype.setTexture = function(a) { this.texture = a }, b.TilingSprite = function(a, c, d) { b.Sprite.call(this, a), this._width = c || 128, this._height = d || 128, this.tileScale = new b.Point(1, 1), this.tileScaleOffset = new b.Point(1, 1), this.tilePosition = new b.Point, this.renderable = !0, this.tint = 16777215, this.textureDebug = !1, this.blendMode = b.blendModes.NORMAL, this.canvasBuffer = null, this.tilingTexture = null, this.tilePattern = null, this.refreshTexture = !0, this.frameWidth = 0, this.frameHeight = 0 }, b.TilingSprite.prototype = Object.create(b.Sprite.prototype), b.TilingSprite.prototype.constructor = b.TilingSprite, b.TilingSprite.prototype.setTexture = function(a) { this.texture !== a && (this.texture = a, this.refreshTexture = !0, this.cachedTint = 16777215) }, b.TilingSprite.prototype._renderWebGL = function(a) { if (this.visible && this.renderable && 0 !== this.alpha) { if (this._mask && (a.spriteBatch.stop(), a.maskManager.pushMask(this.mask, a), a.spriteBatch.start()), this._filters && (a.spriteBatch.flush(), a.filterManager.pushFilter(this._filterBlock)), this.refreshTexture) { if (this.generateTilingTexture(!0, a), !this.tilingTexture) return; this.tilingTexture.needsUpdate && (a.renderer.updateTexture(this.tilingTexture.baseTexture), this.tilingTexture.needsUpdate = !1) } a.spriteBatch.renderTilingSprite(this); for (var b = 0; b < this.children.length; b++) this.children[b]._renderWebGL(a); a.spriteBatch.stop(), this._filters && a.filterManager.popFilter(), this._mask && a.maskManager.popMask(this._mask, a), a.spriteBatch.start() } }, b.TilingSprite.prototype._renderCanvas = function(a) { if (this.visible && this.renderable && 0 !== this.alpha) { var c = a.context; this._mask && a.maskManager.pushMask(this._mask, a), c.globalAlpha = this.worldAlpha; var d = this.worldTransform, e = a.resolution, f = d.tx * e + a.shakeX, g = d.ty * e + a.shakeY; if (c.setTransform(d.a * e, d.b * e, d.c * e, d.d * e, f, g), this.refreshTexture) { if (this.generateTilingTexture(!1, a), !this.tilingTexture) return; this.tilePattern = c.createPattern(this.tilingTexture.baseTexture.source, "repeat") } var h = a.currentBlendMode; this.blendMode !== a.currentBlendMode && (a.currentBlendMode = this.blendMode, c.globalCompositeOperation = b.blendModesCanvas[a.currentBlendMode]); var i = this.tilePosition, j = this.tileScale; i.x %= this.tilingTexture.baseTexture.width, i.y %= this.tilingTexture.baseTexture.height, c.scale(j.x, j.y), c.translate(i.x + this.anchor.x * -this._width, i.y + this.anchor.y * -this._height), c.fillStyle = this.tilePattern; var f = -i.x, g = -i.y, k = this._width / j.x, l = this._height / j.y; a.roundPixels && (f |= 0, g |= 0, k |= 0, l |= 0), c.fillRect(f, g, k, l), c.scale(1 / j.x, 1 / j.y), c.translate(-i.x + this.anchor.x * this._width, -i.y + this.anchor.y * this._height), this._mask && a.maskManager.popMask(a); for (var m = 0; m < this.children.length; m++) this.children[m]._renderCanvas(a); h !== this.blendMode && (a.currentBlendMode = h, c.globalCompositeOperation = b.blendModesCanvas[h]) } }, b.TilingSprite.prototype.onTextureUpdate = function() {}, b.TilingSprite.prototype.generateTilingTexture = function(a, c) { if (this.texture.baseTexture.hasLoaded) { var d = this.texture, e = d.frame, f = this._frame.sourceSizeW || this._frame.width, g = this._frame.sourceSizeH || this._frame.height, h = 0, i = 0; this._frame.trimmed && (h = this._frame.spriteSourceSizeX, i = this._frame.spriteSourceSizeY), a && (f = b.getNextPowerOfTwo(f), g = b.getNextPowerOfTwo(g)), this.canvasBuffer ? (this.canvasBuffer.resize(f, g), this.tilingTexture.baseTexture.width = f, this.tilingTexture.baseTexture.height = g, this.tilingTexture.needsUpdate = !0) : (this.canvasBuffer = new b.CanvasBuffer(f, g), this.tilingTexture = b.Texture.fromCanvas(this.canvasBuffer.canvas), this.tilingTexture.isTiling = !0, this.tilingTexture.needsUpdate = !0), this.textureDebug && (this.canvasBuffer.context.strokeStyle = "#00ff00", this.canvasBuffer.context.strokeRect(0, 0, f, g)); var j = d.crop.width, k = d.crop.height; j === f && k === g || (j = f, k = g), this.canvasBuffer.context.drawImage(d.baseTexture.source, d.crop.x, d.crop.y, d.crop.width, d.crop.height, h, i, j, k), this.tileScaleOffset.x = e.width / f, this.tileScaleOffset.y = e.height / g, this.refreshTexture = !1, this.tilingTexture.baseTexture._powerOf2 = !0 } }, b.TilingSprite.prototype.getBounds = function() { var a = this._width, b = this._height, c = a * (1 - this.anchor.x), d = a * -this.anchor.x, e = b * (1 - this.anchor.y), f = b * -this.anchor.y, g = this.worldTransform, h = g.a, i = g.b, j = g.c, k = g.d, l = g.tx, m = g.ty, n = h * d + j * f + l, o = k * f + i * d + m, p = h * c + j * f + l, q = k * f + i * c + m, r = h * c + j * e + l, s = k * e + i * c + m, t = h * d + j * e + l, u = k * e + i * d + m, v = -1 / 0, w = -1 / 0, x = 1 / 0, y = 1 / 0; x = n < x ? n : x, x = p < x ? p : x, x = r < x ? r : x, x = t < x ? t : x, y = o < y ? o : y, y = q < y ? q : y, y = s < y ? s : y, y = u < y ? u : y, v = n > v ? n : v, v = p > v ? p : v, v = r > v ? r : v, v = t > v ? t : v, w = o > w ? o : w, w = q > w ? q : w, w = s > w ? s : w, w = u > w ? u : w; var z = this._bounds; return z.x = x, z.width = v - x, z.y = y, z.height = w - y, this._currentBounds = z, z }, b.TilingSprite.prototype.destroy = function() { b.Sprite.prototype.destroy.call(this), this.canvasBuffer && (this.canvasBuffer.destroy(), this.canvasBuffer = null), this.tileScale = null, this.tileScaleOffset = null, this.tilePosition = null, this.tilingTexture && (this.tilingTexture.destroy(!0), this.tilingTexture = null) }, Object.defineProperty(b.TilingSprite.prototype, "width", { get: function() { return this._width }, set: function(a) { this._width = a } }), Object.defineProperty(b.TilingSprite.prototype, "height", { get: function() { return this._height }, set: function(a) { this._height = a } }), "undefined" != typeof exports ? ("undefined" != typeof module && module.exports && (exports = module.exports = b), exports.PIXI = b) : "undefined" != typeof define && define.amd ? define("PIXI", function() { return a.PIXI = b }()) : a.PIXI = b, b }.call(this), function() { function a(a, b) { this._scaleFactor = a, this._deltaMode = b, this.originalEvent = null } var b = this, c = c || { VERSION: "2.6.15", GAMES: [], AUTO: 0, CANVAS: 1, WEBGL: 2, HEADLESS: 3, NONE: 0, LEFT: 1, RIGHT: 2, UP: 3, DOWN: 4, SPRITE: 0, BUTTON: 1, IMAGE: 2, GRAPHICS: 3, TEXT: 4, TILESPRITE: 5, BITMAPTEXT: 6, GROUP: 7, RENDERTEXTURE: 8, TILEMAP: 9, TILEMAPLAYER: 10, EMITTER: 11, POLYGON: 12, BITMAPDATA: 13, CANVAS_FILTER: 14, WEBGL_FILTER: 15, ELLIPSE: 16, SPRITEBATCH: 17, RETROFONT: 18, POINTER: 19, ROPE: 20, CIRCLE: 21, RECTANGLE: 22, LINE: 23, MATRIX: 24, POINT: 25, ROUNDEDRECTANGLE: 26, CREATURE: 27, VIDEO: 28, PENDING_ATLAS: -1, HORIZONTAL: 0, VERTICAL: 1, LANDSCAPE: 0, PORTRAIT: 1, ANGLE_UP: 270, ANGLE_DOWN: 90, ANGLE_LEFT: 180, ANGLE_RIGHT: 0, ANGLE_NORTH_EAST: 315, ANGLE_NORTH_WEST: 225, ANGLE_SOUTH_EAST: 45, ANGLE_SOUTH_WEST: 135, TOP_LEFT: 0, TOP_CENTER: 1, TOP_RIGHT: 2, LEFT_TOP: 3, LEFT_CENTER: 4, LEFT_BOTTOM: 5, CENTER: 6, RIGHT_TOP: 7, RIGHT_CENTER: 8, RIGHT_BOTTOM: 9, BOTTOM_LEFT: 10, BOTTOM_CENTER: 11, BOTTOM_RIGHT: 12, blendModes: { NORMAL: 0, ADD: 1, MULTIPLY: 2, SCREEN: 3, OVERLAY: 4, DARKEN: 5, LIGHTEN: 6, COLOR_DODGE: 7, COLOR_BURN: 8, HARD_LIGHT: 9, SOFT_LIGHT: 10, DIFFERENCE: 11, EXCLUSION: 12, HUE: 13, SATURATION: 14, COLOR: 15, LUMINOSITY: 16 }, scaleModes: { DEFAULT: 0, LINEAR: 0, NEAREST: 1 }, PIXI: PIXI || {} }; if (Math.trunc || (Math.trunc = function(a) { return a < 0 ? Math.ceil(a) : Math.floor(a) }), Function.prototype.bind || (Function.prototype.bind = function() { var a = Array.prototype.slice; return function(b) { function c() { var f = e.concat(a.call(arguments)); d.apply(this instanceof c ? this : b, f) } var d = this, e = a.call(arguments, 1); if ("function" != typeof d) throw new TypeError; return c.prototype = function a(b) { if (b && (a.prototype = b), !(this instanceof a)) return new a }(d.prototype), c } }()), Array.isArray || (Array.isArray = function(a) { return "[object Array]" === Object.prototype.toString.call(a) }), Array.prototype.forEach || (Array.prototype.forEach = function(a) { "use strict"; if (void 0 === this || null === this) throw new TypeError; var b = Object(this), c = b.length >>> 0; if ("function" != typeof a) throw new TypeError; for (var d = arguments.length >= 2 ? arguments[1] : void 0, e = 0; e < c; e++) e in b && a.call(d, b[e], e, b) }), "function" != typeof window.Uint32Array && "object" != typeof window.Uint32Array) { var d = function(a) { var b = new Array; window[a] = function(a) { if ("number" == typeof a) { Array.call(this, a), this.length = a; for (var b = 0; b < this.length; b++) this[b] = 0 } else { Array.call(this, a.length), this.length = a.length; for (var b = 0; b < this.length; b++) this[b] = a[b] } }, window[a].prototype = b, window[a].constructor = window[a] }; d("Uint32Array"), d("Int16Array") } window.console || (window.console = {}, window.console.log = window.console.assert = function() {}, window.console.warn = window.console.assert = function() {}), /firefox/i.test(navigator.userAgent) && (window.oldGetComputedStyle = window.getComputedStyle, window.getComputedStyle = function(a, b) { var c = window.oldGetComputedStyle(a, b); return null === c ? { getPropertyValue: function() {} } : c }), c.Utils = { reverseString: function(a) { return a.split("").reverse().join("") }, getProperty: function(a, b) { for (var c = b.split("."), d = c.pop(), e = c.length, f = 1, g = c[0]; f < e && (a = a[g]);) g = c[f], f++; return a ? a[d] : null }, setProperty: function(a, b, c) { for (var d = b.split("."), e = d.pop(), f = d.length, g = 1, h = d[0]; g < f && (a = a[h]);) h = d[g], g++; return a && (a[e] = c), a }, chanceRoll: function(a) { return void 0 === a && (a = 50), a > 0 && 100 * Math.random() <= a }, randomChoice: function(a, b) { return Math.random() < .5 ? a : b }, parseDimension: function(a, b) { var c = 0, d = 0; return "string" == typeof a ? "%" === a.substr(-1) ? (c = parseInt(a, 10) / 100, d = 0 === b ? window.innerWidth * c : window.innerHeight * c) : d = parseInt(a, 10) : d = a, d }, pad: function(a, b, c, d) { if (void 0 === b) var b = 0; if (void 0 === c) var c = " "; if (void 0 === d) var d = 3; a = a.toString(); var e = 0; if (b + 1 >= a.length) switch (d) { case 1: a = new Array(b + 1 - a.length).join(c) + a; break; case 3: var f = Math.ceil((e = b - a.length) / 2), g = e - f; a = new Array(g + 1).join(c) + a + new Array(f + 1).join(c); break; default: a += new Array(b + 1 - a.length).join(c) } return a }, isPlainObject: function(a) { if ("object" != typeof a || a.nodeType || a === a.window) return !1; try { if (a.constructor && !{}.hasOwnProperty.call(a.constructor.prototype, "isPrototypeOf")) return !1 } catch (a) { return !1 } return !0 }, extend: function() { var a, b, d, e, f, g, h = arguments[0] || {}, i = 1, j = arguments.length, k = !1; for ("boolean" == typeof h && (k = h, h = arguments[1] || {}, i = 2), j === i && (h = this, --i); i < j; i++) if (null != (a = arguments[i])) for (b in a) d = h[b], e = a[b], h !== e && (k && e && (c.Utils.isPlainObject(e) || (f = Array.isArray(e))) ? (f ? (f = !1, g = d && Array.isArray(d) ? d : []) : g = d && c.Utils.isPlainObject(d) ? d : {}, h[b] = c.Utils.extend(k, g, e)) : void 0 !== e && (h[b] = e)); return h }, mixinPrototype: function(a, b, c) { void 0 === c && (c = !1); for (var d = Object.keys(b), e = 0; e < d.length; e++) { var f = d[e], g = b[f];!c && f in a || (!g || "function" != typeof g.get && "function" != typeof g.set ? a[f] = g : "function" == typeof g.clone ? a[f] = g.clone() : Object.defineProperty(a, f, g)) } }, mixin: function(a, b) { if (!a || "object" != typeof a) return b; for (var d in a) { var e = a[d]; if (!e.childNodes && !e.cloneNode) { var f = typeof a[d]; a[d] && "object" === f ? typeof b[d] === f ? b[d] = c.Utils.mixin(a[d], b[d]) : b[d] = c.Utils.mixin(a[d], new e.constructor) : b[d] = a[d] } } return b } }, c.Circle = function(a, b, d) { a = a || 0, b = b || 0, d = d || 0, this.x = a, this.y = b, this._diameter = d, this._radius = 0, d > 0 && (this._radius = .5 * d), this.type = c.CIRCLE }, c.Circle.prototype = { circumference: function() { return Math.PI * this._radius * 2 }, random: function(a) { void 0 === a && (a = new c.Point); var b = 2 * Math.PI * Math.random(), d = Math.random() + Math.random(), e = d > 1 ? 2 - d : d, f = e * Math.cos(b), g = e * Math.sin(b); return a.x = this.x + f * this.radius, a.y = this.y + g * this.radius, a }, getBounds: function() { return new c.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter) }, setTo: function(a, b, c) { return this.x = a, this.y = b, this._diameter = c, this._radius = .5 * c, this }, copyFrom: function(a) { return this.setTo(a.x, a.y, a.diameter) }, copyTo: function(a) { return a.x = this.x, a.y = this.y, a.diameter = this._diameter, a }, distance: function(a, b) { var d = c.Math.distance(this.x, this.y, a.x, a.y); return b ? Math.round(d) : d }, clone: function(a) { return void 0 === a || null === a ? a = new c.Circle(this.x, this.y, this.diameter) : a.setTo(this.x, this.y, this.diameter), a }, contains: function(a, b) { return c.Circle.contains(this, a, b) }, circumferencePoint: function(a, b, d) { return c.Circle.circumferencePoint(this, a, b, d) }, offset: function(a, b) { return this.x += a, this.y += b, this }, offsetPoint: function(a) { return this.offset(a.x, a.y) }, toString: function() { return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]" } }, c.Circle.prototype.constructor = c.Circle, Object.defineProperty(c.Circle.prototype, "diameter", { get: function() { return this._diameter }, set: function(a) { a > 0 && (this._diameter = a, this._radius = .5 * a) } }), Object.defineProperty(c.Circle.prototype, "radius", { get: function() { return this._radius }, set: function(a) { a > 0 && (this._radius = a, this._diameter = 2 * a) } }), Object.defineProperty(c.Circle.prototype, "left", { get: function() { return this.x - this._radius }, set: function(a) { a > this.x ? (this._radius = 0, this._diameter = 0) : this.radius = this.x - a } }), Object.defineProperty(c.Circle.prototype, "right", { get: function() { return this.x + this._radius }, set: function(a) { a < this.x ? (this._radius = 0, this._diameter = 0) : this.radius = a - this.x } }), Object.defineProperty(c.Circle.prototype, "top", { get: function() { return this.y - this._radius }, set: function(a) { a > this.y ? (this._radius = 0, this._diameter = 0) : this.radius = this.y - a } }), Object.defineProperty(c.Circle.prototype, "bottom", { get: function() { return this.y + this._radius }, set: function(a) { a < this.y ? (this._radius = 0, this._diameter = 0) : this.radius = a - this.y } }), Object.defineProperty(c.Circle.prototype, "area", { get: function() { return this._radius > 0 ? Math.PI * this._radius * this._radius : 0 } }), Object.defineProperty(c.Circle.prototype, "empty", { get: function() { return 0 === this._diameter }, set: function(a) {!0 === a && this.setTo(0, 0, 0) } }), c.Circle.contains = function(a, b, c) { if (a.radius > 0 && b >= a.left && b <= a.right && c >= a.top && c <= a.bottom) { return (a.x - b) * (a.x - b) + (a.y - c) * (a.y - c) <= a.radius * a.radius } return !1 }, c.Circle.equals = function(a, b) { return a.x === b.x && a.y === b.y && a.diameter === b.diameter }, c.Circle.intersects = function(a, b) { return c.Math.distance(a.x, a.y, b.x, b.y) <= a.radius + b.radius }, c.Circle.circumferencePoint = function(a, b, d, e) { return void 0 === d && (d = !1), void 0 === e && (e = new c.Point), !0 === d && (b = c.Math.degToRad(b)), e.x = a.x + a.radius * Math.cos(b), e.y = a.y + a.radius * Math.sin(b), e }, c.Circle.intersectsRectangle = function(a, b) { var c = Math.abs(a.x - b.x - b.halfWidth); if (c > b.halfWidth + a.radius) return !1; var d = Math.abs(a.y - b.y - b.halfHeight); if (d > b.halfHeight + a.radius) return !1; if (c <= b.halfWidth || d <= b.halfHeight) return !0; var e = c - b.halfWidth, f = d - b.halfHeight; return e * e + f * f <= a.radius * a.radius }, PIXI.Circle = c.Circle, c.Ellipse = function(a, b, d, e) { a = a || 0, b = b || 0, d = d || 0, e = e || 0, this.x = a, this.y = b, this.width = d, this.height = e, this.type = c.ELLIPSE }, c.Ellipse.prototype = { setTo: function(a, b, c, d) { return this.x = a, this.y = b, this.width = c, this.height = d, this }, getBounds: function() { return new c.Rectangle(this.x - this.width, this.y - this.height, this.width, this.height) }, copyFrom: function(a) { return this.setTo(a.x, a.y, a.width, a.height) }, copyTo: function(a) { return a.x = this.x, a.y = this.y, a.width = this.width, a.height = this.height, a }, clone: function(a) { return void 0 === a || null === a ? a = new c.Ellipse(this.x, this.y, this.width, this.height) : a.setTo(this.x, this.y, this.width, this.height), a }, contains: function(a, b) { return c.Ellipse.contains(this, a, b) }, random: function(a) { void 0 === a && (a = new c.Point); var b = Math.random() * Math.PI * 2, d = Math.random(); return a.x = Math.sqrt(d) * Math.cos(b), a.y = Math.sqrt(d) * Math.sin(b), a.x = this.x + a.x * this.width / 2, a.y = this.y + a.y * this.height / 2, a }, toString: function() { return "[{Phaser.Ellipse (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]" } }, c.Ellipse.prototype.constructor = c.Ellipse, Object.defineProperty(c.Ellipse.prototype, "left", { get: function() { return this.x }, set: function(a) { this.x = a } }), Object.defineProperty(c.Ellipse.prototype, "right", { get: function() { return this.x + this.width }, set: function(a) { a < this.x ? this.width = 0 : this.width = a - this.x } }), Object.defineProperty(c.Ellipse.prototype, "top", { get: function() { return this.y }, set: function(a) { this.y = a } }), Object.defineProperty(c.Ellipse.prototype, "bottom", { get: function() { return this.y + this.height }, set: function(a) { a < this.y ? this.height = 0 : this.height = a - this.y } }), Object.defineProperty(c.Ellipse.prototype, "empty", { get: function() { return 0 === this.width || 0 === this.height }, set: function(a) {!0 === a && this.setTo(0, 0, 0, 0) } }), c.Ellipse.contains = function(a, b, c) { if (a.width <= 0 || a.height <= 0) return !1; var d = (b - a.x) / a.width - .5, e = (c - a.y) / a.height - .5; return d *= d, e *= e, d + e < .25 }, PIXI.Ellipse = c.Ellipse, c.Line = function(a, b, d, e) { a = a || 0, b = b || 0, d = d || 0, e = e || 0, this.start = new c.Point(a, b), this.end = new c.Point(d, e), this.type = c.LINE }, c.Line.prototype = { setTo: function(a, b, c, d) { return this.start.setTo(a, b), this.end.setTo(c, d), this }, fromSprite: function(a, b, c) { return void 0 === c && (c = !1), c ? this.setTo(a.center.x, a.center.y, b.center.x, b.center.y) : this.setTo(a.x, a.y, b.x, b.y) }, fromAngle: function(a, b, c, d) { return this.start.setTo(a, b), this.end.setTo(a + Math.cos(c) * d, b + Math.sin(c) * d), this }, rotate: function(a, b) { var c = (this.start.x + this.end.x) / 2, d = (this.start.y + this.end.y) / 2; return this.start.rotate(c, d, a, b), this.end.rotate(c, d, a, b), this }, rotateAround: function(a, b, c, d) { return this.start.rotate(a, b, c, d), this.end.rotate(a, b, c, d), this }, intersects: function(a, b, d) { return c.Line.intersectsPoints(this.start, this.end, a.start, a.end, b, d) }, reflect: function(a) { return c.Line.reflect(this, a) }, midPoint: function(a) { return void 0 === a && (a = new c.Point), a.x = (this.start.x + this.end.x) / 2, a.y = (this.start.y + this.end.y) / 2, a }, centerOn: function(a, b) { var c = (this.start.x + this.end.x) / 2, d = (this.start.y + this.end.y) / 2, e = a - c, f = b - d; this.start.add(e, f), this.end.add(e, f) }, pointOnLine: function(a, b) { return (a - this.start.x) * (this.end.y - this.start.y) == (this.end.x - this.start.x) * (b - this.start.y) }, pointOnSegment: function(a, b) { var c = Math.min(this.start.x, this.end.x), d = Math.max(this.start.x, this.end.x), e = Math.min(this.start.y, this.end.y), f = Math.max(this.start.y, this.end.y); return this.pointOnLine(a, b) && a >= c && a <= d && b >= e && b <= f }, random: function(a) { void 0 === a && (a = new c.Point); var b = Math.random(); return a.x = this.start.x + b * (this.end.x - this.start.x), a.y = this.start.y + b * (this.end.y - this.start.y), a }, coordinatesOnLine: function(a, b) { void 0 === a && (a = 1), void 0 === b && (b = []); var c = Math.round(this.start.x), d = Math.round(this.start.y), e = Math.round(this.end.x), f = Math.round(this.end.y), g = Math.abs(e - c), h = Math.abs(f - d), i = c < e ? 1 : -1, j = d < f ? 1 : -1, k = g - h; b.push([c, d]); for (var l = 1; c !== e || d !== f;) { var m = k << 1; m > -h && (k -= h, c += i), m < g && (k += g, d += j), l % a == 0 && b.push([c, d]), l++ } return b }, clone: function(a) { return void 0 === a || null === a ? a = new c.Line(this.start.x, this.start.y, this.end.x, this.end.y) : a.setTo(this.start.x, this.start.y, this.end.x, this.end.y), a } }, Object.defineProperty(c.Line.prototype, "length", { get: function() { return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y)) } }), Object.defineProperty(c.Line.prototype, "angle", { get: function() { return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x) } }), Object.defineProperty(c.Line.prototype, "slope", { get: function() { return (this.end.y - this.start.y) / (this.end.x - this.start.x) } }), Object.defineProperty(c.Line.prototype, "perpSlope", { get: function() { return -(this.end.x - this.start.x) / (this.end.y - this.start.y) } }), Object.defineProperty(c.Line.prototype, "x", { get: function() { return Math.min(this.start.x, this.end.x) } }), Object.defineProperty(c.Line.prototype, "y", { get: function() { return Math.min(this.start.y, this.end.y) } }), Object.defineProperty(c.Line.prototype, "left", { get: function() { return Math.min(this.start.x, this.end.x) } }), Object.defineProperty(c.Line.prototype, "right", { get: function() { return Math.max(this.start.x, this.end.x) } }), Object.defineProperty(c.Line.prototype, "top", { get: function() { return Math.min(this.start.y, this.end.y) } }), Object.defineProperty(c.Line.prototype, "bottom", { get: function() { return Math.max(this.start.y, this.end.y) } }), Object.defineProperty(c.Line.prototype, "width", { get: function() { return Math.abs(this.start.x - this.end.x) } }), Object.defineProperty(c.Line.prototype, "height", { get: function() { return Math.abs(this.start.y - this.end.y) } }), Object.defineProperty(c.Line.prototype, "normalX", { get: function() { return Math.cos(this.angle - 1.5707963267948966) } }), Object.defineProperty(c.Line.prototype, "normalY", { get: function() { return Math.sin(this.angle - 1.5707963267948966) } }), Object.defineProperty(c.Line.prototype, "normalAngle", { get: function() { return c.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI) } }), c.Line.intersectsPoints = function(a, b, d, e, f, g) { void 0 === f && (f = !0), void 0 === g && (g = new c.Point); var h = b.y - a.y, i = e.y - d.y, j = a.x - b.x, k = d.x - e.x, l = b.x * a.y - a.x * b.y, m = e.x * d.y - d.x * e.y, n = h * k - i * j; if (0 === n) return null; if (g.x = (j * m - k * l) / n, g.y = (i * l - h * m) / n, f) { var o = (e.y - d.y) * (b.x - a.x) - (e.x - d.x) * (b.y - a.y), p = ((e.x - d.x) * (a.y - d.y) - (e.y - d.y) * (a.x - d.x)) / o, q = ((b.x - a.x) * (a.y - d.y) - (b.y - a.y) * (a.x - d.x)) / o; return p >= 0 && p <= 1 && q >= 0 && q <= 1 ? g : null } return g }, c.Line.intersects = function(a, b, d, e) { return c.Line.intersectsPoints(a.start, a.end, b.start, b.end, d, e) }, c.Line.intersectsRectangle = function(a, b) { if (!c.Rectangle.intersects(a, b)) return !1; var d = a.start.x, e = a.start.y, f = a.end.x, g = a.end.y, h = b.x, i = b.y, j = b.right, k = b.bottom, l = 0; if (d >= h && d <= j && e >= i && e <= k || f >= h && f <= j && g >= i && g <= k) return !0; if (d < h && f >= h) { if ((l = e + (g - e) * (h - d) / (f - d)) > i && l <= k) return !0 } else if (d > j && f <= j && (l = e + (g - e) * (j - d) / (f - d)) >= i && l <= k) return !0; if (e < i && g >= i) { if ((l = d + (f - d) * (i - e) / (g - e)) >= h && l <= j) return !0 } else if (e > k && g <= k && (l = d + (f - d) * (k - e) / (g - e)) >= h && l <= j) return !0; return !1 }, c.Line.reflect = function(a, b) { return 2 * b.normalAngle - 3.141592653589793 - a.angle }, c.Matrix = function(a, b, d, e, f, g) { void 0 !== a && null !== a || (a = 1), void 0 !== b && null !== b || (b = 0), void 0 !== d && null !== d || (d = 0), void 0 !== e && null !== e || (e = 1), void 0 !== f && null !== f || (f = 0), void 0 !== g && null !== g || (g = 0), this.a = a, this.b = b, this.c = d, this.d = e, this.tx = f, this.ty = g, this.type = c.MATRIX }, c.Matrix.prototype = { fromArray: function(a) { return this.setTo(a[0], a[1], a[3], a[4], a[2], a[5]) }, setTo: function(a, b, c, d, e, f) { return this.a = a, this.b = b, this.c = c, this.d = d, this.tx = e, this.ty = f, this }, clone: function(a) { return void 0 === a || null === a ? a = new c.Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty) : (a.a = this.a, a.b = this.b, a.c = this.c, a.d = this.d, a.tx = this.tx, a.ty = this.ty), a }, copyTo: function(a) { return a.copyFrom(this), a }, copyFrom: function(a) { return this.a = a.a, this.b = a.b, this.c = a.c, this.d = a.d, this.tx = a.tx, this.ty = a.ty, this }, toArray: function(a, b) { return void 0 === b && (b = new PIXI.Float32Array(9)), a ? (b[0] = this.a, b[1] = this.b, b[2] = 0, b[3] = this.c, b[4] = this.d, b[5] = 0, b[6] = this.tx, b[7] = this.ty, b[8] = 1) : (b[0] = this.a, b[1] = this.c, b[2] = this.tx, b[3] = this.b, b[4] = this.d, b[5] = this.ty, b[6] = 0, b[7] = 0, b[8] = 1), b }, apply: function(a, b) { return void 0 === b && (b = new c.Point), b.x = this.a * a.x + this.c * a.y + this.tx, b.y = this.b * a.x + this.d * a.y + this.ty, b }, applyInverse: function(a, b) { void 0 === b && (b = new c.Point); var d = 1 / (this.a * this.d + this.c * -this.b), e = a.x, f = a.y; return b.x = this.d * d * e + -this.c * d * f + (this.ty * this.c - this.tx * this.d) * d, b.y = this.a * d * f + -this.b * d * e + (-this.ty * this.a + this.tx * this.b) * d, b }, translate: function(a, b) { return this.tx += a, this.ty += b, this }, scale: function(a, b) { return this.a *= a, this.d *= b, this.c *= a, this.b *= b, this.tx *= a, this.ty *= b, this }, rotate: function(a) { var b = Math.cos(a), c = Math.sin(a), d = this.a, e = this.c, f = this.tx; return this.a = d * b - this.b * c, this.b = d * c + this.b * b, this.c = e * b - this.d * c, this.d = e * c + this.d * b, this.tx = f * b - this.ty * c, this.ty = f * c + this.ty * b, this }, append: function(a) { var b = this.a, c = this.b, d = this.c, e = this.d; return this.a = a.a * b + a.b * d, this.b = a.a * c + a.b * e, this.c = a.c * b + a.d * d, this.d = a.c * c + a.d * e, this.tx = a.tx * b + a.ty * d + this.tx, this.ty = a.tx * c + a.ty * e + this.ty, this }, identity: function() { return this.setTo(1, 0, 0, 1, 0, 0) } }, c.identityMatrix = new c.Matrix, PIXI.Matrix = c.Matrix, PIXI.identityMatrix = c.identityMatrix, c.Point = function(a, b) { a = a || 0, b = b || 0, this.x = a, this.y = b, this.type = c.POINT }, c.Point.prototype = { copyFrom: function(a) { return this.setTo(a.x, a.y) }, invert: function() { return this.setTo(this.y, this.x) }, setTo: function(a, b) { return this.x = a || 0, this.y = b || (0 !== b ? this.x : 0), this }, set: function(a, b) { return this.x = a || 0, this.y = b || (0 !== b ? this.x : 0), this }, add: function(a, b) { return this.x += a, this.y += b, this }, subtract: function(a, b) { return this.x -= a, this.y -= b, this }, multiply: function(a, b) { return this.x *= a, this.y *= b, this }, divide: function(a, b) { return this.x /= a, this.y /= b, this }, clampX: function(a, b) { return this.x = c.Math.clamp(this.x, a, b), this }, clampY: function(a, b) { return this.y = c.Math.clamp(this.y, a, b), this }, clamp: function(a, b) { return this.x = c.Math.clamp(this.x, a, b), this.y = c.Math.clamp(this.y, a, b), this }, clone: function(a) { return void 0 === a || null === a ? a = new c.Point(this.x, this.y) : a.setTo(this.x, this.y), a }, copyTo: function(a) { return a.x = this.x, a.y = this.y, a }, distance: function(a, b) { return c.Point.distance(this, a, b) }, equals: function(a) { return a.x === this.x && a.y === this.y }, angle: function(a, b) { return void 0 === b && (b = !1), b ? c.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x)) : Math.atan2(a.y - this.y, a.x - this.x) }, rotate: function(a, b, d, e, f) { return c.Point.rotate(this, a, b, d, e, f) }, getMagnitude: function() { return Math.sqrt(this.x * this.x + this.y * this.y) }, getMagnitudeSq: function() { return this.x * this.x + this.y * this.y }, setMagnitude: function(a) { return this.normalize().multiply(a, a) }, normalize: function() { if (!this.isZero()) { var a = this.getMagnitude(); this.x /= a, this.y /= a } return this }, isZero: function() { return 0 === this.x && 0 === this.y }, dot: function(a) { return this.x * a.x + this.y * a.y }, cross: function(a) { return this.x * a.y - this.y * a.x }, perp: function() { return this.setTo(-this.y, this.x) }, rperp: function() { return this.setTo(this.y, -this.x) }, normalRightHand: function() { return this.setTo(-1 * this.y, this.x) }, floor: function() { return this.setTo(Math.floor(this.x), Math.floor(this.y)) }, ceil: function() { return this.setTo(Math.ceil(this.x), Math.ceil(this.y)) }, toString: function() { return "[{Point (x=" + this.x + " y=" + this.y + ")}]" } }, c.Point.prototype.constructor = c.Point, c.Point.add = function(a, b, d) { return void 0 === d && (d = new c.Point), d.x = a.x + b.x, d.y = a.y + b.y, d }, c.Point.subtract = function(a, b, d) { return void 0 === d && (d = new c.Point), d.x = a.x - b.x, d.y = a.y - b.y, d }, c.Point.multiply = function(a, b, d) { return void 0 === d && (d = new c.Point), d.x = a.x * b.x, d.y = a.y * b.y, d }, c.Point.divide = function(a, b, d) { return void 0 === d && (d = new c.Point), d.x = a.x / b.x, d.y = a.y / b.y, d }, c.Point.equals = function(a, b) { return a.x === b.x && a.y === b.y }, c.Point.angle = function(a, b) { return Math.atan2(a.y - b.y, a.x - b.x) }, c.Point.negative = function(a, b) { return void 0 === b && (b = new c.Point), b.setTo(-a.x, -a.y) }, c.Point.multiplyAdd = function(a, b, d, e) { return void 0 === e && (e = new c.Point), e.setTo(a.x + b.x * d, a.y + b.y * d) }, c.Point.interpolate = function(a, b, d, e) { return void 0 === e && (e = new c.Point), e.setTo(a.x + (b.x - a.x) * d, a.y + (b.y - a.y) * d) }, c.Point.perp = function(a, b) { return void 0 === b && (b = new c.Point), b.setTo(-a.y, a.x) }, c.Point.rperp = function(a, b) { return void 0 === b && (b = new c.Point), b.setTo(a.y, -a.x) }, c.Point.distance = function(a, b, d) { var e = c.Math.distance(a.x, a.y, b.x, b.y); return d ? Math.round(e) : e }, c.Point.project = function(a, b, d) { void 0 === d && (d = new c.Point); var e = a.dot(b) / b.getMagnitudeSq(); return 0 !== e && d.setTo(e * b.x, e * b.y), d }, c.Point.projectUnit = function(a, b, d) { void 0 === d && (d = new c.Point); var e = a.dot(b); return 0 !== e && d.setTo(e * b.x, e * b.y), d }, c.Point.normalRightHand = function(a, b) { return void 0 === b && (b = new c.Point), b.setTo(-1 * a.y, a.x) }, c.Point.normalize = function(a, b) { void 0 === b && (b = new c.Point); var d = a.getMagnitude(); return 0 !== d && b.setTo(a.x / d, a.y / d), b }, c.Point.rotate = function(a, b, d, e, f, g) { if (f && (e = c.Math.degToRad(e)), void 0 === g) { a.subtract(b, d); var h = Math.sin(e), i = Math.cos(e), j = i * a.x - h * a.y, k = h * a.x + i * a.y; a.x = j + b, a.y = k + d } else { var l = e + Math.atan2(a.y - d, a.x - b); a.x = b + g * Math.cos(l), a.y = d + g * Math.sin(l) } return a }, c.Point.centroid = function(a, b) { if (void 0 === b && (b = new c.Point), "[object Array]" !== Object.prototype.toString.call(a)) throw new Error("Phaser.Point. Parameter 'points' must be an array"); var d = a.length; if (d < 1) throw new Error("Phaser.Point. Parameter 'points' array must not be empty"); if (1 === d) return b.copyFrom(a[0]), b; for (var e = 0; e < d; e++) c.Point.add(b, a[e], b); return b.divide(d, d), b }, c.Point.parse = function(a, b, d) { b = b || "x", d = d || "y"; var e = new c.Point; return a[b] && (e.x = parseInt(a[b], 10)), a[d] && (e.y = parseInt(a[d], 10)), e }, PIXI.Point = c.Point, c.Polygon = function() { this.area = 0, this._points = [], arguments.length > 0 && this.setTo.apply(this, arguments), this.closed = !0, this.flattened = !1, this.type = c.POLYGON }, c.Polygon.prototype = { toNumberArray: function(a) { void 0 === a && (a = []); for (var b = 0; b < this._points.length; b++) "number" == typeof this._points[b] ? (a.push(this._points[b]), a.push(this._points[b + 1]), b++) : (a.push(this._points[b].x), a.push(this._points[b].y)); return a }, flatten: function() { return this._points = this.toNumberArray(), this.flattened = !0, this }, clone: function(a) { var b = this._points.slice(); return void 0 === a || null === a ? a = new c.Polygon(b) : a.setTo(b), a }, contains: function(a, b) { var c = !1; if (this.flattened) for (var d = -2, e = this._points.length - 2; (d += 2) < this._points.length; e = d) { var f = this._points[d], g = this._points[d + 1], h = this._points[e], i = this._points[e + 1]; (g <= b && b < i || i <= b && b < g) && a < (h - f) * (b - g) / (i - g) + f && (c = !c) } else for (var d = -1, e = this._points.length - 1; ++d < this._points.length; e = d) { var f = this._points[d].x, g = this._points[d].y, h = this._points[e].x, i = this._points[e].y; (g <= b && b < i || i <= b && b < g) && a < (h - f) * (b - g) / (i - g) + f && (c = !c) } return c }, setTo: function(a) { if (this.area = 0, this._points = [], arguments.length > 0) { Array.isArray(a) || (a = Array.prototype.slice.call(arguments)); for (var b = Number.MAX_VALUE, c = 0, d = a.length; c < d; c++) { if ("number" == typeof a[c]) { var e = new PIXI.Point(a[c], a[c + 1]); c++ } else if (Array.isArray(a[c])) var e = new PIXI.Point(a[c][0], a[c][1]); else var e = new PIXI.Point(a[c].x, a[c].y); this._points.push(e), e.y < b && (b = e.y) } this.calculateArea(b) } return this }, calculateArea: function(a) { for (var b, c, d, e, f = 0, g = this._points.length; f < g; f++) b = this._points[f], c = f === g - 1 ? this._points[0] : this._points[f + 1], d = (b.y - a + (c.y - a)) / 2, e = b.x - c.x, this.area += d * e; return this.area } }, c.Polygon.prototype.constructor = c.Polygon, Object.defineProperty(c.Polygon.prototype, "points", { get: function() { return this._points }, set: function(a) { null != a ? this.setTo(a) : this.setTo() } }), PIXI.Polygon = c.Polygon, c.Rectangle = function(a, b, d, e) { a = a || 0, b = b || 0, d = d || 0, e = e || 0, this.x = a, this.y = b, this.width = d, this.height = e, this.type = c.RECTANGLE }, c.Rectangle.prototype = { offset: function(a, b) { return this.x += a, this.y += b, this }, offsetPoint: function(a) { return this.offset(a.x, a.y) }, setTo: function(a, b, c, d) { return this.x = a, this.y = b, this.width = c, this.height = d, this }, scale: function(a, b) { return void 0 === b && (b = a), this.width *= a, this.height *= b, this }, centerOn: function(a, b) { return this.centerX = a, this.centerY = b, this }, floor: function() { this.x = Math.floor(this.x), this.y = Math.floor(this.y) }, floorAll: function() { this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.width = Math.floor(this.width), this.height = Math.floor(this.height) }, ceil: function() { this.x = Math.ceil(this.x), this.y = Math.ceil(this.y) }, ceilAll: function() { this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.width = Math.ceil(this.width), this.height = Math.ceil(this.height) }, copyFrom: function(a) { return this.setTo(a.x, a.y, a.width, a.height) }, copyTo: function(a) { return a.x = this.x, a.y = this.y, a.width = this.width, a.height = this.height, a }, inflate: function(a, b) { return c.Rectangle.inflate(this, a, b) }, size: function(a) { return c.Rectangle.size(this, a) }, resize: function(a, b) { return this.width = a, this.height = b, this }, clone: function(a) { return c.Rectangle.clone(this, a) }, contains: function(a, b) { return c.Rectangle.contains(this, a, b) }, containsRect: function(a) { return c.Rectangle.containsRect(a, this) }, equals: function(a) { return c.Rectangle.equals(this, a) }, intersection: function(a, b) { return c.Rectangle.intersection(this, a, b) }, intersects: function(a) { return c.Rectangle.intersects(this, a) }, intersectsRaw: function(a, b, d, e, f) { return c.Rectangle.intersectsRaw(this, a, b, d, e, f) }, union: function(a, b) { return c.Rectangle.union(this, a, b) }, random: function(a) { return void 0 === a && (a = new c.Point), a.x = this.randomX, a.y = this.randomY, a }, getPoint: function(a, b) { switch (void 0 === b && (b = new c.Point), a) { default: case c.TOP_LEFT: return b.set(this.x, this.y); case c.TOP_CENTER: return b.set(this.centerX, this.y); case c.TOP_RIGHT: return b.set(this.right, this.y); case c.LEFT_CENTER: return b.set(this.x, this.centerY); case c.CENTER: return b.set(this.centerX, this.centerY); case c.RIGHT_CENTER: return b.set(this.right, this.centerY); case c.BOTTOM_LEFT: return b.set(this.x, this.bottom); case c.BOTTOM_CENTER: return b.set(this.centerX, this.bottom); case c.BOTTOM_RIGHT: return b.set(this.right, this.bottom) } }, toString: function() { return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.empty + ")}]" } }, Object.defineProperty(c.Rectangle.prototype, "halfWidth", { get: function() { return Math.round(this.width / 2) } }), Object.defineProperty(c.Rectangle.prototype, "halfHeight", { get: function() { return Math.round(this.height / 2) } }), Object.defineProperty(c.Rectangle.prototype, "bottom", { get: function() { return this.y + this.height }, set: function(a) { a <= this.y ? this.height = 0 : this.height = a - this.y } }), Object.defineProperty(c.Rectangle.prototype, "bottomLeft", { get: function() { return new c.Point(this.x, this.bottom) }, set: function(a) { this.x = a.x, this.bottom = a.y } }), Object.defineProperty(c.Rectangle.prototype, "bottomRight", { get: function() { return new c.Point(this.right, this.bottom) }, set: function(a) { this.right = a.x, this.bottom = a.y } }), Object.defineProperty(c.Rectangle.prototype, "left", { get: function() { return this.x }, set: function(a) { a >= this.right ? this.width = 0 : this.width = this.right - a, this.x = a } }), Object.defineProperty(c.Rectangle.prototype, "right", { get: function() { return this.x + this.width }, set: function(a) { a <= this.x ? this.width = 0 : this.width = a - this.x } }), Object.defineProperty(c.Rectangle.prototype, "volume", { get: function() { return this.width * this.height } }), Object.defineProperty(c.Rectangle.prototype, "perimeter", { get: function() { return 2 * this.width + 2 * this.height } }), Object.defineProperty(c.Rectangle.prototype, "centerX", { get: function() { return this.x + this.halfWidth }, set: function(a) { this.x = a - this.halfWidth } }), Object.defineProperty(c.Rectangle.prototype, "centerY", { get: function() { return this.y + this.halfHeight }, set: function(a) { this.y = a - this.halfHeight } }), Object.defineProperty(c.Rectangle.prototype, "randomX", { get: function() { return this.x + Math.random() * this.width } }), Object.defineProperty(c.Rectangle.prototype, "randomY", { get: function() { return this.y + Math.random() * this.height } }), Object.defineProperty(c.Rectangle.prototype, "top", { get: function() { return this.y }, set: function(a) { a >= this.bottom ? (this.height = 0, this.y = a) : this.height = this.bottom - a } }), Object.defineProperty(c.Rectangle.prototype, "topLeft", { get: function() { return new c.Point(this.x, this.y) }, set: function(a) { this.x = a.x, this.y = a.y } }), Object.defineProperty(c.Rectangle.prototype, "topRight", { get: function() { return new c.Point(this.x + this.width, this.y) }, set: function(a) { this.right = a.x, this.y = a.y } }), Object.defineProperty(c.Rectangle.prototype, "empty", { get: function() { return !this.width || !this.height }, set: function(a) {!0 === a && this.setTo(0, 0, 0, 0) } }), c.Rectangle.prototype.constructor = c.Rectangle, c.Rectangle.inflate = function(a, b, c) { return a.x -= b, a.width += 2 * b, a.y -= c, a.height += 2 * c, a }, c.Rectangle.inflatePoint = function(a, b) { return c.Rectangle.inflate(a, b.x, b.y) }, c.Rectangle.size = function(a, b) { return void 0 === b || null === b ? b = new c.Point(a.width, a.height) : b.setTo(a.width, a.height), b }, c.Rectangle.clone = function(a, b) { return void 0 === b || null === b ? b = new c.Rectangle(a.x, a.y, a.width, a.height) : b.setTo(a.x, a.y, a.width, a.height), b }, c.Rectangle.contains = function(a, b, c) { return !(a.width <= 0 || a.height <= 0) && (b >= a.x && b < a.right && c >= a.y && c < a.bottom) }, c.Rectangle.containsRaw = function(a, b, c, d, e, f) { return e >= a && e < a + c && f >= b && f < b + d }, c.Rectangle.containsPoint = function(a, b) { return c.Rectangle.contains(a, b.x, b.y) }, c.Rectangle.containsRect = function(a, b) { return !(a.volume > b.volume) && (a.x >= b.x && a.y >= b.y && a.right < b.right && a.bottom < b.bottom) }, c.Rectangle.equals = function(a, b) { return a.x === b.x && a.y === b.y && a.width === b.width && a.height === b.height }, c.Rectangle.sameDimensions = function(a, b) { return a.width === b.width && a.height === b.height }, c.Rectangle.intersection = function(a, b, d) { return void 0 === d && (d = new c.Rectangle), c.Rectangle.intersects(a, b) && (d.x = Math.max(a.x, b.x), d.y = Math.max(a.y, b.y), d.width = Math.min(a.right, b.right) - d.x, d.height = Math.min(a.bottom, b.bottom) - d.y), d }, c.Rectangle.intersects = function(a, b) { return !(a.width <= 0 || a.height <= 0 || b.width <= 0 || b.height <= 0) && !(a.right < b.x || a.bottom < b.y || a.x > b.right || a.y > b.bottom) }, c.Rectangle.intersectsRaw = function(a, b, c, d, e, f) { return void 0 === f && (f = 0), !(b > a.right + f || c < a.left - f || d > a.bottom + f || e < a.top - f) }, c.Rectangle.union = function(a, b, d) { return void 0 === d && (d = new c.Rectangle), d.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right) - Math.min(a.left, b.left), Math.max(a.bottom, b.bottom) - Math.min(a.top, b.top)) }, c.Rectangle.aabb = function(a, b) { void 0 === b && (b = new c.Rectangle); var d = Number.NEGATIVE_INFINITY, e = Number.POSITIVE_INFINITY, f = Number.NEGATIVE_INFINITY, g = Number.POSITIVE_INFINITY; return a.forEach(function(a) { a.x > d && (d = a.x), a.x < e && (e = a.x), a.y > f && (f = a.y), a.y < g && (g = a.y) }), b.setTo(e, g, d - e, f - g), b }, PIXI.Rectangle = c.Rectangle, PIXI.EmptyRectangle = new c.Rectangle(0, 0, 0, 0), c.RoundedRectangle = function(a, b, d, e, f) { void 0 === a && (a = 0), void 0 === b && (b = 0), void 0 === d && (d = 0), void 0 === e && (e = 0), void 0 === f && (f = 20), this.x = a, this.y = b, this.width = d, this.height = e, this.radius = f || 20, this.type = c.ROUNDEDRECTANGLE }, c.RoundedRectangle.prototype = { clone: function() { return new c.RoundedRectangle(this.x, this.y, this.width, this.height, this.radius) }, contains: function(a, b) { if (this.width <= 0 || this.height <= 0) return !1; var c = this.x; if (a >= c && a <= c + this.width) { var d = this.y; if (b >= d && b <= d + this.height) return !0 } return !1 } }, c.RoundedRectangle.prototype.constructor = c.RoundedRectangle, PIXI.RoundedRectangle = c.RoundedRectangle, c.Camera = function(a, b, d, e, f, g) { this.game = a, this.world = a.world, this.id = 0, this.view = new c.Rectangle(d, e, f, g), this.bounds = new c.Rectangle(d, e, f, g), this.deadzone = null, this.visible = !0, this.roundPx = !0, this.atLimit = { x: !1, y: !1 }, this.target = null, this.displayObject = null, this.scale = null, this.totalInView = 0, this.lerp = new c.Point(1, 1), this.onShakeComplete = new c.Signal, this.onFlashComplete = new c.Signal, this.onFadeComplete = new c.Signal, this.fx = null, this._targetPosition = new c.Point, this._edge = 0, this._position = new c.Point, this._shake = { intensity: 0, duration: 0, horizontal: !1, vertical: !1, shakeBounds: !0, x: 0, y: 0 }, this._fxDuration = 0, this._fxType = 0 }, c.Camera.FOLLOW_LOCKON = 0, c.Camera.FOLLOW_PLATFORMER = 1, c.Camera.FOLLOW_TOPDOWN = 2, c.Camera.FOLLOW_TOPDOWN_TIGHT = 3, c.Camera.SHAKE_BOTH = 4, c.Camera.SHAKE_HORIZONTAL = 5, c.Camera.SHAKE_VERTICAL = 6, c.Camera.ENABLE_FX = !0, c.Camera.prototype = { boot: function() { this.displayObject = this.game.world, this.scale = this.game.world.scale, this.game.camera = this, c.Graphics && c.Camera.ENABLE_FX && (this.fx = new c.Graphics(this.game), this.game.stage.addChild(this.fx)) }, preUpdate: function() { this.totalInView = 0 }, follow: function(a, b, d, e) { void 0 === b && (b = c.Camera.FOLLOW_LOCKON), void 0 === d && (d = 1), void 0 === e && (e = 1), this.target = a, this.lerp.set(d, e); var f; switch (b) { case c.Camera.FOLLOW_PLATFORMER: var g = this.width / 8, h = this.height / 3; this.deadzone = new c.Rectangle((this.width - g) / 2, (this.height - h) / 2 - .25 * h, g, h); break; case c.Camera.FOLLOW_TOPDOWN: f = Math.max(this.width, this.height) / 4, this.deadzone = new c.Rectangle((this.width - f) / 2, (this.height - f) / 2, f, f); break; case c.Camera.FOLLOW_TOPDOWN_TIGHT: f = Math.max(this.width, this.height) / 8, this.deadzone = new c.Rectangle((this.width - f) / 2, (this.height - f) / 2, f, f); break; case c.Camera.FOLLOW_LOCKON: default: this.deadzone = null } }, unfollow: function() { this.target = null }, focusOn: function(a) { this.setPosition(Math.round(a.x - this.view.halfWidth), Math.round(a.y - this.view.halfHeight)) }, focusOnXY: function(a, b) { this.setPosition(Math.round(a - this.view.halfWidth), Math.round(b - this.view.halfHeight)) }, shake: function(a, b, d, e, f) { return void 0 === a && (a = .05), void 0 === b && (b = 500), void 0 === d && (d = !0), void 0 === e && (e = c.Camera.SHAKE_BOTH), void 0 === f && (f = !0), !(!d && this._shake.duration > 0) && (this._shake.intensity = a, this._shake.duration = b, this._shake.shakeBounds = f, this._shake.x = 0, this._shake.y = 0, this._shake.horizontal = e === c.Camera.SHAKE_BOTH || e === c.Camera.SHAKE_HORIZONTAL, this._shake.vertical = e === c.Camera.SHAKE_BOTH || e === c.Camera.SHAKE_VERTICAL, !0) }, flash: function(a, b, c) { return void 0 === a && (a = 16777215), void 0 === b && (b = 500), void 0 === c && (c = !1), !(!this.fx || !c && this._fxDuration > 0) && (this.fx.clear(), this.fx.beginFill(a), this.fx.drawRect(0, 0, this.width, this.height), this.fx.endFill(), this.fx.alpha = 1, this._fxDuration = b, this._fxType = 0, !0) }, fade: function(a, b, c) { return void 0 === a && (a = 0), void 0 === b && (b = 500), void 0 === c && (c = !1), !(!this.fx || !c && this._fxDuration > 0) && (this.fx.clear(), this.fx.beginFill(a), this.fx.drawRect(0, 0, this.width, this.height), this.fx.endFill(), this.fx.alpha = 0, this._fxDuration = b, this._fxType = 1, !0) }, update: function() { this._fxDuration > 0 && this.updateFX(), this._shake.duration > 0 && this.updateShake(), this.bounds && this.checkBounds(), this.roundPx && (this.view.floor(), this._shake.x = Math.floor(this._shake.x), this._shake.y = Math.floor(this._shake.y)), this.displayObject.position.x = -this.view.x, this.displayObject.position.y = -this.view.y }, updateFX: function() { 0 === this._fxType ? (this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration, this.fx.alpha <= 0 && (this._fxDuration = 0, this.fx.alpha = 0, this.onFlashComplete.dispatch())) : (this.fx.alpha += this.game.time.elapsedMS / this._fxDuration, this.fx.alpha >= 1 && (this._fxDuration = 0, this.fx.alpha = 1, this.onFadeComplete.dispatch())) }, updateShake: function() { this._shake.duration -= this.game.time.elapsedMS, this._shake.duration <= 0 ? (this.onShakeComplete.dispatch(), this._shake.x = 0, this._shake.y = 0) : (this._shake.horizontal && (this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width), this._shake.vertical && (this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height)) }, updateTarget: function() { this._targetPosition.x = this.view.x + this.target.worldPosition.x, this._targetPosition.y = this.view.y + this.target.worldPosition.y, this.deadzone ? (this._edge = this._targetPosition.x - this.view.x, this._edge < this.deadzone.left ? this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x) : this._edge > this.deadzone.right && (this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x)), this._edge = this._targetPosition.y - this.view.y, this._edge < this.deadzone.top ? this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y) : this._edge > this.deadzone.bottom && (this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y))) : (this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x), this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y)), this.bounds && this.checkBounds(), this.roundPx && this.view.floor(), this.displayObject.position.x = -this.view.x, this.displayObject.position.y = -this.view.y }, setBoundsToWorld: function() { this.bounds && this.bounds.copyFrom(this.game.world.bounds) }, checkBounds: function() { this.atLimit.x = !1, this.atLimit.y = !1; var a = this.view.x + this._shake.x, b = this.view.right + this._shake.x, c = this.view.y + this._shake.y, d = this.view.bottom + this._shake.y; a <= this.bounds.x * this.scale.x && (this.atLimit.x = !0, this.view.x = this.bounds.x * this.scale.x, this._shake.shakeBounds || (this._shake.x = 0)), b >= this.bounds.right * this.scale.x && (this.atLimit.x = !0, this.view.x = this.bounds.right * this.scale.x - this.width, this._shake.shakeBounds || (this._shake.x = 0)), c <= this.bounds.top * this.scale.y && (this.atLimit.y = !0, this.view.y = this.bounds.top * this.scale.y, this._shake.shakeBounds || (this._shake.y = 0)), d >= this.bounds.bottom * this.scale.y && (this.atLimit.y = !0, this.view.y = this.bounds.bottom * this.scale.y - this.height, this._shake.shakeBounds || (this._shake.y = 0)) }, setPosition: function(a, b) { this.view.x = a, this.view.y = b, this.bounds && this.checkBounds() }, setSize: function(a, b) { this.view.width = a, this.view.height = b }, reset: function() { this.target = null, this.view.x = 0, this.view.y = 0, this._shake.duration = 0, this.resetFX() }, resetFX: function() { this.fx && (this.fx.clear(), this.fx.alpha = 0, this._fxDuration = 0) } }, c.Camera.prototype.constructor = c.Camera, Object.defineProperty(c.Camera.prototype, "x", { get: function() { return this.view.x }, set: function(a) { this.view.x = a, this.bounds && this.checkBounds() } }), Object.defineProperty(c.Camera.prototype, "y", { get: function() { return this.view.y }, set: function(a) { this.view.y = a, this.bounds && this.checkBounds() } }), Object.defineProperty(c.Camera.prototype, "position", { get: function() { return this._position.set(this.view.x, this.view.y), this._position }, set: function(a) { void 0 !== a.x && (this.view.x = a.x), void 0 !== a.y && (this.view.y = a.y), this.bounds && this.checkBounds() } }), Object.defineProperty(c.Camera.prototype, "width", { get: function() { return this.view.width }, set: function(a) { this.view.width = a } }), Object.defineProperty(c.Camera.prototype, "height", { get: function() { return this.view.height }, set: function(a) { this.view.height = a } }), Object.defineProperty(c.Camera.prototype, "shakeIntensity", { get: function() { return this._shake.intensity }, set: function(a) { this._shake.intensity = a } }), c.State = function() { this.game = null, this.key = "", this.add = null, this.make = null, this.camera = null, this.cache = null, this.input = null, this.load = null, this.math = null, this.sound = null, this.scale = null, this.stage = null, this.state = null, this.time = null, this.tweens = null, this.world = null, this.particles = null, this.physics = null, this.rnd = null }, c.State.prototype = { init: function() {}, preload: function() {}, loadUpdate: function() {}, loadRender: function() {}, create: function() {}, update: function() {}, preRender: function() {}, render: function() {}, resize: function() {}, paused: function() {}, resumed: function() {}, pauseUpdate: function() {}, shutdown: function() {} }, c.State.prototype.constructor = c.State, c.StateManager = function(a, b) { this.game = a, this.states = {}, this._pendingState = null, void 0 !== b && null !== b && (this._pendingState = b), this._clearWorld = !1, this._clearCache = !1, this._created = !1, this._args = [], this.current = "", this.onStateChange = new c.Signal, this.onInitCallback = null, this.onPreloadCallback = null, this.onCreateCallback = null, this.onUpdateCallback = null, this.onRenderCallback = null, this.onResizeCallback = null, this.onPreRenderCallback = null, this.onLoadUpdateCallback = null, this.onLoadRenderCallback = null, this.onPausedCallback = null, this.onResumedCallback = null, this.onPauseUpdateCallback = null, this.onShutDownCallback = null }, c.StateManager.prototype = { boot: function() { this.game.onPause.add(this.pause, this), this.game.onResume.add(this.resume, this), null !== this._pendingState && "string" != typeof this._pendingState && this.add("default", this._pendingState, !0) }, add: function(a, b, d) { void 0 === d && (d = !1); var e; return b instanceof c.State ? e = b : "object" == typeof b ? (e = b, e.game = this.game) : "function" == typeof b && (e = new b(this.game)), this.states[a] = e, d && (this.game.isBooted ? this.start(a) : this._pendingState = a), e }, remove: function(a) { this.current === a && (this.callbackContext = null, this.onInitCallback = null, this.onShutDownCallback = null, this.onPreloadCallback = null, this.onLoadRenderCallback = null, this.onLoadUpdateCallback = null, this.onCreateCallback = null, this.onUpdateCallback = null, this.onPreRenderCallback = null, this.onRenderCallback = null, this.onResizeCallback = null, this.onPausedCallback = null, this.onResumedCallback = null, this.onPauseUpdateCallback = null), delete this.states[a] }, start: function(a, b, c) { void 0 === b && (b = !0), void 0 === c && (c = !1), this.checkState(a) && (this._pendingState = a, this._clearWorld = b, this._clearCache = c, arguments.length > 3 && (this._args = Array.prototype.splice.call(arguments, 3))) }, restart: function(a, b) { void 0 === a && (a = !0), void 0 === b && (b = !1), this._pendingState = this.current, this._clearWorld = a, this._clearCache = b, arguments.length > 2 && (this._args = Array.prototype.slice.call(arguments, 2)) }, dummy: function() {}, preUpdate: function() { if (this._pendingState && this.game.isBooted) { var a = this.current; if (this.clearCurrentState(), this.setCurrentState(this._pendingState), this.onStateChange.dispatch(this.current, a), this.current !== this._pendingState) return; this._pendingState = null, this.onPreloadCallback ? (this.game.load.reset(!0), this.onPreloadCallback.call(this.callbackContext, this.game), 0 === this.game.load.totalQueuedFiles() && 0 === this.game.load.totalQueuedPacks() ? this.loadComplete() : this.game.load.start()) : this.loadComplete() } }, clearCurrentState: function() { this.current && (this.onShutDownCallback && this.onShutDownCallback.call(this.callbackContext, this.game), this.game.tweens.removeAll(), this.game.camera.reset(), this.game.input.reset(!0), this.game.physics.clear(), this.game.time.removeAll(), this.game.scale.reset(this._clearWorld), this.game.debug && this.game.debug.reset(), this._clearWorld && (this.game.world.shutdown(), this._clearCache && this.game.cache.destroy())) }, checkState: function(a) { return this.states[a] ? !!(this.states[a].preload || this.states[a].create || this.states[a].update || this.states[a].render) || (console.warn("Invalid Phaser State object given. Must contain at least a one of the required functions: preload, create, update or render"), !1) : (console.warn("Phaser.StateManager - No state found with the key: " + a), !1) }, link: function(a) { this.states[a].game = this.game, this.states[a].add = this.game.add, this.states[a].make = this.game.make, this.states[a].camera = this.game.camera, this.states[a].cache = this.game.cache, this.states[a].input = this.game.input, this.states[a].load = this.game.load, this.states[a].math = this.game.math, this.states[a].sound = this.game.sound, this.states[a].scale = this.game.scale, this.states[a].state = this, this.states[a].stage = this.game.stage, this.states[a].time = this.game.time, this.states[a].tweens = this.game.tweens, this.states[a].world = this.game.world, this.states[a].particles = this.game.particles, this.states[a].rnd = this.game.rnd, this.states[a].physics = this.game.physics, this.states[a].key = a }, unlink: function(a) { this.states[a] && (this.states[a].game = null, this.states[a].add = null, this.states[a].make = null, this.states[a].camera = null, this.states[a].cache = null, this.states[a].input = null, this.states[a].load = null, this.states[a].math = null, this.states[a].sound = null, this.states[a].scale = null, this.states[a].state = null, this.states[a].stage = null, this.states[a].time = null, this.states[a].tweens = null, this.states[a].world = null, this.states[a].particles = null, this.states[a].rnd = null, this.states[a].physics = null) }, setCurrentState: function(a) { this.callbackContext = this.states[a], this.link(a), this.onInitCallback = this.states[a].init || this.dummy, this.onPreloadCallback = this.states[a].preload || null, this.onLoadRenderCallback = this.states[a].loadRender || null, this.onLoadUpdateCallback = this.states[a].loadUpdate || null, this.onCreateCallback = this.states[a].create || null, this.onUpdateCallback = this.states[a].update || null, this.onPreRenderCallback = this.states[a].preRender || null, this.onRenderCallback = this.states[a].render || null, this.onResizeCallback = this.states[a].resize || null, this.onPausedCallback = this.states[a].paused || null, this.onResumedCallback = this.states[a].resumed || null, this.onPauseUpdateCallback = this.states[a].pauseUpdate || null, this.onShutDownCallback = this.states[a].shutdown || this.dummy, "" !== this.current && this.game.physics.reset(), this.current = a, this._created = !1, this.onInitCallback.apply(this.callbackContext, this._args), a === this._pendingState && (this._args = []), this.game._kickstart = !0 }, getCurrentState: function() { return this.states[this.current] }, loadComplete: function() {!1 === this._created && this.onLoadUpdateCallback && this.onLoadUpdateCallback.call(this.callbackContext, this.game), !1 === this._created && this.onCreateCallback ? (this._created = !0, this.onCreateCallback.call(this.callbackContext, this.game)) : this._created = !0 }, pause: function() { this._created && this.onPausedCallback && this.onPausedCallback.call(this.callbackContext, this.game) }, resume: function() { this._created && this.onResumedCallback && this.onResumedCallback.call(this.callbackContext, this.game) }, update: function() { this._created ? this.onUpdateCallback && this.onUpdateCallback.call(this.callbackContext, this.game) : this.onLoadUpdateCallback && this.onLoadUpdateCallback.call(this.callbackContext, this.game) }, pauseUpdate: function() { this._created ? this.onPauseUpdateCallback && this.onPauseUpdateCallback.call(this.callbackContext, this.game) : this.onLoadUpdateCallback && this.onLoadUpdateCallback.call(this.callbackContext, this.game) }, preRender: function(a) { this._created && this.onPreRenderCallback && this.onPreRenderCallback.call(this.callbackContext, this.game, a) }, resize: function(a, b) { this.onResizeCallback && this.onResizeCallback.call(this.callbackContext, a, b) }, render: function() { this._created ? this.onRenderCallback && (this.game.renderType === c.CANVAS ? (this.game.context.save(), this.game.context.setTransform(1, 0, 0, 1, 0, 0), this.onRenderCallback.call(this.callbackContext, this.game), this.game.context.restore()) : this.onRenderCallback.call(this.callbackContext, this.game)) : this.onLoadRenderCallback && this.onLoadRenderCallback.call(this.callbackContext, this.game) }, destroy: function() { this._clearWorld = !0, this._clearCache = !0, this.clearCurrentState(), this.callbackContext = null, this.onInitCallback = null, this.onShutDownCallback = null, this.onPreloadCallback = null, this.onLoadRenderCallback = null, this.onLoadUpdateCallback = null, this.onCreateCallback = null, this.onUpdateCallback = null, this.onRenderCallback = null, this.onPausedCallback = null, this.onResumedCallback = null, this.onPauseUpdateCallback = null, this.game = null, this.states = {}, this._pendingState = null, this.current = "" } }, c.StateManager.prototype.constructor = c.StateManager, Object.defineProperty(c.StateManager.prototype, "created", { get: function() { return this._created } }), c.Signal = function() {}, c.Signal.prototype = { _bindings: null, _prevParams: null, memorize: !1, _shouldPropagate: !0, active: !0, _boundDispatch: !1, validateListener: function(a, b) { if ("function" != typeof a) throw new Error("Phaser.Signal: listener is a required param of {fn}() and should be a Function.".replace("{fn}", b)) }, _registerListener: function(a, b, d, e, f) { var g, h = this._indexOfListener(a, d); if (-1 !== h) { if (g = this._bindings[h], g.isOnce() !== b) throw new Error("You cannot add" + (b ? "" : "Once") + "() then add" + (b ? "Once" : "") + "() the same listener without removing the relationship first.") } else g = new c.SignalBinding(this, a, b, d, e, f), this._addBinding(g); return this.memorize && this._prevParams && g.execute(this._prevParams), g }, _addBinding: function(a) { this._bindings || (this._bindings = []); var b = this._bindings.length; do { b-- } while (this._bindings[b] && a._priority <= this._bindings[b]._priority); this._bindings.splice(b + 1, 0, a) }, _indexOfListener: function(a, b) { if (!this._bindings) return -1; void 0 === b && (b = null); for (var c, d = this._bindings.length; d--;) if (c = this._bindings[d], c._listener === a && c.context === b) return d; return -1 }, has: function(a, b) { return -1 !== this._indexOfListener(a, b) }, add: function(a, b, c) { this.validateListener(a, "add"); var d = []; if (arguments.length > 3) for (var e = 3; e < arguments.length; e++) d.push(arguments[e]); return this._registerListener(a, !1, b, c, d) }, addOnce: function(a, b, c) { this.validateListener(a, "addOnce"); var d = []; if (arguments.length > 3) for (var e = 3; e < arguments.length; e++) d.push(arguments[e]); return this._registerListener(a, !0, b, c, d) }, remove: function(a, b) { this.validateListener(a, "remove"); var c = this._indexOfListener(a, b); return -1 !== c && (this._bindings[c]._destroy(), this._bindings.splice(c, 1)), a }, removeAll: function(a) { if (void 0 === a && (a = null), this._bindings) { for (var b = this._bindings.length; b--;) a ? this._bindings[b].context === a && (this._bindings[b]._destroy(), this._bindings.splice(b, 1)) : this._bindings[b]._destroy(); a || (this._bindings.length = 0) } }, getNumListeners: function() { return this._bindings ? this._bindings.length : 0 }, halt: function() { this._shouldPropagate = !1 }, dispatch: function() { if (this.active && this._bindings) { var a, b = Array.prototype.slice.call(arguments), c = this._bindings.length; if (this.memorize && (this._prevParams = b), c) { a = this._bindings.slice(), this._shouldPropagate = !0; do { c-- } while (a[c] && this._shouldPropagate && !1 !== a[c].execute(b)) } } }, forget: function() { this._prevParams && (this._prevParams = null) }, dispose: function() { this.removeAll(), this._bindings = null, this._prevParams && (this._prevParams = null) }, toString: function() { return "[Phaser.Signal active:" + this.active + " numListeners:" + this.getNumListeners() + "]" } }, Object.defineProperty(c.Signal.prototype, "boundDispatch", { get: function() { var a = this; return this._boundDispatch || (this._boundDispatch = function() { return a.dispatch.apply(a, arguments) }) } }), c.Signal.prototype.constructor = c.Signal, c.SignalBinding = function(a, b, c, d, e, f) { this._listener = b, c && (this._isOnce = !0), null != d && (this.context = d), this._signal = a, e && (this._priority = e), f && f.length && (this._args = f) }, c.SignalBinding.prototype = { context: null, _isOnce: !1, _priority: 0, _args: null, callCount: 0, active: !0, params: null, execute: function(a) { var b, c; return this.active && this._listener && (c = this.params ? this.params.concat(a) : a, this._args && (c = c.concat(this._args)), b = this._listener.apply(this.context, c), this.callCount++, this._isOnce && this.detach()), b }, detach: function() { return this.isBound() ? this._signal.remove(this._listener, this.context) : null }, isBound: function() { return !!this._signal && !!this._listener }, isOnce: function() { return this._isOnce }, getListener: function() { return this._listener }, getSignal: function() { return this._signal }, _destroy: function() { delete this._signal, delete this._listener, delete this.context }, toString: function() { return "[Phaser.SignalBinding isOnce:" + this._isOnce + ", isBound:" + this.isBound() + ", active:" + this.active + "]" } }, c.SignalBinding.prototype.constructor = c.SignalBinding, c.Filter = function(a, b, d) { this.game = a, this.type = c.WEBGL_FILTER, this.passes = [this], this.shaders = [], this.dirty = !0, this.padding = 0, this.prevPoint = new c.Point; var e = new Date; if (this.uniforms = { resolution: { type: "2f", value: { x: 256, y: 256 } }, time: { type: "1f", value: 0 }, mouse: { type: "2f", value: { x: 0, y: 0 } }, date: { type: "4fv", value: [e.getFullYear(), e.getMonth(), e.getDate(), 60 * e.getHours() * 60 + 60 * e.getMinutes() + e.getSeconds()] }, sampleRate: { type: "1f", value: 44100 }, iChannel0: { type: "sampler2D", value: null, textureData: { repeat: !0 } }, iChannel1: { type: "sampler2D", value: null, textureData: { repeat: !0 } }, iChannel2: { type: "sampler2D", value: null, textureData: { repeat: !0 } }, iChannel3: { type: "sampler2D", value: null, textureData: { repeat: !0 } } }, b) for (var f in b) this.uniforms[f] = b[f]; this.fragmentSrc = d || "" }, c.Filter.prototype = { init: function() {}, setResolution: function(a, b) { this.uniforms.resolution.value.x = a, this.uniforms.resolution.value.y = b }, update: function(a) { if (void 0 !== a) { var b = a.x / this.game.width, c = 1 - a.y / this.game.height; b === this.prevPoint.x && c === this.prevPoint.y || (this.uniforms.mouse.value.x = b.toFixed(2), this.uniforms.mouse.value.y = c.toFixed(2), this.prevPoint.set(b, c)) } this.uniforms.time.value = this.game.time.totalElapsedSeconds() }, addToWorld: function(a, b, c, d, e, f) { void 0 === e && (e = 0), void 0 === f && (f = 0), void 0 !== c && null !== c ? this.width = c : c = this.width, void 0 !== d && null !== d ? this.height = d : d = this.height; var g = this.game.add.image(a, b, "__default"); return g.width = c, g.height = d, g.anchor.set(e, f), g.filters = [this], g }, destroy: function() { this.game = null } }, c.Filter.prototype.constructor = c.Filter, Object.defineProperty(c.Filter.prototype, "width", { get: function() { return this.uniforms.resolution.value.x }, set: function(a) { this.uniforms.resolution.value.x = a } }), Object.defineProperty(c.Filter.prototype, "height", { get: function() { return this.uniforms.resolution.value.y }, set: function(a) { this.uniforms.resolution.value.y = a } }), c.Plugin = function(a, b) { void 0 === b && (b = null), this.game = a, this.parent = b, this.active = !1, this.visible = !1, this.hasPreUpdate = !1, this.hasUpdate = !1, this.hasPostUpdate = !1, this.hasRender = !1, this.hasPostRender = !1 }, c.Plugin.prototype = { preUpdate: function() {}, update: function() {}, render: function() {}, postRender: function() {}, destroy: function() { this.game = null, this.parent = null, this.active = !1, this.visible = !1 } }, c.Plugin.prototype.constructor = c.Plugin, c.PluginManager = function(a) { this.game = a, this.plugins = [], this._len = 0, this._i = 0 }, c.PluginManager.prototype = { add: function(a) { var b = Array.prototype.slice.call(arguments, 1), c = !1; return "function" == typeof a ? a = new a(this.game, this) : (a.game = this.game, a.parent = this), "function" == typeof a.preUpdate && (a.hasPreUpdate = !0, c = !0), "function" == typeof a.update && (a.hasUpdate = !0, c = !0), "function" == typeof a.postUpdate && (a.hasPostUpdate = !0, c = !0), "function" == typeof a.render && (a.hasRender = !0, c = !0), "function" == typeof a.postRender && (a.hasPostRender = !0, c = !0), c ? ((a.hasPreUpdate || a.hasUpdate || a.hasPostUpdate) && (a.active = !0), (a.hasRender || a.hasPostRender) && (a.visible = !0), this._len = this.plugins.push(a), "function" == typeof a.init && a.init.apply(a, b), a) : null }, remove: function(a, b) { for (void 0 === b && (b = !0), this._i = this._len; this._i--;) if (this.plugins[this._i] === a) return b && a.destroy(), this.plugins.splice(this._i, 1), void this._len-- }, removeAll: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].destroy(); this.plugins.length = 0, this._len = 0 }, preUpdate: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].active && this.plugins[this._i].hasPreUpdate && this.plugins[this._i].preUpdate() }, update: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].active && this.plugins[this._i].hasUpdate && this.plugins[this._i].update() }, postUpdate: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].active && this.plugins[this._i].hasPostUpdate && this.plugins[this._i].postUpdate() }, render: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].visible && this.plugins[this._i].hasRender && this.plugins[this._i].render() }, postRender: function() { for (this._i = this._len; this._i--;) this.plugins[this._i].visible && this.plugins[this._i].hasPostRender && this.plugins[this._i].postRender() }, destroy: function() { this.removeAll(), this.game = null } }, c.PluginManager.prototype.constructor = c.PluginManager, c.Stage = function(a) { this.game = a, PIXI.DisplayObjectContainer.call(this), this.name = "_stage_root", this.disableVisibilityChange = !1, this.exists = !0, this.worldTransform = new PIXI.Matrix, this.stage = this, this.currentRenderOrderID = 0, this._hiddenVar = "hidden", this._onChange = null, this._bgColor = { r: 0, g: 0, b: 0, a: 0, color: 0, rgba: "#000000" }, this.game.transparent || (this._bgColor.a = 1), a.config && this.parseConfig(a.config) }, c.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype), c.Stage.prototype.constructor = c.Stage, c.Stage.prototype.parseConfig = function(a) { a.disableVisibilityChange && (this.disableVisibilityChange = a.disableVisibilityChange), a.backgroundColor && this.setBackgroundColor(a.backgroundColor) }, c.Stage.prototype.boot = function() { c.DOM.getOffset(this.game.canvas, this.offset), c.Canvas.setUserSelect(this.game.canvas, "none"), c.Canvas.setTouchAction(this.game.canvas, "none"), this.checkVisibility() }, c.Stage.prototype.preUpdate = function() { this.currentRenderOrderID = 0; for (var a = 0; a < this.children.length;) { var b = this.children[a]; b.preUpdate(), this === b.parent && a++ } }, c.Stage.prototype.update = function() { for (var a = this.children.length; a--;) this.children[a].update() }, c.Stage.prototype.postUpdate = function() { this.game.camera.update(), this.game.camera.target && (this.game.camera.target.postUpdate(), this.updateTransform(), this.game.camera.updateTarget()); for (var a = 0; a < this.children.length; a++) this.children[a].postUpdate(); this.updateTransform() }, c.Stage.prototype.updateTransform = function() { this.worldAlpha = 1; for (var a = 0; a < this.children.length; a++) this.children[a].updateTransform() }, c.Stage.prototype.checkVisibility = function() { void 0 !== document.hidden ? this._hiddenVar = "visibilitychange" : void 0 !== document.webkitHidden ? this._hiddenVar = "webkitvisibilitychange" : void 0 !== document.mozHidden ? this._hiddenVar = "mozvisibilitychange" : void 0 !== document.msHidden ? this._hiddenVar = "msvisibilitychange" : this._hiddenVar = null; var a = this; this._onChange = function(b) { return a.visibilityChange(b) }, this._onClick = function(b) { document.hasFocus() || a.visibilityChange(b) }, this._hiddenVar && document.addEventListener(this._hiddenVar, this._onChange, !1), window.onblur = this._onChange, window.onfocus = this._onChange, window.onpagehide = this._onChange, window.onpageshow = this._onChange, window.addEventListener("click", this._onClick), this.game.device.cocoonJSApp && (CocoonJS.App.onSuspended.addEventListener(function() { c.Stage.prototype.visibilityChange.call(a, { type: "pause" }) }), CocoonJS.App.onActivated.addEventListener(function() { c.Stage.prototype.visibilityChange.call(a, { type: "resume" }) })) }, c.Stage.prototype.visibilityChange = function(a) { switch (a.type) { case "blur": case "pagehide": return void this.game.focusLoss(a); case "click": case "focus": case "pageshow": return void this.game.focusGain(a) } this.disableVisibilityChange || (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden || "pause" === a.type ? this.game.gamePaused(a) : this.game.gameResumed(a)) }, c.Stage.prototype.setBackgroundColor = function(a) { this.game.transparent || (c.Color.valueToColor(a, this._bgColor), c.Color.updateColor(this._bgColor), this._bgColor.r /= 255, this._bgColor.g /= 255, this._bgColor.b /= 255, this._bgColor.a = 1) }, c.Stage.prototype.destroy = function() { this._hiddenVar && document.removeEventListener(this._hiddenVar, this._onChange, !1), window.onpagehide = null, window.onpageshow = null, window.onblur = null, window.onfocus = null, window.removeEventListener("click", this._onClick) }, Object.defineProperty(c.Stage.prototype, "backgroundColor", { get: function() { return this._bgColor.color }, set: function(a) { this.setBackgroundColor(a) } }), Object.defineProperty(c.Stage.prototype, "smoothed", { get: function() { return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR }, set: function(a) { PIXI.scaleModes.DEFAULT = a ? PIXI.scaleModes.LINEAR : PIXI.scaleModes.NEAREST } }), c.Group = function(a, b, d, e, f, g) { void 0 === e && (e = !1), void 0 === f && (f = !1), void 0 === g && (g = c.Physics.ARCADE), this.game = a, void 0 === b && (b = a.world), this.name = d || "group", this.z = 0, PIXI.DisplayObjectContainer.call(this), e ? (this.game.stage.addChild(this), this.z = this.game.stage.children.length) : b && (b.addChild(this), this.z = b.children.length), this.type = c.GROUP, this.physicsType = c.GROUP, this.alive = !0, this.exists = !0, this.ignoreDestroy = !1, this.pendingDestroy = !1, this.classType = c.Sprite, this.cursor = null, this.inputEnableChildren = !1, this.onChildInputDown = new c.Signal, this.onChildInputUp = new c.Signal, this.onChildInputOver = new c.Signal, this.onChildInputOut = new c.Signal, this.enableBody = f, this.enableBodyDebug = !1, this.physicsBodyType = g, this.physicsSortDirection = null, this.onDestroy = new c.Signal, this.cursorIndex = 0, this.fixedToCamera = !1, this.cameraOffset = new c.Point, this.hash = [], this._sortProperty = "z" }, c.Group.prototype = Object.create(PIXI.DisplayObjectContainer.prototype), c.Group.prototype.constructor = c.Group, c.Group.RETURN_NONE = 0, c.Group.RETURN_TOTAL = 1, c.Group.RETURN_CHILD = 2, c.Group.RETURN_ALL = 3, c.Group.SORT_ASCENDING = -1, c.Group.SORT_DESCENDING = 1, c.Group.prototype.add = function(a, b, c) { return void 0 === b && (b = !1), a.parent === this ? a : (a.body && a.parent && a.parent.hash && a.parent.removeFromHash(a), void 0 === c ? (a.z = this.children.length, this.addChild(a)) : (this.addChildAt(a, c), this.updateZ()), this.enableBody && a.hasOwnProperty("body") && null === a.body ? this.game.physics.enable(a, this.physicsBodyType) : a.body && this.addToHash(a), !this.inputEnableChildren || a.input && !a.inputEnabled || (a.inputEnabled = !0), !b && a.events && a.events.onAddedToGroup$dispatch(a, this), null === this.cursor && (this.cursor = a), a) }, c.Group.prototype.addAt = function(a, b, c) { this.add(a, c, b) }, c.Group.prototype.addToHash = function(a) { if (a.parent === this) { if (-1 === this.hash.indexOf(a)) return this.hash.push(a), !0 } return !1 }, c.Group.prototype.removeFromHash = function(a) { if (a) { var b = this.hash.indexOf(a); if (-1 !== b) return this.hash.splice(b, 1), !0 } return !1 }, c.Group.prototype.addMultiple = function(a, b) { if (a instanceof c.Group) a.moveAll(this, b); else if (Array.isArray(a)) for (var d = 0; d < a.length; d++) this.add(a[d], b); return a }, c.Group.prototype.getAt = function(a) { return a < 0 || a >= this.children.length ? -1 : this.getChildAt(a) }, c.Group.prototype.create = function(a, b, c, d, e, f) { void 0 === e && (e = !0); var g = new this.classType(this.game, a, b, c, d); return g.exists = e, g.visible = e, g.alive = e, this.add(g, !1, f) }, c.Group.prototype.createMultiple = function(a, b, c, d) { void 0 === c && (c = 0), void 0 === d && (d = !1), Array.isArray(b) || (b = [b]), Array.isArray(c) || (c = [c]); var e = this, f = []; return b.forEach(function(b) { c.forEach(function(c) { for (var g = 0; g < a; g++) f.push(e.create(0, 0, b, c, d)) }) }), f }, c.Group.prototype.updateZ = function() { for (var a = this.children.length; a--;) this.children[a].z = a }; c.Group.prototype.align = function(a, b, d, e, f, g) { if (void 0 === f && (f = c.TOP_LEFT), void 0 === g && (g = 0), 0 === this.children.length || g > this.children.length || -1 === a && -1 === b) return !1; for (var h = new c.Rectangle(0, 0, d, e), i = a * d, j = b * e, k = g; k < this.children.length; k++) { var l = this.children[k]; if (l.alignIn) if (l.alignIn(h, f), -1 === a) h.y += e, h.y === j && (h.x += d, h.y = 0); else if (-1 === b) h.x += d, h.x === i && (h.x = 0, h.y += e); else if (h.x += d, h.x === i && (h.x = 0, h.y += e, h.y === j)) return !0 } return !0 }, c.Group.prototype.resetCursor = function(a) { if (void 0 === a && (a = 0), a > this.children.length - 1 && (a = 0), this.cursor) return this.cursorIndex = a, this.cursor = this.children[this.cursorIndex], this.cursor }, c.Group.prototype.next = function() { if (this.cursor) return this.cursorIndex >= this.children.length - 1 ? this.cursorIndex = 0 : this.cursorIndex++, this.cursor = this.children[this.cursorIndex], this.cursor }, c.Group.prototype.previous = function() { if (this.cursor) return 0 === this.cursorIndex ? this.cursorIndex = this.children.length - 1 : this.cursorIndex--, this.cursor = this.children[this.cursorIndex], this.cursor }, c.Group.prototype.swap = function(a, b) { this.swapChildren(a, b), this.updateZ() }, c.Group.prototype.bringToTop = function(a) { return a.parent === this && this.getIndex(a) < this.children.length && (this.remove(a, !1, !0), this.add(a, !0)), a }, c.Group.prototype.sendToBack = function(a) { return a.parent === this && this.getIndex(a) > 0 && (this.remove(a, !1, !0), this.addAt(a, 0, !0)), a }, c.Group.prototype.moveUp = function(a) { if (a.parent === this && this.getIndex(a) < this.children.length - 1) { var b = this.getIndex(a), c = this.getAt(b + 1); c && this.swap(a, c) } return a }, c.Group.prototype.moveDown = function(a) { if (a.parent === this && this.getIndex(a) > 0) { var b = this.getIndex(a), c = this.getAt(b - 1); c && this.swap(a, c) } return a }, c.Group.prototype.xy = function(a, b, c) { if (a < 0 || a > this.children.length) return -1; this.getChildAt(a).x = b, this.getChildAt(a).y = c }, c.Group.prototype.reverse = function() { this.children.reverse(), this.updateZ() }, c.Group.prototype.getIndex = function(a) { return this.children.indexOf(a) }, c.Group.prototype.getByName = function(a) { for (var b = 0; b < this.children.length; b++) if (this.children[b].name === a) return this.children[b]; return null }, c.Group.prototype.replace = function(a, b) { var d = this.getIndex(a); if (-1 !== d) return b.parent && (b.parent instanceof c.Group ? b.parent.remove(b) : b.parent.removeChild(b)), this.remove(a), this.addAt(b, d), a }, c.Group.prototype.hasProperty = function(a, b) { var c = b.length; return 1 === c && b[0] in a || (2 === c && b[0] in a && b[1] in a[b[0]] || (3 === c && b[0] in a && b[1] in a[b[0]] && b[2] in a[b[0]][b[1]] || 4 === c && b[0] in a && b[1] in a[b[0]] && b[2] in a[b[0]][b[1]] && b[3] in a[b[0]][b[1]][b[2]])) }, c.Group.prototype.setProperty = function(a, b, c, d, e) { if (void 0 === e && (e = !1), d = d || 0, !this.hasProperty(a, b) && (!e || d > 0)) return !1; var f = b.length; return 1 === f ? 0 === d ? a[b[0]] = c : 1 === d ? a[b[0]] += c : 2 === d ? a[b[0]] -= c : 3 === d ? a[b[0]] *= c : 4 === d && (a[b[0]] /= c) : 2 === f ? 0 === d ? a[b[0]][b[1]] = c : 1 === d ? a[b[0]][b[1]] += c : 2 === d ? a[b[0]][b[1]] -= c : 3 === d ? a[b[0]][b[1]] *= c : 4 === d && (a[b[0]][b[1]] /= c) : 3 === f ? 0 === d ? a[b[0]][b[1]][b[2]] = c : 1 === d ? a[b[0]][b[1]][b[2]] += c : 2 === d ? a[b[0]][b[1]][b[2]] -= c : 3 === d ? a[b[0]][b[1]][b[2]] *= c : 4 === d && (a[b[0]][b[1]][b[2]] /= c) : 4 === f && (0 === d ? a[b[0]][b[1]][b[2]][b[3]] = c : 1 === d ? a[b[0]][b[1]][b[2]][b[3]] += c : 2 === d ? a[b[0]][b[1]][b[2]][b[3]] -= c : 3 === d ? a[b[0]][b[1]][b[2]][b[3]] *= c : 4 === d && (a[b[0]][b[1]][b[2]][b[3]] /= c)), !0 }, c.Group.prototype.checkProperty = function(a, b, d, e) { return void 0 === e && (e = !1), !(!c.Utils.getProperty(a, b) && e) && c.Utils.getProperty(a, b) === d }, c.Group.prototype.set = function(a, b, c, d, e, f, g) { if (void 0 === g && (g = !1), b = b.split("."), void 0 === d && (d = !1), void 0 === e && (e = !1), (!1 === d || d && a.alive) && (!1 === e || e && a.visible)) return this.setProperty(a, b, c, f, g) }, c.Group.prototype.setAll = function(a, b, c, d, e, f) { void 0 === c && (c = !1), void 0 === d && (d = !1), void 0 === f && (f = !1), a = a.split("."), e = e || 0; for (var g = 0; g < this.children.length; g++)(!c || c && this.children[g].alive) && (!d || d && this.children[g].visible) && this.setProperty(this.children[g], a, b, e, f) }, c.Group.prototype.setAllChildren = function(a, b, d, e, f, g) { void 0 === d && (d = !1), void 0 === e && (e = !1), void 0 === g && (g = !1), f = f || 0; for (var h = 0; h < this.children.length; h++)(!d || d && this.children[h].alive) && (!e || e && this.children[h].visible) && (this.children[h] instanceof c.Group ? this.children[h].setAllChildren(a, b, d, e, f, g) : this.setProperty(this.children[h], a.split("."), b, f, g)) }, c.Group.prototype.checkAll = function(a, b, c, d, e) { void 0 === c && (c = !1), void 0 === d && (d = !1), void 0 === e && (e = !1); for (var f = 0; f < this.children.length; f++) if ((!c || c && this.children[f].alive) && (!d || d && this.children[f].visible) && !this.checkProperty(this.children[f], a, b, e)) return !1; return !0 }, c.Group.prototype.addAll = function(a, b, c, d) { this.setAll(a, b, c, d, 1) }, c.Group.prototype.subAll = function(a, b, c, d) { this.setAll(a, b, c, d, 2) }, c.Group.prototype.multiplyAll = function(a, b, c, d) { this.setAll(a, b, c, d, 3) }, c.Group.prototype.divideAll = function(a, b, c, d) { this.setAll(a, b, c, d, 4) }, c.Group.prototype.callAllExists = function(a, b) { var c; if (arguments.length > 2) { c = []; for (var d = 2; d < arguments.length; d++) c.push(arguments[d]) } for (var d = 0; d < this.children.length; d++) this.children[d].exists === b && this.children[d][a] && this.children[d][a].apply(this.children[d], c) }, c.Group.prototype.callbackFromArray = function(a, b, c) { if (1 === c) { if (a[b[0]]) return a[b[0]] } else if (2 === c) { if (a[b[0]][b[1]]) return a[b[0]][b[1]] } else if (3 === c) { if (a[b[0]][b[1]][b[2]]) return a[b[0]][b[1]][b[2]] } else if (4 === c) { if (a[b[0]][b[1]][b[2]][b[3]]) return a[b[0]][b[1]][b[2]][b[3]] } else if (a[b]) return a[b]; return !1 }, c.Group.prototype.callAll = function(a, b) { if (void 0 !== a) { a = a.split("."); var c = a.length; if (void 0 === b || null === b || "" === b) b = null; else if ("string" == typeof b) { b = b.split("."); var d = b.length } var e; if (arguments.length > 2) { e = []; for (var f = 2; f < arguments.length; f++) e.push(arguments[f]) } for (var g = null, h = null, f = 0; f < this.children.length; f++) g = this.callbackFromArray(this.children[f], a, c), b && g ? (h = this.callbackFromArray(this.children[f], b, d), g && g.apply(h, e)) : g && g.apply(this.children[f], e) } }, c.Group.prototype.preUpdate = function() { if (this.pendingDestroy) return this.destroy(), !1; if (!this.exists || !this.parent.exists) return this.renderOrderID = -1, !1; for (var a = 0; a < this.children.length; a++) this.children[a].preUpdate(); return !0 }, c.Group.prototype.update = function() { for (var a = this.children.length; a--;) this.children[a].update() }, c.Group.prototype.postUpdate = function() { this.fixedToCamera && (this.x = this.game.camera.view.x + this.cameraOffset.x, this.y = this.game.camera.view.y + this.cameraOffset.y); for (var a = 0; a < this.children.length; a++) this.children[a].postUpdate() }, c.Group.prototype.filter = function(a, b) { for (var d = -1, e = this.children.length, f = []; ++d < e;) { var g = this.children[d]; (!b || b && g.exists) && a(g, d, this.children) && f.push(g) } return new c.ArraySet(f) }, c.Group.prototype.forEach = function(a, b, c) { if (void 0 === c && (c = !1), arguments.length <= 3) for (var d = 0; d < this.children.length; d++)(!c || c && this.children[d].exists) && a.call(b, this.children[d]); else { for (var e = [null], d = 3; d < arguments.length; d++) e.push(arguments[d]); for (var d = 0; d < this.children.length; d++)(!c || c && this.children[d].exists) && (e[0] = this.children[d], a.apply(b, e)) } }, c.Group.prototype.forEachExists = function(a, b) { var d; if (arguments.length > 2) { d = [null]; for (var e = 2; e < arguments.length; e++) d.push(arguments[e]) } this.iterate("exists", !0, c.Group.RETURN_TOTAL, a, b, d) }, c.Group.prototype.forEachAlive = function(a, b) { var d; if (arguments.length > 2) { d = [null]; for (var e = 2; e < arguments.length; e++) d.push(arguments[e]) } this.iterate("alive", !0, c.Group.RETURN_TOTAL, a, b, d) }, c.Group.prototype.forEachDead = function(a, b) { var d; if (arguments.length > 2) { d = [null]; for (var e = 2; e < arguments.length; e++) d.push(arguments[e]) } this.iterate("alive", !1, c.Group.RETURN_TOTAL, a, b, d) }, c.Group.prototype.sort = function(a, b) { this.children.length < 2 || (void 0 === a && (a = "z"), void 0 === b && (b = c.Group.SORT_ASCENDING), this._sortProperty = a, b === c.Group.SORT_ASCENDING ? this.children.sort(this.ascendingSortHandler.bind(this)) : this.children.sort(this.descendingSortHandler.bind(this)), this.updateZ()) }, c.Group.prototype.customSort = function(a, b) { this.children.length < 2 || (this.children.sort(a.bind(b)), this.updateZ()) }, c.Group.prototype.ascendingSortHandler = function(a, b) { return a[this._sortProperty] < b[this._sortProperty] ? -1 : a[this._sortProperty] > b[this._sortProperty] ? 1 : a.z < b.z ? -1 : 1 }, c.Group.prototype.descendingSortHandler = function(a, b) { return a[this._sortProperty] < b[this._sortProperty] ? 1 : a[this._sortProperty] > b[this._sortProperty] ? -1 : 0 }, c.Group.prototype.iterate = function(a, b, d, e, f, g) { if (0 === this.children.length) { if (d === c.Group.RETURN_TOTAL) return 0; if (d === c.Group.RETURN_ALL) return [] } var h = 0; if (d === c.Group.RETURN_ALL) var i = []; for (var j = 0; j < this.children.length; j++) if (this.children[j][a] === b) { if (h++, e && (g ? (g[0] = this.children[j], e.apply(f, g)) : e.call(f, this.children[j])), d === c.Group.RETURN_CHILD) return this.children[j]; d === c.Group.RETURN_ALL && i.push(this.children[j]) } return d === c.Group.RETURN_TOTAL ? h : d === c.Group.RETURN_ALL ? i : null }, c.Group.prototype.getFirstExists = function(a, b, d, e, f, g) { void 0 === b && (b = !1), "boolean" != typeof a && (a = !0); var h = this.iterate("exists", a, c.Group.RETURN_CHILD); return null === h && b ? this.create(d, e, f, g) : this.resetChild(h, d, e, f, g) }, c.Group.prototype.getFirstAlive = function(a, b, d, e, f) { void 0 === a && (a = !1); var g = this.iterate("alive", !0, c.Group.RETURN_CHILD); return null === g && a ? this.create(b, d, e, f) : this.resetChild(g, b, d, e, f) }, c.Group.prototype.getFirstDead = function(a, b, d, e, f) { void 0 === a && (a = !1); var g = this.iterate("alive", !1, c.Group.RETURN_CHILD); return null === g && a ? this.create(b, d, e, f) : this.resetChild(g, b, d, e, f) }, c.Group.prototype.resetChild = function(a, b, c, d, e) { return null === a ? null : (void 0 === b && (b = null), void 0 === c && (c = null), null !== b && null !== c && a.reset(b, c), void 0 !== d && a.loadTexture(d, e), a) }, c.Group.prototype.getTop = function() { if (this.children.length > 0) return this.children[this.children.length - 1] }, c.Group.prototype.getBottom = function() { if (this.children.length > 0) return this.children[0] }, c.Group.prototype.getClosestTo = function(a, b, d) { for (var e = Number.MAX_VALUE, f = 0, g = null, h = 0; h < this.children.length; h++) { var i = this.children[h]; i.exists && (f = Math.abs(c.Point.distance(a, i))) < e && (!b || b.call(d, i, f)) && (e = f, g = i) } return g }, c.Group.prototype.getFurthestFrom = function(a, b, d) { for (var e = 0, f = 0, g = null, h = 0; h < this.children.length; h++) { var i = this.children[h]; i.exists && (f = Math.abs(c.Point.distance(a, i))) > e && (!b || b.call(d, i, f)) && (e = f, g = i) } return g }, c.Group.prototype.countLiving = function() { return this.iterate("alive", !0, c.Group.RETURN_TOTAL) }, c.Group.prototype.countDead = function() { return this.iterate("alive", !1, c.Group.RETURN_TOTAL) }, c.Group.prototype.getRandom = function(a, b) { return void 0 === a && (a = 0), void 0 === b && (b = this.children.length), 0 === b ? null : c.ArrayUtils.getRandomItem(this.children, a, b) }, c.Group.prototype.getRandomExists = function(a, b) { var c = this.getAll("exists", !0, a, b); return this.game.rnd.pick(c) }, c.Group.prototype.getAll = function(a, b, c, d) { void 0 === c && (c = 0), void 0 === d && (d = this.children.length); for (var e = [], f = c; f < d; f++) { var g = this.children[f]; a && g[a] === b && e.push(g) } return e }, c.Group.prototype.remove = function(a, b, c) { if (void 0 === b && (b = !1), void 0 === c && (c = !1), 0 === this.children.length || -1 === this.children.indexOf(a)) return !1; c || !a.events || a.destroyPhase || a.events.onRemovedFromGroup$dispatch(a, this); var d = this.removeChild(a); return this.removeFromHash(a), this.updateZ(), this.cursor === a && this.next(), b && d && d.destroy(!0), !0 }, c.Group.prototype.moveAll = function(a, b) { if (void 0 === b && (b = !1), this.children.length > 0 && a instanceof c.Group) { do { a.add(this.children[0], b) } while (this.children.length > 0); this.hash = [], this.cursor = null } return a }, c.Group.prototype.removeAll = function(a, b, c) { if (void 0 === a && (a = !1), void 0 === b && (b = !1), void 0 === c && (c = !1), 0 !== this.children.length) { do {!b && this.children[0].events && this.children[0].events.onRemovedFromGroup$dispatch(this.children[0], this); var d = this.removeChild(this.children[0]); this.removeFromHash(d), a && d && d.destroy(!0, c) } while (this.children.length > 0); this.hash = [], this.cursor = null } }, c.Group.prototype.removeBetween = function(a, b, c, d) { if (void 0 === b && (b = this.children.length - 1), void 0 === c && (c = !1), void 0 === d && (d = !1), 0 !== this.children.length) { if (a > b || a < 0 || b > this.children.length) return !1; for (var e = b; e >= a;) {!d && this.children[e].events && this.children[e].events.onRemovedFromGroup$dispatch(this.children[e], this); var f = this.removeChild(this.children[e]); this.removeFromHash(f), c && f && f.destroy(!0), this.cursor === this.children[e] && (this.cursor = null), e-- } this.updateZ() } }, c.Group.prototype.destroy = function(a, b) { null === this.game || this.ignoreDestroy || (void 0 === a && (a = !0), void 0 === b && (b = !1), this.onDestroy.dispatch(this, a, b), this.removeAll(a), this.cursor = null, this.filters = null, this.pendingDestroy = !1, b || (this.parent && this.parent.removeChild(this), this.game = null, this.exists = !1)) }, Object.defineProperty(c.Group.prototype, "total", { get: function() { return this.iterate("exists", !0, c.Group.RETURN_TOTAL) } }), Object.defineProperty(c.Group.prototype, "length", { get: function() { return this.children.length } }), Object.defineProperty(c.Group.prototype, "angle", { get: function() { return c.Math.radToDeg(this.rotation) }, set: function(a) { this.rotation = c.Math.degToRad(a) } }), Object.defineProperty(c.Group.prototype, "centerX", { get: function() { return this.getBounds(this.parent).centerX }, set: function(a) { var b = this.getBounds(this.parent), c = this.x - b.x; this.x = a + c - b.halfWidth } }), Object.defineProperty(c.Group.prototype, "centerY", { get: function() { return this.getBounds(this.parent).centerY }, set: function(a) { var b = this.getBounds(this.parent), c = this.y - b.y; this.y = a + c - b.halfHeight } }), Object.defineProperty(c.Group.prototype, "left", { get: function() { return this.getBounds(this.parent).left }, set: function(a) { var b = this.getBounds(this.parent), c = this.x - b.x; this.x = a + c } }), Object.defineProperty(c.Group.prototype, "right", { get: function() { return this.getBounds(this.parent).right }, set: function(a) { var b = this.getBounds(this.parent), c = this.x - b.x; this.x = a + c - b.width } }), Object.defineProperty(c.Group.prototype, "top", { get: function() { return this.getBounds(this.parent).top }, set: function(a) { var b = this.getBounds(this.parent), c = this.y - b.y; this.y = a + c } }), Object.defineProperty(c.Group.prototype, "bottom", { get: function() { return this.getBounds(this.parent).bottom }, set: function(a) { var b = this.getBounds(this.parent), c = this.y - b.y; this.y = a + c - b.height } }), c.World = function(a) { c.Group.call(this, a, null, "__world", !1), this.bounds = new c.Rectangle(0, 0, a.width, a.height), this.camera = null, this._definedSize = !1, this._width = a.width, this._height = a.height, this.game.state.onStateChange.add(this.stateChange, this) }, c.World.prototype = Object.create(c.Group.prototype), c.World.prototype.constructor = c.World, c.World.prototype.boot = function() { this.camera = new c.Camera(this.game, 0, 0, 0, this.game.width, this.game.height), this.game.stage.addChild(this), this.camera.boot() }, c.World.prototype.stateChange = function() { this.x = 0, this.y = 0, this.camera.reset() }, c.World.prototype.setBounds = function(a, b, c, d) { this._definedSize = !0, this._width = c, this._height = d, this.bounds.setTo(a, b, c, d), this.x = a, this.y = b, this.camera.bounds && this.camera.bounds.setTo(a, b, Math.max(c, this.game.width), Math.max(d, this.game.height)), this.game.physics.setBoundsToWorld() }, c.World.prototype.resize = function(a, b) { this._definedSize && (a < this._width && (a = this._width), b < this._height && (b = this._height)), this.bounds.width = a, this.bounds.height = b, this.game.camera.setBoundsToWorld(), this.game.physics.setBoundsToWorld() }, c.World.prototype.shutdown = function() { this.destroy(!0, !0) }, c.World.prototype.wrap = function(a, b, c, d, e) { void 0 === b && (b = 0), void 0 === c && (c = !1), void 0 === d && (d = !0), void 0 === e && (e = !0), c ? (a.getBounds(), d && (a.x + a._currentBounds.width < this.bounds.x ? a.x = this.bounds.right : a.x > this.bounds.right && (a.x = this.bounds.left)), e && (a.y + a._currentBounds.height < this.bounds.top ? a.y = this.bounds.bottom : a.y > this.bounds.bottom && (a.y = this.bounds.top))) : (d && a.x + b < this.bounds.x ? a.x = this.bounds.right + b : d && a.x - b > this.bounds.right && (a.x = this.bounds.left - b), e && a.y + b < this.bounds.top ? a.y = this.bounds.bottom + b : e && a.y - b > this.bounds.bottom && (a.y = this.bounds.top - b)) }, Object.defineProperty(c.World.prototype, "width", { get: function() { return this.bounds.width }, set: function(a) { a < this.game.width && (a = this.game.width), this.bounds.width = a, this._width = a, this._definedSize = !0 } }), Object.defineProperty(c.World.prototype, "height", { get: function() { return this.bounds.height }, set: function(a) { a < this.game.height && (a = this.game.height), this.bounds.height = a, this._height = a, this._definedSize = !0 } }), Object.defineProperty(c.World.prototype, "centerX", { get: function() { return this.bounds.halfWidth + this.bounds.x } }), Object.defineProperty(c.World.prototype, "centerY", { get: function() { return this.bounds.halfHeight + this.bounds.y } }), Object.defineProperty(c.World.prototype, "randomX", { get: function() { return this.bounds.x < 0 ? this.game.rnd.between(this.bounds.x, this.bounds.width - Math.abs(this.bounds.x)) : this.game.rnd.between(this.bounds.x, this.bounds.width) } }), Object.defineProperty(c.World.prototype, "randomY", { get: function() { return this.bounds.y < 0 ? this.game.rnd.between(this.bounds.y, this.bounds.height - Math.abs(this.bounds.y)) : this.game.rnd.between(this.bounds.y, this.bounds.height) } }), c.Game = function(a, b, d, e, f, g, h, i) { return this.id = c.GAMES.push(this) - 1, this.config = null, this.physicsConfig = i, this.parent = "", this.width = 800, this.height = 600, this.resolution = 1, this._width = 800, this._height = 600, this.transparent = !1, this.antialias = !0, this.preserveDrawingBuffer = !1, this.clearBeforeRender = !0, this.renderer = null, this.renderType = c.AUTO, this.state = null, this.isBooted = !1, this.isRunning = !1, this.raf = null, this.add = null, this.make = null, this.cache = null, this.input = null, this.load = null, this.math = null, this.net = null, this.scale = null, this.sound = null, this.stage = null, this.time = null, this.tweens = null, this.world = null, this.physics = null, this.plugins = null, this.rnd = null, this.device = c.Device, this.camera = null, this.canvas = null, this.context = null, this.debug = null, this.particles = null, this.create = null, this.lockRender = !1, this.stepping = !1, this.pendingStep = !1, this.stepCount = 0, this.onPause = null, this.onResume = null, this.onBlur = null, this.onFocus = null, this._paused = !1, this._codePaused = !1, this.currentUpdateID = 0, this.updatesThisFrame = 1, this._deltaTime = 0, this._lastCount = 0, this._spiraling = 0, this._kickstart = !0, this.fpsProblemNotifier = new c.Signal, this.forceSingleUpdate = !0, this._nextFpsNotification = 0, 1 === arguments.length && "object" == typeof arguments[0] ? this.parseConfig(arguments[0]) : (this.config = { enableDebug: !0 }, void 0 !== a && (this._width = a), void 0 !== b && (this._height = b), void 0 !== d && (this.renderType = d), void 0 !== e && (this.parent = e), void 0 !== g && (this.transparent = g), void 0 !== h && (this.antialias = h), this.rnd = new c.RandomDataGenerator([(Date.now() * Math.random()).toString()]), this.state = new c.StateManager(this, f)), this.device.whenReady(this.boot, this), this }, c.Game.prototype = { parseConfig: function(a) { this.config = a, void 0 === a.enableDebug && (this.config.enableDebug = !0), a.width && (this._width = a.width), a.height && (this._height = a.height), a.renderer && (this.renderType = a.renderer), a.parent && (this.parent = a.parent), void 0 !== a.transparent && (this.transparent = a.transparent), void 0 !== a.antialias && (this.antialias = a.antialias), a.resolution && (this.resolution = a.resolution), void 0 !== a.preserveDrawingBuffer && (this.preserveDrawingBuffer = a.preserveDrawingBuffer), a.physicsConfig && (this.physicsConfig = a.physicsConfig); var b = [(Date.now() * Math.random()).toString()]; a.seed && (b = a.seed), this.rnd = new c.RandomDataGenerator(b); var d = null; a.state && (d = a.state), this.state = new c.StateManager(this, d) }, boot: function() { this.isBooted || (this.onPause = new c.Signal, this.onResume = new c.Signal, this.onBlur = new c.Signal, this.onFocus = new c.Signal, this.isBooted = !0, PIXI.game = this, this.math = c.Math, this.scale = new c.ScaleManager(this, this._width, this._height), this.stage = new c.Stage(this), this.setUpRenderer(), this.world = new c.World(this), this.add = new c.GameObjectFactory(this), this.make = new c.GameObjectCreator(this), this.cache = new c.Cache(this), this.load = new c.Loader(this), this.time = new c.Time(this), this.tweens = new c.TweenManager(this), this.input = new c.Input(this), this.sound = new c.SoundManager(this), this.physics = new c.Physics(this, this.physicsConfig), this.particles = new c.Particles(this), this.create = new c.Create(this), this.plugins = new c.PluginManager(this), this.net = new c.Net(this), this.time.boot(), this.stage.boot(), this.world.boot(), this.scale.boot(), this.input.boot(), this.sound.boot(), this.state.boot(), this.config.enableDebug ? (this.debug = new c.Utils.Debug(this), this.debug.boot()) : this.debug = { preUpdate: function() {}, update: function() {}, reset: function() {} }, this.showDebugHeader(), this.isRunning = !0, this.config && this.config.forceSetTimeOut ? this.raf = new c.RequestAnimationFrame(this, this.config.forceSetTimeOut) : this.raf = new c.RequestAnimationFrame(this, !1), this._kickstart = !0, window.focus && (!window.PhaserGlobal || window.PhaserGlobal && !window.PhaserGlobal.stopFocus) && window.focus(), this.raf.start()) }, showDebugHeader: function() { if (!window.PhaserGlobal || !window.PhaserGlobal.hideBanner) { var a = c.VERSION, b = "Canvas", d = "HTML Audio", e = 1; if (this.renderType === c.WEBGL ? (b = "WebGL", e++) : this.renderType === c.HEADLESS && (b = "Headless"), this.device.webAudio && (d = "WebAudio", e++), this.device.chrome) { for (var f = ["%c %c %c @azerion/phaser v" + a + " | Pixi.js | " + b + " | " + d + " %c %c %c https://github.com/azerion / https://www.azerion.com %c♥%c♥%c♥", "background: #7ab3eb", "background: #378ce1", "color: #ffffff; background: #207cd8;", "background: #378ce1", "background: #7ab3eb", "background: #ffffff"], g = 0; g < 3; g++) g < e ? f.push("color: #ff2424; background: #fff") : f.push("color: #959595; background: #fff"); console.log.apply(console, f) } else window.console && console.log("@azerion/phaser v" + a + " | Pixi.js " + PIXI.VERSION + " | " + b + " | " + d + " | https://github.com/azerion / https://www.azerion.com") } }, setUpRenderer: function() { if (this.config.canvas ? this.canvas = this.config.canvas : this.canvas = c.Canvas.create(this, this.width, this.height, this.config.canvasID, !0), this.config.canvasStyle ? this.canvas.style = this.config.canvasStyle : this.canvas.style["-webkit-full-screen"] = "width: 100%; height: 100%", this.renderType === c.HEADLESS || this.renderType === c.CANVAS || this.renderType === c.AUTO && !this.device.webGL) { if (!this.device.canvas) throw new Error("Phaser.Game - Cannot create Canvas or WebGL context, aborting."); this.renderType = c.CANVAS, this.renderer = new PIXI.CanvasRenderer(this), this.context = this.renderer.context } else this.renderType = c.WEBGL, this.renderer = new PIXI.WebGLRenderer(this), this.context = null, this.canvas.addEventListener("webglcontextlost", this.contextLost.bind(this), !1), this.canvas.addEventListener("webglcontextrestored", this.contextRestored.bind(this), !1); this.device.cocoonJS && (this.canvas.screencanvas = this.renderType === c.CANVAS), this.renderType !== c.HEADLESS && (this.stage.smoothed = this.antialias, c.Canvas.addToDOM(this.canvas, this.parent, !1), c.Canvas.setTouchAction(this.canvas)) }, contextLost: function(a) { a.preventDefault(), this.renderer.contextLost = !0 }, contextRestored: function() { this.renderer.initContext(), this.cache.clearGLTextures(), this.renderer.contextLost = !1 }, update: function(a) { if (this.time.update(a), this._kickstart) return this.updateLogic(this.time.desiredFpsMult), this.updateRender(this.time.slowMotion * this.time.desiredFps), void(this._kickstart = !1); if (this._spiraling > 1 && !this.forceSingleUpdate) this.time.time > this._nextFpsNotification && (this._nextFpsNotification = this.time.time + 1e4, this.fpsProblemNotifier.dispatch()), this._deltaTime = 0, this._spiraling = 0, this.updateRender(this.time.slowMotion * this.time.desiredFps); else { var b = 1e3 * this.time.slowMotion / this.time.desiredFps; this._deltaTime += Math.max(Math.min(3 * b, this.time.elapsed), 0); var c = 0; for (this.updatesThisFrame = Math.floor(this._deltaTime / b), this.forceSingleUpdate && (this.updatesThisFrame = Math.min(1, this.updatesThisFrame)); this._deltaTime >= b && (this._deltaTime -= b, this.currentUpdateID = c, this.updateLogic(this.time.desiredFpsMult), c++, !this.forceSingleUpdate || 1 !== c);) this.time.refresh(); c > this._lastCount ? this._spiraling++ : c < this._lastCount && (this._spiraling = 0), this._lastCount = c, this.updateRender(this._deltaTime / b) } }, updateLogic: function(a) { this._paused || this.pendingStep ? (this.scale.pauseUpdate(), this.state.pauseUpdate(), this.debug.preUpdate()) : (this.stepping && (this.pendingStep = !0), this.scale.preUpdate(), this.debug.preUpdate(), this.camera.preUpdate(), this.physics.preUpdate(), this.state.preUpdate(a), this.plugins.preUpdate(a), this.stage.preUpdate(), this.state.update(), this.stage.update(), this.tweens.update(), this.sound.update(), this.input.update(), this.physics.update(), this.particles.update(), this.plugins.update(), this.stage.postUpdate(), this.plugins.postUpdate()), this.stage.updateTransform() }, updateRender: function(a) { this.lockRender || (this.state.preRender(a), this.renderType !== c.HEADLESS && (this.renderer.render(this.stage), this.plugins.render(a), this.state.render(a)), this.plugins.postRender(a)) }, enableStep: function() { this.stepping = !0, this.pendingStep = !1, this.stepCount = 0 }, disableStep: function() { this.stepping = !1, this.pendingStep = !1 }, step: function() { this.pendingStep = !1, this.stepCount++ }, destroy: function() { this.raf.stop(), this.state.destroy(), this.sound.destroy(), this.scale.destroy(), this.stage.destroy(), this.input.destroy(), this.physics.destroy(), this.plugins.destroy(), this.state = null, this.sound = null, this.scale = null, this.stage = null, this.input = null, this.physics = null, this.plugins = null, this.cache = null, this.load = null, this.time = null, this.world = null, this.isBooted = !1, this.renderer.destroy(!1), c.Canvas.removeFromDOM(this.canvas), PIXI.defaultRenderer = null, c.GAMES[this.id] = null }, gamePaused: function(a) { this._paused || (this._paused = !0, this.time.gamePaused(), this.sound.muteOnPause && this.sound.setMute(), this.onPause.dispatch(a), this.device.cordova && this.device.iOS && (this.lockRender = !0)) }, gameResumed: function(a) { this._paused && !this._codePaused && (this._paused = !1, this.time.gameResumed(), this.input.reset(), this.sound.muteOnPause && this.sound.unsetMute(), this.onResume.dispatch(a), this.device.cordova && this.device.iOS && (this.lockRender = !1)) }, focusLoss: function(a) { this.onBlur.dispatch(a), this.stage.disableVisibilityChange || this.gamePaused(a) }, focusGain: function(a) { this.onFocus.dispatch(a), this.stage.disableVisibilityChange || this.gameResumed(a) } }, c.Game.prototype.constructor = c.Game, Object.defineProperty(c.Game.prototype, "paused", { get: function() { return this._paused }, set: function(a) {!0 === a ? (!1 === this._paused && (this._paused = !0, this.sound.setMute(), this.time.gamePaused(), this.onPause.dispatch(this)), this._codePaused = !0) : (this._paused && (this._paused = !1, this.input.reset(), this.sound.unsetMute(), this.time.gameResumed(), this.onResume.dispatch(this)), this._codePaused = !1) } }), c.Input = function(a) { this.game = a, this.hitCanvas = null, this.hitContext = null, this.moveCallbacks = [], this.customCandidateHandler = null, this.customCandidateHandlerContext = null, this.pollRate = 0, this.enabled = !0, this.multiInputOverride = c.Input.MOUSE_TOUCH_COMBINE, this.position = null, this.speed = null, this.circle = null, this.scale = null, this.maxPointers = -1, this.tapRate = 200, this.doubleTapRate = 300, this.holdRate = 2e3, this.justPressedRate = 200, this.justReleasedRate = 200, this.recordPointerHistory = !1, this.recordRate = 100, this.recordLimit = 100, this.pointer1 = null, this.pointer2 = null, this.pointer3 = null, this.pointer4 = null, this.pointer5 = null, this.pointer6 = null, this.pointer7 = null, this.pointer8 = null, this.pointer9 = null, this.pointer10 = null, this.pointers = [], this.activePointer = null, this.mousePointer = null, this.mouse = null, this.keyboard = null, this.touch = null, this.mspointer = null, this.gamepad = null, this.resetLocked = !1, this.onDown = null, this.onUp = null, this.onTap = null, this.onHold = null, this.minPriorityID = 0, this.interactiveItems = new c.ArraySet, this._localPoint = new c.Point, this._pollCounter = 0, this._oldPosition = null, this._x = 0, this._y = 0 }, c.Input.MOUSE_OVERRIDES_TOUCH = 0, c.Input.TOUCH_OVERRIDES_MOUSE = 1, c.Input.MOUSE_TOUCH_COMBINE = 2, c.Input.MAX_POINTERS = 10, c.Input.prototype = { boot: function() { this.mousePointer = new c.Pointer(this.game, 0, c.PointerMode.CURSOR), this.addPointer(), this.addPointer(), this.mouse = new c.Mouse(this.game), this.touch = new c.Touch(this.game), this.mspointer = new c.MSPointer(this.game), c.Keyboard && (this.keyboard = new c.Keyboard(this.game)), c.Gamepad && (this.gamepad = new c.Gamepad(this.game)), this.onDown = new c.Signal, this.onUp = new c.Signal, this.onTap = new c.Signal, this.onHold = new c.Signal, this.scale = new c.Point(1, 1), this.speed = new c.Point, this.position = new c.Point, this._oldPosition = new c.Point, this.circle = new c.Circle(0, 0, 45), this.activePointer = this.mousePointer, this.hitCanvas = PIXI.CanvasPool.create(this, 1, 1), this.hitContext = this.hitCanvas.getContext("2d"), this.game.device.mspointer ? this.mspointer.start() : this.game.device.touch && this.touch.start(), this.mspointer.active || this.mouse.start(), this.mousePointer.active = !0, this.keyboard && this.keyboard.start(); var a = this; this._onClickTrampoline = function(b) { a.onClickTrampoline(b) }, this.game.canvas.addEventListener("click", this._onClickTrampoline, !1) }, destroy: function() { this.mouse.stop(), this.touch.stop(), this.mspointer.stop(), this.keyboard && this.keyboard.stop(), this.gamepad && this.gamepad.stop(), this.moveCallbacks = [], PIXI.CanvasPool.remove(this), this.game.canvas.removeEventListener("click", this._onClickTrampoline) }, setInteractiveCandidateHandler: function(a, b) { this.customCandidateHandler = a, this.customCandidateHandlerContext = b }, addMoveCallback: function(a, b) { this.moveCallbacks.push({ callback: a, context: b }) }, deleteMoveCallback: function(a, b) { for (var c = this.moveCallbacks.length; c--;) if (this.moveCallbacks[c].callback === a && this.moveCallbacks[c].context === b) return void this.moveCallbacks.splice(c, 1) }, addPointer: function() { if (this.pointers.length >= c.Input.MAX_POINTERS) return console.warn("Phaser.Input.addPointer: Maximum limit of " + c.Input.MAX_POINTERS + " pointers reached."), null; var a = this.pointers.length + 1, b = new c.Pointer(this.game, a, c.PointerMode.TOUCH); return this.pointers.push(b), this["pointer" + a] = b, b }, update: function() { if (this.keyboard && this.keyboard.update(), this.pollRate > 0 && this._pollCounter < this.pollRate) return void this._pollCounter++; this.speed.x = this.position.x - this._oldPosition.x, this.speed.y = this.position.y - this._oldPosition.y, this._oldPosition.copyFrom(this.position), this.mousePointer.update(), this.gamepad && this.gamepad.active && this.gamepad.update(); for (var a = 0; a < this.pointers.length; a++) this.pointers[a].update(); this._pollCounter = 0 }, reset: function(a) { if (this.game.isBooted && !this.resetLocked) { void 0 === a && (a = !1), this.mousePointer.reset(), this.keyboard && this.keyboard.reset(a), this.gamepad && this.gamepad.reset(); for (var b = 0; b < this.pointers.length; b++) this.pointers[b].reset(); "none" !== this.game.canvas.style.cursor && (this.game.canvas.style.cursor = "inherit"), a && (this.onDown.dispose(), this.onUp.dispose(), this.onTap.dispose(), this.onHold.dispose(), this.onDown = new c.Signal, this.onUp = new c.Signal, this.onTap = new c.Signal, this.onHold = new c.Signal, this.moveCallbacks = []), this._pollCounter = 0 } }, resetSpeed: function(a, b) { this._oldPosition.setTo(a, b), this.speed.setTo(0, 0) }, startPointer: function(a) { if (this.maxPointers >= 0 && this.countActivePointers(this.maxPointers) >= this.maxPointers) return null; if (!this.pointer1.active) return this.pointer1.start(a); if (!this.pointer2.active) return this.pointer2.start(a); for (var b = 2; b < this.pointers.length; b++) { var c = this.pointers[b]; if (!c.active) return c.start(a) } return null }, updatePointer: function(a) { if (this.pointer1.active && this.pointer1.identifier === a.identifier) return this.pointer1.move(a); if (this.pointer2.active && this.pointer2.identifier === a.identifier) return this.pointer2.move(a); for (var b = 2; b < this.pointers.length; b++) { var c = this.pointers[b]; if (c.active && c.identifier === a.identifier) return c.move(a) } return null }, stopPointer: function(a) { if (this.pointer1.active && this.pointer1.identifier === a.identifier) return this.pointer1.stop(a); if (this.pointer2.active && this.pointer2.identifier === a.identifier) return this.pointer2.stop(a); for (var b = 2; b < this.pointers.length; b++) { var c = this.pointers[b]; if (c.active && c.identifier === a.identifier) return c.stop(a) } return null }, countActivePointers: function(a) { void 0 === a && (a = this.pointers.length); for (var b = a, c = 0; c < this.pointers.length && b > 0; c++) { this.pointers[c].active && b-- } return a - b }, getPointer: function(a) { void 0 === a && (a = !1); for (var b = 0; b < this.pointers.length; b++) { var c = this.pointers[b]; if (c.active === a) return c } return null }, getPointerFromIdentifier: function(a) { for (var b = 0; b < this.pointers.length; b++) { var c = this.pointers[b]; if (c.identifier === a) return c } return null }, getPointerFromId: function(a) { for (var b = 0; b < this.pointers.length; b++) { var c = this.pointers[b]; if (c.pointerId === a) return c } return null }, getLocalPosition: function(a, b, d) { void 0 === d && (d = new c.Point); var e = a.worldTransform, f = 1 / (e.a * e.d + e.c * -e.b); return d.setTo(e.d * f * b.x + -e.c * f * b.y + (e.ty * e.c - e.tx * e.d) * f, e.a * f * b.y + -e.b * f * b.x + (-e.ty * e.a + e.tx * e.b) * f) }, hitTest: function(a, b, d) { if (!a.worldVisible) return !1; if (this.getLocalPosition(a, b, this._localPoint), d.copyFrom(this._localPoint), a.hitArea && a.hitArea.contains) return a.hitArea.contains(this._localPoint.x, this._localPoint.y); if (a instanceof c.TileSprite) { var e = a.width, f = a.height, g = -e * a.anchor.x; if (this._localPoint.x >= g && this._localPoint.x < g + e) { var h = -f * a.anchor.y; if (this._localPoint.y >= h && this._localPoint.y < h + f) return !0 } } else if (a instanceof PIXI.Sprite) { var e = a.texture.frame.width, f = a.texture.frame.height, g = -e * a.anchor.x; if (this._localPoint.x >= g && this._localPoint.x < g + e) { var h = -f * a.anchor.y; if (this._localPoint.y >= h && this._localPoint.y < h + f) return !0 } } else if (c.Graphics && a instanceof c.Graphics) for (var i = 0; i < a.graphicsData.length; i++) { var j = a.graphicsData[i]; if (j.fill && (j.shape && j.shape.contains(this._localPoint.x, this._localPoint.y))) return !0 } for (var i = 0; i < a.children.length; i++) if (this.hitTest(a.children[i], b, d)) return !0; return !1 }, onClickTrampoline: function() { this.activePointer.processClickTrampolines() } }, c.Input.prototype.constructor = c.Input, Object.defineProperty(c.Input.prototype, "x", { get: function() { return this._x }, set: function(a) { this._x = Math.floor(a) } }), Object.defineProperty(c.Input.prototype, "y", { get: function() { return this._y }, set: function(a) { this._y = Math.floor(a) } }), Object.defineProperty(c.Input.prototype, "pollLocked", { get: function() { return this.pollRate > 0 && this._pollCounter < this.pollRate } }), Object.defineProperty(c.Input.prototype, "totalInactivePointers", { get: function() { return this.pointers.length - this.countActivePointers() } }), Object.defineProperty(c.Input.prototype, "totalActivePointers", { get: function() { return this.countActivePointers() } }), Object.defineProperty(c.Input.prototype, "worldX", { get: function() { return this.game.camera.view.x + this.x } }), Object.defineProperty(c.Input.prototype, "worldY", { get: function() { return this.game.camera.view.y + this.y } }), c.Mouse = function(a) { this.game = a, this.input = a.input, this.callbackContext = this.game, this.mouseDownCallback = null, this.mouseUpCallback = null, this.mouseOutCallback = null, this.mouseOverCallback = null, this.mouseWheelCallback = null, this.capture = !1, this.button = -1, this.wheelDelta = 0, this.enabled = !0, this.locked = !1, this.stopOnGameOut = !1, this.pointerLock = new c.Signal, this.event = null, this._onMouseDown = null, this._onMouseMove = null, this._onMouseUp = null, this._onMouseOut = null, this._onMouseOver = null, this._onMouseWheel = null, this._wheelEvent = null }, c.Mouse.NO_BUTTON = -1, c.Mouse.LEFT_BUTTON = 0, c.Mouse.MIDDLE_BUTTON = 1, c.Mouse.RIGHT_BUTTON = 2, c.Mouse.BACK_BUTTON = 3, c.Mouse.FORWARD_BUTTON = 4, c.Mouse.WHEEL_UP = 1, c.Mouse.WHEEL_DOWN = -1, c.Mouse.prototype = { start: function() { if ((!this.game.device.android || !1 !== this.game.device.chrome) && null === this._onMouseDown) { var b = this; this._onMouseDown = function(a) { return b.onMouseDown(a) }, this._onMouseMove = function(a) { return b.onMouseMove(a) }, this._onMouseUp = function(a) { return b.onMouseUp(a) }, this._onMouseUpGlobal = function(a) { return b.onMouseUpGlobal(a) }, this._onMouseOutGlobal = function(a) { return b.onMouseOutGlobal(a) }, this._onMouseOut = function(a) { return b.onMouseOut(a) }, this._onMouseOver = function(a) { return b.onMouseOver(a) }, this._onMouseWheel = function(a) { return b.onMouseWheel(a) }; var c = this.game.canvas; c.addEventListener("mousedown", this._onMouseDown, !0), c.addEventListener("mousemove", this._onMouseMove, !0), c.addEventListener("mouseup", this._onMouseUp, !0), this.game.device.cocoonJS || (window.addEventListener("mouseup", this._onMouseUpGlobal, !0), window.addEventListener("mouseout", this._onMouseOutGlobal, !0), c.addEventListener("mouseover", this._onMouseOver, !0), c.addEventListener("mouseout", this._onMouseOut, !0)); var d = this.game.device.wheelEvent; d && (c.addEventListener(d, this._onMouseWheel, !0), "mousewheel" === d ? this._wheelEvent = new a(-.025, 1) : "DOMMouseScroll" === d && (this._wheelEvent = new a(1, 1))) } }, onMouseDown: function(a) { this.event = a, this.capture && a.preventDefault(), this.mouseDownCallback && this.mouseDownCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = 0, this.input.mousePointer.start(a)) }, onMouseMove: function(a) { this.event = a, this.capture && a.preventDefault(), this.mouseMoveCallback && this.mouseMoveCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = 0, this.input.mousePointer.move(a)) }, onMouseUp: function(a) { this.event = a, this.capture && a.preventDefault(), this.mouseUpCallback && this.mouseUpCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = 0, this.input.mousePointer.stop(a)) }, onMouseUpGlobal: function(a) { this.input.mousePointer.withinGame || (this.mouseUpCallback && this.mouseUpCallback.call(this.callbackContext, a), a.identifier = 0, this.input.mousePointer.stop(a)) }, onMouseOutGlobal: function(a) { this.event = a, this.capture && a.preventDefault(), this.input.mousePointer.withinGame = !1, this.input.enabled && this.enabled && (this.input.mousePointer.stop(a), this.input.mousePointer.leftButton.stop(a), this.input.mousePointer.rightButton.stop(a)) }, onMouseOut: function(a) { this.event = a, this.capture && a.preventDefault(), this.input.mousePointer.withinGame = !1, this.mouseOutCallback && this.mouseOutCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && this.stopOnGameOut && (a.identifier = 0, this.input.mousePointer.stop(a)) }, onMouseOver: function(a) { this.event = a, this.capture && a.preventDefault(), this.input.mousePointer.withinGame = !0, this.mouseOverCallback && this.mouseOverCallback.call(this.callbackContext, a) }, onMouseWheel: function(a) { this._wheelEvent && (a = this._wheelEvent.bindEvent(a)), this.event = a, this.capture && a.preventDefault(), this.wheelDelta = c.Math.clamp(-a.deltaY, -1, 1), this.mouseWheelCallback && this.mouseWheelCallback.call(this.callbackContext, a) }, requestPointerLock: function() { if (this.game.device.pointerLock) { var a = this.game.canvas; a.requestPointerLock = a.requestPointerLock || a.mozRequestPointerLock || a.webkitRequestPointerLock, a.requestPointerLock(); var b = this; this._pointerLockChange = function(a) { return b.pointerLockChange(a) }, document.addEventListener("pointerlockchange", this._pointerLockChange, !0), document.addEventListener("mozpointerlockchange", this._pointerLockChange, !0), document.addEventListener("webkitpointerlockchange", this._pointerLockChange, !0) } }, pointerLockChange: function(a) { var b = this.game.canvas; document.pointerLockElement === b || document.mozPointerLockElement === b || document.webkitPointerLockElement === b ? (this.locked = !0, this.pointerLock.dispatch(!0, a)) : (this.locked = !1, this.pointerLock.dispatch(!1, a)) }, releasePointerLock: function() { document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock, document.exitPointerLock(), document.removeEventListener("pointerlockchange", this._pointerLockChange, !0), document.removeEventListener("mozpointerlockchange", this._pointerLockChange, !0), document.removeEventListener("webkitpointerlockchange", this._pointerLockChange, !0) }, stop: function() { var a = this.game.canvas; a.removeEventListener("mousedown", this._onMouseDown, !0), a.removeEventListener("mousemove", this._onMouseMove, !0), a.removeEventListener("mouseup", this._onMouseUp, !0), a.removeEventListener("mouseover", this._onMouseOver, !0), a.removeEventListener("mouseout", this._onMouseOut, !0); var b = this.game.device.wheelEvent; b && a.removeEventListener(b, this._onMouseWheel, !0), window.removeEventListener("mouseup", this._onMouseUpGlobal, !0), window.removeEventListener("mouseout", this._onMouseOutGlobal, !0), document.removeEventListener("pointerlockchange", this._pointerLockChange, !0), document.removeEventListener("mozpointerlockchange", this._pointerLockChange, !0), document.removeEventListener("webkitpointerlockchange", this._pointerLockChange, !0) } }, c.Mouse.prototype.constructor = c.Mouse, a.prototype = {}, a.prototype.constructor = a, a.prototype.bindEvent = function(b) { if (!a._stubsGenerated && b) { for (var c in b) c in a.prototype || Object.defineProperty(a.prototype, c, { get: function(a) { return function() { var b = this.originalEvent[a]; return "function" != typeof b ? b : b.bind(this.originalEvent) } }(c) }); a._stubsGenerated = !0 } return this.originalEvent = b, this }, Object.defineProperties(a.prototype, { type: { value: "wheel" }, deltaMode: { get: function() { return this._deltaMode } }, deltaY: { get: function() { return this._scaleFactor * (this.originalEvent.wheelDelta || this.originalEvent.detail) || 0 } }, deltaX: { get: function() { return this._scaleFactor * this.originalEvent.wheelDeltaX || 0 } }, deltaZ: { value: 0 } }), c.MSPointer = function(a) { this.game = a, this.input = a.input, this.callbackContext = this.game, this.pointerDownCallback = null, this.pointerMoveCallback = null, this.pointerUpCallback = null, this.capture = !1, this.event = null, this.active = !1, this.enabled = !0, this._onMSPointerDown = null, this._onMSPointerMove = null, this._onMSPointerUp = null, this._onMSPointerUpGlobal = null, this._onMSPointerOut = null, this._onMSPointerOver = null }, c.MSPointer.prototype = { start: function() { if (!this.game.device.mspointer) return !1; if (null !== this._onMSPointerDown) return !1; var a = this; this._onMSPointerDown = function(b) { return a.onPointerDown(b) }, this._onMSPointerMove = function(b) { return a.onPointerMove(b) }, this._onMSPointerUp = function(b) { return a.onPointerUp(b) }, this._onMSPointerUpGlobal = function(b) { return a.onPointerUpGlobal(b) }, this._onMSPointerOut = function(b) { return a.onPointerOut(b) }, this._onMSPointerOver = function(b) { return a.onPointerOver(b) }; var b = this.game.canvas; return b.addEventListener("MSPointerDown", this._onMSPointerDown, !1), b.addEventListener("MSPointerMove", this._onMSPointerMove, !1), b.addEventListener("MSPointerUp", this._onMSPointerUp, !1), b.addEventListener("pointerdown", this._onMSPointerDown, !1), b.addEventListener("pointermove", this._onMSPointerMove, !1), b.addEventListener("pointerup", this._onMSPointerUp, !1), b.style["-ms-content-zooming"] = "none", b.style["-ms-touch-action"] = "none", this.game.device.cocoonJS || (window.addEventListener("MSPointerUp", this._onMSPointerUpGlobal, !0), b.addEventListener("MSPointerOver", this._onMSPointerOver, !0), b.addEventListener("MSPointerOut", this._onMSPointerOut, !0), window.addEventListener("pointerup", this._onMSPointerUpGlobal, !0), b.addEventListener("pointerover", this._onMSPointerOver, !0), b.addEventListener("pointerout", this._onMSPointerOut, !0)), this.active = !0, !0 }, onPointerDown: function(a) { this.event = a, this.capture && a.preventDefault(), this.pointerDownCallback && this.pointerDownCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = a.pointerId, "mouse" === a.pointerType || 4 === a.pointerType ? this.input.mousePointer.start(a) : this.input.startPointer(a)) }, onPointerMove: function(a) { this.event = a, this.capture && a.preventDefault(), this.pointerMoveCallback && this.pointerMoveCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = a.pointerId, "mouse" === a.pointerType || 4 === a.pointerType ? this.input.mousePointer.move(a) : this.input.updatePointer(a)) }, onPointerUp: function(a) { this.event = a, this.capture && a.preventDefault(), this.pointerUpCallback && this.pointerUpCallback.call(this.callbackContext, a), this.input.enabled && this.enabled && (a.identifier = a.pointerId, "mouse" === a.pointerType || 4 === a.pointerType ? this.input.mousePointer.stop(a) : this.input.stopPointer(a)) }, onPointerUpGlobal: function(a) { if ("mouse" !== a.pointerType && 4 !== a.pointerType || this.input.mousePointer.withinGame) { var b = this.input.getPointerFromIdentifier(a.identifier); b && b.withinGame && this.onPointerUp(a) } else this.onPointerUp(a) }, onPointerOut: function(a) { if (this.event = a, this.capture && a.preventDefault(), "mouse" === a.pointerType || 4 === a.pointerType) this.input.mousePointer.withinGame = !1; else { var b = this.input.getPointerFromIdentifier(a.identifier); b && (b.withinGame = !1) } this.input.mouse.mouseOutCallback && this.input.mouse.mouseOutCallback.call(this.input.mouse.callbackContext, a), this.input.enabled && this.enabled && this.input.mouse.stopOnGameOut && (a.identifier = 0, b ? b.stop(a) : this.input.mousePointer.stop(a)) }, onPointerOver: function(a) { if (this.event = a, this.capture && a.preventDefault(), "mouse" === a.pointerType || 4 === a.pointerType) this.input.mousePointer.withinGame = !0; else { var b = this.input.getPointerFromIdentifier(a.identifier); b && (b.withinGame = !0) } this.input.mouse.mouseOverCallback && this.input.mouse.mouseOverCallback.call(this.input.mouse.callbackContext, a) }, stop: function() { var a = this.game.canvas; a.removeEventListener("MSPointerDown", this._onMSPointerDown, !1), a.removeEventListener("MSPointerMove", this._onMSPointerMove, !1), a.removeEventListener("MSPointerUp", this._onMSPointerUp, !1), a.removeEventListener("pointerdown", this._onMSPointerDown, !1), a.removeEventListener("pointermove", this._onMSPointerMove, !1), a.removeEventListener("pointerup", this._onMSPointerUp, !1), window.removeEventListener("MSPointerUp", this._onMSPointerUpGlobal, !0), a.removeEventListener("MSPointerOver", this._onMSPointerOver, !0), a.removeEventListener("MSPointerOut", this._onMSPointerOut, !0), window.removeEventListener("pointerup", this._onMSPointerUpGlobal, !0), a.removeEventListener("pointerover", this._onMSPointerOver, !0), a.removeEventListener("pointerout", this._onMSPointerOut, !0), this.active = !1 } }, c.MSPointer.prototype.constructor = c.MSPointer, c.DeviceButton = function(a, b) { this.parent = a, this.game = a.game, this.event = null, this.isDown = !1, this.isUp = !0, this.timeDown = 0, this.timeUp = 0, this.repeats = 0, this.altKey = !1, this.shiftKey = !1, this.ctrlKey = !1, this.value = 0, this.buttonCode = b, this.onDown = new c.Signal, this.onUp = new c.Signal, this.onFloat = new c.Signal }, c.DeviceButton.prototype = { start: function(a, b) { this.isDown || (this.isDown = !0, this.isUp = !1, this.timeDown = this.game.time.time, this.repeats = 0, this.event = a, this.value = b, a && (this.altKey = a.altKey, this.shiftKey = a.shiftKey, this.ctrlKey = a.ctrlKey), this.onDown.dispatch(this, b)) }, stop: function(a, b) { this.isUp || (this.isDown = !1, this.isUp = !0, this.timeUp = this.game.time.time, this.event = a, this.value = b, a && (this.altKey = a.altKey, this.shiftKey = a.shiftKey, this.ctrlKey = a.ctrlKey), this.onUp.dispatch(this, b)) }, padFloat: function(a) { this.value = a, this.onFloat.dispatch(this, a) }, justPressed: function(a) { return a = a || 250, this.isDown && this.timeDown + a > this.game.time.time }, justReleased: function(a) { return a = a || 250, this.isUp && this.timeUp + a > this.game.time.time }, reset: function() { this.isDown = !1, this.isUp = !0, this.timeDown = this.game.time.time, this.repeats = 0, this.altKey = !1, this.shiftKey = !1, this.ctrlKey = !1 }, destroy: function() { this.onDown.dispose(), this.onUp.dispose(), this.onFloat.dispose(), this.parent = null, this.game = null } }, c.DeviceButton.prototype.constructor = c.DeviceButton, Object.defineProperty(c.DeviceButton.prototype, "duration", { get: function() { return this.isUp ? -1 : this.game.time.time - this.timeDown } }), c.Pointer = function(a, b, d) { this.game = a, this.id = b, this.type = c.POINTER, this.exists = !0, this.identifier = 0, this.pointerId = null, this.pointerMode = d || c.PointerMode.CURSOR | c.PointerMode.CONTACT, this.target = null, this.button = null, this.leftButton = new c.DeviceButton(this, c.Pointer.LEFT_BUTTON), this.middleButton = new c.DeviceButton(this, c.Pointer.MIDDLE_BUTTON), this.rightButton = new c.DeviceButton(this, c.Pointer.RIGHT_BUTTON), this.backButton = new c.DeviceButton(this, c.Pointer.BACK_BUTTON), this.forwardButton = new c.DeviceButton(this, c.Pointer.FORWARD_BUTTON), this.eraserButton = new c.DeviceButton(this, c.Pointer.ERASER_BUTTON), this._holdSent = !1, this._history = [], this._nextDrop = 0, this._stateReset = !1, this.withinGame = !1, this.clientX = -1, this.clientY = -1, this.pageX = -1, this.pageY = -1, this.screenX = -1, this.screenY = -1, this.rawMovementX = 0, this.rawMovementY = 0, this.movementX = 0, this.movementY = 0, this.x = -1, this.y = -1, this.isMouse = 0 === b, this.isDown = !1, this.isUp = !0, this.timeDown = 0, this.timeUp = 0, this.previousTapTime = 0, this.totalTouches = 0, this.msSinceLastClick = Number.MAX_VALUE, this.targetObject = null, this.interactiveCandidates = [], this.active = !1, this.dirty = !1, this.position = new c.Point, this.positionDown = new c.Point, this.positionUp = new c.Point, this.circle = new c.Circle(0, 0, 44), this._clickTrampolines = null, this._trampolineTargetObject = null }, c.Pointer.NO_BUTTON = 0, c.Pointer.LEFT_BUTTON = 1, c.Pointer.RIGHT_BUTTON = 2, c.Pointer.MIDDLE_BUTTON = 4, c.Pointer.BACK_BUTTON = 8, c.Pointer.FORWARD_BUTTON = 16, c.Pointer.ERASER_BUTTON = 32, c.Pointer.prototype = { resetButtons: function() { this.isDown = !1, this.isUp = !0, this.isMouse && (this.leftButton.reset(), this.middleButton.reset(), this.rightButton.reset(), this.backButton.reset(), this.forwardButton.reset(), this.eraserButton.reset()) }, processButtonsDown: function(a, b) { c.Pointer.LEFT_BUTTON & a && this.leftButton.start(b), c.Pointer.RIGHT_BUTTON & a && this.rightButton.start(b), c.Pointer.MIDDLE_BUTTON & a && this.middleButton.start(b), c.Pointer.BACK_BUTTON & a && this.backButton.start(b), c.Pointer.FORWARD_BUTTON & a && this.forwardButton.start(b), c.Pointer.ERASER_BUTTON & a && this.eraserButton.start(b) }, processButtonsUp: function(a, b) { a === c.Mouse.LEFT_BUTTON && this.leftButton.stop(b), a === c.Mouse.RIGHT_BUTTON && this.rightButton.stop(b), a === c.Mouse.MIDDLE_BUTTON && this.middleButton.stop(b), a === c.Mouse.BACK_BUTTON && this.backButton.stop(b), a === c.Mouse.FORWARD_BUTTON && this.forwardButton.stop(b), 5 === a && this.eraserButton.stop(b) }, updateButtons: function(a) { this.button = a.button; var b = "down" === a.type.toLowerCase().substr(-4); void 0 !== a.buttons ? b ? this.processButtonsDown(a.buttons, a) : this.processButtonsUp(a.button, a) : b ? this.leftButton.start(a) : (this.leftButton.stop(a), this.rightButton.stop(a)), 1 === a.buttons && a.ctrlKey && this.leftButton.isDown && (this.leftButton.stop(a), this.rightButton.start(a)), this.isUp = !0, this.isDown = !1, (this.leftButton.isDown || this.rightButton.isDown || this.middleButton.isDown || this.backButton.isDown || this.forwardButton.isDown || this.eraserButton.isDown) && (this.isUp = !1, this.isDown = !0) }, start: function(a) { var b = this.game.input; return a.pointerId && (this.pointerId = a.pointerId), this.identifier = a.identifier, this.target = a.target, this.isMouse ? this.updateButtons(a) : (this.isDown = !0, this.isUp = !1), this.active = !0, this.withinGame = !0, this.dirty = !1, this._history = [], this._clickTrampolines = null, this._trampolineTargetObject = null, this.msSinceLastClick = this.game.time.time - this.timeDown, this.timeDown = this.game.time.time, this._holdSent = !1, this.move(a, !0), this.positionDown.setTo(this.x, this.y), (b.multiInputOverride === c.Input.MOUSE_OVERRIDES_TOUCH || b.multiInputOverride === c.Input.MOUSE_TOUCH_COMBINE || b.multiInputOverride === c.Input.TOUCH_OVERRIDES_MOUSE && 0 === b.totalActivePointers) && (b.x = this.x, b.y = this.y, b.position.setTo(this.x, this.y), b.onDown.dispatch(this, a), b.resetSpeed(this.x, this.y)), this._stateReset = !1, this.totalTouches++, null !== this.targetObject && this.targetObject._touchedHandler(this), this }, update: function() { var a = this.game.input; this.active && (this.dirty && (a.interactiveItems.total > 0 && this.processInteractiveObjects(!1), this.dirty = !1), !1 === this._holdSent && this.duration >= a.holdRate && ((a.multiInputOverride === c.Input.MOUSE_OVERRIDES_TOUCH || a.multiInputOverride === c.Input.MOUSE_TOUCH_COMBINE || a.multiInputOverride === c.Input.TOUCH_OVERRIDES_MOUSE && 0 === a.totalActivePointers) && a.onHold.dispatch(this), this._holdSent = !0), a.recordPointerHistory && this.game.time.time >= this._nextDrop && (this._nextDrop = this.game.time.time + a.recordRate, this._history.push({ x: this.position.x, y: this.position.y }), this._history.length > a.recordLimit && this._history.shift())) }, move: function(a, b) { var d = this.game.input; if (!d.pollLocked) { void 0 === b && (b = !1), void 0 !== a.button && (this.button = a.button), b && this.isMouse && this.updateButtons(a), this.clientX = a.clientX, this.clientY = a.clientY, this.pageX = a.pageX, this.pageY = a.pageY, this.screenX = a.screenX, this.screenY = a.screenY, this.isMouse && d.mouse.locked && !b && (this.rawMovementX = a.movementX || a.mozMovementX || a.webkitMovementX || 0, this.rawMovementY = a.movementY || a.mozMovementY || a.webkitMovementY || 0, this.movementX += this.rawMovementX, this.movementY += this.rawMovementY), this.x = (this.pageX - this.game.scale.offset.x) * d.scale.x, this.y = (this.pageY - this.game.scale.offset.y) * d.scale.y, this.position.setTo(this.x, this.y), this.circle.x = this.x, this.circle.y = this.y, (d.multiInputOverride === c.Input.MOUSE_OVERRIDES_TOUCH || d.multiInputOverride === c.Input.MOUSE_TOUCH_COMBINE || d.multiInputOverride === c.Input.TOUCH_OVERRIDES_MOUSE && 0 === d.totalActivePointers) && (d.activePointer = this, d.x = this.x, d.y = this.y, d.position.setTo(d.x, d.y), d.circle.x = d.x, d.circle.y = d.y), this.withinGame = this.game.scale.bounds.contains(this.pageX, this.pageY); for (var e = d.moveCallbacks.length; e--;) d.moveCallbacks[e].callback.call(d.moveCallbacks[e].context, this, this.x, this.y, b); return null !== this.targetObject && !0 === this.targetObject.isDragged ? !1 === this.targetObject.update(this) && (this.targetObject = null) : d.interactiveItems.total > 0 && this.processInteractiveObjects(b), this } }, processInteractiveObjects: function(a) { var b = 0, c = -1, d = null, e = this.game.input.interactiveItems.first; for (this.interactiveCandidates = []; e;) e.checked = !1, e.validForInput(c, b, !1) && (e.checked = !0, (a && e.checkPointerDown(this, !0) || !a && e.checkPointerOver(this, !0)) && (b = e.sprite.renderOrderID, c = e.priorityID, d = e, this.interactiveCandidates.push(e))), e = this.game.input.interactiveItems.next; for (e = this.game.input.interactiveItems.first; e;) !e.checked && e.validForInput(c, b, !0) && (a && e.checkPointerDown(this, !1) || !a && e.checkPointerOver(this, !1)) && (b = e.sprite.renderOrderID, c = e.priorityID, d = e, this.interactiveCandidates.push(e)), e = this.game.input.interactiveItems.next; return this.game.input.customCandidateHandler && (d = this.game.input.customCandidateHandler.call(this.game.input.customCandidateHandlerContext, this, this.interactiveCandidates, d)), this.swapTarget(d, !1), null !== this.targetObject }, swapTarget: function(a, b) { void 0 === b && (b = !1), null === a ? this.targetObject && (this.targetObject._pointerOutHandler(this, b), this.targetObject = null) : null === this.targetObject ? (this.targetObject = a, a._pointerOverHandler(this, b)) : this.targetObject === a ? !1 === a.update(this) && (this.targetObject = null) : (this.targetObject._pointerOutHandler(this, b), this.targetObject = a, this.targetObject._pointerOverHandler(this, b)) }, leave: function(a) { this.withinGame = !1, this.move(a, !1) }, stop: function(a) { var b = this.game.input; return this._stateReset && this.withinGame ? void a.preventDefault() : (this.timeUp = this.game.time.time, (b.multiInputOverride === c.Input.MOUSE_OVERRIDES_TOUCH || b.multiInputOverride === c.Input.MOUSE_TOUCH_COMBINE || b.multiInputOverride === c.Input.TOUCH_OVERRIDES_MOUSE && 0 === b.totalActivePointers) && (b.onUp.dispatch(this, a), this.duration >= 0 && this.duration <= b.tapRate && (this.timeUp - this.previousTapTime < b.doubleTapRate ? b.onTap.dispatch(this, !0) : b.onTap.dispatch(this, !1), this.previousTapTime = this.timeUp)), this.isMouse ? this.updateButtons(a) : (this.isDown = !1, this.isUp = !0), this.id > 0 && (this.active = !1), this.withinGame = this.game.scale.bounds.contains(a.pageX, a.pageY), this.pointerId = null, this.identifier = null, this.positionUp.setTo(this.x, this.y), !1 === this.isMouse && b.currentPointers--, b.interactiveItems.callAll("_releasedHandler", this), this._clickTrampolines && (this._trampolineTargetObject = this.targetObject), this.targetObject = null, this) }, justPressed: function(a) { return a = a || this.game.input.justPressedRate, !0 === this.isDown && this.timeDown + a > this.game.time.time }, justReleased: function(a) { return a = a || this.game.input.justReleasedRate, this.isUp && this.timeUp + a > this.game.time.time }, addClickTrampoline: function(a, b, c, d) { if (this.isDown) { for (var e = this._clickTrampolines = this._clickTrampolines || [], f = 0; f < e.length; f++) if (e[f].name === a) { e.splice(f, 1); break } e.push({ name: a, targetObject: this.targetObject, callback: b, callbackContext: c, callbackArgs: d }) } }, processClickTrampolines: function() { var a = this._clickTrampolines; if (a) { for (var b = 0; b < a.length; b++) { var c = a[b]; c.targetObject === this._trampolineTargetObject && c.callback.apply(c.callbackContext, c.callbackArgs) } this._clickTrampolines = null, this._trampolineTargetObject = null } }, reset: function() {!1 === this.isMouse && (this.active = !1), this.pointerId = null, this.identifier = null, this.dirty = !1, this.totalTouches = 0, this._holdSent = !1, this._history.length = 0, this._stateReset = !0, this.resetButtons(), this.targetObject && this.targetObject._releasedHandler(this), this.targetObject = null }, resetMovement: function() { this.movementX = 0, this.movementY = 0 } }, c.Pointer.prototype.constructor = c.Pointer, Object.defineProperty(c.Pointer.prototype, "duration", { get: function() { return this.isUp ? -1 : this.game.time.time - this.timeDown } }), Object.defineProperty(c.Pointer.prototype, "worldX", { get: function() { return this.game.world.camera.x + this.x } }), Object.defineProperty(c.Pointer.prototype, "worldY", { get: function() { return this.game.world.camera.y + this.y } }), c.PointerMode = { CURSOR: 1, CONTACT: 2 }, c.Touch = function(a) { this.game = a, this.enabled = !0, this.touchLockCallbacks = [], this.callbackContext = this.game, this.touchStartCallback = null, this.touchMoveCallback = null, this.touchEndCallback = null, this.touchEnterCallback = null, this.touchLeaveCallback = null, this.touchCancelCallback = null, this.preventDefault = !0, this.event = null, this._onTouchStart = null, this._onTouchMove = null, this._onTouchEnd = null, this._onTouchEnter = null, this._onTouchLeave = null, this._onTouchCancel = null, this._onTouchMove = null }, c.Touch.prototype = { start: function() { if (null === this._onTouchStart) { var a = this; this.game.device.touch && (this._onTouchStart = function(b) { return a.onTouchStart(b) }, this._onTouchMove = function(b) { return a.onTouchMove(b) }, this._onTouchEnd = function(b) { return a.onTouchEnd(b) }, this._onTouchEnter = function(b) { return a.onTouchEnter(b) }, this._onTouchLeave = function(b) { return a.onTouchLeave(b) }, this._onTouchCancel = function(b) { return a.onTouchCancel(b) }, this.game.canvas.addEventListener("touchstart", this._onTouchStart, !1), this.game.canvas.addEventListener("touchmove", this._onTouchMove, !1), this.game.canvas.addEventListener("touchend", this._onTouchEnd, !1), this.game.canvas.addEventListener("touchcancel", this._onTouchCancel, !1), this.game.device.cocoonJS || (this.game.canvas.addEventListener("touchenter", this._onTouchEnter, !1), this.game.canvas.addEventListener("touchleave", this._onTouchLeave, !1))) } }, consumeDocumentTouches: function() { this._documentTouchMove = function(a) { a.preventDefault() }, document.addEventListener("touchmove", this._documentTouchMove, !1) }, addTouchLockCallback: function(a, b, c) { void 0 === c && (c = !1), this.touchLockCallbacks.push({ callback: a, context: b, onEnd: c }) }, removeTouchLockCallback: function(a, b) { for (var c = this.touchLockCallbacks.length; c--;) if (this.touchLockCallbacks[c].callback === a && this.touchLockCallbacks[c].context === b) return this.touchLockCallbacks.splice(c, 1), !0; return !1 }, onTouchStart: function(a) { for (var b = this.touchLockCallbacks.length; b--;) { var c = this.touchLockCallbacks[b];!c.onEnd && c.callback.call(c.context, this, a) && this.touchLockCallbacks.splice(b, 1) } if (this.event = a, this.game.input.enabled && this.enabled) { this.touchStartCallback && this.touchStartCallback.call(this.callbackContext, a), this.preventDefault && a.preventDefault(); for (var b = 0; b < a.changedTouches.length; b++) this.game.input.startPointer(a.changedTouches[b]) } }, onTouchCancel: function(a) { if (this.event = a, this.touchCancelCallback && this.touchCancelCallback.call(this.callbackContext, a), this.game.input.enabled && this.enabled) { this.preventDefault && a.preventDefault(); for (var b = 0; b < a.changedTouches.length; b++) this.game.input.stopPointer(a.changedTouches[b]) } }, onTouchEnter: function(a) { this.event = a, this.touchEnterCallback && this.touchEnterCallback.call(this.callbackContext, a), this.game.input.enabled && this.enabled && this.preventDefault && a.preventDefault() }, onTouchLeave: function(a) { this.event = a, this.touchLeaveCallback && this.touchLeaveCallback.call(this.callbackContext, a), this.preventDefault && a.preventDefault() }, onTouchMove: function(a) { this.event = a, this.touchMoveCallback && this.touchMoveCallback.call(this.callbackContext, a), this.preventDefault && a.preventDefault(); for (var b = 0; b < a.changedTouches.length; b++) this.game.input.updatePointer(a.changedTouches[b]) }, onTouchEnd: function(a) { for (var b = this.touchLockCallbacks.length; b--;) { var c = this.touchLockCallbacks[b]; c.onEnd && c.callback.call(c.context, this, a) && this.touchLockCallbacks.splice(b, 1) } this.event = a, this.touchEndCallback && this.touchEndCallback.call(this.callbackContext, a), this.preventDefault && a.preventDefault(); for (var b = 0; b < a.changedTouches.length; b++) this.game.input.stopPointer(a.changedTouches[b]) }, stop: function() { this.game.device.touch && (this.game.canvas.removeEventListener("touchstart", this._onTouchStart), this.game.canvas.removeEventListener("touchmove", this._onTouchMove), this.game.canvas.removeEventListener("touchend", this._onTouchEnd), this.game.canvas.removeEventListener("touchenter", this._onTouchEnter), this.game.canvas.removeEventListener("touchleave", this._onTouchLeave), this.game.canvas.removeEventListener("touchcancel", this._onTouchCancel)) } }, c.Touch.prototype.constructor = c.Touch, c.InputHandler = function(a) { this.sprite = a, this.game = a.game, this.enabled = !1, this.checked = !1, this.priorityID = 0, this.useHandCursor = !1, this._setHandCursor = !1, this.isDragged = !1, this.allowHorizontalDrag = !0, this.allowVerticalDrag = !0, this.bringToTop = !1, this.snapOffset = null, this.snapOnDrag = !1, this.snapOnRelease = !1, this.snapX = 0, this.snapY = 0, this.snapOffsetX = 0, this.snapOffsetY = 0, this.pixelPerfectOver = !1, this.pixelPerfectClick = !1, this.pixelPerfectAlpha = 255, this.draggable = !1, this.boundsRect = null, this.boundsSprite = null, this.scaleLayer = !1, this.dragOffset = new c.Point, this.dragFromCenter = !1, this.dragStopBlocksInputUp = !1, this.dragStartPoint = new c.Point, this.dragDistanceThreshold = 0, this.dragTimeThreshold = 0, this.downPoint = new c.Point, this.snapPoint = new c.Point, this._dragPoint = new c.Point, this._dragPhase = !1, this._pendingDrag = !1, this._dragTimePass = !1, this._dragDistancePass = !1, this._wasEnabled = !1, this._tempPoint = new c.Point, this._pointerData = [], this._pointerData.push({ id: 0, x: 0, y: 0, camX: 0, camY: 0, isDown: !1, isUp: !1, isOver: !1, isOut: !1, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: !1 }) }, c.InputHandler.prototype = { start: function(a, b) { if (a = a || 0, void 0 === b && (b = !1), !1 === this.enabled) { this.game.input.interactiveItems.add(this), this.useHandCursor = b, this.priorityID = a; for (var d = 0; d < 10; d++) this._pointerData[d] = { id: d, x: 0, y: 0, isDown: !1, isUp: !1, isOver: !1, isOut: !1, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: !1 }; this.snapOffset = new c.Point, this.enabled = !0, this._wasEnabled = !0 } return this.sprite.events.onAddedToGroup.add(this.addedToGroup, this), this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this), this.sprite }, addedToGroup: function() { this._dragPhase || this._wasEnabled && !this.enabled && this.start() }, removedFromGroup: function() { this._dragPhase || (this.enabled ? (this._wasEnabled = !0, this.stop()) : this._wasEnabled = !1) }, reset: function() { this.enabled = !1; for (var a = 0; a < 10; a++) this._pointerData[a] = { id: a, x: 0, y: 0, isDown: !1, isUp: !1, isOver: !1, isOut: !1, timeOver: 0, timeOut: 0, timeDown: 0, timeUp: 0, downDuration: 0, isDragged: !1 } }, stop: function() {!1 !== this.enabled && (this.enabled = !1, this.game.input.interactiveItems.remove(this)) }, destroy: function() { this.sprite && (this._setHandCursor && (this.game.canvas.style.cursor = "default", this._setHandCursor = !1), this.enabled = !1, this.game.input.interactiveItems.remove(this), this._pointerData.length = 0, this.boundsRect = null, this.boundsSprite = null, this.sprite = null) }, validForInput: function(a, b, c) { return void 0 === c && (c = !0), !(!this.enabled || 0 === this.sprite.scale.x || 0 === this.sprite.scale.y || this.priorityID < this.game.input.minPriorityID || this.sprite.parent && this.sprite.parent.ignoreChildInput) && (!(!c && (this.pixelPerfectClick || this.pixelPerfectOver)) && (this.priorityID > a || this.priorityID === a && this.sprite.renderOrderID > b)) }, isPixelPerfect: function() { return this.pixelPerfectClick || this.pixelPerfectOver }, pointerX: function(a) { return a = a || 0, this._pointerData[a].x }, pointerY: function(a) { return a = a || 0, this._pointerData[a].y }, pointerDown: function(a) { return a = a || 0, this._pointerData[a].isDown }, pointerUp: function(a) { return a = a || 0, this._pointerData[a].isUp }, pointerTimeDown: function(a) { return a = a || 0, this._pointerData[a].timeDown }, pointerTimeUp: function(a) { return a = a || 0, this._pointerData[a].timeUp }, pointerOver: function(a) { if (!this.enabled) return !1; if (void 0 === a) { for (var b = 0; b < 10; b++) if (this._pointerData[b].isOver) return !0; return !1 } return this._pointerData[a].isOver }, pointerOut: function(a) { if (!this.enabled) return !1; if (void 0 !== a) return this._pointerData[a].isOut; for (var b = 0; b < 10; b++) if (this._pointerData[b].isOut) return !0 }, pointerTimeOver: function(a) { return a = a || 0, this._pointerData[a].timeOver }, pointerTimeOut: function(a) { return a = a || 0, this._pointerData[a].timeOut }, pointerDragged: function(a) { return a = a || 0, this._pointerData[a].isDragged }, checkPointerDown: function(a, b) { return !!(a.isDown && this.enabled && this.sprite && this.sprite.parent && this.sprite.visible && this.sprite.parent.visible && 0 !== this.sprite.worldScale.x && 0 !== this.sprite.worldScale.y) && (!!this.game.input.hitTest(this.sprite, a, this._tempPoint) && (void 0 === b && (b = !1), !(!b && this.pixelPerfectClick) || this.checkPixel(this._tempPoint.x, this._tempPoint.y))) }, checkPointerOver: function(a, b) { return !!(this.enabled && this.sprite && this.sprite.parent && this.sprite.visible && this.sprite.parent.visible && 0 !== this.sprite.worldScale.x && 0 !== this.sprite.worldScale.y) && (!!this.game.input.hitTest(this.sprite, a, this._tempPoint) && (void 0 === b && (b = !1), !(!b && this.pixelPerfectOver) || this.checkPixel(this._tempPoint.x, this._tempPoint.y))) }, checkPixel: function(a, b, c) { if (this.sprite.texture.baseTexture.source) { if (null === a && null === b) { this.game.input.getLocalPosition(this.sprite, c, this._tempPoint); var a = this._tempPoint.x, b = this._tempPoint.y } if (0 !== this.sprite.anchor.x && (a -= -this.sprite.texture.frame.width * this.sprite.anchor.x), 0 !== this.sprite.anchor.y && (b -= -this.sprite.texture.frame.height * this.sprite.anchor.y), a += this.sprite.texture.frame.x, b += this.sprite.texture.frame.y, this.sprite.texture.trim && (a -= this.sprite.texture.trim.x, b -= this.sprite.texture.trim.y, a < this.sprite.texture.crop.x || a > this.sprite.texture.crop.right || b < this.sprite.texture.crop.y || b > this.sprite.texture.crop.bottom)) return this._dx = a, this._dy = b, !1; this._dx = a, this._dy = b, this.game.input.hitContext.clearRect(0, 0, 1, 1), this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, a, b, 1, 1, 0, 0, 1, 1); if (this.game.input.hitContext.getImageData(0, 0, 1, 1).data[3] >= this.pixelPerfectAlpha) return !0 } return !1 }, update: function(a) { if (null !== this.sprite && void 0 !== this.sprite.parent) return this.enabled && this.sprite.visible && this.sprite.parent.visible ? this._pendingDrag ? (this._dragDistancePass || (this._dragDistancePass = c.Math.distance(a.x, a.y, this.downPoint.x, this.downPoint.y) >= this.dragDistanceThreshold), this._dragDistancePass && this._dragTimePass && this.startDrag(a), !0) : this.draggable && this._draggedPointerID === a.id ? this.updateDrag(a, !1) : this._pointerData[a.id].isOver ? this.checkPointerOver(a) ? (this._pointerData[a.id].x = a.x - this.sprite.x, this._pointerData[a.id].y = a.y - this.sprite.y, !0) : (this._pointerOutHandler(a), !1) : void 0 : (this._pointerOutHandler(a), !1) }, _pointerOverHandler: function(a, b) { if (null !== this.sprite) { var d = this._pointerData[a.id]; if (!1 === d.isOver || a.dirty) { var e = !1 === d.isOver; d.isOver = !0, d.isOut = !1, d.timeOver = this.game.time.time, d.x = a.x - this.sprite.x, d.y = a.y - this.sprite.y, this.useHandCursor && !1 === d.isDragged && (this.game.canvas.style.cursor = "pointer", this._setHandCursor = !0), !b && e && this.sprite && this.sprite.events && this.sprite.events.onInputOver$dispatch(this.sprite, a), this.sprite.parent && this.sprite.parent.type === c.GROUP && this.sprite.parent.onChildInputOver.dispatch(this.sprite, a) } } }, _pointerOutHandler: function(a, b) { if (null !== this.sprite) { var d = this._pointerData[a.id]; d.isOver = !1, d.isOut = !0, d.timeOut = this.game.time.time, this.useHandCursor && !1 === d.isDragged && (this.game.canvas.style.cursor = "default", this._setHandCursor = !1), !b && this.sprite && this.sprite.events && (this.sprite.events.onInputOut$dispatch(this.sprite, a), this.sprite && this.sprite.parent && this.sprite.parent.type === c.GROUP && this.sprite.parent.onChildInputOut.dispatch(this.sprite, a)) } }, _touchedHandler: function(a) { if (null !== this.sprite) { var b = this._pointerData[a.id]; if (!b.isDown && b.isOver) { if (this.pixelPerfectClick && !this.checkPixel(null, null, a)) return; if (b.isDown = !0, b.isUp = !1, b.timeDown = this.game.time.time, this.downPoint.set(a.x, a.y), a.dirty = !0, this.sprite && this.sprite.events && (this.sprite.events.onInputDown$dispatch(this.sprite, a), this.sprite && this.sprite.parent && this.sprite.parent.type === c.GROUP && this.sprite.parent.onChildInputDown.dispatch(this.sprite, a), null === this.sprite)) return; this.draggable && !1 === this.isDragged && (0 === this.dragTimeThreshold && 0 === this.dragDistanceThreshold ? this.startDrag(a) : (this._pendingDrag = !0, this._dragDistancePass = 0 === this.dragDistanceThreshold, this.dragTimeThreshold > 0 ? (this._dragTimePass = !1, this.game.time.events.add(this.dragTimeThreshold, this.dragTimeElapsed, this, a)) : this._dragTimePass = !0)), this.bringToTop && this.sprite.bringToTop() } } }, dragTimeElapsed: function(a) { this._dragTimePass = !0, this._pendingDrag && this.sprite && this._dragDistancePass && this.startDrag(a) }, _releasedHandler: function(a) { if (null !== this.sprite) { var b = this._pointerData[a.id]; if (b.isDown && a.isUp) { b.isDown = !1, b.isUp = !0, b.timeUp = this.game.time.time, b.downDuration = b.timeUp - b.timeDown; var d = this.checkPointerOver(a); this.sprite && this.sprite.events && (this.dragStopBlocksInputUp && (!this.dragStopBlocksInputUp || this.draggable && this.isDragged && this._draggedPointerID === a.id) || this.sprite.events.onInputUp$dispatch(this.sprite, a, d), this.sprite && this.sprite.parent && this.sprite.parent.type === c.GROUP && this.sprite.parent.onChildInputUp.dispatch(this.sprite, a, d), d && (d = this.checkPointerOver(a))), b.isOver = d, !d && this.useHandCursor && (this.game.canvas.style.cursor = "default", this._setHandCursor = !1), a.dirty = !0, this._pendingDrag = !1, this.draggable && this.isDragged && this._draggedPointerID === a.id && this.stopDrag(a) } } }, updateDrag: function(a, b) { if (void 0 === b && (b = !1), a.isUp) return this.stopDrag(a), !1; var c = this.globalToLocalX(a.x) + this._dragPoint.x + this.dragOffset.x, d = this.globalToLocalY(a.y) + this._dragPoint.y + this.dragOffset.y; if (this.sprite.fixedToCamera) this.allowHorizontalDrag && (this.sprite.cameraOffset.x = c), this.allowVerticalDrag && (this.sprite.cameraOffset.y = d), this.boundsRect && this.checkBoundsRect(), this.boundsSprite && this.checkBoundsSprite(), this.snapOnDrag && (this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - this.snapOffsetX % this.snapX) / this.snapX) * this.snapX + this.snapOffsetX % this.snapX, this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - this.snapOffsetY % this.snapY) / this.snapY) * this.snapY + this.snapOffsetY % this.snapY, this.snapPoint.set(this.sprite.cameraOffset.x, this.sprite.cameraOffset.y)); else { var e = this.game.camera.x - this._pointerData[a.id].camX, f = this.game.camera.y - this._pointerData[a.id].camY; this.allowHorizontalDrag && (this.sprite.x = c + e), this.allowVerticalDrag && (this.sprite.y = d + f), this.boundsRect && this.checkBoundsRect(), this.boundsSprite && this.checkBoundsSprite(), this.snapOnDrag && (this.sprite.x = Math.round((this.sprite.x - this.snapOffsetX % this.snapX) / this.snapX) * this.snapX + this.snapOffsetX % this.snapX, this.sprite.y = Math.round((this.sprite.y - this.snapOffsetY % this.snapY) / this.snapY) * this.snapY + this.snapOffsetY % this.snapY, this.snapPoint.set(this.sprite.x, this.sprite.y)) } return this.sprite.events.onDragUpdate.dispatch(this.sprite, a, c, d, this.snapPoint, b), !0 }, justOver: function(a, b) { return a = a || 0, b = b || 500, this._pointerData[a].isOver && this.overDuration(a) < b }, justOut: function(a, b) { return a = a || 0, b = b || 500, this._pointerData[a].isOut && this.game.time.time - this._pointerData[a].timeOut < b }, justPressed: function(a, b) { return a = a || 0, b = b || 500, this._pointerData[a].isDown && this.downDuration(a) < b }, justReleased: function(a, b) { return a = a || 0, b = b || 500, this._pointerData[a].isUp && this.game.time.time - this._pointerData[a].timeUp < b }, overDuration: function(a) { return a = a || 0, this._pointerData[a].isOver ? this.game.time.time - this._pointerData[a].timeOver : -1 }, downDuration: function(a) { return a = a || 0, this._pointerData[a].isDown ? this.game.time.time - this._pointerData[a].timeDown : -1 }, enableDrag: function(a, b, d, e, f, g) { void 0 === a && (a = !1), void 0 === b && (b = !1), void 0 === d && (d = !1), void 0 === e && (e = 255), void 0 === f && (f = null), void 0 === g && (g = null), this._dragPoint = new c.Point, this.draggable = !0, this.bringToTop = b, this.dragOffset = new c.Point, this.dragFromCenter = a, this.pixelPerfectClick = d, this.pixelPerfectAlpha = e, f && (this.boundsRect = f), g && (this.boundsSprite = g) }, disableDrag: function() { if (this._pointerData) for (var a = 0; a < 10; a++) this._pointerData[a].isDragged = !1; this.draggable = !1, this.isDragged = !1, this._draggedPointerID = -1, this._pendingDrag = !1 }, startDrag: function(a) { var b = this.sprite.x, c = this.sprite.y; if (this.isDragged = !0, this._draggedPointerID = a.id, this._pointerData[a.id].camX = this.game.camera.x, this._pointerData[a.id].camY = this.game.camera.y, this._pointerData[a.id].isDragged = !0, this.sprite.fixedToCamera) { if (this.dragFromCenter) { var d = this.sprite.getBounds(); this.sprite.cameraOffset.x = this.globalToLocalX(a.x) + (this.sprite.cameraOffset.x - d.centerX), this.sprite.cameraOffset.y = this.globalToLocalY(a.y) + (this.sprite.cameraOffset.y - d.centerY) } this._dragPoint.setTo(this.sprite.cameraOffset.x - a.x, this.sprite.cameraOffset.y - a.y) } else { if (this.dragFromCenter) { var d = this.sprite.getBounds(); this.sprite.x = this.globalToLocalX(a.x) + (this.sprite.x - d.centerX), this.sprite.y = this.globalToLocalY(a.y) + (this.sprite.y - d.centerY) } this._dragPoint.setTo(this.sprite.x - this.globalToLocalX(a.x), this.sprite.y - this.globalToLocalY(a.y)) } this.updateDrag(a, !0), this.bringToTop && (this._dragPhase = !0, this.sprite.bringToTop()), this.dragStartPoint.set(b, c), this.sprite.events.onDragStart$dispatch(this.sprite, a, b, c), this._pendingDrag = !1 }, globalToLocalX: function(a) { return this.scaleLayer && (a -= this.game.scale.grid.boundsFluid.x, a *= this.game.scale.grid.scaleFluidInversed.x), a }, globalToLocalY: function(a) { return this.scaleLayer && (a -= this.game.scale.grid.boundsFluid.y, a *= this.game.scale.grid.scaleFluidInversed.y), a }, stopDrag: function(a) { this.isDragged = !1, this._draggedPointerID = -1, this._pointerData[a.id].isDragged = !1, this._dragPhase = !1, this._pendingDrag = !1, this.snapOnRelease && (this.sprite.fixedToCamera ? (this.sprite.cameraOffset.x = Math.round((this.sprite.cameraOffset.x - this.snapOffsetX % this.snapX) / this.snapX) * this.snapX + this.snapOffsetX % this.snapX, this.sprite.cameraOffset.y = Math.round((this.sprite.cameraOffset.y - this.snapOffsetY % this.snapY) / this.snapY) * this.snapY + this.snapOffsetY % this.snapY) : (this.sprite.x = Math.round((this.sprite.x - this.snapOffsetX % this.snapX) / this.snapX) * this.snapX + this.snapOffsetX % this.snapX, this.sprite.y = Math.round((this.sprite.y - this.snapOffsetY % this.snapY) / this.snapY) * this.snapY + this.snapOffsetY % this.snapY)), this.sprite.events.onDragStop$dispatch(this.sprite, a), !1 === this.checkPointerOver(a) && this._pointerOutHandler(a) }, setDragLock: function(a, b) { void 0 === a && (a = !0), void 0 === b && (b = !0), this.allowHorizontalDrag = a, this.allowVerticalDrag = b }, enableSnap: function(a, b, c, d, e, f) { void 0 === c && (c = !0), void 0 === d && (d = !1), void 0 === e && (e = 0), void 0 === f && (f = 0), this.snapX = a, this.snapY = b, this.snapOffsetX = e, this.snapOffsetY = f, this.snapOnDrag = c, this.snapOnRelease = d }, disableSnap: function() { this.snapOnDrag = !1, this.snapOnRelease = !1 }, checkBoundsRect: function() { this.sprite.fixedToCamera ? (this.sprite.cameraOffset.x < this.boundsRect.left ? this.sprite.cameraOffset.x = this.boundsRect.left : this.sprite.cameraOffset.x + this.sprite.width > this.boundsRect.right && (this.sprite.cameraOffset.x = this.boundsRect.right - this.sprite.width), this.sprite.cameraOffset.y < this.boundsRect.top ? this.sprite.cameraOffset.y = this.boundsRect.top : this.sprite.cameraOffset.y + this.sprite.height > this.boundsRect.bottom && (this.sprite.cameraOffset.y = this.boundsRect.bottom - this.sprite.height)) : (this.sprite.left < this.boundsRect.left ? this.sprite.x = this.boundsRect.x + this.sprite.offsetX : this.sprite.right > this.boundsRect.right && (this.sprite.x = this.boundsRect.right - (this.sprite.width - this.sprite.offsetX)), this.sprite.top < this.boundsRect.top ? this.sprite.y = this.boundsRect.top + this.sprite.offsetY : this.sprite.bottom > this.boundsRect.bottom && (this.sprite.y = this.boundsRect.bottom - (this.sprite.height - this.sprite.offsetY))) }, checkBoundsSprite: function() { this.sprite.fixedToCamera && this.boundsSprite.fixedToCamera ? (this.sprite.cameraOffset.x < this.boundsSprite.cameraOffset.x ? this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x : this.sprite.cameraOffset.x + this.sprite.width > this.boundsSprite.cameraOffset.x + this.boundsSprite.width && (this.sprite.cameraOffset.x = this.boundsSprite.cameraOffset.x + this.boundsSprite.width - this.sprite.width), this.sprite.cameraOffset.y < this.boundsSprite.cameraOffset.y ? this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y : this.sprite.cameraOffset.y + this.sprite.height > this.boundsSprite.cameraOffset.y + this.boundsSprite.height && (this.sprite.cameraOffset.y = this.boundsSprite.cameraOffset.y + this.boundsSprite.height - this.sprite.height)) : (this.sprite.left < this.boundsSprite.left ? this.sprite.x = this.boundsSprite.left + this.sprite.offsetX : this.sprite.right > this.boundsSprite.right && (this.sprite.x = this.boundsSprite.right - (this.sprite.width - this.sprite.offsetX)), this.sprite.top < this.boundsSprite.top ? this.sprite.y = this.boundsSprite.top + this.sprite.offsetY : this.sprite.bottom > this.boundsSprite.bottom && (this.sprite.y = this.boundsSprite.bottom - (this.sprite.height - this.sprite.offsetY))) } }, c.InputHandler.prototype.constructor = c.InputHandler, c.Gamepad = function(a) { this.game = a, this._gamepadIndexMap = {}, this._rawPads = [], this._active = !1, this.enabled = !0, this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || -1 !== navigator.userAgent.indexOf("Firefox/") || !!navigator.getGamepads, this._prevRawGamepadTypes = [], this._prevTimestamps = [], this.callbackContext = this, this.onConnectCallback = null, this.onDisconnectCallback = null, this.onDownCallback = null, this.onUpCallback = null, this.onAxisCallback = null, this.onFloatCallback = null, this._ongamepadconnected = null, this._gamepaddisconnected = null, this._gamepads = [new c.SinglePad(a, this), new c.SinglePad(a, this), new c.SinglePad(a, this), new c.SinglePad(a, this)] }, c.Gamepad.prototype = { addCallbacks: function(a, b) { void 0 !== b && (this.onConnectCallback = "function" == typeof b.onConnect ? b.onConnect : this.onConnectCallback, this.onDisconnectCallback = "function" == typeof b.onDisconnect ? b.onDisconnect : this.onDisconnectCallback, this.onDownCallback = "function" == typeof b.onDown ? b.onDown : this.onDownCallback, this.onUpCallback = "function" == typeof b.onUp ? b.onUp : this.onUpCallback, this.onAxisCallback = "function" == typeof b.onAxis ? b.onAxis : this.onAxisCallback, this.onFloatCallback = "function" == typeof b.onFloat ? b.onFloat : this.onFloatCallback, this.callbackContext = a) }, start: function() { if (!this._active) { this._active = !0; var a = this; this._onGamepadConnected = function(b) { return a.onGamepadConnected(b) }, this._onGamepadDisconnected = function(b) { return a.onGamepadDisconnected(b) }, window.addEventListener("gamepadconnected", this._onGamepadConnected, !1), window.addEventListener("gamepaddisconnected", this._onGamepadDisconnected, !1) } }, onGamepadConnected: function(a) { var b = a.gamepad; this._rawPads.push(b), this._gamepads[b.index].connect(b) }, onGamepadDisconnected: function(a) { var b = a.gamepad; for (var c in this._rawPads) this._rawPads[c].index === b.index && this._rawPads.splice(c, 1); this._gamepads[b.index].disconnect() }, update: function() { this._pollGamepads(), this.pad1.pollStatus(), this.pad2.pollStatus(), this.pad3.pollStatus(), this.pad4.pollStatus() }, _pollGamepads: function() { if (this._active) { if (navigator.getGamepads) var a = navigator.getGamepads(); else if (navigator.webkitGetGamepads) var a = navigator.webkitGetGamepads(); else if (navigator.webkitGamepads) var a = navigator.webkitGamepads(); if (a) { this._rawPads = []; for (var b = !1, c = 0; c < a.length && (typeof a[c] !== this._prevRawGamepadTypes[c] && (b = !0, this._prevRawGamepadTypes[c] = typeof a[c]), a[c] && this._rawPads.push(a[c]), 3 !== c); c++); for (var d = 0; d < this._gamepads.length; d++) this._gamepads[d]._rawPad = this._rawPads[d]; if (b) { for (var e, f = { rawIndices: {}, padIndices: {} }, g = 0; g < this._gamepads.length; g++) if (e = this._gamepads[g], e.connected) for (var h = 0; h < this._rawPads.length; h++) this._rawPads[h].index === e.index && (f.rawIndices[e.index] = !0, f.padIndices[g] = !0); for (var i = 0; i < this._gamepads.length; i++) if (e = this._gamepads[i], !f.padIndices[i]) { this._rawPads.length < 1 && e.disconnect(); for (var j = 0; j < this._rawPads.length && !f.padIndices[i]; j++) { var k = this._rawPads[j]; if (k) { if (f.rawIndices[k.index]) { e.disconnect(); continue } e.connect(k), f.rawIndices[k.index] = !0, f.padIndices[i] = !0 } else e.disconnect() } } } } } }, setDeadZones: function(a) { for (var b = 0; b < this._gamepads.length; b++) this._gamepads[b].deadZone = a }, stop: function() { this._active = !1, window.removeEventListener("gamepadconnected", this._onGamepadConnected), window.removeEventListener("gamepaddisconnected", this._onGamepadDisconnected) }, reset: function() { this.update(); for (var a = 0; a < this._gamepads.length; a++) this._gamepads[a].reset() }, justPressed: function(a, b) { for (var c = 0; c < this._gamepads.length; c++) if (!0 === this._gamepads[c].justPressed(a, b)) return !0; return !1 }, justReleased: function(a, b) { for (var c = 0; c < this._gamepads.length; c++) if (!0 === this._gamepads[c].justReleased(a, b)) return !0; return !1 }, isDown: function(a) { for (var b = 0; b < this._gamepads.length; b++) if (!0 === this._gamepads[b].isDown(a)) return !0; return !1 }, destroy: function() { this.stop(); for (var a = 0; a < this._gamepads.length; a++) this._gamepads[a].destroy() } }, c.Gamepad.prototype.constructor = c.Gamepad, Object.defineProperty(c.Gamepad.prototype, "active", { get: function() { return this._active } }), Object.defineProperty(c.Gamepad.prototype, "supported", { get: function() { return this._gamepadSupportAvailable } }), Object.defineProperty(c.Gamepad.prototype, "padsConnected", { get: function() { return this._rawPads.length } }), Object.defineProperty(c.Gamepad.prototype, "pad1", { get: function() { return this._gamepads[0] } }), Object.defineProperty(c.Gamepad.prototype, "pad2", { get: function() { return this._gamepads[1] } }), Object.defineProperty(c.Gamepad.prototype, "pad3", { get: function() { return this._gamepads[2] } }), Object.defineProperty(c.Gamepad.prototype, "pad4", { get: function() { return this._gamepads[3] } }), c.Gamepad.BUTTON_0 = 0, c.Gamepad.BUTTON_1 = 1, c.Gamepad.BUTTON_2 = 2, c.Gamepad.BUTTON_3 = 3, c.Gamepad.BUTTON_4 = 4, c.Gamepad.BUTTON_5 = 5, c.Gamepad.BUTTON_6 = 6, c.Gamepad.BUTTON_7 = 7, c.Gamepad.BUTTON_8 = 8, c.Gamepad.BUTTON_9 = 9, c.Gamepad.BUTTON_10 = 10, c.Gamepad.BUTTON_11 = 11, c.Gamepad.BUTTON_12 = 12, c.Gamepad.BUTTON_13 = 13, c.Gamepad.BUTTON_14 = 14, c.Gamepad.BUTTON_15 = 15, c.Gamepad.AXIS_0 = 0, c.Gamepad.AXIS_1 = 1, c.Gamepad.AXIS_2 = 2, c.Gamepad.AXIS_3 = 3, c.Gamepad.AXIS_4 = 4, c.Gamepad.AXIS_5 = 5, c.Gamepad.AXIS_6 = 6, c.Gamepad.AXIS_7 = 7, c.Gamepad.AXIS_8 = 8, c.Gamepad.AXIS_9 = 9, c.Gamepad.XBOX360_A = 0, c.Gamepad.XBOX360_B = 1, c.Gamepad.XBOX360_X = 2, c.Gamepad.XBOX360_Y = 3, c.Gamepad.XBOX360_LEFT_BUMPER = 4, c.Gamepad.XBOX360_RIGHT_BUMPER = 5, c.Gamepad.XBOX360_LEFT_TRIGGER = 6, c.Gamepad.XBOX360_RIGHT_TRIGGER = 7, c.Gamepad.XBOX360_BACK = 8, c.Gamepad.XBOX360_START = 9, c.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10, c.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11, c.Gamepad.XBOX360_DPAD_LEFT = 14, c.Gamepad.XBOX360_DPAD_RIGHT = 15, c.Gamepad.XBOX360_DPAD_UP = 12, c.Gamepad.XBOX360_DPAD_DOWN = 13, c.Gamepad.XBOX360_STICK_LEFT_X = 0, c.Gamepad.XBOX360_STICK_LEFT_Y = 1, c.Gamepad.XBOX360_STICK_RIGHT_X = 2, c.Gamepad.XBOX360_STICK_RIGHT_Y = 3, c.Gamepad.PS3XC_X = 0; c.Gamepad.PS3XC_CIRCLE = 1, c.Gamepad.PS3XC_SQUARE = 2, c.Gamepad.PS3XC_TRIANGLE = 3, c.Gamepad.PS3XC_L1 = 4, c.Gamepad.PS3XC_R1 = 5, c.Gamepad.PS3XC_L2 = 6, c.Gamepad.PS3XC_R2 = 7, c.Gamepad.PS3XC_SELECT = 8, c.Gamepad.PS3XC_START = 9, c.Gamepad.PS3XC_STICK_LEFT_BUTTON = 10, c.Gamepad.PS3XC_STICK_RIGHT_BUTTON = 11, c.Gamepad.PS3XC_DPAD_UP = 12, c.Gamepad.PS3XC_DPAD_DOWN = 13, c.Gamepad.PS3XC_DPAD_LEFT = 14, c.Gamepad.PS3XC_DPAD_RIGHT = 15, c.Gamepad.PS3XC_STICK_LEFT_X = 0, c.Gamepad.PS3XC_STICK_LEFT_Y = 1, c.Gamepad.PS3XC_STICK_RIGHT_X = 2, c.Gamepad.PS3XC_STICK_RIGHT_Y = 3, c.SinglePad = function(a, b) { this.game = a, this.index = null, this.connected = !1, this.callbackContext = this, this.onConnectCallback = null, this.onDisconnectCallback = null, this.onDownCallback = null, this.onUpCallback = null, this.onAxisCallback = null, this.onFloatCallback = null, this.deadZone = .26, this._padParent = b, this._rawPad = null, this._prevTimestamp = null, this._buttons = [], this._buttonsLen = 0, this._axes = [], this._axesLen = 0 }, c.SinglePad.prototype = { addCallbacks: function(a, b) { void 0 !== b && (this.onConnectCallback = "function" == typeof b.onConnect ? b.onConnect : this.onConnectCallback, this.onDisconnectCallback = "function" == typeof b.onDisconnect ? b.onDisconnect : this.onDisconnectCallback, this.onDownCallback = "function" == typeof b.onDown ? b.onDown : this.onDownCallback, this.onUpCallback = "function" == typeof b.onUp ? b.onUp : this.onUpCallback, this.onAxisCallback = "function" == typeof b.onAxis ? b.onAxis : this.onAxisCallback, this.onFloatCallback = "function" == typeof b.onFloat ? b.onFloat : this.onFloatCallback, this.callbackContext = a) }, getButton: function(a) { return this._buttons[a] ? this._buttons[a] : null }, pollStatus: function() { if (this.connected && this.game.input.enabled && this.game.input.gamepad.enabled && (!this._rawPad.timestamp || this._rawPad.timestamp !== this._prevTimestamp)) { for (var a = 0; a < this._buttonsLen; a++) { var b = isNaN(this._rawPad.buttons[a]) ? this._rawPad.buttons[a].value : this._rawPad.buttons[a]; b !== this._buttons[a].value && (1 === b ? this.processButtonDown(a, b) : 0 === b ? this.processButtonUp(a, b) : this.processButtonFloat(a, b)) } for (var c = 0; c < this._axesLen; c++) { var d = this._rawPad.axes[c]; d > 0 && d > this.deadZone || d < 0 && d < -this.deadZone ? this.processAxisChange(c, d) : this.processAxisChange(c, 0) } this._prevTimestamp = this._rawPad.timestamp } }, connect: function(a) { var b = !this.connected; this.connected = !0, this.index = a.index, this._rawPad = a, this._buttons = [], this._buttonsLen = a.buttons.length, this._axes = [], this._axesLen = a.axes.length; for (var d = 0; d < this._axesLen; d++) this._axes[d] = a.axes[d]; for (var e in a.buttons) e = parseInt(e, 10), this._buttons[e] = new c.DeviceButton(this, e); b && this._padParent.onConnectCallback && this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index), b && this.onConnectCallback && this.onConnectCallback.call(this.callbackContext) }, disconnect: function() { var a = this.connected, b = this.index; this.connected = !1, this.index = null, this._rawPad = void 0; for (var c = 0; c < this._buttonsLen; c++) this._buttons[c].destroy(); this._buttons = [], this._buttonsLen = 0, this._axes = [], this._axesLen = 0, a && this._padParent.onDisconnectCallback && this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, b), a && this.onDisconnectCallback && this.onDisconnectCallback.call(this.callbackContext) }, destroy: function() { this._rawPad = void 0; for (var a = 0; a < this._buttonsLen; a++) this._buttons[a].destroy(); this._buttons = [], this._buttonsLen = 0, this._axes = [], this._axesLen = 0, this.onConnectCallback = null, this.onDisconnectCallback = null, this.onDownCallback = null, this.onUpCallback = null, this.onAxisCallback = null, this.onFloatCallback = null }, processAxisChange: function(a, b) { this._axes[a] !== b && (this._axes[a] = b, this._padParent.onAxisCallback && this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, a, b), this.onAxisCallback && this.onAxisCallback.call(this.callbackContext, this, a, b)) }, processButtonDown: function(a, b) { this._buttons[a] && this._buttons[a].start(null, b), this._padParent.onDownCallback && this._padParent.onDownCallback.call(this._padParent.callbackContext, a, b, this.index), this.onDownCallback && this.onDownCallback.call(this.callbackContext, a, b) }, processButtonUp: function(a, b) { this._padParent.onUpCallback && this._padParent.onUpCallback.call(this._padParent.callbackContext, a, b, this.index), this.onUpCallback && this.onUpCallback.call(this.callbackContext, a, b), this._buttons[a] && this._buttons[a].stop(null, b) }, processButtonFloat: function(a, b) { this._padParent.onFloatCallback && this._padParent.onFloatCallback.call(this._padParent.callbackContext, a, b, this.index), this.onFloatCallback && this.onFloatCallback.call(this.callbackContext, a, b), this._buttons[a] && this._buttons[a].padFloat(b) }, axis: function(a) { return !!this._axes[a] && this._axes[a] }, isDown: function(a) { return !!this._buttons[a] && this._buttons[a].isDown }, isUp: function(a) { return !!this._buttons[a] && this._buttons[a].isUp }, justReleased: function(a, b) { if (this._buttons[a]) return this._buttons[a].justReleased(b) }, justPressed: function(a, b) { if (this._buttons[a]) return this._buttons[a].justPressed(b) }, buttonValue: function(a) { return this._buttons[a] ? this._buttons[a].value : null }, reset: function() { for (var a = 0; a < this._axes.length; a++) this._axes[a] = 0 } }, c.SinglePad.prototype.constructor = c.SinglePad, c.Key = function(a, b) { this.game = a, this._enabled = !0, this.event = null, this.isDown = !1, this.isUp = !0, this.altKey = !1, this.ctrlKey = !1, this.shiftKey = !1, this.timeDown = 0, this.duration = 0, this.timeUp = -2500, this.repeats = 0, this.keyCode = b, this.onDown = new c.Signal, this.onHoldCallback = null, this.onHoldContext = null, this.onUp = new c.Signal, this._justDown = !1, this._justUp = !1 }, c.Key.prototype = { update: function() { this._enabled && this.isDown && (this.duration = this.game.time.time - this.timeDown, this.repeats++, this.onHoldCallback && this.onHoldCallback.call(this.onHoldContext, this)) }, processKeyDown: function(a) { this._enabled && (this.event = a, this.isDown || (this.altKey = a.altKey, this.ctrlKey = a.ctrlKey, this.shiftKey = a.shiftKey, this.isDown = !0, this.isUp = !1, this.timeDown = this.game.time.time, this.duration = 0, this.repeats = 0, this._justDown = !0, this.onDown.dispatch(this))) }, processKeyUp: function(a) { this._enabled && (this.event = a, this.isUp || (this.isDown = !1, this.isUp = !0, this.timeUp = this.game.time.time, this.duration = this.game.time.time - this.timeDown, this._justUp = !0, this.onUp.dispatch(this))) }, reset: function(a) { void 0 === a && (a = !0), this.isDown = !1, this.isUp = !0, this.timeUp = this.game.time.time, this.duration = 0, this._enabled = !0, this._justDown = !1, this._justUp = !1, a && (this.onDown.removeAll(), this.onUp.removeAll(), this.onHoldCallback = null, this.onHoldContext = null) }, downDuration: function(a) { return void 0 === a && (a = 50), this.isDown && this.duration < a }, upDuration: function(a) { return void 0 === a && (a = 50), !this.isDown && this.game.time.time - this.timeUp < a } }, Object.defineProperty(c.Key.prototype, "justDown", { get: function() { var a = this._justDown; return this._justDown = !1, a } }), Object.defineProperty(c.Key.prototype, "justUp", { get: function() { var a = this._justUp; return this._justUp = !1, a } }), Object.defineProperty(c.Key.prototype, "enabled", { get: function() { return this._enabled }, set: function(a) { (a = !!a) !== this._enabled && (a || this.reset(!1), this._enabled = a) } }), c.Key.prototype.constructor = c.Key, c.Keyboard = function(a) { this.game = a, this.enabled = !0, this.event = null, this.pressEvent = null, this.callbackContext = this, this.onDownCallback = null, this.onPressCallback = null, this.onUpCallback = null, this._keys = [], this._capture = [], this._onKeyDown = null, this._onKeyPress = null, this._onKeyUp = null, this._i = 0, this._k = 0 }, c.Keyboard.prototype = { addCallbacks: function(a, b, c, d) { this.callbackContext = a, void 0 !== b && null !== b && (this.onDownCallback = b), void 0 !== c && null !== c && (this.onUpCallback = c), void 0 !== d && null !== d && (this.onPressCallback = d) }, addKey: function(a) { return this._keys[a] || (this._keys[a] = new c.Key(this.game, a), this.addKeyCapture(a)), this._keys[a] }, addKeys: function(a) { var b = {}; for (var c in a) b[c] = this.addKey(a[c]); return b }, removeKey: function(a) { this._keys[a] && (this._keys[a] = null, this.removeKeyCapture(a)) }, createCursorKeys: function() { return this.addKeys({ up: c.KeyCode.UP, down: c.KeyCode.DOWN, left: c.KeyCode.LEFT, right: c.KeyCode.RIGHT }) }, start: function() { if (!this.game.device.cocoonJS && null === this._onKeyDown) { var a = this; this._onKeyDown = function(b) { return a.processKeyDown(b) }, this._onKeyUp = function(b) { return a.processKeyUp(b) }, this._onKeyPress = function(b) { return a.processKeyPress(b) }, window.addEventListener("keydown", this._onKeyDown, !1), window.addEventListener("keyup", this._onKeyUp, !1), window.addEventListener("keypress", this._onKeyPress, !1) } }, stop: function() { window.removeEventListener("keydown", this._onKeyDown), window.removeEventListener("keyup", this._onKeyUp), window.removeEventListener("keypress", this._onKeyPress), this._onKeyDown = null, this._onKeyUp = null, this._onKeyPress = null }, destroy: function() { this.stop(), this.clearCaptures(), this._keys.length = 0, this._i = 0 }, addKeyCapture: function(a) { if ("object" == typeof a) for (var b in a) this._capture[a[b]] = !0; else this._capture[a] = !0 }, removeKeyCapture: function(a) { delete this._capture[a] }, clearCaptures: function() { this._capture = {} }, update: function() { for (this._i = this._keys.length; this._i--;) this._keys[this._i] && this._keys[this._i].update() }, processKeyDown: function(a) { if (this.event = a, this.game.input.enabled && this.enabled) { var b = a.keyCode; this._capture[b] && a.preventDefault(), this._keys[b] || (this._keys[b] = new c.Key(this.game, b)), this._keys[b].processKeyDown(a), this._k = b, this.onDownCallback && this.onDownCallback.call(this.callbackContext, a) } }, processKeyPress: function(a) { this.pressEvent = a, this.game.input.enabled && this.enabled && this.onPressCallback && this.onPressCallback.call(this.callbackContext, String.fromCharCode(a.charCode), a) }, processKeyUp: function(a) { if (this.event = a, this.game.input.enabled && this.enabled) { var b = a.keyCode; this._capture[b] && a.preventDefault(), this._keys[b] || (this._keys[b] = new c.Key(this.game, b)), this._keys[b].processKeyUp(a), this.onUpCallback && this.onUpCallback.call(this.callbackContext, a) } }, reset: function(a) { void 0 === a && (a = !0), this.event = null; for (var b = this._keys.length; b--;) this._keys[b] && this._keys[b].reset(a) }, downDuration: function(a, b) { return this._keys[a] ? this._keys[a].downDuration(b) : null }, upDuration: function(a, b) { return this._keys[a] ? this._keys[a].upDuration(b) : null }, isDown: function(a) { return this._keys[a] ? this._keys[a].isDown : null } }, Object.defineProperty(c.Keyboard.prototype, "lastChar", { get: function() { return 32 === this.event.charCode ? "" : String.fromCharCode(this.pressEvent.charCode) } }), Object.defineProperty(c.Keyboard.prototype, "lastKey", { get: function() { return this._keys[this._k] } }), c.Keyboard.prototype.constructor = c.Keyboard, c.KeyCode = { A: "A".charCodeAt(0), B: "B".charCodeAt(0), C: "C".charCodeAt(0), D: "D".charCodeAt(0), E: "E".charCodeAt(0), F: "F".charCodeAt(0), G: "G".charCodeAt(0), H: "H".charCodeAt(0), I: "I".charCodeAt(0), J: "J".charCodeAt(0), K: "K".charCodeAt(0), L: "L".charCodeAt(0), M: "M".charCodeAt(0), N: "N".charCodeAt(0), O: "O".charCodeAt(0), P: "P".charCodeAt(0), Q: "Q".charCodeAt(0), R: "R".charCodeAt(0), S: "S".charCodeAt(0), T: "T".charCodeAt(0), U: "U".charCodeAt(0), V: "V".charCodeAt(0), W: "W".charCodeAt(0), X: "X".charCodeAt(0), Y: "Y".charCodeAt(0), Z: "Z".charCodeAt(0), ZERO: "0".charCodeAt(0), ONE: "1".charCodeAt(0), TWO: "2".charCodeAt(0), THREE: "3".charCodeAt(0), FOUR: "4".charCodeAt(0), FIVE: "5".charCodeAt(0), SIX: "6".charCodeAt(0), SEVEN: "7".charCodeAt(0), EIGHT: "8".charCodeAt(0), NINE: "9".charCodeAt(0), NUMPAD_0: 96, NUMPAD_1: 97, NUMPAD_2: 98, NUMPAD_3: 99, NUMPAD_4: 100, NUMPAD_5: 101, NUMPAD_6: 102, NUMPAD_7: 103, NUMPAD_8: 104, NUMPAD_9: 105, NUMPAD_MULTIPLY: 106, NUMPAD_ADD: 107, NUMPAD_ENTER: 108, NUMPAD_SUBTRACT: 109, NUMPAD_DECIMAL: 110, NUMPAD_DIVIDE: 111, F1: 112, F2: 113, F3: 114, F4: 115, F5: 116, F6: 117, F7: 118, F8: 119, F9: 120, F10: 121, F11: 122, F12: 123, F13: 124, F14: 125, F15: 126, COLON: 186, EQUALS: 187, COMMA: 188, UNDERSCORE: 189, PERIOD: 190, QUESTION_MARK: 191, TILDE: 192, OPEN_BRACKET: 219, BACKWARD_SLASH: 220, CLOSED_BRACKET: 221, QUOTES: 222, BACKSPACE: 8, TAB: 9, CLEAR: 12, ENTER: 13, SHIFT: 16, CONTROL: 17, ALT: 18, CAPS_LOCK: 20, ESC: 27, SPACEBAR: 32, PAGE_UP: 33, PAGE_DOWN: 34, END: 35, HOME: 36, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40, PLUS: 43, MINUS: 44, INSERT: 45, DELETE: 46, HELP: 47, NUM_LOCK: 144 }; for (var e in c.KeyCode) c.KeyCode.hasOwnProperty(e) && !e.match(/[a-z]/) && (c.Keyboard[e] = c.KeyCode[e]); c.Component = function() {}, c.Component.Angle = function() {}, c.Component.Angle.prototype = { angle: { get: function() { return c.Math.wrapAngle(c.Math.radToDeg(this.rotation)) }, set: function(a) { this.rotation = c.Math.degToRad(c.Math.wrapAngle(a)) } } }, c.Component.Animation = function() {}, c.Component.Animation.prototype = { play: function(a, b, c, d) { if (this.animations) return this.animations.play(a, b, c, d) } }, c.Component.AutoCull = function() {}, c.Component.AutoCull.prototype = { autoCull: !1, inCamera: { get: function() { return this.autoCull || this.checkWorldBounds || (this._bounds.copyFrom(this.getBounds()), this._bounds.x += this.game.camera.view.x, this._bounds.y += this.game.camera.view.y), this.game.world.camera.view.intersects(this._bounds) } } }, c.Component.Bounds = function() {}, c.Component.Bounds.prototype = { offsetX: { get: function() { return this.anchor.x * this.width } }, offsetY: { get: function() { return this.anchor.y * this.height } }, centerX: { get: function() { return this.x - this.offsetX + .5 * this.width }, set: function(a) { this.x = a + this.offsetX - .5 * this.width } }, centerY: { get: function() { return this.y - this.offsetY + .5 * this.height }, set: function(a) { this.y = a + this.offsetY - .5 * this.height } }, left: { get: function() { return this.x - this.offsetX }, set: function(a) { this.x = a + this.offsetX } }, right: { get: function() { return this.x + this.width - this.offsetX }, set: function(a) { this.x = a - this.width + this.offsetX } }, top: { get: function() { return this.y - this.offsetY }, set: function(a) { this.y = a + this.offsetY } }, bottom: { get: function() { return this.y + this.height - this.offsetY }, set: function(a) { this.y = a - this.height + this.offsetY } }, alignIn: function(a, b, d, e) { switch (void 0 === d && (d = 0), void 0 === e && (e = 0), b) { default: case c.TOP_LEFT: this.left = a.left - d, this.top = a.top - e; break; case c.TOP_CENTER: this.centerX = a.centerX + d, this.top = a.top - e; break; case c.TOP_RIGHT: this.right = a.right + d, this.top = a.top - e; break; case c.LEFT_CENTER: this.left = a.left - d, this.centerY = a.centerY + e; break; case c.CENTER: this.centerX = a.centerX + d, this.centerY = a.centerY + e; break; case c.RIGHT_CENTER: this.right = a.right + d, this.centerY = a.centerY + e; break; case c.BOTTOM_LEFT: this.left = a.left - d, this.bottom = a.bottom + e; break; case c.BOTTOM_CENTER: this.centerX = a.centerX + d, this.bottom = a.bottom + e; break; case c.BOTTOM_RIGHT: this.right = a.right + d, this.bottom = a.bottom + e } return this }, alignTo: function(a, b, d, e) { switch (void 0 === d && (d = 0), void 0 === e && (e = 0), b) { default: case c.TOP_LEFT: this.left = a.left - d, this.bottom = a.top - e; break; case c.TOP_CENTER: this.centerX = a.centerX + d, this.bottom = a.top - e; break; case c.TOP_RIGHT: this.right = a.right + d, this.bottom = a.top - e; break; case c.LEFT_TOP: this.right = a.left - d, this.top = a.top - e; break; case c.LEFT_CENTER: this.right = a.left - d, this.centerY = a.centerY + e; break; case c.LEFT_BOTTOM: this.right = a.left - d, this.bottom = a.bottom + e; break; case c.RIGHT_TOP: this.left = a.right + d, this.top = a.top - e; break; case c.RIGHT_CENTER: this.left = a.right + d, this.centerY = a.centerY + e; break; case c.RIGHT_BOTTOM: this.left = a.right + d, this.bottom = a.bottom + e; break; case c.BOTTOM_LEFT: this.left = a.left - d, this.top = a.bottom + e; break; case c.BOTTOM_CENTER: this.centerX = a.centerX + d, this.top = a.bottom + e; break; case c.BOTTOM_RIGHT: this.right = a.right + d, this.top = a.bottom + e } return this } }, c.Group.prototype.alignIn = c.Component.Bounds.prototype.alignIn, c.Group.prototype.alignTo = c.Component.Bounds.prototype.alignTo, c.Component.BringToTop = function() {}, c.Component.BringToTop.prototype.bringToTop = function() { return this.parent && this.parent.bringToTop(this), this }, c.Component.BringToTop.prototype.sendToBack = function() { return this.parent && this.parent.sendToBack(this), this }, c.Component.BringToTop.prototype.moveUp = function() { return this.parent && this.parent.moveUp(this), this }, c.Component.BringToTop.prototype.moveDown = function() { return this.parent && this.parent.moveDown(this), this }, c.Component.Core = function() {}, c.Component.Core.install = function(a) { c.Utils.mixinPrototype(this, c.Component.Core.prototype), this.components = {}; for (var b = 0; b < a.length; b++) { var d = a[b], e = !1; "Destroy" === d && (e = !0), c.Utils.mixinPrototype(this, c.Component[d].prototype, e), this.components[d] = !0 } }, c.Component.Core.init = function(a, b, d, e, f) { this.game = a, this.key = e, this.data = {}, this.position.set(b, d), this.world = new c.Point(b, d), this.previousPosition = new c.Point(b, d), this.events = new c.Events(this), this._bounds = new c.Rectangle, this.components.PhysicsBody && (this.body = this.body), this.components.Animation && (this.animations = new c.AnimationManager(this)), this.components.LoadTexture && null !== e && this.loadTexture(e, f), this.components.FixedToCamera && (this.cameraOffset = new c.Point(b, d)) }, c.Component.Core.preUpdate = function() { if (this.pendingDestroy) return void this.destroy(); if (this.previousPosition.set(this.world.x, this.world.y), this.previousRotation = this.rotation, !this.exists || !this.parent.exists) return this.renderOrderID = -1, !1; this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty), this.visible && (this.renderOrderID = this.game.stage.currentRenderOrderID++), this.animations && this.animations.update(), this.body && this.body.preUpdate(); for (var a = 0; a < this.children.length; a++) this.children[a].preUpdate(); return !0 }, c.Component.Core.prototype = { game: null, name: "", data: {}, components: {}, z: 0, events: void 0, animations: void 0, key: "", world: null, debug: !1, previousPosition: null, previousRotation: 0, renderOrderID: 0, fresh: !0, pendingDestroy: !1, _bounds: null, _exists: !0, exists: { get: function() { return this._exists }, set: function(a) { a ? (this._exists = !0, this.body && this.body.type === c.Physics.P2JS && this.body.addToWorld(), this.visible = !0) : (this._exists = !1, this.body && this.body.type === c.Physics.P2JS && this.body.removeFromWorld(), this.visible = !1) } }, update: function() {}, postUpdate: function() { this.customRender && this.key.render(), this.components.PhysicsBody && c.Component.PhysicsBody.postUpdate.call(this), this.components.FixedToCamera && c.Component.FixedToCamera.postUpdate.call(this); for (var a = 0; a < this.children.length; a++) this.children[a].postUpdate() } }, c.Component.Crop = function() {}, c.Component.Crop.prototype = { cropRect: null, _crop: null, crop: function(a, b) { void 0 === b && (b = !1), a ? (b && null !== this.cropRect ? this.cropRect.setTo(a.x, a.y, a.width, a.height) : b && null === this.cropRect ? this.cropRect = new c.Rectangle(a.x, a.y, a.width, a.height) : this.cropRect = a, this.updateCrop()) : (this._crop = null, this.cropRect = null, this.resetFrame()) }, updateCrop: function() { if (this.cropRect) { var a = this.texture.crop.x, b = this.texture.crop.y, d = this.texture.crop.width, e = this.texture.crop.height; this._crop = c.Rectangle.clone(this.cropRect, this._crop), this._crop.x += this._frame.x, this._crop.y += this._frame.y; var f = Math.max(this._frame.x, this._crop.x), g = Math.max(this._frame.y, this._crop.y), h = Math.min(this._frame.right, this._crop.right) - f, i = Math.min(this._frame.bottom, this._crop.bottom) - g; this.texture.crop.x = f, this.texture.crop.y = g, this.texture.crop.width = h, this.texture.crop.height = i, this.texture.frame.width = Math.min(h, this.cropRect.width), this.texture.frame.height = Math.min(i, this.cropRect.height), this.texture.width = this.texture.frame.width, this.texture.height = this.texture.frame.height, this.texture._updateUvs(), 16777215 === this.tint || a === f && b === g && d === h && e === i || (this.texture.requiresReTint = !0) } } }, c.Component.Delta = function() {}, c.Component.Delta.prototype = { deltaX: { get: function() { return this.world.x - this.previousPosition.x } }, deltaY: { get: function() { return this.world.y - this.previousPosition.y } }, deltaZ: { get: function() { return this.rotation - this.previousRotation } } }, c.Component.Destroy = function() {}, c.Component.Destroy.prototype = { destroyPhase: !1, destroy: function(a, b) { if (null !== this.game && !this.destroyPhase) { void 0 === a && (a = !0), void 0 === b && (b = !1), this.destroyPhase = !0, this.events && this.events.onDestroy$dispatch(this), this.parent && (this.parent instanceof c.Group ? this.parent.remove(this) : this.parent.removeChild(this)), this.input && this.input.destroy(), this.animations && this.animations.destroy(), this.body && this.body.destroy(), this.events && this.events.destroy(), this.game.tweens.removeFrom(this); var d = this.children.length; if (a) for (; d--;) this.children[d].destroy(a); else for (; d--;) this.removeChild(this.children[d]); this._crop && (this._crop = null, this.cropRect = null), this._frame && (this._frame = null), c.Video && this.key instanceof c.Video && this.key.onChangeSource.remove(this.resizeFrame, this), c.BitmapText && this._glyphs && (this._glyphs = []), this.alive = !1, this.exists = !1, this.visible = !1, this.filters = null, this.mask = null, this.game = null, this.data = {}, this.renderable = !1, this.transformCallback && (this.transformCallback = null, this.transformCallbackContext = null), this.hitArea = null, this.parent = null, this.stage = null, this.worldTransform = null, this.filterArea = null, this._bounds = null, this._currentBounds = null, this._mask = null, this._destroyCachedSprite(), b && this.texture.destroy(!0), this.destroyPhase = !1, this.pendingDestroy = !1 } } }, c.Events = function(a) { this.parent = a }, c.Events.prototype = { destroy: function() { this._parent = null, this._onDestroy && this._onDestroy.dispose(), this._onAddedToGroup && this._onAddedToGroup.dispose(), this._onRemovedFromGroup && this._onRemovedFromGroup.dispose(), this._onRemovedFromWorld && this._onRemovedFromWorld.dispose(), this._onKilled && this._onKilled.dispose(), this._onRevived && this._onRevived.dispose(), this._onEnterBounds && this._onEnterBounds.dispose(), this._onOutOfBounds && this._onOutOfBounds.dispose(), this._onInputOver && this._onInputOver.dispose(), this._onInputOut && this._onInputOut.dispose(), this._onInputDown && this._onInputDown.dispose(), this._onInputUp && this._onInputUp.dispose(), this._onDragStart && this._onDragStart.dispose(), this._onDragUpdate && this._onDragUpdate.dispose(), this._onDragStop && this._onDragStop.dispose(), this._onAnimationStart && this._onAnimationStart.dispose(), this._onAnimationComplete && this._onAnimationComplete.dispose(), this._onAnimationLoop && this._onAnimationLoop.dispose() }, onAddedToGroup: null, onRemovedFromGroup: null, onRemovedFromWorld: null, onDestroy: null, onKilled: null, onRevived: null, onOutOfBounds: null, onEnterBounds: null, onInputOver: null, onInputOut: null, onInputDown: null, onInputUp: null, onDragStart: null, onDragUpdate: null, onDragStop: null, onAnimationStart: null, onAnimationComplete: null, onAnimationLoop: null }, c.Events.prototype.constructor = c.Events; for (var f in c.Events.prototype) c.Events.prototype.hasOwnProperty(f) && 0 === f.indexOf("on") && null === c.Events.prototype[f] && function(a, b) { "use strict"; Object.defineProperty(c.Events.prototype, a, { get: function() { return this[b] || (this[b] = new c.Signal) } }), c.Events.prototype[a + "$dispatch"] = function() { return this[b] ? this[b].dispatch.apply(this[b], arguments) : null } }(f, "_" + f); c.Component.FixedToCamera = function() {}, c.Component.FixedToCamera.postUpdate = function() { this.fixedToCamera && (this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x, this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y) }, c.Component.FixedToCamera.prototype = { _fixedToCamera: !1, fixedToCamera: { get: function() { return this._fixedToCamera }, set: function(a) { a ? (this._fixedToCamera = !0, this.cameraOffset.set(this.x, this.y)) : this._fixedToCamera = !1 } }, cameraOffset: new c.Point }, c.Component.Health = function() {}, c.Component.Health.prototype = { health: 1, maxHealth: 100, damage: function(a) { return this.alive && (this.health -= a, this.health <= 0 && this.kill()), this }, setHealth: function(a) { return this.health = a, this.health > this.maxHealth && (this.health = this.maxHealth), this }, heal: function(a) { return this.alive && (this.health += a, this.health > this.maxHealth && (this.health = this.maxHealth)), this } }, c.Component.InCamera = function() {}, c.Component.InCamera.prototype = { inCamera: { get: function() { return this.game.world.camera.view.intersects(this._bounds) } } }, c.Component.InputEnabled = function() {}, c.Component.InputEnabled.prototype = { input: null, inputEnabled: { get: function() { return this.input && this.input.enabled }, set: function(a) { a ? null === this.input ? (this.input = new c.InputHandler(this), this.input.start()) : this.input && !this.input.enabled && this.input.start() : this.input && this.input.enabled && this.input.stop() } } }, c.Component.InWorld = function() {}, c.Component.InWorld.preUpdate = function() { if (this.autoCull || this.checkWorldBounds) { if (this._bounds.copyFrom(this.getBounds()), this._bounds.x += this.game.camera.view.x, this._bounds.y += this.game.camera.view.y, this.autoCull) if (this.game.world.camera.view.intersects(this._bounds)) this.renderable = !0, this.game.world.camera.totalInView++; else if (this.renderable = !1, this.outOfCameraBoundsKill) return this.kill(), !1; if (this.checkWorldBounds) if (this._outOfBoundsFired && this.game.world.bounds.intersects(this._bounds)) this._outOfBoundsFired = !1, this.events.onEnterBounds$dispatch(this); else if (!this._outOfBoundsFired && !this.game.world.bounds.intersects(this._bounds) && (this._outOfBoundsFired = !0, this.events.onOutOfBounds$dispatch(this), this.outOfBoundsKill)) return this.kill(), !1 } return !0 }, c.Component.InWorld.prototype = { checkWorldBounds: !1, outOfBoundsKill: !1, outOfCameraBoundsKill: !1, _outOfBoundsFired: !1, inWorld: { get: function() { return this.game.world.bounds.intersects(this.getBounds()) } } }, c.Component.LifeSpan = function() {}, c.Component.LifeSpan.preUpdate = function() { return !(this.lifespan > 0 && (this.lifespan -= this.game.time.physicsElapsedMS, this.lifespan <= 0)) || (this.kill(), !1) }, c.Component.LifeSpan.prototype = { alive: !0, lifespan: 0, revive: function(a) { return void 0 === a && (a = 100), this.alive = !0, this.exists = !0, this.visible = !0, "function" == typeof this.setHealth && this.setHealth(a), this.events && this.events.onRevived$dispatch(this), this }, kill: function() { return this.alive = !1, this.exists = !1, this.visible = !1, this.events && this.events.onKilled$dispatch(this), this } }, c.Component.LoadTexture = function() {}, c.Component.LoadTexture.prototype = { customRender: !1, _frame: null, loadTexture: function(a, b, d) { a === c.PENDING_ATLAS ? (a = b, b = 0) : b = b || 0, (d || void 0 === d) && this.animations && this.animations.stop(), this.key = a, this.customRender = !1; var e = this.game.cache, f = !0, g = !this.texture.baseTexture.scaleMode; if (c.RenderTexture && a instanceof c.RenderTexture) this.key = a.key, this.setTexture(a); else if (c.BitmapData && a instanceof c.BitmapData) this.customRender = !0, this.setTexture(a.texture), f = e.hasFrameData(a.key, c.Cache.BITMAPDATA) ? !this.animations.loadFrameData(e.getFrameData(a.key, c.Cache.BITMAPDATA), b) : !this.animations.loadFrameData(a.frameData, 0); else if (c.Video && a instanceof c.Video) { this.customRender = !0; var h = a.texture.valid; this.setTexture(a.texture), this.setFrame(a.texture.frame.clone()), a.onChangeSource.add(this.resizeFrame, this), this.texture.valid = h } else if (c.Tilemap && a instanceof c.TilemapLayer) this.setTexture(PIXI.Texture.fromCanvas(a.canvas)); else if (a instanceof PIXI.Texture) this.setTexture(a); else { var i = e.getImage(a, !0); this.key = i.key, this.setTexture(new PIXI.Texture(i.base)), this.texture.baseTexture.skipRender = "__default" === a, f = !this.animations.loadFrameData(i.frameData, b) } f && (this._frame = c.Rectangle.clone(this.texture.frame)), g || (this.texture.baseTexture.scaleMode = 1) }, setFrame: function(a) { this._frame = a, this.texture.frame.x = a.x, this.texture.frame.y = a.y, this.texture.frame.width = a.width, this.texture.frame.height = a.height, this.texture.crop.x = a.x, this.texture.crop.y = a.y, this.texture.crop.width = a.width, this.texture.crop.height = a.height, a.trimmed ? (this.texture.trim ? (this.texture.trim.x = a.spriteSourceSizeX, this.texture.trim.y = a.spriteSourceSizeY, this.texture.trim.width = a.sourceSizeW, this.texture.trim.height = a.sourceSizeH) : this.texture.trim = { x: a.spriteSourceSizeX, y: a.spriteSourceSizeY, width: a.sourceSizeW, height: a.sourceSizeH }, this.texture.width = a.sourceSizeW, this.texture.height = a.sourceSizeH, this.texture.frame.width = a.sourceSizeW, this.texture.frame.height = a.sourceSizeH) : !a.trimmed && this.texture.trim && (this.texture.trim = null), this.cropRect && this.updateCrop(), this.texture.requiresReTint = !0, this.texture._updateUvs(), this.tilingTexture && (this.refreshTexture = !0) }, resizeFrame: function(a, b, c) { this.texture.frame.resize(b, c), this.texture.setFrame(this.texture.frame) }, resetFrame: function() { this._frame && this.setFrame(this._frame) }, frame: { get: function() { return this.animations.frame }, set: function(a) { this.animations.frame = a } }, frameName: { get: function() { return this.animations.frameName }, set: function(a) { this.animations.frameName = a } } }, c.Component.Overlap = function() {}, c.Component.Overlap.prototype = { overlap: function(a) { return c.Rectangle.intersects(this.getBounds(), a.getBounds()) } }, c.Component.PhysicsBody = function() {}, c.Component.PhysicsBody.preUpdate = function() { return this.fresh && this.exists ? (this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y), this.worldTransform.tx = this.world.x, this.worldTransform.ty = this.world.y, this.previousPosition.set(this.world.x, this.world.y), this.previousRotation = this.rotation, this.body && this.body.preUpdate(), this.fresh = !1, !1) : (this.previousPosition.set(this.world.x, this.world.y), this.previousRotation = this.rotation, !(!this._exists || !this.parent.exists) || (this.renderOrderID = -1, !1)) }, c.Component.PhysicsBody.postUpdate = function() { this.exists && this.body && this.body.postUpdate() }, c.Component.PhysicsBody.prototype = { body: null, x: { get: function() { return this.position.x }, set: function(a) { this.position.x = a, this.body && !this.body.dirty && (this.body._reset = !0) } }, y: { get: function() { return this.position.y }, set: function(a) { this.position.y = a, this.body && !this.body.dirty && (this.body._reset = !0) } } }, c.Component.Reset = function() {}, c.Component.Reset.prototype.reset = function(a, b, c) { return void 0 === c && (c = 1), this.world.set(a, b), this.position.set(a, b), this.fresh = !0, this.exists = !0, this.visible = !0, this.renderable = !0, this.components.InWorld && (this._outOfBoundsFired = !1), this.components.LifeSpan && (this.alive = !0, this.health = c), this.components.PhysicsBody && this.body && this.body.reset(a, b, !1, !1), this }, c.Component.ScaleMinMax = function() {}, c.Component.ScaleMinMax.prototype = { transformCallback: null, transformCallbackContext: this, scaleMin: null, scaleMax: null, checkTransform: function(a) { this.scaleMin && (a.a < this.scaleMin.x && (a.a = this.scaleMin.x), a.d < this.scaleMin.y && (a.d = this.scaleMin.y)), this.scaleMax && (a.a > this.scaleMax.x && (a.a = this.scaleMax.x), a.d > this.scaleMax.y && (a.d = this.scaleMax.y)) }, setScaleMinMax: function(a, b, d, e) { void 0 === b ? b = d = e = a : void 0 === d && (d = e = b, b = a), null === a ? this.scaleMin = null : this.scaleMin ? this.scaleMin.set(a, b) : this.scaleMin = new c.Point(a, b), null === d ? this.scaleMax = null : this.scaleMax ? this.scaleMax.set(d, e) : this.scaleMax = new c.Point(d, e), null === this.scaleMin ? this.transformCallback = null : (this.transformCallback = this.checkTransform, this.transformCallbackContext = this) } }, c.Component.Smoothed = function() {}, c.Component.Smoothed.prototype = { smoothed: { get: function() { return !this.texture.baseTexture.scaleMode }, set: function(a) { a ? this.texture && (this.texture.baseTexture.scaleMode = 0) : this.texture && (this.texture.baseTexture.scaleMode = 1) } } }, c.GameObjectFactory = function(a) { this.game = a, this.world = this.game.world }, c.GameObjectFactory.prototype = { existing: function(a) { return this.world.add(a) }, weapon: function(a, b, d, e) { var f = this.game.plugins.add(c.Weapon); return f.createBullets(a, b, d, e), f }, image: function(a, b, d, e, f) { return void 0 === f && (f = this.world), f.add(new c.Image(this.game, a, b, d, e)) }, sprite: function(a, b, c, d, e) { return void 0 === e && (e = this.world), e.create(a, b, c, d) }, creature: function(a, b, d, e, f) { void 0 === f && (f = this.world); var g = new c.Creature(this.game, a, b, d, e); return f.add(g), g }, tween: function(a) { return this.game.tweens.create(a) }, group: function(a, b, d, e, f) { return new c.Group(this.game, a, b, d, e, f) }, physicsGroup: function(a, b, d, e) { return new c.Group(this.game, b, d, e, !0, a) }, spriteBatch: function(a, b, d) { return void 0 === a && (a = null), void 0 === b && (b = "group"), void 0 === d && (d = !1), new c.SpriteBatch(this.game, a, b, d) }, audio: function(a, b, c, d) { return this.game.sound.add(a, b, c, d) }, sound: function(a, b, c, d) { return this.game.sound.add(a, b, c, d) }, audioSprite: function(a) { return this.game.sound.addSprite(a) }, tileSprite: function(a, b, d, e, f, g, h) { return void 0 === h && (h = this.world), h.add(new c.TileSprite(this.game, a, b, d, e, f, g)) }, rope: function(a, b, d, e, f, g) { return void 0 === g && (g = this.world), g.add(new c.Rope(this.game, a, b, d, e, f)) }, text: function(a, b, d, e, f) { return void 0 === f && (f = this.world), f.add(new c.Text(this.game, a, b, d, e)) }, button: function(a, b, d, e, f, g, h, i, j, k) { return void 0 === k && (k = this.world), k.add(new c.Button(this.game, a, b, d, e, f, g, h, i, j)) }, graphics: function(a, b, d) { return void 0 === d && (d = this.world), d.add(new c.Graphics(this.game, a, b)) }, emitter: function(a, b, d) { return this.game.particles.add(new c.Particles.Arcade.Emitter(this.game, a, b, d)) }, retroFont: function(a, b, d, e, f, g, h, i, j) { return new c.RetroFont(this.game, a, b, d, e, f, g, h, i, j) }, bitmapText: function(a, b, d, e, f, g) { return void 0 === g && (g = this.world), g.add(new c.BitmapText(this.game, a, b, d, e, f)) }, tilemap: function(a, b, d, e, f) { return new c.Tilemap(this.game, a, b, d, e, f) }, renderTexture: function(a, b, d, e) { void 0 !== d && "" !== d || (d = this.game.rnd.uuid()), void 0 === e && (e = !1); var f = new c.RenderTexture(this.game, a, b, d); return e && this.game.cache.addRenderTexture(d, f), f }, video: function(a, b) { return new c.Video(this.game, a, b) }, bitmapData: function(a, b, d, e) { void 0 === e && (e = !1), void 0 !== d && "" !== d || (d = this.game.rnd.uuid()); var f = new c.BitmapData(this.game, d, a, b); return e && this.game.cache.addBitmapData(d, f), f }, filter: function(a) { var b = Array.prototype.slice.call(arguments, 1), a = new c.Filter[a](this.game); return a.init.apply(a, b), a }, plugin: function(a) { return this.game.plugins.add(a) } }, c.GameObjectFactory.prototype.constructor = c.GameObjectFactory, c.GameObjectCreator = function(a) { this.game = a, this.world = this.game.world }, c.GameObjectCreator.prototype = { image: function(a, b, d, e) { return new c.Image(this.game, a, b, d, e) }, sprite: function(a, b, d, e) { return new c.Sprite(this.game, a, b, d, e) }, tween: function(a) { return new c.Tween(a, this.game, this.game.tweens) }, group: function(a, b, d, e, f) { return new c.Group(this.game, a, b, d, e, f) }, spriteBatch: function(a, b, d) { return void 0 === b && (b = "group"), void 0 === d && (d = !1), new c.SpriteBatch(this.game, a, b, d) }, audio: function(a, b, c, d) { return this.game.sound.add(a, b, c, d) }, audioSprite: function(a) { return this.game.sound.addSprite(a) }, sound: function(a, b, c, d) { return this.game.sound.add(a, b, c, d) }, tileSprite: function(a, b, d, e, f, g) { return new c.TileSprite(this.game, a, b, d, e, f, g) }, rope: function(a, b, d, e, f) { return new c.Rope(this.game, a, b, d, e, f) }, text: function(a, b, d, e) { return new c.Text(this.game, a, b, d, e) }, button: function(a, b, d, e, f, g, h, i, j) { return new c.Button(this.game, a, b, d, e, f, g, h, i, j) }, graphics: function(a, b) { return new c.Graphics(this.game, a, b) }, emitter: function(a, b, d) { return new c.Particles.Arcade.Emitter(this.game, a, b, d) }, retroFont: function(a, b, d, e, f, g, h, i, j) { return new c.RetroFont(this.game, a, b, d, e, f, g, h, i, j) }, bitmapText: function(a, b, d, e, f, g) { return new c.BitmapText(this.game, a, b, d, e, f, g) }, tilemap: function(a, b, d, e, f) { return new c.Tilemap(this.game, a, b, d, e, f) }, renderTexture: function(a, b, d, e) { void 0 !== d && "" !== d || (d = this.game.rnd.uuid()), void 0 === e && (e = !1); var f = new c.RenderTexture(this.game, a, b, d); return e && this.game.cache.addRenderTexture(d, f), f }, bitmapData: function(a, b, d, e) { void 0 === e && (e = !1), void 0 !== d && "" !== d || (d = this.game.rnd.uuid()); var f = new c.BitmapData(this.game, d, a, b); return e && this.game.cache.addBitmapData(d, f), f }, filter: function(a) { var b = Array.prototype.slice.call(arguments, 1), a = new c.Filter[a](this.game); return a.init.apply(a, b), a } }, c.GameObjectCreator.prototype.constructor = c.GameObjectCreator, c.Sprite = function(a, b, d, e, f) { b = b || 0, d = d || 0, e = e || null, f = f || null, this.type = c.SPRITE, this.physicsType = c.SPRITE, PIXI.Sprite.call(this, c.Cache.DEFAULT), c.Component.Core.init.call(this, a, b, d, e, f) }, c.Sprite.prototype = Object.create(PIXI.Sprite.prototype), c.Sprite.prototype.constructor = c.Sprite, c.Component.Core.install.call(c.Sprite.prototype, ["Angle", "Animation", "AutoCull", "Bounds", "BringToTop", "Crop", "Delta", "Destroy", "FixedToCamera", "Health", "InCamera", "InputEnabled", "InWorld", "LifeSpan", "LoadTexture", "Overlap", "PhysicsBody", "Reset", "ScaleMinMax", "Smoothed"]), c.Sprite.prototype.preUpdatePhysics = c.Component.PhysicsBody.preUpdate, c.Sprite.prototype.preUpdateLifeSpan = c.Component.LifeSpan.preUpdate, c.Sprite.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.Sprite.prototype.preUpdateCore = c.Component.Core.preUpdate, c.Sprite.prototype.preUpdate = function() { return !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.Image = function(a, b, d, e, f) { b = b || 0, d = d || 0, e = e || null, f = f || null, this.type = c.IMAGE, PIXI.Sprite.call(this, c.Cache.DEFAULT), c.Component.Core.init.call(this, a, b, d, e, f) }, c.Image.prototype = Object.create(PIXI.Sprite.prototype), c.Image.prototype.constructor = c.Image, c.Component.Core.install.call(c.Image.prototype, ["Angle", "Animation", "AutoCull", "Bounds", "BringToTop", "Crop", "Destroy", "FixedToCamera", "InputEnabled", "LifeSpan", "LoadTexture", "Overlap", "Reset", "ScaleMinMax", "Smoothed"]), c.Image.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.Image.prototype.preUpdateCore = c.Component.Core.preUpdate, c.Image.prototype.preUpdate = function() { return !!this.preUpdateInWorld() && this.preUpdateCore() }, c.Button = function(a, b, d, e, f, g, h, i, j, k) { b = b || 0, d = d || 0, e = e || null, f = f || null, g = g || this, c.Image.call(this, a, b, d, e, i), this.type = c.BUTTON, this.physicsType = c.SPRITE, this._onOverFrame = null, this._onOutFrame = null, this._onDownFrame = null, this._onUpFrame = null, this.onOverSound = null, this.onOutSound = null, this.onDownSound = null, this.onUpSound = null, this.onOverSoundMarker = "", this.onOutSoundMarker = "", this.onDownSoundMarker = "", this.onUpSoundMarker = "", this.onInputOver = new c.Signal, this.onInputOut = new c.Signal, this.onInputDown = new c.Signal, this.onInputUp = new c.Signal, this.onOverMouseOnly = !0, this.justReleasedPreventsOver = c.PointerMode.TOUCH, this.freezeFrames = !1, this.forceOut = !1, this.inputEnabled = !0, this.input.start(0, !0), this.input.useHandCursor = !0, this.setFrames(h, i, j, k), null !== f && this.onInputUp.add(f, g), this.events.onInputOver.add(this.onInputOverHandler, this), this.events.onInputOut.add(this.onInputOutHandler, this), this.events.onInputDown.add(this.onInputDownHandler, this), this.events.onInputUp.add(this.onInputUpHandler, this), this.events.onRemovedFromWorld.add(this.removedFromWorld, this) }, c.Button.prototype = Object.create(c.Image.prototype), c.Button.prototype.constructor = c.Button; c.Button.prototype.clearFrames = function() { this.setFrames(null, null, null, null) }, c.Button.prototype.removedFromWorld = function() { this.inputEnabled = !1 }, c.Button.prototype.setStateFrame = function(a, b, c) { var d = "_on" + a + "Frame"; null !== b ? (this[d] = b, c && this.changeStateFrame(a)) : this[d] = null }, c.Button.prototype.changeStateFrame = function(a) { if (this.freezeFrames) return !1; var b = "_on" + a + "Frame", c = this[b]; return "string" == typeof c ? (this.frameName = c, !0) : "number" == typeof c && (this.frame = c, !0) }, c.Button.prototype.setFrames = function(a, b, c, d) { this.setStateFrame("Over", a, this.input.pointerOver()), this.setStateFrame("Out", b, !this.input.pointerOver()), this.setStateFrame("Down", c, this.input.pointerDown()), this.setStateFrame("Up", d, this.input.pointerUp()) }, c.Button.prototype.setStateSound = function(a, b, d) { var e = "on" + a + "Sound", f = "on" + a + "SoundMarker"; b instanceof c.Sound || b instanceof c.AudioSprite ? (this[e] = b, this[f] = "string" == typeof d ? d : "") : (this[e] = null, this[f] = "") }, c.Button.prototype.playStateSound = function(a) { var b = "on" + a + "Sound", c = this[b]; if (c) { var d = "on" + a + "SoundMarker", e = this[d]; return c.play(e), !0 } return !1 }, c.Button.prototype.setSounds = function(a, b, c, d, e, f, g, h) { this.setStateSound("Over", a, b), this.setStateSound("Out", e, f), this.setStateSound("Down", c, d), this.setStateSound("Up", g, h) }, c.Button.prototype.setOverSound = function(a, b) { this.setStateSound("Over", a, b) }, c.Button.prototype.setOutSound = function(a, b) { this.setStateSound("Out", a, b) }, c.Button.prototype.setDownSound = function(a, b) { this.setStateSound("Down", a, b) }, c.Button.prototype.setUpSound = function(a, b) { this.setStateSound("Up", a, b) }, c.Button.prototype.onInputOverHandler = function(a, b) { b.justReleased() && (this.justReleasedPreventsOver & b.pointerMode) === b.pointerMode || (this.changeStateFrame("Over"), this.onOverMouseOnly && !b.isMouse || (this.playStateSound("Over"), this.onInputOver && this.onInputOver.dispatch(this, b))) }, c.Button.prototype.onInputOutHandler = function(a, b) { this.changeStateFrame("Out"), this.playStateSound("Out"), this.onInputOut && this.onInputOut.dispatch(this, b) }, c.Button.prototype.onInputDownHandler = function(a, b) { this.changeStateFrame("Down"), this.playStateSound("Down"), this.onInputDown && this.onInputDown.dispatch(this, b) }, c.Button.prototype.onInputUpHandler = function(a, b, c) { if (this.playStateSound("Up"), this.onInputUp && this.onInputUp.dispatch(this, b, c), !this.freezeFrames) if (!0 === this.forceOut || (this.forceOut & b.pointerMode) === b.pointerMode) this.changeStateFrame("Out"); else { var d = this.changeStateFrame("Up"); d || (c ? this.changeStateFrame("Over") : this.changeStateFrame("Out")) } }, c.SpriteBatch = function(a, b, d, e) { void 0 !== b && null !== b || (b = a.world), PIXI.SpriteBatch.call(this), c.Group.call(this, a, b, d, e), this.type = c.SPRITEBATCH }, c.SpriteBatch.prototype = c.Utils.extend(!0, c.SpriteBatch.prototype, PIXI.SpriteBatch.prototype, c.Group.prototype), c.SpriteBatch.prototype.constructor = c.SpriteBatch, c.BitmapData = function(a, b, d, e, f) { void 0 !== d && 0 !== d || (d = 256), void 0 !== e && 0 !== e || (e = 256), void 0 === f && (f = !1), this.game = a, this.key = b, this.width = d, this.height = e, this.canvas = c.Canvas.create(this, d, e, null, f), this.context = this.canvas.getContext("2d", { alpha: !0 }), this.ctx = this.context, this.smoothProperty = a.renderType === c.CANVAS ? a.renderer.renderSession.smoothProperty : c.Canvas.getSmoothingPrefix(this.context), this.imageData = this.context.getImageData(0, 0, d, e), this.data = null, this.imageData && (this.data = this.imageData.data), this.pixels = null, this.data && (this.imageData.data.buffer ? (this.buffer = this.imageData.data.buffer, this.pixels = new Uint32Array(this.buffer)) : window.ArrayBuffer ? (this.buffer = new ArrayBuffer(this.imageData.data.length), this.pixels = new Uint32Array(this.buffer)) : this.pixels = this.imageData.data), this.baseTexture = new PIXI.BaseTexture(this.canvas), this.texture = new PIXI.Texture(this.baseTexture), this.frameData = new c.FrameData, this.textureFrame = this.frameData.addFrame(new c.Frame(0, 0, 0, d, e, "bitmapData")), this.texture.frame = this.textureFrame, this.type = c.BITMAPDATA, this.disableTextureUpload = !1, this.dirty = !1, this.cls = this.clear, this._image = null, this._pos = new c.Point, this._size = new c.Point, this._scale = new c.Point, this._rotate = 0, this._alpha = { prev: 1, current: 1 }, this._anchor = new c.Point, this._tempR = 0, this._tempG = 0, this._tempB = 0, this._circle = new c.Circle, this._swapCanvas = void 0 }, c.BitmapData.prototype = { move: function(a, b, c) { return 0 !== a && this.moveH(a, c), 0 !== b && this.moveV(b, c), this }, moveH: function(a, b) { void 0 === b && (b = !0), void 0 === this._swapCanvas && (this._swapCanvas = PIXI.CanvasPool.create(this, this.width, this.height)); var c = this._swapCanvas, d = c.getContext("2d"), e = this.height, f = this.canvas; if (d.clearRect(0, 0, this.width, this.height), a < 0) { a = Math.abs(a); var g = this.width - a; b && d.drawImage(f, 0, 0, a, e, g, 0, a, e), d.drawImage(f, a, 0, g, e, 0, 0, g, e) } else { var g = this.width - a; b && d.drawImage(f, g, 0, a, e, 0, 0, a, e), d.drawImage(f, 0, 0, g, e, a, 0, g, e) } return this.clear(), this.copy(this._swapCanvas) }, moveV: function(a, b) { void 0 === b && (b = !0), void 0 === this._swapCanvas && (this._swapCanvas = PIXI.CanvasPool.create(this, this.width, this.height)); var c = this._swapCanvas, d = c.getContext("2d"), e = this.width, f = this.canvas; if (d.clearRect(0, 0, this.width, this.height), a < 0) { a = Math.abs(a); var g = this.height - a; b && d.drawImage(f, 0, 0, e, a, 0, g, e, a), d.drawImage(f, 0, a, e, g, 0, 0, e, g) } else { var g = this.height - a; b && d.drawImage(f, 0, g, e, a, 0, 0, e, a), d.drawImage(f, 0, 0, e, g, 0, a, e, g) } return this.clear(), this.copy(this._swapCanvas) }, add: function(a) { if (Array.isArray(a)) for (var b = 0; b < a.length; b++) a[b].loadTexture && a[b].loadTexture(this); else a.loadTexture(this); return this }, load: function(a) { if ("string" == typeof a && (a = this.game.cache.getImage(a)), a) return this.resize(a.width, a.height), this.cls(), this.draw(a), this.update(), this }, clear: function(a, b, c, d) { return void 0 === a && (a = 0), void 0 === b && (b = 0), void 0 === c && (c = this.width), void 0 === d && (d = this.height), this.context.clearRect(a, b, c, d), this.dirty = !0, this }, fill: function(a, b, c, d) { return void 0 === d && (d = 1), this.context.fillStyle = "rgba(" + a + "," + b + "," + c + "," + d + ")", this.context.fillRect(0, 0, this.width, this.height), this.dirty = !0, this }, generateTexture: function(a) { var b = new Image; b.src = this.canvas.toDataURL("image/png"); var c = this.game.cache.addImage(a, "", b); return new PIXI.Texture(c.base) }, resize: function(a, b) { return a === this.width && b === this.height || (this.width = a, this.height = b, this.canvas.width = a, this.canvas.height = b, void 0 !== this._swapCanvas && (this._swapCanvas.width = a, this._swapCanvas.height = b), this.baseTexture.width = a, this.baseTexture.height = b, this.textureFrame.width = a, this.textureFrame.height = b, this.texture.width = a, this.texture.height = b, this.texture.crop.width = a, this.texture.crop.height = b, this.update(), this.dirty = !0), this }, update: function(a, b, c, d) { return void 0 === a && (a = 0), void 0 === b && (b = 0), void 0 === c && (c = Math.max(1, this.width)), void 0 === d && (d = Math.max(1, this.height)), this.imageData = this.context.getImageData(a, b, c, d), this.data = this.imageData.data, this.imageData.data.buffer ? (this.buffer = this.imageData.data.buffer, this.pixels = new Uint32Array(this.buffer)) : window.ArrayBuffer ? (this.buffer = new ArrayBuffer(this.imageData.data.length), this.pixels = new Uint32Array(this.buffer)) : this.pixels = this.imageData.data, this }, processPixelRGB: function(a, b, d, e, f, g) { void 0 === d && (d = 0), void 0 === e && (e = 0), void 0 === f && (f = this.width), void 0 === g && (g = this.height); for (var h = d + f, i = e + g, j = c.Color.createColor(), k = { r: 0, g: 0, b: 0, a: 0 }, l = !1, m = e; m < i; m++) for (var n = d; n < h; n++) c.Color.unpackPixel(this.getPixel32(n, m), j), !1 !== (k = a.call(b, j, n, m)) && null !== k && void 0 !== k && (this.setPixel32(n, m, k.r, k.g, k.b, k.a, !1), l = !0); return l && (this.context.putImageData(this.imageData, 0, 0), this.dirty = !0), this }, processPixel: function(a, b, c, d, e, f) { void 0 === c && (c = 0), void 0 === d && (d = 0), void 0 === e && (e = this.width), void 0 === f && (f = this.height); for (var g = c + e, h = d + f, i = 0, j = 0, k = !1, l = d; l < h; l++) for (var m = c; m < g; m++) i = this.getPixel32(m, l), (j = a.call(b, i, m, l)) !== i && (this.pixels[l * this.width + m] = j, k = !0); return k && (this.context.putImageData(this.imageData, 0, 0), this.dirty = !0), this }, replaceRGB: function(a, b, d, e, f, g, h, i, j) { var k = 0, l = 0, m = this.width, n = this.height, o = c.Color.packPixel(a, b, d, e); void 0 !== j && j instanceof c.Rectangle && (k = j.x, l = j.y, m = j.width, n = j.height); for (var p = 0; p < n; p++) for (var q = 0; q < m; q++) this.getPixel32(k + q, l + p) === o && this.setPixel32(k + q, l + p, f, g, h, i, !1); return this.context.putImageData(this.imageData, 0, 0), this.dirty = !0, this }, setHSL: function(a, b, d, e) { var f = a || 0 === a, g = b || 0 === b, h = d || 0 === d; if (f || g || h) { void 0 === e && (e = new c.Rectangle(0, 0, this.width, this.height)); for (var i = c.Color.createColor(), j = e.y; j < e.bottom; j++) for (var k = e.x; k < e.right; k++) c.Color.unpackPixel(this.getPixel32(k, j), i, !0), f && (i.h = a), g && (i.s = b), h && (i.l = d), c.Color.HSLtoRGB(i.h, i.s, i.l, i), this.setPixel32(k, j, i.r, i.g, i.b, i.a, !1); return this.context.putImageData(this.imageData, 0, 0), this.dirty = !0, this } }, shiftHSL: function(a, b, d, e) { if (void 0 !== a && null !== a || (a = !1), void 0 !== b && null !== b || (b = !1), void 0 !== d && null !== d || (d = !1), a || b || d) { void 0 === e && (e = new c.Rectangle(0, 0, this.width, this.height)); for (var f = c.Color.createColor(), g = e.y; g < e.bottom; g++) for (var h = e.x; h < e.right; h++) c.Color.unpackPixel(this.getPixel32(h, g), f, !0), a && (f.h = this.game.math.wrap(f.h + a, 0, 1)), b && (f.s = this.game.math.clamp(f.s + b, 0, 1)), d && (f.l = this.game.math.clamp(f.l + d, 0, 1)), c.Color.HSLtoRGB(f.h, f.s, f.l, f), this.setPixel32(h, g, f.r, f.g, f.b, f.a, !1); return this.context.putImageData(this.imageData, 0, 0), this.dirty = !0, this } }, setPixel32: function(a, b, d, e, f, g, h) { return void 0 === h && (h = !0), a >= 0 && a <= this.width && b >= 0 && b <= this.height && (c.Device.LITTLE_ENDIAN ? this.pixels[b * this.width + a] = g << 24 | f << 16 | e << 8 | d : this.pixels[b * this.width + a] = d << 24 | e << 16 | f << 8 | g, h && (this.context.putImageData(this.imageData, 0, 0), this.dirty = !0)), this }, setPixel: function(a, b, c, d, e, f) { return this.setPixel32(a, b, c, d, e, 255, f) }, getPixel: function(a, b, d) { d || (d = c.Color.createColor()); var e = ~~(a + b * this.width); return e *= 4, d.r = this.data[e], d.g = this.data[++e], d.b = this.data[++e], d.a = this.data[++e], d }, getPixel32: function(a, b) { if (a >= 0 && a <= this.width && b >= 0 && b <= this.height) return this.pixels[b * this.width + a] }, getPixelRGB: function(a, b, d, e, f) { return c.Color.unpackPixel(this.getPixel32(a, b), d, e, f) }, getPixels: function(a) { return this.context.getImageData(a.x, a.y, a.width, a.height) }, getFirstPixel: function(a) { void 0 === a && (a = 0); var b = c.Color.createColor(), d = 0, e = 0, f = 1, g = !1; 1 === a ? (f = -1, e = this.height) : 3 === a && (f = -1, d = this.width); do { c.Color.unpackPixel(this.getPixel32(d, e), b), 0 === a || 1 === a ? ++d === this.width && (d = 0, ((e += f) >= this.height || e <= 0) && (g = !0)) : 2 !== a && 3 !== a || ++e === this.height && (e = 0, ((d += f) >= this.width || d <= 0) && (g = !0)) } while (0 === b.a && !g); return b.x = d, b.y = e, b }, getBounds: function(a) { return void 0 === a && (a = new c.Rectangle), a.x = this.getFirstPixel(2).x, a.x === this.width ? a.setTo(0, 0, 0, 0) : (a.y = this.getFirstPixel(0).y, a.width = this.getFirstPixel(3).x - a.x + 1, a.height = this.getFirstPixel(1).y - a.y + 1, a) }, addToWorld: function(a, b, c, d, e, f) { e = e || 1, f = f || 1; var g = this.game.add.image(a, b, this); return g.anchor.set(c, d), g.scale.set(e, f), g }, copy: function(a, b, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r) { if (void 0 !== a && null !== a || (a = this), (a instanceof c.RenderTexture || a instanceof PIXI.RenderTexture) && (a = a.getCanvas()), this._image = a, a instanceof c.Sprite || a instanceof c.Image || a instanceof c.Text || a instanceof PIXI.Sprite) this._pos.set(a.texture.crop.x, a.texture.crop.y), this._size.set(a.texture.crop.width, a.texture.crop.height), this._scale.set(a.scale.x, a.scale.y), this._anchor.set(a.anchor.x, a.anchor.y), this._rotate = a.rotation, this._alpha.current = a.alpha, a.texture instanceof c.RenderTexture || a.texture instanceof PIXI.RenderTexture ? this._image = a.texture.getCanvas() : this._image = a.texture.baseTexture.source, void 0 !== g && null !== g || (g = a.x), void 0 !== h && null !== h || (h = a.y), a.texture.trim && (g += a.texture.trim.x - a.anchor.x * a.texture.trim.width, h += a.texture.trim.y - a.anchor.y * a.texture.trim.height), 16777215 !== a.tint && (a.cachedTint !== a.tint && (a.cachedTint = a.tint, a.tintedTexture = PIXI.CanvasTinter.getTintedTexture(a, a.tint)), this._image = a.tintedTexture, this._pos.set(0)); else { if (this._pos.set(0), this._scale.set(1), this._anchor.set(0), this._rotate = 0, this._alpha.current = 1, a instanceof c.BitmapData) this._image = a.canvas; else if ("string" == typeof a) { if (null === (a = this.game.cache.getImage(a))) return; this._image = a } this._size.set(this._image.width, this._image.height) } if (void 0 !== b && null !== b || (b = 0), void 0 !== d && null !== d || (d = 0), e && (this._size.x = e), f && (this._size.y = f), void 0 !== g && null !== g || (g = b), void 0 !== h && null !== h || (h = d), void 0 !== i && null !== i || (i = this._size.x), void 0 !== j && null !== j || (j = this._size.y), "number" == typeof k && (this._rotate = k), "number" == typeof l && (this._anchor.x = l), "number" == typeof m && (this._anchor.y = m), "number" == typeof n && (this._scale.x = n), "number" == typeof o && (this._scale.y = o), "number" == typeof p && (this._alpha.current = p), void 0 === q && (q = null), void 0 === r && (r = !1), !(this._alpha.current <= 0 || 0 === this._scale.x || 0 === this._scale.y || 0 === this._size.x || 0 === this._size.y)) { var s = this.context; return this._alpha.prev = s.globalAlpha, s.save(), s.globalAlpha = this._alpha.current, q && (this.op = q), r && (g |= 0, h |= 0), s.translate(g, h), s.scale(this._scale.x, this._scale.y), s.rotate(this._rotate), s.drawImage(this._image, this._pos.x + b, this._pos.y + d, this._size.x, this._size.y, -i * this._anchor.x, -j * this._anchor.y, i, j), s.restore(), s.globalAlpha = this._alpha.prev, this.dirty = !0, this } }, copyTransform: function(a, b, d) { if (void 0 === b && (b = null), void 0 === d && (d = !1), !a.hasOwnProperty("worldTransform") || !a.worldVisible || 0 === a.worldAlpha) return this; var e = a.worldTransform; if (this._pos.set(a.texture.crop.x, a.texture.crop.y), this._size.set(a.texture.crop.width, a.texture.crop.height), 0 === e.a || 0 === e.d || 0 === this._size.x || 0 === this._size.y) return this; a.texture instanceof c.RenderTexture || a.texture instanceof PIXI.RenderTexture ? this._image = a.texture.getCanvas() : this._image = a.texture.baseTexture.source; var f = e.tx, g = e.ty; a.texture.trim && (f += a.texture.trim.x - a.anchor.x * a.texture.trim.width, g += a.texture.trim.y - a.anchor.y * a.texture.trim.height), 16777215 !== a.tint && (a.cachedTint !== a.tint && (a.cachedTint = a.tint, a.tintedTexture = PIXI.CanvasTinter.getTintedTexture(a, a.tint)), this._image = a.tintedTexture, this._pos.set(0)), d && (f |= 0, g |= 0); var h = this.context; return this._alpha.prev = h.globalAlpha, h.save(), h.globalAlpha = this._alpha.current, b && (this.op = b), h[this.smoothProperty] = a.texture.baseTexture.scaleMode === PIXI.scaleModes.LINEAR, h.setTransform(e.a, e.b, e.c, e.d, f, g), h.drawImage(this._image, this._pos.x, this._pos.y, this._size.x, this._size.y, -this._size.x * a.anchor.x, -this._size.y * a.anchor.y, this._size.x, this._size.y), h.restore(), h.globalAlpha = this._alpha.prev, this.dirty = !0, this }, copyRect: function(a, b, c, d, e, f, g) { return this.copy(a, b.x, b.y, b.width, b.height, c, d, b.width, b.height, 0, 0, 0, 1, 1, e, f, g) }, draw: function(a, b, c, d, e, f, g) { return this.copy(a, null, null, null, null, b, c, d, e, null, null, null, null, null, null, f, g) }, drawGroup: function(a, b, c) { return a.total > 0 && a.forEachExists(this.drawGroupProxy, this, b, c), this }, drawGroupProxy: function(a, b, d) { if (a.hasOwnProperty("texture") && this.copyTransform(a, b, d), a.type === c.GROUP && a.exists) this.drawGroup(a, b, d); else if (a.hasOwnProperty("children") && a.children.length > 0) for (var e = 0; e < a.children.length; e++) a.children[e].exists && this.copyTransform(a.children[e], b, d) }, drawFull: function(a, b, d) { if (!1 === a.worldVisible || 0 === a.worldAlpha || a.hasOwnProperty("exists") && !1 === a.exists) return this; if (a.type !== c.GROUP && a.type !== c.EMITTER && a.type !== c.BITMAPTEXT) if (a.type === c.GRAPHICS) { var e = a.getBounds(); this.ctx.save(), this.ctx.translate(e.x, e.y), PIXI.CanvasGraphics.renderGraphics(a, this.ctx), this.ctx.restore() } else this.copy(a, null, null, null, null, a.worldPosition.x, a.worldPosition.y, null, null, a.worldRotation, null, null, a.worldScale.x, a.worldScale.y, a.worldAlpha, b, d); if (a.children) for (var f = 0; f < a.children.length; f++) this.drawFull(a.children[f], b, d); return this }, shadow: function(a, b, c, d) { var e = this.context; return void 0 === a || null === a ? e.shadowColor = "rgba(0,0,0,0)" : (e.shadowColor = a, e.shadowBlur = b || 5, e.shadowOffsetX = c || 10, e.shadowOffsetY = d || 10), this }, alphaMask: function(a, b, c, d) { return void 0 === d || null === d ? this.draw(b).blendSourceAtop() : this.draw(b, d.x, d.y, d.width, d.height).blendSourceAtop(), void 0 === c || null === c ? this.draw(a).blendReset() : this.draw(a, c.x, c.y, c.width, c.height).blendReset(), this }, extract: function(a, b, c, d, e, f, g, h, i) { return void 0 === e && (e = 255), void 0 === f && (f = !1), void 0 === g && (g = b), void 0 === h && (h = c), void 0 === i && (i = d), f && a.resize(this.width, this.height), this.processPixelRGB(function(f, j, k) { return f.r === b && f.g === c && f.b === d && a.setPixel32(j, k, g, h, i, e, !1), !1 }, this), a.context.putImageData(a.imageData, 0, 0), a.dirty = !0, a }, rect: function(a, b, c, d, e) { return void 0 !== e && (this.context.fillStyle = e), this.context.fillRect(a, b, c, d), this }, text: function(a, b, c, d, e, f) { void 0 === b && (b = 0), void 0 === c && (c = 0), void 0 === d && (d = "14px Courier"), void 0 === e && (e = "rgb(255,255,255)"), void 0 === f && (f = !0); var g = this.context, h = g.font; return g.font = d, f && (g.fillStyle = "rgb(0,0,0)", g.fillText(a, b + 1, c + 1)), g.fillStyle = e, g.fillText(a, b, c), g.font = h, this }, circle: function(a, b, c, d) { var e = this.context; return void 0 !== d && (e.fillStyle = d), e.beginPath(), e.arc(a, b, c, 0, 2 * Math.PI, !1), e.closePath(), e.fill(), this }, line: function(a, b, c, d, e, f) { void 0 === e && (e = "#fff"), void 0 === f && (f = 1); var g = this.context; return g.beginPath(), g.moveTo(a, b), g.lineTo(c, d), g.lineWidth = f, g.strokeStyle = e, g.stroke(), g.closePath(), this }, textureLine: function(a, b, d) { if (void 0 === d && (d = "repeat-x"), "string" != typeof b || (b = this.game.cache.getImage(b))) { var e = a.length; "no-repeat" === d && e > b.width && (e = b.width); var f = this.context; return f.fillStyle = f.createPattern(b, d), this._circle = new c.Circle(a.start.x, a.start.y, b.height), this._circle.circumferencePoint(a.angle - 1.5707963267948966, !1, this._pos), f.save(), f.translate(this._pos.x, this._pos.y), f.rotate(a.angle), f.fillRect(0, 0, e, b.height), f.restore(), this.dirty = !0, this } }, render: function() { return !this.disableTextureUpload && this.dirty && (this.baseTexture.dirty(), this.dirty = !1), this }, destroy: function() { this.frameData.destroy(), this.texture.destroy(!0), PIXI.CanvasPool.remove(this) }, blendReset: function() { return this.op = "source-over", this }, blendSourceOver: function() { return this.op = "source-over", this }, blendSourceIn: function() { return this.op = "source-in", this }, blendSourceOut: function() { return this.op = "source-out", this }, blendSourceAtop: function() { return this.op = "source-atop", this }, blendDestinationOver: function() { return this.op = "destination-over", this }, blendDestinationIn: function() { return this.op = "destination-in", this }, blendDestinationOut: function() { return this.op = "destination-out", this }, blendDestinationAtop: function() { return this.op = "destination-atop", this }, blendXor: function() { return this.op = "xor", this }, blendAdd: function() { return this.op = "lighter", this }, blendMultiply: function() { return this.op = "multiply", this }, blendScreen: function() { return this.op = "screen", this }, blendOverlay: function() { return this.op = "overlay", this }, blendDarken: function() { return this.op = "darken", this }, blendLighten: function() { return this.op = "lighten", this }, blendColorDodge: function() { return this.op = "color-dodge", this }, blendColorBurn: function() { return this.op = "color-burn", this }, blendHardLight: function() { return this.op = "hard-light", this }, blendSoftLight: function() { return this.op = "soft-light", this }, blendDifference: function() { return this.op = "difference", this }, blendExclusion: function() { return this.op = "exclusion", this }, blendHue: function() { return this.op = "hue", this }, blendSaturation: function() { return this.op = "saturation", this }, blendColor: function() { return this.op = "color", this }, blendLuminosity: function() { return this.op = "luminosity", this } }, Object.defineProperty(c.BitmapData.prototype, "smoothed", { get: function() { c.Canvas.getSmoothingEnabled(this.context) }, set: function(a) { c.Canvas.setSmoothingEnabled(this.context, a) } }), Object.defineProperty(c.BitmapData.prototype, "op", { get: function() { return this.context.globalCompositeOperation }, set: function(a) { this.context.globalCompositeOperation = a } }), c.BitmapData.getTransform = function(a, b, c, d, e, f) { return "number" != typeof a && (a = 0), "number" != typeof b && (b = 0), "number" != typeof c && (c = 1), "number" != typeof d && (d = 1), "number" != typeof e && (e = 0), "number" != typeof f && (f = 0), { sx: c, sy: d, scaleX: c, scaleY: d, skewX: e, skewY: f, translateX: a, translateY: b, tx: a, ty: b } }, c.BitmapData.prototype.constructor = c.BitmapData, PIXI.Graphics = function() { PIXI.DisplayObjectContainer.call(this), this.renderable = !0, this.fillAlpha = 1, this.lineWidth = 0, this.lineColor = 0, this.graphicsData = [], this.tint = 16777215, this.blendMode = PIXI.blendModes.NORMAL, this.currentPath = null, this._webGL = [], this.isMask = !1, this.boundsPadding = 0, this._localBounds = new PIXI.Rectangle(0, 0, 1, 1), this.dirty = !0, this._boundsDirty = !1, this.webGLDirty = !1, this.cachedSpriteDirty = !1 }, PIXI.Graphics.prototype = Object.create(PIXI.DisplayObjectContainer.prototype), PIXI.Graphics.prototype.constructor = PIXI.Graphics, PIXI.Graphics.prototype.lineStyle = function(a, b, c) { return this.lineWidth = a || 0, this.lineColor = b || 0, this.lineAlpha = void 0 === c ? 1 : c, this.currentPath && (this.currentPath.shape.points.length ? this.drawShape(new PIXI.Polygon(this.currentPath.shape.points.slice(-2))) : (this.currentPath.lineWidth = this.lineWidth, this.currentPath.lineColor = this.lineColor, this.currentPath.lineAlpha = this.lineAlpha)), this }, PIXI.Graphics.prototype.moveTo = function(a, b) { return this.drawShape(new PIXI.Polygon([a, b])), this }, PIXI.Graphics.prototype.lineTo = function(a, b) { return this.currentPath || this.moveTo(0, 0), this.currentPath.shape.points.push(a, b), this.dirty = !0, this._boundsDirty = !0, this }, PIXI.Graphics.prototype.quadraticCurveTo = function(a, b, c, d) { this.currentPath ? 0 === this.currentPath.shape.points.length && (this.currentPath.shape.points = [0, 0]) : this.moveTo(0, 0); var e, f, g = this.currentPath.shape.points; 0 === g.length && this.moveTo(0, 0); for (var h = g[g.length - 2], i = g[g.length - 1], j = 0, k = 1; k <= 20; ++k) j = k / 20, e = h + (a - h) * j, f = i + (b - i) * j, g.push(e + (a + (c - a) * j - e) * j, f + (b + (d - b) * j - f) * j); return this.dirty = !0, this._boundsDirty = !0, this }, PIXI.Graphics.prototype.bezierCurveTo = function(a, b, c, d, e, f) { this.currentPath ? 0 === this.currentPath.shape.points.length && (this.currentPath.shape.points = [0, 0]) : this.moveTo(0, 0); for (var g, h, i, j, k, l = this.currentPath.shape.points, m = l[l.length - 2], n = l[l.length - 1], o = 0, p = 1; p <= 20; ++p) o = p / 20, g = 1 - o, h = g * g, i = h * g, j = o * o, k = j * o, l.push(i * m + 3 * h * o * a + 3 * g * j * c + k * e, i * n + 3 * h * o * b + 3 * g * j * d + k * f); return this.dirty = !0, this._boundsDirty = !0, this }, PIXI.Graphics.prototype.arcTo = function(a, b, c, d, e) { this.currentPath ? 0 === this.currentPath.shape.points.length && this.currentPath.shape.points.push(a, b) : this.moveTo(a, b); var f = this.currentPath.shape.points, g = f[f.length - 2], h = f[f.length - 1], i = h - b, j = g - a, k = d - b, l = c - a, m = Math.abs(i * l - j * k); if (m < 1e-8 || 0 === e) f[f.length - 2] === a && f[f.length - 1] === b || f.push(a, b); else { var n = i * i + j * j, o = k * k + l * l, p = i * k + j * l, q = e * Math.sqrt(n) / m, r = e * Math.sqrt(o) / m, s = q * p / n, t = r * p / o, u = q * l + r * j, v = q * k + r * i, w = j * (r + s), x = i * (r + s), y = l * (q + t), z = k * (q + t), A = Math.atan2(x - v, w - u), B = Math.atan2(z - v, y - u); this.arc(u + a, v + b, e, A, B, j * k > l * i) } return this.dirty = !0, this._boundsDirty = !0, this }, PIXI.Graphics.prototype.arc = function(a, b, c, d, e, f, g) { if (d === e) return this; void 0 === f && (f = !1), void 0 === g && (g = 40), !f && e <= d ? e += 2 * Math.PI : f && d <= e && (d += 2 * Math.PI); var h = f ? -1 * (d - e) : e - d, i = Math.ceil(Math.abs(h) / (2 * Math.PI)) * g; if (0 === h) return this; var j = a + Math.cos(d) * c, k = b + Math.sin(d) * c; f && this.filling ? this.moveTo(a, b) : this.moveTo(j, k); for (var l = this.currentPath.shape.points, m = h / (2 * i), n = 2 * m, o = Math.cos(m), p = Math.sin(m), q = i - 1, r = q % 1 / q, s = 0; s <= q; s++) { var t = s + r * s, u = m + d + n * t, v = Math.cos(u), w = -Math.sin(u); l.push((o * v + p * w) * c + a, (o * -w + p * v) * c + b) } return this.dirty = !0, this._boundsDirty = !0, this }, PIXI.Graphics.prototype.beginFill = function(a, b) { return this.filling = !0, this.fillColor = a || 0, this.fillAlpha = void 0 === b ? 1 : b, this.currentPath && this.currentPath.shape.points.length <= 2 && (this.currentPath.fill = this.filling, this.currentPath.fillColor = this.fillColor, this.currentPath.fillAlpha = this.fillAlpha), this }, PIXI.Graphics.prototype.endFill = function() { return this.filling = !1, this.fillColor = null, this.fillAlpha = 1, this }, PIXI.Graphics.prototype.drawRect = function(a, b, c, d) { return this.drawShape(new PIXI.Rectangle(a, b, c, d)), this }, PIXI.Graphics.prototype.drawRoundedRect = function(a, b, c, d, e) { return this.drawShape(new PIXI.RoundedRectangle(a, b, c, d, e)), this }, PIXI.Graphics.prototype.drawCircle = function(a, b, c) { return this.drawShape(new PIXI.Circle(a, b, c)), this }, PIXI.Graphics.prototype.drawEllipse = function(a, b, c, d) { return this.drawShape(new PIXI.Ellipse(a, b, c, d)), this }, PIXI.Graphics.prototype.drawPolygon = function(a) { (a instanceof c.Polygon || a instanceof PIXI.Polygon) && (a = a.points); var b = a; if (!Array.isArray(b)) { b = new Array(arguments.length); for (var d = 0; d < b.length; ++d) b[d] = arguments[d] } return this.drawShape(new c.Polygon(b)), this }, PIXI.Graphics.prototype.clear = function() { return this.lineWidth = 0, this.filling = !1, this.dirty = !0, this._boundsDirty = !0, this.clearDirty = !0, this.graphicsData = [], this.updateLocalBounds(), this }, PIXI.Graphics.prototype.generateTexture = function(a, b, c) { void 0 === a && (a = 1), void 0 === b && (b = PIXI.scaleModes.DEFAULT), void 0 === c && (c = 0); var d = this.getBounds(); d.width += c, d.height += c; var e = new PIXI.CanvasBuffer(d.width * a, d.height * a), f = PIXI.Texture.fromCanvas(e.canvas, b); return f.baseTexture.resolution = a, e.context.scale(a, a), e.context.translate(-d.x, -d.y), PIXI.CanvasGraphics.renderGraphics(this, e.context), f }, PIXI.Graphics.prototype._renderWebGL = function(a) { if (!1 !== this.visible && 0 !== this.alpha && !0 !== this.isMask) { if (this._cacheAsBitmap) return (this.dirty || this.cachedSpriteDirty) && (this._generateCachedSprite(), this.updateCachedSpriteTexture(), this.cachedSpriteDirty = !1, this.dirty = !1), this._cachedSprite.worldAlpha = this.worldAlpha, void PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, a); if (a.spriteBatch.stop(), a.blendModeManager.setBlendMode(this.blendMode), this._mask && a.maskManager.pushMask(this._mask, a), this._filters && a.filterManager.pushFilter(this._filterBlock), this.blendMode !== a.spriteBatch.currentBlendMode) { a.spriteBatch.currentBlendMode = this.blendMode; var b = PIXI.blendModesWebGL[a.spriteBatch.currentBlendMode]; a.spriteBatch.gl.blendFunc(b[0], b[1]) } if (this.webGLDirty && (this.dirty = !0, this.webGLDirty = !1), PIXI.WebGLGraphics.renderGraphics(this, a), this.children.length) { a.spriteBatch.start(); for (var c = 0; c < this.children.length; c++) this.children[c]._renderWebGL(a); a.spriteBatch.stop() } this._filters && a.filterManager.popFilter(), this._mask && a.maskManager.popMask(this.mask, a), a.drawCount++, a.spriteBatch.start() } }, PIXI.Graphics.prototype._renderCanvas = function(a) { if (!1 !== this.visible && 0 !== this.alpha && !0 !== this.isMask) { if (this._prevTint !== this.tint && (this.dirty = !0, this._prevTint = this.tint), this._cacheAsBitmap) return (this.dirty || this.cachedSpriteDirty) && (this._generateCachedSprite(), this.updateCachedSpriteTexture(), this.cachedSpriteDirty = !1, this.dirty = !1), this._cachedSprite.alpha = this.alpha, void PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, a); var b = a.context, c = this.worldTransform; this.blendMode !== a.currentBlendMode && (a.currentBlendMode = this.blendMode, b.globalCompositeOperation = PIXI.blendModesCanvas[a.currentBlendMode]), this._mask && a.maskManager.pushMask(this._mask, a); var d = a.resolution, e = c.tx * a.resolution + a.shakeX, f = c.ty * a.resolution + a.shakeY; b.setTransform(c.a * d, c.b * d, c.c * d, c.d * d, e, f), PIXI.CanvasGraphics.renderGraphics(this, b); for (var g = 0; g < this.children.length; g++) this.children[g]._renderCanvas(a); this._mask && a.maskManager.popMask(a) } }, PIXI.Graphics.prototype.getBounds = function(a) { if (!this._currentBounds) { if (!this.renderable) return PIXI.EmptyRectangle; this.dirty && (this.updateLocalBounds(), this.webGLDirty = !0, this.cachedSpriteDirty = !0, this.dirty = !1); var b = this._localBounds, c = b.x, d = b.width + b.x, e = b.y, f = b.height + b.y, g = a || this.worldTransform, h = g.a, i = g.b, j = g.c, k = g.d, l = g.tx, m = g.ty, n = h * d + j * f + l, o = k * f + i * d + m, p = h * c + j * f + l, q = k * f + i * c + m, r = h * c + j * e + l, s = k * e + i * c + m, t = h * d + j * e + l, u = k * e + i * d + m, v = n, w = o, x = n, y = o; x = p < x ? p : x, x = r < x ? r : x, x = t < x ? t : x, y = q < y ? q : y, y = s < y ? s : y, y = u < y ? u : y, v = p > v ? p : v, v = r > v ? r : v, v = t > v ? t : v, w = q > w ? q : w, w = s > w ? s : w, w = u > w ? u : w, this._bounds.x = x, this._bounds.width = v - x, this._bounds.y = y, this._bounds.height = w - y, this._currentBounds = this._bounds } return this._currentBounds }, PIXI.Graphics.prototype.getLocalBounds = function() { var a = this.worldTransform; this.worldTransform = PIXI.identityMatrix; for (var b = 0; b < this.children.length; b++) this.children[b].updateTransform(); var c = this.getBounds(); for (this.worldTransform = a, b = 0; b < this.children.length; b++) this.children[b].updateTransform(); return c }, PIXI.Graphics.prototype.containsPoint = function(a) { this.worldTransform.applyInverse(a, tempPoint); for (var b = this.graphicsData, c = 0; c < b.length; c++) { var d = b[c]; if (d.fill && (d.shape && d.shape.contains(tempPoint.x, tempPoint.y))) return !0 } return !1 }, PIXI.Graphics.prototype.updateLocalBounds = function() { var a = 1 / 0, b = -1 / 0, d = 1 / 0, e = -1 / 0; if (this.graphicsData.length) for (var f, g, h, i, j, k, l = 0; l < this.graphicsData.length; l++) { var m = this.graphicsData[l], n = m.type, o = m.lineWidth; if (f = m.shape, n === PIXI.Graphics.RECT || n === PIXI.Graphics.RREC) h = f.x - o / 2, i = f.y - o / 2, j = f.width + o, k = f.height + o, a = h < a ? h : a, b = h + j > b ? h + j : b, d = i < d ? i : d, e = i + k > e ? i + k : e; else if (n === PIXI.Graphics.CIRC) h = f.x, i = f.y, j = f.radius + o / 2, k = f.radius + o / 2, a = h - j < a ? h - j : a, b = h + j > b ? h + j : b, d = i - k < d ? i - k : d, e = i + k > e ? i + k : e; else if (n === PIXI.Graphics.ELIP) h = f.x, i = f.y, j = f.width + o / 2, k = f.height + o / 2, a = h - j < a ? h - j : a, b = h + j > b ? h + j : b, d = i - k < d ? i - k : d, e = i + k > e ? i + k : e; else { g = f.points; for (var p = 0; p < g.length; p++) g[p] instanceof c.Point ? (h = g[p].x, i = g[p].y) : (h = g[p], i = g[p + 1], p < g.length - 1 && p++), a = h - o < a ? h - o : a, b = h + o > b ? h + o : b, d = i - o < d ? i - o : d, e = i + o > e ? i + o : e } } else a = 0, b = 0, d = 0, e = 0; var q = this.boundsPadding; this._localBounds.x = a - q, this._localBounds.width = b - a + 2 * q, this._localBounds.y = d - q, this._localBounds.height = e - d + 2 * q }, PIXI.Graphics.prototype._generateCachedSprite = function() { var a = this.getLocalBounds(); if (this._cachedSprite) this._cachedSprite.buffer.resize(a.width, a.height); else { var b = new PIXI.CanvasBuffer(a.width, a.height), c = PIXI.Texture.fromCanvas(b.canvas); this._cachedSprite = new PIXI.Sprite(c), this._cachedSprite.buffer = b, this._cachedSprite.worldTransform = this.worldTransform } this._cachedSprite.anchor.x = -a.x / a.width, this._cachedSprite.anchor.y = -a.y / a.height, this._cachedSprite.buffer.context.translate(-a.x, -a.y), this.worldAlpha = 1, PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context), this._cachedSprite.alpha = this.alpha }, PIXI.Graphics.prototype.updateCachedSpriteTexture = function() { var a = this._cachedSprite, b = a.texture, c = a.buffer.canvas; b.baseTexture.width = c.width, b.baseTexture.height = c.height, b.crop.width = b.frame.width = c.width, b.crop.height = b.frame.height = c.height, a._width = c.width, a._height = c.height, b.baseTexture.dirty() }, PIXI.Graphics.prototype.destroyCachedSprite = function() { this._cachedSprite.texture.destroy(!0), this._cachedSprite = null }, PIXI.Graphics.prototype.drawShape = function(a) { this.currentPath && this.currentPath.shape.points.length <= 2 && this.graphicsData.pop(), this.currentPath = null, a instanceof c.Polygon && (a = a.clone(), a.flatten()); var b = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, a); return this.graphicsData.push(b), b.type === PIXI.Graphics.POLY && (b.shape.closed = this.filling, this.currentPath = b), this.dirty = !0, this._boundsDirty = !0, b }, Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", { get: function() { return this._cacheAsBitmap }, set: function(a) { this._cacheAsBitmap = a, this._cacheAsBitmap ? this._generateCachedSprite() : this.destroyCachedSprite(), this.dirty = !0, this.webGLDirty = !0 } }), PIXI.GraphicsData = function(a, b, c, d, e, f, g) { this.lineWidth = a, this.lineColor = b, this.lineAlpha = c, this._lineTint = b, this.fillColor = d, this.fillAlpha = e, this._fillTint = d, this.fill = f, this.shape = g, this.type = g.type }, PIXI.GraphicsData.prototype.constructor = PIXI.GraphicsData, PIXI.GraphicsData.prototype.clone = function() { return new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.fill, this.shape) }, PIXI.EarCut = {}, PIXI.EarCut.Triangulate = function(a, b, c) { c = c || 2; var d = b && b.length, e = d ? b[0] * c : a.length, f = PIXI.EarCut.linkedList(a, 0, e, c, !0), g = []; if (!f) return g; var h, i, j, k, l, m, n; if (d && (f = PIXI.EarCut.eliminateHoles(a, b, f, c)), a.length > 80 * c) { h = j = a[0], i = k = a[1]; for (var o = c; o < e; o += c) l = a[o], m = a[o + 1], l < h && (h = l), m < i && (i = m), l > j && (j = l), m > k && (k = m); n = Math.max(j - h, k - i) } return PIXI.EarCut.earcutLinked(f, g, c, h, i, n), g }, PIXI.EarCut.linkedList = function(a, b, c, d, e) { var f, g, h, i = 0; for (f = b, g = c - d; f < c; f += d) i += (a[g] - a[f]) * (a[f + 1] + a[g + 1]), g = f; if (e === i > 0) for (f = b; f < c; f += d) h = PIXI.EarCut.insertNode(f, a[f], a[f + 1], h); else for (f = c - d; f >= b; f -= d) h = PIXI.EarCut.insertNode(f, a[f], a[f + 1], h); return h }, PIXI.EarCut.filterPoints = function(a, b) { if (!a) return a; b || (b = a); var c, d = a; do { if (c = !1, d.steiner || !PIXI.EarCut.equals(d, d.next) && 0 !== PIXI.EarCut.area(d.prev, d, d.next)) d = d.next; else { if (PIXI.EarCut.removeNode(d), (d = b = d.prev) === d.next) return null; c = !0 } } while (c || d !== b); return b }, PIXI.EarCut.earcutLinked = function(a, b, c, d, e, f, g) { if (a) {!g && f && PIXI.EarCut.indexCurve(a, d, e, f); for (var h, i, j = a; a.prev !== a.next;) if (h = a.prev, i = a.next, f ? PIXI.EarCut.isEarHashed(a, d, e, f) : PIXI.EarCut.isEar(a)) b.push(h.i / c), b.push(a.i / c), b.push(i.i / c), PIXI.EarCut.removeNode(a), a = i.next, j = i.next; else if ((a = i) === j) { g ? 1 === g ? (a = PIXI.EarCut.cureLocalIntersections(a, b, c), PIXI.EarCut.earcutLinked(a, b, c, d, e, f, 2)) : 2 === g && PIXI.EarCut.splitEarcut(a, b, c, d, e, f) : PIXI.EarCut.earcutLinked(PIXI.EarCut.filterPoints(a), b, c, d, e, f, 1); break } } }, PIXI.EarCut.isEar = function(a) { var b = a.prev, c = a, d = a.next; if (PIXI.EarCut.area(b, c, d) >= 0) return !1; for (var e = a.next.next; e !== a.prev;) { if (PIXI.EarCut.pointInTriangle(b.x, b.y, c.x, c.y, d.x, d.y, e.x, e.y) && PIXI.EarCut.area(e.prev, e, e.next) >= 0) return !1; e = e.next } return !0 }, PIXI.EarCut.isEarHashed = function(a, b, c, d) { var e = a.prev, f = a, g = a.next; if (PIXI.EarCut.area(e, f, g) >= 0) return !1; for (var h = e.x < f.x ? e.x < g.x ? e.x : g.x : f.x < g.x ? f.x : g.x, i = e.y < f.y ? e.y < g.y ? e.y : g.y : f.y < g.y ? f.y : g.y, j = e.x > f.x ? e.x > g.x ? e.x : g.x : f.x > g.x ? f.x : g.x, k = e.y > f.y ? e.y > g.y ? e.y : g.y : f.y > g.y ? f.y : g.y, l = PIXI.EarCut.zOrder(h, i, b, c, d), m = PIXI.EarCut.zOrder(j, k, b, c, d), n = a.nextZ; n && n.z <= m;) { if (n !== a.prev && n !== a.next && PIXI.EarCut.pointInTriangle(e.x, e.y, f.x, f.y, g.x, g.y, n.x, n.y) && PIXI.EarCut.area(n.prev, n, n.next) >= 0) return !1; n = n.nextZ } for (n = a.prevZ; n && n.z >= l;) { if (n !== a.prev && n !== a.next && PIXI.EarCut.pointInTriangle(e.x, e.y, f.x, f.y, g.x, g.y, n.x, n.y) && PIXI.EarCut.area(n.prev, n, n.next) >= 0) return !1; n = n.prevZ } return !0 }, PIXI.EarCut.cureLocalIntersections = function(a, b, c) { var d = a; do { var e = d.prev, f = d.next.next; PIXI.EarCut.intersects(e, d, d.next, f) && PIXI.EarCut.locallyInside(e, f) && PIXI.EarCut.locallyInside(f, e) && (b.push(e.i / c), b.push(d.i / c), b.push(f.i / c), PIXI.EarCut.removeNode(d), PIXI.EarCut.removeNode(d.next), d = a = f), d = d.next } while (d !== a); return d }, PIXI.EarCut.splitEarcut = function(a, b, c, d, e, f) { var g = a; do { for (var h = g.next.next; h !== g.prev;) { if (g.i !== h.i && PIXI.EarCut.isValidDiagonal(g, h)) { var i = PIXI.EarCut.splitPolygon(g, h); return g = PIXI.EarCut.filterPoints(g, g.next), i = PIXI.EarCut.filterPoints(i, i.next), PIXI.EarCut.earcutLinked(g, b, c, d, e, f), void PIXI.EarCut.earcutLinked(i, b, c, d, e, f) } h = h.next } g = g.next } while (g !== a) }, PIXI.EarCut.eliminateHoles = function(a, b, c, d) { var e, f, g, h, i, j = []; for (e = 0, f = b.length; e < f; e++) g = b[e] * d, h = e < f - 1 ? b[e + 1] * d : a.length, i = PIXI.EarCut.linkedList(a, g, h, d, !1), i === i.next && (i.steiner = !0), j.push(PIXI.EarCut.getLeftmost(i)); for (j.sort(compareX), e = 0; e < j.length; e++) PIXI.EarCut.eliminateHole(j[e], c), c = PIXI.EarCut.filterPoints(c, c.next); return c }, PIXI.EarCut.compareX = function(a, b) { return a.x - b.x }, PIXI.EarCut.eliminateHole = function(a, b) { if (b = PIXI.EarCut.findHoleBridge(a, b)) { var c = PIXI.EarCut.splitPolygon(b, a); PIXI.EarCut.filterPoints(c, c.next) } }, PIXI.EarCut.findHoleBridge = function(a, b) { var c, d = b, e = a.x, f = a.y, g = -1 / 0; do { if (f <= d.y && f >= d.next.y) { var h = d.x + (f - d.y) * (d.next.x - d.x) / (d.next.y - d.y); h <= e && h > g && (g = h, c = d.x < d.next.x ? d : d.next) } d = d.next } while (d !== b); if (!c) return null; if (a.x === c.x) return c.prev; var i, j = c, k = 1 / 0; for (d = c.next; d !== j;) e >= d.x && d.x >= c.x && PIXI.EarCut.pointInTriangle(f < c.y ? e : g, f, c.x, c.y, f < c.y ? g : e, f, d.x, d.y) && ((i = Math.abs(f - d.y) / (e - d.x)) < k || i === k && d.x > c.x) && PIXI.EarCut.locallyInside(d, a) && (c = d, k = i), d = d.next; return c }, PIXI.EarCut.indexCurve = function(a, b, c, d) { var e = a; do { null === e.z && (e.z = PIXI.EarCut.zOrder(e.x, e.y, b, c, d)), e.prevZ = e.prev, e.nextZ = e.next, e = e.next } while (e !== a); e.prevZ.nextZ = null, e.prevZ = null, PIXI.EarCut.sortLinked(e) }, PIXI.EarCut.sortLinked = function(a) { var b, c, d, e, f, g, h, i, j = 1; do { for (c = a, a = null, f = null, g = 0; c;) { for (g++, d = c, h = 0, b = 0; b < j && (h++, d = d.nextZ); b++); for (i = j; h > 0 || i > 0 && d;) 0 === h ? (e = d, d = d.nextZ, i--) : 0 !== i && d ? c.z <= d.z ? (e = c, c = c.nextZ, h--) : (e = d, d = d.nextZ, i--) : (e = c, c = c.nextZ, h--), f ? f.nextZ = e : a = e, e.prevZ = f, f = e; c = d } f.nextZ = null, j *= 2 } while (g > 1); return a }, PIXI.EarCut.zOrder = function(a, b, c, d, e) { return a = 32767 * (a - c) / e, b = 32767 * (b - d) / e, a = 16711935 & (a | a << 8), a = 252645135 & (a | a << 4), a = 858993459 & (a | a << 2), a = 1431655765 & (a | a << 1), b = 16711935 & (b | b << 8), b = 252645135 & (b | b << 4), b = 858993459 & (b | b << 2), b = 1431655765 & (b | b << 1), a | b << 1 }, PIXI.EarCut.getLeftmost = function(a) { var b = a, c = a; do { b.x < c.x && (c = b), b = b.next } while (b !== a); return c }, PIXI.EarCut.pointInTriangle = function(a, b, c, d, e, f, g, h) { return (e - g) * (b - h) - (a - g) * (f - h) >= 0 && (a - g) * (d - h) - (c - g) * (b - h) >= 0 && (c - g) * (f - h) - (e - g) * (d - h) >= 0 }, PIXI.EarCut.isValidDiagonal = function(a, b) { return PIXI.EarCut.equals(a, b) || a.next.i !== b.i && a.prev.i !== b.i && !PIXI.EarCut.intersectsPolygon(a, b) && PIXI.EarCut.locallyInside(a, b) && PIXI.EarCut.locallyInside(b, a) && PIXI.EarCut.middleInside(a, b) }, PIXI.EarCut.area = function(a, b, c) { return (b.y - a.y) * (c.x - b.x) - (b.x - a.x) * (c.y - b.y) }, PIXI.EarCut.equals = function(a, b) { return a.x === b.x && a.y === b.y }, PIXI.EarCut.intersects = function(a, b, c, d) { return PIXI.EarCut.area(a, b, c) > 0 != PIXI.EarCut.area(a, b, d) > 0 && PIXI.EarCut.area(c, d, a) > 0 != PIXI.EarCut.area(c, d, b) > 0 }, PIXI.EarCut.intersectsPolygon = function(a, b) { var c = a; do { if (c.i !== a.i && c.next.i !== a.i && c.i !== b.i && c.next.i !== b.i && PIXI.EarCut.intersects(c, c.next, a, b)) return !0; c = c.next } while (c !== a); return !1 }, PIXI.EarCut.locallyInside = function(a, b) { return PIXI.EarCut.area(a.prev, a, a.next) < 0 ? PIXI.EarCut.area(a, b, a.next) >= 0 && PIXI.EarCut.area(a, a.prev, b) >= 0 : PIXI.EarCut.area(a, b, a.prev) < 0 || PIXI.EarCut.area(a, a.next, b) < 0 }, PIXI.EarCut.middleInside = function(a, b) { var c = a, d = !1, e = (a.x + b.x) / 2, f = (a.y + b.y) / 2; do { c.y > f != c.next.y > f && e < (c.next.x - c.x) * (f - c.y) / (c.next.y - c.y) + c.x && (d = !d), c = c.next } while (c !== a); return d }, PIXI.EarCut.splitPolygon = function(a, b) { var c = new PIXI.EarCut.Node(a.i, a.x, a.y), d = new PIXI.EarCut.Node(b.i, b.x, b.y), e = a.next, f = b.prev; return a.next = b, b.prev = a, c.next = e, e.prev = c, d.next = c, c.prev = d, f.next = d, d.prev = f, d }, PIXI.EarCut.insertNode = function(a, b, c, d) { var e = new PIXI.EarCut.Node(a, b, c); return d ? (e.next = d.next, e.prev = d, d.next.prev = e, d.next = e) : (e.prev = e, e.next = e), e }, PIXI.EarCut.removeNode = function(a) { a.next.prev = a.prev, a.prev.next = a.next, a.prevZ && (a.prevZ.nextZ = a.nextZ), a.nextZ && (a.nextZ.prevZ = a.prevZ) }, PIXI.EarCut.Node = function(a, b, c) { this.i = a, this.x = b, this.y = c, this.prev = null, this.next = null, this.z = null, this.prevZ = null, this.nextZ = null, this.steiner = !1 }, PIXI.WebGLGraphics = function() {}, PIXI.WebGLGraphics.stencilBufferLimit = 6, PIXI.WebGLGraphics.renderGraphics = function(a, b) { var c, d = b.gl, e = b.projection, f = b.offset, g = b.shaderManager.primitiveShader; a.dirty && PIXI.WebGLGraphics.updateGraphics(a, d); for (var h = a._webGL[d.id], i = 0; i < h.data.length; i++) 1 === h.data[i].mode ? (c = h.data[i], b.stencilManager.pushStencil(a, c, b), d.drawElements(d.TRIANGLE_FAN, 4, d.UNSIGNED_SHORT, 2 * (c.indices.length - 4)), b.stencilManager.popStencil(a, c, b)) : (c = h.data[i], b.shaderManager.setShader(g), g = b.shaderManager.primitiveShader, d.uniformMatrix3fv(g.translationMatrix, !1, a.worldTransform.toArray(!0)), d.uniform1f(g.flipY, 1), d.uniform2f(g.projectionVector, e.x, -e.y), d.uniform2f(g.offsetVector, -f.x, -f.y), d.uniform3fv(g.tintColor, PIXI.hex2rgb(a.tint)), d.uniform1f(g.alpha, a.worldAlpha), d.bindBuffer(d.ARRAY_BUFFER, c.buffer), d.vertexAttribPointer(g.aVertexPosition, 2, d.FLOAT, !1, 24, 0), d.vertexAttribPointer(g.colorAttribute, 4, d.FLOAT, !1, 24, 8), d.bindBuffer(d.ELEMENT_ARRAY_BUFFER, c.indexBuffer), d.drawElements(d.TRIANGLE_STRIP, c.indices.length, d.UNSIGNED_SHORT, 0)) }, PIXI.WebGLGraphics.updateGraphics = function(a, b) { var c = a._webGL[b.id]; c || (c = a._webGL[b.id] = { lastIndex: 0, data: [], gl: b }), a.dirty = !1; var d; if (a.clearDirty) { for (a.clearDirty = !1, d = 0; d < c.data.length; d++) { var e = c.data[d]; e.reset(), PIXI.WebGLGraphics.graphicsDataPool.push(e) } c.data = [], c.lastIndex = 0 } var f; for (d = c.lastIndex; d < a.graphicsData.length; d++) { var g = a.graphicsData[d]; if (g.type === PIXI.Graphics.POLY) { if (g.points = g.shape.points.slice(), g.shape.closed && (g.points[0] === g.points[g.points.length - 2] && g.points[1] === g.points[g.points.length - 1] || g.points.push(g.points[0], g.points[1])), g.fill && g.points.length >= PIXI.WebGLGraphics.stencilBufferLimit) if (g.points.length < 2 * PIXI.WebGLGraphics.stencilBufferLimit) { f = PIXI.WebGLGraphics.switchMode(c, 0); var h = PIXI.WebGLGraphics.buildPoly(g, f); h || (f = PIXI.WebGLGraphics.switchMode(c, 1), PIXI.WebGLGraphics.buildComplexPoly(g, f)) } else f = PIXI.WebGLGraphics.switchMode(c, 1), PIXI.WebGLGraphics.buildComplexPoly(g, f); g.lineWidth > 0 && (f = PIXI.WebGLGraphics.switchMode(c, 0), PIXI.WebGLGraphics.buildLine(g, f)) } else f = PIXI.WebGLGraphics.switchMode(c, 0), g.type === PIXI.Graphics.RECT ? PIXI.WebGLGraphics.buildRectangle(g, f) : g.type === PIXI.Graphics.CIRC || g.type === PIXI.Graphics.ELIP ? PIXI.WebGLGraphics.buildCircle(g, f) : g.type === PIXI.Graphics.RREC && PIXI.WebGLGraphics.buildRoundedRectangle(g, f); c.lastIndex++ } for (d = 0; d < c.data.length; d++) f = c.data[d], f.dirty && f.upload() }, PIXI.WebGLGraphics.switchMode = function(a, b) { var c; return a.data.length ? (c = a.data[a.data.length - 1], c.mode === b && 1 !== b || (c = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(a.gl), c.mode = b, a.data.push(c))) : (c = PIXI.WebGLGraphics.graphicsDataPool.pop() || new PIXI.WebGLGraphicsData(a.gl), c.mode = b, a.data.push(c)), c.dirty = !0, c }, PIXI.WebGLGraphics.buildRectangle = function(a, b) { var c = a.shape, d = c.x, e = c.y, f = c.width, g = c.height; if (a.fill) { var h = PIXI.hex2rgb(a.fillColor), i = a.fillAlpha, j = h[0] * i, k = h[1] * i, l = h[2] * i, m = b.points, n = b.indices, o = m.length / 6; m.push(d, e), m.push(j, k, l, i), m.push(d + f, e), m.push(j, k, l, i), m.push(d, e + g), m.push(j, k, l, i), m.push(d + f, e + g), m.push(j, k, l, i), n.push(o, o, o + 1, o + 2, o + 3, o + 3) } if (a.lineWidth) { var p = a.points; a.points = [d, e, d + f, e, d + f, e + g, d, e + g, d, e], PIXI.WebGLGraphics.buildLine(a, b), a.points = p } }, PIXI.WebGLGraphics.buildRoundedRectangle = function(a, b) { var c = a.shape, d = c.x, e = c.y, f = c.width, g = c.height, h = c.radius, i = []; if (i.push(d, e + h), i = i.concat(PIXI.WebGLGraphics.quadraticBezierCurve(d, e + g - h, d, e + g, d + h, e + g)), i = i.concat(PIXI.WebGLGraphics.quadraticBezierCurve(d + f - h, e + g, d + f, e + g, d + f, e + g - h)), i = i.concat(PIXI.WebGLGraphics.quadraticBezierCurve(d + f, e + h, d + f, e, d + f - h, e)), i = i.concat(PIXI.WebGLGraphics.quadraticBezierCurve(d + h, e, d, e, d, e + h)), a.fill) { var j = PIXI.hex2rgb(a.fillColor), k = a.fillAlpha, l = j[0] * k, m = j[1] * k, n = j[2] * k, o = b.points, p = b.indices, q = o.length / 6, r = PIXI.EarCut.Triangulate(i, null, 2), s = 0; for (s = 0; s < r.length; s += 3) p.push(r[s] + q), p.push(r[s] + q), p.push(r[s + 1] + q), p.push(r[s + 2] + q), p.push(r[s + 2] + q); for (s = 0; s < i.length; s++) o.push(i[s], i[++s], l, m, n, k) } if (a.lineWidth) { var t = a.points; a.points = i, PIXI.WebGLGraphics.buildLine(a, b), a.points = t } }, PIXI.WebGLGraphics.quadraticBezierCurve = function(a, b, c, d, e, f) { function g(a, b, c) { return a + (b - a) * c } for (var h, i, j, k, l, m, n = [], o = 0, p = 0; p <= 20; p++) o = p / 20, h = g(a, c, o), i = g(b, d, o), j = g(c, e, o), k = g(d, f, o), l = g(h, j, o), m = g(i, k, o), n.push(l, m); return n }, PIXI.WebGLGraphics.buildCircle = function(a, b) { var c, d, e = a.shape, f = e.x, g = e.y; a.type === PIXI.Graphics.CIRC ? (c = e.radius, d = e.radius) : (c = e.width, d = e.height); var h = 2 * Math.PI / 40, i = 0; if (a.fill) { var j = PIXI.hex2rgb(a.fillColor), k = a.fillAlpha, l = j[0] * k, m = j[1] * k, n = j[2] * k, o = b.points, p = b.indices, q = o.length / 6; for (p.push(q), i = 0; i < 41; i++) o.push(f, g, l, m, n, k), o.push(f + Math.sin(h * i) * c, g + Math.cos(h * i) * d, l, m, n, k), p.push(q++, q++); p.push(q - 1) } if (a.lineWidth) { var r = a.points; for (a.points = [], i = 0; i < 41; i++) a.points.push(f + Math.sin(h * i) * c, g + Math.cos(h * i) * d); PIXI.WebGLGraphics.buildLine(a, b), a.points = r } }, PIXI.WebGLGraphics.buildLine = function(a, b) { var c = 0, d = a.points; if (0 !== d.length) { if (a.lineWidth % 2) for (c = 0; c < d.length; c++) d[c] += .5; var e = new PIXI.Point(d[0], d[1]), f = new PIXI.Point(d[d.length - 2], d[d.length - 1]); if (e.x === f.x && e.y === f.y) { d = d.slice(), d.pop(), d.pop(), f = new PIXI.Point(d[d.length - 2], d[d.length - 1]); var g = f.x + .5 * (e.x - f.x), h = f.y + .5 * (e.y - f.y); d.unshift(g, h), d.push(g, h) } var i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, A, B, C, D, E, F = b.points, G = b.indices, H = d.length / 2, I = d.length, J = F.length / 6, K = a.lineWidth / 2, L = PIXI.hex2rgb(a.lineColor), M = a.lineAlpha, N = L[0] * M, O = L[1] * M, P = L[2] * M; for (k = d[0], l = d[1], m = d[2], n = d[3], q = -(l - n), r = k - m, E = Math.sqrt(q * q + r * r), q /= E, r /= E, q *= K, r *= K, F.push(k - q, l - r, N, O, P, M), F.push(k + q, l + r, N, O, P, M), c = 1; c < H - 1; c++) k = d[2 * (c - 1)], l = d[2 * (c - 1) + 1], m = d[2 * c], n = d[2 * c + 1], o = d[2 * (c + 1)], p = d[2 * (c + 1) + 1], q = -(l - n), r = k - m, E = Math.sqrt(q * q + r * r), q /= E, r /= E, q *= K, r *= K, s = -(n - p), t = m - o, E = Math.sqrt(s * s + t * t), s /= E, t /= E, s *= K, t *= K, w = -r + l - (-r + n), x = -q + m - (-q + k), y = (-q + k) * (-r + n) - (-q + m) * (-r + l), z = -t + p - (-t + n), A = -s + m - (-s + o), B = (-s + o) * (-t + n) - (-s + m) * (-t + p), C = w * A - z * x, Math.abs(C) < .1 ? (C += 10.1, F.push(m - q, n - r, N, O, P, M), F.push(m + q, n + r, N, O, P, M)) : (i = (x * B - A * y) / C, j = (z * y - w * B) / C, D = (i - m) * (i - m) + (j - n) + (j - n), D > 19600 ? (u = q - s, v = r - t, E = Math.sqrt(u * u + v * v), u /= E, v /= E, u *= K, v *= K, F.push(m - u, n - v), F.push(N, O, P, M), F.push(m + u, n + v), F.push(N, O, P, M), F.push(m - u, n - v), F.push(N, O, P, M), I++) : (F.push(i, j), F.push(N, O, P, M), F.push(m - (i - m), n - (j - n)), F.push(N, O, P, M))); for (k = d[2 * (H - 2)], l = d[2 * (H - 2) + 1], m = d[2 * (H - 1)], n = d[2 * (H - 1) + 1], q = -(l - n), r = k - m, E = Math.sqrt(q * q + r * r), q /= E, r /= E, q *= K, r *= K, F.push(m - q, n - r), F.push(N, O, P, M), F.push(m + q, n + r), F.push(N, O, P, M), G.push(J), c = 0; c < I; c++) G.push(J++); G.push(J - 1) } }, PIXI.WebGLGraphics.buildComplexPoly = function(a, b) { var c = a.points.slice(); if (!(c.length < 6)) { var d = b.indices; b.points = c, b.alpha = a.fillAlpha, b.color = PIXI.hex2rgb(a.fillColor); for (var e, f, g = 1 / 0, h = -1 / 0, i = 1 / 0, j = -1 / 0, k = 0; k < c.length; k += 2) e = c[k], f = c[k + 1], g = e < g ? e : g, h = e > h ? e : h, i = f < i ? f : i, j = f > j ? f : j; c.push(g, i, h, i, h, j, g, j); var l = c.length / 2; for (k = 0; k < l; k++) d.push(k) } }, PIXI.WebGLGraphics.buildPoly = function(a, b) { var c = a.points; if (!(c.length < 6)) { var d = b.points, e = b.indices, f = c.length / 2, g = PIXI.hex2rgb(a.fillColor), h = a.fillAlpha, i = g[0] * h, j = g[1] * h, k = g[2] * h, l = PIXI.EarCut.Triangulate(c, null, 2); if (!l) return !1; var m = d.length / 6, n = 0; for (n = 0; n < l.length; n += 3) e.push(l[n] + m), e.push(l[n] + m), e.push(l[n + 1] + m), e.push(l[n + 2] + m), e.push(l[n + 2] + m); for (n = 0; n < f; n++) d.push(c[2 * n], c[2 * n + 1], i, j, k, h); return !0 } }, PIXI.WebGLGraphics.graphicsDataPool = [], PIXI.WebGLGraphicsData = function(a) { this.gl = a, this.color = [0, 0, 0], this.points = [], this.indices = [], this.buffer = a.createBuffer(), this.indexBuffer = a.createBuffer(), this.mode = 1, this.alpha = 1, this.dirty = !0 }, PIXI.WebGLGraphicsData.prototype.reset = function() { this.points = [], this.indices = [] }, PIXI.WebGLGraphicsData.prototype.upload = function() { var a = this.gl; this.glPoints = new PIXI.Float32Array(this.points), a.bindBuffer(a.ARRAY_BUFFER, this.buffer), a.bufferData(a.ARRAY_BUFFER, this.glPoints, a.STATIC_DRAW), this.glIndicies = new PIXI.Uint16Array(this.indices), a.bindBuffer(a.ELEMENT_ARRAY_BUFFER, this.indexBuffer), a.bufferData(a.ELEMENT_ARRAY_BUFFER, this.glIndicies, a.STATIC_DRAW), this.dirty = !1 }, PIXI.CanvasGraphics = function() {}, PIXI.CanvasGraphics.renderGraphics = function(a, b) { var c = a.worldAlpha; a.dirty && (this.updateGraphicsTint(a), a.dirty = !1); for (var d = 0; d < a.graphicsData.length; d++) { var e = a.graphicsData[d], f = e.shape, g = e._fillTint, h = e._lineTint; if (b.lineWidth = e.lineWidth, e.type === PIXI.Graphics.POLY) { b.beginPath(); var i = f.points; b.moveTo(i[0], i[1]); for (var j = 1; j < i.length / 2; j++) b.lineTo(i[2 * j], i[2 * j + 1]); f.closed && b.lineTo(i[0], i[1]), i[0] === i[i.length - 2] && i[1] === i[i.length - 1] && b.closePath(), e.fill && (b.globalAlpha = e.fillAlpha * c, b.fillStyle = "#" + ("00000" + (0 | g).toString(16)).substr(-6), b.fill()), e.lineWidth && (b.globalAlpha = e.lineAlpha * c, b.strokeStyle = "#" + ("00000" + (0 | h).toString(16)).substr(-6), b.stroke()) } else if (e.type === PIXI.Graphics.RECT)(e.fillColor || 0 === e.fillColor) && (b.globalAlpha = e.fillAlpha * c, b.fillStyle = "#" + ("00000" + (0 | g).toString(16)).substr(-6), b.fillRect(f.x, f.y, f.width, f.height)), e.lineWidth && (b.globalAlpha = e.lineAlpha * c, b.strokeStyle = "#" + ("00000" + (0 | h).toString(16)).substr(-6), b.strokeRect(f.x, f.y, f.width, f.height)); else if (e.type === PIXI.Graphics.CIRC) b.beginPath(), b.arc(f.x, f.y, f.radius, 0, 2 * Math.PI), b.closePath(), e.fill && (b.globalAlpha = e.fillAlpha * c, b.fillStyle = "#" + ("00000" + (0 | g).toString(16)).substr(-6), b.fill()), e.lineWidth && (b.globalAlpha = e.lineAlpha * c, b.strokeStyle = "#" + ("00000" + (0 | h).toString(16)).substr(-6), b.stroke()); else if (e.type === PIXI.Graphics.ELIP) { var k = 2 * f.width, l = 2 * f.height, m = f.x - k / 2, n = f.y - l / 2; b.beginPath(); var o = k / 2 * .5522848, p = l / 2 * .5522848, q = m + k, r = n + l, s = m + k / 2, t = n + l / 2; b.moveTo(m, t), b.bezierCurveTo(m, t - p, s - o, n, s, n), b.bezierCurveTo(s + o, n, q, t - p, q, t), b.bezierCurveTo(q, t + p, s + o, r, s, r), b.bezierCurveTo(s - o, r, m, t + p, m, t), b.closePath(), e.fill && (b.globalAlpha = e.fillAlpha * c, b.fillStyle = "#" + ("00000" + (0 | g).toString(16)).substr(-6), b.fill()), e.lineWidth && (b.globalAlpha = e.lineAlpha * c, b.strokeStyle = "#" + ("00000" + (0 | h).toString(16)).substr(-6), b.stroke()) } else if (e.type === PIXI.Graphics.RREC) { var u = f.x, v = f.y, w = f.width, x = f.height, y = f.radius, z = Math.min(w, x) / 2 | 0; y = y > z ? z : y, b.beginPath(), b.moveTo(u, v + y), b.lineTo(u, v + x - y), b.quadraticCurveTo(u, v + x, u + y, v + x), b.lineTo(u + w - y, v + x), b.quadraticCurveTo(u + w, v + x, u + w, v + x - y), b.lineTo(u + w, v + y), b.quadraticCurveTo(u + w, v, u + w - y, v), b.lineTo(u + y, v), b.quadraticCurveTo(u, v, u, v + y), b.closePath(), (e.fillColor || 0 === e.fillColor) && (b.globalAlpha = e.fillAlpha * c, b.fillStyle = "#" + ("00000" + (0 | g).toString(16)).substr(-6), b.fill()), e.lineWidth && (b.globalAlpha = e.lineAlpha * c, b.strokeStyle = "#" + ("00000" + (0 | h).toString(16)).substr(-6), b.stroke()) } } }, PIXI.CanvasGraphics.renderGraphicsMask = function(a, b) { var c = a.graphicsData.length; if (0 !== c) { b.beginPath(); for (var d = 0; d < c; d++) { var e = a.graphicsData[d], f = e.shape; if (e.type === PIXI.Graphics.POLY) { var g = f.points; b.moveTo(g[0], g[1]); for (var h = 1; h < g.length / 2; h++) b.lineTo(g[2 * h], g[2 * h + 1]); g[0] === g[g.length - 2] && g[1] === g[g.length - 1] && b.closePath() } else if (e.type === PIXI.Graphics.RECT) b.rect(f.x, f.y, f.width, f.height), b.closePath(); else if (e.type === PIXI.Graphics.CIRC) b.arc(f.x, f.y, f.radius, 0, 2 * Math.PI), b.closePath(); else if (e.type === PIXI.Graphics.ELIP) { var i = 2 * f.width, j = 2 * f.height, k = f.x - i / 2, l = f.y - j / 2, m = i / 2 * .5522848, n = j / 2 * .5522848, o = k + i, p = l + j, q = k + i / 2, r = l + j / 2; b.moveTo(k, r), b.bezierCurveTo(k, r - n, q - m, l, q, l), b.bezierCurveTo(q + m, l, o, r - n, o, r), b.bezierCurveTo(o, r + n, q + m, p, q, p), b.bezierCurveTo(q - m, p, k, r + n, k, r), b.closePath() } else if (e.type === PIXI.Graphics.RREC) { var s = f.x, t = f.y, u = f.width, v = f.height, w = f.radius, x = Math.min(u, v) / 2 | 0; w = w > x ? x : w, b.moveTo(s, t + w), b.lineTo(s, t + v - w), b.quadraticCurveTo(s, t + v, s + w, t + v), b.lineTo(s + u - w, t + v), b.quadraticCurveTo(s + u, t + v, s + u, t + v - w), b.lineTo(s + u, t + w), b.quadraticCurveTo(s + u, t, s + u - w, t), b.lineTo(s + w, t), b.quadraticCurveTo(s, t, s, t + w), b.closePath() } } } }, PIXI.CanvasGraphics.updateGraphicsTint = function(a) { if (16777215 !== a.tint) for (var b = (a.tint >> 16 & 255) / 255, c = (a.tint >> 8 & 255) / 255, d = (255 & a.tint) / 255, e = 0; e < a.graphicsData.length; e++) { var f = a.graphicsData[e], g = 0 | f.fillColor, h = 0 | f.lineColor; f._fillTint = ((g >> 16 & 255) / 255 * b * 255 << 16) + ((g >> 8 & 255) / 255 * c * 255 << 8) + (255 & g) / 255 * d * 255, f._lineTint = ((h >> 16 & 255) / 255 * b * 255 << 16) + ((h >> 8 & 255) / 255 * c * 255 << 8) + (255 & h) / 255 * d * 255 } }, c.Graphics = function(a, b, d) { void 0 === b && (b = 0), void 0 === d && (d = 0), this.type = c.GRAPHICS, this.physicsType = c.SPRITE, this.anchor = new c.Point, PIXI.Graphics.call(this), c.Component.Core.init.call(this, a, b, d, "", null) }, c.Graphics.prototype = Object.create(PIXI.Graphics.prototype), c.Graphics.prototype.constructor = c.Graphics, c.Component.Core.install.call(c.Graphics.prototype, ["Angle", "AutoCull", "Bounds", "Destroy", "FixedToCamera", "InputEnabled", "InWorld", "LifeSpan", "PhysicsBody", "Reset"]), c.Graphics.prototype.preUpdatePhysics = c.Component.PhysicsBody.preUpdate, c.Graphics.prototype.preUpdateLifeSpan = c.Component.LifeSpan.preUpdate, c.Graphics.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.Graphics.prototype.preUpdateCore = c.Component.Core.preUpdate, c.Graphics.prototype.preUpdate = function() { return !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.Graphics.prototype.postUpdate = function() { c.Component.PhysicsBody.postUpdate.call(this), c.Component.FixedToCamera.postUpdate.call(this), this._boundsDirty && (this.updateLocalBounds(), this._boundsDirty = !1); for (var a = 0; a < this.children.length; a++) this.children[a].postUpdate() }, c.Graphics.prototype.destroy = function(a) { this.clear(), c.Component.Destroy.prototype.destroy.call(this, a) }, c.Graphics.prototype.drawTriangle = function(a, b) { void 0 === b && (b = !1); var d = new c.Polygon(a); if (b) { var e = new c.Point(this.game.camera.x - a[0].x, this.game.camera.y - a[0].y), f = new c.Point(a[1].x - a[0].x, a[1].y - a[0].y), g = new c.Point(a[1].x - a[2].x, a[1].y - a[2].y), h = g.cross(f); e.dot(h) > 0 && this.drawPolygon(d) } else this.drawPolygon(d) }, c.Graphics.prototype.drawTriangles = function(a, b, d) { void 0 === d && (d = !1); var e, f = new c.Point, g = new c.Point, h = new c.Point, i = []; if (b) if (a[0] instanceof c.Point) for (e = 0; e < b.length / 3; e++) i.push(a[b[3 * e]]), i.push(a[b[3 * e + 1]]), i.push(a[b[3 * e + 2]]), 3 === i.length && (this.drawTriangle(i, d), i = []); else for (e = 0; e < b.length; e++) f.x = a[2 * b[e]], f.y = a[2 * b[e] + 1], i.push(f.copyTo({})), 3 === i.length && (this.drawTriangle(i, d), i = []); else if (a[0] instanceof c.Point) for (e = 0; e < a.length / 3; e++) this.drawTriangle([a[3 * e], a[3 * e + 1], a[3 * e + 2]], d); else for (e = 0; e < a.length / 6; e++) f.x = a[6 * e + 0], f.y = a[6 * e + 1], g.x = a[6 * e + 2], g.y = a[6 * e + 3], h.x = a[6 * e + 4], h.y = a[6 * e + 5], this.drawTriangle([f, g, h], d) }, c.RenderTexture = function(a, b, d, e, f, g) { void 0 === e && (e = ""), void 0 === f && (f = c.scaleModes.DEFAULT), void 0 === g && (g = 1), this.game = a, this.key = e, this.type = c.RENDERTEXTURE, this._tempMatrix = new PIXI.Matrix, PIXI.RenderTexture.call(this, b, d, this.game.renderer, f, g), this.render = c.RenderTexture.prototype.render }, c.RenderTexture.prototype = Object.create(PIXI.RenderTexture.prototype), c.RenderTexture.prototype.constructor = c.RenderTexture, c.RenderTexture.prototype.renderXY = function(a, b, c, d) { a.updateTransform(), this._tempMatrix.copyFrom(a.worldTransform), this._tempMatrix.tx = b, this._tempMatrix.ty = c, this.renderer.type === PIXI.WEBGL_RENDERER ? this.renderWebGL(a, this._tempMatrix, d) : this.renderCanvas(a, this._tempMatrix, d) }, c.RenderTexture.prototype.renderRawXY = function(a, b, c, d) { this._tempMatrix.identity().translate(b, c), this.renderer.type === PIXI.WEBGL_RENDERER ? this.renderWebGL(a, this._tempMatrix, d) : this.renderCanvas(a, this._tempMatrix, d) }, c.RenderTexture.prototype.render = function(a, b, c) { void 0 === b || null === b ? this._tempMatrix.copyFrom(a.worldTransform) : this._tempMatrix.copyFrom(b), this.renderer.type === PIXI.WEBGL_RENDERER ? this.renderWebGL(a, this._tempMatrix, c) : this.renderCanvas(a, this._tempMatrix, c) }, c.Text = function(a, b, d, e, f) { b = b || 0, d = d || 0, e = void 0 === e || null === e ? "" : e.toString(), f = c.Utils.extend({}, f), this.type = c.TEXT, this.physicsType = c.SPRITE, this.padding = new c.Point, this.textBounds = null, this.canvas = PIXI.CanvasPool.create(this), this.context = this.canvas.getContext("2d"), this.colors = [], this.strokeColors = [], this.fontStyles = [], this.fontWeights = [], this.autoRound = !1, this.useAdvancedWrap = !1, this._res = a.renderer.resolution, this._text = e, this._fontComponents = null, this._lineSpacing = 0, this._charCount = 0, this._width = 0, this._height = 0, c.Sprite.call(this, a, b, d, PIXI.Texture.fromCanvas(this.canvas)), this.setStyle(f), "" !== e && this.updateText() }, c.Text.prototype = Object.create(c.Sprite.prototype), c.Text.prototype.constructor = c.Text, c.Text.prototype.preUpdate = function() { return !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.Text.prototype.update = function() {}, c.Text.prototype.destroy = function(a) { this.texture.destroy(!0), c.Component.Destroy.prototype.destroy.call(this, a) }, c.Text.prototype.setShadow = function(a, b, c, d, e, f) { return void 0 === a && (a = 0), void 0 === b && (b = 0), void 0 === c && (c = "rgba(0, 0, 0, 1)"), void 0 === d && (d = 0), void 0 === e && (e = !0), void 0 === f && (f = !0), this.style.shadowOffsetX = a, this.style.shadowOffsetY = b, this.style.shadowColor = c, this.style.shadowBlur = d, this.style.shadowStroke = e, this.style.shadowFill = f, this.dirty = !0, this }, c.Text.prototype.setStyle = function(a, b) { void 0 === b && (b = !1), a = a || {}, a.font = a.font || "bold 20pt Arial", a.backgroundColor = a.backgroundColor || null, a.fill = a.fill || "black", a.align = a.align || "left", a.boundsAlignH = a.boundsAlignH || "left", a.boundsAlignV = a.boundsAlignV || "top", a.stroke = a.stroke || "black", a.strokeThickness = a.strokeThickness || 0, a.wordWrap = a.wordWrap || !1, a.wordWrapWidth = a.wordWrapWidth || 100, a.maxLines = a.maxLines || 0, a.shadowOffsetX = a.shadowOffsetX || 0, a.shadowOffsetY = a.shadowOffsetY || 0, a.shadowColor = a.shadowColor || "rgba(0,0,0,0)", a.shadowBlur = a.shadowBlur || 0, a.tabs = a.tabs || 0; var c = this.fontToComponents(a.font); return a.fontStyle && (c.fontStyle = a.fontStyle), a.fontVariant && (c.fontVariant = a.fontVariant), a.fontWeight && (c.fontWeight = a.fontWeight), a.fontSize && ("number" == typeof a.fontSize && (a.fontSize = a.fontSize + "px"), c.fontSize = a.fontSize), this._fontComponents = c, a.font = this.componentsToFont(this._fontComponents), this.style = a, this.dirty = !0, b && this.updateText(), this }, c.Text.prototype.updateText = function() { this.texture.baseTexture.resolution = this._res, this.context.font = this.style.font; var a = this.text; this.style.wordWrap && (a = this.runWordWrap(this.text)); var b = a.split(/(?:\r\n|\r|\n)/), c = this.style.tabs, d = [], e = 0, f = this.determineFontProperties(this.style.font), g = b.length; this.style.maxLines > 0 && this.style.maxLines < b.length && (g = this.style.maxLines), this._charCount = 0; for (var h = 0; h < g; h++) { if (0 === c) { var i = this.style.strokeThickness + this.padding.x; this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0 ? i += this.measureLine(b[h]) : i += this.context.measureText(b[h]).width, this.style.wordWrap && (i -= this.context.measureText(" ").width) } else { var j = b[h].split(/(?:\t)/), i = this.padding.x + this.style.strokeThickness; if (Array.isArray(c)) for (var k = 0, l = 0; l < j.length; l++) { var m = 0; m = this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0 ? this.measureLine(j[l]) : Math.ceil(this.context.measureText(j[l]).width), l > 0 && (k += c[l - 1]), i = k + m } else for (var l = 0; l < j.length; l++) { this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0 ? i += this.measureLine(j[l]) : i += Math.ceil(this.context.measureText(j[l]).width); var n = this.game.math.snapToCeil(i, c) - i; i += n } } d[h] = Math.ceil(i), e = Math.max(e, d[h]) } this.canvas.width = e * this._res; var o = f.fontSize + this.style.strokeThickness + this.padding.y, p = o * g, q = this._lineSpacing; q < 0 && Math.abs(q) > o && (q = -o), 0 !== q && (p += q > 0 ? q * b.length : q * (b.length - 1)), this.canvas.height = p * this._res, this.context.scale(this._res, this._res), navigator.isCocoonJS && this.context.clearRect(0, 0, this.canvas.width, this.canvas.height), this.style.backgroundColor && (this.context.fillStyle = this.style.backgroundColor, this.context.fillRect(0, 0, this.canvas.width, this.canvas.height)), this.context.fillStyle = this.style.fill, this.context.font = this.style.font, this.context.strokeStyle = this.style.stroke, this.context.textBaseline = "alphabetic", this.context.lineWidth = this.style.strokeThickness, this.context.lineCap = "round", this.context.lineJoin = "round"; var r, s; for (this._charCount = 0, h = 0; h < g; h++) r = this.style.strokeThickness / 2, s = this.style.strokeThickness / 2 + h * o + f.ascent, h > 0 && (s += q * h), "right" === this.style.align ? r += e - d[h] : "center" === this.style.align && (r += (e - d[h]) / 2), this.autoRound && (r = Math.round(r), s = Math.round(s)), this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0 ? this.updateLine(b[h], r, s) : (this.style.stroke && this.style.strokeThickness && (this.updateShadow(this.style.shadowStroke), 0 === c ? this.context.strokeText(b[h], r, s) : this.renderTabLine(b[h], r, s, !1)), this.style.fill && (this.updateShadow(this.style.shadowFill), 0 === c ? this.context.fillText(b[h], r, s) : this.renderTabLine(b[h], r, s, !0))); this.updateTexture(), this.dirty = !1 }, c.Text.prototype.renderTabLine = function(a, b, c, d) { var e = a.split(/(?:\t)/), f = this.style.tabs, g = 0; if (Array.isArray(f)) for (var h = 0, i = 0; i < e.length; i++) i > 0 && (h += f[i - 1]), g = b + h, d ? this.context.fillText(e[i], g, c) : this.context.strokeText(e[i], g, c); else for (var i = 0; i < e.length; i++) { var j = Math.ceil(this.context.measureText(e[i]).width); g = this.game.math.snapToCeil(b, f), d ? this.context.fillText(e[i], g, c) : this.context.strokeText(e[i], g, c), b = g + j } }, c.Text.prototype.updateShadow = function(a) { a ? (this.context.shadowOffsetX = this.style.shadowOffsetX, this.context.shadowOffsetY = this.style.shadowOffsetY, this.context.shadowColor = this.style.shadowColor, this.context.shadowBlur = this.style.shadowBlur) : (this.context.shadowOffsetX = 0, this.context.shadowOffsetY = 0, this.context.shadowColor = 0, this.context.shadowBlur = 0) }, c.Text.prototype.measureLine = function(a) { for (var b = 0, c = 0; c < a.length; c++) { var d = a[c]; if (this.fontWeights.length > 0 || this.fontStyles.length > 0) { var e = this.fontToComponents(this.context.font); this.fontStyles[this._charCount] && (e.fontStyle = this.fontStyles[this._charCount]), this.fontWeights[this._charCount] && (e.fontWeight = this.fontWeights[this._charCount]), this.context.font = this.componentsToFont(e) } this.style.stroke && this.style.strokeThickness && (this.strokeColors[this._charCount] && (this.context.strokeStyle = this.strokeColors[this._charCount]), this.updateShadow(this.style.shadowStroke)), this.style.fill && (this.colors[this._charCount] && (this.context.fillStyle = this.colors[this._charCount]), this.updateShadow(this.style.shadowFill)), b += this.context.measureText(d).width, this._charCount++ } return Math.ceil(b) }, c.Text.prototype.updateLine = function(a, b, c) { for (var d = 0; d < a.length; d++) { var e = a[d]; if (this.fontWeights.length > 0 || this.fontStyles.length > 0) { var f = this.fontToComponents(this.context.font); this.fontStyles[this._charCount] && (f.fontStyle = this.fontStyles[this._charCount]), this.fontWeights[this._charCount] && (f.fontWeight = this.fontWeights[this._charCount]), this.context.font = this.componentsToFont(f) } this.style.stroke && this.style.strokeThickness && (this.strokeColors[this._charCount] && (this.context.strokeStyle = this.strokeColors[this._charCount]), this.updateShadow(this.style.shadowStroke), this.context.strokeText(e, b, c)), this.style.fill && (this.colors[this._charCount] && (this.context.fillStyle = this.colors[this._charCount]), this.updateShadow(this.style.shadowFill), this.context.fillText(e, b, c)), b += this.context.measureText(e).width, this._charCount++ } }, c.Text.prototype.clearColors = function() { return this.colors = [], this.strokeColors = [], this.dirty = !0, this }, c.Text.prototype.clearFontValues = function() { return this.fontStyles = [], this.fontWeights = [], this.dirty = !0, this }, c.Text.prototype.addColor = function(a, b) { return this.colors[b] = a, this.dirty = !0, this }, c.Text.prototype.addStrokeColor = function(a, b) { return this.strokeColors[b] = a, this.dirty = !0, this }, c.Text.prototype.addFontStyle = function(a, b) { return this.fontStyles[b] = a, this.dirty = !0, this }, c.Text.prototype.addFontWeight = function(a, b) { return this.fontWeights[b] = a, this.dirty = !0, this }, c.Text.prototype.precalculateWordWrap = function(a) { return this.texture.baseTexture.resolution = this._res, this.context.font = this.style.font, this.runWordWrap(a).split(/(?:\r\n|\r|\n)/) }, c.Text.prototype.runWordWrap = function(a) { return this.useAdvancedWrap ? this.advancedWordWrap(a) : this.basicWordWrap(a) }, c.Text.prototype.advancedWordWrap = function(a) { for (var b = this.context, c = this.style.wordWrapWidth, d = "", e = a.replace(/ +/gi, " ").split(/\r?\n/gi), f = e.length, g = 0; g < f; g++) { var h = e[g], i = ""; h = h.replace(/^ *|\s*$/gi, ""); if (b.measureText(h).width < c) d += h + "\n"; else { for (var j = c, k = h.split(" "), l = 0; l < k.length; l++) { var m = k[l], n = m + " ", o = b.measureText(n).width; if (o > j) { if (0 === l) { for (var p = n; p.length && (p = p.slice(0, -1), !((o = b.measureText(p).width) <= j));); if (!p.length) throw new Error("This text's wordWrapWidth setting is less than a single character!"); var q = m.substr(p.length); k[l] = q, i += p } var r = k[l].length ? l : l + 1, s = k.slice(r).join(" ").replace(/[ \n]*$/gi, ""); e[g + 1] = s + " " + (e[g + 1] || ""), f = e.length; break } i += n, j -= o } d += i.replace(/[ \n]*$/gi, "") + "\n" } } return d = d.replace(/[\s|\n]*$/gi, "") }, c.Text.prototype.basicWordWrap = function(a) { for (var b = "", c = a.split("\n"), d = 0; d < c.length; d++) { for (var e = this.style.wordWrapWidth, f = c[d].split(" "), g = 0; g < f.length; g++) { var h = this.context.measureText(f[g]).width, i = h + this.context.measureText(" ").width; i > e ? (g > 0 && (b += "\n"), b += f[g] + " ", e = this.style.wordWrapWidth - h) : (e -= i, b += f[g] + " ") } d < c.length - 1 && (b += "\n") } return b }, c.Text.prototype.updateFont = function(a) { var b = this.componentsToFont(a); this.style.font !== b && (this.style.font = b, this.dirty = !0, this.parent && this.updateTransform()) }, c.Text.prototype.fontToComponents = function(a) { var b = a.match(/^\s*(?:\b(normal|italic|oblique|inherit)?\b)\s*(?:\b(normal|small-caps|inherit)?\b)\s*(?:\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\b)\s*(?:\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\d*(?:[.]\d*)?(?:%|[a-z]{2,5}))?\b)\s*(.*)\s*$/); if (b) { var c = b[5].trim(); return /^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(c) || /['",]/.exec(c) || (c = "'" + c + "'"), { font: a, fontStyle: b[1] || "normal", fontVariant: b[2] || "normal", fontWeight: b[3] || "normal", fontSize: b[4] || "medium", fontFamily: c } } return console.warn("Phaser.Text - unparsable CSS font: " + a), { font: a } }, c.Text.prototype.componentsToFont = function(a) { var b, c = []; return b = a.fontStyle, b && "normal" !== b && c.push(b), b = a.fontVariant, b && "normal" !== b && c.push(b), b = a.fontWeight, b && "normal" !== b && c.push(b), b = a.fontSize, b && "medium" !== b && c.push(b), b = a.fontFamily, b && c.push(b), c.length || c.push(a.font), c.join(" ") }, c.Text.prototype.setText = function(a, b) { return void 0 === b && (b = !1), this.text = a.toString() || "", b ? this.updateText() : this.dirty = !0, this }, c.Text.prototype.parseList = function(a) { if (!Array.isArray(a)) return this; for (var b = "", c = 0; c < a.length; c++) Array.isArray(a[c]) ? (b += a[c].join("\t"), c < a.length - 1 && (b += "\n")) : (b += a[c], c < a.length - 1 && (b += "\t")); return this.text = b, this.dirty = !0, this }, c.Text.prototype.setTextBounds = function(a, b, d, e) { return void 0 === a ? this.textBounds = null : (this.textBounds ? this.textBounds.setTo(a, b, d, e) : this.textBounds = new c.Rectangle(a, b, d, e), this.style.wordWrapWidth > d && (this.style.wordWrapWidth = d)), this.updateTexture(), this }, c.Text.prototype.updateTexture = function() { var a = this.texture.baseTexture, b = this.texture.crop, c = this.texture.frame, d = this.canvas.width, e = this.canvas.height; if (a.width = d, a.height = e, b.width = d, b.height = e, c.width = d, c.height = e, this.texture.width = d, this.texture.height = e, this._width = d, this._height = e, this.textBounds) { var f = this.textBounds.x, g = this.textBounds.y; "right" === this.style.boundsAlignH ? f += this.textBounds.width - this.canvas.width / this.resolution : "center" === this.style.boundsAlignH && (f += this.textBounds.halfWidth - this.canvas.width / this.resolution / 2), "bottom" === this.style.boundsAlignV ? g += this.textBounds.height - this.canvas.height / this.resolution : "middle" === this.style.boundsAlignV && (g += this.textBounds.halfHeight - this.canvas.height / this.resolution / 2), this.pivot.x = -f, this.pivot.y = -g } this.renderable = 0 !== d && 0 !== e, this.texture.requiresReTint = !0, this.texture.baseTexture.dirty() }, c.Text.prototype._renderWebGL = function(a) { this.dirty && (this.updateText(), this.dirty = !1), PIXI.Sprite.prototype._renderWebGL.call(this, a) }, c.Text.prototype._renderCanvas = function(a) { this.dirty && (this.updateText(), this.dirty = !1), PIXI.Sprite.prototype._renderCanvas.call(this, a) }, c.Text.prototype.determineFontProperties = function(a) { var b = c.Text.fontPropertiesCache[a]; if (!b) { b = {}; var d = c.Text.fontPropertiesCanvas, e = c.Text.fontPropertiesContext; e.font = a; var f = Math.ceil(e.measureText("|MÉq").width), g = Math.ceil(e.measureText("|MÉq").width), h = 2 * g; if (g = 1.4 * g | 0, d.width = f, d.height = h, e.fillStyle = "#f00", e.fillRect(0, 0, f, h), e.font = a, e.textBaseline = "alphabetic", e.fillStyle = "#000", e.fillText("|MÉq", 0, g), !e.getImageData(0, 0, f, h)) return b.ascent = g, b.descent = g + 6, b.fontSize = b.ascent + b.descent, c.Text.fontPropertiesCache[a] = b, b; var i, j, k = e.getImageData(0, 0, f, h).data, l = k.length, m = 4 * f, n = 0, o = !1; for (i = 0; i < g; i++) { for (j = 0; j < m; j += 4) if (255 !== k[n + j]) { o = !0; break } if (o) break; n += m } for (b.ascent = g - i, n = l - m, o = !1, i = h; i > g; i--) { for (j = 0; j < m; j += 4) if (255 !== k[n + j]) { o = !0; break } if (o) break; n -= m } b.descent = i - g, b.descent += 6, b.fontSize = b.ascent + b.descent, c.Text.fontPropertiesCache[a] = b } return b }, c.Text.prototype.getBounds = function(a) { return this.dirty && (this.updateText(), this.dirty = !1), PIXI.Sprite.prototype.getBounds.call(this, a) }, Object.defineProperty(c.Text.prototype, "text", { get: function() { return this._text }, set: function(a) { a !== this._text && (this._text = a.toString() || "", this.dirty = !0, this.parent && this.updateTransform()) } }), Object.defineProperty(c.Text.prototype, "cssFont", { get: function() { return this.componentsToFont(this._fontComponents) }, set: function(a) { a = a || "bold 20pt Arial", this._fontComponents = this.fontToComponents(a), this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "font", { get: function() { return this._fontComponents.fontFamily }, set: function(a) { a = a || "Arial", a = a.trim(), /^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(a) || /['",]/.exec(a) || (a = "'" + a + "'"), this._fontComponents.fontFamily = a, this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "fontSize", { get: function() { var a = this._fontComponents.fontSize; return a && /(?:^0$|px$)/.exec(a) ? parseInt(a, 10) : a }, set: function(a) { a = a || "0", "number" == typeof a && (a += "px"), this._fontComponents.fontSize = a, this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "fontWeight", { get: function() { return this._fontComponents.fontWeight || "normal" }, set: function(a) { a = a || "normal", this._fontComponents.fontWeight = a, this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "fontStyle", { get: function() { return this._fontComponents.fontStyle || "normal" }, set: function(a) { a = a || "normal", this._fontComponents.fontStyle = a, this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "fontVariant", { get: function() { return this._fontComponents.fontVariant || "normal" }, set: function(a) { a = a || "normal", this._fontComponents.fontVariant = a, this.updateFont(this._fontComponents) } }), Object.defineProperty(c.Text.prototype, "fill", { get: function() { return this.style.fill }, set: function(a) { a !== this.style.fill && (this.style.fill = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "align", { get: function() { return this.style.align }, set: function(a) { a !== this.style.align && (this.style.align = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "resolution", { get: function() { return this._res }, set: function(a) { a !== this._res && (this._res = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "tabs", { get: function() { return this.style.tabs }, set: function(a) { a !== this.style.tabs && (this.style.tabs = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "boundsAlignH", { get: function() { return this.style.boundsAlignH }, set: function(a) { a !== this.style.boundsAlignH && (this.style.boundsAlignH = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "boundsAlignV", { get: function() { return this.style.boundsAlignV }, set: function(a) { a !== this.style.boundsAlignV && (this.style.boundsAlignV = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "stroke", { get: function() { return this.style.stroke }, set: function(a) { a !== this.style.stroke && (this.style.stroke = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "strokeThickness", { get: function() { return this.style.strokeThickness }, set: function(a) { a !== this.style.strokeThickness && (this.style.strokeThickness = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "wordWrap", { get: function() { return this.style.wordWrap }, set: function(a) { a !== this.style.wordWrap && (this.style.wordWrap = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "wordWrapWidth", { get: function() { return this.style.wordWrapWidth }, set: function(a) { a !== this.style.wordWrapWidth && (this.style.wordWrapWidth = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "lineSpacing", { get: function() { return this._lineSpacing }, set: function(a) { a !== this._lineSpacing && (this._lineSpacing = parseFloat(a), this.dirty = !0, this.parent && this.updateTransform()) } }), Object.defineProperty(c.Text.prototype, "shadowOffsetX", { get: function() { return this.style.shadowOffsetX }, set: function(a) { a !== this.style.shadowOffsetX && (this.style.shadowOffsetX = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "shadowOffsetY", { get: function() { return this.style.shadowOffsetY }, set: function(a) { a !== this.style.shadowOffsetY && (this.style.shadowOffsetY = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "shadowColor", { get: function() { return this.style.shadowColor }, set: function(a) { a !== this.style.shadowColor && (this.style.shadowColor = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "shadowBlur", { get: function() { return this.style.shadowBlur }, set: function(a) { a !== this.style.shadowBlur && (this.style.shadowBlur = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "shadowStroke", { get: function() { return this.style.shadowStroke }, set: function(a) { a !== this.style.shadowStroke && (this.style.shadowStroke = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "shadowFill", { get: function() { return this.style.shadowFill }, set: function(a) { a !== this.style.shadowFill && (this.style.shadowFill = a, this.dirty = !0) } }), Object.defineProperty(c.Text.prototype, "width", { get: function() { return this.dirty && (this.updateText(), this.dirty = !1), this.scale.x * this.texture.frame.width }, set: function(a) { this.scale.x = a / this.texture.frame.width, this._width = a } }), Object.defineProperty(c.Text.prototype, "height", { get: function() { return this.dirty && (this.updateText(), this.dirty = !1), this.scale.y * this.texture.frame.height }, set: function(a) { this.scale.y = a / this.texture.frame.height, this._height = a } }), c.Text.fontPropertiesCache = {}, c.Text.fontPropertiesCanvas = document.createElement("canvas"), c.Text.fontPropertiesContext = c.Text.fontPropertiesCanvas.getContext("2d"), c.BitmapText = function(a, b, d, e, f, g, h) { b = b || 0, d = d || 0, e = e || "", f = f || "", g = g || 32, h = h || "left", PIXI.DisplayObjectContainer.call(this), this.type = c.BITMAPTEXT, this.physicsType = c.SPRITE, this.textWidth = 0, this.textHeight = 0, this.anchor = new c.Point, this._prevAnchor = new c.Point, this._glyphs = [], this._maxWidth = 0, this._text = f.toString() || "", this._data = a.cache.getBitmapFont(e), this._font = e, this._fontSize = g, this._align = h, this._tint = 16777215, this.updateText(), this.dirty = !1, c.Component.Core.init.call(this, a, b, d, "", null) }, c.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype), c.BitmapText.prototype.constructor = c.BitmapText, c.Component.Core.install.call(c.BitmapText.prototype, ["Angle", "AutoCull", "Bounds", "Destroy", "FixedToCamera", "InputEnabled", "InWorld", "LifeSpan", "PhysicsBody", "Reset"]), c.BitmapText.prototype.preUpdatePhysics = c.Component.PhysicsBody.preUpdate, c.BitmapText.prototype.preUpdateLifeSpan = c.Component.LifeSpan.preUpdate, c.BitmapText.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.BitmapText.prototype.preUpdateCore = c.Component.Core.preUpdate, c.BitmapText.prototype.preUpdate = function() { return !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.BitmapText.prototype.postUpdate = function() { c.Component.PhysicsBody.postUpdate.call(this), c.Component.FixedToCamera.postUpdate.call(this), this.body && this.body.type === c.Physics.ARCADE && (this.textWidth === this.body.sourceWidth && this.textHeight === this.body.sourceHeight || this.body.setSize(this.textWidth, this.textHeight)) }, c.BitmapText.prototype.setText = function(a) { this.text = a }; c.BitmapText.prototype.scanLine = function(a, b, c) { for (var d = 0, e = 0, f = -1, g = 0, h = null, i = this._maxWidth > 0 ? this._maxWidth : null, j = [], k = 0; k < c.length; k++) { var l = k === c.length - 1; if (/(?:\r\n|\r|\n)/.test(c.charAt(k))) return { width: e, text: c.substr(0, k), end: l, chars: j }; var m = c.charCodeAt(k), n = a.chars[m], o = 0; void 0 === n && (m = 32, n = a.chars[m]); var p = h && n.kerning[h] ? n.kerning[h] : 0; if (/(\s)/.test(c.charAt(k)) && (f = k, g = e), o = (p + n.texture.width + n.xOffset) * b, i && e + o >= i && f > -1) return { width: g || e, text: c.substr(0, k - (k - f)), end: l, chars: j }; e += (n.xAdvance + p) * b, j.push(d + (n.xOffset + p) * b), d += (n.xAdvance + p) * b, h = m } return { width: e, text: c, end: l, chars: j } }, c.BitmapText.prototype.cleanText = function(a, b) { void 0 === b && (b = ""); var c = this._data.font; if (!c) return ""; for (var d = /\r\n|\n\r|\n|\r/g, e = a.replace(d, "\n").split("\n"), f = 0; f < e.length; f++) { for (var g = "", h = e[f], i = 0; i < h.length; i++) g = c.chars[h.charCodeAt(i)] ? g.concat(h[i]) : g.concat(b); e[f] = g } return e.join("\n") }, c.BitmapText.prototype.updateText = function() { var a = this._data.font; if (a) { var b = this.text, c = this._fontSize / a.size, d = [], e = 0; this.textWidth = 0; do { var f = this.scanLine(a, c, b); f.y = e, d.push(f), f.width > this.textWidth && (this.textWidth = f.width), e += a.lineHeight * c, b = b.substr(f.text.length + 1) } while (!1 === f.end); this.textHeight = e; for (var g = 0, h = 0, i = this.textWidth * this.anchor.x, j = this.textHeight * this.anchor.y, k = 0; k < d.length; k++) { var f = d[k]; "right" === this._align ? h = this.textWidth - f.width : "center" === this._align && (h = (this.textWidth - f.width) / 2); for (var l = 0; l < f.text.length; l++) { var m = f.text.charCodeAt(l), n = a.chars[m]; void 0 === n && (m = 32, n = a.chars[m]); var o = this._glyphs[g]; o ? o.texture = n.texture : (o = new PIXI.Sprite(n.texture), o.name = f.text[l], this._glyphs.push(o)), o.position.x = f.chars[l] + h - i, o.position.y = f.y + n.yOffset * c - j, o.scale.set(c), o.tint = this.tint, o.texture.requiresReTint = !0, o.parent || this.addChild(o), g++ } } for (k = g; k < this._glyphs.length; k++) this.removeChild(this._glyphs[k]) } }, c.BitmapText.prototype.purgeGlyphs = function() { for (var a = this._glyphs.length, b = [], c = 0; c < this._glyphs.length; c++) this._glyphs[c].parent !== this ? this._glyphs[c].destroy() : b.push(this._glyphs[c]); return this._glyphs = [], this._glyphs = b, this.updateText(), a - b.length }, c.BitmapText.prototype.updateTransform = function() {!this.dirty && this.anchor.equals(this._prevAnchor) || (this.updateText(), this.dirty = !1, this._prevAnchor.copyFrom(this.anchor)), PIXI.DisplayObjectContainer.prototype.updateTransform.call(this) }, Object.defineProperty(c.BitmapText.prototype, "align", { get: function() { return this._align }, set: function(a) { a === this._align || "left" !== a && "center" !== a && "right" !== a || (this._align = a, this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "tint", { get: function() { return this._tint }, set: function(a) { a !== this._tint && (this._tint = a, this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "font", { get: function() { return this._font }, set: function(a) { a !== this._font && (this._font = a.trim(), this._data = this.game.cache.getBitmapFont(this._font), this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "fontSize", { get: function() { return this._fontSize }, set: function(a) { (a = parseInt(a, 10)) !== this._fontSize && a > 0 && (this._fontSize = a, this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "text", { get: function() { return this._text }, set: function(a) { a !== this._text && (this._text = a.toString() || "", this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "maxWidth", { get: function() { return this._maxWidth }, set: function(a) { a !== this._maxWidth && (this._maxWidth = a, this.updateText()) } }), Object.defineProperty(c.BitmapText.prototype, "smoothed", { get: function() { return !this._data.base.scaleMode }, set: function(a) { this._data.base.scaleMode = a ? 0 : 1 } }), c.RetroFont = function(a, b, d, e, f, g, h, i, j, k) { if (!a.cache.checkImageKey(b)) return !1; void 0 !== g && null !== g || (g = a.cache.getImage(b).width / d), this.characterWidth = d, this.characterHeight = e, this.characterSpacingX = h || 0, this.characterSpacingY = i || 0, this.characterPerRow = g, this.offsetX = j || 0, this.offsetY = k || 0, this.align = "left", this.multiLine = !1, this.autoUpperCase = !0, this.customSpacingX = 0, this.customSpacingY = 0, this.fixedWidth = 0, this.fontSet = a.cache.getImage(b), this._text = "", this.grabData = [], this.frameData = new c.FrameData; for (var l = this.offsetX, m = this.offsetY, n = 0, o = 0; o < f.length; o++) { var p = this.frameData.addFrame(new c.Frame(o, l, m, this.characterWidth, this.characterHeight)); this.grabData[f.charCodeAt(o)] = p.index, n++, n === this.characterPerRow ? (n = 0, l = this.offsetX, m += this.characterHeight + this.characterSpacingY) : l += this.characterWidth + this.characterSpacingX } a.cache.updateFrameData(b, this.frameData), this.stamp = new c.Image(a, 0, 0, b, 0), c.RenderTexture.call(this, a, 100, 100, "", c.scaleModes.NEAREST), this.type = c.RETROFONT }, c.RetroFont.prototype = Object.create(c.RenderTexture.prototype), c.RetroFont.prototype.constructor = c.RetroFont, c.RetroFont.ALIGN_LEFT = "left", c.RetroFont.ALIGN_RIGHT = "right", c.RetroFont.ALIGN_CENTER = "center", c.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~", c.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ", c.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ", c.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789", c.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789", c.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ", c.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39", c.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ", c.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!", c.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ", c.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789", c.RetroFont.prototype.setFixedWidth = function(a, b) { void 0 === b && (b = "left"), this.fixedWidth = a, this.align = b }, c.RetroFont.prototype.setText = function(a, b, c, d, e, f) { this.multiLine = b || !1, this.customSpacingX = c || 0, this.customSpacingY = d || 0, this.align = e || "left", this.autoUpperCase = !f, a.length > 0 && (this.text = a) }, c.RetroFont.prototype.buildRetroFontText = function() { var a = 0, b = 0; if (this.clear(), this.multiLine) { var d = this._text.split("\n"); this.fixedWidth > 0 ? this.resize(this.fixedWidth, d.length * (this.characterHeight + this.customSpacingY) - this.customSpacingY, !0) : this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), d.length * (this.characterHeight + this.customSpacingY) - this.customSpacingY, !0); for (var e = 0; e < d.length; e++) a = 0, this.align === c.RetroFont.ALIGN_RIGHT ? a = this.width - d[e].length * (this.characterWidth + this.customSpacingX) : this.align === c.RetroFont.ALIGN_CENTER && (a = this.width / 2 - d[e].length * (this.characterWidth + this.customSpacingX) / 2, a += this.customSpacingX / 2), a < 0 && (a = 0), this.pasteLine(d[e], a, b, this.customSpacingX), b += this.characterHeight + this.customSpacingY } else this.fixedWidth > 0 ? this.resize(this.fixedWidth, this.characterHeight, !0) : this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight, !0), a = 0, this.align === c.RetroFont.ALIGN_RIGHT ? a = this.width - this._text.length * (this.characterWidth + this.customSpacingX) : this.align === c.RetroFont.ALIGN_CENTER && (a = this.width / 2 - this._text.length * (this.characterWidth + this.customSpacingX) / 2, a += this.customSpacingX / 2), a < 0 && (a = 0), this.pasteLine(this._text, a, 0, this.customSpacingX); this.requiresReTint = !0 }, c.RetroFont.prototype.pasteLine = function(a, b, c, d) { for (var e = 0; e < a.length; e++) if (" " === a.charAt(e)) b += this.characterWidth + d; else if (this.grabData[a.charCodeAt(e)] >= 0 && (this.stamp.frame = this.grabData[a.charCodeAt(e)], this.renderXY(this.stamp, b, c, !1), (b += this.characterWidth + d) > this.width)) break }, c.RetroFont.prototype.getLongestLine = function() { var a = 0; if (this._text.length > 0) for (var b = this._text.split("\n"), c = 0; c < b.length; c++) b[c].length > a && (a = b[c].length); return a }, c.RetroFont.prototype.removeUnsupportedCharacters = function(a) { for (var b = "", c = 0; c < this._text.length; c++) { var d = this._text[c], e = d.charCodeAt(0); (this.grabData[e] >= 0 || !a && "\n" === d) && (b = b.concat(d)) } return b }, c.RetroFont.prototype.updateOffset = function(a, b) { if (this.offsetX !== a || this.offsetY !== b) { for (var c = a - this.offsetX, d = b - this.offsetY, e = this.game.cache.getFrameData(this.stamp.key).getFrames(), f = e.length; f--;) e[f].x += c, e[f].y += d; this.buildRetroFontText() } }, Object.defineProperty(c.RetroFont.prototype, "text", { get: function() { return this._text }, set: function(a) { var b; (b = this.autoUpperCase ? a.toUpperCase() : a) !== this._text && (this._text = b, this.removeUnsupportedCharacters(this.multiLine), this.buildRetroFontText()) } }), Object.defineProperty(c.RetroFont.prototype, "smoothed", { get: function() { return this.stamp.smoothed }, set: function(a) { this.stamp.smoothed = a, this.buildRetroFontText() } }), c.Rope = function(a, b, d, e, f, g) { this.points = [], this.points = g, this._hasUpdateAnimation = !1, this._updateAnimationCallback = null, b = b || 0, d = d || 0, e = e || null, f = f || null, this.type = c.ROPE, PIXI.Rope.call(this, c.Cache.DEFAULT, this.points), c.Component.Core.init.call(this, a, b, d, e, f) }, c.Rope.prototype = Object.create(PIXI.Rope.prototype), c.Rope.prototype.constructor = c.Rope, c.Component.Core.install.call(c.Rope.prototype, ["Angle", "Animation", "AutoCull", "Bounds", "BringToTop", "Crop", "Delta", "Destroy", "FixedToCamera", "InWorld", "LifeSpan", "LoadTexture", "Overlap", "PhysicsBody", "Reset", "ScaleMinMax", "Smoothed"]), c.Rope.prototype.preUpdatePhysics = c.Component.PhysicsBody.preUpdate, c.Rope.prototype.preUpdateLifeSpan = c.Component.LifeSpan.preUpdate, c.Rope.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.Rope.prototype.preUpdateCore = c.Component.Core.preUpdate, c.Rope.prototype.preUpdate = function() { return !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.Rope.prototype.update = function() { this._hasUpdateAnimation && this.updateAnimation.call(this) }, c.Rope.prototype.reset = function(a, b) { return c.Component.Reset.prototype.reset.call(this, a, b), this }, Object.defineProperty(c.Rope.prototype, "updateAnimation", { get: function() { return this._updateAnimation }, set: function(a) { a && "function" == typeof a ? (this._hasUpdateAnimation = !0, this._updateAnimation = a) : (this._hasUpdateAnimation = !1, this._updateAnimation = null) } }), Object.defineProperty(c.Rope.prototype, "segments", { get: function() { for (var a, b, d, e, f, g, h, i, j = [], k = 0; k < this.points.length; k++) a = 4 * k, b = this.vertices[a] * this.scale.x, d = this.vertices[a + 1] * this.scale.y, e = this.vertices[a + 4] * this.scale.x, f = this.vertices[a + 3] * this.scale.y, g = c.Math.difference(b, e), h = c.Math.difference(d, f), b += this.world.x, d += this.world.y, i = new c.Rectangle(b, d, g, h), j.push(i); return j } }), c.TileSprite = function(a, b, d, e, f, g, h) { b = b || 0, d = d || 0, e = e || 256, f = f || 256, g = g || null, h = h || null, this.type = c.TILESPRITE, this.physicsType = c.SPRITE, this._scroll = new c.Point; var i = a.cache.getImage("__default", !0); PIXI.TilingSprite.call(this, new PIXI.Texture(i.base), e, f), c.Component.Core.init.call(this, a, b, d, g, h) }, c.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype), c.TileSprite.prototype.constructor = c.TileSprite, c.Component.Core.install.call(c.TileSprite.prototype, ["Angle", "Animation", "AutoCull", "Bounds", "BringToTop", "Destroy", "FixedToCamera", "Health", "InCamera", "InputEnabled", "InWorld", "LifeSpan", "LoadTexture", "Overlap", "PhysicsBody", "Reset", "Smoothed"]), c.TileSprite.prototype.preUpdatePhysics = c.Component.PhysicsBody.preUpdate, c.TileSprite.prototype.preUpdateLifeSpan = c.Component.LifeSpan.preUpdate, c.TileSprite.prototype.preUpdateInWorld = c.Component.InWorld.preUpdate, c.TileSprite.prototype.preUpdateCore = c.Component.Core.preUpdate, c.TileSprite.prototype.preUpdate = function() { return 0 !== this._scroll.x && (this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed), 0 !== this._scroll.y && (this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed), !!(this.preUpdatePhysics() && this.preUpdateLifeSpan() && this.preUpdateInWorld()) && this.preUpdateCore() }, c.TileSprite.prototype.autoScroll = function(a, b) { this._scroll.set(a, b) }, c.TileSprite.prototype.stopScroll = function() { this._scroll.set(0, 0) }, c.TileSprite.prototype.destroy = function(a) { c.Component.Destroy.prototype.destroy.call(this, a), PIXI.TilingSprite.prototype.destroy.call(this) }, c.TileSprite.prototype.reset = function(a, b) { return c.Component.Reset.prototype.reset.call(this, a, b), this.tilePosition.x = 0, this.tilePosition.y = 0, this }, c.Device = function() { this.deviceReadyAt = 0, this.initialized = !1, this.desktop = !1, this.iOS = !1, this.iOSVersion = 0, this.cocoonJS = !1, this.cocoonJSApp = !1, this.wechatMinigame = !1, this.cordova = !1, this.node = !1, this.nodeWebkit = !1, this.electron = !1, this.ejecta = !1, this.crosswalk = !1, this.android = !1, this.chromeOS = !1, this.linux = !1, this.macOS = !1, this.windows = !1, this.windowsPhone = !1, this.canvas = !1, this.canvasBitBltShift = null, this.webGL = !1, this.file = !1, this.fileSystem = !1, this.localStorage = !1, this.worker = !1, this.css3D = !1, this.pointerLock = !1, this.typedArray = !1, this.vibration = !1, this.getUserMedia = !0, this.quirksMode = !1, this.touch = !1, this.mspointer = !1, this.wheelEvent = null, this.arora = !1, this.chrome = !1, this.chromeVersion = 0, this.epiphany = !1, this.firefox = !1, this.firefoxVersion = 0, this.ie = !1, this.ieVersion = 0, this.trident = !1, this.tridentVersion = 0, this.edge = !1, this.mobileSafari = !1, this.midori = !1, this.opera = !1, this.safari = !1, this.safariVersion = 0, this.webApp = !1, this.silk = !1, this.audioData = !1, this.webAudio = !1, this.ogg = !1, this.opus = !1, this.mp3 = !1, this.wav = !1, this.m4a = !1, this.webm = !1, this.dolby = !1, this.oggVideo = !1, this.h264Video = !1, this.mp4Video = !1, this.webmVideo = !1, this.vp9Video = !1, this.hlsVideo = !1, this.iPhone = !1, this.iPhone4 = !1, this.iPad = !1, this.pixelRatio = 0, this.littleEndian = !1, this.LITTLE_ENDIAN = !1, this.support32bit = !1, this.fullscreen = !1, this.requestFullscreen = "", this.cancelFullscreen = "", this.fullscreenKeyboard = !1 }, c.Device = new c.Device, c.Device.onInitialized = new c.Signal, c.Device.whenReady = function(a, b, c) { var d = this._readyCheck; if (this.deviceReadyAt || !d) a.call(b, this); else if (d._monitor || c) d._queue = d._queue || [], d._queue.push([a, b]); else { d._monitor = d.bind(this), d._queue = d._queue || [], d._queue.push([a, b]); var e = void 0 !== window.cordova, f = navigator.isCocoonJS; "complete" === document.readyState || "interactive" === document.readyState ? window.setTimeout(d._monitor, 0) : e && !f ? document.addEventListener("deviceready", d._monitor, !1) : (document.addEventListener("DOMContentLoaded", d._monitor, !1), window.addEventListener("load", d._monitor, !1)) } }, c.Device._readyCheck = function() { var a = this._readyCheck; if (document.body) { if (!this.deviceReadyAt) { this.deviceReadyAt = Date.now(), document.removeEventListener("deviceready", a._monitor), document.removeEventListener("DOMContentLoaded", a._monitor), window.removeEventListener("load", a._monitor), this._initialize(), this.initialized = !0, this.onInitialized.dispatch(this); for (var b; b = a._queue.shift();) { var c = b[0], d = b[1]; c.call(d, this) } this._readyCheck = null, this._initialize = null, this.onInitialized = null } } else window.setTimeout(a._monitor, 20) }, c.Device._initialize = function() { function a() { var a = new ArrayBuffer(4), b = new Uint8Array(a), c = new Uint32Array(a); return b[0] = 161, b[1] = 178, b[2] = 195, b[3] = 212, 3569595041 === c[0] || 2712847316 !== c[0] && null } function b() { if (void 0 === Uint8ClampedArray) return !1; var a = PIXI.CanvasPool.create(this, 1, 1), b = a.getContext("2d"); if (!b) return !1; var c = b.createImageData(1, 1); return PIXI.CanvasPool.remove(this), c.data instanceof Uint8ClampedArray } function c() { var a = -1 !== navigator.userAgent.toLowerCase().indexOf("ipad"); return !!(!a && navigator.userAgent.match(/Mac/) && navigator.maxTouchPoints && navigator.maxTouchPoints > 2) || a } var d = this; ! function() { var a = navigator.userAgent; /Playstation Vita/.test(a) ? d.vita = !0 : /Kindle/.test(a) || /\bKF[A-Z][A-Z]+/.test(a) || /Silk.*Mobile Safari/.test(a) ? d.kindle = !0 : /Android/.test(a) ? d.android = !0 : /CrOS/.test(a) ? d.chromeOS = !0 : /iP[ao]d|iPhone/i.test(a) ? (d.iOS = !0, navigator.appVersion.match(/OS (\d+)/), d.iOSVersion = parseInt(RegExp.$1, 10)) : /Linux/.test(a) ? d.linux = !0 : /Mac OS/.test(a) ? d.macOS = !0 : /Windows/.test(a) && (d.windows = !0), (/Windows Phone/i.test(a) || /IEMobile/i.test(a)) && (d.android = !1, d.iOS = !1, d.macOS = !1, d.windows = !0, d.windowsPhone = !0); var b = /Silk/.test(a); (d.windows || d.macOS || d.linux && !b || d.chromeOS) && (d.desktop = !0), (d.windowsPhone || /Windows NT/i.test(a) && /Touch/i.test(a)) && (d.desktop = !1) }(), function() { var a = navigator.userAgent; if (/Arora/.test(a) ? d.arora = !0 : /Edge\/\d+/.test(a) ? d.edge = !0 : /Chrome\/(\d+)/.test(a) && !d.windowsPhone ? (d.chrome = !0, d.chromeVersion = parseInt(RegExp.$1, 10)) : /Epiphany/.test(a) ? d.epiphany = !0 : /Firefox\D+(\d+)/.test(a) ? (d.firefox = !0, d.firefoxVersion = parseInt(RegExp.$1, 10)) : /AppleWebKit/.test(a) && d.iOS ? d.mobileSafari = !0 : /MSIE (\d+\.\d+);/.test(a) ? (d.ie = !0, d.ieVersion = parseInt(RegExp.$1, 10)) : /Midori/.test(a) ? d.midori = !0 : /Opera/.test(a) ? d.opera = !0 : /Safari\/(\d+)/.test(a) && !d.windowsPhone ? (d.safari = !0, /Version\/(\d+)\./.test(a) && (d.safariVersion = parseInt(RegExp.$1, 10))) : /Trident\/(\d+\.\d+)(.*)rv:(\d+\.\d+)/.test(a) && (d.ie = !0, d.trident = !0, d.tridentVersion = parseInt(RegExp.$1, 10), d.ieVersion = parseInt(RegExp.$3, 10)), /Silk/.test(a) && (d.silk = !0), navigator.standalone && (d.webApp = !0), void 0 !== window.cordova && (d.cordova = !0), "undefined" != typeof process && "undefined" != typeof require && (d.node = !0), d.node && "object" == typeof process.versions && (d.nodeWebkit = !!process.versions["node-webkit"], d.electron = !!process.versions.electron), navigator.isCocoonJS && (d.cocoonJS = !0), void 0 !== window.wx && (d.wechatMinigame = !0), d.cocoonJS) try { d.cocoonJSApp = "undefined" != typeof CocoonJS } catch (a) { d.cocoonJSApp = !1 } void 0 !== window.ejecta && (d.ejecta = !0), /Crosswalk/.test(a) && (d.crosswalk = !0) }(), function() { d.audioData = !!window.Audio, d.webAudio = !(!window.AudioContext && !window.webkitAudioContext); var a = document.createElement("audio"); try { if (a.canPlayType && (a.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, "") && (d.ogg = !0), (a.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, "") || a.canPlayType("audio/opus;").replace(/^no$/, "")) && (d.opus = !0), a.canPlayType("audio/mpeg;").replace(/^no$/, "") && (d.mp3 = !0), a.canPlayType('audio/wav; codecs="1"').replace(/^no$/, "") && (d.wav = !0), (a.canPlayType("audio/x-m4a;") || a.canPlayType("audio/aac;").replace(/^no$/, "")) && (d.m4a = !0), a.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, "") && (d.webm = !0), "" !== a.canPlayType('audio/mp4;codecs="ec-3"'))) if (d.edge) d.dolby = !0; else if (d.safari && d.safariVersion >= 9 && /Mac OS X (\d+)_(\d+)/.test(navigator.userAgent)) { var b = parseInt(RegExp.$1, 10), c = parseInt(RegExp.$2, 10); (10 === b && c >= 11 || b > 10) && (d.dolby = !0) } } catch (a) {} }(), function() { var a = document.createElement("video"); try {!!a.canPlayType && (a.canPlayType('video/ogg; codecs="theora"').replace(/^no$/, "") && (d.oggVideo = !0), a.canPlayType('video/mp4; codecs="avc1.42E01E"').replace(/^no$/, "") && (d.h264Video = !0, d.mp4Video = !0), a.canPlayType('video/webm; codecs="vp8, vorbis"').replace(/^no$/, "") && (d.webmVideo = !0), a.canPlayType('video/webm; codecs="vp9"').replace(/^no$/, "") && (d.vp9Video = !0), a.canPlayType('application/x-mpegURL; codecs="avc1.42E01E"').replace(/^no$/, "") && (d.hlsVideo = !0)) } catch (a) {} }(), function() { var a, b = document.createElement("p"), c = { webkitTransform: "-webkit-transform", OTransform: "-o-transform", msTransform: "-ms-transform", MozTransform: "-moz-transform", transform: "transform" }; document.body.insertBefore(b, null); for (var e in c) void 0 !== b.style[e] && (b.style[e] = "translate3d(1px,1px,1px)", a = window.getComputedStyle(b).getPropertyValue(c[e])); document.body.removeChild(b), d.css3D = void 0 !== a && a.length > 0 && "none" !== a }(), function() { d.pixelRatio = window.devicePixelRatio || 1, d.iPhone = -1 !== navigator.userAgent.toLowerCase().indexOf("iphone"), d.iPhone4 = 2 === d.pixelRatio && d.iPhone, d.iPad = c(), "undefined" != typeof Int8Array ? d.typedArray = !0 : d.typedArray = !1, "undefined" != typeof ArrayBuffer && "undefined" != typeof Uint8Array && "undefined" != typeof Uint32Array && (d.littleEndian = a(), d.LITTLE_ENDIAN = d.littleEndian), d.support32bit = "undefined" != typeof ArrayBuffer && "undefined" != typeof Uint8ClampedArray && "undefined" != typeof Int32Array && null !== d.littleEndian && b(), navigator.vibrate = navigator.vibrate || navigator.webkitVibrate || navigator.mozVibrate || navigator.msVibrate, navigator.vibrate && (d.vibration = !0) }(), function() { d.canvas = !!window.CanvasRenderingContext2D || d.cocoonJS; try { d.localStorage = !!localStorage.getItem } catch (a) { d.localStorage = !1 } d.file = !!(window.File && window.FileReader && window.FileList && window.Blob), d.fileSystem = !!window.requestFileSystem; var a = { stencil: !0 }; d.webGL = function() { try { var b = document.createElement("canvas"); return b.screencanvas = !1, !!window.WebGLRenderingContext && (b.getContext("webgl", a) || b.getContext("experimental-webgl", a)) } catch (a) { return !1 } }(), d.webGL = !!d.webGL, d.worker = !!window.Worker, d.pointerLock = "pointerLockElement" in document || "mozPointerLockElement" in document || "webkitPointerLockElement" in document, d.quirksMode = "CSS1Compat" !== document.compatMode, navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia || navigator.oGetUserMedia, window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL, d.getUserMedia = d.getUserMedia && !!navigator.getUserMedia && !!window.URL, d.firefox && d.firefoxVersion < 21 && (d.getUserMedia = !1), !d.iOS && (d.ie || d.firefox || d.chrome) && (d.canvasBitBltShift = !0), (d.safari || d.mobileSafari) && (d.canvasBitBltShift = !1) }(), function() { for (var a = ["requestFullscreen", "requestFullScreen", "webkitRequestFullscreen", "webkitRequestFullScreen", "msRequestFullscreen", "msRequestFullScreen", "mozRequestFullScreen", "mozRequestFullscreen"], b = document.createElement("div"), c = 0; c < a.length; c++) if (b[a[c]]) { d.fullscreen = !0, d.requestFullscreen = a[c]; break } var e = ["cancelFullScreen", "exitFullscreen", "webkitCancelFullScreen", "webkitExitFullscreen", "msCancelFullScreen", "msExitFullscreen", "mozCancelFullScreen", "mozExitFullscreen"]; if (d.fullscreen) for (var c = 0; c < e.length; c++) if (document[e[c]]) { d.cancelFullscreen = e[c]; break } window.Element && Element.ALLOW_KEYBOARD_INPUT && (d.fullscreenKeyboard = !0) }(), function() { ("ontouchstart" in document.documentElement || window.navigator.maxTouchPoints && window.navigator.maxTouchPoints >= 1) && (d.touch = !0), (window.PointerEvent || window.MSPointerEvent || window.navigator.msPointerEnabled || window.navigator.pointerEnabled) && (d.mspointer = !0), d.cocoonJS || ("onwheel" in window || d.ie && "WheelEvent" in window ? d.wheelEvent = "wheel" : "onmousewheel" in window ? d.wheelEvent = "mousewheel" : d.firefox && "MouseScrollEvent" in window && (d.wheelEvent = "DOMMouseScroll")) }() }, c.Device.canPlayAudio = function(a) { return !("mp3" !== a || !this.mp3) || (!("ogg" !== a || !this.ogg && !this.opus) || (!("m4a" !== a || !this.m4a) || (!("opus" !== a || !this.opus) || (!("wav" !== a || !this.wav) || (!("webm" !== a || !this.webm) || !("mp4" !== a || !this.dolby)))))) }, c.Device.canPlayVideo = function(a) { return !("webm" !== a || !this.webmVideo && !this.vp9Video) || (!("mp4" !== a || !this.mp4Video && !this.h264Video) || (!("ogg" !== a && "ogv" !== a || !this.oggVideo) || !("mpeg" !== a || !this.hlsVideo))) }, c.Device.isConsoleOpen = function() { return !(!window.console || !window.console.firebug) || !(!window.console || (console.profile(), console.profileEnd(), console.clear && console.clear(), !console.profiles)) && console.profiles.length > 0 }, c.Device.isAndroidStockBrowser = function() { var a = window.navigator.userAgent.match(/Android.*AppleWebKit\/([\d.]+)/); return a && a[1] < 537 }, c.Canvas = { create: function(a, b, c, d, e) { b = b || 256, c = c || 256; var f = e ? document.createElement("canvas") : PIXI.CanvasPool.create(a, b, c); return "string" == typeof d && "" !== d && (f.id = d), f.width = b, f.height = c, f.style.display = "block", f }, setBackgroundColor: function(a, b) { return b = b || "rgb(0,0,0)", a.style.backgroundColor = b, a }, setTouchAction: function(a, b) { return b = b || "none", a.style.msTouchAction = b, a.style["ms-touch-action"] = b, a.style["touch-action"] = b, a }, setUserSelect: function(a, b) { return b = b || "none", a.style["-webkit-touch-callout"] = b, a.style["-webkit-user-select"] = b, a.style["-khtml-user-select"] = b, a.style["-moz-user-select"] = b, a.style["-ms-user-select"] = b, a.style["user-select"] = b, a.style["-webkit-tap-highlight-color"] = "rgba(0, 0, 0, 0)", a }, addToDOM: function(a, b, c) { var d; return void 0 === c && (c = !0), b && ("string" == typeof b ? d = document.getElementById(b) : "object" == typeof b && 1 === b.nodeType && (d = b)), d || (d = document.body), c && d.style && (d.style.overflow = "hidden"), d.appendChild(a), a }, removeFromDOM: function(a) { a.parentNode && a.parentNode.removeChild(a) }, setTransform: function(a, b, c, d, e, f, g) { return a.setTransform(d, f, g, e, b, c), a }, setSmoothingEnabled: function(a, b) { var d = c.Canvas.getSmoothingPrefix(a); return d && (a[d] = b), a }, getSmoothingPrefix: function(a) { var b = ["i", "webkitI", "msI", "mozI", "oI"]; for (var c in b) { var d = b[c] + "mageSmoothingEnabled"; if (d in a) return d } return null }, getSmoothingEnabled: function(a) { var b = c.Canvas.getSmoothingPrefix(a); if (b) return a[b] }, setImageRenderingCrisp: function(a) { for (var b = ["optimizeSpeed", "crisp-edges", "-moz-crisp-edges", "-webkit-optimize-contrast", "optimize-contrast", "pixelated"], c = 0; c < b.length; c++) a.style["image-rendering"] = b[c]; return a.style.msInterpolationMode = "nearest-neighbor", a }, setImageRenderingBicubic: function(a) { return a.style["image-rendering"] = "auto", a.style.msInterpolationMode = "bicubic", a } }, c.RequestAnimationFrame = function(a, b) { void 0 === b && (b = !1), this.game = a, this.isRunning = !1, this.forceSetTimeOut = b; for (var c = ["ms", "moz", "webkit", "o"], d = 0; d < c.length && !window.requestAnimationFrame; d++) window.requestAnimationFrame = window[c[d] + "RequestAnimationFrame"], window.cancelAnimationFrame = window[c[d] + "CancelAnimationFrame"]; this._isSetTimeOut = !1, this._onLoop = null, this._timeOutID = null }, c.RequestAnimationFrame.prototype = { start: function() { this.isRunning = !0; var a = this;!window.requestAnimationFrame || this.forceSetTimeOut ? (this._isSetTimeOut = !0, this._onLoop = function() { return a.updateSetTimeout() }, this._timeOutID = window.setTimeout(this._onLoop, 0)) : (this._isSetTimeOut = !1, this._onLoop = function(b) { return a.updateRAF(b) }, this._timeOutID = window.requestAnimationFrame(this._onLoop)) }, updateRAF: function(a) { this.isRunning && (this.game.update(Math.floor(a)), this._timeOutID = window.requestAnimationFrame(this._onLoop)) }, updateSetTimeout: function() { this.isRunning && (this.game.update(Date.now()), this._timeOutID = window.setTimeout(this._onLoop, this.game.time.timeToCall)) }, stop: function() { this._isSetTimeOut ? clearTimeout(this._timeOutID) : window.cancelAnimationFrame(this._timeOutID), this.isRunning = !1 }, isSetTimeOut: function() { return this._isSetTimeOut }, isRAF: function() { return !1 === this._isSetTimeOut } }, c.RequestAnimationFrame.prototype.constructor = c.RequestAnimationFrame, c.Math = { PI2: 2 * Math.PI, between: function(a, b) { return Math.floor(Math.random() * (b - a + 1) + a) }, fuzzyEqual: function(a, b, c) { return void 0 === c && (c = 1e-4), Math.abs(a - b) < c }, fuzzyLessThan: function(a, b, c) { return void 0 === c && (c = 1e-4), a < b + c }, fuzzyGreaterThan: function(a, b, c) { return void 0 === c && (c = 1e-4), a > b - c }, fuzzyCeil: function(a, b) { return void 0 === b && (b = 1e-4), Math.ceil(a - b) }, fuzzyFloor: function(a, b) { return void 0 === b && (b = 1e-4), Math.floor(a + b) }, average: function() { for (var a = 0, b = arguments.length, c = 0; c < b; c++) a += +arguments[c]; return a / b }, shear: function(a) { return a % 1 }, snapTo: function(a, b, c) { return void 0 === c && (c = 0), 0 === b ? a : (a -= c, a = b * Math.round(a / b), c + a) }, snapToFloor: function(a, b, c) { return void 0 === c && (c = 0), 0 === b ? a : (a -= c, a = b * Math.floor(a / b), c + a) }, snapToCeil: function(a, b, c) { return void 0 === c && (c = 0), 0 === b ? a : (a -= c, a = b * Math.ceil(a / b), c + a) }, roundTo: function(a, b, c) { void 0 === b && (b = 0), void 0 === c && (c = 10); var d = Math.pow(c, -b); return Math.round(a * d) / d }, floorTo: function(a, b, c) { void 0 === b && (b = 0), void 0 === c && (c = 10); var d = Math.pow(c, -b); return Math.floor(a * d) / d }, ceilTo: function(a, b, c) { void 0 === b && (b = 0), void 0 === c && (c = 10); var d = Math.pow(c, -b); return Math.ceil(a * d) / d }, rotateToAngle: function(a, b, d) { return void 0 === d && (d = .05), a === b ? a : (Math.abs(b - a) <= d || Math.abs(b - a) >= c.Math.PI2 - d ? a = b : (Math.abs(b - a) > Math.PI && (b < a ? b += c.Math.PI2 : b -= c.Math.PI2), b > a ? a += d : b < a && (a -= d)), a) }, getShortestAngle: function(a, b) { var c = b - a; return 0 === c ? 0 : c - 360 * Math.floor((c - -180) / 360) }, angleBetween: function(a, b, c, d) { return Math.atan2(d - b, c - a) }, angleBetweenY: function(a, b, c, d) { return Math.atan2(c - a, d - b) }, angleBetweenPoints: function(a, b) { return Math.atan2(b.y - a.y, b.x - a.x) }, angleBetweenPointsY: function(a, b) { return Math.atan2(b.x - a.x, b.y - a.y) }, reverseAngle: function(a) { return this.normalizeAngle(a + Math.PI, !0) }, normalizeAngle: function(a) { return a %= 2 * Math.PI, a >= 0 ? a : a + 2 * Math.PI }, maxAdd: function(a, b, c) { return Math.min(a + b, c) }, minSub: function(a, b, c) { return Math.max(a - b, c) }, wrap: function(a, b, c) { var d = c - b; if (d <= 0) return 0; var e = (a - b) % d; return e < 0 && (e += d), e + b }, wrapValue: function(a, b, c) { return a = Math.abs(a), b = Math.abs(b), c = Math.abs(c), (a + b) % c }, isOdd: function(a) { return !!(1 & a) }, isEven: function(a) { return !(1 & a) }, min: function() { if (1 === arguments.length && "object" == typeof arguments[0]) var a = arguments[0]; else var a = arguments; for (var b = 1, c = 0, d = a.length; b < d; b++) a[b] < a[c] && (c = b); return a[c] }, max: function() { if (1 === arguments.length && "object" == typeof arguments[0]) var a = arguments[0]; else var a = arguments; for (var b = 1, c = 0, d = a.length; b < d; b++) a[b] > a[c] && (c = b); return a[c] }, minProperty: function(a) { if (2 === arguments.length && "object" == typeof arguments[1]) var b = arguments[1]; else var b = arguments.slice(1); for (var c = 1, d = 0, e = b.length; c < e; c++) b[c][a] < b[d][a] && (d = c); return b[d][a] }, maxProperty: function(a) { if (2 === arguments.length && "object" == typeof arguments[1]) var b = arguments[1]; else var b = arguments.slice(1); for (var c = 1, d = 0, e = b.length; c < e; c++) b[c][a] > b[d][a] && (d = c); return b[d][a] }, wrapAngle: function(a, b) { return b ? this.wrap(a, -Math.PI, Math.PI) : this.wrap(a, -180, 180) }, linearInterpolation: function(a, b) { var c = a.length - 1, d = c * b, e = Math.floor(d); return b < 0 ? this.linear(a[0], a[1], d) : b > 1 ? this.linear(a[c], a[c - 1], c - d) : this.linear(a[e], a[e + 1 > c ? c : e + 1], d - e) }, bezierInterpolation: function(a, b) { for (var c = 0, d = a.length - 1, e = 0; e <= d; e++) c += Math.pow(1 - b, d - e) * Math.pow(b, e) * a[e] * this.bernstein(d, e); return c }, catmullRomInterpolation: function(a, b) { var c = a.length - 1, d = c * b, e = Math.floor(d); return a[0] === a[c] ? (b < 0 && (e = Math.floor(d = c * (1 + b))), this.catmullRom(a[(e - 1 + c) % c], a[e], a[(e + 1) % c], a[(e + 2) % c], d - e)) : b < 0 ? a[0] - (this.catmullRom(a[0], a[0], a[1], a[1], -d) - a[0]) : b > 1 ? a[c] - (this.catmullRom(a[c], a[c], a[c - 1], a[c - 1], d - c) - a[c]) : this.catmullRom(a[e ? e - 1 : 0], a[e], a[c < e + 1 ? c : e + 1], a[c < e + 2 ? c : e + 2], d - e) }, linear: function(a, b, c) { return (b - a) * c + a }, bernstein: function(a, b) { return this.factorial(a) / this.factorial(b) / this.factorial(a - b) }, factorial: function(a) { if (0 === a) return 1; for (var b = a; --a;) b *= a; return b }, catmullRom: function(a, b, c, d, e) { var f = .5 * (c - a), g = .5 * (d - b), h = e * e; return (2 * b - 2 * c + f + g) * (e * h) + (-3 * b + 3 * c - 2 * f - g) * h + f * e + b }, difference: function(a, b) { return Math.abs(a - b) }, roundAwayFromZero: function(a) { return a > 0 ? Math.ceil(a) : Math.floor(a) }, sinCosGenerator: function(a, b, c, d) { void 0 === b && (b = 1), void 0 === c && (c = 1), void 0 === d && (d = 1); for (var e = b, f = c, g = d * Math.PI / a, h = [], i = [], j = 0; j < a; j++) f -= e * g, e += f * g, h[j] = f, i[j] = e; return { sin: i, cos: h, length: a } }, distance: function(a, b, c, d) { var e = a - c, f = b - d; return Math.sqrt(e * e + f * f) }, distanceSq: function(a, b, c, d) { var e = a - c, f = b - d; return e * e + f * f }, distancePow: function(a, b, c, d, e) { return void 0 === e && (e = 2), Math.sqrt(Math.pow(c - a, e) + Math.pow(d - b, e)) }, clamp: function(a, b, c) { return a < b ? b : c < a ? c : a }, clampBottom: function(a, b) { return a < b ? b : a }, within: function(a, b, c) { return Math.abs(a - b) <= c }, mapLinear: function(a, b, c, d, e) { return d + (a - b) * (e - d) / (c - b) }, smoothstep: function(a, b, c) { return (a = Math.max(0, Math.min(1, (a - b) / (c - b)))) * a * (3 - 2 * a) }, smootherstep: function(a, b, c) { return (a = Math.max(0, Math.min(1, (a - b) / (c - b)))) * a * a * (a * (6 * a - 15) + 10) }, sign: function(a) { return a < 0 ? -1 : a > 0 ? 1 : 0 }, percent: function(a, b, c) { return void 0 === c && (c = 0), a > b || c > b ? 1 : a < c || c > a ? 0 : (a - c) / b } }; var g = Math.PI / 180, h = 180 / Math.PI; return c.Math.degToRad = function(a) { return a * g }, c.Math.radToDeg = function(a) { return a * h }, c.RandomDataGenerator = function(a) { void 0 === a && (a = []), this.c = 1, this.s0 = 0, this.s1 = 0, this.s2 = 0, "string" == typeof a ? this.state(a) : this.sow(a) }, c.RandomDataGenerator.prototype = { rnd: function() { var a = 2091639 * this.s0 + 2.3283064365386963e-10 * this.c; return this.c = 0 | a, this.s0 = this.s1, this.s1 = this.s2, this.s2 = a - this.c, this.s2 }, sow: function(a) { if (this.s0 = this.hash(" "), this.s1 = this.hash(this.s0), this.s2 = this.hash(this.s1), this.c = 1, a) for (var b = 0; b < a.length && null != a[b]; b++) { var c = a[b]; this.s0 -= this.hash(c), this.s0 += ~~(this.s0 < 0), this.s1 -= this.hash(c), this.s1 += ~~(this.s1 < 0), this.s2 -= this.hash(c), this.s2 += ~~(this.s2 < 0) } }, hash: function(a) { var b, c, d; for (d = 4022871197, a = a.toString(), c = 0; c < a.length; c++) d += a.charCodeAt(c), b = .02519603282416938 * d, d = b >>> 0, b -= d, b *= d, d = b >>> 0, b -= d, d += 4294967296 * b; return 2.3283064365386963e-10 * (d >>> 0) }, integer: function() { return 4294967296 * this.rnd.apply(this) }, frac: function() { return this.rnd.apply(this) + 1.1102230246251565e-16 * (2097152 * this.rnd.apply(this) | 0) }, real: function() { return this.integer() + this.frac() }, integerInRange: function(a, b) { return Math.floor(this.realInRange(0, b - a + 1) + a) }, between: function(a, b) { return this.integerInRange(a, b) }, realInRange: function(a, b) { return this.frac() * (b - a) + a }, normal: function() { return 1 - 2 * this.frac() }, uuid: function() { var a = "", b = ""; for (b = a = ""; a++<< 36; b += ~a % 5 | 3 * a & 4 ? (15 ^ a ? 8 ^ this.frac() * (20 ^ a ? 16 : 4) : 4).toString(16) : "-"); return b }, pick: function(a) { return a[this.integerInRange(0, a.length - 1)] }, sign: function() { return this.pick([-1, 1]) }, weightedPick: function(a) { return a[~~(Math.pow(this.frac(), 2) * (a.length - 1) + .5)] }, timestamp: function(a, b) { return this.realInRange(a || 9466848e5, b || 1577862e6) }, angle: function() { return this.integerInRange(-180, 180) }, state: function(a) { return "string" == typeof a && a.match(/^!rnd/) && (a = a.split(","), this.c = parseFloat(a[1]), this.s0 = parseFloat(a[2]), this.s1 = parseFloat(a[3]), this.s2 = parseFloat(a[4])), ["!rnd", this.c, this.s0, this.s1, this.s2].join(",") } }, c.RandomDataGenerator.prototype.constructor = c.RandomDataGenerator, c.QuadTree = function(a, b, c, d, e, f, g) { this.maxObjects = 10, this.maxLevels = 4, this.level = 0, this.bounds = {}, this.objects = [], this.nodes = [], this._empty = [], this.reset(a, b, c, d, e, f, g) }, c.QuadTree.prototype = { reset: function(a, b, c, d, e, f, g) { this.maxObjects = e || 10, this.maxLevels = f || 4, this.level = g || 0, this.bounds = { x: Math.round(a), y: Math.round(b), width: c, height: d, subWidth: Math.floor(c / 2), subHeight: Math.floor(d / 2), right: Math.round(a) + Math.floor(c / 2), bottom: Math.round(b) + Math.floor(d / 2) }, this.objects.length = 0, this.nodes.length = 0 }, populate: function(a) { a.forEach(this.populateHandler, this, !0) }, populateHandler: function(a) { a.body && a.exists && this.insert(a.body) }, split: function() { this.nodes[0] = new c.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level + 1), this.nodes[1] = new c.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level + 1), this.nodes[2] = new c.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level + 1), this.nodes[3] = new c.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level + 1) }, insert: function(a) { var b, c = 0; if (null != this.nodes[0] && -1 !== (b = this.getIndex(a))) return void this.nodes[b].insert(a); if (this.objects.push(a), this.objects.length > this.maxObjects && this.level < this.maxLevels) for (null == this.nodes[0] && this.split(); c < this.objects.length;) b = this.getIndex(this.objects[c]), -1 !== b ? this.nodes[b].insert(this.objects.splice(c, 1)[0]) : c++ }, getIndex: function(a) { var b = -1; return a.x < this.bounds.right && a.right < this.bounds.right ? a.y < this.bounds.bottom && a.bottom < this.bounds.bottom ? b = 1 : a.y > this.bounds.bottom && (b = 2) : a.x > this.bounds.right && (a.y < this.bounds.bottom && a.bottom < this.bounds.bottom ? b = 0 : a.y > this.bounds.bottom && (b = 3)), b }, retrieve: function(a) { if (a instanceof c.Rectangle) var b = this.objects, d = this.getIndex(a); else { if (!a.body) return this._empty; var b = this.objects, d = this.getIndex(a.body) } return this.nodes[0] && (-1 !== d ? b = b.concat(this.nodes[d].retrieve(a)) : (b = b.concat(this.nodes[0].retrieve(a)), b = b.concat(this.nodes[1].retrieve(a)), b = b.concat(this.nodes[2].retrieve(a)), b = b.concat(this.nodes[3].retrieve(a)))), b }, clear: function() { this.objects.length = 0; for (var a = this.nodes.length; a--;) this.nodes[a].clear(), this.nodes.splice(a, 1); this.nodes.length = 0 } }, c.QuadTree.prototype.constructor = c.QuadTree, c.Net = function(a) { this.game = a }, c.Net.prototype = { getHostName: function() { return window.location && window.location.hostname ? window.location.hostname : null }, checkDomainName: function(a) { return -1 !== window.location.hostname.indexOf(a) }, updateQueryString: function(a, b, c, d) { void 0 === c && (c = !1), void 0 !== d && "" !== d || (d = window.location.href); var e = "", f = new RegExp("([?|&])" + a + "=.*?(&|#|$)(.*)", "gi"); if (f.test(d)) e = void 0 !== b && null !== b ? d.replace(f, "$1" + a + "=" + b + "$2$3") : d.replace(f, "$1$3").replace(/(&|\?)$/, ""); else if (void 0 !== b && null !== b) { var g = -1 !== d.indexOf("?") ? "&" : "?", h = d.split("#"); d = h[0] + g + a + "=" + b, h[1] && (d += "#" + h[1]), e = d } else e = d; if (!c) return e; window.location.href = e }, getQueryString: function(a) { void 0 === a && (a = ""); var b = {}, c = location.search.substring(1).split("&"); for (var d in c) { var e = c[d].split("="); if (e.length > 1) { if (a && a === this.decodeURI(e[0])) return this.decodeURI(e[1]); b[this.decodeURI(e[0])] = this.decodeURI(e[1]) } } return b }, decodeURI: function(a) { return decodeURIComponent(a.replace(/\+/g, " ")) } }, c.Net.prototype.constructor = c.Net, c.TweenManager = function(a) { this.game = a, this.frameBased = !1, this._tweens = [], this._add = [], this.easeMap = { Power0: c.Easing.Power0, Power1: c.Easing.Power1, Power2: c.Easing.Power2, Power3: c.Easing.Power3, Power4: c.Easing.Power4, Linear: c.Easing.Linear.None, Quad: c.Easing.Quadratic.Out, Cubic: c.Easing.Cubic.Out, Quart: c.Easing.Quartic.Out, Quint: c.Easing.Quintic.Out, Sine: c.Easing.Sinusoidal.Out, Expo: c.Easing.Exponential.Out, Circ: c.Easing.Circular.Out, Elastic: c.Easing.Elastic.Out, Back: c.Easing.Back.Out, Bounce: c.Easing.Bounce.Out, "Quad.easeIn": c.Easing.Quadratic.In, "Cubic.easeIn": c.Easing.Cubic.In, "Quart.easeIn": c.Easing.Quartic.In, "Quint.easeIn": c.Easing.Quintic.In, "Sine.easeIn": c.Easing.Sinusoidal.In, "Expo.easeIn": c.Easing.Exponential.In, "Circ.easeIn": c.Easing.Circular.In, "Elastic.easeIn": c.Easing.Elastic.In, "Back.easeIn": c.Easing.Back.In, "Bounce.easeIn": c.Easing.Bounce.In, "Quad.easeOut": c.Easing.Quadratic.Out, "Cubic.easeOut": c.Easing.Cubic.Out, "Quart.easeOut": c.Easing.Quartic.Out, "Quint.easeOut": c.Easing.Quintic.Out, "Sine.easeOut": c.Easing.Sinusoidal.Out, "Expo.easeOut": c.Easing.Exponential.Out, "Circ.easeOut": c.Easing.Circular.Out, "Elastic.easeOut": c.Easing.Elastic.Out, "Back.easeOut": c.Easing.Back.Out, "Bounce.easeOut": c.Easing.Bounce.Out, "Quad.easeInOut": c.Easing.Quadratic.InOut, "Cubic.easeInOut": c.Easing.Cubic.InOut, "Quart.easeInOut": c.Easing.Quartic.InOut, "Quint.easeInOut": c.Easing.Quintic.InOut, "Sine.easeInOut": c.Easing.Sinusoidal.InOut, "Expo.easeInOut": c.Easing.Exponential.InOut, "Circ.easeInOut": c.Easing.Circular.InOut, "Elastic.easeInOut": c.Easing.Elastic.InOut, "Back.easeInOut": c.Easing.Back.InOut, "Bounce.easeInOut": c.Easing.Bounce.InOut }, this.game.onPause.add(this._pauseAll, this), this.game.onResume.add(this._resumeAll, this) }, c.TweenManager.prototype = { getAll: function() { return this._tweens }, removeAll: function() { for (var a = 0; a < this._tweens.length; a++) this._tweens[a].pendingDelete = !0; this._add = [] }, removeFrom: function(a, b) { void 0 === b && (b = !0); var d, e; if (Array.isArray(a)) for (d = 0, e = a.length; d < e; d++) this.removeFrom(a[d]); else if (a.type === c.GROUP && b) for (var d = 0, e = a.children.length; d < e; d++) this.removeFrom(a.children[d]); else { for (d = 0, e = this._tweens.length; d < e; d++) a === this._tweens[d].target && this.remove(this._tweens[d]); for (d = 0, e = this._add.length; d < e; d++) a === this._add[d].target && this.remove(this._add[d]) } }, add: function(a) { a._manager = this, this._add.push(a) }, create: function(a) { return new c.Tween(a, this.game, this) }, remove: function(a) { var b = this._tweens.indexOf(a); - 1 !== b ? this._tweens[b].pendingDelete = !0 : -1 !== (b = this._add.indexOf(a)) && (this._add[b].pendingDelete = !0) }, update: function() { var a = this._add.length, b = this._tweens.length; if (0 === b && 0 === a) return !1; for (var c = 0; c < b;) this._tweens[c].update(this.game.time.time) ? c++ : (this._tweens.splice(c, 1), b--); return a > 0 && (this._tweens = this._tweens.concat(this._add), this._add.length = 0), !0 }, isTweening: function(a) { return this._tweens.some(function(b) { return b.target === a }) }, _pauseAll: function() { for (var a = this._tweens.length - 1; a >= 0; a--) this._tweens[a]._pause() }, _resumeAll: function() { for (var a = this._tweens.length - 1; a >= 0; a--) this._tweens[a]._resume() }, pauseAll: function() { for (var a = this._tweens.length - 1; a >= 0; a--) this._tweens[a].pause() }, resumeAll: function() { for (var a = this._tweens.length - 1; a >= 0; a--) this._tweens[a].resume(!0) } }, c.TweenManager.prototype.constructor = c.TweenManager, c.Tween = function(a, b, d) { this.game = b, this.target = a, this.manager = d, this.timeline = [], this.reverse = !1, this.timeScale = 1, this.repeatCounter = 0, this.pendingDelete = !1, this.onStart = new c.Signal, this.onLoop = new c.Signal, this.onRepeat = new c.Signal, this.onChildComplete = new c.Signal, this.onComplete = new c.Signal, this.isRunning = !1, this.current = 0, this.properties = {}, this.chainedTween = null, this.isPaused = !1, this.frameBased = d.frameBased, this._onUpdateCallback = null, this._onUpdateCallbackContext = null, this._pausedTime = 0, this._codePaused = !1, this._hasStarted = !1 }, c.Tween.prototype = { to: function(a, b, d, e, f, g, h) { return (void 0 === b || b <= 0) && (b = 1e3), void 0 !== d && null !== d || (d = c.Easing.Default), void 0 === e && (e = !1), void 0 === f && (f = 0), void 0 === g && (g = 0), void 0 === h && (h = !1), "string" == typeof d && this.manager.easeMap[d] && (d = this.manager.easeMap[d]), this.isRunning ? (console.warn("Phaser.Tween.to cannot be called after Tween.start"), this) : (this.timeline.push(new c.TweenData(this).to(a, b, d, f, g, h)), e && this.start(), this) }, from: function(a, b, d, e, f, g, h) { return void 0 === b && (b = 1e3), void 0 !== d && null !== d || (d = c.Easing.Default), void 0 === e && (e = !1), void 0 === f && (f = 0), void 0 === g && (g = 0), void 0 === h && (h = !1), "string" == typeof d && this.manager.easeMap[d] && (d = this.manager.easeMap[d]), this.isRunning ? (console.warn("Phaser.Tween.from cannot be called after Tween.start"), this) : (this.timeline.push(new c.TweenData(this).from(a, b, d, f, g, h)), e && this.start(), this) }, start: function(a) { if (void 0 === a && (a = 0), null === this.game || null === this.target || 0 === this.timeline.length || this.isRunning) return this; for (var b = 0; b < this.timeline.length; b++) for (var c in this.timeline[b].vEnd) this.properties[c] = this.target[c] || 0, Array.isArray(this.properties[c]) || (this.properties[c] *= 1); for (var b = 0; b < this.timeline.length; b++) this.timeline[b].loadValues(); return this.manager.add(this), this.isRunning = !0, (a < 0 || a > this.timeline.length - 1) && (a = 0), this.current = a, this.timeline[this.current].start(), this }, stop: function(a) { return void 0 === a && (a = !1), this.isRunning = !1, this._onUpdateCallback = null, this._onUpdateCallbackContext = null, a && (this.onComplete.dispatch(this.target, this), this._hasStarted = !1, this.chainedTween && this.chainedTween.start()), this.manager.remove(this), this }, updateTweenData: function(a, b, c) { if (0 === this.timeline.length) return this; if (void 0 === c && (c = 0), -1 === c) for (var d = 0; d < this.timeline.length; d++) this.timeline[d][a] = b; else this.timeline[c][a] = b; return this }, delay: function(a, b) { return this.updateTweenData("delay", a, b) }, repeat: function(a, b, c) { return void 0 === b && (b = 0), this.updateTweenData("repeatCounter", a, c), this.updateTweenData("repeatDelay", b, c) }, repeatDelay: function(a, b) { return this.updateTweenData("repeatDelay", a, b) }, yoyo: function(a, b, c) { return void 0 === b && (b = 0), this.updateTweenData("yoyo", a, c), this.updateTweenData("yoyoDelay", b, c) }, yoyoDelay: function(a, b) { return this.updateTweenData("yoyoDelay", a, b) }, easing: function(a, b) { return "string" == typeof a && this.manager.easeMap[a] && (a = this.manager.easeMap[a]), this.updateTweenData("easingFunction", a, b) }, interpolation: function(a, b, d) { return void 0 === b && (b = c.Math), this.updateTweenData("interpolationFunction", a, d), this.updateTweenData("interpolationContext", b, d) }, repeatAll: function(a) { return void 0 === a && (a = 0), this.repeatCounter = a, this }, chain: function() { for (var a = arguments.length; a--;) a > 0 ? arguments[a - 1].chainedTween = arguments[a] : this.chainedTween = arguments[a]; return this }, loop: function(a) { return void 0 === a && (a = !0), this.repeatCounter = a ? -1 : 0, this }, onUpdateCallback: function(a, b) { return this._onUpdateCallback = a, this._onUpdateCallbackContext = b, this }, pause: function() { this.isPaused = !0, this._codePaused = !0, this._pausedTime = this.game.time.time }, _pause: function() { this._codePaused || (this.isPaused = !0, this._pausedTime = this.game.time.time) }, resume: function() { if (this.isPaused) { this.isPaused = !1, this._codePaused = !1; for (var a = 0; a < this.timeline.length; a++) this.timeline[a].isRunning || (this.timeline[a].startTime += this.game.time.time - this._pausedTime) } }, _resume: function() { this._codePaused || this.resume() }, update: function(a) { if (this.pendingDelete || !this.target) return !1; if (this.isPaused) return !0; var b = this.timeline[this.current].update(a); if (b === c.TweenData.PENDING) return !0; if (b === c.TweenData.RUNNING) return this._hasStarted || (this.onStart.dispatch(this.target, this), this._hasStarted = !0), null !== this._onUpdateCallback && this._onUpdateCallback.call(this._onUpdateCallbackContext, this, this.timeline[this.current].value, this.timeline[this.current]), this.isRunning; if (b === c.TweenData.LOOPED) return -1 === this.timeline[this.current].repeatCounter ? this.onLoop.dispatch(this.target, this) : this.onRepeat.dispatch(this.target, this), !0; if (b === c.TweenData.COMPLETE) { var d = !1; return this.reverse ? --this.current < 0 && (this.current = this.timeline.length - 1, d = !0) : ++this.current === this.timeline.length && (this.current = 0, d = !0), d ? -1 === this.repeatCounter ? (this.timeline[this.current].start(), this.onLoop.dispatch(this.target, this), !0) : this.repeatCounter > 0 ? (this.repeatCounter--, this.timeline[this.current].start(), this.onRepeat.dispatch(this.target, this), !0) : (this.isRunning = !1, this.onComplete.dispatch(this.target, this), this._hasStarted = !1, this.chainedTween && this.chainedTween.start(), !1) : (this.onChildComplete.dispatch(this.target, this), this.timeline[this.current].start(), !0) } }, generateData: function(a, b) { if (null === this.game || null === this.target) return null; void 0 === a && (a = 60), void 0 === b && (b = []); for (var c = 0; c < this.timeline.length; c++) for (var d in this.timeline[c].vEnd) this.properties[d] = this.target[d] || 0, Array.isArray(this.properties[d]) || (this.properties[d] *= 1); for (var c = 0; c < this.timeline.length; c++) this.timeline[c].loadValues(); for (var c = 0; c < this.timeline.length; c++) b = b.concat(this.timeline[c].generateData(a)); return b } }, Object.defineProperty(c.Tween.prototype, "totalDuration", { get: function() { for (var a = 0, b = 0; b < this.timeline.length; b++) a += this.timeline[b].duration; return a } }), c.Tween.prototype.constructor = c.Tween, c.TweenData = function(a) { this.parent = a, this.game = a.game, this.vStart = {}, this.vStartCache = {}, this.vEnd = {}, this.vEndCache = {}, this.duration = 1e3, this.percent = 0, this.value = 0, this.repeatCounter = 0, this.repeatDelay = 0, this.repeatTotal = 0, this.interpolate = !1, this.yoyo = !1, this.yoyoDelay = 0, this.inReverse = !1, this.delay = 0, this.dt = 0, this.startTime = null, this.easingFunction = c.Easing.Default, this.interpolationFunction = c.Math.linearInterpolation, this.interpolationContext = c.Math, this.isRunning = !1, this.isFrom = !1 }, c.TweenData.PENDING = 0, c.TweenData.RUNNING = 1, c.TweenData.LOOPED = 2, c.TweenData.COMPLETE = 3, c.TweenData.prototype = { to: function(a, b, c, d, e, f) { return this.vEnd = a, this.duration = b, this.easingFunction = c, this.delay = d, this.repeatTotal = e, this.yoyo = f, this.isFrom = !1, this }, from: function(a, b, c, d, e, f) { return this.vEnd = a, this.duration = b, this.easingFunction = c, this.delay = d, this.repeatTotal = e, this.yoyo = f, this.isFrom = !0, this }, start: function() { if (this.startTime = this.game.time.time + this.delay, this.parent.reverse ? this.dt = this.duration : this.dt = 0, this.delay > 0 ? this.isRunning = !1 : this.isRunning = !0, this.isFrom) for (var a in this.vStartCache) this.vStart[a] = this.vEndCache[a], this.vEnd[a] = this.vStartCache[a], this.parent.target[a] = this.vStart[a]; return this.value = 0, this.yoyoCounter = 0, this.repeatCounter = this.repeatTotal, this }, loadValues: function() { for (var a in this.parent.properties) { if (this.vStart[a] = this.parent.properties[a], Array.isArray(this.vEnd[a])) { if (0 === this.vEnd[a].length) continue; 0 === this.percent && (this.vEnd[a] = [this.vStart[a]].concat(this.vEnd[a])) } void 0 !== this.vEnd[a] ? ("string" == typeof this.vEnd[a] && (this.vEnd[a] = this.vStart[a] + parseFloat(this.vEnd[a], 10)), this.parent.properties[a] = this.vEnd[a]) : this.vEnd[a] = this.vStart[a], this.vStartCache[a] = this.vStart[a], this.vEndCache[a] = this.vEnd[a] } return this }, update: function(a) { if (this.isRunning) { if (a < this.startTime) return c.TweenData.RUNNING } else { if (!(a >= this.startTime)) return c.TweenData.PENDING; this.isRunning = !0 } var b = this.parent.frameBased ? this.game.time.physicsElapsedMS : this.game.time.elapsedMS; this.parent.reverse ? (this.dt -= b * this.parent.timeScale, this.dt = Math.max(this.dt, 0)) : (this.dt += b * this.parent.timeScale, this.dt = Math.min(this.dt, this.duration)), this.percent = this.dt / this.duration, this.value = this.easingFunction(this.percent); for (var d in this.vEnd) { var e = this.vStart[d], f = this.vEnd[d]; Array.isArray(f) ? this.parent.target[d] = this.interpolationFunction.call(this.interpolationContext, f, this.value) : this.parent.target[d] = e + (f - e) * this.value } return !this.parent.reverse && 1 === this.percent || this.parent.reverse && 0 === this.percent ? this.repeat() : c.TweenData.RUNNING }, generateData: function(a) { this.parent.reverse ? this.dt = this.duration : this.dt = 0; var b = [], c = !1, d = 1 / a * 1e3; do { this.parent.reverse ? (this.dt -= d, this.dt = Math.max(this.dt, 0)) : (this.dt += d, this.dt = Math.min(this.dt, this.duration)), this.percent = this.dt / this.duration, this.value = this.easingFunction(this.percent); var e = {}; for (var f in this.vEnd) { var g = this.vStart[f], h = this.vEnd[f]; Array.isArray(h) ? e[f] = this.interpolationFunction(h, this.value) : e[f] = g + (h - g) * this.value } b.push(e), (!this.parent.reverse && 1 === this.percent || this.parent.reverse && 0 === this.percent) && (c = !0) } while (!c); if (this.yoyo) { var i = b.slice(); i.reverse(), b = b.concat(i) } return b }, repeat: function() { if (this.yoyo) { if (this.inReverse && 0 === this.repeatCounter) { for (var a in this.vStartCache) this.vStart[a] = this.vStartCache[a], this.vEnd[a] = this.vEndCache[a]; return this.inReverse = !1, c.TweenData.COMPLETE } this.inReverse = !this.inReverse } else if (0 === this.repeatCounter) return c.TweenData.COMPLETE; if (this.inReverse) for (var a in this.vStartCache) this.vStart[a] = this.vEndCache[a], this.vEnd[a] = this.vStartCache[a]; else { for (var a in this.vStartCache) this.vStart[a] = this.vStartCache[a], this.vEnd[a] = this.vEndCache[a]; this.repeatCounter > 0 && this.repeatCounter-- } return this.startTime = this.game.time.time, this.yoyo && this.inReverse ? this.startTime += this.yoyoDelay : this.inReverse || (this.startTime += this.repeatDelay), this.parent.reverse ? this.dt = this.duration : this.dt = 0, c.TweenData.LOOPED } }, c.TweenData.prototype.constructor = c.TweenData, c.Easing = { Linear: { None: function(a) { return a } }, Quadratic: { In: function(a) { return a * a }, Out: function(a) { return a * (2 - a) }, InOut: function(a) { return (a *= 2) < 1 ? .5 * a * a : -.5 * (--a * (a - 2) - 1) } }, Cubic: { In: function(a) { return a * a * a }, Out: function(a) { return --a * a * a + 1 }, InOut: function(a) { return (a *= 2) < 1 ? .5 * a * a * a : .5 * ((a -= 2) * a * a + 2) } }, Quartic: { In: function(a) { return a * a * a * a }, Out: function(a) { return 1 - --a * a * a * a }, InOut: function(a) { return (a *= 2) < 1 ? .5 * a * a * a * a : -.5 * ((a -= 2) * a * a * a - 2) } }, Quintic: { In: function(a) { return a * a * a * a * a }, Out: function(a) { return --a * a * a * a * a + 1 }, InOut: function(a) { return (a *= 2) < 1 ? .5 * a * a * a * a * a : .5 * ((a -= 2) * a * a * a * a + 2) } }, Sinusoidal: { In: function(a) { return 0 === a ? 0 : 1 === a ? 1 : 1 - Math.cos(a * Math.PI / 2) }, Out: function(a) { return 0 === a ? 0 : 1 === a ? 1 : Math.sin(a * Math.PI / 2) }, InOut: function(a) { return 0 === a ? 0 : 1 === a ? 1 : .5 * (1 - Math.cos(Math.PI * a)) } }, Exponential: { In: function(a) { return 0 === a ? 0 : Math.pow(1024, a - 1) }, Out: function(a) { return 1 === a ? 1 : 1 - Math.pow(2, -10 * a) }, InOut: function(a) { return 0 === a ? 0 : 1 === a ? 1 : (a *= 2) < 1 ? .5 * Math.pow(1024, a - 1) : .5 * (2 - Math.pow(2, -10 * (a - 1))) } }, Circular: { In: function(a) { return 1 - Math.sqrt(1 - a * a) }, Out: function(a) { return Math.sqrt(1 - --a * a) }, InOut: function(a) { return (a *= 2) < 1 ? -.5 * (Math.sqrt(1 - a * a) - 1) : .5 * (Math.sqrt(1 - (a -= 2) * a) + 1) } }, Elastic: { In: function(a) { var b, c = .1; return 0 === a ? 0 : 1 === a ? 1 : (!c || c < 1 ? (c = 1, b = .1) : b = .4 * Math.asin(1 / c) / (2 * Math.PI), -c * Math.pow(2, 10 * (a -= 1)) * Math.sin((a - b) * (2 * Math.PI) / .4)) }, Out: function(a) { var b, c = .1; return 0 === a ? 0 : 1 === a ? 1 : (!c || c < 1 ? (c = 1, b = .1) : b = .4 * Math.asin(1 / c) / (2 * Math.PI), c * Math.pow(2, -10 * a) * Math.sin((a - b) * (2 * Math.PI) / .4) + 1) }, InOut: function(a) { var b, c = .1; return 0 === a ? 0 : 1 === a ? 1 : (!c || c < 1 ? (c = 1, b = .1) : b = .4 * Math.asin(1 / c) / (2 * Math.PI), (a *= 2) < 1 ? c * Math.pow(2, 10 * (a -= 1)) * Math.sin((a - b) * (2 * Math.PI) / .4) * -.5 : c * Math.pow(2, -10 * (a -= 1)) * Math.sin((a - b) * (2 * Math.PI) / .4) * .5 + 1) } }, Back: { In: function(a) { var b = 1.70158; return a * a * ((b + 1) * a - b) }, Out: function(a) { var b = 1.70158; return --a * a * ((b + 1) * a + b) + 1 }, InOut: function(a) { var b = 2.5949095; return (a *= 2) < 1 ? a * a * ((b + 1) * a - b) * .5 : .5 * ((a -= 2) * a * ((b + 1) * a + b) + 2) } }, Bounce: { In: function(a) { return 1 - c.Easing.Bounce.Out(1 - a) }, Out: function(a) { return a < 1 / 2.75 ? 7.5625 * a * a : a < 2 / 2.75 ? 7.5625 * (a -= 1.5 / 2.75) * a + .75 : a < 2.5 / 2.75 ? 7.5625 * (a -= 2.25 / 2.75) * a + .9375 : 7.5625 * (a -= 2.625 / 2.75) * a + .984375 }, InOut: function(a) { return a < .5 ? .5 * c.Easing.Bounce.In(2 * a) : .5 * c.Easing.Bounce.Out(2 * a - 1) + .5 } } }, c.Easing.Default = c.Easing.Linear.None, c.Easing.Power0 = c.Easing.Linear.None, c.Easing.Power1 = c.Easing.Quadratic.Out, c.Easing.Power2 = c.Easing.Cubic.Out, c.Easing.Power3 = c.Easing.Quartic.Out, c.Easing.Power4 = c.Easing.Quintic.Out, c.Time = function(a) { this.game = a, this.time = 0, this.prevTime = 0, this.now = 0, this.elapsed = 0, this.elapsedMS = 0, this.physicsElapsed = 1 / 60, this.physicsElapsedMS = 1 / 60 * 1e3, this.desiredFpsMult = 1 / 60, this._desiredFps = 60, this.suggestedFps = this.desiredFps, this.slowMotion = 1, this.advancedTiming = !1, this.frames = 0, this.fps = 0, this.fpsMin = 1e3, this.fpsMax = 0, this.msMin = 1e3, this.msMax = 0, this.pauseDuration = 0, this.timeToCall = 0, this.timeExpected = 0, this.events = new c.Timer(this.game, !1), this._frameCount = 0, this._elapsedAccumulator = 0, this._started = 0, this._timeLastSecond = 0, this._pauseStarted = 0, this._justResumed = !1, this._timers = [] }, c.Time.prototype = { boot: function() { this._started = Date.now(), this.time = Date.now(), this.events.start(), this.timeExpected = this.time }, add: function(a) { return this._timers.push(a), a }, create: function(a) { void 0 === a && (a = !0); var b = new c.Timer(this.game, a); return this._timers.push(b), b }, removeAll: function() { for (var a = 0; a < this._timers.length; a++) this._timers[a].destroy(); this._timers = [], this.events.removeAll() }, refresh: function() { var a = this.time; this.time = Date.now(), this.elapsedMS = this.time - a }, update: function(a) { var b = this.time; this.time = Date.now(), this.elapsedMS = this.time - b, this.prevTime = this.now, this.now = a, this.elapsed = this.now - this.prevTime, this.game.raf._isSetTimeOut && (this.timeToCall = Math.floor(Math.max(0, 1e3 / this._desiredFps - (this.timeExpected - a))), this.timeExpected = a + this.timeToCall), this.advancedTiming && this.updateAdvancedTiming(), this.game.paused || (this.events.update(this.time), this._timers.length && this.updateTimers()) }, updateTimers: function() { for (var a = 0, b = this._timers.length; a < b;) this._timers[a].update(this.time) ? a++ : (this._timers.splice(a, 1), b--) }, updateAdvancedTiming: function() { this._frameCount++, this._elapsedAccumulator += this.elapsed, this._frameCount >= 2 * this._desiredFps && (this.suggestedFps = 5 * Math.floor(200 / (this._elapsedAccumulator / this._frameCount)), this._frameCount = 0, this._elapsedAccumulator = 0), this.msMin = Math.min(this.msMin, this.elapsed), this.msMax = Math.max(this.msMax, this.elapsed), this.frames++, this.now > this._timeLastSecond + 1e3 && (this.fps = Math.round(1e3 * this.frames / (this.now - this._timeLastSecond)), this.fpsMin = Math.min(this.fpsMin, this.fps), this.fpsMax = Math.max(this.fpsMax, this.fps), this._timeLastSecond = this.now, this.frames = 0) }, gamePaused: function() { this._pauseStarted = Date.now(), this.events.pause(); for (var a = this._timers.length; a--;) this._timers[a]._pause() }, gameResumed: function() { this.time = Date.now(), this.pauseDuration = this.time - this._pauseStarted, this.events.resume(); for (var a = this._timers.length; a--;) this._timers[a]._resume() }, totalElapsedSeconds: function() { return .001 * (this.time - this._started) }, elapsedSince: function(a) { return this.time - a }, elapsedSecondsSince: function(a) { return .001 * (this.time - a) }, reset: function() { this._started = this.time, this.removeAll() } }, Object.defineProperty(c.Time.prototype, "desiredFps", { get: function() { return this._desiredFps }, set: function(a) { this._desiredFps = a, this.physicsElapsed = 1 / a, this.physicsElapsedMS = 1e3 * this.physicsElapsed, this.desiredFpsMult = 1 / a } }), c.Time.prototype.constructor = c.Time, c.Timer = function(a, b) { void 0 === b && (b = !0), this.game = a, this.running = !1, this.autoDestroy = b, this.expired = !1, this.elapsed = 0, this.events = [], this.onComplete = new c.Signal, this.nextTick = 0, this.timeCap = 1e3, this.paused = !1, this._codePaused = !1, this._started = 0, this._pauseStarted = 0, this._pauseTotal = 0, this._now = Date.now(), this._len = 0, this._marked = 0, this._i = 0, this._diff = 0, this._newTick = 0 }, c.Timer.MINUTE = 6e4, c.Timer.SECOND = 1e3, c.Timer.HALF = 500, c.Timer.QUARTER = 250, c.Timer.prototype = { create: function(a, b, d, e, f, g) { a = Math.round(a); var h = a; 0 === this._now ? h += this.game.time.time : h += this._now; var i = new c.TimerEvent(this, a, h, d, b, e, f, g); return this.events.push(i), this.order(), this.expired = !1, i }, add: function(a, b, c) { return this.create(a, !1, 0, b, c, Array.prototype.slice.call(arguments, 3)) }, repeat: function(a, b, c, d) { return this.create(a, !1, b, c, d, Array.prototype.slice.call(arguments, 4)) }, loop: function(a, b, c) { return this.create(a, !0, 0, b, c, Array.prototype.slice.call(arguments, 3)) }, start: function(a) { if (!this.running) { this._started = this.game.time.time + (a || 0), this.running = !0; for (var b = 0; b < this.events.length; b++) this.events[b].tick = this.events[b].delay + this._started } }, stop: function(a) { this.running = !1, void 0 === a && (a = !0), a && (this.events.length = 0) }, remove: function(a) { for (var b = 0; b < this.events.length; b++) if (this.events[b] === a) return this.events[b].pendingDelete = !0, !0; return !1 }, order: function() { this.events.length > 0 && (this.events.sort(this.sortHandler), this.nextTick = this.events[0].tick) }, sortHandler: function(a, b) { return a.tick < b.tick ? -1 : a.tick > b.tick ? 1 : 0 }, clearPendingEvents: function() { for (this._i = this.events.length; this._i--;) this.events[this._i].pendingDelete && this.events.splice(this._i, 1); this._len = this.events.length, this._i = 0 }, update: function(a) { if (this.paused) return !0; if (this.elapsed = a - this._now, this._now = a, this.elapsed > this.timeCap && this.adjustEvents(a - this.elapsed), this._marked = 0, this.clearPendingEvents(), this.running && this._now >= this.nextTick && this._len > 0) { for (; this._i < this._len && this.running && this._now >= this.events[this._i].tick && !this.events[this._i].pendingDelete;) this._newTick = this._now + this.events[this._i].delay - (this._now - this.events[this._i].tick), this._newTick < 0 && (this._newTick = this._now + this.events[this._i].delay), !0 === this.events[this._i].loop ? (this.events[this._i].tick = this._newTick, this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args)) : this.events[this._i].repeatCount > 0 ? (this.events[this._i].repeatCount--, this.events[this._i].tick = this._newTick, this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args)) : (this._marked++, this.events[this._i].pendingDelete = !0, this.events[this._i].callback.apply(this.events[this._i].callbackContext, this.events[this._i].args)), this._i++; this.events.length > this._marked ? this.order() : (this.expired = !0, this.onComplete.dispatch(this)) } return !this.expired || !this.autoDestroy }, pause: function() { this.running && (this._codePaused = !0, this.paused || (this._pauseStarted = this.game.time.time, this.paused = !0)) }, _pause: function() {!this.paused && this.running && (this._pauseStarted = this.game.time.time, this.paused = !0) }, adjustEvents: function(a) { for (var b = 0; b < this.events.length; b++) if (!this.events[b].pendingDelete) { var c = this.events[b].tick - a; c < 0 && (c = 0), this.events[b].tick = this._now + c } var d = this.nextTick - a; this.nextTick = d < 0 ? this._now : this._now + d }, resume: function() { if (this.paused) { var a = this.game.time.time; this._pauseTotal += a - this._now, this._now = a, this.adjustEvents(this._pauseStarted), this.paused = !1, this._codePaused = !1 } }, _resume: function() { this._codePaused || this.resume() }, removeAll: function() { this.onComplete.removeAll(), this.events.length = 0, this._len = 0, this._i = 0 }, destroy: function() { this.onComplete.removeAll(), this.running = !1, this.events = [], this._len = 0, this._i = 0 } }, Object.defineProperty(c.Timer.prototype, "next", { get: function() { return this.nextTick } }), Object.defineProperty(c.Timer.prototype, "duration", { get: function() { return this.running && this.nextTick > this._now ? this.nextTick - this._now : 0 } }), Object.defineProperty(c.Timer.prototype, "length", { get: function() { return this.events.length } }), Object.defineProperty(c.Timer.prototype, "ms", { get: function() { return this.running ? this._now - this._started - this._pauseTotal : 0 } }), Object.defineProperty(c.Timer.prototype, "seconds", { get: function() { return this.running ? .001 * this.ms : 0 } }), c.Timer.prototype.constructor = c.Timer, c.TimerEvent = function(a, b, c, d, e, f, g, h) { this.timer = a, this.delay = b, this.tick = c, this.repeatCount = d - 1, this.loop = e, this.callback = f, this.callbackContext = g, this.args = h, this.pendingDelete = !1 }, c.TimerEvent.prototype.constructor = c.TimerEvent, c.AnimationManager = function(a) { this.sprite = a, this.game = a.game, this.currentFrame = null, this.currentAnim = null, this.updateIfVisible = !0, this.isLoaded = !1, this._frameData = null, this._anims = {}, this._outputFrames = [] }, c.AnimationManager.prototype = { loadFrameData: function(a, b) { if (void 0 === a) return !1; if (this.isLoaded) for (var c in this._anims) this._anims[c].updateFrameData(a); return this._frameData = a, void 0 === b || null === b ? this.frame = 0 : "string" == typeof b ? this.frameName = b : this.frame = b, this.isLoaded = !0, !0 }, copyFrameData: function(a, b) { if (this._frameData = a.clone(), this.isLoaded) for (var c in this._anims) this._anims[c].updateFrameData(this._frameData); return void 0 === b || null === b ? this.frame = 0 : "string" == typeof b ? this.frameName = b : this.frame = b, this.isLoaded = !0, !0 }, add: function(a, b, d, e, f) { return b = b || [], d = d || 60, void 0 === e && (e = !1), void 0 === f && (f = !(!b || "number" != typeof b[0])), this._outputFrames = [], this._frameData.getFrameIndexes(b, f, this._outputFrames), this._anims[a] = new c.Animation(this.game, this.sprite, a, this._frameData, this._outputFrames, d, e), this.currentAnim = this._anims[a], this.sprite.tilingTexture && (this.sprite.refreshTexture = !0), this._anims[a] }, validateFrames: function(a, b) { void 0 === b && (b = !0); for (var c = 0; c < a.length; c++) if (!0 === b) { if (a[c] > this._frameData.total) return !1 } else if (!1 === this._frameData.checkFrameName(a[c])) return !1; return !0 }, play: function(a, b, c, d) { if (this._anims[a]) return this.currentAnim === this._anims[a] ? !1 === this.currentAnim.isPlaying ? (this.currentAnim.paused = !1, this.currentAnim.play(b, c, d)) : this.currentAnim : (this.currentAnim && this.currentAnim.isPlaying && this.currentAnim.stop(), this.currentAnim = this._anims[a], this.currentAnim.paused = !1, this.currentFrame = this.currentAnim.currentFrame, this.currentAnim.play(b, c, d)) }, stop: function(a, b) { void 0 === b && (b = !1), !this.currentAnim || "string" == typeof a && a !== this.currentAnim.name || this.currentAnim.stop(b) }, update: function() { return !(this.updateIfVisible && !this.sprite.visible) && (!(!this.currentAnim || !this.currentAnim.update()) && (this.currentFrame = this.currentAnim.currentFrame, !0)) }, next: function(a) { this.currentAnim && (this.currentAnim.next(a), this.currentFrame = this.currentAnim.currentFrame) }, previous: function(a) { this.currentAnim && (this.currentAnim.previous(a), this.currentFrame = this.currentAnim.currentFrame) }, getAnimation: function(a) { return "string" == typeof a && this._anims[a] ? this._anims[a] : null }, refreshFrame: function() {}, destroy: function() { var a = null; for (var a in this._anims) this._anims.hasOwnProperty(a) && this._anims[a].destroy(); this._anims = {}, this._outputFrames = [], this._frameData = null, this.currentAnim = null, this.currentFrame = null, this.sprite = null, this.game = null } }, c.AnimationManager.prototype.constructor = c.AnimationManager, Object.defineProperty(c.AnimationManager.prototype, "frameData", { get: function() { return this._frameData } }), Object.defineProperty(c.AnimationManager.prototype, "frameTotal", { get: function() { return this._frameData.total } }), Object.defineProperty(c.AnimationManager.prototype, "paused", { get: function() { return this.currentAnim.isPaused }, set: function(a) { this.currentAnim.paused = a } }), Object.defineProperty(c.AnimationManager.prototype, "name", { get: function() { if (this.currentAnim) return this.currentAnim.name } }), Object.defineProperty(c.AnimationManager.prototype, "frame", { get: function() { if (this.currentFrame) return this.currentFrame.index }, set: function(a) { "number" == typeof a && this._frameData && null !== this._frameData.getFrame(a) && (this.currentFrame = this._frameData.getFrame(a), this.currentFrame && this.sprite.setFrame(this.currentFrame)) } }), Object.defineProperty(c.AnimationManager.prototype, "frameName", { get: function() { if (this.currentFrame) return this.currentFrame.name }, set: function(a) { "string" == typeof a && this._frameData && null !== this._frameData.getFrameByName(a) ? (this.currentFrame = this._frameData.getFrameByName(a), this.currentFrame && (this._frameIndex = this.currentFrame.index, this.sprite.setFrame(this.currentFrame))) : console.warn("Cannot set frameName: " + a) } }), c.Animation = function(a, b, d, e, f, g, h) { void 0 === h && (h = !1), this.game = a, this._parent = b, this._frameData = e, this.name = d, this._frames = [], this._frames = this._frames.concat(f), this.delay = 1e3 / g, this.loop = h, this.loopCount = 0, this.killOnComplete = !1, this.isFinished = !1, this.isPlaying = !1, this.isPaused = !1, this._pauseStartTime = 0, this._frameIndex = 0, this._frameDiff = 0, this._frameSkip = 1, this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]), this.onStart = new c.Signal, this.onUpdate = null, this.onComplete = new c.Signal, this.onLoop = new c.Signal, this.isReversed = !1, this.game.onPause.add(this.onPause, this), this.game.onResume.add(this.onResume, this) }, c.Animation.prototype = { play: function(a, b, c) { return "number" == typeof a && (this.delay = 1e3 / a), "boolean" == typeof b && (this.loop = b), void 0 !== c && (this.killOnComplete = c), this.isPlaying = !0, this.isFinished = !1, this.paused = !1, this.loopCount = 0, this._timeLastFrame = this.game.time.time, this._timeNextFrame = this.game.time.time + this.delay, this._frameIndex = this.isReversed ? this._frames.length - 1 : 0, this.updateCurrentFrame(!1, !0), this._parent.events.onAnimationStart$dispatch(this._parent, this), this.onStart.dispatch(this._parent, this), this._parent.animations.currentAnim = this, this._parent.animations.currentFrame = this.currentFrame, this }, restart: function() { this.isPlaying = !0, this.isFinished = !1, this.paused = !1, this.loopCount = 0, this._timeLastFrame = this.game.time.time, this._timeNextFrame = this.game.time.time + this.delay, this._frameIndex = 0, this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]), this._parent.setFrame(this.currentFrame), this._parent.animations.currentAnim = this, this._parent.animations.currentFrame = this.currentFrame, this.onStart.dispatch(this._parent, this) }, reverse: function() { return this.reversed = !this.reversed, this }, reverseOnce: function() { return this.onComplete.addOnce(this.reverse, this), this.reverse() }, setFrame: function(a, b) { var c; if (void 0 === b && (b = !1), "string" == typeof a) for (var d = 0; d < this._frames.length; d++) this._frameData.getFrame(this._frames[d]).name === a && (c = d); else if ("number" == typeof a) if (b) c = a; else for (var d = 0; d < this._frames.length; d++) this._frames[d] === a && (c = d); c && (this._frameIndex = c - 1, this._timeNextFrame = this.game.time.time, this.update()) }, stop: function(a, b) { void 0 === a && (a = !1), void 0 === b && (b = !1), this.isPlaying = !1, this.isFinished = !0, this.paused = !1, a && (this.currentFrame = this._frameData.getFrame(this._frames[0]), this._parent.setFrame(this.currentFrame)), b && (this._parent.events.onAnimationComplete$dispatch(this._parent, this), this.onComplete.dispatch(this._parent, this)) }, onPause: function() { this.isPlaying && (this._frameDiff = this._timeNextFrame - this.game.time.time) }, onResume: function() { this.isPlaying && (this._timeNextFrame = this.game.time.time + this._frameDiff) }, update: function() { return !this.isPaused && (!!(this.isPlaying && this.game.time.time >= this._timeNextFrame) && (this._frameSkip = 1, this._frameDiff = this.game.time.time - this._timeNextFrame, this._timeLastFrame = this.game.time.time, this._frameDiff > this.delay && (this._frameSkip = Math.floor(this._frameDiff / this.delay), this._frameDiff -= this._frameSkip * this.delay), this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff), this.isReversed ? this._frameIndex -= this._frameSkip : this._frameIndex += this._frameSkip, !this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1 ? this.loop ? (this._frameIndex = Math.abs(this._frameIndex) % this._frames.length, this.isReversed && (this._frameIndex = this._frames.length - 1 - this._frameIndex), this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]), this.currentFrame && this._parent.setFrame(this.currentFrame), this.loopCount++, this._parent.events.onAnimationLoop$dispatch(this._parent, this), this.onLoop.dispatch(this._parent, this), !this.onUpdate || (this.onUpdate.dispatch(this, this.currentFrame), !!this._frameData)) : (this.complete(), !1) : this.updateCurrentFrame(!0))) }, updateCurrentFrame: function(a, b) { if (void 0 === b && (b = !1), !this._frameData) return !1; var c = this.currentFrame.index; return this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]), this.currentFrame && (b || !b && c !== this.currentFrame.index) && this._parent.setFrame(this.currentFrame), !this.onUpdate || !a || (this.onUpdate.dispatch(this, this.currentFrame), !!this._frameData) }, next: function(a) { void 0 === a && (a = 1); var b = this._frameIndex + a; b >= this._frames.length && (this.loop ? b %= this._frames.length : b = this._frames.length - 1), b !== this._frameIndex && (this._frameIndex = b, this.updateCurrentFrame(!0)) }, previous: function(a) { void 0 === a && (a = 1); var b = this._frameIndex - a; b < 0 && (this.loop ? b = this._frames.length + b : b++), b !== this._frameIndex && (this._frameIndex = b, this.updateCurrentFrame(!0)) }, updateFrameData: function(a) { this._frameData = a, this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null }, destroy: function() { this._frameData && (this.game.onPause.remove(this.onPause, this), this.game.onResume.remove(this.onResume, this), this.game = null, this._parent = null, this._frames = null, this._frameData = null, this.currentFrame = null, this.isPlaying = !1, this.onStart.dispose(), this.onLoop.dispose(), this.onComplete.dispose(), this.onUpdate && this.onUpdate.dispose()) }, complete: function() { this._frameIndex = this._frames.length - 1, this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]), this.isPlaying = !1, this.isFinished = !0, this.paused = !1, this._parent.events.onAnimationComplete$dispatch(this._parent, this), this.onComplete.dispatch(this._parent, this), this.killOnComplete && this._parent.kill() } }, c.Animation.prototype.constructor = c.Animation, Object.defineProperty(c.Animation.prototype, "paused", { get: function() { return this.isPaused }, set: function(a) { this.isPaused = a, a ? this._pauseStartTime = this.game.time.time : this.isPlaying && (this._timeNextFrame = this.game.time.time + this.delay) } }), Object.defineProperty(c.Animation.prototype, "reversed", { get: function() { return this.isReversed }, set: function(a) { this.isReversed = a } }), Object.defineProperty(c.Animation.prototype, "frameTotal", { get: function() { return this._frames.length } }), Object.defineProperty(c.Animation.prototype, "frame", { get: function() { return null !== this.currentFrame ? this.currentFrame.index : this._frameIndex }, set: function(a) { this.currentFrame = this._frameData.getFrame(this._frames[a]), null !== this.currentFrame && (this._frameIndex = a, this._parent.setFrame(this.currentFrame), this.onUpdate && this.onUpdate.dispatch(this, this.currentFrame)) } }), Object.defineProperty(c.Animation.prototype, "speed", { get: function() { return 1e3 / this.delay }, set: function(a) { a > 0 && (this.delay = 1e3 / a) } }), Object.defineProperty(c.Animation.prototype, "enableUpdate", { get: function() { return null !== this.onUpdate }, set: function(a) { a && null === this.onUpdate ? this.onUpdate = new c.Signal : a || null === this.onUpdate || (this.onUpdate.dispose(), this.onUpdate = null) } }), c.Animation.generateFrameNames = function(a, b, d, e, f) { void 0 === e && (e = ""); var g = [], h = ""; if (b < d) for (var i = b; i <= d; i++) h = "number" == typeof f ? c.Utils.pad(i.toString(), f, "0", 1) : i.toString(), h = a + h + e, g.push(h); else for (var i = b; i >= d; i--) h = "number" == typeof f ? c.Utils.pad(i.toString(), f, "0", 1) : i.toString(), h = a + h + e, g.push(h); return g }, c.Frame = function(a, b, d, e, f, g) { this.index = a, this.x = b, this.y = d, this.width = e, this.height = f, this.name = g, this.centerX = Math.floor(e / 2), this.centerY = Math.floor(f / 2), this.distance = c.Math.distance(0, 0, e, f), this.rotated = !1, this.rotationDirection = "cw", this.trimmed = !1, this.sourceSizeW = e, this.sourceSizeH = f, this.spriteSourceSizeX = 0, this.spriteSourceSizeY = 0, this.spriteSourceSizeW = 0, this.spriteSourceSizeH = 0, this.right = this.x + this.width, this.bottom = this.y + this.height }, c.Frame.prototype = { resize: function(a, b) { this.width = a, this.height = b, this.centerX = Math.floor(a / 2), this.centerY = Math.floor(b / 2), this.distance = c.Math.distance(0, 0, a, b), this.sourceSizeW = a, this.sourceSizeH = b, this.right = this.x + a, this.bottom = this.y + b }, setTrim: function(a, b, c, d, e, f, g) { this.trimmed = a, a && (this.sourceSizeW = b, this.sourceSizeH = c, this.centerX = Math.floor(b / 2), this.centerY = Math.floor(c / 2), this.spriteSourceSizeX = d, this.spriteSourceSizeY = e, this.spriteSourceSizeW = f, this.spriteSourceSizeH = g) }, clone: function() { var a = new c.Frame(this.index, this.x, this.y, this.width, this.height, this.name); for (var b in this) this.hasOwnProperty(b) && (a[b] = this[b]); return a }, getRect: function(a) { return void 0 === a ? a = new c.Rectangle(this.x, this.y, this.width, this.height) : a.setTo(this.x, this.y, this.width, this.height), a } }, c.Frame.prototype.constructor = c.Frame, c.FrameData = function() { this._frames = [], this._frameNames = [] }, c.FrameData.prototype = { addFrame: function(a) { return a.index = this._frames.length, this._frames.push(a), "" !== a.name && (this._frameNames[a.name] = a.index), a }, getFrame: function(a) { return a >= this._frames.length && (a = 0), this._frames[a] }, getFrameByName: function(a) { return "number" == typeof this._frameNames[a] ? this._frames[this._frameNames[a]] : null }, checkFrameName: function(a) { return null != this._frameNames[a] }, clone: function() { for (var a = new c.FrameData, b = 0; b < this._frames.length; b++) a._frames.push(this._frames[b].clone()); for (var d in this._frameNames) this._frameNames.hasOwnProperty(d) && a._frameNames.push(this._frameNames[d]); return a }, getFrameRange: function(a, b, c) { void 0 === c && (c = []); for (var d = a; d <= b; d++) c.push(this._frames[d]); return c }, getFrames: function(a, b, c) { if (void 0 === b && (b = !0), void 0 === c && (c = []), void 0 === a || 0 === a.length) for (var d = 0; d < this._frames.length; d++) c.push(this._frames[d]); else for (var d = 0; d < a.length; d++) b ? c.push(this.getFrame(a[d])) : c.push(this.getFrameByName(a[d])); return c }, getFrameIndexes: function(a, b, c) { if (void 0 === b && (b = !0), void 0 === c && (c = []), void 0 === a || 0 === a.length) for (var d = 0; d < this._frames.length; d++) c.push(this._frames[d].index); else for (var d = 0; d < a.length; d++) b && this._frames[a[d]] ? c.push(this._frames[a[d]].index) : this.getFrameByName(a[d]) && c.push(this.getFrameByName(a[d]).index); return c }, destroy: function() { this._frames = null, this._frameNames = null } }, c.FrameData.prototype.constructor = c.FrameData, Object.defineProperty(c.FrameData.prototype, "total", { get: function() { return this._frames.length } }), c.AnimationParser = { spriteSheet: function(a, b, d, e, f, g, h) { var i = b; if ("string" == typeof b && (i = a.cache.getImage(b)), null === i) return null; var j = i.width, k = i.height; d <= 0 && (d = Math.floor(-j / Math.min(-1, d))), e <= 0 && (e = Math.floor(-k / Math.min(-1, e))); var l = Math.floor((j - g) / (d + h)), m = Math.floor((k - g) / (e + h)), n = l * m; if (-1 !== f && (n = f), 0 === j || 0 === k || j < d || k < e || 0 === n) return console.warn("Phaser.AnimationParser.spriteSheet: '" + b + "'s width/height zero or width/height < given frameWidth/frameHeight"), null; for (var o = new c.FrameData, p = g, q = g, r = 0; r < n; r++) o.addFrame(new c.Frame(r, p, q, d, e, "")), (p += d + h) + d > j && (p = g, q += e + h); return o }, JSONData: function(a, b) { if (!b.frames) return console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array"), void console.log(b); for (var d, e = new c.FrameData, f = b.frames, g = 0; g < f.length; g++) d = e.addFrame(new c.Frame(g, f[g].frame.x, f[g].frame.y, f[g].frame.w, f[g].frame.h, f[g].filename)), f[g].trimmed && d.setTrim(f[g].trimmed, f[g].sourceSize.w, f[g].sourceSize.h, f[g].spriteSourceSize.x, f[g].spriteSourceSize.y, f[g].spriteSourceSize.w, f[g].spriteSourceSize.h); return e }, JSONDataPyxel: function(a, b) { if (["layers", "tilewidth", "tileheight", "tileswide", "tileshigh"].forEach(function(a) { if (!b[a]) return console.warn('Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing "' + a + '" key.'), void console.log(b) }), 1 !== b.layers.length) return console.warn("Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps."), void console.log(b); for (var d, e = new c.FrameData, f = b.tileheight, g = b.tilewidth, h = b.layers[0].tiles, i = 0; i < h.length; i++) d = e.addFrame(new c.Frame(i, h[i].x, h[i].y, g, f, "frame_" + i)), d.setTrim(!1); return e }, JSONDataHash: function(a, b) { if (!b.frames) return console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object"), void console.log(b); var d, e = new c.FrameData, f = b.frames, g = 0; for (var h in f) d = e.addFrame(new c.Frame(g, f[h].frame.x, f[h].frame.y, f[h].frame.w, f[h].frame.h, h)), f[h].trimmed && d.setTrim(f[h].trimmed, f[h].sourceSize.w, f[h].sourceSize.h, f[h].spriteSourceSize.x, f[h].spriteSourceSize.y, f[h].spriteSourceSize.w, f[h].spriteSourceSize.h), g++; return e }, XMLData: function(a, b) { if (!b.getElementsByTagName("TextureAtlas")) return void console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing tag"); for (var d, e, f, g, h, i, j, k, l, m, n, o = new c.FrameData, p = b.getElementsByTagName("SubTexture"), q = 0; q < p.length; q++) f = p[q].attributes, e = f.name.value, g = parseInt(f.x.value, 10), h = parseInt(f.y.value, 10), i = parseInt(f.width.value, 10), j = parseInt(f.height.value, 10), k = null, l = null, f.frameX && (k = Math.abs(parseInt(f.frameX.value, 10)), l = Math.abs(parseInt(f.frameY.value, 10)), m = parseInt(f.frameWidth.value, 10), n = parseInt(f.frameHeight.value, 10)), d = o.addFrame(new c.Frame(q, g, h, i, j, e)), null === k && null === l || d.setTrim(!0, i, j, k, l, m, n); return o } }, c.Cache = function(a) { this.game = a, this.autoResolveURL = !1, this._cache = { canvas: {}, image: {}, texture: {}, sound: {}, video: {}, text: {}, json: {}, xml: {}, physics: {}, tilemap: {}, binary: {}, bitmapData: {}, bitmapFont: {}, shader: {}, renderTexture: {} }, this._urlMap = {}, this._urlResolver = new Image, this._urlTemp = null, this.onSoundUnlock = new c.Signal, this._cacheMap = [], this._cacheMap[c.Cache.CANVAS] = this._cache.canvas, this._cacheMap[c.Cache.IMAGE] = this._cache.image, this._cacheMap[c.Cache.TEXTURE] = this._cache.texture, this._cacheMap[c.Cache.SOUND] = this._cache.sound, this._cacheMap[c.Cache.TEXT] = this._cache.text, this._cacheMap[c.Cache.PHYSICS] = this._cache.physics, this._cacheMap[c.Cache.TILEMAP] = this._cache.tilemap, this._cacheMap[c.Cache.BINARY] = this._cache.binary, this._cacheMap[c.Cache.BITMAPDATA] = this._cache.bitmapData, this._cacheMap[c.Cache.BITMAPFONT] = this._cache.bitmapFont, this._cacheMap[c.Cache.JSON] = this._cache.json, this._cacheMap[c.Cache.XML] = this._cache.xml, this._cacheMap[c.Cache.VIDEO] = this._cache.video, this._cacheMap[c.Cache.SHADER] = this._cache.shader, this._cacheMap[c.Cache.RENDER_TEXTURE] = this._cache.renderTexture, this.addDefaultImage(), this.addMissingImage() }, c.Cache.CANVAS = 1, c.Cache.IMAGE = 2, c.Cache.TEXTURE = 3, c.Cache.SOUND = 4, c.Cache.TEXT = 5, c.Cache.PHYSICS = 6, c.Cache.TILEMAP = 7, c.Cache.BINARY = 8, c.Cache.BITMAPDATA = 9, c.Cache.BITMAPFONT = 10, c.Cache.JSON = 11, c.Cache.XML = 12, c.Cache.VIDEO = 13, c.Cache.SHADER = 14, c.Cache.RENDER_TEXTURE = 15, c.Cache.DEFAULT = null, c.Cache.MISSING = null, c.Cache.prototype = { addCanvas: function(a, b, c) { void 0 === c && (c = b.getContext("2d")), this._cache.canvas[a] = { canvas: b, context: c } }, addImage: function(a, b, d) { this.checkImageKey(a) && this.removeImage(a); var e = { key: a, url: b, data: d, base: new PIXI.BaseTexture(d), frame: new c.Frame(0, 0, 0, d.width, d.height, a), frameData: new c.FrameData }; return e.frameData.addFrame(new c.Frame(0, 0, 0, d.width, d.height, b)), this._cache.image[a] = e, this._resolveURL(b, e), "__default" === a ? c.Cache.DEFAULT = new PIXI.Texture(e.base) : "__missing" === a && (c.Cache.MISSING = new PIXI.Texture(e.base)), e }, addDefaultImage: function() { var a = new Image; a.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg=="; var b = this.addImage("__default", null, a); b.base.skipRender = !0, c.Cache.DEFAULT = new PIXI.Texture(b.base) }, addMissingImage: function() { var a = new Image; a.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg=="; var b = this.addImage("__missing", null, a); c.Cache.MISSING = new PIXI.Texture(b.base) }, addSound: function(a, b, c, d, e) { void 0 === d && (d = !0, e = !1), void 0 === e && (d = !1, e = !0); var f = !1; e && (f = !0), this._cache.sound[a] = { url: b, data: c, isDecoding: !1, decoded: f, webAudio: d, audioTag: e, locked: this.game.sound.touchLocked }, this._resolveURL(b, this._cache.sound[a]) }, addText: function(a, b, c) { this._cache.text[a] = { url: b, data: c }, this._resolveURL(b, this._cache.text[a]) }, addPhysicsData: function(a, b, c, d) { this._cache.physics[a] = { url: b, data: c, format: d }, this._resolveURL(b, this._cache.physics[a]) }, addTilemap: function(a, b, c, d) { this._cache.tilemap[a] = { url: b, data: c, format: d }, this._resolveURL(b, this._cache.tilemap[a]) }, addBinary: function(a, b) { this._cache.binary[a] = b }, addBitmapData: function(a, b, d) { return b.key = a, void 0 === d && (d = new c.FrameData, d.addFrame(b.textureFrame)), this._cache.bitmapData[a] = { data: b, frameData: d }, b }, addBitmapFont: function(a, b, d, e, f, g, h) { var i = { url: b, data: d, font: null, base: new PIXI.BaseTexture(d) }; void 0 === g && (g = 0), void 0 === h && (h = 0), i.font = "json" === f ? c.LoaderParser.jsonBitmapFont(e, i.base, g, h) : c.LoaderParser.xmlBitmapFont(e, i.base, g, h), this._cache.bitmapFont[a] = i, this._resolveURL(b, i) }, addJSON: function(a, b, c) { this._cache.json[a] = { url: b, data: c }, this._resolveURL(b, this._cache.json[a]) }, addXML: function(a, b, c) { this._cache.xml[a] = { url: b, data: c }, this._resolveURL(b, this._cache.xml[a]) }, addVideo: function(a, b, c, d) { this._cache.video[a] = { url: b, data: c, isBlob: d, locked: !0 }, this._resolveURL(b, this._cache.video[a]) }, addShader: function(a, b, c) { this._cache.shader[a] = { url: b, data: c }, this._resolveURL(b, this._cache.shader[a]) }, addRenderTexture: function(a, b) { this._cache.renderTexture[a] = { texture: b, frame: new c.Frame(0, 0, 0, b.width, b.height, "", "") } }, addSpriteSheet: function(a, b, d, e, f, g, h, i) { void 0 === g && (g = -1), void 0 === h && (h = 0), void 0 === i && (i = 0); var j = { key: a, url: b, data: d, frameWidth: e, frameHeight: f, margin: h, spacing: i, base: new PIXI.BaseTexture(d), frameData: c.AnimationParser.spriteSheet(this.game, d, e, f, g, h, i) }; this._cache.image[a] = j, this._resolveURL(b, j) }, addTextureAtlas: function(a, b, d, e, f) { var g = { key: a, url: b, data: d, base: new PIXI.BaseTexture(d) }; f === c.Loader.TEXTURE_ATLAS_XML_STARLING ? g.frameData = c.AnimationParser.XMLData(this.game, e, a) : f === c.Loader.TEXTURE_ATLAS_JSON_PYXEL ? g.frameData = c.AnimationParser.JSONDataPyxel(this.game, e, a) : Array.isArray(e.frames) ? g.frameData = c.AnimationParser.JSONData(this.game, e, a) : g.frameData = c.AnimationParser.JSONDataHash(this.game, e, a), this._cache.image[a] = g, this._resolveURL(b, g) }, reloadSound: function(a) { var b = this, c = this.getSound(a); c && (c.data.src = c.url, c.data.addEventListener("canplaythrough", function() { return b.reloadSoundComplete(a) }, !1), c.data.load()) }, reloadSoundComplete: function(a) { var b = this.getSound(a); b && (b.locked = !1, this.onSoundUnlock.dispatch(a)) }, updateSound: function(a, b, c) { var d = this.getSound(a); d && (d[b] = c) }, decodedSound: function(a, b) { var c = this.getSound(a); c.data = b, c.decoded = !0, c.isDecoding = !1 }, isSoundDecoded: function(a) { var b = this.getItem(a, c.Cache.SOUND, "isSoundDecoded"); if (b) return b.decoded }, isSoundReady: function(a) { var b = this.getItem(a, c.Cache.SOUND, "isSoundDecoded"); if (b) return b.decoded && !this.game.sound.touchLocked }, checkKey: function(a, b) { return !!this._cacheMap[a][b] }, checkURL: function(a) { return !!this._urlMap[this._resolveURL(a)] }, checkCanvasKey: function(a) { return this.checkKey(c.Cache.CANVAS, a) }, checkImageKey: function(a) { return this.checkKey(c.Cache.IMAGE, a) }, checkTextureKey: function(a) { return this.checkKey(c.Cache.TEXTURE, a) }, checkSoundKey: function(a) { return this.checkKey(c.Cache.SOUND, a) }, checkTextKey: function(a) { return this.checkKey(c.Cache.TEXT, a) }, checkPhysicsKey: function(a) { return this.checkKey(c.Cache.PHYSICS, a) }, checkTilemapKey: function(a) { return this.checkKey(c.Cache.TILEMAP, a) }, checkBinaryKey: function(a) { return this.checkKey(c.Cache.BINARY, a) }, checkBitmapDataKey: function(a) { return this.checkKey(c.Cache.BITMAPDATA, a) }, checkBitmapFontKey: function(a) { return this.checkKey(c.Cache.BITMAPFONT, a) }, checkJSONKey: function(a) { return this.checkKey(c.Cache.JSON, a) }, checkXMLKey: function(a) { return this.checkKey(c.Cache.XML, a) }, checkVideoKey: function(a) { return this.checkKey(c.Cache.VIDEO, a) }, checkShaderKey: function(a) { return this.checkKey(c.Cache.SHADER, a) }, checkRenderTextureKey: function(a) { return this.checkKey(c.Cache.RENDER_TEXTURE, a) }, getItem: function(a, b, c, d) { return this.checkKey(b, a) ? void 0 === d ? this._cacheMap[b][a] : this._cacheMap[b][a][d] : (c && console.warn("Phaser.Cache." + c + ': Key "' + a + '" not found in Cache.'), null) }, getCanvas: function(a) { return this.getItem(a, c.Cache.CANVAS, "getCanvas", "canvas") }, getImage: function(a, b) { void 0 !== a && null !== a || (a = "__default"), void 0 === b && (b = !1); var d = this.getItem(a, c.Cache.IMAGE, "getImage"); return null === d && (d = this.getItem("__missing", c.Cache.IMAGE, "getImage")), b ? d : d.data }, getTextureFrame: function(a) { return this.getItem(a, c.Cache.TEXTURE, "getTextureFrame", "frame") }, getSound: function(a) { return this.getItem(a, c.Cache.SOUND, "getSound") }, getSoundData: function(a) { return this.getItem(a, c.Cache.SOUND, "getSoundData", "data") }, getText: function(a) { return this.getItem(a, c.Cache.TEXT, "getText", "data") }, getPhysicsData: function(a, b, d) { var e = this.getItem(a, c.Cache.PHYSICS, "getPhysicsData", "data"); if (null === e || void 0 === b || null === b) return e; if (e[b]) { var f = e[b]; if (!f || !d) return f; for (var g in f) if (g = f[g], g.fixtureKey === d) return g; console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: "' + d + " in " + a + '"') } else console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + a + " / " + b + '"'); return null }, getTilemapData: function(a) { return this.getItem(a, c.Cache.TILEMAP, "getTilemapData") }, getBinary: function(a) { return this.getItem(a, c.Cache.BINARY, "getBinary") }, getBitmapData: function(a) { return this.getItem(a, c.Cache.BITMAPDATA, "getBitmapData", "data") }, getBitmapFont: function(a) { return this.getItem(a, c.Cache.BITMAPFONT, "getBitmapFont") }, getJSON: function(a, b) { var d = this.getItem(a, c.Cache.JSON, "getJSON", "data"); return d ? b ? c.Utils.extend(!0, Array.isArray(d) ? [] : {}, d) : d : null }, getXML: function(a) { return this.getItem(a, c.Cache.XML, "getXML", "data") }, getVideo: function(a) { return this.getItem(a, c.Cache.VIDEO, "getVideo") }, getShader: function(a) { return this.getItem(a, c.Cache.SHADER, "getShader", "data") }, getRenderTexture: function(a) { return this.getItem(a, c.Cache.RENDER_TEXTURE, "getRenderTexture") }, getBaseTexture: function(a, b) { return void 0 === b && (b = c.Cache.IMAGE), this.getItem(a, b, "getBaseTexture", "base") }, getFrame: function(a, b) { return void 0 === b && (b = c.Cache.IMAGE), this.getItem(a, b, "getFrame", "frame") }, getFrameCount: function(a, b) { var c = this.getFrameData(a, b); return c ? c.total : 0 }, getFrameData: function(a, b) { return void 0 === b && (b = c.Cache.IMAGE), this.getItem(a, b, "getFrameData", "frameData") }, hasFrameData: function(a, b) { return void 0 === b && (b = c.Cache.IMAGE), null !== this.getItem(a, b, "", "frameData") }, updateFrameData: function(a, b, d) { void 0 === d && (d = c.Cache.IMAGE), this._cacheMap[d][a] && (this._cacheMap[d][a].frameData = b) }, getFrameByIndex: function(a, b, c) { var d = this.getFrameData(a, c); return d ? d.getFrame(b) : null }, getFrameByName: function(a, b, c) { var d = this.getFrameData(a, c); return d ? d.getFrameByName(b) : null }, getURL: function(a) { var a = this._resolveURL(a); return a ? this._urlMap[a] : (console.warn('Phaser.Cache.getUrl: Invalid url: "' + a + '" or Cache.autoResolveURL was false'), null) }, getKeys: function(a) { void 0 === a && (a = c.Cache.IMAGE); var b = []; if (this._cacheMap[a]) for (var d in this._cacheMap[a]) "__default" !== d && "__missing" !== d && b.push(d); return b }, removeCanvas: function(a) { delete this._cache.canvas[a] }, removeImage: function(a, b) { void 0 === b && (b = !0); var c = this.getImage(a, !0); b && c.base && c.base.destroy(), delete this._cache.image[a] }, removeSound: function(a) { delete this._cache.sound[a] }, removeText: function(a) { delete this._cache.text[a] }, removePhysics: function(a) { delete this._cache.physics[a] }, removeTilemap: function(a) { delete this._cache.tilemap[a] }, removeBinary: function(a) { delete this._cache.binary[a] }, removeBitmapData: function(a) { delete this._cache.bitmapData[a] }, removeBitmapFont: function(a) { delete this._cache.bitmapFont[a] }, removeJSON: function(a) { delete this._cache.json[a] }, removeXML: function(a) { delete this._cache.xml[a] }, removeVideo: function(a) { delete this._cache.video[a] }, removeShader: function(a) { delete this._cache.shader[a] }, removeRenderTexture: function(a) { delete this._cache.renderTexture[a] }, removeSpriteSheet: function(a) { delete this._cache.spriteSheet[a] }, removeTextureAtlas: function(a) { delete this._cache.atlas[a] }, clearGLTextures: function() { for (var a in this._cache.image) this._cache.image[a].base._glTextures = [] }, _resolveURL: function(a, b) { return this.autoResolveURL ? (this._urlResolver.src = this.game.load.baseURL + a, this._urlTemp = this._urlResolver.src, this._urlResolver.src = "", b && (this._urlMap[this._urlTemp] = b), this._urlTemp) : null }, destroy: function() { for (var a = 0; a < this._cacheMap.length; a++) { var b = this._cacheMap[a]; for (var c in b) "__default" !== c && "__missing" !== c && (b[c].destroy && b[c].destroy(), delete b[c]) } this._urlMap = null, this._urlResolver = null, this._urlTemp = null } }, c.Cache.prototype.constructor = c.Cache, c.Loader = function(a) { this.game = a, this.cache = a.cache, this.resetLocked = !1, this.isLoading = !1, this.hasLoaded = !1, this.preloadSprite = null, this.crossOrigin = !1, this.baseURL = "", this.path = "", this.headers = { requestedWith: !1, json: "application/json", xml: "application/xml" }, this.onLoadStart = new c.Signal, this.onLoadComplete = new c.Signal, this.onPackComplete = new c.Signal, this.onFileStart = new c.Signal, this.onFileComplete = new c.Signal, this.onFileError = new c.Signal, this.useXDomainRequest = !1, this._warnedAboutXDomainRequest = !1, this.enableParallel = !0, this.maxParallelDownloads = 4, this._withSyncPointDepth = 0, this._fileList = [], this._flightQueue = [], this._processingHead = 0, this._fileLoadStarted = !1, this._totalPackCount = 0, this._totalFileCount = 0, this._loadedPackCount = 0, this._loadedFileCount = 0 }, c.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0, c.Loader.TEXTURE_ATLAS_JSON_HASH = 1, c.Loader.TEXTURE_ATLAS_XML_STARLING = 2, c.Loader.PHYSICS_LIME_CORONA_JSON = 3, c.Loader.PHYSICS_PHASER_JSON = 4, c.Loader.TEXTURE_ATLAS_JSON_PYXEL = 5, c.Loader.prototype = { setPreloadSprite: function(a, b) { b = b || 0, this.preloadSprite = { sprite: a, direction: b, width: a.width, height: a.height, rect: null }, this.preloadSprite.rect = 0 === b ? new c.Rectangle(0, 0, 1, a.height) : new c.Rectangle(0, 0, a.width, 1), a.crop(this.preloadSprite.rect), a.visible = !0 }, resize: function() { this.preloadSprite && this.preloadSprite.height !== this.preloadSprite.sprite.height && (this.preloadSprite.rect.height = this.preloadSprite.sprite.height) }, checkKeyExists: function(a, b) { return this.getAssetIndex(a, b) > -1 }, getAssetIndex: function(a, b) { for (var c = -1, d = 0; d < this._fileList.length; d++) { var e = this._fileList[d]; if (e.type === a && e.key === b && (c = d, !e.loaded && !e.loading)) break } return c }, getAsset: function(a, b) { var c = this.getAssetIndex(a, b); return c > -1 && { index: c, file: this._fileList[c] } }, reset: function(a, b) { void 0 === b && (b = !1), this.resetLocked || (a && (this.preloadSprite = null), this.isLoading = !1, this._processingHead = 0, this._fileList.length = 0, this._flightQueue.length = 0, this._fileLoadStarted = !1, this._totalFileCount = 0, this._totalPackCount = 0, this._loadedPackCount = 0, this._loadedFileCount = 0, b && (this.onLoadStart.removeAll(), this.onLoadComplete.removeAll(), this.onPackComplete.removeAll(), this.onFileStart.removeAll(), this.onFileComplete.removeAll(), this.onFileError.removeAll())) }, addToFileList: function(a, b, c, d, e, f) { if (void 0 === e && (e = !1), void 0 === b || "" === b) return console.warn("Phaser.Loader: Invalid or no key given of type " + a), this; if (void 0 === c || null === c) { if (!f) return console.warn("Phaser.Loader: No URL given for file type: " + a + " key: " + b), this; c = b + f } var g = { type: a, key: b, path: this.path, url: c, syncPoint: this._withSyncPointDepth > 0, data: null, loading: !1, loaded: !1, error: !1 }; if (d) for (var h in d) g[h] = d[h]; var i = this.getAssetIndex(a, b); if (e && i > -1) { var j = this._fileList[i]; j.loading || j.loaded ? (this._fileList.push(g), this._totalFileCount++) : this._fileList[i] = g } else -1 === i && (this._fileList.push(g), this._totalFileCount++); return this }, replaceInFileList: function(a, b, c, d) { return this.addToFileList(a, b, c, d, !0) }, pack: function(a, b, c, d) { if (void 0 === b && (b = null), void 0 === c && (c = null), void 0 === d && (d = null), !b && !c) return console.warn("Phaser.Loader.pack - Both url and data are null. One must be set."), this; var e = { type: "packfile", key: a, url: b, path: this.path, syncPoint: !0, data: null, loading: !1, loaded: !1, error: !1, callbackContext: d }; c && ("string" == typeof c && (c = JSON.parse(c)), e.data = c || {}, e.loaded = !0); for (var f = 0; f < this._fileList.length + 1; f++) { var g = this._fileList[f]; if (!g || !g.loaded && !g.loading && "packfile" !== g.type) { this._fileList.splice(f, 0, e), this._totalPackCount++; break } } return this }, image: function(a, b, c) { return this.addToFileList("image", a, b, void 0, c, ".png") }, images: function(a, b) { if (Array.isArray(b)) for (var c = 0; c < a.length; c++) this.image(a[c], b[c]); else for (var c = 0; c < a.length; c++) this.image(a[c]); return this }, text: function(a, b, c) { return this.addToFileList("text", a, b, void 0, c, ".txt") }, json: function(a, b, c) { return this.addToFileList("json", a, b, void 0, c, ".json") }, shader: function(a, b, c) { return this.addToFileList("shader", a, b, void 0, c, ".frag") }, xml: function(a, b, c) { return this.addToFileList("xml", a, b, void 0, c, ".xml") }, script: function(a, b, c, d) { return void 0 === c && (c = !1), !1 !== c && void 0 === d && (d = this), this.addToFileList("script", a, b, { syncPoint: !0, callback: c, callbackContext: d }, !1, ".js") }, binary: function(a, b, c, d) { return void 0 === c && (c = !1), !1 !== c && void 0 === d && (d = c), this.addToFileList("binary", a, b, { callback: c, callbackContext: d }, !1, ".bin") }, spritesheet: function(a, b, c, d, e, f, g) { return void 0 === e && (e = -1), void 0 === f && (f = 0), void 0 === g && (g = 0), this.addToFileList("spritesheet", a, b, { frameWidth: c, frameHeight: d, frameMax: e, margin: f, spacing: g }, !1, ".png") }, audio: function(a, b, c) { return this.game.sound.noAudio ? this : (void 0 === c && (c = !0), "string" == typeof b && (b = [b]), this.addToFileList("audio", a, b, { buffer: null, autoDecode: c })) }, audioSprite: function(a, b, c, d, e) { return this.game.sound.noAudio ? this : (void 0 === c && (c = null), void 0 === d && (d = null), void 0 === e && (e = !0), this.audio(a, b, e), c ? this.json(a + "-audioatlas", c) : d ? ("string" == typeof d && (d = JSON.parse(d)), this.cache.addJSON(a + "-audioatlas", "", d)) : console.warn("Phaser.Loader.audiosprite - You must specify either a jsonURL or provide a jsonData object"), this) }, audiosprite: function(a, b, c, d, e) { return this.audioSprite(a, b, c, d, e) }, video: function(a, b, c, d) { return void 0 === c && (c = this.game.device.firefox ? "loadeddata" : "canplaythrough"), void 0 === d && (d = !1), "string" == typeof b && (b = [b]), this.addToFileList("video", a, b, { buffer: null, asBlob: d, loadEvent: c }) }, tilemap: function(a, b, d, e) { if (void 0 === b && (b = null), void 0 === d && (d = null), void 0 === e && (e = c.Tilemap.CSV), b || d || (b = e === c.Tilemap.CSV ? a + ".csv" : a + ".json"), d) { switch (e) { case c.Tilemap.CSV: break; case c.Tilemap.TILED_JSON: "string" == typeof d && (d = JSON.parse(d)) } this.cache.addTilemap(a, null, d, e) } else this.addToFileList("tilemap", a, b, { format: e }); return this }, physics: function(a, b, d, e) { return void 0 === b && (b = null), void 0 === d && (d = null), void 0 === e && (e = c.Physics.LIME_CORONA_JSON), b || d || (b = a + ".json"), d ? ("string" == typeof d && (d = JSON.parse(d)), this.cache.addPhysicsData(a, null, d, e)) : this.addToFileList("physics", a, b, { format: e }), this }, bitmapFont: function(a, b, c, d, e, f) { if (void 0 !== b && null !== b || (b = a + ".png"), void 0 === c && (c = null), void 0 === d && (d = null), null === c && null === d && (c = a + ".xml"), void 0 === e && (e = 0), void 0 === f && (f = 0), c) this.addToFileList("bitmapfont", a, b, { atlasURL: c, xSpacing: e, ySpacing: f }); else if ("string" == typeof d) { var g, h; try { g = JSON.parse(d) } catch (a) { h = this.parseXml(d) } if (!h && !g) throw new Error("Phaser.Loader. Invalid Bitmap Font atlas given"); this.addToFileList("bitmapfont", a, b, { atlasURL: null, atlasData: g || h, atlasType: g ? "json" : "xml", xSpacing: e, ySpacing: f }) } return this }, atlasJSONArray: function(a, b, d, e) { return this.atlas(a, b, d, e, c.Loader.TEXTURE_ATLAS_JSON_ARRAY) }, atlasJSONHash: function(a, b, d, e) { return this.atlas(a, b, d, e, c.Loader.TEXTURE_ATLAS_JSON_HASH) }, atlasXML: function(a, b, d, e) { return void 0 === d && (d = null), void 0 === e && (e = null), d || e || (d = a + ".xml"), this.atlas(a, b, d, e, c.Loader.TEXTURE_ATLAS_XML_STARLING) }, atlas: function(a, b, d, e, f) { if (void 0 !== b && null !== b || (b = a + ".png"), void 0 === d && (d = null), void 0 === e && (e = null), void 0 === f && (f = c.Loader.TEXTURE_ATLAS_JSON_ARRAY), d || e || (d = f === c.Loader.TEXTURE_ATLAS_XML_STARLING ? a + ".xml" : a + ".json"), d) this.addToFileList("textureatlas", a, b, { atlasURL: d, format: f }); else { switch (f) { case c.Loader.TEXTURE_ATLAS_JSON_ARRAY: "string" == typeof e && (e = JSON.parse(e)); break; case c.Loader.TEXTURE_ATLAS_XML_STARLING: if ("string" == typeof e) { var g = this.parseXml(e); if (!g) throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); e = g } } this.addToFileList("textureatlas", a, b, { atlasURL: null, atlasData: e, format: f }) } return this }, withSyncPoint: function(a, b) { this._withSyncPointDepth++; try { a.call(b || this, this) } finally { this._withSyncPointDepth-- } return this }, addSyncPoint: function(a, b) { var c = this.getAsset(a, b); return c && (c.file.syncPoint = !0), this }, removeFile: function(a, b) { var c = this.getAsset(a, b); c && (c.loaded || c.loading || this._fileList.splice(c.index, 1)) }, removeAll: function() { this._fileList.length = 0, this._flightQueue.length = 0 }, start: function() { this.isLoading || (this.hasLoaded = !1, this.isLoading = !0, this.updateProgress(), this.processLoadQueue()) }, processLoadQueue: function() { if (!this.isLoading) return console.warn("Phaser.Loader - active loading canceled / reset"), void this.finishedLoading(!0); for (var a = 0; a < this._flightQueue.length; a++) { var b = this._flightQueue[a]; (b.loaded || b.error) && (this._flightQueue.splice(a, 1), a--, b.loading = !1, b.requestUrl = null, b.requestObject = null, b.error && this.onFileError.dispatch(b.key, b), "packfile" !== b.type ? (this._loadedFileCount++, this.onFileComplete.dispatch(this.progress, b.key, !b.error, this._loadedFileCount, this._totalFileCount)) : "packfile" === b.type && b.error && (this._loadedPackCount++, this.onPackComplete.dispatch(b.key, !b.error, this._loadedPackCount, this._totalPackCount))) } for (var d = !1, e = this.enableParallel ? c.Math.clamp(this.maxParallelDownloads, 1, 12) : 1, a = this._processingHead; a < this._fileList.length; a++) { var b = this._fileList[a]; if ("packfile" === b.type && !b.error && b.loaded && a === this._processingHead && (this.processPack(b), this._loadedPackCount++, this.onPackComplete.dispatch(b.key, !b.error, this._loadedPackCount, this._totalPackCount)), b.loaded || b.error ? a === this._processingHead && (this._processingHead = a + 1) : !b.loading && this._flightQueue.length < e && ("packfile" !== b.type || b.data ? d || (this._fileLoadStarted || (this._fileLoadStarted = !0, this.onLoadStart.dispatch()), this._flightQueue.push(b), b.loading = !0, this.onFileStart.dispatch(this.progress, b.key, b.url), this.loadFile(b)) : (this._flightQueue.push(b), b.loading = !0, this.loadFile(b))), !b.loaded && b.syncPoint && (d = !0), this._flightQueue.length >= e || d && this._loadedPackCount === this._totalPackCount) break } if (this.updateProgress(), this._processingHead >= this._fileList.length) this.finishedLoading(); else if (!this._flightQueue.length) { console.warn("Phaser.Loader - aborting: processing queue empty, loading may have stalled"); var f = this; setTimeout(function() { f.finishedLoading(!0) }, 2e3) } }, finishedLoading: function(a) { this.hasLoaded || (this.hasLoaded = !0, this.isLoading = !1, a || this._fileLoadStarted || (this._fileLoadStarted = !0, this.onLoadStart.dispatch()), this.onLoadComplete.dispatch(), this.game.state.loadComplete(), this.reset()) }, asyncComplete: function(a, b) { void 0 === b && (b = ""), a.loaded = !0, a.error = !!b, b && (a.errorMessage = b, console.warn("Phaser.Loader - " + a.type + "[" + a.key + "]: " + b)), this.processLoadQueue() }, processPack: function(a) { var b = a.data[a.key]; if (!b) return void console.warn("Phaser.Loader - " + a.key + ": pack has data, but not for pack key"); for (var d = 0; d < b.length; d++) { var e = b[d]; switch (e.type) { case "image": this.image(e.key, e.url, e.overwrite); break; case "text": this.text(e.key, e.url, e.overwrite); break; case "json": this.json(e.key, e.url, e.overwrite); break; case "xml": this.xml(e.key, e.url, e.overwrite); break; case "script": this.script(e.key, e.url, e.callback, a.callbackContext || this); break; case "binary": this.binary(e.key, e.url, e.callback, a.callbackContext || this); break; case "spritesheet": this.spritesheet(e.key, e.url, e.frameWidth, e.frameHeight, e.frameMax, e.margin, e.spacing); break; case "video": this.video(e.key, e.urls); break; case "audio": this.audio(e.key, e.urls, e.autoDecode); break; case "audiosprite": this.audiosprite(e.key, e.urls, e.jsonURL, e.jsonData, e.autoDecode); break; case "tilemap": this.tilemap(e.key, e.url, e.data, c.Tilemap[e.format]); break; case "physics": this.physics(e.key, e.url, e.data, c.Loader[e.format]); break; case "bitmapFont": this.bitmapFont(e.key, e.textureURL, e.atlasURL, e.atlasData, e.xSpacing, e.ySpacing); break; case "atlasJSONArray": this.atlasJSONArray(e.key, e.textureURL, e.atlasURL, e.atlasData); break; case "atlasJSONHash": this.atlasJSONHash(e.key, e.textureURL, e.atlasURL, e.atlasData); break; case "atlasXML": this.atlasXML(e.key, e.textureURL, e.atlasURL, e.atlasData); break; case "atlas": this.atlas(e.key, e.textureURL, e.atlasURL, e.atlasData, c.Loader[e.format]); break; case "shader": this.shader(e.key, e.url, e.overwrite) } } }, transformUrl: function(a, b) { return !!a && (a.match(/^(?:blob:|data:|http:\/\/|https:\/\/|\/\/)/) ? a : this.baseURL + b.path + a) }, loadFile: function(a) { switch (a.type) { case "packfile": this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.fileComplete); break; case "image": case "spritesheet": case "textureatlas": case "bitmapfont": this.loadImageTag(a); break; case "audio": a.url = this.getAudioURL(a.url), a.url ? this.game.sound.usingWebAudio ? this.xhrLoad(a, this.transformUrl(a.url, a), "arraybuffer", this.fileComplete) : this.game.sound.usingAudioTag && this.loadAudioTag(a) : this.fileError(a, null, "No supported audio URL specified or device does not have audio playback support"); break; case "video": a.url = this.getVideoURL(a.url), a.url ? a.asBlob ? this.xhrLoad(a, this.transformUrl(a.url, a), "blob", this.fileComplete) : this.loadVideoTag(a) : this.fileError(a, null, "No supported video URL specified or device does not have video playback support"); break; case "json": this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.jsonLoadComplete); break; case "xml": this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.xmlLoadComplete); break; case "tilemap": a.format === c.Tilemap.TILED_JSON ? this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.jsonLoadComplete) : a.format === c.Tilemap.CSV ? this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.csvLoadComplete) : this.asyncComplete(a, "invalid Tilemap format: " + a.format); break; case "text": case "script": case "shader": case "physics": this.xhrLoad(a, this.transformUrl(a.url, a), "text", this.fileComplete); break; case "binary": this.xhrLoad(a, this.transformUrl(a.url, a), "arraybuffer", this.fileComplete) } }, loadImageTag: function(a) { var b = this; a.data = new Image, a.data.name = a.key, this.crossOrigin && (a.data.crossOrigin = this.crossOrigin), a.data.onload = function() { a.data.onload && (a.data.onload = null, a.data.onerror = null, b.fileComplete(a)) }, a.data.onerror = function() { a.data.onload && (a.data.onload = null, a.data.onerror = null, b.fileError(a)) }, a.data.src = this.transformUrl(a.url, a), a.data.complete && a.data.width && a.data.height && (a.data.onload = null, a.data.onerror = null, this.fileComplete(a)) }, loadVideoTag: function(a) { var b = this; a.data = document.createElement("video"), a.data.name = a.key, a.data.controls = !1, a.data.autoplay = !1; var d = function() { a.data.removeEventListener(a.loadEvent, d, !1), a.data.onerror = null, a.data.canplay = !0, c.GAMES[b.game.id].load.fileComplete(a) }; a.data.onerror = function() { a.data.removeEventListener(a.loadEvent, d, !1), a.data.onerror = null, a.data.canplay = !1, b.fileError(a) }, a.data.addEventListener(a.loadEvent, d, !1), a.data.src = this.transformUrl(a.url, a), a.data.load() }, loadAudioTag: function(a) { var b = this; if (this.game.sound.touchLocked) a.data = new Audio, a.data.name = a.key, a.data.preload = "auto", a.data.src = this.transformUrl(a.url, a), this.fileComplete(a); else { a.data = new Audio, a.data.name = a.key; var c = function() { a.data.removeEventListener("canplaythrough", c, !1), a.data.onerror = null, b.fileComplete(a) }; a.data.onerror = function() { a.data.removeEventListener("canplaythrough", c, !1), a.data.onerror = null, b.fileError(a) }, a.data.preload = "auto", a.data.src = this.transformUrl(a.url, a), a.data.addEventListener("canplaythrough", c, !1), a.data.load() } }, xhrLoad: function(a, b, c, d, e) { if (this.useXDomainRequest && window.XDomainRequest) return void this.xhrLoadWithXDR(a, b, c, d, e); var f = new XMLHttpRequest; f.open("GET", b, !0), f.responseType = c, !1 !== this.headers.requestedWith && f.setRequestHeader("X-Requested-With", this.headers.requestedWith), this.headers[a.type] && f.setRequestHeader("Accept", this.headers[a.type]), e = e || this.fileError; var g = this; f.onload = function() { try { return 4 === f.readyState && f.status >= 400 && f.status <= 599 ? e.call(g, a, f) : d.call(g, a, f) } catch (b) { g.hasLoaded ? window.console && console.error(b) : g.asyncComplete(a, b.message || "Exception") } }, f.onerror = function() { try { return e.call(g, a, f) } catch (b) { g.hasLoaded ? window.console && console.error(b) : g.asyncComplete(a, b.message || "Exception") } }, a.requestObject = f, a.requestUrl = b, f.send() }, xhrLoadWithXDR: function(a, b, c, d, e) { this._warnedAboutXDomainRequest || this.game.device.ie && !(this.game.device.ieVersion >= 10) || (this._warnedAboutXDomainRequest = !0, console.warn("Phaser.Loader - using XDomainRequest outside of IE 9")); var f = new window.XDomainRequest; f.open("GET", b, !0), f.responseType = c, f.timeout = 3e3, e = e || this.fileError; var g = this; f.onerror = function() { try { return e.call(g, a, f) } catch (b) { g.asyncComplete(a, b.message || "Exception") } }, f.ontimeout = function() { try { return e.call(g, a, f) } catch (b) { g.asyncComplete(a, b.message || "Exception") } }, f.onprogress = function() {}, f.onload = function() { try { return 4 === f.readyState && f.status >= 400 && f.status <= 599 ? e.call(g, a, f) : d.call(g, a, f) } catch (b) { g.asyncComplete(a, b.message || "Exception") } }, a.requestObject = f, a.requestUrl = b, setTimeout(function() { f.send() }, 0) }, getVideoURL: function(a) { for (var b = 0; b < a.length; b++) { var c, d = a[b]; if (d.uri) { if (c = d.type, d = d.uri, this.game.device.canPlayVideo(c)) return d } else { if (0 === d.indexOf("blob:") || 0 === d.indexOf("data:")) return d; d.indexOf("?") >= 0 && (d = d.substr(0, d.indexOf("?"))); if (c = d.substr((Math.max(0, d.lastIndexOf(".")) || 1 / 0) + 1).toLowerCase(), this.game.device.canPlayVideo(c)) return a[b] } } return null }, getAudioURL: function(a) { if (this.game.sound.noAudio) return null; for (var b = 0; b < a.length; b++) { var c, d = a[b]; if (d.uri) { if (c = d.type, d = d.uri, this.game.device.canPlayAudio(c)) return d } else { if (0 === d.indexOf("blob:") || 0 === d.indexOf("data:")) return d; d.indexOf("?") >= 0 && (d = d.substr(0, d.indexOf("?"))); if (c = d.substr((Math.max(0, d.lastIndexOf(".")) || 1 / 0) + 1).toLowerCase(), this.game.device.canPlayAudio(c)) return a[b] } } return null }, fileError: function(a, b, c) { var d = a.requestUrl || this.transformUrl(a.url, a), e = "error loading asset from URL " + d;!c && b && (c = b.status), c && (e = e + " (" + c + ")"), this.asyncComplete(a, e) }, fileComplete: function(a, b) { var d = !0; switch (a.type) { case "packfile": var e = JSON.parse(b.responseText); a.data = e || {}; break; case "image": this.cache.addImage(a.key, a.url, a.data); break; case "spritesheet": this.cache.addSpriteSheet(a.key, a.url, a.data, a.frameWidth, a.frameHeight, a.frameMax, a.margin, a.spacing); break; case "textureatlas": if (null == a.atlasURL) this.cache.addTextureAtlas(a.key, a.url, a.data, a.atlasData, a.format); else if (d = !1, a.format === c.Loader.TEXTURE_ATLAS_JSON_ARRAY || a.format === c.Loader.TEXTURE_ATLAS_JSON_HASH || a.format === c.Loader.TEXTURE_ATLAS_JSON_PYXEL) this.xhrLoad(a, this.transformUrl(a.atlasURL, a), "text", this.jsonLoadComplete); else { if (a.format !== c.Loader.TEXTURE_ATLAS_XML_STARLING) throw new Error("Phaser.Loader. Invalid Texture Atlas format: " + a.format); this.xhrLoad(a, this.transformUrl(a.atlasURL, a), "text", this.xmlLoadComplete) } break; case "bitmapfont": a.atlasURL ? (d = !1, this.xhrLoad(a, this.transformUrl(a.atlasURL, a), "text", function(a, b) { var c; try { c = JSON.parse(b.responseText) } catch (a) {} c ? (a.atlasType = "json", this.jsonLoadComplete(a, b)) : (a.atlasType = "xml", this.xmlLoadComplete(a, b)) })) : this.cache.addBitmapFont(a.key, a.url, a.data, a.atlasData, a.atlasType, a.xSpacing, a.ySpacing); break; case "video": if (a.asBlob) try { a.data = b.response } catch (b) { throw new Error("Phaser.Loader. Unable to parse video file as Blob: " + a.key) } this.cache.addVideo(a.key, a.url, a.data, a.asBlob); break; case "audio": this.game.sound.usingWebAudio ? (a.data = b.response, this.cache.addSound(a.key, a.url, a.data, !0, !1), a.autoDecode && this.game.sound.decode(a.key)) : this.cache.addSound(a.key, a.url, a.data, !1, !0); break; case "text": a.data = b.responseText, this.cache.addText(a.key, a.url, a.data); break; case "shader": a.data = b.responseText, this.cache.addShader(a.key, a.url, a.data); break; case "physics": var e = JSON.parse(b.responseText); this.cache.addPhysicsData(a.key, a.url, e, a.format); break; case "script": a.data = document.createElement("script"), a.data.language = "javascript", a.data.type = "text/javascript", a.data.defer = !1, a.data.text = b.responseText, document.head.appendChild(a.data), a.callback && (a.data = a.callback.call(a.callbackContext, a.key, b.responseText)); break; case "binary": a.callback ? a.data = a.callback.call(a.callbackContext, a.key, b.response) : a.data = b.response, this.cache.addBinary(a.key, a.data) } d && this.asyncComplete(a) }, jsonLoadComplete: function(a, b) { var c = JSON.parse(b.responseText); "tilemap" === a.type ? this.cache.addTilemap(a.key, a.url, c, a.format) : "bitmapfont" === a.type ? this.cache.addBitmapFont(a.key, a.url, a.data, c, a.atlasType, a.xSpacing, a.ySpacing) : "json" === a.type ? this.cache.addJSON(a.key, a.url, c) : this.cache.addTextureAtlas(a.key, a.url, a.data, c, a.format), this.asyncComplete(a) }, csvLoadComplete: function(a, b) { var c = b.responseText; this.cache.addTilemap(a.key, a.url, c, a.format), this.asyncComplete(a) }, xmlLoadComplete: function(a, b) { var c = b.responseText, d = this.parseXml(c); if (!d) { var e = b.responseType || b.contentType; return console.warn("Phaser.Loader - " + a.key + ": invalid XML (" + e + ")"), void this.asyncComplete(a, "invalid XML") } "bitmapfont" === a.type ? this.cache.addBitmapFont(a.key, a.url, a.data, d, a.atlasType, a.xSpacing, a.ySpacing) : "textureatlas" === a.type ? this.cache.addTextureAtlas(a.key, a.url, a.data, d, a.format) : "xml" === a.type && this.cache.addXML(a.key, a.url, d), this.asyncComplete(a) }, parseXml: function(a) { var b; try { if (window.DOMParser) { var c = new DOMParser; b = c.parseFromString(a, "text/xml") } else b = new ActiveXObject("Microsoft.XMLDOM"), b.async = "false", b.loadXML(a) } catch (a) { b = null } return b && b.documentElement && !b.getElementsByTagName("parsererror").length ? b : null }, updateProgress: function() { this.preloadSprite && (0 === this.preloadSprite.direction ? this.preloadSprite.rect.width = Math.floor(this.preloadSprite.width / 100 * this.progress) : this.preloadSprite.rect.height = Math.floor(this.preloadSprite.height / 100 * this.progress), this.preloadSprite.sprite ? this.preloadSprite.sprite.updateCrop() : this.preloadSprite = null) }, totalLoadedFiles: function() { return this._loadedFileCount }, totalQueuedFiles: function() { return this._totalFileCount - this._loadedFileCount }, totalLoadedPacks: function() { return this._totalPackCount }, totalQueuedPacks: function() { return this._totalPackCount - this._loadedPackCount } }, Object.defineProperty(c.Loader.prototype, "progressFloat", { get: function() { var a = this._loadedFileCount / this._totalFileCount * 100; return c.Math.clamp(a || 0, 0, 100) } }), Object.defineProperty(c.Loader.prototype, "progress", { get: function() { return Math.round(this.progressFloat) } }), c.Loader.prototype.constructor = c.Loader, c.LoaderParser = { bitmapFont: function(a, b, c, d) { return this.xmlBitmapFont(a, b, c, d) }, xmlBitmapFont: function(a, b, c, d) { var e = {}, f = a.getElementsByTagName("info")[0], g = a.getElementsByTagName("common")[0]; e.font = f.getAttribute("face"), e.size = parseInt(f.getAttribute("size"), 10), e.lineHeight = parseInt(g.getAttribute("lineHeight"), 10) + d, e.chars = {}; for (var h = a.getElementsByTagName("char"), i = 0; i < h.length; i++) { var j = parseInt(h[i].getAttribute("id"), 10); e.chars[j] = { x: parseInt(h[i].getAttribute("x"), 10), y: parseInt(h[i].getAttribute("y"), 10), width: parseInt(h[i].getAttribute("width"), 10), height: parseInt(h[i].getAttribute("height"), 10), xOffset: parseInt(h[i].getAttribute("xoffset"), 10), yOffset: parseInt(h[i].getAttribute("yoffset"), 10), xAdvance: parseInt(h[i].getAttribute("xadvance"), 10) + c, kerning: {} } } var k = a.getElementsByTagName("kerning"); for (i = 0; i < k.length; i++) { var l = parseInt(k[i].getAttribute("first"), 10), m = parseInt(k[i].getAttribute("second"), 10), n = parseInt(k[i].getAttribute("amount"), 10); e.chars[m].kerning[l] = n } return this.finalizeBitmapFont(b, e) }, jsonBitmapFont: function(a, b, c, d) { var e = { font: a.font.info._face, size: parseInt(a.font.info._size, 10), lineHeight: parseInt(a.font.common._lineHeight, 10) + d, chars: {} }; return a.font.chars.char.forEach(function(a) { var b = parseInt(a._id, 10); e.chars[b] = { x: parseInt(a._x, 10), y: parseInt(a._y, 10), width: parseInt(a._width, 10), height: parseInt(a._height, 10), xOffset: parseInt(a._xoffset, 10), yOffset: parseInt(a._yoffset, 10), xAdvance: parseInt(a._xadvance, 10) + c, kerning: {} } }), a.font.kernings && a.font.kernings.kerning && a.font.kernings.kerning.forEach(function(a) { e.chars[a._second].kerning[a._first] = parseInt(a._amount, 10) }), this.finalizeBitmapFont(b, e) }, finalizeBitmapFont: function(a, b) { return Object.keys(b.chars).forEach(function(d) { var e = b.chars[d]; e.texture = new PIXI.Texture(a, new c.Rectangle(e.x, e.y, e.width, e.height)) }), b } }, c.AudioSprite = function(a, b) { this.game = a, this.key = b, this.config = this.game.cache.getJSON(b + "-audioatlas"), this.autoplayKey = null, this.autoplay = !1, this.sounds = {}; for (var c in this.config.spritemap) { var d = this.config.spritemap[c], e = this.game.add.sound(this.key); e.addMarker(c, d.start, d.end - d.start, null, d.loop), this.sounds[c] = e } this.config.autoplay && (this.autoplayKey = this.config.autoplay, this.play(this.autoplayKey), this.autoplay = this.sounds[this.autoplayKey]) }, c.AudioSprite.prototype = { play: function(a, b) { return void 0 === b && (b = 1), this.sounds[a].play(a, null, b) }, stop: function(a) { if (a) this.sounds[a].stop(); else for (var b in this.sounds) this.sounds[b].stop() }, get: function(a) { return this.sounds[a] } }, c.AudioSprite.prototype.constructor = c.AudioSprite, c.Sound = function(a, b, d, e, f) { void 0 === d && (d = 1), void 0 === e && (e = !1), void 0 === f && (f = a.sound.connectToMaster), this.game = a, this.name = b, this.key = b, this.loop = e, this.markers = {}, this.context = null, this.autoplay = !1, this.totalDuration = 0, this.startTime = 0, this.currentTime = 0, this.duration = 0, this.durationMS = 0, this.position = 0, this.stopTime = 0, this.paused = !1, this.pausedPosition = 0, this.pausedTime = 0, this.isPlaying = !1, this.currentMarker = "", this.fadeTween = null, this.pendingPlayback = !1, this.override = !1, this.allowMultiple = !1, this.usingWebAudio = this.game.sound.usingWebAudio, this.usingAudioTag = this.game.sound.usingAudioTag, this.externalNode = null, this.masterGainNode = null, this.gainNode = null, this._sound = null, this.usingWebAudio ? (this.context = this.game.sound.context, this.masterGainNode = this.game.sound.masterGain, void 0 === this.context.createGain ? this.gainNode = this.context.createGainNode() : this.gainNode = this.context.createGain(), this.gainNode.gain.value = d * this.game.sound.volume, f && this.gainNode.connect(this.masterGainNode)) : this.usingAudioTag && (this.game.cache.getSound(b) && this.game.cache.isSoundReady(b) ? (this._sound = this.game.cache.getSoundData(b), this.totalDuration = 0, this._sound.duration && (this.totalDuration = this._sound.duration)) : this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this)), this.onDecoded = new c.Signal, this.onPlay = new c.Signal, this.onPause = new c.Signal, this.onResume = new c.Signal, this.onLoop = new c.Signal, this.onStop = new c.Signal, this.onMute = new c.Signal, this.onMarkerComplete = new c.Signal, this.onFadeComplete = new c.Signal, this._volume = d, this._buffer = null, this._muted = !1, this._tempMarker = 0, this._tempPosition = 0, this._tempVolume = 0, this._tempPause = 0, this._muteVolume = 0, this._tempLoop = 0, this._paused = !1, this._onDecodedEventDispatched = !1 }, c.Sound.prototype = { soundHasUnlocked: function(a) { a === this.key && (this._sound = this.game.cache.getSoundData(this.key), this.totalDuration = this._sound.duration) }, addMarker: function(a, b, c, d, e) { void 0 !== c && null !== c || (c = 1), void 0 !== d && null !== d || (d = 1), void 0 === e && (e = !1), this.markers[a] = { name: a, start: b, stop: b + c, volume: d, duration: c, durationMS: 1e3 * c, loop: e } }, removeMarker: function(a) { delete this.markers[a] }, onEndedHandler: function() { this._sound.onended = null, this.isPlaying = !1, this.currentTime = this.durationMS, this.stop() }, update: function() { if (!this.game.cache.checkSoundKey(this.key)) return void this.destroy(); this.isDecoded && !this._onDecodedEventDispatched && (this.onDecoded.dispatch(this), this._onDecodedEventDispatched = !0), this.pendingPlayback && this.game.cache.isSoundReady(this.key) && (this.pendingPlayback = !1, this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop)), this.isPlaying && (this.currentTime = this.game.time.time - this.startTime, this.currentTime >= this.durationMS && (this.usingWebAudio ? this.loop ? (this.onLoop.dispatch(this), this.isPlaying = !1, "" === this.currentMarker ? (this.currentTime = 0, this.startTime = this.game.time.time, this.isPlaying = !0) : (this.onMarkerComplete.dispatch(this.currentMarker, this), this.play(this.currentMarker, 0, this.volume, !0, !0))) : "" !== this.currentMarker && this.stop() : this.loop ? (this.onLoop.dispatch(this), "" === this.currentMarker && (this.currentTime = 0, this.startTime = this.game.time.time), this.isPlaying = !1, this.play(this.currentMarker, 0, this.volume, !0, !0)) : this.stop())) }, loopFull: function(a) { return this.play(null, 0, a, !0) }, play: function(a, b, c, d, e) { if (void 0 !== a && !1 !== a && null !== a || (a = ""), void 0 === e && (e = !0), this.isPlaying && !this.allowMultiple && !e && !this.override) return this; if (this._sound && this.isPlaying && !this.allowMultiple && (this.override || e)) { if (this.usingWebAudio) { if (void 0 === this._sound.stop) this._sound.noteOff(0); else try { this._sound.stop(0) } catch (a) {} this.externalNode ? this._sound.disconnect(this.externalNode) : this.gainNode && this._sound.disconnect(this.gainNode) } else this.usingAudioTag && (this._sound.pause(), this._sound.currentTime = 0); this.isPlaying = !1 } var f = Object.keys(this.markers); if ("" === a && 1 === f.length && (a = f[0]), "" === a && f.length > 0) return this; if ("" !== a) { if (!this.markers[a]) return console.warn("Phaser.Sound.play: audio marker " + a + " doesn't exist"), this; this.currentMarker = a, this.position = this.markers[a].start, this.volume = this.markers[a].volume, this.loop = this.markers[a].loop, this.duration = this.markers[a].duration, this.durationMS = this.markers[a].durationMS, void 0 !== c && (this.volume = c), void 0 !== d && (this.loop = d), this._tempMarker = a, this._tempPosition = this.position, this._tempVolume = this.volume, this._tempLoop = this.loop } else b = b || 0, void 0 === c && (c = this._volume), void 0 === d && (d = this.loop), this.position = Math.max(0, b), this.volume = c, this.loop = d, this.duration = 0, this.durationMS = 0, this._tempMarker = a, this._tempPosition = b, this._tempVolume = c, this._tempLoop = d; return this.usingWebAudio ? this.game.cache.isSoundDecoded(this.key) ? (this._sound = this.context.createBufferSource(), this.externalNode ? this._sound.connect(this.externalNode) : this._sound.connect(this.gainNode), this._buffer = this.game.cache.getSoundData(this.key), this._sound.buffer = this._buffer, this.loop && "" === a && (this._sound.loop = !0), this.loop || "" !== a || (this._sound.onended = this.onEndedHandler.bind(this)), this.totalDuration = this._sound.buffer.duration, 0 === this.duration && (this.duration = this.totalDuration, this.durationMS = Math.ceil(1e3 * this.totalDuration)), void 0 === this._sound.start ? this._sound.noteGrainOn(0, this.position, this.duration) : this.loop && "" === a ? this._sound.start(0, 0) : this._sound.start(0, this.position, this.duration), this.isPlaying = !0, this.startTime = this.game.time.time, this.currentTime = 0, this.stopTime = this.startTime + this.durationMS, this.onPlay.dispatch(this)) : (this.pendingPlayback = !0, this.game.cache.getSound(this.key) && !1 === this.game.cache.getSound(this.key).isDecoding && this.game.sound.decode(this.key, this)) : this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked ? (this.game.cache.reloadSound(this.key), this.pendingPlayback = !0) : this._sound && (this.game.device.wechatMinigame || this.game.device.cocoonJS || 4 === this._sound.readyState) ? (this.loop && (this._sound.loop = !0), !this.loop && "" === a && this.game.device.wechatMinigame && this._sound.addEventListener("ended", this.onEndedHandler.bind(this)), this._sound.play(), this.totalDuration = this._sound.duration, 0 === this.duration && (this.duration = this.totalDuration, this.durationMS = 1e3 * this.totalDuration), this._sound.currentTime = this.position, this._sound.muted = this._muted, this._muted || this.game.sound.mute ? this._sound.volume = 0 : this._sound.volume = this._volume, this.isPlaying = !0, this.startTime = this.game.time.time, this.currentTime = 0, this.stopTime = this.startTime + this.durationMS, this.onPlay.dispatch(this)) : this.pendingPlayback = !0, this }, restart: function(a, b, c, d) { a = a || "", b = b || 0, c = c || 1, void 0 === d && (d = !1), this.play(a, b, c, d, !0) }, pause: function() { this.isPlaying && this._sound && (this.paused = !0, this.pausedPosition = this.currentTime, this.pausedTime = this.game.time.time, this._tempPause = this._sound.currentTime, this.onPause.dispatch(this), this.stop()) }, resume: function() { if (this.paused && this._sound) { if (this.usingWebAudio) { var a = Math.max(0, this.position + this.pausedPosition / 1e3); this._sound = this.context.createBufferSource(), this._sound.buffer = this._buffer, this.externalNode ? this._sound.connect(this.externalNode) : this._sound.connect(this.gainNode), this.loop && (this._sound.loop = !0), this.loop || "" !== this.currentMarker || (this._sound.onended = this.onEndedHandler.bind(this)); var b = this.duration - this.pausedPosition / 1e3; void 0 === this._sound.start ? this._sound.noteGrainOn(0, a, b) : this.loop && this.game.device.chrome ? 42 === this.game.device.chromeVersion ? this._sound.start(0) : this._sound.start(0, a) : this._sound.start(0, a, b) } else this._sound.currentTime = this._tempPause, this._sound.play(); this.isPlaying = !0, this.paused = !1, this.startTime += this.game.time.time - this.pausedTime, this.onResume.dispatch(this) } }, stop: function() { if (this.isPlaying && this._sound) if (this.usingWebAudio) { if (void 0 === this._sound.stop) this._sound.noteOff(0); else try { this._sound.stop(0) } catch (a) {} this.externalNode ? this._sound.disconnect(this.externalNode) : this.gainNode && this._sound.disconnect(this.gainNode) } else this.usingAudioTag && (this._sound.pause(), this._sound.currentTime = 0); if (this.pendingPlayback = !1, this.isPlaying = !1, !this.paused) { var a = this.currentMarker; "" !== this.currentMarker && this.onMarkerComplete.dispatch(this.currentMarker, this), this.currentMarker = "", null !== this.fadeTween && this.fadeTween.stop(), this.onStop.dispatch(this, a) } }, fadeIn: function(a, b, c) { void 0 === b && (b = !1), void 0 === c && (c = this.currentMarker), this.paused || (this.play(c, 0, 0, b), this.fadeTo(a, 1)) }, fadeOut: function(a) { this.fadeTo(a, 0) }, fadeTo: function(a, b) { if (this.isPlaying && !this.paused && b !== this.volume) { if (void 0 === a && (a = 1e3), void 0 === b) return void console.warn("Phaser.Sound.fadeTo: No Volume Specified."); this.fadeTween = this.game.add.tween(this).to({ volume: b }, a, c.Easing.Linear.None, !0), this.fadeTween.onComplete.add(this.fadeComplete, this) } }, fadeComplete: function() { this.onFadeComplete.dispatch(this, this.volume), 0 === this.volume && this.stop() }, updateGlobalVolume: function(a) { this.usingAudioTag && this._sound && (this._sound.volume = a * this._volume) }, destroy: function(a) { void 0 === a && (a = !0), this.stop(), a ? this.game.sound.remove(this) : (this.markers = {}, this.context = null, this._buffer = null, this.externalNode = null, this.onDecoded.dispose(), this.onPlay.dispose(), this.onPause.dispose(), this.onResume.dispose(), this.onLoop.dispose(), this.onStop.dispose(), this.onMute.dispose(), this.onMarkerComplete.dispose()) } }, c.Sound.prototype.constructor = c.Sound, Object.defineProperty(c.Sound.prototype, "isDecoding", { get: function() { return this.game.cache.getSound(this.key).isDecoding } }), Object.defineProperty(c.Sound.prototype, "isDecoded", { get: function() { return this.game.cache.isSoundDecoded(this.key) } }), Object.defineProperty(c.Sound.prototype, "mute", { get: function() { return this._muted || this.game.sound.mute }, set: function(a) { (a = a || !1) !== this._muted && (a ? (this._muted = !0, this._muteVolume = this._tempVolume, this.game.device.wechatMinigame ? this._sound.pause() : this.usingWebAudio ? this.gainNode.gain.value = 0 : this.usingAudioTag && this._sound && (this._sound.volume = 0)) : (this._muted = !1, this.game.device.wechatMinigame && this.isPlaying ? this._sound.play() : this.usingWebAudio ? this.gainNode.gain.value = this._muteVolume : this.usingAudioTag && this._sound && (this._sound.volume = this._muteVolume)), this.onMute.dispatch(this)) } }), Object.defineProperty(c.Sound.prototype, "volume", { get: function() { return this._volume }, set: function(a) { if (this.game.device.firefox && this.usingAudioTag && (a = this.game.math.clamp(a, 0, 1)), this._muted) return void(this._muteVolume = a); this._tempVolume = a, this._volume = a, this.usingWebAudio ? this.gainNode.gain.value = a : this.usingAudioTag && this._sound && (this._sound.volume = a) } }), c.SoundManager = function(a) { this.game = a, this.onSoundDecode = new c.Signal, this.onVolumeChange = new c.Signal, this.onMute = new c.Signal, this.onUnMute = new c.Signal, this.context = null, this.usingWebAudio = !1, this.usingAudioTag = !1, this.noAudio = !1, this.connectToMaster = !0, this.touchLocked = !1, this.channels = 32, this.muteOnPause = !0, this._codeMuted = !1, this._muted = !1, this._unlockSource = null, this._volume = 1, this._sounds = [], this._watchList = new c.ArraySet, this._watching = !1, this._watchCallback = null, this._watchContext = null }, c.SoundManager.prototype = { boot: function() { if (this.game.device.iOS && !1 === this.game.device.webAudio && (this.channels = 1), window.PhaserGlobal) { if (!0 === window.PhaserGlobal.disableAudio) return this.noAudio = !0, void(this.touchLocked = !1); if (!0 === window.PhaserGlobal.disableWebAudio) return this.usingAudioTag = !0, void(this.touchLocked = !1) } if (window.PhaserGlobal && window.PhaserGlobal.audioContext) this.context = window.PhaserGlobal.audioContext; else if (window.AudioContext) try { this.context = new window.AudioContext } catch (a) { this.context = null, this.usingWebAudio = !1, this.touchLocked = !1 } else if (window.webkitAudioContext) try { this.context = new window.webkitAudioContext } catch (a) { this.context = null, this.usingWebAudio = !1, this.touchLocked = !1 } if (null === this.context) { if (void 0 === window.Audio) return void(this.noAudio = !0); this.usingAudioTag = !0 } else this.usingWebAudio = !0, void 0 === this.context.createGain ? this.masterGain = this.context.createGainNode() : this.masterGain = this.context.createGain(), this.masterGain.gain.value = 1, this.masterGain.connect(this.context.destination); this.noAudio || !this.game.device.cocoonJS && (this.game.device.chrome || this.game.device.iOS || window.PhaserGlobal && window.PhaserGlobal.fakeiOSTouchLock) && this.setTouchLock() }, setTouchLock: function() { this.noAudio || window.PhaserGlobal && !0 === window.PhaserGlobal.disableAudio || (this.game.device.iOSVersion > 8 || this.game.device.chromeVersion >= 55 ? this.game.input.touch.addTouchLockCallback(this.unlock, this, !0) : this.game.input.touch.addTouchLockCallback(this.unlock, this), this.touchLocked = !0) }, unlock: function() { if (this.noAudio || !this.touchLocked || null !== this._unlockSource) return !0; if (this.usingAudioTag) this.touchLocked = !1, this._unlockSource = null; else if (this.usingWebAudio) { var a = this.context.createBuffer(1, 1, 22050); this._unlockSource = this.context.createBufferSource(), this._unlockSource.buffer = a, this._unlockSource.connect(this.context.destination), void 0 === this._unlockSource.start ? this._unlockSource.noteOn(0) : this._unlockSource.start(0), "suspended" === this._unlockSource.context.state && this._unlockSource.context.resume() } return !0 }, stopAll: function() { if (!this.noAudio) for (var a = 0; a < this._sounds.length; a++) this._sounds[a] && this._sounds[a].stop() }, pauseAll: function() { if (!this.noAudio) for (var a = 0; a < this._sounds.length; a++) this._sounds[a] && this._sounds[a].pause() }, resumeAll: function() { if (!this.noAudio) for (var a = 0; a < this._sounds.length; a++) this._sounds[a] && this._sounds[a].resume() }, decode: function(a, b) { b = b || null; var c = this.game.cache.getSoundData(a); if (c && !1 === this.game.cache.isSoundDecoded(a)) { this.game.cache.updateSound(a, "isDecoding", !0); var d = this; try { this.context.decodeAudioData(c, function(c) { c && (d.game.cache.decodedSound(a, c), d.onSoundDecode.dispatch(a, b)) }) } catch (a) {} } }, setDecodedCallback: function(a, b, d) { "string" == typeof a && (a = [a]), this._watchList.reset(); for (var e = 0; e < a.length; e++) a[e] instanceof c.Sound ? this.game.cache.isSoundDecoded(a[e].key) || this._watchList.add(a[e].key) : this.game.cache.isSoundDecoded(a[e]) || this._watchList.add(a[e]); 0 === this._watchList.total ? (this._watching = !1, b.call(d)) : (this._watching = !0, this._watchCallback = b, this._watchContext = d) }, update: function() { if (!this.noAudio) {!this.touchLocked || null === this._unlockSource || this._unlockSource.playbackState !== this._unlockSource.PLAYING_STATE && this._unlockSource.playbackState !== this._unlockSource.FINISHED_STATE || (this.touchLocked = !1, this._unlockSource = null); for (var a = 0; a < this._sounds.length; a++) this._sounds[a].update(); if (this._watching) { for (var b = this._watchList.first; b;) this.game.cache.isSoundDecoded(b) && this._watchList.remove(b), b = this._watchList.next; 0 === this._watchList.total && (this._watching = !1, this._watchCallback.call(this._watchContext)) } } }, add: function(a, b, d, e) { void 0 === b && (b = 1), void 0 === d && (d = !1), void 0 === e && (e = this.connectToMaster); var f = new c.Sound(this.game, a, b, d, e); return this._sounds.push(f), f }, addSprite: function(a) { return new c.AudioSprite(this.game, a) }, remove: function(a) { for (var b = this._sounds.length; b--;) if (this._sounds[b] === a) return this._sounds[b].destroy(!1), this._sounds.splice(b, 1), !0; return !1 }, removeByKey: function(a) { for (var b = this._sounds.length, c = 0; b--;) this._sounds[b].key === a && (this._sounds[b].destroy(!1), this._sounds.splice(b, 1), c++); return c }, play: function(a, b, c) { if (!this.noAudio) { var d = this.add(a, b, c); return d.play(), d } }, setMute: function() { if (!this._muted) { this._muted = !0, this.usingWebAudio && (this._muteVolume = this.masterGain.gain.value, this.masterGain.gain.value = 0); for (var a = 0; a < this._sounds.length; a++) this._sounds[a].usingAudioTag && (this._sounds[a].mute = !0); this.onMute.dispatch() } }, unsetMute: function() { if (this._muted && !this._codeMuted) { this._muted = !1, this.usingWebAudio && (this.masterGain.gain.value = this._muteVolume); for (var a = 0; a < this._sounds.length; a++) this._sounds[a].usingAudioTag && (this._sounds[a].mute = !1); this.onUnMute.dispatch() } }, destroy: function() { this.stopAll(); for (var a = 0; a < this._sounds.length; a++) this._sounds[a] && this._sounds[a].destroy(); this._sounds = [], this.onSoundDecode.dispose(), this.context && (window.PhaserGlobal ? window.PhaserGlobal.audioContext = this.context : this.context.close && this.context.close()) } }, c.SoundManager.prototype.constructor = c.SoundManager, Object.defineProperty(c.SoundManager.prototype, "mute", { get: function() { return this._muted }, set: function(a) { if (a = a || !1) { if (this._muted) return; this._codeMuted = !0, this.setMute() } else { if (!this._muted) return; this._codeMuted = !1, this.unsetMute() } } }), Object.defineProperty(c.SoundManager.prototype, "volume", { get: function() { return this._volume }, set: function(a) { if (a < 0 ? a = 0 : a > 1 && (a = 1), this._volume !== a) { if (this._volume = a, this.usingWebAudio) this.masterGain.gain.value = a; else for (var b = 0; b < this._sounds.length; b++) this._sounds[b].usingAudioTag && this._sounds[b].updateGlobalVolume(a); this.onVolumeChange.dispatch(a) } } }), c.ScaleManager = function(a, b, d) { this.game = a, this.dom = c.DOM, this.grid = null, this.width = 0, this.height = 0, this.minWidth = null, this.maxWidth = null, this.minHeight = null, this.maxHeight = null, this.offset = new c.Point, this.forceLandscape = !1, this.forcePortrait = !1, this.incorrectOrientation = !1, this._pageAlignHorizontally = !1, this._pageAlignVertically = !1, this.onOrientationChange = new c.Signal, this.enterIncorrectOrientation = new c.Signal, this.leaveIncorrectOrientation = new c.Signal, this.hasPhaserSetFullScreen = !1, this.fullScreenTarget = null, this._createdFullScreenTarget = null, this.onFullScreenInit = new c.Signal, this.onFullScreenChange = new c.Signal, this.onFullScreenError = new c.Signal, this.screenOrientation = this.dom.getScreenOrientation(), this.scaleFactor = new c.Point(1, 1), this.scaleFactorInversed = new c.Point(1, 1), this.margin = { left: 0, top: 0, right: 0, bottom: 0, x: 0, y: 0 }, this.bounds = new c.Rectangle, this.aspectRatio = 0, this.sourceAspectRatio = 0, this.event = null, this.windowConstraints = { right: "layout", bottom: "" }, this.compatibility = { supportsFullScreen: !1, orientationFallback: null, noMargins: !1, scrollTo: null, forceMinimumDocumentHeight: !1, canExpandParent: !0, clickTrampoline: "" }, this._scaleMode = c.ScaleManager.NO_SCALE, this._fullScreenScaleMode = c.ScaleManager.NO_SCALE, this.parentIsWindow = !1, this.parentNode = null, this.parentScaleFactor = new c.Point(1, 1), this.trackParentInterval = 2e3, this.onSizeChange = new c.Signal, this.onResize = null, this.onResizeContext = null, this._pendingScaleMode = null, this._fullScreenRestore = null, this._gameSize = new c.Rectangle, this._userScaleFactor = new c.Point(1, 1), this._userScaleTrim = new c.Point(0, 0), this._lastUpdate = 0, this._updateThrottle = 0, this._updateThrottleReset = 100, this._parentBounds = new c.Rectangle, this._tempBounds = new c.Rectangle, this._lastReportedCanvasSize = new c.Rectangle, this._lastReportedGameSize = new c.Rectangle, this._booted = !1, a.config && this.parseConfig(a.config), this.setupScale(b, d) }, c.ScaleManager.EXACT_FIT = 0, c.ScaleManager.NO_SCALE = 1, c.ScaleManager.SHOW_ALL = 2, c.ScaleManager.RESIZE = 3, c.ScaleManager.USER_SCALE = 4, c.ScaleManager.prototype = { boot: function() { var a = this.compatibility; a.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS, this.game.device.iPad || this.game.device.webApp || this.game.device.desktop || (this.game.device.android && !this.game.device.chrome ? a.scrollTo = new c.Point(0, 1) : a.scrollTo = new c.Point(0, 0)), this.game.device.desktop ? (a.orientationFallback = "screen", a.clickTrampoline = "when-not-mouse") : (a.orientationFallback = "", a.clickTrampoline = ""); var b = this; this._orientationChange = function(a) { return b.orientationChange(a) }, this._windowResize = function(a) { return b.windowResize(a) }, window.addEventListener("orientationchange", this._orientationChange, !1), window.addEventListener("resize", this._windowResize, !1), this.compatibility.supportsFullScreen && (this._fullScreenChange = function(a) { return b.fullScreenChange(a) }, this._fullScreenError = function(a) { return b.fullScreenError(a) }, document.addEventListener("webkitfullscreenchange", this._fullScreenChange, !1), document.addEventListener("mozfullscreenchange", this._fullScreenChange, !1), document.addEventListener("MSFullscreenChange", this._fullScreenChange, !1), document.addEventListener("fullscreenchange", this._fullScreenChange, !1), document.addEventListener("webkitfullscreenerror", this._fullScreenError, !1), document.addEventListener("mozfullscreenerror", this._fullScreenError, !1), document.addEventListener("MSFullscreenError", this._fullScreenError, !1), document.addEventListener("fullscreenerror", this._fullScreenError, !1)), this.game.onResume.add(this._gameResumed, this), this.dom.getOffset(this.game.canvas, this.offset), this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height), this.setGameSize(this.game.width, this.game.height), this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback), c.FlexGrid && (this.grid = new c.FlexGrid(this, this.width, this.height)), this._booted = !0, null !== this._pendingScaleMode && (this.scaleMode = this._pendingScaleMode, this._pendingScaleMode = null) }, parseConfig: function(a) { void 0 !== a.scaleMode && (this._booted ? this.scaleMode = a.scaleMode : this._pendingScaleMode = a.scaleMode), void 0 !== a.fullScreenScaleMode && (this.fullScreenScaleMode = a.fullScreenScaleMode), a.fullScreenTarget && (this.fullScreenTarget = a.fullScreenTarget) }, setupScale: function(a, b) { var d, e = new c.Rectangle; "" !== this.game.parent && ("string" == typeof this.game.parent ? d = document.getElementById(this.game.parent) : this.game.parent && 1 === this.game.parent.nodeType && (d = this.game.parent)), d ? (this.parentNode = d, this.parentIsWindow = !1, this.getParentBounds(this._parentBounds), e.width = this._parentBounds.width, e.height = this._parentBounds.height, this.offset.set(this._parentBounds.x, this._parentBounds.y)) : (this.parentNode = null, this.parentIsWindow = !0, e.width = this.dom.visualBounds.width, e.height = this.dom.visualBounds.height, this.offset.set(0, 0)); var f = 0, g = 0; "number" == typeof a ? f = a : (this.parentScaleFactor.x = parseInt(a, 10) / 100, f = e.width * this.parentScaleFactor.x), "number" == typeof b ? g = b : (this.parentScaleFactor.y = parseInt(b, 10) / 100, g = e.height * this.parentScaleFactor.y), f = Math.floor(f), g = Math.floor(g), this._gameSize.setTo(0, 0, f, g), this.updateDimensions(f, g, !1) }, _gameResumed: function() { this.queueUpdate(!0) }, setGameSize: function(a, b) { this._gameSize.setTo(0, 0, a, b), this.currentScaleMode !== c.ScaleManager.RESIZE && this.updateDimensions(a, b, !0), this.queueUpdate(!0) }, setUserScale: function(a, b, c, d) { this._userScaleFactor.setTo(a, b), this._userScaleTrim.setTo(0 | c, 0 | d), this.queueUpdate(!0) }, setResizeCallback: function(a, b) { this.onResize = a, this.onResizeContext = b }, signalSizeChange: function() { if (!c.Rectangle.sameDimensions(this, this._lastReportedCanvasSize) || !c.Rectangle.sameDimensions(this.game, this._lastReportedGameSize)) { var a = this.width, b = this.height; this._lastReportedCanvasSize.setTo(0, 0, a, b), this._lastReportedGameSize.setTo(0, 0, this.game.width, this.game.height), this.grid && this.grid.onResize(a, b), this.onSizeChange.dispatch(this, a, b), this.currentScaleMode === c.ScaleManager.RESIZE && (this.game.state.resize(a, b), this.game.load.resize(a, b)) } }, setMinMax: function(a, b, c, d) { this.minWidth = a, this.minHeight = b, void 0 !== c && (this.maxWidth = c), void 0 !== d && (this.maxHeight = d) }, preUpdate: function() { if (!(this.game.time.time < this._lastUpdate + this._updateThrottle)) { var a = this._updateThrottle; this._updateThrottleReset = a >= 400 ? 0 : 100, this.dom.getOffset(this.game.canvas, this.offset); var b = this._parentBounds.width, d = this._parentBounds.height, e = this.getParentBounds(this._parentBounds), f = e.width !== b || e.height !== d, g = this.updateOrientationState(); (f || g) && (this.onResize && this.onResize.call(this.onResizeContext, this, e), this.updateLayout(), this.signalSizeChange()); var h = 2 * this._updateThrottle; this._updateThrottle < a && (h = Math.min(a, this._updateThrottleReset)), this._updateThrottle = c.Math.clamp(h, 25, this.trackParentInterval), this._lastUpdate = this.game.time.time } }, pauseUpdate: function() { this.preUpdate(), this._updateThrottle = this.trackParentInterval }, updateDimensions: function(a, b, c) { this.width = a * this.parentScaleFactor.x, this.height = b * this.parentScaleFactor.y, this.game.width = this.width, this.game.height = this.height, this.sourceAspectRatio = this.width / this.height, this.updateScalingAndBounds(), c && (this.game.renderer.resize(this.width, this.height), this.game.camera.setSize(this.width, this.height), this.game.world.resize(this.width, this.height)) }, updateScalingAndBounds: function() { this.scaleFactor.x = this.game.width / this.width, this.scaleFactor.y = this.game.height / this.height, this.scaleFactorInversed.x = this.width / this.game.width, this.scaleFactorInversed.y = this.height / this.game.height, this.aspectRatio = this.width / this.height, this.game.canvas && this.dom.getOffset(this.game.canvas, this.offset), this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height), this.game.input && this.game.input.scale && this.game.input.scale.setTo(this.scaleFactor.x, this.scaleFactor.y) }, forceOrientation: function(a, b) { void 0 === b && (b = !1), this.forceLandscape = a, this.forcePortrait = b, this.queueUpdate(!0) }, classifyOrientation: function(a) { return "portrait-primary" === a || "portrait-secondary" === a ? "portrait" : "landscape-primary" === a || "landscape-secondary" === a ? "landscape" : null }, updateOrientationState: function() { var a = this.screenOrientation, b = this.incorrectOrientation; this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback), this.incorrectOrientation = this.forceLandscape && !this.isLandscape || this.forcePortrait && !this.isPortrait; var c = a !== this.screenOrientation, d = b !== this.incorrectOrientation; return d && (this.incorrectOrientation ? this.enterIncorrectOrientation.dispatch() : this.leaveIncorrectOrientation.dispatch()), (c || d) && this.onOrientationChange.dispatch(this, a, b), c || d }, orientationChange: function(a) { this.event = a, this.queueUpdate(!0) }, windowResize: function(a) { this.event = a, this.queueUpdate(!0) }, scrollTop: function() { var a = this.compatibility.scrollTo; a && window.scrollTo(a.x, a.y) }, refresh: function() { this.scrollTop(), this.queueUpdate(!0) }, updateLayout: function() { var a = this.currentScaleMode; if (a === c.ScaleManager.RESIZE) return void this.reflowGame(); if (this.scrollTop(), this.compatibility.forceMinimumDocumentHeight && (document.documentElement.style.minHeight = window.innerHeight + "px"), this.incorrectOrientation ? this.setMaximum() : a === c.ScaleManager.EXACT_FIT ? this.setExactFit() : a === c.ScaleManager.SHOW_ALL ? (this.setShowAll(!0), this.resetCanvas(), this.setShowAll()) : a === c.ScaleManager.NO_SCALE ? (this.width = this.game.width, this.height = this.game.height) : a === c.ScaleManager.USER_SCALE && (this.width = this.game.width * this._userScaleFactor.x - this._userScaleTrim.x, this.height = this.game.height * this._userScaleFactor.y - this._userScaleTrim.y), !this.compatibility.canExpandParent && (a === c.ScaleManager.SHOW_ALL || a === c.ScaleManager.USER_SCALE)) { var b = this.getParentBounds(this._tempBounds); this.width = Math.min(this.width, b.width), this.height = Math.min(this.height, b.height) } this.width = 0 | this.width, this.height = 0 | this.height, this.reflowCanvas() }, getParentBounds: function(a) { var b = a || new c.Rectangle, d = this.boundingParent, e = this.dom.visualBounds, f = this.dom.layoutBounds; if (d) { var g = d.getBoundingClientRect(), h = d.offsetParent ? d.offsetParent.getBoundingClientRect() : d.getBoundingClientRect(); b.setTo(g.left - h.left, g.top - h.top, g.width, g.height); var i = this.windowConstraints; if (i.right) { var j = "layout" === i.right ? f : e; b.right = Math.min(b.right, j.width) } if (i.bottom) { var j = "layout" === i.bottom ? f : e; b.bottom = Math.min(b.bottom, j.height) } } else b.setTo(0, 0, e.width, e.height); return b.setTo(Math.round(b.x), Math.round(b.y), Math.round(b.width), Math.round(b.height)), b }, alignCanvas: function(a, b) { var c = this.getParentBounds(this._tempBounds), d = this.game.canvas, e = this.margin; if (a) { e.left = e.right = 0; var f = d.getBoundingClientRect(); if (this.width < c.width && !this.incorrectOrientation) { var g = f.left - c.x, h = c.width / 2 - this.width / 2; h = Math.max(h, 0); var i = h - g; e.left = Math.round(i) } d.style.marginLeft = e.left + "px", 0 !== e.left && (e.right = -(c.width - f.width - e.left), d.style.marginRight = e.right + "px") } if (b) { e.top = e.bottom = 0; var f = d.getBoundingClientRect(); if (this.height < c.height && !this.incorrectOrientation) { var g = f.top - c.y, h = c.height / 2 - this.height / 2; h = Math.max(h, 0); var i = h - g; e.top = Math.round(i) } d.style.marginTop = e.top + "px", 0 !== e.top && (e.bottom = -(c.height - f.height - e.top), d.style.marginBottom = e.bottom + "px") } e.x = e.left, e.y = e.top }, reflowGame: function() { this.resetCanvas("", ""); var a = this.getParentBounds(this._tempBounds); this.updateDimensions(a.width, a.height, !0) }, reflowCanvas: function() { this.incorrectOrientation || (this.width = c.Math.clamp(this.width, this.minWidth || 0, this.maxWidth || this.width), this.height = c.Math.clamp(this.height, this.minHeight || 0, this.maxHeight || this.height)), this.resetCanvas(), this.compatibility.noMargins || (this.isFullScreen && this._createdFullScreenTarget ? this.alignCanvas(!0, !0) : this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically)), this.updateScalingAndBounds() }, resetCanvas: function(a, b) { void 0 === a && (a = this.width + "px"), void 0 === b && (b = this.height + "px"); var c = this.game.canvas; this.compatibility.noMargins || (c.style.marginLeft = "", c.style.marginTop = "", c.style.marginRight = "", c.style.marginBottom = ""), c.style.width = a, c.style.height = b }, queueUpdate: function(a) { a && (this._parentBounds.width = 0, this._parentBounds.height = 0), this._updateThrottle = this._updateThrottleReset }, reset: function(a) { a && this.grid && this.grid.reset() }, setMaximum: function() { this.width = this.dom.visualBounds.width, this.height = this.dom.visualBounds.height }, setShowAll: function(a) { var b, c = this.getParentBounds(this._tempBounds), d = c.width, e = c.height; b = a ? Math.max(e / this.game.height, d / this.game.width) : Math.min(e / this.game.height, d / this.game.width), this.width = Math.round(this.game.width * b), this.height = Math.round(this.game.height * b) }, setExactFit: function() { var a = this.getParentBounds(this._tempBounds); this.width = a.width, this.height = a.height, this.isFullScreen || (this.maxWidth && (this.width = Math.min(this.width, this.maxWidth)), this.maxHeight && (this.height = Math.min(this.height, this.maxHeight))) }, createFullScreenTarget: function() { var a = document.createElement("div"); return a.style.margin = "0", a.style.padding = "0", a.style.background = "#000", a }, startFullScreen: function(a, b) { if (this.isFullScreen) return !1; if (!this.compatibility.supportsFullScreen) { var d = this; return void setTimeout(function() { d.fullScreenError() }, 10) } if ("when-not-mouse" === this.compatibility.clickTrampoline) { var e = this.game.input; if (e.activePointer && e.activePointer !== e.mousePointer && (b || !1 !== b)) return void e.activePointer.addClickTrampoline("startFullScreen", this.startFullScreen, this, [a, !1]) } void 0 !== a && this.game.renderType === c.CANVAS && (this.game.stage.smoothed = a); var f = this.fullScreenTarget; f || (this.cleanupCreatedTarget(), this._createdFullScreenTarget = this.createFullScreenTarget(), f = this._createdFullScreenTarget); var g = { targetElement: f }; if (this.hasPhaserSetFullScreen = !0, this.onFullScreenInit.dispatch(this, g), this._createdFullScreenTarget) { var h = this.game.canvas; h.parentNode.insertBefore(f, h), f.appendChild(h) } return this.game.device.fullscreenKeyboard ? f[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT) : f[this.game.device.requestFullscreen](), !0 }, stopFullScreen: function() { return !(!this.isFullScreen || !this.compatibility.supportsFullScreen) && (this.hasPhaserSetFullScreen = !1, document[this.game.device.cancelFullscreen](), !0) }, cleanupCreatedTarget: function() { var a = this._createdFullScreenTarget; if (a && a.parentNode) { var b = a.parentNode; b.insertBefore(this.game.canvas, a), b.removeChild(a) } this._createdFullScreenTarget = null }, prepScreenMode: function(a) { var b = !!this._createdFullScreenTarget, d = this._createdFullScreenTarget || this.fullScreenTarget; a ? (b || this.fullScreenScaleMode === c.ScaleManager.EXACT_FIT) && d !== this.game.canvas && (this._fullScreenRestore = { targetWidth: d.style.width, targetHeight: d.style.height }, d.style.width = "100%", d.style.height = "100%") : (this._fullScreenRestore && (d.style.width = this._fullScreenRestore.targetWidth, d.style.height = this._fullScreenRestore.targetHeight, this._fullScreenRestore = null), this.updateDimensions(this._gameSize.width, this._gameSize.height, !0), this.resetCanvas()) }, fullScreenChange: function(a) { this.event = a, this.isFullScreen ? (this.prepScreenMode(!0), this.updateLayout(), this.queueUpdate(!0)) : (this.prepScreenMode(!1), this.cleanupCreatedTarget(), this.updateLayout(), this.queueUpdate(!0)), this.onFullScreenChange.dispatch(this, this.width, this.height) }, fullScreenError: function(a) { this.event = a, this.cleanupCreatedTarget(), console.warn("Phaser.ScaleManager: requestFullscreen failed or device does not support the Fullscreen API"), this.onFullScreenError.dispatch(this) }, scaleSprite: function(a, b, c, d) { if (void 0 === b && (b = this.width), void 0 === c && (c = this.height), void 0 === d && (d = !1), !a || !a.scale) return a; if (a.scale.x = 1, a.scale.y = 1, a.width <= 0 || a.height <= 0 || b <= 0 || c <= 0) return a; var e = b, f = a.height * b / a.width, g = a.width * c / a.height, h = c, i = g > b; return i = i ? d : !d, i ? (a.width = Math.floor(e), a.height = Math.floor(f)) : (a.width = Math.floor(g), a.height = Math.floor(h)), a }, destroy: function() { this.game.onResume.remove(this._gameResumed, this), window.removeEventListener("orientationchange", this._orientationChange, !1), window.removeEventListener("resize", this._windowResize, !1), this.compatibility.supportsFullScreen && (document.removeEventListener("webkitfullscreenchange", this._fullScreenChange, !1), document.removeEventListener("mozfullscreenchange", this._fullScreenChange, !1), document.removeEventListener("MSFullscreenChange", this._fullScreenChange, !1), document.removeEventListener("fullscreenchange", this._fullScreenChange, !1), document.removeEventListener("webkitfullscreenerror", this._fullScreenError, !1), document.removeEventListener("mozfullscreenerror", this._fullScreenError, !1), document.removeEventListener("MSFullscreenError", this._fullScreenError, !1), document.removeEventListener("fullscreenerror", this._fullScreenError, !1)) } }, c.ScaleManager.prototype.constructor = c.ScaleManager, Object.defineProperty(c.ScaleManager.prototype, "boundingParent", { get: function() { return this.parentIsWindow || this.isFullScreen && this.hasPhaserSetFullScreen && !this._createdFullScreenTarget ? null : this.game.canvas && this.game.canvas.parentNode || null } }), Object.defineProperty(c.ScaleManager.prototype, "scaleMode", { get: function() { return this._scaleMode }, set: function(a) { return a !== this._scaleMode && (this.isFullScreen || (this.updateDimensions(this._gameSize.width, this._gameSize.height, !0), this.queueUpdate(!0)), this._scaleMode = a), this._scaleMode } }), Object.defineProperty(c.ScaleManager.prototype, "fullScreenScaleMode", { get: function() { return this._fullScreenScaleMode }, set: function(a) { return a !== this._fullScreenScaleMode && (this.isFullScreen ? (this.prepScreenMode(!1), this._fullScreenScaleMode = a, this.prepScreenMode(!0), this.queueUpdate(!0)) : this._fullScreenScaleMode = a), this._fullScreenScaleMode } }), Object.defineProperty(c.ScaleManager.prototype, "currentScaleMode", { get: function() { return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode } }), Object.defineProperty(c.ScaleManager.prototype, "pageAlignHorizontally", { get: function() { return this._pageAlignHorizontally }, set: function(a) { a !== this._pageAlignHorizontally && (this._pageAlignHorizontally = a, this.queueUpdate(!0)) } }), Object.defineProperty(c.ScaleManager.prototype, "pageAlignVertically", { get: function() { return this._pageAlignVertically }, set: function(a) { a !== this._pageAlignVertically && (this._pageAlignVertically = a, this.queueUpdate(!0)) } }), Object.defineProperty(c.ScaleManager.prototype, "isFullScreen", { get: function() { return !!(document.fullscreenElement || document.webkitFullscreenElement || document.mozFullScreenElement || document.msFullscreenElement) } }), Object.defineProperty(c.ScaleManager.prototype, "isPortrait", { get: function() { return "portrait" === this.classifyOrientation(this.screenOrientation) } }), Object.defineProperty(c.ScaleManager.prototype, "isLandscape", { get: function() { return "landscape" === this.classifyOrientation(this.screenOrientation) } }), Object.defineProperty(c.ScaleManager.prototype, "isGamePortrait", { get: function() { return this.height > this.width } }), Object.defineProperty(c.ScaleManager.prototype, "isGameLandscape", { get: function() { return this.width > this.height } }), c.Utils.Debug = function(a) { this.game = a, this.sprite = null, this.bmd = null, this.canvas = null, this.context = null, this.font = "14px Courier", this.columnWidth = 100, this.lineHeight = 16, this.renderShadow = !0, this.currentX = 0, this.currentY = 0, this.currentAlpha = 1, this.dirty = !1 }, c.Utils.Debug.prototype = { boot: function() { this.game.renderType === c.CANVAS ? this.context = this.game.context : (this.bmd = new c.BitmapData(this.game, "__DEBUG", this.game.width, this.game.height, !0), this.sprite = this.game.make.image(0, 0, this.bmd), this.game.stage.addChild(this.sprite), this.game.scale.onSizeChange.add(this.resize, this), this.canvas = PIXI.CanvasPool.create(this, this.game.width, this.game.height), this.context = this.canvas.getContext("2d")) }, resize: function(a, b, c) { this.bmd.resize(b, c), this.canvas.width = b, this.canvas.height = c }, preUpdate: function() { this.dirty && this.sprite && (this.bmd.clear(), this.bmd.draw(this.canvas, 0, 0), this.context.clearRect(0, 0, this.game.width, this.game.height), this.dirty = !1) }, reset: function() { this.context && this.context.clearRect(0, 0, this.game.width, this.game.height), this.sprite && this.bmd.clear() }, start: function(a, b, c, d) { "number" != typeof a && (a = 0), "number" != typeof b && (b = 0), c = c || "rgb(255,255,255)", void 0 === d && (d = 0), this.currentX = a, this.currentY = b, this.currentColor = c, this.columnWidth = d, this.dirty = !0, this.context.save(), this.context.setTransform(1, 0, 0, 1, 0, 0), this.context.strokeStyle = c, this.context.fillStyle = c, this.context.font = this.font, this.context.globalAlpha = this.currentAlpha }, stop: function() { this.context.restore() }, line: function() { for (var a = this.currentX, b = 0; b < arguments.length; b++) this.renderShadow && (this.context.fillStyle = "rgb(0,0,0)", this.context.fillText(arguments[b], a + 1, this.currentY + 1), this.context.fillStyle = this.currentColor), this.context.fillText(arguments[b], a, this.currentY), a += this.columnWidth; this.currentY += this.lineHeight }, soundInfo: function(a, b, c, d) { this.start(b, c, d), this.line("Sound: " + a.key + " Locked: " + a.game.sound.touchLocked), this.line("Is Ready?: " + this.game.cache.isSoundReady(a.key) + " Pending Playback: " + a.pendingPlayback), this.line("Decoded: " + a.isDecoded + " Decoding: " + a.isDecoding), this.line("Total Duration: " + a.totalDuration + " Playing: " + a.isPlaying), this.line("Time: " + a.currentTime), this.line("Volume: " + a.volume + " Muted: " + a.mute), this.line("WebAudio: " + a.usingWebAudio + " Audio: " + a.usingAudioTag), "" !== a.currentMarker && (this.line("Marker: " + a.currentMarker + " Duration: " + a.duration + " (ms: " + a.durationMS + ")"), this.line("Start: " + a.markers[a.currentMarker].start + " Stop: " + a.markers[a.currentMarker].stop), this.line("Position: " + a.position)), this.stop() }, cameraInfo: function(a, b, c, d) { this.start(b, c, d), this.line("Camera (" + a.width + " x " + a.height + ")"), this.line("X: " + a.x + " Y: " + a.y), a.bounds && this.line("Bounds x: " + a.bounds.x + " Y: " + a.bounds.y + " w: " + a.bounds.width + " h: " + a.bounds.height), this.line("View x: " + a.view.x + " Y: " + a.view.y + " w: " + a.view.width + " h: " + a.view.height), this.line("Total in view: " + a.totalInView), this.stop() }, timer: function(a, b, c, d) { this.start(b, c, d), this.line("Timer (running: " + a.running + " expired: " + a.expired + ")"), this.line("Next Tick: " + a.next + " Duration: " + a.duration), this.line("Paused: " + a.paused + " Length: " + a.length), this.stop() }, pointer: function(a, b, c, d, e) { null != a && (void 0 === b && (b = !1), c = c || "rgba(0,255,0,0.5)", d = d || "rgba(255,0,0,0.5)", !0 === b && !0 === a.isUp || (this.start(a.x, a.y - 100, e), this.context.beginPath(), this.context.arc(a.x, a.y, a.circle.radius, 0, 2 * Math.PI), a.active ? this.context.fillStyle = c : this.context.fillStyle = d, this.context.fill(), this.context.closePath(), this.context.beginPath(), this.context.moveTo(a.positionDown.x, a.positionDown.y), this.context.lineTo(a.position.x, a.position.y), this.context.lineWidth = 2, this.context.stroke(), this.context.closePath(), this.line("ID: " + a.id + " Active: " + a.active), this.line("World X: " + a.worldX + " World Y: " + a.worldY), this.line("Screen X: " + a.x + " Screen Y: " + a.y + " In: " + a.withinGame), this.line("Duration: " + a.duration + " ms"), this.line("is Down: " + a.isDown + " is Up: " + a.isUp), this.stop())) }, spriteInputInfo: function(a, b, c, d) { this.start(b, c, d), this.line("Sprite Input: (" + a.width + " x " + a.height + ")"), this.line("x: " + a.input.pointerX().toFixed(1) + " y: " + a.input.pointerY().toFixed(1)), this.line("over: " + a.input.pointerOver() + " duration: " + a.input.overDuration().toFixed(0)), this.line("down: " + a.input.pointerDown() + " duration: " + a.input.downDuration().toFixed(0)), this.line("just over: " + a.input.justOver() + " just out: " + a.input.justOut()), this.stop() }, key: function(a, b, c, d) { this.start(b, c, d, 150), this.line("Key:", a.keyCode, "isDown:", a.isDown), this.line("justDown:", a.justDown, "justUp:", a.justUp), this.line("Time Down:", a.timeDown.toFixed(0), "duration:", a.duration.toFixed(0)), this.stop() }, inputInfo: function(a, b, c) { this.start(a, b, c), this.line("Input"), this.line("X: " + this.game.input.x + " Y: " + this.game.input.y), this.line("World X: " + this.game.input.worldX + " World Y: " + this.game.input.worldY), this.line("Scale X: " + this.game.input.scale.x.toFixed(1) + " Scale Y: " + this.game.input.scale.x.toFixed(1)), this.line("Screen X: " + this.game.input.activePointer.screenX + " Screen Y: " + this.game.input.activePointer.screenY), this.stop() }, spriteBounds: function(a, b, c) { var d = a.getBounds(); d.x += this.game.camera.x, d.y += this.game.camera.y, this.rectangle(d, b, c) }, ropeSegments: function(a, b, c) { var d = this; a.segments.forEach(function(a) { d.rectangle(a, b, c) }, this) }, spriteInfo: function(a, b, c, d) { this.start(b, c, d), this.line("Sprite: (" + a.width + " x " + a.height + ") anchor: " + a.anchor.x + " x " + a.anchor.y), this.line("x: " + a.x.toFixed(1) + " y: " + a.y.toFixed(1)), this.line("angle: " + a.angle.toFixed(1) + " rotation: " + a.rotation.toFixed(1)), this.line("visible: " + a.visible + " in camera: " + a.inCamera), this.line("bounds x: " + a._bounds.x.toFixed(1) + " y: " + a._bounds.y.toFixed(1) + " w: " + a._bounds.width.toFixed(1) + " h: " + a._bounds.height.toFixed(1)), this.stop() }, spriteCoords: function(a, b, c, d) { this.start(b, c, d, 100), a.name && this.line(a.name), this.line("x:", a.x.toFixed(2), "y:", a.y.toFixed(2)), this.line("pos x:", a.position.x.toFixed(2), "pos y:", a.position.y.toFixed(2)), this.line("world x:", a.world.x.toFixed(2), "world y:", a.world.y.toFixed(2)), this.stop() }, lineInfo: function(a, b, c, d) { this.start(b, c, d, 80), this.line("start.x:", a.start.x.toFixed(2), "start.y:", a.start.y.toFixed(2)), this.line("end.x:", a.end.x.toFixed(2), "end.y:", a.end.y.toFixed(2)), this.line("length:", a.length.toFixed(2), "angle:", a.angle), this.stop() }, pixel: function(a, b, c, d) { d = d || 2, this.start(), this.context.fillStyle = c, this.context.fillRect(a, b, d, d), this.stop() }, geom: function(a, b, d, e) { void 0 === d && (d = !0), void 0 === e && (e = 0), b = b || "rgba(0,255,0,0.4)", this.start(), this.context.fillStyle = b, this.context.strokeStyle = b, a instanceof c.Rectangle || 1 === e ? d ? this.context.fillRect(a.x - this.game.camera.x, a.y - this.game.camera.y, a.width, a.height) : this.context.strokeRect(a.x - this.game.camera.x, a.y - this.game.camera.y, a.width, a.height) : a instanceof c.Circle || 2 === e ? (this.context.beginPath(), this.context.arc(a.x - this.game.camera.x, a.y - this.game.camera.y, a.radius, 0, 2 * Math.PI, !1), this.context.closePath(), d ? this.context.fill() : this.context.stroke()) : a instanceof c.Point || 3 === e ? this.context.fillRect(a.x - this.game.camera.x, a.y - this.game.camera.y, 4, 4) : (a instanceof c.Line || 4 === e) && (this.context.lineWidth = 1, this.context.beginPath(), this.context.moveTo(a.start.x + .5 - this.game.camera.x, a.start.y + .5 - this.game.camera.y), this.context.lineTo(a.end.x + .5 - this.game.camera.x, a.end.y + .5 - this.game.camera.y), this.context.closePath(), this.context.stroke()), this.stop() }, rectangle: function(a, b, c) { void 0 === c && (c = !0), b = b || "rgba(0, 255, 0, 0.4)", this.start(), c ? (this.context.fillStyle = b, this.context.fillRect(a.x - this.game.camera.x, a.y - this.game.camera.y, a.width, a.height)) : (this.context.strokeStyle = b, this.context.strokeRect(a.x - this.game.camera.x, a.y - this.game.camera.y, a.width, a.height)), this.stop() }, text: function(a, b, c, d, e) { d = d || "rgb(255,255,255)", e = e || "16px Courier", this.start(), this.context.font = e, this.renderShadow && (this.context.fillStyle = "rgb(0,0,0)", this.context.fillText(a, b + 1, c + 1)), this.context.fillStyle = d, this.context.fillText(a, b, c), this.stop() }, quadTree: function(a, b) { b = b || "rgba(255,0,0,0.3)", this.start(); var c = a.bounds; if (0 === a.nodes.length) { this.context.strokeStyle = b, this.context.strokeRect(c.x, c.y, c.width, c.height), this.text("size: " + a.objects.length, c.x + 4, c.y + 16, "rgb(0,200,0)", "12px Courier"), this.context.strokeStyle = "rgb(0,255,0)"; for (var d = 0; d < a.objects.length; d++) this.context.strokeRect(a.objects[d].x, a.objects[d].y, a.objects[d].width, a.objects[d].height) } else for (var d = 0; d < a.nodes.length; d++) this.quadTree(a.nodes[d]); this.stop() }, body: function(a, b, d) { a.body && (this.start(), a.body.type === c.Physics.ARCADE ? c.Physics.Arcade.Body.render(this.context, a.body, b, d) : a.body.type === c.Physics.NINJA ? c.Physics.Ninja.Body.render(this.context, a.body, b, d) : a.body.type === c.Physics.BOX2D && c.Physics.Box2D.renderBody(this.context, a.body, b), this.stop()) }, bodyInfo: function(a, b, d, e) { a.body && (this.start(b, d, e, 210), a.body.type === c.Physics.ARCADE ? c.Physics.Arcade.Body.renderBodyInfo(this, a.body) : a.body.type === c.Physics.BOX2D && this.game.physics.box2d.renderBodyInfo(this, a.body), this.stop()) }, box2dWorld: function() { this.start(), this.context.translate(-this.game.camera.view.x, -this.game.camera.view.y, 0), this.game.physics.box2d.renderDebugDraw(this.context), this.stop() }, box2dBody: function(a, b) { this.start(), c.Physics.Box2D.renderBody(this.context, a, b), this.stop() }, displayList: function(a) { if (void 0 === a && (a = this.game.world), a.hasOwnProperty("renderOrderID") ? console.log("[" + a.renderOrderID + "]", a) : console.log("[]", a), a.children && a.children.length > 0) for (var b = 0; b < a.children.length; b++) this.game.debug.displayList(a.children[b]) }, destroy: function() { PIXI.CanvasPool.remove(this) } }, c.Utils.Debug.prototype.constructor = c.Utils.Debug, c.DOM = { getOffset: function(a, b) { b = b || new c.Point; var d = a.getBoundingClientRect(), e = c.DOM.scrollY, f = c.DOM.scrollX, g = document.documentElement.clientTop, h = document.documentElement.clientLeft; return b.x = d.left + f - h, b.y = d.top + e - g, b }, getBounds: function(a, b) { return void 0 === b && (b = 0), !(!(a = a && !a.nodeType ? a[0] : a) || 1 !== a.nodeType) && this.calibrate(a.getBoundingClientRect(), b) }, calibrate: function(a, b) { b = +b || 0; var c = { width: 0, height: 0, left: 0, right: 0, top: 0, bottom: 0 }; return c.width = (c.right = a.right + b) - (c.left = a.left - b), c.height = (c.bottom = a.bottom + b) - (c.top = a.top - b), c }, getAspectRatio: function(a) { a = null == a ? this.visualBounds : 1 === a.nodeType ? this.getBounds(a) : a; var b = a.width, c = a.height; return "function" == typeof b && (b = b.call(a)), "function" == typeof c && (c = c.call(a)), b / c }, inLayoutViewport: function(a, b) { var c = this.getBounds(a, b); return !!c && c.bottom >= 0 && c.right >= 0 && c.top <= this.layoutBounds.width && c.left <= this.layoutBounds.height }, getScreenOrientation: function(a) { var b = window.screen, c = b.orientation || b.mozOrientation || b.msOrientation; if (c && "string" == typeof c.type) return c.type; if ("string" == typeof c) return c; var d = "portrait-primary", e = "landscape-primary"; if ("screen" === a) return b.height > b.width ? d : e; if ("viewport" === a) return this.visualBounds.height > this.visualBounds.width ? d : e; if ("window.orientation" === a && "number" == typeof window.orientation) return 0 === window.orientation || 180 === window.orientation ? d : e; if (window.matchMedia) { if (window.matchMedia("(orientation: portrait)").matches) return d; if (window.matchMedia("(orientation: landscape)").matches) return e } return this.visualBounds.height > this.visualBounds.width ? d : e }, visualBounds: new c.Rectangle, layoutBounds: new c.Rectangle, documentBounds: new c.Rectangle }, c.Device.whenReady(function(a) { var b = window && "pageXOffset" in window ? function() { return window.pageXOffset } : function() { return document.documentElement.scrollLeft }, d = window && "pageYOffset" in window ? function() { return window.pageYOffset } : function() { return document.documentElement.scrollTop }; if (Object.defineProperty(c.DOM, "scrollX", { get: b }), Object.defineProperty(c.DOM, "scrollY", { get: d }), Object.defineProperty(c.DOM.visualBounds, "x", { get: b }), Object.defineProperty(c.DOM.visualBounds, "y", { get: d }), Object.defineProperty(c.DOM.layoutBounds, "x", { value: 0 }), Object.defineProperty(c.DOM.layoutBounds, "y", { value: 0 }), a.desktop && document.documentElement.clientWidth <= window.innerWidth && document.documentElement.clientHeight <= window.innerHeight) { var e = function() { return Math.max(window.innerWidth, document.documentElement.clientWidth) }, f = function() { return Math.max(window.innerHeight, document.documentElement.clientHeight) }; Object.defineProperty(c.DOM.visualBounds, "width", { get: e }), Object.defineProperty(c.DOM.visualBounds, "height", { get: f }), Object.defineProperty(c.DOM.layoutBounds, "width", { get: e }), Object.defineProperty(c.DOM.layoutBounds, "height", { get: f }) } else Object.defineProperty(c.DOM.visualBounds, "width", { get: function() { return window.innerWidth } }), Object.defineProperty(c.DOM.visualBounds, "height", { get: function() { return window.innerHeight } }), Object.defineProperty(c.DOM.layoutBounds, "width", { get: function() { var a = document.documentElement.clientWidth, b = window.innerWidth; return a < b ? b : a } }), Object.defineProperty(c.DOM.layoutBounds, "height", { get: function() { var a = document.documentElement.clientHeight, b = window.innerHeight; return a < b ? b : a } }); Object.defineProperty(c.DOM.documentBounds, "x", { value: 0 }), Object.defineProperty(c.DOM.documentBounds, "y", { value: 0 }), Object.defineProperty(c.DOM.documentBounds, "width", { get: function() { var a = document.documentElement; return Math.max(a.clientWidth, a.offsetWidth, a.scrollWidth) } }), Object.defineProperty(c.DOM.documentBounds, "height", { get: function() { var a = document.documentElement; return Math.max(a.clientHeight, a.offsetHeight, a.scrollHeight) } }) }, null, !0), c.ArraySet = function(a) { this.position = 0, this.list = a || [] }, c.ArraySet.prototype = { add: function(a) { return this.exists(a) || this.list.push(a), a }, getIndex: function(a) { return this.list.indexOf(a) }, getByKey: function(a, b) { for (var c = this.list.length; c--;) if (this.list[c][a] === b) return this.list[c]; return null }, exists: function(a) { return this.list.indexOf(a) > -1 }, reset: function() { this.list.length = 0 }, remove: function(a) { var b = this.list.indexOf(a); if (b > -1) return this.list.splice(b, 1), a }, setAll: function(a, b) { for (var c = this.list.length; c--;) this.list[c] && (this.list[c][a] = b) }, callAll: function(a) { for (var b = Array.prototype.slice.call(arguments, 1), c = this.list.length; c--;) this.list[c] && this.list[c][a] && this.list[c][a].apply(this.list[c], b) }, removeAll: function(a) { void 0 === a && (a = !1); for (var b = this.list.length; b--;) if (this.list[b]) { var c = this.remove(this.list[b]); a && c.destroy() } this.position = 0, this.list = [] } }, Object.defineProperty(c.ArraySet.prototype, "total", { get: function() { return this.list.length } }), Object.defineProperty(c.ArraySet.prototype, "first", { get: function() { return this.position = 0, this.list.length > 0 ? this.list[0] : null } }), Object.defineProperty(c.ArraySet.prototype, "next", { get: function() { return this.position < this.list.length ? (this.position++, this.list[this.position]) : null } }), c.ArraySet.prototype.constructor = c.ArraySet, c.ArrayUtils = { getRandomItem: function(a, b, c) { if (null === a) return null; void 0 === b && (b = 0), void 0 === c && (c = a.length); var d = b + Math.floor(Math.random() * c); return void 0 === a[d] ? null : a[d] }, removeRandomItem: function(a, b, c) { if (null == a) return null; void 0 === b && (b = 0), void 0 === c && (c = a.length); var d = b + Math.floor(Math.random() * c); if (d < a.length) { var e = a.splice(d, 1); return void 0 === e[0] ? null : e[0] } return null }, shuffle: function(a) { for (var b = a.length - 1; b > 0; b--) { var c = Math.floor(Math.random() * (b + 1)), d = a[b]; a[b] = a[c], a[c] = d } return a }, transposeMatrix: function(a) { for (var b = a.length, c = a[0].length, d = new Array(c), e = 0; e < c; e++) { d[e] = new Array(b); for (var f = b - 1; f > -1; f--) d[e][f] = a[f][e] } return d }, rotateMatrix: function(a, b) { if ("string" != typeof b && (b = (b % 360 + 360) % 360), 90 === b || -270 === b || "rotateLeft" === b) a = c.ArrayUtils.transposeMatrix(a), a = a.reverse(); else if (-90 === b || 270 === b || "rotateRight" === b) a = a.reverse(), a = c.ArrayUtils.transposeMatrix(a); else if (180 === Math.abs(b) || "rotate180" === b) { for (var d = 0; d < a.length; d++) a[d].reverse(); a = a.reverse() } return a }, findClosest: function(a, b) { if (!b.length) return NaN; if (1 === b.length || a < b[0]) return b[0]; for (var c = 1; b[c] < a;) c++; var d = b[c - 1], e = c < b.length ? b[c] : Number.POSITIVE_INFINITY; return e - a <= a - d ? e : d }, rotateRight: function(a) { var b = a.pop(); return a.unshift(b), b }, rotateLeft: function(a) { var b = a.shift(); return a.push(b), b }, rotate: function(a) { var b = a.shift(); return a.push(b), b }, numberArray: function(a, b) { for (var c = [], d = a; d <= b; d++) c.push(d); return c }, numberArrayStep: function(a, b, d) { void 0 !== a && null !== a || (a = 0), void 0 !== b && null !== b || (b = a, a = 0), void 0 === d && (d = 1); for (var e = [], f = Math.max(c.Math.roundAwayFromZero((b - a) / (d || 1)), 0), g = 0; g < f; g++) e.push(a), a += d; return e } }, c.LinkedList = function() { this.next = null, this.prev = null, this.first = null, this.last = null, this.total = 0 }, c.LinkedList.prototype = { add: function(a) { return 0 === this.total && null === this.first && null === this.last ? (this.first = a, this.last = a, this.next = a, a.prev = this, this.total++, a) : (this.last.next = a, a.prev = this.last, this.last = a, this.total++, a) }, reset: function() { this.first = null, this.last = null, this.next = null, this.prev = null, this.total = 0 }, remove: function(a) { if (1 === this.total) return this.reset(), void(a.next = a.prev = null); a === this.first ? this.first = this.first.next : a === this.last && (this.last = this.last.prev), a.prev && (a.prev.next = a.next), a.next && (a.next.prev = a.prev), a.next = a.prev = null, null === this.first && (this.last = null), this.total-- }, callAll: function(a) { if (this.first && this.last) { var b = this.first; do { b && b[a] && b[a].call(b), b = b.next } while (b !== this.last.next) } } }, c.LinkedList.prototype.constructor = c.LinkedList, c.Create = function(a) { this.game = a, this.bmd = null, this.canvas = null, this.ctx = null, this.palettes = [{ 0: "#000", 1: "#9D9D9D", 2: "#FFF", 3: "#BE2633", 4: "#E06F8B", 5: "#493C2B", 6: "#A46422", 7: "#EB8931", 8: "#F7E26B", 9: "#2F484E", A: "#44891A", B: "#A3CE27", C: "#1B2632", D: "#005784", E: "#31A2F2", F: "#B2DCEF" }, { 0: "#000", 1: "#191028", 2: "#46af45", 3: "#a1d685", 4: "#453e78", 5: "#7664fe", 6: "#833129", 7: "#9ec2e8", 8: "#dc534b", 9: "#e18d79", A: "#d6b97b", B: "#e9d8a1", C: "#216c4b", D: "#d365c8", E: "#afaab9", F: "#f5f4eb" }, { 0: "#000", 1: "#2234d1", 2: "#0c7e45", 3: "#44aacc", 4: "#8a3622", 5: "#5c2e78", 6: "#aa5c3d", 7: "#b5b5b5", 8: "#5e606e", 9: "#4c81fb", A: "#6cd947", B: "#7be2f9", C: "#eb8a60", D: "#e23d69", E: "#ffd93f", F: "#fff" }, { 0: "#000", 1: "#fff", 2: "#8b4131", 3: "#7bbdc5", 4: "#8b41ac", 5: "#6aac41", 6: "#3931a4", 7: "#d5de73", 8: "#945a20", 9: "#5a4100", A: "#bd736a", B: "#525252", C: "#838383", D: "#acee8b", E: "#7b73de", F: "#acacac" }, { 0: "#000", 1: "#191028", 2: "#46af45", 3: "#a1d685", 4: "#453e78", 5: "#7664fe", 6: "#833129", 7: "#9ec2e8", 8: "#dc534b", 9: "#e18d79", A: "#d6b97b", B: "#e9d8a1", C: "#216c4b", D: "#d365c8", E: "#afaab9", F: "#fff" }] }, c.Create.PALETTE_ARNE = 0, c.Create.PALETTE_JMP = 1, c.Create.PALETTE_CGA = 2, c.Create.PALETTE_C64 = 3, c.Create.PALETTE_JAPANESE_MACHINE = 4, c.Create.prototype = { texture: function(a, b, c, d, e) { void 0 === c && (c = 8), void 0 === d && (d = c), void 0 === e && (e = 0); var f = b[0].length * c, g = b.length * d; null === this.bmd && (this.bmd = this.game.make.bitmapData(), this.canvas = this.bmd.canvas, this.ctx = this.bmd.context), this.bmd.resize(f, g), this.bmd.clear(); for (var h = 0; h < b.length; h++) for (var i = b[h], j = 0; j < i.length; j++) { var k = i[j]; "." !== k && " " !== k && (this.ctx.fillStyle = this.palettes[e][k], this.ctx.fillRect(j * c, h * d, c, d)) } return this.bmd.generateTexture(a) }, grid: function(a, b, c, d, e, f) { null === this.bmd && (this.bmd = this.game.make.bitmapData(), this.canvas = this.bmd.canvas, this.ctx = this.bmd.context), this.bmd.resize(b, c), this.ctx.fillStyle = f; for (var g = 0; g < c; g += e) this.ctx.fillRect(0, g, b, 1); for (var h = 0; h < b; h += d) this.ctx.fillRect(h, 0, 1, c); return this.bmd.generateTexture(a) } }, c.Create.prototype.constructor = c.Create, c.FlexGrid = function(a, b, d) { this.game = a.game, this.manager = a, this.width = b, this.height = d, this.boundsCustom = new c.Rectangle(0, 0, b, d), this.boundsFluid = new c.Rectangle(0, 0, b, d), this.boundsFull = new c.Rectangle(0, 0, b, d), this.boundsNone = new c.Rectangle(0, 0, b, d), this.positionCustom = new c.Point(0, 0), this.positionFluid = new c.Point(0, 0), this.positionFull = new c.Point(0, 0), this.positionNone = new c.Point(0, 0), this.scaleCustom = new c.Point(1, 1), this.scaleFluid = new c.Point(1, 1), this.scaleFluidInversed = new c.Point(1, 1), this.scaleFull = new c.Point(1, 1), this.scaleNone = new c.Point(1, 1), this.customWidth = 0, this.customHeight = 0, this.customOffsetX = 0, this.customOffsetY = 0, this.ratioH = b / d, this.ratioV = d / b, this.multiplier = 0, this.layers = [] }, c.FlexGrid.prototype = { setSize: function(a, b) { this.width = a, this.height = b, this.ratioH = a / b, this.ratioV = b / a, this.scaleNone = new c.Point(1, 1), this.boundsNone.width = this.width, this.boundsNone.height = this.height, this.refresh() }, createCustomLayer: function(a, b, d, e) { void 0 === e && (e = !0), this.customWidth = a, this.customHeight = b, this.boundsCustom.width = a, this.boundsCustom.height = b; var f = new c.FlexLayer(this, this.positionCustom, this.boundsCustom, this.scaleCustom); return e && this.game.world.add(f), this.layers.push(f), void 0 !== d && null !== typeof d && f.addMultiple(d), f }, createFluidLayer: function(a, b) { void 0 === b && (b = !0); var d = new c.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid); return b && this.game.world.add(d), this.layers.push(d), void 0 !== a && null !== typeof a && d.addMultiple(a), d }, createFullLayer: function(a) { var b = new c.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid); return this.game.world.add(b), this.layers.push(b), void 0 !== a && b.addMultiple(a), b }, createFixedLayer: function(a) { var b = new c.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone); return this.game.world.add(b), this.layers.push(b), void 0 !== a && b.addMultiple(a), b }, reset: function() { for (var a = this.layers.length; a--;) this.layers[a].persist || (this.layers[a].position = null, this.layers[a].scale = null, this.layers.slice(a, 1)) }, onResize: function(a, b) { this.ratioH = a / b, this.ratioV = b / a, this.refresh(a, b) }, refresh: function() { this.multiplier = Math.min(this.manager.height / this.height, this.manager.width / this.width), this.boundsFluid.width = Math.round(this.width * this.multiplier), this.boundsFluid.height = Math.round(this.height * this.multiplier), this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height), this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height), this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height), this.boundsFull.width = Math.round(this.manager.width * this.scaleFluidInversed.x), this.boundsFull.height = Math.round(this.manager.height * this.scaleFluidInversed.y), this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY), this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY), this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y), this.positionNone.set(this.boundsNone.x, this.boundsNone.y) }, fitSprite: function(a) { this.manager.scaleSprite(a), a.x = this.manager.bounds.centerX, a.y = this.manager.bounds.centerY }, debug: function() { this.game.debug.text(this.boundsFluid.width + " x " + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16), this.game.debug.geom(this.boundsFluid, "rgba(255,0,0,0.9", !1) } }, c.FlexGrid.prototype.constructor = c.FlexGrid, c.FlexLayer = function(a, b, d, e) { c.Group.call(this, a.game, null, "__flexLayer" + a.game.rnd.uuid(), !1), this.manager = a.manager, this.grid = a, this.persist = !1, this.position = b, this.bounds = d, this.scale = e, this.topLeft = d.topLeft, this.topMiddle = new c.Point(d.halfWidth, 0), this.topRight = d.topRight, this.bottomLeft = d.bottomLeft, this.bottomMiddle = new c.Point(d.halfWidth, d.bottom), this.bottomRight = d.bottomRight }, c.FlexLayer.prototype = Object.create(c.Group.prototype), c.FlexLayer.prototype.constructor = c.FlexLayer, c.FlexLayer.prototype.resize = function() {}, c.FlexLayer.prototype.debug = function() { this.game.debug.text(this.bounds.width + " x " + this.bounds.height, this.bounds.x + 4, this.bounds.y + 16), this.game.debug.geom(this.bounds, "rgba(0,0,255,0.9", !1), this.game.debug.geom(this.topLeft, "rgba(255,255,255,0.9"), this.game.debug.geom(this.topMiddle, "rgba(255,255,255,0.9"), this.game.debug.geom(this.topRight, "rgba(255,255,255,0.9") }, c.Color = { packPixel: function(a, b, d, e) { return c.Device.LITTLE_ENDIAN ? (e << 24 | d << 16 | b << 8 | a) >>> 0 : (a << 24 | b << 16 | d << 8 | e) >>> 0 }, unpackPixel: function(a, b, d, e) { return void 0 !== b && null !== b || (b = c.Color.createColor()), void 0 !== d && null !== d || (d = !1), void 0 !== e && null !== e || (e = !1), c.Device.LITTLE_ENDIAN ? (b.a = (4278190080 & a) >>> 24, b.b = (16711680 & a) >>> 16, b.g = (65280 & a) >>> 8, b.r = 255 & a) : (b.r = (4278190080 & a) >>> 24, b.g = (16711680 & a) >>> 16, b.b = (65280 & a) >>> 8, b.a = 255 & a), b.color = a, b.rgba = "rgba(" + b.r + "," + b.g + "," + b.b + "," + b.a / 255 + ")", d && c.Color.RGBtoHSL(b.r, b.g, b.b, b), e && c.Color.RGBtoHSV(b.r, b.g, b.b, b), b }, fromRGBA: function(a, b) { return b || (b = c.Color.createColor()), b.r = (4278190080 & a) >>> 24, b.g = (16711680 & a) >>> 16, b.b = (65280 & a) >>> 8, b.a = 255 & a, b.rgba = "rgba(" + b.r + "," + b.g + "," + b.b + "," + b.a + ")", b }, toRGBA: function(a, b, c, d) { return a << 24 | b << 16 | c << 8 | d }, toABGR: function(a, b, c, d) { return (d << 24 | c << 16 | b << 8 | a) >>> 0 }, RGBtoHSL: function(a, b, d, e) { e || (e = c.Color.createColor(a, b, d, 1)), a /= 255, b /= 255, d /= 255; var f = Math.min(a, b, d), g = Math.max(a, b, d); if (e.h = 0, e.s = 0, e.l = (g + f) / 2, g !== f) { var h = g - f; e.s = e.l > .5 ? h / (2 - g - f) : h / (g + f), g === a ? e.h = (b - d) / h + (b < d ? 6 : 0) : g === b ? e.h = (d - a) / h + 2 : g === d && (e.h = (a - b) / h + 4), e.h /= 6 } return e }, HSLtoRGB: function(a, b, d, e) { if (e ? (e.r = d, e.g = d, e.b = d) : e = c.Color.createColor(d, d, d), 0 !== b) { var f = d < .5 ? d * (1 + b) : d + b - d * b, g = 2 * d - f; e.r = c.Color.hueToColor(g, f, a + 1 / 3), e.g = c.Color.hueToColor(g, f, a), e.b = c.Color.hueToColor(g, f, a - 1 / 3) } return e.r = Math.floor(255 * e.r | 0), e.g = Math.floor(255 * e.g | 0), e.b = Math.floor(255 * e.b | 0), c.Color.updateColor(e), e }, RGBtoHSV: function(a, b, d, e) { e || (e = c.Color.createColor(a, b, d, 255)), a /= 255, b /= 255, d /= 255; var f = Math.min(a, b, d), g = Math.max(a, b, d), h = g - f; return e.h = 0, e.s = 0 === g ? 0 : h / g, e.v = g, g !== f && (g === a ? e.h = (b - d) / h + (b < d ? 6 : 0) : g === b ? e.h = (d - a) / h + 2 : g === d && (e.h = (a - b) / h + 4), e.h /= 6), e }, HSVtoRGB: function(a, b, d, e) { void 0 === e && (e = c.Color.createColor(0, 0, 0, 1, a, b, 0, d)); var f, g, h, i = Math.floor(6 * a), j = 6 * a - i, k = d * (1 - b), l = d * (1 - j * b), m = d * (1 - (1 - j) * b); switch (i % 6) { case 0: f = d, g = m, h = k; break; case 1: f = l, g = d, h = k; break; case 2: f = k, g = d, h = m; break; case 3: f = k, g = l, h = d; break; case 4: f = m, g = k, h = d; break; case 5: f = d, g = k, h = l } return e.r = Math.floor(255 * f), e.g = Math.floor(255 * g), e.b = Math.floor(255 * h), c.Color.updateColor(e), e }, hueToColor: function(a, b, c) { return c < 0 && (c += 1), c > 1 && (c -= 1), c < 1 / 6 ? a + 6 * (b - a) * c : c < .5 ? b : c < 2 / 3 ? a + (b - a) * (2 / 3 - c) * 6 : a }, createColor: function(a, b, d, e, f, g, h, i) { var j = { r: a || 0, g: b || 0, b: d || 0, a: e || 1, h: f || 0, s: g || 0, l: h || 0, v: i || 0, color: 0, color32: 0, rgba: "" }; return c.Color.updateColor(j) }, updateColor: function(a) { return a.rgba = "rgba(" + a.r.toString() + "," + a.g.toString() + "," + a.b.toString() + "," + a.a.toString() + ")", a.color = c.Color.getColor(a.r, a.g, a.b), a.color32 = c.Color.getColor32(255 * a.a, a.r, a.g, a.b), a }, getColor32: function(a, b, c, d) { return a << 24 | b << 16 | c << 8 | d }, getColor: function(a, b, c) { return a << 16 | b << 8 | c }, RGBtoString: function(a, b, d, e, f) { return void 0 === e && (e = 255), void 0 === f && (f = "#"), "#" === f ? "#" + ((1 << 24) + (a << 16) + (b << 8) + d).toString(16).slice(1) : "0x" + c.Color.componentToHex(e) + c.Color.componentToHex(a) + c.Color.componentToHex(b) + c.Color.componentToHex(d) }, hexToRGB: function(a) { var b = c.Color.hexToColor(a); if (b) return c.Color.getColor32(b.a, b.r, b.g, b.b) }, hexToColor: function(a, b) { a = a.replace(/^(?:#|0x)?([a-f\d])([a-f\d])([a-f\d])$/i, function(a, b, c, d) { return b + b + c + c + d + d }); var d = /^(?:#|0x)?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(a); if (d) { var e = parseInt(d[1], 16), f = parseInt(d[2], 16), g = parseInt(d[3], 16); b ? (b.r = e, b.g = f, b.b = g) : b = c.Color.createColor(e, f, g) } return b }, webToColor: function(a, b) { b || (b = c.Color.createColor()); var d = /^rgba?\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d+(?:\.\d+)?))?\s*\)$/.exec(a); return d && (b.r = parseInt(d[1], 10), b.g = parseInt(d[2], 10), b.b = parseInt(d[3], 10), b.a = void 0 !== d[4] ? parseFloat(d[4]) : 1, c.Color.updateColor(b)), b }, valueToColor: function(a, b) { if (b || (b = c.Color.createColor()), "string" == typeof a) return 0 === a.indexOf("rgb") ? c.Color.webToColor(a, b) : (b.a = 1, c.Color.hexToColor(a, b)); if ("number" == typeof a) { var d = c.Color.getRGB(a); return b.r = d.r, b.g = d.g, b.b = d.b, b.a = d.a / 255, b } return b }, componentToHex: function(a) { var b = a.toString(16); return 1 === b.length ? "0" + b : b }, HSVColorWheel: function(a, b) { void 0 === a && (a = 1), void 0 === b && (b = 1); for (var d = [], e = 0; e <= 359; e++) d.push(c.Color.HSVtoRGB(e / 359, a, b)); return d }, HSLColorWheel: function(a, b) { void 0 === a && (a = .5), void 0 === b && (b = .5); for (var d = [], e = 0; e <= 359; e++) d.push(c.Color.HSLtoRGB(e / 359, a, b)); return d }, interpolateColor: function(a, b, d, e, f) { void 0 === f && (f = 255); var g = c.Color.getRGB(a), h = c.Color.getRGB(b), i = (h.red - g.red) * e / d + g.red, j = (h.green - g.green) * e / d + g.green, k = (h.blue - g.blue) * e / d + g.blue; return c.Color.getColor32(f, i, j, k) }, interpolateColorWithRGB: function(a, b, d, e, f, g) { var h = c.Color.getRGB(a), i = (b - h.red) * g / f + h.red, j = (d - h.green) * g / f + h.green, k = (e - h.blue) * g / f + h.blue; return c.Color.getColor(i, j, k) }, interpolateRGB: function(a, b, d, e, f, g, h, i) { var j = (e - a) * i / h + a, k = (f - b) * i / h + b, l = (g - d) * i / h + d; return c.Color.getColor(j, k, l) }, getRandomColor: function(a, b, d) { if (void 0 === a && (a = 0), void 0 === b && (b = 255), void 0 === d && (d = 255), b > 255 || a > b) return c.Color.getColor(255, 255, 255); var e = a + Math.round(Math.random() * (b - a)), f = a + Math.round(Math.random() * (b - a)), g = a + Math.round(Math.random() * (b - a)); return c.Color.getColor32(d, e, f, g) }, getRGB: function(a) { return a > 16777215 ? { alpha: a >>> 24, red: a >> 16 & 255, green: a >> 8 & 255, blue: 255 & a, a: a >>> 24, r: a >> 16 & 255, g: a >> 8 & 255, b: 255 & a } : { alpha: 255, red: a >> 16 & 255, green: a >> 8 & 255, blue: 255 & a, a: 255, r: a >> 16 & 255, g: a >> 8 & 255, b: 255 & a } }, getWebRGB: function(a) { if ("object" == typeof a) return "rgba(" + a.r.toString() + "," + a.g.toString() + "," + a.b.toString() + "," + (a.a / 255).toString() + ")"; var b = c.Color.getRGB(a); return "rgba(" + b.r.toString() + "," + b.g.toString() + "," + b.b.toString() + "," + (b.a / 255).toString() + ")" }, getAlpha: function(a) { return a >>> 24 }, getAlphaFloat: function(a) { return (a >>> 24) / 255 }, getRed: function(a) { return a >> 16 & 255 }, getGreen: function(a) { return a >> 8 & 255 }, getBlue: function(a) { return 255 & a }, blendNormal: function(a) { return a }, blendLighten: function(a, b) { return b > a ? b : a }, blendDarken: function(a, b) { return b > a ? a : b }, blendMultiply: function(a, b) { return a * b / 255 }, blendAverage: function(a, b) { return (a + b) / 2 }, blendAdd: function(a, b) { return Math.min(255, a + b) }, blendSubtract: function(a, b) { return Math.max(0, a + b - 255) }, blendDifference: function(a, b) { return Math.abs(a - b) }, blendNegation: function(a, b) { return 255 - Math.abs(255 - a - b) }, blendScreen: function(a, b) { return 255 - ((255 - a) * (255 - b) >> 8) }, blendExclusion: function(a, b) { return a + b - 2 * a * b / 255 }, blendOverlay: function(a, b) { return b < 128 ? 2 * a * b / 255 : 255 - 2 * (255 - a) * (255 - b) / 255 }, blendSoftLight: function(a, b) { return b < 128 ? 2 * (64 + (a >> 1)) * (b / 255) : 255 - 2 * (255 - (64 + (a >> 1))) * (255 - b) / 255 }, blendHardLight: function(a, b) { return c.Color.blendOverlay(b, a) }, blendColorDodge: function(a, b) { return 255 === b ? b : Math.min(255, (a << 8) / (255 - b)) }, blendColorBurn: function(a, b) { return 0 === b ? b : Math.max(0, 255 - (255 - a << 8) / b) }, blendLinearDodge: function(a, b) { return c.Color.blendAdd(a, b) }, blendLinearBurn: function(a, b) { return c.Color.blendSubtract(a, b) }, blendLinearLight: function(a, b) { return b < 128 ? c.Color.blendLinearBurn(a, 2 * b) : c.Color.blendLinearDodge(a, 2 * (b - 128)) }, blendVividLight: function(a, b) { return b < 128 ? c.Color.blendColorBurn(a, 2 * b) : c.Color.blendColorDodge(a, 2 * (b - 128)) }, blendPinLight: function(a, b) { return b < 128 ? c.Color.blendDarken(a, 2 * b) : c.Color.blendLighten(a, 2 * (b - 128)) }, blendHardMix: function(a, b) { return c.Color.blendVividLight(a, b) < 128 ? 0 : 255 }, blendReflect: function(a, b) { return 255 === b ? b : Math.min(255, a * a / (255 - b)) }, blendGlow: function(a, b) { return c.Color.blendReflect(b, a) }, blendPhoenix: function(a, b) { return Math.min(a, b) - Math.max(a, b) + 255 } }, c.Physics = function(a, b) { b = b || {}, this.game = a, this.config = b, this.arcade = null, this.p2 = null, this.ninja = null, this.box2d = null, this.chipmunk = null, this.matter = null, this.parseConfig() }, c.Physics.ARCADE = 0, c.Physics.P2JS = 1, c.Physics.NINJA = 2, c.Physics.BOX2D = 3, c.Physics.CHIPMUNK = 4, c.Physics.MATTERJS = 5, c.Physics.prototype = { parseConfig: function() { this.config.hasOwnProperty("arcade") && !0 !== this.config.arcade || !c.Physics.hasOwnProperty("Arcade") || (this.arcade = new c.Physics.Arcade(this.game)), this.config.hasOwnProperty("ninja") && !0 === this.config.ninja && c.Physics.hasOwnProperty("Ninja") && (this.ninja = new c.Physics.Ninja(this.game)), this.config.hasOwnProperty("p2") && !0 === this.config.p2 && c.Physics.hasOwnProperty("P2") && (this.p2 = new c.Physics.P2(this.game, this.config)), this.config.hasOwnProperty("box2d") && !0 === this.config.box2d && c.Physics.hasOwnProperty("BOX2D") && (this.box2d = new c.Physics.BOX2D(this.game, this.config)), this.config.hasOwnProperty("matter") && !0 === this.config.matter && c.Physics.hasOwnProperty("Matter") && (this.matter = new c.Physics.Matter(this.game, this.config)) }, startSystem: function(a) { a === c.Physics.ARCADE ? this.arcade = new c.Physics.Arcade(this.game) : a === c.Physics.P2JS ? null === this.p2 ? this.p2 = new c.Physics.P2(this.game, this.config) : this.p2.reset() : a === c.Physics.NINJA ? this.ninja = new c.Physics.Ninja(this.game) : a === c.Physics.BOX2D ? null === this.box2d ? this.box2d = new c.Physics.Box2D(this.game, this.config) : this.box2d.reset() : a === c.Physics.MATTERJS && (null === this.matter ? this.matter = new c.Physics.Matter(this.game, this.config) : this.matter.reset()) }, enable: function(a, b, d) { void 0 === b && (b = c.Physics.ARCADE), void 0 === d && (d = !1), b === c.Physics.ARCADE ? this.arcade.enable(a) : b === c.Physics.P2JS && this.p2 ? this.p2.enable(a, d) : b === c.Physics.NINJA && this.ninja ? this.ninja.enableAABB(a) : b === c.Physics.BOX2D && this.box2d ? this.box2d.enable(a) : b === c.Physics.MATTERJS && this.matter ? this.matter.enable(a) : console.warn(a.key + " is attempting to enable a physics body using an unknown physics system.") }, preUpdate: function() { this.p2 && this.p2.preUpdate(), this.box2d && this.box2d.preUpdate(), this.matter && this.matter.preUpdate() }, update: function() { this.p2 && this.p2.update(), this.box2d && this.box2d.update(), this.matter && this.matter.update() }, setBoundsToWorld: function() { this.arcade && this.arcade.setBoundsToWorld(), this.ninja && this.ninja.setBoundsToWorld(), this.p2 && this.p2.setBoundsToWorld(), this.box2d && this.box2d.setBoundsToWorld(), this.matter && this.matter.setBoundsToWorld() }, clear: function() { this.p2 && this.p2.clear(), this.box2d && this.box2d.clear(), this.matter && this.matter.clear() }, reset: function() { this.p2 && this.p2.reset(), this.box2d && this.box2d.reset(), this.matter && this.matter.reset() }, destroy: function() { this.p2 && this.p2.destroy(), this.box2d && this.box2d.destroy(), this.matter && this.matter.destroy(), this.arcade = null, this.ninja = null, this.p2 = null, this.box2d = null, this.matter = null } }, c.Physics.prototype.constructor = c.Physics, c.Physics.Arcade = function(a) { this.game = a, this.gravity = new c.Point, this.bounds = new c.Rectangle(0, 0, a.world.width, a.world.height), this.checkCollision = { up: !0, down: !0, left: !0, right: !0 }, this.maxObjects = 10, this.maxLevels = 4, this.OVERLAP_BIAS = 4, this.forceX = !1, this.sortDirection = c.Physics.Arcade.LEFT_RIGHT, this.skipQuadTree = !0, this.isPaused = !1, this.quadTree = new c.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels), this._total = 0, this.setBoundsToWorld() }, c.Physics.Arcade.prototype.constructor = c.Physics.Arcade, c.Physics.Arcade.SORT_NONE = 0, c.Physics.Arcade.LEFT_RIGHT = 1, c.Physics.Arcade.RIGHT_LEFT = 2, c.Physics.Arcade.TOP_BOTTOM = 3, c.Physics.Arcade.BOTTOM_TOP = 4, c.Physics.Arcade.prototype = { setBounds: function(a, b, c, d) { this.bounds.setTo(a, b, c, d) }, setBoundsToWorld: function() { this.bounds.copyFrom(this.game.world.bounds) }, enable: function(a, b) { void 0 === b && (b = !0); var d = 1; if (Array.isArray(a)) for (d = a.length; d--;) a[d] instanceof c.Group ? this.enable(a[d].children, b) : (this.enableBody(a[d]), b && a[d].hasOwnProperty("children") && a[d].children.length > 0 && this.enable(a[d], !0)); else a instanceof c.Group ? this.enable(a.children, b) : (this.enableBody(a), b && a.hasOwnProperty("children") && a.children.length > 0 && this.enable(a.children, !0)) }, enableBody: function(a) { a.hasOwnProperty("body") && null === a.body && (a.body = new c.Physics.Arcade.Body(a), a.parent && a.parent instanceof c.Group && a.parent.addToHash(a)) }, updateMotion: function(a) { var b = this.computeVelocity(0, a, a.angularVelocity, a.angularAcceleration, a.angularDrag, a.maxAngular) - a.angularVelocity; a.angularVelocity += b, a.rotation += a.angularVelocity * this.game.time.physicsElapsed, a.velocity.x = this.computeVelocity(1, a, a.velocity.x, a.acceleration.x, a.drag.x, a.maxVelocity.x), a.velocity.y = this.computeVelocity(2, a, a.velocity.y, a.acceleration.y, a.drag.y, a.maxVelocity.y) }, computeVelocity: function(a, b, c, d, e, f) { return void 0 === f && (f = 1e4), 1 === a && b.allowGravity ? c += (this.gravity.x + b.gravity.x) * this.game.time.physicsElapsed : 2 === a && b.allowGravity && (c += (this.gravity.y + b.gravity.y) * this.game.time.physicsElapsed), d ? c += d * this.game.time.physicsElapsed : e && (e *= this.game.time.physicsElapsed, c - e > 0 ? c -= e : c + e < 0 ? c += e : c = 0), c > f ? c = f : c < -f && (c = -f), c }, overlap: function(a, b, c, d, e) { if (c = c || null, d = d || null, e = e || c, this._total = 0, !Array.isArray(a) && Array.isArray(b)) for (var f = 0; f < b.length; f++) this.collideHandler(a, b[f], c, d, e, !0); else if (Array.isArray(a) && !Array.isArray(b)) for (var f = 0; f < a.length; f++) this.collideHandler(a[f], b, c, d, e, !0); else if (Array.isArray(a) && Array.isArray(b)) for (var f = 0; f < a.length; f++) for (var g = 0; g < b.length; g++) this.collideHandler(a[f], b[g], c, d, e, !0); else this.collideHandler(a, b, c, d, e, !0); return this._total > 0 }, collide: function(a, b, c, d, e) { if (c = c || null, d = d || null, e = e || c, this._total = 0, !Array.isArray(a) && Array.isArray(b)) for (var f = 0; f < b.length; f++) this.collideHandler(a, b[f], c, d, e, !1); else if (Array.isArray(a) && !Array.isArray(b)) for (var f = 0; f < a.length; f++) this.collideHandler(a[f], b, c, d, e, !1); else if (Array.isArray(a) && Array.isArray(b)) for (var f = 0; f < a.length; f++) for (var g = 0; g < b.length; g++) this.collideHandler(a[f], b[g], c, d, e, !1); else this.collideHandler(a, b, c, d, e, !1); return this._total > 0 }, sortLeftRight: function(a, b) { return a.body && b.body ? a.body.x - b.body.x : 0 }, sortRightLeft: function(a, b) { return a.body && b.body ? b.body.x - a.body.x : 0 }, sortTopBottom: function(a, b) { return a.body && b.body ? a.body.y - b.body.y : 0 }, sortBottomTop: function(a, b) { return a.body && b.body ? b.body.y - a.body.y : 0 }, sort: function(a, b) { null !== a.physicsSortDirection ? b = a.physicsSortDirection : void 0 === b && (b = this.sortDirection), b === c.Physics.Arcade.LEFT_RIGHT ? a.hash.sort(this.sortLeftRight) : b === c.Physics.Arcade.RIGHT_LEFT ? a.hash.sort(this.sortRightLeft) : b === c.Physics.Arcade.TOP_BOTTOM ? a.hash.sort(this.sortTopBottom) : b === c.Physics.Arcade.BOTTOM_TOP && a.hash.sort(this.sortBottomTop) }, collideHandler: function(a, b, d, e, f, g) { if (void 0 === b && a.physicsType === c.GROUP) return this.sort(a), void this.collideGroupVsSelf(a, d, e, f, g); a && b && a.exists && b.exists && (this.sortDirection !== c.Physics.Arcade.SORT_NONE && (a.physicsType === c.GROUP && this.sort(a), b.physicsType === c.GROUP && this.sort(b)), a.physicsType === c.SPRITE ? b.physicsType === c.SPRITE ? this.collideSpriteVsSprite(a, b, d, e, f, g) : b.physicsType === c.GROUP ? this.collideSpriteVsGroup(a, b, d, e, f, g) : b.physicsType === c.TILEMAPLAYER && this.collideSpriteVsTilemapLayer(a, b, d, e, f, g) : a.physicsType === c.GROUP ? b.physicsType === c.SPRITE ? this.collideSpriteVsGroup(b, a, d, e, f, g) : b.physicsType === c.GROUP ? this.collideGroupVsGroup(a, b, d, e, f, g) : b.physicsType === c.TILEMAPLAYER && this.collideGroupVsTilemapLayer(a, b, d, e, f, g) : a.physicsType === c.TILEMAPLAYER && (b.physicsType === c.SPRITE ? this.collideSpriteVsTilemapLayer(b, a, d, e, f, g) : b.physicsType === c.GROUP && this.collideGroupVsTilemapLayer(b, a, d, e, f, g))) }, collideSpriteVsSprite: function(a, b, c, d, e, f) { return !(!a.body || !b.body) && (this.separate(a.body, b.body, d, e, f) && (c && c.call(e, a, b), this._total++), !0) }, collideSpriteVsGroup: function(a, b, d, e, f, g) { if (0 !== b.length && a.body) if (this.skipQuadTree || a.body.skipQuadTree) for (var h = {}, i = 0; i < b.hash.length; i++) { var j = b.hash[i]; if (j && j.exists && j.body) { if (h = j.body.getBounds(h), this.sortDirection === c.Physics.Arcade.LEFT_RIGHT) { if (a.body.right < h.x) break; if (h.right < a.body.x) continue } else if (this.sortDirection === c.Physics.Arcade.RIGHT_LEFT) { if (a.body.x > h.right) break; if (h.x > a.body.right) continue } else if (this.sortDirection === c.Physics.Arcade.TOP_BOTTOM) { if (a.body.bottom < h.y) break; if (h.bottom < a.body.y) continue } else if (this.sortDirection === c.Physics.Arcade.BOTTOM_TOP) { if (a.body.y > h.bottom) break; if (h.y > a.body.bottom) continue } this.collideSpriteVsSprite(a, j, d, e, f, g) } } else { this.quadTree.clear(), this.quadTree.reset(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels), this.quadTree.populate(b); for (var k = this.quadTree.retrieve(a), i = 0; i < k.length; i++) this.separate(a.body, k[i], e, f, g) && (d && d.call(f, a, k[i].sprite), this._total++) } }, collideGroupVsSelf: function(a, b, d, e, f) { if (0 !== a.length) for (var g = 0; g < a.hash.length; g++) { var h = {}, i = a.hash[g]; if (i && i.exists && i.body) { h = i.body.getBounds(h); for (var j = g + 1; j < a.hash.length; j++) { var k = {}, l = a.hash[j]; if (l && l.exists && l.body) { if (k = l.body.getBounds(k), this.sortDirection === c.Physics.Arcade.LEFT_RIGHT) { if (h.right < k.x) break; if (k.right < h.x) continue } else if (this.sortDirection === c.Physics.Arcade.RIGHT_LEFT) { if (h.x > k.right) continue; if (k.x > h.right) break } else if (this.sortDirection === c.Physics.Arcade.TOP_BOTTOM) { if (h.bottom < k.y) continue; if (k.bottom < h.y) break } else if (this.sortDirection === c.Physics.Arcade.BOTTOM_TOP) { if (h.y > k.bottom) continue; if (k.y > i.body.bottom) break } this.collideSpriteVsSprite(i, l, b, d, e, f) } } } } }, collideGroupVsGroup: function(a, b, d, e, f, g) { if (0 !== a.length && 0 !== b.length) for (var h = 0; h < a.children.length; h++) a.children[h].exists && (a.children[h].physicsType === c.GROUP ? this.collideGroupVsGroup(a.children[h], b, d, e, f, g) : this.collideSpriteVsGroup(a.children[h], b, d, e, f, g)) }, separate: function(a, b, c, d, e) { if (!a.enable || !b.enable || a.checkCollision.none || b.checkCollision.none || !this.intersects(a, b)) return !1; if (c && !1 === c.call(d, a.sprite, b.sprite)) return !1; if (a.isCircle && b.isCircle) return this.separateCircle(a, b, e); if (a.isCircle !== b.isCircle) { var f = a.isCircle ? b : a, g = a.isCircle ? a : b, h = { x: f.x, y: f.y, right: f.right, bottom: f.bottom }, i = { x: g.x + g.radius, y: g.y + g.radius }; if ((i.y < h.y || i.y > h.bottom) && (i.x < h.x || i.x > h.right)) return this.separateCircle(a, b, e) } var j = !1, k = !1; this.forceX || Math.abs(this.gravity.y + a.gravity.y) < Math.abs(this.gravity.x + a.gravity.x) ? (j = this.separateX(a, b, e), this.intersects(a, b) && (k = this.separateY(a, b, e))) : (k = this.separateY(a, b, e), this.intersects(a, b) && (j = this.separateX(a, b, e))); var l = j || k; return l && (e ? (a.onOverlap && a.onOverlap.dispatch(a.sprite, b.sprite), b.onOverlap && b.onOverlap.dispatch(b.sprite, a.sprite)) : (a.onCollide && a.onCollide.dispatch(a.sprite, b.sprite), b.onCollide && b.onCollide.dispatch(b.sprite, a.sprite))), l }, intersects: function(a, b) { return a !== b && (a.isCircle ? b.isCircle ? c.Math.distance(a.center.x, a.center.y, b.center.x, b.center.y) <= a.radius + b.radius : this.circleBodyIntersects(a, b) : b.isCircle ? this.circleBodyIntersects(b, a) : !(a.right <= b.position.x) && (!(a.bottom <= b.position.y) && (!(a.position.x >= b.right) && !(a.position.y >= b.bottom)))) }, circleBodyIntersects: function(a, b) { var d = c.Math.clamp(a.center.x, b.left, b.right), e = c.Math.clamp(a.center.y, b.top, b.bottom); return (a.center.x - d) * (a.center.x - d) + (a.center.y - e) * (a.center.y - e) <= a.radius * a.radius }, separateCircle: function(a, b, d) { this.getOverlapX(a, b), this.getOverlapY(a, b); var e = b.center.x - a.center.x, f = b.center.y - a.center.y, g = Math.atan2(f, e), h = 0; if (a.isCircle !== b.isCircle) { var i = { x: b.isCircle ? a.position.x : b.position.x, y: b.isCircle ? a.position.y : b.position.y, right: b.isCircle ? a.right : b.right, bottom: b.isCircle ? a.bottom : b.bottom }, j = { x: a.isCircle ? a.position.x + a.radius : b.position.x + b.radius, y: a.isCircle ? a.position.y + a.radius : b.position.y + b.radius, radius: a.isCircle ? a.radius : b.radius }; j.y < i.y ? j.x < i.x ? h = c.Math.distance(j.x, j.y, i.x, i.y) - j.radius : j.x > i.right && (h = c.Math.distance(j.x, j.y, i.right, i.y) - j.radius) : j.y > i.bottom && (j.x < i.x ? h = c.Math.distance(j.x, j.y, i.x, i.bottom) - j.radius : j.x > i.right && (h = c.Math.distance(j.x, j.y, i.right, i.bottom) - j.radius)), h *= -1 } else h = a.radius + b.radius - c.Math.distance(a.center.x, a.center.y, b.center.x, b.center.y); if (d || 0 === h || a.immovable && b.immovable || a.customSeparateX || b.customSeparateX) return 0 !== h && (a.onOverlap && a.onOverlap.dispatch(a.sprite, b.sprite), b.onOverlap && b.onOverlap.dispatch(b.sprite, a.sprite)), 0 !== h; var k = { x: a.velocity.x * Math.cos(g) + a.velocity.y * Math.sin(g), y: a.velocity.x * Math.sin(g) - a.velocity.y * Math.cos(g) }, l = { x: b.velocity.x * Math.cos(g) + b.velocity.y * Math.sin(g), y: b.velocity.x * Math.sin(g) - b.velocity.y * Math.cos(g) }, m = ((a.mass - b.mass) * k.x + 2 * b.mass * l.x) / (a.mass + b.mass), n = (2 * a.mass * k.x + (b.mass - a.mass) * l.x) / (a.mass + b.mass); return a.immovable || (a.velocity.x = (m * Math.cos(g) - k.y * Math.sin(g)) * a.bounce.x, a.velocity.y = (k.y * Math.cos(g) + m * Math.sin(g)) * a.bounce.y), b.immovable || (b.velocity.x = (n * Math.cos(g) - l.y * Math.sin(g)) * b.bounce.x, b.velocity.y = (l.y * Math.cos(g) + n * Math.sin(g)) * b.bounce.y), Math.abs(g) < Math.PI / 2 ? a.velocity.x > 0 && !a.immovable && b.velocity.x > a.velocity.x ? a.velocity.x *= -1 : b.velocity.x < 0 && !b.immovable && a.velocity.x < b.velocity.x ? b.velocity.x *= -1 : a.velocity.y > 0 && !a.immovable && b.velocity.y > a.velocity.y ? a.velocity.y *= -1 : b.velocity.y < 0 && !b.immovable && a.velocity.y < b.velocity.y && (b.velocity.y *= -1) : Math.abs(g) > Math.PI / 2 && (a.velocity.x < 0 && !a.immovable && b.velocity.x < a.velocity.x ? a.velocity.x *= -1 : b.velocity.x > 0 && !b.immovable && a.velocity.x > b.velocity.x ? b.velocity.x *= -1 : a.velocity.y < 0 && !a.immovable && b.velocity.y < a.velocity.y ? a.velocity.y *= -1 : b.velocity.y > 0 && !b.immovable && a.velocity.x > b.velocity.y && (b.velocity.y *= -1)), a.immovable || (a.x += a.velocity.x * this.game.time.physicsElapsed - h * Math.cos(g), a.y += a.velocity.y * this.game.time.physicsElapsed - h * Math.sin(g)), b.immovable || (b.x += b.velocity.x * this.game.time.physicsElapsed + h * Math.cos(g), b.y += b.velocity.y * this.game.time.physicsElapsed + h * Math.sin(g)), a.onCollide && a.onCollide.dispatch(a.sprite, b.sprite), b.onCollide && b.onCollide.dispatch(b.sprite, a.sprite), !0 }, getOverlapX: function(a, b, c) { var d = 0, e = a.deltaAbsX() + b.deltaAbsX() + this.OVERLAP_BIAS; return 0 === a.deltaX() && 0 === b.deltaX() ? (a.embedded = !0, b.embedded = !0) : a.deltaX() > b.deltaX() ? (d = a.right - b.x, d > e && !c || !1 === a.checkCollision.right || !1 === b.checkCollision.left ? d = 0 : (a.touching.none = !1, a.touching.right = !0, b.touching.none = !1, b.touching.left = !0)) : a.deltaX() < b.deltaX() && (d = a.x - b.width - b.x, -d > e && !c || !1 === a.checkCollision.left || !1 === b.checkCollision.right ? d = 0 : (a.touching.none = !1, a.touching.left = !0, b.touching.none = !1, b.touching.right = !0)), a.overlapX = d, b.overlapX = d, d }, getOverlapY: function(a, b, c) { var d = 0, e = a.deltaAbsY() + b.deltaAbsY() + this.OVERLAP_BIAS; return 0 === a.deltaY() && 0 === b.deltaY() ? (a.embedded = !0, b.embedded = !0) : a.deltaY() > b.deltaY() ? (d = a.bottom - b.y, d > e && !c || !1 === a.checkCollision.down || !1 === b.checkCollision.up ? d = 0 : (a.touching.none = !1, a.touching.down = !0, b.touching.none = !1, b.touching.up = !0)) : a.deltaY() < b.deltaY() && (d = a.y - b.bottom, -d > e && !c || !1 === a.checkCollision.up || !1 === b.checkCollision.down ? d = 0 : (a.touching.none = !1, a.touching.up = !0, b.touching.none = !1, b.touching.down = !0)), a.overlapY = d, b.overlapY = d, d }, separateX: function(a, b, c) { var d = this.getOverlapX(a, b, c); if (c || 0 === d || a.immovable && b.immovable || a.customSeparateX || b.customSeparateX) return 0 !== d || a.embedded && b.embedded; var e = a.velocity.x, f = b.velocity.x; if (a.immovable || b.immovable) a.immovable ? (b.x += d, b.velocity.x = e - f * b.bounce.x, a.moves && (b.y += (a.y - a.prev.y) * a.friction.y)) : (a.x -= d, a.velocity.x = f - e * a.bounce.x, b.moves && (a.y += (b.y - b.prev.y) * b.friction.y)); else { d *= .5, a.x -= d, b.x += d; var g = Math.sqrt(f * f * b.mass / a.mass) * (f > 0 ? 1 : -1), h = Math.sqrt(e * e * a.mass / b.mass) * (e > 0 ? 1 : -1), i = .5 * (g + h); g -= i, h -= i, a.velocity.x = i + g * a.bounce.x, b.velocity.x = i + h * b.bounce.x } return !0 }, separateY: function(a, b, c) { var d = this.getOverlapY(a, b, c); if (c || 0 === d || a.immovable && b.immovable || a.customSeparateY || b.customSeparateY) return 0 !== d || a.embedded && b.embedded; var e = a.velocity.y, f = b.velocity.y; if (a.immovable || b.immovable) a.immovable ? (b.y += d, b.velocity.y = e - f * b.bounce.y, a.moves && (b.x += (a.x - a.prev.x) * a.friction.x)) : (a.y -= d, a.velocity.y = f - e * a.bounce.y, b.moves && (a.x += (b.x - b.prev.x) * b.friction.x)); else { d *= .5, a.y -= d, b.y += d; var g = Math.sqrt(f * f * b.mass / a.mass) * (f > 0 ? 1 : -1), h = Math.sqrt(e * e * a.mass / b.mass) * (e > 0 ? 1 : -1), i = .5 * (g + h); g -= i, h -= i, a.velocity.y = i + g * a.bounce.y, b.velocity.y = i + h * b.bounce.y } return !0 }, getObjectsUnderPointer: function(a, b, c, d) { if (0 !== b.length && a.exists) return this.getObjectsAtLocation(a.x, a.y, b, c, d, a) }, getObjectsAtLocation: function(a, b, d, e, f, g) { this.quadTree.clear(), this.quadTree.reset(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels), this.quadTree.populate(d); for (var h = new c.Rectangle(a, b, 1, 1), i = [], j = this.quadTree.retrieve(h), k = 0; k < j.length; k++) j[k].hitTest(a, b) && (e && e.call(f, g, j[k].sprite), i.push(j[k].sprite)); return i }, moveToObject: function(a, b, c, d) { void 0 === c && (c = 60), void 0 === d && (d = 0); var e = Math.atan2(b.y - a.y, b.x - a.x); return d > 0 && (c = this.distanceBetween(a, b) / (d / 1e3)), a.body.velocity.x = Math.cos(e) * c, a.body.velocity.y = Math.sin(e) * c, e }, moveToPointer: function(a, b, c, d) { void 0 === b && (b = 60), c = c || this.game.input.activePointer, void 0 === d && (d = 0); var e = this.angleToPointer(a, c); return d > 0 && (b = this.distanceToPointer(a, c) / (d / 1e3)), a.body.velocity.x = Math.cos(e) * b, a.body.velocity.y = Math.sin(e) * b, e }, moveToXY: function(a, b, c, d, e) { void 0 === d && (d = 60), void 0 === e && (e = 0); var f = Math.atan2(c - a.y, b - a.x); return e > 0 && (d = this.distanceToXY(a, b, c) / (e / 1e3)), a.body.velocity.x = Math.cos(f) * d, a.body.velocity.y = Math.sin(f) * d, f }, velocityFromAngle: function(a, b, d) { return void 0 === b && (b = 60), d = d || new c.Point, d.setTo(Math.cos(this.game.math.degToRad(a)) * b, Math.sin(this.game.math.degToRad(a)) * b) }, velocityFromRotation: function(a, b, d) { return void 0 === b && (b = 60), d = d || new c.Point, d.setTo(Math.cos(a) * b, Math.sin(a) * b) }, accelerationFromRotation: function(a, b, d) { return void 0 === b && (b = 60), d = d || new c.Point, d.setTo(Math.cos(a) * b, Math.sin(a) * b) }, accelerateToObject: function(a, b, c, d, e) { void 0 === c && (c = 60), void 0 === d && (d = 1e3), void 0 === e && (e = 1e3); var f = this.angleBetween(a, b); return a.body.acceleration.setTo(Math.cos(f) * c, Math.sin(f) * c), a.body.maxVelocity.setTo(d, e), f }, accelerateToPointer: function(a, b, c, d, e) { void 0 === c && (c = 60), void 0 === b && (b = this.game.input.activePointer), void 0 === d && (d = 1e3), void 0 === e && (e = 1e3); var f = this.angleToPointer(a, b); return a.body.acceleration.setTo(Math.cos(f) * c, Math.sin(f) * c), a.body.maxVelocity.setTo(d, e), f }, accelerateToXY: function(a, b, c, d, e, f) { void 0 === d && (d = 60), void 0 === e && (e = 1e3), void 0 === f && (f = 1e3); var g = this.angleToXY(a, b, c); return a.body.acceleration.setTo(Math.cos(g) * d, Math.sin(g) * d), a.body.maxVelocity.setTo(e, f), g }, distanceBetween: function(a, b, c) { void 0 === c && (c = !1); var d = c ? a.world.x - b.world.x : a.x - b.x, e = c ? a.world.y - b.world.y : a.y - b.y; return Math.sqrt(d * d + e * e) }, distanceToXY: function(a, b, c, d) { void 0 === d && (d = !1); var e = d ? a.world.x - b : a.x - b, f = d ? a.world.y - c : a.y - c; return Math.sqrt(e * e + f * f) }, distanceToPointer: function(a, b, c) { void 0 === b && (b = this.game.input.activePointer), void 0 === c && (c = !1); var d = c ? a.world.x - b.worldX : a.x - b.worldX, e = c ? a.world.y - b.worldY : a.y - b.worldY; return Math.sqrt(d * d + e * e) }, angleBetween: function(a, b, c) { return void 0 === c && (c = !1), c ? Math.atan2(b.world.y - a.world.y, b.world.x - a.world.x) : Math.atan2(b.y - a.y, b.x - a.x) }, angleBetweenCenters: function(a, b) { var c = b.centerX - a.centerX, d = b.centerY - a.centerY; return Math.atan2(d, c) }, angleToXY: function(a, b, c, d) { return void 0 === d && (d = !1), d ? Math.atan2(c - a.world.y, b - a.world.x) : Math.atan2(c - a.y, b - a.x) }, angleToPointer: function(a, b, c) { return void 0 === b && (b = this.game.input.activePointer), void 0 === c && (c = !1), c ? Math.atan2(b.worldY - a.world.y, b.worldX - a.world.x) : Math.atan2(b.worldY - a.y, b.worldX - a.x) }, worldAngleToPointer: function(a, b) { return this.angleToPointer(a, b, !0) } }, c.Physics.Arcade.Body = function(a) { this.sprite = a, this.game = a.game, this.type = c.Physics.ARCADE, this.enable = !0, this.isCircle = !1, this.radius = 0, this.offset = new c.Point, this.position = new c.Point(a.x, a.y), this.prev = new c.Point(this.position.x, this.position.y), this.allowRotation = !0, this.rotation = a.angle, this.preRotation = a.angle, this.width = a.width, this.height = a.height, this.sourceWidth = a.width, this.sourceHeight = a.height, a.texture && (this.sourceWidth = a.texture.frame.width, this.sourceHeight = a.texture.frame.height), this.halfWidth = Math.abs(a.width / 2), this.halfHeight = Math.abs(a.height / 2), this.center = new c.Point(a.x + this.halfWidth, a.y + this.halfHeight), this.velocity = new c.Point, this.newVelocity = new c.Point, this.deltaMax = new c.Point, this.acceleration = new c.Point, this.drag = new c.Point, this.allowGravity = !0, this.gravity = new c.Point, this.bounce = new c.Point, this.worldBounce = null, this.onWorldBounds = null, this.onCollide = null, this.onOverlap = null, this.maxVelocity = new c.Point(1e4, 1e4), this.friction = new c.Point(1, 0), this.angularVelocity = 0, this.angularAcceleration = 0, this.angularDrag = 0, this.maxAngular = 1e3, this.mass = 1, this.angle = 0, this.speed = 0, this.facing = c.NONE, this.immovable = !1, this.moves = !0, this.customSeparateX = !1, this.customSeparateY = !1, this.overlapX = 0, this.overlapY = 0, this.overlapR = 0, this.embedded = !1, this.collideWorldBounds = !1, this.checkCollision = { none: !1, any: !0, up: !0, down: !0, left: !0, right: !0 }, this.touching = { none: !0, up: !1, down: !1, left: !1, right: !1 }, this.wasTouching = { none: !0, up: !1, down: !1, left: !1, right: !1 }, this.blocked = { up: !1, down: !1, left: !1, right: !1 }, this.tilePadding = new c.Point, this.dirty = !1, this.skipQuadTree = !1, this.syncBounds = !1, this.isMoving = !1, this.stopVelocityOnCollide = !0, this.moveTimer = 0, this.moveDistance = 0, this.moveDuration = 0, this.moveTarget = null, this.moveEnd = null, this.onMoveComplete = new c.Signal, this.movementCallback = null, this.movementCallbackContext = null, this._reset = !0, this._sx = a.scale.x, this._sy = a.scale.y, this._dx = 0, this._dy = 0 }, c.Physics.Arcade.Body.prototype = { updateBounds: function() { if (this.syncBounds) { var a = this.sprite.getBounds(); a.ceilAll(), a.width === this.width && a.height === this.height || (this.width = a.width, this.height = a.height, this._reset = !0) } else { var b = Math.abs(this.sprite.scale.x), c = Math.abs(this.sprite.scale.y); b === this._sx && c === this._sy || (this.width = this.sourceWidth * b, this.height = this.sourceHeight * c, this._sx = b, this._sy = c, this._reset = !0) } this._reset && (this.halfWidth = Math.floor(this.width / 2), this.halfHeight = Math.floor(this.height / 2), this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight)) }, preUpdate: function() { this.enable && !this.game.physics.arcade.isPaused && (this.dirty = !0, this.wasTouching.none = this.touching.none, this.wasTouching.up = this.touching.up, this.wasTouching.down = this.touching.down, this.wasTouching.left = this.touching.left, this.wasTouching.right = this.touching.right, this.touching.none = !0, this.touching.up = !1, this.touching.down = !1, this.touching.left = !1, this.touching.right = !1, this.blocked.up = !1, this.blocked.down = !1, this.blocked.left = !1, this.blocked.right = !1, this.embedded = !1, this.updateBounds(), this.position.x = this.sprite.world.x - this.sprite.anchor.x * this.sprite.width + this.sprite.scale.x * this.offset.x, this.position.x -= this.sprite.scale.x < 0 ? this.width : 0, this.position.y = this.sprite.world.y - this.sprite.anchor.y * this.sprite.height + this.sprite.scale.y * this.offset.y, this.position.y -= this.sprite.scale.y < 0 ? this.height : 0, this.rotation = this.sprite.angle, this.preRotation = this.rotation, (this._reset || this.sprite.fresh) && (this.prev.x = this.position.x, this.prev.y = this.position.y), this.moves && (this.game.physics.arcade.updateMotion(this), this.newVelocity.set(this.velocity.x * this.game.time.physicsElapsed, this.velocity.y * this.game.time.physicsElapsed), this.position.x += this.newVelocity.x, this.position.y += this.newVelocity.y, this.position.x === this.prev.x && this.position.y === this.prev.y || (this.angle = Math.atan2(this.velocity.y, this.velocity.x)), this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), this.collideWorldBounds && this.checkWorldBounds() && this.onWorldBounds && this.onWorldBounds.dispatch(this.sprite, this.blocked.up, this.blocked.down, this.blocked.left, this.blocked.right)), this._dx = this.deltaX(), this._dy = this.deltaY(), this._reset = !1) }, updateMovement: function() { var a = 0, b = 0 !== this.overlapX || 0 !== this.overlapY; if (this.moveDuration > 0 ? (this.moveTimer += this.game.time.elapsedMS, a = this.moveTimer / this.moveDuration) : (this.moveTarget.end.set(this.position.x, this.position.y), a = this.moveTarget.length / this.moveDistance), this.movementCallback) var c = this.movementCallback.call(this.movementCallbackContext, this, this.velocity, a); return !(b || a >= 1 || void 0 !== c && !0 !== c) || (this.stopMovement(a >= 1 || this.stopVelocityOnCollide && b), !1) }, stopMovement: function(a) { this.isMoving && (this.isMoving = !1, a && this.velocity.set(0), this.onMoveComplete.dispatch(this.sprite, 0 !== this.overlapX || 0 !== this.overlapY)) }, postUpdate: function() { this.enable && this.dirty && (this.isMoving && this.updateMovement(), this.dirty = !1, this.deltaX() < 0 ? this.facing = c.LEFT : this.deltaX() > 0 && (this.facing = c.RIGHT), this.deltaY() < 0 ? this.facing = c.UP : this.deltaY() > 0 && (this.facing = c.DOWN), this.moves && (this._dx = this.deltaX(), this._dy = this.deltaY(), 0 !== this.deltaMax.x && 0 !== this._dx && (this._dx < 0 && this._dx < -this.deltaMax.x ? this._dx = -this.deltaMax.x : this._dx > 0 && this._dx > this.deltaMax.x && (this._dx = this.deltaMax.x)), 0 !== this.deltaMax.y && 0 !== this._dy && (this._dy < 0 && this._dy < -this.deltaMax.y ? this._dy = -this.deltaMax.y : this._dy > 0 && this._dy > this.deltaMax.y && (this._dy = this.deltaMax.y)), this.sprite.position.x += this._dx, this.sprite.position.y += this._dy, this._reset = !0), this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight), this.allowRotation && (this.sprite.angle += this.deltaZ()), this.prev.x = this.position.x, this.prev.y = this.position.y) }, checkWorldBounds: function() { var a = this.position, b = this.game.physics.arcade.bounds, c = this.game.physics.arcade.checkCollision, d = this.worldBounce ? -this.worldBounce.x : -this.bounce.x, e = this.worldBounce ? -this.worldBounce.y : -this.bounce.y; if (this.isCircle) { var f = { x: this.center.x - this.radius, y: this.center.y - this.radius, right: this.center.x + this.radius, bottom: this.center.y + this.radius }; f.x < b.x && c.left ? (a.x = b.x - this.halfWidth + this.radius, this.velocity.x *= d, this.blocked.left = !0) : f.right > b.right && c.right && (a.x = b.right - this.halfWidth - this.radius, this.velocity.x *= d, this.blocked.right = !0), f.y < b.y && c.up ? (a.y = b.y - this.halfHeight + this.radius, this.velocity.y *= e, this.blocked.up = !0) : f.bottom > b.bottom && c.down && (a.y = b.bottom - this.halfHeight - this.radius, this.velocity.y *= e, this.blocked.down = !0) } else a.x < b.x && c.left ? (a.x = b.x, this.velocity.x *= d, this.blocked.left = !0) : this.right > b.right && c.right && (a.x = b.right - this.width, this.velocity.x *= d, this.blocked.right = !0), a.y < b.y && c.up ? (a.y = b.y, this.velocity.y *= e, this.blocked.up = !0) : this.bottom > b.bottom && c.down && (a.y = b.bottom - this.height, this.velocity.y *= e, this.blocked.down = !0); return this.blocked.up || this.blocked.down || this.blocked.left || this.blocked.right }, moveFrom: function(a, b, c) { if (void 0 === b && (b = this.speed), 0 === b) return !1; var d; return void 0 === c ? (d = this.angle, c = this.game.math.radToDeg(d)) : d = this.game.math.degToRad(c), this.moveTimer = 0, this.moveDuration = a, 0 === c || 180 === c ? this.velocity.set(Math.cos(d) * b, 0) : 90 === c || 270 === c ? this.velocity.set(0, Math.sin(d) * b) : this.velocity.set(Math.cos(d) * b, Math.sin(d) * b), this.isMoving = !0, !0 }, moveTo: function(a, b, d) { var e = b / (a / 1e3); if (0 === e) return !1; var f; return void 0 === d ? (f = this.angle, d = this.game.math.radToDeg(f)) : f = this.game.math.degToRad(d), b = Math.abs(b), this.moveDuration = 0, this.moveDistance = b, null === this.moveTarget && (this.moveTarget = new c.Line, this.moveEnd = new c.Point), this.moveTarget.fromAngle(this.x, this.y, f, b), this.moveEnd.set(this.moveTarget.end.x, this.moveTarget.end.y), this.moveTarget.setTo(this.x, this.y, this.x, this.y), 0 === d || 180 === d ? this.velocity.set(Math.cos(f) * e, 0) : 90 === d || 270 === d ? this.velocity.set(0, Math.sin(f) * e) : this.velocity.set(Math.cos(f) * e, Math.sin(f) * e), this.isMoving = !0, !0 }, setSize: function(a, b, c, d) { void 0 === c && (c = this.offset.x), void 0 === d && (d = this.offset.y), this.sourceWidth = a, this.sourceHeight = b, this.width = this.sourceWidth * this._sx, this.height = this.sourceHeight * this._sy, this.halfWidth = Math.floor(this.width / 2), this.halfHeight = Math.floor(this.height / 2), this.offset.setTo(c, d), this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight), this.isCircle = !1, this.radius = 0 }, setCircle: function(a, b, c) { void 0 === b && (b = this.offset.x), void 0 === c && (c = this.offset.y), a > 0 ? (this.isCircle = !0, this.radius = a, this.sourceWidth = 2 * a, this.sourceHeight = 2 * a, this.width = this.sourceWidth * this._sx, this.height = this.sourceHeight * this._sy, this.halfWidth = Math.floor(this.width / 2), this.halfHeight = Math.floor(this.height / 2), this.offset.setTo(b, c), this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight)) : this.isCircle = !1 }, reset: function(a, b) { this.velocity.set(0), this.acceleration.set(0), this.speed = 0, this.angularVelocity = 0, this.angularAcceleration = 0, this.position.x = a - this.sprite.anchor.x * this.sprite.width + this.sprite.scale.x * this.offset.x, this.position.x -= this.sprite.scale.x < 0 ? this.width : 0, this.position.y = b - this.sprite.anchor.y * this.sprite.height + this.sprite.scale.y * this.offset.y, this.position.y -= this.sprite.scale.y < 0 ? this.height : 0, this.prev.x = this.position.x, this.prev.y = this.position.y, this.rotation = this.sprite.angle, this.preRotation = this.rotation, this._sx = this.sprite.scale.x, this._sy = this.sprite.scale.y, this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight) }, getBounds: function(a) { return this.isCircle ? (a.x = this.center.x - this.radius, a.y = this.center.y - this.radius, a.right = this.center.x + this.radius, a.bottom = this.center.y + this.radius) : (a.x = this.x, a.y = this.y, a.right = this.right, a.bottom = this.bottom), a }, hitTest: function(a, b) { return this.isCircle ? c.Circle.contains(this, a, b) : c.Rectangle.contains(this, a, b) }, onFloor: function() { return this.blocked.down }, onCeiling: function() { return this.blocked.up }, onWall: function() { return this.blocked.left || this.blocked.right }, deltaAbsX: function() { return this.deltaX() > 0 ? this.deltaX() : -this.deltaX() }, deltaAbsY: function() { return this.deltaY() > 0 ? this.deltaY() : -this.deltaY() }, deltaX: function() { return this.position.x - this.prev.x }, deltaY: function() { return this.position.y - this.prev.y }, deltaZ: function() { return this.rotation - this.preRotation }, destroy: function() { this.sprite.parent && this.sprite.parent instanceof c.Group && this.sprite.parent.removeFromHash(this.sprite), this.sprite.body = null, this.sprite = null } }, Object.defineProperty(c.Physics.Arcade.Body.prototype, "left", { get: function() { return this.position.x } }), Object.defineProperty(c.Physics.Arcade.Body.prototype, "right", { get: function() { return this.position.x + this.width } }), Object.defineProperty(c.Physics.Arcade.Body.prototype, "top", { get: function() { return this.position.y } }), Object.defineProperty(c.Physics.Arcade.Body.prototype, "bottom", { get: function() { return this.position.y + this.height } }), Object.defineProperty(c.Physics.Arcade.Body.prototype, "x", { get: function() { return this.position.x }, set: function(a) { this.position.x = a } }), Object.defineProperty(c.Physics.Arcade.Body.prototype, "y", { get: function() { return this.position.y }, set: function(a) { this.position.y = a } }), c.Physics.Arcade.Body.render = function(a, b, c, d) { void 0 === d && (d = !0), c = c || "rgba(0,255,0,0.4)", a.fillStyle = c, a.strokeStyle = c, b.isCircle ? (a.beginPath(), a.arc(b.center.x - b.game.camera.x, b.center.y - b.game.camera.y, b.radius, 0, 2 * Math.PI), d ? a.fill() : a.stroke()) : d ? a.fillRect(b.position.x - b.game.camera.x, b.position.y - b.game.camera.y, b.width, b.height) : a.strokeRect(b.position.x - b.game.camera.x, b.position.y - b.game.camera.y, b.width, b.height) }, c.Physics.Arcade.Body.renderBodyInfo = function(a, b) { a.line("x: " + b.x.toFixed(2), "y: " + b.y.toFixed(2), "width: " + b.width, "height: " + b.height), a.line("velocity x: " + b.velocity.x.toFixed(2), "y: " + b.velocity.y.toFixed(2), "deltaX: " + b._dx.toFixed(2), "deltaY: " + b._dy.toFixed(2)), a.line("acceleration x: " + b.acceleration.x.toFixed(2), "y: " + b.acceleration.y.toFixed(2), "speed: " + b.speed.toFixed(2), "angle: " + b.angle.toFixed(2)), a.line("gravity x: " + b.gravity.x, "y: " + b.gravity.y, "bounce x: " + b.bounce.x.toFixed(2), "y: " + b.bounce.y.toFixed(2)), a.line("touching left: " + b.touching.left, "right: " + b.touching.right, "up: " + b.touching.up, "down: " + b.touching.down), a.line("blocked left: " + b.blocked.left, "right: " + b.blocked.right, "up: " + b.blocked.up, "down: " + b.blocked.down) }, c.Physics.Arcade.Body.prototype.constructor = c.Physics.Arcade.Body, c.Physics.Arcade.TilemapCollision = function() {}, c.Physics.Arcade.TilemapCollision.prototype = { TILE_BIAS: 16, collideSpriteVsTilemapLayer: function(a, b, c, d, e, f) { if (a.body) { var g = b.getTiles(a.body.position.x - a.body.tilePadding.x, a.body.position.y - a.body.tilePadding.y, a.body.width + a.body.tilePadding.x, a.body.height + a.body.tilePadding.y, !1, !1); if (0 !== g.length) for (var h = 0; h < g.length; h++) d ? d.call(e, a, g[h]) && this.separateTile(h, a.body, g[h], b, f) && (this._total++, c && c.call(e, a, g[h])) : this.separateTile(h, a.body, g[h], b, f) && (this._total++, c && c.call(e, a, g[h])) } }, collideGroupVsTilemapLayer: function(a, b, c, d, e, f) { if (0 !== a.length) for (var g = 0; g < a.children.length; g++) a.children[g].exists && this.collideSpriteVsTilemapLayer(a.children[g], b, c, d, e, f) }, separateTile: function(a, b, c, d, e) { if (!b.enable) return !1; var f = d.fixedToCamera ? 0 : d.position.x, g = d.fixedToCamera ? 0 : d.position.y; if (!c.intersects(b.position.x - f, b.position.y - g, b.right - f, b.bottom - g)) return !1; if (e) return !0; if (c.collisionCallback && !c.collisionCallback.call(c.collisionCallbackContext, b.sprite, c)) return !1; if (void 0 !== c.layer.callbacks && c.layer.callbacks[c.index] && !c.layer.callbacks[c.index].callback.call(c.layer.callbacks[c.index].callbackContext, b.sprite, c)) return !1; if (!(c.faceLeft || c.faceRight || c.faceTop || c.faceBottom)) return !1; var h = 0, i = 0, j = 0, k = 1; if (b.deltaAbsX() > b.deltaAbsY() ? j = -1 : b.deltaAbsX() < b.deltaAbsY() && (k = -1), 0 !== b.deltaX() && 0 !== b.deltaY() && (c.faceLeft || c.faceRight) && (c.faceTop || c.faceBottom) && (j = Math.min(Math.abs(b.position.x - f - c.right), Math.abs(b.right - f - c.left)), k = Math.min(Math.abs(b.position.y - g - c.bottom), Math.abs(b.bottom - g - c.top))), j < k) { if ((c.faceLeft || c.faceRight) && 0 !== (h = this.tileCheckX(b, c, d)) && !c.intersects(b.position.x - f, b.position.y - g, b.right - f, b.bottom - g)) return !0; (c.faceTop || c.faceBottom) && (i = this.tileCheckY(b, c, d)) } else { if ((c.faceTop || c.faceBottom) && 0 !== (i = this.tileCheckY(b, c, d)) && !c.intersects(b.position.x - f, b.position.y - g, b.right - f, b.bottom - g)) return !0; (c.faceLeft || c.faceRight) && (h = this.tileCheckX(b, c, d)) } return 0 !== h || 0 !== i }, tileCheckX: function(a, b, c) { var d = 0, e = c.fixedToCamera ? 0 : c.position.x; return a.deltaX() < 0 && !a.blocked.left && b.collideRight && a.checkCollision.left ? b.faceRight && a.x - e < b.right && (d = a.x - e - b.right) < -this.TILE_BIAS && (d = 0) : a.deltaX() > 0 && !a.blocked.right && b.collideLeft && a.checkCollision.right && b.faceLeft && a.right - e > b.left && (d = a.right - e - b.left) > this.TILE_BIAS && (d = 0), 0 !== d && (a.customSeparateX ? a.overlapX = d : this.processTileSeparationX(a, d)), d }, tileCheckY: function(a, b, c) { var d = 0, e = c.fixedToCamera ? 0 : c.position.y; return a.deltaY() < 0 && !a.blocked.up && b.collideDown && a.checkCollision.up ? b.faceBottom && a.y - e < b.bottom && (d = a.y - e - b.bottom) < -this.TILE_BIAS && (d = 0) : a.deltaY() > 0 && !a.blocked.down && b.collideUp && a.checkCollision.down && b.faceTop && a.bottom - e > b.top && (d = a.bottom - e - b.top) > this.TILE_BIAS && (d = 0), 0 !== d && (a.customSeparateY ? a.overlapY = d : this.processTileSeparationY(a, d)), d }, processTileSeparationX: function(a, b) { b < 0 ? a.blocked.left = !0 : b > 0 && (a.blocked.right = !0), a.position.x -= b, 0 === a.bounce.x ? a.velocity.x = 0 : a.velocity.x = -a.velocity.x * a.bounce.x }, processTileSeparationY: function(a, b) { b < 0 ? a.blocked.up = !0 : b > 0 && (a.blocked.down = !0), a.position.y -= b, 0 === a.bounce.y ? a.velocity.y = 0 : a.velocity.y = -a.velocity.y * a.bounce.y } }, c.Utils.mixinPrototype(c.Physics.Arcade.prototype, c.Physics.Arcade.TilemapCollision.prototype), p2.Body.prototype.parent = null, p2.Spring.prototype.parent = null, c.Physics.P2 = function(a, b) { this.game = a, void 0 === b ? b = { gravity: [0, 0], broadphase: new p2.SAPBroadphase } : (b.hasOwnProperty("gravity") || (b.gravity = [0, 0]), b.hasOwnProperty("broadphase") || (b.broadphase = new p2.SAPBroadphase)), this.config = b, this.world = new p2.World(this.config), this.frameRate = 1 / 60, this.useElapsedTime = !1, this.paused = !1, this.materials = [], this.gravity = new c.Physics.P2.InversePointProxy(this, this.world.gravity), this.walls = { left: null, right: null, top: null, bottom: null }, this.onBodyAdded = new c.Signal, this.onBodyRemoved = new c.Signal, this.onSpringAdded = new c.Signal, this.onSpringRemoved = new c.Signal, this.onConstraintAdded = new c.Signal, this.onConstraintRemoved = new c.Signal, this.onContactMaterialAdded = new c.Signal, this.onContactMaterialRemoved = new c.Signal, this.postBroadphaseCallback = null, this.callbackContext = null, this.onBeginContact = new c.Signal, this.onEndContact = new c.Signal, b.hasOwnProperty("mpx") && b.hasOwnProperty("pxm") && b.hasOwnProperty("mpxi") && b.hasOwnProperty("pxmi") && (this.mpx = b.mpx, this.mpxi = b.mpxi, this.pxm = b.pxm, this.pxmi = b.pxmi), this.world.on("beginContact", this.beginContactHandler, this), this.world.on("endContact", this.endContactHandler, this), this.collisionGroups = [], this.nothingCollisionGroup = new c.Physics.P2.CollisionGroup(1), this.boundsCollisionGroup = new c.Physics.P2.CollisionGroup(2), this.everythingCollisionGroup = new c.Physics.P2.CollisionGroup(2147483648), this.boundsCollidesWith = [], this._toRemove = [], this._collisionGroupID = 2, this._boundsLeft = !0, this._boundsRight = !0, this._boundsTop = !0, this._boundsBottom = !0, this._boundsOwnGroup = !1, this.setBoundsToWorld(!0, !0, !0, !0, !1) }, c.Physics.P2.prototype = { removeBodyNextStep: function(a) { this._toRemove.push(a) }, preUpdate: function() { for (var a = this._toRemove.length; a--;) this.removeBody(this._toRemove[a]); this._toRemove.length = 0 }, enable: function(a, b, d) { void 0 === b && (b = !1), void 0 === d && (d = !0); var e = 1; if (Array.isArray(a)) for (e = a.length; e--;) a[e] instanceof c.Group ? this.enable(a[e].children, b, d) : (this.enableBody(a[e], b), d && a[e].hasOwnProperty("children") && a[e].children.length > 0 && this.enable(a[e], b, !0)); else a instanceof c.Group ? this.enable(a.children, b, d) : (this.enableBody(a, b), d && a.hasOwnProperty("children") && a.children.length > 0 && this.enable(a.children, b, !0)) }, enableBody: function(a, b) { a.hasOwnProperty("body") && null === a.body && (a.body = new c.Physics.P2.Body(this.game, a, a.x, a.y, 1), a.body.debug = b, void 0 !== a.anchor && a.anchor.set(.5)) }, setImpactEvents: function(a) { a ? this.world.on("impact", this.impactHandler, this) : this.world.off("impact", this.impactHandler, this) }, setPostBroadphaseCallback: function(a, b) { this.postBroadphaseCallback = a, this.callbackContext = b, null !== a ? this.world.on("postBroadphase", this.postBroadphaseHandler, this) : this.world.off("postBroadphase", this.postBroadphaseHandler, this) }, postBroadphaseHandler: function(a) { if (this.postBroadphaseCallback && 0 !== a.pairs.length) for (var b = a.pairs.length - 2; b >= 0; b -= 2) a.pairs[b].parent && a.pairs[b + 1].parent && !this.postBroadphaseCallback.call(this.callbackContext, a.pairs[b].parent, a.pairs[b + 1].parent) && a.pairs.splice(b, 2) }, impactHandler: function(a) { if (a.bodyA.parent && a.bodyB.parent) { var b = a.bodyA.parent, c = a.bodyB.parent; b._bodyCallbacks[a.bodyB.id] && b._bodyCallbacks[a.bodyB.id].call(b._bodyCallbackContext[a.bodyB.id], b, c, a.shapeA, a.shapeB), c._bodyCallbacks[a.bodyA.id] && c._bodyCallbacks[a.bodyA.id].call(c._bodyCallbackContext[a.bodyA.id], c, b, a.shapeB, a.shapeA), b._groupCallbacks[a.shapeB.collisionGroup] && b._groupCallbacks[a.shapeB.collisionGroup].call(b._groupCallbackContext[a.shapeB.collisionGroup], b, c, a.shapeA, a.shapeB), c._groupCallbacks[a.shapeA.collisionGroup] && c._groupCallbacks[a.shapeA.collisionGroup].call(c._groupCallbackContext[a.shapeA.collisionGroup], c, b, a.shapeB, a.shapeA) } }, beginContactHandler: function(a) { a.bodyA && a.bodyB && (this.onBeginContact.dispatch(a.bodyA, a.bodyB, a.shapeA, a.shapeB, a.contactEquations), a.bodyA.parent && a.bodyA.parent.onBeginContact.dispatch(a.bodyB.parent, a.bodyB, a.shapeA, a.shapeB, a.contactEquations), a.bodyB.parent && a.bodyB.parent.onBeginContact.dispatch(a.bodyA.parent, a.bodyA, a.shapeB, a.shapeA, a.contactEquations)) }, endContactHandler: function(a) { a.bodyA && a.bodyB && (this.onEndContact.dispatch(a.bodyA, a.bodyB, a.shapeA, a.shapeB), a.bodyA.parent && a.bodyA.parent.onEndContact.dispatch(a.bodyB.parent, a.bodyB, a.shapeA, a.shapeB), a.bodyB.parent && a.bodyB.parent.onEndContact.dispatch(a.bodyA.parent, a.bodyA, a.shapeB, a.shapeA)) }, setBoundsToWorld: function(a, b, c, d, e) { this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, a, b, c, d, e) }, setWorldMaterial: function(a, b, c, d, e) { void 0 === b && (b = !0), void 0 === c && (c = !0), void 0 === d && (d = !0), void 0 === e && (e = !0), b && this.walls.left && (this.walls.left.shapes[0].material = a), c && this.walls.right && (this.walls.right.shapes[0].material = a), d && this.walls.top && (this.walls.top.shapes[0].material = a), e && this.walls.bottom && (this.walls.bottom.shapes[0].material = a) }, updateBoundsCollisionGroup: function(a) { void 0 === a && (a = !0); var b = a ? this.boundsCollisionGroup.mask : this.everythingCollisionGroup.mask; this.walls.left && (this.walls.left.shapes[0].collisionGroup = b), this.walls.right && (this.walls.right.shapes[0].collisionGroup = b), this.walls.top && (this.walls.top.shapes[0].collisionGroup = b), this.walls.bottom && (this.walls.bottom.shapes[0].collisionGroup = b), this._boundsOwnGroup = a }, setBounds: function(a, b, c, d, e, f, g, h, i) { void 0 === e && (e = this._boundsLeft), void 0 === f && (f = this._boundsRight), void 0 === g && (g = this._boundsTop), void 0 === h && (h = this._boundsBottom), void 0 === i && (i = this._boundsOwnGroup), this.setupWall(e, "left", a, b, 1.5707963267948966, i), this.setupWall(f, "right", a + c, b, -1.5707963267948966, i), this.setupWall(g, "top", a, b, -3.141592653589793, i), this.setupWall(h, "bottom", a, b + d, 0, i), this._boundsLeft = e, this._boundsRight = f, this._boundsTop = g, this._boundsBottom = h, this._boundsOwnGroup = i }, setupWall: function(a, b, c, d, e, f) { a ? (this.walls[b] ? this.walls[b].position = [this.pxmi(c), this.pxmi(d)] : (this.walls[b] = new p2.Body({ mass: 0, position: [this.pxmi(c), this.pxmi(d)], angle: e }), this.walls[b].addShape(new p2.Plane), this.world.addBody(this.walls[b])), f && (this.walls[b].shapes[0].collisionGroup = this.boundsCollisionGroup.mask)) : this.walls[b] && (this.world.removeBody(this.walls[b]), this.walls[b] = null) }, pause: function() { this.paused = !0 }, resume: function() { this.paused = !1 }, update: function() { this.paused || (this.useElapsedTime ? this.world.step(this.game.time.physicsElapsed) : this.world.step(this.frameRate)) }, reset: function() { this.world.on("beginContact", this.beginContactHandler, this), this.world.on("endContact", this.endContactHandler, this), this.nothingCollisionGroup = new c.Physics.P2.CollisionGroup(1), this.boundsCollisionGroup = new c.Physics.P2.CollisionGroup(2), this.everythingCollisionGroup = new c.Physics.P2.CollisionGroup(2147483648), this._collisionGroupID = 2, this.setBoundsToWorld(!0, !0, !0, !0, !1) }, clear: function() { this.world.time = 0, this.world.fixedStepTime = 0, this.world.solver && this.world.solver.equations.length && this.world.solver.removeAllEquations(); for (var a = this.world.constraints, b = a.length - 1; b >= 0; b--) this.world.removeConstraint(a[b]); for (var c = this.world.bodies, b = c.length - 1; b >= 0; b--) this.world.removeBody(c[b]); for (var d = this.world.springs, b = d.length - 1; b >= 0; b--) this.world.removeSpring(d[b]); for (var e = this.world.contactMaterials, b = e.length - 1; b >= 0; b--) this.world.removeContactMaterial(e[b]); this.world.off("beginContact", this.beginContactHandler, this), this.world.off("endContact", this.endContactHandler, this), this.postBroadphaseCallback = null, this.callbackContext = null, this.impactCallback = null, this.collisionGroups = [], this._toRemove = [], this.boundsCollidesWith = [], this.walls = { left: null, right: null, top: null, bottom: null } }, destroy: function() { this.clear(), this.game = null }, addBody: function(a) { return !a.data.world && (this.world.addBody(a.data), this.onBodyAdded.dispatch(a), !0) }, removeBody: function(a) { return a.data.world === this.world && (this.world.removeBody(a.data), this.onBodyRemoved.dispatch(a)), a }, addSpring: function(a) { return a instanceof c.Physics.P2.Spring || a instanceof c.Physics.P2.RotationalSpring ? this.world.addSpring(a.data) : this.world.addSpring(a), this.onSpringAdded.dispatch(a), a }, removeSpring: function(a) { return a instanceof c.Physics.P2.Spring || a instanceof c.Physics.P2.RotationalSpring ? this.world.removeSpring(a.data) : this.world.removeSpring(a), this.onSpringRemoved.dispatch(a), a }, createDistanceConstraint: function(a, b, d, e, f, g) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addConstraint(new c.Physics.P2.DistanceConstraint(this, a, b, d, e, f, g)); console.warn("Cannot create Constraint, invalid body objects given") }, createGearConstraint: function(a, b, d, e) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addConstraint(new c.Physics.P2.GearConstraint(this, a, b, d, e)); console.warn("Cannot create Constraint, invalid body objects given") }, createRevoluteConstraint: function(a, b, d, e, f, g) { if (a = this.getBody(a), d = this.getBody(d), a && d) return this.addConstraint(new c.Physics.P2.RevoluteConstraint(this, a, b, d, e, f, g)); console.warn("Cannot create Constraint, invalid body objects given") }, createLockConstraint: function(a, b, d, e, f) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addConstraint(new c.Physics.P2.LockConstraint(this, a, b, d, e, f)); console.warn("Cannot create Constraint, invalid body objects given") }, createPrismaticConstraint: function(a, b, d, e, f, g, h) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addConstraint(new c.Physics.P2.PrismaticConstraint(this, a, b, d, e, f, g, h)); console.warn("Cannot create Constraint, invalid body objects given") }, addConstraint: function(a) { return this.world.addConstraint(a), this.onConstraintAdded.dispatch(a), a }, removeConstraint: function(a) { return this.world.removeConstraint(a), this.onConstraintRemoved.dispatch(a), a }, addContactMaterial: function(a) { return this.world.addContactMaterial(a), this.onContactMaterialAdded.dispatch(a), a }, removeContactMaterial: function(a) { return this.world.removeContactMaterial(a), this.onContactMaterialRemoved.dispatch(a), a }, getContactMaterial: function(a, b) { return this.world.getContactMaterial(a, b) }, setMaterial: function(a, b) { for (var c = b.length; c--;) b[c].setMaterial(a) }, createMaterial: function(a, b) { a = a || ""; var d = new c.Physics.P2.Material(a); return this.materials.push(d), void 0 !== b && b.setMaterial(d), d }, createContactMaterial: function(a, b, d) { void 0 === a && (a = this.createMaterial()), void 0 === b && (b = this.createMaterial()); var e = new c.Physics.P2.ContactMaterial(a, b, d); return this.addContactMaterial(e) }, getBodies: function() { for (var a = [], b = this.world.bodies.length; b--;) a.push(this.world.bodies[b].parent); return a }, getBody: function(a) { return a instanceof p2.Body ? a : a instanceof c.Physics.P2.Body ? a.data : a.body && a.body.type === c.Physics.P2JS ? a.body.data : null }, getSprings: function() { for (var a = [], b = this.world.springs.length; b--;) a.push(this.world.springs[b].parent); return a }, getConstraints: function() { for (var a = [], b = this.world.constraints.length; b--;) a.push(this.world.constraints[b]); return a }, hitTest: function(a, b, d, e) { void 0 === b && (b = this.world.bodies), void 0 === d && (d = 5), void 0 === e && (e = !1); for (var f = [this.pxmi(a.x), this.pxmi(a.y)], g = [], h = b.length; h--;) b[h] instanceof c.Physics.P2.Body && (!e || b[h].data.type !== p2.Body.STATIC) ? g.push(b[h].data) : b[h] instanceof p2.Body && b[h].parent && (!e || b[h].type !== p2.Body.STATIC) ? g.push(b[h]) : b[h] instanceof c.Sprite && b[h].hasOwnProperty("body") && (!e || b[h].body.data.type !== p2.Body.STATIC) && g.push(b[h].body.data); return this.world.hitTest(f, g, d) }, toJSON: function() { return this.world.toJSON() }, createCollisionGroup: function(a) { var b = Math.pow(2, this._collisionGroupID); this.walls.left && (this.walls.left.shapes[0].collisionMask = this.walls.left.shapes[0].collisionMask | b), this.walls.right && (this.walls.right.shapes[0].collisionMask = this.walls.right.shapes[0].collisionMask | b), this.walls.top && (this.walls.top.shapes[0].collisionMask = this.walls.top.shapes[0].collisionMask | b), this.walls.bottom && (this.walls.bottom.shapes[0].collisionMask = this.walls.bottom.shapes[0].collisionMask | b), this._collisionGroupID++; var d = new c.Physics.P2.CollisionGroup(b); return this.collisionGroups.push(d), a && this.setCollisionGroup(a, d), d }, setCollisionGroup: function(a, b) { if (a instanceof c.Group) for (var d = 0; d < a.total; d++) a.children[d].body && a.children[d].body.type === c.Physics.P2JS && a.children[d].body.setCollisionGroup(b); else a.body.setCollisionGroup(b) }, createSpring: function(a, b, d, e, f, g, h, i, j) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addSpring(new c.Physics.P2.Spring(this, a, b, d, e, f, g, h, i, j)); console.warn("Cannot create Spring, invalid body objects given") }, createRotationalSpring: function(a, b, d, e, f) { if (a = this.getBody(a), b = this.getBody(b), a && b) return this.addSpring(new c.Physics.P2.RotationalSpring(this, a, b, d, e, f)); console.warn("Cannot create Rotational Spring, invalid body objects given") }, createBody: function(a, b, d, e, f, g) { void 0 === e && (e = !1); var h = new c.Physics.P2.Body(this.game, null, a, b, d); if (g) { if (!h.addPolygon(f, g)) return !1 } return e && this.world.addBody(h.data), h }, createParticle: function(a, b, d, e, f, g) { void 0 === e && (e = !1); var h = new c.Physics.P2.Body(this.game, null, a, b, d); if (g) { if (!h.addPolygon(f, g)) return !1 } return e && this.world.addBody(h.data), h }, convertCollisionObjects: function(a, b, c) { void 0 === c && (c = !0); for (var d = [], e = 0, f = a.collision[b].length; e < f; e++) { var g = a.collision[b][e], h = this.createBody(g.x, g.y, 0, c, {}, g.polyline); h && d.push(h) } return d }, clearTilemapLayerBodies: function(a, b) { b = a.getLayer(b); for (var c = a.layers[b].bodies.length; c--;) a.layers[b].bodies[c].destroy(); a.layers[b].bodies.length = 0 }, convertTilemap: function(a, b, c, d) { b = a.getLayer(b), void 0 === c && (c = !0), void 0 === d && (d = !0), this.clearTilemapLayerBodies(a, b); for (var e = 0, f = 0, g = 0, h = 0, i = a.layers[b].height; h < i; h++) { e = 0; for (var j = 0, k = a.layers[b].width; j < k; j++) { var l = a.layers[b].data[h][j]; if (l && l.index > -1 && l.collides) if (d) { var m = a.getTileRight(b, j, h); if (0 === e && (f = l.x * l.width, g = l.y * l.height, e = l.width), m && m.collides) e += l.width; else { var n = this.createBody(f, g, 0, !1); n.addRectangle(e, l.height, e / 2, l.height / 2, 0), c && this.addBody(n), a.layers[b].bodies.push(n), e = 0 } } else { var n = this.createBody(l.x * l.width, l.y * l.height, 0, !1); n.addRectangle(l.width, l.height, l.width / 2, l.height / 2, 0), c && this.addBody(n), a.layers[b].bodies.push(n) } } } return a.layers[b].bodies }, mpx: function(a) { return a *= 20 }, pxm: function(a) { return .05 * a }, mpxi: function(a) { return a *= -20 }, pxmi: function(a) { return -.05 * a } }, Object.defineProperty(c.Physics.P2.prototype, "friction", { get: function() { return this.world.defaultContactMaterial.friction }, set: function(a) { this.world.defaultContactMaterial.friction = a } }), Object.defineProperty(c.Physics.P2.prototype, "restitution", { get: function() { return this.world.defaultContactMaterial.restitution }, set: function(a) { this.world.defaultContactMaterial.restitution = a } }), Object.defineProperty(c.Physics.P2.prototype, "contactMaterial", { get: function() { return this.world.defaultContactMaterial }, set: function(a) { this.world.defaultContactMaterial = a } }), Object.defineProperty(c.Physics.P2.prototype, "applySpringForces", { get: function() { return this.world.applySpringForces }, set: function(a) { this.world.applySpringForces = a } }), Object.defineProperty(c.Physics.P2.prototype, "applyDamping", { get: function() { return this.world.applyDamping }, set: function(a) { this.world.applyDamping = a } }), Object.defineProperty(c.Physics.P2.prototype, "applyGravity", { get: function() { return this.world.applyGravity }, set: function(a) { this.world.applyGravity = a } }), Object.defineProperty(c.Physics.P2.prototype, "solveConstraints", { get: function() { return this.world.solveConstraints }, set: function(a) { this.world.solveConstraints = a } }), Object.defineProperty(c.Physics.P2.prototype, "time", { get: function() { return this.world.time } }), Object.defineProperty(c.Physics.P2.prototype, "emitImpactEvent", { get: function() { return this.world.emitImpactEvent }, set: function(a) { this.world.emitImpactEvent = a } }), Object.defineProperty(c.Physics.P2.prototype, "sleepMode", { get: function() { return this.world.sleepMode }, set: function(a) { this.world.sleepMode = a } }), Object.defineProperty(c.Physics.P2.prototype, "total", { get: function() { return this.world.bodies.length } }), c.Physics.P2.FixtureList = function(a) { Array.isArray(a) || (a = [a]), this.rawList = a, this.init(), this.parse(this.rawList) }, c.Physics.P2.FixtureList.prototype = { init: function() { this.namedFixtures = {}, this.groupedFixtures = [], this.allFixtures = [] }, setCategory: function(a, b) { var c = function(b) { b.collisionGroup = a }; this.getFixtures(b).forEach(c) }, setMask: function(a, b) { var c = function(b) { b.collisionMask = a }; this.getFixtures(b).forEach(c) }, setSensor: function(a, b) { var c = function(b) { b.sensor = a }; this.getFixtures(b).forEach(c) }, setMaterial: function(a, b) { var c = function(b) { b.material = a }; this.getFixtures(b).forEach(c) }, getFixtures: function(a) { var b = []; if (a) { a instanceof Array || (a = [a]); var c = this; return a.forEach(function(a) { c.namedFixtures[a] && b.push(c.namedFixtures[a]) }), this.flatten(b) } return this.allFixtures }, getFixtureByKey: function(a) { return this.namedFixtures[a] }, getGroup: function(a) { return this.groupedFixtures[a] }, parse: function() { var a, b, c, d; c = this.rawList, d = []; for (a in c) b = c[a], isNaN(a - 0) ? this.namedFixtures[a] = this.flatten(b) : (this.groupedFixtures[a] = this.groupedFixtures[a] || [], this.groupedFixtures[a] = this.groupedFixtures[a].concat(b)), d.push(this.allFixtures = this.flatten(this.groupedFixtures)) }, flatten: function(a) { var b, c; return b = [], c = arguments.callee, a.forEach(function(a) { return Array.prototype.push.apply(b, Array.isArray(a) ? c(a) : [a]) }), b } }, c.Physics.P2.PointProxy = function(a, b) { this.world = a, this.destination = b }, c.Physics.P2.PointProxy.prototype.constructor = c.Physics.P2.PointProxy, Object.defineProperty(c.Physics.P2.PointProxy.prototype, "x", { get: function() { return this.world.mpx(this.destination[0]) }, set: function(a) { this.destination[0] = this.world.pxm(a) } }), Object.defineProperty(c.Physics.P2.PointProxy.prototype, "y", { get: function() { return this.world.mpx(this.destination[1]) }, set: function(a) { this.destination[1] = this.world.pxm(a) } }), Object.defineProperty(c.Physics.P2.PointProxy.prototype, "mx", { get: function() { return this.destination[0] }, set: function(a) { this.destination[0] = a } }), Object.defineProperty(c.Physics.P2.PointProxy.prototype, "my", { get: function() { return this.destination[1] }, set: function(a) { this.destination[1] = a } }), c.Physics.P2.InversePointProxy = function(a, b) { this.world = a, this.destination = b }, c.Physics.P2.InversePointProxy.prototype.constructor = c.Physics.P2.InversePointProxy, Object.defineProperty(c.Physics.P2.InversePointProxy.prototype, "x", { get: function() { return this.world.mpxi(this.destination[0]) }, set: function(a) { this.destination[0] = this.world.pxmi(a) } }), Object.defineProperty(c.Physics.P2.InversePointProxy.prototype, "y", { get: function() { return this.world.mpxi(this.destination[1]) }, set: function(a) { this.destination[1] = this.world.pxmi(a) } }), Object.defineProperty(c.Physics.P2.InversePointProxy.prototype, "mx", { get: function() { return this.destination[0] }, set: function(a) { this.destination[0] = -a } }), Object.defineProperty(c.Physics.P2.InversePointProxy.prototype, "my", { get: function() { return this.destination[1] }, set: function(a) { this.destination[1] = -a } }), c.Physics.P2.Body = function(a, b, d, e, f) { b = b || null, d = d || 0, e = e || 0, void 0 === f && (f = 1), this.game = a, this.world = a.physics.p2, this.sprite = b, this.type = c.Physics.P2JS, this.offset = new c.Point, this.data = new p2.Body({ position: [this.world.pxmi(d), this.world.pxmi(e)], mass: f }), this.data.parent = this, this.velocity = new c.Physics.P2.InversePointProxy(this.world, this.data.velocity), this.force = new c.Physics.P2.InversePointProxy(this.world, this.data.force), this.gravity = new c.Point, this.onBeginContact = new c.Signal, this.onEndContact = new c.Signal, this.collidesWith = [], this.removeNextStep = !1, this.debugBody = null, this.dirty = !1, this._collideWorldBounds = !0, this._bodyCallbacks = {}, this._bodyCallbackContext = {}, this._groupCallbacks = {}, this._groupCallbackContext = {}, this._reset = !1, b && (this.setRectangleFromSprite(b), b.exists && this.game.physics.p2.addBody(this)) }, c.Physics.P2.Body.prototype = { createBodyCallback: function(a, b, c) { var d = -1; a.id ? d = a.id : a.body && (d = a.body.id), d > -1 && (null === b ? (delete this._bodyCallbacks[d], delete this._bodyCallbackContext[d]) : (this._bodyCallbacks[d] = b, this._bodyCallbackContext[d] = c)) }, createGroupCallback: function(a, b, c) { null === b ? (delete this._groupCallbacks[a.mask], delete this._groupCallbackContext[a.mask]) : (this._groupCallbacks[a.mask] = b, this._groupCallbackContext[a.mask] = c) }, getCollisionMask: function() { var a = 0; this._collideWorldBounds && (a = this.game.physics.p2.boundsCollisionGroup.mask); for (var b = 0; b < this.collidesWith.length; b++) a |= this.collidesWith[b].mask; return a }, updateCollisionMask: function(a) { var b = this.getCollisionMask(); if (void 0 === a) for (var c = this.data.shapes.length - 1; c >= 0; c--) this.data.shapes[c].collisionMask = b; else a.collisionMask = b }, setCollisionGroup: function(a, b) { var c = this.getCollisionMask(); if (void 0 === b) for (var d = this.data.shapes.length - 1; d >= 0; d--) this.data.shapes[d].collisionGroup = a.mask, this.data.shapes[d].collisionMask = c; else b.collisionGroup = a.mask, b.collisionMask = c }, clearCollision: function(a, b, c) { if (void 0 === a && (a = !0), void 0 === b && (b = !0), void 0 === c) for (var d = this.data.shapes.length - 1; d >= 0; d--) a && (this.data.shapes[d].collisionGroup = null), b && (this.data.shapes[d].collisionMask = null); else a && (c.collisionGroup = null), b && (c.collisionMask = null); a && (this.collidesWith.length = 0) }, removeCollisionGroup: function(a, b, c) { void 0 === b && (b = !0); var d; if (Array.isArray(a)) for (var e = 0; e < a.length; e++)(d = this.collidesWith.indexOf(a[e])) > -1 && (this.collidesWith.splice(d, 1), b && (delete this._groupCallbacks[a.mask], delete this._groupCallbackContext[a.mask])); else(d = this.collidesWith.indexOf(a)) > -1 && (this.collidesWith.splice(d, 1), b && (delete this._groupCallbacks[a.mask], delete this._groupCallbackContext[a.mask])); var f = this.getCollisionMask(); if (void 0 === c) for (var e = this.data.shapes.length - 1; e >= 0; e--) this.data.shapes[e].collisionMask = f; else c.collisionMask = f }, collides: function(a, b, c, d) { if (Array.isArray(a)) for (var e = 0; e < a.length; e++) - 1 === this.collidesWith.indexOf(a[e]) && (this.collidesWith.push(a[e]), b && this.createGroupCallback(a[e], b, c)); else -1 === this.collidesWith.indexOf(a) && (this.collidesWith.push(a), b && this.createGroupCallback(a, b, c)); var f = this.getCollisionMask(); if (void 0 === d) for (var e = this.data.shapes.length - 1; e >= 0; e--) this.data.shapes[e].collisionMask = f; else d.collisionMask = f }, adjustCenterOfMass: function() { this.data.adjustCenterOfMass(), this.shapeChanged() }, getVelocityAtPoint: function(a, b) { return this.data.getVelocityAtPoint(a, b) }, applyDamping: function(a) { this.data.applyDamping(a) }, applyImpulse: function(a, b, c) { this.data.applyImpulse(a, [this.world.pxmi(b), this.world.pxmi(c)]) }, applyImpulseLocal: function(a, b, c) { this.data.applyImpulseLocal(a, [this.world.pxmi(b), this.world.pxmi(c)]) }, applyForce: function(a, b, c) { this.data.applyForce(a, [this.world.pxmi(b), this.world.pxmi(c)]) }, setZeroForce: function() { this.data.setZeroForce() }, setZeroRotation: function() { this.data.angularVelocity = 0 }, setZeroVelocity: function() { this.data.velocity[0] = 0, this.data.velocity[1] = 0 }, setZeroDamping: function() { this.data.damping = 0, this.data.angularDamping = 0 }, toLocalFrame: function(a, b) { return this.data.toLocalFrame(a, b) }, toWorldFrame: function(a, b) { return this.data.toWorldFrame(a, b) }, rotateLeft: function(a) { this.data.angularVelocity = this.world.pxm(-a) }, rotateRight: function(a) { this.data.angularVelocity = this.world.pxm(a) }, moveForward: function(a) { var b = this.world.pxmi(-a), c = this.data.angle + Math.PI / 2; this.data.velocity[0] = b * Math.cos(c), this.data.velocity[1] = b * Math.sin(c) }, moveBackward: function(a) { var b = this.world.pxmi(-a), c = this.data.angle + Math.PI / 2; this.data.velocity[0] = -b * Math.cos(c), this.data.velocity[1] = -b * Math.sin(c) }, thrust: function(a) { var b = this.world.pxmi(-a), c = this.data.angle + Math.PI / 2; this.data.force[0] += b * Math.cos(c), this.data.force[1] += b * Math.sin(c) }, thrustLeft: function(a) { var b = this.world.pxmi(-a), c = this.data.angle; this.data.force[0] += b * Math.cos(c), this.data.force[1] += b * Math.sin(c) }, thrustRight: function(a) { var b = this.world.pxmi(-a), c = this.data.angle; this.data.force[0] -= b * Math.cos(c), this.data.force[1] -= b * Math.sin(c) }, reverse: function(a) { var b = this.world.pxmi(-a), c = this.data.angle + Math.PI / 2; this.data.force[0] -= b * Math.cos(c), this.data.force[1] -= b * Math.sin(c) }, moveLeft: function(a) { this.data.velocity[0] = this.world.pxmi(-a) }, moveRight: function(a) { this.data.velocity[0] = this.world.pxmi(a) }, moveUp: function(a) { this.data.velocity[1] = this.world.pxmi(-a) }, moveDown: function(a) { this.data.velocity[1] = this.world.pxmi(a) }, preUpdate: function() { this.dirty = !0, this.removeNextStep && (this.removeFromWorld(), this.removeNextStep = !1) }, postUpdate: function() { this.sprite.x = this.world.mpxi(this.data.position[0]) + this.offset.x, this.sprite.y = this.world.mpxi(this.data.position[1]) + this.offset.y, this.fixedRotation || (this.sprite.rotation = this.data.angle), this.debugBody && this.debugBody.updateSpriteTransform(), this.dirty = !1 }, reset: function(a, b, c, d) { void 0 === c && (c = !1), void 0 === d && (d = !1), this.setZeroForce(), this.setZeroVelocity(), this.setZeroRotation(), c && this.setZeroDamping(), d && (this.mass = 1), this.x = a, this.y = b }, addToWorld: function() { if (this.game.physics.p2._toRemove) for (var a = 0; a < this.game.physics.p2._toRemove.length; a++) this.game.physics.p2._toRemove[a] === this && this.game.physics.p2._toRemove.splice(a, 1); this.data.world !== this.game.physics.p2.world && this.game.physics.p2.addBody(this) }, removeFromWorld: function() { this.data.world === this.game.physics.p2.world && this.game.physics.p2.removeBodyNextStep(this) }, destroy: function() { this.removeFromWorld(), this.clearShapes(), this._bodyCallbacks = {}, this._bodyCallbackContext = {}, this._groupCallbacks = {}, this._groupCallbackContext = {}, this.debugBody && this.debugBody.destroy(!0, !0), this.debugBody = null, this.sprite && (this.sprite.body = null, this.sprite = null) }, clearShapes: function() { for (var a = this.data.shapes.length; a--;) this.data.removeShape(this.data.shapes[a]); this.shapeChanged() }, addShape: function(a, b, c, d) { return void 0 === b && (b = 0), void 0 === c && (c = 0), void 0 === d && (d = 0), this.data.addShape(a, [this.world.pxmi(b), this.world.pxmi(c)], d), this.shapeChanged(), a }, addCircle: function(a, b, c, d) { var e = new p2.Circle({ radius: this.world.pxm(a) }); return this.addShape(e, b, c, d) }, addRectangle: function(a, b, c, d, e) { var f = new p2.Box({ width: this.world.pxm(a), height: this.world.pxm(b) }); return this.addShape(f, c, d, e) }, addPlane: function(a, b, c) { var d = new p2.Plane; return this.addShape(d, a, b, c) }, addParticle: function(a, b, c) { var d = new p2.Particle; return this.addShape(d, a, b, c) }, addLine: function(a, b, c, d) { var e = new p2.Line({ length: this.world.pxm(a) }); return this.addShape(e, b, c, d) }, addCapsule: function(a, b, c, d, e) { var f = new p2.Capsule({ length: this.world.pxm(a), radius: this.world.pxm(b) }); return this.addShape(f, c, d, e) }, addPolygon: function(a, b) { a = a || {}, Array.isArray(b) || (b = Array.prototype.slice.call(arguments, 1)); var c = []; if (1 === b.length && Array.isArray(b[0])) c = b[0].slice(0); else if (Array.isArray(b[0])) c = b.slice(); else if ("number" == typeof b[0]) for (var d = 0, e = b.length; d < e; d += 2) c.push([b[d], b[d + 1]]); var f = c.length - 1; c[f][0] === c[0][0] && c[f][1] === c[0][1] && c.pop(); for (var g = 0; g < c.length; g++) c[g][0] = this.world.pxmi(c[g][0]), c[g][1] = this.world.pxmi(c[g][1]); var h = this.data.fromPolygon(c, a); return this.shapeChanged(), h }, removeShape: function(a) { var b = this.data.removeShape(a); return this.shapeChanged(), b }, setCircle: function(a, b, c, d) { return this.clearShapes(), this.addCircle(a, b, c, d) }, setRectangle: function(a, b, c, d, e) { return void 0 === a && (a = 16), void 0 === b && (b = 16), this.clearShapes(), this.addRectangle(a, b, c, d, e) }, setRectangleFromSprite: function(a) { return void 0 === a && (a = this.sprite), this.clearShapes(), this.addRectangle(a.width, a.height, 0, 0, a.rotation) }, setMaterial: function(a, b) { if (void 0 === b) for (var c = this.data.shapes.length - 1; c >= 0; c--) this.data.shapes[c].material = a; else b.material = a }, shapeChanged: function() { this.debugBody && this.debugBody.draw() }, addPhaserPolygon: function(a, b) { for (var c = this.game.cache.getPhysicsData(a, b), d = [], e = 0; e < c.length; e++) { var f = c[e], g = this.addFixture(f); d[f.filter.group] = d[f.filter.group] || [], d[f.filter.group] = d[f.filter.group].concat(g), f.fixtureKey && (d[f.fixtureKey] = g) } return this.data.aabbNeedsUpdate = !0, this.shapeChanged(), d }, addFixture: function(a) { var b = []; if (a.circle) { var c = new p2.Circle({ radius: this.world.pxm(a.circle.radius) }); c.collisionGroup = a.filter.categoryBits, c.collisionMask = a.filter.maskBits, c.sensor = a.isSensor; var d = p2.vec2.create(); d[0] = this.world.pxmi(a.circle.position[0] - this.sprite.width / 2), d[1] = this.world.pxmi(a.circle.position[1] - this.sprite.height / 2), this.data.addShape(c, d), b.push(c) } else for (var e = a.polygons, f = p2.vec2.create(), g = 0; g < e.length; g++) { for (var h = e[g], i = [], j = 0; j < h.length; j += 2) i.push([this.world.pxmi(h[j]), this.world.pxmi(h[j + 1])]); for (var c = new p2.Convex({ vertices: i }), k = 0; k !== c.vertices.length; k++) { var l = c.vertices[k]; p2.vec2.sub(l, l, c.centerOfMass) } p2.vec2.scale(f, c.centerOfMass, 1), f[0] -= this.world.pxmi(this.sprite.width / 2), f[1] -= this.world.pxmi(this.sprite.height / 2), c.updateTriangles(), c.updateCenterOfMass(), c.updateBoundingRadius(), c.collisionGroup = a.filter.categoryBits, c.collisionMask = a.filter.maskBits, c.sensor = a.isSensor, this.data.addShape(c, f), b.push(c) } return b }, loadPolygon: function(a, b) { if (null === a) var c = b; else var c = this.game.cache.getPhysicsData(a, b); for (var d = p2.vec2.create(), e = 0; e < c.length; e++) { for (var f = [], g = 0; g < c[e].shape.length; g += 2) f.push([this.world.pxmi(c[e].shape[g]), this.world.pxmi(c[e].shape[g + 1])]); for (var h = new p2.Convex({ vertices: f }), i = 0; i !== h.vertices.length; i++) { var j = h.vertices[i]; p2.vec2.sub(j, j, h.centerOfMass) } p2.vec2.scale(d, h.centerOfMass, 1), d[0] -= this.world.pxmi(this.sprite.width / 2), d[1] -= this.world.pxmi(this.sprite.height / 2), h.updateTriangles(), h.updateCenterOfMass(), h.updateBoundingRadius(), this.data.addShape(h, d) } return this.data.aabbNeedsUpdate = !0, this.shapeChanged(), !0 } }, c.Physics.P2.Body.prototype.constructor = c.Physics.P2.Body, c.Physics.P2.Body.DYNAMIC = 1, c.Physics.P2.Body.STATIC = 2, c.Physics.P2.Body.KINEMATIC = 4, Object.defineProperty(c.Physics.P2.Body.prototype, "static", { get: function() { return this.data.type === c.Physics.P2.Body.STATIC }, set: function(a) { a && this.data.type !== c.Physics.P2.Body.STATIC ? (this.data.type = c.Physics.P2.Body.STATIC, this.mass = 0) : a || this.data.type !== c.Physics.P2.Body.STATIC || (this.data.type = c.Physics.P2.Body.DYNAMIC, this.mass = 1) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "dynamic", { get: function() { return this.data.type === c.Physics.P2.Body.DYNAMIC }, set: function(a) { a && this.data.type !== c.Physics.P2.Body.DYNAMIC ? (this.data.type = c.Physics.P2.Body.DYNAMIC, this.mass = 1) : a || this.data.type !== c.Physics.P2.Body.DYNAMIC || (this.data.type = c.Physics.P2.Body.STATIC, this.mass = 0) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "kinematic", { get: function() { return this.data.type === c.Physics.P2.Body.KINEMATIC }, set: function(a) { a && this.data.type !== c.Physics.P2.Body.KINEMATIC ? (this.data.type = c.Physics.P2.Body.KINEMATIC, this.mass = 4) : a || this.data.type !== c.Physics.P2.Body.KINEMATIC || (this.data.type = c.Physics.P2.Body.STATIC, this.mass = 0) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "allowSleep", { get: function() { return this.data.allowSleep }, set: function(a) { a !== this.data.allowSleep && (this.data.allowSleep = a) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "angle", { get: function() { return c.Math.wrapAngle(c.Math.radToDeg(this.data.angle)) }, set: function(a) { this.data.angle = c.Math.degToRad(c.Math.wrapAngle(a)) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "angularDamping", { get: function() { return this.data.angularDamping }, set: function(a) { this.data.angularDamping = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "angularForce", { get: function() { return this.data.angularForce }, set: function(a) { this.data.angularForce = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "angularVelocity", { get: function() { return this.data.angularVelocity }, set: function(a) { this.data.angularVelocity = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "damping", { get: function() { return this.data.damping }, set: function(a) { this.data.damping = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "fixedRotation", { get: function() { return this.data.fixedRotation }, set: function(a) { a !== this.data.fixedRotation && (this.data.fixedRotation = a) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "inertia", { get: function() { return this.data.inertia }, set: function(a) { this.data.inertia = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "mass", { get: function() { return this.data.mass }, set: function(a) { a !== this.data.mass && (this.data.mass = a, this.data.updateMassProperties()) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "motionState", { get: function() { return this.data.type }, set: function(a) { a !== this.data.type && (this.data.type = a) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "rotation", { get: function() { return this.data.angle }, set: function(a) { this.data.angle = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "sleepSpeedLimit", { get: function() { return this.data.sleepSpeedLimit }, set: function(a) { this.data.sleepSpeedLimit = a } }), Object.defineProperty(c.Physics.P2.Body.prototype, "x", { get: function() { return this.world.mpxi(this.data.position[0]) }, set: function(a) { this.data.position[0] = this.world.pxmi(a) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "y", { get: function() { return this.world.mpxi(this.data.position[1]) }, set: function(a) { this.data.position[1] = this.world.pxmi(a) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "id", { get: function() { return this.data.id } }), Object.defineProperty(c.Physics.P2.Body.prototype, "debug", { get: function() { return null !== this.debugBody }, set: function(a) { a && !this.debugBody ? this.debugBody = new c.Physics.P2.BodyDebug(this.game, this.data) : !a && this.debugBody && (this.debugBody.destroy(), this.debugBody = null) } }), Object.defineProperty(c.Physics.P2.Body.prototype, "collideWorldBounds", { get: function() { return this._collideWorldBounds }, set: function(a) { a && !this._collideWorldBounds ? (this._collideWorldBounds = !0, this.updateCollisionMask()) : !a && this._collideWorldBounds && (this._collideWorldBounds = !1, this.updateCollisionMask()) } }), c.Physics.P2.BodyDebug = function(a, b, d) { c.Group.call(this, a); var e = { pixelsPerLengthUnit: a.physics.p2.mpx(1), debugPolygons: !1, lineWidth: 1, alpha: .5 }; this.settings = c.Utils.extend(e, d), this.ppu = this.settings.pixelsPerLengthUnit, this.ppu = -1 * this.ppu, this.body = b, this.canvas = new c.Graphics(a), this.canvas.alpha = this.settings.alpha, this.add(this.canvas), this.draw(), this.updateSpriteTransform() }, c.Physics.P2.BodyDebug.prototype = Object.create(c.Group.prototype), c.Physics.P2.BodyDebug.prototype.constructor = c.Physics.P2.BodyDebug, c.Utils.extend(c.Physics.P2.BodyDebug.prototype, { updateSpriteTransform: function() { this.position.x = this.body.position[0] * this.ppu, this.position.y = this.body.position[1] * this.ppu, this.rotation = this.body.angle }, draw: function() { var a, b, c, d, e, f, g, h, i, j, k, l, m, n, o; if (h = this.body, j = this.canvas, j.clear(), c = parseInt(this.randomPastelHex(), 16), f = 16711680, g = this.lineWidth, h instanceof p2.Body && h.shapes.length) { var p = h.shapes.length; for (d = 0; d !== p;) { if (b = h.shapes[d], i = b.position || 0, a = b.angle || 0, b instanceof p2.Circle) this.drawCircle(j, i[0] * this.ppu, i[1] * this.ppu, a, b.radius * this.ppu, c, g); else if (b instanceof p2.Capsule) this.drawCapsule(j, i[0] * this.ppu, i[1] * this.ppu, a, b.length * this.ppu, b.radius * this.ppu, f, c, g); else if (b instanceof p2.Plane) this.drawPlane(j, i[0] * this.ppu, -i[1] * this.ppu, c, f, 5 * g, 10 * g, 10 * g, 100 * this.ppu, a); else if (b instanceof p2.Line) this.drawLine(j, b.length * this.ppu, f, g); else if (b instanceof p2.Box) this.drawRectangle(j, i[0] * this.ppu, i[1] * this.ppu, a, b.width * this.ppu, b.height * this.ppu, f, c, g); else if (b instanceof p2.Convex) { for (l = [], m = p2.vec2.create(), e = n = 0, o = b.vertices.length; 0 <= o ? n < o : n > o; e = 0 <= o ? ++n : --n) k = b.vertices[e], p2.vec2.rotate(m, k, a), l.push([(m[0] + i[0]) * this.ppu, -(m[1] + i[1]) * this.ppu]); this.drawConvex(j, l, b.triangles, f, c, g, this.settings.debugPolygons, [i[0] * this.ppu, -i[1] * this.ppu]) } d++ } } }, drawRectangle: function(a, b, c, d, e, f, g, h, i) { void 0 === i && (i = 1), void 0 === g && (g = 0), a.lineStyle(i, g, 1), a.beginFill(h), a.drawRect(b - e / 2, c - f / 2, e, f) }, drawCircle: function(a, b, c, d, e, f, g) { void 0 === g && (g = 1), void 0 === f && (f = 16777215), a.lineStyle(g, 0, 1), a.beginFill(f, 1), a.drawCircle(b, c, 2 * -e), a.endFill(), a.moveTo(b, c), a.lineTo(b + e * Math.cos(-d), c + e * Math.sin(-d)) }, drawLine: function(a, b, c, d) { void 0 === d && (d = 1), void 0 === c && (c = 0), a.lineStyle(5 * d, c, 1), a.moveTo(-b / 2, 0), a.lineTo(b / 2, 0) }, drawConvex: function(a, b, c, d, e, f, g, h) { var i, j, k, l, m, n, o, p, q, r, s; if (void 0 === f && (f = 1), void 0 === d && (d = 0), g) { for (i = [16711680, 65280, 255], j = 0; j !== b.length + 1;) l = b[j % b.length], m = b[(j + 1) % b.length], o = l[0], r = l[1], p = m[0], s = m[1], a.lineStyle(f, i[j % i.length], 1), a.moveTo(o, -r), a.lineTo(p, -s), a.drawCircle(o, -r, 2 * f), j++; return a.lineStyle(f, 0, 1), a.drawCircle(h[0], h[1], 2 * f) } for (a.lineStyle(f, d, 1), a.beginFill(e), j = 0; j !== b.length;) k = b[j], n = k[0], q = k[1], 0 === j ? a.moveTo(n, -q) : a.lineTo(n, -q), j++; if (a.endFill(), b.length > 2) return a.moveTo(b[b.length - 1][0], -b[b.length - 1][1]), a.lineTo(b[0][0], -b[0][1]) }, drawPath: function(a, b, c, d, e) { var f, g, h, i, j, k, l, m, n, o, p, q; for (void 0 === e && (e = 1), void 0 === c && (c = 0), a.lineStyle(e, c, 1), "number" == typeof d && a.beginFill(d), g = null, h = null, f = 0; f < b.length;) o = b[f], p = o[0], q = o[1], p === g && q === h || (0 === f ? a.moveTo(p, q) : (i = g, j = h, k = p, l = q, m = b[(f + 1) % b.length][0], n = b[(f + 1) % b.length][1], 0 !== (k - i) * (n - j) - (m - i) * (l - j) && a.lineTo(p, q)), g = p, h = q), f++; "number" == typeof d && a.endFill(), b.length > 2 && "number" == typeof d && (a.moveTo(b[b.length - 1][0], b[b.length - 1][1]), a.lineTo(b[0][0], b[0][1])) }, drawPlane: function(a, b, c, d, e, f, g, h, i, j) { var k, l; void 0 === f && (f = 1), void 0 === d && (d = 16777215), a.lineStyle(f, e, 11), a.beginFill(d), a.moveTo(b, -c), k = b + Math.cos(j) * this.game.width, l = c + Math.sin(j) * this.game.height, a.lineTo(k, -l), a.moveTo(b, -c), k = b + Math.cos(j) * -this.game.width, l = c + Math.sin(j) * -this.game.height, a.lineTo(k, -l) }, drawCapsule: function(a, b, c, d, e, f, g, h, i) { void 0 === i && (i = 1), void 0 === g && (g = 0), a.lineStyle(i, g, 1); var j = Math.cos(d), k = Math.sin(d); a.beginFill(h, 1), a.drawCircle(-e / 2 * j + b, -e / 2 * k + c, 2 * -f), a.drawCircle(e / 2 * j + b, e / 2 * k + c, 2 * -f), a.endFill(), a.lineStyle(i, g, 0), a.beginFill(h, 1), a.moveTo(-e / 2 * j + f * k + b, -e / 2 * k + f * j + c), a.lineTo(e / 2 * j + f * k + b, e / 2 * k + f * j + c), a.lineTo(e / 2 * j - f * k + b, e / 2 * k - f * j + c), a.lineTo(-e / 2 * j - f * k + b, -e / 2 * k - f * j + c), a.endFill(), a.lineStyle(i, g, 1), a.moveTo(-e / 2 * j + f * k + b, -e / 2 * k + f * j + c), a.lineTo(e / 2 * j + f * k + b, e / 2 * k + f * j + c), a.moveTo(-e / 2 * j - f * k + b, -e / 2 * k - f * j + c), a.lineTo(e / 2 * j - f * k + b, e / 2 * k - f * j + c) }, randomPastelHex: function() { var a, b, c, d; return c = [255, 255, 255], d = Math.floor(256 * Math.random()), b = Math.floor(256 * Math.random()), a = Math.floor(256 * Math.random()), d = Math.floor((d + 3 * c[0]) / 4), b = Math.floor((b + 3 * c[1]) / 4), a = Math.floor((a + 3 * c[2]) / 4), this.rgbToHex(d, b, a) }, rgbToHex: function(a, b, c) { return this.componentToHex(a) + this.componentToHex(b) + this.componentToHex(c) }, componentToHex: function(a) { var b; return b = a.toString(16), 2 === b.length ? b : b + "0" } }), c.Physics.P2.Spring = function(a, b, c, d, e, f, g, h, i, j) { this.game = a.game, this.world = a, void 0 === d && (d = 1), void 0 === e && (e = 100), void 0 === f && (f = 1), d = a.pxm(d); var k = { restLength: d, stiffness: e, damping: f }; void 0 !== g && null !== g && (k.worldAnchorA = [a.pxm(g[0]), a.pxm(g[1])]), void 0 !== h && null !== h && (k.worldAnchorB = [a.pxm(h[0]), a.pxm(h[1])]), void 0 !== i && null !== i && (k.localAnchorA = [a.pxm(i[0]), a.pxm(i[1])]), void 0 !== j && null !== j && (k.localAnchorB = [a.pxm(j[0]), a.pxm(j[1])]), this.data = new p2.LinearSpring(b, c, k), this.data.parent = this }, c.Physics.P2.Spring.prototype.constructor = c.Physics.P2.Spring, c.Physics.P2.RotationalSpring = function(a, b, c, d, e, f) { this.game = a.game, this.world = a, void 0 === d && (d = null), void 0 === e && (e = 100), void 0 === f && (f = 1), d && (d = a.pxm(d)); var g = { restAngle: d, stiffness: e, damping: f }; this.data = new p2.RotationalSpring(b, c, g), this.data.parent = this }, c.Physics.P2.Spring.prototype.constructor = c.Physics.P2.Spring, c.Physics.P2.Material = function(a) { this.name = a, p2.Material.call(this) }, c.Physics.P2.Material.prototype = Object.create(p2.Material.prototype), c.Physics.P2.Material.prototype.constructor = c.Physics.P2.Material, c.Physics.P2.ContactMaterial = function(a, b, c) { p2.ContactMaterial.call(this, a, b, c) }, c.Physics.P2.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype), c.Physics.P2.ContactMaterial.prototype.constructor = c.Physics.P2.ContactMaterial, c.Physics.P2.CollisionGroup = function(a) { this.mask = a }, c.Physics.P2.DistanceConstraint = function(a, b, c, d, e, f, g) { void 0 === d && (d = 100), void 0 === e && (e = [0, 0]), void 0 === f && (f = [0, 0]), void 0 === g && (g = Number.MAX_VALUE), this.game = a.game, this.world = a, d = a.pxm(d), e = [a.pxmi(e[0]), a.pxmi(e[1])], f = [a.pxmi(f[0]), a.pxmi(f[1])]; var h = { distance: d, localAnchorA: e, localAnchorB: f, maxForce: g }; p2.DistanceConstraint.call(this, b, c, h) }, c.Physics.P2.DistanceConstraint.prototype = Object.create(p2.DistanceConstraint.prototype), c.Physics.P2.DistanceConstraint.prototype.constructor = c.Physics.P2.DistanceConstraint, c.Physics.P2.GearConstraint = function(a, b, c, d, e) { void 0 === d && (d = 0), void 0 === e && (e = 1), this.game = a.game, this.world = a; var f = { angle: d, ratio: e }; p2.GearConstraint.call(this, b, c, f) }, c.Physics.P2.GearConstraint.prototype = Object.create(p2.GearConstraint.prototype), c.Physics.P2.GearConstraint.prototype.constructor = c.Physics.P2.GearConstraint, c.Physics.P2.LockConstraint = function(a, b, c, d, e, f) { void 0 === d && (d = [0, 0]), void 0 === e && (e = 0), void 0 === f && (f = Number.MAX_VALUE), this.game = a.game, this.world = a, d = [a.pxm(d[0]), a.pxm(d[1])]; var g = { localOffsetB: d, localAngleB: e, maxForce: f }; p2.LockConstraint.call(this, b, c, g) }, c.Physics.P2.LockConstraint.prototype = Object.create(p2.LockConstraint.prototype), c.Physics.P2.LockConstraint.prototype.constructor = c.Physics.P2.LockConstraint, c.Physics.P2.PrismaticConstraint = function(a, b, c, d, e, f, g, h) { void 0 === d && (d = !0), void 0 === e && (e = [0, 0]), void 0 === f && (f = [0, 0]), void 0 === g && (g = [0, 0]), void 0 === h && (h = Number.MAX_VALUE), this.game = a.game, this.world = a, e = [a.pxmi(e[0]), a.pxmi(e[1])], f = [a.pxmi(f[0]), a.pxmi(f[1])]; var i = { localAnchorA: e, localAnchorB: f, localAxisA: g, maxForce: h, disableRotationalLock: !d }; p2.PrismaticConstraint.call(this, b, c, i) }, c.Physics.P2.PrismaticConstraint.prototype = Object.create(p2.PrismaticConstraint.prototype), c.Physics.P2.PrismaticConstraint.prototype.constructor = c.Physics.P2.PrismaticConstraint, c.Physics.P2.RevoluteConstraint = function(a, b, c, d, e, f, g) { void 0 === f && (f = Number.MAX_VALUE), void 0 === g && (g = null), this.game = a.game, this.world = a, c = [a.pxmi(c[0]), a.pxmi(c[1])], e = [a.pxmi(e[0]), a.pxmi(e[1])], g && (g = [a.pxmi(g[0]), a.pxmi(g[1])]); var h = { worldPivot: g, localPivotA: c, localPivotB: e, maxForce: f }; p2.RevoluteConstraint.call(this, b, d, h) }, c.Physics.P2.RevoluteConstraint.prototype = Object.create(p2.RevoluteConstraint.prototype), c.Physics.P2.RevoluteConstraint.prototype.constructor = c.Physics.P2.RevoluteConstraint, c.ImageCollection = function(a, b, c, d, e, f, g) { (void 0 === c || c <= 0) && (c = 32), (void 0 === d || d <= 0) && (d = 32), void 0 === e && (e = 0), void 0 === f && (f = 0), this.name = a, this.firstgid = 0 | b, this.imageWidth = 0 | c, this.imageHeight = 0 | d, this.imageMargin = 0 | e, this.imageSpacing = 0 | f, this.properties = g || {}, this.images = [], this.total = 0 }, c.ImageCollection.prototype = { containsImageIndex: function(a) { return a >= this.firstgid && a < this.firstgid + this.total }, addImage: function(a, b) { this.images.push({ gid: a, image: b }), this.total++ } }, c.ImageCollection.prototype.constructor = c.ImageCollection, c.Tile = function(a, b, c, d, e, f) { this.layer = a, this.index = b, this.x = c, this.y = d, this.rotation = 0, this.flipped = !1, this.worldX = c * e, this.worldY = d * f, this.width = e, this.height = f, this.centerX = Math.abs(e / 2), this.centerY = Math.abs(f / 2), this.alpha = 1, this.properties = {}, this.scanned = !1, this.faceTop = !1, this.faceBottom = !1, this.faceLeft = !1, this.faceRight = !1, this.collideLeft = !1, this.collideRight = !1, this.collideUp = !1, this.collideDown = !1, this.collisionCallback = null, this.collisionCallbackContext = this }, c.Tile.prototype = { containsPoint: function(a, b) { return !(a < this.worldX || b < this.worldY || a > this.right || b > this.bottom) }, intersects: function(a, b, c, d) { return !(c <= this.worldX) && (!(d <= this.worldY) && (!(a >= this.worldX + this.width) && !(b >= this.worldY + this.height))) }, setCollisionCallback: function(a, b) { this.collisionCallback = a, this.collisionCallbackContext = b }, destroy: function() { this.collisionCallback = null, this.collisionCallbackContext = null, this.properties = null }, setCollision: function(a, b, c, d) { this.collideLeft = a, this.collideRight = b, this.collideUp = c, this.collideDown = d, this.faceLeft = a, this.faceRight = b, this.faceTop = c, this.faceBottom = d }, resetCollision: function() { this.collideLeft = !1, this.collideRight = !1, this.collideUp = !1, this.collideDown = !1, this.faceTop = !1, this.faceBottom = !1, this.faceLeft = !1, this.faceRight = !1 }, isInteresting: function(a, b) { return a && b ? this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback : a ? this.collideLeft || this.collideRight || this.collideUp || this.collideDown : !!b && (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight) }, copy: function(a) { this.index = a.index, this.alpha = a.alpha, this.properties = a.properties, this.collideUp = a.collideUp, this.collideDown = a.collideDown, this.collideLeft = a.collideLeft, this.collideRight = a.collideRight, this.collisionCallback = a.collisionCallback, this.collisionCallbackContext = a.collisionCallbackContext } }, c.Tile.prototype.constructor = c.Tile, Object.defineProperty(c.Tile.prototype, "collides", { get: function() { return this.collideLeft || this.collideRight || this.collideUp || this.collideDown } }), Object.defineProperty(c.Tile.prototype, "canCollide", { get: function() { return this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback } }), Object.defineProperty(c.Tile.prototype, "left", { get: function() { return this.worldX } }), Object.defineProperty(c.Tile.prototype, "right", { get: function() { return this.worldX + this.width } }), Object.defineProperty(c.Tile.prototype, "top", { get: function() { return this.worldY } }), Object.defineProperty(c.Tile.prototype, "bottom", { get: function() { return this.worldY + this.height } }), c.Tilemap = function(a, b, d, e, f, g) { this.game = a, this.key = b; var h = c.TilemapParser.parse(this.game, b, d, e, f, g); null !== h && (this.width = h.width, this.height = h.height, this.tileWidth = h.tileWidth, this.tileHeight = h.tileHeight, this.orientation = h.orientation, this.format = h.format, this.version = h.version, this.properties = h.properties, this.widthInPixels = h.widthInPixels, this.heightInPixels = h.heightInPixels, this.layers = h.layers, this.tilesets = h.tilesets, this.imagecollections = h.imagecollections, this.tiles = h.tiles, this.objects = h.objects, this.collideIndexes = [], this.collision = h.collision, this.images = h.images, this.enableDebug = !1, this.currentLayer = 0, this.debugMap = [], this._results = [], this._tempA = 0, this._tempB = 0) }, c.Tilemap.CSV = 0, c.Tilemap.TILED_JSON = 1, c.Tilemap.NORTH = 0, c.Tilemap.EAST = 1, c.Tilemap.SOUTH = 2, c.Tilemap.WEST = 3, c.Tilemap.prototype = { create: function(a, b, c, d, e, f) { return void 0 === f && (f = this.game.world), this.width = b, this.height = c, this.setTileSize(d, e), this.layers.length = 0, this.createBlankLayer(a, b, c, d, e, f) }, setTileSize: function(a, b) { this.tileWidth = a, this.tileHeight = b, this.widthInPixels = this.width * a, this.heightInPixels = this.height * b }, addTilesetImage: function(a, b, d, e, f, g, h) { if (void 0 === a) return null; void 0 === d && (d = this.tileWidth), void 0 === e && (e = this.tileHeight), void 0 === f && (f = 0), void 0 === g && (g = 0), void 0 === h && (h = 0), 0 === d && (d = 32), 0 === e && (e = 32); var i = null; if (void 0 !== b && null !== b || (b = a), b instanceof c.BitmapData) i = b.canvas; else { if (!this.game.cache.checkImageKey(b)) return console.warn('Phaser.Tilemap.addTilesetImage: Invalid image key given: "' + b + '"'), null; i = this.game.cache.getImage(b) } var j = this.getTilesetIndex(a); if (null === j && this.format === c.Tilemap.TILED_JSON) return console.warn('Phaser.Tilemap.addTilesetImage: No data found in the JSON matching the tileset name: "' + a + '"'), null; if (this.tilesets[j]) return this.tilesets[j].setImage(i), this.tilesets[j]; var k = new c.Tileset(a, h, d, e, f, g, {}); k.setImage(i), this.tilesets.push(k); for (var l = this.tilesets.length - 1, m = f, n = f, o = 0, p = 0, q = 0, r = h; r < h + k.total && (this.tiles[r] = [m, n, l], m += d + g, ++o !== k.total) && (++p !== k.columns || (m = f, n += e + g, p = 0, ++q !== k.rows)); r++); return k }, createFromObjects: function(a, b, d, e, f, g, h, i, j) { if (void 0 === f && (f = !0), void 0 === g && (g = !1), void 0 === h && (h = this.game.world), void 0 === i && (i = c.Sprite), void 0 === j && (j = !0), !this.objects[a]) return void console.warn("Tilemap.createFromObjects: Invalid objectgroup name given: " + a); for (var k = 0; k < this.objects[a].length; k++) { var l = !1, m = this.objects[a][k]; if (void 0 !== m.gid && "number" == typeof b && m.gid === b ? l = !0 : void 0 !== m.id && "number" == typeof b && m.id === b ? l = !0 : void 0 !== m.name && "string" == typeof b && m.name === b && (l = !0), l) { var n = new i(this.game, parseFloat(m.x, 10), parseFloat(m.y, 10), d, e); n.name = m.name, n.visible = m.visible, n.autoCull = g, n.exists = f, m.width && (n.width = m.width), m.height && (n.height = m.height), m.rotation && (n.angle = m.rotation), j && (n.y -= n.height), h.add(n); for (var o in m.properties) h.set(n, o, m.properties[o], !1, !1, 0, !0) } } }, createFromTiles: function(a, b, d, e, f, g) { "number" == typeof a && (a = [a]), void 0 === b || null === b ? b = [] : "number" == typeof b && (b = [b]), e = this.getLayer(e), void 0 === f && (f = this.game.world), void 0 === g && (g = {}), void 0 === g.customClass && (g.customClass = c.Sprite), void 0 === g.adjustY && (g.adjustY = !0); var h = this.layers[e].width, i = this.layers[e].height; if (this.copy(0, 0, h, i, e), this._results.length < 2) return 0; for (var j, k = 0, l = 1, m = this._results.length; l < m; l++) if (-1 !== a.indexOf(this._results[l].index)) { j = new g.customClass(this.game, this._results[l].worldX, this._results[l].worldY, d); for (var n in g) j[n] = g[n]; f.add(j), k++ } if (1 === b.length) for (l = 0; l < a.length; l++) this.replace(a[l], b[0], 0, 0, h, i, e); else if (b.length > 1) for (l = 0; l < a.length; l++) this.replace(a[l], b[l], 0, 0, h, i, e); return k }, createLayer: function(a, b, d, e) { void 0 === b && (b = this.game.width), void 0 === d && (d = this.game.height), void 0 === e && (e = this.game.world); var f = a; if ("string" == typeof a && (f = this.getLayerIndex(a)), null === f || f > this.layers.length) return void console.warn("Tilemap.createLayer: Invalid layer ID given: " + f); void 0 === b || b <= 0 ? b = Math.min(this.game.width, this.layers[f].widthInPixels) : b > this.game.width && (b = this.game.width), void 0 === d || d <= 0 ? d = Math.min(this.game.height, this.layers[f].heightInPixels) : d > this.game.height && (d = this.game.height), this.enableDebug && (console.group("Tilemap.createLayer"), console.log("Name:", this.layers[f].name), console.log("Size:", b, "x", d), console.log("Tileset:", this.tilesets[0].name, "index:", f)); var g = e.add(new c.TilemapLayer(this.game, this, f, b, d)); return this.enableDebug && console.groupEnd(), g }, createBlankLayer: function(a, b, d, e, f, g) { if (void 0 === g && (g = this.game.world), null !== this.getLayerIndex(a)) return void console.warn("Tilemap.createBlankLayer: Layer with matching name already exists: " + a); for (var h, i = { name: a, x: 0, y: 0, width: b, height: d, widthInPixels: b * e, heightInPixels: d * f, alpha: 1, visible: !0, properties: {}, indexes: [], callbacks: [], bodies: [], data: null }, j = [], k = 0; k < d; k++) { h = []; for (var l = 0; l < b; l++) h.push(new c.Tile(i, -1, l, k, e, f)); j.push(h) } i.data = j, this.layers.push(i), this.currentLayer = this.layers.length - 1; var m = i.widthInPixels, n = i.heightInPixels; m > this.game.width && (m = this.game.width), n > this.game.height && (n = this.game.height); var j = new c.TilemapLayer(this.game, this, this.layers.length - 1, m, n); return j.name = a, g.add(j) }, getIndex: function(a, b) { for (var c = 0; c < a.length; c++) if (a[c].name === b) return c; return null }, getLayerIndex: function(a) { return this.getIndex(this.layers, a) }, getTilesetIndex: function(a) { return this.getIndex(this.tilesets, a) }, getImageIndex: function(a) { return this.getIndex(this.images, a) }, setTileIndexCallback: function(a, b, c, d) { if (d = this.getLayer(d), "number" == typeof a) this.layers[d].callbacks[a] = { callback: b, callbackContext: c }; else for (var e = 0, f = a.length; e < f; e++) this.layers[d].callbacks[a[e]] = { callback: b, callbackContext: c } }, setTileLocationCallback: function(a, b, c, d, e, f, g) { if (g = this.getLayer(g), this.copy(a, b, c, d, g), !(this._results.length < 2)) for (var h = 1; h < this._results.length; h++) this._results[h].setCollisionCallback(e, f) }, setCollision: function(a, b, c, d) { if (void 0 === b && (b = !0), void 0 === d && (d = !0), c = this.getLayer(c), "number" == typeof a) return this.setCollisionByIndex(a, b, c, !0); if (Array.isArray(a)) { for (var e = 0; e < a.length; e++) this.setCollisionByIndex(a[e], b, c, !1); d && this.calculateFaces(c) } }, setCollisionBetween: function(a, b, c, d, e) { if (void 0 === c && (c = !0), void 0 === e && (e = !0), d = this.getLayer(d), !(a > b)) { for (var f = a; f <= b; f++) this.setCollisionByIndex(f, c, d, !1); e && this.calculateFaces(d) } }, setCollisionByExclusion: function(a, b, c, d) { void 0 === b && (b = !0), void 0 === d && (d = !0), c = this.getLayer(c); for (var e = 0, f = this.tiles.length; e < f; e++) - 1 === a.indexOf(e) && this.setCollisionByIndex(e, b, c, !1); d && this.calculateFaces(c) }, setCollisionByIndex: function(a, b, c, d) { if (void 0 === b && (b = !0), void 0 === c && (c = this.currentLayer), void 0 === d && (d = !0), b) this.collideIndexes.push(a); else { var e = this.collideIndexes.indexOf(a); e > -1 && this.collideIndexes.splice(e, 1) } for (var f = 0; f < this.layers[c].height; f++) for (var g = 0; g < this.layers[c].width; g++) { var h = this.layers[c].data[f][g]; h && h.index === a && (b ? h.setCollision(!0, !0, !0, !0) : h.resetCollision(), h.faceTop = b, h.faceBottom = b, h.faceLeft = b, h.faceRight = b) } return d && this.calculateFaces(c), c }, getLayer: function(a) { return void 0 === a ? a = this.currentLayer : "string" == typeof a ? a = this.getLayerIndex(a) : a instanceof c.TilemapLayer && (a = a.index), a }, setPreventRecalculate: function(a) { if (!0 === a && !0 !== this.preventingRecalculate && (this.preventingRecalculate = !0, this.needToRecalculate = {}), !1 === a && !0 === this.preventingRecalculate) { this.preventingRecalculate = !1; for (var b in this.needToRecalculate) this.calculateFaces(b); this.needToRecalculate = !1 } }, calculateFaces: function(a) { if (this.preventingRecalculate) return void(this.needToRecalculate[a] = !0); for (var b = null, c = null, d = null, e = null, f = 0, g = this.layers[a].height; f < g; f++) for (var h = 0, i = this.layers[a].width; h < i; h++) { var j = this.layers[a].data[f][h]; j && (b = this.getTileAbove(a, h, f), c = this.getTileBelow(a, h, f), d = this.getTileLeft(a, h, f), e = this.getTileRight(a, h, f), j.collides && (j.faceTop = !0, j.faceBottom = !0, j.faceLeft = !0, j.faceRight = !0), b && b.collides && (j.faceTop = !1), c && c.collides && (j.faceBottom = !1), d && d.collides && (j.faceLeft = !1), e && e.collides && (j.faceRight = !1)) } }, getTileAbove: function(a, b, c) { return c > 0 ? this.layers[a].data[c - 1][b] : null }, getTileBelow: function(a, b, c) { return c < this.layers[a].height - 1 ? this.layers[a].data[c + 1][b] : null }, getTileLeft: function(a, b, c) { return b > 0 ? this.layers[a].data[c][b - 1] : null }, getTileRight: function(a, b, c) { return b < this.layers[a].width - 1 ? this.layers[a].data[c][b + 1] : null }, setLayer: function(a) { a = this.getLayer(a), this.layers[a] && (this.currentLayer = a) }, hasTile: function(a, b, c) { return c = this.getLayer(c), void 0 !== this.layers[c].data[b] && void 0 !== this.layers[c].data[b][a] && this.layers[c].data[b][a].index > -1 }, removeTile: function(a, b, d) { if (d = this.getLayer(d), a >= 0 && a < this.layers[d].width && b >= 0 && b < this.layers[d].height && this.hasTile(a, b, d)) { var e = this.layers[d].data[b][a]; return this.layers[d].data[b][a] = new c.Tile(this.layers[d], -1, a, b, this.tileWidth, this.tileHeight), this.layers[d].dirty = !0, this.calculateFaces(d), e } }, removeTileWorldXY: function(a, b, c, d, e) { return e = this.getLayer(e), a = this.game.math.snapToFloor(a, c) / c, b = this.game.math.snapToFloor(b, d) / d, this.removeTile(a, b, e) }, putTile: function(a, b, d, e) { if (null === a) return this.removeTile(b, d, e); if (e = this.getLayer(e), b >= 0 && b < this.layers[e].width && d >= 0 && d < this.layers[e].height) { var f; return a instanceof c.Tile ? (f = a.index, this.hasTile(b, d, e) ? this.layers[e].data[d][b].copy(a) : this.layers[e].data[d][b] = new c.Tile(e, f, b, d, a.width, a.height)) : (f = a, this.hasTile(b, d, e) ? this.layers[e].data[d][b].index = f : this.layers[e].data[d][b] = new c.Tile(this.layers[e], f, b, d, this.tileWidth, this.tileHeight)), this.collideIndexes.indexOf(f) > -1 ? this.layers[e].data[d][b].setCollision(!0, !0, !0, !0) : this.layers[e].data[d][b].resetCollision(), this.layers[e].dirty = !0, this.calculateFaces(e), this.layers[e].data[d][b] } return null }, putTileWorldXY: function(a, b, c, d, e, f) { return f = this.getLayer(f), b = this.game.math.snapToFloor(b, d) / d, c = this.game.math.snapToFloor(c, e) / e, this.putTile(a, b, c, f) }, searchTileIndex: function(a, b, c, d) { void 0 === b && (b = 0), void 0 === c && (c = !1), d = this.getLayer(d); var e = 0; if (c) { for (var f = this.layers[d].height - 1; f >= 0; f--) for (var g = this.layers[d].width - 1; g >= 0; g--) if (this.layers[d].data[f][g].index === a) { if (e === b) return this.layers[d].data[f][g]; e++ } } else for (var f = 0; f < this.layers[d].height; f++) for (var g = 0; g < this.layers[d].width; g++) if (this.layers[d].data[f][g].index === a) { if (e === b) return this.layers[d].data[f][g]; e++ } return null }, getTile: function(a, b, c, d) { return void 0 === d && (d = !1), c = this.getLayer(c), a >= 0 && a < this.layers[c].width && b >= 0 && b < this.layers[c].height ? -1 === this.layers[c].data[b][a].index ? d ? this.layers[c].data[b][a] : null : this.layers[c].data[b][a] : null }, getTileWorldXY: function(a, b, c, d, e, f) { return void 0 === c && (c = this.tileWidth), void 0 === d && (d = this.tileHeight), e = this.getLayer(e), a = this.game.math.snapToFloor(a, c) / c, b = this.game.math.snapToFloor(b, d) / d, this.getTile(a, b, e, f) }, copy: function(a, b, c, d, e) { if (e = this.getLayer(e), !this.layers[e]) return void(this._results.length = 0); void 0 === a && (a = 0), void 0 === b && (b = 0), void 0 === c && (c = this.layers[e].width), void 0 === d && (d = this.layers[e].height), a < 0 && (a = 0), b < 0 && (b = 0), c > this.layers[e].width && (c = this.layers[e].width), d > this.layers[e].height && (d = this.layers[e].height), this._results.length = 0, this._results.push({ x: a, y: b, width: c, height: d, layer: e }); for (var f = b; f < b + d; f++) for (var g = a; g < a + c; g++) this._results.push(this.layers[e].data[f][g]); return this._results }, paste: function(a, b, c, d) { if (void 0 === a && (a = 0), void 0 === b && (b = 0), d = this.getLayer(d), c && !(c.length < 2)) { for (var e = a - c[1].x, f = b - c[1].y, g = 1; g < c.length; g++) this.layers[d].data[f + c[g].y][e + c[g].x].copy(c[g]); this.layers[d].dirty = !0, this.calculateFaces(d) } }, swap: function(a, b, c, d, e, f, g) { g = this.getLayer(g), this.copy(c, d, e, f, g), this._results.length < 2 || (this._tempA = a, this._tempB = b, this._results.forEach(this.swapHandler, this), this.paste(c, d, this._results, g)) }, swapHandler: function(a) { a.index === this._tempA ? a.index = this._tempB : a.index === this._tempB && (a.index = this._tempA) }, forEach: function(a, b, c, d, e, f, g) { g = this.getLayer(g), this.copy(c, d, e, f, g), this._results.length < 2 || (this._results.forEach(a, b), this.paste(c, d, this._results, g)) }, replace: function(a, b, c, d, e, f, g) { if (g = this.getLayer(g), this.copy(c, d, e, f, g), !(this._results.length < 2)) { for (var h = 1; h < this._results.length; h++) this._results[h].index === a && (this._results[h].index = b); this.paste(c, d, this._results, g) } }, random: function(a, b, c, d, e) { if (e = this.getLayer(e), this.copy(a, b, c, d, e), !(this._results.length < 2)) { for (var f = [], g = 1; g < this._results.length; g++) if (this._results[g].index) { var h = this._results[g].index; - 1 === f.indexOf(h) && f.push(h) } for (var i = 1; i < this._results.length; i++) this._results[i].index = this.game.rnd.pick(f); this.paste(a, b, this._results, e) } }, shuffle: function(a, b, d, e, f) { if (f = this.getLayer(f), this.copy(a, b, d, e, f), !(this._results.length < 2)) { for (var g = [], h = 1; h < this._results.length; h++) this._results[h].index && g.push(this._results[h].index); c.ArrayUtils.shuffle(g); for (var i = 1; i < this._results.length; i++) this._results[i].index = g[i - 1]; this.paste(a, b, this._results, f) } }, fill: function(a, b, c, d, e, f) { if (f = this.getLayer(f), this.copy(b, c, d, e, f), !(this._results.length < 2)) { for (var g = 1; g < this._results.length; g++) this._results[g].index = a; this.paste(b, c, this._results, f) } }, removeAllLayers: function() { this.layers.length = 0, this.currentLayer = 0 }, dump: function() { for (var a = "", b = [""], c = 0; c < this.layers[this.currentLayer].height; c++) { for (var d = 0; d < this.layers[this.currentLayer].width; d++) a += "%c ", this.layers[this.currentLayer].data[c][d] > 1 ? this.debugMap[this.layers[this.currentLayer].data[c][d]] ? b.push("background: " + this.debugMap[this.layers[this.currentLayer].data[c][d]]) : b.push("background: #ffffff") : b.push("background: rgb(0, 0, 0)"); a += "\n" } b[0] = a, console.log.apply(console, b) }, destroy: function() { this.removeAllLayers(), this.data = [], this.game = null } }, c.Tilemap.prototype.constructor = c.Tilemap, Object.defineProperty(c.Tilemap.prototype, "layer", { get: function() { return this.layers[this.currentLayer] }, set: function(a) { a !== this.currentLayer && this.setLayer(a) } }), c.TilemapLayer = function(a, b, d, e, f) { e |= 0, f |= 0, c.Sprite.call(this, a, 0, 0), this.map = b, this.index = d, this.layer = b.layers[d], this.canvas = PIXI.CanvasPool.create(this, e, f), this.context = this.canvas.getContext("2d"), this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas))), this.type = c.TILEMAPLAYER, this.physicsType = c.TILEMAPLAYER, this.renderSettings = { enableScrollDelta: !1, overdrawRatio: .2, copyCanvas: null }, this.debug = !1, this.exists = !0, this.debugSettings = { missingImageFill: "rgb(255,255,255)", debuggedTileOverfill: "rgba(0,255,0,0.4)", forceFullRedraw: !0, debugAlpha: .5, facingEdgeStroke: "rgba(0,255,0,1)", collidingTileOverfill: "rgba(0,255,0,0.2)" }, this.scrollFactorX = 1, this.scrollFactorY = 1, this.dirty = !0, this.rayStepRate = 4, this._wrap = !1, this._mc = { scrollX: 0, scrollY: 0, renderWidth: 0, renderHeight: 0, tileWidth: b.tileWidth, tileHeight: b.tileHeight, cw: b.tileWidth, ch: b.tileHeight, tilesets: [] }, this._scrollX = 0, this._scrollY = 0, this._results = [], a.device.canvasBitBltShift || (this.renderSettings.copyCanvas = c.TilemapLayer.ensureSharedCopyCanvas()), this.fixedToCamera = !0 }, c.TilemapLayer.prototype = Object.create(c.Sprite.prototype), c.TilemapLayer.prototype.constructor = c.TilemapLayer, c.TilemapLayer.prototype.preUpdateCore = c.Component.Core.preUpdate, c.TilemapLayer.sharedCopyCanvas = null, c.TilemapLayer.ensureSharedCopyCanvas = function() { return this.sharedCopyCanvas || (this.sharedCopyCanvas = PIXI.CanvasPool.create(this, 2, 2)), this.sharedCopyCanvas }, c.TilemapLayer.prototype.preUpdate = function() { return this.preUpdateCore() }, c.TilemapLayer.prototype.postUpdate = function() { this.fixedToCamera && (this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x, this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y), this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x, this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y }, c.TilemapLayer.prototype._renderCanvas = function(a) { this.fixedToCamera && (this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x, this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y), this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x, this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y, this.render(), PIXI.Sprite.prototype._renderCanvas.call(this, a) }, c.TilemapLayer.prototype._renderWebGL = function(a) { this.fixedToCamera && (this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x, this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y), this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x, this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y, this.render(), PIXI.Sprite.prototype._renderWebGL.call(this, a) }, c.TilemapLayer.prototype.destroy = function() { PIXI.CanvasPool.remove(this), c.Component.Destroy.prototype.destroy.call(this) }, c.TilemapLayer.prototype.resize = function(a, b) { this.canvas.width = a, this.canvas.height = b, this.texture.frame.resize(a, b), this.texture.width = a, this.texture.height = b, this.texture.crop.width = a, this.texture.crop.height = b, this.texture.baseTexture.width = a, this.texture.baseTexture.height = b, this.texture.baseTexture.dirty(), this.texture.requiresUpdate = !0, this.texture._updateUvs(), this.dirty = !0 }, c.TilemapLayer.prototype.resizeWorld = function() { this.game.world.setBounds(0, 0, this.layer.widthInPixels * this.scale.x, this.layer.heightInPixels * this.scale.y) }, c.TilemapLayer.prototype._fixX = function(a) { return 1 === this.scrollFactorX || 0 === this.scrollFactorX && 0 === this.position.x ? a : 0 === this.scrollFactorX && 0 !== this.position.x ? a - this.position.x : this._scrollX + (a - this._scrollX / this.scrollFactorX) }, c.TilemapLayer.prototype._unfixX = function(a) { return 1 === this.scrollFactorX ? a : this._scrollX / this.scrollFactorX + (a - this._scrollX) }, c.TilemapLayer.prototype._fixY = function(a) { return 1 === this.scrollFactorY || 0 === this.scrollFactorY && 0 === this.position.y ? a : 0 === this.scrollFactorY && 0 !== this.position.y ? a - this.position.y : this._scrollY + (a - this._scrollY / this.scrollFactorY) }, c.TilemapLayer.prototype._unfixY = function(a) { return 1 === this.scrollFactorY ? a : this._scrollY / this.scrollFactorY + (a - this._scrollY) }, c.TilemapLayer.prototype.getTileX = function(a) { return Math.floor(this._fixX(a) / this._mc.tileWidth) }, c.TilemapLayer.prototype.getTileY = function(a) { return Math.floor(this._fixY(a) / this._mc.tileHeight) }, c.TilemapLayer.prototype.getTileXY = function(a, b, c) { return c.x = this.getTileX(a), c.y = this.getTileY(b), c }, c.TilemapLayer.prototype.getRayCastTiles = function(a, b, c, d) { b || (b = this.rayStepRate), void 0 === c && (c = !1), void 0 === d && (d = !1); var e = this.getTiles(a.x, a.y, a.width, a.height, c, d); if (0 === e.length) return []; for (var f = a.coordinatesOnLine(b), g = [], h = 0; h < e.length; h++) for (var i = 0; i < f.length; i++) { var j = e[h], k = f[i]; if (j.containsPoint(k[0], k[1])) { g.push(j); break } } return g }, c.TilemapLayer.prototype.getTiles = function(a, b, c, d, e, f) { void 0 === e && (e = !1), void 0 === f && (f = !1); var g = !(e || f); a = this._fixX(a), b = this._fixY(b); for (var h = Math.floor(a / (this._mc.cw * this.scale.x)), i = Math.floor(b / (this._mc.ch * this.scale.y)), j = Math.ceil((a + c) / (this._mc.cw * this.scale.x)) - h, k = Math.ceil((b + d) / (this._mc.ch * this.scale.y)) - i; this._results.length;) this._results.pop(); for (var l = i; l < i + k; l++) for (var m = h; m < h + j; m++) { var n = this.layer.data[l]; n && n[m] && (g || n[m].isInteresting(e, f)) && this._results.push(n[m]) } return this._results.slice() }, c.TilemapLayer.prototype.resolveTileset = function(a) { var b = this._mc.tilesets; if (a < 2e3) for (; b.length < a;) b.push(void 0); var c = this.map.tiles[a] && this.map.tiles[a][2]; if (null !== c) { var d = this.map.tilesets[c]; if (d && d.containsTileIndex(a)) return b[a] = d } return b[a] = null }, c.TilemapLayer.prototype.resetTilesetCache = function() { for (var a = this._mc.tilesets; a.length;) a.pop() }, c.TilemapLayer.prototype.setScale = function(a, b) { a = a || 1, b = b || a; for (var c = 0; c < this.layer.data.length; c++) for (var d = this.layer.data[c], e = 0; e < d.length; e++) { var f = d[e]; f.width = this.map.tileWidth * a, f.height = this.map.tileHeight * b, f.worldX = f.x * f.width, f.worldY = f.y * f.height } this.scale.setTo(a, b) }, c.TilemapLayer.prototype.shiftCanvas = function(a, b, c) { var d = a.canvas, e = d.width - Math.abs(b), f = d.height - Math.abs(c), g = 0, h = 0, i = b, j = c; b < 0 && (g = -b, i = 0), c < 0 && (h = -c, j = 0); var k = this.renderSettings.copyCanvas; if (k) { (k.width < e || k.height < f) && (k.width = e, k.height = f); var l = k.getContext("2d"); l.clearRect(0, 0, e, f), l.drawImage(d, g, h, e, f, 0, 0, e, f), a.clearRect(i, j, e, f), a.drawImage(k, 0, 0, e, f, i, j, e, f) } else a.save(), a.globalCompositeOperation = "copy", a.drawImage(d, g, h, e, f, i, j, e, f), a.restore() }, c.TilemapLayer.prototype.renderRegion = function(a, b, c, d, e, f) { var g = this.context, h = this.layer.width, i = this.layer.height, j = this._mc.tileWidth, k = this._mc.tileHeight, l = this._mc.tilesets, m = NaN; this._wrap || (c <= e && (c = Math.max(0, c), e = Math.min(h - 1, e)), d <= f && (d = Math.max(0, d), f = Math.min(i - 1, f))); var n, o, p, q, r, s, t = c * j - a, u = d * k - b, v = (c + (1 << 20) * h) % h, w = (d + (1 << 20) * i) % i; for (q = w, s = f - d, o = u; s >= 0; q++, s--, o += k) { q >= i && (q -= i); var x = this.layer.data[q]; for (p = v, r = e - c, n = t; r >= 0; p++, r--, n += j) { p >= h && (p -= h); var y = x[p]; if (y && !(y.index < 0)) { var z = y.index, A = l[z]; void 0 === A && (A = this.resolveTileset(z)), y.alpha === m || this.debug || (g.globalAlpha = y.alpha, m = y.alpha), A ? y.rotation || y.flipped ? (g.save(), g.translate(n + y.centerX, o + y.centerY), g.rotate(y.rotation), y.flipped && g.scale(-1, 1), A.draw(g, -y.centerX, -y.centerY, z), g.restore()) : A.draw(g, n, o, z) : this.debugSettings.missingImageFill && (g.fillStyle = this.debugSettings.missingImageFill, g.fillRect(n, o, j, k)), y.debug && this.debugSettings.debuggedTileOverfill && (g.fillStyle = this.debugSettings.debuggedTileOverfill, g.fillRect(n, o, j, k)) } } } }, c.TilemapLayer.prototype.renderDeltaScroll = function(a, b) { var c = this._mc.scrollX, d = this._mc.scrollY, e = this.canvas.width, f = this.canvas.height, g = this._mc.tileWidth, h = this._mc.tileHeight, i = 0, j = -g, k = 0, l = -h; if (a < 0 ? (i = e + a, j = e - 1) : a > 0 && (j = a), b < 0 ? (k = f + b, l = f - 1) : b > 0 && (l = b), this.shiftCanvas(this.context, a, b), i = Math.floor((i + c) / g), j = Math.floor((j + c) / g), k = Math.floor((k + d) / h), l = Math.floor((l + d) / h), i <= j) { this.context.clearRect(i * g - c, 0, (j - i + 1) * g, f); var m = Math.floor((0 + d) / h), n = Math.floor((f - 1 + d) / h); this.renderRegion(c, d, i, m, j, n) } if (k <= l) { this.context.clearRect(0, k * h - d, e, (l - k + 1) * h); var o = Math.floor((0 + c) / g), p = Math.floor((e - 1 + c) / g); this.renderRegion(c, d, o, k, p, l) } }, c.TilemapLayer.prototype.renderFull = function() { var a = this._mc.scrollX, b = this._mc.scrollY, c = this.canvas.width, d = this.canvas.height, e = this._mc.tileWidth, f = this._mc.tileHeight, g = Math.floor(a / e), h = Math.floor((c - 1 + a) / e), i = Math.floor(b / f), j = Math.floor((d - 1 + b) / f); this.context.clearRect(0, 0, c, d), this.renderRegion(a, b, g, i, h, j) }, c.TilemapLayer.prototype.render = function() { var a = !1; if (this.visible) { (this.dirty || this.layer.dirty) && (this.layer.dirty = !1, a = !0); var b = this.canvas.width, c = this.canvas.height, d = 0 | this._scrollX, e = 0 | this._scrollY, f = this._mc, g = f.scrollX - d, h = f.scrollY - e; if (a || 0 !== g || 0 !== h || f.renderWidth !== b || f.renderHeight !== c) return this.context.save(), f.scrollX = d, f.scrollY = e, f.renderWidth === b && f.renderHeight === c || (f.renderWidth = b, f.renderHeight = c), this.debug && (this.context.globalAlpha = this.debugSettings.debugAlpha, this.debugSettings.forceFullRedraw && (a = !0)), !a && this.renderSettings.enableScrollDelta && Math.abs(g) + Math.abs(h) < Math.min(b, c) ? this.renderDeltaScroll(g, h) : this.renderFull(), this.debug && (this.context.globalAlpha = 1, this.renderDebug()), this.texture.baseTexture.dirty(), this.dirty = !1, this.context.restore(), !0 } }, c.TilemapLayer.prototype.renderDebug = function() { var a, b, c, d, e, f, g = this._mc.scrollX, h = this._mc.scrollY, i = this.context, j = this.canvas.width, k = this.canvas.height, l = this.layer.width, m = this.layer.height, n = this._mc.tileWidth, o = this._mc.tileHeight, p = Math.floor(g / n), q = Math.floor((j - 1 + g) / n), r = Math.floor(h / o), s = Math.floor((k - 1 + h) / o), t = p * n - g, u = r * o - h, v = (p + (1 << 20) * l) % l, w = (r + (1 << 20) * m) % m; for (i.strokeStyle = this.debugSettings.facingEdgeStroke, d = w, f = s - r, b = u; f >= 0; d++, f--, b += o) { d >= m && (d -= m); var x = this.layer.data[d]; for (c = v, e = q - p, a = t; e >= 0; c++, e--, a += n) { c >= l && (c -= l); var y = x[c];!y || y.index < 0 || !y.collides || (this.debugSettings.collidingTileOverfill && (i.fillStyle = this.debugSettings.collidingTileOverfill, i.fillRect(a, b, this._mc.cw, this._mc.ch)), this.debugSettings.facingEdgeStroke && (i.beginPath(), y.faceTop && (i.moveTo(a, b), i.lineTo(a + this._mc.cw, b)), y.faceBottom && (i.moveTo(a, b + this._mc.ch), i.lineTo(a + this._mc.cw, b + this._mc.ch)), y.faceLeft && (i.moveTo(a, b), i.lineTo(a, b + this._mc.ch)), y.faceRight && (i.moveTo(a + this._mc.cw, b), i.lineTo(a + this._mc.cw, b + this._mc.ch)), i.closePath(), i.stroke())) } } }, Object.defineProperty(c.TilemapLayer.prototype, "wrap", { get: function() { return this._wrap }, set: function(a) { this._wrap = a, this.dirty = !0 } }), Object.defineProperty(c.TilemapLayer.prototype, "scrollX", { get: function() { return this._scrollX }, set: function(a) { this._scrollX = a } }), Object.defineProperty(c.TilemapLayer.prototype, "scrollY", { get: function() { return this._scrollY }, set: function(a) { this._scrollY = a } }), Object.defineProperty(c.TilemapLayer.prototype, "collisionWidth", { get: function() { return this._mc.cw }, set: function(a) { this._mc.cw = 0 | a, this.dirty = !0 } }), Object.defineProperty(c.TilemapLayer.prototype, "collisionHeight", { get: function() { return this._mc.ch }, set: function(a) { this._mc.ch = 0 | a, this.dirty = !0 } }), c.TilemapParser = { INSERT_NULL: !1, parse: function(a, b, d, e, f, g) { if (void 0 === d && (d = 32), void 0 === e && (e = 32), void 0 === f && (f = 10), void 0 === g && (g = 10), void 0 === b) return this.getEmptyData(); if (null === b) return this.getEmptyData(d, e, f, g); var h = a.cache.getTilemapData(b); if (h) { if (h.format === c.Tilemap.CSV) return this.parseCSV(b, h.data, d, e); if (!h.format || h.format === c.Tilemap.TILED_JSON) return this.parseTiledJSON(h.data) } else console.warn("Phaser.TilemapParser.parse - No map data found for key " + b) }, parseCSV: function(a, b, d, e) { var f = this.getEmptyData(); b = b.trim(); for (var g = [], h = b.split("\n"), i = h.length, j = 0, k = 0; k < h.length; k++) { g[k] = []; for (var l = h[k].split(","), m = 0; m < l.length; m++) g[k][m] = new c.Tile(f.layers[0], parseInt(l[m], 10), m, k, d, e); 0 === j && (j = l.length) } return f.format = c.Tilemap.CSV, f.name = a, f.width = j, f.height = i, f.tileWidth = d, f.tileHeight = e, f.widthInPixels = j * d, f.heightInPixels = i * e, f.layers[0].width = j, f.layers[0].height = i, f.layers[0].widthInPixels = f.widthInPixels, f.layers[0].heightInPixels = f.heightInPixels, f.layers[0].data = g, f }, getEmptyData: function(a, b, c, d) { return { width: void 0 !== c && null !== c ? c : 0, height: void 0 !== d && null !== d ? d : 0, tileWidth: void 0 !== a && null !== a ? a : 0, tileHeight: void 0 !== b && null !== b ? b : 0, orientation: "orthogonal", version: "1", properties: {}, widthInPixels: 0, heightInPixels: 0, layers: [{ name: "layer", x: 0, y: 0, width: 0, height: 0, widthInPixels: 0, heightInPixels: 0, alpha: 1, visible: !0, properties: {}, indexes: [], callbacks: [], bodies: [], data: [] }], images: [], objects: {}, collision: {}, tilesets: [], tiles: [] } }, parseTiledJSON: function(a) { function b(a, b) { var c = {}; for (var d in b) { var e = b[d]; void 0 !== a[e] && (c[e] = a[e]) } return c } if ("orthogonal" !== a.orientation) return console.warn("TilemapParser.parseTiledJSON - Only orthogonal map types are supported in this version of Phaser"), null; for (var d = { width: a.width, height: a.height, tileWidth: a.tilewidth, tileHeight: a.tileheight, orientation: a.orientation, format: c.Tilemap.TILED_JSON, version: a.version, properties: a.properties, widthInPixels: a.width * a.tilewidth, heightInPixels: a.height * a.tileheight }, e = [], f = 0; f < a.layers.length; f++) if ("tilelayer" === a.layers[f].type) { var g = a.layers[f]; if (!g.compression && g.encoding && "base64" === g.encoding) { for (var h = window.atob(g.data), i = h.length, j = new Array(i), k = 0; k < i; k += 4) j[k / 4] = (h.charCodeAt(k) | h.charCodeAt(k + 1) << 8 | h.charCodeAt(k + 2) << 16 | h.charCodeAt(k + 3) << 24) >>> 0; g.data = j, delete g.encoding } else if (g.compression) { console.warn("TilemapParser.parseTiledJSON - Layer compression is unsupported, skipping layer '" + g.name + "'"); continue } var l = { name: g.name, x: g.x, y: g.y, width: g.width, height: g.height, widthInPixels: g.width * a.tilewidth, heightInPixels: g.height * a.tileheight, alpha: g.opacity, visible: g.visible, properties: {}, indexes: [], callbacks: [], bodies: [] }; g.properties && (l.properties = g.properties); for (var m, n, o, p, q = 0, r = [], s = [], t = 0, i = g.data.length; t < i; t++) { if (m = 0, n = !1, p = g.data[t], o = 0, p > 536870912) switch (p > 2147483648 && (p -= 2147483648, o += 4), p > 1073741824 && (p -= 1073741824, o += 2), p > 536870912 && (p -= 536870912, o += 1), o) { case 5: m = Math.PI / 2; break; case 6: m = Math.PI; break; case 3: m = 3 * Math.PI / 2; break; case 4: m = 0, n = !0; break; case 7: m = Math.PI / 2, n = !0; break; case 2: m = Math.PI, n = !0; break; case 1: m = 3 * Math.PI / 2, n = !0 } if (p > 0) { var u = new c.Tile(l, p, q, s.length, a.tilewidth, a.tileheight); u.rotation = m, u.flipped = n, 0 !== o && (u.flippedVal = o), r.push(u) } else c.TilemapParser.INSERT_NULL ? r.push(null) : r.push(new c.Tile(l, -1, q, s.length, a.tilewidth, a.tileheight)); q++, q === g.width && (s.push(r), q = 0, r = []) } l.data = s, e.push(l) } d.layers = e; for (var v = [], f = 0; f < a.layers.length; f++) if ("imagelayer" === a.layers[f].type) { var w = a.layers[f], x = { name: w.name, image: w.image, x: w.x, y: w.y, alpha: w.opacity, visible: w.visible, properties: {} }; w.properties && (x.properties = w.properties), v.push(x) } d.images = v; for (var y = [], z = [], A = null, f = 0; f < a.tilesets.length; f++) { var B = a.tilesets[f]; if (B.image) { var C = new c.Tileset(B.name, B.firstgid, B.tilewidth, B.tileheight, B.margin, B.spacing, B.properties); B.tileproperties && (C.tileProperties = B.tileproperties), C.updateTileData(B.imagewidth, B.imageheight), y.push(C) } else { var D = new c.ImageCollection(B.name, B.firstgid, B.tilewidth, B.tileheight, B.margin, B.spacing, B.properties); for (var E in B.tiles) { var x = B.tiles[E].image, p = B.firstgid + parseInt(E, 10); D.addImage(p, x) } z.push(D) } A && (A.lastgid = B.firstgid - 1), A = B } d.tilesets = y, d.imagecollections = z; for (var F = {}, G = {}, f = 0; f < a.layers.length; f++) if ("objectgroup" === a.layers[f].type) { var H = a.layers[f]; F[H.name] = [], G[H.name] = []; for (var I = 0, i = H.objects.length; I < i; I++) if (H.objects[I].gid) { var J = { gid: H.objects[I].gid, name: H.objects[I].name, type: H.objects[I].hasOwnProperty("type") ? H.objects[I].type : "", x: H.objects[I].x, y: H.objects[I].y, visible: H.objects[I].visible, properties: H.objects[I].properties }; H.objects[I].rotation && (J.rotation = H.objects[I].rotation), F[H.name].push(J) } else if (H.objects[I].polyline) { var J = { name: H.objects[I].name, type: H.objects[I].type, x: H.objects[I].x, y: H.objects[I].y, width: H.objects[I].width, height: H.objects[I].height, visible: H.objects[I].visible, properties: H.objects[I].properties }; H.objects[I].rotation && (J.rotation = H.objects[I].rotation), J.polyline = []; for (var K = 0; K < H.objects[I].polyline.length; K++) J.polyline.push([H.objects[I].polyline[K].x, H.objects[I].polyline[K].y]); G[H.name].push(J), F[H.name].push(J) } else if (H.objects[I].polygon) { var J = b(H.objects[I], ["name", "type", "x", "y", "visible", "rotation", "properties"]); J.polygon = []; for (var K = 0; K < H.objects[I].polygon.length; K++) J.polygon.push([H.objects[I].polygon[K].x, H.objects[I].polygon[K].y]); F[H.name].push(J) } else if (H.objects[I].ellipse) { var J = b(H.objects[I], ["name", "type", "ellipse", "x", "y", "width", "height", "visible", "rotation", "properties"]); F[H.name].push(J) } else { var J = b(H.objects[I], ["name", "type", "x", "y", "width", "height", "visible", "rotation", "properties"]); J.rectangle = !0, F[H.name].push(J) } } d.objects = F, d.collision = G, d.tiles = []; for (var f = 0; f < d.tilesets.length; f++) for (var B = d.tilesets[f], q = B.tileMargin, L = B.tileMargin, M = 0, N = 0, O = 0, t = B.firstgid; t < B.firstgid + B.total && (d.tiles[t] = [q, L, f], q += B.tileWidth + B.tileSpacing, ++M !== B.total) && (++N !== B.columns || (q = B.tileMargin, L += B.tileHeight + B.tileSpacing, N = 0, ++O !== B.rows)); t++); for (var l, u, P, B, f = 0; f < d.layers.length; f++) { l = d.layers[f], B = null; for (var k = 0; k < l.data.length; k++) { r = l.data[k]; for (var Q = 0; Q < r.length; Q++) null === (u = r[Q]) || u.index < 0 || (P = d.tiles[u.index][2], B = d.tilesets[P], B.tileProperties && B.tileProperties[u.index - B.firstgid] && (u.properties = c.Utils.mixin(B.tileProperties[u.index - B.firstgid], u.properties))) } } return d } }, c.Tileset = function(a, b, c, d, e, f, g) { (void 0 === c || c <= 0) && (c = 32), (void 0 === d || d <= 0) && (d = 32), void 0 === e && (e = 0), void 0 === f && (f = 0), this.name = a, this.firstgid = 0 | b, this.tileWidth = 0 | c, this.tileHeight = 0 | d, this.tileMargin = 0 | e, this.tileSpacing = 0 | f, this.properties = g || {}, this.image = null, this.rows = 0, this.columns = 0, this.total = 0, this.drawCoords = [] }, c.Tileset.prototype = { draw: function(a, b, c, d) { var e = d - this.firstgid << 1; e >= 0 && e + 1 < this.drawCoords.length && a.drawImage(this.image, this.drawCoords[e], this.drawCoords[e + 1], this.tileWidth, this.tileHeight, b, c, this.tileWidth, this.tileHeight) }, containsTileIndex: function(a) { return a >= this.firstgid && a < this.firstgid + this.total }, setImage: function(a) { this.image = a, this.updateTileData(a.width, a.height) }, setSpacing: function(a, b) { this.tileMargin = 0 | a, this.tileSpacing = 0 | b, this.image && this.updateTileData(this.image.width, this.image.height) }, updateTileData: function(a, b) { var c = (b - 2 * this.tileMargin + this.tileSpacing) / (this.tileHeight + this.tileSpacing), d = (a - 2 * this.tileMargin + this.tileSpacing) / (this.tileWidth + this.tileSpacing); c % 1 == 0 && d % 1 == 0 || console.warn("Phaser.Tileset - " + this.name + " image tile area is not an even multiple of tile size"), c = Math.floor(c), d = Math.floor(d), (this.rows && this.rows !== c || this.columns && this.columns !== d) && console.warn("Phaser.Tileset - actual and expected number of tile rows and columns differ"), this.rows = c, this.columns = d, this.total = c * d, this.drawCoords.length = 0; for (var e = this.tileMargin, f = this.tileMargin, g = 0; g < this.rows; g++) { for (var h = 0; h < this.columns; h++) this.drawCoords.push(e), this.drawCoords.push(f), e += this.tileWidth + this.tileSpacing; e = this.tileMargin, f += this.tileHeight + this.tileSpacing } } }, c.Tileset.prototype.constructor = c.Tileset, c.Particle = function(a, b, d, e, f) { c.Sprite.call(this, a, b, d, e, f), this.autoScale = !1, this.scaleData = null, this._s = 0, this.autoAlpha = !1, this.alphaData = null, this._a = 0 }, c.Particle.prototype = Object.create(c.Sprite.prototype), c.Particle.prototype.constructor = c.Particle, c.Particle.prototype.update = function() { this.autoScale && (this._s--, this._s ? this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y) : this.autoScale = !1), this.autoAlpha && (this._a--, this._a ? this.alpha = this.alphaData[this._a].v : this.autoAlpha = !1) }, c.Particle.prototype.onEmit = function() {}, c.Particle.prototype.setAlphaData = function(a) { this.alphaData = a, this._a = a.length - 1, this.alpha = this.alphaData[this._a].v, this.autoAlpha = !0 }, c.Particle.prototype.setScaleData = function(a) { this.scaleData = a, this._s = a.length - 1, this.scale.set(this.scaleData[this._s].x, this.scaleData[this._s].y), this.autoScale = !0 }, c.Particle.prototype.reset = function(a, b, d) { return c.Component.Reset.prototype.reset.call(this, a, b, d), this.alpha = 1, this.scale.set(1), this.autoScale = !1, this.autoAlpha = !1, this }, c.Particles = function(a) { this.game = a, this.emitters = {}, this.ID = 0 }, c.Particles.prototype = { add: function(a) { return this.emitters[a.name] = a, a }, remove: function(a) { delete this.emitters[a.name] }, update: function() { for (var a in this.emitters) this.emitters[a].exists && this.emitters[a].update() } }, c.Particles.prototype.constructor = c.Particles, c.Particles.Arcade = {}, c.Particles.Arcade.Emitter = function(a, b, d, e) { this.maxParticles = e || 50, c.Group.call(this, a), this.name = "emitter" + this.game.particles.ID++, this.type = c.EMITTER, this.physicsType = c.GROUP, this.area = new c.Rectangle(b, d, 1, 1), this.minParticleSpeed = new c.Point(-100, -100), this.maxParticleSpeed = new c.Point(100, 100), this.minParticleScale = 1, this.maxParticleScale = 1, this.scaleData = null, this.minRotation = -360, this.maxRotation = 360, this.minParticleAlpha = 1, this.maxParticleAlpha = 1, this.alphaData = null, this.gravity = 100, this.particleClass = c.Particle, this.particleDrag = new c.Point, this.angularDrag = 0, this.frequency = 100, this.lifespan = 2e3, this.bounce = new c.Point, this.on = !1, this.particleAnchor = new c.Point(.5, .5), this.blendMode = c.blendModes.NORMAL, this.emitX = b, this.emitY = d, this.autoScale = !1, this.autoAlpha = !1, this.particleBringToTop = !1, this.particleSendToBack = !1, this._minParticleScale = new c.Point(1, 1), this._maxParticleScale = new c.Point(1, 1), this._quantity = 0, this._timer = 0, this._counter = 0, this._flowQuantity = 0, this._flowTotal = 0, this._explode = !0, this._frames = null }, c.Particles.Arcade.Emitter.prototype = Object.create(c.Group.prototype), c.Particles.Arcade.Emitter.prototype.constructor = c.Particles.Arcade.Emitter, c.Particles.Arcade.Emitter.prototype.update = function() { if (this.on && this.game.time.time >= this._timer) if (this._timer = this.game.time.time + this.frequency * this.game.time.slowMotion, 0 !== this._flowTotal) if (this._flowQuantity > 0) { for (var a = 0; a < this._flowQuantity; a++) if (this.emitParticle() && (this._counter++, -1 !== this._flowTotal && this._counter >= this._flowTotal)) { this.on = !1; break } } else this.emitParticle() && (this._counter++, -1 !== this._flowTotal && this._counter >= this._flowTotal && (this.on = !1)); else this.emitParticle() && (this._counter++, this._quantity > 0 && this._counter >= this._quantity && (this.on = !1)); for (var a = this.children.length; a--;) this.children[a].exists && this.children[a].update() }, c.Particles.Arcade.Emitter.prototype.makeParticles = function(a, b, c, d, e) { void 0 === b && (b = 0), void 0 === c && (c = this.maxParticles), void 0 === d && (d = !1), void 0 === e && (e = !1); var f, g = 0, h = a, i = b; for (this._frames = b, c > this.maxParticles && (this.maxParticles = c); g < c;) Array.isArray(a) && (h = this.game.rnd.pick(a)), Array.isArray(b) && (i = this.game.rnd.pick(b)), f = new this.particleClass(this.game, 0, 0, h, i), this.game.physics.arcade.enable(f, !1), d ? (f.body.checkCollision.any = !0, f.body.checkCollision.none = !1) : f.body.checkCollision.none = !0, f.body.collideWorldBounds = e, f.body.skipQuadTree = !0, f.exists = !1, f.visible = !1, f.anchor.copyFrom(this.particleAnchor), this.add(f), g++; return this }, c.Particles.Arcade.Emitter.prototype.kill = function() { return this.on = !1, this.alive = !1, this.exists = !1, this }, c.Particles.Arcade.Emitter.prototype.revive = function() { return this.alive = !0, this.exists = !0, this }, c.Particles.Arcade.Emitter.prototype.explode = function(a, b) { return this._flowTotal = 0, this.start(!0, a, 0, b, !1), this }, c.Particles.Arcade.Emitter.prototype.flow = function(a, b, c, d, e) { return void 0 !== c && 0 !== c || (c = 1), void 0 === d && (d = -1), void 0 === e && (e = !0), c > this.maxParticles && (c = this.maxParticles), this._counter = 0, this._flowQuantity = c, this._flowTotal = d, e ? (this.start(!0, a, b, c), this._counter += c, this.on = !0, this._timer = this.game.time.time + b * this.game.time.slowMotion) : this.start(!1, a, b, c), this }, c.Particles.Arcade.Emitter.prototype.start = function(a, b, c, d, e) { if (void 0 === a && (a = !0), void 0 === b && (b = 0), void 0 !== c && null !== c || (c = 250), void 0 === d && (d = 0), void 0 === e && (e = !1), d > this.maxParticles && (d = this.maxParticles), this.revive(), this.visible = !0, this.lifespan = b, this.frequency = c, a || e) for (var f = 0; f < d; f++) this.emitParticle(); else this.on = !0, this._quantity = d, this._counter = 0, this._timer = this.game.time.time + c * this.game.time.slowMotion; return this }, c.Particles.Arcade.Emitter.prototype.emitParticle = function(a, b, c, d) { void 0 === a && (a = null), void 0 === b && (b = null); var e = this.getFirstExists(!1); if (null === e) return !1; var f = this.game.rnd; void 0 !== c && void 0 !== d ? e.loadTexture(c, d) : void 0 !== c && e.loadTexture(c); var g = this.emitX, h = this.emitY; null !== a ? g = a : this.width > 1 && (g = f.between(this.left, this.right)), null !== b ? h = b : this.height > 1 && (h = f.between(this.top, this.bottom)), e.reset(g, h), e.angle = 0, e.lifespan = this.lifespan, this.particleBringToTop ? this.bringToTop(e) : this.particleSendToBack && this.sendToBack(e), this.autoScale ? e.setScaleData(this.scaleData) : 1 !== this.minParticleScale || 1 !== this.maxParticleScale ? e.scale.set(f.realInRange(this.minParticleScale, this.maxParticleScale)) : this._minParticleScale.x === this._maxParticleScale.x && this._minParticleScale.y === this._maxParticleScale.y || e.scale.set(f.realInRange(this._minParticleScale.x, this._maxParticleScale.x), f.realInRange(this._minParticleScale.y, this._maxParticleScale.y)), void 0 === d && (Array.isArray(this._frames) ? e.frame = this.game.rnd.pick(this._frames) : e.frame = this._frames), this.autoAlpha ? e.setAlphaData(this.alphaData) : e.alpha = f.realInRange(this.minParticleAlpha, this.maxParticleAlpha), e.blendMode = this.blendMode; var i = e.body; return i.updateBounds(), i.bounce.copyFrom(this.bounce), i.drag.copyFrom(this.particleDrag), i.velocity.x = f.between(this.minParticleSpeed.x, this.maxParticleSpeed.x), i.velocity.y = f.between(this.minParticleSpeed.y, this.maxParticleSpeed.y), i.angularVelocity = f.between(this.minRotation, this.maxRotation), i.gravity.y = this.gravity, i.angularDrag = this.angularDrag, e.onEmit(), !0 }, c.Particles.Arcade.Emitter.prototype.destroy = function() { this.game.particles.remove(this), c.Group.prototype.destroy.call(this, !0, !1) }, c.Particles.Arcade.Emitter.prototype.setSize = function(a, b) { return this.area.width = a, this.area.height = b, this }, c.Particles.Arcade.Emitter.prototype.setXSpeed = function(a, b) { return a = a || 0, b = b || 0, this.minParticleSpeed.x = a, this.maxParticleSpeed.x = b, this }, c.Particles.Arcade.Emitter.prototype.setYSpeed = function(a, b) { return a = a || 0, b = b || 0, this.minParticleSpeed.y = a, this.maxParticleSpeed.y = b, this }, c.Particles.Arcade.Emitter.prototype.setRotation = function(a, b) { return a = a || 0, b = b || 0, this.minRotation = a, this.maxRotation = b, this }, c.Particles.Arcade.Emitter.prototype.setAlpha = function(a, b, d, e, f) { if (void 0 === a && (a = 1), void 0 === b && (b = 1), void 0 === d && (d = 0), void 0 === e && (e = c.Easing.Linear.None), void 0 === f && (f = !1), this.minParticleAlpha = a, this.maxParticleAlpha = b, this.autoAlpha = !1, d > 0 && a !== b) { var g = { v: a }, h = this.game.make.tween(g).to({ v: b }, d, e); h.yoyo(f), this.alphaData = h.generateData(60), this.alphaData.reverse(), this.autoAlpha = !0 } return this }, c.Particles.Arcade.Emitter.prototype.setScale = function(a, b, d, e, f, g, h) { if (void 0 === a && (a = 1), void 0 === b && (b = 1), void 0 === d && (d = 1), void 0 === e && (e = 1), void 0 === f && (f = 0), void 0 === g && (g = c.Easing.Linear.None), void 0 === h && (h = !1), this.minParticleScale = 1, this.maxParticleScale = 1, this._minParticleScale.set(a, d), this._maxParticleScale.set(b, e), this.autoScale = !1, f > 0 && (a !== b || d !== e)) { var i = { x: a, y: d }, j = this.game.make.tween(i).to({ x: b, y: e }, f, g); j.yoyo(h), this.scaleData = j.generateData(60), this.scaleData.reverse(), this.autoScale = !0 } return this }, c.Particles.Arcade.Emitter.prototype.at = function(a) { return a.center ? (this.emitX = a.center.x, this.emitY = a.center.y) : (this.emitX = a.world.x + a.anchor.x * a.width, this.emitY = a.world.y + a.anchor.y * a.height), this }, Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "width", { get: function() { return this.area.width }, set: function(a) { this.area.width = a } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "height", { get: function() { return this.area.height }, set: function(a) { this.area.height = a } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "x", { get: function() { return this.emitX }, set: function(a) { this.emitX = a } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "y", { get: function() { return this.emitY }, set: function(a) { this.emitY = a } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "left", { get: function() { return Math.floor(this.x - this.area.width / 2) } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "right", { get: function() { return Math.floor(this.x + this.area.width / 2) } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "top", { get: function() { return Math.floor(this.y - this.area.height / 2) } }), Object.defineProperty(c.Particles.Arcade.Emitter.prototype, "bottom", { get: function() { return Math.floor(this.y + this.area.height / 2) } }), c.Weapon = function(a, b) { c.Plugin.call(this, a, b), this.bullets = null, this.autoExpandBulletsGroup = !1, this.autofire = !1, this.shots = 0, this.fireLimit = 0, this.fireRate = 100, this.fireRateVariance = 0, this.fireFrom = new c.Rectangle(0, 0, 1, 1), this.fireAngle = c.ANGLE_UP, this.bulletInheritSpriteSpeed = !1, this.bulletAnimation = "", this.bulletFrameRandom = !1, this.bulletFrameCycle = !1, this.bulletWorldWrap = !1, this.bulletWorldWrapPadding = 0, this.bulletAngleOffset = 0, this.bulletAngleVariance = 0, this.bulletSpeed = 200, this.bulletSpeedVariance = 0, this.bulletLifespan = 0, this.bulletKillDistance = 0, this.bulletGravity = new c.Point(0, 0), this.bulletRotateToVelocity = !1, this.bulletKey = "", this.bulletFrame = "", this._bulletClass = c.Bullet, this._bulletCollideWorldBounds = !1, this._bulletKillType = c.Weapon.KILL_WORLD_BOUNDS, this._data = { customBody: !1, width: 0, height: 0, offsetX: 0, offsetY: 0 }, this.bounds = new c.Rectangle, this.bulletBounds = a.world.bounds, this.bulletFrames = [], this.bulletFrameIndex = 0, this.anims = {}, this.onFire = new c.Signal, this.onKill = new c.Signal, this.onFireLimit = new c.Signal, this.trackedSprite = null, this.trackedPointer = null, this.trackRotation = !1, this.trackOffset = new c.Point, this._nextFire = 0, this._rotatedPoint = new c.Point }, c.Weapon.prototype = Object.create(c.Plugin.prototype), c.Weapon.prototype.constructor = c.Weapon, c.Weapon.KILL_NEVER = 0, c.Weapon.KILL_LIFESPAN = 1, c.Weapon.KILL_DISTANCE = 2, c.Weapon.KILL_WEAPON_BOUNDS = 3, c.Weapon.KILL_CAMERA_BOUNDS = 4, c.Weapon.KILL_WORLD_BOUNDS = 5, c.Weapon.KILL_STATIC_BOUNDS = 6, c.Weapon.prototype.createBullets = function(a, b, d, e) { return void 0 === a && (a = 1), void 0 === e && (e = this.game.world), this.bullets || (this.bullets = this.game.add.physicsGroup(c.Physics.ARCADE, e), this.bullets.classType = this._bulletClass), 0 !== a && (-1 === a && (this.autoExpandBulletsGroup = !0, a = 1), this.bullets.createMultiple(a, b, d), this.bullets.setAll("data.bulletManager", this), this.bulletKey = b, this.bulletFrame = d), this }, c.Weapon.prototype.forEach = function(a, b) { return this.bullets.forEachExists(a, b, arguments), this }, c.Weapon.prototype.pauseAll = function() { return this.bullets.setAll("body.enable", !1), this }, c.Weapon.prototype.resumeAll = function() { return this.bullets.setAll("body.enable", !0), this }, c.Weapon.prototype.killAll = function() { return this.bullets.callAllExists("kill", !0), this.bullets.setAll("body.enable", !0), this }, c.Weapon.prototype.resetShots = function(a) { return this.shots = 0, void 0 !== a && (this.fireLimit = a), this }, c.Weapon.prototype.destroy = function() { this.parent.remove(this, !1), this.bullets.destroy(), this.game = null, this.parent = null, this.active = !1, this.visible = !1 }, c.Weapon.prototype.update = function() { this._bulletKillType === c.Weapon.KILL_WEAPON_BOUNDS && (this.trackedSprite ? (this.trackedSprite.updateTransform(), this.bounds.centerOn(this.trackedSprite.worldPosition.x, this.trackedSprite.worldPosition.y)) : this.trackedPointer && this.bounds.centerOn(this.trackedPointer.worldX, this.trackedPointer.worldY)), this.autofire && this.fire() }, c.Weapon.prototype.trackSprite = function(a, b, c, d) { return void 0 === b && (b = 0), void 0 === c && (c = 0), void 0 === d && (d = !1), this.trackedPointer = null, this.trackedSprite = a, this.trackRotation = d, this.trackOffset.set(b, c), this }, c.Weapon.prototype.trackPointer = function(a, b, c) { return void 0 === a && (a = this.game.input.activePointer), void 0 === b && (b = 0), void 0 === c && (c = 0), this.trackedPointer = a, this.trackedSprite = null, this.trackRotation = !1, this.trackOffset.set(b, c), this }, c.Weapon.prototype.fire = function(a, b, d) { if (this.game.time.now < this._nextFire || this.fireLimit > 0 && this.shots === this.fireLimit) return !1; var e = this.bulletSpeed; 0 !== this.bulletSpeedVariance && (e += c.Math.between(-this.bulletSpeedVariance, this.bulletSpeedVariance)), a ? this.fireFrom.width > 1 ? this.fireFrom.centerOn(a.x, a.y) : (this.fireFrom.x = a.x, this.fireFrom.y = a.y) : this.trackedSprite ? (this.trackRotation ? (this._rotatedPoint.set(this.trackedSprite.world.x + this.trackOffset.x, this.trackedSprite.world.y + this.trackOffset.y), this._rotatedPoint.rotate(this.trackedSprite.world.x, this.trackedSprite.world.y, this.trackedSprite.rotation), this.fireFrom.width > 1 ? this.fireFrom.centerOn(this._rotatedPoint.x, this._rotatedPoint.y) : (this.fireFrom.x = this._rotatedPoint.x, this.fireFrom.y = this._rotatedPoint.y)) : this.fireFrom.width > 1 ? this.fireFrom.centerOn(this.trackedSprite.world.x + this.trackOffset.x, this.trackedSprite.world.y + this.trackOffset.y) : (this.fireFrom.x = this.trackedSprite.world.x + this.trackOffset.x, this.fireFrom.y = this.trackedSprite.world.y + this.trackOffset.y), this.bulletInheritSpriteSpeed && (e += this.trackedSprite.body.speed)) : this.trackedPointer && (this.fireFrom.width > 1 ? this.fireFrom.centerOn(this.trackedPointer.world.x + this.trackOffset.x, this.trackedPointer.world.y + this.trackOffset.y) : (this.fireFrom.x = this.trackedPointer.world.x + this.trackOffset.x, this.fireFrom.y = this.trackedPointer.world.y + this.trackOffset.y)); var f = this.fireFrom.width > 1 ? this.fireFrom.randomX : this.fireFrom.x, g = this.fireFrom.height > 1 ? this.fireFrom.randomY : this.fireFrom.y, h = this.trackRotation ? this.trackedSprite.angle : this.fireAngle; void 0 !== b && void 0 !== d && (h = this.game.math.radToDeg(Math.atan2(d - g, b - f))), 0 !== this.bulletAngleVariance && (h += c.Math.between(-this.bulletAngleVariance, this.bulletAngleVariance)); var i = 0, j = 0; 0 === h || 180 === h ? i = Math.cos(this.game.math.degToRad(h)) * e : 90 === h || 270 === h ? j = Math.sin(this.game.math.degToRad(h)) * e : (i = Math.cos(this.game.math.degToRad(h)) * e, j = Math.sin(this.game.math.degToRad(h)) * e); var k = null; if (this.autoExpandBulletsGroup ? (k = this.bullets.getFirstExists(!1, !0, f, g, this.bulletKey, this.bulletFrame), k.data.bulletManager = this) : k = this.bullets.getFirstExists(!1), k) { if (k.reset(f, g), k.data.fromX = f, k.data.fromY = g, k.data.killType = this.bulletKillType, k.data.killDistance = this.bulletKillDistance, k.data.rotateToVelocity = this.bulletRotateToVelocity, this.bulletKillType === c.Weapon.KILL_LIFESPAN && (k.lifespan = this.bulletLifespan), k.angle = h + this.bulletAngleOffset, "" !== this.bulletAnimation) { if (null === k.animations.getAnimation(this.bulletAnimation)) { var l = this.anims[this.bulletAnimation]; k.animations.add(l.name, l.frames, l.frameRate, l.loop, l.useNumericIndex) } k.animations.play(this.bulletAnimation) } else this.bulletFrameCycle ? (k.frame = this.bulletFrames[this.bulletFrameIndex], ++this.bulletFrameIndex >= this.bulletFrames.length && (this.bulletFrameIndex = 0)) : this.bulletFrameRandom && (k.frame = this.bulletFrames[Math.floor(Math.random() * this.bulletFrames.length)]); if (k.data.bodyDirty && (this._data.customBody && k.body.setSize(this._data.width, this._data.height, this._data.offsetX, this._data.offsetY), k.body.collideWorldBounds = this.bulletCollideWorldBounds, k.data.bodyDirty = !1), k.body.velocity.set(i, j), k.body.gravity.set(this.bulletGravity.x, this.bulletGravity.y), 0 !== this.bulletSpeedVariance) { var m = this.fireRate; m += c.Math.between(-this.fireRateVariance, this.fireRateVariance), m < 0 && (m = 0), this._nextFire = this.game.time.now + m } else this._nextFire = this.game.time.now + this.fireRate; this.shots++, this.onFire.dispatch(k, this, e), this.fireLimit > 0 && this.shots === this.fireLimit && this.onFireLimit.dispatch(this, this.fireLimit) } return k }, c.Weapon.prototype.fireAtPointer = function(a) { return void 0 === a && (a = this.game.input.activePointer), this.fire(null, a.worldX, a.worldY) }, c.Weapon.prototype.fireAtSprite = function(a) { return this.fire(null, a.world.x, a.world.y) }, c.Weapon.prototype.fireAtXY = function(a, b) { return this.fire(null, a, b) }, c.Weapon.prototype.setBulletBodyOffset = function(a, b, c, d) { return void 0 === c && (c = 0), void 0 === d && (d = 0), this._data.customBody = !0, this._data.width = a, this._data.height = b, this._data.offsetX = c, this._data.offsetY = d, this.bullets.callAll("body.setSize", "body", a, b, c, d), this.bullets.setAll("data.bodyDirty", !1), this }, c.Weapon.prototype.setBulletFrames = function(a, b, d, e) { return void 0 === d && (d = !0), void 0 === e && (e = !1), this.bulletFrames = c.ArrayUtils.numberArray(a, b), this.bulletFrameIndex = 0, this.bulletFrameCycle = d, this.bulletFrameRandom = e, this }, c.Weapon.prototype.addBulletAnimation = function(a, b, c, d, e) { return this.anims[a] = { name: a, frames: b, frameRate: c, loop: d, useNumericIndex: e }, this.bullets.callAll("animations.add", "animations", a, b, c, d, e), this.bulletAnimation = a, this }, c.Weapon.prototype.debug = function(a, b, c) { void 0 === a && (a = 16), void 0 === b && (b = 32), void 0 === c && (c = !1), this.game.debug.text("Weapon Plugin", a, b), this.game.debug.text("Bullets Alive: " + this.bullets.total + " - Total: " + this.bullets.length, a, b + 24), c && this.bullets.forEachExists(this.game.debug.body, this.game.debug, "rgba(255, 0, 255, 0.8)") }, Object.defineProperty(c.Weapon.prototype, "bulletClass", { get: function() { return this._bulletClass }, set: function(a) { this._bulletClass = a, this.bullets.classType = this._bulletClass } }), Object.defineProperty(c.Weapon.prototype, "bulletKillType", { get: function() { return this._bulletKillType }, set: function(a) { switch (a) { case c.Weapon.KILL_STATIC_BOUNDS: case c.Weapon.KILL_WEAPON_BOUNDS: this.bulletBounds = this.bounds; break; case c.Weapon.KILL_CAMERA_BOUNDS: this.bulletBounds = this.game.camera.view; break; case c.Weapon.KILL_WORLD_BOUNDS: this.bulletBounds = this.game.world.bounds } this._bulletKillType = a } }), Object.defineProperty(c.Weapon.prototype, "bulletCollideWorldBounds", { get: function() { return this._bulletCollideWorldBounds }, set: function(a) { this._bulletCollideWorldBounds = a, this.bullets.setAll("body.collideWorldBounds", a), this.bullets.setAll("data.bodyDirty", !1) } }), Object.defineProperty(c.Weapon.prototype, "x", { get: function() { return this.fireFrom.x }, set: function(a) { this.fireFrom.x = a } }), Object.defineProperty(c.Weapon.prototype, "y", { get: function() { return this.fireFrom.y }, set: function(a) { this.fireFrom.y = a } }), c.Bullet = function(a, b, d, e, f) { c.Sprite.call(this, a, b, d, e, f), this.anchor.set(.5), this.data = { bulletManager: null, fromX: 0, fromY: 0, bodyDirty: !0, rotateToVelocity: !1, killType: 0, killDistance: 0 } }, c.Bullet.prototype = Object.create(c.Sprite.prototype), c.Bullet.prototype.constructor = c.Bullet, c.Bullet.prototype.kill = function() { return this.alive = !1, this.exists = !1, this.visible = !1, this.data.bulletManager.onKill.dispatch(this), this }, c.Bullet.prototype.update = function() { this.exists && (this.data.killType > c.Weapon.KILL_LIFESPAN && (this.data.killType === c.Weapon.KILL_DISTANCE ? this.game.physics.arcade.distanceToXY(this, this.data.fromX, this.data.fromY, !0) > this.data.killDistance && this.kill() : this.data.bulletManager.bulletBounds.intersects(this) || this.kill()), this.data.rotateToVelocity && (this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x)), this.data.bulletManager.bulletWorldWrap && this.game.world.wrap(this, this.data.bulletManager.bulletWorldWrapPadding)) }, c.Video = function(a, b, d) { if (void 0 === b && (b = null), void 0 === d && (d = null), this.game = a, this.key = b, this.width = 0, this.height = 0, this.type = c.VIDEO, this.disableTextureUpload = !1, this.touchLocked = !1, this.onPlay = new c.Signal, this.onChangeSource = new c.Signal, this.onComplete = new c.Signal, this.onAccess = new c.Signal, this.onError = new c.Signal, this.onTimeout = new c.Signal, this.timeout = 15e3, this._timeOutID = null, this.video = null, this.videoStream = null, this.isStreaming = !1, this.retryLimit = 20, this.retry = 0, this.retryInterval = 500, this._retryID = null, this._codeMuted = !1, this._muted = !1, this._codePaused = !1, this._paused = !1, this._pending = !1, this._autoplay = !1, this._endCallback = null, this._playCallback = null, b && this.game.cache.checkVideoKey(b)) { var e = this.game.cache.getVideo(b); e.isBlob ? this.createVideoFromBlob(e.data) : this.video = e.data, this.width = this.video.videoWidth, this.height = this.video.videoHeight } else d && this.createVideoFromURL(d, !1); this.video && !d ? (this.baseTexture = new PIXI.BaseTexture(this.video), this.baseTexture.forceLoaded(this.width, this.height)) : (this.baseTexture = new PIXI.BaseTexture(c.Cache.DEFAULT.baseTexture.source), this.baseTexture.forceLoaded(this.width, this.height)), this.texture = new PIXI.Texture(this.baseTexture), this.textureFrame = new c.Frame(0, 0, 0, this.width, this.height, "video"), this.texture.setFrame(this.textureFrame), this.texture.valid = !1, null !== b && this.video && (this.texture.valid = this.video.canplay), this.snapshot = null, c.BitmapData && (this.snapshot = new c.BitmapData(this.game, "", this.width, this.height)), !this.game.device.cocoonJS && (this.game.device.iOS || this.game.device.chrome) || window.PhaserGlobal && window.PhaserGlobal.fakeiOSTouchLock ? this.setTouchLock() : e && (e.locked = !1) }, c.Video.prototype = { connectToMediaStream: function(a, b) { return a && b && (this.video = a, this.videoStream = b, this.isStreaming = !0, this.baseTexture.source = this.video, this.updateTexture(null, this.video.videoWidth, this.video.videoHeight), this.onAccess.dispatch(this)), this }, startMediaStream: function(a, b, c) { if (void 0 === a && (a = !1), void 0 === b && (b = null), void 0 === c && (c = null), !this.game.device.getUserMedia) return this.onError.dispatch(this, "No getUserMedia"), !1; null !== this.videoStream && (this.videoStream.active ? this.videoStream.active = !1 : this.videoStream.stop()), this.removeVideoElement(), this.video = document.createElement("video"), this.video.setAttribute("autoplay", "autoplay"), null !== b && (this.video.width = b), null !== c && (this.video.height = c), this._timeOutID = window.setTimeout(this.getUserMediaTimeout.bind(this), this.timeout); try { navigator.getUserMedia({ audio: a, video: !0 }, this.getUserMediaSuccess.bind(this), this.getUserMediaError.bind(this)) } catch (a) { this.getUserMediaError(a) } return this }, getUserMediaTimeout: function() { clearTimeout(this._timeOutID), this.onTimeout.dispatch(this) }, getUserMediaError: function(a) { clearTimeout(this._timeOutID), this.onError.dispatch(this, a) }, getUserMediaSuccess: function(a) { clearTimeout(this._timeOutID), this.videoStream = a, void 0 !== this.video.mozSrcObject ? this.video.mozSrcObject = a : this.video.src = window.URL && window.URL.createObjectURL(a) || a; var b = this; this.video.onloadeddata = function() { function a() { if (c > 0) if (b.video.videoWidth > 0) { var d = b.video.videoWidth, e = b.video.videoHeight; isNaN(b.video.videoHeight) && (e = d / (4 / 3)), b.video.play(), b.isStreaming = !0, b.baseTexture.source = b.video, b.updateTexture(null, d, e), b.onAccess.dispatch(b) } else window.setTimeout(a, 500); else console.warn("Unable to connect to video stream. Webcam error?"); c-- } var c = 10; a() } }, createVideoFromBlob: function(a) { var b = this; return this.video = document.createElement("video"), this.video.controls = !1, this.video.setAttribute("autoplay", "autoplay"), this.video.addEventListener("loadeddata", function(a) { b.updateTexture(a) }, !0), this.video.src = window.URL.createObjectURL(a), this.video.canplay = !0, this }, createVideoFromURL: function(a, b) { return void 0 === b && (b = !1), this.texture && (this.texture.valid = !1), this.video = document.createElement("video"), this.video.controls = !1, b && this.video.setAttribute("autoplay", "autoplay"), this.video.src = a, this.video.canplay = !0, this.video.load(), this.retry = this.retryLimit, this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval), this.key = a, this }, updateTexture: function(a, b, c) { var d = !1; void 0 !== b && null !== b || (b = this.video.videoWidth, d = !0), void 0 !== c && null !== c || (c = this.video.videoHeight), this.width = b, this.height = c, this.baseTexture.source !== this.video && (this.baseTexture.source = this.video), this.baseTexture.forceLoaded(b, c), this.texture.frame.resize(b, c), this.texture.width = b, this.texture.height = c, this.texture.valid = !0, this.snapshot && this.snapshot.resize(b, c), d && null !== this.key && (this.onChangeSource.dispatch(this, b, c), this._autoplay && (this.video.play(), this.onPlay.dispatch(this, this.loop, this.playbackRate))) }, complete: function() { this.onComplete.dispatch(this) }, play: function(a, b) { return void 0 === a && (a = !1), void 0 === b && (b = 1), this.game.sound.onMute && (this.game.sound.onMute.add(this.setMute, this), this.game.sound.onUnMute.add(this.unsetMute, this), this.game.sound.mute && this.setMute()), this.game.onPause.add(this.setPause, this), this.game.onResume.add(this.setResume, this), this._endCallback = this.complete.bind(this), this.video.addEventListener("ended", this._endCallback, !0), this.video.addEventListener("webkitendfullscreen", this._endCallback, !0), this.video.loop = a ? "loop" : "", this.video.playbackRate = b, this.touchLocked ? this._pending = !0 : (this._pending = !1, null !== this.key && (4 !== this.video.readyState ? (this.retry = this.retryLimit, this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval)) : (this._playCallback = this.playHandler.bind(this), this.video.addEventListener("playing", this._playCallback, !0))), this.video.play(), this.onPlay.dispatch(this, a, b)), this }, playHandler: function() { this.video.removeEventListener("playing", this._playCallback, !0), this.updateTexture() }, stop: function() { return this.game.sound.onMute && (this.game.sound.onMute.remove(this.setMute, this), this.game.sound.onUnMute.remove(this.unsetMute, this)), this.game.onPause.remove(this.setPause, this), this.game.onResume.remove(this.setResume, this), this.isStreaming ? (this.video.mozSrcObject ? (this.video.mozSrcObject.stop(), this.video.src = null) : (this.video.src = "", this.videoStream.active ? this.videoStream.active = !1 : this.videoStream.getTracks ? this.videoStream.getTracks().forEach(function(a) { a.stop() }) : this.videoStream.stop()), this.videoStream = null, this.isStreaming = !1) : (this.video.removeEventListener("ended", this._endCallback, !0), this.video.removeEventListener("webkitendfullscreen", this._endCallback, !0), this.video.removeEventListener("playing", this._playCallback, !0), this.touchLocked ? this._pending = !1 : this.video.pause()), this }, add: function(a) { if (Array.isArray(a)) for (var b = 0; b < a.length; b++) a[b].loadTexture && a[b].loadTexture(this); else a.loadTexture(this); return this }, addToWorld: function(a, b, c, d, e, f) { e = e || 1, f = f || 1; var g = this.game.add.image(a, b, this); return g.anchor.set(c, d), g.scale.set(e, f), g }, render: function() {!this.disableTextureUpload && this.playing && this.baseTexture.dirty() }, setMute: function() { this._muted || (this._muted = !0, this.video.muted = !0) }, unsetMute: function() { this._muted && !this._codeMuted && (this._muted = !1, this.video.muted = !1) }, setPause: function() { this._paused || this.touchLocked || (this._paused = !0, this.video.pause()) }, setResume: function() {!this._paused || this._codePaused || this.touchLocked || (this._paused = !1, this.video.ended || this.video.play()) }, changeSource: function(a, b) { return void 0 === b && (b = !0), this.texture.valid = !1, this.video.pause(), this.retry = this.retryLimit, this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval), this.video.src = a, this.video.load(), this._autoplay = b, b || (this.paused = !0), this }, checkVideoProgress: function() { 4 === this.video.readyState ? this.updateTexture() : (this.retry--, this.retry > 0 ? this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval) : console.warn("Phaser.Video: Unable to start downloading video in time", this.isStreaming)) }, setTouchLock: function() { this.game.input.touch.addTouchLockCallback(this.unlock, this), this.touchLocked = !0 }, unlock: function() { if (this.touchLocked = !1, this.video.play(), this.onPlay.dispatch(this, this.loop, this.playbackRate), this.key) { var a = this.game.cache.getVideo(this.key); a && !a.isBlob && (a.locked = !1) } return !0 }, grab: function(a, b, c) { return void 0 === a && (a = !1), void 0 === b && (b = 1), void 0 === c && (c = null), null === this.snapshot ? void console.warn("Video.grab cannot run because Phaser.BitmapData is unavailable") : (a && this.snapshot.cls(), this.snapshot.copy(this.video, 0, 0, this.width, this.height, 0, 0, this.width, this.height, 0, 0, 0, 1, 1, b, c), this.snapshot) }, removeVideoElement: function() { if (this.video) { for (this.video.parentNode && this.video.parentNode.removeChild(this.video); this.video.hasChildNodes();) this.video.removeChild(this.video.firstChild); this.video.removeAttribute("autoplay"), this.video.removeAttribute("src"), this.video = null } }, destroy: function() { this.stop(), this.removeVideoElement(), this.touchLocked && this.game.input.touch.removeTouchLockCallback(this.unlock, this), this._retryID && window.clearTimeout(this._retryID) } }, Object.defineProperty(c.Video.prototype, "currentTime", { get: function() { return this.video ? this.video.currentTime : 0 }, set: function(a) { this.video.currentTime = a } }), Object.defineProperty(c.Video.prototype, "duration", { get: function() { return this.video ? this.video.duration : 0 } }), Object.defineProperty(c.Video.prototype, "progress", { get: function() { return this.video ? this.video.currentTime / this.video.duration : 0 } }), Object.defineProperty(c.Video.prototype, "mute", { get: function() { return this._muted }, set: function(a) { if (a = a || null) { if (this._muted) return; this._codeMuted = !0, this.setMute() } else { if (!this._muted) return; this._codeMuted = !1, this.unsetMute() } } }), Object.defineProperty(c.Video.prototype, "paused", { get: function() { return this._paused }, set: function(a) { if (a = a || null, !this.touchLocked) if (a) { if (this._paused) return; this._codePaused = !0, this.setPause() } else { if (!this._paused) return; this._codePaused = !1, this.setResume() } } }), Object.defineProperty(c.Video.prototype, "volume", { get: function() { return this.video ? this.video.volume : 1 }, set: function(a) { a < 0 ? a = 0 : a > 1 && (a = 1), this.video && (this.video.volume = a) } }), Object.defineProperty(c.Video.prototype, "playbackRate", { get: function() { return this.video ? this.video.playbackRate : 1 }, set: function(a) { this.video && (this.video.playbackRate = a) } }), Object.defineProperty(c.Video.prototype, "loop", { get: function() { return !!this.video && this.video.loop }, set: function(a) { a && this.video ? this.video.loop = "loop" : this.video && (this.video.loop = "") } }), Object.defineProperty(c.Video.prototype, "playing", { get: function() { return !(this.video.paused && this.video.ended) } }), c.Video.prototype.constructor = c.Video, void 0 === PIXI.blendModes && (PIXI.blendModes = c.blendModes), void 0 === PIXI.scaleModes && (PIXI.scaleModes = c.scaleModes), void 0 === PIXI.Texture.emptyTexture && (PIXI.Texture.emptyTexture = new PIXI.Texture(new PIXI.BaseTexture)), void 0 === PIXI.DisplayObject._tempMatrix && (PIXI.DisplayObject._tempMatrix = new PIXI.Matrix), void 0 === PIXI.RenderTexture.tempMatrix && (PIXI.RenderTexture.tempMatrix = new PIXI.Matrix), PIXI.Graphics && void 0 === PIXI.Graphics.POLY && (PIXI.Graphics.POLY = c.POLYGON, PIXI.Graphics.RECT = c.RECTANGLE, PIXI.Graphics.CIRC = c.CIRCLE, PIXI.Graphics.ELIP = c.ELLIPSE, PIXI.Graphics.RREC = c.ROUNDEDRECTANGLE), PIXI.TextureSilentFail = !0, "undefined" != typeof exports ? ("undefined" != typeof module && module.exports && (exports = module.exports = c), exports.Phaser = c) : "undefined" != typeof define && define.amd ? define("Phaser", function() { return b.Phaser = c }()) : b.Phaser = c, c }.call(this), function() { var a = function(a, b) { return function() { return a.apply(b, arguments) } }, b = function(a, b) { function d() { this.constructor = a } for (var e in b) c.call(b, e) && (a[e] = b[e]); return d.prototype = b.prototype, a.prototype = new d, a.__super__ = b.prototype, a }, c = {}.hasOwnProperty; define("States/Common/Button", ["Phaser"], function() { "use strict"; return function(c) { function d(b, c, e, f, g, h, i) { this.destroy = a(this.destroy, this), this.disable = a(this.disable, this), this.enable = a(this.enable, this), this.setUp = a(this.setUp, this), this.setDown = a(this.setDown, this), this.soundId = i, _.isArray(g) && (this.downFrameName = g[1], g = this.upFrameName = g[0]), null != g ? d.__super__.constructor.call(this, b, c, e, f, "_default0000") : d.__super__.constructor.call(this, b, c, e, f), g && (this.sprite = b.make.sprite(0, 0, f, g), this.sprite.anchor.set(.5), this.addChild(this.sprite)), this.id = Math.random(), this.customEvents || (this.game.bowser.mobile || this.game.bowser.tablet || this.game.device.iPad ? (b.TouchManager.register(this, "touchstart", this.setDown), b.TouchManager.register(this, "touchend", function(a) { return function(b, c) { return c && a.isDown && null != h && (a.game.settings.vibrate && navigator.vibrate && navigator.vibrate(50), a.game.settings.fx && a.soundId && a.game.currentSounds[a.soundId].play(), h(a)), a.setUp() } }(this))) : (b.TouchManager.register(this, "mousedown", this.setDown), b.TouchManager.register(this, "mouseup", function(a) { return function(b, c) { return c && a.isDown && null != h && (a.game.settings.fx && a.soundId && a.game.currentSounds[a.soundId].play(), h(a)), a.setUp() } }(this)))) } return b(d, c), d.prototype.setDown = function() { if (this.isDown = !0, this.disabled || null == this.downFrameName || null == this.sprite || (this.sprite.frameName = this.downFrameName), !this.disabled && this.label) return this.label.scale.set(.95) }, d.prototype.setUp = function() { if (this.isDown = !1, this.disabled || null == this.upFrameName || null == this.sprite || (this.sprite.frameName = this.upFrameName), !this.disabled && this.label) return this.label.scale.set(1) }, d.prototype.enable = function() { return this.disabled = !1 }, d.prototype.disable = function() { return this.disabled = !0 }, d.prototype.destroy = function() { return this.game.bowser.mobile || this.game.bowser.tablet || this.game.device.iPad ? 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(c = new XMLHttpRequest, new Promise(function(d, e) { c.onreadystatechange = function() { 4 === c.readyState && (200 === c.status ? 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"https://" : "//"; switch (p.getBrandingDomain()) { case a.BrandingDomain.Spele: e = h + "www.spele.nl"; break; case a.BrandingDomain.Yepi: e = h + "www.yepi.com"; break; case a.BrandingDomain.Admeen: return e = "https://media.admeen.com/branding/link.php", void((f = window.open(e, "_blank")) && f.focus && f.focus()); case a.BrandingDomain.PlayCell: e = h + "www.playcell.com"; break; case a.BrandingDomain.GameCell: e = h + "www.gamecell.com"; break; default: case a.BrandingDomain.Kizi: e = "http://www.kizi.com"; break; case a.BrandingDomain.Bild: return void((f = window.open(h + "www.bildspielt.de", "_blank")) && f.focus && f.focus()); case a.BrandingDomain.Funnygames: e = h + "www.funnygames.nu" } var i = "string" == typeof d ? d : a.UtmTargets[d]; f = window.open(e + "/?utm_source=" + g + "&utm_medium=html5&utm_term=" + c + "&utm_content=" + i + "&utm_campaign=Gamedistribution", "_blank"), f && f.focus && f.focus() } }, b.isInternal = function() { return b.hostMatchesList(m.instance.get(b.INTERNAL_PORTALS_KEY)) }, b.isContracted = function() { return b.hostMatchesList(m.instance.get(b.CONTRACTED_PORTALS_KEY)) }, b.isSpecial = function() { return b.hostMatchesList(m.instance.get(b.SPECIAL_PORTALS_KEY)) }, b.isAdmeen = function() { if (!b.siteLocks || !b.siteLocks.hasOwnProperty("admeen")) return !1; var a = b.siteLocks.admeen; return b.hostMatchesList(a) }, b.isKongregate = function() { if (!b.siteLocks || !b.siteLocks.hasOwnProperty("kongregate")) return !1; var a = b.siteLocks.kongregate; return b.hostMatchesList(a) }, b.isNewgrounds = function() { if (!b.siteLocks || !b.siteLocks.hasOwnProperty("newgrounds")) return !1; var a = b.siteLocks.newgrounds; return b.hostMatchesList(a) }, b.isBild = function() { return "bild.fbrq.io" === window.location.host || -1 !== window.location.host.indexOf("contentfleet.com") }, b.isBip = function() { return -1 !== window.location.search.indexOf("bipgaming") || "bip.fbrq.io" === window.location.host }, b.isPlaycellApp = function() { return -1 !== window.location.search.indexOf("playcellApp") }, b.isSpil = function() { return -1 !== document.referrer.indexOf("gameplayer.io") }, b.isAirfi = function() { return !!window.hasOwnProperty("airfi") && window.airfi }, b.outGoingLinksAllowed = function() { return !(b.isAirfi() || b.isSpecial() || b.isContracted()) && (!window.hasOwnProperty("fbrqLA") || window.fbrqLA) }, b.hostMatchesList = function(a) { a = a || []; for (var b = p.getSourceSite(), c = 0; c < a.length; c++) if (b === a[c]) return !0; return !1 }, b.LOGO_KEY = "branding_logo", b.INTERNAL_PORTALS_KEY = "branding_portals", b.CONTRACTED_PORTALS_KEY = "branding_contracted", b.SPECIAL_PORTALS_KEY = "branding_special", b.SITELOCK_PORTALS = "sitelock_portals", b.GAME_ICONS_KEY = "more_games", b.DOMAIN_OVERWRITE = null, b }(), p = function() { function b() {} return b.getSourceSite = function(a) { void 0 === a && (a = !1); var c = document.referrer || window.location.host; if (a && (c = window.location.host), -1 !== c.indexOf("embed.gamedistribution.com") && -1 !== window.location.search.indexOf("gd_sdk_referrer_url") && (c = b.getUrlParameter("gd_sdk_referrer_url") || c), c = decodeURIComponent(c), o.isBild()) return "bildspielt.de"; if (o.isBip()) return "bipgaming.com"; o.isSpil() && (c = b.getReferrer(c)), c = c.indexOf("://") > -1 ? c.split("/")[2] : c.split("/")[0], c = c.split(":")[0]; var d = l.getDomain(c); return null !== d ? d : (3 === c.split(".").length && (c = c.substr(c.indexOf(".") + 1)), c) }, b.getBrandingDomain = function() { if (window.hasOwnProperty("fbrqBD") && window.fbrqBD in a.BrandingDomain) return window.fbrqBD; if (o.DOMAIN_OVERWRITE) return o.DOMAIN_OVERWRITE; var c = b.getSourceSite(); if (o.isAdmeen()) return a.BrandingDomain.Admeen; if (o.isPlaycellApp() || o.isBip()) return a.BrandingDomain.PlayCell; switch (c) { case "spele.nl": return a.BrandingDomain.Spele; case "yepi.com": return a.BrandingDomain.Yepi; case "oyunskor.com": case "barbioyunu.com.tr": case "bebekoyunu.com.tr": case "oyunkolu.com": case "oyungemisi.com": case "oyunlar1.com": case "oyunkuzusu.com": case "kraloyun.com": case "rekoroyun.com": case "oyundedem.com": case "oyunoyna.com": case "pastaoyunu.com.tr": case "playcell.com": return a.BrandingDomain.PlayCell; case "gamecell.com": return a.BrandingDomain.GameCell; case "playxl.com": return a.BrandingDomain.Admeen; default: case "kizi.com": return a.BrandingDomain.Kizi; case "bildspielt.de": return a.BrandingDomain.Bild; case "funnygames.nl": return a.BrandingDomain.Funnygames } }, b.getReferrer = function(a) { return -1 !== a.indexOf("?ref=") ? a.substr(a.indexOf("?ref=") + 5) : a }, b.inIframe = function() { try { return window.self !== window.top } catch (a) { return !0 } }, b.getDomain = function(a) { var b = document.createElement("a"); return b.href = a, b.origin }, b.isOnDevice = function() { return void 0 !== window.cordova && !/(gamedistribution\.com)/.test(window.location.hostname) }, b.isTc = function() { return /(teamcity\.azerdev\.com)/.test(window.location.host) }, b.getRandomRange = function(a, b) { return Math.random() * (b - a) + a | 0 }, b.getUrlParameter = function(a) { a = a.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]"); var b = new RegExp("[\\?&]" + a + "=([^&#]*)"), c = b.exec(location.search); return null === c ? "" : decodeURIComponent(c[1].replace(/\+/g, " ")) }, b.intTimeToString = function(a) { var b = Math.floor(a / 3600), c = Math.floor(a % 3600 / 60), d = a % 60; return (b < 10 ? "0" + b : b.toString()) + ":" + (c < 10 ? "0" + c : c.toString()) + ":" + (d < 10 ? "0" + d : d.toString()) }, b.ASSET_LOCATION = window.hasOwnProperty("fbrqSA") && !0 === window.fbrqSA ? "assets/" : "cdn.fbrq/@azerion/splash/assets/", b }(), q = function() { function a() { var a = p.isOnDevice() ? 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document.querySelector(b) : b, this.path = d, this._opts = c, this._tweenable = null; var f = this.path.getTotalLength(); this.path.style.strokeDasharray = f + " " + f, this.set(0) }; g.prototype.value = function() { var a = this._getComputedDashOffset(), b = this.path.getTotalLength(), c = 1 - a / b; return parseFloat(c.toFixed(6), 10) }, g.prototype.set = function(a) { this.stop(), this.path.style.strokeDashoffset = this._progressToOffset(a); var b = this._opts.step; if (e.isFunction(b)) { var c = this._easing(this._opts.easing); b(this._calculateTo(a, c), this._opts.shape || this, this._opts.attachment) } }, g.prototype.stop = function() { this._stopTween(), this.path.style.strokeDashoffset = this._getComputedDashOffset() }, g.prototype.animate = function(a, b, c) { b = b || {}, e.isFunction(b) && (c = b, b = {}); var f = e.extend({}, b), g = e.extend({}, this._opts); b = e.extend(g, b); var h = this._easing(b.easing), i = this._resolveFromAndTo(a, h, f); this.stop(), this.path.getBoundingClientRect(); var j = this._getComputedDashOffset(), k = this._progressToOffset(a), l = this; this._tweenable = new d, this._tweenable.tween({ from: e.extend({ offset: j }, i.from), to: e.extend({ offset: k }, i.to), duration: b.duration, easing: h, step: function(a) { l.path.style.strokeDashoffset = a.offset; var c = b.shape || l; b.step(a, c, b.attachment) }, finish: function(a) { e.isFunction(c) && c() } }) }, g.prototype._getComputedDashOffset = function() { var a = window.getComputedStyle(this.path, null); return parseFloat(a.getPropertyValue("stroke-dashoffset"), 10) }, g.prototype._progressToOffset = function(a) { var b = this.path.getTotalLength(); return b - a * b }, g.prototype._resolveFromAndTo = function(a, b, c) { return c.from && c.to ? { from: c.from, to: c.to } : { from: this._calculateFrom(b), to: this._calculateTo(a, b) } }, g.prototype._calculateFrom = function(a) { return d.interpolate(this._opts.from, this._opts.to, this.value(), a) }, g.prototype._calculateTo = function(a, b) { return d.interpolate(this._opts.from, this._opts.to, a, b) }, g.prototype._stopTween = function() { null !== this._tweenable && (this._tweenable.stop(), this._tweenable = null) }, g.prototype._easing = function(a) { return f.hasOwnProperty(a) ? f[a] : a }, b.exports = g }, { "./utils": 9, shifty: 1 }], 6: [function(a, b, c) { var d = a("./shape"), e = a("./circle"), f = a("./utils"), g = function(a, b) { this._pathTemplate = "M 50,50 m -{radius},0 a {radius},{radius} 0 1 1 {2radius},0", this.containerAspectRatio = 2, d.apply(this, arguments) }; g.prototype = new d, g.prototype.constructor = g, g.prototype._initializeSvg = function(a, b) { a.setAttribute("viewBox", "0 0 100 50") }, g.prototype._initializeTextContainer = function(a, b, c) { a.text.style && (c.style.top = "auto", c.style.bottom = "0", a.text.alignToBottom ? f.setStyle(c, "transform", "translate(-50%, 0)") : f.setStyle(c, "transform", "translate(-50%, 50%)")) }, g.prototype._pathString = e.prototype._pathString, g.prototype._trailString = e.prototype._trailString, b.exports = g }, { "./circle": 2, "./shape": 7, "./utils": 9 }], 7: [function(a, b, c) { var d = a("./path"), e = a("./utils"), f = function a(b, c) { if (!(this instanceof a)) throw new Error("Constructor was called without new keyword"); if (0 !== arguments.length) { this._opts = e.extend({ color: "#555", strokeWidth: 1, trailColor: null, trailWidth: null, fill: null, text: { style: { color: null, position: "absolute", left: "50%", top: "50%", padding: 0, margin: 0, transform: { prefix: !0, value: "translate(-50%, -50%)" } }, autoStyleContainer: !0, alignToBottom: !0, value: null, className: "progressbar-text" }, svgStyle: { display: "block", width: "100%" }, warnings: !1 }, c, !0), e.isObject(c) && void 0 !== c.svgStyle && (this._opts.svgStyle = c.svgStyle), e.isObject(c) && e.isObject(c.text) && void 0 !== c.text.style && (this._opts.text.style = c.text.style); var f, g = this._createSvgView(this._opts); if (!(f = e.isString(b) ? document.querySelector(b) : b)) throw new Error("Container does not exist: " + b); this._container = f, this._container.appendChild(g.svg), this._opts.warnings && this._warnContainerAspectRatio(this._container), this._opts.svgStyle && e.setStyles(g.svg, this._opts.svgStyle), this.svg = g.svg, this.path = g.path, this.trail = g.trail, this.text = null; var h = e.extend({ attachment: void 0, shape: this }, this._opts); this._progressPath = new d(g.path, h), e.isObject(this._opts.text) && null !== this._opts.text.value && this.setText(this._opts.text.value) } }; f.prototype.animate = function(a, b, c) { if (null === this._progressPath) throw new Error("Object is destroyed"); this._progressPath.animate(a, b, c) }, f.prototype.stop = function() { if (null === this._progressPath) throw new Error("Object is destroyed"); void 0 !== this._progressPath && this._progressPath.stop() }, f.prototype.destroy = function() { if (null === this._progressPath) throw new Error("Object is destroyed"); this.stop(), this.svg.parentNode.removeChild(this.svg), this.svg = null, this.path = null, this.trail = null, this._progressPath = null, null !== this.text && (this.text.parentNode.removeChild(this.text), this.text = null) }, f.prototype.set = function(a) { if (null === this._progressPath) throw new Error("Object is destroyed"); this._progressPath.set(a) }, f.prototype.value = function() { if (null === this._progressPath) throw new Error("Object is destroyed"); return void 0 === this._progressPath ? 0 : this._progressPath.value() }, f.prototype.setText = function(a) { if (null === this._progressPath) throw new Error("Object is destroyed"); null === this.text && (this.text = this._createTextContainer(this._opts, this._container), this._container.appendChild(this.text)), e.isObject(a) ? (e.removeChildren(this.text), this.text.appendChild(a)) : this.text.innerHTML = a }, f.prototype._createSvgView = function(a) { var b = document.createElementNS("http://www.w3.org/2000/svg", "svg"); this._initializeSvg(b, a); var c = null; (a.trailColor || a.trailWidth) && (c = this._createTrail(a), b.appendChild(c)); var d = this._createPath(a); return b.appendChild(d), { svg: b, path: d, trail: c } }, f.prototype._initializeSvg = function(a, b) { a.setAttribute("viewBox", "0 0 100 100") }, f.prototype._createPath = function(a) { var b = this._pathString(a); return this._createPathElement(b, a) }, f.prototype._createTrail = function(a) { var b = this._trailString(a), c = e.extend({}, a); return c.trailColor || (c.trailColor = "#eee"), c.trailWidth || (c.trailWidth = c.strokeWidth), c.color = c.trailColor, c.strokeWidth = c.trailWidth, c.fill = null, this._createPathElement(b, c) }, f.prototype._createPathElement = function(a, b) { var c = document.createElementNS("http://www.w3.org/2000/svg", "path"); return c.setAttribute("d", a), c.setAttribute("stroke", b.color), c.setAttribute("stroke-width", b.strokeWidth), b.fill ? c.setAttribute("fill", b.fill) : c.setAttribute("fill-opacity", "0"), c }, f.prototype._createTextContainer = function(a, b) { var c = document.createElement("div"); c.className = a.text.className; var d = a.text.style; return d && (a.text.autoStyleContainer && (b.style.position = "relative"), e.setStyles(c, d), d.color || (c.style.color = a.color)), this._initializeTextContainer(a, b, c), c }, f.prototype._initializeTextContainer = function(a, b, c) {}, f.prototype._pathString = function(a) { throw new Error("Override this function for each progress bar") }, f.prototype._trailString = function(a) { throw new Error("Override this function for each progress bar") }, f.prototype._warnContainerAspectRatio = function(a) { if (this.containerAspectRatio) { var b = window.getComputedStyle(a, null), c = parseFloat(b.getPropertyValue("width"), 10), d = parseFloat(b.getPropertyValue("height"), 10); e.floatEquals(this.containerAspectRatio, c / d) || (console.warn("Incorrect aspect ratio of container", "#" + a.id, "detected:", b.getPropertyValue("width") + "(width)", "/", b.getPropertyValue("height") + "(height)", "=", c / d), console.warn("Aspect ratio of should be", this.containerAspectRatio)) } }, b.exports = f }, { "./path": 5, "./utils": 9 }], 8: [function(a, b, c) { var d = a("./shape"), e = a("./utils"), f = function(a, b) { this._pathTemplate = "M 0,{halfOfStrokeWidth} L {width},{halfOfStrokeWidth} L {width},{width} L {halfOfStrokeWidth},{width} L {halfOfStrokeWidth},{strokeWidth}", this._trailTemplate = "M {startMargin},{halfOfStrokeWidth} L {width},{halfOfStrokeWidth} L {width},{width} L {halfOfStrokeWidth},{width} L {halfOfStrokeWidth},{halfOfStrokeWidth}", d.apply(this, arguments) }; f.prototype = new d, f.prototype.constructor = f, f.prototype._pathString = function(a) { var b = 100 - a.strokeWidth / 2; return e.render(this._pathTemplate, { width: b, strokeWidth: a.strokeWidth, halfOfStrokeWidth: a.strokeWidth / 2 }) }, f.prototype._trailString = function(a) { var b = 100 - a.strokeWidth / 2; return e.render(this._trailTemplate, { width: b, strokeWidth: a.strokeWidth, halfOfStrokeWidth: a.strokeWidth / 2, startMargin: a.strokeWidth / 2 - a.trailWidth / 2 }) }, b.exports = f }, { "./shape": 7, "./utils": 9 }], 9: [function(a, b, c) { function d(a, b, c) { a = a || {}, b = b || {}, c = c || !1; for (var e in b) if (b.hasOwnProperty(e)) { var f = a[e], g = b[e]; c && l(f) && l(g) ? a[e] = d(f, g, c) : a[e] = g } return a } function e(a, b) { var c = a; for (var d in b) if (b.hasOwnProperty(d)) { var e = b[d], f = "\\{" + d + "\\}", g = new RegExp(f, "g"); c = c.replace(g, e) } return c } function f(a, b, c) { for (var d = a.style, e = 0; e < p.length; ++e) { d[p[e] + h(b)] = c } d[b] = c } function g(a, b) { m(b, function(b, c) { null !== b && void 0 !== b && (l(b) && !0 === b.prefix ? f(a, c, b.value) : a.style[c] = b) }) } function h(a) { return a.charAt(0).toUpperCase() + a.slice(1) } function i(a) { return "string" == typeof a || a instanceof String } function j(a) { return "function" == typeof a } function k(a) { return "[object Array]" === Object.prototype.toString.call(a) } function l(a) { return !k(a) && ("object" == typeof a && !!a) } function m(a, b) { for (var c in a) if (a.hasOwnProperty(c)) { var d = a[c]; b(d, c) } } function n(a, b) { return Math.abs(a - b) < q } function o(a) { for (; a.firstChild;) a.removeChild(a.firstChild) } var p = "Webkit Moz O ms".split(" "), q = .001; b.exports = { extend: d, render: e, setStyle: f, setStyles: g, capitalize: h, isString: i, isFunction: j, isObject: l, forEachObject: m, floatEquals: n, removeChildren: o } }, {}] }, {}, [4])(4) }() }() }), s = function() { function a(a) { this.circleLoader = null, this.loaded = !1, this.showPlayButton = "undefined" == typeof playBtn || playBtn, this.progress = 0, this.options = { gameId: "12346", gameTitle: "Place Holder", gameName: "place-holder", libs: [], version: "dev", barColor: "white" }, this.options.gameId = a.gameId, this.options.gameTitle = a.gameTitle, this.options.version = a.version, this.options.barColor = a.barColor ? a.barColor : this.options.barColor, this.options.libs = a.libs } return a.getInstance = function(b) { if (!a.instance) { if (!b) throw new Error("Can not create new SplashLoader instance without options!"); a.instance = new a(b) } return a.instance }, a.prototype.create = function() { return e(this, void 0, void 0, function() { var a, b, c, d, e, h; return f(this, function(f) { switch (f.label) { case 0: return a = "\n #h5branding-center {\n position: absolute;\n top: 45%;\n left: 50%;\n transform: translate(-50%, -20%);\n text-align: center;\n width: 100%;\n }\n #h5branding-wrapper {\n position: relative;\n z-index: 665;\n width: 150px;\n height: 150px;\n display:inline-block;\n margin: 35px 40px 96px 40px;\n }\n\n #h5branding-wrapper > #h5branding-bar, #h5branding-wrapper > img {\n box-shadow: inset 10px 10px 20px 5px rgba(0, 0, 0, 0.5);\n border-radius: 50%;\n position: absolute;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n }\n\n #h5branding-ad {\n position: relative;\n z-index: 667;\n border-radius: 5px;\n border: 3px solid white;\n background: rgba(256, 256, 256, 0.2);\n width: 336px;\n height: 280px;\n display: none;\n margin: 0px 10px 0px 10px;\n }\n\n #h5branding-wrapper > img {\n /* Needs appropriate vendor prefixes */\n box-sizing: border-box;\n\n /* This needs to be equal to strokeWidth */\n padding: 4%;\n }\n\n #h5branding-wrapper > img {\n border-radius: 50%;\n box-shadow: inset 0 5px 5px rgba(0, 0, 0, 0.5), 5px 5px 7px rgba(0, 0, 0, 0.3);\n }\n\n #h5branding-container {\n box-sizing: border-box;\n position: absolute;\n z-index: 664;\n top: 0;\n left: 0;\n width: 100%;\n height: 100%;\n background-color: #000;\n overflow: hidden;\n }\n \n #h5branding-background {\n position: absolute;\n top: -25%;\n left: -25%;\n width: 150%;\n height: 150%;\n background-blend-mode: multiply;\n background-size: cover;\n filter: blur(40px) brightness(1.5);\n }\n \n @media all and (-ms-high-contrast: none), (-ms-high-contrast: active) {\n /* IE10+ CSS styles go here */\n #h5branding-background {\n background-image: none !important;\n }\n }\n\n #h5branding-logo {\n position: absolute;\n margin: 0 auto;\n left: 0;\n right: 0;\n text-align: center;\n top: 10%;\n }\n\n #h5branding-logo > img {\n height: 150px;\n }\n\n #h5branding-title {\n position: absolute;\n width: 100%;\n background: linear-gradient(90deg, transparent, rgba(0, 0, 0, 0.5) 50%, transparent);\n color: #fff;\n text-shadow: 0 0 1px rgba(0, 0, 0, 0.7);\n bottom:10%;\n padding: 15px 0;\n text-align: center;\n font-size: 18px;\n font-family: Helvetica, Arial, sans-serif;\n font-weight: bold;\n line-height: 100%;\n }\n \n #h5branding-button {\n /* border: 0; */\n padding: 10px 22px;\n border-radius: 5px;\n border: 3px solid white;\n background: linear-gradient(0deg, #dddddd, #ffffff);\n color: #222;\n text-transform: uppercase;\n text-shadow: 0 0 1px #fff;\n font-family: Helvetica, Arial, sans-serif;\n font-weight: bold;\n font-size: 18px;\n cursor: pointer;\n box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);\n display: none;\n width: 150px;\n position: absolute;\n top: 170px;\n margin: 0 auto;\n left: 0;\n right: 0;\n }\n \n @media (orientation: portrait) and (max-width: 1080px) {\n #h5branding-logo > img {\n height: initial;\n width:100%;\n }\n }\n \n @media (orientation: landscape) and (max-height: 640px) {\n #h5branding-title {\n display: none;\n }\n \n #h5branding-logo > img {\n height: 100px;\n }\n }\n \n @media (orientation: landscape) and (max-height: 460px) {\n #h5branding-title {\n display: none;\n }\n \n #h5branding-wrapper {\n width: 110px;\n height: 110px;\n margin: 0;\n }\n \n #h5branding-logo {\n top: 0;\n transform: scale(0.7, 0.7);\n }\n \n #h5branding-button {\n top: initial;\n width: 110px;\n font-size: 14px;\n position: absolute;\n top: 140px;\n left: 0;\n right: 0;\n }\n \n #h5branding-ad {\n display: none !important;\n }\n }\n \n @media (orientation: portrait) and (max-width: 250px) {\n #h5branding-logo {\n top: 2%;\n }\n }\n \n @media (orientation: landscape) and (max-width: 330px) {\n #h5branding-button {\n top: 120px;\n }\n \n #h5branding-logo > img {\n height: 70px;\n }\n }\n \n @media (max-width: 600px) and (max-height: 850px) {\n #h5branding-ad {\n display: none !important;\n }\n }\n \n @media (max-width: 600px) and (max-height: 1100px) {\n #h5branding-center {\n top: 40%;\n }\n\n #h5branding-title {\n bottom: 5%\n }\n }\n \n @media (max-width: 600px) and (max-height: 900px) {\n #h5branding-title {\n display: none\n }\n }\n \n @media (orientation: landscape) and (min-width: 800px) {\n #h5branding-wrapper {\n margin-left: 120px;\n margin-right: 120px;\n }\n }\n\n ", b = g(this.getGameLogoUrl(this.options.gameId), this.options.gameTitle), c = document.head || document.getElementsByTagName("head")[0], d = document.createElement("style"), d.type = "text/css", d.styleSheet ? d.styleSheet.cssText = a : d.appendChild(document.createTextNode(a)), c.appendChild(d), e = document.createElement("div"), e.innerHTML = b, e.id = "h5branding-container", h = document.body || document.getElementsByTagName("body")[0], h.insertBefore(e, h.firstChild), this.circleLoader = new r.Circle("#h5branding-bar", { strokeWidth: 3, color: this.options.barColor }), [4, Promise.all([this.loadBranding(), this.loadLibs()])]; case 1: return f.sent(), this.loaded = !0, [2] } }) }) }, a.prototype.loadBranding = function() { return e(this, void 0, void 0, function() { var a, b, c; return f(this, function(d) { switch (d.label) { case 0: return [4, o.preload(Date.now().toString())]; case 1: return d.sent(), a = document.getElementById("h5branding-background"), a && (a.style.backgroundImage = "url(" + this.getGameLogoUrl(this.options.gameId) + ")", a.style.backgroundColor = o.brandingBackgroundColor), b = document.getElementById("h5branding-logo"), b && (c = document.createElement("img"), c.src = o.brandingLogoUrl.replace("_small", ""), b.appendChild(c)), [2] } }) }) }, a.prototype.loadLibs = function() { var a = this, b = this.options.libs.map(function(c, d) { return m.instance.loadScript(c, !0, function() { a.setScriptloadProgress(b.length, d + 1) }) }); return Promise.all(b) }, Object.defineProperty(a.prototype, "bannerAllowed", { get: function() { var a = document.body.clientWidth, b = document.body.clientHeight; return this.progress < 100 && !(a > b && b <= 460) && !(a < 600 && b < 850) }, enumerable: !0, configurable: !0 }), a.prototype.showBanner = function() { if (!this.bannerAllowed) return null; var a = document.getElementById("h5branding-ad"); return a ? (a.style.display = "inline-flex", a) : null }, a.prototype.setScriptloadProgress = function(a, b) { var c = .3 * b / a; this.circleLoader.animate(c, null, function() {}) }, a.prototype.setLoadProgress = function(a) { var b = this; if (this.loaded) if (a = 30 + .7 * a, this.progress = a, 100 === a) { var c = document.querySelector("#h5branding-button"); this.circleLoader.animate(1, null, function() { c && !0 === b.showPlayButton ? c.style.display = "block" : !1 === b.showPlayButton && b.onPlayButtonClick() }) } else this.circleLoader.animate(a / 100, null, function() {}) }, a.prototype.setButtonCallback = function(a) { this.buttonCallback = a }, a.prototype.onPlayButtonClick = function() { this.buttonCallback && this.buttonCallback() }, a.prototype.destroy = function() { var a = document.querySelector("#h5branding-container"); null !== a && null !== a.parentNode && a.parentNode.removeChild(a) }, a.prototype.getGameLogoUrl = function(a) { var b = a + "-512x512.jpeg"; return window.hasOwnProperty("fbrqSA") && !0 === window.fbrqSA ? "assets/" + b : "img.gamedistribution.com/" + b }, a }(), t = new q; a.google = t, a.Utils = p, a.Domain = l, a.Branding = o, a.SplashLoader = s, Object.defineProperty(a, "__esModule", { value: !0 }) }), function() { var a = function(a, b) { return function() { return a.apply(b, arguments) } }, b = function(a, b) { function d() { this.constructor = a } for (var e in b) c.call(b, e) && (a[e] = b[e]); return d.prototype = b.prototype, a.prototype = new d, a.__super__ = b.prototype, a }, c = {}.hasOwnProperty; define("States/Menu/TempleHall", ["require", "Phaser", "../Common/Button", "../Common/GoldButton", "../Common/Navies", "h5branding"], function(c) { var d, e, f, g; return f = c("Phaser"), c("../Common/Button"), d = c("../Common/GoldButton"), e = c("../Common/Navies"), g = c("h5branding"), function(c) { function h(b, c, g) { this.layoutContent = a(this.layoutContent, this), this.update = a(this.update, this), this.createChar = a(this.createChar, this), this.domainAllowsExtenral = a(this.domainAllowsExtenral, this); var i, j, k, l, m, n, o, p, q, r, s, t, u; for (h.__super__.constructor.call(this, b, c, g), this.w = this.game.realWidth, this.h = this.game.realHeight, this.bkg = l = this.game.make.sprite(0, 0, "TempleHall"), l.anchor.set(.5), this._scale = u = Math.max(this.w / l.width, this.h / l.height), l.scale.set(u), l.height / 2 > this.h / 2 && (l.y = this.h / 2 - l.height / 2), this.addChild(l), this.beams = k = [], j = 7, q = r = 0, t = j; 0 <= t ? r <= t : r >= t; q = 0 <= t ? ++r : --r) i = this.game.make.sprite(0, 0, "HallBeam"), i.anchor.set(.5, -.5), i.alpha = .6 + .4 * Math.random(), i.t_offset = 2 * (q - j / 2) * Math.PI / j - Math.random() * Math.PI / 6, i.t_speed = .6 * Math.random(), i.blendMode = f.blendModes.SCREEN, i.cacheAsBitmap = !0, this.addChild(i), k.push(i); this.char1 = n = this.createChar("fire"), this.addChild(n), n.scale.set(u), n.x = -this.w / 4, n.y = this.h / 2 - 2 * n.height, this.char2 = o = this.createChar("water"), o.scale.set(u), o.x = this.w / 4, o.y = this.h / 2 - 2 * o.height, this.addChild(o), this.gameName = p = this.game.make.sprite(0, 0, "GameName"), p.anchor.set(.5, .5), s = Math.min(1, .9 * this.game.realWidth / p.width), p.scale.set(s), this.addChild(p), this.onStart = new f.Signal, this.playBtn = m = new d(this.game, 0, 0, this.game.lang.locale("Play"), function(a) { return function() { return a.onStart.dispatch(b.progress.get("temples")[0]) } }(this), 40), this.addChild(m), this.domainAllowsExtenral() && (this.moreBtn = m = new d(this.game, 0, 0, this.game.lang.locale("More Games"), function(a) { return function() { return window.open("http://kizi.com/?ch=3307&utm_source=GameDistribution", "_blank") } }(), 30), this.addChild(m), this.walkthrouhgBtn = m = new d(this.game, 0, 0, this.game.lang.locale("Walkthrough"), function(a) { return function() { return window.open("http://kizi.com/videos/fireboy-and-watergirl-the-forest-temple/?ch=3308&utm_source=GameDistribution", "_blank") } }(), 30), this.addChild(m)), this.navies = new e(this.game, 0, 0), this.addChild(this.navies), this.layoutContent() } return b(h, c), h.prototype.domainAllowsExtenral = function() { var a; return !!g.Branding.outGoingLinksAllowed() && (a = ["playcell.com"], a.reduce(function(a) { return function(a, b) { return null != document.referrer && (a = a && document.referrer.indexOf(b) < 0), null != window.location && null != window.location.hostname && (a = a && window.location.hostname.indexOf(b) < 0), a } }(), !0)) }, h.prototype.createChar = function(a) { var b, c, d, e; return b = this.game.make.sprite(0, 0, "CharAssets", "_default0000"), e = this.game.make.sprite(0, 0, "CharAssets", a + "_legs_idle0000"), e.anchor.set(.5), d = this.game.make.sprite(0, 0, "CharAssets"), d.animations.add("idle", f.Animation.generateFrameNames(a + "_head_idle", 0, 29, "", 4), 30, !0), d.animations.play("idle"), d.anchor.set(.5), c = this.game.make.sprite(0, 0, "CharAssets", a + "_glow0000"), c.anchor.set(.5), c.y = 40, b.addChild(c), b.addChild(e), b.addChild(d), b }, h.prototype.update = function() { var a, b, c, d; for (this.t || (this.t = 0), this.t += .003, d = this.beams, b = 0, c = d.length; b < c; b++) a = d[b], a.rotation = .2 * Math.sin(a.t_offset + this.t * a.t_speed), a.y = -this.h / 2 - a._frame.height * this._scale / 2 - Math.abs(Math.sin(a.t_offset + this.t * a.t_speed) * this.h / 4), a.scale.set(.6 + .4 * Math.abs(Math.sin(a.t_offset + this.t * a.t_speed)), this._scale); return this.navies.update() }, h.prototype.layoutContent = function() { var a, b, c, d, e, f, g; for (this.w = this.game.realWidth, this.h = this.game.realHeight, this._scale = g = Math.max(this.w / this.bkg._frame.width, this.h / this.bkg._frame.height), this.bkg.scale.set(g), this.bkg.height / 2 > this.h / 2 ? this.bkg.y = this.h / 2 - this.bkg.height / 2 : this.bkg.y = 0, this.char1.scale.set(g), this.char1.x = -this.w / 4, this.char1.y = this.h / 2 - 2 * this.char1.height, this.char2.scale.set(g), this.char2.x = this.w / 4, this.char2.y = this.h / 2 - 2 * this.char2.height, f = this.beams, b = 0, c = f.length; b < c; b++) a = f[b], a.scale.set(g * (.3 + 1.3 * Math.random()), g); return this.gameName.y = -this.game.realHeight / 5, this.playBtn.y = this.playBtn.height, this.moreBtn && (this.moreBtn.y = .2 * this.game.realHeight), this.walkthrouhgBtn ? this.walkthrouhgBtn.y = .3 * this.game.realHeight : this.playBtn.y = 2 * this.playBtn.height, d = .75 * this.gameName.height, e = this.gameName.y - d / 2, this.game.realHeight / 2 + e, this.navies.y = this.playBtn.y }, h }(f.Sprite) }) }.call(this), function() { var a = function(a, b) { return function() { return a.apply(b, arguments) } }, b = function(a, b) { function d() { this.constructor = a } for (var e in b) c.call(b, e) && (a[e] = b[e]); return d.prototype = b.prototype, a.prototype = new d, a.__super__ = b.prototype, a }, c = {}.hasOwnProperty; define("States/Common/MuteButton", ["./Button", "Phaser"], function(c) { "use strict"; return function(c) { function d(b, c, e, f) { this.updateState = a(this.updateState, this), this.clicked = a(this.clicked, this), d.__super__.constructor.call(this, b, c, e, f || "MenuAssets", "MuteButton0000", this.clicked), this.anchor.set(.5), this.sprite.anchor.set(1, 0), this.updateState() } return b(d, c), d.prototype.clicked = function() { return console.log("mute"), this.updateState() }, d.prototype.updateState = function() { return this.game.sound.mute ? this.sprite.frameName = "MuteButton0001" : this.sprite.frameName = "MuteButton0000" }, d }(c) }) }.call(this), function() { var a = function(a, b) { return function() { return a.apply(b, arguments) } }, b = function(a, b) { function d() { this.constructor = a } for (var e in b) c.call(b, e) && (a[e] = b[e]); return d.prototype = b.prototype, a.prototype = new d, a.__super__ = b.prototype, a }, c = {}.hasOwnProperty; define("States/Common/UIState", ["./MuteButton", "Phaser"], function(c) { "use strict"; return function(c) { function d() { this.layoutContent = a(this.layoutContent, this), this.startMusic = a(this.startMusic, this), this.updateMusic = a(this.updateMusic, this), this.decodeAudio = a(this.decodeAudio, this), this.preloadAudioFiles = a(this.preloadAudioFiles, this), this.preload = a(this.preload, this), this.onReady = new Phaser.Signal, d.__super__.constructor.apply(this, arguments) } return b(d, c), d.prototype.preload = function() { return this.sounds = ["menuMusic", "pusher"], this.preloadAudioFiles() }, d.prototype.preloadAudioFiles = function() {}, d.prototype.decodeAudio = function(a) { var b, c, d, e, f; for (f = {}, d = this.sounds, b = 0, c = d.length; b < c; b++) e = d[b], f[e] = this.game.add.audio(e); return this.sounds = f, this.game.currentSounds = f, this.game.sound.setDecodedCallback(_.map(this.sounds), function(a) { return function() { return a.startMusic(), a.started = !0 } }(this), this), a() }, d.prototype.updateMusic = function() { return this.sounds.menuMusic.stop(), this.game.settings.music ? null == this.game.menuMusic ? this.game.menuMusic = this.sounds.menuMusic.play() : this.game.menuMusic.play() : null != this.game.menuMusic ? this.game.menuMusic.stop() : void 0 }, d.prototype.startMusic = function() { if (this.game.settings.music && (null == this.game.menuMusic || !this.game.menuMusic.isPlaying)) return this.sounds.menuMusic.loop = !0, this.sounds.menuMusic.allowMultiple = !1, this.game.menuMusic = this.sounds.menuMusic.play() }, d.prototype.create = function() { return this.root = this.game.make.group(0, 0), this.game.add.existing(this.root), this.game.stage.backgroundColor = "#000000", this.decodeAudio(function(a) { return function() { return console.log("load completed"), a.addContent() } }(this)) }, d.prototype.layoutContent = function() { if (null != this.muteButton) return this.muteButton.x = this.game.realWidth / 2, this.muteButton.y = -this.game.realHeight / 2 }, d }(Phaser.State) }) }.call(this), function() { var a = function(a, b) { return function() { return a.apply(b, arguments) } }, b = function(a, b) { function d() { this.constructor = a } for (var e in b) c.call(b, e) && (a[e] = b[e]); return d.prototype = b.prototype, a.prototype = new d, a.__super__ = b.prototype, a }, c = {}.hasOwnProperty; define("States/LevelMenu/LevelButton", ["States/Common/Button", "Phaser"], function(c) { "use strict"; return function(c) { function d(b, c, e, f, g, h) { this.destroy = a(this.destroy, this), this.setUp = a(this.setUp, this), this.setDown = a(this.setDown, this); var i; d.__super__.constructor.call(this, b, c, e), this.anchor.set(.5), i = "speed" === f ? "DiamondSpeed" : "puzzle" === f ? "DiamondPuzzle" : "dark" === f ? "DiamondDark" : "Diamond", this.upFrameName = i + g, this.downFrameName = i + g, this.diamond = b.make.sprite(0, 0, "MenuAssets", this.upFrameName), this.diamond.anchor.set(.5), this.addChild(this.diamond), this.hitArea = new PIXI.Circle(0, 0, 1.5 * this.diamond.width), null != h && (this.game.bowser.mobile || this.game.bowser.tablet || this.game.device.iPad ? (this.game.TouchManager.register(this, "touchstart", this.setDown), this.game.TouchManager.register(this, "touchend", function(a) { return function(b, c) { if (a.setUp(), c) return a.game.settings.vibrate && navigator.vibrate && navigator.vibrate(50), a.game.settings.fx && a.game.currentSounds.pusher.play(), h(a) } }(this))) : (this.game.TouchManager.register(this, "mousedown", this.setDown), this.game.TouchManager.register(this, "mouseup", function(a) { return function(b, c) { if (a.setUp(), c) return a.game.settings.fx && a.game.currentSounds.pusher.play(), h(a) } }(this)))) } return b(d, c), d.prototype.setDown = function() { return this.diamond.scale.set(.95) }, d.prototype.setUp = function() { return _.delay(function(a) { return function() { return a.diamond.scale.set(1) } }(this), 100) }, d.prototype.destroy = function() { return this.game.bowser.mobile || this.game.bowser.tablet || this.game.device.iPad ? (this.game.TouchManager.unregister(this, "touchstart"), this.game.TouchManager.unregister(this, "touchend")) : (this.game.TouchManager.unregister(this, "mousedown"), this.game.TouchManager.unregister(this, "mouseup")), d.__super__.destroy.call(this) }, d }(Phaser.Sprite) }) }.call(this); var COMPILED = !1, goog = goog || {}; goog.global = this, goog.global.CLOSURE_UNCOMPILED_DEFINES, goog.global.CLOSURE_DEFINES, goog.isDef = function(a) { return void 0 !== a }, goog.exportPath_ = function(a, b, c) { var d = a.split("."), e = c || goog.global; d[0] in e || !e.execScript || e.execScript("var " + d[0]); for (var f; d.length && (f = d.shift());) !d.length && goog.isDef(b) ? e[f] = b : e = e[f] ? e[f] : e[f] = {} }, goog.define = function(a, b) { var c = b; COMPILED || (goog.global.CLOSURE_UNCOMPILED_DEFINES && Object.prototype.hasOwnProperty.call(goog.global.CLOSURE_UNCOMPILED_DEFINES, a) ? c = goog.global.CLOSURE_UNCOMPILED_DEFINES[a] : goog.global.CLOSURE_DEFINES && Object.prototype.hasOwnProperty.call(goog.global.CLOSURE_DEFINES, a) && (c = goog.global.CLOSURE_DEFINES[a])), goog.exportPath_(a, c) }, goog.DEBUG = !0, goog.define("goog.LOCALE", "en"), goog.define("goog.TRUSTED_SITE", !0), goog.define("goog.STRICT_MODE_COMPATIBLE", !1), goog.provide = function(a) { if (!COMPILED) { if (goog.isProvided_(a)) throw Error('Namespace "' + a + '" already declared.'); delete goog.implicitNamespaces_[a]; for (var b = a; (b = b.substring(0, b.lastIndexOf("."))) && !goog.getObjectByName(b);) goog.implicitNamespaces_[b] = !0 } goog.exportPath_(a) }, goog.setTestOnly = function(a) { if (COMPILED && !goog.DEBUG) throw a = a || "", Error("Importing test-only code into non-debug environment" + (a ? 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