diff --git a/DragonBones/src/dragonBones/armature/Slot.ts b/DragonBones/src/dragonBones/armature/Slot.ts index 6abef743..0bff72d7 100644 --- a/DragonBones/src/dragonBones/armature/Slot.ts +++ b/DragonBones/src/dragonBones/armature/Slot.ts @@ -9,10 +9,10 @@ * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: - * + * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR diff --git a/DragonBones/src/dragonBones/factory/BaseFactory.ts b/DragonBones/src/dragonBones/factory/BaseFactory.ts index 7ad62d59..bb13120a 100644 --- a/DragonBones/src/dragonBones/factory/BaseFactory.ts +++ b/DragonBones/src/dragonBones/factory/BaseFactory.ts @@ -9,10 +9,10 @@ * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: - * + * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR @@ -304,7 +304,7 @@ namespace dragonBones { } } - armatureDisplayData.armature = childArmature.armatureData; // + armatureDisplayData.armature = childArmature.armatureData; // } display = childArmature; diff --git a/Phaser/2.x/libs/.gitkeep b/Phaser/2.x/libs/.gitkeep deleted file mode 100644 index e69de29b..00000000 diff --git a/Phaser/2.x/libs/p2.d.ts b/Phaser/2.x/libs/p2.d.ts new file mode 100644 index 00000000..ba0019c4 --- /dev/null +++ b/Phaser/2.x/libs/p2.d.ts @@ -0,0 +1,979 @@ +// Type definitions for p2.js v0.6.0 +// Project: https://github.com/schteppe/p2.js/ + +declare module p2 { + + export class AABB { + + constructor(options?: { + upperBound?: number[]; + lowerBound?: number[]; + }); + + setFromPoints(points: number[][], position: number[], angle: number, skinSize: number): void; + copy(aabb: AABB): void; + extend(aabb: AABB): void; + overlaps(aabb: AABB): boolean; + + } + + export class Broadphase { + + static AABB: number; + static BOUNDING_CIRCLE: number; + + static NAIVE: number; + static SAP: number; + + static boundingRadiusCheck(bodyA: Body, bodyB: Body): boolean; + static aabbCheck(bodyA: Body, bodyB: Body): boolean; + static canCollide(bodyA: Body, bodyB: Body): boolean; + + constructor(type: number); + + type: number; + result: Body[]; + world: World; + boundingVolumeType: number; + + setWorld(world: World): void; + getCollisionPairs(world: World): Body[]; + boundingVolumeCheck(bodyA: Body, bodyB: Body): boolean; + + } + + export class GridBroadphase extends Broadphase { + + constructor(options?: { + xmin?: number; + xmax?: number; + ymin?: number; + ymax?: number; + nx?: number; + ny?: number; + }); + + xmin: number; + xmax: number; + ymin: number; + ymax: number; + nx: number; + ny: number; + binsizeX: number; + binsizeY: number; + + } + + export class NativeBroadphase extends Broadphase { + + } + + export class Narrowphase { + + contactEquations: ContactEquation[]; + frictionEquations: FrictionEquation[]; + enableFriction: boolean; + slipForce: number; + frictionCoefficient: number; + surfaceVelocity: number; + reuseObjects: boolean; + resuableContactEquations: any[]; + reusableFrictionEquations: any[]; + restitution: number; + stiffness: number; + relaxation: number; + frictionStiffness: number; + frictionRelaxation: number; + enableFrictionReduction: boolean; + contactSkinSize: number; + + collidedLastStep(bodyA: Body, bodyB: Body): boolean; + reset(): void; + createContactEquation(bodyA: Body, bodyB: Body, shapeA: Shape, shapeB: Shape): ContactEquation; + createFrictionFromContact(c: ContactEquation): FrictionEquation; + + } + + export class SAPBroadphase extends Broadphase { + + axisList: Body[]; + axisIndex: number; + + } + + export class Constraint { + + static DISTANCE: number; + static GEAR: number; + static LOCK: number; + static PRISMATIC: number; + static REVOLUTE: number; + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + }); + + type: number; + equeations: Equation[]; + bodyA: Body; + bodyB: Body; + collideConnected: boolean; + + update(): void; + setStiffness(stiffness: number): void; + setRelaxation(relaxation: number): void; + + } + + export class DistanceConstraint extends Constraint { + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + distance?: number; + localAnchorA?: number[]; + localAnchorB?: number[]; + maxForce?: number; + }); + + localAnchorA: number[]; + localAnchorB: number[]; + distance: number; + maxForce: number; + upperLimitEnabled: boolean; + upperLimit: number; + lowerLimitEnabled: boolean; + lowerLimit: number; + position: number; + + setMaxForce(f: number): void; + getMaxForce(): number; + + } + + export class GearConstraint extends Constraint { + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + angle?: number; + ratio?: number; + maxTorque?: number; + }); + + ratio: number; + angle: number; + + setMaxTorque(torque: number): void; + getMaxTorque(): number; + + } + + export class LockConstraint extends Constraint { + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + localOffsetB?: number[]; + localAngleB?: number; + maxForce?: number; + }); + + setMaxForce(force: number): void; + getMaxForce(): number; + + } + + export class PrismaticConstraint extends Constraint { + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + maxForce?: number; + localAnchorA?: number[]; + localAnchorB?: number[]; + localAxisA?: number[]; + disableRotationalLock?: boolean; + upperLimit?: number; + lowerLimit?: number; + }); + + localAnchorA: number[]; + localAnchorB: number[]; + localAxisA: number[]; + position: number; + velocity: number; + lowerLimitEnabled: boolean; + upperLimitEnabled: boolean; + lowerLimit: number; + upperLimit: number; + upperLimitEquation: ContactEquation; + lowerLimitEquation: ContactEquation; + motorEquation: Equation; + motorEnabled: boolean; + motorSpeed: number; + + enableMotor(): void; + disableMotor(): void; + setLimits(lower: number, upper: number): void; + + } + + export class RevoluteConstraint extends Constraint { + + constructor(bodyA: Body, bodyB: Body, type: number, options?: { + collideConnected?: boolean; + wakeUpBodies?: boolean; + worldPivot?: number[]; + localPivotA?: number[]; + localPivotB?: number[]; + maxForce?: number; + }); + + pivotA: number[]; + pivotB: number[]; + motorEquation: RotationalVelocityEquation; + motorEnabled: boolean; + angle: number; + lowerLimitEnabled: boolean; + upperLimitEnabled: boolean; + lowerLimit: number; + upperLimit: number; + upperLimitEquation: ContactEquation; + lowerLimitEquation: ContactEquation; + + enableMotor(): void; + disableMotor(): void; + motorIsEnabled(): boolean; + setLimits(lower: number, upper: number): void; + setMotorSpeed(speed: number): void; + getMotorSpeed(): number; + + } + + export class AngleLockEquation extends Equation { + + constructor(bodyA: Body, bodyB: Body, options?: { + angle?: number; + ratio?: number; + }); + + computeGq(): number; + setRatio(ratio: number): number; + setMaxTorque(torque: number): number; + + } + + export class ContactEquation extends Equation { + + constructor(bodyA: Body, bodyB: Body); + + contactPointA: number[]; + penetrationVec: number[]; + contactPointB: number[]; + normalA: number[]; + restitution: number; + firstImpact: boolean; + shapeA: Shape; + shapeB: Shape; + + computeB(a: number, b: number, h: number): number; + + } + + export class Equation { + + static DEFAULT_STIFFNESS: number; + static DEFAULT_RELAXATION: number; + + constructor(bodyA: Body, bodyB: Body, minForce?: number, maxForce?: number); + + minForce: number; + maxForce: number; + bodyA: Body; + bodyB: Body; + stiffness: number; + relaxation: number; + G: number[]; + offset: number; + a: number; + b: number; + epsilon: number; + timeStep: number; + needsUpdate: boolean; + multiplier: number; + relativeVelocity: number; + enabled: boolean; + + gmult(G: number[], vi: number[], wi: number[], vj: number[], wj: number[]): number; + computeB(a: number, b: number, h: number): number; + computeGq(): number; + computeGW(): number; + computeGWlambda(): number; + computeGiMf(): number; + computeGiMGt(): number; + addToWlambda(deltalambda: number): number; + computeInvC(eps: number): number; + + } + + export class FrictionEquation extends Equation { + + constructor(bodyA: Body, bodyB: Body, slipForce: number); + + contactPointA: number[]; + contactPointB: number[]; + t: number[]; + shapeA: Shape; + shapeB: Shape; + frictionCoefficient: number; + + setSlipForce(slipForce: number): number; + getSlipForce(): number; + computeB(a: number, b: number, h: number): number; + + } + + export class RotationalLockEquation extends Equation { + + constructor(bodyA: Body, bodyB: Body, options?: { + angle?: number; + }); + + angle: number; + + computeGq(): number; + + } + + export class RotationalVelocityEquation extends Equation { + + constructor(bodyA: Body, bodyB: Body); + + computeB(a: number, b: number, h: number): number; + + } + + export class EventEmitter { + + on(type: string, listener: Function, context: any): EventEmitter; + has(type: string, listener: Function): boolean; + off(type: string, listener: Function): EventEmitter; + emit(event: any): EventEmitter; + + } + + export class ContactMaterialOptions { + + friction: number; + restitution: number; + stiffness: number; + relaxation: number; + frictionStiffness: number; + frictionRelaxation: number; + surfaceVelocity: number; + + } + + export class ContactMaterial { + + static idCounter: number; + + constructor(materialA: Material, materialB: Material, options?: ContactMaterialOptions); + + id: number; + materialA: Material; + materialB: Material; + friction: number; + restitution: number; + stiffness: number; + relaxation: number; + frictionStiffness: number; + frictionRelaxation: number; + surfaceVelocity: number; + contactSkinSize: number; + + } + + export class Material { + + static idCounter: number; + + constructor(id: number); + + id: number; + + } + + export class vec2 { + + static crossLength(a: number[], b: number[]): number; + static crossVZ(out: number[], vec: number[], zcomp: number): number; + static crossZV(out: number[], zcomp: number, vec: number[]): number; + static rotate(out: number[], a: number[], angle: number): void; + static rotate90cw(out: number[], a: number[]): number; + static centroid(out: number[], a: number[], b: number[], c: number[]): number[]; + static create(): number[]; + static clone(a: number[]): number[]; + static fromValues(x: number, y: number): number[]; + static copy(out: number[], a: number[]): number[]; + static set(out: number[], x: number, y: number): number[]; + static toLocalFrame(out: number[], worldPoint: number[], framePosition: number[], frameAngle: number): void; + static toGlobalFrame(out: number[], localPoint: number[], framePosition: number[], frameAngle: number): void; + static add(out: number[], a: number[], b: number[]): number[]; + static subtract(out: number[], a: number[], b: number[]): number[]; + static sub(out: number[], a: number[], b: number[]): number[]; + static multiply(out: number[], a: number[], b: number[]): number[]; + static mul(out: number[], a: number[], b: number[]): number[]; + static divide(out: number[], a: number[], b: number[]): number[]; + static div(out: number[], a: number[], b: number[]): number[]; + static scale(out: number[], a: number[], b: number): number[]; + static distance(a: number[], b: number[]): number; + static dist(a: number[], b: number[]): number; + static squaredDistance(a: number[], b: number[]): number; + static sqrDist(a: number[], b: number[]): number; + static length(a: number[]): number; + static len(a: number[]): number; + static squaredLength(a: number[]): number; + static sqrLen(a: number[]): number; + static negate(out: number[], a: number[]): number[]; + static normalize(out: number[], a: number[]): number[]; + static dot(a: number[], b: number[]): number; + static str(a: number[]): string; + + } + + export interface BodyOptions { + + mass?: number; + position?: number[]; + velocity?: number[]; + angle?: number; + angularVelocity?: number; + force?: number[]; + angularForce?: number; + fixedRotation?: boolean; + + } + + export class Body extends EventEmitter { + + sleepyEvent: { + type: string; + }; + + sleepEvent: { + type: string; + }; + + wakeUpEvent: { + type: string; + }; + + static DYNAMIC: number; + static STATIC: number; + static KINEMATIC: number; + static AWAKE: number; + static SLEEPY: number; + static SLEEPING: number; + + constructor(options?: BodyOptions); + + id: number; + world: World; + shapes: Shape[]; + shapeOffsets: number[][]; + shapeAngles: number[]; + mass: number; + invMass: number; + inertia: number; + invInertia: number; + invMassSolve: number; + invInertiaSolve: number; + fixedRotation: number; + position: number[]; + interpolatedPosition: number[]; + interpolatedAngle: number; + previousPosition: number[]; + previousAngle: number; + velocity: number[]; + vlambda: number[]; + wlambda: number[]; + angle: number; + angularVelocity: number; + force: number[]; + angularForce: number; + damping: number; + angularDamping: number; + type: number; + boundingRadius: number; + aabb: AABB; + aabbNeedsUpdate: boolean; + allowSleep: boolean; + wantsToSleep: boolean; + sleepState: number; + sleepSpeedLimit: number; + sleepTimeLimit: number; + gravityScale: number; + + updateSolveMassProperties(): void; + setDensity(density: number): void; + getArea(): number; + getAABB(): AABB; + updateAABB(): void; + updateBoundingRadius(): void; + addShape(shape: Shape, offset?: number[], angle?: number): void; + removeShape(shape: Shape): boolean; + updateMassProperties(): void; + applyForce(force: number[], worldPoint: number[]): void; + toLocalFrame(out: number[], worldPoint: number[]): void; + toWorldFrame(out: number[], localPoint: number[]): void; + fromPolygon(path: number[][], options?: { + optimalDecomp?: boolean; + skipSimpleCheck?: boolean; + removeCollinearPoints?: any; //boolean | number + }): boolean; + adjustCenterOfMass(): void; + setZeroForce(): void; + resetConstraintVelocity(): void; + applyDamping(dy: number): void; + wakeUp(): void; + sleep(): void; + sleepTick(time: number, dontSleep: boolean, dt: number): void; + getVelocityFromPosition(story: number[], dt: number): number[]; + getAngularVelocityFromPosition(timeStep: number): number; + overlaps(body: Body): boolean; + + } + + export class Spring { + + constructor(bodyA: Body, bodyB: Body, options?: { + + stiffness?: number; + damping?: number; + localAnchorA?: number[]; + localAnchorB?: number[]; + worldAnchorA?: number[]; + worldAnchorB?: number[]; + + }); + + stiffness: number; + damping: number; + bodyA: Body; + bodyB: Body; + + applyForce(): void; + + } + + export class LinearSpring extends Spring { + + localAnchorA: number[]; + localAnchorB: number[]; + restLength: number; + + setWorldAnchorA(worldAnchorA: number[]): void; + setWorldAnchorB(worldAnchorB: number[]): void; + getWorldAnchorA(result: number[]): number[]; + getWorldAnchorB(result: number[]): number[]; + applyForce(): void; + + } + + export class RotationalSpring extends Spring { + + constructor(bodyA: Body, bodyB: Body, options?: { + restAngle?: number; + stiffness?: number; + damping?: number; + }); + + restAngle: number; + + } + + export class Capsule extends Shape { + + constructor(length?: number, radius?: number); + + length: number; + radius: number; + + } + + export class Circle extends Shape { + + constructor(radius: number); + + radius: number; + + } + + export class Convex extends Shape { + + static triangleArea(a: number[], b: number[], c: number[]): number; + + constructor(options?: any); + + vertices: number[][]; + axes: number[]; + centerOfMass: number[]; + triangles: number[]; + boundingRadius: number; + + projectOntoLocalAxis(localAxis: number[], result: number[]): void; + projectOntoWorldAxis(localAxis: number[], shapeOffset: number[], shapeAngle: number, result: number[]): void; + + updateCenterOfMass(): void; + + } + + export class Heightfield extends Shape { + + constructor(data: number[], options?: { + minValue?: number; + maxValue?: number; + elementWidth: number; + }); + + data: number[]; + maxValue: number; + minValue: number; + elementWidth: number; + + } + + export interface SharedShapeOptions { + + position?: number[]; + angle?: number; + collisionGroup?: number; + collisionResponse?: boolean; + collisionMask?: number; + sensor?: boolean; + + } + + export interface ShapeOptions extends SharedShapeOptions { + + type?: number; + + } + + export class Shape { + + static idCounter: number; + static CIRCLE: number; + static PARTICLE: number; + static PLANE: number; + static CONVEX: number; + static LINE: number; + static RECTANGLE: number; + static CAPSULE: number; + static HEIGHTFIELD: number; + + constructor(options?: ShapeOptions); + + type: number; + id: number; + boundingRadius: number; + collisionGroup: number; + collisionMask: number; + material: Material; + area: number; + sensor: boolean; + + computeMomentOfInertia(mass: number): number; + updateBoundingRadius(): number; + updateArea(): void; + computeAABB(out: AABB, position: number[], angle: number): void; + + } + + export class Line extends Shape { + + constructor(length?: number); + + length: number; + + } + + export class Particle extends Shape { + + } + + export class Plane extends Shape { + + } + + export interface BoxOptions { + + width?: number; + height?: number; + + } + + export class Box extends Shape { + constructor(options?: BoxOptions); + + width: number; + height: number; + } + + export class Rectangle extends Shape { + + static sameDimensions(a: Rectangle, b: Rectangle): boolean; + + constructor(width?: number, height?: number); + + width: number; + height: number; + + } + + export class Solver extends EventEmitter { + + static GS: number; + static ISLAND: number; + + constructor(options?: {}, type?: number); + + type: number; + equations: Equation[]; + equationSortFunction: Equation; //Equation | boolean + + solve(dy: number, world: World): void; + solveIsland(dy: number, island: Island): void; + sortEquations(): void; + addEquation(eq: Equation): void; + addEquations(eqs: Equation[]): void; + removeEquation(eq: Equation): void; + removeAllEquations(): void; + + } + + export class GSSolver extends Solver { + + constructor(options?: { + iterations?: number; + tolerance?: number; + }); + + iterations: number; + tolerance: number; + useZeroRHS: boolean; + frictionIterations: number; + usedIterations: number; + + solve(h: number, world: World): void; + + } + + export class OverlapKeeper { + + constructor(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape); + + shapeA: Shape; + shapeB: Shape; + bodyA: Body; + bodyB: Body; + + tick(): void; + setOverlapping(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Body): void; + bodiesAreOverlapping(bodyA: Body, bodyB: Body): boolean; + set(bodyA: Body, shapeA: Shape, bodyB: Body, shapeB: Shape): void; + + } + + export class TupleDictionary { + + data: number[]; + keys: number[]; + + getKey(id1: number, id2: number): string; + getByKey(key: number): number; + get(i: number, j: number): number; + set(i: number, j: number, value: number): number; + reset(): void; + copy(dict: TupleDictionary): void; + + } + + export class Utils { + + static appendArray(a: Array, b: Array): Array; + static chanceRoll(chance: number): boolean; + static defaults(options: any, defaults: any): any; + static extend(a: any, b: any): void; + static randomChoice(choice1: any, choice2: any): any; + static rotateArray(matrix: any[], direction: any): any[]; + static splice(array: Array, index: number, howMany: number): void; + static shuffle(array: T[]): T[]; + static transposeArray(array: T[]): T[]; + + } + + export class Island { + + equations: Equation[]; + bodies: Body[]; + + reset(): void; + getBodies(result: any): Body[]; + wantsToSleep(): boolean; + sleep(): boolean; + + } + + export class IslandManager extends Solver { + + static getUnvisitedNode(nodes: Node[]): IslandNode; // IslandNode | boolean + + equations: Equation[]; + islands: Island[]; + nodes: IslandNode[]; + + visit(node: IslandNode, bds: Body[], eqs: Equation[]): void; + bfs(root: IslandNode, bds: Body[], eqs: Equation[]): void; + split(world: World): Island[]; + + } + + export class IslandNode { + + constructor(body: Body); + + body: Body; + neighbors: IslandNode[]; + equations: Equation[]; + visited: boolean; + + reset(): void; + + } + + export class World extends EventEmitter { + + postStepEvent: { + type: string; + }; + + addBodyEvent: { + type: string; + }; + + removeBodyEvent: { + type: string; + }; + + addSpringEvent: { + type: string; + }; + + impactEvent: { + type: string; + bodyA: Body; + bodyB: Body; + shapeA: Shape; + shapeB: Shape; + contactEquation: ContactEquation; + }; + + postBroadphaseEvent: { + type: string; + pairs: Body[]; + }; + + beginContactEvent: { + type: string; + shapeA: Shape; + shapeB: Shape; + bodyA: Body; + bodyB: Body; + contactEquations: ContactEquation[]; + }; + + endContactEvent: { + type: string; + shapeA: Shape; + shapeB: Shape; + bodyA: Body; + bodyB: Body; + }; + + preSolveEvent: { + type: string; + contactEquations: ContactEquation[]; + frictionEquations: FrictionEquation[]; + }; + + static NO_SLEEPING: number; + static BODY_SLEEPING: number; + static ISLAND_SLEEPING: number; + + static integrateBody(body: Body, dy: number): void; + + constructor(options?: { + solver?: Solver; + gravity?: number[]; + broadphase?: Broadphase; + islandSplit?: boolean; + doProfiling?: boolean; + }); + + springs: Spring[]; + bodies: Body[]; + solver: Solver; + narrowphase: Narrowphase; + islandManager: IslandManager; + gravity: number[]; + frictionGravity: number; + useWorldGravityAsFrictionGravity: boolean; + useFrictionGravityOnZeroGravity: boolean; + doProfiling: boolean; + lastStepTime: number; + broadphase: Broadphase; + constraints: Constraint[]; + defaultMaterial: Material; + defaultContactMaterial: ContactMaterial; + lastTimeStep: number; + applySpringForces: boolean; + applyDamping: boolean; + applyGravity: boolean; + solveConstraints: boolean; + contactMaterials: ContactMaterial[]; + time: number; + stepping: boolean; + islandSplit: boolean; + emitImpactEvent: boolean; + sleepMode: number; + + addConstraint(c: Constraint): void; + addContactMaterial(contactMaterial: ContactMaterial): void; + removeContactMaterial(cm: ContactMaterial): void; + getContactMaterial(materialA: Material, materialB: Material): ContactMaterial; // ContactMaterial | boolean + removeConstraint(c: Constraint): void; + step(dy: number, timeSinceLastCalled?: number, maxSubSteps?: number): void; + runNarrowphase(np: Narrowphase, bi: Body, si: Shape, xi: any[], ai: number, bj: Body, sj: Shape, xj: any[], aj: number, cm: number, glen: number): void; + addSpring(s: Spring): void; + removeSpring(s: Spring): void; + addBody(body: Body): void; + removeBody(body: Body): void; + getBodyByID(id: number): Body; //Body | boolean + disableBodyCollision(bodyA: Body, bodyB: Body): void; + enableBodyCollision(bodyA: Body, bodyB: Body): void; + clear(): void; + clone(): World; + hitTest(worldPoint: number[], bodies: Body[], precision: number): Body[]; + setGlobalEquationParameters(parameters: { + relaxation?: number; + stiffness?: number; + }): void; + setGlobalStiffness(stiffness: number): void; + setGlobalRelaxation(relaxation: number): void; + } + +} diff --git a/Phaser/2.x/libs/phaser.d.ts b/Phaser/2.x/libs/phaser.d.ts new file mode 100644 index 00000000..85fdb14e --- /dev/null +++ b/Phaser/2.x/libs/phaser.d.ts @@ -0,0 +1,6028 @@ +/// +/// + +// Type definitions for Phaser CE +// Project: https://github.com/photonstorm/phaser-ce + +declare module "phaser-ce" { + export = Phaser; +} + +declare class Phaser { + + static VERSION: string; + static DEV_VERSION: string; + static GAMES: Phaser.Game[]; + + static AUTO: number; + static CANVAS: number; + static WEBGL: number; + static HEADLESS: number; + static WEBGL_MULTI: number; + + static BITMAPDATA: number; + static BITMAPTEXT: number; + static BUTTON: number; + static CANVAS_FILTER: number; + static CIRCLE: number; + static ELLIPSE: number; + static EMITTER: number; + static GRAPHICS: number; + static GROUP: number; + static IMAGE: number; + static LINE: number; + static MATRIX: number; + static POINT: number; + static POINTER: number; + static POLYGON: number; + static RECTANGLE: number; + static ROUNDEDRECTANGLE: number; + static RENDERTEXTURE: number; + static RETROFONT: number; + static SPRITE: number; + static SPRITEBATCH: number; + static TEXT: number; + static TILEMAP: number; + static TILEMAPLAYER: number; + static TILESPRITE: number; + static WEBGL_FILTER: number; + static ROPE: number; + static CREATURE: number; + static VIDEO: number; + + static NONE: number; + static LEFT: number; + static RIGHT: number; + static UP: number; + static DOWN: number; + + static HORIZONTAL: number; + static VERTICAL: number; + static LANDSCAPE: number; + static PORTRAIT: number; + + static ANGLE_UP: number; + static ANGLE_DOWN: number; + static ANGLE_LEFT: number; + static ANGLE_RIGHT: number; + static ANGLE_NORTH_EAST: number; + static ANGLE_NORTH_WEST: number; + static ANGLE_SOUTH_EAST: number; + static ANGLE_SOUTH_WEST: number; + + static TOP_LEFT: number; + static TOP_CENTER: number; + static TOP_RIGHT: number; + + static LEFT_TOP: number; + static LEFT_CENTER: number; + static LEFT_BOTTOM: number; + + static CENTER: number; + + static RIGHT_TOP: number; + static RIGHT_CENTER: number; + static RIGHT_BOTTOM: number; + + static BOTTOM_LEFT: number; + static BOTTOM_CENTER: number; + static BOTTOM_RIGHT: number; + + static EmptyRectangle: Phaser.Rectangle; + +} + +declare module Phaser { + + enum blendModes { + + NORMAL, + ADD, + MULTIPLY, + SCREEN, + OVERLAY, + DARKEN, + LIGHTEN, + COLOR_DODGE, + COLOR_BURN, + HARD_LIGHT, + SOFT_LIGHT, + DIFFERENCE, + EXCLUSION, + HUE, + SATURATION, + COLOR, + LUMINOSITY + + } + + export enum scaleModes { + + DEFAULT, + LINEAR, + NEAREST + + } + + class Animation { + + constructor(game: Phaser.Game, parent: Phaser.Sprite, name: string, frameData: Phaser.FrameData, frames: number[] | string[], frameRate?: number, loop?: boolean); + + currentFrame: Phaser.Frame; + delay: number; + enableUpdate: boolean; + frame: number; + frameTotal: number; + game: Phaser.Game; + isFinished: boolean; + isPaused: boolean; + isPlaying: boolean; + killOnComplete: boolean; + loop: boolean; + loopCount: number; + name: string; + onComplete: Phaser.Signal; + onLoop: Phaser.Signal; + onStart: Phaser.Signal; + onUpdate: Phaser.Signal; + paused: boolean; + reversed: boolean; + speed: number; + + complete(): void; + destroy(): void; + static generateFrameNames(prefix: string, start: number, stop: number, suffix?: string, zeroPad?: number): string[]; + next(quantity?: number): void; + onPause(): void; + onResume(): void; + play(frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + previous(quantity?: number): void; + restart(): void; + reverse(): Animation; + reverseOnce(): Animation; + setFrame(frameId?: string | number, useLocalFrameIndex?: boolean): void; + stop(resetFrame?: boolean, dispatchComplete?: boolean): void; + update(): boolean; + updateCurrentFrame(signalUpdate: boolean, fromPlay?: boolean): boolean; + updateFrameData(frameData: FrameData): void; + + } + + class AnimationManager { + + constructor(sprite: Phaser.Sprite); + + currentAnim: Phaser.Animation; + currentFrame: Phaser.Frame; + frame: number; + frameData: Phaser.FrameData; + frameName: string; + frameTotal: number; + game: Phaser.Game; + isLoaded: boolean; + name: string; + paused: boolean; + sprite: Phaser.Sprite; + updateIfVisible: boolean; + + add(name: string, frames?: number[] | string[], frameRate?: number, loop?: boolean, useNumericIndex?: boolean): Phaser.Animation; + copyFrameData(frameData: Phaser.FrameData, frame: string | number): boolean; + destroy(): void; + getAnimation(name: string): Phaser.Animation; + next(quantity?: number): void; + play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + previous(quantity?: number): void; + stop(name?: string, resetFrame?: boolean): void; + update(): boolean; + validateFrames(frames: Phaser.Frame[], useNumericIndex?: boolean): boolean; + + } + + class AnimationParser { + + static JSONData(game: Phaser.Game, json: any): Phaser.FrameData; + static JSONDataHash(game: Phaser.Game, json: any): Phaser.FrameData; + static JSONDataPyxel(game: Phaser.Game, json: any): Phaser.FrameData; + static spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number, skipFrames?: number): Phaser.FrameData; + static XMLData(game: Phaser.Game, xml: any): Phaser.FrameData; + + } + + class AudioSprite { + + constructor(game: Phaser.Game, key: string); + + game: Phaser.Game; + key: string; + config: any; + autoplayKey: string; + autoplay: boolean; + sounds: any; + + get(marker: string): Phaser.Sound; + play(marker: string, volume?: number): Phaser.Sound; + stop(marker: string): Phaser.Sound; + + } + + class ArraySet { + + constructor(list: any[]); + + position: number; + list: any[]; + total: number; + first: any; + next: any; + + add(item: any): any; + getByKey(property: string, value: any): any; + getIndex(item: any): number; + exists(item: any): boolean; + reset(): void; + remove(item: any): any; + removeAll(destoy?: boolean): void; + setAll(key: any, value: any): void; + callAll(key: string, ...parameter: any[]): void; + + } + + class ArrayUtils { + + static getRandomItem(objects: T[], startIndex?: number, length?: number): T; + static removeRandomItem(objects: T[], startIndex?: number, length?: number): T; + static remove(array: T[], startIndex: number, count?: number): T; + static shuffle(array: T[]): T[]; + static transposeMatrix(array: T[]): T; + static rotateMatrix(matrix: any, direction: number | string): any; + static findClosest(value: number, arr: number[]): number; + static rotate(array: any[]): any; + static rotateLeft(array: any[]): any; + static rotateRight(array: any[]): any; + static numberArray(start: number, end?: number): number[]; + static numberArrayStep(start: number, end?: number, step?: number): number[]; + + } + + interface BitmapFont { + + base: PIXI.BaseTexture; + data: HTMLImageElement; + font: Phaser.BMFont; + url: string; + + } + + interface BMFont { + + chars: Phaser.BMFontChar[]; + font: string; + lineHeight: number; + size: number; + + } + + interface BMFontChar { + + x: number; + y: number; + width: number; + height: number; + xOffset: number; + yOffset: number; + xAdvance: number; + kerning: number[]; + texture: PIXI.BaseTexture; + + } + + class BitmapData { + + constructor(game: Phaser.Game, key: string, width?: number, height?: number, skipPool?: boolean); + + baseTexture: PIXI.BaseTexture; + buffer: ArrayBuffer; + canvas: HTMLCanvasElement; + context: CanvasRenderingContext2D; + ctx: CanvasRenderingContext2D; + data: Uint8Array; + dirty: boolean; + disableTextureUpload: boolean; + game: Phaser.Game; + height: number; + imageData: ImageData; + key: string; + op: string; + pixels: Uint32Array; + smoothed: boolean; + smoothProperty: string; + texture: PIXI.Texture; + textureFrame: Phaser.Frame; + type: number; + width: number; + + static getTransform(translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): any; + + add(object: any): Phaser.BitmapData; + addToWorld(x?: number, y?: number, anchorX?: number, anchorY?: number, scaleX?: number, scaleY?: number): Phaser.Image; + alphaMask(source: any, mask?: any, sourceRect?: Phaser.Rectangle, maskRect?: Phaser.Rectangle): Phaser.BitmapData; + blendAdd(): Phaser.BitmapData; + blendColor(): Phaser.BitmapData; + blendColorBurn(): Phaser.BitmapData; + blendColorDodge(): Phaser.BitmapData; + blendDarken(): Phaser.BitmapData; + blendDestinationAtop(): Phaser.BitmapData; + blendDestinationIn(): Phaser.BitmapData; + blendDestinationOut(): Phaser.BitmapData; + blendDestinationOver(): Phaser.BitmapData; + blendDifference(): Phaser.BitmapData; + blendExclusion(): Phaser.BitmapData; + blendHardLight(): Phaser.BitmapData; + blendHue(): Phaser.BitmapData; + blendLighten(): Phaser.BitmapData; + blendLuminosity(): Phaser.BitmapData; + blendMultiply(): Phaser.BitmapData; + blendOverlay(): Phaser.BitmapData; + blendReset(): Phaser.BitmapData; + blendSaturation(): Phaser.BitmapData; + blendScreen(): Phaser.BitmapData; + blendSoftLight(): Phaser.BitmapData; + blendSourceAtop(): Phaser.BitmapData; + blendSourceIn(): Phaser.BitmapData; + blendSourceOut(): Phaser.BitmapData; + blendSourceOver(): Phaser.BitmapData; + blendXor(): Phaser.BitmapData; + circle(x: number, y: number, radius: number, fillStyle?: string): Phaser.BitmapData; + clear(x?: number, y?: number, width?: number, height?: number): Phaser.BitmapData; + cls(): Phaser.BitmapData; + copy(source?: any, x?: number, y?: number, width?: number, height?: number, tx?: number, ty?: number, newWidth?: number, newHeight?: number, rotate?: number, anchorX?: number, anchorY?: number, scaleX?: number, scaleY?: number, alpha?: number, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + copyPixels(source: any, area: Phaser.Rectangle, x: number, y: number, alpha?: number): void; + copyRect(source: any, area: Phaser.Rectangle, x?: number, y?: number, alpha?: number, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + copyTransform(source: any, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + destroy(): void; + draw(source: any, x?: number, y?: number, width?: number, height?: number, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + drawFull(parent: any, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + drawGroup(group: Phaser.Group, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + extract(destination: Phaser.BitmapData, r: number, g: number, b: number, a?: number, resize?: boolean, r2?: number, g2?: number, b2?: number): Phaser.BitmapData; + fill(r: number, g: number, b: number, a?: number): Phaser.BitmapData; + generateTexture(key: string, callback?: (texture: PIXI.Texture) => void, callbackContext?: any): PIXI.Texture; + getBounds(rect?: Phaser.Rectangle): Phaser.Rectangle; + getFirstPixel(direction: number): { r: number; g: number; b: number; x: number; y: number; }; + getPixel(x: number, y: number, out?: any): any; + getPixelRGB(x: number, y: number, out?: any, hsl?: boolean, hsv?: boolean): any; + getPixel32(x: number, y: number): number; + getPixels(rect: Phaser.Rectangle): ImageData; + getTransform(translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): any; + line(x1: number, y1: number, x2: number, y2: number, color?: string, width?: number): Phaser.BitmapData; + load(source: any): Phaser.BitmapData; + move(x: number, y: number, wrap?: boolean): Phaser.BitmapData; + moveH(distance: number, wrap?: boolean): Phaser.BitmapData; + moveV(distance: number, wrap?: boolean): Phaser.BitmapData; + polygon(points: any[], fillStyle?: string | CanvasGradient | CanvasPattern, lineWidth?: number, strokeStyle?: string | CanvasGradient | CanvasPattern): Phaser.BitmapData; + processPixel(callback: (color: number, x: number, y: number) => void, callbackContext?: any, x?: number, y?: Number, width?: number, height?: number): Phaser.BitmapData; + processPixelRGB(callback: (color: ColorComponents, x: number, y: number) => void, callbackContext?: any, x?: number, y?: Number, width?: number, height?: number): Phaser.BitmapData; + rect(x: number, y: number, width: number, height: number, fillStyle?: string): Phaser.BitmapData; + render(): Phaser.BitmapData; + replaceRGB(r1: number, g1: number, b1: number, a1: number, r2: number, g2: number, b2: number, a2: number, region?: Phaser.Rectangle): Phaser.BitmapData; + resize(width: number, height: number): Phaser.BitmapData; + resizeFrame(parent: any, width: number, height: number): void; + setHSL(h?: number, s?: number, l?: number, region?: Phaser.Rectangle): Phaser.BitmapData; + setPixel(x: number, y: number, red: number, green: number, blue: number, immediate?: boolean): Phaser.BitmapData; + setPixel32(x: number, y: number, red: number, green: number, blue: number, alpha: number, immediate?: boolean): Phaser.BitmapData; + shadow(color: string, blur?: number, x?: number, y?: number): Phaser.BitmapData; + shiftHSL(h?: number, s?: number, l?: number, region?: Phaser.Rectangle): Phaser.BitmapData; + text(text: string, x?: number, y?: number, font?: string, color?: string, shadow?: boolean): Phaser.BitmapData; + textureLine(line: Phaser.Line, key: string, repeat?: string): Phaser.BitmapData; + update(x?: number, y?: number, width?: number, height?: number): Phaser.BitmapData; + copyBitmapData(source: Phaser.BitmapData, x: number, y: number): Phaser.BitmapData; + + } + + class BitmapText extends PIXI.DisplayObjectContainer { + + constructor(game: Phaser.Game, x: number, y: number, font: string, text?: string, size?: number, align?: string); + + align: string; + alive: boolean; + anchor: Phaser.Point; + animations: Phaser.AnimationManager; + angle: number; + autoCull: boolean; + body: Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | any; + bottom: number; + cameraOffset: Phaser.Point; + checkWorldBounds: boolean; + data: any; + destroyPhase: boolean; + debug: boolean; + dirty: boolean; + events: Phaser.Events; + exists: boolean; + fixedToCamera: boolean; + font: string; + fontSize: number; + fresh: boolean; + game: Phaser.Game; + input: Phaser.InputHandler; + inputEnabled: boolean; + inCamera: boolean; + inWorld: boolean; + key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture; + left: number; + name: string; + components: any; + lifespan: number; + maxWidth: number; + offsetX: number; + offsetY: number; + outOfBoundsKill: boolean; + pendingDestroy: boolean; + physicsType: number; + previousPosition: Phaser.Point; + previousRotation: number; + position: Phaser.Point; + renderOrderID: number; + right: number; + text: string; + smoothed: boolean; + textWidth: number; + textHeight: number; + tint: number; + top: number; + type: number; + world: Phaser.Point; + x: number; + y: number; + z: number; + + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + destroy(destroyChildren?: boolean): void; + kill(): void; + postUpdate(): void; + preUpdate(): void; + purgeGlyphs(): number; + reset(x: number, y: number, health?: number): Phaser.BitmapText; + revive(health?: number): Phaser.BitmapText; + scanLine(data: any, scale: number, text: string): { width: number; text: string; end: boolean; chars: string[] }; + setText(text: string): void; + update(): void; + updateText(): void; + updateTransform(): void; + + } + + class Bullet extends Phaser.Sprite { + + constructor(game: Phaser.Game, x: number, y: number, key?: any, frame?: any); + + kill(): Phaser.Bullet; + update(): void; + + } + + class Button extends Phaser.Image { + + constructor(game: Phaser.Game, x?: number, y?: number, key?: string, callback?: Function, callbackContext?: any, overFrame?: string | number, outFrame?: string | number, downFrame?: string | number, upFrame?: string | number); + + forceOut: boolean; + freezeFrames: boolean; + onDownSound: Phaser.Sound | Phaser.AudioSprite; + onDownSoundMarker: string; + onInputDown: Phaser.Signal; + onInputOut: Phaser.Signal; + onInputOver: Phaser.Signal; + onInputUp: Phaser.Signal; + onOutSound: Phaser.Sound | Phaser.AudioSprite; + onOutSoundMarker: string; + onOverSound: Phaser.Sound | Phaser.AudioSprite; + onOverSoundMarker: string; + onOverMouseOnly: boolean; + onUpSound: Phaser.Sound | Phaser.AudioSprite; + onUpSoundMaker: string; + physicsType: number; + type: number; + + clearFrames(): void; + setDownSound(sound: Phaser.Sound | Phaser.AudioSprite, marker?: string): void; + setFrames(overFrame?: string | number, outFrame?: string | number, downFrame?: string | number, upFrame?: string | number): void; + onInputOverHandler(sprite: Phaser.Button, pointer: Phaser.Pointer): void; + onInputOutHandler(sprite: Phaser.Button, pointer: Phaser.Pointer): void; + onInputDownHandler(sprite: Phaser.Button, pointer: Phaser.Pointer): void; + onInputUpHandler(sprite: Phaser.Button, pointer: Phaser.Pointer, isOver: boolean): void; + removedFromWorld(): void; + setOutSound(sound: Phaser.Sound | Phaser.AudioSprite, marker?: string): void; + setOverSound(sound: Phaser.Sound | Phaser.AudioSprite, marker?: string): void; + setSounds(overSound?: Phaser.Sound | Phaser.AudioSprite, overMarker?: string, downSound?: Phaser.Sound | Phaser.AudioSprite, downMarker?: string, outSound?: Phaser.Sound | Phaser.AudioSprite, outMarker?: string, upSound?: Phaser.Sound | Phaser.AudioSprite, upMarker?: string): void; + setState(newState: number): void; + setUpSound(sound: Phaser.Sound | Phaser.AudioSprite, marker?: string): void; + + } + + class PointerMode { + + static CURSOR: number; + static CONTACT: number; + + } + + class Cache { + + constructor(game: Phaser.Game); + + static BINARY: number; + static BITMAPDATA: number; + static BITMAPFONT: number; + static CANVAS: number; + static IMAGE: number; + static JSON: number; + static PHYSICS: number; + static READY_TIMEOUT: number; + static RENDER_TEXTURE: number; + static SHADER: number; + static SOUND: number; + static SPRITE_SHEET: number; + static TEXT: number; + static TEXTURE: number; + static TEXTURE_ATLAS: number; + static TILEMAP: number; + static XML: number; + static VIDEO: number; + + static DEFAULT: PIXI.Texture; + static MISSING: PIXI.Texture; + + autoResolveURL: boolean; + game: Phaser.Game; + onReady: Phaser.Signal; + onSoundUnlock: Phaser.Signal; + + addBinary(key: string, binaryData: any): void; + addBitmapData(key: string, bitmapData: Phaser.BitmapData, frameData?: Phaser.FrameData): Phaser.BitmapData; + addBitmapFont(key: string, url: string, data: any, atlasData: any, atlasType: string, xSpacing?: number, ySpacing?: number): void; + addBitmapFontFromAtlas(key: string, atlasKey: string, atlasFrame: string, dataKey: string, dataType?: string, xSpacing?: number, ySpacing?: number): void; + addCanvas(key: string, canvas: HTMLCanvasElement, context?: CanvasRenderingContext2D): void; + addDefaultImage(): void; + addImage(key: string, url: string, data: any): HTMLImageElement; + addJSON(key: string, urL: string, data: any): void; + addMissingImage(): void; + addPhysicsData(key: string, url: string, JSONData: any, format: number): void; + addRenderTexture(key: string, texture: RenderTexture): void; + addShader(key: string, url: string, data: any): void; + addSound(key: string, url: string, data: any, webAudio: boolean, audioTag: boolean): void; + addSpriteSheet(key: string, url: string, data: any, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number, skipFrames?: number): void; + addText(key: string, url: string, data: any): void; + addTextureAtlas(key: string, url: string, data: any, atlasData: any, format: number): void; + addTilemap(key: string, url: string, mapData: any, format: number): void; + addVideo(key: string, url: string, data: any, isBlob?: boolean): void; + addXML(key: string, url: string, data: any): void; + checkBinaryKey(key: string): boolean; + checkBitmapDataKey(key: string): boolean; + checkBitmapFontKey(key: string): boolean; + checkCanvasKey(key: string): boolean; + checkImageKey(key: string): boolean; + checkJSONKey(key: string): boolean; + checkKey(cache: number, key: string): boolean; + checkPhysicsKey(key: string): boolean; + checkRenderTextureKey(key: string): boolean; + checkShaderKey(key: string): boolean; + checkSoundKey(key: string): boolean; + checkTextKey(key: string): boolean; + checkTextureKey(key: string): boolean; + checkTilemapKey(key: string): boolean; + checkURL(url: string): any; + checkUrl(url: string): any; + checkXMLKey(key: string): boolean; + checkVideoKey(key: string): boolean; + clearGLTextures(): void; + decodedSound(key: string, data: any): void; + destroy(): void; + getBaseTexture(key: string, cache?: number): PIXI.BaseTexture; + getBinary(key: string): any; + getBitmapData(key: string): Phaser.BitmapData; + getBitmapFont(key: string): Phaser.BitmapFont; + getCanvas(key: string): HTMLCanvasElement; + getFrame(key: string, cache?: number): Phaser.Frame; + getFrameByIndex(key: string, index: number, cache?: number): Phaser.Frame; + getFrameByName(key: string, name: string, cache?: number): Phaser.Frame; + getFrameCount(key: string, cache?: number): number; + getFrameData(key: string, cache?: number): Phaser.FrameData; + getImage(key: string, full?: boolean): HTMLImageElement; + getItem(key: string, cache: number, method?: string, property?: string): any; + getJSON(key: string, clone?: boolean): any; + getKeys(cache: number): string[]; + getPhysicsData(key: string, object?: string, fixtureKey?: string): any[]; + getRenderTexture(key: string): Phaser.CachedRenderTexture; + getShader(key: string): string; + getSound(key: string): Phaser.Sound; + getSoundData(key: string): any; + getSpriteSheetKey(key: string): boolean; + getText(key: string): string; + getTextKeys(): string[]; + getTexture(key: string): Phaser.RenderTexture; + getTextureAtlasKey(key: string): boolean; + getTextureFrame(key: string): Phaser.Frame; + getTilemap(key: string): any; + getTilemapData(key: string): any; + getURL(url: string): any; + getXML(key: string): any; + getVideo(key: string): Phaser.Video; + hasFrameData(key: string, cache?: number): boolean; + isSoundDecoded(key: string): boolean; + isSoundReady(key: string): boolean; + isSpriteSheet(key: string): boolean; + reloadSound(key: string): void; + reloadSoundComplete(key: string): void; + removeBinary(key: string): void; + removeBitmapData(key: string): void; + removeBitmapFont(key: string): void; + removeCanvas(key: string): void; + removeImage(key: string, destroyBaseTexture?: boolean): void; + removeJSON(key: string): void; + removePhysics(key: string): void; + removeRenderTexture(key: string): void; + removeShader(key: string): void; + removeSound(key: string): void; + removeSpriteSheet(key: string): void; + removeText(key: string): void; + removeTextureAtlas(key: string): void; + removeTilemap(key: string): void; + removeXML(key: string): void; + removeVideo(key: string): void; + updateFrameData(key: string, frameData: any, cache?: number): void; + updateSound(key: string, property: string, value: Phaser.Sound): void; + + } + + interface CachedRenderTexture { + + frame: Phaser.Frame; + texture: Phaser.RenderTexture; + + } + + class Camera { + + constructor(game: Phaser.Game, id: number, x: number, y: number, width: number, height: number); + + static FOLLOW_LOCKON: number; + static FOLLOW_PLATFORMER: number; + static FOLLOW_TOPDOWN: number; + static FOLLOW_TOPDOWN_TIGHT: number; + static SHAKE_BOTH: number; + static SHAKE_HORIZONTAL: number; + static SHAKE_VERTICAL: number; + static ENABLE_FX: number; + + atLimit: { x: boolean; y: boolean; }; + bounds: Phaser.Rectangle; + deadzone: Phaser.Rectangle; + displayObject: PIXI.DisplayObject; + id: number; + fixedView: Phaser.Rectangle; + fx: Phaser.Graphics; + game: Phaser.Game; + height: number; + lerp: Phaser.Point; + position: Phaser.Point; + roundPx: boolean; + scale: Phaser.Point; + shakeIntensity: number; + onFadeComplete: Phaser.Signal; + onFlashComplete: Phaser.Signal; + onShakeComplete: Phaser.Signal; + target: Phaser.Sprite; + totalInView: number; + view: Phaser.Rectangle; + visible: boolean; + width: number; + world: Phaser.World; + x: number; + y: number; + + checkBounds(): void; + fade(color?: number, duration?: number, force?: boolean, alpha?: number): boolean; + flash(color?: number, duration?: number, force?: boolean, alpha?: number): boolean; + focusOn(displayObject: PIXI.DisplayObject): void; + focusOnXY(x: number, y: number): void; + follow(target: Phaser.Sprite, style?: number, lerpX?: number, lerpY?: number): void; + reset(): void; + resetFX(): void; + setBoundsToWorld(): void; + setPosition(x: number, y: number): void; + setSize(width: number, height: number): void; + shake(intensity?: number, duration?: number, force?: boolean, direction?: number, shakeBounds?: boolean): boolean; + unfollow(): void; + update(): void; + + } + + class Canvas { + + static addToDOM(canvas: HTMLCanvasElement, parent: HTMLElement, overflowHidden?: boolean): HTMLCanvasElement; + static create(parent: HTMLDivElement, width?: number, height?: number, id?: string, skipPool?: boolean): HTMLCanvasElement; + static getSmoothingEnabled(context: CanvasRenderingContext2D): boolean; + static getSmoothingPrefix(context: CanvasRenderingContext2D): string; + static removeFromDOM(canvas: HTMLCanvasElement): void; + static setBackgroundColor(canvas: HTMLCanvasElement, color: string): HTMLCanvasElement; + static setImageRenderingBicubic(canvas: HTMLCanvasElement): HTMLCanvasElement; + static setImageRenderingCrisp(canvas: HTMLCanvasElement): HTMLCanvasElement; + static setSmoothingEnabled(context: CanvasRenderingContext2D, value: boolean): CanvasRenderingContext2D; + static setTouchAction(canvas: HTMLCanvasElement, value: string): HTMLCanvasElement; + static setTransform(context: CanvasRenderingContext2D, translateX: number, translateY: number, scaleX: number, scaleY: number, skewX: number, skewY: number): CanvasRenderingContext2D; + static setUserSelect(canvas: HTMLCanvasElement, value?: string): HTMLCanvasElement; + + } + + export class CanvasPool { + + static create(parent: HTMLElement, width?: number, height?: number): HTMLCanvasElement; + static getFirst(): HTMLCanvasElement; + static remove(parent: HTMLElement): void; + static removeByCanvas(canvas: HTMLCanvasElement): HTMLCanvasElement; + static getTotal(): number; + static getFree(): number; + static length: number; + static log(): void; + + } + + class Circle { + + constructor(x?: number, y?: number, diameter?: number); + + area: number; + bottom: number; + diameter: number; + empty: boolean; + left: number; + radius: number; + right: number; + top: number; + x: number; + y: number; + + static circumferencePoint(a: Phaser.Circle, angle: number, asDegrees: boolean, out?: Phaser.Point): Phaser.Point; + static contains(a: Phaser.Circle, x: number, y: number): boolean; + static equals(a: Phaser.Circle, b: Phaser.Circle): boolean; + static intersects(a: Phaser.Circle, b: Phaser.Circle): boolean; + static intersectsRectangle(c: Phaser.Circle, r: Phaser.Rectangle): boolean; + + circumference(): number; + circumferencePoint(angle: number, asDegrees?: boolean, out?: Phaser.Point): Phaser.Point; + clone(output?: Phaser.Circle): Phaser.Circle; + contains(x: number, y: number): boolean; + copyFrom(source: any): Circle; + copyTo(dest: any): any; + distance(dest: any, round?: boolean): number; + getBounds(): Phaser.Rectangle; + offset(dx: number, dy: number): Phaser.Circle; + offsetPoint(point: Phaser.Point): Phaser.Circle; + random(out?: Phaser.Point): Phaser.Point; + sample(steps?: number, startAngle?: number, endAngle?: number, asDegrees?: boolean, out?: any[]): any[]; + scale(x: number, y?: number): Phaser.Rectangle; + setTo(x: number, y: number, diameter: number): Circle; + toString(): string; + + } + + class Color { + + static AQUA: number; + static BLACK: number; + static BLUE: number; + static GRAY: number; + static GREEN: number; + static ORANGE: number; + static RED: number; + static VIOLET: number; + static WHITE: number; + static YELLOW: number; + + static componentToHex(color: number): string; + static createColor(r?: number, g?: number, b?: number, a?: number, h?: number, s?: number, l?: number, v?: number): ColorComponents; + static fromRGBA(rgba: number, out?: ColorComponents): ColorComponents; + static getAlpha(color: number): number; + static getAlphaFloat(color: number): number; + static getBlue(color: number): number; + static getColor(red: number, green: number, blue: number): number; + static getColor32(alpha: number, red: number, green: number, blue: number): number; + static getGreen(color: number): number; + static getRandomColor(min?: number, max?: number, alpha?: number): number; + static getRed(color: number): number; + static getRGB(color: number): RGBColor; + static getWebRGB(color: number | RGBColor): string; + static hexToRGBArray(color: number): number[]; + static hexToRGB(h: string): number; + static hexToColor(hex: string, out?: ColorComponents): ColorComponents; + static HSLtoRGB(h: number, s: number, l: number, out?: ColorComponents): ColorComponents; + static HSLColorWheel(s?: number, l?: number): ColorComponents[]; + static HSVtoRGB(h: number, s: number, v: number, out?: ColorComponents): ColorComponents; + static HSVColorWheel(s?: number, v?: number): ColorComponents[]; + static hueToColor(p: number, q: number, t: number): number; + static interpolateColor(color1: number, color2: number, steps: number, currentStep: number, alpha?: number, colorSpace?: number): number; + static interpolateColorWithRGB(color: number, r: number, g: number, b: number, steps: number, currentStep: number): number; + static interpolateRGB(r1: number, g1: number, b1: number, r2: number, g2: number, b2: number, steps: number, currentStep: number): number; + static linear(color1: number, color2: number, t: number): number; + static linearInterpolation(colors: number[], t: number): number; + static packPixel(r: number, g: number, b: number, a: number): number; + static RGBArrayToHex(rgb: number[]): number; + static RGBtoHSL(r: number, g: number, b: number, out?: ColorComponents): ColorComponents; + static RGBtoHSV(r: number, g: number, b: number, out?: ColorComponents): ColorComponents; + static RGBtoString(r: number, g: number, b: number, a?: number, prefix?: string): string; + static toRGBA(r: number, g: number, b: number, a: number): number; + static toABGR(r: number, g: number, b: number, a: number): number; + static unpackPixel(rgba: number, out?: ColorComponents, hsl?: boolean, hsv?: boolean): ColorComponents; + static updateColor(out: ColorComponents): ColorComponents; + static valueToColor(value: string, out?: ColorComponents): ColorComponents; + static webToColor(web: string, out?: ColorComponents): ColorComponents; + static blendNormal(a: number): number; + static blendLighten(a: number, b: number): number; + static blendDarken(a: number, b: number): number; + static blendMultiply(a: number, b: number): number; + static blendAverage(a: number, b: number): number; + static blendAdd(a: number, b: number): number; + static blendSubtract(a: number, b: number): number; + static blendDifference(a: number, b: number): number; + static blendNegation(a: number, b: number): number; + static blendScreen(a: number, b: number): number; + static blendExclusion(a: number, b: number): number; + static blendOverlay(a: number, b: number): number; + static blendSoftLight(a: number, b: number): number; + static blendHardLight(a: number, b: number): number; + static blendColorDodge(a: number, b: number): number; + static blendColorBurn(a: number, b: number): number; + static blendLinearDodge(a: number, b: number): number; + static blendLinearBurn(a: number, b: number): number; + static blendLinearLight(a: number, b: number): number; + static blendVividLight(a: number, b: number): number; + static blendPinLight(a: number, b: number): number; + static blendHardMix(a: number, b: number): number; + static blendReflect(a: number, b: number): number; + static blendGlow(a: number, b: number): number; + static blendPhoenix(a: number, b: number): number; + + } + + module Component { + + module Core { + var skipTypeChecks: boolean; + } + } + + interface RGBColor { + r: number; + g: number; + b: number; + a: number; + } + interface ColorComponents extends RGBColor { + h: number; + s: number; + v: number; + l: number; + color: number; + color32: number; + rgba: string; + } + + class Create { + + constructor(game: Phaser.Game); + + static PALETTE_ARNE: number; + static PALETTE_JMP: number; + static PALETTE_CGA: number; + static PALETTE_C64: number; + static PALETTE_JAPANESE_MACHINE: number; + + bmd: Phaser.BitmapData; + canvas: HTMLCanvasElement; + ctx: CanvasRenderingContext2D; + game: Phaser.Game; + palettes: any; + + copy(dest?: Phaser.BitmapData, x?: number, y?: number, width?: number, height?: number, blendMode?: string, roundPx?: boolean): Phaser.BitmapData; + grid(key: string, width: number, height: number, cellWidth: number, cellHeight: number, color: string, generateTexture?: boolean, callback?: Function, callbackContext?: any): PIXI.Texture; + texture(key: string, data: any, pixelWidth?: number, pixelHeight?: number, palette?: number, generateTexture?: boolean, callback?: Function, callbackContext?: any): PIXI.Texture; + + } + + interface CursorKeys { + + up: Phaser.Key; + down: Phaser.Key; + left: Phaser.Key; + right: Phaser.Key; + + } + + class Device { + + static LITTLE_ENDIAN: boolean; + static onInitialized: Phaser.Signal; + + static checkFullScreenSupport(): void; + static canPlayAudio(type: string): boolean; + static canPlayVideo(type: string): boolean; + static isConsoleOpen(): boolean; + static isAndroidStockBrowser(): string; + static whenReady: (callback: Function, context?: any) => void; + + android: boolean; + arora: boolean; + audioData: boolean; + cancelFullScreen: string; + canHandleAlpha: boolean; + canUseMultiply: boolean; + canvas: boolean; + chrome: boolean; + chromeOS: boolean; + chromeVersion: number; + cocoonJS: boolean; + cocoonJSApp: boolean; + cordova: boolean; + crosswalk: boolean; + css3D: boolean; + desktop: boolean; + deviceReadyAt: number; + edge: boolean; + electron: boolean; + ejecta: boolean; + epiphany: boolean; + file: boolean; + fileSystem: boolean; + firefox: boolean; + firefoxVersion: number; + fullScreen: boolean; + fullScreenKeyboard: boolean; + getUserMedia: boolean; + game: Phaser.Game; + h264Video: boolean; + hlsVideo: boolean; + ie: boolean; + ieVersion: number; + iOS: boolean; + iOSVersion: number; + initialized: boolean; + iPad: boolean; + iPhone: boolean; + iPhone4: boolean; + kindle: boolean; + linux: boolean; + littleEndian: boolean; + localStorage: boolean; + m4a: boolean; + macOS: boolean; + midori: boolean; + mobileSafari: boolean; + mp3: boolean; + mp4Video: boolean; + mspointer: boolean; + node: boolean; + nodeWebkit: boolean; + ogg: boolean; + oggVideo: number; + opera: boolean; + opus: boolean; + pixelRatio: number; + pointerLock: boolean; + quirksMode: boolean; + requestFullScreen: string; + safari: boolean; + silk: boolean; + support32bit: boolean; + touch: boolean; + trident: boolean; + tridentVersion: number; + typedArray: boolean; + vibration: boolean; + vita: boolean; + wav: boolean; + webApp: boolean; + webAudio: boolean; + webGL: boolean; + webm: boolean; + webmVideo: boolean; + windows: boolean; + windowsPhone: boolean; + wheelEvent: string; + worker: boolean; + wp9Video: boolean; + + } + + class DeviceButton { + + constructor(parent: Phaser.Pointer | Phaser.SinglePad, butonCode: number); + + buttonCode: number; + game: Phaser.Game; + isDown: boolean; + isUp: boolean; + onDown: Phaser.Signal; + onFloat: Phaser.Signal; + onUp: Phaser.Signal; + pad: Phaser.Gamepad; + repeats: number; + timeDown: number; + timeUp: number; + value: number; + + destroy(): void; + justPressed(duration?: number): boolean; + justReleased(duration?: number): boolean; + processButtonDown(value: number): void; + processButtonFloat(value: number): void; + processButtonUp(value: number): void; + reset(): void; + + } + + module Easing { + + var Default: Function; + var Power0: Function; + var Power1: Function; + var power2: Function; + var power3: Function; + var power4: Function; + + class Back { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Bounce { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Circular { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Cubic { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Elastic { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Exponential { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Linear { + static None(k: number): number; + } + + class Quadratic { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Quartic { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Quintic { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + class Sinusoidal { + static In(k: number): number; + static Out(k: number): number; + static InOut(k: number): number; + } + + } + + class Ellipse { + + constructor(x?: number, y?: number, width?: number, height?: number); + + bottom: number; + centerX: number; + centerY: number; + empty: boolean; + height: number; + left: number; + right: number; + top: number; + type: number; + width: number; + x: number; + y: number; + + static constains(a: Phaser.Ellipse, x: number, y: number): boolean; + + clone(output?: Phaser.Ellipse): Phaser.Ellipse; + contains(x: number, y: number): boolean; + copyFrom(source: any): Phaser.Ellipse; + copyTo(dest: any): any; + getBounds(): Phaser.Rectangle; + random(out?: Phaser.Point): Phaser.Point; + setTo(x: number, y: number, width: number, height: number): Phaser.Ellipse; + toString(): string; + + } + + class Events { + + constructor(sprite: Phaser.Sprite); + + parent: Phaser.Sprite; + onAddedToGroup: Phaser.Signal; + onRemovedFromGroup: Phaser.Signal; + onRemovedFromWorld: Phaser.Signal; + onKilled: Phaser.Signal; + onRevived: Phaser.Signal; + onOutOfBounds: Phaser.Signal; + onEnterBounds: Phaser.Signal; + onInputOver: Phaser.Signal; + onInputOut: Phaser.Signal; + onInputDown: Phaser.Signal; + onInputUp: Phaser.Signal; + onDestroy: Phaser.Signal; + onDragStart: Phaser.Signal; + onDragStop: Phaser.Signal; + onDragUpdate: Phaser.Signal; + onAnimationStart: Phaser.Signal; + onAnimationComplete: Phaser.Signal; + onAnimationLoop: Phaser.Signal; + + destroy(): void; + + } + + class Filter extends PIXI.AbstractFilter { + + constructor(game: Phaser.Game, uniforms: any, fragmentSrc: string | string[]); + + dirty: boolean; + game: Phaser.Game; + height: number; + fragmentSrc: string | string[]; + padding: number; + prevPoint: Phaser.Point; + type: number; + uniforms: any; + width: number; + + addToWorld(x?: number, y?: number, width?: number, height?: number, anchorX?: number, anchorY?: number): Phaser.Image; + apply(frameBuffer: WebGLFramebuffer): void; + destroy(): void; + init(...args: any[]): void; + setResolution(width: number, height: number): void; + syncUniforms(): void; + update(pointer?: Phaser.Pointer): void; + + } + + module Filter { + + class BinarySerpents extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, march?: number, maxDistance?: number); + + fog: number; + + } + + class BlurX extends Phaser.Filter { + + blur: number; + + } + + class BlurY extends Phaser.Filter { + + blur: number; + + } + + class CausticLight extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, divisor?: number); + + init(width: number, height: number, divisor?: number): void; + + } + + class CheckerWave extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number); + + alpha: number; + cameraX: number; + cameraY: number; + cameraZ: number; + + init(width: number, height: number): void; + setColor1(red: number, green: number, blue: number): void; + setColor2(red: number, green: number, blue: number): void; + + } + + class ColorBars extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number); + + alpha: number; + + init(width: number, height: number): void; + + } + + class Fire extends Phaser.Filter { + + constructor(width: number, height: number, alpha?: number, shift?: number); + + alpha: number; + shift: number; + speed: number; + + init(width: number, height: number, alpha?: number, shift?: number): void; + + } + + class Gray extends Phaser.Filter { + + gray: number; + + } + + class HueRotate extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, texture: any); + + alpha: number; + + init(width: number, height: number, texture: any): void; + + } + + class LazerBeam extends Phaser.Filter { + + init(width: number, height: number, divisor?: number): void; + + } + + class LightBeam extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number); + + alpha: number; + blue: number; + green: number; + red: number; + thickness: number; + speed: number; + + init(width: number, height: number): void; + + } + + class Marble extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, speed?: number, intensity?: number); + + alpha: number; + intensity: number; + speed: number; + + init(width: number, height: number, speed?: number, intensity?: number): void; + + } + + class Pixelate extends Phaser.Filter { + + size: number; + sizeX: number; + sizeY: number; + + } + + class Plasma extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, alpha?: number, size?: number); + + alpha: number; + blueShift: number; + greenShift: number; + redShift: number; + size: number; + + init(width: number, height: number, alpha?: number, size?: number): void; + + } + + class SampleFilter extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, divisor?: number); + + init(width: number, height: number, divisor?: number): void; + + } + + class Tunnel extends Phaser.Filter { + + constructor(game: Phaser.Game, width: number, height: number, texture: any); + + alpha: number; + origin: number; + + init(width: number, height: number, texture: any): void; + + } + } + + class FlexGrid { + + constructor(manager: Phaser.ScaleManager, width: number, height: number); + + game: Phaser.Game; + manager: Phaser.ScaleManager; + width: number; + height: number; + boundsCustom: Phaser.Rectangle; + boundsFluid: Phaser.Rectangle; + boundsFull: Phaser.Rectangle; + boundsNone: Phaser.Rectangle; + customWidth: number; + customHeight: number; + customOffsetX: number; + customOffsetY: number; + positionCustom: Phaser.Point; + positionFluid: Phaser.Point; + positionFull: Phaser.Point; + positionNone: Phaser.Point; + scaleCustom: Phaser.Point; + scaleFluid: Phaser.Point; + scaleFluidInversed: Phaser.Point; + scaleFull: Phaser.Point; + scaleNone: Phaser.Point; + ratioH: number; + ratioV: number; + multiplier: number; + + createCustomLayer(width: number, height: number, children?: PIXI.DisplayObject[], addToWorld?: boolean): Phaser.FlexLayer; + createFluidLayer(children: PIXI.DisplayObject[]): Phaser.FlexLayer; + createFullLayer(children: PIXI.DisplayObject[]): Phaser.FlexLayer; + createFixedLayer(children: PIXI.DisplayObject[]): Phaser.FlexLayer; + debug(): void; + fitSprite(sprite: Phaser.Sprite): void; + onResize(width: number, height: number): void; + refresh(): void; + reset(): void; + setSize(width: number, height: number): void; + + } + + class FlexLayer extends Phaser.Group { + + constructor(manager: Phaser.ScaleManager, position: Phaser.Point, bounds: Phaser.Rectangle, scale: Phaser.Point); + + grid: Phaser.FlexGrid; + manager: Phaser.ScaleManager; + + bottomLeft: Phaser.Point; + bottomMiddle: Phaser.Point; + bottomRight: Phaser.Point; + bounds: Phaser.Rectangle; + persist: boolean; + position: Phaser.Point; + scale: Phaser.Point; + topLeft: Phaser.Point; + topMiddle: Phaser.Point; + topRight: Phaser.Point; + + debug(): void; + resize(): void; + + } + + class Frame { + + constructor(index: number, x: number, y: number, width: number, height: number, name: string); + + bottom: number; + centerX: number; + centerY: number; + distance: number; + height: number; + index: number; + name: string; + right: number; + rotated: boolean; + sourceSizeH: number; + sourceSizeW: number; + spriteSourceSizeH: number; + spriteSourceSizeW: number; + spriteSourceSizeX: number; + spriteSourceSizeY: number; + trimmed: boolean; + uuid: string; + width: number; + x: number; + y: number; + + clone(): Phaser.Frame; + getRect(out?: Phaser.Rectangle): Phaser.Rectangle; + setTrim(trimmed: boolean, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void; + resize(width: number, height: number): void; + + } + + class FrameData { + + total: number; + + addFrame(frame: Frame): Phaser.Frame; + checkFrameName(name: string): boolean; + clone(): Phaser.FrameData; + getFrame(index: number): Phaser.Frame; + getFrameByName(name: string): Phaser.Frame; + getFrameIndexes(frames?: number[], useNumericIndex?: boolean, output?: number[]): number[]; + getFrameRange(start: number, end: number, output: Phaser.Frame[]): Phaser.Frame[]; + getFrames(frames?: number[], useNumericIndex?: boolean, output?: Phaser.Frame[]): Phaser.Frame[]; + + } + + interface IGameConfig { + + alignH?: boolean; + alignV?: boolean; + antialias?: boolean; + backgroundColor?: number | string; + canvas?: HTMLCanvasElement; + canvasId?: string; + canvasStyle?: string; + crisp?: boolean; + disableVisibilityChange?: boolean; + disableStart?: boolean; + enableDebug?: boolean; + failIfMajorPerformanceCaveat?: boolean; + forceSetTimeOut?: boolean; + fullScreenScaleMode?: number; + fullScreenTarget?: HTMLElement; + height?: number | string; + keyboard?: boolean; + maxPointers?: number; + mouse?: boolean; + mouseWheel?: boolean; + mspointer?: boolean; + multiTexture?: boolean; + parent?: HTMLElement | string; + physicsConfig?: any; + pointerLock?: boolean; + preserveDrawingBuffer?: boolean; + renderer?: number; + resolution?: number; + roundPixels?: boolean; + scaleH?: number; + scaleMode?: number; + scaleV?: number + seed?: number; + state?: any; + touch?: boolean; + transparent?: boolean; + trimH?: number; + trimV?: number; + width?: number | string; + + } + + interface InputConfig { + + keyboard?: boolean; + maxPointers?: number; + mouse?: boolean; + mouseWheel?: boolean; + mspointer?: boolean; + pointerLock?: boolean; + touch?: boolean; + + } + + class Game { + + constructor(width?: number | string, height?: number | string, renderer?: number, parent?: any, state?: any, transparent?: boolean, antialias?: boolean, physicsConfig?: any); + constructor(config: IGameConfig); + + add: Phaser.GameObjectFactory; + antialias: boolean; + cache: Phaser.Cache; + camera: Phaser.Camera; + canvas: HTMLCanvasElement; + clearBeforeRender: boolean; + config: IGameConfig; + context: CanvasRenderingContext2D; + count: number; + create: Phaser.Create; + debug: Phaser.Utils.Debug; + device: Phaser.Device; + dropFrames: boolean; + forceSingleUpdate: boolean; + fpsProblemNotifier: Phaser.Signal; + height: number; + id: number; + input: Phaser.Input; + isBooted: boolean; + isRunning: boolean; + load: Phaser.Loader; + lockRender: boolean; + make: Phaser.GameObjectCreator; + math: Phaser.Math; + net: Phaser.Net; + onBlur: Phaser.Signal; + onFocus: Phaser.Signal; + onPause: Phaser.Signal; + onResume: Phaser.Signal; + parent: HTMLElement; + particles: Phaser.Particles; + paused: boolean; + pendingDestroy: boolean; + pendingStep: boolean; + physics: Phaser.Physics; + physicsConfig: any; + plugins: PluginManager; + preserveDrawingBuffer: Boolean; + raf: Phaser.RequestAnimationFrame; + renderer: PIXI.CanvasRenderer | PIXI.WebGLRenderer; + renderType: number; + resolution: number; + rnd: Phaser.RandomDataGenerator; + scale: Phaser.ScaleManager; + scratch: Phaser.BitmapData; + sound: Phaser.SoundManager; + stage: Phaser.Stage; + state: Phaser.StateManager; + stepCount: number; + stepping: boolean; + time: Phaser.Time; + transparent: boolean; + tweens: Phaser.TweenManager; + currentUpdateID: number; + updatesThisFrame: number; + width: number; + world: Phaser.World; + + boot(): void; + destroy(): void; + disableStep(): void; + enableStep(): void; + focusGain(event: any): void; + focusLoss(event: any): void; + gamePaused(event: any): void; + gameResumed(event: any): void; + parseConfig(config: any): void; + removeFromDOM(canvas: HTMLCanvasElement): void; + setUpRenderer(): void; + showDebugHeader(): void; + step(): void; + update(time: number): void; + updateLogic(timeStep: number): void; + updateRender(timeStep: number): void; + + } + + class GameObjectCreator { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + world: Phaser.World; + + audio(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound; + audioSprite(key: string): Phaser.AudioSprite; + bitmapData(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.BitmapData; + bitmapText(x: number, y: number, font: string, text?: string, size?: number, align?: string): Phaser.BitmapText; + button(x?: number, y?: number, key?: string, callback?: Function, callbackContext?: any, overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any): Phaser.Button; + emitter(x?: number, y?: number, maxParticles?: number): Phaser.Particles.Arcade.Emitter; + filter(filter: any, ...args: any[]): Phaser.Filter; + graphics(x?: number, y?: number): Phaser.Graphics; + group(parent?: any, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number): Phaser.Group; + image(x: number, y: number, key?: any, frame?: any): Phaser.Image; + renderTexture(width?: number, height?: number, key?: any, addToCache?: boolean): Phaser.RenderTexture; + retroFont(font: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number): Phaser.RetroFont; + rope(x: number, y: number, key: any, frame?: any, points?: Phaser.Point[]): Phaser.Rope; + sound(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound; + sprite(x: number, y: number, key?: any, frame?: any): Phaser.Sprite; + spriteBatch(parent: any, name?: String, addToStage?: boolean): Phaser.SpriteBatch; + text(x: number, y: number, text?: string, style?: PhaserTextStyle): Phaser.Text; + tilemap(key: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Phaser.Tilemap; + tileSprite(x: number, y: number, width: number, height: number, key: any, frame: any): Phaser.TileSprite; + tween(obj: any): Phaser.Tween; + + } + + class GameObjectFactory { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + world: Phaser.World; + + audio(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound; + audioSprite(key: string): Phaser.AudioSprite; + bitmapData(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.BitmapData; + bitmapText(x: number, y: number, font: string, text?: string, size?: number, group?: Phaser.Group | Phaser.Stage): Phaser.BitmapText; + button(x?: number, y?: number, key?: string, callback?: Function, callbackContext?: any, overFrame?: any, outFrame?: any, downFrame?: any, upFrame?: any, group?: Phaser.Group | Phaser.Stage): Phaser.Button; + emitter(x?: number, y?: number, maxParticles?: number): Phaser.Particles.Arcade.Emitter; + existing(object: any): any; + filter(filter: string, ...args: any[]): Phaser.Filter; + graphics(x?: number, y?: number, group?: Phaser.Group | Phaser.Stage): Phaser.Graphics; + group(parent?: any, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number): Phaser.Group; + image(x?: number, y?: number, key?: any, frame?: any, group?: Phaser.Group | Phaser.Stage): Phaser.Image; + physicsGroup(physicsBodyType?: number, parent?: any, name?: string, addToStage?: boolean): Phaser.Group; + plugin(plugin: Phaser.Plugin, ...parameter: any[]): Phaser.Plugin; + renderTexture(width?: number, height?: number, key?: string, addToCache?: boolean): Phaser.RenderTexture; + retroFont(font: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number): Phaser.RetroFont; + rope(x?: number, y?: number, key?: any, frame?: any, points?: Phaser.Point[]): Phaser.Rope; + sound(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound; + sprite(x?: number, y?: number, key?: any, frame?: any, group?: Phaser.Group | Phaser.Stage): Phaser.Sprite; + spriteBatch(parent: any, name?: string, addToStage?: boolean): Phaser.SpriteBatch; + text(x?: number, y?: number, text?: string, style?: PhaserTextStyle, group?: Phaser.Group | Phaser.Stage): Phaser.Text; + tilemap(key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): Phaser.Tilemap; + tileSprite(x: number, y: number, width: number, height: number, key?: any, frame?: any, group?: Phaser.Group | Phaser.Stage): Phaser.TileSprite; + tween(obj: any): Phaser.Tween; + weapon(quantity?: number, key?: any, frame?: any, group?: Phaser.Group, bulletClass?: Phaser.Bullet): Phaser.Weapon; + video(key?: string, url?: string): Phaser.Video; + + } + + class Gamepad { + + constructor(game: Phaser.Game); + + static BUTTON_0: number; + static BUTTON_1: number; + static BUTTON_2: number; + static BUTTON_3: number; + static BUTTON_4: number; + static BUTTON_5: number; + static BUTTON_6: number; + static BUTTON_7: number; + static BUTTON_8: number; + static BUTTON_9: number; + static BUTTON_10: number; + static BUTTON_11: number; + static BUTTON_12: number; + static BUTTON_13: number; + static BUTTON_14: number; + static BUTTON_15: number; + + static AXIS_0: number; + static AXIS_1: number; + static AXIS_2: number; + static AXIS_3: number; + static AXIS_4: number; + static AXIS_5: number; + static AXIS_6: number; + static AXIS_7: number; + static AXIS_8: number; + static AXIS_9: number; + + static XBOX360_A: number; + static XBOX360_B: number; + static XBOX360_X: number; + static XBOX360_Y: number; + static XBOX360_LEFT_BUMPER: number; + static XBOX360_RIGHT_BUMPER: number; + static XBOX360_LEFT_TRIGGER: number; + static XBOX360_RIGHT_TRIGGER: number; + static XBOX360_BACK: number; + static XBOX360_START: number; + static XBOX360_STICK_LEFT_BUTTON: number; + static XBOX360_STICK_RIGHT_BUTTON: number; + static XBOX360_DPAD_LEFT: number; + static XBOX360_DPAD_RIGHT: number; + static XBOX360_DPAD_UP: number; + static XBOX360_DPAD_DOWN: number; + static XBOX360_STICK_LEFT_X: number; + static XBOX360_STICK_LEFT_Y: number; + static XBOX360_STICK_RIGHT_X: number; + static XBOX360_STICK_RIGHT_Y: number; + + static PS3XC_X: number; + static PS3XC_CIRCLE: number; + static PS3XC_SQUARE: number; + static PS3XC_TRIANGLE: number; + static PS3XC_L1: number; + static PS3XC_R1: number; + static PS3XC_L2: number; + static PS3XC_R2: number; + static PS3XC_SELECT: number; + static PS3XC_START: number; + static PS3XC_STICK_LEFT_BUTTON: number; + static PS3XC_STICK_RIGHT_BUTTON: number; + static PS3XC_DPAD_UP: number; + static PS3XC_DPAD_DOWN: number; + static PS3XC_DPAD_LEFT: number; + static PS3XC_DPAD_RIGHT: number; + static PS3XC_STICK_LEFT_X: number; + static PS3XC_STICK_LEFT_Y: number; + static PS3XC_STICK_RIGHT_X: number; + static PS3XC_STICK_RIGHT_Y: number; + + active: boolean; + callbackContext: any; + enabled: boolean; + game: Phaser.Game; + onAxisCallback: Function; + onConnectCallback: Function; + onDisconnectCallback: Function; + onDownCallback: Function; + onFloatCallback: Function; + onUpCallback: Function; + pad1: Phaser.SinglePad; + pad2: Phaser.SinglePad; + pad3: Phaser.SinglePad; + pad4: Phaser.SinglePad; + padsConnected: number; + supported: boolean; + + addCallbacks(context: any, callbacks: any): void; + isDown(buttonCode: number): boolean; + justPressed(buttonCode: number, duration?: number): boolean; + justReleased(buttonCode: number, duration?: number): boolean; + reset(): void; + setDeadZones(value: any): void; + start(): void; + stop(): void; + update(): void; + + } + + class Graphics extends PIXI.DisplayObjectContainer { + + constructor(game: Phaser.Game, x?: number, y?: number); + + alive: boolean; + angle: number; + animations: Phaser.AnimationManager; + autoCull: boolean; + blendMode: Phaser.blendModes; + body: Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | any; + bottom: number; + boundsPadding: number; + cameraOffset: Phaser.Point; + centerX: number; + centerY: number; + checkWorldBounds: boolean; + components: any; + data: any; + debug: boolean; + destroyPhase: boolean; + events: Phaser.Events; + exists: boolean; + fillAlpha: number; + fixedToCamera: boolean; + fresh: boolean; + game: Phaser.Game; + height: number; + inCamera: boolean; + inWorld: boolean; + input: Phaser.InputHandler; + inputEnabled: boolean; + isMask: boolean; + key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture; + left: number; + lifespan: number; + lineColor: number; + lineWidth: number; + name: string; + offsetX: number; + offsetY: number; + outOfBoundsKill: boolean; + pendingDestroy: boolean; + physicsType: number; + position: Phaser.Point; + previousPosition: Phaser.Point; + previousRotation: number; + renderOrderID: number; + right: number; + tint: number; + top: number; + type: number; + width: number; + world: Phaser.Point; + worldAlpha: number; + z: number; + + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise: boolean): Phaser.Graphics; + arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Phaser.Graphics; + beginFill(color?: number, alpha?: number): Phaser.Graphics; + bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Phaser.Graphics; + clear(): Phaser.Graphics; + destroy(destroyChildren?: boolean): void; + destroyCachedSprite(): void; + drawCircle(x: number, y: number, diameter: number): Phaser.Graphics; + drawEllipse(centerX: number, centerY: number, halfWidth: number, halfHeight: number): Phaser.Graphics; + drawPolygon(...path: any[]): Phaser.Graphics; + drawRect(x: number, y: number, width: number, height: number): Phaser.Graphics; + drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Phaser.Graphics; + drawShape(shape: Circle): Phaser.GraphicsData; + drawShape(shape: Ellipse): Phaser.GraphicsData; + drawShape(shape: Polygon): Phaser.GraphicsData; + drawShape(shape: Rectangle): Phaser.GraphicsData; + drawTriangle(points: Phaser.Point[], cull?: boolean): void; + drawTriangles(vertices: Phaser.Point[] | number[], indices?: number[], cull?: boolean): void; + endFill(): Phaser.Graphics; + generateTexture(resolution?: number, scaleMode?: Phaser.scaleModes, padding?: number): Phaser.RenderTexture; + kill(): Phaser.Graphics; + lineStyle(lineWidth?: number, color?: number, alpha?: number): Phaser.Graphics; + lineTo(x: number, y: number): Phaser.Graphics; + moveTo(x: number, y: number): Phaser.Graphics; + postUpdate(): void; + preUpdate(): void; + quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Phaser.Graphics; + reset(x: number, y: number, health?: number): Phaser.Graphics; + revive(health?: number): Phaser.Graphics; + update(): void; + + } + + class GraphicsData { + + constructor(lineWidth?: number, lineColor?: number, lineAlpha?: number, fillColor?: number, fillAlpha?: number, fill?: boolean, shape?: any); + + lineWidth: number; + lineColor: number; + lineAlpha: number; + fillColor: number; + fillAlpha: number; + fill: boolean; + shape: any; + type: number; + + } + + class Group extends PIXI.DisplayObjectContainer { + + constructor(game: Phaser.Game, parent?: PIXI.DisplayObjectContainer, name?: string, addToStage?: boolean, enableBody?: boolean, physicsBodyType?: number); + + static RETURN_CHILD: number; + static RETURN_NONE: number; + static RETURN_TOTAL: number; + static RETURN_ALL: number; + static SORT_ASCENDING: number; + static SORT_DESCENDING: number; + + alpha: number; + angle: number; + alive: boolean; + bottom: number; + cameraOffset: Phaser.Point; + centerX: number; + centerY: number; + classType: any; + cursor: any; + cursorIndex: number; + enableBody: boolean; + enableBodyDebug: boolean; + exists: boolean; + fixedToCamera: boolean; + game: Phaser.Game; + hash: PIXI.DisplayObject[]; + ignoreDestroy: boolean; + inputEnableChildren: boolean; + left: number; + length: number; + name: string; + onChildInputDown: Phaser.Signal; + onChildInputUp: Phaser.Signal; + onChildInputOver: Phaser.Signal; + onChildInputOut: Phaser.Signal; + onDestroy: Phaser.Signal; + pendingDestroy: boolean; + physicsBodyType: number; + physicsType: number; + physicsSortDirection: number; + position: Phaser.Point; + right: number; + rotation: number; + scale: Phaser.Point; + top: number; + total: number; + type: number; + updateOnlyExistingChildren: boolean; + visible: boolean; + z: number; + + add(child: any, silent?: boolean, index?: number): any; + addAll(property: string, amount: number, checkAlive?: boolean, checkVisible?: boolean): void; + addAt(child: any, index: number, silent?: boolean): any; + addMultiple(children: any[], silent?: boolean): any[]; + addToHash(child: PIXI.DisplayObject): boolean; + align(width: number, height: number, cellWidth: number, cellHeight: number, position?: number, offset?: number): boolean; + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): Phaser.Group; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): Phaser.Group; + bringToTop(child: any): any; + callAll(method: string, context: any, ...parameters: any[]): void; + callAllExists(callback: string, existsValue: boolean, ...parameters: any[]): void; + callbackFromArray(child: any, callback: Function, length: number): void; + checkAll(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, force?: boolean): boolean; + checkAny(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean): boolean; + checkProperty(child: any, key: string, value: any, force?: boolean): boolean; + count(key: string, value: any): number; + countDead(): number; + countLiving(): number; + create(x: number, y: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, exists?: boolean, index?: number): any; + createMultiple(quantity: number, key: string | string[], frame?: any | any[], exists?: boolean, callback?: Function, callbackContext?: any): any[]; + customSort(sortHandler: Function, context?: any): void; + destroy(destroyChildren?: boolean, soft?: boolean): void; + divideAll(property: string, amount: number, checkAlive?: boolean, checkVisible?: boolean): void; + forEach(callback: Function, callbackContext?: any, checkExists?: boolean, ...args: any[]): void; + forEachAlive(callback: Function, callbackContext?: any, ...args: any[]): void; + forEachDead(callback: Function, callbackContext?: any, ...args: any[]): void; + forEachExists(callback: Function, callbackContext?: any): void; + filter(predicate: Function, checkExists?: boolean): ArraySet; + getAll(property?: string, value?: any, startIndex?: number, endIndex?: number): any[]; + getAt(index: number): PIXI.DisplayObject | number; + getBottom(): any; + getByName(name: string): any; + getClosestTo(object: any, callback?: Function, callbackContext?: any): any; + getFirst(key: string, value: any): any; + getFirstAlive(createIfNull?: boolean, x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number): any; + getFirstDead(createIfNull?: boolean, x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number): any; + getFirstExists(exists: boolean, createIfNull?: boolean, x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number): any; + getFurthestFrom(object: any, callback?: Function, callbackContext?: any): any; + getIndex(child: any): number; + getRandom(startIndex?: number, length?: number): any; + getTop(): any; + hasProperty(child: any, key: string[]): boolean; + iterate(key: string, value: any, returnType: number, callback?: Function, callbackContext?: any, ...args: any[]): any; + kill(): void; + killAll(): void; + moveAll(group: Phaser.Group, silent?: boolean): Phaser.Group; + moveDown(child: any): any; + moveUp(child: any): any; + multiplyAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void; + next(): any; + postUpdate(): void; + preUpdate(): void; + previous(): any; + remove(child: any, destroy?: boolean, silent?: boolean): boolean; + removeAll(destroy?: boolean, silent?: boolean, destroyTexture?: boolean): void; + removeBetween(startIndex: number, endIndex?: number, destroy?: boolean, silent?: boolean): void; + removeFromHash(child: PIXI.DisplayObject): boolean; + replace(oldChild: any, newChild: any): any; + resetAll(x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, checkExists?: boolean): void; + resetChild(child: any, x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number): any; + resetCursor(index?: number): any; + reverse(): void; + revive(): void; + reviveAll(): void; + scatter(rect?: Phaser.Rectangle, checkExists?: boolean): void; + sendToBack(child: any): any; + set(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean; + setAll(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, operation?: number, force?: boolean): void; + setAllChildren(key: string, value: any, checkAlive?: boolean, checkVisible?: boolean, operation?: number, force?: boolean): void; + setProperty(child: any, key: string[], value: any, operation?: number, force?: boolean): boolean; + shuffle(): void; + sort(key?: string, order?: number): void; + subAll(property: string, amount: number, checkAlive: boolean, checkVisible: boolean): void; + swap(child1: any, child2: any): boolean; + update(): void; + updateZ(): void; + xy(index: number, x: number, y: number): void; + + } + + class Image extends PIXI.Sprite { + + constructor(game: Phaser.Game, x: number, y: number, key: string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture, frame?: string | number); + + alive: boolean; + angle: number; + anchor: Phaser.Point; + animations: Phaser.AnimationManager; + autoCull: boolean; + bottom: number; + cameraOffset: Phaser.Point; + centerX: number; + centerY: number; + components: any; + cropRect: Phaser.Rectangle; + customRender: boolean; + data: any; + debug: boolean; + deltaX: number; + deltaY: number; + deltaZ: number; + destroyPhase: boolean; + events: Phaser.Events; + exists: boolean; + fixedToCamera: boolean; + frame: string | number; + frameName: string; + fresh: boolean; + game: Phaser.Game; + inCamera: boolean; + input: Phaser.InputHandler; + inputEnabled: boolean; + inWorld: boolean; + key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture; + lifespan: number; + left: number; + name: string; + offsetX: number; + offsetY: number; + pendingDestroy: boolean; + position: Phaser.Point; + previousPosition: Phaser.Point; + previousRotation: number; + renderOrderID: number; + right: number; + scale: Phaser.Point; + scaleMax: Phaser.Point; + scaleMin: Phaser.Point; + smoothed: boolean; + top: number; + type: number; + world: Phaser.Point; + z: number; + + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + bringToTop(): Phaser.Image; + crop(rect: Phaser.Rectangle, copy?: boolean): void; + destroy(destroyChildren?: boolean): void; + kill(): Phaser.Image; + loadTexture(key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, stopAnimation?: boolean): void; + resizeFrame(parent: any, width: number, height: number): void; + moveDown(): Phaser.Image; + moveUp(): Phaser.Image; + overlap(displayObject: Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject): boolean; + play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + postUpdate(): void; + preUpdate(): void; + reset(x: number, y: number, health?: number): Phaser.Image; + resetFrame(): void; + revive(health?: number): Phaser.Image; + sendToBack(): Phaser.Image; + setFrame(frame: Phaser.Frame): void; + setScaleMinMax(minX?: number, minY?: number, maxX?: number, maxY?: number): void; // minX: null | number + update(): void; + updateCrop(): void; + + } + + class ImageCollection { + + constructor(name: string, firstgid: number, width?: number, height?: number, margin?: number, spacing?: number, properties?: any); + + name: string; + firstgid: number; + imageWidth: number; + imageHeight: number; + imageMargin: number; + imageSpacing: number; + properties: any; + images: any[]; + total: number; + + addImage(gid: number, image: string): void; + containsImageIndex(imageIndex: number): boolean; + + } + + class Input { + + constructor(game: Phaser.Game); + + static MAX_POINTERS: number; + static MOUSE_OVERRIDES_TOUCH: number; + static MOUSE_TOUCH_COMBINE: number; + static TOUCH_OVERRIDES_MOUSE: number; + + activePointer: Phaser.Pointer; + circle: Phaser.Circle; + enabled: boolean; + doubleTapRate: number; + game: Phaser.Game; + gamepad: Phaser.Gamepad; + hitCanvas: HTMLCanvasElement; + hitContext: CanvasRenderingContext2D; + holdRate: number; + interactiveItems: Phaser.ArraySet; + justPressedRate: number; + justReleasedRate: number; + keyboard: Phaser.Keyboard; + maxPointers: number; + minPriorityID: number; + mouse: Phaser.Mouse; + mousePointer: Phaser.Pointer; + moveCallbacks: (pointer: Phaser.Pointer, x: number, y: number) => void[]; + mspointer: Phaser.MSPointer; + multiInputOverride: number; + onDown: Phaser.Signal; + onHold: Phaser.Signal; + onTap: Phaser.Signal; + onUp: Phaser.Signal; + pointer1: Phaser.Pointer; + pointer2: Phaser.Pointer; + pointer3: Phaser.Pointer; + pointer4: Phaser.Pointer; + pointer5: Phaser.Pointer; + pointer6: Phaser.Pointer; + pointer7: Phaser.Pointer; + pointer8: Phaser.Pointer; + pointer9: Phaser.Pointer; + pointer10: Phaser.Pointer; + pollLocked: boolean; + pollRate: number; + position: Phaser.Point; + pointers: Phaser.Pointer[]; + recordLimit: number; + recordPointerHistory: boolean; + recordRate: number; + resetLocked: boolean; + scale: Phaser.Point; + speed: Phaser.Point; + tapRate: number; + totalActivePointers: number; + totalInactivePointers: number; + touch: Phaser.Touch; + worldX: number; + worldY: number; + x: number; + y: number; + + addPointer(): Phaser.Pointer; + addMoveCallback(callback: Function, context: any): number; + boot(config: InputConfig): void; + countActivePointers(limit?: number): number; + deleteMoveCallback(callback: Function, context?: any): void; + destroy(): void; + getLocalPosition(displayObject: any, pointer: Phaser.Pointer): Phaser.Point; + getPointer(isActive?: boolean): Phaser.Pointer; + getPointerFromId(pointerID: number): Phaser.Pointer; + getPointerFromIdentifier(identifier: number): Phaser.Pointer; + hitTest(displayObject: PIXI.DisplayObject, pointer: Phaser.Pointer, localPoint: Phaser.Point): void; + reset(hard?: boolean): void; + resetSpeed(x: number, y: number): void; + setInteractiveCandidateHandler(callback: Function, context?: any): void; + startPointer(event: any): Phaser.Pointer; + stopPointer(event: any): Phaser.Pointer; + update(): void; + updatePointer(event: any): Phaser.Pointer; + + } + + class InputHandler { + + constructor(sprite: Phaser.Sprite); + + allowHorizontalDrag: boolean; + allowVerticalDrag: boolean; + boundsRect: Phaser.Rectangle; + boundsSprite: Phaser.Sprite; + bringToTop: boolean; + downPoint: Phaser.Point; + dragDistanceThreshold: number; + dragOffset: Phaser.Point; + dragFromCenter: boolean; + draggable: boolean; + dragStartPoint: Phaser.Point; + dragStopBlocksInputUp: boolean; + dragTimeThreshold: number; + enabled: boolean; + game: Phaser.Game; + globalToLocalX(x: number): number; + globalToLocalY(y: number): number; + isDragged: boolean; + pixelPerfectAlpha: number; + pixelPerfectClick: boolean; + pixelPerfectOver: boolean; + priorityID: number; + scaleLayer: boolean; + snapOffset: Phaser.Point; + snapOffsetX: number; + snapOffsetY: number; + snapOnDrag: boolean; + snapOnRelease: boolean; + snapPoint: Phaser.Point; + snapX: number; + snapY: number; + sprite: Phaser.Sprite; + useHandCursor: boolean; + + checkBoundsRect(): void; + checkBoundsSprite(): void; + checkPixel(x: number, y: number, pointer?: Phaser.Pointer): boolean; + checkPointerDown(pointer: Phaser.Pointer, fastTest?: boolean): boolean; + checkPointerOver(pointer: Phaser.Pointer, fastTest?: boolean): boolean; + destroy(): void; + disableDrag(): void; + disableSnap(): void; + downDuration(pointerId?: number): number; + enableDrag(lockCenter?: boolean, bringToTop?: boolean, pixelPerfect?: boolean, alphaThreshold?: number, boundsRect?: Phaser.Rectangle, boundsSprite?: Phaser.Sprite): void; + enableSnap(snapX: number, snapY: number, onDrag?: boolean, onRelease?: boolean, snapOffsetX?: number, snapOffsetY?: number): void; + isPixelPerfect(): boolean; + justOut(pointerId?: number, delay?: number): boolean; + justOver(pointerId?: number, delay?: number): boolean; + justPressed(pointerId?: number, delay?: number): boolean; + justReleased(pointerId?: number, delay?: number): boolean; + overDuration(pointerId?: number): number; + pointerDown(pointerId?: number): boolean; + pointerDragged(pointerId?: number): boolean; + pointerOut(pointerId?: number): boolean; + pointerOver(pointerId?: number): boolean; + pointerTimeDown(pointerId?: number): number; + pointerTimeOut(pointerId?: number): number; + pointerTimeOver(pointerId?: number): number; + pointerTimeUp(pointerId?: number): number; + pointerUp(pointerId?: number): boolean; + pointerX(pointerId?: number): number; + pointerY(pointerId?: number): number; + reset(): void; + setDragLock(allowHorizontal?: boolean, allowVertical?: boolean): void; + start(priority?: number, useHandCursor?: boolean): Phaser.Sprite; + startDrag(pointer: Phaser.Pointer): void; + stop(): void; + stopDrag(pointer: Phaser.Pointer): void; + update(pointer: Phaser.Pointer): void; + updateDrag(pointer: Phaser.Pointer): boolean; + validForInput(highestID: number, highestRenderID: number, includePixelPerfect?: boolean): boolean; + + } + + class Key { + + constructor(game: Phaser.Game, keycode: number); + + altKey: boolean; + ctrlKey: boolean; + duration: number; + enabled: boolean; + event: any; + game: Phaser.Game; + isDown: boolean; + isUp: boolean; + _justDown: boolean; + justDown: boolean; + _justUp: boolean; + justUp: boolean; + keyCode: number; + onDown: Phaser.Signal; + onHoldCallback: Function; + onHoldContext: any; + onUp: Phaser.Signal; + repeats: number; + shiftKey: boolean; + timeDown: number; + timeUp: number; + + downDuration(duration?: number): boolean; + processKeyDown(event: KeyboardEvent): void; + processKeyUp(event: KeyboardEvent): void; + reset(hard?: boolean): void; + update(): void; + upDuration(duration?: number): boolean; + + } + + class Keyboard { + + constructor(game: Phaser.Game); + + static A: number; + static B: number; + static C: number; + static D: number; + static E: number; + static F: number; + static G: number; + static H: number; + static I: number; + static J: number; + static K: number; + static L: number; + static M: number; + static N: number; + static O: number; + static P: number; + static Q: number; + static R: number; + static S: number; + static T: number; + static U: number; + static V: number; + static W: number; + static X: number; + static Y: number; + static Z: number; + static ZERO: number; + static ONE: number; + static TWO: number; + static THREE: number; + static FOUR: number; + static FIVE: number; + static SIX: number; + static SEVEN: number; + static EIGHT: number; + static NINE: number; + static NUMPAD_0: number; + static NUMPAD_1: number; + static NUMPAD_2: number; + static NUMPAD_3: number; + static NUMPAD_4: number; + static NUMPAD_5: number; + static NUMPAD_6: number; + static NUMPAD_7: number; + static NUMPAD_8: number; + static NUMPAD_9: number; + static NUMPAD_MULTIPLY: number; + static NUMPAD_ADD: number; + static NUMPAD_ENTER: number; + static NUMPAD_SUBTRACT: number; + static NUMPAD_DECIMAL: number; + static NUMPAD_DIVIDE: number; + static F1: number; + static F2: number; + static F3: number; + static F4: number; + static F5: number; + static F6: number; + static F7: number; + static F8: number; + static F9: number; + static F10: number; + static F11: number; + static F12: number; + static F13: number; + static F14: number; + static F15: number; + static COLON: number; + static EQUALS: number; + static COMMA: number; + static UNDERSCORE: number; + static PERIOD: number; + static QUESTION_MARK: number; + static TILDE: number; + static OPEN_BRACKET: number; + static BACKWARD_SLASH: number; + static CLOSED_BRACKET: number; + static QUOTES: number; + static BACKSPACE: number; + static TAB: number; + static CLEAR: number; + static ENTER: number; + static SHIFT: number; + static CONTROL: number; + static ALT: number; + static CAPS_LOCK: number; + static ESC: number; + static SPACEBAR: number; + static PAGE_UP: number; + static PAGE_DOWN: number; + static END: number; + static HOME: number; + static LEFT: number; + static UP: number; + static RIGHT: number; + static DOWN: number; + static INSERT: number; + static DELETE: number; + static HELP: number; + static NUM_LOCK: number; + static PLUS: number; + static MINUS: number; + + active: boolean; + callbackContext: any; + enabled: boolean; + event: any; + game: Phaser.Game; + lastChar: string; + lastKey: Phaser.Key; + onDownCallback: Function; + onPressCallback: Function; + onUpCallback: Function; + pressEvent: any; + + addCallbacks(context: any, onDown?: Function, onUp?: Function, onPress?: Function): void; + addKey(keycode: number): Phaser.Key; + addKeys(keys: any): any; + addKeyCapture(keycode: any): void; + createCursorKeys(): Phaser.CursorKeys; + clearCaptures(): void; + destroy(): void; + downDuration(keycode: number, duration?: number): boolean; + isDown(keycode: number): boolean; + processKeyDown(event: KeyboardEvent): void; + processKeyPress(event: KeyboardEvent): void; + processKeyUp(event: KeyboardEvent): void; + removeCallbacks(): void; + removeKey(keycode: number): void; + removeKeyCapture(keycode: number): void; + reset(hard?: boolean): void; + start(): void; + stop(): void; + update(): void; + upDuration(keycode: number, duration?: number): boolean; + + } + + class KeyCode { + + static A: number; + static B: number; + static C: number; + static D: number; + static E: number; + static F: number; + static G: number; + static H: number; + static I: number; + static J: number; + static K: number; + static L: number; + static M: number; + static N: number; + static O: number; + static P: number; + static Q: number; + static R: number; + static S: number; + static T: number; + static U: number; + static V: number; + static W: number; + static X: number; + static Y: number; + static Z: number; + static ZERO: number; + static ONE: number; + static TWO: number; + static THREE: number; + static FOUR: number; + static FIVE: number; + static SIX: number; + static SEVEN: number; + static EIGHT: number; + static NINE: number; + static NUMPAD_0: number; + static NUMPAD_1: number; + static NUMPAD_2: number; + static NUMPAD_3: number; + static NUMPAD_4: number; + static NUMPAD_5: number; + static NUMPAD_6: number; + static NUMPAD_7: number; + static NUMPAD_8: number; + static NUMPAD_9: number; + static NUMPAD_MULTIPLY: number; + static NUMPAD_ADD: number; + static NUMPAD_ENTER: number; + static NUMPAD_SUBTRACT: number; + static NUMPAD_DECIMAL: number; + static NUMPAD_DIVIDE: number; + static F1: number; + static F2: number; + static F3: number; + static F4: number; + static F5: number; + static F6: number; + static F7: number; + static F8: number; + static F9: number; + static F10: number; + static F11: number; + static F12: number; + static F13: number; + static F14: number; + static F15: number; + static COLON: number; + static EQUALS: number; + static COMMA: number; + static UNDERSCORE: number; + static PERIOD: number; + static QUESTION_MARK: number; + static TILDE: number; + static OPEN_BRACKET: number; + static BACKWARD_SLASH: number; + static CLOSED_BRACKET: number; + static QUOTES: number; + static BACKSPACE: number; + static TAB: number; + static CLEAR: number; + static ENTER: number; + static SHIFT: number; + static CONTROL: number; + static ALT: number; + static CAPS_LOCK: number; + static ESC: number; + static SPACEBAR: number; + static PAGE_UP: number; + static PAGE_DOWN: number; + static END: number; + static HOME: number; + static LEFT: number; + static UP: number; + static RIGHT: number; + static DOWN: number; + static INSERT: number; + static DELETE: number; + static HELP: number; + static NUM_LOCK: number; + static PLUS: number; + static MINUS: number; + + } + + class Line { + + constructor(x1?: number, y1?: number, x2?: number, y2?: number); + + angle: number; + end: Phaser.Point; + height: number; + left: number; + length: number; + normalAngle: number; + normalX: number; + normalY: number; + perpSlope: number; + right: number; + slope: number; + start: Phaser.Point; + top: number; + type: number; + width: number; + x: number; + y: number; + + static intersectionWithRectangle(line: Phaser.Line, rect: Phaser.Rectangle, result?: Phaser.Point): Phaser.Point; + static intersectsPoints(a: Phaser.Point, b: Phaser.Point, e: Phaser.Point, f: Phaser.Point, asSegment?: boolean, result?: Phaser.Point): Phaser.Point; + static intersects(a: Phaser.Line, b: Phaser.Line, asSegment?: boolean, result?: Phaser.Point): Phaser.Point; + static intersectsRectangle(line: Phaser.Line, rect: Phaser.Rectangle): boolean; + static reflect(a: Phaser.Line, b: Phaser.Line): number; + + centerOn(x: number, y: number): Phaser.Line; + clone(output?: Phaser.Line): Phaser.Line; + coordinatesOnLine(stepRate: number, results: any[]): any[]; + fromAngle(x: number, y: number, angle: number, length: number): Phaser.Line; + fromPoints(start: any, end: any): Phaser.Line; + fromSprite(startSprite: Phaser.Sprite, endSprite: Phaser.Sprite, useCenter?: boolean): Phaser.Line; + intersects(line: Phaser.Line, asSegment?: boolean, result?: Phaser.Point): Phaser.Point; + midPoint(out?: Phaser.Point): Phaser.Point; + pointOnLine(x: number, y: number, epsilon?: number): boolean; + pointOnSegment(x: number, y: number, epsilon?: number): boolean; + random(out?: Phaser.Point): Phaser.Point; + reflect(line: Phaser.Line): number; + rotate(angle: number, asDegrees?: boolean): Phaser.Line; + rotateAround(x: number, y: number, angle: number, asDegrees?: boolean): Phaser.Line; + setTo(x1?: number, y1?: number, x2?: number, y2?: number): Phaser.Line; + + } + + class LinkedList { + + first: any; + last: any; + next: any; + prev: any; + total: number; + + add(item: any): any; + callAll(callback: Function): void; + remove(item: any): void; + reset(): void; + + } + + class Loader { + + constructor(game: Phaser.Game); + + static PHYSICS_LIME_CORONA_JSON: number; + static PHYSICS_PHASER_JSON: number; + static TEXTURE_ATLAS_JSON_ARRAY: number; + static TEXTURE_ATLAS_JSON_HASH: number; + static TEXTURE_ATLAS_XML_STARLING: number; + static TEXTURE_ATLAS_JSON_PYXEL: number; + + baseURL: string; + cache: Phaser.Cache; + crossOrigin: boolean | string; + enableParallel: boolean; + game: Phaser.Game; + hasLoaded: boolean; + headers: any; + isLoading: boolean; + maxParallelDownloads: number; + onBeforeLoadComplete: Phaser.Signal; + onFileStart: Phaser.Signal; + onFileComplete: Phaser.Signal; + onFileError: Phaser.Signal; + onLoadComplete: Phaser.Signal; + onLoadStart: Phaser.Signal; + onPackComplete: Phaser.Signal; + path: string; + preloadSprite: any; + progress: number; + progressFloat: number; + resetLocked: boolean; + useXDomainRequest: boolean; + + asyncComplete(file: any, errorMessage?: string): void; + addSyncPoint(type: string, key: string): Phaser.Loader; + addToFileList(type: string, key: string, url?: string, properties?: any, overwrite?: boolean, extension?: string): Phaser.Loader; + atlas(key: string, textureURL?: string, atlasURL?: string, atlasData?: any, format?: number): Phaser.Loader; + atlasJSONArray(key: string, textureURL?: string, atlasURL?: string, atlasData?: any): Phaser.Loader; + atlasJSONHash(key: string, textureURL?: string, atlasURL?: string, atlasData?: any): Phaser.Loader; + atlasXML(key: string, textureURL?: string, atlasURL?: string, atlasData?: any): Phaser.Loader; + audio(key: string, urls: string | string[] | any, autoDecode?: boolean): Phaser.Loader; + audiosprite(key: string, urls: string[], jsonURL?: string, jsonData?: string | any, autoDecode?: boolean): Phaser.Loader; + binary(key: string, url?: string, callback?: Function, callbackContext?: any): Phaser.Loader; + bitmapFont(key: string, textureURL?: string, atlasURL?: string, atlasData?: any, xSpacing?: number, ySpacing?: number): Phaser.Loader; + checkKeyExists(type: string, key: string): boolean; + csvLoadComplete(file: any, xhr: XMLHttpRequest): void; + fileComplete(file: any, xhr: XMLHttpRequest): void; + fileError(file: any, xhr: XMLHttpRequest, reason: string): void; + finishedLoading(abnormal?: boolean): void; + getAsset(type: string, key: string): any; + getAssetIndex(type: string, key: string): number; + getAudioURL(urls: any[]): void; + image(key: string, url?: string | any, overwrite?: boolean): Phaser.Loader; + imageFromBitmapData(key: string, bitmapData: Phaser.BitmapData, overwrite?: boolean): Phaser.Loader; + imageFromGrid(key: string, width: number, height: number, cellWidth: number, cellHeight: number, color?: string): Phaser.Loader; + imageFromTexture(key: string, data: any, pixelWidth: number, pixelHeight: number, palette?: number): Phaser.Loader; + images(keys: string[], urls?: string[]): Phaser.Loader; + json(key: string, url?: string, overwrite?: boolean): Phaser.Loader; + jsonLoadComplete(file: any, xhr: XMLHttpRequest): void; + loadAudioTag(file: any): void; + loadFile(file: any): void; + loadImageTag(file: any): void; + pack(key: string, url?: string, data?: any, callbackContext?: any): Phaser.Loader; + parseXml(data: string): XMLDocument; + physics(key: string, url?: string, data?: any, format?: string): Phaser.Loader; + processLoadQueue(): void; + processPack(pack: any): void; + removeAll(): void; + removeFile(type: string, key: string): void; + replaceInFileList(type: string, key: string, url: string, properties: any): void; + reset(hard?: boolean, clearEvents?: boolean): void; + resize(): void; + script(key: string, url?: String, callback?: Function, callbackContext?: any): Phaser.Loader; + shader(key: string, url?: String, overwrite?: boolean): Phaser.Loader; + setPreloadSprite(sprite: Phaser.Sprite | Phaser.Image, direction?: number): void; + spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number, skipFrames?: number): Phaser.Loader; + start(): void; + text(key: string, url?: string, overwrite?: boolean): Phaser.Loader; + texture(key: string, object: any, overwrite?: boolean): Phaser.Loader; + tilemap(key: string, url?: string, data?: any, format?: number): Phaser.Loader; + totalLoadedFiles(): number; + totalLoadedPacks(): number; + totalQueuedFiles(): number; + totalQueuedPacks(): number; + transformUrl(url: string, file?: any): string; + updateProgress(): void; + video(key: string, urls: string | string[] | any, loadEvent?: string, asBlob?: boolean): Phaser.Loader; + withSyncPoint(callback: Function, callbackContext?: any): Phaser.Loader; + xml(key: string, url?: string, overwrite?: boolean): Phaser.Loader; + xhrLoad(file: any, url: string, type: string, onload: Function, onerror?: Function): void; + xmlLoadComplete(file: any, xhr: XMLHttpRequest): void; + + } + + class LoaderParser { + + static bitmapFont(xml: any, baseTexture: PIXI.BaseTexture, xSpacing?: number, ySpacing?: number, frame?: Phaser.Frame, resolution?: number): any; + static xmlBitmapFont(xml: any, baseTexture: PIXI.BaseTexture, xSpacing?: number, ySpacing?: number, frame?: Phaser.Frame, resolution?: number): any; + static jsonBitmapFont(json: any, baseTexture: PIXI.BaseTexture, xSpacing?: number, ySpacing?: number, frame?: Phaser.Frame, resolution?: number): any; + + } + + class Matrix { + + a: number; + b: number; + c: number; + d: number; + tx: number; + ty: number; + type: number; + + constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); + + apply(pos: Phaser.Point, newPos?: Phaser.Point): Phaser.Point; + applyInverse(pos: Phaser.Point, newPos?: Phaser.Point): Phaser.Point; + clone(output?: Phaser.Matrix): Phaser.Matrix; + copyFrom(matrix: Phaser.Matrix): Phaser.Matrix; + copyTo(matrix: Phaser.Matrix): Phaser.Matrix; + fromArray(array: number[]): Phaser.Matrix; + setTo(a: number, b: number, c: number, d: number, tx: number, ty: number): Phaser.Matrix; + toArray(transpose?: boolean, array?: number[]): number[]; + translate(x: number, y: number): Phaser.Matrix; + scale(x: number, y: number): Phaser.Matrix; + rotate(angle: number): Phaser.Matrix; + append(matrix: Phaser.Matrix): Phaser.Matrix; + identity(): Phaser.Matrix; + + } + + class Math { + + static angleBetween(x1: number, y1: number, x2: number, y2: number): number; + static angleBetweenPoints(point1: Phaser.Point, point2: Phaser.Point): number; + static angleBetweenY(x1: number, y1: number, x2: number, y2: number): number; + static angleBetweenPointsY(point1: Phaser.Point, point2: Phaser.Point): number; + static average(...numbers: number[]): number; + static bernstein(n: number, i: number): number; + static random(min: number, max: number): number; + static between(min: number, max: number): number; + static bezierInterpolation(v: number[], k: number): number; + static catmullRom(p0: number, p1: number, p2: number, p3: number, t: number): number; + static catmullRomInterpolation(v: number[], k: number): number; + static ceilTo(value: number, place?: number, base?: number): number; + static clamp(x: number, a: number, b: number): number; + static clampBottom(x: number, a: number): number; + static degToRad(degrees: number): number; + static difference(a: number, b: number): number; + static distance(x1: number, y1: number, x2: number, y2: number): number; + static distanceSq(x1: number, y1: number, x2: number, y2: number): number; + static distancePow(xy: number, y1: number, x2: number, y2: number, pow?: number): number; + static factorial(value: number): number; + static floorTo(value: number, place?: number, base?: number): number; + static fuzzyCeil(val: number, epsilon?: number): number; + static fuzzyEqual(a: number, b: number, epsilon?: number): boolean; + static fuzzyLessThan(a: number, b: number, epsilon?: number): boolean; + static fuzzyFloor(val: number, epsilon?: number): number; + static fuzzyGreaterThan(a: number, b: number, epsilon?: number): boolean; + static fuzzyLessThan(a: number, b: number, epsilon?: number): boolean; + static getShortestAngle(angle1: number, angle2: number): number; + static getNextPowerOfTwo(value: number): number; + static HALF_PI: number; + static isEven(n: number): boolean; + static isOdd(n: number): boolean; + static isPowerOfTwo(width: number, height: number): boolean; + static linear(p0: number, p1: number, t: number): number; + static linearInterpolation(v: number[], k: number): number; + static mapLinear(x: number, a1: number, a2: number, b1: number, b2: number): number; + static max(...numbers: number[]): number; + static maxAdd(value: number, amount: number, max: number): number; + static maxProperty(...numbers: number[]): number; + static min(...numbers: number[]): number; + static minProperty(...numbers: number[]): number; + static minSub(value: number, amount: number, min: number): number; + static normalizeAngle(angle: number, radians?: boolean): number; + static percent(a: number, b: number, base?: number): number; + static p2px(v: number): number; + static PI2: number; + static radToDeg(radians: number): number; + static reverseAngle(angleRed: number): number; + static rotateToAngle(currentAngle: number, targetAngle: number, lerp?: number): number; + static roundAwayFromZero(value: number): number; + static roundTo(value: number, place?: number, base?: number): number; + static shear(n: number): number; + static sign(x: number): number; + static sinCosGenerator(length: number, sinAmplitude?: number, cosAmplitude?: number, frequency?: number): { sin: number[]; cos: number[]; }; + static hypot(a: number, b: number): number; + static smootherstep(x: number, min: number, max: number): number; + static smoothstep(x: number, min: number, max: number): number; + static snapTo(input: number, gap: number, start?: number): number; + static snapToCeil(input: number, gap: number, start?: number): number; + static snapToFloor(input: number, gap: number, start?: number): number; + static within(a: number, b: number, tolerance: number): boolean; + static wrap(value: number, min: number, max: number): number; + static wrapAngle(angle: number, radians?: boolean): number; + static wrapValue(value: number, amount: number, max: number): number; + + } + + interface WheelEventProxy { + + bindEvent(event: any): WheelEventProxy; + + type: string; + deltaMode: number; + deltaX: number; + deltaY: number; + deltaZ: number; + + } + + class Mouse { + + constructor(game: Phaser.Game); + + static NO_BUTTON: number; + static LEFT_BUTTON: number; + static MIDDLE_BUTTON: number; + static RIGHT_BUTTON: number; + static BACK_BUTTON: number; + static FORWARD_BUTTON: number; + static WHEEL_DOWN: number; + static WHEEL_UP: number; + + button: number; + callbackContext: any; + capture: boolean; + active: boolean; + enabled: boolean; + event: MouseEvent; + game: Phaser.Game; + input: Phaser.Input; + locked: boolean; + mouseDownCallback: (event: MouseEvent) => void; + mouseOutCallback: (event: MouseEvent) => void; + mouseOverCallback: (event: MouseEvent) => void; + mouseUpCallback: (event: MouseEvent) => void; + mouseWheelCallback: (event: MouseEvent) => void; + _onMouseDown: (event: MouseEvent) => void; + _onMouseMove: (event: MouseEvent) => void; + _onMouseUp: (event: MouseEvent) => void; + _onMouseOut: (event: MouseEvent) => void; + _onMouseOver: (event: MouseEvent) => void; + _onMouseWheel: (event: MouseEvent) => void; + _wheelEvent: WheelEventProxy; + pointerLock: Phaser.Signal; + stopOnGameOut: boolean; + wheelDelta: number; + + onMouseDown(event: MouseEvent): void; + onMouseMove(event: MouseEvent): void; + onMouseOut(event: MouseEvent): void; + onMouseOver(event: MouseEvent): void; + onMouseUp(event: MouseEvent): void; + onMouseUpGlobal(event: MouseEvent): void; + onMouseWheel(event: MouseEvent): void; + pointerLockChange(event: MouseEvent): void; + releasePointerLock(): void; + requestPointerLock(): void; + start(): boolean; + stop(): void; + + } + + class MouseWheel { + + static UP: number; + static DOWN: number; + + game: Phaser.Game; + input: Phaser.Input; + element: HTMLElement; + preventDefault: boolean + active: boolean; + callback: (event: WheelEvent) => void; + callbackContext: any; + delta: number; + + start(): boolean; + stop(): void; + + } + + class MSPointer { + + constructor(game: Phaser.Game); + + button: number; + capture: boolean; + active: boolean; + enabled: boolean; + callbackContext: any; + event: MSPointerEvent; + game: Phaser.Game; + input: Phaser.Input; + + onPointerDown: (event: MSPointerEvent) => void; + onPointerMove: (event: MSPointerEvent) => void; + onPointerUp: (event: MSPointerEvent) => void; + mouseDownCallback: (event: MSPointerEvent) => void; + mouseMoveCallback: (event: MSPointerEvent) => void; + mouseUpCallback: (event: MSPointerEvent) => void; + pointerDownCallback: (event: MSPointerEvent) => void; + pointerMoveCallback: (event: MSPointerEvent) => void; + pointerUpCallback: (event: MSPointerEvent) => void; + + start(): boolean; + stop(): void; + + } + + class Net { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + + checkDomainName(domain: string): boolean; + decodeURI(value: string): string; + getHostName(): string; + getQueryString(parameter?: string): string; + updateQueryString(key: string, value: any, redirect?: boolean, url?: string): string; + + } + + class Particle extends Phaser.Sprite { + + constructor(game: Phaser.Game, x: number, y: number, key?: any, frame?: any); + + fresh: boolean; + + onEmit(): void; + reset(x: number, y: number, health?: number): Phaser.Particle; + setAlphaData(data: any[]): void; + setScaleData(data: any[]): void; + update(): void; + + } + + class Particles { + + constructor(game: Phaser.Game); + + emitters: any; + game: Phaser.Game; + ID: number; + + add(emitter: Phaser.Particles.Arcade.Emitter): Phaser.Particles.Arcade.Emitter; + remove(emitter: Phaser.Particles.Arcade.Emitter): void; + update(): void; + + } + + module Particles { + + module Arcade { + + interface EmitterCount { + emitted: number; + failed: number; + totalEmitted: number; + totalFailed: number; + } + + class Emitter extends Phaser.Group { + + constructor(game: Phaser.Game, x?: number, y?: number, maxParticles?: number); + + area: Phaser.Rectangle; + alphaData: any[]; + autoAlpha: boolean; + autoScale: boolean; + angle: number; + angularDrag: number; + blendMode: Phaser.blendModes; + bottom: number; + bounce: Phaser.Point; + counts: EmitterCount; + emitX: number; + emitY: number; + exists: boolean; + frequency: number; + gravity: Phaser.Point; + group: Phaser.Group; + height: number; + left: number; + lifespan: number; + lifespanOutput: number; + maxAngle: number; + maxParticles: number; + maxParticleScale: number; + maxParticleSpeed: Phaser.Point; + maxRotation: number; + maxSpeed: number; + minAngle: number; + minParticleScale: number; + minParticleSpeed: Phaser.Point; + minRotation: number; + minSpeed: number; + name: string; + on: boolean; + output: number; + particleAnchor: Phaser.Point; + particleBringToTop: boolean; + particleSendToBack: boolean; + particleClass: any; + particleDrag: Phaser.Point; + physicsType: number; + position: Phaser.Point; + remainder: number; + right: number; + scaleData: any[]; + top: number; + type: number; + width: number; + x: number; + y: number; + + at(object: any): Phaser.Particles.Arcade.Emitter; + emitParticle(x?: number, y?: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number): boolean; + explode(lifespan?: number, quantity?: number): Phaser.Particles.Arcade.Emitter; + flow(lifespan?: number, frequency?: number, quantity?: number, total?: number, immediate?: boolean): Phaser.Particles.Arcade.Emitter; + kill(): Phaser.Particles.Arcade.Emitter; + makeParticles(keys: any, frames?: any, quantity?: number, collide?: boolean, collideWorldBounds?: boolean, particleArguments?: any): Phaser.Particles.Arcade.Emitter; + reset(x: number, y: number, health?: number): Phaser.Particles; + setAlpha(min?: number, max?: number, rate?: number, ease?: (k: number) => number, yoyo?: boolean): Phaser.Particles.Arcade.Emitter; + setAngle(minAngle: number, maxAngle: number, minSpeed?: number, maxSpeed?: number): Phaser.Particles.Arcade.Emitter; + setRotation(min?: number, max?: number): Phaser.Particles.Arcade.Emitter; + setScale(minX?: number, maxX?: number, minY?: number, maxY?: number, rate?: number, ease?: (k: number) => number, yoyo?: boolean): Phaser.Particles.Arcade.Emitter; + setSize(width: number, height: number): Phaser.Particles.Arcade.Emitter; + setXSpeed(min: number, max: number): Phaser.Particles.Arcade.Emitter; + setYSpeed(min: number, max: number): Phaser.Particles.Arcade.Emitter; + start(explode?: boolean, lifespan?: number, frequency?: number, total?: number, forceQuantity?: boolean): Phaser.Particles.Arcade.Emitter; + update(): void; + revive(): Phaser.Particles.Arcade.Emitter; + + } + } + } + + class Physics { + + constructor(game: Phaser.Game, config?: any); + + static ARCADE: number; + static P2JS: number; + static NINJA: number; + static BOX2D: number; + static CHIPMUNK: number; + static MATTERJS: number; + + arcade: Phaser.Physics.Arcade; + config: any; + game: Phaser.Game; + ninja: Phaser.Physics.Ninja; + p2: Phaser.Physics.P2; + box2d: any; + + clear(): void; + destroy(): void; + enable(object: any, system?: number, debug?: boolean): void; + parseConfig(): void; + preUpdate(): void; + reset(): void; + setBoundsToWorld(): void; + startSystem(system: number): void; + update(): void; + + } + + export class Video { + + game: Phaser.Game; + key: string; + video: HTMLVideoElement; + baseTexture: PIXI.BaseTexture; + texture: PIXI.Texture; + textureFrame: Phaser.Frame; + type: number; + disableTextureUpload: boolean; + dirty: boolean; + + currentTime: number; + duration: number; + progress: number; + mute: boolean; + paused: boolean; + volume: number; + playbackRate: boolean; + playing: boolean; + playWhenUnlocked: boolean; + loop: boolean; + width: number; + height: number; + videoStream: any; + isStreaming: boolean; + snapshot: Phaser.BitmapData; + timeout: number; + retryLimit: number; + retry: number; + retryInterval: number; + + onAccess: Phaser.Signal; + onError: Phaser.Signal; + onPlay: Phaser.Signal; + onComplete: Phaser.Signal; + onTouchUnlock: Phaser.Signal; + onUpdate: Phaser.Signal; + onTimeout: Phaser.Signal; + + touchLocked: boolean; + complete: () => void; + + constructor(game: Phaser.Game, key?: string, url?: string); + + add(object: Phaser.Sprite | Phaser.Sprite[] | Phaser.Image | Phaser.Image[]): Phaser.Video; + addToWorld(x?: number, y?: number, anchorX?: number, anchorY?: Number, scaleX?: number, scaleY?: number): Phaser.Image; + createVideoFromBlob(blob: Blob): Phaser.Video; + startMediaStream(captureAudio?: boolean, width?: number, height?: number): Phaser.Video; + createVideoFromURL(url: string, autoplay?: boolean): Phaser.Video; + changeSource(src: string, autoplay?: boolean): Phaser.Video; + connectToMediaStram(video: any, stream: any): Phaser.Video; + destroy(): void; + play(loop?: boolean, playbackRate?: number): Phaser.Video; + playHandler(): void; + render(): void; + removeVideoElement(): void; + resizeFrame(parent: any, width: number, height: number): void; + setTouchLock(): void; + grab(clear?: boolean, alpha?: number, blendMode?: string): Phaser.BitmapData; + stop(): void; + unlock(): boolean; + updateTexture(event?: any, width?: number, height?: number): void; + + } + + module Physics { + + class Arcade { + + static SORT_NONE: number; + static LEFT_RIGHT: number; + static RIGHT_LEFT: number; + static TOP_BOTTOM: number; + static BOTTOM_TOP: number; + + constructor(game: Phaser.Game); + + OVERLAP_BIAS: number; + TILE_BIAS: number; + bounds: Phaser.Rectangle; + checkCollision: { up?: boolean; down?: boolean; left?: boolean; right?: boolean; }; + forceX: boolean; + game: Phaser.Game; + gravity: Phaser.Point; + isPaused: boolean; + quadTree: Phaser.QuadTree; + maxObjects: number; + maxLevels: number; + skipQuadTree: boolean; + sortDirection: number; + + accelerationFromRotation(rotation: number, speed?: number, point?: Phaser.Point): Phaser.Point; + accelerateToObject(displayObject: any, destination: any, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number; + accelerateToPointer(displayObject: any, pointer?: Phaser.Pointer, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number; + accelerateToXY(displayObject: any, x: number, y: number, speed?: number, xSpeedMax?: number, ySpeedMax?: number): number; + angleBetween(source: any, target: any, world?: boolean): number; + angleToPointer(displayObject: any, pointer?: Phaser.Pointer, world?: boolean): number; + angleToXY(displayObject: any, x: number, y: number, world?: boolean): number; + closest(source: any, targets: any[], world?: boolean, useCenter?: boolean): any; + collide(object1: any, object2?: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + computeVelocity(axis: number, body: Phaser.Physics.Arcade.Body, velocity: number, acceleration: number, drag: number, max?: number): number; + distanceBetween(source: any, target: any, world?: boolean, useCenter?: boolean): number; + distanceToPointer(displayObject: any, pointer?: Phaser.Pointer, world?: boolean): number; + distanceToXY(displayObject: any, x: number, y: number, world?: boolean): number; + enable(object: any, children?: Boolean): void; + enableBody(object: any): void; + farthest(source: any, targets: any[], world?: boolean, useCenter?: boolean): any; + getObjectsAtLocation(x: number, y: number, group: Phaser.Group, callback?: (callbackArg: any, object: any) => void, callbackContext?: any, callbackArg?: any): Sprite[]; + getOverlapX(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): number; + getOverlapY(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): number; + intersects(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body): boolean; + moveToObject(displayObject: any, destination: any, speed?: number, maxTime?: number): number; + moveToPointer(displayObject: any, speed?: number, pointer?: Phaser.Pointer, maxTime?: number): number; + moveToXY(displayObject: any, x: number, y: number, speed?: number, maxTime?: number): number; + overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + processTileSeparationX(body: Phaser.Physics.Arcade.Body, x: number): boolean; + processTileSeparationY(body: Phaser.Physics.Arcade.Body, y: number): void; + setBounds(x: number, y: number, width: number, height: number): void; + setBoundsToWorld(): void; + separate(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback?: Function, callbackContext?: any, overlapOnly?: boolean): boolean; + separateX(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, overlapOnly: boolean): boolean; + separateY(body1: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, overlapOnly: boolean): boolean; + separateTile(i: number, body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean; + sort(group: Phaser.Group): void; + tileCheckX(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): number; + tileCheckY(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): number; + updateMotion(body: Phaser.Physics.Arcade.Body): void; + velocityFromAngle(angle: number, speed?: number, point?: Phaser.Point): Phaser.Point; + velocityFromRotation(rotation: number, speed?: number, point?: Phaser.Point): Phaser.Point; + + } + + module Arcade { + + class Body { + + constructor(sprite: Phaser.Sprite); + + acceleration: Phaser.Point; + allowDrag: boolean; + allowGravity: boolean; + allowRotation: boolean; + angle: number; + angularAcceleration: number; + angularDrag: number; + angularVelocity: number; + blocked: FaceChoices; + bottom: number; + bounce: Phaser.Point; + center: Phaser.Point; + checkCollision: FaceChoices; + collideWorldBounds: boolean; + customSeparateX: boolean; + customSeparateY: boolean; + deltaMax: Phaser.Point; + dirty: boolean; + drag: Phaser.Point; + embedded: boolean; + enable: boolean; + facing: number; + friction: Phaser.Point; + game: Phaser.Game; + gravity: Phaser.Point; + halfWidth: number; + halfHeight: number; + height: number; + immovable: boolean; + isCircle: boolean; + isMoving: boolean; + mass: number; + maxAngular: number; + maxVelocity: Phaser.Point; + moves: boolean; + movementCallback: any; + movementCallbackContext: any; + newVelocity: Phaser.Point; + offset: Phaser.Point; + onCollide: Phaser.Signal; + onMoveComplete: Phaser.Signal; + onOverlap: Phaser.Signal; + onWorldBounds: Phaser.Signal; + overlapX: number; + overlapY: number; + phase: number; + position: Phaser.Point; + preRotation: number; + prev: Phaser.Point; + radius: number; + right: number; + rotation: number; + skipQuadTree: boolean; + sourceWidth: number; + sourceHeight: number; + speed: number; + sprite: Phaser.Sprite; + stopVelocityOnCollide: boolean; + syncBounds: boolean; + tilePadding: Phaser.Point; + touching: FaceChoices; + type: number; + wasTouching: FaceChoices; + width: number; + worldBounce: Phaser.Point; + velocity: Phaser.Point; + x: number; + y: number; + + checkWorldBounds(): void; + deltaX(): number; + deltaY(): number; + deltaZ(): number; + deltaAbsX(): number; + deltaAbsY(): number; + destroy(): void; + getBounds(obj: any): any; + hitTest(x: number, y: number): boolean; + moveFrom(duration: number, speed?: number, direction?: number): boolean; + moveTo(duration: number, distance: number, direction?: number): boolean; + onFloor(): boolean; + onWall(): boolean; + preUpdate(): void; + postUpdate(): void; + render(context: any, body: Phaser.Physics.Arcade.Body, color?: string, filled?: boolean, lineWidth?: number): void; + renderBodyInfo(debug: Phaser.Utils.Debug, body: Phaser.Physics.Arcade.Body): void; + reset(x: number, y: number): void; + setCircle(radius: number, offsetX?: number, offsetY?: number): void; + setSize(width: number, height: number, offsetX?: number, offsetY?: number): void; + updateBounds(): boolean; + + } + + class FaceChoices { + + none: boolean; + up: boolean; + down: boolean; + left: boolean; + right: boolean; + + } + } + + class Ninja { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + gravity: number; + bounds: Phaser.Rectangle; + maxObjects: number; + maxLevels: number; + quadTree: Phaser.QuadTree; + time: Phaser.Time; + + clearTilemapLayerBodies(map: Phaser.Tilemap, layer: any): void; + collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + convertTilemap(map: Phaser.Tilemap, layer: any, slopeMap: any): Phaser.Physics.Ninja.Tile[]; + enableAABB(object: any, children?: boolean): void; + enableCircle(object: any, radius: number, children?: boolean): void; + enableTile(object: any, id: number, children?: boolean): void; + enable(object: any, type?: number, id?: number, radius?: number, children?: boolean): void; + enableBody(object: any, type?: number, id?: number, radius?: number): void; + overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean; + separate(body1: Phaser.Physics.Ninja.Body, body2: Phaser.Physics.Ninja.Body, processCallback?: Function, callbackContext?: any, overlapOnly?: boolean): boolean; + setBounds(x: number, y: number, width: number, height: number): void; + setBoundsToWorld(): void; + } + + module Ninja { + + class Body { + + constructor(system: Phaser.Physics.Ninja, sprite: Phaser.Sprite, type?: number, id?: number, radius?: number, x?: number, y?: number, width?: number, height?: number); + + aabb: Phaser.Physics.Ninja.AABB; + angle: number; + bottom: number; + bounce: number; + checkCollision: Phaser.Physics.Arcade.FaceChoices; + circle: Phaser.Physics.Ninja.Circle; + collideWorldBounds: boolean; + drag: number; + facing: number; + friction: number; + game: Phaser.Game; + gravityScale: number; + height: number; + immovable: boolean; + maxSpeed: number; + right: number; + sprite: Phaser.Sprite; + system: Phaser.Physics.Ninja; + tile: Phaser.Physics.Ninja.Tile; + touching: Phaser.Physics.Arcade.FaceChoices; + type: number; + shape: any; + speed: number; + velocity: Phaser.Point; + wasTouching: Phaser.Physics.Arcade.FaceChoices; + width: number; + x: number; + y: number; + + deltaAbsX(): number; + deltaAbsY(): number; + deltaX(): number; + deltaY(): number; + destroy(): void; + setZeroVelocity(): void; + moveTo(speed: number, angle: number): void; + moveFrom(speed: number, angle: number): void; + moveLeft(speed: number): void; + moveRight(speed: number): void; + moveUp(speed: number): void; + moveDown(speed: number): void; + poseUpdate(): void; + preUpdate(): void; + render(context: any, body: Phaser.Physics.Ninja.Body, color?: string, filled?: boolean): void; + reset(): void; + + } + + class AABB { + + constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number); + + static COL_NONE: number; + static COL_AXIS: number; + static COL_OTHER: number; + + aabbTileProjections: any; + body: Phaser.Physics.Ninja.Body; + height: number; + oldPos: Phaser.Point; + pos: Phaser.Point; + system: Phaser.Physics.Ninja; + width: number; + velocity: Phaser.Point; + xw: number; + yw: number; + + collideWorldBounds(): void; + collideAABBVsAABB(aabb: Phaser.Physics.Ninja.AABB): boolean; + collideAABBVsTile(tile: Phaser.Physics.Ninja.Tile): boolean; + destroy(): void; + integrate(): void; + render(context: any, xOffset: number, yOffset: number, color: string, filled: boolean): void; + reportCollision(px: number, py: number, dx: number, dy: number): void; + reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: any): void; + reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: any): void; + resolveTile(x: number, y: number, body: Phaser.Physics.Ninja.AABB, tile: Phaser.Physics.Ninja.Tile): boolean; + reverse(): void; + + } + + class Circle { + + constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, radius: number); + + COL_NONE: number; + COL_AXIS: number; + COL_OTHER: number; + + body: Phaser.Physics.Ninja.Body; + circleTileProjections: { [index: number]: ((x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile) => number); }; + oldPos: Phaser.Point; + height: number; + pos: Phaser.Point; + radius: number; + system: Phaser.Physics.Ninja; + type: number; + velocity: Phaser.Point; + width: number; + xw: number; + yw: number; + + collideCircleVsTile(tile: Phaser.Physics.Ninja.Tile): boolean; + collideWorldBounds(): void; + destroy(): void; + distance(dest: number, round?: boolean): number; + integrate(): void; + render(context: any, xOffset: number, yOffset: number, color: string, filled: boolean): void; + reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: any): void; + reportCollisionVsBody(px: number, py: number, dx: number, dy: number, obj: any): void; + resolveCircleTile(x: number, y: number, oH: number, oV: number, obj: Phaser.Physics.Ninja.Circle, t: Phaser.Physics.Ninja.Tile): boolean; + + } + + enum TileType { + TYPE_EMPTY, + TYPE_FULL, + TYPE_45DEG, + TYPE_CONCAVE, + TYPE_CONVEX, + TYPE_22DEGs, + TYPE_22DEGb, + TYPE_67DEGs, + TYPE_67DEGb, + TYPE_HALF + } + + class Tile { + + constructor(body: Phaser.Physics.Ninja.Body, x: number, y: number, width: number, height: number, type?: number); + + body: Phaser.Physics.Ninja.Body; + bottom: number; + flipped: boolean; + height: number; + id: number; + oldpos: Phaser.Point; + pos: Phaser.Point; + right: number; + rotation: number; + system: Phaser.Physics.Ninja; + type: Phaser.Physics.Ninja.TileType; + velocity: Phaser.Point; + width: number; + xw: number; + yw: number; + x: number; + y: number; + + clear(): void; + collideWorldBounds(): void; + destroy(): void; + integrate(): void; + reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: any): void; + setType(id: number): number; + + } + + } + + class P2 { + + constructor(game: Phaser.Game, config?: any); + + applyDamping: boolean; + applyGravity: boolean; + applySpringForces: boolean; + boundsCollidesWith: Phaser.Physics.P2.Body[]; + boundsCollisionGroup: Phaser.Physics.P2.CollisionGroup; + config: any; + callbackContext: any; + collisionGroups: Phaser.Physics.P2.CollisionGroup[]; + contactMaterial: Phaser.Physics.P2.ContactMaterial; + emitImpactEvent: boolean; + everythingCollisionGroup: Phaser.Physics.P2.CollisionGroup; + frameRate: number; + friction: number; + game: Phaser.Game; + gravity: Phaser.Physics.P2.InversePointProxy; + materials: Phaser.Physics.P2.Material[]; + nothingCollisionGroup: Phaser.Physics.P2.CollisionGroup; + onBodyAdded: Phaser.Signal; + onBodyRemoved: Phaser.Signal; + onBeginContact: Phaser.Signal; + onConstraintAdded: Phaser.Signal; + onConstraintRemoved: Phaser.Signal; + onContactMaterialAdded: Phaser.Signal; + onContactMaterialRemoved: Phaser.Signal; + onEndContact: Phaser.Signal; + onSpringAdded: Phaser.Signal; + onSpringRemoved: Phaser.Signal; + paused: boolean; + postBroaddphaseCallback: Function; + restitution: number; + solveConstraints: boolean; + time: any; + total: number; + useElapsedTime: boolean; + walls: { + left?: Phaser.Physics.P2.Body; + right?: Phaser.Physics.P2.Body; + top?: Phaser.Physics.P2.Body; + bottom?: Phaser.Physics.P2.Body; + }; + world: p2.World; + + addBody(body: Phaser.Physics.P2.Body): boolean; + addContactMaterial(material: Phaser.Physics.P2.ContactMaterial): Phaser.Physics.P2.ContactMaterial; + addConstraint(constraint: T): T; + addSpring(spring: Phaser.Physics.P2.Spring): Phaser.Physics.P2.Spring; + beginContactHandler(event: any): void; + clear(): void; + clearTilemapLayerBodies(map: Phaser.Tilemap, layer?: any): void; + convertCollisionObjects(map: Phaser.Tilemap, layer?: any, addToWorld?: boolean): Phaser.Physics.P2.Body[]; + convertTilemap(map: Phaser.Tilemap, layer?: any, addToWorld?: Boolean, optimize?: boolean): Phaser.Physics.P2.Body[]; + createBody(x: number, y: number, mass: number, addToWorld?: boolean, options?: p2.BodyOptions, data?: number[][]): Phaser.Physics.P2.Body; + createBody(x: number, y: number, mass: number, addToWorld?: boolean, options?: p2.BodyOptions, data?: number[]): Phaser.Physics.P2.Body; + createCollisionGroup(group?: Phaser.Group): Phaser.Physics.P2.CollisionGroup; + createCollisionGroup(group?: Phaser.Sprite): Phaser.Physics.P2.CollisionGroup; + createContactMaterial(materialA: Phaser.Physics.P2.Material, materialB: Phaser.Physics.P2.Material, options?: p2.ContactMaterialOptions): Phaser.Physics.P2.ContactMaterial; + createDistanceConstraint(bodyA: any, bodyB: any, distance: number, localAnchorA?: number[], localAnchorB?: number[], maxForce?: number): Phaser.Physics.P2.DistanceConstraint; + createGearConstraint(bodyA: any, bodyB: any, angle?: number, ratio?: number): Phaser.Physics.P2.GearConstraint; + createLockConstraint(bodyA: any, bodyB: any, offset?: number[], angle?: number, maxForce?: number): Phaser.Physics.P2.LockConstraint; + createMaterial(name?: string, body?: Phaser.Physics.P2.Body): Phaser.Physics.P2.Material; + createParticle(x: number, y: number, mass: number, addToWorld?: boolean, options?: p2.BodyOptions, data?: number[][]): Phaser.Physics.P2.Body; + createParticle(x: number, y: number, mass: number, addToWorld?: boolean, options?: p2.BodyOptions, data?: number[]): Phaser.Physics.P2.Body; + createPrismaticConstraint(body: any, bodyB: any, lockRotation?: boolean, anchorA?: number[], anchorB?: number[], axis?: Float32Array, maxForce?: number): Phaser.Physics.P2.PrismaticConstraint; + createRevoluteConstraint(bodyA: any, pivotA: number[], bodyB: any, pivotB: number[], maxForce?: number, worldPivot?: number[]): Phaser.Physics.P2.RevoluteConstraint; + createRotationalSpring(bodyA: any, bodyB: any, restAngle?: number, stiffness?: number, damping?: number): p2.RotationalSpring; + createSpring(bodyA: any, bodyB: any, restLength?: number, stiffness?: number, damping?: number, worldA?: number[], worldB?: number[], localA?: number[], localB?: number[]): Phaser.Physics.P2.Spring; + destroy(): void; + enable(object: any, debug?: boolean, children?: boolean): void; + enableBody(object: any, debug: boolean): void; + endContactHandler(event: any): void; + getBodies(): Phaser.Physics.P2.Body[]; + getBody(object: any): Phaser.Physics.P2.Body; + getConstraints(): p2.Constraint[]; + getSprings(): Phaser.Physics.P2.Spring[]; + getContactMaterial(materialA: Phaser.Physics.P2.Material, materialB: Phaser.Physics.P2.Material): Phaser.Physics.P2.ContactMaterial; + hitTest(worldPoint: Phaser.Point, bodies?: any[], precision?: number, filterStatic?: boolean): Phaser.Physics.P2.Body[]; + mpx(v: number): number; + mpxi(v: number): number; + pause(): void; + preUpdate(): void; + pxm(v: number): number; + pxmi(v: number): number; + removeBody(body: Phaser.Physics.P2.Body): Phaser.Physics.P2.Body; + removeBodyNextStep(body: Phaser.Physics.P2.Body): void; + removeConstraint(constraint: T): T; + removeContactMaterial(material: Phaser.Physics.P2.ContactMaterial): Phaser.Physics.P2.ContactMaterial; + removeSpring(spring: Phaser.Physics.P2.Spring): Phaser.Physics.P2.Spring; + reset(): void; + resume(): void; + setBounds(x: number, y: number, width: number, height: number, left?: Boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void; + setBoundsToWorld(left?: boolean, right?: boolean, top?: boolean, bottom?: boolean, setCollisionGroup?: boolean): void; + setCollisionGroup(object: any, group: Phaser.Physics.P2.CollisionGroup): void; + setImpactEvents(state: boolean): void; + setMaterial(material: Phaser.Physics.P2.Material, bodies?: Phaser.Physics.P2.Body[]): void; + setPostBroadphaseCallback(callback: Function, context: any): void; + setWorldMaterial(material: Phaser.Physics.P2.Material, left?: boolean, right?: boolean, top?: boolean, bottom?: boolean): void; + toJSON(): any; + update(): void; + updateBoundsCollisionGroup(setCollisionGroup?: boolean): void; + + } + + module P2 { + + class Body { + + static DYNAMIC: number; + static STATIC: number; + static KINEMATIC: number; + + constructor(game: Phaser.Game, sprite?: Phaser.Sprite, x?: number, y?: number, mass?: number); + + allowSleep: boolean; + angle: number; + angularDamping: number; + angularForce: number; + angularVelocity: number; + collidesWith: Phaser.Physics.P2.CollisionGroup[]; + collideWorldBounds: boolean; + damping: number; + data: p2.Body; + debug: boolean; + debugBody: Phaser.Physics.P2.BodyDebug; + dynamic: boolean; + fixedRotation: boolean; + force: Phaser.Physics.P2.InversePointProxy; + kinematic: boolean; + game: Phaser.Game; + gravity: Phaser.Point; + id: number; + inertia: number; + mass: number; + motionState: number; + offset: Phaser.Point; + onBeginContact: Phaser.Signal; + onEndContact: Phaser.Signal; + rotation: number; + removeNextStep: boolean; + sprite: Phaser.Sprite; + sleepSpeedLimit: number; + static: boolean; + type: number; + velocity: Phaser.Physics.P2.InversePointProxy; + world: Phaser.Physics.P2; + x: number; + y: number; + + addToWorld(): void; + addCapsule(length: number, radius: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Capsule; + addCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Circle; + addFixture(fixtureData: string): p2.Shape[]; + addLine(length: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Line; + addParticle(offsetX?: number, offsetY?: number, rotation?: number): p2.Particle; + addPolygon(options: { optimalDecomp?: boolean; skipSimpleCheck?: boolean; removeCollinearPoints?: boolean; }, points: number[][]): boolean; + addPhaserPolygon(key: string, object: string): Phaser.Physics.P2.FixtureList; + addPlane(offsetX?: number, offsetY?: number, rotation?: number): p2.Plane; + addRectangle(width: number, height: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Rectangle; + addShape(shape: p2.Shape, offsetX?: number, offsetY?: number, rotation?: number): p2.Shape; + adjustCenterOfMass(): void; + applyDamping(dt: number): void; + applyForce(force: number[], worldX: number, worldY: number): void; + applyImpulse(impulse: number[], worldX: number, worldY: number): void; + applyImpulseLocal(impulse: number[], localX: number, localY: number): void; + clearCollision(clearGroup?: boolean, cleanMask?: boolean, shape?: p2.Shape): void; + clearShapes(): void; + collides(group: any, callback?: Function, callbackContext?: any, shape?: p2.Shape): void; + createBodyCallback(object: any, callback: Function, callbackContext?: any): void; + createGroupCallback(group: Phaser.Physics.P2.CollisionGroup, callback: Function, callbackContext?: any): void; + destroy(): void; + getCollisionMask(): number; + getVelocityAtPoint(result: number[], relativePoint: number[]): number[]; + loadPolygon(key: string, object: string, scale ?: number): boolean; + moveBackward(speed: number): void; + moveDown(speed: number): void; + moveForward(speed: number): void; + moveLeft(speed: number): void; + moveRight(speed: number): void; + moveUp(speed: number): void; + preUpdate(): void; + postUpdate(): void; + removeCollisionGroup(group: any, clearCallback?: boolean, shape?: p2.Shape): void; + removeFromWorld(): void; + removeShape(shape: p2.Shape): boolean; + reverse(speed: number): void; + rotateLeft(speed: number): void; + rotateRight(speed: number): void; + reset(x: number, y: number, resetDamping?: boolean, resetMass?: boolean): void; + shapeChanged(): void; + setCircle(radius: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Circle; + setCollisionGroup(group: Phaser.Physics.P2.CollisionGroup, shape?: p2.Shape): void; + setRectangle(width?: number, height?: number, offsetX?: number, offsetY?: number, rotation?: number): p2.Rectangle; + setRectangleFromSprite(sprite: any): p2.Rectangle; + setMaterial(material: Phaser.Physics.P2.Material, shape?: p2.Shape): void; + setZeroDamping(): void; + setZeroForce(): void; + setZeroRotation(): void; + setZeroVelocity(): void; + toLocalFrame(out: number[], worldPoint: number[]): void; + thrust(speed: number): void; + thrustLeft(speed: number): void; + thrustRight(speed: number): void; + toWorldFrame(out: number[], localPoint: number[]): void; + updateCollisionMask(shape?: p2.Shape): void; + + } + + class BodyDebug extends Phaser.Group { + + constructor(game: Phaser.Game, body: Phaser.Physics.P2.Body, settings: { pixelsPerLengthUnit?: number; debugPolygons?: boolean; lineWidth?: number; alpha?: number; }); + + body: Phaser.Physics.P2.Body; + canvas: Phaser.Graphics; + ppu: number; + + updateSpriteTransform(): void; + draw(): void; + + } + + class CollisionGroup { + + constructor(bitmask: number); + + mask: number; + + } + + class ContactMaterial extends p2.ContactMaterial { + + } + + class DistanceConstraint extends p2.DistanceConstraint { + + constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, distance: number, maxForce: number); + + game: Phaser.Game; + world: Phaser.Physics.P2; + + } + + class FixtureList { + + constructor(list: any[]); + + flatten(array: any[]): any[]; + getFixtures(keys: string): any[]; + getFixtureByKey(key: string): any[]; + getGroup(groupID: number): any[]; + init(): void; + parse(): void; + setCategory(bit: number, fictureKey: string): void; + setMask(bit: number, fixtureKey: string): void; + setMaterial(material: any, fixtureKey: string): void; + setSensor(value: boolean, fixtureKey: string): void; + + } + + class GearConstraint extends p2.GearConstraint { + + constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, angle?: number, ratio?: number); + + game: Phaser.Game; + world: Phaser.Physics.P2; + + } + + class InversePointProxy { + + constructor(world: Phaser.Physics.P2, destination: any); + + x: number; + y: number; + mx: number; + my: number; + + } + + class LockConstraint extends p2.LockConstraint { + + constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, offset?: number[], angle?: number, maxForce?: number); + + game: Phaser.Game; + world: Phaser.Physics.P2; + } + + class Material extends p2.Material { + + constructor(name: string); + + name: string; + + } + + class PointProxy { + + constructor(world: Phaser.Physics.P2, destination: any); + + x: number; + y: number; + mx: number; + my: number; + + } + + class PrismaticConstraint extends p2.PrismaticConstraint { + + constructor(world: Phaser.Physics.P2, bodyA?: Phaser.Physics.P2.Body, bodyB?: Phaser.Physics.P2.Body, lockRotation?: boolean, anchorA?: number[], anchorB?: number[], axis?: number[], maxForce?: number); + + game: Phaser.Game; + world: Phaser.Physics.P2; + + } + + class RevoluteConstraint extends p2.RevoluteConstraint { + + constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, pivotA: number[], bodyB: Phaser.Physics.P2.Body, pivotB: number[], maxForce?: number); + + game: Phaser.Game; + world: Phaser.Physics.P2; + + } + + class Spring { + + constructor(world: Phaser.Physics.P2, bodyA: Phaser.Physics.P2.Body, bodyB: Phaser.Physics.P2.Body, restLength?: number, stiffness?: number, damping?: number, worldA?: number[], worldB?: number[], localA?: number[], localB?: number[]); + + data: p2.LinearSpring; + game: Phaser.Game; + world: Phaser.Physics.P2; + + } + } + } + + class Plugin implements IStateCycle { + + constructor(game: Phaser.Game, parent: Phaser.PluginManager); + + active: boolean; + game: Phaser.Game; + hasPostRender: boolean; + hasPostUpdate: boolean; + hasPreUpdate: boolean; + hasRender: boolean; + hasUpdate: boolean; + parent: PIXI.DisplayObject; + visible: boolean; + + destroy(): void; + postRender(): void; + preUpdate(): void; + render(): void; + update(): void; + + } + + module Plugin { + + class SaveCPU extends Phaser.Plugin { + + renderOnFPS: number; + renderOnPointerChange: boolean; + forceRender(): void; + } + + class AStar extends Phaser.Plugin { + + static VERSION: string; + static COST_ORTHOGONAL: number; + static COST_DIAGONAL: number; + static DISTANCE_MANHATTAN: string; + static DISTANCE_EUCLIDIAN: string; + + constructor(parent: PIXI.DisplayObject); + + parent: PIXI.DisplayObject; + version: string; + + findPath(startPoint: Phaser.Point, goalPoint: Phaser.Point): Phaser.Plugin.AStar.AStarPath; + isWalkable(x: number, y: number): boolean; + setAStarMap(map: Phaser.Tilemap, layerName: string, tilesetName: string): Phaser.Plugin.AStar; + + } + + module AStar { + + class AStarNode { + + constructor(x: number, y: number, isWalkable: boolean); + + x: number; + y: number; + g: number; + h: number; + f: number; + parent: Phaser.Plugin.AStar.AStarNode; + travelCost: number; + walkable: boolean; + + } + + interface AStarNodeArray { + x: number; + y: number; + } + + class AStarPath { + + constructor(nodes?: AStarNodeArray[], start?: Phaser.Plugin.AStar.AStarNode, goal?: Phaser.Plugin.AStar.AStarNode); + + nodes: AStarNodeArray[]; + start: Phaser.Plugin.AStar.AStarNode; + goal: Phaser.Plugin.AStar.AStarNode; + visited: Phaser.Plugin.AStar.AStarNode[]; + + } + + } + + class ColorHarmony extends Phaser.Plugin { + + getAnalogousHarmony(color: number, threshold?: number): any; + getComplementHarmony(color: number): number; + getSplitComplementHarmony(color: number, threshold: number): any; + getTriadicHarmony(color: number): any; + + } + + class CSS3Filters extends Phaser.Plugin { + + constructor(parent: PIXI.DisplayObject); + + blur: number; + brightness: number; + contrast: number; + grayscale: number; + hueRotate: number; + invert: number; + opacity: number; + saturate: number; + sepia: number; + + } + + class TilemapWalker extends Phaser.Plugin { + + constructor(game: Phaser.Game, map: Phaser.Tilemap, layer?: any, x?: number, y?: number); + + collides: boolean; + game: Phaser.Game; + history: boolean; + facing: number; + map: Phaser.Tilemap; + location: Phaser.Point; + locationLayer: number; + + checkTile(x: number, y: number): boolean; + getTileFromLocation(x: number, y: number): Phaser.Tile; + getTiles(width: number, height: number, center?: boolean): any[]; + getTileBehind(distance?: number): Phaser.Tile; + getTileBehindLeft(distance?: number): Phaser.Tile; + getTileBehindRight(distance?: number): Phaser.Tile; + getTileAhead(distance?: number): Phaser.Tile; + getTileAheadLeft(distance?: number): Phaser.Tile; + getTileAheadRight(distance?: number): Phaser.Tile; + getTileLeft(distance: number): Phaser.Tile; + getTileRight(distance: number): Phaser.Tile; + moveForward(): boolean; + moveBackward(): boolean; + moveLeft(): boolean; + moveRight(): boolean; + putTile(index: number): void; + setLocation(x: number, y: number, layer?: any): boolean; + turnLeft(): void; + turnRight(): void; + updateLocation(x: number, y: number): boolean; + + } + + class SamplePlugin extends Phaser.Plugin { + + constructor(game: Phaser.Game, parent: PIXI.DisplayObject); + + addSprite(sprite: Phaser.Sprite): void; + update(): void; + + } + + class VirtualJoystick extends Phaser.Plugin { + + constructor(game: Phaser.Game, parent: any); + + angle: number; + base: Phaser.Sprite; + baseBMD: Phaser.BitmapData; + baseCircle: Phaser.Circle; + deltaX: number; + deltaY: number; + distance: number; + force: number; + isDragging: boolean; + limit: number; + limitPoint: Phaser.Point; + location: Phaser.Point; + nub: Phaser.Sprite; + nubBMD: Phaser.BitmapData; + speed: number; + x: number; + y: number; + + init(x: number, y: number, diameter?: number, limit?: number): void; + move(pointer: Phaser.Pointer, x: number, y: number): void; + render(): void; + setVelocity(sprite: Phaser.Sprite, minSpeed?: number, maxSpeed?: number): Phaser.Sprite; + startDrag(): void; + stopDrag(nub: Phaser.Sprite, pointer: Phaser.Pointer): void; + update(): void; + + } + + + + class Webcam extends Phaser.Plugin { + + constructor(game: Phaser.Game, parent: PIXI.DisplayObject); + + active: boolean; + context: any; + stream: any; + video: HTMLVideoElement; + + connectCallback: (stream: any) => void; + errorCallback: (e: any) => void; + grab: (context: any, x: number, y: number) => void; + start(width: number, height: number, context: any): void; + stop(): void; + update(): void; + } + + class Juicy extends Phaser.Plugin { + + constructor(game: Phaser.Game); + + createScreenFlash(color?: string): Phaser.Plugin.Juicy.ScreenFlash; + createTrail(length?: number, color?: number): Phaser.Plugin.Juicy.Trail; + overScale(object: Phaser.Sprite, scale?: number, initialScale?: Phaser.Point): void; + jelly(object: Phaser.Sprite, strength?: number, delay?: number, initialScale?: Phaser.Point): void; + mouseStretch(object: Phaser.Sprite, strength?: number, initialScale?: Phaser.Point): void; + update(): void; + shake(duration?: number, strength?: number): void; + } + + module Juicy { + + class Trail { + + constructor(game: Phaser.Game, trailLength?: number, color?: number); + + target: Phaser.Sprite; + trailLength: number; + trailWidth: number; + trailScaling: boolean; + trailColor: number; + + update(): void; + addSegment(x: number, y: number): void; + redrawSegments(offsetX: number, offsetY: number): void; + + } + + class ScreenFlash { + + constructor(game: Phaser.Game, color?: string); + + flash(maxAlpha?: number, duration?: number): void; + + } + } + } + + interface PluginConstructorOf { + new (...parameters: any[]): T; + } + + class PluginManager implements IStateCycle { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + plugins: Phaser.Plugin[]; + + add(plugin: PluginConstructorOf, ...parameters: any[]): T; + destroy(): void; + postRender(): void; + postUpdate(): void; + preUpdate(): void; + remove(plugin: Phaser.Plugin, destroy?: boolean): void; + removeAll(): void; + render(): void; + update(): void; + + } + + class Point extends PIXI.Point { + + constructor(x?: number, y?: number); + + x: number; + y: number; + type: number; + + static add(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static subtract(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static multiply(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static divide(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static equals(a: Phaser.Point, b: Phaser.Point): boolean; + static equalsXY(a: Phaser.Point, x: number, y: number): boolean; + static fuzzyEquals(a: Phaser.Point, b: Phaser.Point, epsilon?: number): boolean; + static fuzzyEqualsXY(a: Phaser.Point, x: number, y: number, epsilon?: number): boolean; + static angle(a: Phaser.Point, b: Phaser.Point): number; + static angleSq(a: Phaser.Point, b: Phaser.Point): number; + static negative(a: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static multiplyAdd(a: Phaser.Point, b: Phaser.Point, scale: number, out?: Phaser.Point): Phaser.Point; + static interpolate(a: Phaser.Point, b: Phaser.Point, alpha: number, out?: Phaser.Point): Phaser.Point; + static parse(obj: any, xProp?: string, yProp?: string): Phaser.Point; + static perp(a: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static rperp(a: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static distance(a: any, b: any, round?: boolean): number; + static project(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static projectUnit(a: Phaser.Point, b: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static normalRightHand(a: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static normalize(a: Phaser.Point, out?: Phaser.Point): Phaser.Point; + static rotate(a: Phaser.Point, x: number, y: number, angle: number, asDegrees?: boolean, distance?: number): Phaser.Point; + static centroid(points: Phaser.Point[], out?: Phaser.Point): Phaser.Point; + static isPoint(obj: any): boolean; + static set(obj: any, x: number, y: number): any; + static sortClockwise(points: any[], center?: Phaser.Point): any[]; + + add(x: number, y: number): Phaser.Point; + angle(a: Phaser.Point, asDegrees?: boolean): number; + angleSq(a: Phaser.Point): number; + angleXY(x: number, y: number, asDegrees?: boolean): number; + atan(asDegrees?: boolean): number; + ceil(): Phaser.Point; + clamp(min: number, max: number): Phaser.Point; + clampX(min: number, max: number): Phaser.Point; + clampY(min: number, max: number): Phaser.Point; + clip(rect: any): Phaser.Point; + clone(output?: Phaser.Point): Phaser.Point; + copyFrom(source: Phaser.Point): Phaser.Point; + copyTo(dest: T): T; + cross(a: Phaser.Point): number; + distance(dest: Phaser.Point, round?: boolean): number; + divide(x: number, y: number): Phaser.Point; + dot(a: Phaser.Point): number; + equals(a: Phaser.Point): boolean; + equalsXY(x: number, y: number): boolean; + expand(min: number): Phaser.Point; + floor(): Phaser.Point; + fuzzyEquals(a: Phaser.Point, epsilon?: number): boolean; + fuzzyEqualsXY(x: number, y: number, epsilon?: number): boolean; + getMagnitude(): number; + getMagnitudeSq(): number; + invert(): Phaser.Point; + isZero(): boolean; + limit(max: number): Phaser.Point; + multiply(x: number, y: number): Phaser.Point; + normalize(): Phaser.Point; + normalRightHand(): Phaser.Point; + perp(): Phaser.Point; + rotate(x: number, y: number, angle: number, asDegrees?: boolean, distance?: number): Phaser.Point; + round(): Phaser.Point; + rperp(): Phaser.Point; + set(x: number, y?: number): Phaser.Point; + setMagnitude(magnitude: number): Phaser.Point; + setTo(x: number, y?: number): Phaser.Point; + setToPolar(azimuth: number, radius?: number, asDegrees?: boolean): Phaser.Point; + subtract(x: number, y: number): Phaser.Point; + toString(): string; + + } + + class Pointer { + + constructor(game: Phaser.Game, id: number, pointerMode?: number); + + static NO_BUTTON: number; + static LEFT_BUTTON: number; + static RIGHT_BUTTON: number; + static MIDDLE_BUTTON: number; + static BACK_BUTTON: number; + static FORWARD_BUTTON: number; + static ERASER_BUTTON: number; + + active: boolean; + backButton: Phaser.DeviceButton; + button: any; + circle: Phaser.Circle; + clientX: number; + clientY: number; + dirty: boolean; + duration: number; + eraserButton: Phaser.DeviceButton; + exists: boolean; + forceOut: boolean; + forwardButton: Phaser.DeviceButton; + game: Phaser.Game; + justReleasePreventsOver: boolean | number; + id: number; + identifier: number; + interactiveCandidates: Phaser.InputHandler[]; + isDown: boolean; + isMouse: boolean; + isUp: boolean; + leftButton: Phaser.DeviceButton; + middleButton: Phaser.DeviceButton; + movementX: number; + movementY: number; + msSinceLastClick: number; + pageX: number; + pageY: number; + pointerId: number; + pointerMode: number; + position: Phaser.Point; + positionDown: Phaser.Point; + positionUp: Phaser.Point; + previousTapTime: number; + rawMovementX: number; + rawMovementY: number; + rightButton: Phaser.DeviceButton; + screenX: number; + screenY: number; + target: any; + targetObject: any; + timeDown: number; + timeUp: number; + totalTouches: number; + type: number; + withinGame: boolean; + worldX: number; + worldY: number; + x: number; + y: number; + + addClickTrampoline(name: string, callback: Function, callbackContext?: any, ...callbackArgs: any[]): void; + justPressed(duration?: number): boolean; + justReleased(duration?: number): boolean; + leave(event: any): void; + move(event: any, fromClick?: boolean): void; + reset(): void; + resetButtons(): void; + resetMovement(): void; + start(event: any): void; + stop(event: any): void; + swapTarget(newTarget: Phaser.InputHandler, silent?: boolean): void; + update(): void; + updateButtons(event: MouseEvent): void; + + } + + class PointerLock { + + game: Phaser.Game; + input: Phaser.Input; + element: HTMLElement; + active: boolean; + locked: boolean; + onChange: Phaser.Signal; + onError: Phaser.Signal; + + exit(): void; + request(): void; + start(): boolean; + stop(): void; + + } + + class Polygon { + + constructor(points: Phaser.Point[] | number[]); + constructor(...points: Phaser.Point[]); + constructor(...points: number[]); + + area: number; + flattened: boolean; + points: number[] | Phaser.Point[]; + type: number; + + clone(output?: Phaser.Polygon): Phaser.Polygon; + contains(x: number, y: number): boolean; + flatten(): Phaser.Polygon; + setTo(points: Phaser.Point[] | number[]): void; + setTo(...points: Phaser.Point[]): void; + setTo(...points: number[]): void; + toNumberArray(output?: number[]): number[]; + + } + + class QuadTree { + + constructor(x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number); + + bounds: { + x: number; + y: number; + width: number; + height: number; + subWidth: number; + subHeight: number; + right: number; + bottom: number; + }; + level: number; + maxObjects: number; + maxLevels: number; + objects: any[]; + nodes: any[]; + + clear(): void; + getIndex(rect: any): number; + insert(body: any): void; + populate(group: Phaser.Group): void; + populateHandler(sprite: Phaser.Sprite): void; + reset(x: number, y: number, width: number, height: number, maxObject?: number, maxLevels?: number, level?: number): void; + retrieve(source: any): any[]; + split(): void; + + } + + class RandomDataGenerator { + + constructor(seeds?: any[] | string); + + angle(): number; + between(min: number, max: number): number; + frac(): number; + integer(): number; + integerInRange(min: number, max: number): number; + normal(): number; + pick(ary: T[]): T; + real(): number; + realInRange(min: number, max: number): number; + sign(): number; + sow(seeds: any[]): void; + state(state?: string): string; + timestamp(min: number, max: number): number; + uuid(): string; + weightedPick(ary: T[]): T; + + } + + class Rectangle { + + constructor(x?: number, y?: number, width?: number, height?: number); + + bottom: number; + bottomRight: Phaser.Point; + bottomLeft: Phaser.Point; + centerX: number; + centerY: number; + empty: boolean; + halfHeight: number; + halfWidth: number; + height: number; + left: number; + perimeter: number; + randomX: number; + randomY: number; + right: number; + top: number; + topLeft: Phaser.Point; + topRight: Phaser.Point; + type: number; + volume: number; + width: number; + x: number; + y: number; + + static aabb(points: Phaser.Point[], out?: Phaser.Rectangle): Phaser.Rectangle; + static clone(a: Phaser.Rectangle, output?: Phaser.Rectangle): Phaser.Rectangle; + static contains(a: Phaser.Rectangle, x: number, y: number): boolean; + static containsPoint(a: Phaser.Rectangle, point: Phaser.Point): boolean; + static containsRaw(rx: number, ry: number, rw: number, rh: number, x: number, y: number): boolean; + static containsRect(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static createFromBounds(a: any, output?: Phaser.Rectangle): Phaser.Rectangle; + static equals(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static inflate(a: Phaser.Rectangle, dx: number, dy: number): Phaser.Rectangle; + static inflatePoint(a: Phaser.Rectangle, point: Phaser.Point): Phaser.Rectangle; + static intersection(a: Phaser.Rectangle, b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle; + static intersects(a: Phaser.Rectangle, b: Phaser.Rectangle): boolean; + static intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance: number): boolean; + static size(a: Phaser.Rectangle, output?: Phaser.Point): Phaser.Point; + static union(a: Phaser.Rectangle, b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle; + + ceil(): void; + ceilAll(): void; + centerOn(x: number, y: number): Phaser.Rectangle; + clone(output?: Phaser.Rectangle): Phaser.Rectangle; + contains(x: number, y: number): boolean; + containsRect(b: Phaser.Rectangle): boolean; + copyFrom(source: any): Phaser.Rectangle; + copyFromBounds(source: any): Phaser.Rectangle; + copyTo(dest: any): any; + equals(b: Phaser.Rectangle): boolean; + floor(): void; + floorAll(): void; + getPoint(position: number, out: Phaser.Point): Phaser.Point; + inflate(dx: number, dy: number): Phaser.Rectangle; + intersection(b: Phaser.Rectangle, out: Phaser.Rectangle): Phaser.Rectangle; + intersects(b: Phaser.Rectangle, tolerance: number): boolean; + intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance: number): boolean; + offset(dx: number, dy: number): Phaser.Rectangle; + offsetPoint(point: Phaser.Point): Phaser.Rectangle; + random(out?: Phaser.Point): Phaser.Point; + resize(width: number, height: number): Phaser.Rectangle; + setTo(x: number, y: number, width: number, height: number): Phaser.Rectangle; + scale(x: number, y?: number): Phaser.Rectangle; + sides(top?: Phaser.Line, right?: Phaser.Line, bottom?: Phaser.Line, left?: Phaser.Line): Phaser.Line[]; + size(output?: Phaser.Point): Phaser.Point; + toString(): string; + union(b: Phaser.Rectangle, out?: Phaser.Rectangle): Phaser.Rectangle; + + } + + class RenderTexture extends PIXI.Texture { + + constructor(game: Phaser.Game, width?: number, height?: number, key?: string, scaleMode?: Phaser.scaleModes, resolution?: number); + + crop: PIXI.Rectangle; + game: Phaser.Game; + key: string; + type: number; + + clear(): void; + render(displayObject: PIXI.DisplayObject, matrix?: Phaser.Matrix, clear?: boolean): void; + renderXY(displayObject: PIXI.DisplayObject, x: number, y: number, clear?: boolean): void; + renderRawXY(displayObject: PIXI.DisplayObject, x: number, y: number, clear?: boolean): void; + + } + + class RequestAnimationFrame { + + constructor(game: Phaser.Game, forceSetTimeOut?: boolean); + + forceSetTimeOut: boolean; + game: Phaser.Game; + isRunning: boolean; + + isRAF(): boolean; + isSetTimeOut(): boolean; + start(): boolean; + stop(): void; + updateRAF(rafTime: number): void; + updateSetTimeout(time: number): void; + + } + + class RetroFont extends Phaser.RenderTexture { + + constructor(game: Phaser.Game, key: string, characterWidth: number, characterHeight: number, chars: string, charsPerRow?: number, xSpacing?: number, ySpacing?: number, xOffset?: number, yOffset?: number); + + static ALIGN_CENTER: string; + static ALIGN_LEFT: string; + static ALIGN_RIGHT: string; + static TEXT_SET1: string; + static TEXT_SET2: string; + static TEXT_SET3: string; + static TEXT_SET4: string; + static TEXT_SET5: string; + static TEXT_SET6: string; + static TEXT_SET7: string; + static TEXT_SET8: string; + static TEXT_SET9: string; + static TEXT_SET10: string; + static TEXT_SET11: string; + + align: string; + autoUpperCase: boolean; + characterHeight: number; + characterPerRow: number; + characterSpacingX: number; + characterSpacingY: number; + characterWidth: number; + customSpacingX: number; + customSpacingY: number; + fixedWidth: number; + fontSet: Image; + frameData: Phaser.FrameData; + multiLine: boolean; + offsetX: number; + offsetY: number; + smoothed: boolean; + stamp: Phaser.Image; + text: string; + + buildRetroFontText(): void; + getLongestLine(): number; + pasteLine(line: string, x: number, y: number, customSpacingX: number): void; + removeUnsupportedCharacters(stripCR?: boolean): string; + setFixedWidth(width: number, lineAlignment?: string): void; + setText(content: string, multiLine?: boolean, characterSpacing?: number, lineSpacing?: number, lineAlignment?: string, allowLowerCase?: boolean): void; + updateOffset(x?: number, y?: number): void; + + } + + class Rope extends PIXI.Rope { + + constructor(game: Phaser.Game, x: number, y: number, key: string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture | Phaser.Video, frame?: string | number, points?: Phaser.Point[]); + + angle: number; + animations: Phaser.AnimationManager; + alive: boolean; + autoCull: boolean; + body: Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | any; + bottom: number; + cameraOffset: Phaser.Point; + checkWorldBounds: boolean; + cropRect: Phaser.Rectangle; + components: any; + customRender: boolean; + debug: boolean; + deltaX: number; + deltaY: number; + deltaZ: number; + destroyPhase: boolean; + exists: boolean; + events: Phaser.Events; + fixedToCamera: boolean; + frame: string | number; + frameName: string; + fresh: boolean; + game: Phaser.Game; + inCamera: boolean; + input: Phaser.InputHandler; + inputEnabled: boolean; + inWorld: boolean; + left: number; + lifespan: number; + key: string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture | Phaser.Video; + name: string; + offsetX: number; + offsetY: number; + outOfBoundsKill: boolean; + overlap(displayObject: Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject): boolean; + pendingDestroy: boolean; + points: Phaser.Point[]; + position: Phaser.Point; + previousPosition: Phaser.Point; + previousRotation: number; + right: number; + renderOrderID: number; + segments: Phaser.Rectangle[]; + smoothed: boolean; + top: number; + type: number; + transformCallback: Function; + transformCallbackContext: any; + scaleMin: Phaser.Point; + scaleMax: Phaser.Point; + updateAnimation: Function; + world: Phaser.Point; + x: number; + y: number; + z: number; + + bringToTop(): Phaser.Rope; + checkTransform(wt: Phaser.Matrix): void; + crop(rect: Phaser.Rectangle, copy?: boolean): void; + destroy(destroyChildren?: boolean): void; + kill(): Phaser.Rope; + loadTexture(key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, stopAnimation?: boolean): void; + moveUp(): Phaser.Rope; + moveDown(): Phaser.Rope; + play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + preUpdate(): void; + postUpdate(): void; + reset(x: number, y: number, health?: number): Phaser.Rope; + resizeFrame(parent: any, width: number, height: number): void; + resetFrame(): void; + revive(health?: number): Phaser.Rope; + sendToBack(): Phaser.Rope; + setFrame(frame: Phaser.Frame): void; + setScaleMinMax(minX?: number, minY?: number, maxX?: number, maxY?: number): void; // minX: null | number + updateCrop(): void; + update(): void; + + } + + class RoundedRectangle { + + x: number; + y: number; + width: number; + height: number; + radius: number; + type: number; + + clone(): RoundedRectangle; + contains(x: number, y: number): boolean; + + } + + class Signal { + + active: boolean; + boundDispatch: Function; + memorize: boolean; + + add(listener: Function, listenerContext?: any, priority?: number, ...args: any[]): Phaser.SignalBinding; + addOnce(listener: Function, listenerContext?: any, priority?: number, ...args: any[]): Phaser.SignalBinding; + dispatch(...params: any[]): void; + dispose(): void; + forget(): void; + getNumListeners(): number; + halt(): void; + has(listener: Function, context?: any): boolean; + remove(listener: Function, context?: any): Function; + removeAll(context?: any): void; + toString(): string; + validateListener(listener: Function, fnName: string): void; + + } + + class SignalBinding { + + constructor(signal: Phaser.Signal, listener: Function, isOnce: boolean, listenerContext?: any, priority?: number, ...args: any[]); + + active: boolean; + callCount: number; + context: any; + params: any[]; + + execute(paramsArr?: any[]): void; + detach(): Function; + isBound(): boolean; + isOnce(): boolean; + getListener(): Function; + getSignal(): Phaser.Signal; + toString(): string; + + } + + class SinglePad { + + constructor(game: Phaser.Game, padParent: any); + + callbackContext: any; + connected: boolean; + deadZone: number; + game: Phaser.Game; + index: number; + onAxisCallback: Function; + onConnectCallback: Function; + onDisconnectCallback: Function; + onDownCallback: Function; + onFloatCallback: Function; + onUpCallback: Function; + + axis(axisCode: number): number; + addCallbacks(context: any, callbacks: any): void; + buttonValue(buttonCode: number): number; + connect(rawPad: any): void; + destroy(): void; + disconnect(): void; + getButton(buttonCode: number): Phaser.DeviceButton; + isDown(buttonCode: number): boolean; + isUp(buttonCode: number): boolean; + justPressed(buttonCode: number, duration?: number): boolean; + justReleased(buttonCode: number, duration?: number): boolean; + pollStatus(): void; + processAxisChange(axisState: any): void; + processButtonDown(buttonCode: number, value: any): void; + processButtonFloat(buttonCode: number, value: any): void; + processButtonUp(buttonCode: number, value: any): void; + reset(): void; + + } + + class Sound { + + constructor(game: Phaser.Game, key: string, volume?: number, loop?: boolean, connect?: boolean); + + autoplay: boolean; + allowMultiple: boolean; + context: any; + currentMarker: string; + currentTime: number; + destroy(remove?: boolean): void; + duration: number; + durationMS: number; + externalNode: any; + fadeTween: Phaser.Tween; + game: Phaser.Game; + gainNode: any; + isDecoded: boolean; + isDecoding: boolean; + isPlaying: boolean; + key: string; + loop: boolean; + markers: any; + masterGainNode: any; + mute: boolean; + name: string; + onDecoded: Phaser.Signal; + onEndedHandler: () => void; + onFadeComplete: Phaser.Signal; + onLoop: Phaser.Signal; + onMarkerComplete: Phaser.Signal; + onMute: Phaser.Signal; + onPause: Phaser.Signal; + onPlay: Phaser.Signal; + onResume: Phaser.Signal; + onStop: Phaser.Signal; + override: boolean; + paused: boolean; + pausedPosition: number; + pausedTime: number; + pendingPlayback: boolean; + playOnce: boolean; + position: number; + startTime: number; + stopTime: number; + totalDuration: number; + usingAudioTag: boolean; + usingWebAudio: boolean; + volume: number; + + addMarker(name: string, start: number, duration: number, volume?: number, loop?: boolean): void; + destroy(): void; + fadeIn(duration?: number, loop?: boolean, marker?: string): void; + fadeOut(duration?: number): void; + fadeTo(duration?: number, volume?: number): void; + loopFull(volume?: number): Phaser.Sound; + pause(): void; + play(marker?: string, position?: number, volume?: number, loop?: boolean, forceRestart?: boolean): Phaser.Sound; + removeMarker(name: string): void; + restart(marker: string, position: number, volume?: number, loop?: boolean): void; + resume(): void; + soundHasUnlocked(key: string): void; + stop(): void; + update(): void; + + } + + class SoundManager { + + constructor(game: Phaser.Game); + + channels: number; + connectToMaster: boolean; + context: any; + game: Phaser.Game; + mute: boolean; + muteOnPause: boolean; + noAudio: boolean; + onSoundDecode: Phaser.Signal; + onVolumeChange: Phaser.Signal; + onMute: Phaser.Signal; + onUnMute: Phaser.Signal; + touchLocked: boolean; + usingAudioTag: boolean; + usingWebAudio: boolean; + volume: number; + + add(key: string, volume?: number, loop?: boolean, connect?: boolean): Phaser.Sound; + addSprite(key: string): Phaser.AudioSprite; + boot(): void; + decode(key: string, sound?: Phaser.Sound): void; + destroy(): void; + pauseAll(): void; + play(key: string, volume?: number, loop?: boolean): Phaser.Sound; + remove(sound: Phaser.Sound): boolean; + removeAll(): void; + removeByKey(key: string): number; + resumeAll(): void; + setDecodedCallback(files: string[] | Phaser.Sound[], callback: Function, callbackContext?: any): void; + setTouchLock(): void; + stopAll(): void; + unlock(): boolean; + update(): void; + + } + + class Sprite extends PIXI.Sprite { + + constructor(game: Phaser.Game, x: number, y: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture, frame?: string | number); + + alive: boolean; + anchor: Phaser.Point; + angle: number; + animations: Phaser.AnimationManager; + autoCull: boolean; + body: Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | any; + bottom: number; + cameraOffset: Phaser.Point; + centerX: number; + centerY: number; + checkWorldBounds: boolean; + components: any; + cropRect: Phaser.Rectangle; + customRender: boolean; + data: any; + debug: boolean; + deltaX: number; + deltaY: number; + deltaZ: number; + destroyPhase: boolean; + events: Phaser.Events; + exists: boolean; + fixedToCamera: boolean; + frame: string | number; + frameName: string; + fresh: boolean; + game: Phaser.Game; + health: number; + inCamera: boolean; + input: Phaser.InputHandler; + inputEnabled: boolean; + inWorld: boolean; + key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture; + left: number; + lifespan: number; + maxHealth: number; + name: string; + offsetX: number; + offsetY: number; + outOfBoundsKill: boolean; + outOfCameraBoundsKill: boolean; + pendingDestroy: boolean; + previousPosition: Phaser.Point; + previousRotation: number; + position: Phaser.Point; + physicsEnabled: boolean; + physicsType: number; + renderOrderID: number; + right: number; + scale: Phaser.Point; + scaleMin: Phaser.Point; + scaleMax: Phaser.Point; + smoothed: boolean; + top: number; + type: number; + tintedTexture: HTMLCanvasElement; + transformCallback: Function; + transformCallbackContext: any; + world: Phaser.Point; + x: number; + y: number; + z: number; + + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + bringToTop(): Phaser.Sprite; + crop(rect: Phaser.Rectangle, copy: boolean): void; + checkTransform(wt: Phaser.Matrix): void; + damage(amount: number): Phaser.Sprite; + destroy(destroyChildren?: boolean): void; + drawPolygon(): void; + heal(amount: number): Phaser.Sprite; + kill(): Phaser.Sprite; + loadTexture(key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, stopAnimation?: boolean): void; + moveUp(): Phaser.Sprite; + moveDown(): Phaser.Sprite; + overlap(displayObject: Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject): boolean; + play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + postUpdate(): void; + preUpdate(): void; + reset(x: number, y: number, health?: number): Phaser.Sprite; + resetFrame(): void; + resizeFrame(parent: any, width: number, height: number): void; + revive(health?: number): Phaser.Sprite; + sendToBack(): Phaser.Sprite; + setFrame(frame: Phaser.Frame): void; + setScaleMinMax(minX?: number, minY?: number, maxX?: number, maxY?: number): void; // minX: null | number + update(): void; + updateCrop(): void; + + } + + class SpriteBatch extends Phaser.Group { + + constructor(game: Phaser.Game, parent: PIXI.DisplayObjectContainer, name?: string, addedToStage?: boolean); + + type: number; + + } + + class Stage extends PIXI.DisplayObjectContainer { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + name: string; + disableVisibilityChange: boolean; + exists: boolean; + currentRenderOrderID: number; + backgroundColor: any; + smoothed: boolean; + + add(child: any, silent?: boolean, index?: number): any; + parseConfig(config: any): void; + preUpdate(): void; + update(): void; + postUpdate(): void; + updateTransform(): void; + checkVisibility(): void; + visibilityChange(event: Event): void; + setBackgroundColor(backgroundColor: number | string): void; + destroy(): void; + + } + + interface ResizeCallback { + (scale: ScaleManager, parentBounds: Rectangle): any; + } + + class ScaleManager { + + constructor(game: Phaser.Game, width: number | string, height: number | string); + + static EXACT_FIT: number; + static NO_SCALE: number; + static SHOW_ALL: number; + static RESIZE: number; + static USER_SCALE: number; + static MODES: string[]; + + aspectRatio: number; + bounds: Rectangle; + boundingParent: HTMLElement; + compatibility: { + canExpandParent: boolean; + clickTrampoline: string; + forceMinimumDocumentHeight: boolean; + noMargins: boolean; + orientationFallback: boolean; + scrollTo: Point; + supportsFullScreen: boolean; + }; + currentScaleMode: number; + dom: Phaser.DOM; + enterIncorrectOrientation: Signal; + event: any; + forceLandscape: boolean; + forcePortrait: boolean; + fullScreenScaleMode: number; + fullScreenTarget: HTMLElement; + game: Phaser.Game; + grid: Phaser.FlexGrid; + hasPhaserSetFullScreen: boolean; + height: number; + incorrectOrientation: boolean; + isFullScreen: boolean; + isGameLandscape: boolean; + isGamePortrait: boolean; + isPortrait: boolean; + isLandscape: boolean; + leaveIncorrectOrientation: Signal; + margin: { left: number; top: number; right: number; bottom: number; x: number; y: number; }; + maxHeight: number; + maxWidth: number; + minHeight: number; + minWidth: number; + offset: Point; + onFullScreenInit: Phaser.Signal; + onFullScreenChange: Phaser.Signal; + onFullScreenError: Phaser.Signal; + onOrientationChange: Phaser.Signal; + onSizeChange: Signal; + pageAlignHorizontally: boolean; + pageAlignVertically: boolean; + parentNode: HTMLElement; + parentIsWindow: boolean; + parentScaleFactor: Point; + scaleFactor: Point; + scaleFactorInversed: Point; + scaleMode: number; + screenOrientation: string; + sourceAspectRatio: number; + trackParentInterval: number; + width: number; + windowConstraints: { + bottom: string; + right: string; + }; + + align(horizontal?: boolean, vertical?: boolean): void; + boot(): void; + createFullScreenTarget(): HTMLDivElement; + destroy(): void; + forceOrientation(forceLandscape: boolean, forcePortrait?: boolean): void; + getParentBounds(target?: Rectangle, parent?: HTMLElement): Rectangle; + parseConfig(config: any): void; + preUpdate(): void; + pauseUpdate(): void; + refresh(): void; + setGameSize(width: number, height: number): void; + setResizeCallback(callback: ResizeCallback, context: any): void; + setUserScale(hScale: number, vScale: number, hTrim?: number, vTrim?: number, queueUpdate?: boolean, force?: boolean): void; + setMinMax(minWidth: number, minHeight: number, maxWidth?: number, maxHeight?: number): void; + setupScale(width: number, height: number): void; + setupScale(width: string, height: string): void; + scaleSprite(sprite: Sprite, width?: number, height?: number, letterBox?: boolean): Sprite; + scaleSprite(sprite: Image, width?: number, height?: number, letterBox?: boolean): Sprite; + startFullScreen(antialias?: boolean, allowTrampoline?: boolean): boolean; + stopFullScreen(): boolean; + + } + + class DOM { + + static visualBounds: Phaser.Rectangle; + static layoutBounds: Phaser.Rectangle; + static documentBounds: Phaser.Rectangle; + + static calibrate(coords: any, cushion?: number): any; + static getAspectRatio(object: any): number; + static getScreenOrientation(primaryFallback?: string): string; + static getBounds(element: any, cushion?: number): any; + static getOffset(element: any, point?: Point): Point; + static inLayoutViewport(element: any, cushion?: number): boolean; + } + + class State { + + add: Phaser.GameObjectFactory; + cache: Phaser.Cache; + camera: Phaser.Camera; + game: Phaser.Game; + input: Phaser.Input; + key: string; + load: Phaser.Loader; + make: Phaser.GameObjectCreator; + particles: Phaser.Particles; + physics: Phaser.Physics; + rnd: Phaser.RandomDataGenerator; + scale: Phaser.ScaleManager; + sound: Phaser.SoundManager; + stage: Phaser.Stage; + state: Phaser.StateManager; + time: Phaser.Time; + tweens: Phaser.TweenManager; + world: Phaser.World; + + create(game: Phaser.Game): void; + init(...args: any[]): void; + loadRender(game: Phaser.Game): void; + loadUpdate(game: Phaser.Game): void; + paused(game: Phaser.Game): void; + pauseUpdate(game: Phaser.Game): void; + preload(game: Phaser.Game): void; + preRender(game: Phaser.Game, elapsedTime: number): void; + render(game: Phaser.Game): void; + resize(width: number, height: number): void; + resumed(game: Phaser.Game): void; + shutdown(game: Phaser.Game): void; + update(game: Phaser.Game): void; + + } + + interface IStateCycle { + + preUpdate(): void; + update(): void; + render(): void; + postRender(): void; + destroy(): void; + } + + class StateManager { + + constructor(game: Phaser.Game, pendingState?: Phaser.State); + + created: boolean; + current: string; + game: Phaser.Game; + onCreateCallback: Function; + onInitCallback: Function; + onLoadRenderCallback: Function; + onLoadUpdateCallback: Function; + onPausedCallback: Function; + onPauseUpdateCallback: Function; + onPreloadCallback: Function; + onPreRenderCallback: Function; + onRenderCallback: Function; + onResumedCallback: Function; + onResizeCallback: Function; + onShutDownCallback: Function; + onUpdateCallback: Function; + states: any; + + onStateChange: Phaser.Signal; + add(key: string, state: any, autoStart?: boolean): void; + checkState(key: string): boolean; + clearCurrentState(): void; + destroy(): void; + getCurrentState(): Phaser.State; + link(key: string): void; + loadComplete(): void; + preRender(elapsedTime: number): void; + preUpdate(): void; + render(): void; + remove(key: string): void; + resume(): void; + restart(clearWorld?: boolean, clearCache?: boolean, ...args: any[]): void; + resize(width: number, height: number): void; + start(key: string, clearWorld?: boolean, clearCache?: boolean, ...args: any[]): void; + update(): void; + unlink(key: string): void; + + } + + interface PhaserTextStyle { + + font?: string; + fill?: any; + align?: string; + stroke?: string; + strokeThickness?: number; + wordWrap?: boolean; + wordWrapWidth?: number; + maxLines?: number; + shadowOffsetX?: number; + shadowOffsetY?: number; + shadowColor?: string; + shadowBlur?: number; + valign?: string; + tab?: number; + tabs?: number; + + fontSize?: number; + fontStyle?: string; + fontVariant?: string; + fontWeight?: string | number; + backgroundColor?: string; + boundsAlignH?: string; + boundsAlignV?: string; + + } + + class Text extends Phaser.Sprite { + + constructor(game: Phaser.Game, x: number, y: number, text: string, style?: PhaserTextStyle); + + static fontPropertiesCanvas: any; + static fontPropertiesContext: any; + static fontPropertiesCache: any; + + align: string; + angle: number; + autoRound: boolean; + boundsAlignH: string; + boundsAlignV: string; + cameraOffset: Phaser.Point; + canvas: HTMLCanvasElement; + colors: string[]; + context: CanvasRenderingContext2D; + cssFont: string; + destroyPhase: boolean; + events: Phaser.Events; + exists: boolean; + fill: any; + fixedToCamera: boolean; + font: string; + fontSize: number | string; + fontStyle: string; + fontStyles: string[]; + fontVariant: string; + fontWeight: string | number; + fontWeights: (string | number)[]; + game: Phaser.Game; + input: Phaser.InputHandler; + inputEnabled: boolean; + lineSpacing: number; + name: string; + padding: Phaser.Point; + pendingDestroy: boolean; + physicsType: number; + position: Phaser.Point; + previousPosition: Phaser.Point; + previousRotation: number; + renderOrderID: number; + resolution: number; + shadowBlur: number; + shadowColor: string; + shadowFill: boolean; + shadowOffsetX: number; + shadowOffsetY: number; + shadowStroke: boolean; + splitRegExp: any; + stroke: string; + strokeColors: string[]; + strokeThickness: number; + scale: Phaser.Point; + tab: number; + tabs: number | number[]; + testString: string; + text: string; + textBounds: Phaser.Rectangle; + type: number; + useAdvancedWrap: boolean; + world: Phaser.Point; + wordWrap: boolean; + wordWrapWidth: number; + z: number; + + addColor(color: string, position: number): Phaser.Text; + addFontStyle(style: string, position: number): Phaser.Text; + addFontWeight(weight: string, position: number): Phaser.Text; + addStrokeColor(color: string, position: number): Phaser.Text; + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + clearColors(): Phaser.Text; + clearFontValues(): Phaser.Text; + componentsToFont(components: any): string; + destroy(destroyChildren?: boolean): void; + fontToComponents(font: string): any; + postUpdate(): void; + parseList(list: any[]): Phaser.Text; + precalculateWordWrap(text: string): string[]; + preUpdate(): void; + renderTabLine(line: string, x: number, y: number, fill?: boolean): void; + setShadow(x?: number, y?: number, color?: any, blur?: number, shadowStroke?: boolean, shadowFill?: boolean): Phaser.Text; + setStyle(style?: PhaserTextStyle, update?: boolean): Phaser.Text; + setText(text: string, immediate?: boolean): Phaser.Text; + setTextBounds(x?: number, y?: number, width?: number, height?: number): Phaser.Text; + update(): void; + updateFont(components: any): void; + updateLine(text: string, x?: number, y?: number): void; + updateShadow(state?: boolean): void; + updateTexture(): void; + + } + + class Tile { + + constructor(layer: any, index: number, x: number, y: Number, width: number, height: number); + + alpha: number; + bottom: number; + callback: Function; + callbackContext: any; + centerX: number; + centerY: number; + canCollide: boolean; + collideDown: boolean; + collideLeft: boolean; + collideNone: boolean; + collideRight: boolean; + collisionCallback: Function; + collisionCallbackContext: any; + collides: boolean; + collideUp: boolean; + debug: boolean; + faceBottom: boolean; + faceLeft: boolean; + faceRight: boolean; + faceTop: boolean; + game: Phaser.Game; + height: number; + index: number; + layer: any; + left: number; + properties: any; + right: number; + scanned: boolean; + top: number; + width: number; + worldX: number; + worldY: number; + x: number; + y: number; + + copy(tile: Phaser.Tile): Phaser.Tile; + containsPoint(x: number, y: number): boolean; + destroy(): void; + intersects(x: number, y: number, right: number, bottom: number): boolean; + isInterested(collides: boolean, faces: boolean): boolean; + resetCollision(): void; + setCollision(left: boolean, right: boolean, up: boolean, down: boolean): void; + setCollisionCallback(callback: Function, context: any): void; + + } + + class Tilemap { + + constructor(game: Phaser.Game, key?: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number); + + static CSV: number; + static TILED_JSON: number; + static NORTH: number; + static EAST: number; + static SOUTH: number; + static WEST: number; + + collision: any[]; + collideIndexes: any[]; + currentLayer: number; + debugMap: any[]; + enableDebug: boolean; + format: number; + game: Phaser.Game; + height: number; + heightInPixels: number; + images: any[]; + imagecollections: ImageCollection[]; + key: string; + layer: Phaser.TilemapLayer[]; + layers: any[]; + objects: any[]; + orientation: string; + properties: any; + rayStepRate: number; + tileHeight: number; + tiles: Phaser.Tile[]; + tilesets: Phaser.Tileset[]; + tileWidth: number; + version: number; + width: number; + widthInPixels: number; + + addTilesetImage(tileset: string, key?: string | Phaser.BitmapData, tileWidth?: number, tileHeight?: number, tileMargin?: number, tileSpacing?: number, gid?: number): Phaser.Tileset; + calculateFaces(layer: number): void; + copy(x: number, y: number, width: number, height: number, layer?: any): Phaser.Tile[]; + create(name: string, width: number, height: number, tileWidth: number, tileHeight: number, group?: Phaser.Group): Phaser.TilemapLayer; + createBlankLayer(name: string, width: number, height: number, tileWidth: number, tileHeight: number, group?: Phaser.Group): Phaser.TilemapLayer; + createFromObjects(name: string, gid: number, key: string, frame?: any, exists?: boolean, autoCull?: boolean, group?: Phaser.Group, CustomClass?: any, adjustY?: boolean, adjustSize?: boolean): void; + createFromTiles(tiles: any, replacements: any, key: string, layer?: any, group?: Phaser.Group, properties?: any): number; + createLayer(layer: any, width?: number, height?: number, group?: Phaser.Group): Phaser.TilemapLayer; + destroy(): void; + dump(): void; + fill(index: number, x: number, y: number, width: number, height: number, layer?: any): void; + forEach(callback: Function, context: any, x: number, y: Number, width: number, height: number, layer?: any): void; + getImageIndex(name: string): number; + getIndex(location: any[], name: string): number; + getLayer(layer: any): number; + getLayerIndex(name: string): number; + getObjectIndex(name: string): number; + getTile(x: number, y: number, layer?: any, nonNull?: boolean): Phaser.Tile; + getTileAbove(layer: number, x: number, y: number): Phaser.Tile; + getTileBelow(layer: number, x: number, y: number): Phaser.Tile; + getTileLeft(layer: number, x: number, y: number): Phaser.Tile; + getTileRight(layer: number, x: number, y: number): Phaser.Tile; + getTilesetIndex(name: string): number; + getTileWorldXY(x: number, y: number, tileWidth?: number, tileHeight?: number, layer?: number | string | Phaser.TilemapLayer, nonNull?: boolean): Phaser.Tile; + hasTile(x: number, y: number, layer: Phaser.TilemapLayer): boolean; + paste(x: number, y: number, tileblock: Phaser.Tile[], layer?: any): void; + putTile(tile: any, x: number, y: number, layer?: any): Phaser.Tile; + putTileWorldXY(tile: any, x: number, y: number, tileWidth: number, tileHeight: number, layer?: any): void; + random(x: number, y: number, width: number, height: number, layer?: any): void; + removeAllLayers(): void; + removeTile(x: number, y: number, layer?: any): Phaser.Tile; + removeTileWorldXY(x: number, y: number, tileWidth: number, tileHeight: number, layer?: any): Phaser.Tile; + replace(source: number, dest: number, x: number, y: number, width: number, height: number, layer?: any): void; + searchTileIndex(index: number, skip?: number, reverse?: boolean, layer?: any): Phaser.Tile; + setCollision(indexes: any, collides?: boolean, layer?: any, recalculate?: boolean): void; + setCollisionBetween(start: number, stop: number, collides?: boolean, layer?: any, recalculate?: boolean): void; + setCollisionByExclusion(indexes: any[], collides?: boolean, layer?: any, recalculate?: boolean): void; + setCollisionByIndex(index: number, collides?: boolean, layer?: number, recalculate?: boolean): void; + setLayer(layer: any): void; + setPreventRecalculate(value: boolean): void; + setTileIndexCallback(indexes: any, callback: Function, callbackContext?: any, layer?: any): void; + setTileLocationCallback(x: number, y: number, width: number, height: number, callback: Function, callbackContext?: any, layer?: any): void; + setTileSize(tileWidth: number, tileHeight: number): void; + shuffle(x: number, y: number, width: number, height: number, layer: any): void; + swap(tileA: number, tileB: number, x: number, y: number, width: number, height: number, layer?: any): void; + + } + + class TilemapLayer extends Phaser.Sprite { + + constructor(game: Phaser.Game, tilemap: Phaser.Tilemap, index: number, width?: number, height?: number); + + cameraOffset: Phaser.Point; + canvas: HTMLCanvasElement; + collisionHeight: number; + collisionWidth: number; + context: CanvasRenderingContext2D; + data: any; + debug: boolean; + debugAlpha: number; + debugCallbackColor: string; + debugColor: string; + debugSettings: { missingImageFill: string; debuggedTileOverfill: string; forceFullRedraw: boolean; debugAlpha: number; facingEdgeStroke: string; collidingTileOverfill: string; }; + dirty: boolean; + exists: boolean; + fixedToCamera: boolean; + game: Phaser.Game; + index: number; + layer: Phaser.TilemapLayer; + map: Phaser.Tilemap; + name: string; + physicsType: number; + renderSettings: { enableScrollDelta: boolean; overdrawRatio: number; copyCanvas: any; }; + scrollFactorX: number; + scrollFactorY: number; + scrollX: number; + scrollY: number; + type: number; + wrap: boolean; + + destroy(): void; + getRayCastTiles(line: Phaser.Line, stepRate?: number, collides?: boolean, interestingFace?: boolean): Phaser.Tile[]; + getTiles(x: number, y: number, width: number, height: number, collides?: boolean, interestingFace?: boolean): Phaser.Tile[]; + getTileX(x: number): number; + getTileXY(x: number, y: number, point: Phaser.Point): Phaser.Point; + getTileY(y: number): number; + postUpdate(): void; + render(): void; + resize(width: number, height: number): void; + resizeWorld(): void; + resetTilesetCache(): void; + setScale(xScale?: number, yScale?: number): void; + updateMax(): void; + getTileOffsetX(): number; + getTileOffsetY(): number; + + } + + class TilemapLayerGL { + + constructor(game: Phaser.Game, tilemap: Phaser.Tilemap, index: number, width?: number, height?: number, tileset?: Phaser.Tileset); + + collisionHeight: number; + collisionWidth: number; + data: any; + dirty: boolean; + exists: boolean; + fixedToCamera: boolean; + game: Phaser.Game; + index: number; + layer: Phaser.TilemapLayer; + map: Phaser.Tilemap; + name: string; + physicsType: number; + scrollFactorX: number; + scrollFactorY: number; + scrollX: number; + scrollY: number; + type: number; + wrap: boolean; + x: number; + y: number; + width: number; + height: number; + + destroy(): void; + postUpdate(): void; + render(): void; + resize(width: number, height: number): void; + resizeWorld(): void; + resetTilesetCache(): void; + setScale(xScale?: number, yScale?: number): void; + updateMax(): void; + + } + + class TilemapParser { + + static INSERT_NULL: boolean; + + static getEmptyData(tileWidth?: number, tileHeight?: number, width?: number, height?: number): any; + static parse(game: Phaser.Game, key: string, tileWidth?: number, tileHeight?: number, width?: number, height?: number): any; + static parseCSV(key: string, data: string, tileWidth?: number, tileHeight?: number): any; + static parseJSON(json: any): any; + + } + + class Tileset { + + constructor(name: string, firstgid: number, width?: number, height?: number, margin?: number, spacing?: number, properties?: any); + + columns: number; + firstgid: number; + image: any; + lastgid: number; + name: string; + properties: any; + rows: number; + tileHeight: number; + tileMargin: number; + tileSpacing: number; + tileWidth: number; + total: number; + + containsTileIndex(tileIndex: number): boolean; + draw(context: CanvasRenderingContext2D, x: number, y: number, index: number): void; + drawGl(glBatch: any[], x: number, y: number, index: number, alpha: number, flippedVal: number): void; + setImage(image: any): void; + setSpacing(margin?: number, spacing?: number): void; + + } + + class TileSprite extends PIXI.TilingSprite { + + constructor(game: Phaser.Game, x: number, y: number, width: number, height: number, key?: string | Phaser.RenderTexture | Phaser.BitmapData | PIXI.Texture, frame?: string | number); + + alive: boolean; + angle: number; + animations: Phaser.AnimationManager; + autoCull: boolean; + body: Phaser.Physics.Arcade.Body | Phaser.Physics.P2.Body | Phaser.Physics.Ninja.Body | any; + bottom: number; + cameraOffset: Phaser.Point; + checkWorldBounds: boolean; + components: any; + customRender: boolean; + data: any; + debug: boolean; + destroyPhase: boolean; + events: Phaser.Events; + exists: boolean; + fixedToCamera: boolean; + frame: string | number; + frameName: string; + fresh: boolean; + game: Phaser.Game; + inCamera: boolean; + input: Phaser.InputHandler; + inputEnabled: boolean; + inWorld: boolean; + key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture; + left: number; + name: string; + offsetX: number; + offsetY: number; + outOfBoundsKill: boolean; + pendingDestroy: boolean; + physicsType: number; + position: Phaser.Point; + smoothed: boolean; + previousPosition: Phaser.Point; + previousRoation: number; + right: number; + top: number; + renderOrderID: number; + type: number; + world: Phaser.Point; + z: number; + + alignIn(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + alignTo(container: Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite, position?: number, offsetX?: number, offsetY?: number): any; + autoScroll(x: number, y: number): void; + destroy(destroyChildren?: boolean): void; + loadTexture(key: string | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture, frame?: string | number, stopAnimation?: boolean): void; + play(name: string, frameRate?: number, loop?: boolean, killOnComplete?: boolean): Phaser.Animation; + postUpdate(): void; + preUpdate(): void; + overlap(displayObject: Phaser.Sprite | Phaser.Image | Phaser.TileSprite | Phaser.Button | PIXI.DisplayObject): boolean; + reset(x: number, y: number, health?: number): Phaser.TileSprite; + resizeFrame(parent: any, width: number, height: number): void; + resetFrame(): void; + setFrame(frame: Phaser.Frame): void; + stopScroll(): void; + update(): void; + + } + + class Time { + + constructor(game: Phaser.Game); + + advancedTiming: boolean; + desiredFps: number; + desiredFpsMult: number; + elapsed: number; + events: Phaser.Timer; + elapsedMS: number; + fps: number; + fpsMax: number; + fpsMin: number; + frames: number; + game: Phaser.Game; + lastTime: number; + msMax: number; + msMin: number; + now: number; + pausedTime: number; + pauseDuration: number; + physicsElapsed: number; + physicsElapsedMS: number; + prevTime: number; + renders: number; + rps: number; + slowMotion: number; + suggestedFps: number; + time: number; + timeExpected: number; + timeToCall: number; + updates: number; + ups: number; + + add(timer: Phaser.Timer): Phaser.Timer; + boot(): void; + create(autoDestroy?: boolean): Phaser.Timer; + elapsedSecondsSince(since: number): number; + elapsedSince(since: number): number; + removeAll(): void; + reset(): void; + totalElapsedSeconds(): number; + update(time: number): void; + + } + + class Timer { + + constructor(game: Phaser.Game, autoDestroy?: boolean); + + static HALF: number; + static MINUTE: number; + static QUARTER: number; + static SECOND: number; + + autoDestroy: boolean; + duration: number; + events: Phaser.TimerEvent[]; + expired: boolean; + game: Phaser.Game; + length: number; + ms: number; + next: number; + nextTick: number; + onComplete: Phaser.Signal; + running: boolean; + paused: boolean; + seconds: number; + + add(delay: number, callback: Function, callbackContext?: any, ...args: any[]): Phaser.TimerEvent; + clearPendingEvents(): void; + destroy(): void; + loop(delay: number, callback: Function, callbackContext?: any, ...args: any[]): Phaser.TimerEvent; + order(): void; + pause(): void; + remove(event: Phaser.TimerEvent): boolean; + removeAll(): void; + repeat(delay: number, repeatCount: number, callback: Function, callbackContext?: any, ...args: any[]): Phaser.TimerEvent; + resume(): void; + sortHandler(a: any, b: any): number; + start(startDelay?: number): void; + stop(clearEvents?: boolean): void; + update(time: number): boolean; + + } + + class TimerEvent { + + constructor(timer: Phaser.Timer, delay: number, tick: number, repeatCount: number, loop: boolean, callback: Function, callbackContext?: any, ...args: any[]); + + args: any[]; + callback: Function; + callbackContext: any; + delay: number; + loop: boolean; + pendingDelete: boolean; + repeatCount: number; + tick: number; + timer: Phaser.Timer; + + } + + class Touch { + + constructor(game: Phaser.Game); + + callbackContext: any; + active: boolean; + enabled: boolean; + event: any; + game: Phaser.Game; + preventDefault: boolean; + touchCancelCallback: Function; + touchEndCallback: Function; + touchEnterCallback: Function; + touchLeaveCallback: Function; + touchMoveCallback: Function; + touchStartCallback: Function; + touchLockCallbacks: Function[]; + + addTouchLockCallback(callback: Function, context?: any, onEnd?: boolean): void; + removeTouchLockCallback(callback: Function, context?: any): boolean; + consumeTouchMove(): void; + onTouchCancel(event: any): void; + onTouchEnd(event: any): void; + onTouchEnter(event: any): void; + onTouchLeave(event: any): void; + onTouchMove(event: any): void; + onTouchStart(event: any): void; + start(): boolean; + stop(): void; + + } + + class Tween { + + static updateColor(tween: Tween): void; + + constructor(target: any, game: Phaser.Game, manager: Phaser.TweenManager); + + chainedTween: Phaser.Tween; + current: number; + frameBased: boolean; + game: Phaser.Game; + isRunning: boolean; + isPaused: boolean; + manager: Phaser.TweenManager; + onChildComplete: Phaser.Signal; + onComplete: Phaser.Signal; + onLoop: Phaser.Signal; + onRepeat: Phaser.Signal; + onStart: Phaser.Signal; + pendingDelete: boolean; + properties: any; + repeatCounter: number; + reverse: boolean; + target: any; + timeline: Phaser.TweenData[]; + timeScale: number; + totalDuration: number; + + chain(...args: any[]): Phaser.Tween; + delay(duration: number, index?: number): Phaser.Tween; + easing(ease: Function, index?: number): Phaser.Tween; + easing(ease: string, index?: number): Phaser.Tween; + from(properties: any, duration?: number, ease?: Function, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween; + from(properties: any, duration?: number, ease?: string, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween; + generateData(frameRate?: number, data?: any): any[]; + interpolation(interpolation: Function, context?: any, index?: number): Phaser.Tween; + loop(value?: boolean): Phaser.Tween; + onUpdateCallback(callback: Function, callbackContext?: any): Phaser.Tween; + pause(): void; + repeat(total: number, repeatDelay?: number, index?: number): Phaser.Tween; + repeatDelay(duration: number, index?: number): Phaser.Tween; + repeatAll(total?: number): Phaser.Tween; + resume(): void; + start(index?: number): Phaser.Tween; + stop(complete?: boolean): Phaser.Tween; + to(properties: any, duration?: number, ease?: Function, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween; + to(properties: any, duration?: number, ease?: string, autoStart?: boolean, delay?: number, repeat?: number, yoyo?: boolean): Phaser.Tween; + update(time: number): boolean; + updateTweenData(property: string, value: number | Function, index?: number): Phaser.Tween; + yoyo(enable: boolean, yoyoDelay?: number, index?: number): Phaser.Tween; + yoyoDelay(duration: number, index?: number): Phaser.Tween; + + } + + class TweenData { + + constructor(parent: Phaser.Tween); + + static COMPLETE: number; + static LOOPED: number; + static PENDING: number; + static RUNNING: number; + + delay: number; + dt: number; + duration: number; + easingFunction: Function; + game: Phaser.Game; + inReverse: boolean; + interpolate: boolean; + interpolateFunctionContext: Phaser.Math; + interpolationContext: Phaser.Math; + interpolationFunction: Function; + isRunning: boolean; + isFrom: boolean; + parent: Phaser.Tween; + percent: number; + repeatCounter: number; + startTime: number; + value: number; + yoyo: boolean; + yoyoDelay: number; + + from(properties: any, duration?: number, ease?: Function, delay?: number, repeat?: number, yoyo?: boolean): Phaser.TweenData; + generateData(frameRate?: number): any[]; + repeat(): number; + start(): Phaser.TweenData; + to(properties: any, duration?: number, ease?: Function, delay?: number, repeat?: number, yoyo?: boolean): Phaser.TweenData; + update(time: number): number; + + } + + class TweenManager { + + constructor(game: Phaser.Game); + + frameBased: boolean; + game: Phaser.Game; + + add(tween: Phaser.Tween): Phaser.Tween; + create(object: any): Phaser.Tween; + getAll(): Phaser.Tween[]; + isTweening(object: any, checkIsRunning?: boolean): boolean; + remove(tween: Phaser.Tween): Phaser.Tween; + removeAll(): void; + removeFrom(obj: any, children?: boolean): void; + resumeAll(): void; + update(): boolean; + pauseAll(): void; + + } + + class Utils { + + static getProperty(obj: any, prop: string): any; + static setProperty(obj: any, prop: string, value: any): any; + static setProperties(obj: any, props: any): any; + static chanceRoll(chance: number): boolean; + static randomChoice(choice1: string | number, choice2: any): any; + static reverseString(string: string): string; + static parseDimension(size: any, dimension: number): number; + static pad(str: string, len?: number, pad?: string, dir?: number): string; + static isPlainObject(object: any): boolean; + static extend(deep: boolean, target: any, ...args: any[]): any; + static mixinPrototype(target: any, mixin: any, replace?: boolean): void; + static mixin(from: T, to: any): T; + + } + + module Utils { + + class Debug { + + static GEOM_AUTO: number; + static GEOM_RECTANGLE: number; + static GEOM_CIRCLE: number; + static GEOM_POINT: number; + static GEOM_ELLIPSE: number; + + constructor(game: Phaser.Game); + + bmd: Phaser.BitmapData; + canvas: HTMLCanvasElement; + columnWidth: number; + context: CanvasRenderingContext2D; + currentAlpha: number; + currentX: number; + currentY: number; + dirty: boolean; + font: string; + game: Phaser.Game; + lineHeight: number; + lineWidth: number; + renderShadow: boolean; + sprite: Phaser.Image; + + AStar(astar: Phaser.Plugin.AStar, x: number, y: number, showVisited: boolean): void; + boot(): void; + body(sprite: Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.Sprite | Phaser.Text | Phaser.TileSprite, color?: string, filled?: boolean): void; + bodyInfo(sprite: Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.Sprite | Phaser.Text | Phaser.TileSprite, x: number, y: Number, color?: string): void; + box2dBody(body: any /* Phaser.Physics.Box2D.Body */, color?: string): void; + box2dWorld(): void; + camera(camera: Phaser.Camera, color?: string, filled?: boolean): void; + cameraInfo(camera: Phaser.Camera, x: number, y: number, color?: string): void; + device(x: number, y: number, color?: string): void; + destroy(): void; + geom(object: any, color?: string, fiiled?: boolean, forceType?: number): void; + inputInfo(x: number, y: number, color?: string, showDetails?: boolean): void; + lineInfo(line: Phaser.Line, x: number, y: number, color?: string): void; + key(key: Phaser.Key, x?: number, y?: number, color?: string): void; + line(...args: string[]): void; + loader(loader: Phaser.Loader, x: number, y: number, color?: string): void; + phaser(x: number, y: number, color?: string): void; + preUpdate(): void; + physicsGroup(group: Phaser.Group, color?: string, filled?: boolean, checkExists?: boolean): void; + pixel(x: number, y: number, color?: string, size?: number): void; + pointer(pointer: Phaser.Pointer, hideIfUp?: boolean, downColor?: string, upColor?: string, color?: string, inactiveColor?: string): void; + quadTree(quadtree: Phaser.QuadTree, color?: string): void; + rectangle(object: Phaser.Rectangle, color?: string, filled?: boolean): void; + renderer(x?: number, y?: number, color?: string): void; + reset(): void; + ropeSegments(rope: Phaser.Rope, color?: number, filled?: boolean): void; + sound(x: number, y: number, color?: string): void; + scale(x: number, y: number, color?: string): void; + soundInfo(sound: Phaser.Sound, x: number, y: number, color?: string): void; + spriteBounds(sprite: any, color?: string, filled?: boolean): void; + spriteCoords(sprite: any, x: number, y: number, color?: string): void; + spriteInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + spriteInputInfo(sprite: Phaser.Sprite, x: number, y: number, color?: string): void; + start(x?: number, y?: number, color?: string, columnWidth?: number): void; + stop(): void; + text(text: string, x: number, y: number, color?: string, font?: string): void; + timer(timer: Phaser.Timer, x: number, y: number, color?: string): void; + + } + + } + + class Weapon extends Phaser.Plugin { + + constructor(game: Phaser.Game, parent: Phaser.PluginManager); + + static KILL_NEVER: number; + static KILL_LIFESPAN: number; + static KILL_DISTANCE: number; + static KILL_WEAPON_BOUNDS: number; + static KILL_CAMERA_BOUNDS: number; + static KILL_WORLD_BOUNDS: number; + static KILL_STATIC_BOUNDS: number; + + autoExpandBulletsGroup: boolean; + autofire: boolean; + bounds: Phaser.Rectangle; + bulletAngleOffset: number; + bulletAngleVariance: number; + bulletAnimation: string; + bulletClass: any; + bulletCollideWorldBounds: boolean; + bulletFrame: string; + bulletFrameCycle: boolean; + bulletFrameRandom: boolean; + bulletFrames: any[]; + bulletGravity: Phaser.Point; + bulletInheritSpriteSpeed: boolean; + bulletKey: string; + bulletKillDistance: number; + bulletKillType: number; + bulletLifespan: number; + bulletRotateToVelocity: boolean; + bullets: Phaser.Group; + bulletSpeed: number; + bulletSpeedVariance: number; + bulletWorldWrap: boolean; + bulletWorldWrapPadding: number; + fireAngle: number; + fireFrom: Phaser.Rectangle; + fireLimit: number; + fireRate: number; + fireRateVariance: number; + multiFire: boolean; + onFire: Phaser.Signal; + onFireLimit: Phaser.Signal; + onKill: Phaser.Signal; + shots: number; + trackedPointer: Phaser.Pointer; + trackedSprite: any; + trackOffset: Phaser.Point; + trackRotation: boolean; + x: number; + y: number; + + addBulletAnimation(name: string, frames?: number[] | string[], frameRate?: number, loop?: boolean, useNumericIndex?: boolean): Phaser.Weapon; + createBullets(quantity?: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Weapon; + debug(x?: number, y?: number, debugBodies?: boolean): void; + destroy(): void; + fire(from?: any, x?: number, y?: number, offsetX?: number, offsetY?: number): Phaser.Bullet; + fireAtPointer(pointer: Phaser.Pointer): Phaser.Bullet; + fireAtSprite(sprite: Phaser.Sprite): Phaser.Bullet; + fireAtXY(x: number, y: number): Phaser.Bullet; + fireMany(positions: any[], from?: any): Phaser.Bullet[]; + fireOffset(offsetX?: number, offsetY?: number): Phaser.Bullet; + forEach(callback: any, callbackContext?: any): Phaser.Weapon; + killAll(): Phaser.Weapon; + pauseAll(): Phaser.Weapon; + resetShots(newLimit?: number): Phaser.Weapon; + resumeAll(): Phaser.Weapon; + setBulletBodyOffset(width: number, height: number, offsetX?: number, offsetY?: number): Phaser.Weapon; + setBulletFrames(min: number, max: number, cycle?: boolean, random?: boolean): Phaser.Weapon; + trackPointer(pointer: Phaser.Pointer, offsetX?: number, offsetY?: number): Phaser.Weapon; + trackSprite(sprite: Phaser.Sprite, offsetX?: number, offsetY?: number, trackRotation?: boolean): Phaser.Weapon; + + } + + class World extends Phaser.Group { + + constructor(game: Phaser.Game); + + bounds: Phaser.Rectangle; + camera: Phaser.Camera; + centerX: number; + centerY: number; + game: Phaser.Game; + height: number; + isPaused: boolean; + randomX: number; + randomY: number; + stats: { + skipped: number; + ignored: number; + checked: number; + }; + width: number; + + boot(): void; + getObjectsUnderPointer(pointer: Phaser.Pointer, group: Phaser.Group, callback?: Function, callbackContext?: any): Phaser.Sprite; + resize(width: number, height: number): void; + setBounds(x: number, y: number, width: number, height: number): void; + sortLeftRight(a: Phaser.Sprite, b: Phaser.Sprite): number; + sortRightLeft(a: Phaser.Sprite, b: Phaser.Sprite): number; + sortTopBottom(a: Phaser.Sprite, b: Phaser.Sprite): number; + sortBottomTop(a: Phaser.Sprite, b: Phaser.Sprite): number; + sort(group: Phaser.Group, sortDirection?: number): void; + sort(key?: string, order?: number): void; + shutdown(): void; + wrap(sprite: any, padding?: number, useBounds?: boolean, horizontal?: boolean, vertical?: boolean): void; + wrapAll(group: Phaser.Group, checkExists?: boolean, padding?: number, useBounds?: boolean, horizontal?: boolean, vertical?: boolean): void; + + } + +} diff --git a/Phaser/2.x/libs/pixi.d.ts b/Phaser/2.x/libs/pixi.d.ts new file mode 100644 index 00000000..9eb44420 --- /dev/null +++ b/Phaser/2.x/libs/pixi.d.ts @@ -0,0 +1,913 @@ +// Type definitions for PIXI with Phaser Deviations. + +declare module PIXI { + + export var game: Phaser.Game; + export var WEBGL_RENDERER: number; + export var CANVAS_RENDERER: number; + export var VERSION: string; + + export enum blendModes { + + NORMAL, + ADD, + MULTIPLY, + SCREEN, + OVERLAY, + DARKEN, + LIGHTEN, + COLOR_DODGE, + COLOR_BURN, + HARD_LIGHT, + SOFT_LIGHT, + DIFFERENCE, + EXCLUSION, + HUE, + SATURATION, + COLOR, + LUMINOSITY + + } + + export enum scaleModes { + + DEFAULT, + LINEAR, + NEAREST + + } + + export var glContexts: WebGLRenderingContext[]; + export var instances: any[]; + + export var TextureSilentFail: boolean; + + export function canUseNewCanvasBlendModes(): boolean; + + export function CompileFragmentShader(gl: WebGLRenderingContext, shaderSrc: string[]): any; + + export interface IEventCallback { + (e?: IEvent): void; + } + + export interface IEvent { + type: string; + content: any; + } + + export interface HitArea { + contains(x: number, y: number): boolean; + } + + export interface IInteractionDataCallback { + (interactionData: InteractionData): void; + } + + export interface PixiRenderer { + + autoResize: boolean; + clearBeforeRender: boolean; + height: number; + resolution: number; + transparent: boolean; + type: number; + view: HTMLCanvasElement; + width: number; + + destroy(): void; + render(stage: DisplayObjectContainer): void; + resize(width: number, height: number): void; + + } + + export interface PixiRendererOptions { + + autoResize?: boolean; + antialias?: boolean; + clearBeforeRender?: boolean; + preserveDrawingBuffer?: boolean; + resolution?: number; + transparent?: boolean; + view?: HTMLCanvasElement; + + } + + export interface BitmapTextStyle { + + font?: string; + align?: string; + tint?: string; + + } + + export interface TextStyle { + + align?: string; + dropShadow?: boolean; + dropShadowColor?: string; + dropShadowAngle?: number; + dropShadowDistance?: number; + fill?: string; + font?: string; + lineJoin?: string; + stroke?: string; + strokeThickness?: number; + wordWrap?: boolean; + wordWrapWidth?: number; + + } + + export interface Loader { + + load(): void; + + } + + export interface MaskData { + + alpha: number; + worldTransform: number[]; + + } + + export interface RenderSession { + + context: CanvasRenderingContext2D; + maskManager: CanvasMaskManager; + scaleMode: scaleModes; + smoothProperty: string; + roundPixels: boolean; + + } + + export interface ShaderAttribute { + // TODO: Find signature of shader attributes + } + + export interface FilterBlock { + + visible: boolean; + renderable: boolean; + + } + + // Phaser.Filter is used instead + export class AbstractFilter { + + constructor(fragmentSrc: string | string[], uniforms: any); + + dirty: boolean; + padding: number; + uniforms: any; + fragmentSrc: string | string[]; + + apply(frameBuffer: WebGLFramebuffer): void; + syncUniforms(): void; + + } + + export class BaseTexture implements Mixin { + + static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): BaseTexture; + + constructor(source: HTMLImageElement, scaleMode: scaleModes); + constructor(source: HTMLCanvasElement, scaleMode: scaleModes); + + height: number; + hasLoaded: boolean; + mipmap: boolean; + premultipliedAlpha: boolean; + resolution: number; + scaleMode: scaleModes; + skipRender: boolean; + source: HTMLImageElement; + textureIndex: number; + width: number; + + listeners(eventName: string): Function[]; + emit(eventName: string, data?: any): boolean; + dispatchEvent(eventName: string, data?: any): boolean; + on(eventName: string, fn: Function): Function; + addEventListener(eventName: string, fn: Function): Function; + once(eventName: string, fn: Function): Function; + off(eventName: string, fn: Function): Function; + removeAllEventListeners(eventName: string): void; + forceLoaded(width: number, height: number): void; + destroy(): void; + dirty(): void; + unloadFromGPU(): void; + + } + + export class CanvasBuffer { + + constructor(width: number, height: number); + + canvas: HTMLCanvasElement; + context: CanvasRenderingContext2D; + height: number; + width: number; + + destroy(): void; + clear(): void; + resize(width: number, height: number): void; + + } + + export class CanvasMaskManager { + + pushMask(maskData: MaskData, renderSession: RenderSession): void; + popMask(renderSession: RenderSession): void; + + } + + export class CanvasRenderer implements PixiRenderer { + + constructor(game: Phaser.Game); + + game: Phaser.Game; + type: number; + resolution: number; + clearBeforeRender: boolean; + transparent: boolean; + autoResize: boolean; + width: number; + height: number; + view: HTMLCanvasElement; + context: CanvasRenderingContext2D; + refresh: boolean; + count: number; + maskManager: CanvasMaskManager; + renderSession: RenderSession; + + render(stage: DisplayObjectContainer): void; + resize(width: number, height: number): void; + setTexturePriority(textureNameCollection: string[]): string[]; + destroy(removeView?: boolean): void; + + } + + export class CanvasTinter { + + static getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement; + static tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + static tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + static tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + + static canUseMultiply: boolean; + static tintMethod: any; + + } + + export class DisplayObject { + + alpha: number; + buttonMode: boolean; + cacheAsBitmap: boolean; + defaultCursor: string; + filterArea: Rectangle; + filters: AbstractFilter[]; + hitArea: HitArea; + interactive: boolean; + mask: Phaser.Graphics; + parent: DisplayObjectContainer; + pivot: Point; + position: Point; + renderable: boolean; + rotation: number; + scale: Point; + stage: DisplayObjectContainer; + visible: boolean; + worldAlpha: number; + worldPosition: Point; + worldScale: Point; + worldTransform: Matrix; + worldRotation: number; + worldVisible: boolean; + x: number; + y: number; + + click(e: InteractionData): void; + displayObjectUpdateTransform(parent?: DisplayObjectContainer): void; + generateTexture(resolution?: number, scaleMode?: number, renderer?: PixiRenderer | number): Phaser.RenderTexture; + mousedown(e: InteractionData): void; + mouseout(e: InteractionData): void; + mouseover(e: InteractionData): void; + mouseup(e: InteractionData): void; + mousemove(e: InteractionData): void; + mouseupoutside(e: InteractionData): void; + rightclick(e: InteractionData): void; + rightdown(e: InteractionData): void; + rightup(e: InteractionData): void; + rightupoutside(e: InteractionData): void; + setStageReference(stage: DisplayObjectContainer): void; + tap(e: InteractionData): void; + toGlobal(position: Point): Point; + toLocal(position: Point, from: DisplayObject): Point; + touchend(e: InteractionData): void; + touchendoutside(e: InteractionData): void; + touchstart(e: InteractionData): void; + touchmove(e: InteractionData): void; + updateTransform(parent?: DisplayObjectContainer): void; + updateCache(): void; + + } + + export class DisplayObjectContainer extends DisplayObject { + + constructor(); + + children: DisplayObject[]; + height: number; + width: number; + ignoreChildInput: boolean; + + addChild(child: DisplayObject): DisplayObject; + addChildAt(child: DisplayObject, index: number): DisplayObject; + getBounds(targetCoordinateSpace?: DisplayObject | Matrix): Rectangle; + getChildAt(index: number): DisplayObject; + getChildIndex(child: DisplayObject): number; + getLocalBounds(): Rectangle; + removeChild(child: DisplayObject): DisplayObject; + removeChildAt(index: number): DisplayObject; + removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]; + removeStageReference(): void; + setChildIndex(child: DisplayObject, index: number): void; + swapChildren(child: DisplayObject, child2: DisplayObject): void; + contains(child: DisplayObject): boolean; + + } + + export class FilterTexture { + + constructor(gl: WebGLRenderingContext, width: number, height: number, scaleMode: scaleModes); + + fragmentSrc: string[]; + frameBuffer: WebGLFramebuffer; + gl: WebGLRenderingContext; + program: WebGLProgram; + scaleMode: number; + texture: WebGLTexture; + + clear(): void; + resize(width: number, height: number): void; + destroy(): void; + + } + + export class ImageLoader implements Mixin { + + constructor(url: string, crossorigin?: boolean); + + texture: Texture; + + listeners(eventName: string): Function[]; + emit(eventName: string, data?: any): boolean; + dispatchEvent(eventName: string, data?: any): boolean; + on(eventName: string, fn: Function): Function; + addEventListener(eventName: string, fn: Function): Function; + once(eventName: string, fn: Function): Function; + off(eventName: string, fn: Function): Function; + removeAllEventListeners(eventName: string): void; + + load(): void; + loadFramedSpriteSheet(frameWidth: number, frameHeight: number, textureName: string): void; + + } + + export class InteractionData { + + global: Point; + target: Sprite; + originalEvent: Event; + + getLocalPosition(displayObject: DisplayObject, point?: Point, globalPos?: Point): Point; + + } + + // Phaser.Matrix is used instead + export class Matrix { + + a: number; + b: number; + c: number; + d: number; + tx: number; + ty: number; + + append(matrix: Matrix): Matrix; + apply(pos: Point, newPos: Point): Point; + applyInverse(pos: Point, newPos: Point): Point; + determineMatrixArrayType(): number[]; + identity(): Matrix; + rotate(angle: number): Matrix; + fromArray(array: number[]): void; + translate(x: number, y: number): Matrix; + toArray(transpose: boolean): number[]; + scale(x: number, y: number): Matrix; + + } + + export interface Mixin { + + listeners(eventName: string): Function[]; + emit(eventName: string, data?: any): boolean; + dispatchEvent(eventName: string, data?: any): boolean; + on(eventName: string, fn: Function): Function; + addEventListener(eventName: string, fn: Function): Function; + once(eventName: string, fn: Function): Function; + off(eventName: string, fn: Function): Function; + removeAllEventListeners(eventName: string): void; + + } + + export interface IPixiShader { + + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + destroy(): void; + init(): void; + + } + + export class PixiShader implements IPixiShader { + + constructor(gl: WebGLRenderingContext); + + attributes: ShaderAttribute[]; + defaultVertexSrc: string[]; + dirty: boolean; + firstRun: boolean; + textureCount: number; + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + initSampler2D(): void; + initUniforms(): void; + syncUniforms(): void; + + destroy(): void; + init(): void; + + } + + export class PixiFastShader implements IPixiShader { + + constructor(gl: WebGLRenderingContext); + + textureCount: number; + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + destroy(): void; + init(): void; + + } + + export class PrimitiveShader implements IPixiShader { + + constructor(gl: WebGLRenderingContext); + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + destroy(): void; + init(): void; + + } + + export class ComplexPrimitiveShader implements IPixiShader { + + constructor(gl: WebGLRenderingContext); + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + destroy(): void; + init(): void; + + } + + export class StripShader implements IPixiShader { + + constructor(gl: WebGLRenderingContext); + fragmentSrc: string[]; + gl: WebGLRenderingContext; + program: WebGLProgram; + vertexSrc: string[]; + + destroy(): void; + init(): void; + + } + + // Overwritten by Phaser.Point + export class Point { + + constructor(x?: number, y?: number); + + x: number; + y: number; + + clone(): Point; + set(x: number, y: number): void; + + } + + // Overwritten by Phaser.Rectangle + export class Rectangle implements HitArea { + + constructor(x?: number, y?: number, width?: number, height?: number); + + bottom: number; + bottomRight: Phaser.Point; + bottomLeft: Phaser.Point; + centerX: number; + centerY: number; + empty: boolean; + halfHeight: number; + halfWidth: number; + height: number; + left: number; + perimeter: number; + randomX: number; + randomY: number; + right: number; + top: number; + topLeft: Phaser.Point; + topRight: Phaser.Point; + type: number; + volume: number; + width: number; + x: number; + y: number; + + clone(): Rectangle; + contains(x: number, y: number): boolean; + + } + + export class Rope extends Strip { + + points: Point[]; + vertices: number[]; + + constructor(texture: Texture, points: Point[]); + + refresh(): void; + setTexture(texture: Texture): void; + + } + + export class Sprite extends DisplayObjectContainer { + + constructor(texture: Texture); + + anchor: Point; + blendMode: blendModes; + exists: boolean; + shader: IPixiShader; + texture: Texture; + tint: number; + + static defaultAnchor: {x: number; y: number}; + + setTexture(texture: Texture, destroyBase?: boolean): void; + + } + + export class SpriteBatch extends DisplayObjectContainer { + + constructor(texture?: Texture); + + ready: boolean; + textureThing: Texture; + + initWebGL(gl: WebGLRenderingContext): void; + + } + + export class Strip extends DisplayObjectContainer { + + static DrawModes: { + + TRIANGLE_STRIP: number; + TRIANGLES: number; + + }; + + constructor(texture: Texture); + + blendMode: number; + colors: number[]; + dirty: boolean; + indices: number[]; + canvasPadding: number; + texture: Texture; + uvs: number[]; + vertices: number[]; + + getBounds(matrix?: Matrix): Rectangle; + + } + + export class Texture implements Mixin { + + static emptyTexture: Texture; + + static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: scaleModes): Texture; + + constructor(baseTexture: BaseTexture, frame?: Rectangle, crop?: Rectangle, trim?: Rectangle); + + baseTexture: BaseTexture; + crop: Rectangle; + frame: Rectangle; + height: number; + noFrame: boolean; + requiresUpdate: boolean; + trim: Point; + width: number; + scope: any; + valid: boolean; + rotated: boolean; + + listeners(eventName: string): Function[]; + emit(eventName: string, data?: any): boolean; + dispatchEvent(eventName: string, data?: any): boolean; + on(eventName: string, fn: Function): Function; + addEventListener(eventName: string, fn: Function): Function; + once(eventName: string, fn: Function): Function; + off(eventName: string, fn: Function): Function; + removeAllEventListeners(eventName: string): void; + + destroy(destroyBase: boolean): void; + setFrame(frame: Rectangle): void; + + } + + export class TilingSprite extends Sprite { + + constructor(texture: Texture, width: number, height: number); + + canvasBuffer: PIXI.CanvasBuffer; + blendMode: number; + refreshTexture: boolean; + texture: Texture; + textureDebug: boolean; + tint: number; + tilePosition: Point; + tilePattern: PIXI.Texture; + tileScale: Point; + tileScaleOffset: Point; + + destroy(): void; + generateTilingTexture(forcePowerOfTwo?: boolean): void; + setTexture(texture: Texture): void; + + } + + export class VideoTexture extends BaseTexture { + + static baseTextureFromVideo(video: HTMLVideoElement, scaleMode: number): BaseTexture; + static textureFromVideo(video: HTMLVideoElement, scaleMode: number): Texture; + static fromUrl(videoSrc: string, scaleMode?: number, autoPlay?: boolean, type?: string, loop?: boolean): Texture; + + controls: boolean; + autoUpdate: boolean; + type: string; + + changeSource(src: string, type: string, loop: boolean): void; + play(): void; + stop(): void; + + destroy(): void; + updateBound(): void; + onPlayStart: () => void; + onPlayStop: () => void; + onCanPlay: (event: any) => void; + + } + + export class WebGLBlendModeManager { + + currentBlendMode: number; + + destroy(): void; + setBlendMode(blendMode: number): boolean; + setContext(gl: WebGLRenderingContext): void; + + } + + export class WebGLFastSpriteBatch { + + constructor(gl: CanvasRenderingContext2D); + + currentBatchSize: number; + currentBaseTexture: BaseTexture; + currentBlendMode: number; + renderSession: RenderSession; + drawing: boolean; + indexBuffer: any; + indices: number[]; + lastIndexCount: number; + matrix: Matrix; + maxSize: number; + shader: IPixiShader; + size: number; + vertexBuffer: any; + vertices: number[]; + vertSize: number; + + end(): void; + begin(spriteBatch: SpriteBatch, renderSession: RenderSession): void; + destroy(removeView?: boolean): void; + flush(): void; + render(spriteBatch: SpriteBatch): void; + renderSprite(sprite: Sprite): void; + setContext(gl: WebGLRenderingContext): void; + start(): void; + stop(): void; + + } + + export class WebGLFilterManager { + + filterStack: AbstractFilter[]; + transparent: boolean; + offsetX: number; + offsetY: number; + + applyFilterPass(filter: AbstractFilter, filterArea: Texture, width: number, height: number): void; + begin(renderSession: RenderSession, buffer: ArrayBuffer): void; + destroy(): void; + initShaderBuffers(): void; + popFilter(): void; + pushFilter(filterBlock: FilterBlock): void; + setContext(gl: WebGLRenderingContext): void; + + } + + export class WebGLGraphics { + + static graphicsDataPool: any[]; + + static renderGraphics(graphics: Phaser.Graphics, renderRession: RenderSession): void; + static updateGraphics(graphics: Phaser.Graphics, gl: WebGLRenderingContext): void; + static switchMode(webGL: WebGLRenderingContext, type: number): any; + static buildRectangle(graphicsData: Phaser.GraphicsData, webGLData: any): void; + static buildRoundedRectangle(graphicsData: Phaser.GraphicsData, webGLData: any): void; + static quadraticBezierCurve(fromX: number, fromY: number, cpX: number, cpY: number, toX: number, toY: number): number[]; + static buildCircle(graphicsData: Phaser.GraphicsData, webGLData: any): void; + static buildLine(graphicsData: Phaser.GraphicsData, webGLData: any): void; + static buildComplexPoly(graphicsData: Phaser.GraphicsData, webGLData: any): void; + static buildPoly(graphicsData: Phaser.GraphicsData, webGLData: any): boolean; + + reset(): void; + upload(): void; + + } + + export class WebGLGraphicsData { + + constructor(gl: WebGLRenderingContext); + + gl: WebGLRenderingContext; + glPoints: any[]; + color: number[]; + points: any[]; + indices: any[]; + buffer: WebGLBuffer; + indexBuffer: WebGLBuffer; + mode: number; + alpha: number; + dirty: boolean; + + reset(): void; + upload(): void; + + } + + export class WebGLMaskManager { + + destroy(): void; + popMask(renderSession: RenderSession): void; + pushMask(maskData: any[], renderSession: RenderSession): void; + setContext(gl: WebGLRenderingContext): void; + + } + + export class WebGLRenderer implements PixiRenderer { + + static createWebGLTexture(texture: Texture, gl: WebGLRenderingContext): void; + + constructor(game: Phaser.Game); + + game: Phaser.Game; + type: number; + resolution: number; + transparent: boolean; + autoResize: boolean; + preserveDrawingBuffer: boolean; + clearBeforeRender: boolean; + width: number; + height: number; + currentBatchedTextures: string[]; + view: HTMLCanvasElement; + projection: Point; + offset: Point; + shaderManager: WebGLShaderManager; + spriteBatch: WebGLSpriteBatch; + maskManager: WebGLMaskManager; + filterManager: WebGLFilterManager; + stencilManager: WebGLStencilManager; + blendModeManager: WebGLBlendModeManager; + renderSession: RenderSession; + + initContext(): void; + render(stage: DisplayObjectContainer): void; + renderDisplayObject(displayObject: DisplayObject, projection: Point, buffer: WebGLBuffer): void; + resize(width: number, height: number): void; + updateTexture(texture: Texture): void; + destroy(): void; + mapBlendModes(): void; + setTexturePriority(textureNameCollection: string[]): string[]; + + } + + export class WebGLShaderManager { + + maxAttibs: number; + attribState: any[]; + stack: any[]; + tempAttribState: any[]; + + destroy(): void; + setAttribs(attribs: ShaderAttribute[]): void; + setContext(gl: WebGLRenderingContext): void; + setShader(shader: IPixiShader): boolean; + + } + + export class WebGLStencilManager { + + stencilStack: any[]; + reverse: boolean; + count: number; + + bindGraphics(graphics: Phaser.Graphics, webGLData: any[], renderSession: RenderSession): void; + destroy(): void; + popStencil(graphics: Phaser.Graphics, webGLData: any[], renderSession: RenderSession): void; + pushStencil(graphics: Phaser.Graphics, webGLData: any[], renderSession: RenderSession): void; + setContext(gl: WebGLRenderingContext): void; + + } + + export class WebGLSpriteBatch { + + blendModes: number[]; + colors: number[]; + currentBatchSize: number; + currentBaseTexture: Texture; + defaultShader: AbstractFilter; + dirty: boolean; + drawing: boolean; + indices: number[]; + lastIndexCount: number; + positions: number[]; + textures: Texture[]; + shaders: IPixiShader[]; + size: number; + sprites: any[]; + vertices: number[]; + vertSize: number; + + begin(renderSession: RenderSession): void; + destroy(): void; + end(): void; + flush(shader?: IPixiShader): void; + render(sprite: Sprite): void; + renderBatch(texture: Texture, size: number, startIndex: number): void; + renderTilingSprite(sprite: TilingSprite): void; + setBlendMode(blendMode: blendModes): void; + setContext(gl: WebGLRenderingContext): void; + start(): void; + stop(): void; + + } + +} + +declare function requestAnimFrame(callback: Function): void; + +declare module PIXI.PolyK { + export function Triangulate(p: number[]): number[]; +} diff --git a/Phaser/2.x/out/dragonBones.d.ts b/Phaser/2.x/out/dragonBones.d.ts index 761ff427..9fe7ea65 100644 --- a/Phaser/2.x/out/dragonBones.d.ts +++ b/Phaser/2.x/out/dragonBones.d.ts @@ -47,7 +47,7 @@ declare namespace dragonBones { DeformCount = 1, DeformValueCount = 2, DeformValueOffset = 3, - DeformFloatOffset = 4, + DeformFloatOffset = 4 } /** * @private @@ -55,14 +55,14 @@ declare namespace dragonBones { const enum ArmatureType { Armature = 0, MovieClip = 1, - Stage = 2, + Stage = 2 } /** * @private */ const enum BoneType { Bone = 0, - Surface = 1, + Surface = 1 } /** * @private @@ -72,7 +72,7 @@ declare namespace dragonBones { Armature = 1, Mesh = 2, BoundingBox = 3, - Path = 4, + Path = 4 } /** * - Bounding box type. @@ -87,7 +87,7 @@ declare namespace dragonBones { const enum BoundingBoxType { Rectangle = 0, Ellipse = 1, - Polygon = 2, + Polygon = 2 } /** * @private @@ -95,7 +95,7 @@ declare namespace dragonBones { const enum ActionType { Play = 0, Frame = 10, - Sound = 11, + Sound = 11 } /** * @private @@ -114,7 +114,7 @@ declare namespace dragonBones { Multiply = 10, Overlay = 11, Screen = 12, - Subtract = 13, + Subtract = 13 } /** * @private @@ -125,7 +125,7 @@ declare namespace dragonBones { Curve = 2, QuadIn = 3, QuadOut = 4, - QuadInOut = 5, + QuadInOut = 5 } /** * @private @@ -147,7 +147,7 @@ declare namespace dragonBones { IKConstraint = 30, AnimationProgress = 40, AnimationWeight = 41, - AnimationParameter = 42, + AnimationParameter = 42 } /** * - Offset mode. @@ -162,7 +162,7 @@ declare namespace dragonBones { const enum OffsetMode { None = 0, Additive = 1, - Override = 2, + Override = 2 } /** * - Animation fade out mode. @@ -219,35 +219,35 @@ declare namespace dragonBones { * - 不替换同名的动画状态。 * @language zh_CN */ - Single = 5, + Single = 5 } /** * @private */ const enum AnimationBlendType { None = 0, - E1D = 1, + E1D = 1 } /** * @private */ const enum AnimationBlendMode { Additive = 0, - Override = 1, + Override = 1 } /** * @private */ const enum ConstraintType { IK = 0, - Path = 1, + Path = 1 } /** * @private */ const enum PositionMode { Fixed = 0, - Percent = 1, + Percent = 1 } /** * @private @@ -255,7 +255,7 @@ declare namespace dragonBones { const enum SpacingMode { Length = 0, Fixed = 1, - Percent = 2, + Percent = 2 } /** * @private @@ -263,7 +263,7 @@ declare namespace dragonBones { const enum RotateMode { Tangent = 0, Chain = 1, - ChainScale = 2, + ChainScale = 2 } /** * @private @@ -335,7 +335,7 @@ declare namespace dragonBones { private static _defaultMaxCount; private static readonly _maxCountMap; private static readonly _poolsMap; - private static _returnObject(object); + private static _returnObject; static toString(): string; /** * - Set the maximum cache count of the specify object pool. @@ -1946,7 +1946,7 @@ declare namespace dragonBones { /** * - Compute the bit code for a point (x, y) using the clip rectangle */ - private static _computeOutCode(x, y, xMin, yMin, xMax, yMax); + private static _computeOutCode; /** * @private */ @@ -2790,7 +2790,7 @@ declare namespace dragonBones { */ class Armature extends BaseObject implements IAnimatable { static toString(): string; - private static _onSortSlots(a, b); + private static _onSortSlots; /** * - Whether to inherit the animation control of the parent armature. * True to try to have the child armature play an animation with the same name when the parent armature play the animation. @@ -4184,7 +4184,7 @@ declare namespace dragonBones { private _animationConfig; private _lastAnimationState; protected _onClear(): void; - private _fadeOut(animationConfig); + private _fadeOut; /** * - Clear all animations states. * @see dragonBones.AnimationState @@ -4753,9 +4753,9 @@ declare namespace dragonBones { private _activeChildA; private _activeChildB; protected _onClear(): void; - private _updateTimelines(); - private _updateBoneAndSlotTimelines(); - private _advanceFadeTime(passedTime); + private _updateTimelines; + private _updateBoneAndSlotTimelines; + private _advanceFadeTime; /** * - Continue play. * @version DragonBones 3.0 @@ -5566,7 +5566,7 @@ declare namespace dragonBones { const enum FrameValueType { Step = 0, Int = 1, - Float = 2, + Float = 2 } /** * @private @@ -5613,10 +5613,10 @@ declare namespace dragonBones { private readonly _weightBonePoses; private readonly _cacheBones; private readonly _slotChildActions; - private _getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, t, result); - private _samplingEasingCurve(curve, samples); - private _parseActionDataInFrame(rawData, frameStart, bone, slot); - private _mergeActionFrame(rawData, frameStart, type, bone, slot); + private _getCurvePoint; + private _samplingEasingCurve; + private _parseActionDataInFrame; + private _mergeActionFrame; protected _parseArmature(rawData: any, scale: number): ArmatureData; protected _parseBone(rawData: any): BoneData; protected _parseIKConstraint(rawData: any): ConstraintData | null; @@ -5709,9 +5709,9 @@ declare namespace dragonBones { private _intArrayBuffer; private _frameArrayBuffer; private _timelineArrayBuffer; - private _inRange(a, min, max); - private _decodeUTF8(data); - private _parseBinaryTimeline(type, offset, timelineData?); + private _inRange; + private _decodeUTF8; + private _parseBinaryTimeline; protected _parseAnimation(rawData: any): AnimationData; protected _parseGeometry(rawData: any, geometry: GeometryData): void; protected _parseArray(rawData: any): void; @@ -6332,7 +6332,7 @@ declare namespace dragonBones { * @inheritDoc */ constructor(); - private _getChildByName(container, name); + private _getChildByName; /** * @inheritDoc */ @@ -6481,6 +6481,7 @@ declare namespace dragonBones { * @inheritDoc */ class PhaserSlotDisplay extends Phaser.Image { + _renderIndex: number; /** * @inheritDoc */ diff --git a/Phaser/2.x/out/dragonBones.js b/Phaser/2.x/out/dragonBones.js index 5ee8efcf..e29fcfd3 100644 --- a/Phaser/2.x/out/dragonBones.js +++ b/Phaser/2.x/out/dragonBones.js @@ -1,8 +1,11 @@ "use strict"; var __extends = (this && this.__extends) || (function () { - var extendStatics = Object.setPrototypeOf || - ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || - function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } @@ -58,7 +61,7 @@ var dragonBones; for (var i = 0; i < this._events.length; ++i) { var eventObject = this._events[i]; var armature = eventObject.armature; - if (armature._armatureData !== null) { + if (armature._armatureData !== null) { // May be armature disposed before advanceTime. armature.eventDispatcher.dispatchDBEvent(eventObject.type, eventObject); if (eventObject.type === dragonBones.EventObject.SOUND_EVENT) { this._eventManager.dispatchDBEvent(eventObject.type, eventObject); @@ -227,7 +230,7 @@ var dragonBones; * @language zh_CN */ BaseObject.setMaxCount = function (objectConstructor, maxCount) { - if (maxCount < 0 || maxCount !== maxCount) { + if (maxCount < 0 || maxCount !== maxCount) { // isNaN maxCount = 0; } if (objectConstructor !== null) { @@ -1474,7 +1477,7 @@ var dragonBones; continue; } var flag = false; - for (var k in this.constraints) { + for (var k in this.constraints) { // Wait constraint. var constraint = this.constraints[k]; if (constraint.root === bone && this.sortedBones.indexOf(constraint.target) < 0) { flag = true; @@ -1484,7 +1487,7 @@ var dragonBones; if (flag) { continue; } - if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { + if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { // Wait parent. continue; } this.sortedBones.push(bone); @@ -1495,7 +1498,7 @@ var dragonBones; * @internal */ ArmatureData.prototype.cacheFrames = function (frameRate) { - if (this.cacheFrameRate > 0) { + if (this.cacheFrameRate > 0) { // TODO clear cache. return; } this.cacheFrameRate = frameRate; @@ -2376,16 +2379,16 @@ var dragonBones; */ RectangleBoundingBoxData._computeOutCode = function (x, y, xMin, yMin, xMax, yMax) { var code = 0 /* InSide */; // initialised as being inside of [[clip window]] - if (x < xMin) { + if (x < xMin) { // to the left of clip window code |= 1 /* Left */; } - else if (x > xMax) { + else if (x > xMax) { // to the right of clip window code |= 2 /* Right */; } - if (y < yMin) { + if (y < yMin) { // below the clip window code |= 4 /* Top */; } - else if (y > yMax) { + else if (y > yMax) { // above the clip window code |= 8 /* Bottom */; } return code; @@ -2406,11 +2409,11 @@ var dragonBones; var outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); var outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); while (true) { - if ((outcode0 | outcode1) === 0) { + if ((outcode0 | outcode1) === 0) { // Bitwise OR is 0. Trivially accept and get out of loop intersectionCount = 2; break; } - else if ((outcode0 & outcode1) !== 0) { + else if ((outcode0 & outcode1) !== 0) { // Bitwise AND is not 0. Trivially reject and get out of loop break; } // failed both tests, so calculate the line segment to clip @@ -2421,28 +2424,28 @@ var dragonBones; // At least one endpoint is outside the clip rectangle; pick it. var outcodeOut = outcode0 !== 0 ? outcode0 : outcode1; // Now find the intersection point; - if ((outcodeOut & 4 /* Top */) !== 0) { + if ((outcodeOut & 4 /* Top */) !== 0) { // point is above the clip rectangle x = xA + (xB - xA) * (yMin - yA) / (yB - yA); y = yMin; if (normalRadians !== null) { normalRadian = -Math.PI * 0.5; } } - else if ((outcodeOut & 8 /* Bottom */) !== 0) { + else if ((outcodeOut & 8 /* Bottom */) !== 0) { // point is below the clip rectangle x = xA + (xB - xA) * (yMax - yA) / (yB - yA); y = yMax; if (normalRadians !== null) { normalRadian = Math.PI * 0.5; } } - else if ((outcodeOut & 2 /* Right */) !== 0) { + else if ((outcodeOut & 2 /* Right */) !== 0) { // point is to the right of clip rectangle y = yA + (yB - yA) * (xMax - xA) / (xB - xA); x = xMax; if (normalRadians !== null) { normalRadian = 0; } } - else if ((outcodeOut & 1 /* Left */) !== 0) { + else if ((outcodeOut & 1 /* Left */) !== 0) { // point is to the left of clip rectangle y = yA + (yB - yA) * (xMin - xA) / (xB - xA); x = xMin; if (normalRadians !== null) { @@ -3024,7 +3027,7 @@ var dragonBones; * @internal */ AnimationData.prototype.cacheFrames = function (frameRate) { - if (this.cacheFrameRate > 0.0) { + if (this.cacheFrameRate > 0.0) { // TODO clear cache. return; } this.cacheFrameRate = Math.max(Math.ceil(frameRate * this.scale), 1.0); @@ -3488,7 +3491,7 @@ var dragonBones; return a._zIndex * 1000 + a._zOrder > b._zIndex * 1000 + b._zOrder ? 1 : -1; }; Armature.prototype._onClear = function () { - if (this._clock !== null) { + if (this._clock !== null) { // Remove clock first. this._clock.remove(this); } for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { @@ -4551,14 +4554,27 @@ var dragonBones; if (origin !== null) { // global.copyFrom(this.origin).add(this.offset).add(this.animationPose); global.x = origin.x + offset.x + animationPose.x; - global.y = origin.y + offset.y + animationPose.y; - global.skew = origin.skew + offset.skew + animationPose.skew; - global.rotation = origin.rotation + offset.rotation + animationPose.rotation; global.scaleX = origin.scaleX * offset.scaleX * animationPose.scaleX; global.scaleY = origin.scaleY * offset.scaleY * animationPose.scaleY; + if (dragonBones.DragonBones.yDown) { + global.y = origin.y + offset.y + animationPose.y; + global.skew = origin.skew + offset.skew + animationPose.skew; + global.rotation = origin.rotation + offset.rotation + animationPose.rotation; + } + else { + global.y = origin.y - offset.y + animationPose.y; + global.skew = origin.skew - offset.skew + animationPose.skew; + global.rotation = origin.rotation - offset.rotation + animationPose.rotation; + } } else { - global.copyFrom(offset).add(animationPose); + global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } + global.add(animationPose); } } else if (this.offsetMode === 0 /* None */) { @@ -4572,6 +4588,11 @@ var dragonBones; else { inherit = false; global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } } if (inherit) { var isSurface = parent._boneData.type === 1 /* Surface */; @@ -4659,6 +4680,9 @@ var dragonBones; if (flipX !== flipY || boneData.inheritReflection) { global.skew += Math.PI; } + if (!dragonBones.DragonBones.yDown) { + global.skew = -global.skew; + } } global.rotation = rotation; } @@ -4739,15 +4763,15 @@ var dragonBones; Bone.prototype.update = function (cacheFrameIndex) { if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; if (constraint._root === this) { @@ -4756,22 +4780,22 @@ var dragonBones; } } if (this._transformDirty || - (this._parent !== null && this._parent._childrenTransformDirty)) { + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { var constraint = _c[_b]; if (constraint._root === this) { @@ -4779,7 +4803,7 @@ var dragonBones; } } } - if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -5126,7 +5150,7 @@ var dragonBones; var matrices = this._matrixCahce; var helpMatrix = Surface._helpMatrix; if (x < -lA) { - if (y < -lA || y >= lA) { + if (y < -lA || y >= lA) { // Out. return this.globalTransformMatrix; } // Left. @@ -5158,7 +5182,7 @@ var dragonBones; } } else if (x >= lA) { - if (y < -lA || y >= lA) { + if (y < -lA || y >= lA) { // Out. return this.globalTransformMatrix; } // Right. @@ -5190,7 +5214,7 @@ var dragonBones; } } else if (y < -lA) { - if (x < -lA || x >= lA) { + if (x < -lA || x >= lA) { // Out. return this.globalTransformMatrix; } // Up. @@ -5222,7 +5246,7 @@ var dragonBones; } } else if (y >= lA) { - if (x < -lA || x >= lA) { + if (x < -lA || x >= lA) { // Out. return this.globalTransformMatrix; } // Down @@ -5253,7 +5277,7 @@ var dragonBones; matrices[matrixIndex + 6] = helpMatrix.ty; } } - else { + else { // Center. isDown = y > this._k * (x - pX - dX) + pY; matrixIndex = ((segmentX * indexY + indexX) * 2 + (isDown ? 1 : 0)) * 7; if (matrices[matrixIndex] > 0.0) { @@ -5321,15 +5345,15 @@ var dragonBones; Surface.prototype.update = function (cacheFrameIndex) { if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; if (constraint._root === this) { @@ -5338,22 +5362,22 @@ var dragonBones; } } if (this._transformDirty || - (this._parent !== null && this._parent._childrenTransformDirty)) { + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { var constraint = _c[_b]; if (constraint._root === this) { @@ -5361,7 +5385,7 @@ var dragonBones; } } } - if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -5613,7 +5637,7 @@ var dragonBones; this._disposeDisplay(eachDisplay, true); } } - if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { + if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { // May be _meshDisplay and _rawDisplay is the same one. this._disposeDisplay(this._meshDisplay, false); } if (this._rawDisplay !== null) { @@ -5748,10 +5772,10 @@ var dragonBones; this._pivotY = 0.0; } // Update original transform. - if (rawDisplayData !== null) { + if (rawDisplayData !== null) { // Compatible. this.origin = rawDisplayData.transform; } - else if (displayData !== null) { + else if (displayData !== null) { // Compatible. this.origin = displayData.transform; } else { @@ -5828,7 +5852,7 @@ var dragonBones; if (this._childArmature !== null) { this._childArmature._parent = this; // Update child armature parent. this._childArmature.clock = this._armature.clock; - if (this._childArmature.inheritAnimation) { + if (this._childArmature.inheritAnimation) { // Set child armature cache frameRate. if (this._childArmature.cacheFrameRate === 0) { var cacheFrameRate = this._armature.cacheFrameRate; if (cacheFrameRate !== 0) { @@ -5985,36 +6009,36 @@ var dragonBones; if (this._verticesDirty || (isSkinned && this._isBonesUpdate()) || (isSurface && this._parent._childrenTransformDirty)) { + this._verticesDirty = false; // Allow update mesh to reset the dirty value. this._updateMesh(); - this._verticesDirty = false; } - if (isSkinned || isSurface) { + if (isSkinned || isSurface) { // Compatible. return; } } if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } - else if (this._transformDirty || this._parent._childrenTransformDirty) { + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } - else if (this._transformDirty || this._parent._childrenTransformDirty) { + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -7687,10 +7711,10 @@ var dragonBones; * @internal */ Animation.prototype.advanceTime = function (passedTime) { - if (passedTime < 0.0) { + if (passedTime < 0.0) { // Only animationState can reverse play. passedTime = -passedTime; } - if (this._armature.inheritAnimation && this._armature._parent !== null) { + if (this._armature.inheritAnimation && this._armature._parent !== null) { // Inherit parent animation timeScale. this._inheritTimeScale = this._armature._parent._armature.animation._inheritTimeScale * this.timeScale; } else { @@ -7716,7 +7740,7 @@ var dragonBones; else { var animationData = animationState.animationData; var cacheFrameRate = animationData.cacheFrameRate; - if (this._animationDirty && cacheFrameRate > 0.0) { + if (this._animationDirty && cacheFrameRate > 0.0) { // Update cachedFrameIndices. this._animationDirty = false; for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { var bone = _a[_i]; @@ -7745,7 +7769,7 @@ var dragonBones; r++; this._armature._dragonBones.bufferObject(animationState); this._animationDirty = true; - if (this._lastAnimationState === animationState) { + if (this._lastAnimationState === animationState) { // Update last animation state. this._lastAnimationState = null; } } @@ -7755,7 +7779,7 @@ var dragonBones; } animationState.advanceTime(passedTime, 0.0); } - if (i === animationStateCount - 1 && r > 0) { + if (i === animationStateCount - 1 && r > 0) { // Modify animation states size. this._animationStates.length -= r; if (this._lastAnimationState === null && this._animationStates.length > 0) { this._lastAnimationState = this._animationStates[this._animationStates.length - 1]; @@ -7902,7 +7926,7 @@ var dragonBones; animationState.init(this._armature, animationData, animationConfig); this._animationDirty = true; this._armature._cacheFrameIndex = -1; - if (this._animationStates.length > 0) { + if (this._animationStates.length > 0) { // Sort animation state. var added = false; for (var i = 0, l = this._animationStates.length; i < l; ++i) { if (animationState.layer > this._animationStates[i].layer) { @@ -7923,7 +7947,7 @@ var dragonBones; else { this._animationStates.push(animationState); } - for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { // Child armature play same name animation. var slot = _c[_b]; var childArmature = slot.childArmature; if (childArmature !== null && childArmature.inheritAnimation && @@ -7932,7 +7956,7 @@ var dragonBones; childArmature.animation.fadeIn(animationName); // } } - for (var k in animationData.animationTimelines) { + for (var k in animationData.animationTimelines) { // Blend animation node. var childAnimationState = this.fadeIn(k, 0.0, 1, animationState.layer, "", 5 /* Single */); if (childAnimationState === null) { continue; @@ -8603,7 +8627,7 @@ var dragonBones; this._parent = null; }; AnimationState.prototype._updateTimelines = function () { - { + { // Update constraint timelines. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; var timelineDatas = this._animationData.getConstraintTimelines(constraint.name); @@ -8623,7 +8647,7 @@ var dragonBones; } } } - else if (this.resetToPose) { + else if (this.resetToPose) { // Pose timeline. var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); timeline.target = constraint; timeline.init(this._armature, this, null); @@ -8634,7 +8658,7 @@ var dragonBones; } }; AnimationState.prototype._updateBoneAndSlotTimelines = function () { - { + { // Update bone and surface timelines. var boneTimelines = {}; // Create bone timelines map. for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { @@ -8660,10 +8684,10 @@ var dragonBones; if (!this.containsBoneMask(timelineName)) { continue; } - if (timelineName in boneTimelines) { + if (timelineName in boneTimelines) { // Remove bone timeline from map. delete boneTimelines[timelineName]; } - else { + else { // Create new bone timeline. var timelineDatas = this._animationData.getBoneTimelines(timelineName); var blendState = this._armature.animation.getBlendState(BlendState.BONE_TRANSFORM, bone.name, bone); if (timelineDatas !== null) { @@ -8717,7 +8741,7 @@ var dragonBones; } } } - else if (this.resetToPose) { + else if (this.resetToPose) { // Pose timeline. if (bone._boneData.type === 0 /* Bone */) { var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); timeline.target = blendState; @@ -8735,7 +8759,7 @@ var dragonBones; } } } - for (var k in boneTimelines) { + for (var k in boneTimelines) { // Remove bone timelines. for (var _g = 0, _h = boneTimelines[k]; _g < _h.length; _g++) { var timeline = _h[_g]; var index = this._boneTimelines.indexOf(timeline); @@ -8751,7 +8775,7 @@ var dragonBones; } } } - { + { // Update slot timelines. var slotTimelines = {}; var ffdFlags = []; // Create slot timelines map. @@ -8779,10 +8803,10 @@ var dragonBones; continue; } var timelineName = slot.name; - if (timelineName in slotTimelines) { + if (timelineName in slotTimelines) { // Remove slot timeline from map. delete slotTimelines[timelineName]; } - else { + else { // Create new slot timeline. var displayIndexFlag = false; var colorFlag = false; ffdFlags.length = 0; @@ -8792,7 +8816,7 @@ var dragonBones; var timelineData = timelineDatas_3[_q]; switch (timelineData.type) { case 20 /* SlotDisplay */: { - var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); timeline.target = slot; timeline.init(this._armature, this, timelineData); this._slotTimelines.push(timeline); @@ -8839,9 +8863,9 @@ var dragonBones; } } } - if (this.resetToPose) { + if (this.resetToPose) { // Pose timeline. if (!displayIndexFlag) { - var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); timeline.target = slot; timeline.init(this._armature, this, null); this._slotTimelines.push(timeline); @@ -8873,7 +8897,7 @@ var dragonBones; } } } - for (var k in slotTimelines) { + for (var k in slotTimelines) { // Remove slot timelines. for (var _r = 0, _s = slotTimelines[k]; _r < _s.length; _r++) { var timeline = _s[_r]; var index = this._slotTimelines.indexOf(timeline); @@ -8892,7 +8916,7 @@ var dragonBones; }; AnimationState.prototype._advanceFadeTime = function (passedTime) { var isFadeOut = this._fadeState > 0; - if (this._subFadeState < 0) { + if (this._subFadeState < 0) { // Fade start event. this._subFadeState = 0; var eventActive = this._parent === null && this.actionEnabled; if (eventActive) { @@ -8910,17 +8934,17 @@ var dragonBones; passedTime = -passedTime; } this._fadeTime += passedTime; - if (this._fadeTime >= this.fadeTotalTime) { + if (this._fadeTime >= this.fadeTotalTime) { // Fade complete. this._subFadeState = 1; this._fadeProgress = isFadeOut ? 0.0 : 1.0; } - else if (this._fadeTime > 0.0) { + else if (this._fadeTime > 0.0) { // Fading. this._fadeProgress = isFadeOut ? (1.0 - this._fadeTime / this.fadeTotalTime) : (this._fadeTime / this.fadeTotalTime); } - else { + else { // Before fade. this._fadeProgress = isFadeOut ? 1.0 : 0.0; } - if (this._subFadeState > 0) { + if (this._subFadeState > 0) { // Fade complete event. if (!isFadeOut) { this._playheadState |= 1; // x1 this._fadeState = 0; @@ -9020,7 +9044,7 @@ var dragonBones; this._advanceFadeTime(passedTime); } // Update time. - if (this._playheadState === 3) { + if (this._playheadState === 3) { // 11 if (this.timeScale !== 1.0) { passedTime *= this.timeScale; } @@ -9043,31 +9067,31 @@ var dragonBones; if (this._parent !== null) { this._weightResult *= this._parent._weightResult; } - if (this._actionTimeline.playState <= 0) { + if (this._actionTimeline.playState <= 0) { // Update main timeline. this._actionTimeline.update(time); } if (this._weight === 0.0) { return; } - if (isCacheEnabled) { + if (isCacheEnabled) { // Cache time internval. var internval = cacheFrameRate * 2.0; this._actionTimeline.currentTime = Math.floor(this._actionTimeline.currentTime * internval) / internval; } - if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { + if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { // Update zOrder timeline. this._zOrderTimeline.update(time); } - if (isCacheEnabled) { + if (isCacheEnabled) { // Update cache. var cacheFrameIndex = Math.floor(this._actionTimeline.currentTime * cacheFrameRate); // uint - if (this._armature._cacheFrameIndex === cacheFrameIndex) { + if (this._armature._cacheFrameIndex === cacheFrameIndex) { // Same cache. isUpdateTimeline = false; isUpdateBoneTimeline = false; } else { this._armature._cacheFrameIndex = cacheFrameIndex; - if (this._animationData.cachedFrames[cacheFrameIndex]) { + if (this._animationData.cachedFrames[cacheFrameIndex]) { // Cached. isUpdateBoneTimeline = false; } - else { + else { // Cache. this._animationData.cachedFrames[cacheFrameIndex] = true; } } @@ -9149,7 +9173,7 @@ var dragonBones; if (timeline.playState <= 0) { timeline.update(time); } - if (this.blendType === 1 /* E1D */) { + if (this.blendType === 1 /* E1D */) { // TODO var animationState = timeline.target; var d = this.parameterX - animationState.positionX; if (d >= 0.0) { @@ -9190,7 +9214,7 @@ var dragonBones; if (this._fadeState === 0) { if (this._subFadeState > 0) { this._subFadeState = 0; - if (this._poseTimelines.length > 0) { + if (this._poseTimelines.length > 0) { // Remove pose timelines. for (var _i = 0, _a = this._poseTimelines; _i < _a.length; _i++) { var timeline = _a[_i]; var index = this._boneTimelines.indexOf(timeline); @@ -9228,7 +9252,7 @@ var dragonBones; } } if (this._actionTimeline.playState > 0) { - if (this.autoFadeOutTime >= 0.0) { + if (this.autoFadeOutTime >= 0.0) { // Auto fade out. this.fadeOut(this.autoFadeOutTime); } } @@ -9283,7 +9307,7 @@ var dragonBones; this._playheadState &= 2; // x0 } if (this._fadeState > 0) { - if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { + if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { // If the animation is already in fade out, the new fade out will be ignored. return; } } @@ -9360,10 +9384,10 @@ var dragonBones; if (currentBone === null) { return; } - if (this._boneMask.indexOf(boneName) < 0) { + if (this._boneMask.indexOf(boneName) < 0) { // Add mixing this._boneMask.push(boneName); } - if (recursive) { + if (recursive) { // Add recursive mixing. for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { var bone = _a[_i]; if (this._boneMask.indexOf(bone.name) < 0 && currentBone.contains(bone)) { @@ -9390,14 +9414,14 @@ var dragonBones; AnimationState.prototype.removeBoneMask = function (boneName, recursive) { if (recursive === void 0) { recursive = true; } var index = this._boneMask.indexOf(boneName); - if (index >= 0) { + if (index >= 0) { // Remove mixing. this._boneMask.splice(index, 1); } if (recursive) { var currentBone = this._armature.getBone(boneName); if (currentBone !== null) { var bones = this._armature.getBones(); - if (this._boneMask.length > 0) { + if (this._boneMask.length > 0) { // Remove recursive mixing. for (var _i = 0, bones_1 = bones; _i < bones_1.length; _i++) { var bone = bones_1[_i]; var index_1 = this._boneMask.indexOf(bone.name); @@ -9406,7 +9430,7 @@ var dragonBones; } } } - else { + else { // Add unrecursive mixing. for (var _a = 0, bones_2 = bones; _a < bones_2.length; _a++) { var bone = bones_2[_a]; if (bone === currentBone) { @@ -9815,7 +9839,7 @@ var dragonBones; TimelineState.prototype._onClear = function () { this.dirty = false; this.playState = -1; - this.currentPlayTimes = -1; + this.currentPlayTimes = 0; this.currentTime = -1.0; this.target = null; this._isTween = false; @@ -9844,12 +9868,12 @@ var dragonBones; var prevState = this.playState; var prevPlayTimes = this.currentPlayTimes; var prevTime = this.currentTime; - if (this._actionTimeline !== null && this._frameCount <= 1) { + if (this._actionTimeline !== null && this._frameCount <= 1) { // No frame or only one frame. this.playState = this._actionTimeline.playState >= 0 ? 1 : -1; this.currentPlayTimes = 1; this.currentTime = this._actionTimeline.currentTime; } - else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { + else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { // Action timeline or has scale and offset. var playTimes = this._animationState.playTimes; var totalTime = playTimes * this._duration; passedTime *= this._timeScale; @@ -9865,7 +9889,7 @@ var dragonBones; this.currentTime = 0.0; } else { - this.currentTime = this._duration + 0.000001; // Precision problem + this.currentTime = this.playState === 1 ? this._duration + 0.000001 : this._duration; // Precision problem } } else { @@ -9884,7 +9908,7 @@ var dragonBones; } this.currentTime += this._position; } - else { + else { // Multi frames. this.playState = this._actionTimeline.playState; this.currentPlayTimes = this._actionTimeline.currentPlayTimes; this.currentTime = this._actionTimeline.currentTime; @@ -9941,7 +9965,7 @@ var dragonBones; } else if (this._frameIndex < 0) { this._frameIndex = 0; - if (this._timelineData !== null) { + if (this._timelineData !== null) { // May be pose timeline. this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; } this._onArriveAtFrame(); @@ -10335,10 +10359,10 @@ var dragonBones; var eventDispatcher = this._armature.eventDispatcher; if (prevState < 0) { if (this.playState !== prevState) { - if (this._animationState.displayControl && this._animationState.resetToPose) { + if (this._animationState.displayControl && this._animationState.resetToPose) { // Reset zorder to pose. this._armature._sortZOrder(null, 0); } - prevPlayTimes = this.currentPlayTimes; + // prevPlayTimes = this.currentPlayTimes; // TODO if (eventActive && eventDispatcher.hasDBEventListener(dragonBones.EventObject.START)) { var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); eventObject.type = dragonBones.EventObject.START; @@ -10374,7 +10398,7 @@ var dragonBones; var timelineData = this._timelineData; var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint var frameIndex = this._frameIndices[timelineData.frameIndicesOffset + timelineFrameIndex]; - if (this._frameIndex !== frameIndex) { + if (this._frameIndex !== frameIndex) { // Arrive at frame. var crossedFrameIndex = this._frameIndex; this._frameIndex = frameIndex; if (this._timelineArray !== null) { @@ -10383,8 +10407,8 @@ var dragonBones; if (crossedFrameIndex < 0) { var prevFrameIndex = Math.floor(prevTime * this._frameRate); crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; - if (this.currentPlayTimes === prevPlayTimes) { - if (crossedFrameIndex === frameIndex) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (crossedFrameIndex === frameIndex) { // Uncrossed. crossedFrameIndex = -1; } } @@ -10394,10 +10418,10 @@ var dragonBones; // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem var framePosition = this._frameArray[frameOffset] / this._frameRate; if (this._position <= framePosition && - framePosition <= this._position + this._duration) { + framePosition <= this._position + this._duration) { // Support interval play. this._onCrossFrame(crossedFrameIndex); } - if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event after first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10419,8 +10443,8 @@ var dragonBones; var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem var framePosition = this._frameArray[frameOffset] / this._frameRate; - if (this.currentPlayTimes === prevPlayTimes) { - if (prevTime <= framePosition) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (prevTime <= framePosition) { // Crossed. if (crossedFrameIndex > 0) { crossedFrameIndex--; } @@ -10428,7 +10452,7 @@ var dragonBones; crossedFrameIndex = this._frameCount - 1; } } - else if (crossedFrameIndex === frameIndex) { + else if (crossedFrameIndex === frameIndex) { // Uncrossed. crossedFrameIndex = -1; } } @@ -10445,10 +10469,10 @@ var dragonBones; var framePosition = this._frameArray[frameOffset] / this._frameRate; if (this._position <= framePosition && framePosition <= this._position + this._duration // - ) { + ) { // Support interval play. this._onCrossFrame(crossedFrameIndex); } - if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event before first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10466,13 +10490,13 @@ var dragonBones; this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; // Arrive at frame. var framePosition = this._frameArray[this._frameOffset] / this._frameRate; - if (this.currentPlayTimes === prevPlayTimes) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. if (prevTime <= framePosition) { this._onCrossFrame(this._frameIndex); } } - else if (this._position <= framePosition) { - if (!isReverse && loopCompleteEvent !== null) { + else if (this._position <= framePosition) { // Loop complete. + if (!isReverse && loopCompleteEvent !== null) { // Add loop complete event before first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10538,7 +10562,7 @@ var dragonBones; this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); } - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._rd[4] = 1.0; this._rd[5] = 1.0; } @@ -10694,7 +10718,7 @@ var dragonBones; }; BoneScaleTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._resultA = 1.0; this._resultB = 1.0; } @@ -10821,7 +10845,7 @@ var dragonBones; }; AlphaTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._result = 1.0; } }; @@ -10855,15 +10879,15 @@ var dragonBones; /** * @internal */ - var SlotDislayTimelineState = /** @class */ (function (_super) { - __extends(SlotDislayTimelineState, _super); - function SlotDislayTimelineState() { + var SlotDisplayTimelineState = /** @class */ (function (_super) { + __extends(SlotDisplayTimelineState, _super); + function SlotDisplayTimelineState() { return _super !== null && _super.apply(this, arguments) || this; } - SlotDislayTimelineState.toString = function () { - return "[class dragonBones.SlotDislayTimelineState]"; + SlotDisplayTimelineState.toString = function () { + return "[class dragonBones.SlotDisplayTimelineState]"; }; - SlotDislayTimelineState.prototype._onArriveAtFrame = function () { + SlotDisplayTimelineState.prototype._onArriveAtFrame = function () { if (this.playState >= 0) { var slot = this.target; var displayIndex = this._timelineData !== null ? this._frameArray[this._frameOffset + 1] : slot._slotData.displayIndex; @@ -10872,11 +10896,11 @@ var dragonBones; } } }; - SlotDislayTimelineState.prototype._onUpdateFrame = function () { + SlotDisplayTimelineState.prototype._onUpdateFrame = function () { }; - return SlotDislayTimelineState; + return SlotDisplayTimelineState; }(dragonBones.TimelineState)); - dragonBones.SlotDislayTimelineState = SlotDislayTimelineState; + dragonBones.SlotDisplayTimelineState = SlotDisplayTimelineState; /** * @internal */ @@ -10941,7 +10965,7 @@ var dragonBones; this._result[7] = colorArray[colorOffset++]; } } - else { + else { // Pose. var slot = this.target; var color = slot.slotData.color; this._result[0] = color.alphaMultiplier; @@ -11036,7 +11060,7 @@ var dragonBones; }; SlotZIndexTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. var blendState = this.target; var slot = blendState.target; this._result = slot.slotData.zIndex; @@ -11916,7 +11940,7 @@ var dragonBones; var stepIndex = -2; for (var i = 0, l = samples.length; i < l; ++i) { var t = (i + 1) / (l + 1); // float - while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { + while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { // stepIndex + 3 * 2 stepIndex += 6; } var isInCurve = stepIndex >= 0 && stepIndex + 6 < curveCount; @@ -11948,7 +11972,7 @@ var dragonBones; var stepIndex = 0; for (var i = 0, l = samples.length; i < l; ++i) { var t = (i + 1) / (l + 1); // float - while (curve[stepIndex + 6] < t) { + while (curve[stepIndex + 6] < t) { // stepIndex + 3 * 2 stepIndex += 6; } var x1 = curve[stepIndex]; @@ -12002,13 +12026,13 @@ var dragonBones; var action = actions_2[_i]; this._armature.addAction(action, false); } - if (this._actionFrames.length === 0) { + if (this._actionFrames.length === 0) { // First frame. frame = new ActionFrame(); frame.frameStart = 0; this._actionFrames.push(frame); frame = null; } - for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { + for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { // Get same frame. var eachFrame = _b[_a]; if (eachFrame.frameStart === frameStart) { frame = eachFrame; @@ -12019,12 +12043,12 @@ var dragonBones; } frameIndex++; } - if (frame === null) { + if (frame === null) { // Create and cache frame. frame = new ActionFrame(); frame.frameStart = frameStart; this._actionFrames.splice(frameIndex, 0, frame); } - for (var i = 0; i < actions.length; ++i) { + for (var i = 0; i < actions.length; ++i) { // Cache action offsets. frame.actions.push(actionOffset + i); } }; @@ -12039,7 +12063,7 @@ var dragonBones; else { armature.type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Armature */); } - if (armature.frameRate === 0) { + if (armature.frameRate === 0) { // Data error. armature.frameRate = 24; } this._armature = armature; @@ -12072,12 +12096,12 @@ var dragonBones; var rawBone = rawBones_1[_i]; var parentName = ObjectDataParser._getString(rawBone, dragonBones.DataParser.PARENT, ""); var bone = this._parseBone(rawBone); - if (parentName.length > 0) { + if (parentName.length > 0) { // Get bone parent. var parent_1 = armature.getBone(parentName); if (parent_1 !== null) { bone.parent = parent_1; } - else { + else { // Cache. if (!(parentName in this._cacheBones)) { this._cacheBones[parentName] = []; } @@ -12131,14 +12155,14 @@ var dragonBones; } } } - for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { + for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { // Link mesh. var rawData_1 = this._cacheRawMeshes[i]; var shareName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SHARE, ""); if (shareName.length === 0) { continue; } var skinName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); - if (skinName.length === 0) { + if (skinName.length === 0) { // skinName = dragonBones.DataParser.DEFAULT_NAME; } var shareMesh = armature.getMesh(skinName, "", shareName); // TODO slot; @@ -12161,7 +12185,7 @@ var dragonBones; for (var _h = 0, actions_3 = actions; _h < actions_3.length; _h++) { var action = actions_3[_h]; armature.addAction(action, true); - if (action.type === 0 /* Play */) { + if (action.type === 0 /* Play */) { // Set default animation from default action. var animation = armature.getAnimation(action.name); if (animation !== null) { armature.defaultAnimation = animation; @@ -12462,7 +12486,7 @@ var dragonBones; }; ObjectDataParser.prototype._parseMesh = function (rawData, mesh) { this._parseGeometry(rawData, mesh.geometry); - if (dragonBones.DataParser.WEIGHTS in rawData) { + if (dragonBones.DataParser.WEIGHTS in rawData) { // Cache pose data. var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; var meshName = this._skin.name + "_" + this._slot.name + "_" + mesh.name; @@ -12592,7 +12616,7 @@ var dragonBones; var skinName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); var slotName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SLOT, ""); var displayName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); - if (skinName.length === 0) { + if (skinName.length === 0) { // skinName = dragonBones.DataParser.DEFAULT_NAME; } this._slot = this._armature.getSlot(slotName); @@ -12830,7 +12854,7 @@ var dragonBones; this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameFloatArrayLength - this._animation.frameFloatOffset; break; } - if (keyFrameCount === 1) { + if (keyFrameCount === 1) { // Only one frame. timeline.frameIndicesOffset = -1; this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + 0] = frameParser.call(this, rawFrames[0], 0, 0) - this._animation.frameOffset; } @@ -13056,7 +13080,7 @@ var dragonBones; this._frameArray.length += 1 + 1 + actionCount; this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; this._frameArray[frameOffset + 0 /* FramePosition */ + 1] = actionCount; // Action count. - for (var i = 0; i < actionCount; ++i) { + for (var i = 0; i < actionCount; ++i) { // Action offsets. this._frameArray[frameOffset + 0 /* FramePosition */ + 2 + i] = frame.actions[i]; } return frameOffset; @@ -13197,7 +13221,7 @@ var dragonBones; var colorOffset = -1; if (dragonBones.DataParser.VALUE in rawData || dragonBones.DataParser.COLOR in rawData) { var rawColor = dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : rawData[dragonBones.DataParser.COLOR]; - for (var k in rawColor) { + for (var k in rawColor) { // Detects the presence of color. // tslint:disable-next-line:no-unused-expression k; this._parseColorTransform(rawColor, this._helpColorTransform); @@ -13257,7 +13281,7 @@ var dragonBones; this._frameFloatArray.length += vertexCount * 2; } for (var i = 0; i < vertexCount * 2; i += 2) { - if (rawVertices === null) { + if (rawVertices === null) { // Fill 0. x = 0.0; y = 0.0; } @@ -13275,7 +13299,7 @@ var dragonBones; y = rawVertices[i + 1 - offset]; } } - if (weight !== null) { + if (weight !== null) { // If mesh is skinned, transform point by bone bind pose. var rawBonePoses = this._weightBonePoses[meshName]; var vertexBoneCount = this._intArray[iB++]; this._helpMatrixA.transformPoint(x, y, this._helpPoint, true); @@ -13620,13 +13644,13 @@ var dragonBones; var lTotal = l1 + l2 + l3 + l4 + l5 + l6 + l7; // var binary = new ArrayBuffer(lTotal); - var intArray = new Int16Array(binary, 0, this._intArray.length); + var intArray = new Uint16Array(binary, 0, this._intArray.length); var floatArray = new Float32Array(binary, l1, this._floatArray.length); var frameIntArray = new Int16Array(binary, l1 + l2, this._frameIntArray.length); var frameFloatArray = new Float32Array(binary, l1 + l2 + l3, this._frameFloatArray.length); var frameArray = new Int16Array(binary, l1 + l2 + l3 + l4, this._frameArray.length); var timelineArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5, this._timelineArray.length); - var colorArray = new Int16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); + var colorArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); for (var i = 0, l = this._intArray.length; i < l; ++i) { intArray[i] = this._intArray[i]; } @@ -13669,7 +13693,7 @@ var dragonBones; data.version = version; data.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); data.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, 24); - if (data.frameRate === 0) { + if (data.frameRate === 0) { // Data error. data.frameRate = 24; } if (dragonBones.DataParser.ARMATURE in rawData) { @@ -13680,7 +13704,7 @@ var dragonBones; var rawArmature = rawArmatures_1[_i]; data.addArmature(this._parseArmature(rawArmature, scale)); } - if (!this._data.binary) { + if (!this._data.binary) { // DragonBones.webAssembly ? 0 : null; this._modifyArray(); } if (dragonBones.DataParser.STAGE in rawData) { @@ -14100,13 +14124,13 @@ var dragonBones; var l5 = offsets[9]; var l6 = offsets[11]; var l7 = offsets.length > 12 ? offsets[13] : 0; // Color. - var intArray = new Int16Array(this._binary, this._binaryOffset + offsets[0], l1 / Int16Array.BYTES_PER_ELEMENT); + var intArray = new Uint16Array(this._binary, this._binaryOffset + offsets[0], l1 / Uint16Array.BYTES_PER_ELEMENT); var floatArray = new Float32Array(this._binary, this._binaryOffset + offsets[2], l2 / Float32Array.BYTES_PER_ELEMENT); var frameIntArray = new Int16Array(this._binary, this._binaryOffset + offsets[4], l3 / Int16Array.BYTES_PER_ELEMENT); var frameFloatArray = new Float32Array(this._binary, this._binaryOffset + offsets[6], l4 / Float32Array.BYTES_PER_ELEMENT); var frameArray = new Int16Array(this._binary, this._binaryOffset + offsets[8], l5 / Int16Array.BYTES_PER_ELEMENT); var timelineArray = new Uint16Array(this._binary, this._binaryOffset + offsets[10], l6 / Uint16Array.BYTES_PER_ELEMENT); - var colorArray = l7 > 0 ? new Int16Array(this._binary, this._binaryOffset + offsets[12], l7 / Int16Array.BYTES_PER_ELEMENT) : intArray; // Color. + var colorArray = l7 > 0 ? new Uint16Array(this._binary, this._binaryOffset + offsets[12], l7 / Uint16Array.BYTES_PER_ELEMENT) : intArray; // Color. this._data.binary = this._binary; this._data.intArray = this._intArrayBuffer = intArray; this._data.floatArray = floatArray; @@ -14245,7 +14269,7 @@ var dragonBones; } } } - if (this.autoSearch) { + if (this.autoSearch) { // Will be search all data, if the autoSearch is true. for (var k in this._textureAtlasDataMap) { for (var _b = 0, _c = this._textureAtlasDataMap[k]; _b < _c.length; _b++) { var textureAtlasData = _c[_b]; @@ -14269,7 +14293,7 @@ var dragonBones; armatureData = dragonBonesData.getArmature(armatureName); } } - if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { + if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { // Will be search all data, if do not give a data name or the autoSearch is true. for (var k in this._dragonBonesDataMap) { dragonBonesData = this._dragonBonesDataMap[k]; if (dragonBonesName.length === 0 || dragonBonesData.autoSearch) { @@ -14431,7 +14455,7 @@ var dragonBones; childArmature.animation.play(); } } - armatureDisplayData.armature = childArmature.armatureData; // + armatureDisplayData.armature = childArmature.armatureData; // } display = childArmature; break; @@ -15570,8 +15594,8 @@ var dragonBones; this._renderDisplay = null; }; PhaserSlot.prototype._initDisplay = function (value, isRetain) { - // tslint:disable-next-line:no-unused-expression - value; + var display = value; + display._renderIndex = 0; // tslint:disable-next-line:no-unused-expression isRetain; }; @@ -15594,6 +15618,7 @@ var dragonBones; var prevDisplay = value; container.addChild(this._renderDisplay); container.swapChildren(this._renderDisplay, prevDisplay); + this._renderDisplay._renderIndex = prevDisplay._renderIndex; container.removeChild(prevDisplay); this._textureScale = 1.0; }; @@ -15602,11 +15627,22 @@ var dragonBones; }; PhaserSlot.prototype._updateZOrder = function () { var container = this._armature.display; - var index = container.getChildIndex(this._renderDisplay); - if (index === this._zOrder) { - return; + if (this._renderDisplay._renderIndex !== this._zOrder) { + this._renderDisplay._renderIndex = this._zOrder; + container.removeChild(this._renderDisplay); + var added = false; + for (var i = 0; i < container.children.length; ++i) { + var child = container.getChildAt(i); + if (child._renderIndex > this._zOrder) { + container.addChildAt(this._renderDisplay, i); + added = true; + break; + } + } + if (!added) { + container.addChild(this._renderDisplay); + } } - container.addChildAt(this._renderDisplay, this._zOrder); }; /** * @internal @@ -15653,7 +15689,7 @@ var dragonBones; PhaserSlot.prototype._updateColor = function () { var alpha = this._colorTransform.alphaMultiplier * this._globalAlpha; this._renderDisplay.alpha = alpha; - if (this._renderDisplay instanceof PIXI.Sprite) { + if (this._renderDisplay instanceof PIXI.Sprite) { // || this._renderDisplay instanceof PIXI.mesh.Mesh var color = (Math.round(this._colorTransform.redMultiplier * 0xFF) << 16) + (Math.round(this._colorTransform.greenMultiplier * 0xFF) << 8) + Math.round(this._colorTransform.blueMultiplier * 0xFF); this._renderDisplay.tint = color; } @@ -15663,7 +15699,7 @@ var dragonBones; var currentTextureData = this._textureData; if (this._displayIndex >= 0 && this._display !== null && currentTextureData !== null) { var currentTextureAtlasData = currentTextureData.parent; - if (this._armature.replacedTexture !== null) { + if (this._armature.replacedTexture !== null) { // Update replaced texture atlas. if (this._armature._replaceTextureAtlasData === null) { currentTextureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PhaserTextureAtlasData); currentTextureAtlasData.copyFrom(currentTextureData.parent); @@ -15677,10 +15713,10 @@ var dragonBones; } var renderTexture = currentTextureData.renderTexture; if (renderTexture !== null) { - if (this._geometryData !== null) { + if (this._geometryData !== null) { // Mesh. // TODO } - else { + else { // Normal texture. this._textureScale = currentTextureData.parent.scale * this._armature._armatureData.scale; var normalDisplay = this._renderDisplay; normalDisplay.setTexture(renderTexture); @@ -15773,7 +15809,9 @@ var dragonBones; var PhaserSlotDisplay = /** @class */ (function (_super) { __extends(PhaserSlotDisplay, _super); function PhaserSlotDisplay() { - return _super !== null && _super.apply(this, arguments) || this; + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._renderIndex = 0; + return _this; } /** * @inheritDoc diff --git a/Phaser/2.x/out/dragonBones.min.js b/Phaser/2.x/out/dragonBones.min.js index 9b106248..275f16c0 100644 --- a/Phaser/2.x/out/dragonBones.min.js +++ b/Phaser/2.x/out/dragonBones.min.js @@ -1 +1 @@ -"use strict";var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var a in e)if(e.hasOwnProperty(a))t[a]=e[a]};return function(e,a){t(e,a);function r(){this.constructor=e}e.prototype=a===null?Object.create(a):(r.prototype=a.prototype,new r)}}();var dragonBones;(function(t){var e=function(){function e(a){this._clock=new t.WorldClock;this._events=[];this._objects=[];this._eventManager=null;this._eventManager=a;console.info("DragonBones: "+e.VERSION+"\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/")}e.prototype.advanceTime=function(e){if(this._objects.length>0){for(var a=0,r=this._objects;a0){for(var n=0;na){i.length=a}t._maxCountMap[r]=a}else{t._defaultMaxCount=a;for(var r in t._poolsMap){var i=t._poolsMap[r];if(i.length>a){i.length=a}if(r in t._maxCountMap){t._maxCountMap[r]=a}}}};t.clearPool=function(e){if(e===void 0){e=null}if(e!==null){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){r.length=0}}else{for(var i in t._poolsMap){var r=t._poolsMap[i];r.length=0}}};t.borrowObject=function(e){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){var i=r.pop();i._isInPool=false;return i}var n=new e;n._onClear();return n};t.prototype.returnToPool=function(){this._onClear();t._returnObject(this)};t._hashCode=0;t._defaultMaxCount=3e3;t._maxCountMap={};t._poolsMap={};return t}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}t.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};t.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};t.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};t.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};t.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};t.prototype.fromMatrix=function(e){var a=this.scaleX,r=this.scaleY;var i=t.PI_Q;this.x=e.tx;this.y=e.ty;this.rotation=Math.atan(e.b/e.a);var n=Math.atan(-e.c/e.d);this.scaleX=this.rotation>-i&&this.rotation-i&&n=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(r>=0&&this.scaleY<0){this.scaleY=-this.scaleY;n=n-Math.PI}this.skew=n-this.rotation;return this};t.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};t.PI=Math.PI;t.PI_D=Math.PI*2;t.PI_H=Math.PI/2;t.PI_Q=Math.PI/4;t.RAD_DEG=180/Math.PI;t.DEG_RAD=Math.PI/180;return t}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.ints=[];e.floats=[];e.strings=[];return e}e.toString=function(){return"[class dragonBones.UserData]"};e.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};e.prototype.addInt=function(t){this.ints.push(t)};e.prototype.addFloat=function(t){this.floats.push(t)};e.prototype.addString=function(t){this.strings.push(t)};e.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};a.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};a.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};a.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};a.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};a.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};a.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};a.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};a.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};a.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};a.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};a.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};a.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};a.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};a.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};a.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return a}(t.BaseObject);t.ArmatureData=e;var a=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.transform=new t.Transform;a.userData=null;return a}a.toString=function(){return"[class dragonBones.BoneData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return a}(t.BaseObject);t.BoneData=a;var r=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.geometry=new t.GeometryData;return a}a.toString=function(){return"[class dragonBones.SurfaceData]"};a.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return a}(a);t.SurfaceData=r;var i=function(e){__extends(a,e);function a(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}a.createColor=function(){return new t.ColorTransform};a.toString=function(){return"[class dragonBones.SlotData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};a.DEFAULT_COLOR=new t.ColorTransform;return a}(t.BaseObject);t.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.displays={};return e}e.toString=function(){return"[class dragonBones.SkinData]"};e.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};e.rectangleIntersectsSegment=function(t,a,r,i,n,s,o,l,h,u,f){if(h===void 0){h=null}if(u===void 0){u=null}if(f===void 0){f=null}var _=t>n&&ts&&an&&rs&&i=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=this.width*.5;var h=this.height*.5;var u=e.rectangleIntersectsSegment(t,a,r,i,-l,-h,l,h,n,s,o);return u};return e}(e);t.RectangleBoundingBoxData=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.EllipseData]"};e.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var T=s*s;var b=T-D+g;var A=0;if(b>=0){var P=Math.sqrt(b);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/T*_,a/T);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/T*_,t/T);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/T*_,l.x/T)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/T*_,h.x/T)}}}}}return A};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};e.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=e.ellipseIntersectsSegment(t,a,r,i,0,0,this.width*.5,this.height*.5,n,s,o);return l};return e}(e);t.EllipseBoundingBoxData=r;var i=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.vertices=[];return e}e.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};e.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var T=0;T=m&&B<=b||B>=b&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,b-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}break}}}m=b;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};e.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};a.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};a.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};a.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};a.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};a.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};a.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};a.prototype.init=function(e,a,r,i){if(this._armatureData!==null){return}this._armatureData=e;this._animation=t.BaseObject.borrowObject(t.Animation);this._proxy=a;this._display=r;this._dragonBones=i;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};a.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(a._onSortSlots);if(this._zIndexDirty){for(var r=0,i=this._slots.length;r0){for(var f=0,_=this._actions;f<_.length;f++){var m=_[f];var p=m.actionData;if(p!==null){if(p.type===0){if(m.slot!==null){var c=m.slot.childArmature;if(c!==null){c.animation.fadeIn(p.name)}}else if(m.bone!==null){for(var d=0,y=this.getSlots();d0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var b=o?i.y-e:i.x-t;if(b<0){b=-b}if(d===null||bh){h=b;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};a.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};a.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};a.prototype.invalidUpdate=function(){this._transformDirty=true};a.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(a.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=r){return this.globalTransformMatrix}n=a>this._kX*(t+r)+d;p=((o*l+o+l+l+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=m*(h+2);var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[2]-(l-m)*D;var A=this._hullCache[3]-(l-m)*T;var P=this._vertices;if(n){this._getAffineTransform(-r,d+f,i-r,f,P[g+h+2],P[g+h+3],b+D,A+T,P[g],P[g+1],e._helpTransform,v,true)}else{this._getAffineTransform(-i,d,i-r,f,b,A,P[g],P[g+1],b+D,A+T,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(t>=r){if(a<-r||a>=r){return this.globalTransformMatrix}n=a>this._kX*(t-i)+d;p=((o*l+o+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=(m+1)*(h+2)-2;var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[0]+m*D;var A=this._hullCache[1]+m*T;var P=this._vertices;if(n){this._getAffineTransform(i,d+f,i-r,f,b+D,A+T,P[g+h+2],P[g+h+3],b,A,e._helpTransform,v,true)}else{this._getAffineTransform(r,d,i-r,f,P[g],P[g+1],b,A,P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a<-r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)-i;p=((o*l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[8]+_*D;var A=this._hullCache[9]+_*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,-r,u,i-r,P[g+2],P[g+3],P[g],P[g+1],b+D,A+T,e._helpTransform,v,true)}else{this._getAffineTransform(c,-i,u,i-r,b,A,b+D,A+T,P[g],P[g+1],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a>=r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)+r;p=((o*l+o+l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=l*(h+2)+_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[6]-(o-_)*D;var A=this._hullCache[7]-(o-_)*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,i,u,i-r,b+D,A+T,b,A,P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,r,u,i-r,P[g],P[g+1],P[g+2],P[g+3],b,A,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else{n=a>this._k*(t-c-u)+d;p=((o*m+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2+m*(h+2);var P=this._vertices;if(n){this._getAffineTransform(c+u,d+f,u,f,P[g+h+4],P[g+h+5],P[g+h+2],P[g+h+3],P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,d,u,f,P[g],P[g+1],P[g+2],P[g+3],P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}return v};e.prototype.init=function(e,a){if(this._boneData!==null){return}t.prototype.init.call(this,e,a);var r=e.segmentX;var i=e.segmentY;var n=this._armature.armatureData.parent.intArray[e.geometry.offset+0];var s=1e3;var o=200;this._dX=o*2/r;this._dY=o*2/i;this._k=-this._dY/this._dX;this._kX=-this._dY/(s-o);this._kY=-(s-o)/this._dX;this._vertices.length=n*2;this._deformVertices.length=n*2;this._matrixCahce.length=(r*i+r*2+i*2)*2*7;this._hullCache.length=10;for(var l=0;l=0&&this._cachedFrameIndices!==null){var a=this._cachedFrameIndices[t];if(a>=0&&this._cachedFrameIndex===a){this._transformDirty=false}else if(a>=0){this._transformDirty=true;this._cachedFrameIndex=a}else{if(this._hasConstraint){for(var r=0,i=this._armature._constraints;r=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var s=0,o=this._armature._constraints;s=0;if(this._localDirty){this._updateGlobalTransformMatrix(u)}if(u&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var f=1e3;var _=200;var m=2*this.global.x;var p=2*this.global.y;var c=e._helpPoint;this.globalTransformMatrix.transformPoint(f,-_,c);this._hullCache[0]=c.x;this._hullCache[1]=c.y;this._hullCache[2]=m-c.x;this._hullCache[3]=p-c.y;this.globalTransformMatrix.transformPoint(0,this._dY,c,true);this._hullCache[4]=c.x;this._hullCache[5]=c.y;this.globalTransformMatrix.transformPoint(_,f,c);this._hullCache[6]=c.x;this._hullCache[7]=c.y;this._hullCache[8]=m-c.x;this._hullCache[9]=p-c.y;this.globalTransformMatrix.transformPoint(this._dX,0,c,true);this._hullCache[10]=c.x;this._hullCache[11]=c.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return e}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.deformVertices=[];return e}e.toString=function(){return"[class dragonBones.DisplayFrame]"};e.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};e.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var o=0,l=n;o=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};r.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};r.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};r.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceDisplay=function(e,a){if(a===void 0){a=-1}if(a<0){a=this._displayIndex<0?0:this._displayIndex}else if(a>=this._displayFrames.length){return}var r=this._displayFrames[a];if(r.display!==e){var i=r.display;r.display=e;if(i!==null&&i!==this._rawDisplay&&i!==this._meshDisplay&&!this._hasDisplay(i)){if(i instanceof t.Armature){}else{this._disposeDisplay(i,true)}}if(e!==null&&e!==this._rawDisplay&&e!==this._meshDisplay&&!this._hasDisplay(i)&&!(e instanceof t.Armature)){this._initDisplay(e,true)}if(a===this._displayIndex){this._displayDirty=true}}};r.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);return this._boundingBoxData.containsPoint(r._helpPoint.x,r._helpPoint.y)};r.prototype.intersectsSegment=function(t,e,a,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);t=r._helpPoint.x;e=r._helpPoint.y;r._helpMatrix.transformPoint(a,i,r._helpPoint);a=r._helpPoint.x;i=r._helpPoint.y;var l=this._boundingBoxData.intersectsSegment(t,e,a,i,n,s,o);if(l>0){if(l===1||l===2){if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n);if(s!==null){s.x=n.x;s.y=n.y}}else if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}else{if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}if(o!==null){this.globalTransformMatrix.transformPoint(Math.cos(o.x),Math.sin(o.x),r._helpPoint,true);o.x=Math.atan2(r._helpPoint.y,r._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(o.y),Math.sin(o.y),r._helpPoint,true);o.y=Math.atan2(r._helpPoint.y,r._helpPoint.x)}}return l};r.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(r.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(a){var r=this._displayFrames.length;if(ra){for(var i=r-1;id){continue}var b=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){b=c/A}else{var P=y[D-1];b=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(b,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,C=0;var w,N,R,k,j,L,V,Y;for(var v=0,U=2;vd){continue}for(;;D++){var W=S[D];if(z>W)continue;if(D===0)z/=W;else{var K=S[D-1];z=(z-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];C=f[Z+7];w=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+C)*.006;j=w*2+R;L=N*2+k;V=(B-O)*.3+w+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);X[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);X[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);X[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);X[9]=G;H=0}z*=G;for(;;H++){var q=X[H];if(z>q)continue;if(H===0)z/=q;else{var K=X[H-1];z=H+(z-K)/(q-K)}break}this.addCurvePosition(z*.1,O,x,B,E,M,I,F,C,l,g,a)}};a.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};a.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?t.Transform.DEG_RAD:-t.Transform.DEG_RAD}}var B=this.rotateMix;var E=this.translateMix;for(var c=0,M=3;c0){var N=g.a,R=g.b,k=g.c,j=g.d,L=void 0,V=void 0,Y=void 0;if(u){L=A[M-1]}else{L=Math.atan2(F,I)}L-=Math.atan2(R,N);if(x){V=Math.cos(L);Y=Math.sin(L);var U=y._boneData.length;S+=(U*(V*N-Y*R)-I)*B;O+=(U*(Y*N+V*R)-F)*B}else{L+=P}if(L>t.Transform.PI){L-=t.Transform.PI_D}else if(L<-t.Transform.PI){L+=t.Transform.PI_D}L*=B;V=Math.cos(L);Y=Math.sin(L);g.a=V*N-Y*R;g.b=Y*N+V*R;g.c=V*k-Y*j;g.d=Y*k+V*j}y.global.fromMatrix(g)}this.dirty=false};a.prototype.invalidUpdate=function(){};return a}(e);t.PathConstraint=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};a.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(e.position<0){e.position%=r.duration;e.position=r.duration-e.position}else if(e.position===r.duration){e.position-=1e-6}else if(e.position>r.duration){e.position%=r.duration}if(e.duration>0&&e.position+e.duration>r.duration){e.duration=r.duration-e.position}if(e.playTimes<0){e.playTimes=r.playTimes}}else{e.playTimes=1;e.position=0;if(e.duration>0){e.duration=0}}if(e.duration===0){e.duration=-1}this._fadeOut(e);var o=t.BaseObject.borrowObject(t.AnimationState);o.init(this._armature,r,e);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var l=false;for(var h=0,u=this._animationStates.length;hthis._animationStates[h].layer){l=true;this._animationStates.splice(h,0,o);break}else if(h!==u-1&&o.layer>this._animationStates[h+1].layer){l=true;this._animationStates.splice(h+1,0,o);break}}if(!l){this._animationStates.push(o)}}else{this._animationStates.push(o)}for(var f=0,_=this._armature.getSlots();f<_.length;f++){var m=_[f];var p=m.childArmature;if(p!==null&&p.inheritAnimation&&p.animation.hasAnimation(a)&&p.animation.getState(a)===null){p.animation.fadeIn(a)}}for(var c in r.animationTimelines){var d=this.fadeIn(c,0,1,o.layer,"",5);if(d===null){continue}var y=r.animationTimelines[c];d.actionEnabled=false;d.resetToPose=false;d.stop();o.addState(d,y);var v=this._animationStates.indexOf(o);var g=this._animationStates.indexOf(d);if(g0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};a.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};a.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};a.prototype.getBlendState=function(e,a,r){if(!(e in this._blendStates)){this._blendStates[e]={}}var i=this._blendStates[e];if(!(a in i)){var n=i[a]=t.BaseObject.borrowObject(t.BlendState);n.target=r}return i[a]};a.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};a.prototype.hasAnimation=function(t){return t in this._animations};a.prototype.getStates=function(){return this._animationStates};Object.defineProperty(a.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return a}(t.BaseObject);t.Animation=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}r.toString=function(){return"[class dragonBones.AnimationState]"};r.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(D,1);n.returnToPool()}D=this._boneBlendTimelines.indexOf(n);if(D>=0){this._boneBlendTimelines.splice(D,1);n.returnToPool()}}}}{var T={};var b=[];for(var A=0,P=this._slotTimelines;A=0){this._slotTimelines.splice(D,1);n.returnToPool()}D=this._slotBlendTimelines.indexOf(n);if(D>=0){this._slotBlendTimelines.splice(D,1);n.returnToPool()}}}}};r.prototype._advanceFadeTime=function(e){var a=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT:t.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}if(e<0){e=-e}this._fadeTime+=e;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=a?0:1}else if(this._fadeTime>0){this._fadeProgress=a?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=a?1:0}if(this._subFadeState>0){if(!a){this._playheadState|=1;this._fadeState=0}var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT_COMPLETE:t.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}};r.prototype.init=function(e,a,r){if(this._armature!==null){return}this._armature=e;this._animationData=a;this.resetToPose=r.resetToPose;this.additive=r.additive;this.displayControl=r.displayControl;this.actionEnabled=r.actionEnabled;this.blendType=a.blendType;this.layer=r.layer;this.playTimes=r.playTimes;this.timeScale=r.timeScale;this.fadeTotalTime=r.fadeInTime;this.autoFadeOutTime=r.autoFadeOutTime;this.name=r.name.length>0?r.name:r.animation;this.group=r.group;this._weight=r.weight;if(r.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(r.duration<0){this._position=0;this._duration=this._animationData.duration;if(r.position!==0){if(this.timeScale>=0){this._time=r.position}else{this._time=r.position-this._duration}}else{this._time=0}}else{this._position=r.position;this._duration=r.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(r.boneMask.length>0){this._boneMask.length=r.boneMask.length;for(var i=0,n=this._boneMask.length;i0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var T=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var b=m.target;var A=this.parameterX-b.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};r.prototype.play=function(){this._playheadState=3};r.prototype.stop=function(){this._playheadState&=1};r.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};r.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};r.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(t.BaseObject);t.BlendState=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=-1;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this._duration+1e-6}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+1;if(e===1){this._current=a[r];this._difference=a[i]-this._current}else{this._current=a[r]*e;this._difference=a[i]*e-this._current}}else{this._result=a[r]*e}}else{this._result=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return e}(a);t.SingleValueTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+2;if(e===1){this._currentA=a[r];this._currentB=a[r+1];this._differenceA=a[i]-this._currentA;this._differenceB=a[i+1]-this._currentB}else{this._currentA=a[r]*e;this._currentB=a[r+1]*e;this._differenceA=a[i]*e-this._currentA;this._differenceB=a[i+1]*e-this._currentB}}else{this._resultA=a[r]*e;this._resultB=a[r+1]*e}}else{this._resultA=0;this._resultB=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return e}(a);t.DoubleValueTimelineState=i;var n=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._rd=[];return e}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);var e=this._valueCount;var a=this._rd;if(this._timelineData!==null){var r=this._valueScale;var i=this._valueArray;var n=this._valueOffset+this._frameValueOffset+this._frameIndex*e;if(this._isTween){var s=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:n+e;if(r===1){for(var o=0;o0){if(s.hasDBEventListener(t.EventObject.COMPLETE)){u=t.BaseObject.borrowObject(t.EventObject);u.type=t.EventObject.COMPLETE;u.armature=this._armature;u.animationState=this._animationState}}}if(this._frameCount>1){var f=this._timelineData;var _=Math.floor(this.currentTime*this._frameRate);var m=this._frameIndices[f.frameIndicesOffset+_];if(this._frameIndex!==m){var p=this._frameIndex;this._frameIndex=m;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[f.offset+5+this._frameIndex];if(l){if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];if(this.currentPlayTimes===r){if(p===m){p=-1}}}while(p>=0){var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this._position<=y&&y<=this._position+this._duration){this._onCrossFrame(p)}if(h!==null&&p===0){this._armature._dragonBones.bufferEvent(h);h=null}if(p>0){p--}else{p=this._frameCount-1}if(p===m){break}}}else{if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this.currentPlayTimes===r){if(i<=y){if(p>0){p--}else{p=this._frameCount-1}}else if(p===m){p=-1}}}while(p>=0){if(p=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.ZOrderTimelineState=a;var r=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])};a.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return a}(t.MutilpleValueTimelineState);t.BoneAllTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneTranslateTimelineState=i;var n=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=t.Transform.normalizeRadian(this._differenceA);this._differenceB=t.Transform.normalizeRadian(this._differenceB)}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._resultA=t.Transform.normalizeRadian(this._resultA);this._resultB=t.Transform.normalizeRadian(this._resultB)};a.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return a}(t.DoubleValueTimelineState);t.BoneRotateTimelineState=n;var s=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneScaleTimelineState=s;var o=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=n[s+2];this._deformCount=n[s+1];this._deformOffset=n[s+3];this._sameValueOffset=n[s+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=i.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return e}(t.SingleValueTimelineState);t.AlphaTimelineState=l;var h=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDislayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.SlotDislayTimelineState=h;var u=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._current=[0,0,0,0,0,0,0,0];e._difference=[0,0,0,0,0,0,0,0];e._result=[0,0,0,0,0,0,0,0];return e}e.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._animationData.parent.parent;var a=e.colorArray;var r=e.frameIntArray;var i=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var n=r[i];if(n<0){n+=65536}if(this._isTween){this._current[0]=a[n++];this._current[1]=a[n++];this._current[2]=a[n++];this._current[3]=a[n++];this._current[4]=a[n++];this._current[5]=a[n++];this._current[6]=a[n++];this._current[7]=a[n++];if(this._frameIndex===this._frameCount-1){n=r[this._animationData.frameIntOffset+this._frameValueOffset]}else{n=r[i+1]}if(n<0){n+=65536}this._difference[0]=a[n++]-this._current[0];this._difference[1]=a[n++]-this._current[1];this._difference[2]=a[n++]-this._current[2];this._difference[3]=a[n++]-this._current[3];this._difference[4]=a[n++]-this._current[4];this._difference[5]=a[n++]-this._current[5];this._difference[6]=a[n++]-this._current[6];this._difference[7]=a[n++]-this._current[7]}else{this._result[0]=a[n++]*.01;this._result[1]=a[n++]*.01;this._result[2]=a[n++]*.01;this._result[3]=a[n++]*.01;this._result[4]=a[n++];this._result[5]=a[n++];this._result[6]=a[n++];this._result[7]=a[n++]}}else{var s=this.target;var o=s.slotData.color;this._result[0]=o.alphaMultiplier;this._result[1]=o.redMultiplier;this._result[2]=o.greenMultiplier;this._result[3]=o.blueMultiplier;this._result[4]=o.alphaOffset;this._result[5]=o.redOffset;this._result[6]=o.greenOffset;this._result[7]=o.blueOffset}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};e.prototype.fadeOut=function(){this._isTween=false};e.prototype.update=function(e){t.prototype.update.call(this,e);if(this._isTween||this.dirty){var a=this.target;var r=a._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){var i=Math.pow(this._animationState._fadeProgress,4);r.alphaMultiplier+=(this._result[0]-r.alphaMultiplier)*i;r.redMultiplier+=(this._result[1]-r.redMultiplier)*i;r.greenMultiplier+=(this._result[2]-r.greenMultiplier)*i;r.blueMultiplier+=(this._result[3]-r.blueMultiplier)*i;r.alphaOffset+=(this._result[4]-r.alphaOffset)*i;r.redOffset+=(this._result[5]-r.redOffset)*i;r.greenOffset+=(this._result[6]-r.greenOffset)*i;r.blueOffset+=(this._result[7]-r.blueOffset)*i;a._colorDirty=true}}else if(this.dirty){this.dirty=false;if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){r.alphaMultiplier=this._result[0];r.redMultiplier=this._result[1];r.greenMultiplier=this._result[2];r.blueMultiplier=this._result[3];r.alphaOffset=this._result[4];r.redOffset=this._result[5];r.greenOffset=this._result[6];r.blueOffset=this._result[7];a._colorDirty=true}}}};return e}(t.TweenTimelineState);t.SlotColorTimelineState=u;var f=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var e=this.target;var a=e.target;this._result=a.slotData.zIndex}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return e}(t.SingleValueTimelineState);t.SlotZIndexTimelineState=f;var _=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.DeformTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var n=this._animationData.parent.parent;var s=n.frameIntArray;var o=this.target.target;this.geometryOffset=s[i+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var l=0,h=o.displayFrameCount;l1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;e._weight=this._currentB}else{var a=e._constraintData;e._bendPositive=a.bendPositive;e._weight=a.weight}e.invalidUpdate();this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.IKConstraintTimelineState=m;var p=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.currentTime=this._result*e.totalTime}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationProgressTimelineState=p;var c=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.weight=this._result}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationWeightTimelineState=c;var d=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.parameterX=this._resultA;e.parameterY=this._resultB}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.AnimationParametersTimelineState=d})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.actionDataToInstance=function(t,a,r){if(t.type===0){a.type=e.FRAME_EVENT}else{a.type=t.type===10?e.FRAME_EVENT:e.SOUND_EVENT}a.name=t.name;a.armature=r;a.actionData=t;a.data=t.data;if(t.bone!==null){a.bone=r.getBone(t.bone.name)}if(t.slot!==null){a.slot=r.getSlot(t.slot.name)}};e.toString=function(){return"[class dragonBones.EventObject]"};e.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};e.START="start";e.LOOP_COMPLETE="loopComplete";e.COMPLETE="complete";e.FADE_IN="fadeIn";e.FADE_IN_COMPLETE="fadeInComplete";e.FADE_OUT="fadeOut";e.FADE_OUT_COMPLETE="fadeOutComplete";e.FRAME_EVENT="frameEvent";e.SOUND_EVENT="soundEvent";return e}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var a=e!==null&&e.apply(this,arguments)||this;a._rawTextureAtlasIndex=0;a._rawBones=[];a._data=null;a._armature=null;a._bone=null;a._geometry=null;a._slot=null;a._skin=null;a._mesh=null;a._animation=null;a._timeline=null;a._rawTextureAtlases=null;a._frameValueType=0;a._defaultColorOffset=-1;a._prevClockwise=0;a._prevRotation=0;a._frameDefaultValue=0;a._frameValueScale=1;a._helpMatrixA=new t.Matrix;a._helpMatrixB=new t.Matrix;a._helpTransform=new t.Transform;a._helpColorTransform=new t.ColorTransform;a._helpPoint=new t.Point;a._helpArray=[];a._intArray=[];a._floatArray=[];a._frameIntArray=[];a._frameFloatArray=[];a._frameArray=[];a._timelineArray=[];a._colorArray=[];a._cacheRawMeshes=[];a._cacheMeshes=[];a._actionFrames=[];a._weightSlotPose={};a._weightBonePoses={};a._cacheBones={};a._slotChildActions={};return a}r._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};r._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};r._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};r.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};r.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};r.prototype._parseActionDataInFrame=function(e,a,r,i){if(t.DataParser.EVENT in e){this._mergeActionFrame(e[t.DataParser.EVENT],a,10,r,i)}if(t.DataParser.SOUND in e){this._mergeActionFrame(e[t.DataParser.SOUND],a,11,r,i)}if(t.DataParser.ACTION in e){this._mergeActionFrame(e[t.DataParser.ACTION],a,0,r,i)}if(t.DataParser.EVENTS in e){this._mergeActionFrame(e[t.DataParser.EVENTS],a,10,r,i)}if(t.DataParser.ACTIONS in e){this._mergeActionFrame(e[t.DataParser.ACTIONS],a,0,r,i)}};r.prototype._mergeActionFrame=function(t,e,r,i,n){var s=this._armature.actions.length;var o=this._parseActionData(t,r,i,n);var l=0;var h=null;for(var u=0,f=o;ue){break}l++}if(h===null){h=new a;h.frameStart=e;this._actionFrames.splice(l,0,h)}for(var d=0;d0){var p=i.getBone(_);if(p!==null){m.parent=p}else{if(!(_ in this._cacheBones)){this._cacheBones[_]=[]}this._cacheBones[_].push(m)}}if(m.name in this._cacheBones){for(var c=0,d=this._cacheBones[m.name];c0&&a.parent!==null){s.root=a.parent;s.bone=a}else{s.root=a;s.bone=null}return s};r.prototype._parsePathConstraint=function(e){var a=this._armature.getSlot(r._getString(e,t.DataParser.TARGET,""));if(a===null){return null}var i=this._armature.defaultSkin;if(i===null){return null}var n=i.getDisplay(a.name,r._getString(e,t.DataParser.TARGET_DISPLAY,a.name));if(n===null||!(n instanceof t.PathDisplayData)){return null}var s=e[t.DataParser.BONES];if(s===null||s.length===0){return null}var o=t.BaseObject.borrowObject(t.PathConstraintData);o.name=r._getString(e,t.DataParser.NAME,"");o.type=1;o.pathSlot=a;o.pathDisplayData=n;o.target=a.parent;o.positionMode=t.DataParser._getPositionMode(r._getString(e,t.DataParser.POSITION_MODE,""));o.spacingMode=t.DataParser._getSpacingMode(r._getString(e,t.DataParser.SPACING_MODE,""));o.rotateMode=t.DataParser._getRotateMode(r._getString(e,t.DataParser.ROTATE_MODE,""));o.position=r._getNumber(e,t.DataParser.POSITION,0);o.spacing=r._getNumber(e,t.DataParser.SPACING,0);o.rotateOffset=r._getNumber(e,t.DataParser.ROTATE_OFFSET,0);o.rotateMix=r._getNumber(e,t.DataParser.ROTATE_MIX,1);o.translateMix=r._getNumber(e,t.DataParser.TRANSLATE_MIX,1);for(var l=0,h=s;l0?i:a;this._parsePivot(e,o);break}case 1:{var l=s=t.BaseObject.borrowObject(t.ArmatureDisplayData);l.name=a;l.path=i.length>0?i:a;l.inheritAnimation=true;if(t.DataParser.ACTIONS in e){var h=this._parseActionData(e[t.DataParser.ACTIONS],0,null,null);for(var u=0,f=h;u0?i:a;if(t.DataParser.SHARE in e){d.geometry.data=this._data;this._cacheRawMeshes.push(e);this._cacheMeshes.push(d)}else{this._parseMesh(e,d)}break}case 3:{var y=this._parseBoundingBox(e);if(y!==null){var v=s=t.BaseObject.borrowObject(t.BoundingBoxDisplayData);v.name=a;v.path=i.length>0?i:a;v.boundingBox=y}break}case 4:{var g=e[t.DataParser.LENGTHS];var D=s=t.BaseObject.borrowObject(t.PathDisplayData);D.closed=r._getBoolean(e,t.DataParser.CLOSED,false);D.constantSpeed=r._getBoolean(e,t.DataParser.CONSTANT_SPEED,false);D.name=a;D.path=i.length>0?i:a;D.curveLengths.length=g.length;for(var T=0,b=g.length;Ta.width){a.width=l}if(ha.height){a.height=h}}}a.width-=a.x;a.height-=a.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return a};r.prototype._parseAnimation=function(e){var a=t.BaseObject.borrowObject(t.AnimationData);a.blendType=t.DataParser._getAnimationBlendType(r._getString(e,t.DataParser.BLEND_TYPE,""));a.frameCount=r._getNumber(e,t.DataParser.DURATION,0);a.playTimes=r._getNumber(e,t.DataParser.PLAY_TIMES,1);a.duration=a.frameCount/this._armature.frameRate;a.fadeInTime=r._getNumber(e,t.DataParser.FADE_IN_TIME,0);a.scale=r._getNumber(e,t.DataParser.SCALE,1);a.name=r._getString(e,t.DataParser.NAME,t.DataParser.DEFAULT_NAME);if(a.name.length===0){a.name=t.DataParser.DEFAULT_NAME}a.frameIntOffset=this._frameIntArray.length;a.frameFloatOffset=this._frameFloatArray.length;a.frameOffset=this._frameArray.length;this._animation=a;if(t.DataParser.FRAME in e){var i=e[t.DataParser.FRAME];var n=i.length;if(n>0){for(var s=0,o=0;s0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(t.DataParser.TIMELINE in e){var h=e[t.DataParser.TIMELINE];for(var S=0,O=h;S0&&n in e){i=e[n]}if(i===null){return null}var f=i.length;if(f===0){return null}var _=this._frameIntArray.length;var m=this._frameFloatArray.length;var p=this._timelineArray.length;if(u===null){u=t.BaseObject.borrowObject(t.TimelineData)}u.type=s;u.offset=p;this._frameValueType=o;this._timeline=u;this._timelineArray.length+=1+1+1+1+1+f;if(e!==null){this._timelineArray[p+0]=Math.round(r._getNumber(e,t.DataParser.SCALE,1)*100);this._timelineArray[p+1]=Math.round(r._getNumber(e,t.DataParser.OFFSET,0)*100)}else{this._timelineArray[p+0]=100;this._timelineArray[p+1]=0}this._timelineArray[p+2]=f;this._timelineArray[p+3]=l;switch(this._frameValueType){case 0:this._timelineArray[p+4]=0;break;case 1:this._timelineArray[p+4]=_-this._animation.frameIntOffset;break;case 2:this._timelineArray[p+4]=m-this._animation.frameFloatOffset;break}if(f===1){u.frameIndicesOffset=-1;this._timelineArray[p+5+0]=h.call(this,i[0],0,0)-this._animation.frameOffset}else{var c=this._animation.frameCount+1;var d=this._data.frameIndices;var y=d.length;d.length+=c;u.frameIndicesOffset=y;for(var v=0,g=0,D=0,T=0;v0){if(t.DataParser.CURVE in e){var s=i+1;this._helpArray.length=s;var o=this._samplingEasingCurve(e[t.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[n+1]=2;this._frameArray[n+2]=o?s:-s;for(var l=0;l0){var s=this._armature.sortedSlots.length;var o=new Array(s-n.length/2);var l=new Array(s);for(var h=0;h0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.TWEEN_ROTATE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[o++]=this._helpTransform.x;this._frameFloatArray[o++]=this._helpTransform.y;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=this._helpTransform.skew;this._frameFloatArray[o++]=this._helpTransform.scaleX;this._frameFloatArray[o++]=this._helpTransform.scaleY;this._parseActionDataInFrame(e,a,this._bone,this._slot);return s};r.prototype._parseBoneTranslateFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,0);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,0);return n};r.prototype._parseBoneRotateFrame=function(e,a,i){var n=r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD;if(a!==0){if(this._prevClockwise===0){n=this._prevRotation+t.Transform.normalizeRadian(n-this._prevRotation)}else{if(this._prevClockwise>0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.CLOCK_WISE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD;return s};r.prototype._parseBoneScaleFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,1);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,1);return n};r.prototype._parseSlotDisplayFrame=function(e,a,i){var n=this._parseFrame(e,a,i);this._frameArray.length+=1;if(t.DataParser.VALUE in e){this._frameArray[n+1]=r._getNumber(e,t.DataParser.VALUE,0)}else{this._frameArray[n+1]=r._getNumber(e,t.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(e,a,this._slot.parent,this._slot);return n};r.prototype._parseSlotColorFrame=function(e,a,r){var i=this._parseTweenFrame(e,a,r);var n=-1;if(t.DataParser.VALUE in e||t.DataParser.COLOR in e){var s=t.DataParser.VALUE in e?e[t.DataParser.VALUE]:e[t.DataParser.COLOR];for(var o in s){o;this._parseColorTransform(s,this._helpColorTransform);n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.blueOffset);n-=8;break}}if(n<0){if(this._defaultColorOffset<0){this._defaultColorOffset=n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0}n=this._defaultColorOffset}var l=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[l]=n;return i};r.prototype._parseSlotDeformFrame=function(e,a,i){var n=this._frameFloatArray.length;var s=this._parseTweenFrame(e,a,i);var o=t.DataParser.VERTICES in e?e[t.DataParser.VERTICES]:null;var l=r._getNumber(e,t.DataParser.OFFSET,0);var h=this._intArray[this._mesh.geometry.offset+0];var u=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var f=this._mesh.geometry.weight;var _=0;var m=0;var p=0;var c=0;if(f!==null){var d=this._weightSlotPose[u];this._helpMatrixA.copyFromArray(d,0);this._frameFloatArray.length+=f.count*2;p=f.offset+2+f.bones.length}else{this._frameFloatArray.length+=h*2}for(var y=0;y=o.length){_=0}else{_=o[y-l]}if(y+1=o.length){m=0}else{m=o[y+1-l]}}if(f!==null){var v=this._weightBonePoses[u];var g=this._intArray[p++];this._helpMatrixA.transformPoint(_,m,this._helpPoint,true);_=this._helpPoint.x;m=this._helpPoint.y;for(var D=0;D=o.length){f=0}else{f=o[m-l]}if(m+1=o.length){_=0}else{_=o[m+1-l]}}else{f=0;_=0}this._frameFloatArray[n+m]=f;this._frameFloatArray[n+m+1]=_}}if(a===0){var p=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[p+0]=this._geometry.offset;this._frameIntArray[p+1]=this._frameFloatArray.length-n;this._frameIntArray[p+2]=this._frameFloatArray.length-n;this._frameIntArray[p+3]=0;this._frameIntArray[p+4]=n-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=p-this._animation.frameIntOffset}return s};r.prototype._parseTransform=function(e,a,i){a.x=r._getNumber(e,t.DataParser.X,0)*i;a.y=r._getNumber(e,t.DataParser.Y,0)*i;if(t.DataParser.ROTATE in e||t.DataParser.SKEW in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD)}else if(t.DataParser.SKEW_X in e||t.DataParser.SKEW_Y in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_Y,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_X,0)*t.Transform.DEG_RAD)-a.rotation}a.scaleX=r._getNumber(e,t.DataParser.SCALE_X,1);a.scaleY=r._getNumber(e,t.DataParser.SCALE_Y,1)};r.prototype._parseColorTransform=function(e,a){a.alphaMultiplier=r._getNumber(e,t.DataParser.ALPHA_MULTIPLIER,100)*.01;a.redMultiplier=r._getNumber(e,t.DataParser.RED_MULTIPLIER,100)*.01;a.greenMultiplier=r._getNumber(e,t.DataParser.GREEN_MULTIPLIER,100)*.01;a.blueMultiplier=r._getNumber(e,t.DataParser.BLUE_MULTIPLIER,100)*.01;a.alphaOffset=r._getNumber(e,t.DataParser.ALPHA_OFFSET,0);a.redOffset=r._getNumber(e,t.DataParser.RED_OFFSET,0);a.greenOffset=r._getNumber(e,t.DataParser.GREEN_OFFSET,0);a.blueOffset=r._getNumber(e,t.DataParser.BLUE_OFFSET,0)};r.prototype._parseGeometry=function(e,a){var r=e[t.DataParser.VERTICES];var i=Math.floor(r.length/2);var n=0;var s=this._intArray.length;var o=this._floatArray.length;a.offset=s;a.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[s+0]=i;this._intArray[s+2]=o;this._intArray[s+3]=-1;this._floatArray.length+=i*2;for(var l=0,h=i*2;l=0||t.DataParser.DATA_VERSIONS.indexOf(n)>=0){var s=t.BaseObject.borrowObject(t.DragonBonesData);s.version=i;s.name=r._getString(e,t.DataParser.NAME,"");s.frameRate=r._getNumber(e,t.DataParser.FRAME_RATE,24);if(s.frameRate===0){s.frameRate=24}if(t.DataParser.ARMATURE in e){this._data=s;this._parseArray(e);var o=e[t.DataParser.ARMATURE];for(var l=0,h=o;l0){s.stage=s.getArmature(s.armatureNames[0])}this._data=null}if(t.DataParser.TEXTURE_ATLAS in e){this._rawTextureAtlases=e[t.DataParser.TEXTURE_ATLAS]}return s}else{console.assert(false,"Nonsupport data version: "+i+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};r.prototype.parseTextureAtlasData=function(e,a,i){if(i===void 0){i=1}console.assert(e!==undefined);if(e===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var n=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(n,a,i);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}a.width=r._getNumber(e,t.DataParser.WIDTH,0);a.height=r._getNumber(e,t.DataParser.HEIGHT,0);a.scale=i===1?1/r._getNumber(e,t.DataParser.SCALE,1):i;a.name=r._getString(e,t.DataParser.NAME,"");a.imagePath=r._getString(e,t.DataParser.IMAGE_PATH,"");if(t.DataParser.SUB_TEXTURE in e){var s=e[t.DataParser.SUB_TEXTURE];for(var o=0,l=s.length;o0&&f>0){_.frame=t.TextureData.createRectangle();_.frame.x=r._getNumber(h,t.DataParser.FRAME_X,0);_.frame.y=r._getNumber(h,t.DataParser.FRAME_Y,0);_.frame.width=u;_.frame.height=f}a.addTexture(_)}}return true};r.getInstance=function(){if(r._objectDataParserInstance===null){r._objectDataParserInstance=new r}return r._objectDataParserInstance};r._objectDataParserInstance=null;return r}(t.DataParser);t.ObjectDataParser=e;var a=function(){function t(){this.frameStart=0;this.actions=[]}return t}();t.ActionFrame=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.prototype._inRange=function(t,e,a){return e<=t&&t<=a};a.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};a.prototype._parseBinaryTimeline=function(e,a,r){if(r===void 0){r=null}var i=r!==null?r:t.BaseObject.borrowObject(t.TimelineData);i.type=e;i.offset=a;this._timeline=i;var n=this._timelineArrayBuffer[i.offset+2];if(n===1){i.frameIndicesOffset=-1}else{var s=0;var o=this._animation.frameCount+1;var l=this._data.frameIndices;s=l.length;l.length+=o;i.frameIndicesOffset=s;for(var h=0,u=0,f=0,_=0;h=0){var u=t.ObjectDataParser._getNumber(y,t.DataParser.TYPE,0);var v=t.ObjectDataParser._getString(y,t.DataParser.NAME,"");var _=null;if(u===40&&a.blendType!==0){_=t.BaseObject.borrowObject(t.AnimationTimelineData);var g=_;g.x=t.ObjectDataParser._getNumber(y,t.DataParser.X,0);g.y=t.ObjectDataParser._getNumber(y,t.DataParser.Y,0)}_=this._parseBinaryTimeline(u,f,_);switch(u){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(v,_);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(v,_);break;case 30:this._animation.addConstraintTimeline(v,_);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(v,_);break}}}}this._animation=null;return a};a.prototype._parseGeometry=function(e,a){a.offset=e[t.DataParser.OFFSET];a.data=this._data;var r=this._intArrayBuffer[a.offset+3];if(r>=0){var i=t.BaseObject.borrowObject(t.WeightData);var n=this._intArrayBuffer[a.offset+0];var s=this._intArrayBuffer[r+0];i.offset=r;for(var o=0;o12?a[13]:0;var u=new Int16Array(this._binary,this._binaryOffset+a[0],r/Int16Array.BYTES_PER_ELEMENT);var f=new Float32Array(this._binary,this._binaryOffset+a[2],i/Float32Array.BYTES_PER_ELEMENT);var _=new Int16Array(this._binary,this._binaryOffset+a[4],n/Int16Array.BYTES_PER_ELEMENT);var m=new Float32Array(this._binary,this._binaryOffset+a[6],s/Float32Array.BYTES_PER_ELEMENT);var p=new Int16Array(this._binary,this._binaryOffset+a[8],o/Int16Array.BYTES_PER_ELEMENT);var c=new Uint16Array(this._binary,this._binaryOffset+a[10],l/Uint16Array.BYTES_PER_ELEMENT);var d=h>0?new Int16Array(this._binary,this._binaryOffset+a[12],h/Int16Array.BYTES_PER_ELEMENT):u;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=u;this._data.floatArray=f;this._data.frameIntArray=_;this._data.frameFloatArray=m;this._data.frameArray=this._frameArrayBuffer=p;this._data.timelineArray=this._timelineArrayBuffer=c;this._data.colorArray=d};a.prototype.parseDragonBonesData=function(t,a){if(a===void 0){a=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var r=new Uint8Array(t,0,8);if(r[0]!=="D".charCodeAt(0)||r[1]!=="B".charCodeAt(0)||r[2]!=="D".charCodeAt(0)||r[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var i=new Uint32Array(t,8,1)[0];var n=new Uint8Array(t,8+4,i);var s=this._decodeUTF8(n);var o=JSON.parse(s);this._binaryOffset=8+4+i;this._binary=t;return e.prototype.parseDragonBonesData.call(this,o,a)};a.getInstance=function(){if(a._binaryDataParserInstance===null){a._binaryDataParserInstance=new a}return a._binaryDataParserInstance};a._binaryDataParserInstance=null;return a}(t.ObjectDataParser);t.BinaryDataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function e(a){if(a===void 0){a=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(e._objectParser===null){e._objectParser=new t.ObjectDataParser}if(e._binaryParser===null){e._binaryParser=new t.BinaryDataParser}this._dataParser=a!==null?a:e._objectParser}e.prototype._isSupportMesh=function(){return true};e.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};e.prototype._buildBones=function(e,a){for(var r=0,i=e.armature.sortedBones;r0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};e.prototype._buildConstraints=function(e,a){var r=e.armature.constraints;for(var i in r){var n=r[i];switch(n.type){case 0:var s=t.BaseObject.borrowObject(t.IKConstraint);s.init(n,a);a._addConstraint(s);break;case 1:var o=t.BaseObject.borrowObject(t.PathConstraint);o.init(n,a);a._addConstraint(o);break;default:var l=t.BaseObject.borrowObject(t.IKConstraint);l.init(n,a);a._addConstraint(l);break}}};e.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};e.prototype._getSlotDisplay=function(e,a,r){var i=e!==null?e.dataName:a.parent.parent.parent.name;var n=null;switch(a.type){case 0:{var s=a;if(s.texture===null){s.texture=this._getTextureData(i,a.path)}n=r.rawDisplay;break}case 2:{var o=a;if(o.texture===null){o.texture=this._getTextureData(i,o.path)}if(this._isSupportMesh()){n=r.meshDisplay}else{n=r.rawDisplay}break}case 1:{var l=a;var h=this._buildChildArmature(e,r,l);if(h!==null){h.inheritAnimation=l.inheritAnimation;if(!h.inheritAnimation){var u=l.actions.length>0?l.actions:h.armatureData.defaultActions;if(u.length>0){for(var f=0,_=u;f<_.length;f++){var m=_[f];var p=t.BaseObject.borrowObject(t.EventObject);t.EventObject.actionDataToInstance(m,p,r.armature);p.slot=r;r.armature._bufferAction(p,false)}}else{h.animation.play()}}l.armature=h.armatureData}n=h;break}case 3:break;default:break}return n};e.prototype.parseDragonBonesData=function(t,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=t instanceof ArrayBuffer?e._binaryParser:this._dataParser;var n=i.parseDragonBonesData(t,r);while(true){var s=this._buildTextureAtlasData(null,null);if(i.parseTextureAtlasData(null,s,r)){this.addTextureAtlasData(s,a)}else{s.returnToPool();break}}if(n!==null){this.addDragonBonesData(n,a)}return n};e.prototype.parseTextureAtlasData=function(t,e,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=this._buildTextureAtlasData(null,null);this._dataParser.parseTextureAtlasData(t,i,r);this._buildTextureAtlasData(i,e||null);this.addTextureAtlasData(i,a);return i};e.prototype.updateTextureAtlases=function(t,e){var a=this.getTextureAtlasData(e);if(a!==null){for(var r=0,i=a.length;r=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u0};a.prototype.addDBEventListener=function(t,e,a){if(!(t in this._signals)){this._signals[t]=new Phaser.Signal}var r=this._signals[t];r.add(e,a)};a.prototype.removeDBEventListener=function(t,e,a){if(t in this._signals){var r=this._signals[t];r.remove(e,a)}};Object.defineProperty(a.prototype,"armature",{get:function(){return this._armature},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animation",{get:function(){return this._armature.animation},enumerable:true,configurable:true});a.prototype.hasEvent=function(t){return this.hasDBEventListener(t)};a.prototype.addEvent=function(t,e,a){this.addDBEventListener(t,e,a)};a.prototype.removeEvent=function(t,e,a){this.removeDBEventListener(t,e,a)};return a}(Phaser.Sprite);t.PhaserArmatureDisplay=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.PhaserSlot]"};a.prototype._onClear=function(){e.prototype._onClear.call(this);this._textureScale=1;this._renderDisplay=null};a.prototype._initDisplay=function(t,e){t;e};a.prototype._disposeDisplay=function(t,e){t;if(!e){t.destroy(true)}};a.prototype._onUpdateDisplay=function(){this._renderDisplay=this._display?this._display:this._rawDisplay};a.prototype._addDisplay=function(){var t=this._armature.display;t.addChild(this._renderDisplay)};a.prototype._replaceDisplay=function(t){var e=this._armature.display;var a=t;e.addChild(this._renderDisplay);e.swapChildren(this._renderDisplay,a);e.removeChild(a);this._textureScale=1};a.prototype._removeDisplay=function(){this._renderDisplay.parent.removeChild(this._renderDisplay)};a.prototype._updateZOrder=function(){var t=this._armature.display;var e=t.getChildIndex(this._renderDisplay);if(e===this._zOrder){return}t.addChildAt(this._renderDisplay,this._zOrder)};a.prototype._updateVisible=function(){this._renderDisplay.visible=this._parent.visible&&this._visible};a.prototype._updateBlendMode=function(){if(this._renderDisplay instanceof PIXI.Sprite){switch(this._blendMode){case 0:this._renderDisplay.blendMode=PIXI.blendModes.NORMAL;break;case 1:this._renderDisplay.blendMode=PIXI.blendModes.ADD;break;case 3:this._renderDisplay.blendMode=PIXI.blendModes.DARKEN;break;case 4:this._renderDisplay.blendMode=PIXI.blendModes.DIFFERENCE;break;case 6:this._renderDisplay.blendMode=PIXI.blendModes.HARD_LIGHT;break;case 9:this._renderDisplay.blendMode=PIXI.blendModes.LIGHTEN;break;case 10:this._renderDisplay.blendMode=PIXI.blendModes.MULTIPLY;break;case 11:this._renderDisplay.blendMode=PIXI.blendModes.OVERLAY;break;case 12:this._renderDisplay.blendMode=PIXI.blendModes.SCREEN;break;default:break}}};a.prototype._updateColor=function(){var t=this._colorTransform.alphaMultiplier*this._globalAlpha;this._renderDisplay.alpha=t;if(this._renderDisplay instanceof PIXI.Sprite){var e=(Math.round(this._colorTransform.redMultiplier*255)<<16)+(Math.round(this._colorTransform.greenMultiplier*255)<<8)+Math.round(this._colorTransform.blueMultiplier*255);this._renderDisplay.tint=e}};a.prototype._updateFrame=function(){var e=this._textureData;if(this._displayIndex>=0&&this._display!==null&&e!==null){var a=e.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){a=t.BaseObject.borrowObject(t.PhaserTextureAtlasData);a.copyFrom(e.parent);a.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=a}else{a=this._armature._replaceTextureAtlasData}e=a.getTexture(e.name)}var r=e.renderTexture;if(r!==null){if(this._geometryData!==null){}else{this._textureScale=e.parent.scale*this._armature._armatureData.scale;var i=this._renderDisplay;i.setTexture(r)}this._visibleDirty=true;return}}if(this._geometryData!==null){}else{var i=this._renderDisplay;i.x=0;i.y=0;i.visible=false}};a.prototype._updateMesh=function(){};a.prototype._updateTransform=function(){this.updateGlobalTransform();var t=this.global;if(this._renderDisplay===this._rawDisplay||this._renderDisplay===this._meshDisplay){var e=t.x-(this.globalTransformMatrix.a*this._pivotX+this.globalTransformMatrix.c*this._pivotY);var a=t.y-(this.globalTransformMatrix.b*this._pivotX+this.globalTransformMatrix.d*this._pivotY);this._renderDisplay.x=e;this._renderDisplay.y=a}else{this._renderDisplay.x=t.x;this._renderDisplay.y=t.y}this._renderDisplay.rotation=t.rotation;this._renderDisplay.skew=t.skew;this._renderDisplay.scale.x=t.scaleX*this._textureScale;this._renderDisplay.scale.y=t.scaleY*this._textureScale};a.prototype._identityTransform=function(){this._renderDisplay.x=0;this._renderDisplay.y=0;this._renderDisplay.rotation=0;this._renderDisplay.skew=0;this._renderDisplay.scale.x=1;this._renderDisplay.scale.y=1};return a}(t.Slot);t.PhaserSlot=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.prototype.updateTransform=function(e){if(!e&&!this.parent&&!this.game){return this}var a=this.parent;if(e){a=e}else if(!this.parent){a=this.game.world}var r=a.worldTransform;var i=this.worldTransform;var n,s,o,l,h,u;if(this.rotation%Phaser.Math.PI2){if(this.rotation!==this.rotationCache){this.rotationCache=this.rotation;this._sr=Math.sin(this.rotation);this._cr=Math.cos(this.rotation)}var f=this.skew%t.Transform.PI_D;if(f>.01||f<-.01){n=this._cr*this.scale.x;s=this._sr*this.scale.x;o=-Math.sin(f+this.rotation)*this.scale.y;l=Math.cos(f+this.rotation)*this.scale.y;h=this.position.x;u=this.position.y}else{n=this._cr*this.scale.x;s=this._sr*this.scale.x;o=-this._sr*this.scale.y;l=this._cr*this.scale.y;h=this.position.x;u=this.position.y}if(this.pivot.x||this.pivot.y){h-=this.pivot.x*n+this.pivot.y*o;u-=this.pivot.x*s+this.pivot.y*l}i.a=n*r.a+s*r.c;i.b=n*r.b+s*r.d;i.c=o*r.a+l*r.c;i.d=o*r.b+l*r.d;i.tx=h*r.a+u*r.c+r.tx;i.ty=h*r.b+u*r.d+r.ty}else{n=this.scale.x;s=0;o=0;l=this.scale.y;h=this.position.x-this.pivot.x*n;u=this.position.y-this.pivot.y*l;i.a=n*r.a;i.b=n*r.b;i.c=l*r.c;i.d=l*r.d;i.tx=h*r.a+u*r.c+r.tx;i.ty=h*r.b+u*r.d+r.ty}n=i.a;s=i.b;o=i.c;l=i.d;var _=n*l-s*o;if(n||s){var m=Math.sqrt(n*n+s*s);this.worldRotation=s>0?Math.acos(n/m):-Math.acos(n/m);this.worldScale.x=m;this.worldScale.y=_/m}else if(o||l){var p=Math.sqrt(o*o+l*l);this.worldRotation=Phaser.Math.HALF_PI-(l>0?Math.acos(-o/p):-Math.acos(o/p));this.worldScale.x=_/p;this.worldScale.y=p}else{this.worldScale.x=0;this.worldScale.y=0}this.worldAlpha=this.alpha*a.worldAlpha;this.worldPosition.x=i.tx;this.worldPosition.y=i.ty;this._currentBounds=null;if(this.transformCallback){this.transformCallback.call(this.transformCallbackContext,i,r)}return this};return a}(Phaser.Image);t.PhaserSlotDisplay=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(t){if(t===void 0){t=null}var r=e.call(this,t)||this;r._dragonBones=a._dragonBonesInstance;return r}a.init=function(e){if(a._game!==null){return}a._game=e;var r=new t.PhaserArmatureDisplay;a._dragonBonesInstance=new t.DragonBones(r)};Object.defineProperty(a,"factory",{get:function(){if(a._factory===null){a._factory=new a}return a._factory},enumerable:true,configurable:true});a.prototype._isSupportMesh=function(){console.warn("Phaser-ce can not support mesh.");return false};a.prototype._buildTextureAtlasData=function(e,a){if(e){e.renderTexture=a}else{e=t.BaseObject.borrowObject(t.PhaserTextureAtlasData)}return e};a.prototype._buildArmature=function(e){var a=t.BaseObject.borrowObject(t.Armature);var r=new t.PhaserArmatureDisplay;a.init(e.armature,r,r,this._dragonBones);return a};a.prototype._buildSlot=function(e,r,i){e;i;var n=t.BaseObject.borrowObject(t.PhaserSlot);var s=new t.PhaserSlotDisplay(a._game,0,0,Phaser.Cache.DEFAULT);n.init(r,i,s,s);return n};a.prototype.buildArmatureDisplay=function(t,e,a,r){if(e===void 0){e=""}if(a===void 0){a=""}if(r===void 0){r=""}var i=this.buildArmature(t,e||"",a||"",r||"");if(i!==null){this._dragonBones.clock.add(i);return i.display}return null};a.prototype.getTextureDisplay=function(t,e){if(e===void 0){e=null}var r=this._getTextureData(e!==null?e:"",t);if(r!==null&&r.renderTexture!==null){return new Phaser.Sprite(a._game,0,0)}return null};Object.defineProperty(a.prototype,"soundEventManager",{get:function(){return this._dragonBones.eventManager},enumerable:true,configurable:true});a._game=null;a._dragonBonesInstance=null;a._factory=null;return a}(t.BaseFactory);t.PhaserFactory=e})(dragonBones||(dragonBones={})); \ No newline at end of file +"use strict";var __extends=this&&this.__extends||function(){var r=function(t,e){r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var a in e)if(e.hasOwnProperty(a))t[a]=e[a]};return r(t,e)};return function(t,e){r(t,e);function a(){this.constructor=t}t.prototype=e===null?Object.create(e):(a.prototype=e.prototype,new a)}}();var dragonBones;(function(o){var t=function(){function e(t){this._clock=new o.WorldClock;this._events=[];this._objects=[];this._eventManager=null;this._eventManager=t;console.info("DragonBones: "+e.VERSION+"\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/")}e.prototype.advanceTime=function(t){if(this._objects.length>0){for(var e=0,a=this._objects;e0){for(var i=0;ie){r.length=e}n._maxCountMap[a]=e}else{n._defaultMaxCount=e;for(var a in n._poolsMap){var r=n._poolsMap[a];if(r.length>e){r.length=e}if(a in n._maxCountMap){n._maxCountMap[a]=e}}}};n.clearPool=function(t){if(t===void 0){t=null}if(t!==null){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){a.length=0}}else{for(var r in n._poolsMap){var a=n._poolsMap[r];a.length=0}}};n.borrowObject=function(t){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){var r=a.pop();r._isInPool=false;return r}var i=new t;i._onClear();return i};n.prototype.returnToPool=function(){this._onClear();n._returnObject(this)};n._hashCode=0;n._defaultMaxCount=3e3;n._maxCountMap={};n._poolsMap={};return n}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function n(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}n.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};n.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};n.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};n.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};n.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};n.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};n.prototype.fromMatrix=function(t){var e=this.scaleX,a=this.scaleY;var r=n.PI_Q;this.x=t.tx;this.y=t.ty;this.rotation=Math.atan(t.b/t.a);var i=Math.atan(-t.c/t.d);this.scaleX=this.rotation>-r&&this.rotation-r&&i=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(a>=0&&this.scaleY<0){this.scaleY=-this.scaleY;i=i-Math.PI}this.skew=i-this.rotation;return this};n.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};n.PI=Math.PI;n.PI_D=Math.PI*2;n.PI_H=Math.PI/2;n.PI_Q=Math.PI/4;n.RAD_DEG=180/Math.PI;n.DEG_RAD=Math.PI/180;return n}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.ints=[];t.floats=[];t.strings=[];return t}t.toString=function(){return"[class dragonBones.UserData]"};t.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};t.prototype.addInt=function(t){this.ints.push(t)};t.prototype.addFloat=function(t){this.floats.push(t)};t.prototype.addString=function(t){this.strings.push(t)};t.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};t.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};t.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};t.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};t.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};t.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};t.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};t.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};t.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};t.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};t.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};t.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};t.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};t.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};t.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};t.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return t}(a.BaseObject);a.ArmatureData=t;var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.transform=new a.Transform;t.userData=null;return t}t.toString=function(){return"[class dragonBones.BoneData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return t}(a.BaseObject);a.BoneData=e;var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.geometry=new a.GeometryData;return t}t.toString=function(){return"[class dragonBones.SurfaceData]"};t.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return t}(e);a.SurfaceData=r;var i=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}t.createColor=function(){return new a.ColorTransform};t.toString=function(){return"[class dragonBones.SlotData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};t.DEFAULT_COLOR=new a.ColorTransform;return t}(a.BaseObject);a.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.displays={};return t}t.toString=function(){return"[class dragonBones.SkinData]"};t.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};D.rectangleIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=t>i&&tn&&ei&&an&&r=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};D.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=this.width*.5;var l=this.height*.5;var h=D.rectangleIntersectsSegment(t,e,a,r,-o,-l,o,l,i,n,s);return h};return D}(e);t.RectangleBoundingBoxData=h;var a=function(t){__extends(l,t);function l(){return t!==null&&t.apply(this,arguments)||this}l.toString=function(){return"[class dragonBones.EllipseData]"};l.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var b=s*s;var T=b-D+g;var A=0;if(T>=0){var P=Math.sqrt(T);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/b*_,a/b);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/b*_,t/b);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/b*_,l.x/b)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/b*_,h.x/b)}}}}}return A};l.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};l.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};l.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=l.ellipseIntersectsSegment(t,e,a,r,0,0,this.width*.5,this.height*.5,i,n,s);return o};return l}(e);t.EllipseBoundingBoxData=a;var r=function(e){__extends(l,e);function l(){var t=e!==null&&e.apply(this,arguments)||this;t.vertices=[];return t}l.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};l.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var b=0;b=m&&B<=T||B>=T&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,T-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,T-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,T-m)-Math.PI*.5;o.y=o.x}break}}}m=T;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};l.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};l.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};y.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};y.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};y.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};y.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};y.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};y.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};y.prototype.init=function(t,e,a,r){if(this._armatureData!==null){return}this._armatureData=t;this._animation=i.BaseObject.borrowObject(i.Animation);this._proxy=e;this._display=a;this._dragonBones=r;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};y.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(y._onSortSlots);if(this._zIndexDirty){for(var a=0,r=this._slots.length;a0){for(var u=0,f=this._actions;u0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var T=o?i.y-e:i.x-t;if(T<0){T=-T}if(d===null||Th){h=T;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};y.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};t.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};t.prototype.invalidUpdate=function(){this._transformDirty=true};t.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(t.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=a){return this.globalTransformMatrix}i=e>this._kX*(t+a)+c;m=((s*o+s+o+o+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=_*(l+2);var g=this._hullCache[4];var D=this._hullCache[5];var b=this._hullCache[2]-(o-_)*g;var T=this._hullCache[3]-(o-_)*D;var A=this._vertices;if(i){this._getAffineTransform(-a,c+u,r-a,u,A[v+l+2],A[v+l+3],b+g,T+D,A[v],A[v+1],P._helpTransform,y,true)}else{this._getAffineTransform(-r,c,r-a,u,b,T,A[v],A[v+1],b+g,T+D,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(t>=a){if(e<-a||e>=a){return this.globalTransformMatrix}i=e>this._kX*(t-r)+c;m=((s*o+s+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=(_+1)*(l+2)-2;var g=this._hullCache[4];var D=this._hullCache[5];var b=this._hullCache[0]+_*g;var T=this._hullCache[1]+_*D;var A=this._vertices;if(i){this._getAffineTransform(r,c+u,r-a,u,b+g,T+D,A[v+l+2],A[v+l+3],b,T,P._helpTransform,y,true)}else{this._getAffineTransform(a,c,r-a,u,A[v],A[v+1],b,T,A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e<-a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)-r;m=((s*o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2;var g=this._hullCache[10];var D=this._hullCache[11];var b=this._hullCache[8]+f*g;var T=this._hullCache[9]+f*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,-a,h,r-a,A[v+2],A[v+3],A[v],A[v+1],b+g,T+D,P._helpTransform,y,true)}else{this._getAffineTransform(p,-r,h,r-a,b,T,b+g,T+D,A[v],A[v+1],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e>=a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)+a;m=((s*o+s+o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=o*(l+2)+f*2;var g=this._hullCache[10];var D=this._hullCache[11];var b=this._hullCache[6]-(s-f)*g;var T=this._hullCache[7]-(s-f)*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,r,h,r-a,b+g,T+D,b,T,A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,a,h,r-a,A[v],A[v+1],A[v+2],A[v+3],b,T,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else{i=e>this._k*(t-p-h)+c;m=((s*_+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2+_*(l+2);var A=this._vertices;if(i){this._getAffineTransform(p+h,c+u,h,u,A[v+l+4],A[v+l+5],A[v+l+2],A[v+l+3],A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,c,h,u,A[v],A[v+1],A[v+2],A[v+3],A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}return y};P.prototype.init=function(t,e){if(this._boneData!==null){return}l.prototype.init.call(this,t,e);var a=t.segmentX;var r=t.segmentY;var i=this._armature.armatureData.parent.intArray[t.geometry.offset+0];var n=1e3;var s=200;this._dX=s*2/a;this._dY=s*2/r;this._k=-this._dY/this._dX;this._kX=-this._dY/(n-s);this._kY=-(n-s)/this._dX;this._vertices.length=i*2;this._deformVertices.length=i*2;this._matrixCahce.length=(a*r+a*2+r*2)*2*7;this._hullCache.length=10;for(var o=0;o=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(h)}if(h&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var u=1e3;var f=200;var _=2*this.global.x;var m=2*this.global.y;var p=P._helpPoint;this.globalTransformMatrix.transformPoint(u,-f,p);this._hullCache[0]=p.x;this._hullCache[1]=p.y;this._hullCache[2]=_-p.x;this._hullCache[3]=m-p.y;this.globalTransformMatrix.transformPoint(0,this._dY,p,true);this._hullCache[4]=p.x;this._hullCache[5]=p.y;this.globalTransformMatrix.transformPoint(f,u,p);this._hullCache[6]=p.x;this._hullCache[7]=p.y;this._hullCache[8]=_-p.x;this._hullCache[9]=m-p.y;this.globalTransformMatrix.transformPoint(this._dX,0,p,true);this._hullCache[10]=p.x;this._hullCache[11]=p.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return P}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(c){var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.deformVertices=[];return t}t.toString=function(){return"[class dragonBones.DisplayFrame]"};t.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};t.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var s=0,o=i;s=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};p.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};p.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};p.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceDisplay=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.display!==t){var r=a.display;a.display=t;if(r!==null&&r!==this._rawDisplay&&r!==this._meshDisplay&&!this._hasDisplay(r)){if(r instanceof c.Armature){}else{this._disposeDisplay(r,true)}}if(t!==null&&t!==this._rawDisplay&&t!==this._meshDisplay&&!this._hasDisplay(r)&&!(t instanceof c.Armature)){this._initDisplay(t,true)}if(e===this._displayIndex){this._displayDirty=true}}};p.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);return this._boundingBoxData.containsPoint(p._helpPoint.x,p._helpPoint.y)};p.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);t=p._helpPoint.x;e=p._helpPoint.y;p._helpMatrix.transformPoint(a,r,p._helpPoint);a=p._helpPoint.x;r=p._helpPoint.y;var o=this._boundingBoxData.intersectsSegment(t,e,a,r,i,n,s);if(o>0){if(o===1||o===2){if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i);if(n!==null){n.x=i.x;n.y=i.y}}else if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}else{if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i)}if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}if(s!==null){this.globalTransformMatrix.transformPoint(Math.cos(s.x),Math.sin(s.x),p._helpPoint,true);s.x=Math.atan2(p._helpPoint.y,p._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(s.y),Math.sin(s.y),p._helpPoint,true);s.y=Math.atan2(p._helpPoint.y,p._helpPoint.x)}}return o};p.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(p.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(p.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(t){var e=this._displayFrames.length;if(et){for(var a=e-1;ad){continue}var T=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){T=c/A}else{var P=y[D-1];T=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(T,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,C=0;var w,N,R,k,j,L,V,Y;for(var v=0,U=2;vd){continue}for(;;D++){var W=S[D];if(H>W)continue;if(D===0)H/=W;else{var K=S[D-1];H=(H-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];C=f[Z+7];w=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+C)*.006;j=w*2+R;L=N*2+k;V=(B-O)*.3+w+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);X[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);X[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);X[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);X[9]=G;z=0}H*=G;for(;;z++){var q=X[z];if(H>q)continue;if(z===0)H/=q;else{var K=X[z-1];H=z+(H-K)/(q-K)}break}this.addCurvePosition(H*.1,O,x,B,E,M,I,F,C,l,g,a)}};t.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};t.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?U.Transform.DEG_RAD:-U.Transform.DEG_RAD}}var x=this.rotateMix;var B=this.translateMix;for(var p=0,E=3;p0){var w=v.a,N=v.b,R=v.c,k=v.d,j=void 0,L=void 0,V=void 0;if(h){j=T[E-1]}else{j=Math.atan2(I,M)}j-=Math.atan2(N,w);if(O){L=Math.cos(j);V=Math.sin(j);var Y=d._boneData.length;P+=(Y*(L*w-V*N)-M)*x;S+=(Y*(V*w+L*N)-I)*x}else{j+=A}if(j>U.Transform.PI){j-=U.Transform.PI_D}else if(j<-U.Transform.PI){j+=U.Transform.PI_D}j*=x;L=Math.cos(j);V=Math.sin(j);v.a=L*w-V*N;v.b=V*w+L*N;v.c=L*R-V*k;v.d=V*R+L*k}d.global.fromMatrix(v)}this.dirty=false};t.prototype.invalidUpdate=function(){};return t}(t);U.PathConstraint=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};t.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(t.position<0){t.position%=a.duration;t.position=a.duration-t.position}else if(t.position===a.duration){t.position-=1e-6}else if(t.position>a.duration){t.position%=a.duration}if(t.duration>0&&t.position+t.duration>a.duration){t.duration=a.duration-t.position}if(t.playTimes<0){t.playTimes=a.playTimes}}else{t.playTimes=1;t.position=0;if(t.duration>0){t.duration=0}}if(t.duration===0){t.duration=-1}this._fadeOut(t);var s=g.BaseObject.borrowObject(g.AnimationState);s.init(this._armature,a,t);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var o=false;for(var l=0,h=this._animationStates.length;lthis._animationStates[l].layer){o=true;this._animationStates.splice(l,0,s);break}else if(l!==h-1&&s.layer>this._animationStates[l+1].layer){o=true;this._animationStates.splice(l+1,0,s);break}}if(!o){this._animationStates.push(s)}}else{this._animationStates.push(s)}for(var u=0,f=this._armature.getSlots();u0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};t.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};t.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};t.prototype.getBlendState=function(t,e,a){if(!(t in this._blendStates)){this._blendStates[t]={}}var r=this._blendStates[t];if(!(e in r)){var i=r[e]=g.BaseObject.borrowObject(g.BlendState);i.target=a}return r[e]};t.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};t.prototype.hasAnimation=function(t){return t in this._animations};t.prototype.getStates=function(){return this._animationStates};Object.defineProperty(t.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return t}(g.BaseObject);g.Animation=t})(dragonBones||(dragonBones={}));var dragonBones;(function(L){var t=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}t.toString=function(){return"[class dragonBones.AnimationState]"};t.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(v,1);r.returnToPool()}v=this._boneBlendTimelines.indexOf(r);if(v>=0){this._boneBlendTimelines.splice(v,1);r.returnToPool()}}}}{var g={};var D=[];for(var b=0,T=this._slotTimelines;b=0){this._slotTimelines.splice(v,1);r.returnToPool()}v=this._slotBlendTimelines.indexOf(r);if(v>=0){this._slotBlendTimelines.splice(v,1);r.returnToPool()}}}}};t.prototype._advanceFadeTime=function(t){var e=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT:L.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}if(t<0){t=-t}this._fadeTime+=t;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=e?0:1}else if(this._fadeTime>0){this._fadeProgress=e?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=e?1:0}if(this._subFadeState>0){if(!e){this._playheadState|=1;this._fadeState=0}var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT_COMPLETE:L.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}};t.prototype.init=function(t,e,a){if(this._armature!==null){return}this._armature=t;this._animationData=e;this.resetToPose=a.resetToPose;this.additive=a.additive;this.displayControl=a.displayControl;this.actionEnabled=a.actionEnabled;this.blendType=e.blendType;this.layer=a.layer;this.playTimes=a.playTimes;this.timeScale=a.timeScale;this.fadeTotalTime=a.fadeInTime;this.autoFadeOutTime=a.autoFadeOutTime;this.name=a.name.length>0?a.name:a.animation;this.group=a.group;this._weight=a.weight;if(a.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(a.duration<0){this._position=0;this._duration=this._animationData.duration;if(a.position!==0){if(this.timeScale>=0){this._time=a.position}else{this._time=a.position-this._duration}}else{this._time=0}}else{this._position=a.position;this._duration=a.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(a.boneMask.length>0){this._boneMask.length=a.boneMask.length;for(var r=0,i=this._boneMask.length;r0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var b=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var T=m.target;var A=this.parameterX-T.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};t.prototype.play=function(){this._playheadState=3};t.prototype.stop=function(){this._playheadState&=1};t.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};t.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};t.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(L.BaseObject);L.BlendState=V})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=0;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this.playState===1?this._duration+1e-6:this._duration}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+1;if(t===1){this._current=e[a];this._difference=e[r]-this._current}else{this._current=e[a]*t;this._difference=e[r]*t-this._current}}else{this._result=e[a]*t}}else{this._result=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return t}(a);t.SingleValueTimelineState=r;var i=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+2;if(t===1){this._currentA=e[a];this._currentB=e[a+1];this._differenceA=e[r]-this._currentA;this._differenceB=e[r+1]-this._currentB}else{this._currentA=e[a]*t;this._currentB=e[a+1]*t;this._differenceA=e[r]*t-this._currentA;this._differenceB=e[r+1]*t-this._currentB}}else{this._resultA=e[a]*t;this._resultB=e[a+1]*t}}else{this._resultA=0;this._resultB=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return t}(a);t.DoubleValueTimelineState=i;var n=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._rd=[];return t}t.prototype._onClear=function(){o.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);var t=this._valueCount;var e=this._rd;if(this._timelineData!==null){var a=this._valueScale;var r=this._valueArray;var i=this._valueOffset+this._frameValueOffset+this._frameIndex*t;if(this._isTween){var n=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:i+t;if(a===1){for(var s=0;s0){if(n.hasDBEventListener(y.EventObject.COMPLETE)){h=y.BaseObject.borrowObject(y.EventObject);h.type=y.EventObject.COMPLETE;h.armature=this._armature;h.animationState=this._animationState}}}if(this._frameCount>1){var u=this._timelineData;var f=Math.floor(this.currentTime*this._frameRate);var _=this._frameIndices[u.frameIndicesOffset+f];if(this._frameIndex!==_){var m=this._frameIndex;this._frameIndex=_;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[u.offset+5+this._frameIndex];if(o){if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];if(this.currentPlayTimes===a){if(m===_){m=-1}}}while(m>=0){var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this._position<=d&&d<=this._position+this._duration){this._onCrossFrame(m)}if(l!==null&&m===0){this._armature._dragonBones.bufferEvent(l);l=null}if(m>0){m--}else{m=this._frameCount-1}if(m===_){break}}}else{if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this.currentPlayTimes===a){if(r<=d){if(m>0){m--}else{m=this._frameCount-1}}else if(m===_){m=-1}}}while(m>=0){if(m=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.ZOrderTimelineState=e;var a=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])};t.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return t}(y.MutilpleValueTimelineState);y.BoneAllTimelineState=a;var r=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneTranslateTimelineState=r;var i=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=y.Transform.normalizeRadian(this._differenceA);this._differenceB=y.Transform.normalizeRadian(this._differenceB)}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._resultA=y.Transform.normalizeRadian(this._resultA);this._resultB=y.Transform.normalizeRadian(this._resultB)};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneRotateTimelineState=i;var n=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneScaleTimelineState=n;var s=function(s){__extends(t,s);function t(){return s!==null&&s.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};t.prototype._onClear=function(){s.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){s.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.parent.parent;var i=r.frameIntArray;var n=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=i[n+2];this._deformCount=i[n+1];this._deformOffset=i[n+3];this._sameValueOffset=i[n+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=r.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return t}(y.SingleValueTimelineState);y.AlphaTimelineState=o;var l=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDisplayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.SlotDisplayTimelineState=l;var h=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._current=[0,0,0,0,0,0,0,0];t._difference=[0,0,0,0,0,0,0,0];t._result=[0,0,0,0,0,0,0,0];return t}t.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._animationData.parent.parent;var e=t.colorArray;var a=t.frameIntArray;var r=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var i=a[r];if(i<0){i+=65536}if(this._isTween){this._current[0]=e[i++];this._current[1]=e[i++];this._current[2]=e[i++];this._current[3]=e[i++];this._current[4]=e[i++];this._current[5]=e[i++];this._current[6]=e[i++];this._current[7]=e[i++];if(this._frameIndex===this._frameCount-1){i=a[this._animationData.frameIntOffset+this._frameValueOffset]}else{i=a[r+1]}if(i<0){i+=65536}this._difference[0]=e[i++]-this._current[0];this._difference[1]=e[i++]-this._current[1];this._difference[2]=e[i++]-this._current[2];this._difference[3]=e[i++]-this._current[3];this._difference[4]=e[i++]-this._current[4];this._difference[5]=e[i++]-this._current[5];this._difference[6]=e[i++]-this._current[6];this._difference[7]=e[i++]-this._current[7]}else{this._result[0]=e[i++]*.01;this._result[1]=e[i++]*.01;this._result[2]=e[i++]*.01;this._result[3]=e[i++]*.01;this._result[4]=e[i++];this._result[5]=e[i++];this._result[6]=e[i++];this._result[7]=e[i++]}}else{var n=this.target;var s=n.slotData.color;this._result[0]=s.alphaMultiplier;this._result[1]=s.redMultiplier;this._result[2]=s.greenMultiplier;this._result[3]=s.blueMultiplier;this._result[4]=s.alphaOffset;this._result[5]=s.redOffset;this._result[6]=s.greenOffset;this._result[7]=s.blueOffset}};t.prototype._onUpdateFrame=function(){o.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};t.prototype.fadeOut=function(){this._isTween=false};t.prototype.update=function(t){o.prototype.update.call(this,t);if(this._isTween||this.dirty){var e=this.target;var a=e._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){var r=Math.pow(this._animationState._fadeProgress,4);a.alphaMultiplier+=(this._result[0]-a.alphaMultiplier)*r;a.redMultiplier+=(this._result[1]-a.redMultiplier)*r;a.greenMultiplier+=(this._result[2]-a.greenMultiplier)*r;a.blueMultiplier+=(this._result[3]-a.blueMultiplier)*r;a.alphaOffset+=(this._result[4]-a.alphaOffset)*r;a.redOffset+=(this._result[5]-a.redOffset)*r;a.greenOffset+=(this._result[6]-a.greenOffset)*r;a.blueOffset+=(this._result[7]-a.blueOffset)*r;e._colorDirty=true}}else if(this.dirty){this.dirty=false;if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){a.alphaMultiplier=this._result[0];a.redMultiplier=this._result[1];a.greenMultiplier=this._result[2];a.blueMultiplier=this._result[3];a.alphaOffset=this._result[4];a.redOffset=this._result[5];a.greenOffset=this._result[6];a.blueOffset=this._result[7];e._colorDirty=true}}}};return t}(y.TweenTimelineState);y.SlotColorTimelineState=h;var u=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var t=this.target;var e=t.target;this._result=e.slotData.zIndex}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return t}(y.SingleValueTimelineState);y.SlotZIndexTimelineState=u;var f=function(f){__extends(t,f);function t(){return f!==null&&f.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.DeformTimelineState]"};t.prototype._onClear=function(){f.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){f.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this.target.target;this.geometryOffset=n[r+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var o=0,l=s.displayFrameCount;o1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;t._weight=this._currentB}else{var e=t._constraintData;t._bendPositive=e.bendPositive;t._weight=e.weight}t.invalidUpdate();this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.IKConstraintTimelineState=_;var m=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.currentTime=this._result*t.totalTime}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationProgressTimelineState=m;var p=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.weight=this._result}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationWeightTimelineState=p;var c=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.parameterX=this._resultA;t.parameterY=this._resultB}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.AnimationParametersTimelineState=c})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(r,t);function r(){return t!==null&&t.apply(this,arguments)||this}r.actionDataToInstance=function(t,e,a){if(t.type===0){e.type=r.FRAME_EVENT}else{e.type=t.type===10?r.FRAME_EVENT:r.SOUND_EVENT}e.name=t.name;e.armature=a;e.actionData=t;e.data=t.data;if(t.bone!==null){e.bone=a.getBone(t.bone.name)}if(t.slot!==null){e.slot=a.getSlot(t.slot.name)}};r.toString=function(){return"[class dragonBones.EventObject]"};r.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};r.START="start";r.LOOP_COMPLETE="loopComplete";r.COMPLETE="complete";r.FADE_IN="fadeIn";r.FADE_IN_COMPLETE="fadeInComplete";r.FADE_OUT="fadeOut";r.FADE_OUT_COMPLETE="fadeOutComplete";r.FRAME_EVENT="frameEvent";r.SOUND_EVENT="soundEvent";return r}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(tt){var t=function(e){__extends($,e);function $(){var t=e!==null&&e.apply(this,arguments)||this;t._rawTextureAtlasIndex=0;t._rawBones=[];t._data=null;t._armature=null;t._bone=null;t._geometry=null;t._slot=null;t._skin=null;t._mesh=null;t._animation=null;t._timeline=null;t._rawTextureAtlases=null;t._frameValueType=0;t._defaultColorOffset=-1;t._prevClockwise=0;t._prevRotation=0;t._frameDefaultValue=0;t._frameValueScale=1;t._helpMatrixA=new tt.Matrix;t._helpMatrixB=new tt.Matrix;t._helpTransform=new tt.Transform;t._helpColorTransform=new tt.ColorTransform;t._helpPoint=new tt.Point;t._helpArray=[];t._intArray=[];t._floatArray=[];t._frameIntArray=[];t._frameFloatArray=[];t._frameArray=[];t._timelineArray=[];t._colorArray=[];t._cacheRawMeshes=[];t._cacheMeshes=[];t._actionFrames=[];t._weightSlotPose={};t._weightBonePoses={};t._cacheBones={};t._slotChildActions={};return t}$._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};$._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};$._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};$.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};$.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};$.prototype._parseActionDataInFrame=function(t,e,a,r){if(tt.DataParser.EVENT in t){this._mergeActionFrame(t[tt.DataParser.EVENT],e,10,a,r)}if(tt.DataParser.SOUND in t){this._mergeActionFrame(t[tt.DataParser.SOUND],e,11,a,r)}if(tt.DataParser.ACTION in t){this._mergeActionFrame(t[tt.DataParser.ACTION],e,0,a,r)}if(tt.DataParser.EVENTS in t){this._mergeActionFrame(t[tt.DataParser.EVENTS],e,10,a,r)}if(tt.DataParser.ACTIONS in t){this._mergeActionFrame(t[tt.DataParser.ACTIONS],e,0,a,r)}};$.prototype._mergeActionFrame=function(t,e,a,r,i){var n=this._armature.actions.length;var s=this._parseActionData(t,a,r,i);var o=0;var l=null;for(var h=0,u=s;he){break}o++}if(l===null){l=new D;l.frameStart=e;this._actionFrames.splice(o,0,l)}for(var c=0;c0){var _=a.getBone(u);if(_!==null){f.parent=_}else{if(!(u in this._cacheBones)){this._cacheBones[u]=[]}this._cacheBones[u].push(f)}}if(f.name in this._cacheBones){for(var m=0,p=this._cacheBones[f.name];m0&&e.parent!==null){i.root=e.parent;i.bone=e}else{i.root=e;i.bone=null}return i};$.prototype._parsePathConstraint=function(t){var e=this._armature.getSlot($._getString(t,tt.DataParser.TARGET,""));if(e===null){return null}var a=this._armature.defaultSkin;if(a===null){return null}var r=a.getDisplay(e.name,$._getString(t,tt.DataParser.TARGET_DISPLAY,e.name));if(r===null||!(r instanceof tt.PathDisplayData)){return null}var i=t[tt.DataParser.BONES];if(i===null||i.length===0){return null}var n=tt.BaseObject.borrowObject(tt.PathConstraintData);n.name=$._getString(t,tt.DataParser.NAME,"");n.type=1;n.pathSlot=e;n.pathDisplayData=r;n.target=e.parent;n.positionMode=tt.DataParser._getPositionMode($._getString(t,tt.DataParser.POSITION_MODE,""));n.spacingMode=tt.DataParser._getSpacingMode($._getString(t,tt.DataParser.SPACING_MODE,""));n.rotateMode=tt.DataParser._getRotateMode($._getString(t,tt.DataParser.ROTATE_MODE,""));n.position=$._getNumber(t,tt.DataParser.POSITION,0);n.spacing=$._getNumber(t,tt.DataParser.SPACING,0);n.rotateOffset=$._getNumber(t,tt.DataParser.ROTATE_OFFSET,0);n.rotateMix=$._getNumber(t,tt.DataParser.ROTATE_MIX,1);n.translateMix=$._getNumber(t,tt.DataParser.TRANSLATE_MIX,1);for(var s=0,o=i;s0?a:e;this._parsePivot(t,n);break}case 1:{var s=i=tt.BaseObject.borrowObject(tt.ArmatureDisplayData);s.name=e;s.path=a.length>0?a:e;s.inheritAnimation=true;if(tt.DataParser.ACTIONS in t){var o=this._parseActionData(t[tt.DataParser.ACTIONS],0,null,null);for(var l=0,h=o;l0?a:e;if(tt.DataParser.SHARE in t){p.geometry.data=this._data;this._cacheRawMeshes.push(t);this._cacheMeshes.push(p)}else{this._parseMesh(t,p)}break}case 3:{var c=this._parseBoundingBox(t);if(c!==null){var d=i=tt.BaseObject.borrowObject(tt.BoundingBoxDisplayData);d.name=e;d.path=a.length>0?a:e;d.boundingBox=c}break}case 4:{var y=t[tt.DataParser.LENGTHS];var v=i=tt.BaseObject.borrowObject(tt.PathDisplayData);v.closed=$._getBoolean(t,tt.DataParser.CLOSED,false);v.constantSpeed=$._getBoolean(t,tt.DataParser.CONSTANT_SPEED,false);v.name=e;v.path=a.length>0?a:e;v.curveLengths.length=y.length;for(var g=0,D=y.length;ge.width){e.width=o}if(le.height){e.height=l}}}e.width-=e.x;e.height-=e.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return e};$.prototype._parseAnimation=function(t){var e=tt.BaseObject.borrowObject(tt.AnimationData);e.blendType=tt.DataParser._getAnimationBlendType($._getString(t,tt.DataParser.BLEND_TYPE,""));e.frameCount=$._getNumber(t,tt.DataParser.DURATION,0);e.playTimes=$._getNumber(t,tt.DataParser.PLAY_TIMES,1);e.duration=e.frameCount/this._armature.frameRate;e.fadeInTime=$._getNumber(t,tt.DataParser.FADE_IN_TIME,0);e.scale=$._getNumber(t,tt.DataParser.SCALE,1);e.name=$._getString(t,tt.DataParser.NAME,tt.DataParser.DEFAULT_NAME);if(e.name.length===0){e.name=tt.DataParser.DEFAULT_NAME}e.frameIntOffset=this._frameIntArray.length;e.frameFloatOffset=this._frameFloatArray.length;e.frameOffset=this._frameArray.length;this._animation=e;if(tt.DataParser.FRAME in t){var a=t[tt.DataParser.FRAME];var r=a.length;if(r>0){for(var i=0,n=0;i0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(tt.DataParser.TIMELINE in t){var o=t[tt.DataParser.TIMELINE];for(var A=0,P=o;A0&&a in t){e=t[a]}if(e===null){return null}var l=e.length;if(l===0){return null}var h=this._frameIntArray.length;var u=this._frameFloatArray.length;var f=this._timelineArray.length;if(o===null){o=tt.BaseObject.borrowObject(tt.TimelineData)}o.type=r;o.offset=f;this._frameValueType=i;this._timeline=o;this._timelineArray.length+=1+1+1+1+1+l;if(t!==null){this._timelineArray[f+0]=Math.round($._getNumber(t,tt.DataParser.SCALE,1)*100);this._timelineArray[f+1]=Math.round($._getNumber(t,tt.DataParser.OFFSET,0)*100)}else{this._timelineArray[f+0]=100;this._timelineArray[f+1]=0}this._timelineArray[f+2]=l;this._timelineArray[f+3]=n;switch(this._frameValueType){case 0:this._timelineArray[f+4]=0;break;case 1:this._timelineArray[f+4]=h-this._animation.frameIntOffset;break;case 2:this._timelineArray[f+4]=u-this._animation.frameFloatOffset;break}if(l===1){o.frameIndicesOffset=-1;this._timelineArray[f+5+0]=s.call(this,e[0],0,0)-this._animation.frameOffset}else{var _=this._animation.frameCount+1;var m=this._data.frameIndices;var p=m.length;m.length+=_;o.frameIndicesOffset=p;for(var c=0,d=0,y=0,v=0;c<_;++c){if(y+v<=c&&d0){if(tt.DataParser.CURVE in t){var i=a+1;this._helpArray.length=i;var n=this._samplingEasingCurve(t[tt.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[r+1]=2;this._frameArray[r+2]=n?i:-i;for(var s=0;s0){var n=this._armature.sortedSlots.length;var s=new Array(n-i.length/2);var o=new Array(n);for(var l=0;l0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.TWEEN_ROTATE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[n++]=this._helpTransform.x;this._frameFloatArray[n++]=this._helpTransform.y;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=this._helpTransform.skew;this._frameFloatArray[n++]=this._helpTransform.scaleX;this._frameFloatArray[n++]=this._helpTransform.scaleY;this._parseActionDataInFrame(t,e,this._bone,this._slot);return i};$.prototype._parseBoneTranslateFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,0);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,0);return r};$.prototype._parseBoneRotateFrame=function(t,e,a){var r=$._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD;if(e!==0){if(this._prevClockwise===0){r=this._prevRotation+tt.Transform.normalizeRadian(r-this._prevRotation)}else{if(this._prevClockwise>0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.CLOCK_WISE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=$._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD;return i};$.prototype._parseBoneScaleFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,1);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,1);return r};$.prototype._parseSlotDisplayFrame=function(t,e,a){var r=this._parseFrame(t,e,a);this._frameArray.length+=1;if(tt.DataParser.VALUE in t){this._frameArray[r+1]=$._getNumber(t,tt.DataParser.VALUE,0)}else{this._frameArray[r+1]=$._getNumber(t,tt.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(t,e,this._slot.parent,this._slot);return r};$.prototype._parseSlotColorFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=-1;if(tt.DataParser.VALUE in t||tt.DataParser.COLOR in t){var n=tt.DataParser.VALUE in t?t[tt.DataParser.VALUE]:t[tt.DataParser.COLOR];for(var s in n){s;this._parseColorTransform(n,this._helpColorTransform);i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.blueOffset);i-=8;break}}if(i<0){if(this._defaultColorOffset<0){this._defaultColorOffset=i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0}i=this._defaultColorOffset}var o=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[o]=i;return r};$.prototype._parseSlotDeformFrame=function(t,e,a){var r=this._frameFloatArray.length;var i=this._parseTweenFrame(t,e,a);var n=tt.DataParser.VERTICES in t?t[tt.DataParser.VERTICES]:null;var s=$._getNumber(t,tt.DataParser.OFFSET,0);var o=this._intArray[this._mesh.geometry.offset+0];var l=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var h=this._mesh.geometry.weight;var u=0;var f=0;var _=0;var m=0;if(h!==null){var p=this._weightSlotPose[l];this._helpMatrixA.copyFromArray(p,0);this._frameFloatArray.length+=h.count*2;_=h.offset+2+h.bones.length}else{this._frameFloatArray.length+=o*2}for(var c=0;c=n.length){u=0}else{u=n[c-s]}if(c+1=n.length){f=0}else{f=n[c+1-s]}}if(h!==null){var d=this._weightBonePoses[l];var y=this._intArray[_++];this._helpMatrixA.transformPoint(u,f,this._helpPoint,true);u=this._helpPoint.x;f=this._helpPoint.y;for(var v=0;v=n.length){h=0}else{h=n[f-s]}if(f+1=n.length){u=0}else{u=n[f+1-s]}}else{h=0;u=0}this._frameFloatArray[r+f]=h;this._frameFloatArray[r+f+1]=u}}if(e===0){var _=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[_+0]=this._geometry.offset;this._frameIntArray[_+1]=this._frameFloatArray.length-r;this._frameIntArray[_+2]=this._frameFloatArray.length-r;this._frameIntArray[_+3]=0;this._frameIntArray[_+4]=r-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=_-this._animation.frameIntOffset}return i};$.prototype._parseTransform=function(t,e,a){e.x=$._getNumber(t,tt.DataParser.X,0)*a;e.y=$._getNumber(t,tt.DataParser.Y,0)*a;if(tt.DataParser.ROTATE in t||tt.DataParser.SKEW in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD)}else if(tt.DataParser.SKEW_X in t||tt.DataParser.SKEW_Y in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_Y,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_X,0)*tt.Transform.DEG_RAD)-e.rotation}e.scaleX=$._getNumber(t,tt.DataParser.SCALE_X,1);e.scaleY=$._getNumber(t,tt.DataParser.SCALE_Y,1)};$.prototype._parseColorTransform=function(t,e){e.alphaMultiplier=$._getNumber(t,tt.DataParser.ALPHA_MULTIPLIER,100)*.01;e.redMultiplier=$._getNumber(t,tt.DataParser.RED_MULTIPLIER,100)*.01;e.greenMultiplier=$._getNumber(t,tt.DataParser.GREEN_MULTIPLIER,100)*.01;e.blueMultiplier=$._getNumber(t,tt.DataParser.BLUE_MULTIPLIER,100)*.01;e.alphaOffset=$._getNumber(t,tt.DataParser.ALPHA_OFFSET,0);e.redOffset=$._getNumber(t,tt.DataParser.RED_OFFSET,0);e.greenOffset=$._getNumber(t,tt.DataParser.GREEN_OFFSET,0);e.blueOffset=$._getNumber(t,tt.DataParser.BLUE_OFFSET,0)};$.prototype._parseGeometry=function(t,e){var a=t[tt.DataParser.VERTICES];var r=Math.floor(a.length/2);var i=0;var n=this._intArray.length;var s=this._floatArray.length;e.offset=n;e.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[n+0]=r;this._intArray[n+2]=s;this._intArray[n+3]=-1;this._floatArray.length+=r*2;for(var o=0,l=r*2;o=0||tt.DataParser.DATA_VERSIONS.indexOf(r)>=0){var i=tt.BaseObject.borrowObject(tt.DragonBonesData);i.version=a;i.name=$._getString(t,tt.DataParser.NAME,"");i.frameRate=$._getNumber(t,tt.DataParser.FRAME_RATE,24);if(i.frameRate===0){i.frameRate=24}if(tt.DataParser.ARMATURE in t){this._data=i;this._parseArray(t);var n=t[tt.DataParser.ARMATURE];for(var s=0,o=n;s0){i.stage=i.getArmature(i.armatureNames[0])}this._data=null}if(tt.DataParser.TEXTURE_ATLAS in t){this._rawTextureAtlases=t[tt.DataParser.TEXTURE_ATLAS]}return i}else{console.assert(false,"Nonsupport data version: "+a+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};$.prototype.parseTextureAtlasData=function(t,e,a){if(a===void 0){a=1}console.assert(t!==undefined);if(t===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var r=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(r,e,a);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}e.width=$._getNumber(t,tt.DataParser.WIDTH,0);e.height=$._getNumber(t,tt.DataParser.HEIGHT,0);e.scale=a===1?1/$._getNumber(t,tt.DataParser.SCALE,1):a;e.name=$._getString(t,tt.DataParser.NAME,"");e.imagePath=$._getString(t,tt.DataParser.IMAGE_PATH,"");if(tt.DataParser.SUB_TEXTURE in t){var i=t[tt.DataParser.SUB_TEXTURE];for(var n=0,s=i.length;n0&&h>0){u.frame=tt.TextureData.createRectangle();u.frame.x=$._getNumber(o,tt.DataParser.FRAME_X,0);u.frame.y=$._getNumber(o,tt.DataParser.FRAME_Y,0);u.frame.width=l;u.frame.height=h}e.addTexture(u)}}return true};$.getInstance=function(){if($._objectDataParserInstance===null){$._objectDataParserInstance=new $}return $._objectDataParserInstance};$._objectDataParserInstance=null;return $}(tt.DataParser);tt.ObjectDataParser=t;var D=function(){function t(){this.frameStart=0;this.actions=[]}return t}();tt.ActionFrame=D})(dragonBones||(dragonBones={}));var dragonBones;(function(g){var t=function(o){__extends(t,o);function t(){return o!==null&&o.apply(this,arguments)||this}t.prototype._inRange=function(t,e,a){return e<=t&&t<=a};t.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};t.prototype._parseBinaryTimeline=function(t,e,a){if(a===void 0){a=null}var r=a!==null?a:g.BaseObject.borrowObject(g.TimelineData);r.type=t;r.offset=e;this._timeline=r;var i=this._timelineArrayBuffer[r.offset+2];if(i===1){r.frameIndicesOffset=-1}else{var n=0;var s=this._animation.frameCount+1;var o=this._data.frameIndices;n=o.length;o.length+=s;r.frameIndicesOffset=n;for(var l=0,h=0,u=0,f=0;l=0){var h=g.ObjectDataParser._getNumber(d,g.DataParser.TYPE,0);var y=g.ObjectDataParser._getString(d,g.DataParser.NAME,"");var f=null;if(h===40&&e.blendType!==0){f=g.BaseObject.borrowObject(g.AnimationTimelineData);var v=f;v.x=g.ObjectDataParser._getNumber(d,g.DataParser.X,0);v.y=g.ObjectDataParser._getNumber(d,g.DataParser.Y,0)}f=this._parseBinaryTimeline(h,u,f);switch(h){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(y,f);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(y,f);break;case 30:this._animation.addConstraintTimeline(y,f);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(y,f);break}}}}this._animation=null;return e};t.prototype._parseGeometry=function(t,e){e.offset=t[g.DataParser.OFFSET];e.data=this._data;var a=this._intArrayBuffer[e.offset+3];if(a>=0){var r=g.BaseObject.borrowObject(g.WeightData);var i=this._intArrayBuffer[e.offset+0];var n=this._intArrayBuffer[a+0];r.offset=a;for(var s=0;s12?e[13]:0;var h=new Uint16Array(this._binary,this._binaryOffset+e[0],a/Uint16Array.BYTES_PER_ELEMENT);var u=new Float32Array(this._binary,this._binaryOffset+e[2],r/Float32Array.BYTES_PER_ELEMENT);var f=new Int16Array(this._binary,this._binaryOffset+e[4],i/Int16Array.BYTES_PER_ELEMENT);var _=new Float32Array(this._binary,this._binaryOffset+e[6],n/Float32Array.BYTES_PER_ELEMENT);var m=new Int16Array(this._binary,this._binaryOffset+e[8],s/Int16Array.BYTES_PER_ELEMENT);var p=new Uint16Array(this._binary,this._binaryOffset+e[10],o/Uint16Array.BYTES_PER_ELEMENT);var c=l>0?new Uint16Array(this._binary,this._binaryOffset+e[12],l/Uint16Array.BYTES_PER_ELEMENT):h;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=h;this._data.floatArray=u;this._data.frameIntArray=f;this._data.frameFloatArray=_;this._data.frameArray=this._frameArrayBuffer=m;this._data.timelineArray=this._timelineArrayBuffer=p;this._data.colorArray=c};t.prototype.parseDragonBonesData=function(t,e){if(e===void 0){e=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var a=new Uint8Array(t,0,8);if(a[0]!=="D".charCodeAt(0)||a[1]!=="B".charCodeAt(0)||a[2]!=="D".charCodeAt(0)||a[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var r=new Uint32Array(t,8,1)[0];var i=new Uint8Array(t,8+4,r);var n=this._decodeUTF8(i);var s=JSON.parse(n);this._binaryOffset=8+4+r;this._binary=t;return o.prototype.parseDragonBonesData.call(this,s,e)};t.getInstance=function(){if(t._binaryDataParserInstance===null){t._binaryDataParserInstance=new t}return t._binaryDataParserInstance};t._binaryDataParserInstance=null;return t}(g.ObjectDataParser);g.BinaryDataParser=t})(dragonBones||(dragonBones={}));var dragonBones;(function(y){var t=function(){function s(t){if(t===void 0){t=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(s._objectParser===null){s._objectParser=new y.ObjectDataParser}if(s._binaryParser===null){s._binaryParser=new y.BinaryDataParser}this._dataParser=t!==null?t:s._objectParser}s.prototype._isSupportMesh=function(){return true};s.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};s.prototype._buildBones=function(t,e){for(var a=0,r=t.armature.sortedBones;a0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};s.prototype._buildConstraints=function(t,e){var a=t.armature.constraints;for(var r in a){var i=a[r];switch(i.type){case 0:var n=y.BaseObject.borrowObject(y.IKConstraint);n.init(i,e);e._addConstraint(n);break;case 1:var s=y.BaseObject.borrowObject(y.PathConstraint);s.init(i,e);e._addConstraint(s);break;default:var o=y.BaseObject.borrowObject(y.IKConstraint);o.init(i,e);e._addConstraint(o);break}}};s.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};s.prototype._getSlotDisplay=function(t,e,a){var r=t!==null?t.dataName:e.parent.parent.parent.name;var i=null;switch(e.type){case 0:{var n=e;if(n.texture===null){n.texture=this._getTextureData(r,e.path)}i=a.rawDisplay;break}case 2:{var s=e;if(s.texture===null){s.texture=this._getTextureData(r,s.path)}if(this._isSupportMesh()){i=a.meshDisplay}else{i=a.rawDisplay}break}case 1:{var o=e;var l=this._buildChildArmature(t,a,o);if(l!==null){l.inheritAnimation=o.inheritAnimation;if(!l.inheritAnimation){var h=o.actions.length>0?o.actions:l.armatureData.defaultActions;if(h.length>0){for(var u=0,f=h;u=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u0};t.prototype.addDBEventListener=function(t,e,a){if(!(t in this._signals)){this._signals[t]=new Phaser.Signal}var r=this._signals[t];r.add(e,a)};t.prototype.removeDBEventListener=function(t,e,a){if(t in this._signals){var r=this._signals[t];r.remove(e,a)}};Object.defineProperty(t.prototype,"armature",{get:function(){return this._armature},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animation",{get:function(){return this._armature.animation},enumerable:true,configurable:true});t.prototype.hasEvent=function(t){return this.hasDBEventListener(t)};t.prototype.addEvent=function(t,e,a){this.addDBEventListener(t,e,a)};t.prototype.removeEvent=function(t,e,a){this.removeDBEventListener(t,e,a)};return t}(Phaser.Sprite);T.PhaserArmatureDisplay=t})(dragonBones||(dragonBones={}));var dragonBones;(function(i){var t=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.PhaserSlot]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._textureScale=1;this._renderDisplay=null};e.prototype._initDisplay=function(t,e){var a=t;a._renderIndex=0;e};e.prototype._disposeDisplay=function(t,e){t;if(!e){t.destroy(true)}};e.prototype._onUpdateDisplay=function(){this._renderDisplay=this._display?this._display:this._rawDisplay};e.prototype._addDisplay=function(){var t=this._armature.display;t.addChild(this._renderDisplay)};e.prototype._replaceDisplay=function(t){var e=this._armature.display;var a=t;e.addChild(this._renderDisplay);e.swapChildren(this._renderDisplay,a);this._renderDisplay._renderIndex=a._renderIndex;e.removeChild(a);this._textureScale=1};e.prototype._removeDisplay=function(){this._renderDisplay.parent.removeChild(this._renderDisplay)};e.prototype._updateZOrder=function(){var t=this._armature.display;if(this._renderDisplay._renderIndex!==this._zOrder){this._renderDisplay._renderIndex=this._zOrder;t.removeChild(this._renderDisplay);var e=false;for(var a=0;athis._zOrder){t.addChildAt(this._renderDisplay,a);e=true;break}}if(!e){t.addChild(this._renderDisplay)}}};e.prototype._updateVisible=function(){this._renderDisplay.visible=this._parent.visible&&this._visible};e.prototype._updateBlendMode=function(){if(this._renderDisplay instanceof PIXI.Sprite){switch(this._blendMode){case 0:this._renderDisplay.blendMode=PIXI.blendModes.NORMAL;break;case 1:this._renderDisplay.blendMode=PIXI.blendModes.ADD;break;case 3:this._renderDisplay.blendMode=PIXI.blendModes.DARKEN;break;case 4:this._renderDisplay.blendMode=PIXI.blendModes.DIFFERENCE;break;case 6:this._renderDisplay.blendMode=PIXI.blendModes.HARD_LIGHT;break;case 9:this._renderDisplay.blendMode=PIXI.blendModes.LIGHTEN;break;case 10:this._renderDisplay.blendMode=PIXI.blendModes.MULTIPLY;break;case 11:this._renderDisplay.blendMode=PIXI.blendModes.OVERLAY;break;case 12:this._renderDisplay.blendMode=PIXI.blendModes.SCREEN;break;default:break}}};e.prototype._updateColor=function(){var t=this._colorTransform.alphaMultiplier*this._globalAlpha;this._renderDisplay.alpha=t;if(this._renderDisplay instanceof PIXI.Sprite){var e=(Math.round(this._colorTransform.redMultiplier*255)<<16)+(Math.round(this._colorTransform.greenMultiplier*255)<<8)+Math.round(this._colorTransform.blueMultiplier*255);this._renderDisplay.tint=e}};e.prototype._updateFrame=function(){var t=this._textureData;if(this._displayIndex>=0&&this._display!==null&&t!==null){var e=t.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){e=i.BaseObject.borrowObject(i.PhaserTextureAtlasData);e.copyFrom(t.parent);e.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=e}else{e=this._armature._replaceTextureAtlasData}t=e.getTexture(t.name)}var a=t.renderTexture;if(a!==null){if(this._geometryData!==null){}else{this._textureScale=t.parent.scale*this._armature._armatureData.scale;var r=this._renderDisplay;r.setTexture(a)}this._visibleDirty=true;return}}if(this._geometryData!==null){}else{var r=this._renderDisplay;r.x=0;r.y=0;r.visible=false}};e.prototype._updateMesh=function(){};e.prototype._updateTransform=function(){this.updateGlobalTransform();var t=this.global;if(this._renderDisplay===this._rawDisplay||this._renderDisplay===this._meshDisplay){var e=t.x-(this.globalTransformMatrix.a*this._pivotX+this.globalTransformMatrix.c*this._pivotY);var a=t.y-(this.globalTransformMatrix.b*this._pivotX+this.globalTransformMatrix.d*this._pivotY);this._renderDisplay.x=e;this._renderDisplay.y=a}else{this._renderDisplay.x=t.x;this._renderDisplay.y=t.y}this._renderDisplay.rotation=t.rotation;this._renderDisplay.skew=t.skew;this._renderDisplay.scale.x=t.scaleX*this._textureScale;this._renderDisplay.scale.y=t.scaleY*this._textureScale};e.prototype._identityTransform=function(){this._renderDisplay.x=0;this._renderDisplay.y=0;this._renderDisplay.rotation=0;this._renderDisplay.skew=0;this._renderDisplay.scale.x=1;this._renderDisplay.scale.y=1};return e}(i.Slot);i.PhaserSlot=t})(dragonBones||(dragonBones={}));var dragonBones;(function(p){var t=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t._renderIndex=0;return t}t.prototype.updateTransform=function(t){if(!t&&!this.parent&&!this.game){return this}var e=this.parent;if(t){e=t}else if(!this.parent){e=this.game.world}var a=e.worldTransform;var r=this.worldTransform;var i,n,s,o,l,h;if(this.rotation%Phaser.Math.PI2){if(this.rotation!==this.rotationCache){this.rotationCache=this.rotation;this._sr=Math.sin(this.rotation);this._cr=Math.cos(this.rotation)}var u=this.skew%p.Transform.PI_D;if(u>.01||u<-.01){i=this._cr*this.scale.x;n=this._sr*this.scale.x;s=-Math.sin(u+this.rotation)*this.scale.y;o=Math.cos(u+this.rotation)*this.scale.y;l=this.position.x;h=this.position.y}else{i=this._cr*this.scale.x;n=this._sr*this.scale.x;s=-this._sr*this.scale.y;o=this._cr*this.scale.y;l=this.position.x;h=this.position.y}if(this.pivot.x||this.pivot.y){l-=this.pivot.x*i+this.pivot.y*s;h-=this.pivot.x*n+this.pivot.y*o}r.a=i*a.a+n*a.c;r.b=i*a.b+n*a.d;r.c=s*a.a+o*a.c;r.d=s*a.b+o*a.d;r.tx=l*a.a+h*a.c+a.tx;r.ty=l*a.b+h*a.d+a.ty}else{i=this.scale.x;n=0;s=0;o=this.scale.y;l=this.position.x-this.pivot.x*i;h=this.position.y-this.pivot.y*o;r.a=i*a.a;r.b=i*a.b;r.c=o*a.c;r.d=o*a.d;r.tx=l*a.a+h*a.c+a.tx;r.ty=l*a.b+h*a.d+a.ty}i=r.a;n=r.b;s=r.c;o=r.d;var f=i*o-n*s;if(i||n){var _=Math.sqrt(i*i+n*n);this.worldRotation=n>0?Math.acos(i/_):-Math.acos(i/_);this.worldScale.x=_;this.worldScale.y=f/_}else if(s||o){var m=Math.sqrt(s*s+o*o);this.worldRotation=Phaser.Math.HALF_PI-(o>0?Math.acos(-s/m):-Math.acos(s/m));this.worldScale.x=f/m;this.worldScale.y=m}else{this.worldScale.x=0;this.worldScale.y=0}this.worldAlpha=this.alpha*e.worldAlpha;this.worldPosition.x=r.tx;this.worldPosition.y=r.ty;this._currentBounds=null;if(this.transformCallback){this.transformCallback.call(this.transformCallbackContext,r,a)}return this};return t}(Phaser.Image);p.PhaserSlotDisplay=t})(dragonBones||(dragonBones={}));var dragonBones;(function(s){var t=function(a){__extends(n,a);function n(t){if(t===void 0){t=null}var e=a.call(this,t)||this;e._dragonBones=n._dragonBonesInstance;return e}n.init=function(t){if(n._game!==null){return}n._game=t;var e=new s.PhaserArmatureDisplay;n._dragonBonesInstance=new s.DragonBones(e)};Object.defineProperty(n,"factory",{get:function(){if(n._factory===null){n._factory=new n}return n._factory},enumerable:true,configurable:true});n.prototype._isSupportMesh=function(){console.warn("Phaser-ce can not support mesh.");return false};n.prototype._buildTextureAtlasData=function(t,e){if(t){t.renderTexture=e}else{t=s.BaseObject.borrowObject(s.PhaserTextureAtlasData)}return t};n.prototype._buildArmature=function(t){var e=s.BaseObject.borrowObject(s.Armature);var a=new s.PhaserArmatureDisplay;e.init(t.armature,a,a,this._dragonBones);return e};n.prototype._buildSlot=function(t,e,a){t;a;var r=s.BaseObject.borrowObject(s.PhaserSlot);var i=new s.PhaserSlotDisplay(n._game,0,0,Phaser.Cache.DEFAULT);r.init(e,a,i,i);return r};n.prototype.buildArmatureDisplay=function(t,e,a,r){if(e===void 0){e=""}if(a===void 0){a=""}if(r===void 0){r=""}var i=this.buildArmature(t,e||"",a||"",r||"");if(i!==null){this._dragonBones.clock.add(i);return i.display}return null};n.prototype.getTextureDisplay=function(t,e){if(e===void 0){e=null}var a=this._getTextureData(e!==null?e:"",t);if(a!==null&&a.renderTexture!==null){return new Phaser.Sprite(n._game,0,0)}return null};Object.defineProperty(n.prototype,"soundEventManager",{get:function(){return this._dragonBones.eventManager},enumerable:true,configurable:true});n._game=null;n._dragonBonesInstance=null;n._factory=null;return n}(s.BaseFactory);s.PhaserFactory=t})(dragonBones||(dragonBones={})); \ No newline at end of file diff --git a/Phaser/2.x/package-lock.json b/Phaser/2.x/package-lock.json new file mode 100644 index 00000000..824bde17 --- /dev/null +++ b/Phaser/2.x/package-lock.json @@ -0,0 +1,36 @@ +{ + "name": "dragonbones-phaser", + "version": "5.6.2", + "lockfileVersion": 1, + "requires": true, + "dependencies": { + "commander": { + "version": "2.20.3", + "resolved": "https://registry.npmjs.org/commander/-/commander-2.20.3.tgz", + "integrity": 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b/Phaser/2.x/package.json index ba7d0652..cb1e9f21 100644 --- a/Phaser/2.x/package.json +++ b/Phaser/2.x/package.json @@ -6,7 +6,7 @@ "build": "tsc & uglifyjs ./out/dragonBones.js -o ./out/dragonBones.min.js -m" }, "devDependencies": { - "typescript": "^2.4.2", + "typescript": "^3.6.4", "uglify-js": "^3.0.26" } -} \ No newline at end of file +} diff --git a/Phaser/2.x/src/dragonBones/phaser/PhaserSlot.ts b/Phaser/2.x/src/dragonBones/phaser/PhaserSlot.ts index d9a0d6ce..181862e7 100644 --- a/Phaser/2.x/src/dragonBones/phaser/PhaserSlot.ts +++ b/Phaser/2.x/src/dragonBones/phaser/PhaserSlot.ts @@ -48,8 +48,8 @@ namespace dragonBones { } protected _initDisplay(value: any, isRetain: boolean): void { - // tslint:disable-next-line:no-unused-expression - value; + const display = value as PhaserSlotDisplay; + display._renderIndex = 0; // tslint:disable-next-line:no-unused-expression isRetain; } @@ -76,6 +76,7 @@ namespace dragonBones { const prevDisplay = value as PIXI.DisplayObject; container.addChild(this._renderDisplay); container.swapChildren(this._renderDisplay, prevDisplay); + this._renderDisplay._renderIndex = prevDisplay._renderIndex; container.removeChild(prevDisplay); this._textureScale = 1.0; } @@ -86,12 +87,22 @@ namespace dragonBones { protected _updateZOrder(): void { const container = this._armature.display as PhaserArmatureDisplay; - const index = container.getChildIndex(this._renderDisplay); - if (index === this._zOrder) { - return; + if (this._renderDisplay._renderIndex !== this._zOrder) { + this._renderDisplay._renderIndex = this._zOrder; + container.removeChild(this._renderDisplay); + let added = false; + for (let i = 0; i < container.children.length; ++i) { + const child = container.getChildAt(i); + if (child._renderIndex > this._zOrder) { + container.addChildAt(this._renderDisplay, i); + added = true; + break; + } + } + if (!added) { + container.addChild(this._renderDisplay); + } } - - container.addChildAt(this._renderDisplay, this._zOrder); } /** * @internal @@ -162,7 +173,7 @@ namespace dragonBones { if (this._displayIndex >= 0 && this._display !== null && currentTextureData !== null) { let currentTextureAtlasData = currentTextureData.parent as PhaserTextureAtlasData; - + if (this._armature.replacedTexture !== null) { // Update replaced texture atlas. if (this._armature._replaceTextureAtlasData === null) { currentTextureAtlasData = BaseObject.borrowObject(PhaserTextureAtlasData); diff --git a/Phaser/2.x/src/dragonBones/phaser/PhaserSlotDisplay.ts b/Phaser/2.x/src/dragonBones/phaser/PhaserSlotDisplay.ts index 41f0e196..fdb63bf3 100644 --- a/Phaser/2.x/src/dragonBones/phaser/PhaserSlotDisplay.ts +++ b/Phaser/2.x/src/dragonBones/phaser/PhaserSlotDisplay.ts @@ -35,6 +35,7 @@ namespace dragonBones { * @inheritDoc */ export class PhaserSlotDisplay extends Phaser.Image { + public _renderIndex = 0; /** * @inheritDoc */ @@ -161,4 +162,4 @@ namespace dragonBones { return this; } } -} +} \ No newline at end of file diff --git a/Phaser/Demos2.x/README.md b/Phaser/Demos2.x/README.md new file mode 100644 index 00000000..2821877a --- /dev/null +++ b/Phaser/Demos2.x/README.md @@ -0,0 +1,39 @@ +## How to Install +Follow this steps + +1. download [DragonBonesJS](https://github.com/DragonBones/DragonBonesJS/archive/master.zip "DragonBonesJS") from Github and unzip + +2. create the folders `libs/dragonBones/` in `Phaser/Demos2.x` + +3. copy-paste the content of `Phaser/2.x/out` in the folder `Phaser/Demos2.x/libs/` + +4. Now you should have the following project structure: +``` +DragonBonesJS/Phaser/Demos2.x + |-- libs + |-- dragonBones + |-- dragonBones.js + |-- ... + |-- phaser (optional, see note below*) + |-- phaser.d.ts + |-- pixi.d.ts + |-- p2.d.ts + |-- ... + |-- node_modules (automatically generated when using npm) + |-- ... + |-- out + |-- ... + |-- resource + |-- ... + |-- src + |-- ... + |-- index.html + |-- README.md + |-- ... +``` +**NOTE:** we are fetching Phaser with the package manager `npm` so you don't need to install it to run the demos. If you installed your own version of Phaser in `./libs/phaser/phaser.js`, you will need to modify the file `index.html`. Find the line ``, and replace it to `` + +5. start a local server in `Phaser/Demos2.x/` and go to visit `localhost:xxxx` in your favorite browser + +## Phaser declaration +* [Get phaser.d.ts, pixi.d.ts, p2.d.ts](https://github.com/photonstorm/phaser-ce/tree/master/typescript/) diff --git a/Phaser/Demos2.x/index.html b/Phaser/Demos2.x/index.html new file mode 100644 index 00000000..63e0e36f --- /dev/null +++ b/Phaser/Demos2.x/index.html @@ -0,0 +1,53 @@ + + + + + + DragonBones Demo + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Phaser/Demos2.x/libs/dragonBones/dragonBones.d.ts b/Phaser/Demos2.x/libs/dragonBones/dragonBones.d.ts new file mode 100644 index 00000000..9fe7ea65 --- /dev/null +++ b/Phaser/Demos2.x/libs/dragonBones/dragonBones.d.ts @@ -0,0 +1,6605 @@ +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + const enum BinaryOffset { + WeigthBoneCount = 0, + WeigthFloatOffset = 1, + WeigthBoneIndices = 2, + GeometryVertexCount = 0, + GeometryTriangleCount = 1, + GeometryFloatOffset = 2, + GeometryWeightOffset = 3, + GeometryVertexIndices = 4, + TimelineScale = 0, + TimelineOffset = 1, + TimelineKeyFrameCount = 2, + TimelineFrameValueCount = 3, + TimelineFrameValueOffset = 4, + TimelineFrameOffset = 5, + FramePosition = 0, + FrameTweenType = 1, + FrameTweenEasingOrCurveSampleCount = 2, + FrameCurveSamples = 3, + DeformVertexOffset = 0, + DeformCount = 1, + DeformValueCount = 2, + DeformValueOffset = 3, + DeformFloatOffset = 4 + } + /** + * @private + */ + const enum ArmatureType { + Armature = 0, + MovieClip = 1, + Stage = 2 + } + /** + * @private + */ + const enum BoneType { + Bone = 0, + Surface = 1 + } + /** + * @private + */ + const enum DisplayType { + Image = 0, + Armature = 1, + Mesh = 2, + BoundingBox = 3, + Path = 4 + } + /** + * - Bounding box type. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框类型。 + * @version DragonBones 5.0 + * @language zh_CN + */ + const enum BoundingBoxType { + Rectangle = 0, + Ellipse = 1, + Polygon = 2 + } + /** + * @private + */ + const enum ActionType { + Play = 0, + Frame = 10, + Sound = 11 + } + /** + * @private + */ + const enum BlendMode { + Normal = 0, + Add = 1, + Alpha = 2, + Darken = 3, + Difference = 4, + Erase = 5, + HardLight = 6, + Invert = 7, + Layer = 8, + Lighten = 9, + Multiply = 10, + Overlay = 11, + Screen = 12, + Subtract = 13 + } + /** + * @private + */ + const enum TweenType { + None = 0, + Line = 1, + Curve = 2, + QuadIn = 3, + QuadOut = 4, + QuadInOut = 5 + } + /** + * @private + */ + const enum TimelineType { + Action = 0, + ZOrder = 1, + BoneAll = 10, + BoneTranslate = 11, + BoneRotate = 12, + BoneScale = 13, + Surface = 50, + BoneAlpha = 60, + SlotDisplay = 20, + SlotColor = 21, + SlotDeform = 22, + SlotZIndex = 23, + SlotAlpha = 24, + IKConstraint = 30, + AnimationProgress = 40, + AnimationWeight = 41, + AnimationParameter = 42 + } + /** + * - Offset mode. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 偏移模式。 + * @version DragonBones 5.5 + * @language zh_CN + */ + const enum OffsetMode { + None = 0, + Additive = 1, + Override = 2 + } + /** + * - Animation fade out mode. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出模式。 + * @version DragonBones 4.5 + * @language zh_CN + */ + const enum AnimationFadeOutMode { + /** + * - Fade out the animation states of the same layer. + * @language en_US + */ + /** + * - 淡出同层的动画状态。 + * @language zh_CN + */ + SameLayer = 1, + /** + * - Fade out the animation states of the same group. + * @language en_US + */ + /** + * - 淡出同组的动画状态。 + * @language zh_CN + */ + SameGroup = 2, + /** + * - Fade out the animation states of the same layer and group. + * @language en_US + */ + /** + * - 淡出同层并且同组的动画状态。 + * @language zh_CN + */ + SameLayerAndGroup = 3, + /** + * - Fade out of all animation states. + * @language en_US + */ + /** + * - 淡出所有的动画状态。 + * @language zh_CN + */ + All = 4, + /** + * - Does not replace the animation state with the same name. + * @language en_US + */ + /** + * - 不替换同名的动画状态。 + * @language zh_CN + */ + Single = 5 + } + /** + * @private + */ + const enum AnimationBlendType { + None = 0, + E1D = 1 + } + /** + * @private + */ + const enum AnimationBlendMode { + Additive = 0, + Override = 1 + } + /** + * @private + */ + const enum ConstraintType { + IK = 0, + Path = 1 + } + /** + * @private + */ + const enum PositionMode { + Fixed = 0, + Percent = 1 + } + /** + * @private + */ + const enum SpacingMode { + Length = 0, + Fixed = 1, + Percent = 2 + } + /** + * @private + */ + const enum RotateMode { + Tangent = 0, + Chain = 1, + ChainScale = 2 + } + /** + * @private + */ + interface Map { + [key: string]: T; + } + /** + * @private + */ + class DragonBones { + static readonly VERSION: string; + static yDown: boolean; + static debug: boolean; + static debugDraw: boolean; + private readonly _clock; + private readonly _events; + private readonly _objects; + private _eventManager; + constructor(eventManager: IEventDispatcher); + advanceTime(passedTime: number): void; + bufferEvent(value: EventObject): void; + bufferObject(object: BaseObject): void; + readonly clock: WorldClock; + readonly eventManager: IEventDispatcher; + } +} +declare var __extends: any; +declare var exports: any; +declare var module: any; +declare var define: any; +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The BaseObject is the base class for all objects in the DragonBones framework. + * All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 基础对象,通常 DragonBones 的对象都继承自该类。 + * 所有基础对象的实例都会缓存到对象池,以减少频繁申请内存或内存回收的性能消耗。 + * @version DragonBones 4.5 + * @language zh_CN + */ + abstract class BaseObject { + private static _hashCode; + private static _defaultMaxCount; + private static readonly _maxCountMap; + private static readonly _poolsMap; + private static _returnObject; + static toString(): string; + /** + * - Set the maximum cache count of the specify object pool. + * @param objectConstructor - The specify class. (Set all object pools max cache count if not set) + * @param maxCount - Max count. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 设置特定对象池的最大缓存数量。 + * @param objectConstructor - 特定的类。 (不设置则设置所有对象池的最大缓存数量) + * @param maxCount - 最大缓存数量。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static setMaxCount(objectConstructor: (typeof BaseObject) | null, maxCount: number): void; + /** + * - Clear the cached instances of a specify object pool. + * @param objectConstructor - Specify class. (Clear all cached instances if not set) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除特定对象池的缓存实例。 + * @param objectConstructor - 特定的类。 (不设置则清除所有缓存的实例) + * @version DragonBones 4.5 + * @language zh_CN + */ + static clearPool(objectConstructor?: (typeof BaseObject) | null): void; + /** + * - Get an instance of the specify class from object pool. + * @param objectConstructor - The specify class. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从对象池中获取特定类的实例。 + * @param objectConstructor - 特定的类。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static borrowObject(objectConstructor: { + new (): T; + }): T; + /** + * - A unique identification number assigned to the object. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分配给此实例的唯一标识号。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly hashCode: number; + private _isInPool; + protected abstract _onClear(): void; + /** + * - Clear the object and return it back to object pool。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除该实例的所有数据并将其返还对象池。 + * @version DragonBones 4.5 + * @language zh_CN + */ + returnToPool(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - 2D Transform matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 转换矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Matrix { + /** + * - The value that affects the positioning of pixels along the x axis when scaling or rotating an image. + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 缩放或旋转图像时影响像素沿 x 轴定位的值。 + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + a: number; + /** + * - The value that affects the positioning of pixels along the y axis when rotating or skewing an image. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转或倾斜图像时影响像素沿 y 轴定位的值。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + b: number; + /** + * - The value that affects the positioning of pixels along the x axis when rotating or skewing an image. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转或倾斜图像时影响像素沿 x 轴定位的值。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + c: number; + /** + * - The value that affects the positioning of pixels along the y axis when scaling or rotating an image. + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 缩放或旋转图像时影响像素沿 y 轴定位的值。 + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + d: number; + /** + * - The distance by which to translate each point along the x axis. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 沿 x 轴平移每个点的距离。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + tx: number; + /** + * - The distance by which to translate each point along the y axis. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 沿 y 轴平移每个点的距离。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + ty: number; + /** + * @private + */ + constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); + toString(): string; + /** + * @private + */ + copyFrom(value: Matrix): Matrix; + /** + * @private + */ + copyFromArray(value: Array, offset?: number): Matrix; + /** + * - Convert to unit matrix. + * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为单位矩阵。 + * 该矩阵具有以下属性:a=1、b=0、c=0、d=1、tx=0、ty=0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + identity(): Matrix; + /** + * - Multiplies the current matrix with another matrix. + * @param value - The matrix that needs to be multiplied. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将当前矩阵与另一个矩阵相乘。 + * @param value - 需要相乘的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + concat(value: Matrix): Matrix; + /** + * - Convert to inverse matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为逆矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + invert(): Matrix; + /** + * - Apply a matrix transformation to a specific point. + * @param x - X coordinate. + * @param y - Y coordinate. + * @param result - The point after the transformation is applied. + * @param delta - Whether to ignore tx, ty's conversion to point. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将矩阵转换应用于特定点。 + * @param x - 横坐标。 + * @param y - 纵坐标。 + * @param result - 应用转换之后的点。 + * @param delta - 是否忽略 tx,ty 对点的转换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + transformPoint(x: number, y: number, result: { + x: number; + y: number; + }, delta?: boolean): void; + /** + * @private + */ + transformRectangle(rectangle: { + x: number; + y: number; + width: number; + height: number; + }, delta?: boolean): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - 2D Transform. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 变换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Transform { + /** + * @private + */ + static readonly PI: number; + /** + * @private + */ + static readonly PI_D: number; + /** + * @private + */ + static readonly PI_H: number; + /** + * @private + */ + static readonly PI_Q: number; + /** + * @private + */ + static readonly RAD_DEG: number; + /** + * @private + */ + static readonly DEG_RAD: number; + /** + * @private + */ + static normalizeRadian(value: number): number; + /** + * - Horizontal translate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 水平位移。 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - Vertical translate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 垂直位移。 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - Skew. (In radians) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 倾斜。 (以弧度为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + skew: number; + /** + * - rotation. (In radians) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转。 (以弧度为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + rotation: number; + /** + * - Horizontal Scaling. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 水平缩放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + scaleX: number; + /** + * - Vertical scaling. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 垂直缩放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + scaleY: number; + /** + * @private + */ + constructor(x?: number, y?: number, skew?: number, rotation?: number, scaleX?: number, scaleY?: number); + toString(): string; + /** + * @private + */ + copyFrom(value: Transform): Transform; + /** + * @private + */ + identity(): Transform; + /** + * @private + */ + add(value: Transform): Transform; + /** + * @private + */ + minus(value: Transform): Transform; + /** + * @private + */ + fromMatrix(matrix: Matrix): Transform; + /** + * @private + */ + toMatrix(matrix: Matrix): Transform; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class ColorTransform { + alphaMultiplier: number; + redMultiplier: number; + greenMultiplier: number; + blueMultiplier: number; + alphaOffset: number; + redOffset: number; + greenOffset: number; + blueOffset: number; + constructor(alphaMultiplier?: number, redMultiplier?: number, greenMultiplier?: number, blueMultiplier?: number, alphaOffset?: number, redOffset?: number, greenOffset?: number, blueOffset?: number); + copyFrom(value: ColorTransform): void; + identity(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Point object represents a location in a two-dimensional coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Point 对象表示二维坐标系统中的某个位置。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Point { + /** + * - The horizontal coordinate. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 该点的水平坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - The vertical coordinate. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 该点的垂直坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @param x - The horizontal coordinate. + * @param y - The vertical coordinate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 egret.Point 对象.若不传入任何参数,将会创建一个位于(0,0)位置的点。 + * @param x - 该对象的x属性值,默认为 0.0。 + * @param y - 该对象的y属性值,默认为 0.0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(x?: number, y?: number); + /** + * @private + */ + copyFrom(value: Point): void; + /** + * @private + */ + clear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its + * width and its height.
+ * The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of + * one property has no effect on the others. However, the right and bottom properties are integrally related to those + * four properties. For example, if you change the value of the right property, the value of the width property changes; + * if you change the bottom property, the value of the height property changes. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Rectangle 对象是按其位置(由它左上角的点 (x, y) 确定)以及宽度和高度定义的区域。
+ * Rectangle 类的 x、y、width 和 height 属性相互独立;更改一个属性的值不会影响其他属性。 + * 但是,right 和 bottom 属性与这四个属性是整体相关的。例如,如果更改 right 属性的值,则 width + * 属性的值将发生变化;如果更改 bottom 属性,则 height 属性的值将发生变化。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Rectangle { + /** + * - The x coordinate of the top-left corner of the rectangle. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形左上角的 x 坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - The y coordinate of the top-left corner of the rectangle. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形左上角的 y 坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - The width of the rectangle, in pixels. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形的宽度(以像素为单位)。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + width: number; + /** + * - 矩形的高度(以像素为单位)。 + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - The height of the rectangle, in pixels. + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + height: number; + /** + * @private + */ + constructor(x?: number, y?: number, width?: number, height?: number); + /** + * @private + */ + copyFrom(value: Rectangle): void; + /** + * @private + */ + clear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The user custom data. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 用户自定义数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + class UserData extends BaseObject { + static toString(): string; + /** + * - The custom int numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly ints: Array; + /** + * - The custom float numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly floats: Array; + /** + * - The custom strings. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly strings: Array; + protected _onClear(): void; + /** + * - Get the custom int number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getInt(index?: number): number; + /** + * - Get the custom float number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getFloat(index?: number): number; + /** + * - Get the custom string. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getString(index?: number): string; + } + /** + * @private + */ + class ActionData extends BaseObject { + static toString(): string; + type: ActionType; + name: string; + bone: BoneData | null; + slot: SlotData | null; + data: UserData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The DragonBones data. + * A DragonBones data contains multiple armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据。 + * 一个龙骨数据包含多个骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + class DragonBonesData extends BaseObject { + static toString(): string; + /** + * @private + */ + autoSearch: boolean; + /** + * - The animation frame rate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画帧频。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameRate: number; + /** + * - The data version. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 数据版本。 + * @version DragonBones 3.0 + * @language zh_CN + */ + version: string; + /** + * - The DragonBones data name. + * The name is consistent with the DragonBones project name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据名称。 + * 该名称与龙骨项目名保持一致。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + stage: ArmatureData | null; + /** + * - All armature data names. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly armatureNames: Array; + /** + * @private + */ + readonly armatures: Map; + /** + * @private + */ + userData: UserData | null; + protected _onClear(): void; + /** + * - Get a specific armature data. + * @param armatureName - The armature data name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param armatureName - 骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getArmature(armatureName: string): ArmatureData | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The armature data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class ArmatureData extends BaseObject { + static toString(): string; + /** + * @private + */ + type: ArmatureType; + /** + * - The animation frame rate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画帧率。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameRate: number; + /** + * @private + */ + cacheFrameRate: number; + /** + * @private + */ + scale: number; + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly aabb: Rectangle; + /** + * - The names of all the animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的动画数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animationNames: Array; + /** + * @private + */ + readonly sortedBones: Array; + /** + * @private + */ + readonly sortedSlots: Array; + /** + * @private + */ + readonly defaultActions: Array; + /** + * @private + */ + readonly actions: Array; + /** + * @private + */ + readonly bones: Map; + /** + * @private + */ + readonly slots: Map; + /** + * @private + */ + readonly constraints: Map; + /** + * @private + */ + readonly skins: Map; + /** + * @private + */ + readonly animations: Map; + /** + * - The default skin data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 默认插槽数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + defaultSkin: SkinData | null; + /** + * - The default animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 默认动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + defaultAnimation: AnimationData | null; + /** + * @private + */ + canvas: CanvasData | null; + /** + * @private + */ + userData: UserData | null; + /** + * @private + */ + parent: DragonBonesData; + protected _onClear(): void; + /** + * - Get a specific done data. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼数据。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getBone(boneName: string): BoneData | null; + /** + * - Get a specific slot data. + * @param slotName - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽数据。 + * @param slotName - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlot(slotName: string): SlotData | null; + /** + * @private + */ + getConstraint(constraintName: string): ConstraintData | null; + /** + * - Get a specific skin data. + * @param skinName - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定皮肤数据。 + * @param skinName - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getSkin(skinName: string): SkinData | null; + /** + * @private + */ + getMesh(skinName: string, slotName: string, meshName: string): MeshDisplayData | null; + /** + * - Get a specific animation data. + * @param animationName - The animation animationName. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的动画数据。 + * @param animationName - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getAnimation(animationName: string): AnimationData | null; + } + /** + * - The bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class BoneData extends BaseObject { + static toString(): string; + /** + * @private + */ + inheritTranslation: boolean; + /** + * @private + */ + inheritRotation: boolean; + /** + * @private + */ + inheritScale: boolean; + /** + * @private + */ + inheritReflection: boolean; + /** + * @private + */ + type: BoneType; + /** + * - The bone length. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼长度。 + * @version DragonBones 3.0 + * @language zh_CN + */ + length: number; + /** + * @private + */ + alpha: number; + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly transform: Transform; + /** + * @private + */ + userData: UserData | null; + /** + * - The parent bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 父骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + parent: BoneData | null; + protected _onClear(): void; + } + /** + * - The slot data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class SlotData extends BaseObject { + static toString(): string; + /** + * @private + */ + blendMode: BlendMode; + /** + * @private + */ + displayIndex: number; + /** + * @private + */ + zOrder: number; + /** + * @private + */ + zIndex: number; + /** + * @private + */ + alpha: number; + /** + * - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + color: ColorTransform; + /** + * @private + */ + userData: UserData | null; + /** + * - The parent bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 父骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + parent: BoneData; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class CanvasData extends BaseObject { + static toString(): string; + hasBackground: boolean; + color: number; + x: number; + y: number; + width: number; + height: number; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The skin data, typically a armature data instance contains at least one skinData. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤数据,通常一个骨架数据至少包含一个皮肤数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class SkinData extends BaseObject { + static toString(): string; + /** + * - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly displays: Map>; + /** + * @private + */ + parent: ArmatureData; + protected _onClear(): void; + /** + * @private + */ + getDisplay(slotName: string, displayName: string): DisplayData | null; + /** + * @private + */ + getDisplays(slotName: string): Array | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + abstract class ConstraintData extends BaseObject { + order: number; + name: string; + type: ConstraintType; + target: BoneData; + root: BoneData; + bone: BoneData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class GeometryData { + isShared: boolean; + inheritDeform: boolean; + offset: number; + data: DragonBonesData; + weight: WeightData | null; + clear(): void; + shareFrom(value: GeometryData): void; + readonly vertexCount: number; + readonly triangleCount: number; + } + /** + * @private + */ + abstract class DisplayData extends BaseObject { + type: DisplayType; + name: string; + path: string; + readonly transform: Transform; + parent: SkinData; + protected _onClear(): void; + } + /** + * @private + */ + class ImageDisplayData extends DisplayData { + static toString(): string; + readonly pivot: Point; + texture: TextureData | null; + protected _onClear(): void; + } + /** + * @private + */ + class ArmatureDisplayData extends DisplayData { + static toString(): string; + inheritAnimation: boolean; + readonly actions: Array; + armature: ArmatureData | null; + protected _onClear(): void; + /** + * @private + */ + addAction(value: ActionData): void; + } + /** + * @private + */ + class MeshDisplayData extends DisplayData { + static toString(): string; + readonly geometry: GeometryData; + texture: TextureData | null; + protected _onClear(): void; + } + /** + * @private + */ + class BoundingBoxDisplayData extends DisplayData { + static toString(): string; + boundingBox: BoundingBoxData | null; + protected _onClear(): void; + } + /** + * @private + */ + class PathDisplayData extends DisplayData { + static toString(): string; + closed: boolean; + constantSpeed: boolean; + readonly geometry: GeometryData; + readonly curveLengths: Array; + protected _onClear(): void; + } + /** + * @private + */ + class WeightData extends BaseObject { + static toString(): string; + count: number; + offset: number; + readonly bones: Array; + protected _onClear(): void; + addBone(value: BoneData): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The base class of bounding box data. + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框数据基类。 + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract class BoundingBoxData extends BaseObject { + /** + * - The bounding box type. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框类型。 + * @version DragonBones 5.0 + * @language zh_CN + */ + type: BoundingBoxType; + /** + * @private + */ + color: number; + /** + * @private + */ + width: number; + /** + * @private + */ + height: number; + protected _onClear(): void; + /** + * - Check whether the bounding box contains a specific point. (Local coordinate system) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查边界框是否包含特定点。(本地坐标系) + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract containsPoint(pX: number, pY: number): boolean; + /** + * - Check whether the bounding box intersects a specific segment. (Local coordinate system) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查边界框是否与特定线段相交。(本地坐标系) + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA: { + x: number; + y: number; + } | null, intersectionPointB: { + x: number; + y: number; + } | null, normalRadians: { + x: number; + y: number; + } | null): number; + } + /** + * - The rectangle bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 矩形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class RectangleBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * - Compute the bit code for a point (x, y) using the clip rectangle + */ + private static _computeOutCode; + /** + * @private + */ + static rectangleIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xMin: number, yMin: number, xMax: number, yMax: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } + /** + * - The ellipse bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 椭圆边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class EllipseBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * @private + */ + static ellipseIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xC: number, yC: number, widthH: number, heightH: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } + /** + * - The polygon bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class PolygonBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * @private + */ + static polygonIntersectsSegment(xA: number, yA: number, xB: number, yB: number, vertices: Array, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + /** + * @private + */ + x: number; + /** + * @private + */ + y: number; + /** + * - The polygon vertices. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形顶点。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly vertices: Array; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class AnimationData extends BaseObject { + static toString(): string; + /** + * @private + */ + blendType: AnimationBlendType; + /** + * - The frame count of the animation. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的帧数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameCount: number; + /** + * - The play times of the animation. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The duration of the animation. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的持续时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + duration: number; + /** + * @private + */ + scale: number; + /** + * - The fade in time of the animation. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的淡入时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + fadeInTime: number; + /** + * @private + */ + cacheFrameRate: number; + /** + * - The animation name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly cachedFrames: Array; + /** + * @private + */ + readonly boneTimelines: Map>; + /** + * @private + */ + readonly slotTimelines: Map>; + /** + * @private + */ + readonly constraintTimelines: Map>; + /** + * @private + */ + readonly animationTimelines: Map>; + /** + * @private + */ + readonly boneCachedFrameIndices: Map>; + /** + * @private + */ + readonly slotCachedFrameIndices: Map>; + /** + * @private + */ + actionTimeline: TimelineData | null; + /** + * @private + */ + zOrderTimeline: TimelineData | null; + /** + * @private + */ + parent: ArmatureData; + protected _onClear(): void; + /** + * @private + */ + addBoneTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addSlotTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addConstraintTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addAnimationTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + getBoneTimelines(timelineName: string): Array | null; + /** + * @private + */ + getSlotTimelines(timelineName: string): Array | null; + /** + * @private + */ + getConstraintTimelines(timelineName: string): Array | null; + /** + * @private + */ + getAnimationTimelines(timelineName: string): Array | null; + /** + * @private + */ + getBoneCachedFrameIndices(boneName: string): Array | null; + /** + * @private + */ + getSlotCachedFrameIndices(slotName: string): Array | null; + } + /** + * @private + */ + class TimelineData extends BaseObject { + static toString(): string; + type: TimelineType; + offset: number; + frameIndicesOffset: number; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation config is used to describe all the information needed to play an animation state. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画配置用来描述播放一个动画状态所需要的全部信息。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + class AnimationConfig extends BaseObject { + static toString(): string; + /** + * @private + */ + pauseFadeOut: boolean; + /** + * - Fade out the pattern of other animation states when the animation state is fade in. + * This property is typically used to specify the substitution of multiple animation states blend. + * @default dragonBones.AnimationFadeOutMode.All + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 淡入动画状态时淡出其他动画状态的模式。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @default dragonBones.AnimationFadeOutMode.All + * @version DragonBones 5.0 + * @language zh_CN + */ + fadeOutMode: AnimationFadeOutMode; + /** + * @private + */ + fadeOutTweenType: TweenType; + /** + * @private + */ + fadeOutTime: number; + /** + * @private + */ + pauseFadeIn: boolean; + /** + * @private + */ + actionEnabled: boolean; + /** + * @private + */ + additive: boolean; + /** + * - Whether the animation state has control over the display property of the slots. + * Sometimes blend a animation state does not want it to control the display properties of the slots, + * especially if other animation state are controlling the display properties of the slots. + * @default true + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态是否对插槽的显示对象属性有控制权。 + * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, + * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 + * @default true + * @version DragonBones 5.0 + * @language zh_CN + */ + displayControl: boolean; + /** + * - Whether to reset the objects without animation to the armature pose when the animation state is start to play. + * This property should usually be set to false when blend multiple animation states. + * @default true + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 + * 通常在混合多个动画状态时应该将该属性设置为 false。 + * @default true + * @version DragonBones 5.1 + * @language zh_CN + */ + resetToPose: boolean; + /** + * @private + */ + fadeInTweenType: TweenType; + /** + * - The play times. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The blend layer. + * High layer animation state will get the blend weight first. + * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合图层。 + * 图层高的动画状态会优先获取混合权重。 + * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + layer: number; + /** + * - The start time of play. (In seconds) + * @default 0.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 播放的开始时间。 (以秒为单位) + * @default 0.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + position: number; + /** + * - The duration of play. + * [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 播放的持续时间。 + * [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + duration: number; + /** + * - The play speed. + * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}. + * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度。 + * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 + * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + weight: number; + /** + * - The fade in time. + * [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 淡入时间。 + * [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + fadeInTime: number; + /** + * - The auto fade out time when the animation state play completed. + * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态播放完成后的自动淡出时间。 + * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + autoFadeOutTime: number; + /** + * - The name of the animation state. (Can be different from the name of the animation data) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态名称。 (可以不同于动画数据) + * @version DragonBones 5.0 + * @language zh_CN + */ + name: string; + /** + * - The animation data name. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画数据名称。 + * @version DragonBones 5.0 + * @language zh_CN + */ + animation: string; + /** + * - The blend group name of the animation state. + * This property is typically used to specify the substitution of multiple animation states blend. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合组名称。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + group: string; + /** + * @private + */ + readonly boneMask: Array; + protected _onClear(): void; + /** + * @private + */ + clear(): void; + /** + * @private + */ + copyFrom(value: AnimationConfig): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class TextureAtlasData extends BaseObject { + /** + * @private + */ + autoSearch: boolean; + /** + * @private + */ + width: number; + /** + * @private + */ + height: number; + /** + * @private + */ + scale: number; + /** + * - The texture atlas name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * - The image path of the texture atlas. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集图片路径。 + * @version DragonBones 3.0 + * @language zh_CN + */ + imagePath: string; + /** + * @private + */ + readonly textures: Map; + protected _onClear(): void; + /** + * @private + */ + copyFrom(value: TextureAtlasData): void; + /** + * @private + */ + getTexture(textureName: string): TextureData | null; + } + /** + * @private + */ + abstract class TextureData extends BaseObject { + static createRectangle(): Rectangle; + rotated: boolean; + name: string; + readonly region: Rectangle; + parent: TextureAtlasData; + frame: Rectangle | null; + protected _onClear(): void; + copyFrom(value: TextureData): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The armature proxy interface, the docking engine needs to implement it concretely. + * @see dragonBones.Armature + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 骨架代理接口,对接的引擎需要对其进行具体实现。 + * @see dragonBones.Armature + * @version DragonBones 5.0 + * @language zh_CN + */ + interface IArmatureProxy extends IEventDispatcher { + /** + * - Dispose the instance and the Armature instance. (The Armature instance will return to the object pool) + * @example + *
+         *     removeChild(armatureDisplay);
+         *     armatureDisplay.dispose();
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 释放该实例和骨架。 (骨架会回收到对象池) + * @example + *
+         *     removeChild(armatureDisplay);
+         *     armatureDisplay.dispose();
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + dispose(disposeProxy: boolean): void; + /** + * - The armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly armature: Armature; + /** + * - The animation player. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animation: Animation; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Armature is the core of the skeleton animation system. + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架是骨骼动画系统的核心。 + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + class Armature extends BaseObject implements IAnimatable { + static toString(): string; + private static _onSortSlots; + /** + * - Whether to inherit the animation control of the parent armature. + * True to try to have the child armature play an animation with the same name when the parent armature play the animation. + * @default true + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 是否继承父骨架的动画控制。 + * 如果该值为 true,当父骨架播放动画时,会尝试让子骨架播放同名动画。 + * @default true + * @version DragonBones 4.5 + * @language zh_CN + */ + inheritAnimation: boolean; + /** + * @private + */ + userData: any; + private _slotsDirty; + private _zOrderDirty; + private _flipX; + private _flipY; + private _alpha; + private readonly _bones; + private readonly _slots; + private readonly _actions; + private _animation; + private _proxy; + private _display; + private _replacedTexture; + private _clock; + protected _onClear(): void; + /** + * - Dispose the armature. (Return to the object pool) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 释放骨架。 (回收到对象池) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + dispose(): void; + /** + * @inheritDoc + */ + advanceTime(passedTime: number): void; + /** + * - Forces a specific bone or its owning slot to update the transform or display property in the next frame. + * @param boneName - The bone name. (If not set, all bones will be update) + * @param updateSlot - Whether to update the bone's slots. (Default: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。 + * @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼) + * @param updateSlot - 是否更新骨骼的插槽。 (默认: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + invalidUpdate(boneName?: string | null, updateSlot?: boolean): void; + /** + * - Check whether a specific point is inside a custom bounding box in a slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在某个插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + containsPoint(x: number, y: number): Slot | null; + /** + * - Check whether a specific segment intersects a custom bounding box for a slot in the armature. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。 + * @version DragonBones 5.0 + * @language zh_CN + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): Slot | null; + /** + * - Get a specific bone. + * @param name - The bone name. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼。 + * @param name - 骨骼名称。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBone(name: string): Bone | null; + /** + * - Get a specific bone by the display. + * @param display - The display object. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的骨骼。 + * @param display - 显示对象。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBoneByDisplay(display: any): Bone | null; + /** + * - Get a specific slot. + * @param name - The slot name. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽。 + * @param name - 插槽名称。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlot(name: string): Slot | null; + /** + * - Get a specific slot by the display. + * @param display - The display object. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的插槽。 + * @param display - 显示对象。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlotByDisplay(display: any): Slot | null; + /** + * - Get all bones. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBones(): Array; + /** + * - Get all slots. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的插槽。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlots(): Array; + /** + * - Whether to flip the armature horizontally. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架水平翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + flipX: boolean; + /** + * - Whether to flip the armature vertically. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架垂直翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + flipY: boolean; + /** + * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0. + * There is a certain amount of memory overhead to improve performance by caching animation data in memory. + * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate. + * When the animation cache is turned on, some features will fail, such as the offset property of bone. + * @example + *
+         *     armature.cacheFrameRate = 24;
+         * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。 + * 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。 + * 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。 + * 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。 + * @example + *
+         *     armature.cacheFrameRate = 24;
+         * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language zh_CN + */ + cacheFrameRate: number; + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - The armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly armatureData: ArmatureData; + /** + * - The animation player. + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animation: Animation; + /** + * @pivate + */ + readonly proxy: IArmatureProxy; + /** + * - The EventDispatcher instance of the armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架的 EventDispatcher 实例。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly eventDispatcher: IEventDispatcher; + /** + * - The display container. + * The display of the slot is displayed as the parent. + * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 显示容器实例。 + * 插槽的显示对象都会以此显示容器为父级。 + * 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly display: any; + /** + * @private + */ + replacedTexture: any; + /** + * @inheritDoc + */ + clock: WorldClock | null; + /** + * - Get the parent slot which the armature belongs to. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架所属的父插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly parent: Slot | null; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + getDisplay(): any; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The base class of the transform object. + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 变换对象的基类。 + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language zh_CN + */ + abstract class TransformObject extends BaseObject { + protected static readonly _helpMatrix: Matrix; + protected static readonly _helpTransform: Transform; + protected static readonly _helpPoint: Point; + /** + * - A matrix relative to the armature coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly globalTransformMatrix: Matrix; + /** + * - A transform relative to the armature coordinate system. + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的变换。 + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly global: Transform; + /** + * - The offset transform relative to the armature or the parent bone coordinate system. + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架或父骨骼坐标系的偏移变换。 + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly offset: Transform; + /** + * @private + */ + origin: Transform | null; + /** + * @private + */ + userData: any; + protected _globalDirty: boolean; + /** + */ + protected _onClear(): void; + /** + * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible, + * some engines do not rely on these attributes to update rendering, such as Egret. + * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale. + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 出于性能的考虑,骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的,有些引擎并不依赖这些属性更新渲染,比如 Egret。 + * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。 + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + updateGlobalTransform(): void; + /** + * - The armature to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的骨架。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly armature: Armature; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Bone is one of the most important logical units in the armature animation system, + * and is responsible for the realization of translate, rotation, scaling in the animations. + * A armature can contain multiple bones. + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 + * 一个骨架中可以包含多个骨骼。 + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + class Bone extends TransformObject { + static toString(): string; + /** + * - The offset mode. + * @see #offset + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 偏移模式。 + * @see #offset + * @version DragonBones 5.5 + * @language zh_CN + */ + offsetMode: OffsetMode; + protected _localDirty: boolean; + protected _visible: boolean; + protected _cachedFrameIndex: number; + /** + * @private + */ + protected _parent: Bone | null; + protected _onClear(): void; + protected _updateGlobalTransformMatrix(isCache: boolean): void; + /** + * - Forces the bone to update the transform in the next frame. + * When the bone is not animated or its animation state is finished, the bone will not continue to update, + * and when the skeleton must be updated for some reason, the method needs to be called explicitly. + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制骨骼在下一帧更新变换。 + * 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。 + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + invalidUpdate(): void; + /** + * - Check whether the bone contains a specific bone. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查该骨骼是否包含特定的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + contains(value: Bone): boolean; + /** + * - The bone data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly boneData: BoneData; + /** + * - The visible of all slots in the bone. + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 此骨骼所有插槽的可见。 + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language zh_CN + */ + visible: boolean; + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly parent: Bone | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class DisplayFrame extends BaseObject { + static toString(): string; + rawDisplayData: DisplayData | null; + displayData: DisplayData | null; + textureData: TextureData | null; + display: any | Armature | null; + readonly deformVertices: Array; + protected _onClear(): void; + updateDeformVertices(): void; + getGeometryData(): GeometryData | null; + getBoundingBox(): BoundingBoxData | null; + getTextureData(): TextureData | null; + } + /** + * - The slot attached to the armature, controls the display status and properties of the display object. + * A bone can contain multiple slots. + * A slot can contain multiple display objects, displaying only one of the display objects at a time, + * but you can toggle the display object into frame animation while the animation is playing. + * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, + * and a custom other display object. + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽附着在骨骼上,控制显示对象的显示状态和属性。 + * 一个骨骼上可以包含多个插槽。 + * 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。 + * 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。 + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class Slot extends TransformObject { + /** + * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states. + * @default null + * @see dragonBones.AnimationState#displayControl + * @see dragonBones.AnimationState#name + * @see dragonBones.AnimationState#group + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 显示对象受到控制的动画状态或混合组名称,设置为 null 则表示受所有的动画状态控制。 + * @default null + * @see dragonBones.AnimationState#displayControl + * @see dragonBones.AnimationState#name + * @see dragonBones.AnimationState#group + * @version DragonBones 4.5 + * @language zh_CN + */ + displayController: string | null; + protected _displayDataDirty: boolean; + protected _displayDirty: boolean; + protected _geometryDirty: boolean; + protected _textureDirty: boolean; + protected _visibleDirty: boolean; + protected _blendModeDirty: boolean; + protected _zOrderDirty: boolean; + protected _transformDirty: boolean; + protected _visible: boolean; + protected _blendMode: BlendMode; + protected _displayIndex: number; + protected _animationDisplayIndex: number; + protected _cachedFrameIndex: number; + protected readonly _localMatrix: Matrix; + protected _boundingBoxData: BoundingBoxData | null; + protected _textureData: TextureData | null; + protected _rawDisplay: any; + protected _meshDisplay: any; + protected _display: any | null; + protected _childArmature: Armature | null; + /** + * @private + */ + protected _parent: Bone; + protected _onClear(): void; + protected abstract _initDisplay(value: any, isRetain: boolean): void; + protected abstract _disposeDisplay(value: any, isRelease: boolean): void; + protected abstract _onUpdateDisplay(): void; + protected abstract _addDisplay(): void; + protected abstract _replaceDisplay(value: any): void; + protected abstract _removeDisplay(): void; + protected abstract _updateZOrder(): void; + protected abstract _updateBlendMode(): void; + protected abstract _updateColor(): void; + protected abstract _updateFrame(): void; + protected abstract _updateMesh(): void; + protected abstract _updateTransform(): void; + protected abstract _identityTransform(): void; + protected _hasDisplay(display: any): boolean; + protected _updateDisplayData(): void; + protected _updateDisplay(): void; + protected _updateGlobalTransformMatrix(isCache: boolean): void; + /** + * - Forces the slot to update the state of the display object in the next frame. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 强制插槽在下一帧更新显示对象的状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + invalidUpdate(): void; + /** + * @private + */ + updateTransformAndMatrix(): void; + /** + * @private + */ + replaceRawDisplayData(displayData: DisplayData | null, index?: number): void; + /** + * @private + */ + replaceDisplayData(displayData: DisplayData | null, index?: number): void; + /** + * @private + */ + replaceTextureData(textureData: TextureData | null, index?: number): void; + /** + * @private + */ + replaceDisplay(value: any | Armature | null, index?: number): void; + /** + * - Check whether a specific point is inside a custom bounding box in the slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + containsPoint(x: number, y: number): boolean; + /** + * - Check whether a specific segment intersects a custom bounding box for the slot. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点] + * @version DragonBones 5.0 + * @language zh_CN + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + /** + * @private + */ + getDisplayFrameAt(index: number): DisplayFrame; + /** + * - The visible of slot's display object. + * @default true + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 插槽的显示对象的可见。 + * @default true + * @version DragonBones 5.6 + * @language zh_CN + */ + visible: boolean; + /** + * @private + */ + displayFrameCount: number; + /** + * - The index of the display object displayed in the display list. + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     slot.displayIndex = 3;
+         *     slot.displayController = "none";
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 此时显示的显示对象在显示列表中的索引。 + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     slot.displayIndex = 3;
+         *     slot.displayController = "none";
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + displayIndex: number; + /** + * - The slot name. + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - Contains a display list of display objects or child armatures. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 包含显示对象或子骨架的显示列表。 + * @version DragonBones 3.0 + * @language zh_CN + */ + displayList: Array; + /** + * - The slot data. + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 插槽数据。 + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly slotData: SlotData; + /** + * - The custom bounding box data for the slot at current time. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 插槽此时的自定义包围盒数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly boundingBoxData: BoundingBoxData | null; + /** + * @private + */ + readonly rawDisplay: any; + /** + * @private + */ + readonly meshDisplay: any; + /** + * - The display object that the slot displays at this time. + * @example + *
+         *     let slot = armature.getSlot("text");
+         *     slot.display = new yourEngine.TextField();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的显示对象。 + * @example + *
+         *     let slot = armature.getSlot("text");
+         *     slot.display = new yourEngine.TextField();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + display: any; + /** + * - The child armature that the slot displayed at current time. + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     let prevChildArmature = slot.childArmature;
+         *     if (prevChildArmature) {
+         *         prevChildArmature.dispose();
+         *     }
+         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的子骨架。 + * 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。 + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     let prevChildArmature = slot.childArmature;
+         *     if (prevChildArmature) {
+         *         prevChildArmature.dispose();
+         *     }
+         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + childArmature: Armature | null; + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly parent: Bone; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + getDisplay(): any; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + setDisplay(value: any): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Play animation interface. (Both Armature and Wordclock implement the interface) + * Any instance that implements the interface can be added to the Worldclock instance and advance time by Worldclock instance uniformly. + * @see dragonBones.WorldClock + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放动画接口。 (Armature 和 WordClock 都实现了该接口) + * 任何实现了此接口的实例都可以添加到 WorldClock 实例中,由 WorldClock 实例统一更新时间。 + * @see dragonBones.WorldClock + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + interface IAnimatable { + /** + * - Advance time. + * @param passedTime - Passed time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 更新时间。 + * @param passedTime - 前进的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + advanceTime(passedTime: number): void; + /** + * - The Wordclock instance to which the current belongs. + * @example + *
+         *     armature.clock = factory.clock; // Add armature to clock.
+         *     armature.clock = null; // Remove armature from clock.
+         * 
+ * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 当前所属的 WordClock 实例。 + * @example + *
+         *     armature.clock = factory.clock; // 将骨架添加到时钟。
+         *     armature.clock = null; // 将骨架从时钟移除。
+         * 
+ * @version DragonBones 5.0 + * @language zh_CN + */ + clock: WorldClock | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。 + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + class WorldClock implements IAnimatable { + /** + * - Current time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + time: number; + /** + * - The play speed, used to control animation speed-shift play. + * [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度,用于控制动画变速播放。 + * [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + private _systemTime; + private readonly _animatebles; + private _clock; + /** + * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance. + * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。 + * 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。 + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(time?: number); + /** + * - Advance time for all IAnimatable instances. + * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 为所有的 IAnimatable 实例更新时间。 + * @param passedTime - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + advanceTime(passedTime: number): void; + /** + * - Check whether contains a specific instance of IAnimatable. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + contains(value: IAnimatable): boolean; + /** + * - Add IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + add(value: IAnimatable): void; + /** + * - Removes a specified IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + remove(value: IAnimatable): void; + /** + * - Clear all IAnimatable instances. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 清除所有的 IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + clear(): void; + /** + * @inheritDoc + */ + clock: WorldClock | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation player is used to play the animation data and manage the animation states. + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器用来播放动画数据和管理动画状态。 + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + class Animation extends BaseObject { + static toString(): string; + /** + * - The play speed of all animations. [0: Stop, (0~1): Slow, 1: Normal, (1~N): Fast] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有动画的播放速度。 [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * Update bones and slots cachedFrameIndices. + */ + private _animationDirty; + private _inheritTimeScale; + private readonly _animationNames; + private readonly _animationStates; + private readonly _animations; + private readonly _blendStates; + private _armature; + private _animationConfig; + private _lastAnimationState; + protected _onClear(): void; + private _fadeOut; + /** + * - Clear all animations states. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除所有的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + reset(): void; + /** + * - Pause a specific animation state. + * @param animationName - The name of animation state. (If not set, it will pause all animations) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停指定动画状态的播放。 + * @param animationName - 动画状态名称。 (如果未设置,则暂停所有动画) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + stop(animationName?: string | null): void; + /** + * - Play animation with a specific animation config. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @param animationConfig - The animation config. + * @returns The playing animation state. + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 通过指定的动画配置来播放动画。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @param animationConfig - 动画配置。 + * @returns 播放的动画状态。 + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + playConfig(animationConfig: AnimationConfig): AnimationState | null; + /** + * - Play a specific animation. + * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume the animation playing from pause status, or replay the last playing animation) + * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, [1~N]: Repeat N times] (default: -1) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放指定动画。 + * @param animationName - 动画数据名称。 (如果未设置,则播放默认动画,或将暂停状态切换为播放状态,或重新播放之前播放的动画) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + play(animationName?: string | null, playTimes?: number): AnimationState | null; + /** + * - Fade in a specific animation. + * @param animationName - The name of animation data. + * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1) + * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @param layer - The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0) + * @param group - The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null) + * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 淡入播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param fadeInTime - 淡入时间。 [-1: 使用动画数据默认值, [0~N]: 淡入时间 (以秒为单位)] (默认: -1) + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @param layer - 混合图层,图层高的动画状态会优先获取混合权重,当混合权重分配总和超过 1.0 时,剩余的动画状态将不能再获得权重分配。 (默认: 0) + * @param group - 混合组名称,该属性通常用来指定多个动画状态混合时的相互替换关系。 (默认: null) + * @param fadeOutMode - 淡出模式,该属性通常用来指定多个动画状态混合时的相互替换模式。 (默认: AnimationFadeOutMode.SameLayerAndGroup) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + fadeIn(animationName: string, fadeInTime?: number, playTimes?: number, layer?: number, group?: string | null, fadeOutMode?: AnimationFadeOutMode): AnimationState | null; + /** + * - Play a specific animation from the specific time. + * @param animationName - The name of animation data. + * @param time - The start time point of playing. (In seconds) + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定时间开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param time - 播放开始的时间。 (以秒为单位) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByTime(animationName: string, time?: number, playTimes?: number): AnimationState | null; + /** + * - Play a specific animation from the specific frame. + * @param animationName - The name of animation data. + * @param frame - The start frame of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定帧开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param frame - 播放开始的帧数。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByFrame(animationName: string, frame?: number, playTimes?: number): AnimationState | null; + /** + * - Play a specific animation from the specific progress. + * @param animationName - The name of animation data. + * @param progress - The start progress value of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定进度开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param progress - 开始播放的进度。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByProgress(animationName: string, progress?: number, playTimes?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific time. + * @param animationName - The name of animation data. + * @param time - The stop time. (In seconds) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定时间停止指定动画播放 + * @param animationName - 动画数据名称。 + * @param time - 停止的时间。 (以秒为单位) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByTime(animationName: string, time?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific frame. + * @param animationName - The name of animation data. + * @param frame - The stop frame. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定帧停止指定动画的播放 + * @param animationName - 动画数据名称。 + * @param frame - 停止的帧数。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByFrame(animationName: string, frame?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific progress. + * @param animationName - The name of animation data. + * @param progress - The stop progress value. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定的进度停止指定的动画播放。 + * @param animationName - 动画数据名称。 + * @param progress - 停止进度。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByProgress(animationName: string, progress?: number): AnimationState | null; + /** + * - Get a specific animation state. + * @param animationName - The name of animation state. + * @param layer - The layer of find animation states. [-1: Find all layers, [0~N]: Specified layer] (default: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取指定的动画状态。 + * @param animationName - 动画状态名称。 + * @param layer - 查找动画状态的层级。 [-1: 查找所有层级, [0~N]: 指定层级] (默认: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + getState(animationName: string, layer?: number): AnimationState | null; + /** + * - Check whether a specific animation data is included. + * @param animationName - The name of animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含指定的动画数据 + * @param animationName - 动画数据名称。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + hasAnimation(animationName: string): boolean; + /** + * - Get all the animation states. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取所有的动画状态 + * @version DragonBones 5.1 + * @language zh_CN + */ + getStates(): ReadonlyArray; + /** + * - Check whether there is an animation state is playing + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否有动画状态正在播放 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isPlaying: boolean; + /** + * - Check whether all the animation states' playing were finished. + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否所有的动画状态均已播放完毕。 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isCompleted: boolean; + /** + * - The name of the last playing animation state. + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态名称 + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly lastAnimationName: string; + /** + * - The name of all animation data + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有动画数据的名称 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly animationNames: ReadonlyArray; + /** + * - All animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有的动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + animations: Map; + /** + * - An AnimationConfig instance that can be used quickly. + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 一个可以快速使用的动画配置实例。 + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly animationConfig: AnimationConfig; + /** + * - The last playing animation state + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly lastAnimationState: AnimationState | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation state is generated when the animation data is played. + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画状态由播放动画数据时产生。 + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + class AnimationState extends BaseObject { + static toString(): string; + /** + * @private + */ + actionEnabled: boolean; + /** + * @private + */ + additive: boolean; + /** + * - Whether the animation state has control over the display object properties of the slots. + * Sometimes blend a animation state does not want it to control the display object properties of the slots, + * especially if other animation state are controlling the display object properties of the slots. + * @default true + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态是否对插槽的显示对象属性有控制权。 + * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, + * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 + * @default true + * @version DragonBones 5.0 + * @language zh_CN + */ + displayControl: boolean; + /** + * - Whether to reset the objects without animation to the armature pose when the animation state is start to play. + * This property should usually be set to false when blend multiple animation states. + * @default true + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 + * 通常在混合多个动画状态时应该将该属性设置为 false。 + * @default true + * @version DragonBones 5.1 + * @language zh_CN + */ + resetToPose: boolean; + /** + * @private + */ + blendType: AnimationBlendType; + /** + * - The play times. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The blend layer. + * High layer animation state will get the blend weight first. + * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合图层。 + * 图层高的动画状态会优先获取混合权重。 + * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + layer: number; + /** + * - The play speed. + * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}. + * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度。 + * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 + * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * @private + */ + parameterX: number; + /** + * @private + */ + parameterY: number; + /** + * @private + */ + positionX: number; + /** + * @private + */ + positionY: number; + /** + * - The auto fade out time when the animation state play completed. + * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态播放完成后的自动淡出时间。 + * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + autoFadeOutTime: number; + /** + * @private + */ + fadeTotalTime: number; + /** + * - The name of the animation state. (Can be different from the name of the animation data) + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态名称。 (可以不同于动画数据) + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + name: string; + /** + * - The blend group name of the animation state. + * This property is typically used to specify the substitution of multiple animation states blend. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合组名称。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + group: string; + private _timelineDirty; + private _weight; + private _fadeTime; + private _time; + private readonly _boneMask; + private readonly _boneTimelines; + private readonly _boneBlendTimelines; + private readonly _slotTimelines; + private readonly _slotBlendTimelines; + private readonly _constraintTimelines; + private readonly _animationTimelines; + private readonly _poseTimelines; + private _animationData; + private _armature; + private _zOrderTimeline; + private _activeChildA; + private _activeChildB; + protected _onClear(): void; + private _updateTimelines; + private _updateBoneAndSlotTimelines; + private _advanceFadeTime; + /** + * - Continue play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 继续播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + play(): void; + /** + * - Stop play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + stop(): void; + /** + * - Fade out the animation state. + * @param fadeOutTime - The fade out time. (In seconds) + * @param pausePlayhead - Whether to pause the animation playing when fade out. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 淡出动画状态。 + * @param fadeOutTime - 淡出时间。 (以秒为单位) + * @param pausePlayhead - 淡出时是否暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + fadeOut(fadeOutTime: number, pausePlayhead?: boolean): void; + /** + * - Check if a specific bone mask is included. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + containsBoneMask(boneName: string): boolean; + /** + * - Add a specific bone mask. + * @param boneName - The bone name. + * @param recursive - Whether or not to add a mask to the bone's sub-bone. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加特定的骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否为该骨骼的子骨骼添加遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + addBoneMask(boneName: string, recursive?: boolean): void; + /** + * - Remove the mask of a specific bone. + * @param boneName - The bone name. + * @param recursive - Whether to remove the bone's sub-bone mask. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除特定骨骼的遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否删除该骨骼的子骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + removeBoneMask(boneName: string, recursive?: boolean): void; + /** + * - Remove all bone masks. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除所有骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + removeAllBoneMask(): void; + /** + * @private + */ + addState(animationState: AnimationState, timelineDatas?: TimelineData[] | null): void; + /** + * - Whether the animation state is fading in. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡入。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeIn: boolean; + /** + * - Whether the animation state is fading out. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡出。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeOut: boolean; + /** + * - Whether the animation state is fade completed. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否淡入或淡出完毕。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeComplete: boolean; + /** + * - Whether the animation state is playing. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否正在播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isPlaying: boolean; + /** + * - Whether the animation state is play completed. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否播放完毕。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isCompleted: boolean; + /** + * - The times has been played. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 已经循环播放的次数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly currentPlayTimes: number; + /** + * - The total time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 总播放时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly totalTime: number; + /** + * - The time is currently playing. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前播放的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + currentTime: number; + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + /** + * - The animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + weight: number; + /** + * - 动画数据。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animationData: AnimationData; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The properties of the object carry basic information about an event, + * which are passed as parameter or parameter's parameter to event listeners when an event occurs. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。 + * @version DragonBones 4.5 + * @language zh_CN + */ + class EventObject extends BaseObject { + /** + * - Animation start play. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画开始播放。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly START: string; + /** + * - Animation loop play complete once. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画循环播放完成一次。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly LOOP_COMPLETE: string; + /** + * - Animation play complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画播放完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly COMPLETE: string; + /** + * - Animation fade in start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_IN: string; + /** + * - Animation fade in complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_IN_COMPLETE: string; + /** + * - Animation fade out start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_OUT: string; + /** + * - Animation fade out complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_OUT_COMPLETE: string; + /** + * - Animation frame event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FRAME_EVENT: string; + /** + * - Animation frame sound event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧声音事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly SOUND_EVENT: string; + static toString(): string; + /** + * - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 如果是帧事件,此值用来描述该事件在动画时间轴中所处的时间。(以秒为单位) + * @version DragonBones 4.5 + * @language zh_CN + */ + time: number; + /** + * - The event type。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件类型。 + * @version DragonBones 4.5 + * @language zh_CN + */ + type: EventStringType; + /** + * - The event name. (The frame event name or the frame sound name) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件名称。 (帧事件的名称或帧声音的名称) + * @version DragonBones 4.5 + * @language zh_CN + */ + name: string; + /** + * - The armature that dispatch the event. + * @see dragonBones.Armature + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的骨架。 + * @see dragonBones.Armature + * @version DragonBones 4.5 + * @language zh_CN + */ + armature: Armature; + /** + * - The bone that dispatch the event. + * @see dragonBones.Bone + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 4.5 + * @language zh_CN + */ + bone: Bone | null; + /** + * - The slot that dispatch the event. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + slot: Slot | null; + /** + * - The animation state that dispatch the event. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + animationState: AnimationState; + /** + * @private + */ + actionData: ActionData | null; + /** + * @private + */ + /** + * - The custom data. + * @see dragonBones.CustomData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义数据。 + * @see dragonBones.CustomData + * @version DragonBones 5.0 + * @language zh_CN + */ + data: UserData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + type EventStringType = string | "start" | "loopComplete" | "complete" | "fadeIn" | "fadeInComplete" | "fadeOut" | "fadeOutComplete" | "frameEvent" | "soundEvent"; + /** + * - The event dispatcher interface. + * Dragonbones event dispatch usually relies on docking engine to implement, which defines the event method to be implemented when docking the engine. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件派发接口。 + * DragonBones 的事件派发通常依赖于对接的引擎来实现,该接口定义了对接引擎时需要实现的事件方法。 + * @version DragonBones 4.5 + * @language zh_CN + */ + interface IEventDispatcher { + /** + * - Checks whether the object has any listeners registered for a specific type of event。 + * @param type - Event type. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 检查是否为特定的事件类型注册了任何侦听器。 + * @param type - 事件类型。 + * @version DragonBones 4.5 + * @language zh_CN + */ + hasDBEventListener(type: EventStringType): boolean; + /** + * - Dispatches an event into the event flow. + * @param type - Event type. + * @param eventObject - Event object. + * @see dragonBones.EventObject + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分派特定的事件到事件流中。 + * @param type - 事件类型。 + * @param eventObject - 事件数据。 + * @see dragonBones.EventObject + * @version DragonBones 4.5 + * @language zh_CN + */ + dispatchDBEvent(type: EventStringType, eventObject: EventObject): void; + /** + * - Add an event listener object so that the listener receives notification of an event. + * @param type - Event type. + * @param listener - Event listener. + * @param thisObject - The listener function's "this". + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 添加特定事件类型的事件侦听器,以使侦听器能够接收事件通知。 + * @param type - 事件类型。 + * @param listener - 事件侦听器。 + * @param thisObject - 侦听函数绑定的 this 对象。 + * @version DragonBones 4.5 + * @language zh_CN + */ + addDBEventListener(type: EventStringType, listener: Function, thisObject: any): void; + /** + * - Removes a listener from the object. + * @param type - Event type. + * @param listener - Event listener. + * @param thisObject - The listener function's "this". + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 删除特定事件类型的侦听器。 + * @param type - 事件类型。 + * @param listener - 事件侦听器。 + * @param thisObject - 侦听函数绑定的 this 对象。 + * @version DragonBones 4.5 + * @language zh_CN + */ + removeDBEventListener(type: EventStringType, listener: Function, thisObject: any): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + abstract class DataParser { + protected static readonly DATA_VERSION_2_3: string; + protected static readonly DATA_VERSION_3_0: string; + protected static readonly DATA_VERSION_4_0: string; + protected static readonly DATA_VERSION_4_5: string; + protected static readonly DATA_VERSION_5_0: string; + protected static readonly DATA_VERSION_5_5: string; + protected static readonly DATA_VERSION_5_6: string; + protected static readonly DATA_VERSION: string; + protected static readonly DATA_VERSIONS: Array; + protected static readonly TEXTURE_ATLAS: string; + protected static readonly SUB_TEXTURE: string; + protected static readonly FORMAT: string; + protected static readonly IMAGE_PATH: string; + protected static readonly WIDTH: string; + protected static readonly HEIGHT: string; + protected static readonly ROTATED: string; + protected static readonly FRAME_X: string; + protected static readonly FRAME_Y: string; + protected static readonly FRAME_WIDTH: string; + protected static readonly FRAME_HEIGHT: string; + protected static readonly DRADON_BONES: string; + protected static readonly USER_DATA: string; + protected static readonly ARMATURE: string; + protected static readonly CANVAS: string; + protected static readonly BONE: string; + protected static readonly SURFACE: string; + protected static readonly SLOT: string; + protected static readonly CONSTRAINT: string; + protected static readonly SKIN: string; + protected static readonly DISPLAY: string; + protected static readonly FRAME: string; + protected static readonly IK: string; + protected static readonly PATH_CONSTRAINT: string; + protected static readonly ANIMATION: string; + protected static readonly TIMELINE: string; + protected static readonly FFD: string; + protected static readonly TRANSLATE_FRAME: string; + protected static readonly ROTATE_FRAME: string; + protected static readonly SCALE_FRAME: string; + protected static readonly DISPLAY_FRAME: string; + protected static readonly COLOR_FRAME: string; + protected static readonly DEFAULT_ACTIONS: string; + protected static readonly ACTIONS: string; + protected static readonly EVENTS: string; + protected static readonly INTS: string; + protected static readonly FLOATS: string; + protected static readonly STRINGS: string; + protected static readonly TRANSFORM: string; + protected static readonly PIVOT: string; + protected static readonly AABB: string; + protected static readonly COLOR: string; + protected static readonly VERSION: string; + protected static readonly COMPATIBLE_VERSION: string; + protected static readonly FRAME_RATE: string; + protected static readonly TYPE: string; + protected static readonly SUB_TYPE: string; + protected static readonly NAME: string; + protected static readonly PARENT: string; + protected static readonly TARGET: string; + protected static readonly STAGE: string; + protected static readonly SHARE: string; + protected static readonly PATH: string; + protected static readonly LENGTH: string; + protected static readonly DISPLAY_INDEX: string; + protected static readonly Z_ORDER: string; + protected static readonly Z_INDEX: string; + protected static readonly BLEND_MODE: string; + protected static readonly INHERIT_TRANSLATION: string; + protected static readonly INHERIT_ROTATION: string; + protected static readonly INHERIT_SCALE: string; + protected static readonly INHERIT_REFLECTION: string; + protected static readonly INHERIT_ANIMATION: string; + protected static readonly INHERIT_DEFORM: string; + protected static readonly SEGMENT_X: string; + protected static readonly SEGMENT_Y: string; + protected static readonly BEND_POSITIVE: string; + protected static readonly CHAIN: string; + protected static readonly WEIGHT: string; + protected static readonly BLEND_TYPE: string; + protected static readonly FADE_IN_TIME: string; + protected static readonly PLAY_TIMES: string; + protected static readonly SCALE: string; + protected static readonly OFFSET: string; + protected static readonly POSITION: string; + protected static readonly DURATION: string; + protected static readonly TWEEN_EASING: string; + protected static readonly TWEEN_ROTATE: string; + protected static readonly TWEEN_SCALE: string; + protected static readonly CLOCK_WISE: string; + protected static readonly CURVE: string; + protected static readonly SOUND: string; + protected static readonly EVENT: string; + protected static readonly ACTION: string; + protected static readonly X: string; + protected static readonly Y: string; + protected static readonly SKEW_X: string; + protected static readonly SKEW_Y: string; + protected static readonly SCALE_X: string; + protected static readonly SCALE_Y: string; + protected static readonly VALUE: string; + protected static readonly ROTATE: string; + protected static readonly SKEW: string; + protected static readonly ALPHA: string; + protected static readonly ALPHA_OFFSET: string; + protected static readonly RED_OFFSET: string; + protected static readonly GREEN_OFFSET: string; + protected static readonly BLUE_OFFSET: string; + protected static readonly ALPHA_MULTIPLIER: string; + protected static readonly RED_MULTIPLIER: string; + protected static readonly GREEN_MULTIPLIER: string; + protected static readonly BLUE_MULTIPLIER: string; + protected static readonly UVS: string; + protected static readonly VERTICES: string; + protected static readonly TRIANGLES: string; + protected static readonly WEIGHTS: string; + protected static readonly SLOT_POSE: string; + protected static readonly BONE_POSE: string; + protected static readonly BONES: string; + protected static readonly POSITION_MODE: string; + protected static readonly SPACING_MODE: string; + protected static readonly ROTATE_MODE: string; + protected static readonly SPACING: string; + protected static readonly ROTATE_OFFSET: string; + protected static readonly ROTATE_MIX: string; + protected static readonly TRANSLATE_MIX: string; + protected static readonly TARGET_DISPLAY: string; + protected static readonly CLOSED: string; + protected static readonly CONSTANT_SPEED: string; + protected static readonly VERTEX_COUNT: string; + protected static readonly LENGTHS: string; + protected static readonly GOTO_AND_PLAY: string; + protected static readonly DEFAULT_NAME: string; + protected static _getArmatureType(value: string): ArmatureType; + protected static _getBoneType(value: string): BoneType; + protected static _getPositionMode(value: string): PositionMode; + protected static _getSpacingMode(value: string): SpacingMode; + protected static _getRotateMode(value: string): RotateMode; + protected static _getDisplayType(value: string): DisplayType; + protected static _getBoundingBoxType(value: string): BoundingBoxType; + protected static _getBlendMode(value: string): BlendMode; + protected static _getAnimationBlendType(value: string): AnimationBlendType; + protected static _getActionType(value: string): ActionType; + abstract parseDragonBonesData(rawData: any, scale: number): DragonBonesData | null; + abstract parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale: number): boolean; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + const enum FrameValueType { + Step = 0, + Int = 1, + Float = 2 + } + /** + * @private + */ + class ObjectDataParser extends DataParser { + protected static _getBoolean(rawData: any, key: string, defaultValue: boolean): boolean; + protected static _getNumber(rawData: any, key: string, defaultValue: number): number; + protected static _getString(rawData: any, key: string, defaultValue: string): string; + protected _rawTextureAtlasIndex: number; + protected readonly _rawBones: Array; + protected _data: DragonBonesData; + protected _armature: ArmatureData; + protected _bone: BoneData; + protected _geometry: GeometryData; + protected _slot: SlotData; + protected _skin: SkinData; + protected _mesh: MeshDisplayData; + protected _animation: AnimationData; + protected _timeline: TimelineData; + protected _rawTextureAtlases: Array | null; + private _frameValueType; + private _defaultColorOffset; + private _prevClockwise; + private _prevRotation; + private _frameDefaultValue; + private _frameValueScale; + private readonly _helpMatrixA; + private readonly _helpMatrixB; + private readonly _helpTransform; + private readonly _helpColorTransform; + private readonly _helpPoint; + private readonly _helpArray; + private readonly _intArray; + private readonly _floatArray; + private readonly _frameIntArray; + private readonly _frameFloatArray; + private readonly _frameArray; + private readonly _timelineArray; + private readonly _colorArray; + private readonly _cacheRawMeshes; + private readonly _cacheMeshes; + private readonly _actionFrames; + private readonly _weightSlotPose; + private readonly _weightBonePoses; + private readonly _cacheBones; + private readonly _slotChildActions; + private _getCurvePoint; + private _samplingEasingCurve; + private _parseActionDataInFrame; + private _mergeActionFrame; + protected _parseArmature(rawData: any, scale: number): ArmatureData; + protected _parseBone(rawData: any): BoneData; + protected _parseIKConstraint(rawData: any): ConstraintData | null; + protected _parsePathConstraint(rawData: any): ConstraintData | null; + protected _parseSlot(rawData: any, zOrder: number): SlotData; + protected _parseSkin(rawData: any): SkinData; + protected _parseDisplay(rawData: any): DisplayData | null; + protected _parsePath(rawData: any, display: PathDisplayData): void; + protected _parsePivot(rawData: any, display: ImageDisplayData): void; + protected _parseMesh(rawData: any, mesh: MeshDisplayData): void; + protected _parseBoundingBox(rawData: any): BoundingBoxData | null; + protected _parsePolygonBoundingBox(rawData: any): PolygonBoundingBoxData; + protected _parseAnimation(rawData: any): AnimationData; + protected _parseTimeline(rawData: any, rawFrames: Array | null, framesKey: string, timelineType: TimelineType, frameValueType: FrameValueType, frameValueCount: number, frameParser: (rawData: any, frameStart: number, frameCount: number) => number, timeline?: TimelineData | null): TimelineData | null; + protected _parseBoneTimeline(rawData: any): void; + protected _parseSlotTimeline(rawData: any): void; + protected _parseFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseTweenFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSingleValueFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseDoubleValueFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseActionFrame(frame: ActionFrame, frameStart: number, frameCount: number): number; + protected _parseZOrderFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneAllFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneTranslateFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneRotateFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneScaleFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotDisplayFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotColorFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotDeformFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseIKConstraintFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseActionData(rawData: any, type: ActionType, bone: BoneData | null, slot: SlotData | null): Array; + protected _parseDeformFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseTransform(rawData: any, transform: Transform, scale: number): void; + protected _parseColorTransform(rawData: any, color: ColorTransform): void; + protected _parseGeometry(rawData: any, geometry: GeometryData): void; + protected _parseArray(rawData: any): void; + protected _modifyArray(): void; + parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null; + parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale?: number): boolean; + private static _objectDataParserInstance; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + static getInstance(): ObjectDataParser; + } + /** + * @private + */ + class ActionFrame { + frameStart: number; + readonly actions: Array; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class BinaryDataParser extends ObjectDataParser { + private _binaryOffset; + private _binary; + private _intArrayBuffer; + private _frameArrayBuffer; + private _timelineArrayBuffer; + private _inRange; + private _decodeUTF8; + private _parseBinaryTimeline; + protected _parseAnimation(rawData: any): AnimationData; + protected _parseGeometry(rawData: any, geometry: GeometryData): void; + protected _parseArray(rawData: any): void; + parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null; + private static _binaryDataParserInstance; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + static getInstance(): BinaryDataParser; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Base class for the factory that create the armatures. (Typically only one global factory instance is required) + * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. + * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) + * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 + * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class BaseFactory { + protected static _objectParser: ObjectDataParser; + protected static _binaryParser: BinaryDataParser; + /** + * @private + */ + autoSearch: boolean; + protected readonly _dragonBonesDataMap: Map; + protected readonly _textureAtlasDataMap: Map>; + protected _dragonBones: DragonBones; + protected _dataParser: DataParser; + /** + * - Create a factory instance. (typically only one global factory instance is required) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个工厂实例。 (通常只需要一个全局工厂实例) + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(dataParser?: DataParser | null); + protected _isSupportMesh(): boolean; + protected _getTextureData(textureAtlasName: string, textureName: string): TextureData | null; + protected _fillBuildArmaturePackage(dataPackage: BuildArmaturePackage, dragonBonesName: string, armatureName: string, skinName: string, textureAtlasName: string): boolean; + protected _buildBones(dataPackage: BuildArmaturePackage, armature: Armature): void; + /** + * @private + */ + protected _buildSlots(dataPackage: BuildArmaturePackage, armature: Armature): void; + protected _buildConstraints(dataPackage: BuildArmaturePackage, armature: Armature): void; + protected _buildChildArmature(dataPackage: BuildArmaturePackage | null, _slot: Slot, displayData: ArmatureDisplayData): Armature | null; + protected _getSlotDisplay(dataPackage: BuildArmaturePackage | null, displayData: DisplayData, slot: Slot): any; + protected abstract _buildTextureAtlasData(textureAtlasData: TextureAtlasData | null, textureAtlas: any): TextureAtlasData; + protected abstract _buildArmature(dataPackage: BuildArmaturePackage): Armature; + protected abstract _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; + /** + * - Parse the raw data to a DragonBonesData instance and cache it to the factory. + * @param rawData - The raw data. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for all armatures. (Default: 1.0) + * @returns DragonBonesData instance + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 + * @param rawData - 原始数据。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0) + * @returns DragonBonesData 实例 + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language zh_CN + */ + parseDragonBonesData(rawData: any, name?: string | null, scale?: number): DragonBonesData | null; + /** + * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory. + * @param rawData - The raw texture atlas data. + * @param textureAtlas - The texture atlas object. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for the map set. (Default: 1.0) + * @returns TextureAtlasData instance + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 + * @param rawData - 原始贴图集数据。 + * @param textureAtlas - 贴图集对象。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为贴图集指定一个缩放值。 (默认: 1.0) + * @returns TextureAtlasData 实例 + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language zh_CN + */ + parseTextureAtlasData(rawData: any, textureAtlas: any, name?: string | null, scale?: number): TextureAtlasData; + /** + * - Update texture atlases. + * @param textureAtlases - The texture atlas objects. + * @param name - The texture atlas name. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 更新贴图集对象。 + * @param textureAtlases - 多个贴图集对象。 + * @param name - 贴图集名称。 + * @version DragonBones 5.7 + * @language zh_CN + */ + updateTextureAtlases(textureAtlases: Array, name: string): void; + /** + * - Get a specific DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @returns DragonBonesData instance + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 DragonBonesData 实例。 + * @param name - DragonBonesData 实例的缓存名称。 + * @returns DragonBonesData 实例 + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + getDragonBonesData(name: string): DragonBonesData | null; + /** + * - Cache a DragonBonesData instance to the factory. + * @param data - The DragonBonesData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 DragonBonesData 实例缓存到工厂中。 + * @param data - DragonBonesData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + addDragonBonesData(data: DragonBonesData, name?: string | null): void; + /** + * - Remove a DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @param disposeData - Whether to dispose data. (Default: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 DragonBonesData 实例。 + * @param name - DragonBonesData 实例缓存名称。 + * @param disposeData - 是否释放数据。 (默认: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + removeDragonBonesData(name: string, disposeData?: boolean): void; + /** + * - Get a list of specific TextureAtlasData instances. + * @param name - The TextureAtlasData cahce name. + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 TextureAtlasData 实例列表。 + * @param name - TextureAtlasData 实例缓存名称。 + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + getTextureAtlasData(name: string): Array | null; + /** + * - Cache a TextureAtlasData instance to the factory. + * @param data - The TextureAtlasData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 TextureAtlasData 实例缓存到工厂中。 + * @param data - TextureAtlasData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + addTextureAtlasData(data: TextureAtlasData, name?: string | null): void; + /** + * - Remove a TextureAtlasData instance. + * @param name - The TextureAtlasData instance cache name. + * @param disposeData - Whether to dispose data. + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 TextureAtlasData 实例。 + * @param name - TextureAtlasData 实例的缓存名称。 + * @param disposeData - 是否释放数据。 + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + removeTextureAtlasData(name: string, disposeData?: boolean): void; + /** + * - Get a specific armature data. + * @param name - The armature data name. + * @param dragonBonesName - The cached name for DragonbonesData instance. + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param name - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language zh_CN + */ + getArmatureData(name: string, dragonBonesName?: string): ArmatureData | null; + /** + * - Clear all cached DragonBonesData instances and TextureAtlasData instances. + * @param disposeData - Whether to dispose data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 + * @param disposeData - 是否释放数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + clear(disposeData?: boolean): void; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances. + * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature. + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 + * 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据) + * @returns 骨架。 + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + buildArmature(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): Armature | null; + /** + * @private + */ + replaceDisplay(slot: Slot, displayData: DisplayData | null, displayIndex?: number): void; + /** + * - Replaces the current display data for a particular slot with a specific display data. + * Specify display data with "dragonBonesName/armatureName/slotName/displayName". + * @param dragonBonesName - The DragonBonesData instance cache name. + * @param armatureName - The armature data name. + * @param slotName - The slot data name. + * @param displayName - The display data name. + * @param slot - The slot. + * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。 + * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @param armatureName - 骨架数据名称。 + * @param slotName - 插槽数据名称。 + * @param displayName - 显示对象数据名称。 + * @param slot - 插槽。 + * @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + replaceSlotDisplay(dragonBonesName: string, armatureName: string, slotName: string, displayName: string, slot: Slot, displayIndex?: number): boolean; + /** + * @private + */ + replaceSlotDisplayList(dragonBonesName: string | null, armatureName: string, slotName: string, slot: Slot): boolean; + /** + * - Share specific skin data with specific armature. + * @param armature - The armature. + * @param skin - The skin data. + * @param isOverride - Whether it completely override the original skin. (Default: false) + * @param exclude - A list of slot names that do not need to be replace. + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 将特定的皮肤数据共享给特定的骨架使用。 + * @param armature - 骨架。 + * @param skin - 皮肤数据。 + * @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false) + * @param exclude - 不需要被替换的插槽名称列表。 + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language zh_CN + */ + replaceSkin(armature: Armature, skin: SkinData, isOverride?: boolean, exclude?: Array | null): boolean; + /** + * - Replaces the existing animation data for a specific armature with the animation data for the specific armature data. + * This enables you to make a armature template so that other armature without animations can share it's animations. + * @param armature - The armtaure. + * @param armatureData - The armature data. + * @param isOverride - Whether to completely overwrite the original animation. (Default: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 + * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 + * @param armature - 骨架。 + * @param armatureData - 骨架数据。 + * @param isOverride - 是否完全覆盖原来的动画。(默认: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language zh_CN + */ + replaceAnimation(armature: Armature, armatureData: ArmatureData, isOverride?: boolean): boolean; + /** + * @private + */ + getAllDragonBonesData(): Map; + /** + * @private + */ + getAllTextureAtlasData(): Map>; + /** + * - An Worldclock instance updated by engine. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 由引擎驱动的 WorldClock 实例。 + * @version DragonBones 5.7 + * @language zh_CN + */ + readonly clock: WorldClock; + /** + * @private + */ + readonly dragonBones: DragonBones; + } + /** + * @private + */ + class BuildArmaturePackage { + dataName: string; + textureAtlasName: string; + data: DragonBonesData; + armature: ArmatureData; + skin: SkinData | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Phaser texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class PhaserTextureAtlasData extends TextureAtlasData { + static toString(): string; + private _renderTexture; + protected _onClear(): void; + /** + * @inheritDoc + */ + createTexture(): TextureData; + /** + * - The Phaser texture. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 贴图。 + * @version DragonBones 3.0 + * @language zh_CN + */ + renderTexture: PIXI.BaseTexture | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @inheritDoc + */ + class PhaserArmatureDisplay extends Phaser.Sprite implements IArmatureProxy { + /** + * @private + */ + debugDraw: boolean; + private _debugDraw; + private _armature; + private readonly _signals; + private _debugDrawer; + /** + * @inheritDoc + */ + constructor(); + private _getChildByName; + /** + * @inheritDoc + */ + dbInit(armature: Armature): void; + /** + * @inheritDoc + */ + dbClear(): void; + /** + * @inheritDoc + */ + dbUpdate(): void; + /** + * @inheritDoc + */ + dispose(disposeProxy?: boolean): void; + /** + * @inheritDoc + */ + destroy(): void; + /** + * @private + */ + dispatchDBEvent(type: EventStringType, eventObject: EventObject): void; + /** + * @inheritDoc + */ + hasDBEventListener(type: EventStringType): boolean; + /** + * @inheritDoc + */ + addDBEventListener(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + /** + * @inheritDoc + */ + removeDBEventListener(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + /** + * @inheritDoc + */ + readonly armature: Armature; + /** + * @inheritDoc + */ + readonly animation: Animation; + /** + * @inheritDoc + */ + hasEvent(type: EventStringType): boolean; + /** + * @inheritDoc + */ + addEvent(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + /** + * @inheritDoc + */ + removeEvent(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Phaser slot. + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - Phaser 插槽。 + * @version DragonBones 5.6 + * @language zh_CN + */ + class PhaserSlot extends Slot { + static toString(): string; + private _textureScale; + private _renderDisplay; + protected _onClear(): void; + protected _initDisplay(value: any, isRetain: boolean): void; + protected _disposeDisplay(value: any, isRelease: boolean): void; + protected _onUpdateDisplay(): void; + protected _addDisplay(): void; + protected _replaceDisplay(value: any): void; + protected _removeDisplay(): void; + protected _updateZOrder(): void; + protected _updateBlendMode(): void; + protected _updateColor(): void; + protected _updateFrame(): void; + protected _updateMesh(): void; + protected _updateTransform(): void; + protected _identityTransform(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2017 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Phaser slot display. + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - Phaser 插槽。 + * @version DragonBones 5.6 + * @language zh_CN + */ + /** + * @inheritDoc + */ + class PhaserSlotDisplay extends Phaser.Image { + _renderIndex: number; + /** + * @inheritDoc + */ + updateTransform(parent: PIXI.DisplayObjectContainer): this; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Phaser factory. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 工厂。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class PhaserFactory extends BaseFactory { + private static _dragonBonesInstance; + private static _factory; + static init(game: Phaser.Game): void; + /** + * - A global factory instance that can be used directly. + * @version DragonBones 4.7 + * @language en_US + */ + /** + * - 一个可以直接使用的全局工厂实例。 + * @version DragonBones 4.7 + * @language zh_CN + */ + static readonly factory: PhaserFactory; + /** + * @inheritDoc + */ + constructor(dataParser?: DataParser | null); + protected _isSupportMesh(): boolean; + protected _buildTextureAtlasData(textureAtlasData: PhaserTextureAtlasData | null, textureAtlas: PIXI.BaseTexture | null): PhaserTextureAtlasData; + protected _buildArmature(dataPackage: BuildArmaturePackage): Armature; + protected _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. + * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature display container. + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 + * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) + * @returns 骨架的显示容器。 + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language zh_CN + */ + buildArmatureDisplay(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): PhaserArmatureDisplay | null; + /** + * - Create the display object with the specified texture. + * @param textureName The texture data name. + * @param textureAtlasName The texture atlas data name. (Of not set, all texture atlas data will be searched) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建带有指定贴图的显示对象。 + * @param textureName 贴图数据名称。 + * @param textureAtlasName 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) + * @version DragonBones 3.0 + * @language zh_CN + */ + getTextureDisplay(textureName: string, textureAtlasName?: string | null): Phaser.Sprite | null; + /** + * - A global sound event manager. + * Sound events can be listened to uniformly from the manager. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 全局声音事件管理器。 + * 声音事件可以从该管理器统一侦听。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly soundEventManager: PhaserArmatureDisplay; + } +} diff --git a/Phaser/Demos2.x/libs/dragonBones/dragonBones.js b/Phaser/Demos2.x/libs/dragonBones/dragonBones.js new file mode 100644 index 00000000..e29fcfd3 --- /dev/null +++ b/Phaser/Demos2.x/libs/dragonBones/dragonBones.js @@ -0,0 +1,16118 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DragonBones = /** @class */ (function () { + function DragonBones(eventManager) { + this._clock = new dragonBones.WorldClock(); + this._events = []; + this._objects = []; + this._eventManager = null; + this._eventManager = eventManager; + console.info("DragonBones: " + DragonBones.VERSION + "\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/"); + } + DragonBones.prototype.advanceTime = function (passedTime) { + if (this._objects.length > 0) { + for (var _i = 0, _a = this._objects; _i < _a.length; _i++) { + var object = _a[_i]; + object.returnToPool(); + } + this._objects.length = 0; + } + this._clock.advanceTime(passedTime); + if (this._events.length > 0) { + for (var i = 0; i < this._events.length; ++i) { + var eventObject = this._events[i]; + var armature = eventObject.armature; + if (armature._armatureData !== null) { // May be armature disposed before advanceTime. + armature.eventDispatcher.dispatchDBEvent(eventObject.type, eventObject); + if (eventObject.type === dragonBones.EventObject.SOUND_EVENT) { + this._eventManager.dispatchDBEvent(eventObject.type, eventObject); + } + } + this.bufferObject(eventObject); + } + this._events.length = 0; + } + }; + DragonBones.prototype.bufferEvent = function (value) { + if (this._events.indexOf(value) < 0) { + this._events.push(value); + } + }; + DragonBones.prototype.bufferObject = function (object) { + if (this._objects.indexOf(object) < 0) { + this._objects.push(object); + } + }; + Object.defineProperty(DragonBones.prototype, "clock", { + get: function () { + return this._clock; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(DragonBones.prototype, "eventManager", { + get: function () { + return this._eventManager; + }, + enumerable: true, + configurable: true + }); + DragonBones.VERSION = "5.7.000"; + DragonBones.yDown = true; + DragonBones.debug = false; + DragonBones.debugDraw = false; + return DragonBones; + }()); + dragonBones.DragonBones = DragonBones; +})(dragonBones || (dragonBones = {})); +// +if (!console.warn) { + console.warn = function () { }; +} +if (!console.assert) { + console.assert = function () { }; +} +// +if (!Date.now) { + Date.now = function now() { + return new Date().getTime(); + }; +} +// Weixin can not support typescript extends. +var __extends = function (t, e) { + function r() { + this.constructor = t; + } + for (var i in e) { + if (e.hasOwnProperty(i)) { + t[i] = e[i]; + } + } + r.prototype = e.prototype, t.prototype = new r(); +}; +// +if (typeof global === "undefined" && typeof window !== "undefined") { + var global = window; +} +if (typeof exports === "object" && typeof module === "object") { + module.exports = dragonBones; +} +else if (typeof define === "function" && define["amd"]) { + define(["dragonBones"], function () { return dragonBones; }); +} +else if (typeof exports === "object") { + exports = dragonBones; +} +else if (typeof global !== "undefined") { + global.dragonBones = dragonBones; +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The BaseObject is the base class for all objects in the DragonBones framework. + * All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 基础对象,通常 DragonBones 的对象都继承自该类。 + * 所有基础对象的实例都会缓存到对象池,以减少频繁申请内存或内存回收的性能消耗。 + * @version DragonBones 4.5 + * @language zh_CN + */ + var BaseObject = /** @class */ (function () { + function BaseObject() { + /** + * - A unique identification number assigned to the object. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分配给此实例的唯一标识号。 + * @version DragonBones 4.5 + * @language zh_CN + */ + this.hashCode = BaseObject._hashCode++; + this._isInPool = false; + } + BaseObject._returnObject = function (object) { + var classType = String(object.constructor); + var maxCount = classType in BaseObject._maxCountMap ? BaseObject._maxCountMap[classType] : BaseObject._defaultMaxCount; + var pool = BaseObject._poolsMap[classType] = BaseObject._poolsMap[classType] || []; + if (pool.length < maxCount) { + if (!object._isInPool) { + object._isInPool = true; + pool.push(object); + } + else { + console.warn("The object is already in the pool."); + } + } + else { + } + }; + BaseObject.toString = function () { + throw new Error(); + }; + /** + * - Set the maximum cache count of the specify object pool. + * @param objectConstructor - The specify class. (Set all object pools max cache count if not set) + * @param maxCount - Max count. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 设置特定对象池的最大缓存数量。 + * @param objectConstructor - 特定的类。 (不设置则设置所有对象池的最大缓存数量) + * @param maxCount - 最大缓存数量。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.setMaxCount = function (objectConstructor, maxCount) { + if (maxCount < 0 || maxCount !== maxCount) { // isNaN + maxCount = 0; + } + if (objectConstructor !== null) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > maxCount) { + pool.length = maxCount; + } + BaseObject._maxCountMap[classType] = maxCount; + } + else { + BaseObject._defaultMaxCount = maxCount; + for (var classType in BaseObject._poolsMap) { + var pool = BaseObject._poolsMap[classType]; + if (pool.length > maxCount) { + pool.length = maxCount; + } + if (classType in BaseObject._maxCountMap) { + BaseObject._maxCountMap[classType] = maxCount; + } + } + } + }; + /** + * - Clear the cached instances of a specify object pool. + * @param objectConstructor - Specify class. (Clear all cached instances if not set) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除特定对象池的缓存实例。 + * @param objectConstructor - 特定的类。 (不设置则清除所有缓存的实例) + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.clearPool = function (objectConstructor) { + if (objectConstructor === void 0) { objectConstructor = null; } + if (objectConstructor !== null) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > 0) { + pool.length = 0; + } + } + else { + for (var k in BaseObject._poolsMap) { + var pool = BaseObject._poolsMap[k]; + pool.length = 0; + } + } + }; + /** + * - Get an instance of the specify class from object pool. + * @param objectConstructor - The specify class. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从对象池中获取特定类的实例。 + * @param objectConstructor - 特定的类。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.borrowObject = function (objectConstructor) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > 0) { + var object_1 = pool.pop(); + object_1._isInPool = false; + return object_1; + } + var object = new objectConstructor(); + object._onClear(); + return object; + }; + /** + * - Clear the object and return it back to object pool。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除该实例的所有数据并将其返还对象池。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.prototype.returnToPool = function () { + this._onClear(); + BaseObject._returnObject(this); + }; + BaseObject._hashCode = 0; + BaseObject._defaultMaxCount = 3000; + BaseObject._maxCountMap = {}; + BaseObject._poolsMap = {}; + return BaseObject; + }()); + dragonBones.BaseObject = BaseObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - 2D Transform matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 转换矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Matrix = /** @class */ (function () { + /** + * @private + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1.0; } + if (b === void 0) { b = 0.0; } + if (c === void 0) { c = 0.0; } + if (d === void 0) { d = 1.0; } + if (tx === void 0) { tx = 0.0; } + if (ty === void 0) { ty = 0.0; } + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + } + Matrix.prototype.toString = function () { + return "[object dragonBones.Matrix] a:" + this.a + " b:" + this.b + " c:" + this.c + " d:" + this.d + " tx:" + this.tx + " ty:" + this.ty; + }; + /** + * @private + */ + Matrix.prototype.copyFrom = function (value) { + this.a = value.a; + this.b = value.b; + this.c = value.c; + this.d = value.d; + this.tx = value.tx; + this.ty = value.ty; + return this; + }; + /** + * @private + */ + Matrix.prototype.copyFromArray = function (value, offset) { + if (offset === void 0) { offset = 0; } + this.a = value[offset]; + this.b = value[offset + 1]; + this.c = value[offset + 2]; + this.d = value[offset + 3]; + this.tx = value[offset + 4]; + this.ty = value[offset + 5]; + return this; + }; + /** + * - Convert to unit matrix. + * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为单位矩阵。 + * 该矩阵具有以下属性:a=1、b=0、c=0、d=1、tx=0、ty=0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.identity = function () { + this.a = this.d = 1.0; + this.b = this.c = 0.0; + this.tx = this.ty = 0.0; + return this; + }; + /** + * - Multiplies the current matrix with another matrix. + * @param value - The matrix that needs to be multiplied. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将当前矩阵与另一个矩阵相乘。 + * @param value - 需要相乘的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.concat = function (value) { + var aA = this.a * value.a; + var bA = 0.0; + var cA = 0.0; + var dA = this.d * value.d; + var txA = this.tx * value.a + value.tx; + var tyA = this.ty * value.d + value.ty; + if (this.b !== 0.0 || this.c !== 0.0) { + aA += this.b * value.c; + bA += this.b * value.d; + cA += this.c * value.a; + dA += this.c * value.b; + } + if (value.b !== 0.0 || value.c !== 0.0) { + bA += this.a * value.b; + cA += this.d * value.c; + txA += this.ty * value.c; + tyA += this.tx * value.b; + } + this.a = aA; + this.b = bA; + this.c = cA; + this.d = dA; + this.tx = txA; + this.ty = tyA; + return this; + }; + /** + * - Convert to inverse matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为逆矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.invert = function () { + var aA = this.a; + var bA = this.b; + var cA = this.c; + var dA = this.d; + var txA = this.tx; + var tyA = this.ty; + if (bA === 0.0 && cA === 0.0) { + this.b = this.c = 0.0; + if (aA === 0.0 || dA === 0.0) { + this.a = this.b = this.tx = this.ty = 0.0; + } + else { + aA = this.a = 1.0 / aA; + dA = this.d = 1.0 / dA; + this.tx = -aA * txA; + this.ty = -dA * tyA; + } + return this; + } + var determinant = aA * dA - bA * cA; + if (determinant === 0.0) { + this.a = this.d = 1.0; + this.b = this.c = 0.0; + this.tx = this.ty = 0.0; + return this; + } + determinant = 1.0 / determinant; + var k = this.a = dA * determinant; + bA = this.b = -bA * determinant; + cA = this.c = -cA * determinant; + dA = this.d = aA * determinant; + this.tx = -(k * txA + cA * tyA); + this.ty = -(bA * txA + dA * tyA); + return this; + }; + /** + * - Apply a matrix transformation to a specific point. + * @param x - X coordinate. + * @param y - Y coordinate. + * @param result - The point after the transformation is applied. + * @param delta - Whether to ignore tx, ty's conversion to point. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将矩阵转换应用于特定点。 + * @param x - 横坐标。 + * @param y - 纵坐标。 + * @param result - 应用转换之后的点。 + * @param delta - 是否忽略 tx,ty 对点的转换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.transformPoint = function (x, y, result, delta) { + if (delta === void 0) { delta = false; } + result.x = this.a * x + this.c * y; + result.y = this.b * x + this.d * y; + if (!delta) { + result.x += this.tx; + result.y += this.ty; + } + }; + /** + * @private + */ + Matrix.prototype.transformRectangle = function (rectangle, delta) { + if (delta === void 0) { delta = false; } + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var tx = delta ? 0.0 : this.tx; + var ty = delta ? 0.0 : this.ty; + var x = rectangle.x; + var y = rectangle.y; + var xMax = x + rectangle.width; + var yMax = y + rectangle.height; + var x0 = a * x + c * y + tx; + var y0 = b * x + d * y + ty; + var x1 = a * xMax + c * y + tx; + var y1 = b * xMax + d * y + ty; + var x2 = a * xMax + c * yMax + tx; + var y2 = b * xMax + d * yMax + ty; + var x3 = a * x + c * yMax + tx; + var y3 = b * x + d * yMax + ty; + var tmp = 0.0; + if (x0 > x1) { + tmp = x0; + x0 = x1; + x1 = tmp; + } + if (x2 > x3) { + tmp = x2; + x2 = x3; + x3 = tmp; + } + rectangle.x = Math.floor(x0 < x2 ? x0 : x2); + rectangle.width = Math.ceil((x1 > x3 ? x1 : x3) - rectangle.x); + if (y0 > y1) { + tmp = y0; + y0 = y1; + y1 = tmp; + } + if (y2 > y3) { + tmp = y2; + y2 = y3; + y3 = tmp; + } + rectangle.y = Math.floor(y0 < y2 ? y0 : y2); + rectangle.height = Math.ceil((y1 > y3 ? y1 : y3) - rectangle.y); + }; + return Matrix; + }()); + dragonBones.Matrix = Matrix; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - 2D Transform. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 变换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Transform = /** @class */ (function () { + /** + * @private + */ + function Transform(x, y, skew, rotation, scaleX, scaleY) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + if (skew === void 0) { skew = 0.0; } + if (rotation === void 0) { rotation = 0.0; } + if (scaleX === void 0) { scaleX = 1.0; } + if (scaleY === void 0) { scaleY = 1.0; } + this.x = x; + this.y = y; + this.skew = skew; + this.rotation = rotation; + this.scaleX = scaleX; + this.scaleY = scaleY; + } + /** + * @private + */ + Transform.normalizeRadian = function (value) { + value = (value + Math.PI) % (Math.PI * 2.0); + value += value > 0.0 ? -Math.PI : Math.PI; + return value; + }; + Transform.prototype.toString = function () { + return "[object dragonBones.Transform] x:" + this.x + " y:" + this.y + " skewX:" + this.skew * 180.0 / Math.PI + " skewY:" + this.rotation * 180.0 / Math.PI + " scaleX:" + this.scaleX + " scaleY:" + this.scaleY; + }; + /** + * @private + */ + Transform.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + this.skew = value.skew; + this.rotation = value.rotation; + this.scaleX = value.scaleX; + this.scaleY = value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.identity = function () { + this.x = this.y = 0.0; + this.skew = this.rotation = 0.0; + this.scaleX = this.scaleY = 1.0; + return this; + }; + /** + * @private + */ + Transform.prototype.add = function (value) { + this.x += value.x; + this.y += value.y; + this.skew += value.skew; + this.rotation += value.rotation; + this.scaleX *= value.scaleX; + this.scaleY *= value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.minus = function (value) { + this.x -= value.x; + this.y -= value.y; + this.skew -= value.skew; + this.rotation -= value.rotation; + this.scaleX /= value.scaleX; + this.scaleY /= value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.fromMatrix = function (matrix) { + var backupScaleX = this.scaleX, backupScaleY = this.scaleY; + var PI_Q = Transform.PI_Q; + this.x = matrix.tx; + this.y = matrix.ty; + this.rotation = Math.atan(matrix.b / matrix.a); + var skewX = Math.atan(-matrix.c / matrix.d); + this.scaleX = (this.rotation > -PI_Q && this.rotation < PI_Q) ? matrix.a / Math.cos(this.rotation) : matrix.b / Math.sin(this.rotation); + this.scaleY = (skewX > -PI_Q && skewX < PI_Q) ? matrix.d / Math.cos(skewX) : -matrix.c / Math.sin(skewX); + if (backupScaleX >= 0.0 && this.scaleX < 0.0) { + this.scaleX = -this.scaleX; + this.rotation = this.rotation - Math.PI; + } + if (backupScaleY >= 0.0 && this.scaleY < 0.0) { + this.scaleY = -this.scaleY; + skewX = skewX - Math.PI; + } + this.skew = skewX - this.rotation; + return this; + }; + /** + * @private + */ + Transform.prototype.toMatrix = function (matrix) { + if (this.rotation === 0.0) { + matrix.a = 1.0; + matrix.b = 0.0; + } + else { + matrix.a = Math.cos(this.rotation); + matrix.b = Math.sin(this.rotation); + } + if (this.skew === 0.0) { + matrix.c = -matrix.b; + matrix.d = matrix.a; + } + else { + matrix.c = -Math.sin(this.skew + this.rotation); + matrix.d = Math.cos(this.skew + this.rotation); + } + if (this.scaleX !== 1.0) { + matrix.a *= this.scaleX; + matrix.b *= this.scaleX; + } + if (this.scaleY !== 1.0) { + matrix.c *= this.scaleY; + matrix.d *= this.scaleY; + } + matrix.tx = this.x; + matrix.ty = this.y; + return this; + }; + /** + * @private + */ + Transform.PI = Math.PI; + /** + * @private + */ + Transform.PI_D = Math.PI * 2.0; + /** + * @private + */ + Transform.PI_H = Math.PI / 2.0; + /** + * @private + */ + Transform.PI_Q = Math.PI / 4.0; + /** + * @private + */ + Transform.RAD_DEG = 180.0 / Math.PI; + /** + * @private + */ + Transform.DEG_RAD = Math.PI / 180.0; + return Transform; + }()); + dragonBones.Transform = Transform; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ColorTransform = /** @class */ (function () { + function ColorTransform(alphaMultiplier, redMultiplier, greenMultiplier, blueMultiplier, alphaOffset, redOffset, greenOffset, blueOffset) { + if (alphaMultiplier === void 0) { alphaMultiplier = 1.0; } + if (redMultiplier === void 0) { redMultiplier = 1.0; } + if (greenMultiplier === void 0) { greenMultiplier = 1.0; } + if (blueMultiplier === void 0) { blueMultiplier = 1.0; } + if (alphaOffset === void 0) { alphaOffset = 0; } + if (redOffset === void 0) { redOffset = 0; } + if (greenOffset === void 0) { greenOffset = 0; } + if (blueOffset === void 0) { blueOffset = 0; } + this.alphaMultiplier = alphaMultiplier; + this.redMultiplier = redMultiplier; + this.greenMultiplier = greenMultiplier; + this.blueMultiplier = blueMultiplier; + this.alphaOffset = alphaOffset; + this.redOffset = redOffset; + this.greenOffset = greenOffset; + this.blueOffset = blueOffset; + } + ColorTransform.prototype.copyFrom = function (value) { + this.alphaMultiplier = value.alphaMultiplier; + this.redMultiplier = value.redMultiplier; + this.greenMultiplier = value.greenMultiplier; + this.blueMultiplier = value.blueMultiplier; + this.alphaOffset = value.alphaOffset; + this.redOffset = value.redOffset; + this.greenOffset = value.greenOffset; + this.blueOffset = value.blueOffset; + }; + ColorTransform.prototype.identity = function () { + this.alphaMultiplier = this.redMultiplier = this.greenMultiplier = this.blueMultiplier = 1.0; + this.alphaOffset = this.redOffset = this.greenOffset = this.blueOffset = 0; + }; + return ColorTransform; + }()); + dragonBones.ColorTransform = ColorTransform; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Point object represents a location in a two-dimensional coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Point 对象表示二维坐标系统中的某个位置。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Point = /** @class */ (function () { + /** + * - Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @param x - The horizontal coordinate. + * @param y - The vertical coordinate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 egret.Point 对象.若不传入任何参数,将会创建一个位于(0,0)位置的点。 + * @param x - 该对象的x属性值,默认为 0.0。 + * @param y - 该对象的y属性值,默认为 0.0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + function Point(x, y) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + this.x = x; + this.y = y; + } + /** + * @private + */ + Point.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + }; + /** + * @private + */ + Point.prototype.clear = function () { + this.x = this.y = 0.0; + }; + return Point; + }()); + dragonBones.Point = Point; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its + * width and its height.
+ * The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of + * one property has no effect on the others. However, the right and bottom properties are integrally related to those + * four properties. For example, if you change the value of the right property, the value of the width property changes; + * if you change the bottom property, the value of the height property changes. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Rectangle 对象是按其位置(由它左上角的点 (x, y) 确定)以及宽度和高度定义的区域。
+ * Rectangle 类的 x、y、width 和 height 属性相互独立;更改一个属性的值不会影响其他属性。 + * 但是,right 和 bottom 属性与这四个属性是整体相关的。例如,如果更改 right 属性的值,则 width + * 属性的值将发生变化;如果更改 bottom 属性,则 height 属性的值将发生变化。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Rectangle = /** @class */ (function () { + /** + * @private + */ + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + if (width === void 0) { width = 0.0; } + if (height === void 0) { height = 0.0; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + } + /** + * @private + */ + Rectangle.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + this.width = value.width; + this.height = value.height; + }; + /** + * @private + */ + Rectangle.prototype.clear = function () { + this.x = this.y = 0.0; + this.width = this.height = 0.0; + }; + return Rectangle; + }()); + dragonBones.Rectangle = Rectangle; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The user custom data. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 用户自定义数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + var UserData = /** @class */ (function (_super) { + __extends(UserData, _super); + function UserData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - The custom int numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.ints = []; + /** + * - The custom float numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.floats = []; + /** + * - The custom strings. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.strings = []; + return _this; + } + UserData.toString = function () { + return "[class dragonBones.UserData]"; + }; + UserData.prototype._onClear = function () { + this.ints.length = 0; + this.floats.length = 0; + this.strings.length = 0; + }; + /** + * @internal + */ + UserData.prototype.addInt = function (value) { + this.ints.push(value); + }; + /** + * @internal + */ + UserData.prototype.addFloat = function (value) { + this.floats.push(value); + }; + /** + * @internal + */ + UserData.prototype.addString = function (value) { + this.strings.push(value); + }; + /** + * - Get the custom int number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getInt = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.ints.length ? this.ints[index] : 0; + }; + /** + * - Get the custom float number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getFloat = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.floats.length ? this.floats[index] : 0.0; + }; + /** + * - Get the custom string. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getString = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.strings.length ? this.strings[index] : ""; + }; + return UserData; + }(dragonBones.BaseObject)); + dragonBones.UserData = UserData; + /** + * @private + */ + var ActionData = /** @class */ (function (_super) { + __extends(ActionData, _super); + function ActionData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.data = null; // + return _this; + } + ActionData.toString = function () { + return "[class dragonBones.ActionData]"; + }; + ActionData.prototype._onClear = function () { + if (this.data !== null) { + this.data.returnToPool(); + } + this.type = 0 /* Play */; + this.name = ""; + this.bone = null; + this.slot = null; + this.data = null; + }; + return ActionData; + }(dragonBones.BaseObject)); + dragonBones.ActionData = ActionData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The DragonBones data. + * A DragonBones data contains multiple armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据。 + * 一个龙骨数据包含多个骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + var DragonBonesData = /** @class */ (function (_super) { + __extends(DragonBonesData, _super); + function DragonBonesData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @internal + */ + _this.frameIndices = []; + /** + * @internal + */ + _this.cachedFrames = []; + /** + * - All armature data names. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.armatureNames = []; + /** + * @private + */ + _this.armatures = {}; + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + DragonBonesData.toString = function () { + return "[class dragonBones.DragonBonesData]"; + }; + DragonBonesData.prototype._onClear = function () { + for (var k in this.armatures) { + this.armatures[k].returnToPool(); + delete this.armatures[k]; + } + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.autoSearch = false; + this.frameRate = 0; + this.version = ""; + this.name = ""; + this.stage = null; + this.frameIndices.length = 0; + this.cachedFrames.length = 0; + this.armatureNames.length = 0; + //this.armatures.clear(); + this.binary = null; // + this.intArray = null; // + this.floatArray = null; // + this.frameIntArray = null; // + this.frameFloatArray = null; // + this.frameArray = null; // + this.timelineArray = null; // + this.colorArray = null; // + this.userData = null; + }; + /** + * @internal + */ + DragonBonesData.prototype.addArmature = function (value) { + if (value.name in this.armatures) { + console.warn("Same armature: " + value.name); + return; + } + value.parent = this; + this.armatures[value.name] = value; + this.armatureNames.push(value.name); + }; + /** + * - Get a specific armature data. + * @param armatureName - The armature data name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param armatureName - 骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + DragonBonesData.prototype.getArmature = function (armatureName) { + return armatureName in this.armatures ? this.armatures[armatureName] : null; + }; + return DragonBonesData; + }(dragonBones.BaseObject)); + dragonBones.DragonBonesData = DragonBonesData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The armature data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var ArmatureData = /** @class */ (function (_super) { + __extends(ArmatureData, _super); + function ArmatureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.aabb = new dragonBones.Rectangle(); + /** + * - The names of all the animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的动画数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.animationNames = []; + /** + * @private + */ + _this.sortedBones = []; + /** + * @private + */ + _this.sortedSlots = []; + /** + * @private + */ + _this.defaultActions = []; + /** + * @private + */ + _this.actions = []; + /** + * @private + */ + _this.bones = {}; + /** + * @private + */ + _this.slots = {}; + /** + * @private + */ + _this.constraints = {}; + /** + * @private + */ + _this.skins = {}; + /** + * @private + */ + _this.animations = {}; + /** + * @private + */ + _this.canvas = null; // Initial value. + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + ArmatureData.toString = function () { + return "[class dragonBones.ArmatureData]"; + }; + ArmatureData.prototype._onClear = function () { + for (var _i = 0, _a = this.defaultActions; _i < _a.length; _i++) { + var action = _a[_i]; + action.returnToPool(); + } + for (var _b = 0, _c = this.actions; _b < _c.length; _b++) { + var action = _c[_b]; + action.returnToPool(); + } + for (var k in this.bones) { + this.bones[k].returnToPool(); + delete this.bones[k]; + } + for (var k in this.slots) { + this.slots[k].returnToPool(); + delete this.slots[k]; + } + for (var k in this.constraints) { + this.constraints[k].returnToPool(); + delete this.constraints[k]; + } + for (var k in this.skins) { + this.skins[k].returnToPool(); + delete this.skins[k]; + } + for (var k in this.animations) { + this.animations[k].returnToPool(); + delete this.animations[k]; + } + if (this.canvas !== null) { + this.canvas.returnToPool(); + } + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.type = 0 /* Armature */; + this.frameRate = 0; + this.cacheFrameRate = 0; + this.scale = 1.0; + this.name = ""; + this.aabb.clear(); + this.animationNames.length = 0; + this.sortedBones.length = 0; + this.sortedSlots.length = 0; + this.defaultActions.length = 0; + this.actions.length = 0; + // this.bones.clear(); + // this.slots.clear(); + // this.constraints.clear(); + // this.skins.clear(); + // this.animations.clear(); + this.defaultSkin = null; + this.defaultAnimation = null; + this.canvas = null; + this.userData = null; + this.parent = null; // + }; + /** + * @internal + */ + ArmatureData.prototype.sortBones = function () { + var total = this.sortedBones.length; + if (total <= 0) { + return; + } + var sortHelper = this.sortedBones.concat(); + var index = 0; + var count = 0; + this.sortedBones.length = 0; + while (count < total) { + var bone = sortHelper[index++]; + if (index >= total) { + index = 0; + } + if (this.sortedBones.indexOf(bone) >= 0) { + continue; + } + var flag = false; + for (var k in this.constraints) { // Wait constraint. + var constraint = this.constraints[k]; + if (constraint.root === bone && this.sortedBones.indexOf(constraint.target) < 0) { + flag = true; + break; + } + } + if (flag) { + continue; + } + if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { // Wait parent. + continue; + } + this.sortedBones.push(bone); + count++; + } + }; + /** + * @internal + */ + ArmatureData.prototype.cacheFrames = function (frameRate) { + if (this.cacheFrameRate > 0) { // TODO clear cache. + return; + } + this.cacheFrameRate = frameRate; + for (var k in this.animations) { + this.animations[k].cacheFrames(this.cacheFrameRate); + } + }; + /** + * @internal + */ + ArmatureData.prototype.setCacheFrame = function (globalTransformMatrix, transform) { + var dataArray = this.parent.cachedFrames; + var arrayOffset = dataArray.length; + dataArray.length += 10; + dataArray[arrayOffset] = globalTransformMatrix.a; + dataArray[arrayOffset + 1] = globalTransformMatrix.b; + dataArray[arrayOffset + 2] = globalTransformMatrix.c; + dataArray[arrayOffset + 3] = globalTransformMatrix.d; + dataArray[arrayOffset + 4] = globalTransformMatrix.tx; + dataArray[arrayOffset + 5] = globalTransformMatrix.ty; + dataArray[arrayOffset + 6] = transform.rotation; + dataArray[arrayOffset + 7] = transform.skew; + dataArray[arrayOffset + 8] = transform.scaleX; + dataArray[arrayOffset + 9] = transform.scaleY; + return arrayOffset; + }; + /** + * @internal + */ + ArmatureData.prototype.getCacheFrame = function (globalTransformMatrix, transform, arrayOffset) { + var dataArray = this.parent.cachedFrames; + globalTransformMatrix.a = dataArray[arrayOffset]; + globalTransformMatrix.b = dataArray[arrayOffset + 1]; + globalTransformMatrix.c = dataArray[arrayOffset + 2]; + globalTransformMatrix.d = dataArray[arrayOffset + 3]; + globalTransformMatrix.tx = dataArray[arrayOffset + 4]; + globalTransformMatrix.ty = dataArray[arrayOffset + 5]; + transform.rotation = dataArray[arrayOffset + 6]; + transform.skew = dataArray[arrayOffset + 7]; + transform.scaleX = dataArray[arrayOffset + 8]; + transform.scaleY = dataArray[arrayOffset + 9]; + transform.x = globalTransformMatrix.tx; + transform.y = globalTransformMatrix.ty; + }; + /** + * @internal + */ + ArmatureData.prototype.addBone = function (value) { + if (value.name in this.bones) { + console.warn("Same bone: " + value.name); + return; + } + this.bones[value.name] = value; + this.sortedBones.push(value); + }; + /** + * @internal + */ + ArmatureData.prototype.addSlot = function (value) { + if (value.name in this.slots) { + console.warn("Same slot: " + value.name); + return; + } + this.slots[value.name] = value; + this.sortedSlots.push(value); + }; + /** + * @internal + */ + ArmatureData.prototype.addConstraint = function (value) { + if (value.name in this.constraints) { + console.warn("Same constraint: " + value.name); + return; + } + this.constraints[value.name] = value; + }; + /** + * @internal + */ + ArmatureData.prototype.addSkin = function (value) { + if (value.name in this.skins) { + console.warn("Same skin: " + value.name); + return; + } + value.parent = this; + this.skins[value.name] = value; + if (this.defaultSkin === null) { + this.defaultSkin = value; + } + if (value.name === "default") { + this.defaultSkin = value; + } + }; + /** + * @internal + */ + ArmatureData.prototype.addAnimation = function (value) { + if (value.name in this.animations) { + console.warn("Same animation: " + value.name); + return; + } + value.parent = this; + this.animations[value.name] = value; + this.animationNames.push(value.name); + if (this.defaultAnimation === null) { + this.defaultAnimation = value; + } + }; + /** + * @internal + */ + ArmatureData.prototype.addAction = function (value, isDefault) { + if (isDefault) { + this.defaultActions.push(value); + } + else { + this.actions.push(value); + } + }; + /** + * - Get a specific done data. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼数据。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getBone = function (boneName) { + return boneName in this.bones ? this.bones[boneName] : null; + }; + /** + * - Get a specific slot data. + * @param slotName - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽数据。 + * @param slotName - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getSlot = function (slotName) { + return slotName in this.slots ? this.slots[slotName] : null; + }; + /** + * @private + */ + ArmatureData.prototype.getConstraint = function (constraintName) { + return constraintName in this.constraints ? this.constraints[constraintName] : null; + }; + /** + * - Get a specific skin data. + * @param skinName - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定皮肤数据。 + * @param skinName - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getSkin = function (skinName) { + return skinName in this.skins ? this.skins[skinName] : null; + }; + /** + * @private + */ + ArmatureData.prototype.getMesh = function (skinName, slotName, meshName) { + var skin = this.getSkin(skinName); + if (skin === null) { + return null; + } + return skin.getDisplay(slotName, meshName); + }; + /** + * - Get a specific animation data. + * @param animationName - The animation animationName. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的动画数据。 + * @param animationName - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getAnimation = function (animationName) { + return animationName in this.animations ? this.animations[animationName] : null; + }; + return ArmatureData; + }(dragonBones.BaseObject)); + dragonBones.ArmatureData = ArmatureData; + /** + * - The bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var BoneData = /** @class */ (function (_super) { + __extends(BoneData, _super); + function BoneData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.transform = new dragonBones.Transform(); + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + BoneData.toString = function () { + return "[class dragonBones.BoneData]"; + }; + BoneData.prototype._onClear = function () { + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.inheritTranslation = false; + this.inheritRotation = false; + this.inheritScale = false; + this.inheritReflection = false; + this.type = 0 /* Bone */; + this.length = 0.0; + this.alpha = 1.0; + this.name = ""; + this.transform.identity(); + this.userData = null; + this.parent = null; + }; + return BoneData; + }(dragonBones.BaseObject)); + dragonBones.BoneData = BoneData; + /** + * @internal + */ + var SurfaceData = /** @class */ (function (_super) { + __extends(SurfaceData, _super); + function SurfaceData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new dragonBones.GeometryData(); + return _this; + } + SurfaceData.toString = function () { + return "[class dragonBones.SurfaceData]"; + }; + SurfaceData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 1 /* Surface */; + this.segmentX = 0; + this.segmentY = 0; + this.geometry.clear(); + }; + return SurfaceData; + }(BoneData)); + dragonBones.SurfaceData = SurfaceData; + /** + * - The slot data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var SlotData = /** @class */ (function (_super) { + __extends(SlotData, _super); + function SlotData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.color = null; // Initial value. + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + /** + * @internal + */ + SlotData.createColor = function () { + return new dragonBones.ColorTransform(); + }; + SlotData.toString = function () { + return "[class dragonBones.SlotData]"; + }; + SlotData.prototype._onClear = function () { + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.blendMode = 0 /* Normal */; + this.displayIndex = 0; + this.zOrder = 0; + this.zIndex = 0; + this.alpha = 1.0; + this.name = ""; + this.color = null; // + this.userData = null; + this.parent = null; // + }; + /** + * @internal + */ + SlotData.DEFAULT_COLOR = new dragonBones.ColorTransform(); + return SlotData; + }(dragonBones.BaseObject)); + dragonBones.SlotData = SlotData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var CanvasData = /** @class */ (function (_super) { + __extends(CanvasData, _super); + function CanvasData() { + return _super !== null && _super.apply(this, arguments) || this; + } + CanvasData.toString = function () { + return "[class dragonBones.CanvasData]"; + }; + CanvasData.prototype._onClear = function () { + this.hasBackground = false; + this.color = 0x000000; + this.x = 0; + this.y = 0; + this.width = 0; + this.height = 0; + }; + return CanvasData; + }(dragonBones.BaseObject)); + dragonBones.CanvasData = CanvasData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The skin data, typically a armature data instance contains at least one skinData. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤数据,通常一个骨架数据至少包含一个皮肤数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var SkinData = /** @class */ (function (_super) { + __extends(SkinData, _super); + function SkinData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.displays = {}; + return _this; + } + SkinData.toString = function () { + return "[class dragonBones.SkinData]"; + }; + SkinData.prototype._onClear = function () { + for (var k in this.displays) { + var slotDisplays = this.displays[k]; + for (var _i = 0, slotDisplays_1 = slotDisplays; _i < slotDisplays_1.length; _i++) { + var display = slotDisplays_1[_i]; + if (display !== null) { + display.returnToPool(); + } + } + delete this.displays[k]; + } + this.name = ""; + // this.displays.clear(); + this.parent = null; // + }; + /** + * @internal + */ + SkinData.prototype.addDisplay = function (slotName, value) { + if (!(slotName in this.displays)) { + this.displays[slotName] = []; + } + if (value !== null) { + value.parent = this; + } + var slotDisplays = this.displays[slotName]; // TODO clear prev + slotDisplays.push(value); + }; + /** + * @private + */ + SkinData.prototype.getDisplay = function (slotName, displayName) { + var slotDisplays = this.getDisplays(slotName); + if (slotDisplays !== null) { + for (var _i = 0, slotDisplays_2 = slotDisplays; _i < slotDisplays_2.length; _i++) { + var display = slotDisplays_2[_i]; + if (display !== null && display.name === displayName) { + return display; + } + } + } + return null; + }; + /** + * @private + */ + SkinData.prototype.getDisplays = function (slotName) { + if (!(slotName in this.displays)) { + return null; + } + return this.displays[slotName]; + }; + return SkinData; + }(dragonBones.BaseObject)); + dragonBones.SkinData = SkinData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ConstraintData = /** @class */ (function (_super) { + __extends(ConstraintData, _super); + function ConstraintData() { + return _super !== null && _super.apply(this, arguments) || this; + } + ConstraintData.prototype._onClear = function () { + this.order = 0; + this.name = ""; + this.type = 0 /* IK */; + this.target = null; // + this.root = null; // + this.bone = null; + }; + return ConstraintData; + }(dragonBones.BaseObject)); + dragonBones.ConstraintData = ConstraintData; + /** + * @internal + */ + var IKConstraintData = /** @class */ (function (_super) { + __extends(IKConstraintData, _super); + function IKConstraintData() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraintData.toString = function () { + return "[class dragonBones.IKConstraintData]"; + }; + IKConstraintData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.scaleEnabled = false; + this.bendPositive = false; + this.weight = 1.0; + }; + return IKConstraintData; + }(ConstraintData)); + dragonBones.IKConstraintData = IKConstraintData; + /** + * @internal + */ + var PathConstraintData = /** @class */ (function (_super) { + __extends(PathConstraintData, _super); + function PathConstraintData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.bones = []; + return _this; + } + PathConstraintData.toString = function () { + return "[class dragonBones.PathConstraintData]"; + }; + PathConstraintData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.pathSlot = null; + this.pathDisplayData = null; + this.bones.length = 0; + this.positionMode = 0 /* Fixed */; + this.spacingMode = 1 /* Fixed */; + this.rotateMode = 1 /* Chain */; + this.position = 0.0; + this.spacing = 0.0; + this.rotateOffset = 0.0; + this.rotateMix = 0.0; + this.translateMix = 0.0; + }; + PathConstraintData.prototype.AddBone = function (value) { + this.bones.push(value); + }; + return PathConstraintData; + }(ConstraintData)); + dragonBones.PathConstraintData = PathConstraintData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var GeometryData = /** @class */ (function () { + function GeometryData() { + this.weight = null; // Initial value. + } + GeometryData.prototype.clear = function () { + if (!this.isShared && this.weight !== null) { + this.weight.returnToPool(); + } + this.isShared = false; + this.inheritDeform = false; + this.offset = 0; + this.data = null; + this.weight = null; + }; + GeometryData.prototype.shareFrom = function (value) { + this.isShared = true; + this.offset = value.offset; + this.weight = value.weight; + }; + Object.defineProperty(GeometryData.prototype, "vertexCount", { + get: function () { + var intArray = this.data.intArray; + return intArray[this.offset + 0 /* GeometryVertexCount */]; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GeometryData.prototype, "triangleCount", { + get: function () { + var intArray = this.data.intArray; + return intArray[this.offset + 1 /* GeometryTriangleCount */]; + }, + enumerable: true, + configurable: true + }); + return GeometryData; + }()); + dragonBones.GeometryData = GeometryData; + /** + * @private + */ + var DisplayData = /** @class */ (function (_super) { + __extends(DisplayData, _super); + function DisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.transform = new dragonBones.Transform(); + return _this; + } + DisplayData.prototype._onClear = function () { + this.name = ""; + this.path = ""; + this.transform.identity(); + this.parent = null; // + }; + return DisplayData; + }(dragonBones.BaseObject)); + dragonBones.DisplayData = DisplayData; + /** + * @private + */ + var ImageDisplayData = /** @class */ (function (_super) { + __extends(ImageDisplayData, _super); + function ImageDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.pivot = new dragonBones.Point(); + return _this; + } + ImageDisplayData.toString = function () { + return "[class dragonBones.ImageDisplayData]"; + }; + ImageDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 0 /* Image */; + this.pivot.clear(); + this.texture = null; + }; + return ImageDisplayData; + }(DisplayData)); + dragonBones.ImageDisplayData = ImageDisplayData; + /** + * @private + */ + var ArmatureDisplayData = /** @class */ (function (_super) { + __extends(ArmatureDisplayData, _super); + function ArmatureDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.actions = []; + return _this; + } + ArmatureDisplayData.toString = function () { + return "[class dragonBones.ArmatureDisplayData]"; + }; + ArmatureDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + for (var _i = 0, _a = this.actions; _i < _a.length; _i++) { + var action = _a[_i]; + action.returnToPool(); + } + this.type = 1 /* Armature */; + this.inheritAnimation = false; + this.actions.length = 0; + this.armature = null; + }; + /** + * @private + */ + ArmatureDisplayData.prototype.addAction = function (value) { + this.actions.push(value); + }; + return ArmatureDisplayData; + }(DisplayData)); + dragonBones.ArmatureDisplayData = ArmatureDisplayData; + /** + * @private + */ + var MeshDisplayData = /** @class */ (function (_super) { + __extends(MeshDisplayData, _super); + function MeshDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new GeometryData(); + return _this; + } + MeshDisplayData.toString = function () { + return "[class dragonBones.MeshDisplayData]"; + }; + MeshDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 2 /* Mesh */; + this.geometry.clear(); + this.texture = null; + }; + return MeshDisplayData; + }(DisplayData)); + dragonBones.MeshDisplayData = MeshDisplayData; + /** + * @private + */ + var BoundingBoxDisplayData = /** @class */ (function (_super) { + __extends(BoundingBoxDisplayData, _super); + function BoundingBoxDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.boundingBox = null; // Initial value. + return _this; + } + BoundingBoxDisplayData.toString = function () { + return "[class dragonBones.BoundingBoxDisplayData]"; + }; + BoundingBoxDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this.boundingBox !== null) { + this.boundingBox.returnToPool(); + } + this.type = 3 /* BoundingBox */; + this.boundingBox = null; + }; + return BoundingBoxDisplayData; + }(DisplayData)); + dragonBones.BoundingBoxDisplayData = BoundingBoxDisplayData; + /** + * @private + */ + var PathDisplayData = /** @class */ (function (_super) { + __extends(PathDisplayData, _super); + function PathDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new GeometryData(); + _this.curveLengths = []; + return _this; + } + PathDisplayData.toString = function () { + return "[class dragonBones.PathDisplayData]"; + }; + PathDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 4 /* Path */; + this.closed = false; + this.constantSpeed = false; + this.geometry.clear(); + this.curveLengths.length = 0; + }; + return PathDisplayData; + }(DisplayData)); + dragonBones.PathDisplayData = PathDisplayData; + /** + * @private + */ + var WeightData = /** @class */ (function (_super) { + __extends(WeightData, _super); + function WeightData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.bones = []; + return _this; + } + WeightData.toString = function () { + return "[class dragonBones.WeightData]"; + }; + WeightData.prototype._onClear = function () { + this.count = 0; + this.offset = 0; + this.bones.length = 0; + }; + WeightData.prototype.addBone = function (value) { + this.bones.push(value); + }; + return WeightData; + }(dragonBones.BaseObject)); + dragonBones.WeightData = WeightData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The base class of bounding box data. + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框数据基类。 + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language zh_CN + */ + var BoundingBoxData = /** @class */ (function (_super) { + __extends(BoundingBoxData, _super); + function BoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoundingBoxData.prototype._onClear = function () { + this.color = 0x000000; + this.width = 0.0; + this.height = 0.0; + }; + return BoundingBoxData; + }(dragonBones.BaseObject)); + dragonBones.BoundingBoxData = BoundingBoxData; + /** + * - The rectangle bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 矩形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var RectangleBoundingBoxData = /** @class */ (function (_super) { + __extends(RectangleBoundingBoxData, _super); + function RectangleBoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + RectangleBoundingBoxData.toString = function () { + return "[class dragonBones.RectangleBoundingBoxData]"; + }; + /** + * - Compute the bit code for a point (x, y) using the clip rectangle + */ + RectangleBoundingBoxData._computeOutCode = function (x, y, xMin, yMin, xMax, yMax) { + var code = 0 /* InSide */; // initialised as being inside of [[clip window]] + if (x < xMin) { // to the left of clip window + code |= 1 /* Left */; + } + else if (x > xMax) { // to the right of clip window + code |= 2 /* Right */; + } + if (y < yMin) { // below the clip window + code |= 4 /* Top */; + } + else if (y > yMax) { // above the clip window + code |= 8 /* Bottom */; + } + return code; + }; + /** + * @private + */ + RectangleBoundingBoxData.rectangleIntersectsSegment = function (xA, yA, xB, yB, xMin, yMin, xMax, yMax, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var inSideA = xA > xMin && xA < xMax && yA > yMin && yA < yMax; + var inSideB = xB > xMin && xB < xMax && yB > yMin && yB < yMax; + if (inSideA && inSideB) { + return -1; + } + var intersectionCount = 0; + var outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); + var outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); + while (true) { + if ((outcode0 | outcode1) === 0) { // Bitwise OR is 0. Trivially accept and get out of loop + intersectionCount = 2; + break; + } + else if ((outcode0 & outcode1) !== 0) { // Bitwise AND is not 0. Trivially reject and get out of loop + break; + } + // failed both tests, so calculate the line segment to clip + // from an outside point to an intersection with clip edge + var x = 0.0; + var y = 0.0; + var normalRadian = 0.0; + // At least one endpoint is outside the clip rectangle; pick it. + var outcodeOut = outcode0 !== 0 ? outcode0 : outcode1; + // Now find the intersection point; + if ((outcodeOut & 4 /* Top */) !== 0) { // point is above the clip rectangle + x = xA + (xB - xA) * (yMin - yA) / (yB - yA); + y = yMin; + if (normalRadians !== null) { + normalRadian = -Math.PI * 0.5; + } + } + else if ((outcodeOut & 8 /* Bottom */) !== 0) { // point is below the clip rectangle + x = xA + (xB - xA) * (yMax - yA) / (yB - yA); + y = yMax; + if (normalRadians !== null) { + normalRadian = Math.PI * 0.5; + } + } + else if ((outcodeOut & 2 /* Right */) !== 0) { // point is to the right of clip rectangle + y = yA + (yB - yA) * (xMax - xA) / (xB - xA); + x = xMax; + if (normalRadians !== null) { + normalRadian = 0; + } + } + else if ((outcodeOut & 1 /* Left */) !== 0) { // point is to the left of clip rectangle + y = yA + (yB - yA) * (xMin - xA) / (xB - xA); + x = xMin; + if (normalRadians !== null) { + normalRadian = Math.PI; + } + } + // Now we move outside point to intersection point to clip + // and get ready for next pass. + if (outcodeOut === outcode0) { + xA = x; + yA = y; + outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); + if (normalRadians !== null) { + normalRadians.x = normalRadian; + } + } + else { + xB = x; + yB = y; + outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); + if (normalRadians !== null) { + normalRadians.y = normalRadian; + } + } + } + if (intersectionCount) { + if (inSideA) { + intersectionCount = 2; // 10 + if (intersectionPointA !== null) { + intersectionPointA.x = xB; + intersectionPointA.y = yB; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = xB; + } + if (normalRadians !== null) { + normalRadians.x = normalRadians.y + Math.PI; + } + } + else if (inSideB) { + intersectionCount = 1; // 01 + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA; + intersectionPointB.y = yA; + } + if (normalRadians !== null) { + normalRadians.y = normalRadians.x + Math.PI; + } + } + else { + intersectionCount = 3; // 11 + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = yB; + } + } + } + return intersectionCount; + }; + RectangleBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 0 /* Rectangle */; + }; + /** + * @inheritDoc + */ + RectangleBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var widthH = this.width * 0.5; + if (pX >= -widthH && pX <= widthH) { + var heightH = this.height * 0.5; + if (pY >= -heightH && pY <= heightH) { + return true; + } + } + return false; + }; + /** + * @inheritDoc + */ + RectangleBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var widthH = this.width * 0.5; + var heightH = this.height * 0.5; + var intersectionCount = RectangleBoundingBoxData.rectangleIntersectsSegment(xA, yA, xB, yB, -widthH, -heightH, widthH, heightH, intersectionPointA, intersectionPointB, normalRadians); + return intersectionCount; + }; + return RectangleBoundingBoxData; + }(BoundingBoxData)); + dragonBones.RectangleBoundingBoxData = RectangleBoundingBoxData; + /** + * - The ellipse bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 椭圆边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var EllipseBoundingBoxData = /** @class */ (function (_super) { + __extends(EllipseBoundingBoxData, _super); + function EllipseBoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + EllipseBoundingBoxData.toString = function () { + return "[class dragonBones.EllipseData]"; + }; + /** + * @private + */ + EllipseBoundingBoxData.ellipseIntersectsSegment = function (xA, yA, xB, yB, xC, yC, widthH, heightH, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var d = widthH / heightH; + var dd = d * d; + yA *= d; + yB *= d; + var dX = xB - xA; + var dY = yB - yA; + var lAB = Math.sqrt(dX * dX + dY * dY); + var xD = dX / lAB; + var yD = dY / lAB; + var a = (xC - xA) * xD + (yC - yA) * yD; + var aa = a * a; + var ee = xA * xA + yA * yA; + var rr = widthH * widthH; + var dR = rr - ee + aa; + var intersectionCount = 0; + if (dR >= 0.0) { + var dT = Math.sqrt(dR); + var sA = a - dT; + var sB = a + dT; + var inSideA = sA < 0.0 ? -1 : (sA <= lAB ? 0 : 1); + var inSideB = sB < 0.0 ? -1 : (sB <= lAB ? 0 : 1); + var sideAB = inSideA * inSideB; + if (sideAB < 0) { + return -1; + } + else if (sideAB === 0) { + if (inSideA === -1) { + intersectionCount = 2; // 10 + xB = xA + sB * xD; + yB = (yA + sB * yD) / d; + if (intersectionPointA !== null) { + intersectionPointA.x = xB; + intersectionPointA.y = yB; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = yB; + } + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yB / rr * dd, xB / rr); + normalRadians.y = normalRadians.x + Math.PI; + } + } + else if (inSideB === 1) { + intersectionCount = 1; // 01 + xA = xA + sA * xD; + yA = (yA + sA * yD) / d; + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA; + intersectionPointB.y = yA; + } + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yA / rr * dd, xA / rr); + normalRadians.y = normalRadians.x + Math.PI; + } + } + else { + intersectionCount = 3; // 11 + if (intersectionPointA !== null) { + intersectionPointA.x = xA + sA * xD; + intersectionPointA.y = (yA + sA * yD) / d; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(intersectionPointA.y / rr * dd, intersectionPointA.x / rr); + } + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA + sB * xD; + intersectionPointB.y = (yA + sB * yD) / d; + if (normalRadians !== null) { + normalRadians.y = Math.atan2(intersectionPointB.y / rr * dd, intersectionPointB.x / rr); + } + } + } + } + } + return intersectionCount; + }; + EllipseBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 1 /* Ellipse */; + }; + /** + * @inheritDoc + */ + EllipseBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var widthH = this.width * 0.5; + if (pX >= -widthH && pX <= widthH) { + var heightH = this.height * 0.5; + if (pY >= -heightH && pY <= heightH) { + pY *= widthH / heightH; + return Math.sqrt(pX * pX + pY * pY) <= widthH; + } + } + return false; + }; + /** + * @inheritDoc + */ + EllipseBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var intersectionCount = EllipseBoundingBoxData.ellipseIntersectsSegment(xA, yA, xB, yB, 0.0, 0.0, this.width * 0.5, this.height * 0.5, intersectionPointA, intersectionPointB, normalRadians); + return intersectionCount; + }; + return EllipseBoundingBoxData; + }(BoundingBoxData)); + dragonBones.EllipseBoundingBoxData = EllipseBoundingBoxData; + /** + * - The polygon bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var PolygonBoundingBoxData = /** @class */ (function (_super) { + __extends(PolygonBoundingBoxData, _super); + function PolygonBoundingBoxData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - The polygon vertices. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形顶点。 + * @version DragonBones 5.1 + * @language zh_CN + */ + _this.vertices = []; + return _this; + } + PolygonBoundingBoxData.toString = function () { + return "[class dragonBones.PolygonBoundingBoxData]"; + }; + /** + * @private + */ + PolygonBoundingBoxData.polygonIntersectsSegment = function (xA, yA, xB, yB, vertices, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + if (xA === xB) { + xA = xB + 0.000001; + } + if (yA === yB) { + yA = yB + 0.000001; + } + var count = vertices.length; + var dXAB = xA - xB; + var dYAB = yA - yB; + var llAB = xA * yB - yA * xB; + var intersectionCount = 0; + var xC = vertices[count - 2]; + var yC = vertices[count - 1]; + var dMin = 0.0; + var dMax = 0.0; + var xMin = 0.0; + var yMin = 0.0; + var xMax = 0.0; + var yMax = 0.0; + for (var i = 0; i < count; i += 2) { + var xD = vertices[i]; + var yD = vertices[i + 1]; + if (xC === xD) { + xC = xD + 0.0001; + } + if (yC === yD) { + yC = yD + 0.0001; + } + var dXCD = xC - xD; + var dYCD = yC - yD; + var llCD = xC * yD - yC * xD; + var ll = dXAB * dYCD - dYAB * dXCD; + var x = (llAB * dXCD - dXAB * llCD) / ll; + if (((x >= xC && x <= xD) || (x >= xD && x <= xC)) && (dXAB === 0.0 || (x >= xA && x <= xB) || (x >= xB && x <= xA))) { + var y = (llAB * dYCD - dYAB * llCD) / ll; + if (((y >= yC && y <= yD) || (y >= yD && y <= yC)) && (dYAB === 0.0 || (y >= yA && y <= yB) || (y >= yB && y <= yA))) { + if (intersectionPointB !== null) { + var d = x - xA; + if (d < 0.0) { + d = -d; + } + if (intersectionCount === 0) { + dMin = d; + dMax = d; + xMin = x; + yMin = y; + xMax = x; + yMax = y; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + normalRadians.y = normalRadians.x; + } + } + else { + if (d < dMin) { + dMin = d; + xMin = x; + yMin = y; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + } + } + if (d > dMax) { + dMax = d; + xMax = x; + yMax = y; + if (normalRadians !== null) { + normalRadians.y = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + } + } + } + intersectionCount++; + } + else { + xMin = x; + yMin = y; + xMax = x; + yMax = y; + intersectionCount++; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + normalRadians.y = normalRadians.x; + } + break; + } + } + } + xC = xD; + yC = yD; + } + if (intersectionCount === 1) { + if (intersectionPointA !== null) { + intersectionPointA.x = xMin; + intersectionPointA.y = yMin; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xMin; + intersectionPointB.y = yMin; + } + if (normalRadians !== null) { + normalRadians.y = normalRadians.x + Math.PI; + } + } + else if (intersectionCount > 1) { + intersectionCount++; + if (intersectionPointA !== null) { + intersectionPointA.x = xMin; + intersectionPointA.y = yMin; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xMax; + intersectionPointB.y = yMax; + } + } + return intersectionCount; + }; + PolygonBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 2 /* Polygon */; + this.x = 0.0; + this.y = 0.0; + this.vertices.length = 0; + }; + /** + * @inheritDoc + */ + PolygonBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var isInSide = false; + if (pX >= this.x && pX <= this.width && pY >= this.y && pY <= this.height) { + for (var i = 0, l = this.vertices.length, iP = l - 2; i < l; i += 2) { + var yA = this.vertices[iP + 1]; + var yB = this.vertices[i + 1]; + if ((yB < pY && yA >= pY) || (yA < pY && yB >= pY)) { + var xA = this.vertices[iP]; + var xB = this.vertices[i]; + if ((pY - yB) * (xA - xB) / (yA - yB) + xB < pX) { + isInSide = !isInSide; + } + } + iP = i; + } + } + return isInSide; + }; + /** + * @inheritDoc + */ + PolygonBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var intersectionCount = 0; + if (RectangleBoundingBoxData.rectangleIntersectsSegment(xA, yA, xB, yB, this.x, this.y, this.x + this.width, this.y + this.height, null, null, null) !== 0) { + intersectionCount = PolygonBoundingBoxData.polygonIntersectsSegment(xA, yA, xB, yB, this.vertices, intersectionPointA, intersectionPointB, normalRadians); + } + return intersectionCount; + }; + return PolygonBoundingBoxData; + }(BoundingBoxData)); + dragonBones.PolygonBoundingBoxData = PolygonBoundingBoxData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var AnimationData = /** @class */ (function (_super) { + __extends(AnimationData, _super); + function AnimationData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.cachedFrames = []; + /** + * @private + */ + _this.boneTimelines = {}; + /** + * @private + */ + _this.slotTimelines = {}; + /** + * @private + */ + _this.constraintTimelines = {}; + /** + * @private + */ + _this.animationTimelines = {}; + /** + * @private + */ + _this.boneCachedFrameIndices = {}; + /** + * @private + */ + _this.slotCachedFrameIndices = {}; + /** + * @private + */ + _this.actionTimeline = null; // Initial value. + /** + * @private + */ + _this.zOrderTimeline = null; // Initial value. + return _this; + } + AnimationData.toString = function () { + return "[class dragonBones.AnimationData]"; + }; + AnimationData.prototype._onClear = function () { + for (var k in this.boneTimelines) { + for (var _i = 0, _a = this.boneTimelines[k]; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.returnToPool(); + } + delete this.boneTimelines[k]; + } + for (var k in this.slotTimelines) { + for (var _b = 0, _c = this.slotTimelines[k]; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.returnToPool(); + } + delete this.slotTimelines[k]; + } + for (var k in this.constraintTimelines) { + for (var _d = 0, _e = this.constraintTimelines[k]; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.returnToPool(); + } + delete this.constraintTimelines[k]; + } + for (var k in this.animationTimelines) { + for (var _f = 0, _g = this.animationTimelines[k]; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.returnToPool(); + } + delete this.animationTimelines[k]; + } + for (var k in this.boneCachedFrameIndices) { + delete this.boneCachedFrameIndices[k]; + } + for (var k in this.slotCachedFrameIndices) { + delete this.slotCachedFrameIndices[k]; + } + if (this.actionTimeline !== null) { + this.actionTimeline.returnToPool(); + } + if (this.zOrderTimeline !== null) { + this.zOrderTimeline.returnToPool(); + } + this.frameIntOffset = 0; + this.frameFloatOffset = 0; + this.frameOffset = 0; + this.blendType = 0 /* None */; + this.frameCount = 0; + this.playTimes = 0; + this.duration = 0.0; + this.scale = 1.0; + this.fadeInTime = 0.0; + this.cacheFrameRate = 0.0; + this.name = ""; + this.cachedFrames.length = 0; + // this.boneTimelines.clear(); + // this.slotTimelines.clear(); + // this.constraintTimelines.clear(); + // this.animationTimelines.clear(); + // this.boneCachedFrameIndices.clear(); + // this.slotCachedFrameIndices.clear(); + this.actionTimeline = null; + this.zOrderTimeline = null; + this.parent = null; // + }; + /** + * @internal + */ + AnimationData.prototype.cacheFrames = function (frameRate) { + if (this.cacheFrameRate > 0.0) { // TODO clear cache. + return; + } + this.cacheFrameRate = Math.max(Math.ceil(frameRate * this.scale), 1.0); + var cacheFrameCount = Math.ceil(this.cacheFrameRate * this.duration) + 1; // Cache one more frame. + this.cachedFrames.length = cacheFrameCount; + for (var i = 0, l = this.cacheFrames.length; i < l; ++i) { + this.cachedFrames[i] = false; + } + for (var _i = 0, _a = this.parent.sortedBones; _i < _a.length; _i++) { + var bone = _a[_i]; + var indices = new Array(cacheFrameCount); + for (var i = 0, l = indices.length; i < l; ++i) { + indices[i] = -1; + } + this.boneCachedFrameIndices[bone.name] = indices; + } + for (var _b = 0, _c = this.parent.sortedSlots; _b < _c.length; _b++) { + var slot = _c[_b]; + var indices = new Array(cacheFrameCount); + for (var i = 0, l = indices.length; i < l; ++i) { + indices[i] = -1; + } + this.slotCachedFrameIndices[slot.name] = indices; + } + }; + /** + * @private + */ + AnimationData.prototype.addBoneTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.boneTimelines ? this.boneTimelines[timelineName] : (this.boneTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addSlotTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.slotTimelines ? this.slotTimelines[timelineName] : (this.slotTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addConstraintTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.constraintTimelines ? this.constraintTimelines[timelineName] : (this.constraintTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addAnimationTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.animationTimelines ? this.animationTimelines[timelineName] : (this.animationTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.getBoneTimelines = function (timelineName) { + return timelineName in this.boneTimelines ? this.boneTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getSlotTimelines = function (timelineName) { + return timelineName in this.slotTimelines ? this.slotTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getConstraintTimelines = function (timelineName) { + return timelineName in this.constraintTimelines ? this.constraintTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getAnimationTimelines = function (timelineName) { + return timelineName in this.animationTimelines ? this.animationTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getBoneCachedFrameIndices = function (boneName) { + return boneName in this.boneCachedFrameIndices ? this.boneCachedFrameIndices[boneName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getSlotCachedFrameIndices = function (slotName) { + return slotName in this.slotCachedFrameIndices ? this.slotCachedFrameIndices[slotName] : null; + }; + return AnimationData; + }(dragonBones.BaseObject)); + dragonBones.AnimationData = AnimationData; + /** + * @private + */ + var TimelineData = /** @class */ (function (_super) { + __extends(TimelineData, _super); + function TimelineData() { + return _super !== null && _super.apply(this, arguments) || this; + } + TimelineData.toString = function () { + return "[class dragonBones.TimelineData]"; + }; + TimelineData.prototype._onClear = function () { + this.type = 10 /* BoneAll */; + this.offset = 0; + this.frameIndicesOffset = -1; + }; + return TimelineData; + }(dragonBones.BaseObject)); + dragonBones.TimelineData = TimelineData; + /** + * @internal + */ + var AnimationTimelineData = /** @class */ (function (_super) { + __extends(AnimationTimelineData, _super); + function AnimationTimelineData() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationTimelineData.toString = function () { + return "[class dragonBones.AnimationTimelineData]"; + }; + AnimationTimelineData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.x = 0.0; + this.y = 0.0; + }; + return AnimationTimelineData; + }(TimelineData)); + dragonBones.AnimationTimelineData = AnimationTimelineData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation config is used to describe all the information needed to play an animation state. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画配置用来描述播放一个动画状态所需要的全部信息。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + var AnimationConfig = /** @class */ (function (_super) { + __extends(AnimationConfig, _super); + function AnimationConfig() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.boneMask = []; + return _this; + } + AnimationConfig.toString = function () { + return "[class dragonBones.AnimationConfig]"; + }; + AnimationConfig.prototype._onClear = function () { + this.pauseFadeOut = true; + this.fadeOutMode = 4 /* All */; + this.fadeOutTweenType = 1 /* Line */; + this.fadeOutTime = -1.0; + this.actionEnabled = true; + this.additive = false; + this.displayControl = true; + this.pauseFadeIn = true; + this.resetToPose = true; + this.fadeInTweenType = 1 /* Line */; + this.playTimes = -1; + this.layer = 0; + this.position = 0.0; + this.duration = -1.0; + this.timeScale = -100.0; + this.weight = 1.0; + this.fadeInTime = -1.0; + this.autoFadeOutTime = -1.0; + this.name = ""; + this.animation = ""; + this.group = ""; + this.boneMask.length = 0; + }; + /** + * @private + */ + AnimationConfig.prototype.clear = function () { + this._onClear(); + }; + /** + * @private + */ + AnimationConfig.prototype.copyFrom = function (value) { + this.pauseFadeOut = value.pauseFadeOut; + this.fadeOutMode = value.fadeOutMode; + this.autoFadeOutTime = value.autoFadeOutTime; + this.fadeOutTweenType = value.fadeOutTweenType; + this.actionEnabled = value.actionEnabled; + this.additive = value.additive; + this.displayControl = value.displayControl; + this.pauseFadeIn = value.pauseFadeIn; + this.resetToPose = value.resetToPose; + this.playTimes = value.playTimes; + this.layer = value.layer; + this.position = value.position; + this.duration = value.duration; + this.timeScale = value.timeScale; + this.fadeInTime = value.fadeInTime; + this.fadeOutTime = value.fadeOutTime; + this.fadeInTweenType = value.fadeInTweenType; + this.weight = value.weight; + this.name = value.name; + this.animation = value.animation; + this.group = value.group; + this.boneMask.length = value.boneMask.length; + for (var i = 0, l = this.boneMask.length; i < l; ++i) { + this.boneMask[i] = value.boneMask[i]; + } + }; + return AnimationConfig; + }(dragonBones.BaseObject)); + dragonBones.AnimationConfig = AnimationConfig; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var TextureAtlasData = /** @class */ (function (_super) { + __extends(TextureAtlasData, _super); + function TextureAtlasData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.textures = {}; + return _this; + } + TextureAtlasData.prototype._onClear = function () { + for (var k in this.textures) { + this.textures[k].returnToPool(); + delete this.textures[k]; + } + this.autoSearch = false; + this.width = 0; + this.height = 0; + this.scale = 1.0; + // this.textures.clear(); + this.name = ""; + this.imagePath = ""; + }; + /** + * @private + */ + TextureAtlasData.prototype.copyFrom = function (value) { + this.autoSearch = value.autoSearch; + this.scale = value.scale; + this.width = value.width; + this.height = value.height; + this.name = value.name; + this.imagePath = value.imagePath; + for (var k in this.textures) { + this.textures[k].returnToPool(); + delete this.textures[k]; + } + // this.textures.clear(); + for (var k in value.textures) { + var texture = this.createTexture(); + texture.copyFrom(value.textures[k]); + this.textures[k] = texture; + } + }; + /** + * @internal + */ + TextureAtlasData.prototype.addTexture = function (value) { + if (value.name in this.textures) { + console.warn("Same texture: " + value.name); + return; + } + value.parent = this; + this.textures[value.name] = value; + }; + /** + * @private + */ + TextureAtlasData.prototype.getTexture = function (textureName) { + return textureName in this.textures ? this.textures[textureName] : null; + }; + return TextureAtlasData; + }(dragonBones.BaseObject)); + dragonBones.TextureAtlasData = TextureAtlasData; + /** + * @private + */ + var TextureData = /** @class */ (function (_super) { + __extends(TextureData, _super); + function TextureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.region = new dragonBones.Rectangle(); + _this.frame = null; // Initial value. + return _this; + } + TextureData.createRectangle = function () { + return new dragonBones.Rectangle(); + }; + TextureData.prototype._onClear = function () { + this.rotated = false; + this.name = ""; + this.region.clear(); + this.parent = null; // + this.frame = null; + }; + TextureData.prototype.copyFrom = function (value) { + this.rotated = value.rotated; + this.name = value.name; + this.region.copyFrom(value.region); + this.parent = value.parent; + if (this.frame === null && value.frame !== null) { + this.frame = TextureData.createRectangle(); + } + else if (this.frame !== null && value.frame === null) { + this.frame = null; + } + if (this.frame !== null && value.frame !== null) { + this.frame.copyFrom(value.frame); + } + }; + return TextureData; + }(dragonBones.BaseObject)); + dragonBones.TextureData = TextureData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones_1) { + /** + * - Armature is the core of the skeleton animation system. + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架是骨骼动画系统的核心。 + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + var Armature = /** @class */ (function (_super) { + __extends(Armature, _super); + function Armature() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._bones = []; + _this._slots = []; + /** + * @internal + */ + _this._constraints = []; + _this._actions = []; + _this._animation = null; // Initial value. + _this._proxy = null; // Initial value. + /** + * @internal + */ + _this._replaceTextureAtlasData = null; // Initial value. + _this._clock = null; // Initial value. + return _this; + } + Armature.toString = function () { + return "[class dragonBones.Armature]"; + }; + Armature._onSortSlots = function (a, b) { + return a._zIndex * 1000 + a._zOrder > b._zIndex * 1000 + b._zOrder ? 1 : -1; + }; + Armature.prototype._onClear = function () { + if (this._clock !== null) { // Remove clock first. + this._clock.remove(this); + } + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + bone.returnToPool(); + } + for (var _b = 0, _c = this._slots; _b < _c.length; _b++) { + var slot = _c[_b]; + slot.returnToPool(); + } + for (var _d = 0, _e = this._constraints; _d < _e.length; _d++) { + var constraint = _e[_d]; + constraint.returnToPool(); + } + for (var _f = 0, _g = this._actions; _f < _g.length; _f++) { + var action = _g[_f]; + action.returnToPool(); + } + if (this._animation !== null) { + this._animation.returnToPool(); + } + if (this._proxy !== null) { + this._proxy.dbClear(); + } + if (this._replaceTextureAtlasData !== null) { + this._replaceTextureAtlasData.returnToPool(); + } + this.inheritAnimation = true; + this.userData = null; + this._lockUpdate = false; + this._slotsDirty = true; + this._zOrderDirty = false; + this._zIndexDirty = false; + this._alphaDirty = true; + this._flipX = false; + this._flipY = false; + this._cacheFrameIndex = -1; + this._alpha = 1.0; + this._globalAlpha = 1.0; + this._bones.length = 0; + this._slots.length = 0; + this._constraints.length = 0; + this._actions.length = 0; + this._armatureData = null; // + this._animation = null; // + this._proxy = null; // + this._display = null; + this._replaceTextureAtlasData = null; + this._replacedTexture = null; + this._dragonBones = null; // + this._clock = null; + this._parent = null; + }; + /** + * @internal + */ + Armature.prototype._sortZOrder = function (slotIndices, offset) { + var slotDatas = this._armatureData.sortedSlots; + var isOriginal = slotIndices === null; + if (this._zOrderDirty || !isOriginal) { + for (var i = 0, l = slotDatas.length; i < l; ++i) { + var slotIndex = isOriginal ? i : slotIndices[offset + i]; + if (slotIndex < 0 || slotIndex >= l) { + continue; + } + var slotData = slotDatas[slotIndex]; + var slot = this.getSlot(slotData.name); + if (slot !== null) { + slot._setZOrder(i); + } + } + this._slotsDirty = true; + this._zOrderDirty = !isOriginal; + } + }; + /** + * @internal + */ + Armature.prototype._addBone = function (value) { + if (this._bones.indexOf(value) < 0) { + this._bones.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._addSlot = function (value) { + if (this._slots.indexOf(value) < 0) { + this._slots.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._addConstraint = function (value) { + if (this._constraints.indexOf(value) < 0) { + this._constraints.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._bufferAction = function (action, append) { + if (this._actions.indexOf(action) < 0) { + if (append) { + this._actions.push(action); + } + else { + this._actions.unshift(action); + } + } + }; + /** + * - Dispose the armature. (Return to the object pool) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 释放骨架。 (回收到对象池) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.dispose = function () { + if (this._armatureData !== null) { + this._lockUpdate = true; + this._dragonBones.bufferObject(this); + } + }; + /** + * @internal + */ + Armature.prototype.init = function (armatureData, proxy, display, dragonBones) { + if (this._armatureData !== null) { + return; + } + this._armatureData = armatureData; + this._animation = dragonBones_1.BaseObject.borrowObject(dragonBones_1.Animation); + this._proxy = proxy; + this._display = display; + this._dragonBones = dragonBones; + this._proxy.dbInit(this); + this._animation.init(this); + this._animation.animations = this._armatureData.animations; + }; + /** + * @inheritDoc + */ + Armature.prototype.advanceTime = function (passedTime) { + if (this._lockUpdate) { + return; + } + this._lockUpdate = true; + if (this._armatureData === null) { + console.warn("The armature has been disposed."); + return; + } + else if (this._armatureData.parent === null) { + console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear()."); + return; + } + var prevCacheFrameIndex = this._cacheFrameIndex; + // Update animation. + this._animation.advanceTime(passedTime); + // Sort slots. + if (this._slotsDirty || this._zIndexDirty) { + this._slots.sort(Armature._onSortSlots); + if (this._zIndexDirty) { + for (var i = 0, l = this._slots.length; i < l; ++i) { + this._slots[i]._setZOrder(i); // + } + } + this._slotsDirty = false; + this._zIndexDirty = false; + } + // Update alpha. + if (this._alphaDirty) { + this._alphaDirty = false; + this._globalAlpha = this._alpha * (this._parent !== null ? this._parent._globalAlpha : 1.0); + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + bone._updateAlpha(); + } + for (var _b = 0, _c = this._slots; _b < _c.length; _b++) { + var slot = _c[_b]; + slot._updateAlpha(); + } + } + // Update bones and slots. + if (this._cacheFrameIndex < 0 || this._cacheFrameIndex !== prevCacheFrameIndex) { + var i = 0, l = 0; + for (i = 0, l = this._bones.length; i < l; ++i) { + this._bones[i].update(this._cacheFrameIndex); + } + for (i = 0, l = this._slots.length; i < l; ++i) { + this._slots[i].update(this._cacheFrameIndex); + } + } + // Do actions. + if (this._actions.length > 0) { + for (var _d = 0, _e = this._actions; _d < _e.length; _d++) { + var action = _e[_d]; + var actionData = action.actionData; + if (actionData !== null) { + if (actionData.type === 0 /* Play */) { + if (action.slot !== null) { + var childArmature = action.slot.childArmature; + if (childArmature !== null) { + childArmature.animation.fadeIn(actionData.name); + } + } + else if (action.bone !== null) { + for (var _f = 0, _g = this.getSlots(); _f < _g.length; _f++) { + var slot = _g[_f]; + if (slot.parent === action.bone) { + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.animation.fadeIn(actionData.name); + } + } + } + } + else { + this._animation.fadeIn(actionData.name); + } + } + } + action.returnToPool(); + } + this._actions.length = 0; + } + this._lockUpdate = false; + this._proxy.dbUpdate(); + }; + /** + * - Forces a specific bone or its owning slot to update the transform or display property in the next frame. + * @param boneName - The bone name. (If not set, all bones will be update) + * @param updateSlot - Whether to update the bone's slots. (Default: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。 + * @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼) + * @param updateSlot - 是否更新骨骼的插槽。 (默认: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.invalidUpdate = function (boneName, updateSlot) { + if (boneName === void 0) { boneName = null; } + if (updateSlot === void 0) { updateSlot = false; } + if (boneName !== null && boneName.length > 0) { + var bone = this.getBone(boneName); + if (bone !== null) { + bone.invalidUpdate(); + if (updateSlot) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.parent === bone) { + slot.invalidUpdate(); + } + } + } + } + } + else { + for (var _b = 0, _c = this._bones; _b < _c.length; _b++) { + var bone = _c[_b]; + bone.invalidUpdate(); + } + if (updateSlot) { + for (var _d = 0, _e = this._slots; _d < _e.length; _d++) { + var slot = _e[_d]; + slot.invalidUpdate(); + } + } + } + }; + /** + * - Check whether a specific point is inside a custom bounding box in a slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在某个插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Armature.prototype.containsPoint = function (x, y) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.containsPoint(x, y)) { + return slot; + } + } + return null; + }; + /** + * - Check whether a specific segment intersects a custom bounding box for a slot in the armature. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Armature.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var isV = xA === xB; + var dMin = 0.0; + var dMax = 0.0; + var intXA = 0.0; + var intYA = 0.0; + var intXB = 0.0; + var intYB = 0.0; + var intAN = 0.0; + var intBN = 0.0; + var intSlotA = null; + var intSlotB = null; + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var intersectionCount = slot.intersectsSegment(xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians); + if (intersectionCount > 0) { + if (intersectionPointA !== null || intersectionPointB !== null) { + if (intersectionPointA !== null) { + var d = isV ? intersectionPointA.y - yA : intersectionPointA.x - xA; + if (d < 0.0) { + d = -d; + } + if (intSlotA === null || d < dMin) { + dMin = d; + intXA = intersectionPointA.x; + intYA = intersectionPointA.y; + intSlotA = slot; + if (normalRadians) { + intAN = normalRadians.x; + } + } + } + if (intersectionPointB !== null) { + var d = intersectionPointB.x - xA; + if (d < 0.0) { + d = -d; + } + if (intSlotB === null || d > dMax) { + dMax = d; + intXB = intersectionPointB.x; + intYB = intersectionPointB.y; + intSlotB = slot; + if (normalRadians !== null) { + intBN = normalRadians.y; + } + } + } + } + else { + intSlotA = slot; + break; + } + } + } + if (intSlotA !== null && intersectionPointA !== null) { + intersectionPointA.x = intXA; + intersectionPointA.y = intYA; + if (normalRadians !== null) { + normalRadians.x = intAN; + } + } + if (intSlotB !== null && intersectionPointB !== null) { + intersectionPointB.x = intXB; + intersectionPointB.y = intYB; + if (normalRadians !== null) { + normalRadians.y = intBN; + } + } + return intSlotA; + }; + /** + * - Get a specific bone. + * @param name - The bone name. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼。 + * @param name - 骨骼名称。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBone = function (name) { + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + if (bone.name === name) { + return bone; + } + } + return null; + }; + /** + * - Get a specific bone by the display. + * @param display - The display object. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的骨骼。 + * @param display - 显示对象。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBoneByDisplay = function (display) { + var slot = this.getSlotByDisplay(display); + return slot !== null ? slot.parent : null; + }; + /** + * - Get a specific slot. + * @param name - The slot name. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽。 + * @param name - 插槽名称。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlot = function (name) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.name === name) { + return slot; + } + } + return null; + }; + /** + * - Get a specific slot by the display. + * @param display - The display object. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的插槽。 + * @param display - 显示对象。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlotByDisplay = function (display) { + if (display !== null) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.display === display) { + return slot; + } + } + } + return null; + }; + /** + * - Get all bones. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBones = function () { + return this._bones; + }; + /** + * - Get all slots. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的插槽。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlots = function () { + return this._slots; + }; + Object.defineProperty(Armature.prototype, "flipX", { + /** + * - Whether to flip the armature horizontally. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架水平翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + get: function () { + return this._flipX; + }, + set: function (value) { + if (this._flipX === value) { + return; + } + this._flipX = value; + this.invalidUpdate(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "flipY", { + /** + * - Whether to flip the armature vertically. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架垂直翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + get: function () { + return this._flipY; + }, + set: function (value) { + if (this._flipY === value) { + return; + } + this._flipY = value; + this.invalidUpdate(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "cacheFrameRate", { + /** + * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0. + * There is a certain amount of memory overhead to improve performance by caching animation data in memory. + * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate. + * When the animation cache is turned on, some features will fail, such as the offset property of bone. + * @example + *
+             *     armature.cacheFrameRate = 24;
+             * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。 + * 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。 + * 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。 + * 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。 + * @example + *
+             *     armature.cacheFrameRate = 24;
+             * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._armatureData.cacheFrameRate; + }, + set: function (value) { + if (this._armatureData.cacheFrameRate !== value) { + this._armatureData.cacheFrames(value); + // Set child armature frameRate. + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.cacheFrameRate = value; + } + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "name", { + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._armatureData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "armatureData", { + /** + * - The armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._armatureData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "animation", { + /** + * - The animation player. + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._animation; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "proxy", { + /** + * @pivate + */ + get: function () { + return this._proxy; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "eventDispatcher", { + /** + * - The EventDispatcher instance of the armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架的 EventDispatcher 实例。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._proxy; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "display", { + /** + * - The display container. + * The display of the slot is displayed as the parent. + * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 显示容器实例。 + * 插槽的显示对象都会以此显示容器为父级。 + * 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._display; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "replacedTexture", { + /** + * @private + */ + get: function () { + return this._replacedTexture; + }, + set: function (value) { + if (this._replacedTexture === value) { + return; + } + if (this._replaceTextureAtlasData !== null) { + this._replaceTextureAtlasData.returnToPool(); + this._replaceTextureAtlasData = null; + } + this._replacedTexture = value; + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + slot.invalidUpdate(); + slot.update(-1); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "clock", { + /** + * @inheritDoc + */ + get: function () { + return this._clock; + }, + set: function (value) { + if (this._clock === value) { + return; + } + if (this._clock !== null) { + this._clock.remove(this); + } + this._clock = value; + if (this._clock) { + this._clock.add(this); + } + // Update childArmature clock. + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.clock = this._clock; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "parent", { + /** + * - Get the parent slot which the armature belongs to. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架所属的父插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Armature.prototype.getDisplay = function () { + return this._display; + }; + return Armature; + }(dragonBones_1.BaseObject)); + dragonBones_1.Armature = Armature; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The base class of the transform object. + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 变换对象的基类。 + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language zh_CN + */ + var TransformObject = /** @class */ (function (_super) { + __extends(TransformObject, _super); + function TransformObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - A matrix relative to the armature coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.globalTransformMatrix = new dragonBones.Matrix(); + /** + * - A transform relative to the armature coordinate system. + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的变换。 + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.global = new dragonBones.Transform(); + /** + * - The offset transform relative to the armature or the parent bone coordinate system. + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架或父骨骼坐标系的偏移变换。 + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.offset = new dragonBones.Transform(); + return _this; + } + /** + */ + TransformObject.prototype._onClear = function () { + this.globalTransformMatrix.identity(); + this.global.identity(); + this.offset.identity(); + this.origin = null; + this.userData = null; + this._globalDirty = false; + this._alpha = 1.0; + this._globalAlpha = 1.0; + this._armature = null; // + }; + /** + * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible, + * some engines do not rely on these attributes to update rendering, such as Egret. + * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale. + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 出于性能的考虑,骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的,有些引擎并不依赖这些属性更新渲染,比如 Egret。 + * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。 + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + TransformObject.prototype.updateGlobalTransform = function () { + if (this._globalDirty) { + this._globalDirty = false; + this.global.fromMatrix(this.globalTransformMatrix); + } + }; + Object.defineProperty(TransformObject.prototype, "armature", { + /** + * - The armature to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的骨架。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._armature; + }, + enumerable: true, + configurable: true + }); + TransformObject._helpMatrix = new dragonBones.Matrix(); + TransformObject._helpTransform = new dragonBones.Transform(); + TransformObject._helpPoint = new dragonBones.Point(); + return TransformObject; + }(dragonBones.BaseObject)); + dragonBones.TransformObject = TransformObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Bone is one of the most important logical units in the armature animation system, + * and is responsible for the realization of translate, rotation, scaling in the animations. + * A armature can contain multiple bones. + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 + * 一个骨架中可以包含多个骨骼。 + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + var Bone = /** @class */ (function (_super) { + __extends(Bone, _super); + function Bone() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @internal + */ + _this.animationPose = new dragonBones.Transform(); + return _this; + } + Bone.toString = function () { + return "[class dragonBones.Bone]"; + }; + Bone.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.offsetMode = 1 /* Additive */; + this.animationPose.identity(); + this._transformDirty = false; + this._childrenTransformDirty = false; + this._localDirty = true; + this._hasConstraint = false; + this._visible = true; + this._cachedFrameIndex = -1; + this._boneData = null; // + this._parent = null; // + this._cachedFrameIndices = null; + }; + Bone.prototype._updateGlobalTransformMatrix = function (isCache) { + // For typescript. + var boneData = this._boneData; + var global = this.global; + var globalTransformMatrix = this.globalTransformMatrix; + var origin = this.origin; + var offset = this.offset; + var animationPose = this.animationPose; + var parent = this._parent; // + var flipX = this._armature.flipX; + var flipY = this._armature.flipY === dragonBones.DragonBones.yDown; + var inherit = parent !== null; + var rotation = 0.0; + if (this.offsetMode === 1 /* Additive */) { + if (origin !== null) { + // global.copyFrom(this.origin).add(this.offset).add(this.animationPose); + global.x = origin.x + offset.x + animationPose.x; + global.scaleX = origin.scaleX * offset.scaleX * animationPose.scaleX; + global.scaleY = origin.scaleY * offset.scaleY * animationPose.scaleY; + if (dragonBones.DragonBones.yDown) { + global.y = origin.y + offset.y + animationPose.y; + global.skew = origin.skew + offset.skew + animationPose.skew; + global.rotation = origin.rotation + offset.rotation + animationPose.rotation; + } + else { + global.y = origin.y - offset.y + animationPose.y; + global.skew = origin.skew - offset.skew + animationPose.skew; + global.rotation = origin.rotation - offset.rotation + animationPose.rotation; + } + } + else { + global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } + global.add(animationPose); + } + } + else if (this.offsetMode === 0 /* None */) { + if (origin !== null) { + global.copyFrom(origin).add(animationPose); + } + else { + global.copyFrom(animationPose); + } + } + else { + inherit = false; + global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } + } + if (inherit) { + var isSurface = parent._boneData.type === 1 /* Surface */; + var surfaceBone = isSurface ? parent._bone : null; + var parentMatrix = isSurface ? parent._getGlobalTransformMatrix(global.x, global.y) : parent.globalTransformMatrix; + if (boneData.inheritScale && (!isSurface || surfaceBone !== null)) { + if (isSurface) { + if (boneData.inheritRotation) { + global.rotation += parent.global.rotation; + } + surfaceBone.updateGlobalTransform(); + global.scaleX *= surfaceBone.global.scaleX; + global.scaleY *= surfaceBone.global.scaleY; + parentMatrix.transformPoint(global.x, global.y, global); + global.toMatrix(globalTransformMatrix); + if (boneData.inheritTranslation) { + global.x = globalTransformMatrix.tx; + global.y = globalTransformMatrix.ty; + } + else { + globalTransformMatrix.tx = global.x; + globalTransformMatrix.ty = global.y; + } + } + else { + if (!boneData.inheritRotation) { + parent.updateGlobalTransform(); + if (flipX && flipY) { + rotation = global.rotation - (parent.global.rotation + Math.PI); + } + else if (flipX) { + rotation = global.rotation + parent.global.rotation + Math.PI; + } + else if (flipY) { + rotation = global.rotation + parent.global.rotation; + } + else { + rotation = global.rotation - parent.global.rotation; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + globalTransformMatrix.concat(parentMatrix); + if (boneData.inheritTranslation) { + global.x = globalTransformMatrix.tx; + global.y = globalTransformMatrix.ty; + } + else { + globalTransformMatrix.tx = global.x; + globalTransformMatrix.ty = global.y; + } + if (isCache) { + global.fromMatrix(globalTransformMatrix); + } + else { + this._globalDirty = true; + } + } + } + else { + if (boneData.inheritTranslation) { + var x = global.x; + var y = global.y; + global.x = parentMatrix.a * x + parentMatrix.c * y + parentMatrix.tx; + global.y = parentMatrix.b * x + parentMatrix.d * y + parentMatrix.ty; + } + else { + if (flipX) { + global.x = -global.x; + } + if (flipY) { + global.y = -global.y; + } + } + if (boneData.inheritRotation) { + parent.updateGlobalTransform(); + if (parent.global.scaleX < 0.0) { + rotation = global.rotation + parent.global.rotation + Math.PI; + } + else { + rotation = global.rotation + parent.global.rotation; + } + if (parentMatrix.a * parentMatrix.d - parentMatrix.b * parentMatrix.c < 0.0) { + rotation -= global.rotation * 2.0; + if (flipX !== flipY || boneData.inheritReflection) { + global.skew += Math.PI; + } + if (!dragonBones.DragonBones.yDown) { + global.skew = -global.skew; + } + } + global.rotation = rotation; + } + else if (flipX || flipY) { + if (flipX && flipY) { + rotation = global.rotation + Math.PI; + } + else { + if (flipX) { + rotation = Math.PI - global.rotation; + } + else { + rotation = -global.rotation; + } + global.skew += Math.PI; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + } + } + else { + if (flipX || flipY) { + if (flipX) { + global.x = -global.x; + } + if (flipY) { + global.y = -global.y; + } + if (flipX && flipY) { + rotation = global.rotation + Math.PI; + } + else { + if (flipX) { + rotation = Math.PI - global.rotation; + } + else { + rotation = -global.rotation; + } + global.skew += Math.PI; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + } + }; + /** + * @internal + */ + Bone.prototype._updateAlpha = function () { + if (this._parent !== null) { + this._globalAlpha = this._alpha * this._parent._globalAlpha; + } + else { + this._globalAlpha = this._alpha * this._armature._globalAlpha; + } + }; + /** + * @internal + */ + Bone.prototype.init = function (boneData, armatureValue) { + if (this._boneData !== null) { + return; + } + this._boneData = boneData; + this._armature = armatureValue; + this._alpha = this._boneData.alpha; + if (this._boneData.parent !== null) { + this._parent = this._armature.getBone(this._boneData.parent.name); + } + this._armature._addBone(this); + // + this.origin = this._boneData.transform; + }; + /** + * @internal + */ + Bone.prototype.update = function (cacheFrameIndex) { + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { // Has been Cached. + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else { + if (this._hasConstraint) { // Update constraints. + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + } + else { + if (this._hasConstraint) { // Update constraints. + for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { + var constraint = _c[_b]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + if (this._transformDirty) { + this._transformDirty = false; + this._childrenTransformDirty = true; + // + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + if (this._localDirty) { + this._updateGlobalTransformMatrix(isCache); + } + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + // + } + else if (this._childrenTransformDirty) { + this._childrenTransformDirty = false; + } + this._localDirty = true; + }; + /** + * @internal + */ + Bone.prototype.updateByConstraint = function () { + if (this._localDirty) { + this._localDirty = false; + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + this._updateGlobalTransformMatrix(true); + } + this._transformDirty = true; + } + }; + /** + * - Forces the bone to update the transform in the next frame. + * When the bone is not animated or its animation state is finished, the bone will not continue to update, + * and when the skeleton must be updated for some reason, the method needs to be called explicitly. + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制骨骼在下一帧更新变换。 + * 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。 + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Bone.prototype.invalidUpdate = function () { + this._transformDirty = true; + }; + /** + * - Check whether the bone contains a specific bone. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查该骨骼是否包含特定的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Bone.prototype.contains = function (value) { + if (value === this) { + return false; + } + var ancestor = value; + while (ancestor !== this && ancestor !== null) { + ancestor = ancestor.parent; + } + return ancestor === this; + }; + Object.defineProperty(Bone.prototype, "boneData", { + /** + * - The bone data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._boneData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "visible", { + /** + * - The visible of all slots in the bone. + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 此骨骼所有插槽的可见。 + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._visible; + }, + set: function (value) { + if (this._visible === value) { + return; + } + this._visible = value; + for (var _i = 0, _a = this._armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.parent === this) { + slot._updateVisible(); + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "name", { + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._boneData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "parent", { + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + return Bone; + }(dragonBones.TransformObject)); + dragonBones.Bone = Bone; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var Surface = /** @class */ (function (_super) { + __extends(Surface, _super); + function Surface() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._vertices = []; + _this._deformVertices = []; + /** + * - x1, y1, x2, y2, x3, y3, x4, y4, d1X, d1Y, d2X, d2Y + */ + _this._hullCache = []; + /** + * - Inside [flag, a, b, c, d, tx, ty], Outside [flag, a, b, c, d, tx, ty] + */ + _this._matrixCahce = []; + return _this; + } + Surface.toString = function () { + return "[class dragonBones.Surface]"; + }; + Surface.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._dX = 0.0; + this._dY = 0.0; + this._k = 0.0; + this._kX = 0.0; + this._kY = 0.0; + this._vertices.length = 0; + this._deformVertices.length = 0; + this._matrixCahce.length = 0; + this._hullCache.length = 0; + this._bone = null; + }; + Surface.prototype._getAffineTransform = function (x, y, lX, lY, aX, aY, bX, bY, cX, cY, transform, matrix, isDown) { + var dabX = bX - aX; + var dabY = bY - aY; + var dacX = cX - aX; + var dacY = cY - aY; + transform.rotation = Math.atan2(dabY, dabX); + transform.skew = Math.atan2(dacY, dacX) - Math.PI * 0.5 - transform.rotation; + if (isDown) { + transform.rotation += Math.PI; + } + transform.scaleX = Math.sqrt(dabX * dabX + dabY * dabY) / lX; + transform.scaleY = Math.sqrt(dacX * dacX + dacY * dacY) / lY; + transform.toMatrix(matrix); + transform.x = matrix.tx = aX - (matrix.a * x + matrix.c * y); + transform.y = matrix.ty = aY - (matrix.b * x + matrix.d * y); + }; + Surface.prototype._updateVertices = function () { + var data = this._armature.armatureData.parent; + var geometry = this._boneData.geometry; + var intArray = data.intArray; + var floatArray = data.floatArray; + var vertexCount = intArray[geometry.offset + 0 /* GeometryVertexCount */]; + var verticesOffset = intArray[geometry.offset + 2 /* GeometryFloatOffset */]; + var vertices = this._vertices; + var animationVertices = this._deformVertices; + if (this._parent !== null) { + if (this._parent._boneData.type === 1 /* Surface */) { + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + var x = floatArray[verticesOffset + iD] + animationVertices[iD]; + var y = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + var matrix = this._parent._getGlobalTransformMatrix(x, y); + // + vertices[iD] = matrix.a * x + matrix.c * y + matrix.tx; + vertices[iD + 1] = matrix.b * x + matrix.d * y + matrix.ty; + } + } + else { + var parentMatrix = this._parent.globalTransformMatrix; + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + var x = floatArray[verticesOffset + iD] + animationVertices[iD]; + var y = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + // + vertices[iD] = parentMatrix.a * x + parentMatrix.c * y + parentMatrix.tx; + vertices[iD + 1] = parentMatrix.b * x + parentMatrix.d * y + parentMatrix.ty; + } + } + } + else { + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + vertices[iD] = floatArray[verticesOffset + iD] + animationVertices[iD]; + vertices[iD + 1] = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + } + } + }; + Surface.prototype._updateGlobalTransformMatrix = function (isCache) { + // tslint:disable-next-line:no-unused-expression + isCache; + var segmentXD = this._boneData.segmentX * 2; + var lastIndex = this._vertices.length - 2; + var lA = 200.0; + // + var raX = this._vertices[0]; + var raY = this._vertices[1]; + var rbX = this._vertices[segmentXD]; + var rbY = this._vertices[segmentXD + 1]; + var rcX = this._vertices[lastIndex]; + var rcY = this._vertices[lastIndex + 1]; + var rdX = this._vertices[lastIndex - segmentXD]; + var rdY = this._vertices[lastIndex - segmentXD + 1]; + // + var dacX = raX + (rcX - raX) * 0.5; + var dacY = raY + (rcY - raY) * 0.5; + var dbdX = rbX + (rdX - rbX) * 0.5; + var dbdY = rbY + (rdY - rbY) * 0.5; + var aX = dacX + (dbdX - dacX) * 0.5; + var aY = dacY + (dbdY - dacY) * 0.5; + var bX = rbX + (rcX - rbX) * 0.5; + var bY = rbY + (rcY - rbY) * 0.5; + var cX = rdX + (rcX - rdX) * 0.5; + var cY = rdY + (rcY - rdY) * 0.5; + // TODO interpolation + this._getAffineTransform(0.0, 0.0, lA, lA, aX, aY, bX, bY, cX, cY, this.global, this.globalTransformMatrix, false); + this._globalDirty = false; + }; + Surface.prototype._getGlobalTransformMatrix = function (x, y) { + var lA = 200.0; + var lB = 1000.0; + if (x < -lB || lB < x || y < -lB || lB < y) { + return this.globalTransformMatrix; + } + var isDown = false; + var surfaceData = this._boneData; + var segmentX = surfaceData.segmentX; + var segmentY = surfaceData.segmentY; + var segmentXD = surfaceData.segmentX * 2; + var dX = this._dX; + var dY = this._dY; + var indexX = Math.floor((x + lA) / dX); // -1 ~ segmentX - 1 + var indexY = Math.floor((y + lA) / dY); // -1 ~ segmentY - 1 + var matrixIndex = 0; + var pX = indexX * dX - lA; + var pY = indexY * dY - lA; + // + var matrices = this._matrixCahce; + var helpMatrix = Surface._helpMatrix; + if (x < -lA) { + if (y < -lA || y >= lA) { // Out. + return this.globalTransformMatrix; + } + // Left. + isDown = y > this._kX * (x + lA) + pY; + matrixIndex = ((segmentX * segmentY + segmentX + segmentY + segmentY + indexY) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexY * (segmentXD + 2); + var ddX = this._hullCache[4]; + var ddY = this._hullCache[5]; + var sX = this._hullCache[2] - (segmentY - indexY) * ddX; + var sY = this._hullCache[3] - (segmentY - indexY) * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(-lA, pY + dY, lB - lA, dY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], sX + ddX, sY + ddY, vertices[vertexIndex], vertices[vertexIndex + 1], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(-lB, pY, lB - lA, dY, sX, sY, vertices[vertexIndex], vertices[vertexIndex + 1], sX + ddX, sY + ddY, Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (x >= lA) { + if (y < -lA || y >= lA) { // Out. + return this.globalTransformMatrix; + } + // Right. + isDown = y > this._kX * (x - lB) + pY; + matrixIndex = ((segmentX * segmentY + segmentX + indexY) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = (indexY + 1) * (segmentXD + 2) - 2; + var ddX = this._hullCache[4]; + var ddY = this._hullCache[5]; + var sX = this._hullCache[0] + indexY * ddX; + var sY = this._hullCache[1] + indexY * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(lB, pY + dY, lB - lA, dY, sX + ddX, sY + ddY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], sX, sY, Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(lA, pY, lB - lA, dY, vertices[vertexIndex], vertices[vertexIndex + 1], sX, sY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (y < -lA) { + if (x < -lA || x >= lA) { // Out. + return this.globalTransformMatrix; + } + // Up. + isDown = y > this._kY * (x - pX - dX) - lB; + matrixIndex = ((segmentX * segmentY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexX * 2; + var ddX = this._hullCache[10]; + var ddY = this._hullCache[11]; + var sX = this._hullCache[8] + indexX * ddX; + var sY = this._hullCache[9] + indexX * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, -lA, dX, lB - lA, vertices[vertexIndex + 2], vertices[vertexIndex + 3], vertices[vertexIndex], vertices[vertexIndex + 1], sX + ddX, sY + ddY, Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, -lB, dX, lB - lA, sX, sY, sX + ddX, sY + ddY, vertices[vertexIndex], vertices[vertexIndex + 1], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (y >= lA) { + if (x < -lA || x >= lA) { // Out. + return this.globalTransformMatrix; + } + // Down + isDown = y > this._kY * (x - pX - dX) + lA; + matrixIndex = ((segmentX * segmentY + segmentX + segmentY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = segmentY * (segmentXD + 2) + indexX * 2; + var ddX = this._hullCache[10]; + var ddY = this._hullCache[11]; + var sX = this._hullCache[6] - (segmentX - indexX) * ddX; + var sY = this._hullCache[7] - (segmentX - indexX) * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, lB, dX, lB - lA, sX + ddX, sY + ddY, sX, sY, vertices[vertexIndex + 2], vertices[vertexIndex + 3], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, lA, dX, lB - lA, vertices[vertexIndex], vertices[vertexIndex + 1], vertices[vertexIndex + 2], vertices[vertexIndex + 3], sX, sY, Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else { // Center. + isDown = y > this._k * (x - pX - dX) + pY; + matrixIndex = ((segmentX * indexY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexX * 2 + indexY * (segmentXD + 2); + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, pY + dY, dX, dY, vertices[vertexIndex + segmentXD + 4], vertices[vertexIndex + segmentXD + 5], vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], vertices[vertexIndex + 2], vertices[vertexIndex + 3], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, pY, dX, dY, vertices[vertexIndex], vertices[vertexIndex + 1], vertices[vertexIndex + 2], vertices[vertexIndex + 3], vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + return helpMatrix; + }; + /** + * @internal + * @private + */ + Surface.prototype.init = function (surfaceData, armatureValue) { + if (this._boneData !== null) { + return; + } + _super.prototype.init.call(this, surfaceData, armatureValue); + var segmentX = surfaceData.segmentX; + var segmentY = surfaceData.segmentY; + var vertexCount = this._armature.armatureData.parent.intArray[surfaceData.geometry.offset + 0 /* GeometryVertexCount */]; + var lB = 1000.0; + var lA = 200.0; + // + this._dX = lA * 2.0 / segmentX; + this._dY = lA * 2.0 / segmentY; + this._k = -this._dY / this._dX; + this._kX = -this._dY / (lB - lA); + this._kY = -(lB - lA) / this._dX; + this._vertices.length = vertexCount * 2; + this._deformVertices.length = vertexCount * 2; + this._matrixCahce.length = (segmentX * segmentY + segmentX * 2 + segmentY * 2) * 2 * 7; + this._hullCache.length = 10; + for (var i = 0; i < vertexCount * 2; ++i) { + this._deformVertices[i] = 0.0; + } + if (this._parent !== null) { + if (this._parent.boneData.type === 0 /* Bone */) { + this._bone = this._parent; + } + else { + this._bone = this._parent._bone; + } + } + }; + /** + * @internal + */ + Surface.prototype.update = function (cacheFrameIndex) { + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { // Has been Cached. + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else { + if (this._hasConstraint) { // Update constraints. + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + } + else { + if (this._hasConstraint) { // Update constraints. + for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { + var constraint = _c[_b]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + if (this._transformDirty) { + this._transformDirty = false; + this._childrenTransformDirty = true; + // + for (var i = 0, l = this._matrixCahce.length; i < l; i += 7) { + this._matrixCahce[i] = -1.0; + } + // + this._updateVertices(); + // + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + if (this._localDirty) { + this._updateGlobalTransformMatrix(isCache); + } + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + // Update hull vertices. + var lB = 1000.0; + var lA = 200.0; + var ddX = 2 * this.global.x; + var ddY = 2 * this.global.y; + // + var helpPoint = Surface._helpPoint; + this.globalTransformMatrix.transformPoint(lB, -lA, helpPoint); + this._hullCache[0] = helpPoint.x; + this._hullCache[1] = helpPoint.y; + this._hullCache[2] = ddX - helpPoint.x; + this._hullCache[3] = ddY - helpPoint.y; + this.globalTransformMatrix.transformPoint(0.0, this._dY, helpPoint, true); + this._hullCache[4] = helpPoint.x; + this._hullCache[5] = helpPoint.y; + // + this.globalTransformMatrix.transformPoint(lA, lB, helpPoint); + this._hullCache[6] = helpPoint.x; + this._hullCache[7] = helpPoint.y; + this._hullCache[8] = ddX - helpPoint.x; + this._hullCache[9] = ddY - helpPoint.y; + this.globalTransformMatrix.transformPoint(this._dX, 0.0, helpPoint, true); + this._hullCache[10] = helpPoint.x; + this._hullCache[11] = helpPoint.y; + } + else if (this._childrenTransformDirty) { + this._childrenTransformDirty = false; + } + this._localDirty = true; + }; + return Surface; + }(dragonBones.Bone)); + dragonBones.Surface = Surface; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DisplayFrame = /** @class */ (function (_super) { + __extends(DisplayFrame, _super); + function DisplayFrame() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.deformVertices = []; + return _this; + } + DisplayFrame.toString = function () { + return "[class dragonBones.DisplayFrame]"; + }; + DisplayFrame.prototype._onClear = function () { + this.rawDisplayData = null; + this.displayData = null; + this.textureData = null; + this.display = null; + this.deformVertices.length = 0; + }; + DisplayFrame.prototype.updateDeformVertices = function () { + if (this.rawDisplayData === null || this.deformVertices.length !== 0) { + return; + } + var rawGeometryData; + if (this.rawDisplayData.type === 2 /* Mesh */) { + rawGeometryData = this.rawDisplayData.geometry; + } + else if (this.rawDisplayData.type === 4 /* Path */) { + rawGeometryData = this.rawDisplayData.geometry; + } + else { + return; + } + var vertexCount = 0; + if (rawGeometryData.weight !== null) { + vertexCount = rawGeometryData.weight.count * 2; + } + else { + vertexCount = rawGeometryData.data.intArray[rawGeometryData.offset + 0 /* GeometryVertexCount */] * 2; + } + this.deformVertices.length = vertexCount; + for (var i = 0, l = this.deformVertices.length; i < l; ++i) { + this.deformVertices[i] = 0.0; + } + }; + DisplayFrame.prototype.getGeometryData = function () { + if (this.displayData !== null) { + if (this.displayData.type === 2 /* Mesh */) { + return this.displayData.geometry; + } + if (this.displayData.type === 4 /* Path */) { + return this.displayData.geometry; + } + } + if (this.rawDisplayData !== null) { + if (this.rawDisplayData.type === 2 /* Mesh */) { + return this.rawDisplayData.geometry; + } + if (this.rawDisplayData.type === 4 /* Path */) { + return this.rawDisplayData.geometry; + } + } + return null; + }; + DisplayFrame.prototype.getBoundingBox = function () { + if (this.displayData !== null && this.displayData.type === 3 /* BoundingBox */) { + return this.displayData.boundingBox; + } + if (this.rawDisplayData !== null && this.rawDisplayData.type === 3 /* BoundingBox */) { + return this.rawDisplayData.boundingBox; + } + return null; + }; + DisplayFrame.prototype.getTextureData = function () { + if (this.displayData !== null) { + if (this.displayData.type === 0 /* Image */) { + return this.displayData.texture; + } + if (this.displayData.type === 2 /* Mesh */) { + return this.displayData.texture; + } + } + if (this.textureData !== null) { + return this.textureData; + } + if (this.rawDisplayData !== null) { + if (this.rawDisplayData.type === 0 /* Image */) { + return this.rawDisplayData.texture; + } + if (this.rawDisplayData.type === 2 /* Mesh */) { + return this.rawDisplayData.texture; + } + } + return null; + }; + return DisplayFrame; + }(dragonBones.BaseObject)); + dragonBones.DisplayFrame = DisplayFrame; + /** + * - The slot attached to the armature, controls the display status and properties of the display object. + * A bone can contain multiple slots. + * A slot can contain multiple display objects, displaying only one of the display objects at a time, + * but you can toggle the display object into frame animation while the animation is playing. + * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, + * and a custom other display object. + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽附着在骨骼上,控制显示对象的显示状态和属性。 + * 一个骨骼上可以包含多个插槽。 + * 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。 + * 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。 + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language zh_CN + */ + var Slot = /** @class */ (function (_super) { + __extends(Slot, _super); + function Slot() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._localMatrix = new dragonBones.Matrix(); + /** + * @internal + */ + _this._colorTransform = new dragonBones.ColorTransform(); + /** + * @internal + */ + _this._displayFrames = []; + /** + * @internal + */ + _this._geometryBones = []; + _this._rawDisplay = null; // Initial value. + _this._meshDisplay = null; // Initial value. + _this._display = null; + return _this; + } + Slot.prototype._onClear = function () { + _super.prototype._onClear.call(this); + var disposeDisplayList = []; + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var dispayFrame = _a[_i]; + var display = dispayFrame.display; + if (display !== this._rawDisplay && display !== this._meshDisplay && + disposeDisplayList.indexOf(display) < 0) { + disposeDisplayList.push(display); + } + dispayFrame.returnToPool(); + } + for (var _b = 0, disposeDisplayList_1 = disposeDisplayList; _b < disposeDisplayList_1.length; _b++) { + var eachDisplay = disposeDisplayList_1[_b]; + if (eachDisplay instanceof dragonBones.Armature) { + eachDisplay.dispose(); + } + else { + this._disposeDisplay(eachDisplay, true); + } + } + if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { // May be _meshDisplay and _rawDisplay is the same one. + this._disposeDisplay(this._meshDisplay, false); + } + if (this._rawDisplay !== null) { + this._disposeDisplay(this._rawDisplay, false); + } + this.displayController = null; + this._displayDataDirty = false; + this._displayDirty = false; + this._geometryDirty = false; + this._textureDirty = false; + this._visibleDirty = false; + this._blendModeDirty = false; + this._zOrderDirty = false; + this._colorDirty = false; + this._verticesDirty = false; + this._transformDirty = false; + this._visible = true; + this._blendMode = 0 /* Normal */; + this._displayIndex = -1; + this._animationDisplayIndex = -1; + this._zOrder = 0; + this._zIndex = 0; + this._cachedFrameIndex = -1; + this._pivotX = 0.0; + this._pivotY = 0.0; + this._localMatrix.identity(); + this._colorTransform.identity(); + this._displayFrames.length = 0; + this._geometryBones.length = 0; + this._slotData = null; // + this._displayFrame = null; + this._geometryData = null; + this._boundingBoxData = null; + this._textureData = null; + this._rawDisplay = null; + this._meshDisplay = null; + this._display = null; + this._childArmature = null; + this._parent = null; // + this._cachedFrameIndices = null; + }; + Slot.prototype._hasDisplay = function (display) { + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var displayFrame = _a[_i]; + if (displayFrame.display === display) { + return true; + } + } + return false; + }; + /** + * @internal + */ + Slot.prototype._isBonesUpdate = function () { + for (var _i = 0, _a = this._geometryBones; _i < _a.length; _i++) { + var bone = _a[_i]; + if (bone !== null && bone._childrenTransformDirty) { + return true; + } + } + return false; + }; + /** + * @internal + */ + Slot.prototype._updateAlpha = function () { + var globalAlpha = this._alpha * this._parent._globalAlpha; + if (this._globalAlpha !== globalAlpha) { + this._globalAlpha = globalAlpha; + this._colorDirty = true; + } + }; + Slot.prototype._updateDisplayData = function () { + var prevDisplayFrame = this._displayFrame; + var prevGeometryData = this._geometryData; + var prevTextureData = this._textureData; + var rawDisplayData = null; + var displayData = null; + this._displayFrame = null; + this._geometryData = null; + this._boundingBoxData = null; + this._textureData = null; + if (this._displayIndex >= 0 && this._displayIndex < this._displayFrames.length) { + this._displayFrame = this._displayFrames[this._displayIndex]; + rawDisplayData = this._displayFrame.rawDisplayData; + displayData = this._displayFrame.displayData; + this._geometryData = this._displayFrame.getGeometryData(); + this._boundingBoxData = this._displayFrame.getBoundingBox(); + this._textureData = this._displayFrame.getTextureData(); + } + if (this._displayFrame !== prevDisplayFrame || + this._geometryData !== prevGeometryData || this._textureData !== prevTextureData) { + // Update pivot offset. + if (this._geometryData === null && this._textureData !== null) { + var imageDisplayData = ((displayData !== null && displayData.type === 0 /* Image */) ? displayData : rawDisplayData); // + var scale = this._textureData.parent.scale * this._armature._armatureData.scale; + var frame = this._textureData.frame; + this._pivotX = imageDisplayData.pivot.x; + this._pivotY = imageDisplayData.pivot.y; + var rect = frame !== null ? frame : this._textureData.region; + var width = rect.width; + var height = rect.height; + if (this._textureData.rotated && frame === null) { + width = rect.height; + height = rect.width; + } + this._pivotX *= width * scale; + this._pivotY *= height * scale; + if (frame !== null) { + this._pivotX += frame.x * scale; + this._pivotY += frame.y * scale; + } + // Update replace pivot. TODO + if (rawDisplayData !== null && imageDisplayData !== rawDisplayData) { + rawDisplayData.transform.toMatrix(Slot._helpMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(0.0, 0.0, Slot._helpPoint); + this._pivotX -= Slot._helpPoint.x; + this._pivotY -= Slot._helpPoint.y; + imageDisplayData.transform.toMatrix(Slot._helpMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(0.0, 0.0, Slot._helpPoint); + this._pivotX += Slot._helpPoint.x; + this._pivotY += Slot._helpPoint.y; + } + if (!dragonBones.DragonBones.yDown) { + this._pivotY = (this._textureData.rotated ? this._textureData.region.width : this._textureData.region.height) * scale - this._pivotY; + } + } + else { + this._pivotX = 0.0; + this._pivotY = 0.0; + } + // Update original transform. + if (rawDisplayData !== null) { // Compatible. + this.origin = rawDisplayData.transform; + } + else if (displayData !== null) { // Compatible. + this.origin = displayData.transform; + } + else { + this.origin = null; + } + // TODO remove slot offset. + if (this.origin !== null) { + this.global.copyFrom(this.origin).add(this.offset).toMatrix(this._localMatrix); + } + else { + this.global.copyFrom(this.offset).toMatrix(this._localMatrix); + } + // Update geometry. + if (this._geometryData !== prevGeometryData) { + this._geometryDirty = true; + this._verticesDirty = true; + if (this._geometryData !== null) { + this._geometryBones.length = 0; + if (this._geometryData.weight !== null) { + for (var i = 0, l = this._geometryData.weight.bones.length; i < l; ++i) { + var bone = this._armature.getBone(this._geometryData.weight.bones[i].name); + this._geometryBones.push(bone); + } + } + } + else { + this._geometryBones.length = 0; + this._geometryData = null; + } + } + this._textureDirty = this._textureData !== prevTextureData; + this._transformDirty = true; + } + }; + Slot.prototype._updateDisplay = function () { + var prevDisplay = this._display !== null ? this._display : this._rawDisplay; + var prevChildArmature = this._childArmature; + // Update display and child armature. + if (this._displayFrame !== null) { + this._display = this._displayFrame.display; + if (this._display !== null && this._display instanceof dragonBones.Armature) { + this._childArmature = this._display; + this._display = this._childArmature.display; + } + else { + this._childArmature = null; + } + } + else { + this._display = null; + this._childArmature = null; + } + // Update display. + var currentDisplay = this._display !== null ? this._display : this._rawDisplay; + if (currentDisplay !== prevDisplay) { + this._textureDirty = true; + this._visibleDirty = true; + this._blendModeDirty = true; + // this._zOrderDirty = true; + this._colorDirty = true; + this._transformDirty = true; + this._onUpdateDisplay(); + this._replaceDisplay(prevDisplay); + } + // Update child armature. + if (this._childArmature !== prevChildArmature) { + if (prevChildArmature !== null) { + prevChildArmature._parent = null; // Update child armature parent. + prevChildArmature.clock = null; + if (prevChildArmature.inheritAnimation) { + prevChildArmature.animation.reset(); + } + } + if (this._childArmature !== null) { + this._childArmature._parent = this; // Update child armature parent. + this._childArmature.clock = this._armature.clock; + if (this._childArmature.inheritAnimation) { // Set child armature cache frameRate. + if (this._childArmature.cacheFrameRate === 0) { + var cacheFrameRate = this._armature.cacheFrameRate; + if (cacheFrameRate !== 0) { + this._childArmature.cacheFrameRate = cacheFrameRate; + } + } + // Child armature action. + if (this._displayFrame !== null) { + var actions = null; + var displayData = this._displayFrame.displayData !== null ? this._displayFrame.displayData : this._displayFrame.rawDisplayData; + if (displayData !== null && displayData.type === 1 /* Armature */) { + actions = displayData.actions; + } + if (actions !== null && actions.length > 0) { + for (var _i = 0, actions_1 = actions; _i < actions_1.length; _i++) { + var action = actions_1[_i]; + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + eventObject.slot = this; + this._armature._bufferAction(eventObject, false); + } + } + else { + this._childArmature.animation.play(); + } + } + } + } + } + }; + Slot.prototype._updateGlobalTransformMatrix = function (isCache) { + var parentMatrix = this._parent._boneData.type === 0 /* Bone */ ? this._parent.globalTransformMatrix : this._parent._getGlobalTransformMatrix(this.global.x, this.global.y); + this.globalTransformMatrix.copyFrom(this._localMatrix); + this.globalTransformMatrix.concat(parentMatrix); + if (isCache) { + this.global.fromMatrix(this.globalTransformMatrix); + } + else { + this._globalDirty = true; + } + }; + /** + * @internal + */ + Slot.prototype._setDisplayIndex = function (value, isAnimation) { + if (isAnimation === void 0) { isAnimation = false; } + if (isAnimation) { + if (this._animationDisplayIndex === value) { + return; + } + this._animationDisplayIndex = value; + } + if (this._displayIndex === value) { + return; + } + this._displayIndex = value < this._displayFrames.length ? value : this._displayFrames.length - 1; + this._displayDataDirty = true; + this._displayDirty = this._displayIndex < 0 || this._display !== this._displayFrames[this._displayIndex].display; + }; + /** + * @internal + */ + Slot.prototype._setZOrder = function (value) { + if (this._zOrder === value) { + // return false; + } + this._zOrder = value; + this._zOrderDirty = true; + return this._zOrderDirty; + }; + /** + * @internal + */ + Slot.prototype._setColor = function (value) { + this._colorTransform.copyFrom(value); + return this._colorDirty = true; + }; + /** + * @internal + */ + Slot.prototype.init = function (slotData, armatureValue, rawDisplay, meshDisplay) { + if (this._slotData !== null) { + return; + } + this._slotData = slotData; + this._colorDirty = true; // + this._blendModeDirty = true; // + this._blendMode = this._slotData.blendMode; + this._zOrder = this._slotData.zOrder; + this._zIndex = this._slotData.zIndex; + this._alpha = this._slotData.alpha; + this._colorTransform.copyFrom(this._slotData.color); + this._rawDisplay = rawDisplay; + this._meshDisplay = meshDisplay; + // + this._armature = armatureValue; + var slotParent = this._armature.getBone(this._slotData.parent.name); + if (slotParent !== null) { + this._parent = slotParent; + } + else { + // Never; + } + this._armature._addSlot(this); + // + this._initDisplay(this._rawDisplay, false); + if (this._rawDisplay !== this._meshDisplay) { + this._initDisplay(this._meshDisplay, false); + } + this._onUpdateDisplay(); + this._addDisplay(); + }; + /** + * @internal + */ + Slot.prototype.update = function (cacheFrameIndex) { + if (this._displayDataDirty) { + this._updateDisplayData(); + this._displayDataDirty = false; + } + if (this._displayDirty) { + this._updateDisplay(); + this._displayDirty = false; + } + if (this._geometryDirty || this._textureDirty) { + if (this._display === null || this._display === this._rawDisplay || this._display === this._meshDisplay) { + this._updateFrame(); + } + this._geometryDirty = false; + this._textureDirty = false; + } + if (this._display === null) { + return; + } + if (this._visibleDirty) { + this._updateVisible(); + this._visibleDirty = false; + } + if (this._blendModeDirty) { + this._updateBlendMode(); + this._blendModeDirty = false; + } + if (this._colorDirty) { + this._updateColor(); + this._colorDirty = false; + } + if (this._zOrderDirty) { + this._updateZOrder(); + this._zOrderDirty = false; + } + if (this._geometryData !== null && this._display === this._meshDisplay) { + var isSkinned = this._geometryData.weight !== null; + var isSurface = this._parent._boneData.type !== 0 /* Bone */; + if (this._verticesDirty || + (isSkinned && this._isBonesUpdate()) || + (isSurface && this._parent._childrenTransformDirty)) { + this._verticesDirty = false; // Allow update mesh to reset the dirty value. + this._updateMesh(); + } + if (isSkinned || isSurface) { // Compatible. + return; + } + } + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { // Has been Cached. + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { // Dirty. + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + if (this._transformDirty) { + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + this._updateGlobalTransformMatrix(isCache); + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + this._updateTransform(); + this._transformDirty = false; + } + }; + /** + * - Forces the slot to update the state of the display object in the next frame. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 强制插槽在下一帧更新显示对象的状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Slot.prototype.invalidUpdate = function () { + this._displayDataDirty = true; + this._displayDirty = true; + // + this._transformDirty = true; + }; + /** + * @private + */ + Slot.prototype.updateTransformAndMatrix = function () { + if (this._transformDirty) { + this._updateGlobalTransformMatrix(false); + this._transformDirty = false; + } + }; + /** + * @private + */ + Slot.prototype.replaceRawDisplayData = function (displayData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.rawDisplayData !== displayData) { + displayFrame.deformVertices.length = 0; + displayFrame.rawDisplayData = displayData; + if (displayFrame.rawDisplayData === null) { + var defaultSkin = this._armature._armatureData.defaultSkin; + if (defaultSkin !== null) { + var defaultRawDisplayDatas = defaultSkin.getDisplays(this._slotData.name); + if (defaultRawDisplayDatas !== null && index < defaultRawDisplayDatas.length) { + displayFrame.rawDisplayData = defaultRawDisplayDatas[index]; + } + } + } + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceDisplayData = function (displayData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.displayData !== displayData && displayFrame.rawDisplayData !== displayData) { + displayFrame.displayData = displayData; + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceTextureData = function (textureData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.textureData !== textureData) { + displayFrame.textureData = textureData; + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceDisplay = function (value, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.display !== value) { + var prevDisplay = displayFrame.display; + displayFrame.display = value; + if (prevDisplay !== null && + prevDisplay !== this._rawDisplay && prevDisplay !== this._meshDisplay && + !this._hasDisplay(prevDisplay)) { + if (prevDisplay instanceof dragonBones.Armature) { + // (eachDisplay as Armature).dispose(); + } + else { + this._disposeDisplay(prevDisplay, true); + } + } + if (value !== null && + value !== this._rawDisplay && value !== this._meshDisplay && + !this._hasDisplay(prevDisplay) && + !(value instanceof dragonBones.Armature)) { + this._initDisplay(value, true); + } + if (index === this._displayIndex) { + this._displayDirty = true; + } + } + }; + /** + * - Check whether a specific point is inside a custom bounding box in the slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Slot.prototype.containsPoint = function (x, y) { + if (this._boundingBoxData === null) { + return false; + } + this.updateTransformAndMatrix(); + Slot._helpMatrix.copyFrom(this.globalTransformMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(x, y, Slot._helpPoint); + return this._boundingBoxData.containsPoint(Slot._helpPoint.x, Slot._helpPoint.y); + }; + /** + * - Check whether a specific segment intersects a custom bounding box for the slot. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点] + * @version DragonBones 5.0 + * @language zh_CN + */ + Slot.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + if (this._boundingBoxData === null) { + return 0; + } + this.updateTransformAndMatrix(); + Slot._helpMatrix.copyFrom(this.globalTransformMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(xA, yA, Slot._helpPoint); + xA = Slot._helpPoint.x; + yA = Slot._helpPoint.y; + Slot._helpMatrix.transformPoint(xB, yB, Slot._helpPoint); + xB = Slot._helpPoint.x; + yB = Slot._helpPoint.y; + var intersectionCount = this._boundingBoxData.intersectsSegment(xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians); + if (intersectionCount > 0) { + if (intersectionCount === 1 || intersectionCount === 2) { + if (intersectionPointA !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointA.x, intersectionPointA.y, intersectionPointA); + if (intersectionPointB !== null) { + intersectionPointB.x = intersectionPointA.x; + intersectionPointB.y = intersectionPointA.y; + } + } + else if (intersectionPointB !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointB.x, intersectionPointB.y, intersectionPointB); + } + } + else { + if (intersectionPointA !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointA.x, intersectionPointA.y, intersectionPointA); + } + if (intersectionPointB !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointB.x, intersectionPointB.y, intersectionPointB); + } + } + if (normalRadians !== null) { + this.globalTransformMatrix.transformPoint(Math.cos(normalRadians.x), Math.sin(normalRadians.x), Slot._helpPoint, true); + normalRadians.x = Math.atan2(Slot._helpPoint.y, Slot._helpPoint.x); + this.globalTransformMatrix.transformPoint(Math.cos(normalRadians.y), Math.sin(normalRadians.y), Slot._helpPoint, true); + normalRadians.y = Math.atan2(Slot._helpPoint.y, Slot._helpPoint.x); + } + } + return intersectionCount; + }; + /** + * @private + */ + Slot.prototype.getDisplayFrameAt = function (index) { + return this._displayFrames[index]; + }; + Object.defineProperty(Slot.prototype, "visible", { + /** + * - The visible of slot's display object. + * @default true + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 插槽的显示对象的可见。 + * @default true + * @version DragonBones 5.6 + * @language zh_CN + */ + get: function () { + return this._visible; + }, + set: function (value) { + if (this._visible === value) { + return; + } + this._visible = value; + this._updateVisible(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayFrameCount", { + /** + * @private + */ + get: function () { + return this._displayFrames.length; + }, + set: function (value) { + var prevCount = this._displayFrames.length; + if (prevCount < value) { + this._displayFrames.length = value; + for (var i = prevCount; i < value; ++i) { + this._displayFrames[i] = dragonBones.BaseObject.borrowObject(DisplayFrame); + } + } + else if (prevCount > value) { + for (var i = prevCount - 1; i < value; --i) { + this.replaceDisplay(null, i); + this._displayFrames[i].returnToPool(); + } + this._displayFrames.length = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayIndex", { + /** + * - The index of the display object displayed in the display list. + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     slot.displayIndex = 3;
+             *     slot.displayController = "none";
+             * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 此时显示的显示对象在显示列表中的索引。 + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     slot.displayIndex = 3;
+             *     slot.displayController = "none";
+             * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._displayIndex; + }, + set: function (value) { + this._setDisplayIndex(value); + this.update(-1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "name", { + /** + * - The slot name. + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._slotData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayList", { + /** + * - Contains a display list of display objects or child armatures. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 包含显示对象或子骨架的显示列表。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + var displays = new Array(); + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var displayFrame = _a[_i]; + displays.push(displayFrame.display); + } + return displays; + }, + set: function (value) { + this.displayFrameCount = value.length; + var index = 0; + for (var _i = 0, value_1 = value; _i < value_1.length; _i++) { + var eachDisplay = value_1[_i]; + this.replaceDisplay(eachDisplay, index++); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "slotData", { + /** + * - The slot data. + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 插槽数据。 + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._slotData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "boundingBoxData", { + /** + * - The custom bounding box data for the slot at current time. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 插槽此时的自定义包围盒数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + get: function () { + return this._boundingBoxData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "rawDisplay", { + /** + * @private + */ + get: function () { + return this._rawDisplay; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "meshDisplay", { + /** + * @private + */ + get: function () { + return this._meshDisplay; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "display", { + /** + * - The display object that the slot displays at this time. + * @example + *
+             *     let slot = armature.getSlot("text");
+             *     slot.display = new yourEngine.TextField();
+             * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的显示对象。 + * @example + *
+             *     let slot = armature.getSlot("text");
+             *     slot.display = new yourEngine.TextField();
+             * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._display; + }, + set: function (value) { + if (this._display === value) { + return; + } + if (this._displayFrames.length === 0) { + this.displayFrameCount = 1; + this._displayIndex = 0; + } + this.replaceDisplay(value, this._displayIndex); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "childArmature", { + /** + * - The child armature that the slot displayed at current time. + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     let prevChildArmature = slot.childArmature;
+             *     if (prevChildArmature) {
+             *         prevChildArmature.dispose();
+             *     }
+             *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+             * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的子骨架。 + * 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。 + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     let prevChildArmature = slot.childArmature;
+             *     if (prevChildArmature) {
+             *         prevChildArmature.dispose();
+             *     }
+             *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+             * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._childArmature; + }, + set: function (value) { + if (this._childArmature === value) { + return; + } + this.display = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "parent", { + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Slot.prototype.getDisplay = function () { + return this._display; + }; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Slot.prototype.setDisplay = function (value) { + this.display = value; + }; + return Slot; + }(dragonBones.TransformObject)); + dragonBones.Slot = Slot; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var Constraint = /** @class */ (function (_super) { + __extends(Constraint, _super); + function Constraint() { + return _super !== null && _super.apply(this, arguments) || this; + } + Constraint.prototype._onClear = function () { + this._armature = null; // + this._target = null; // + this._root = null; // + this._bone = null; + }; + Object.defineProperty(Constraint.prototype, "name", { + get: function () { + return this._constraintData.name; + }, + enumerable: true, + configurable: true + }); + Constraint._helpMatrix = new dragonBones.Matrix(); + Constraint._helpTransform = new dragonBones.Transform(); + Constraint._helpPoint = new dragonBones.Point(); + return Constraint; + }(dragonBones.BaseObject)); + dragonBones.Constraint = Constraint; + /** + * @internal + */ + var IKConstraint = /** @class */ (function (_super) { + __extends(IKConstraint, _super); + function IKConstraint() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraint.toString = function () { + return "[class dragonBones.IKConstraint]"; + }; + IKConstraint.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._scaleEnabled = false; + this._bendPositive = false; + this._weight = 1.0; + this._constraintData = null; + }; + IKConstraint.prototype._computeA = function () { + var ikGlobal = this._target.global; + var global = this._root.global; + var globalTransformMatrix = this._root.globalTransformMatrix; + var radian = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x); + if (global.scaleX < 0.0) { + radian += Math.PI; + } + global.rotation += dragonBones.Transform.normalizeRadian(radian - global.rotation) * this._weight; + global.toMatrix(globalTransformMatrix); + }; + IKConstraint.prototype._computeB = function () { + var boneLength = this._bone._boneData.length; + var parent = this._root; + var ikGlobal = this._target.global; + var parentGlobal = parent.global; + var global = this._bone.global; + var globalTransformMatrix = this._bone.globalTransformMatrix; + var x = globalTransformMatrix.a * boneLength; + var y = globalTransformMatrix.b * boneLength; + var lLL = x * x + y * y; + var lL = Math.sqrt(lLL); + var dX = global.x - parentGlobal.x; + var dY = global.y - parentGlobal.y; + var lPP = dX * dX + dY * dY; + var lP = Math.sqrt(lPP); + var rawRadian = global.rotation; + var rawParentRadian = parentGlobal.rotation; + var rawRadianA = Math.atan2(dY, dX); + dX = ikGlobal.x - parentGlobal.x; + dY = ikGlobal.y - parentGlobal.y; + var lTT = dX * dX + dY * dY; + var lT = Math.sqrt(lTT); + var radianA = 0.0; + if (lL + lP <= lT || lT + lL <= lP || lT + lP <= lL) { + radianA = Math.atan2(ikGlobal.y - parentGlobal.y, ikGlobal.x - parentGlobal.x); + if (lL + lP <= lT) { + } + else if (lP < lL) { + radianA += Math.PI; + } + } + else { + var h = (lPP - lLL + lTT) / (2.0 * lTT); + var r = Math.sqrt(lPP - h * h * lTT) / lT; + var hX = parentGlobal.x + (dX * h); + var hY = parentGlobal.y + (dY * h); + var rX = -dY * r; + var rY = dX * r; + var isPPR = false; + var parentParent = parent.parent; + if (parentParent !== null) { + var parentParentMatrix = parentParent.globalTransformMatrix; + isPPR = parentParentMatrix.a * parentParentMatrix.d - parentParentMatrix.b * parentParentMatrix.c < 0.0; + } + if (isPPR !== this._bendPositive) { + global.x = hX - rX; + global.y = hY - rY; + } + else { + global.x = hX + rX; + global.y = hY + rY; + } + radianA = Math.atan2(global.y - parentGlobal.y, global.x - parentGlobal.x); + } + var dR = dragonBones.Transform.normalizeRadian(radianA - rawRadianA); + parentGlobal.rotation = rawParentRadian + dR * this._weight; + parentGlobal.toMatrix(parent.globalTransformMatrix); + // + var currentRadianA = rawRadianA + dR * this._weight; + global.x = parentGlobal.x + Math.cos(currentRadianA) * lP; + global.y = parentGlobal.y + Math.sin(currentRadianA) * lP; + // + var radianB = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x); + if (global.scaleX < 0.0) { + radianB += Math.PI; + } + global.rotation = parentGlobal.rotation + rawRadian - rawParentRadian + dragonBones.Transform.normalizeRadian(radianB - dR - rawRadian) * this._weight; + global.toMatrix(globalTransformMatrix); + }; + IKConstraint.prototype.init = function (constraintData, armature) { + if (this._constraintData !== null) { + return; + } + this._constraintData = constraintData; + this._armature = armature; + this._target = this._armature.getBone(this._constraintData.target.name); + this._root = this._armature.getBone(this._constraintData.root.name); + this._bone = this._constraintData.bone !== null ? this._armature.getBone(this._constraintData.bone.name) : null; + { + var ikConstraintData = this._constraintData; + this._scaleEnabled = ikConstraintData.scaleEnabled; + this._bendPositive = ikConstraintData.bendPositive; + this._weight = ikConstraintData.weight; + } + this._root._hasConstraint = true; + }; + IKConstraint.prototype.update = function () { + this._root.updateByConstraint(); + if (this._bone !== null) { + this._bone.updateByConstraint(); + this._computeB(); + } + else { + this._computeA(); + } + }; + IKConstraint.prototype.invalidUpdate = function () { + this._root.invalidUpdate(); + if (this._bone !== null) { + this._bone.invalidUpdate(); + } + }; + return IKConstraint; + }(Constraint)); + dragonBones.IKConstraint = IKConstraint; + /** + * @internal + */ + var PathConstraint = /** @class */ (function (_super) { + __extends(PathConstraint, _super); + function PathConstraint() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._bones = []; + _this._spaces = []; + _this._positions = []; + _this._curves = []; + _this._boneLengths = []; + _this._pathGlobalVertices = []; + _this._segments = [10]; + return _this; + } + PathConstraint.toString = function () { + return "[class dragonBones.PathConstraint]"; + }; + PathConstraint.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.dirty = false; + this.pathOffset = 0; + this.position = 0.0; + this.spacing = 0.0; + this.rotateOffset = 0.0; + this.rotateMix = 1.0; + this.translateMix = 1.0; + this._pathSlot = null; + this._bones.length = 0; + this._spaces.length = 0; + this._positions.length = 0; + this._curves.length = 0; + this._boneLengths.length = 0; + this._pathGlobalVertices.length = 0; + }; + PathConstraint.prototype._updatePathVertices = function (verticesData) { + //计算曲线的节点数据 + var armature = this._armature; + var dragonBonesData = armature.armatureData.parent; + var scale = armature.armatureData.scale; + var intArray = dragonBonesData.intArray; + var floatArray = dragonBonesData.floatArray; + var pathOffset = verticesData.offset; + var pathVertexCount = intArray[pathOffset + 0 /* GeometryVertexCount */]; + var pathVertexOffset = intArray[pathOffset + 2 /* GeometryFloatOffset */]; + this._pathGlobalVertices.length = pathVertexCount * 2; + var weightData = verticesData.weight; + //没有骨骼约束我,那节点只受自己的Bone控制 + if (weightData === null) { + var parentBone = this._pathSlot.parent; + parentBone.updateByConstraint(); + var matrix = parentBone.globalTransformMatrix; + for (var i = 0, iV_1 = pathVertexOffset; i < pathVertexCount; i += 2) { + var vx = floatArray[iV_1++] * scale; + var vy = floatArray[iV_1++] * scale; + var x = matrix.a * vx + matrix.c * vy + matrix.tx; + var y = matrix.b * vx + matrix.d * vy + matrix.ty; + // + this._pathGlobalVertices[i] = x; + this._pathGlobalVertices[i + 1] = y; + } + return; + } + //有骨骼约束我,那我的节点受骨骼权重控制 + var bones = this._pathSlot._geometryBones; + var weightBoneCount = weightData.bones.length; + var weightOffset = weightData.offset; + var floatOffset = intArray[weightOffset + 1 /* WeigthFloatOffset */]; + var iV = floatOffset; + var iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount; + for (var i = 0, iW = 0; i < pathVertexCount; i++) { + var vertexBoneCount = intArray[iB++]; // + var xG = 0.0, yG = 0.0; + for (var ii = 0, ll = vertexBoneCount; ii < ll; ii++) { + var boneIndex = intArray[iB++]; + var bone = bones[boneIndex]; + if (bone === null) { + continue; + } + bone.updateByConstraint(); + var matrix = bone.globalTransformMatrix; + var weight = floatArray[iV++]; + var vx = floatArray[iV++] * scale; + var vy = floatArray[iV++] * scale; + xG += (matrix.a * vx + matrix.c * vy + matrix.tx) * weight; + yG += (matrix.b * vx + matrix.d * vy + matrix.ty) * weight; + } + this._pathGlobalVertices[iW++] = xG; + this._pathGlobalVertices[iW++] = yG; + } + }; + PathConstraint.prototype._computeVertices = function (start, count, offset, out) { + //TODO优化 + for (var i = offset, iW = start; i < count; i += 2) { + out[i] = this._pathGlobalVertices[iW++]; + out[i + 1] = this._pathGlobalVertices[iW++]; + } + }; + PathConstraint.prototype._computeBezierCurve = function (pathDisplayDta, spaceCount, tangents, percentPosition, percentSpacing) { + //计算当前的骨骼在曲线上的位置 + var armature = this._armature; + var intArray = armature.armatureData.parent.intArray; + var vertexCount = intArray[pathDisplayDta.geometry.offset + 0 /* GeometryVertexCount */]; + var positions = this._positions; + var spaces = this._spaces; + var isClosed = pathDisplayDta.closed; + var curveVertices = Array(); + var verticesLength = vertexCount * 2; + var curveCount = verticesLength / 6; + var preCurve = -1; + var position = this.position; + positions.length = spaceCount * 3 + 2; + var pathLength = 0.0; + //不需要匀速运动,效率高些 + if (!pathDisplayDta.constantSpeed) { + var lenghts = pathDisplayDta.curveLengths; + curveCount -= isClosed ? 1 : 2; + pathLength = lenghts[curveCount]; + if (percentPosition) { + position *= pathLength; + } + if (percentSpacing) { + for (var i = 0; i < spaceCount; i++) { + spaces[i] *= pathLength; + } + } + curveVertices.length = 8; + for (var i = 0, o = 0, curve = 0; i < spaceCount; i++, o += 3) { + var space = spaces[i]; + position += space; + if (isClosed) { + position %= pathLength; + if (position < 0) { + position += pathLength; + } + curve = 0; + } + else if (position < 0) { + //TODO + continue; + } + else if (position > pathLength) { + //TODO + continue; + } + var percent = 0.0; + for (;; curve++) { + var len = lenghts[curve]; + if (position > len) { + continue; + } + if (curve === 0) { + percent = position / len; + } + else { + var preLen = lenghts[curve - 1]; + percent = (position - preLen) / (len - preLen); + } + break; + } + if (curve !== preCurve) { + preCurve = curve; + if (isClosed && curve === curveCount) { + //计算曲线 + this._computeVertices(verticesLength - 4, 4, 0, curveVertices); + this._computeVertices(0, 4, 4, curveVertices); + } + else { + this._computeVertices(curve * 6 + 2, 8, 0, curveVertices); + } + } + // + this.addCurvePosition(percent, curveVertices[0], curveVertices[1], curveVertices[2], curveVertices[3], curveVertices[4], curveVertices[5], curveVertices[6], curveVertices[7], positions, o, tangents); + } + return; + } + //匀速的 + if (isClosed) { + verticesLength += 2; + curveVertices.length = vertexCount; + this._computeVertices(2, verticesLength - 4, 0, curveVertices); + this._computeVertices(0, 2, verticesLength - 4, curveVertices); + curveVertices[verticesLength - 2] = curveVertices[0]; + curveVertices[verticesLength - 1] = curveVertices[1]; + } + else { + curveCount--; + verticesLength -= 4; + curveVertices.length = verticesLength; + this._computeVertices(2, verticesLength, 0, curveVertices); + } + // + var curves = new Array(curveCount); + pathLength = 0; + var x1 = curveVertices[0], y1 = curveVertices[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; + var tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy; + for (var i = 0, w = 2; i < curveCount; i++, w += 6) { + cx1 = curveVertices[w]; + cy1 = curveVertices[w + 1]; + cx2 = curveVertices[w + 2]; + cy2 = curveVertices[w + 3]; + x2 = curveVertices[w + 4]; + y2 = curveVertices[w + 5]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; + tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + curves[i] = pathLength; + x1 = x2; + y1 = y2; + } + if (percentPosition) { + position *= pathLength; + } + if (percentSpacing) { + for (var i = 0; i < spaceCount; i++) { + spaces[i] *= pathLength; + } + } + var segments = this._segments; + var curveLength = 0; + for (var i = 0, o = 0, curve = 0, segment = 0; i < spaceCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (isClosed) { + p %= pathLength; + if (p < 0) + p += pathLength; + curve = 0; + } + else if (p < 0) { + continue; + } + else if (p > pathLength) { + continue; + } + // Determine curve containing position. + for (;; curve++) { + var length_1 = curves[curve]; + if (p > length_1) + continue; + if (curve === 0) + p /= length_1; + else { + var prev = curves[curve - 1]; + p = (p - prev) / (length_1 - prev); + } + break; + } + if (curve !== preCurve) { + preCurve = curve; + var ii = curve * 6; + x1 = curveVertices[ii]; + y1 = curveVertices[ii + 1]; + cx1 = curveVertices[ii + 2]; + cy1 = curveVertices[ii + 3]; + cx2 = curveVertices[ii + 4]; + cy2 = curveVertices[ii + 5]; + x2 = curveVertices[ii + 6]; + y2 = curveVertices[ii + 7]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.03; + tmpy = (y1 - cy1 * 2 + cy2) * 0.03; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; + curveLength = Math.sqrt(dfx * dfx + dfy * dfy); + segments[0] = curveLength; + for (ii = 1; ii < 8; ii++) { + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[ii] = curveLength; + } + dfx += ddfx; + dfy += ddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[8] = curveLength; + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[9] = curveLength; + segment = 0; + } + // Weight by segment length. + p *= curveLength; + for (;; segment++) { + var length_2 = segments[segment]; + if (p > length_2) + continue; + if (segment === 0) + p /= length_2; + else { + var prev = segments[segment - 1]; + p = segment + (p - prev) / (length_2 - prev); + } + break; + } + this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, positions, o, tangents); + } + }; + //Calculates a point on the curve, for a given t value between 0 and 1. + PathConstraint.prototype.addCurvePosition = function (t, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, offset, tangents) { + if (t === 0) { + out[offset] = x1; + out[offset + 1] = y1; + out[offset + 2] = 0; + return; + } + if (t === 1) { + out[offset] = x2; + out[offset + 1] = y2; + out[offset + 2] = 0; + return; + } + var mt = 1 - t; + var mt2 = mt * mt; + var t2 = t * t; + var a = mt2 * mt; + var b = mt2 * t * 3; + var c = mt * t2 * 3; + var d = t * t2; + var x = a * x1 + b * cx1 + c * cx2 + d * x2; + var y = a * y1 + b * cy1 + c * cy2 + d * y2; + out[offset] = x; + out[offset + 1] = y; + if (tangents) { + //Calculates the curve tangent at the specified t value + out[offset + 2] = Math.atan2(y - (a * y1 + b * cy1 + c * cy2), x - (a * x1 + b * cx1 + c * cx2)); + } + else { + out[offset + 2] = 0; + } + }; + PathConstraint.prototype.init = function (constraintData, armature) { + this._constraintData = constraintData; + this._armature = armature; + var data = constraintData; + this.pathOffset = data.pathDisplayData.geometry.offset; + // + this.position = data.position; + this.spacing = data.spacing; + this.rotateOffset = data.rotateOffset; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + // + this._root = this._armature.getBone(data.root.name); + this._target = this._armature.getBone(data.target.name); + this._pathSlot = this._armature.getSlot(data.pathSlot.name); + for (var i = 0, l = data.bones.length; i < l; i++) { + var bone = this._armature.getBone(data.bones[i].name); + if (bone !== null) { + this._bones.push(bone); + } + } + if (data.rotateMode === 2 /* ChainScale */) { + this._boneLengths.length = this._bones.length; + } + this._root._hasConstraint = true; + }; + PathConstraint.prototype.update = function () { + var pathSlot = this._pathSlot; + if (pathSlot._geometryData === null || + pathSlot._geometryData.offset !== this.pathOffset) { + return; + } + var constraintData = this._constraintData; + // + //曲线节点数据改变:父亲bone改变,权重bones改变,变形顶点改变 + var isPathVerticeDirty = false; + if (this._root._childrenTransformDirty) { + this._updatePathVertices(pathSlot._geometryData); + isPathVerticeDirty = true; + } + else if (pathSlot._verticesDirty || pathSlot._isBonesUpdate()) { + this._updatePathVertices(pathSlot._geometryData); + pathSlot._verticesDirty = false; + isPathVerticeDirty = true; + } + if (!isPathVerticeDirty && !this.dirty) { + return; + } + // + var positionMode = constraintData.positionMode; + var spacingMode = constraintData.spacingMode; + var rotateMode = constraintData.rotateMode; + var bones = this._bones; + var isLengthMode = spacingMode === 0 /* Length */; + var isChainScaleMode = rotateMode === 2 /* ChainScale */; + var isTangentMode = rotateMode === 0 /* Tangent */; + var boneCount = bones.length; + var spacesCount = isTangentMode ? boneCount : boneCount + 1; + var spacing = this.spacing; + var spaces = this._spaces; + spaces.length = spacesCount; + //计曲线间隔和长度 + if (isChainScaleMode || isLengthMode) { + //Bone改变和spacing改变触发 + spaces[0] = 0; + for (var i = 0, l = spacesCount - 1; i < l; i++) { + var bone = bones[i]; + bone.updateByConstraint(); + var boneLength = bone._boneData.length; + var matrix = bone.globalTransformMatrix; + var x = boneLength * matrix.a; + var y = boneLength * matrix.b; + var len = Math.sqrt(x * x + y * y); + if (isChainScaleMode) { + this._boneLengths[i] = len; + } + spaces[i + 1] = (boneLength + spacing) * len / boneLength; + } + } + else { + for (var i = 0; i < spacesCount; i++) { + spaces[i] = spacing; + } + } + // + this._computeBezierCurve(pathSlot._displayFrame.rawDisplayData, spacesCount, isTangentMode, positionMode === 1 /* Percent */, spacingMode === 2 /* Percent */); + //根据新的节点数据重新采样 + var positions = this._positions; + var rotateOffset = this.rotateOffset; + var boneX = positions[0], boneY = positions[1]; + var tip; + if (rotateOffset === 0) { + tip = rotateMode === 1 /* Chain */; + } + else { + tip = false; + var bone = pathSlot.parent; + if (bone !== null) { + var matrix = bone.globalTransformMatrix; + rotateOffset *= matrix.a * matrix.d - matrix.b * matrix.c > 0 ? dragonBones.Transform.DEG_RAD : -dragonBones.Transform.DEG_RAD; + } + } + // + var rotateMix = this.rotateMix; + var translateMix = this.translateMix; + for (var i = 0, p = 3; i < boneCount; i++, p += 3) { + var bone = bones[i]; + bone.updateByConstraint(); + var matrix = bone.globalTransformMatrix; + matrix.tx += (boneX - matrix.tx) * translateMix; + matrix.ty += (boneY - matrix.ty) * translateMix; + var x = positions[p], y = positions[p + 1]; + var dx = x - boneX, dy = y - boneY; + if (isChainScaleMode) { + var lenght = this._boneLengths[i]; + var s = (Math.sqrt(dx * dx + dy * dy) / lenght - 1) * rotateMix + 1; + matrix.a *= s; + matrix.b *= s; + } + boneX = x; + boneY = y; + if (rotateMix > 0) { + var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, r = void 0, cos = void 0, sin = void 0; + if (isTangentMode) { + r = positions[p - 1]; + } + else { + r = Math.atan2(dy, dx); + } + r -= Math.atan2(b, a); + if (tip) { + cos = Math.cos(r); + sin = Math.sin(r); + var length_3 = bone._boneData.length; + boneX += (length_3 * (cos * a - sin * b) - dx) * rotateMix; + boneY += (length_3 * (sin * a + cos * b) - dy) * rotateMix; + } + else { + r += rotateOffset; + } + if (r > dragonBones.Transform.PI) { + r -= dragonBones.Transform.PI_D; + } + else if (r < -dragonBones.Transform.PI) { + r += dragonBones.Transform.PI_D; + } + r *= rotateMix; + cos = Math.cos(r); + sin = Math.sin(r); + matrix.a = cos * a - sin * b; + matrix.b = sin * a + cos * b; + matrix.c = cos * c - sin * d; + matrix.d = sin * c + cos * d; + } + bone.global.fromMatrix(matrix); + } + this.dirty = false; + }; + PathConstraint.prototype.invalidUpdate = function () { + }; + return PathConstraint; + }(Constraint)); + dragonBones.PathConstraint = PathConstraint; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。 + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + var WorldClock = /** @class */ (function () { + /** + * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance. + * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。 + * 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。 + * @version DragonBones 3.0 + * @language zh_CN + */ + function WorldClock(time) { + if (time === void 0) { time = 0.0; } + /** + * - Current time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + this.time = 0.0; + /** + * - The play speed, used to control animation speed-shift play. + * [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度,用于控制动画变速播放。 + * [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + this.timeScale = 1.0; + this._systemTime = 0.0; + this._animatebles = []; + this._clock = null; + this.time = time; + this._systemTime = new Date().getTime() * 0.001; + } + /** + * - Advance time for all IAnimatable instances. + * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 为所有的 IAnimatable 实例更新时间。 + * @param passedTime - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.advanceTime = function (passedTime) { + if (passedTime !== passedTime) { + passedTime = 0.0; + } + var currentTime = Date.now() * 0.001; + if (passedTime < 0.0) { + passedTime = currentTime - this._systemTime; + } + this._systemTime = currentTime; + if (this.timeScale !== 1.0) { + passedTime *= this.timeScale; + } + if (passedTime === 0.0) { + return; + } + if (passedTime < 0.0) { + this.time -= passedTime; + } + else { + this.time += passedTime; + } + var i = 0, r = 0, l = this._animatebles.length; + for (; i < l; ++i) { + var animatable = this._animatebles[i]; + if (animatable !== null) { + if (r > 0) { + this._animatebles[i - r] = animatable; + this._animatebles[i] = null; + } + animatable.advanceTime(passedTime); + } + else { + r++; + } + } + if (r > 0) { + l = this._animatebles.length; + for (; i < l; ++i) { + var animateble = this._animatebles[i]; + if (animateble !== null) { + this._animatebles[i - r] = animateble; + } + else { + r++; + } + } + this._animatebles.length -= r; + } + }; + /** + * - Check whether contains a specific instance of IAnimatable. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.contains = function (value) { + if (value === this) { + return false; + } + var ancestor = value; + while (ancestor !== this && ancestor !== null) { + ancestor = ancestor.clock; + } + return ancestor === this; + }; + /** + * - Add IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.add = function (value) { + if (this._animatebles.indexOf(value) < 0) { + this._animatebles.push(value); + value.clock = this; + } + }; + /** + * - Removes a specified IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.remove = function (value) { + var index = this._animatebles.indexOf(value); + if (index >= 0) { + this._animatebles[index] = null; + value.clock = null; + } + }; + /** + * - Clear all IAnimatable instances. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 清除所有的 IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.clear = function () { + for (var _i = 0, _a = this._animatebles; _i < _a.length; _i++) { + var animatable = _a[_i]; + if (animatable !== null) { + animatable.clock = null; + } + } + }; + Object.defineProperty(WorldClock.prototype, "clock", { + /** + * @inheritDoc + */ + get: function () { + return this._clock; + }, + set: function (value) { + if (this._clock === value) { + return; + } + if (this._clock !== null) { + this._clock.remove(this); + } + this._clock = value; + if (this._clock !== null) { + this._clock.add(this); + } + }, + enumerable: true, + configurable: true + }); + return WorldClock; + }()); + dragonBones.WorldClock = WorldClock; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation player is used to play the animation data and manage the animation states. + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器用来播放动画数据和管理动画状态。 + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + var Animation = /** @class */ (function (_super) { + __extends(Animation, _super); + function Animation() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._animationNames = []; + _this._animationStates = []; + _this._animations = {}; + _this._blendStates = {}; + _this._animationConfig = null; // Initial value. + return _this; + } + Animation.toString = function () { + return "[class dragonBones.Animation]"; + }; + Animation.prototype._onClear = function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.returnToPool(); + } + for (var k in this._animations) { + delete this._animations[k]; + } + for (var k in this._blendStates) { + var blendStates = this._blendStates[k]; + for (var kB in blendStates) { + blendStates[kB].returnToPool(); + } + delete this._blendStates[k]; + } + if (this._animationConfig !== null) { + this._animationConfig.returnToPool(); + } + this.timeScale = 1.0; + this._animationDirty = false; + this._inheritTimeScale = 1.0; + this._animationNames.length = 0; + this._animationStates.length = 0; + //this._animations.clear(); + this._armature = null; // + this._animationConfig = null; // + this._lastAnimationState = null; + }; + Animation.prototype._fadeOut = function (animationConfig) { + switch (animationConfig.fadeOutMode) { + case 1 /* SameLayer */: + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (animationState._parent !== null) { + continue; + } + if (animationState.layer === animationConfig.layer) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 2 /* SameGroup */: + for (var _b = 0, _c = this._animationStates; _b < _c.length; _b++) { + var animationState = _c[_b]; + if (animationState._parent !== null) { + continue; + } + if (animationState.group === animationConfig.group) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 3 /* SameLayerAndGroup */: + for (var _d = 0, _e = this._animationStates; _d < _e.length; _d++) { + var animationState = _e[_d]; + if (animationState._parent !== null) { + continue; + } + if (animationState.layer === animationConfig.layer && + animationState.group === animationConfig.group) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 4 /* All */: + for (var _f = 0, _g = this._animationStates; _f < _g.length; _f++) { + var animationState = _g[_f]; + if (animationState._parent !== null) { + continue; + } + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + break; + case 5 /* Single */: // TODO + default: + break; + } + }; + /** + * @internal + */ + Animation.prototype.init = function (armature) { + if (this._armature !== null) { + return; + } + this._armature = armature; + this._animationConfig = dragonBones.BaseObject.borrowObject(dragonBones.AnimationConfig); + }; + /** + * @internal + */ + Animation.prototype.advanceTime = function (passedTime) { + if (passedTime < 0.0) { // Only animationState can reverse play. + passedTime = -passedTime; + } + if (this._armature.inheritAnimation && this._armature._parent !== null) { // Inherit parent animation timeScale. + this._inheritTimeScale = this._armature._parent._armature.animation._inheritTimeScale * this.timeScale; + } + else { + this._inheritTimeScale = this.timeScale; + } + if (this._inheritTimeScale !== 1.0) { + passedTime *= this._inheritTimeScale; + } + for (var k in this._blendStates) { + var blendStates = this._blendStates[k]; + for (var kB in blendStates) { + blendStates[kB].reset(); + } + } + var animationStateCount = this._animationStates.length; + if (animationStateCount === 1) { + var animationState = this._animationStates[0]; + if (animationState._fadeState > 0 && animationState._subFadeState > 0) { + this._armature._dragonBones.bufferObject(animationState); + this._animationStates.length = 0; + this._lastAnimationState = null; + } + else { + var animationData = animationState.animationData; + var cacheFrameRate = animationData.cacheFrameRate; + if (this._animationDirty && cacheFrameRate > 0.0) { // Update cachedFrameIndices. + this._animationDirty = false; + for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { + var bone = _a[_i]; + bone._cachedFrameIndices = animationData.getBoneCachedFrameIndices(bone.name); + } + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { + var slot = _c[_b]; + if (slot.displayFrameCount > 0) { + var rawDisplayData = slot.getDisplayFrameAt(0).rawDisplayData; + if (rawDisplayData !== null && + rawDisplayData.parent === this._armature.armatureData.defaultSkin) { + slot._cachedFrameIndices = animationData.getSlotCachedFrameIndices(slot.name); + continue; + } + } + slot._cachedFrameIndices = null; + } + } + animationState.advanceTime(passedTime, cacheFrameRate); + } + } + else if (animationStateCount > 1) { + for (var i = 0, r = 0; i < animationStateCount; ++i) { + var animationState = this._animationStates[i]; + if (animationState._fadeState > 0 && animationState._subFadeState > 0) { + r++; + this._armature._dragonBones.bufferObject(animationState); + this._animationDirty = true; + if (this._lastAnimationState === animationState) { // Update last animation state. + this._lastAnimationState = null; + } + } + else { + if (r > 0) { + this._animationStates[i - r] = animationState; + } + animationState.advanceTime(passedTime, 0.0); + } + if (i === animationStateCount - 1 && r > 0) { // Modify animation states size. + this._animationStates.length -= r; + if (this._lastAnimationState === null && this._animationStates.length > 0) { + this._lastAnimationState = this._animationStates[this._animationStates.length - 1]; + } + } + } + this._armature._cacheFrameIndex = -1; + } + else { + this._armature._cacheFrameIndex = -1; + } + }; + /** + * - Clear all animations states. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除所有的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.reset = function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.returnToPool(); + } + this._animationDirty = false; + this._animationConfig.clear(); + this._animationStates.length = 0; + this._lastAnimationState = null; + }; + /** + * - Pause a specific animation state. + * @param animationName - The name of animation state. (If not set, it will pause all animations) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停指定动画状态的播放。 + * @param animationName - 动画状态名称。 (如果未设置,则暂停所有动画) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.stop = function (animationName) { + if (animationName === void 0) { animationName = null; } + if (animationName !== null) { + var animationState = this.getState(animationName); + if (animationState !== null) { + animationState.stop(); + } + } + else { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.stop(); + } + } + }; + /** + * - Play animation with a specific animation config. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @param animationConfig - The animation config. + * @returns The playing animation state. + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 通过指定的动画配置来播放动画。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @param animationConfig - 动画配置。 + * @returns 播放的动画状态。 + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + Animation.prototype.playConfig = function (animationConfig) { + var animationName = animationConfig.animation; + if (!(animationName in this._animations)) { + console.warn("Non-existent animation.\n", "DragonBones name: " + this._armature.armatureData.parent.name, "Armature name: " + this._armature.name, "Animation name: " + animationName); + return null; + } + var animationData = this._animations[animationName]; + if (animationConfig.fadeOutMode === 5 /* Single */) { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState_1 = _a[_i]; + if (animationState_1._fadeState < 1 && + animationState_1.layer === animationConfig.layer && + animationState_1.animationData === animationData) { + return animationState_1; + } + } + } + if (this._animationStates.length === 0) { + animationConfig.fadeInTime = 0.0; + } + else if (animationConfig.fadeInTime < 0.0) { + animationConfig.fadeInTime = animationData.fadeInTime; + } + if (animationConfig.fadeOutTime < 0.0) { + animationConfig.fadeOutTime = animationConfig.fadeInTime; + } + if (animationConfig.timeScale <= -100.0) { + animationConfig.timeScale = 1.0 / animationData.scale; + } + if (animationData.frameCount > 0) { + if (animationConfig.position < 0.0) { + animationConfig.position %= animationData.duration; + animationConfig.position = animationData.duration - animationConfig.position; + } + else if (animationConfig.position === animationData.duration) { + animationConfig.position -= 0.000001; // Play a little time before end. + } + else if (animationConfig.position > animationData.duration) { + animationConfig.position %= animationData.duration; + } + if (animationConfig.duration > 0.0 && animationConfig.position + animationConfig.duration > animationData.duration) { + animationConfig.duration = animationData.duration - animationConfig.position; + } + if (animationConfig.playTimes < 0) { + animationConfig.playTimes = animationData.playTimes; + } + } + else { + animationConfig.playTimes = 1; + animationConfig.position = 0.0; + if (animationConfig.duration > 0.0) { + animationConfig.duration = 0.0; + } + } + if (animationConfig.duration === 0.0) { + animationConfig.duration = -1.0; + } + this._fadeOut(animationConfig); + // + var animationState = dragonBones.BaseObject.borrowObject(dragonBones.AnimationState); + animationState.init(this._armature, animationData, animationConfig); + this._animationDirty = true; + this._armature._cacheFrameIndex = -1; + if (this._animationStates.length > 0) { // Sort animation state. + var added = false; + for (var i = 0, l = this._animationStates.length; i < l; ++i) { + if (animationState.layer > this._animationStates[i].layer) { + added = true; + this._animationStates.splice(i, 0, animationState); + break; + } + else if (i !== l - 1 && animationState.layer > this._animationStates[i + 1].layer) { + added = true; + this._animationStates.splice(i + 1, 0, animationState); + break; + } + } + if (!added) { + this._animationStates.push(animationState); + } + } + else { + this._animationStates.push(animationState); + } + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { // Child armature play same name animation. + var slot = _c[_b]; + var childArmature = slot.childArmature; + if (childArmature !== null && childArmature.inheritAnimation && + childArmature.animation.hasAnimation(animationName) && + childArmature.animation.getState(animationName) === null) { + childArmature.animation.fadeIn(animationName); // + } + } + for (var k in animationData.animationTimelines) { // Blend animation node. + var childAnimationState = this.fadeIn(k, 0.0, 1, animationState.layer, "", 5 /* Single */); + if (childAnimationState === null) { + continue; + } + var timelines = animationData.animationTimelines[k]; + childAnimationState.actionEnabled = false; + childAnimationState.resetToPose = false; + childAnimationState.stop(); + animationState.addState(childAnimationState, timelines); + // + var index = this._animationStates.indexOf(animationState); + var childIndex = this._animationStates.indexOf(childAnimationState); + if (childIndex < index) { + this._animationStates.splice(index, 1); + this._animationStates.splice(childIndex, 0, animationState); + } + } + // if (!this._armature._lockUpdate && animationConfig.fadeInTime <= 0.0) { // Blend animation state, update armature. + // this._armature.advanceTime(0.0); + // } + this._lastAnimationState = animationState; + return animationState; + }; + /** + * - Play a specific animation. + * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume the animation playing from pause status, or replay the last playing animation) + * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, [1~N]: Repeat N times] (default: -1) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放指定动画。 + * @param animationName - 动画数据名称。 (如果未设置,则播放默认动画,或将暂停状态切换为播放状态,或重新播放之前播放的动画) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.play = function (animationName, playTimes) { + if (animationName === void 0) { animationName = null; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName !== null ? animationName : ""; + if (animationName !== null && animationName.length > 0) { + this.playConfig(this._animationConfig); + } + else if (this._lastAnimationState === null) { + var defaultAnimation = this._armature.armatureData.defaultAnimation; + if (defaultAnimation !== null) { + this._animationConfig.animation = defaultAnimation.name; + this.playConfig(this._animationConfig); + } + } + else if (!this._lastAnimationState.isPlaying && !this._lastAnimationState.isCompleted) { + this._lastAnimationState.play(); + } + else { + this._animationConfig.animation = this._lastAnimationState.name; + this.playConfig(this._animationConfig); + } + return this._lastAnimationState; + }; + /** + * - Fade in a specific animation. + * @param animationName - The name of animation data. + * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1) + * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @param layer - The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0) + * @param group - The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null) + * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 淡入播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param fadeInTime - 淡入时间。 [-1: 使用动画数据默认值, [0~N]: 淡入时间 (以秒为单位)] (默认: -1) + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @param layer - 混合图层,图层高的动画状态会优先获取混合权重,当混合权重分配总和超过 1.0 时,剩余的动画状态将不能再获得权重分配。 (默认: 0) + * @param group - 混合组名称,该属性通常用来指定多个动画状态混合时的相互替换关系。 (默认: null) + * @param fadeOutMode - 淡出模式,该属性通常用来指定多个动画状态混合时的相互替换模式。 (默认: AnimationFadeOutMode.SameLayerAndGroup) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.fadeIn = function (animationName, fadeInTime, playTimes, layer, group, fadeOutMode) { + if (fadeInTime === void 0) { fadeInTime = -1.0; } + if (playTimes === void 0) { playTimes = -1; } + if (layer === void 0) { layer = 0; } + if (group === void 0) { group = null; } + if (fadeOutMode === void 0) { fadeOutMode = 3 /* SameLayerAndGroup */; } + this._animationConfig.clear(); + this._animationConfig.fadeOutMode = fadeOutMode; + this._animationConfig.playTimes = playTimes; + this._animationConfig.layer = layer; + this._animationConfig.fadeInTime = fadeInTime; + this._animationConfig.animation = animationName; + this._animationConfig.group = group !== null ? group : ""; + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific time. + * @param animationName - The name of animation data. + * @param time - The start time point of playing. (In seconds) + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定时间开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param time - 播放开始的时间。 (以秒为单位) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByTime = function (animationName, time, playTimes) { + if (time === void 0) { time = 0.0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.position = time; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific frame. + * @param animationName - The name of animation data. + * @param frame - The start frame of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定帧开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param frame - 播放开始的帧数。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByFrame = function (animationName, frame, playTimes) { + if (frame === void 0) { frame = 0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + var animationData = animationName in this._animations ? this._animations[animationName] : null; + if (animationData !== null) { + this._animationConfig.position = animationData.frameCount > 0 ? animationData.duration * frame / animationData.frameCount : 0.0; + } + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific progress. + * @param animationName - The name of animation data. + * @param progress - The start progress value of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定进度开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param progress - 开始播放的进度。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByProgress = function (animationName, progress, playTimes) { + if (progress === void 0) { progress = 0.0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + var animationData = animationName in this._animations ? this._animations[animationName] : null; + if (animationData !== null) { + this._animationConfig.position = animationData.duration * (progress > 0.0 ? progress : 0.0); + } + return this.playConfig(this._animationConfig); + }; + /** + * - Stop a specific animation at the specific time. + * @param animationName - The name of animation data. + * @param time - The stop time. (In seconds) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定时间停止指定动画播放 + * @param animationName - 动画数据名称。 + * @param time - 停止的时间。 (以秒为单位) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByTime = function (animationName, time) { + if (time === void 0) { time = 0.0; } + var animationState = this.gotoAndPlayByTime(animationName, time, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * - Stop a specific animation at the specific frame. + * @param animationName - The name of animation data. + * @param frame - The stop frame. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定帧停止指定动画的播放 + * @param animationName - 动画数据名称。 + * @param frame - 停止的帧数。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByFrame = function (animationName, frame) { + if (frame === void 0) { frame = 0; } + var animationState = this.gotoAndPlayByFrame(animationName, frame, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * - Stop a specific animation at the specific progress. + * @param animationName - The name of animation data. + * @param progress - The stop progress value. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定的进度停止指定的动画播放。 + * @param animationName - 动画数据名称。 + * @param progress - 停止进度。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByProgress = function (animationName, progress) { + if (progress === void 0) { progress = 0.0; } + var animationState = this.gotoAndPlayByProgress(animationName, progress, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * @internal + */ + Animation.prototype.getBlendState = function (type, name, target) { + if (!(type in this._blendStates)) { + this._blendStates[type] = {}; + } + var blendStates = this._blendStates[type]; + if (!(name in blendStates)) { + var blendState = blendStates[name] = dragonBones.BaseObject.borrowObject(dragonBones.BlendState); + blendState.target = target; + } + return blendStates[name]; + }; + /** + * - Get a specific animation state. + * @param animationName - The name of animation state. + * @param layer - The layer of find animation states. [-1: Find all layers, [0~N]: Specified layer] (default: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取指定的动画状态。 + * @param animationName - 动画状态名称。 + * @param layer - 查找动画状态的层级。 [-1: 查找所有层级, [0~N]: 指定层级] (默认: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.getState = function (animationName, layer) { + if (layer === void 0) { layer = -1; } + var i = this._animationStates.length; + while (i--) { + var animationState = this._animationStates[i]; + if (animationState.name === animationName && (layer < 0 || animationState.layer === layer)) { + return animationState; + } + } + return null; + }; + /** + * - Check whether a specific animation data is included. + * @param animationName - The name of animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含指定的动画数据 + * @param animationName - 动画数据名称。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.hasAnimation = function (animationName) { + return animationName in this._animations; + }; + /** + * - Get all the animation states. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取所有的动画状态 + * @version DragonBones 5.1 + * @language zh_CN + */ + Animation.prototype.getStates = function () { + return this._animationStates; + }; + Object.defineProperty(Animation.prototype, "isPlaying", { + /** + * - Check whether there is an animation state is playing + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否有动画状态正在播放 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (animationState.isPlaying) { + return true; + } + } + return false; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "isCompleted", { + /** + * - Check whether all the animation states' playing were finished. + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否所有的动画状态均已播放完毕。 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (!animationState.isCompleted) { + return false; + } + } + return this._animationStates.length > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "lastAnimationName", { + /** + * - The name of the last playing animation state. + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态名称 + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._lastAnimationState !== null ? this._lastAnimationState.name : ""; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animationNames", { + /** + * - The name of all animation data + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有动画数据的名称 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._animationNames; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animations", { + /** + * - All animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有的动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._animations; + }, + set: function (value) { + if (this._animations === value) { + return; + } + this._animationNames.length = 0; + for (var k in this._animations) { + delete this._animations[k]; + } + for (var k in value) { + this._animationNames.push(k); + this._animations[k] = value[k]; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animationConfig", { + /** + * - An AnimationConfig instance that can be used quickly. + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 一个可以快速使用的动画配置实例。 + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language zh_CN + */ + get: function () { + this._animationConfig.clear(); + return this._animationConfig; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "lastAnimationState", { + /** + * - The last playing animation state + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._lastAnimationState; + }, + enumerable: true, + configurable: true + }); + return Animation; + }(dragonBones.BaseObject)); + dragonBones.Animation = Animation; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation state is generated when the animation data is played. + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画状态由播放动画数据时产生。 + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + var AnimationState = /** @class */ (function (_super) { + __extends(AnimationState, _super); + function AnimationState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._boneMask = []; + _this._boneTimelines = []; + _this._boneBlendTimelines = []; + _this._slotTimelines = []; + _this._slotBlendTimelines = []; + _this._constraintTimelines = []; + _this._animationTimelines = []; + _this._poseTimelines = []; + /** + * @internal + */ + _this._actionTimeline = null; // Initial value. + _this._zOrderTimeline = null; // Initial value. + return _this; + } + AnimationState.toString = function () { + return "[class dragonBones.AnimationState]"; + }; + AnimationState.prototype._onClear = function () { + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.returnToPool(); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.returnToPool(); + } + for (var _d = 0, _e = this._slotTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.returnToPool(); + } + for (var _f = 0, _g = this._slotBlendTimelines; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.returnToPool(); + } + for (var _h = 0, _j = this._constraintTimelines; _h < _j.length; _h++) { + var timeline = _j[_h]; + timeline.returnToPool(); + } + for (var _k = 0, _l = this._animationTimelines; _k < _l.length; _k++) { + var timeline = _l[_k]; + var animationState = timeline.target; + if (animationState._parent === this) { + animationState._fadeState = 1; + animationState._subFadeState = 1; + animationState._parent = null; + } + timeline.returnToPool(); + } + if (this._actionTimeline !== null) { + this._actionTimeline.returnToPool(); + } + if (this._zOrderTimeline !== null) { + this._zOrderTimeline.returnToPool(); + } + this.actionEnabled = false; + this.additive = false; + this.displayControl = false; + this.resetToPose = false; + this.blendType = 0 /* None */; + this.playTimes = 1; + this.layer = 0; + this.timeScale = 1.0; + this._weight = 1.0; + this.parameterX = 0.0; + this.parameterY = 0.0; + this.positionX = 0.0; + this.positionY = 0.0; + this.autoFadeOutTime = 0.0; + this.fadeTotalTime = 0.0; + this.name = ""; + this.group = ""; + this._timelineDirty = 2; + this._playheadState = 0; + this._fadeState = -1; + this._subFadeState = -1; + this._position = 0.0; + this._duration = 0.0; + this._fadeTime = 0.0; + this._time = 0.0; + this._fadeProgress = 0.0; + this._weightResult = 0.0; + this._boneMask.length = 0; + this._boneTimelines.length = 0; + this._boneBlendTimelines.length = 0; + this._slotTimelines.length = 0; + this._slotBlendTimelines.length = 0; + this._constraintTimelines.length = 0; + this._animationTimelines.length = 0; + this._poseTimelines.length = 0; + // this._bonePoses.clear(); + this._animationData = null; // + this._armature = null; // + this._actionTimeline = null; // + this._zOrderTimeline = null; + this._activeChildA = null; + this._activeChildB = null; + this._parent = null; + }; + AnimationState.prototype._updateTimelines = function () { + { // Update constraint timelines. + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + var timelineDatas = this._animationData.getConstraintTimelines(constraint.name); + if (timelineDatas !== null) { + for (var _b = 0, timelineDatas_1 = timelineDatas; _b < timelineDatas_1.length; _b++) { + var timelineData = timelineDatas_1[_b]; + switch (timelineData.type) { + case 30 /* IKConstraint */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); + timeline.target = constraint; + timeline.init(this._armature, this, timelineData); + this._constraintTimelines.push(timeline); + break; + } + default: + break; + } + } + } + else if (this.resetToPose) { // Pose timeline. + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); + timeline.target = constraint; + timeline.init(this._armature, this, null); + this._constraintTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + }; + AnimationState.prototype._updateBoneAndSlotTimelines = function () { + { // Update bone and surface timelines. + var boneTimelines = {}; + // Create bone timelines map. + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + var timelineName = timeline.target.target.name; + if (!(timelineName in boneTimelines)) { + boneTimelines[timelineName] = []; + } + boneTimelines[timelineName].push(timeline); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + var timelineName = timeline.target.target.name; + if (!(timelineName in boneTimelines)) { + boneTimelines[timelineName] = []; + } + boneTimelines[timelineName].push(timeline); + } + // + for (var _d = 0, _e = this._armature.getBones(); _d < _e.length; _d++) { + var bone = _e[_d]; + var timelineName = bone.name; + if (!this.containsBoneMask(timelineName)) { + continue; + } + if (timelineName in boneTimelines) { // Remove bone timeline from map. + delete boneTimelines[timelineName]; + } + else { // Create new bone timeline. + var timelineDatas = this._animationData.getBoneTimelines(timelineName); + var blendState = this._armature.animation.getBlendState(BlendState.BONE_TRANSFORM, bone.name, bone); + if (timelineDatas !== null) { + for (var _f = 0, timelineDatas_2 = timelineDatas; _f < timelineDatas_2.length; _f++) { + var timelineData = timelineDatas_2[_f]; + switch (timelineData.type) { + case 10 /* BoneAll */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 11 /* BoneTranslate */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneTranslateTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 12 /* BoneRotate */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneRotateTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 13 /* BoneScale */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneScaleTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 60 /* BoneAlpha */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AlphaTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.BONE_ALPHA, bone.name, bone); + timeline.init(this._armature, this, timelineData); + this._boneBlendTimelines.push(timeline); + break; + } + case 50 /* Surface */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SURFACE, bone.name, bone); + timeline.init(this._armature, this, timelineData); + this._boneBlendTimelines.push(timeline); + break; + } + default: + break; + } + } + } + else if (this.resetToPose) { // Pose timeline. + if (bone._boneData.type === 0 /* Bone */) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, null); + this._boneTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + else { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SURFACE, bone.name, bone); + timeline.init(this._armature, this, null); + this._boneBlendTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + } + for (var k in boneTimelines) { // Remove bone timelines. + for (var _g = 0, _h = boneTimelines[k]; _g < _h.length; _g++) { + var timeline = _h[_g]; + var index = this._boneTimelines.indexOf(timeline); + if (index >= 0) { + this._boneTimelines.splice(index, 1); + timeline.returnToPool(); + } + index = this._boneBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._boneBlendTimelines.splice(index, 1); + timeline.returnToPool(); + } + } + } + } + { // Update slot timelines. + var slotTimelines = {}; + var ffdFlags = []; + // Create slot timelines map. + for (var _j = 0, _k = this._slotTimelines; _j < _k.length; _j++) { + var timeline = _k[_j]; + var timelineName = timeline.target.name; + if (!(timelineName in slotTimelines)) { + slotTimelines[timelineName] = []; + } + slotTimelines[timelineName].push(timeline); + } + for (var _l = 0, _m = this._slotBlendTimelines; _l < _m.length; _l++) { + var timeline = _m[_l]; + var timelineName = timeline.target.target.name; + if (!(timelineName in slotTimelines)) { + slotTimelines[timelineName] = []; + } + slotTimelines[timelineName].push(timeline); + } + // + for (var _o = 0, _p = this._armature.getSlots(); _o < _p.length; _o++) { + var slot = _p[_o]; + var boneName = slot.parent.name; + if (!this.containsBoneMask(boneName)) { + continue; + } + var timelineName = slot.name; + if (timelineName in slotTimelines) { // Remove slot timeline from map. + delete slotTimelines[timelineName]; + } + else { // Create new slot timeline. + var displayIndexFlag = false; + var colorFlag = false; + ffdFlags.length = 0; + var timelineDatas = this._animationData.getSlotTimelines(timelineName); + if (timelineDatas !== null) { + for (var _q = 0, timelineDatas_3 = timelineDatas; _q < timelineDatas_3.length; _q++) { + var timelineData = timelineDatas_3[_q]; + switch (timelineData.type) { + case 20 /* SlotDisplay */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, timelineData); + this._slotTimelines.push(timeline); + displayIndexFlag = true; + break; + } + case 23 /* SlotZIndex */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotZIndexTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_Z_INDEX, slot.name, slot); + timeline.init(this._armature, this, timelineData); + this._slotBlendTimelines.push(timeline); + break; + } + case 21 /* SlotColor */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotColorTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, timelineData); + this._slotTimelines.push(timeline); + colorFlag = true; + break; + } + case 22 /* SlotDeform */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.DeformTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_DEFORM, slot.name, slot); + timeline.init(this._armature, this, timelineData); + if (timeline.target !== null) { + this._slotBlendTimelines.push(timeline); + ffdFlags.push(timeline.geometryOffset); + } + else { + timeline.returnToPool(); + } + break; + } + case 24 /* SlotAlpha */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AlphaTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_ALPHA, slot.name, slot); + timeline.init(this._armature, this, timelineData); + this._slotBlendTimelines.push(timeline); + break; + } + default: + break; + } + } + } + if (this.resetToPose) { // Pose timeline. + if (!displayIndexFlag) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, null); + this._slotTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + if (!colorFlag) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotColorTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, null); + this._slotTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayFrame = slot.getDisplayFrameAt(i); + if (displayFrame.deformVertices.length === 0) { + continue; + } + var geometryData = displayFrame.getGeometryData(); + if (geometryData !== null && ffdFlags.indexOf(geometryData.offset) < 0) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.DeformTimelineState); + timeline.geometryOffset = geometryData.offset; // + timeline.displayFrame = displayFrame; // + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_DEFORM, slot.name, slot); + timeline.init(this._armature, this, null); + this._slotBlendTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + } + } + for (var k in slotTimelines) { // Remove slot timelines. + for (var _r = 0, _s = slotTimelines[k]; _r < _s.length; _r++) { + var timeline = _s[_r]; + var index = this._slotTimelines.indexOf(timeline); + if (index >= 0) { + this._slotTimelines.splice(index, 1); + timeline.returnToPool(); + } + index = this._slotBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._slotBlendTimelines.splice(index, 1); + timeline.returnToPool(); + } + } + } + } + }; + AnimationState.prototype._advanceFadeTime = function (passedTime) { + var isFadeOut = this._fadeState > 0; + if (this._subFadeState < 0) { // Fade start event. + this._subFadeState = 0; + var eventActive = this._parent === null && this.actionEnabled; + if (eventActive) { + var eventType = isFadeOut ? dragonBones.EventObject.FADE_OUT : dragonBones.EventObject.FADE_IN; + if (this._armature.eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = eventType; + eventObject.armature = this._armature; + eventObject.animationState = this; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + if (passedTime < 0.0) { + passedTime = -passedTime; + } + this._fadeTime += passedTime; + if (this._fadeTime >= this.fadeTotalTime) { // Fade complete. + this._subFadeState = 1; + this._fadeProgress = isFadeOut ? 0.0 : 1.0; + } + else if (this._fadeTime > 0.0) { // Fading. + this._fadeProgress = isFadeOut ? (1.0 - this._fadeTime / this.fadeTotalTime) : (this._fadeTime / this.fadeTotalTime); + } + else { // Before fade. + this._fadeProgress = isFadeOut ? 1.0 : 0.0; + } + if (this._subFadeState > 0) { // Fade complete event. + if (!isFadeOut) { + this._playheadState |= 1; // x1 + this._fadeState = 0; + } + var eventActive = this._parent === null && this.actionEnabled; + if (eventActive) { + var eventType = isFadeOut ? dragonBones.EventObject.FADE_OUT_COMPLETE : dragonBones.EventObject.FADE_IN_COMPLETE; + if (this._armature.eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = eventType; + eventObject.armature = this._armature; + eventObject.animationState = this; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + }; + /** + * @internal + */ + AnimationState.prototype.init = function (armature, animationData, animationConfig) { + if (this._armature !== null) { + return; + } + this._armature = armature; + this._animationData = animationData; + // + this.resetToPose = animationConfig.resetToPose; + this.additive = animationConfig.additive; + this.displayControl = animationConfig.displayControl; + this.actionEnabled = animationConfig.actionEnabled; + this.blendType = animationData.blendType; + this.layer = animationConfig.layer; + this.playTimes = animationConfig.playTimes; + this.timeScale = animationConfig.timeScale; + this.fadeTotalTime = animationConfig.fadeInTime; + this.autoFadeOutTime = animationConfig.autoFadeOutTime; + this.name = animationConfig.name.length > 0 ? animationConfig.name : animationConfig.animation; + this.group = animationConfig.group; + // + this._weight = animationConfig.weight; + if (animationConfig.pauseFadeIn) { + this._playheadState = 2; // 10 + } + else { + this._playheadState = 3; // 11 + } + if (animationConfig.duration < 0.0) { + this._position = 0.0; + this._duration = this._animationData.duration; + if (animationConfig.position !== 0.0) { + if (this.timeScale >= 0.0) { + this._time = animationConfig.position; + } + else { + this._time = animationConfig.position - this._duration; + } + } + else { + this._time = 0.0; + } + } + else { + this._position = animationConfig.position; + this._duration = animationConfig.duration; + this._time = 0.0; + } + if (this.timeScale < 0.0 && this._time === 0.0) { + this._time = -0.000001; // Turn to end. + } + if (this.fadeTotalTime <= 0.0) { + this._fadeProgress = 0.999999; // Make different. + } + if (animationConfig.boneMask.length > 0) { + this._boneMask.length = animationConfig.boneMask.length; + for (var i = 0, l = this._boneMask.length; i < l; ++i) { + this._boneMask[i] = animationConfig.boneMask[i]; + } + } + this._actionTimeline = dragonBones.BaseObject.borrowObject(dragonBones.ActionTimelineState); + this._actionTimeline.init(this._armature, this, this._animationData.actionTimeline); + this._actionTimeline.currentTime = this._time; + if (this._actionTimeline.currentTime < 0.0) { + this._actionTimeline.currentTime = this._duration - this._actionTimeline.currentTime; + } + if (this._animationData.zOrderTimeline !== null) { + this._zOrderTimeline = dragonBones.BaseObject.borrowObject(dragonBones.ZOrderTimelineState); + this._zOrderTimeline.init(this._armature, this, this._animationData.zOrderTimeline); + } + }; + /** + * @internal + */ + AnimationState.prototype.advanceTime = function (passedTime, cacheFrameRate) { + // Update fade time. + if (this._fadeState !== 0 || this._subFadeState !== 0) { + this._advanceFadeTime(passedTime); + } + // Update time. + if (this._playheadState === 3) { // 11 + if (this.timeScale !== 1.0) { + passedTime *= this.timeScale; + } + this._time += passedTime; + } + // Update timeline. + if (this._timelineDirty !== 0) { + if (this._timelineDirty === 2) { + this._updateTimelines(); + } + this._timelineDirty = 0; + this._updateBoneAndSlotTimelines(); + } + var isBlendDirty = this._fadeState !== 0 || this._subFadeState === 0; + var isCacheEnabled = this._fadeState === 0 && cacheFrameRate > 0.0; + var isUpdateTimeline = true; + var isUpdateBoneTimeline = true; + var time = this._time; + this._weightResult = this._weight * this._fadeProgress; + if (this._parent !== null) { + this._weightResult *= this._parent._weightResult; + } + if (this._actionTimeline.playState <= 0) { // Update main timeline. + this._actionTimeline.update(time); + } + if (this._weight === 0.0) { + return; + } + if (isCacheEnabled) { // Cache time internval. + var internval = cacheFrameRate * 2.0; + this._actionTimeline.currentTime = Math.floor(this._actionTimeline.currentTime * internval) / internval; + } + if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { // Update zOrder timeline. + this._zOrderTimeline.update(time); + } + if (isCacheEnabled) { // Update cache. + var cacheFrameIndex = Math.floor(this._actionTimeline.currentTime * cacheFrameRate); // uint + if (this._armature._cacheFrameIndex === cacheFrameIndex) { // Same cache. + isUpdateTimeline = false; + isUpdateBoneTimeline = false; + } + else { + this._armature._cacheFrameIndex = cacheFrameIndex; + if (this._animationData.cachedFrames[cacheFrameIndex]) { // Cached. + isUpdateBoneTimeline = false; + } + else { // Cache. + this._animationData.cachedFrames[cacheFrameIndex] = true; + } + } + } + if (isUpdateTimeline) { + var isBlend = false; + var prevTarget = null; // + if (isUpdateBoneTimeline) { + for (var i = 0, l = this._boneTimelines.length; i < l; ++i) { + var timeline = this._boneTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (timeline.target !== prevTarget) { + var blendState = timeline.target; + isBlend = blendState.update(this); + prevTarget = blendState; + if (blendState.dirty === 1) { + var pose = blendState.target.animationPose; + pose.x = 0.0; + pose.y = 0.0; + pose.rotation = 0.0; + pose.skew = 0.0; + pose.scaleX = 1.0; + pose.scaleY = 1.0; + } + } + if (isBlend) { + timeline.blend(isBlendDirty); + } + } + } + for (var i = 0, l = this._boneBlendTimelines.length; i < l; ++i) { + var timeline = this._boneBlendTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (timeline.target.update(this)) { + timeline.blend(isBlendDirty); + } + } + if (this.displayControl) { + for (var i = 0, l = this._slotTimelines.length; i < l; ++i) { + var timeline = this._slotTimelines[i]; + if (timeline.playState <= 0) { + var slot = timeline.target; + var displayController = slot.displayController; + if (displayController === null || + displayController === this.name || + displayController === this.group) { + timeline.update(time); + } + } + } + } + for (var i = 0, l = this._slotBlendTimelines.length; i < l; ++i) { + var timeline = this._slotBlendTimelines[i]; + if (timeline.playState <= 0) { + var blendState = timeline.target; + timeline.update(time); + if (blendState.update(this)) { + timeline.blend(isBlendDirty); + } + } + } + for (var i = 0, l = this._constraintTimelines.length; i < l; ++i) { + var timeline = this._constraintTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + } + if (this._animationTimelines.length > 0) { + var dL = 100.0; + var dR = 100.0; + var leftState = null; + var rightState = null; + for (var i = 0, l = this._animationTimelines.length; i < l; ++i) { + var timeline = this._animationTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (this.blendType === 1 /* E1D */) { // TODO + var animationState = timeline.target; + var d = this.parameterX - animationState.positionX; + if (d >= 0.0) { + if (d < dL) { + dL = d; + leftState = animationState; + } + } + else { + if (-d < dR) { + dR = -d; + rightState = animationState; + } + } + } + } + if (leftState !== null) { + if (this._activeChildA !== leftState) { + if (this._activeChildA !== null) { + this._activeChildA.weight = 0.0; + } + this._activeChildA = leftState; + this._activeChildA.activeTimeline(); + } + if (this._activeChildB !== rightState) { + if (this._activeChildB !== null) { + this._activeChildB.weight = 0.0; + } + this._activeChildB = rightState; + } + leftState.weight = dR / (dL + dR); + if (rightState) { + rightState.weight = 1.0 - leftState.weight; + } + } + } + } + if (this._fadeState === 0) { + if (this._subFadeState > 0) { + this._subFadeState = 0; + if (this._poseTimelines.length > 0) { // Remove pose timelines. + for (var _i = 0, _a = this._poseTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + var index = this._boneTimelines.indexOf(timeline); + if (index >= 0) { + this._boneTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._boneBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._boneBlendTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._slotTimelines.indexOf(timeline); + if (index >= 0) { + this._slotTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._slotBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._slotBlendTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._constraintTimelines.indexOf(timeline); + if (index >= 0) { + this._constraintTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + } + this._poseTimelines.length = 0; + } + } + if (this._actionTimeline.playState > 0) { + if (this.autoFadeOutTime >= 0.0) { // Auto fade out. + this.fadeOut(this.autoFadeOutTime); + } + } + } + }; + /** + * - Continue play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 继续播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.play = function () { + this._playheadState = 3; // 11 + }; + /** + * - Stop play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.stop = function () { + this._playheadState &= 1; // 0x + }; + /** + * - Fade out the animation state. + * @param fadeOutTime - The fade out time. (In seconds) + * @param pausePlayhead - Whether to pause the animation playing when fade out. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 淡出动画状态。 + * @param fadeOutTime - 淡出时间。 (以秒为单位) + * @param pausePlayhead - 淡出时是否暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.fadeOut = function (fadeOutTime, pausePlayhead) { + if (pausePlayhead === void 0) { pausePlayhead = true; } + if (fadeOutTime < 0.0) { + fadeOutTime = 0.0; + } + if (pausePlayhead) { + this._playheadState &= 2; // x0 + } + if (this._fadeState > 0) { + if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { // If the animation is already in fade out, the new fade out will be ignored. + return; + } + } + else { + this._fadeState = 1; + this._subFadeState = -1; + if (fadeOutTime <= 0.0 || this._fadeProgress <= 0.0) { + this._fadeProgress = 0.000001; // Modify fade progress to different value. + } + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.fadeOut(); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.fadeOut(); + } + for (var _d = 0, _e = this._slotTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.fadeOut(); + } + for (var _f = 0, _g = this._slotBlendTimelines; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.fadeOut(); + } + for (var _h = 0, _j = this._constraintTimelines; _h < _j.length; _h++) { + var timeline = _j[_h]; + timeline.fadeOut(); + } + for (var _k = 0, _l = this._animationTimelines; _k < _l.length; _k++) { + var timeline = _l[_k]; + timeline.fadeOut(); + // + var animaitonState = timeline.target; + animaitonState.fadeOut(999999.0, true); + } + } + this.displayControl = false; // + this.fadeTotalTime = this._fadeProgress > 0.000001 ? fadeOutTime / this._fadeProgress : 0.0; + this._fadeTime = this.fadeTotalTime * (1.0 - this._fadeProgress); + }; + /** + * - Check if a specific bone mask is included. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.containsBoneMask = function (boneName) { + return this._boneMask.length === 0 || this._boneMask.indexOf(boneName) >= 0; + }; + /** + * - Add a specific bone mask. + * @param boneName - The bone name. + * @param recursive - Whether or not to add a mask to the bone's sub-bone. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加特定的骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否为该骨骼的子骨骼添加遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.addBoneMask = function (boneName, recursive) { + if (recursive === void 0) { recursive = true; } + var currentBone = this._armature.getBone(boneName); + if (currentBone === null) { + return; + } + if (this._boneMask.indexOf(boneName) < 0) { // Add mixing + this._boneMask.push(boneName); + } + if (recursive) { // Add recursive mixing. + for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { + var bone = _a[_i]; + if (this._boneMask.indexOf(bone.name) < 0 && currentBone.contains(bone)) { + this._boneMask.push(bone.name); + } + } + } + this._timelineDirty = 1; + }; + /** + * - Remove the mask of a specific bone. + * @param boneName - The bone name. + * @param recursive - Whether to remove the bone's sub-bone mask. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除特定骨骼的遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否删除该骨骼的子骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.removeBoneMask = function (boneName, recursive) { + if (recursive === void 0) { recursive = true; } + var index = this._boneMask.indexOf(boneName); + if (index >= 0) { // Remove mixing. + this._boneMask.splice(index, 1); + } + if (recursive) { + var currentBone = this._armature.getBone(boneName); + if (currentBone !== null) { + var bones = this._armature.getBones(); + if (this._boneMask.length > 0) { // Remove recursive mixing. + for (var _i = 0, bones_1 = bones; _i < bones_1.length; _i++) { + var bone = bones_1[_i]; + var index_1 = this._boneMask.indexOf(bone.name); + if (index_1 >= 0 && currentBone.contains(bone)) { + this._boneMask.splice(index_1, 1); + } + } + } + else { // Add unrecursive mixing. + for (var _a = 0, bones_2 = bones; _a < bones_2.length; _a++) { + var bone = bones_2[_a]; + if (bone === currentBone) { + continue; + } + if (!currentBone.contains(bone)) { + this._boneMask.push(bone.name); + } + } + } + } + } + this._timelineDirty = 1; + }; + /** + * - Remove all bone masks. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除所有骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.removeAllBoneMask = function () { + this._boneMask.length = 0; + this._timelineDirty = 1; + }; + /** + * @private + */ + AnimationState.prototype.addState = function (animationState, timelineDatas) { + if (timelineDatas === void 0) { timelineDatas = null; } + if (timelineDatas !== null) { + for (var _i = 0, timelineDatas_4 = timelineDatas; _i < timelineDatas_4.length; _i++) { + var timelineData = timelineDatas_4[_i]; + switch (timelineData.type) { + case 40 /* AnimationProgress */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationProgressTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + if (this.blendType !== 0 /* None */) { + var animaitonTimelineData = timelineData; + animationState.positionX = animaitonTimelineData.x; + animationState.positionY = animaitonTimelineData.y; + animationState.weight = 0.0; + } + animationState._parent = this; + this.resetToPose = false; + break; + } + case 41 /* AnimationWeight */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationWeightTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + break; + } + case 42 /* AnimationParameter */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationParametersTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + break; + } + default: + break; + } + } + } + if (animationState._parent === null) { + animationState._parent = this; + } + }; + /** + * @internal + */ + AnimationState.prototype.activeTimeline = function () { + for (var _i = 0, _a = this._slotTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.dirty = true; + timeline.currentTime = -1.0; + } + }; + Object.defineProperty(AnimationState.prototype, "isFadeIn", { + /** + * - Whether the animation state is fading in. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡入。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState < 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isFadeOut", { + /** + * - Whether the animation state is fading out. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡出。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isFadeComplete", { + /** + * - Whether the animation state is fade completed. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否淡入或淡出完毕。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState === 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isPlaying", { + /** + * - Whether the animation state is playing. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否正在播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return (this._playheadState & 2) !== 0 && this._actionTimeline.playState <= 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isCompleted", { + /** + * - Whether the animation state is play completed. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否播放完毕。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.playState > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "currentPlayTimes", { + /** + * - The times has been played. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 已经循环播放的次数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.currentPlayTimes; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "totalTime", { + /** + * - The total time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 总播放时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._duration; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "currentTime", { + /** + * - The time is currently playing. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前播放的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.currentTime; + }, + set: function (value) { + var currentPlayTimes = this._actionTimeline.currentPlayTimes - (this._actionTimeline.playState > 0 ? 1 : 0); + if (value < 0 || this._duration < value) { + value = (value % this._duration) + currentPlayTimes * this._duration; + if (value < 0) { + value += this._duration; + } + } + if (this.playTimes > 0 && currentPlayTimes === this.playTimes - 1 && + value === this._duration && this._parent === null) { + value = this._duration - 0.000001; // + } + if (this._time === value) { + return; + } + this._time = value; + this._actionTimeline.setCurrentTime(this._time); + if (this._zOrderTimeline !== null) { + this._zOrderTimeline.playState = -1; + } + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.playState = -1; + } + for (var _b = 0, _c = this._slotTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.playState = -1; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "weight", { + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + /** + * - The animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + get: function () { + return this._weight; + }, + set: function (value) { + if (this._weight === value) { + return; + } + this._weight = value; + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.dirty = true; + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.dirty = true; + } + for (var _d = 0, _e = this._slotBlendTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.dirty = true; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "animationData", { + /** + * - 动画数据。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._animationData; + }, + enumerable: true, + configurable: true + }); + return AnimationState; + }(dragonBones.BaseObject)); + dragonBones.AnimationState = AnimationState; + /** + * @internal + */ + var BlendState = /** @class */ (function (_super) { + __extends(BlendState, _super); + function BlendState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BlendState.toString = function () { + return "[class dragonBones.BlendState]"; + }; + BlendState.prototype._onClear = function () { + this.reset(); + this.target = null; + }; + BlendState.prototype.update = function (animationState) { + var animationLayer = animationState.layer; + var animationWeight = animationState._weightResult; + if (this.dirty > 0) { + if (this.leftWeight > 0.0) { + if (this.layer !== animationLayer) { + if (this.layerWeight >= this.leftWeight) { + this.dirty++; + this.layer = animationLayer; + this.leftWeight = 0.0; + this.blendWeight = 0.0; + return false; + } + this.layer = animationLayer; + this.leftWeight -= this.layerWeight; + this.layerWeight = 0.0; + } + animationWeight *= this.leftWeight; + this.dirty++; + this.blendWeight = animationWeight; + this.layerWeight += this.blendWeight; + return true; + } + return false; + } + this.dirty++; + this.layer = animationLayer; + this.leftWeight = 1.0; + this.blendWeight = animationWeight; + this.layerWeight = animationWeight; + return true; + }; + BlendState.prototype.reset = function () { + this.dirty = 0; + this.layer = 0; + this.leftWeight = 0.0; + this.layerWeight = 0.0; + this.blendWeight = 0.0; + }; + BlendState.BONE_TRANSFORM = "boneTransform"; + BlendState.BONE_ALPHA = "boneAlpha"; + BlendState.SURFACE = "surface"; + BlendState.SLOT_DEFORM = "slotDeform"; + BlendState.SLOT_ALPHA = "slotAlpha"; + BlendState.SLOT_Z_INDEX = "slotZIndex"; + return BlendState; + }(dragonBones.BaseObject)); + dragonBones.BlendState = BlendState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var TimelineState = /** @class */ (function (_super) { + __extends(TimelineState, _super); + function TimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + TimelineState.prototype._onClear = function () { + this.dirty = false; + this.playState = -1; + this.currentPlayTimes = 0; + this.currentTime = -1.0; + this.target = null; + this._isTween = false; + this._valueOffset = 0; + this._frameValueOffset = 0; + this._frameOffset = 0; + this._frameRate = 0; + this._frameCount = 0; + this._frameIndex = -1; + this._frameRateR = 0.0; + this._position = 0.0; + this._duration = 0.0; + this._timeScale = 1.0; + this._timeOffset = 0.0; + this._animationData = null; // + this._timelineData = null; // + this._armature = null; // + this._animationState = null; // + this._actionTimeline = null; // + this._frameArray = null; // + this._valueArray = null; // + this._timelineArray = null; // + this._frameIndices = null; // + }; + TimelineState.prototype._setCurrentTime = function (passedTime) { + var prevState = this.playState; + var prevPlayTimes = this.currentPlayTimes; + var prevTime = this.currentTime; + if (this._actionTimeline !== null && this._frameCount <= 1) { // No frame or only one frame. + this.playState = this._actionTimeline.playState >= 0 ? 1 : -1; + this.currentPlayTimes = 1; + this.currentTime = this._actionTimeline.currentTime; + } + else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { // Action timeline or has scale and offset. + var playTimes = this._animationState.playTimes; + var totalTime = playTimes * this._duration; + passedTime *= this._timeScale; + if (this._timeOffset !== 0.0) { + passedTime += this._timeOffset * this._animationData.duration; + } + if (playTimes > 0 && (passedTime >= totalTime || passedTime <= -totalTime)) { + if (this.playState <= 0 && this._animationState._playheadState === 3) { + this.playState = 1; + } + this.currentPlayTimes = playTimes; + if (passedTime < 0.0) { + this.currentTime = 0.0; + } + else { + this.currentTime = this.playState === 1 ? this._duration + 0.000001 : this._duration; // Precision problem + } + } + else { + if (this.playState !== 0 && this._animationState._playheadState === 3) { + this.playState = 0; + } + if (passedTime < 0.0) { + passedTime = -passedTime; + this.currentPlayTimes = Math.floor(passedTime / this._duration); + this.currentTime = this._duration - (passedTime % this._duration); + } + else { + this.currentPlayTimes = Math.floor(passedTime / this._duration); + this.currentTime = passedTime % this._duration; + } + } + this.currentTime += this._position; + } + else { // Multi frames. + this.playState = this._actionTimeline.playState; + this.currentPlayTimes = this._actionTimeline.currentPlayTimes; + this.currentTime = this._actionTimeline.currentTime; + } + if (this.currentPlayTimes === prevPlayTimes && this.currentTime === prevTime) { + return false; + } + // Clear frame flag when timeline start or loopComplete. + if ((prevState < 0 && this.playState !== prevState) || + (this.playState <= 0 && this.currentPlayTimes !== prevPlayTimes)) { + this._frameIndex = -1; + } + return true; + }; + TimelineState.prototype.init = function (armature, animationState, timelineData) { + this._armature = armature; + this._animationState = animationState; + this._timelineData = timelineData; + this._actionTimeline = this._animationState._actionTimeline; + if (this === this._actionTimeline) { + this._actionTimeline = null; // + } + this._animationData = this._animationState.animationData; + // + this._frameRate = this._animationData.parent.frameRate; + this._frameRateR = 1.0 / this._frameRate; + this._position = this._animationState._position; + this._duration = this._animationState._duration; + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; // May by the animation data is not belone to this armature data. + this._frameArray = dragonBonesData.frameArray; + this._timelineArray = dragonBonesData.timelineArray; + this._frameIndices = dragonBonesData.frameIndices; + // + this._frameCount = this._timelineArray[this._timelineData.offset + 2 /* TimelineKeyFrameCount */]; + this._frameValueOffset = this._timelineArray[this._timelineData.offset + 4 /* TimelineFrameValueOffset */]; + this._timeScale = 100.0 / this._timelineArray[this._timelineData.offset + 0 /* TimelineScale */]; + this._timeOffset = this._timelineArray[this._timelineData.offset + 1 /* TimelineOffset */] * 0.01; + } + }; + TimelineState.prototype.fadeOut = function () { + this.dirty = false; + }; + TimelineState.prototype.update = function (passedTime) { + if (this._setCurrentTime(passedTime)) { + if (this._frameCount > 1) { + var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint + var frameIndex = this._frameIndices[this._timelineData.frameIndicesOffset + timelineFrameIndex]; + if (this._frameIndex !== frameIndex) { + this._frameIndex = frameIndex; + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex]; + this._onArriveAtFrame(); + } + } + else if (this._frameIndex < 0) { + this._frameIndex = 0; + if (this._timelineData !== null) { // May be pose timeline. + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; + } + this._onArriveAtFrame(); + } + if (this._isTween || this.dirty) { + this._onUpdateFrame(); + } + } + }; + TimelineState.prototype.blend = function (_isDirty) { + }; + return TimelineState; + }(dragonBones.BaseObject)); + dragonBones.TimelineState = TimelineState; + /** + * @internal + */ + var TweenTimelineState = /** @class */ (function (_super) { + __extends(TweenTimelineState, _super); + function TweenTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + TweenTimelineState._getEasingValue = function (tweenType, progress, easing) { + var value = progress; + switch (tweenType) { + case 3 /* QuadIn */: + value = Math.pow(progress, 2.0); + break; + case 4 /* QuadOut */: + value = 1.0 - Math.pow(1.0 - progress, 2.0); + break; + case 5 /* QuadInOut */: + value = 0.5 * (1.0 - Math.cos(progress * Math.PI)); + break; + } + return (value - progress) * easing + progress; + }; + TweenTimelineState._getEasingCurveValue = function (progress, samples, count, offset) { + if (progress <= 0.0) { + return 0.0; + } + else if (progress >= 1.0) { + return 1.0; + } + var isOmited = count > 0; + var segmentCount = count + 1; // + 2 - 1 + var valueIndex = Math.floor(progress * segmentCount); + var fromValue = 0.0; + var toValue = 0.0; + if (isOmited) { + fromValue = valueIndex === 0 ? 0.0 : samples[offset + valueIndex - 1]; + toValue = (valueIndex === segmentCount - 1) ? 10000.0 : samples[offset + valueIndex]; + } + else { + fromValue = samples[offset + valueIndex - 1]; + toValue = samples[offset + valueIndex]; + } + return (fromValue + (toValue - fromValue) * (progress * segmentCount - valueIndex)) * 0.0001; + }; + TweenTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._tweenType = 0 /* None */; + this._curveCount = 0; + this._framePosition = 0.0; + this._frameDurationR = 0.0; + this._tweenEasing = 0.0; + this._tweenProgress = 0.0; + this._valueScale = 1.0; + }; + TweenTimelineState.prototype._onArriveAtFrame = function () { + if (this._frameCount > 1 && + (this._frameIndex !== this._frameCount - 1 || + this._animationState.playTimes === 0 || + this._animationState.currentPlayTimes < this._animationState.playTimes - 1)) { + this._tweenType = this._frameArray[this._frameOffset + 1 /* FrameTweenType */]; + this._isTween = this._tweenType !== 0 /* None */; + if (this._isTween) { + if (this._tweenType === 2 /* Curve */) { + this._curveCount = this._frameArray[this._frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */]; + } + else if (this._tweenType !== 0 /* None */ && this._tweenType !== 1 /* Line */) { + this._tweenEasing = this._frameArray[this._frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] * 0.01; + } + } + else { + this.dirty = true; + } + this._framePosition = this._frameArray[this._frameOffset] * this._frameRateR; + if (this._frameIndex === this._frameCount - 1) { + this._frameDurationR = 1.0 / (this._animationData.duration - this._framePosition); + } + else { + var nextFrameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex + 1]; + var frameDuration = this._frameArray[nextFrameOffset] * this._frameRateR - this._framePosition; + if (frameDuration > 0) { + this._frameDurationR = 1.0 / frameDuration; + } + else { + this._frameDurationR = 0.0; + } + } + } + else { + this.dirty = true; + this._isTween = false; + } + }; + TweenTimelineState.prototype._onUpdateFrame = function () { + if (this._isTween) { + this.dirty = true; + this._tweenProgress = (this.currentTime - this._framePosition) * this._frameDurationR; + if (this._tweenType === 2 /* Curve */) { + this._tweenProgress = TweenTimelineState._getEasingCurveValue(this._tweenProgress, this._frameArray, this._curveCount, this._frameOffset + 3 /* FrameCurveSamples */); + } + else if (this._tweenType !== 1 /* Line */) { + this._tweenProgress = TweenTimelineState._getEasingValue(this._tweenType, this._tweenProgress, this._tweenEasing); + } + } + }; + return TweenTimelineState; + }(TimelineState)); + dragonBones.TweenTimelineState = TweenTimelineState; + /** + * @internal + */ + var SingleValueTimelineState = /** @class */ (function (_super) { + __extends(SingleValueTimelineState, _super); + function SingleValueTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SingleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._current = 0.0; + this._difference = 0.0; + this._result = 0.0; + }; + SingleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + 1; + if (valueScale === 1.0) { + this._current = valueArray[valueOffset]; + this._difference = valueArray[nextValueOffset] - this._current; + } + else { + this._current = valueArray[valueOffset] * valueScale; + this._difference = valueArray[nextValueOffset] * valueScale - this._current; + } + } + else { + this._result = valueArray[valueOffset] * valueScale; + } + } + else { + this._result = 0.0; + } + }; + SingleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._result = this._current + this._difference * this._tweenProgress; + } + }; + return SingleValueTimelineState; + }(TweenTimelineState)); + dragonBones.SingleValueTimelineState = SingleValueTimelineState; + /** + * @internal + */ + var DoubleValueTimelineState = /** @class */ (function (_super) { + __extends(DoubleValueTimelineState, _super); + function DoubleValueTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + DoubleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._currentA = 0.0; + this._currentB = 0.0; + this._differenceA = 0.0; + this._differenceB = 0.0; + this._resultA = 0.0; + this._resultB = 0.0; + }; + DoubleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * 2; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + 2; + if (valueScale === 1.0) { + this._currentA = valueArray[valueOffset]; + this._currentB = valueArray[valueOffset + 1]; + this._differenceA = valueArray[nextValueOffset] - this._currentA; + this._differenceB = valueArray[nextValueOffset + 1] - this._currentB; + } + else { + this._currentA = valueArray[valueOffset] * valueScale; + this._currentB = valueArray[valueOffset + 1] * valueScale; + this._differenceA = valueArray[nextValueOffset] * valueScale - this._currentA; + this._differenceB = valueArray[nextValueOffset + 1] * valueScale - this._currentB; + } + } + else { + this._resultA = valueArray[valueOffset] * valueScale; + this._resultB = valueArray[valueOffset + 1] * valueScale; + } + } + else { + this._resultA = 0.0; + this._resultB = 0.0; + } + }; + DoubleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._resultA = this._currentA + this._differenceA * this._tweenProgress; + this._resultB = this._currentB + this._differenceB * this._tweenProgress; + } + }; + return DoubleValueTimelineState; + }(TweenTimelineState)); + dragonBones.DoubleValueTimelineState = DoubleValueTimelineState; + /** + * @internal + */ + var MutilpleValueTimelineState = /** @class */ (function (_super) { + __extends(MutilpleValueTimelineState, _super); + function MutilpleValueTimelineState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._rd = []; + return _this; + } + MutilpleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._valueCount = 0; + this._rd.length = 0; + }; + MutilpleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + var valueCount = this._valueCount; + var rd = this._rd; + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * valueCount; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + valueCount; + if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[valueCount + i] = valueArray[nextValueOffset + i] - valueArray[valueOffset + i]; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[valueCount + i] = (valueArray[nextValueOffset + i] - valueArray[valueOffset + i]) * valueScale; + } + } + } + else if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i]; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] * valueScale; + } + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = 0.0; + } + } + }; + MutilpleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + var valueCount = this._valueCount; + var valueScale = this._valueScale; + var tweenProgress = this._tweenProgress; + var valueArray = this._valueArray; + var rd = this._rd; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * valueCount; + if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] + rd[valueCount + i] * tweenProgress; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] * valueScale + rd[valueCount + i] * tweenProgress; + } + } + } + }; + return MutilpleValueTimelineState; + }(TweenTimelineState)); + dragonBones.MutilpleValueTimelineState = MutilpleValueTimelineState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var ActionTimelineState = /** @class */ (function (_super) { + __extends(ActionTimelineState, _super); + function ActionTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + ActionTimelineState.toString = function () { + return "[class dragonBones.ActionTimelineState]"; + }; + ActionTimelineState.prototype._onCrossFrame = function (frameIndex) { + var eventDispatcher = this._armature.eventDispatcher; + if (this._animationState.actionEnabled) { + var frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + frameIndex]; + var actionCount = this._frameArray[frameOffset + 1]; + var actions = this._animationData.parent.actions; // May be the animaton data not belong to this armature data. + for (var i = 0; i < actionCount; ++i) { + var actionIndex = this._frameArray[frameOffset + 2 + i]; + var action = actions[actionIndex]; + if (action.type === 0 /* Play */) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + // eventObject.time = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + eventObject.time = this._frameArray[frameOffset] / this._frameRate; + eventObject.animationState = this._animationState; + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + this._armature._bufferAction(eventObject, true); + } + else { + var eventType = action.type === 10 /* Frame */ ? dragonBones.EventObject.FRAME_EVENT : dragonBones.EventObject.SOUND_EVENT; + if (action.type === 11 /* Sound */ || eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + // eventObject.time = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + eventObject.time = this._frameArray[frameOffset] / this._frameRate; + eventObject.animationState = this._animationState; + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + } + }; + ActionTimelineState.prototype._onArriveAtFrame = function () { }; + ActionTimelineState.prototype._onUpdateFrame = function () { }; + ActionTimelineState.prototype.update = function (passedTime) { + var prevState = this.playState; + var prevPlayTimes = this.currentPlayTimes; + var prevTime = this.currentTime; + if (this._setCurrentTime(passedTime)) { + var eventActive = this._animationState._parent === null && this._animationState.actionEnabled; + var eventDispatcher = this._armature.eventDispatcher; + if (prevState < 0) { + if (this.playState !== prevState) { + if (this._animationState.displayControl && this._animationState.resetToPose) { // Reset zorder to pose. + this._armature._sortZOrder(null, 0); + } + // prevPlayTimes = this.currentPlayTimes; // TODO + if (eventActive && eventDispatcher.hasDBEventListener(dragonBones.EventObject.START)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = dragonBones.EventObject.START; + eventObject.armature = this._armature; + eventObject.animationState = this._animationState; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + else { + return; + } + } + var isReverse = this._animationState.timeScale < 0.0; + var loopCompleteEvent = null; + var completeEvent = null; + if (eventActive && this.currentPlayTimes !== prevPlayTimes) { + if (eventDispatcher.hasDBEventListener(dragonBones.EventObject.LOOP_COMPLETE)) { + loopCompleteEvent = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + loopCompleteEvent.type = dragonBones.EventObject.LOOP_COMPLETE; + loopCompleteEvent.armature = this._armature; + loopCompleteEvent.animationState = this._animationState; + } + if (this.playState > 0) { + if (eventDispatcher.hasDBEventListener(dragonBones.EventObject.COMPLETE)) { + completeEvent = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + completeEvent.type = dragonBones.EventObject.COMPLETE; + completeEvent.armature = this._armature; + completeEvent.animationState = this._animationState; + } + } + } + if (this._frameCount > 1) { + var timelineData = this._timelineData; + var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint + var frameIndex = this._frameIndices[timelineData.frameIndicesOffset + timelineFrameIndex]; + if (this._frameIndex !== frameIndex) { // Arrive at frame. + var crossedFrameIndex = this._frameIndex; + this._frameIndex = frameIndex; + if (this._timelineArray !== null) { + this._frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex]; + if (isReverse) { + if (crossedFrameIndex < 0) { + var prevFrameIndex = Math.floor(prevTime * this._frameRate); + crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (crossedFrameIndex === frameIndex) { // Uncrossed. + crossedFrameIndex = -1; + } + } + } + while (crossedFrameIndex >= 0) { + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this._position <= framePosition && + framePosition <= this._position + this._duration) { // Support interval play. + this._onCrossFrame(crossedFrameIndex); + } + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event after first frame. + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + if (crossedFrameIndex > 0) { + crossedFrameIndex--; + } + else { + crossedFrameIndex = this._frameCount - 1; + } + if (crossedFrameIndex === frameIndex) { + break; + } + } + } + else { + if (crossedFrameIndex < 0) { + var prevFrameIndex = Math.floor(prevTime * this._frameRate); + crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (prevTime <= framePosition) { // Crossed. + if (crossedFrameIndex > 0) { + crossedFrameIndex--; + } + else { + crossedFrameIndex = this._frameCount - 1; + } + } + else if (crossedFrameIndex === frameIndex) { // Uncrossed. + crossedFrameIndex = -1; + } + } + } + while (crossedFrameIndex >= 0) { + if (crossedFrameIndex < this._frameCount - 1) { + crossedFrameIndex++; + } + else { + crossedFrameIndex = 0; + } + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this._position <= framePosition && + framePosition <= this._position + this._duration // + ) { // Support interval play. + this._onCrossFrame(crossedFrameIndex); + } + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event before first frame. + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + if (crossedFrameIndex === frameIndex) { + break; + } + } + } + } + } + } + else if (this._frameIndex < 0) { + this._frameIndex = 0; + if (this._timelineData !== null) { + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; + // Arrive at frame. + var framePosition = this._frameArray[this._frameOffset] / this._frameRate; + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (prevTime <= framePosition) { + this._onCrossFrame(this._frameIndex); + } + } + else if (this._position <= framePosition) { // Loop complete. + if (!isReverse && loopCompleteEvent !== null) { // Add loop complete event before first frame. + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + this._onCrossFrame(this._frameIndex); + } + } + } + if (loopCompleteEvent !== null) { + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + } + if (completeEvent !== null) { + this._armature._dragonBones.bufferEvent(completeEvent); + } + } + }; + ActionTimelineState.prototype.setCurrentTime = function (value) { + this._setCurrentTime(value); + this._frameIndex = -1; + }; + return ActionTimelineState; + }(dragonBones.TimelineState)); + dragonBones.ActionTimelineState = ActionTimelineState; + /** + * @internal + */ + var ZOrderTimelineState = /** @class */ (function (_super) { + __extends(ZOrderTimelineState, _super); + function ZOrderTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + ZOrderTimelineState.toString = function () { + return "[class dragonBones.ZOrderTimelineState]"; + }; + ZOrderTimelineState.prototype._onArriveAtFrame = function () { + if (this.playState >= 0) { + var count = this._frameArray[this._frameOffset + 1]; + if (count > 0) { + this._armature._sortZOrder(this._frameArray, this._frameOffset + 2); + } + else { + this._armature._sortZOrder(null, 0); + } + } + }; + ZOrderTimelineState.prototype._onUpdateFrame = function () { }; + return ZOrderTimelineState; + }(dragonBones.TimelineState)); + dragonBones.ZOrderTimelineState = ZOrderTimelineState; + /** + * @internal + */ + var BoneAllTimelineState = /** @class */ (function (_super) { + __extends(BoneAllTimelineState, _super); + function BoneAllTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneAllTimelineState.toString = function () { + return "[class dragonBones.BoneAllTimelineState]"; + }; + BoneAllTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._isTween && this._frameIndex === this._frameCount - 1) { + this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); + this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); + } + if (this._timelineData === null) { // Pose. + this._rd[4] = 1.0; + this._rd[5] = 1.0; + } + }; + BoneAllTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = 6; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneAllTimelineState.prototype.fadeOut = function () { + this.dirty = false; + this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); + this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); + }; + BoneAllTimelineState.prototype.blend = function (isDirty) { + var valueScale = this._armature.armatureData.scale; + var rd = this._rd; + // + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.x += rd[0] * blendWeight * valueScale; + result.y += rd[1] * blendWeight * valueScale; + result.rotation += rd[2] * blendWeight; + result.skew += rd[3] * blendWeight; + result.scaleX += (rd[4] - 1.0) * blendWeight; + result.scaleY += (rd[5] - 1.0) * blendWeight; + } + else { + result.x = rd[0] * blendWeight * valueScale; + result.y = rd[1] * blendWeight * valueScale; + result.rotation = rd[2] * blendWeight; + result.skew = rd[3] * blendWeight; + result.scaleX = (rd[4] - 1.0) * blendWeight + 1.0; // + result.scaleY = (rd[5] - 1.0) * blendWeight + 1.0; // + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneAllTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.BoneAllTimelineState = BoneAllTimelineState; + /** + * @internal + */ + var BoneTranslateTimelineState = /** @class */ (function (_super) { + __extends(BoneTranslateTimelineState, _super); + function BoneTranslateTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneTranslateTimelineState.toString = function () { + return "[class dragonBones.BoneTranslateTimelineState]"; + }; + BoneTranslateTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneTranslateTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.x += this._resultA * blendWeight; + result.y += this._resultB * blendWeight; + } + else if (blendWeight !== 1.0) { + result.x = this._resultA * blendWeight; + result.y = this._resultB * blendWeight; + } + else { + result.x = this._resultA; + result.y = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneTranslateTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneTranslateTimelineState = BoneTranslateTimelineState; + /** + * @internal + */ + var BoneRotateTimelineState = /** @class */ (function (_super) { + __extends(BoneRotateTimelineState, _super); + function BoneRotateTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneRotateTimelineState.toString = function () { + return "[class dragonBones.BoneRotateTimelineState]"; + }; + BoneRotateTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._isTween && this._frameIndex === this._frameCount - 1) { + this._differenceA = dragonBones.Transform.normalizeRadian(this._differenceA); + this._differenceB = dragonBones.Transform.normalizeRadian(this._differenceB); + } + }; + BoneRotateTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneRotateTimelineState.prototype.fadeOut = function () { + this.dirty = false; + this._resultA = dragonBones.Transform.normalizeRadian(this._resultA); + this._resultB = dragonBones.Transform.normalizeRadian(this._resultB); + }; + BoneRotateTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.rotation += this._resultA * blendWeight; + result.skew += this._resultB * blendWeight; + } + else if (blendWeight !== 1.0) { + result.rotation = this._resultA * blendWeight; + result.skew = this._resultB * blendWeight; + } + else { + result.rotation = this._resultA; + result.skew = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneRotateTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneRotateTimelineState = BoneRotateTimelineState; + /** + * @internal + */ + var BoneScaleTimelineState = /** @class */ (function (_super) { + __extends(BoneScaleTimelineState, _super); + function BoneScaleTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneScaleTimelineState.toString = function () { + return "[class dragonBones.BoneScaleTimelineState]"; + }; + BoneScaleTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { // Pose. + this._resultA = 1.0; + this._resultB = 1.0; + } + }; + BoneScaleTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneScaleTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.scaleX += (this._resultA - 1.0) * blendWeight; + result.scaleY += (this._resultB - 1.0) * blendWeight; + } + else if (blendWeight !== 1.0) { + result.scaleX = (this._resultA - 1.0) * blendWeight + 1.0; + result.scaleY = (this._resultB - 1.0) * blendWeight + 1.0; + } + else { + result.scaleX = this._resultA; + result.scaleY = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneScaleTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneScaleTimelineState = BoneScaleTimelineState; + /** + * @internal + */ + var SurfaceTimelineState = /** @class */ (function (_super) { + __extends(SurfaceTimelineState, _super); + function SurfaceTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SurfaceTimelineState.toString = function () { + return "[class dragonBones.SurfaceTimelineState]"; + }; + SurfaceTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._deformCount = 0; + this._deformOffset = 0; + this._sameValueOffset = 0; + }; + SurfaceTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; + var frameIntArray = dragonBonesData.frameIntArray; + var frameIntOffset = this._animationData.frameIntOffset + this._timelineArray[this._timelineData.offset + 3 /* TimelineFrameValueCount */]; + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = frameIntArray[frameIntOffset + 2 /* DeformValueCount */]; + this._deformCount = frameIntArray[frameIntOffset + 1 /* DeformCount */]; + this._deformOffset = frameIntArray[frameIntOffset + 3 /* DeformValueOffset */]; + this._sameValueOffset = frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] + this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = dragonBonesData.frameFloatArray; + this._rd.length = this._valueCount * 2; + } + else { + this._deformCount = this.target.target._deformVertices.length; + } + }; + SurfaceTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var surface = blendState.target; + var blendWeight = blendState.blendWeight; + var result = surface._deformVertices; + var valueArray = this._valueArray; + if (valueArray !== null) { + var valueCount = this._valueCount; + var deformOffset = this._deformOffset; + var sameValueOffset = this._sameValueOffset; + var rd = this._rd; + for (var i = 0; i < this._deformCount; ++i) { + var value = 0.0; + if (i < deformOffset) { + value = valueArray[sameValueOffset + i]; + } + else if (i < deformOffset + valueCount) { + value = rd[i - deformOffset]; + } + else { + value = valueArray[sameValueOffset + i - valueCount]; + } + if (blendState.dirty > 1) { + result[i] += value * blendWeight; + } + else { + result[i] = value * blendWeight; + } + } + } + else if (blendState.dirty === 1) { + for (var i = 0; i < this._deformCount; ++i) { + result[i] = 0.0; + } + } + if (isDirty || this.dirty) { + this.dirty = false; + surface._transformDirty = true; + } + }; + return SurfaceTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.SurfaceTimelineState = SurfaceTimelineState; + /** + * @internal + */ + var AlphaTimelineState = /** @class */ (function (_super) { + __extends(AlphaTimelineState, _super); + function AlphaTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AlphaTimelineState.toString = function () { + return "[class dragonBones.AlphaTimelineState]"; + }; + AlphaTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { // Pose. + this._result = 1.0; + } + }; + AlphaTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.01; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + AlphaTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var alphaTarget = blendState.target; + var blendWeight = blendState.blendWeight; + if (blendState.dirty > 1) { + alphaTarget._alpha += this._result * blendWeight; + if (alphaTarget._alpha > 1.0) { + alphaTarget._alpha = 1.0; + } + } + else { + alphaTarget._alpha = this._result * blendWeight; + } + if (isDirty || this.dirty) { + this.dirty = false; + this._armature._alphaDirty = true; + } + }; + return AlphaTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AlphaTimelineState = AlphaTimelineState; + /** + * @internal + */ + var SlotDisplayTimelineState = /** @class */ (function (_super) { + __extends(SlotDisplayTimelineState, _super); + function SlotDisplayTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SlotDisplayTimelineState.toString = function () { + return "[class dragonBones.SlotDisplayTimelineState]"; + }; + SlotDisplayTimelineState.prototype._onArriveAtFrame = function () { + if (this.playState >= 0) { + var slot = this.target; + var displayIndex = this._timelineData !== null ? this._frameArray[this._frameOffset + 1] : slot._slotData.displayIndex; + if (slot.displayIndex !== displayIndex) { + slot._setDisplayIndex(displayIndex, true); + } + } + }; + SlotDisplayTimelineState.prototype._onUpdateFrame = function () { + }; + return SlotDisplayTimelineState; + }(dragonBones.TimelineState)); + dragonBones.SlotDisplayTimelineState = SlotDisplayTimelineState; + /** + * @internal + */ + var SlotColorTimelineState = /** @class */ (function (_super) { + __extends(SlotColorTimelineState, _super); + function SlotColorTimelineState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._current = [0, 0, 0, 0, 0, 0, 0, 0]; + _this._difference = [0, 0, 0, 0, 0, 0, 0, 0]; + _this._result = [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]; + return _this; + } + SlotColorTimelineState.toString = function () { + return "[class dragonBones.SlotColorTimelineState]"; + }; + SlotColorTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; + var colorArray = dragonBonesData.colorArray; + var frameIntArray = dragonBonesData.frameIntArray; + var valueOffset = this._animationData.frameIntOffset + this._frameValueOffset + this._frameIndex; + var colorOffset = frameIntArray[valueOffset]; + if (colorOffset < 0) { + colorOffset += 65536; // Fixed out of bounds bug. + } + if (this._isTween) { + this._current[0] = colorArray[colorOffset++]; + this._current[1] = colorArray[colorOffset++]; + this._current[2] = colorArray[colorOffset++]; + this._current[3] = colorArray[colorOffset++]; + this._current[4] = colorArray[colorOffset++]; + this._current[5] = colorArray[colorOffset++]; + this._current[6] = colorArray[colorOffset++]; + this._current[7] = colorArray[colorOffset++]; + if (this._frameIndex === this._frameCount - 1) { + colorOffset = frameIntArray[this._animationData.frameIntOffset + this._frameValueOffset]; + } + else { + colorOffset = frameIntArray[valueOffset + 1]; + } + if (colorOffset < 0) { + colorOffset += 65536; // Fixed out of bounds bug. + } + this._difference[0] = colorArray[colorOffset++] - this._current[0]; + this._difference[1] = colorArray[colorOffset++] - this._current[1]; + this._difference[2] = colorArray[colorOffset++] - this._current[2]; + this._difference[3] = colorArray[colorOffset++] - this._current[3]; + this._difference[4] = colorArray[colorOffset++] - this._current[4]; + this._difference[5] = colorArray[colorOffset++] - this._current[5]; + this._difference[6] = colorArray[colorOffset++] - this._current[6]; + this._difference[7] = colorArray[colorOffset++] - this._current[7]; + } + else { + this._result[0] = colorArray[colorOffset++] * 0.01; + this._result[1] = colorArray[colorOffset++] * 0.01; + this._result[2] = colorArray[colorOffset++] * 0.01; + this._result[3] = colorArray[colorOffset++] * 0.01; + this._result[4] = colorArray[colorOffset++]; + this._result[5] = colorArray[colorOffset++]; + this._result[6] = colorArray[colorOffset++]; + this._result[7] = colorArray[colorOffset++]; + } + } + else { // Pose. + var slot = this.target; + var color = slot.slotData.color; + this._result[0] = color.alphaMultiplier; + this._result[1] = color.redMultiplier; + this._result[2] = color.greenMultiplier; + this._result[3] = color.blueMultiplier; + this._result[4] = color.alphaOffset; + this._result[5] = color.redOffset; + this._result[6] = color.greenOffset; + this._result[7] = color.blueOffset; + } + }; + SlotColorTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._result[0] = (this._current[0] + this._difference[0] * this._tweenProgress) * 0.01; + this._result[1] = (this._current[1] + this._difference[1] * this._tweenProgress) * 0.01; + this._result[2] = (this._current[2] + this._difference[2] * this._tweenProgress) * 0.01; + this._result[3] = (this._current[3] + this._difference[3] * this._tweenProgress) * 0.01; + this._result[4] = this._current[4] + this._difference[4] * this._tweenProgress; + this._result[5] = this._current[5] + this._difference[5] * this._tweenProgress; + this._result[6] = this._current[6] + this._difference[6] * this._tweenProgress; + this._result[7] = this._current[7] + this._difference[7] * this._tweenProgress; + } + }; + SlotColorTimelineState.prototype.fadeOut = function () { + this._isTween = false; + }; + SlotColorTimelineState.prototype.update = function (passedTime) { + _super.prototype.update.call(this, passedTime); + // Fade animation. + if (this._isTween || this.dirty) { + var slot = this.target; + var result = slot._colorTransform; + if (this._animationState._fadeState !== 0 || this._animationState._subFadeState !== 0) { + if (result.alphaMultiplier !== this._result[0] || + result.redMultiplier !== this._result[1] || + result.greenMultiplier !== this._result[2] || + result.blueMultiplier !== this._result[3] || + result.alphaOffset !== this._result[4] || + result.redOffset !== this._result[5] || + result.greenOffset !== this._result[6] || + result.blueOffset !== this._result[7]) { + var fadeProgress = Math.pow(this._animationState._fadeProgress, 4); + result.alphaMultiplier += (this._result[0] - result.alphaMultiplier) * fadeProgress; + result.redMultiplier += (this._result[1] - result.redMultiplier) * fadeProgress; + result.greenMultiplier += (this._result[2] - result.greenMultiplier) * fadeProgress; + result.blueMultiplier += (this._result[3] - result.blueMultiplier) * fadeProgress; + result.alphaOffset += (this._result[4] - result.alphaOffset) * fadeProgress; + result.redOffset += (this._result[5] - result.redOffset) * fadeProgress; + result.greenOffset += (this._result[6] - result.greenOffset) * fadeProgress; + result.blueOffset += (this._result[7] - result.blueOffset) * fadeProgress; + slot._colorDirty = true; + } + } + else if (this.dirty) { + this.dirty = false; + if (result.alphaMultiplier !== this._result[0] || + result.redMultiplier !== this._result[1] || + result.greenMultiplier !== this._result[2] || + result.blueMultiplier !== this._result[3] || + result.alphaOffset !== this._result[4] || + result.redOffset !== this._result[5] || + result.greenOffset !== this._result[6] || + result.blueOffset !== this._result[7]) { + result.alphaMultiplier = this._result[0]; + result.redMultiplier = this._result[1]; + result.greenMultiplier = this._result[2]; + result.blueMultiplier = this._result[3]; + result.alphaOffset = this._result[4]; + result.redOffset = this._result[5]; + result.greenOffset = this._result[6]; + result.blueOffset = this._result[7]; + slot._colorDirty = true; + } + } + } + }; + return SlotColorTimelineState; + }(dragonBones.TweenTimelineState)); + dragonBones.SlotColorTimelineState = SlotColorTimelineState; + /** + * @internal + */ + var SlotZIndexTimelineState = /** @class */ (function (_super) { + __extends(SlotZIndexTimelineState, _super); + function SlotZIndexTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SlotZIndexTimelineState.toString = function () { + return "[class dragonBones.SlotZIndexTimelineState]"; + }; + SlotZIndexTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { // Pose. + var blendState = this.target; + var slot = blendState.target; + this._result = slot.slotData.zIndex; + } + }; + SlotZIndexTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + SlotZIndexTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var slot = blendState.target; + var blendWeight = blendState.blendWeight; + if (blendState.dirty > 1) { + slot._zIndex += this._result * blendWeight; + } + else { + slot._zIndex = this._result * blendWeight; + } + if (isDirty || this.dirty) { + this.dirty = false; + this._armature._zIndexDirty = true; + } + }; + return SlotZIndexTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.SlotZIndexTimelineState = SlotZIndexTimelineState; + /** + * @internal + */ + var DeformTimelineState = /** @class */ (function (_super) { + __extends(DeformTimelineState, _super); + function DeformTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + DeformTimelineState.toString = function () { + return "[class dragonBones.DeformTimelineState]"; + }; + DeformTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.geometryOffset = 0; + this.displayFrame = null; + this._deformCount = 0; + this._deformOffset = 0; + this._sameValueOffset = 0; + }; + DeformTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + if (this._timelineData !== null) { + var frameIntOffset = this._animationData.frameIntOffset + this._timelineArray[this._timelineData.offset + 3 /* TimelineFrameValueCount */]; + var dragonBonesData = this._animationData.parent.parent; + var frameIntArray = dragonBonesData.frameIntArray; + var slot = this.target.target; + this.geometryOffset = frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */]; + if (this.geometryOffset < 0) { + this.geometryOffset += 65536; // Fixed out of bounds bug. + } + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayFrame = slot.getDisplayFrameAt(i); + var geometryData = displayFrame.getGeometryData(); + if (geometryData === null) { + continue; + } + if (geometryData.offset === this.geometryOffset) { + this.displayFrame = displayFrame; + this.displayFrame.updateDeformVertices(); + break; + } + } + if (this.displayFrame === null) { + this.returnToPool(); // + return; + } + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = frameIntArray[frameIntOffset + 2 /* DeformValueCount */]; + this._deformCount = frameIntArray[frameIntOffset + 1 /* DeformCount */]; + this._deformOffset = frameIntArray[frameIntOffset + 3 /* DeformValueOffset */]; + this._sameValueOffset = frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] + this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = dragonBonesData.frameFloatArray; + this._rd.length = this._valueCount * 2; + } + else { + this._deformCount = this.displayFrame.deformVertices.length; + } + }; + DeformTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var slot = blendState.target; + var blendWeight = blendState.blendWeight; + var result = this.displayFrame.deformVertices; + var valueArray = this._valueArray; + if (valueArray !== null) { + var valueCount = this._valueCount; + var deformOffset = this._deformOffset; + var sameValueOffset = this._sameValueOffset; + var rd = this._rd; + for (var i = 0; i < this._deformCount; ++i) { + var value = 0.0; + if (i < deformOffset) { + value = valueArray[sameValueOffset + i]; + } + else if (i < deformOffset + valueCount) { + value = rd[i - deformOffset]; + } + else { + value = valueArray[sameValueOffset + i - valueCount]; + } + if (blendState.dirty > 1) { + result[i] += value * blendWeight; + } + else { + result[i] = value * blendWeight; + } + } + } + else if (blendState.dirty === 1) { + for (var i = 0; i < this._deformCount; ++i) { + result[i] = 0.0; + } + } + if (isDirty || this.dirty) { + this.dirty = false; + if (slot._geometryData === this.displayFrame.getGeometryData()) { + slot._verticesDirty = true; + } + } + }; + return DeformTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.DeformTimelineState = DeformTimelineState; + /** + * @internal + */ + var IKConstraintTimelineState = /** @class */ (function (_super) { + __extends(IKConstraintTimelineState, _super); + function IKConstraintTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraintTimelineState.toString = function () { + return "[class dragonBones.IKConstraintTimelineState]"; + }; + IKConstraintTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var ikConstraint = this.target; + if (this._timelineData !== null) { + ikConstraint._bendPositive = this._currentA > 0.0; + ikConstraint._weight = this._currentB; + } + else { + var ikConstraintData = ikConstraint._constraintData; + ikConstraint._bendPositive = ikConstraintData.bendPositive; + ikConstraint._weight = ikConstraintData.weight; + } + ikConstraint.invalidUpdate(); + this.dirty = false; + }; + IKConstraintTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.01; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return IKConstraintTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.IKConstraintTimelineState = IKConstraintTimelineState; + /** + * @internal + */ + var AnimationProgressTimelineState = /** @class */ (function (_super) { + __extends(AnimationProgressTimelineState, _super); + function AnimationProgressTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationProgressTimelineState.toString = function () { + return "[class dragonBones.AnimationProgressTimelineState]"; + }; + AnimationProgressTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.currentTime = this._result * animationState.totalTime; + } + this.dirty = false; + }; + AnimationProgressTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationProgressTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AnimationProgressTimelineState = AnimationProgressTimelineState; + /** + * @internal + */ + var AnimationWeightTimelineState = /** @class */ (function (_super) { + __extends(AnimationWeightTimelineState, _super); + function AnimationWeightTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationWeightTimelineState.toString = function () { + return "[class dragonBones.AnimationWeightTimelineState]"; + }; + AnimationWeightTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.weight = this._result; + } + this.dirty = false; + }; + AnimationWeightTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationWeightTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AnimationWeightTimelineState = AnimationWeightTimelineState; + /** + * @internal + */ + var AnimationParametersTimelineState = /** @class */ (function (_super) { + __extends(AnimationParametersTimelineState, _super); + function AnimationParametersTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationParametersTimelineState.toString = function () { + return "[class dragonBones.AnimationParametersTimelineState]"; + }; + AnimationParametersTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.parameterX = this._resultA; + animationState.parameterY = this._resultB; + } + this.dirty = false; + }; + AnimationParametersTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationParametersTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.AnimationParametersTimelineState = AnimationParametersTimelineState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The properties of the object carry basic information about an event, + * which are passed as parameter or parameter's parameter to event listeners when an event occurs. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。 + * @version DragonBones 4.5 + * @language zh_CN + */ + var EventObject = /** @class */ (function (_super) { + __extends(EventObject, _super); + function EventObject() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * @internal + * @private + */ + EventObject.actionDataToInstance = function (data, instance, armature) { + if (data.type === 0 /* Play */) { + instance.type = EventObject.FRAME_EVENT; + } + else { + instance.type = data.type === 10 /* Frame */ ? EventObject.FRAME_EVENT : EventObject.SOUND_EVENT; + } + instance.name = data.name; + instance.armature = armature; + instance.actionData = data; + instance.data = data.data; + if (data.bone !== null) { + instance.bone = armature.getBone(data.bone.name); + } + if (data.slot !== null) { + instance.slot = armature.getSlot(data.slot.name); + } + }; + EventObject.toString = function () { + return "[class dragonBones.EventObject]"; + }; + EventObject.prototype._onClear = function () { + this.time = 0.0; + this.type = ""; + this.name = ""; + this.armature = null; + this.bone = null; + this.slot = null; + this.animationState = null; + this.actionData = null; + this.data = null; + }; + /** + * - Animation start play. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画开始播放。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.START = "start"; + /** + * - Animation loop play complete once. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画循环播放完成一次。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.LOOP_COMPLETE = "loopComplete"; + /** + * - Animation play complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画播放完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.COMPLETE = "complete"; + /** + * - Animation fade in start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_IN = "fadeIn"; + /** + * - Animation fade in complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_IN_COMPLETE = "fadeInComplete"; + /** + * - Animation fade out start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_OUT = "fadeOut"; + /** + * - Animation fade out complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_OUT_COMPLETE = "fadeOutComplete"; + /** + * - Animation frame event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FRAME_EVENT = "frameEvent"; + /** + * - Animation frame sound event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧声音事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.SOUND_EVENT = "soundEvent"; + return EventObject; + }(dragonBones.BaseObject)); + dragonBones.EventObject = EventObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DataParser = /** @class */ (function () { + function DataParser() { + } + DataParser._getArmatureType = function (value) { + switch (value.toLowerCase()) { + case "stage": + return 2 /* Stage */; + case "armature": + return 0 /* Armature */; + case "movieclip": + return 1 /* MovieClip */; + default: + return 0 /* Armature */; + } + }; + DataParser._getBoneType = function (value) { + switch (value.toLowerCase()) { + case "bone": + return 0 /* Bone */; + case "surface": + return 1 /* Surface */; + default: + return 0 /* Bone */; + } + }; + DataParser._getPositionMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "percent": + return 1 /* Percent */; + case "fixed": + return 0 /* Fixed */; + default: + return 1 /* Percent */; + } + }; + DataParser._getSpacingMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "length": + return 0 /* Length */; + case "percent": + return 2 /* Percent */; + case "fixed": + return 1 /* Fixed */; + default: + return 0 /* Length */; + } + }; + DataParser._getRotateMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "tangent": + return 0 /* Tangent */; + case "chain": + return 1 /* Chain */; + case "chainscale": + return 2 /* ChainScale */; + default: + return 0 /* Tangent */; + } + }; + DataParser._getDisplayType = function (value) { + switch (value.toLowerCase()) { + case "image": + return 0 /* Image */; + case "mesh": + return 2 /* Mesh */; + case "armature": + return 1 /* Armature */; + case "boundingbox": + return 3 /* BoundingBox */; + case "path": + return 4 /* Path */; + default: + return 0 /* Image */; + } + }; + DataParser._getBoundingBoxType = function (value) { + switch (value.toLowerCase()) { + case "rectangle": + return 0 /* Rectangle */; + case "ellipse": + return 1 /* Ellipse */; + case "polygon": + return 2 /* Polygon */; + default: + return 0 /* Rectangle */; + } + }; + DataParser._getBlendMode = function (value) { + switch (value.toLowerCase()) { + case "normal": + return 0 /* Normal */; + case "add": + return 1 /* Add */; + case "alpha": + return 2 /* Alpha */; + case "darken": + return 3 /* Darken */; + case "difference": + return 4 /* Difference */; + case "erase": + return 5 /* Erase */; + case "hardlight": + return 6 /* HardLight */; + case "invert": + return 7 /* Invert */; + case "layer": + return 8 /* Layer */; + case "lighten": + return 9 /* Lighten */; + case "multiply": + return 10 /* Multiply */; + case "overlay": + return 11 /* Overlay */; + case "screen": + return 12 /* Screen */; + case "subtract": + return 13 /* Subtract */; + default: + return 0 /* Normal */; + } + }; + DataParser._getAnimationBlendType = function (value) { + switch (value.toLowerCase()) { + case "none": + return 0 /* None */; + case "1d": + return 1 /* E1D */; + default: + return 0 /* None */; + } + }; + DataParser._getActionType = function (value) { + switch (value.toLowerCase()) { + case "play": + return 0 /* Play */; + case "frame": + return 10 /* Frame */; + case "sound": + return 11 /* Sound */; + default: + return 0 /* Play */; + } + }; + DataParser.DATA_VERSION_2_3 = "2.3"; + DataParser.DATA_VERSION_3_0 = "3.0"; + DataParser.DATA_VERSION_4_0 = "4.0"; + DataParser.DATA_VERSION_4_5 = "4.5"; + DataParser.DATA_VERSION_5_0 = "5.0"; + DataParser.DATA_VERSION_5_5 = "5.5"; + DataParser.DATA_VERSION_5_6 = "5.6"; + DataParser.DATA_VERSION = DataParser.DATA_VERSION_5_6; + DataParser.DATA_VERSIONS = [ + DataParser.DATA_VERSION_4_0, + DataParser.DATA_VERSION_4_5, + DataParser.DATA_VERSION_5_0, + DataParser.DATA_VERSION_5_5, + DataParser.DATA_VERSION_5_6 + ]; + DataParser.TEXTURE_ATLAS = "textureAtlas"; + DataParser.SUB_TEXTURE = "SubTexture"; + DataParser.FORMAT = "format"; + DataParser.IMAGE_PATH = "imagePath"; + DataParser.WIDTH = "width"; + DataParser.HEIGHT = "height"; + DataParser.ROTATED = "rotated"; + DataParser.FRAME_X = "frameX"; + DataParser.FRAME_Y = "frameY"; + DataParser.FRAME_WIDTH = "frameWidth"; + DataParser.FRAME_HEIGHT = "frameHeight"; + DataParser.DRADON_BONES = "dragonBones"; + DataParser.USER_DATA = "userData"; + DataParser.ARMATURE = "armature"; + DataParser.CANVAS = "canvas"; + DataParser.BONE = "bone"; + DataParser.SURFACE = "surface"; + DataParser.SLOT = "slot"; + DataParser.CONSTRAINT = "constraint"; + DataParser.SKIN = "skin"; + DataParser.DISPLAY = "display"; + DataParser.FRAME = "frame"; + DataParser.IK = "ik"; + DataParser.PATH_CONSTRAINT = "path"; + DataParser.ANIMATION = "animation"; + DataParser.TIMELINE = "timeline"; + DataParser.FFD = "ffd"; + DataParser.TRANSLATE_FRAME = "translateFrame"; + DataParser.ROTATE_FRAME = "rotateFrame"; + DataParser.SCALE_FRAME = "scaleFrame"; + DataParser.DISPLAY_FRAME = "displayFrame"; + DataParser.COLOR_FRAME = "colorFrame"; + DataParser.DEFAULT_ACTIONS = "defaultActions"; + DataParser.ACTIONS = "actions"; + DataParser.EVENTS = "events"; + DataParser.INTS = "ints"; + DataParser.FLOATS = "floats"; + DataParser.STRINGS = "strings"; + DataParser.TRANSFORM = "transform"; + DataParser.PIVOT = "pivot"; + DataParser.AABB = "aabb"; + DataParser.COLOR = "color"; + DataParser.VERSION = "version"; + DataParser.COMPATIBLE_VERSION = "compatibleVersion"; + DataParser.FRAME_RATE = "frameRate"; + DataParser.TYPE = "type"; + DataParser.SUB_TYPE = "subType"; + DataParser.NAME = "name"; + DataParser.PARENT = "parent"; + DataParser.TARGET = "target"; + DataParser.STAGE = "stage"; + DataParser.SHARE = "share"; + DataParser.PATH = "path"; + DataParser.LENGTH = "length"; + DataParser.DISPLAY_INDEX = "displayIndex"; + DataParser.Z_ORDER = "zOrder"; + DataParser.Z_INDEX = "zIndex"; + DataParser.BLEND_MODE = "blendMode"; + DataParser.INHERIT_TRANSLATION = "inheritTranslation"; + DataParser.INHERIT_ROTATION = "inheritRotation"; + DataParser.INHERIT_SCALE = "inheritScale"; + DataParser.INHERIT_REFLECTION = "inheritReflection"; + DataParser.INHERIT_ANIMATION = "inheritAnimation"; + DataParser.INHERIT_DEFORM = "inheritDeform"; + DataParser.SEGMENT_X = "segmentX"; + DataParser.SEGMENT_Y = "segmentY"; + DataParser.BEND_POSITIVE = "bendPositive"; + DataParser.CHAIN = "chain"; + DataParser.WEIGHT = "weight"; + DataParser.BLEND_TYPE = "blendType"; + DataParser.FADE_IN_TIME = "fadeInTime"; + DataParser.PLAY_TIMES = "playTimes"; + DataParser.SCALE = "scale"; + DataParser.OFFSET = "offset"; + DataParser.POSITION = "position"; + DataParser.DURATION = "duration"; + DataParser.TWEEN_EASING = "tweenEasing"; + DataParser.TWEEN_ROTATE = "tweenRotate"; + DataParser.TWEEN_SCALE = "tweenScale"; + DataParser.CLOCK_WISE = "clockwise"; + DataParser.CURVE = "curve"; + DataParser.SOUND = "sound"; + DataParser.EVENT = "event"; + DataParser.ACTION = "action"; + DataParser.X = "x"; + DataParser.Y = "y"; + DataParser.SKEW_X = "skX"; + DataParser.SKEW_Y = "skY"; + DataParser.SCALE_X = "scX"; + DataParser.SCALE_Y = "scY"; + DataParser.VALUE = "value"; + DataParser.ROTATE = "rotate"; + DataParser.SKEW = "skew"; + DataParser.ALPHA = "alpha"; + DataParser.ALPHA_OFFSET = "aO"; + DataParser.RED_OFFSET = "rO"; + DataParser.GREEN_OFFSET = "gO"; + DataParser.BLUE_OFFSET = "bO"; + DataParser.ALPHA_MULTIPLIER = "aM"; + DataParser.RED_MULTIPLIER = "rM"; + DataParser.GREEN_MULTIPLIER = "gM"; + DataParser.BLUE_MULTIPLIER = "bM"; + DataParser.UVS = "uvs"; + DataParser.VERTICES = "vertices"; + DataParser.TRIANGLES = "triangles"; + DataParser.WEIGHTS = "weights"; + DataParser.SLOT_POSE = "slotPose"; + DataParser.BONE_POSE = "bonePose"; + DataParser.BONES = "bones"; + DataParser.POSITION_MODE = "positionMode"; + DataParser.SPACING_MODE = "spacingMode"; + DataParser.ROTATE_MODE = "rotateMode"; + DataParser.SPACING = "spacing"; + DataParser.ROTATE_OFFSET = "rotateOffset"; + DataParser.ROTATE_MIX = "rotateMix"; + DataParser.TRANSLATE_MIX = "translateMix"; + DataParser.TARGET_DISPLAY = "targetDisplay"; + DataParser.CLOSED = "closed"; + DataParser.CONSTANT_SPEED = "constantSpeed"; + DataParser.VERTEX_COUNT = "vertexCount"; + DataParser.LENGTHS = "lengths"; + DataParser.GOTO_AND_PLAY = "gotoAndPlay"; + DataParser.DEFAULT_NAME = "default"; + return DataParser; + }()); + dragonBones.DataParser = DataParser; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ObjectDataParser = /** @class */ (function (_super) { + __extends(ObjectDataParser, _super); + function ObjectDataParser() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._rawTextureAtlasIndex = 0; + _this._rawBones = []; + _this._data = null; // + _this._armature = null; // + _this._bone = null; // + _this._geometry = null; // + _this._slot = null; // + _this._skin = null; // + _this._mesh = null; // + _this._animation = null; // + _this._timeline = null; // + _this._rawTextureAtlases = null; + _this._frameValueType = 0 /* Step */; + _this._defaultColorOffset = -1; + _this._prevClockwise = 0; + _this._prevRotation = 0.0; + _this._frameDefaultValue = 0.0; + _this._frameValueScale = 1.0; + _this._helpMatrixA = new dragonBones.Matrix(); + _this._helpMatrixB = new dragonBones.Matrix(); + _this._helpTransform = new dragonBones.Transform(); + _this._helpColorTransform = new dragonBones.ColorTransform(); + _this._helpPoint = new dragonBones.Point(); + _this._helpArray = []; + _this._intArray = []; + _this._floatArray = []; + _this._frameIntArray = []; + _this._frameFloatArray = []; + _this._frameArray = []; + _this._timelineArray = []; + _this._colorArray = []; + _this._cacheRawMeshes = []; + _this._cacheMeshes = []; + _this._actionFrames = []; + _this._weightSlotPose = {}; + _this._weightBonePoses = {}; + _this._cacheBones = {}; + _this._slotChildActions = {}; + return _this; + } + ObjectDataParser._getBoolean = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + var type = typeof value; + if (type === "boolean") { + return value; + } + else if (type === "string") { + switch (value) { + case "0": + case "NaN": + case "": + case "false": + case "null": + case "undefined": + return false; + default: + return true; + } + } + else { + return !!value; + } + } + return defaultValue; + }; + ObjectDataParser._getNumber = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + if (value === null || value === "NaN") { + return defaultValue; + } + return +value || 0; + } + return defaultValue; + }; + ObjectDataParser._getString = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + var type = typeof value; + if (type === "string") { + return value; + } + return String(value); + } + return defaultValue; + }; + ObjectDataParser.prototype._getCurvePoint = function (x1, y1, x2, y2, x3, y3, x4, y4, t, result) { + var l_t = 1.0 - t; + var powA = l_t * l_t; + var powB = t * t; + var kA = l_t * powA; + var kB = 3.0 * t * powA; + var kC = 3.0 * l_t * powB; + var kD = t * powB; + result.x = kA * x1 + kB * x2 + kC * x3 + kD * x4; + result.y = kA * y1 + kB * y2 + kC * y3 + kD * y4; + }; + ObjectDataParser.prototype._samplingEasingCurve = function (curve, samples) { + var curveCount = curve.length; + if (curveCount % 3 === 1) { + var stepIndex = -2; + for (var i = 0, l = samples.length; i < l; ++i) { + var t = (i + 1) / (l + 1); // float + while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { // stepIndex + 3 * 2 + stepIndex += 6; + } + var isInCurve = stepIndex >= 0 && stepIndex + 6 < curveCount; + var x1 = isInCurve ? curve[stepIndex] : 0.0; + var y1 = isInCurve ? curve[stepIndex + 1] : 0.0; + var x2 = curve[stepIndex + 2]; + var y2 = curve[stepIndex + 3]; + var x3 = curve[stepIndex + 4]; + var y3 = curve[stepIndex + 5]; + var x4 = isInCurve ? curve[stepIndex + 6] : 1.0; + var y4 = isInCurve ? curve[stepIndex + 7] : 1.0; + var lower = 0.0; + var higher = 1.0; + while (higher - lower > 0.0001) { + var percentage = (higher + lower) * 0.5; + this._getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, percentage, this._helpPoint); + if (t - this._helpPoint.x > 0.0) { + lower = percentage; + } + else { + higher = percentage; + } + } + samples[i] = this._helpPoint.y; + } + return true; + } + else { + var stepIndex = 0; + for (var i = 0, l = samples.length; i < l; ++i) { + var t = (i + 1) / (l + 1); // float + while (curve[stepIndex + 6] < t) { // stepIndex + 3 * 2 + stepIndex += 6; + } + var x1 = curve[stepIndex]; + var y1 = curve[stepIndex + 1]; + var x2 = curve[stepIndex + 2]; + var y2 = curve[stepIndex + 3]; + var x3 = curve[stepIndex + 4]; + var y3 = curve[stepIndex + 5]; + var x4 = curve[stepIndex + 6]; + var y4 = curve[stepIndex + 7]; + var lower = 0.0; + var higher = 1.0; + while (higher - lower > 0.0001) { + var percentage = (higher + lower) * 0.5; + this._getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, percentage, this._helpPoint); + if (t - this._helpPoint.x > 0.0) { + lower = percentage; + } + else { + higher = percentage; + } + } + samples[i] = this._helpPoint.y; + } + return false; + } + }; + ObjectDataParser.prototype._parseActionDataInFrame = function (rawData, frameStart, bone, slot) { + if (dragonBones.DataParser.EVENT in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.EVENT], frameStart, 10 /* Frame */, bone, slot); + } + if (dragonBones.DataParser.SOUND in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.SOUND], frameStart, 11 /* Sound */, bone, slot); + } + if (dragonBones.DataParser.ACTION in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.ACTION], frameStart, 0 /* Play */, bone, slot); + } + if (dragonBones.DataParser.EVENTS in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.EVENTS], frameStart, 10 /* Frame */, bone, slot); + } + if (dragonBones.DataParser.ACTIONS in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.ACTIONS], frameStart, 0 /* Play */, bone, slot); + } + }; + ObjectDataParser.prototype._mergeActionFrame = function (rawData, frameStart, type, bone, slot) { + var actionOffset = this._armature.actions.length; + var actions = this._parseActionData(rawData, type, bone, slot); + var frameIndex = 0; + var frame = null; + for (var _i = 0, actions_2 = actions; _i < actions_2.length; _i++) { + var action = actions_2[_i]; + this._armature.addAction(action, false); + } + if (this._actionFrames.length === 0) { // First frame. + frame = new ActionFrame(); + frame.frameStart = 0; + this._actionFrames.push(frame); + frame = null; + } + for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { // Get same frame. + var eachFrame = _b[_a]; + if (eachFrame.frameStart === frameStart) { + frame = eachFrame; + break; + } + else if (eachFrame.frameStart > frameStart) { + break; + } + frameIndex++; + } + if (frame === null) { // Create and cache frame. + frame = new ActionFrame(); + frame.frameStart = frameStart; + this._actionFrames.splice(frameIndex, 0, frame); + } + for (var i = 0; i < actions.length; ++i) { // Cache action offsets. + frame.actions.push(actionOffset + i); + } + }; + ObjectDataParser.prototype._parseArmature = function (rawData, scale) { + var armature = dragonBones.BaseObject.borrowObject(dragonBones.ArmatureData); + armature.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + armature.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, this._data.frameRate); + armature.scale = scale; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + armature.type = dragonBones.DataParser._getArmatureType(rawData[dragonBones.DataParser.TYPE]); + } + else { + armature.type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Armature */); + } + if (armature.frameRate === 0) { // Data error. + armature.frameRate = 24; + } + this._armature = armature; + if (dragonBones.DataParser.CANVAS in rawData) { + var rawCanvas = rawData[dragonBones.DataParser.CANVAS]; + var canvas = dragonBones.BaseObject.borrowObject(dragonBones.CanvasData); + if (dragonBones.DataParser.COLOR in rawCanvas) { + canvas.hasBackground = true; + } + else { + canvas.hasBackground = false; + } + canvas.color = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.COLOR, 0); + canvas.x = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.X, 0) * armature.scale; + canvas.y = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.Y, 0) * armature.scale; + canvas.width = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.WIDTH, 0) * armature.scale; + canvas.height = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.HEIGHT, 0) * armature.scale; + armature.canvas = canvas; + } + if (dragonBones.DataParser.AABB in rawData) { + var rawAABB = rawData[dragonBones.DataParser.AABB]; + armature.aabb.x = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.X, 0.0) * armature.scale; + armature.aabb.y = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.Y, 0.0) * armature.scale; + armature.aabb.width = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.WIDTH, 0.0) * armature.scale; + armature.aabb.height = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.HEIGHT, 0.0) * armature.scale; + } + if (dragonBones.DataParser.BONE in rawData) { + var rawBones = rawData[dragonBones.DataParser.BONE]; + for (var _i = 0, rawBones_1 = rawBones; _i < rawBones_1.length; _i++) { + var rawBone = rawBones_1[_i]; + var parentName = ObjectDataParser._getString(rawBone, dragonBones.DataParser.PARENT, ""); + var bone = this._parseBone(rawBone); + if (parentName.length > 0) { // Get bone parent. + var parent_1 = armature.getBone(parentName); + if (parent_1 !== null) { + bone.parent = parent_1; + } + else { // Cache. + if (!(parentName in this._cacheBones)) { + this._cacheBones[parentName] = []; + } + this._cacheBones[parentName].push(bone); + } + } + if (bone.name in this._cacheBones) { + for (var _a = 0, _b = this._cacheBones[bone.name]; _a < _b.length; _a++) { + var child = _b[_a]; + child.parent = bone; + } + delete this._cacheBones[bone.name]; + } + armature.addBone(bone); + this._rawBones.push(bone); // Cache raw bones sort. + } + } + if (dragonBones.DataParser.IK in rawData) { + var rawIKS = rawData[dragonBones.DataParser.IK]; + for (var _c = 0, rawIKS_1 = rawIKS; _c < rawIKS_1.length; _c++) { + var rawIK = rawIKS_1[_c]; + var constraint = this._parseIKConstraint(rawIK); + if (constraint) { + armature.addConstraint(constraint); + } + } + } + armature.sortBones(); + if (dragonBones.DataParser.SLOT in rawData) { + var zOrder = 0; + var rawSlots = rawData[dragonBones.DataParser.SLOT]; + for (var _d = 0, rawSlots_1 = rawSlots; _d < rawSlots_1.length; _d++) { + var rawSlot = rawSlots_1[_d]; + armature.addSlot(this._parseSlot(rawSlot, zOrder++)); + } + } + if (dragonBones.DataParser.SKIN in rawData) { + var rawSkins = rawData[dragonBones.DataParser.SKIN]; + for (var _e = 0, rawSkins_1 = rawSkins; _e < rawSkins_1.length; _e++) { + var rawSkin = rawSkins_1[_e]; + armature.addSkin(this._parseSkin(rawSkin)); + } + } + if (dragonBones.DataParser.PATH_CONSTRAINT in rawData) { + var rawPaths = rawData[dragonBones.DataParser.PATH_CONSTRAINT]; + for (var _f = 0, rawPaths_1 = rawPaths; _f < rawPaths_1.length; _f++) { + var rawPath = rawPaths_1[_f]; + var constraint = this._parsePathConstraint(rawPath); + if (constraint) { + armature.addConstraint(constraint); + } + } + } + for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { // Link mesh. + var rawData_1 = this._cacheRawMeshes[i]; + var shareName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SHARE, ""); + if (shareName.length === 0) { + continue; + } + var skinName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); + if (skinName.length === 0) { // + skinName = dragonBones.DataParser.DEFAULT_NAME; + } + var shareMesh = armature.getMesh(skinName, "", shareName); // TODO slot; + if (shareMesh === null) { + continue; // Error. + } + var mesh = this._cacheMeshes[i]; + mesh.geometry.shareFrom(shareMesh.geometry); + } + if (dragonBones.DataParser.ANIMATION in rawData) { + var rawAnimations = rawData[dragonBones.DataParser.ANIMATION]; + for (var _g = 0, rawAnimations_1 = rawAnimations; _g < rawAnimations_1.length; _g++) { + var rawAnimation = rawAnimations_1[_g]; + var animation = this._parseAnimation(rawAnimation); + armature.addAnimation(animation); + } + } + if (dragonBones.DataParser.DEFAULT_ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.DEFAULT_ACTIONS], 0 /* Play */, null, null); + for (var _h = 0, actions_3 = actions; _h < actions_3.length; _h++) { + var action = actions_3[_h]; + armature.addAction(action, true); + if (action.type === 0 /* Play */) { // Set default animation from default action. + var animation = armature.getAnimation(action.name); + if (animation !== null) { + armature.defaultAnimation = animation; + } + } + } + } + if (dragonBones.DataParser.ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + for (var _j = 0, actions_4 = actions; _j < actions_4.length; _j++) { + var action = actions_4[_j]; + armature.addAction(action, false); + } + } + // Clear helper. + this._rawBones.length = 0; + this._cacheRawMeshes.length = 0; + this._cacheMeshes.length = 0; + this._armature = null; + for (var k in this._weightSlotPose) { + delete this._weightSlotPose[k]; + } + for (var k in this._weightBonePoses) { + delete this._weightBonePoses[k]; + } + for (var k in this._cacheBones) { + delete this._cacheBones[k]; + } + for (var k in this._slotChildActions) { + delete this._slotChildActions[k]; + } + return armature; + }; + ObjectDataParser.prototype._parseBone = function (rawData) { + var type = 0 /* Bone */; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + type = dragonBones.DataParser._getBoneType(rawData[dragonBones.DataParser.TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Bone */); + } + if (type === 0 /* Bone */) { + var scale = this._armature.scale; + var bone = dragonBones.BaseObject.borrowObject(dragonBones.BoneData); + bone.inheritTranslation = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_TRANSLATION, true); + bone.inheritRotation = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_ROTATION, true); + bone.inheritScale = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_SCALE, true); + bone.inheritReflection = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_REFLECTION, true); + bone.length = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.LENGTH, 0) * scale; + bone.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + bone.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + if (dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], bone.transform, scale); + } + return bone; + } + var surface = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceData); + surface.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + surface.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + surface.segmentX = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SEGMENT_X, 0); + surface.segmentY = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SEGMENT_Y, 0); + this._parseGeometry(rawData, surface.geometry); + return surface; + }; + ObjectDataParser.prototype._parseIKConstraint = function (rawData) { + var bone = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.BONE, "")); + if (bone === null) { + return null; + } + var target = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET, "")); + if (target === null) { + return null; + } + var chain = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.CHAIN, 0); + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintData); + constraint.scaleEnabled = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.SCALE, false); + constraint.bendPositive = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.BEND_POSITIVE, true); + constraint.weight = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WEIGHT, 1.0); + constraint.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + constraint.type = 0 /* IK */; + constraint.target = target; + if (chain > 0 && bone.parent !== null) { + constraint.root = bone.parent; + constraint.bone = bone; + } + else { + constraint.root = bone; + constraint.bone = null; + } + return constraint; + }; + ObjectDataParser.prototype._parsePathConstraint = function (rawData) { + var target = this._armature.getSlot(ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET, "")); + if (target === null) { + return null; + } + var defaultSkin = this._armature.defaultSkin; + if (defaultSkin === null) { + return null; + } + //TODO + var targetDisplay = defaultSkin.getDisplay(target.name, ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET_DISPLAY, target.name)); + if (targetDisplay === null || !(targetDisplay instanceof dragonBones.PathDisplayData)) { + return null; + } + var bones = rawData[dragonBones.DataParser.BONES]; + if (bones === null || bones.length === 0) { + return null; + } + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.PathConstraintData); + constraint.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + constraint.type = 1 /* Path */; + constraint.pathSlot = target; + constraint.pathDisplayData = targetDisplay; + constraint.target = target.parent; + constraint.positionMode = dragonBones.DataParser._getPositionMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.POSITION_MODE, "")); + constraint.spacingMode = dragonBones.DataParser._getSpacingMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.SPACING_MODE, "")); + constraint.rotateMode = dragonBones.DataParser._getRotateMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.ROTATE_MODE, "")); + constraint.position = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.POSITION, 0); + constraint.spacing = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SPACING, 0); + constraint.rotateOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE_OFFSET, 0); + constraint.rotateMix = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE_MIX, 1); + constraint.translateMix = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TRANSLATE_MIX, 1); + // + for (var _i = 0, bones_3 = bones; _i < bones_3.length; _i++) { + var boneName = bones_3[_i]; + var bone = this._armature.getBone(boneName); + if (bone !== null) { + constraint.AddBone(bone); + if (constraint.root === null) { + constraint.root = bone; + } + } + } + return constraint; + }; + ObjectDataParser.prototype._parseSlot = function (rawData, zOrder) { + var slot = dragonBones.BaseObject.borrowObject(dragonBones.SlotData); + slot.displayIndex = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DISPLAY_INDEX, 0); + slot.zOrder = zOrder; + slot.zIndex = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Z_INDEX, 0); + slot.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + slot.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + slot.parent = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.PARENT, "")); // + if (dragonBones.DataParser.BLEND_MODE in rawData && typeof rawData[dragonBones.DataParser.BLEND_MODE] === "string") { + slot.blendMode = dragonBones.DataParser._getBlendMode(rawData[dragonBones.DataParser.BLEND_MODE]); + } + else { + slot.blendMode = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLEND_MODE, 0 /* Normal */); + } + if (dragonBones.DataParser.COLOR in rawData) { + slot.color = dragonBones.SlotData.createColor(); + this._parseColorTransform(rawData[dragonBones.DataParser.COLOR], slot.color); + } + else { + slot.color = dragonBones.SlotData.DEFAULT_COLOR; + } + if (dragonBones.DataParser.ACTIONS in rawData) { + this._slotChildActions[slot.name] = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + } + return slot; + }; + ObjectDataParser.prototype._parseSkin = function (rawData) { + var skin = dragonBones.BaseObject.borrowObject(dragonBones.SkinData); + skin.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (skin.name.length === 0) { + skin.name = dragonBones.DataParser.DEFAULT_NAME; + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawSlots = rawData[dragonBones.DataParser.SLOT]; + this._skin = skin; + for (var _i = 0, rawSlots_2 = rawSlots; _i < rawSlots_2.length; _i++) { + var rawSlot = rawSlots_2[_i]; + var slotName = ObjectDataParser._getString(rawSlot, dragonBones.DataParser.NAME, ""); + var slot = this._armature.getSlot(slotName); + if (slot !== null) { + this._slot = slot; + if (dragonBones.DataParser.DISPLAY in rawSlot) { + var rawDisplays = rawSlot[dragonBones.DataParser.DISPLAY]; + for (var _a = 0, rawDisplays_1 = rawDisplays; _a < rawDisplays_1.length; _a++) { + var rawDisplay = rawDisplays_1[_a]; + if (rawDisplay) { + skin.addDisplay(slotName, this._parseDisplay(rawDisplay)); + } + else { + skin.addDisplay(slotName, null); + } + } + } + this._slot = null; // + } + } + this._skin = null; // + } + return skin; + }; + ObjectDataParser.prototype._parseDisplay = function (rawData) { + var name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + var path = ObjectDataParser._getString(rawData, dragonBones.DataParser.PATH, ""); + var type = 0 /* Image */; + var display = null; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + type = dragonBones.DataParser._getDisplayType(rawData[dragonBones.DataParser.TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, type); + } + switch (type) { + case 0 /* Image */: { + var imageDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.ImageDisplayData); + imageDisplay.name = name; + imageDisplay.path = path.length > 0 ? path : name; + this._parsePivot(rawData, imageDisplay); + break; + } + case 1 /* Armature */: { + var armatureDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.ArmatureDisplayData); + armatureDisplay.name = name; + armatureDisplay.path = path.length > 0 ? path : name; + armatureDisplay.inheritAnimation = true; + if (dragonBones.DataParser.ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + for (var _i = 0, actions_5 = actions; _i < actions_5.length; _i++) { + var action = actions_5[_i]; + armatureDisplay.addAction(action); + } + } + else if (this._slot.name in this._slotChildActions) { + var displays = this._skin.getDisplays(this._slot.name); + if (displays === null ? this._slot.displayIndex === 0 : this._slot.displayIndex === displays.length) { + for (var _a = 0, _b = this._slotChildActions[this._slot.name]; _a < _b.length; _a++) { + var action = _b[_a]; + armatureDisplay.addAction(action); + } + delete this._slotChildActions[this._slot.name]; + } + } + break; + } + case 2 /* Mesh */: { + var meshDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.MeshDisplayData); + meshDisplay.geometry.inheritDeform = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_DEFORM, true); + meshDisplay.name = name; + meshDisplay.path = path.length > 0 ? path : name; + if (dragonBones.DataParser.SHARE in rawData) { + meshDisplay.geometry.data = this._data; + this._cacheRawMeshes.push(rawData); + this._cacheMeshes.push(meshDisplay); + } + else { + this._parseMesh(rawData, meshDisplay); + } + break; + } + case 3 /* BoundingBox */: { + var boundingBox = this._parseBoundingBox(rawData); + if (boundingBox !== null) { + var boundingBoxDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.BoundingBoxDisplayData); + boundingBoxDisplay.name = name; + boundingBoxDisplay.path = path.length > 0 ? path : name; + boundingBoxDisplay.boundingBox = boundingBox; + } + break; + } + case 4 /* Path */: { + var rawCurveLengths = rawData[dragonBones.DataParser.LENGTHS]; + var pathDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.PathDisplayData); + pathDisplay.closed = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.CLOSED, false); + pathDisplay.constantSpeed = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.CONSTANT_SPEED, false); + pathDisplay.name = name; + pathDisplay.path = path.length > 0 ? path : name; + pathDisplay.curveLengths.length = rawCurveLengths.length; + for (var i = 0, l = rawCurveLengths.length; i < l; ++i) { + pathDisplay.curveLengths[i] = rawCurveLengths[i]; + } + this._parsePath(rawData, pathDisplay); + break; + } + } + if (display !== null && dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], display.transform, this._armature.scale); + } + return display; + }; + ObjectDataParser.prototype._parsePath = function (rawData, display) { + this._parseGeometry(rawData, display.geometry); + }; + ObjectDataParser.prototype._parsePivot = function (rawData, display) { + if (dragonBones.DataParser.PIVOT in rawData) { + var rawPivot = rawData[dragonBones.DataParser.PIVOT]; + display.pivot.x = ObjectDataParser._getNumber(rawPivot, dragonBones.DataParser.X, 0.0); + display.pivot.y = ObjectDataParser._getNumber(rawPivot, dragonBones.DataParser.Y, 0.0); + } + else { + display.pivot.x = 0.5; + display.pivot.y = 0.5; + } + }; + ObjectDataParser.prototype._parseMesh = function (rawData, mesh) { + this._parseGeometry(rawData, mesh.geometry); + if (dragonBones.DataParser.WEIGHTS in rawData) { // Cache pose data. + var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; + var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; + var meshName = this._skin.name + "_" + this._slot.name + "_" + mesh.name; + this._weightSlotPose[meshName] = rawSlotPose; + this._weightBonePoses[meshName] = rawBonePoses; + } + }; + ObjectDataParser.prototype._parseBoundingBox = function (rawData) { + var boundingBox = null; + var type = 0 /* Rectangle */; + if (dragonBones.DataParser.SUB_TYPE in rawData && typeof rawData[dragonBones.DataParser.SUB_TYPE] === "string") { + type = dragonBones.DataParser._getBoundingBoxType(rawData[dragonBones.DataParser.SUB_TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SUB_TYPE, type); + } + switch (type) { + case 0 /* Rectangle */: + boundingBox = dragonBones.BaseObject.borrowObject(dragonBones.RectangleBoundingBoxData); + break; + case 1 /* Ellipse */: + boundingBox = dragonBones.BaseObject.borrowObject(dragonBones.EllipseBoundingBoxData); + break; + case 2 /* Polygon */: + boundingBox = this._parsePolygonBoundingBox(rawData); + break; + } + if (boundingBox !== null) { + boundingBox.color = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.COLOR, 0x000000); + if (boundingBox.type === 0 /* Rectangle */ || boundingBox.type === 1 /* Ellipse */) { + boundingBox.width = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WIDTH, 0.0); + boundingBox.height = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.HEIGHT, 0.0); + } + } + return boundingBox; + }; + ObjectDataParser.prototype._parsePolygonBoundingBox = function (rawData) { + var polygonBoundingBox = dragonBones.BaseObject.borrowObject(dragonBones.PolygonBoundingBoxData); + if (dragonBones.DataParser.VERTICES in rawData) { + var scale = this._armature.scale; + var rawVertices = rawData[dragonBones.DataParser.VERTICES]; + var vertices = polygonBoundingBox.vertices; + vertices.length = rawVertices.length; + for (var i = 0, l = rawVertices.length; i < l; i += 2) { + var x = rawVertices[i] * scale; + var y = rawVertices[i + 1] * scale; + vertices[i] = x; + vertices[i + 1] = y; + // AABB. + if (i === 0) { + polygonBoundingBox.x = x; + polygonBoundingBox.y = y; + polygonBoundingBox.width = x; + polygonBoundingBox.height = y; + } + else { + if (x < polygonBoundingBox.x) { + polygonBoundingBox.x = x; + } + else if (x > polygonBoundingBox.width) { + polygonBoundingBox.width = x; + } + if (y < polygonBoundingBox.y) { + polygonBoundingBox.y = y; + } + else if (y > polygonBoundingBox.height) { + polygonBoundingBox.height = y; + } + } + } + polygonBoundingBox.width -= polygonBoundingBox.x; + polygonBoundingBox.height -= polygonBoundingBox.y; + } + else { + console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug."); + } + return polygonBoundingBox; + }; + ObjectDataParser.prototype._parseAnimation = function (rawData) { + var animation = dragonBones.BaseObject.borrowObject(dragonBones.AnimationData); + animation.blendType = dragonBones.DataParser._getAnimationBlendType(ObjectDataParser._getString(rawData, dragonBones.DataParser.BLEND_TYPE, "")); + animation.frameCount = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DURATION, 0); + animation.playTimes = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.PLAY_TIMES, 1); + animation.duration = animation.frameCount / this._armature.frameRate; // float + animation.fadeInTime = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FADE_IN_TIME, 0.0); + animation.scale = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0); + animation.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (animation.name.length === 0) { + animation.name = dragonBones.DataParser.DEFAULT_NAME; + } + animation.frameIntOffset = this._frameIntArray.length; + animation.frameFloatOffset = this._frameFloatArray.length; + animation.frameOffset = this._frameArray.length; + this._animation = animation; + if (dragonBones.DataParser.FRAME in rawData) { + var rawFrames = rawData[dragonBones.DataParser.FRAME]; + var keyFrameCount = rawFrames.length; + if (keyFrameCount > 0) { + for (var i = 0, frameStart = 0; i < keyFrameCount; ++i) { + var rawFrame = rawFrames[i]; + this._parseActionDataInFrame(rawFrame, frameStart, null, null); + frameStart += ObjectDataParser._getNumber(rawFrame, dragonBones.DataParser.DURATION, 1); + } + } + } + if (dragonBones.DataParser.Z_ORDER in rawData) { + this._animation.zOrderTimeline = this._parseTimeline(rawData[dragonBones.DataParser.Z_ORDER], null, dragonBones.DataParser.FRAME, 1 /* ZOrder */, 0 /* Step */, 0, this._parseZOrderFrame); + } + if (dragonBones.DataParser.BONE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.BONE]; + for (var _i = 0, rawTimelines_1 = rawTimelines; _i < rawTimelines_1.length; _i++) { + var rawTimeline = rawTimelines_1[_i]; + this._parseBoneTimeline(rawTimeline); + } + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.SLOT]; + for (var _a = 0, rawTimelines_2 = rawTimelines; _a < rawTimelines_2.length; _a++) { + var rawTimeline = rawTimelines_2[_a]; + this._parseSlotTimeline(rawTimeline); + } + } + if (dragonBones.DataParser.FFD in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.FFD]; + for (var _b = 0, rawTimelines_3 = rawTimelines; _b < rawTimelines_3.length; _b++) { + var rawTimeline = rawTimelines_3[_b]; + var skinName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); + var slotName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SLOT, ""); + var displayName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + if (skinName.length === 0) { // + skinName = dragonBones.DataParser.DEFAULT_NAME; + } + this._slot = this._armature.getSlot(slotName); + this._mesh = this._armature.getMesh(skinName, slotName, displayName); + if (this._slot === null || this._mesh === null) { + continue; + } + var timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, 22 /* SlotDeform */, 2 /* Float */, 0, this._parseSlotDeformFrame); + if (timeline !== null) { + this._animation.addSlotTimeline(slotName, timeline); + } + this._slot = null; // + this._mesh = null; // + } + } + if (dragonBones.DataParser.IK in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.IK]; + for (var _c = 0, rawTimelines_4 = rawTimelines; _c < rawTimelines_4.length; _c++) { + var rawTimeline = rawTimelines_4[_c]; + var constraintName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var constraint = this._armature.getConstraint(constraintName); + if (constraint === null) { + continue; + } + var timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, 30 /* IKConstraint */, 1 /* Int */, 2, this._parseIKConstraintFrame); + if (timeline !== null) { + this._animation.addConstraintTimeline(constraintName, timeline); + } + } + } + if (this._actionFrames.length > 0) { + this._animation.actionTimeline = this._parseTimeline(null, this._actionFrames, "", 0 /* Action */, 0 /* Step */, 0, this._parseActionFrame); + this._actionFrames.length = 0; + } + if (dragonBones.DataParser.TIMELINE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.TIMELINE]; + for (var _d = 0, rawTimelines_5 = rawTimelines; _d < rawTimelines_5.length; _d++) { + var rawTimeline = rawTimelines_5[_d]; + var timelineType = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.TYPE, 0 /* Action */); + var timelineName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var timeline = null; + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 20 /* SlotDisplay */: // TODO + case 23 /* SlotZIndex */: + case 60 /* BoneAlpha */: + case 24 /* SlotAlpha */: + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + if (timelineType === 20 /* SlotDisplay */) { + this._frameValueType = 0 /* Step */; + this._frameValueScale = 1.0; + } + else { + this._frameValueType = 1 /* Int */; + if (timelineType === 23 /* SlotZIndex */) { + this._frameValueScale = 1.0; + } + else if (timelineType === 40 /* AnimationProgress */ || + timelineType === 41 /* AnimationWeight */) { + this._frameValueScale = 10000.0; + } + else { + this._frameValueScale = 100.0; + } + } + if (timelineType === 60 /* BoneAlpha */ || + timelineType === 24 /* SlotAlpha */ || + timelineType === 41 /* AnimationWeight */) { + this._frameDefaultValue = 1.0; + } + else { + this._frameDefaultValue = 0.0; + } + if (timelineType === 40 /* AnimationProgress */ && animation.blendType !== 0 /* None */) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationTimelineData); + var animaitonTimeline = timeline; + animaitonTimeline.x = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.X, 0.0); + animaitonTimeline.y = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.Y, 0.0); + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, this._frameValueType, 1, this._parseSingleValueFrame, timeline); + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 30 /* IKConstraint */: + case 42 /* AnimationParameter */: + if (timelineType === 30 /* IKConstraint */ || + timelineType === 42 /* AnimationParameter */) { + this._frameValueType = 1 /* Int */; + if (timelineType === 42 /* AnimationParameter */) { + this._frameValueScale = 10000.0; + } + else { + this._frameValueScale = 100.0; + } + } + else { + if (timelineType === 12 /* BoneRotate */) { + this._frameValueScale = dragonBones.Transform.DEG_RAD; + } + else { + this._frameValueScale = 1.0; + } + this._frameValueType = 2 /* Float */; + } + if (timelineType === 13 /* BoneScale */ || + timelineType === 30 /* IKConstraint */) { + this._frameDefaultValue = 1.0; + } + else { + this._frameDefaultValue = 0.0; + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, this._frameValueType, 2, this._parseDoubleValueFrame); + break; + case 1 /* ZOrder */: + // TODO + break; + case 50 /* Surface */: { + var surface = this._armature.getBone(timelineName); + if (surface === null) { + continue; + } + this._geometry = surface.geometry; + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 2 /* Float */, 0, this._parseDeformFrame); + this._geometry = null; // + break; + } + case 22 /* SlotDeform */: { + this._geometry = null; // + for (var skinName in this._armature.skins) { + var skin = this._armature.skins[skinName]; + for (var slontName in skin.displays) { + var displays = skin.displays[slontName]; + for (var _e = 0, displays_1 = displays; _e < displays_1.length; _e++) { + var display = displays_1[_e]; + if (display !== null && display.name === timelineName) { + this._geometry = display.geometry; + break; + } + } + } + } + if (this._geometry === null) { + continue; + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 2 /* Float */, 0, this._parseDeformFrame); + this._geometry = null; // + break; + } + case 21 /* SlotColor */: + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 1 /* Int */, 1, this._parseSlotColorFrame); + break; + } + if (timeline !== null) { + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 1 /* ZOrder */: + // TODO + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 50 /* Surface */: + case 60 /* BoneAlpha */: + this._animation.addBoneTimeline(timelineName, timeline); + break; + case 20 /* SlotDisplay */: + case 21 /* SlotColor */: + case 22 /* SlotDeform */: + case 23 /* SlotZIndex */: + case 24 /* SlotAlpha */: + this._animation.addSlotTimeline(timelineName, timeline); + break; + case 30 /* IKConstraint */: + this._animation.addConstraintTimeline(timelineName, timeline); + break; + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + case 42 /* AnimationParameter */: + this._animation.addAnimationTimeline(timelineName, timeline); + break; + } + } + } + } + this._animation = null; // + return animation; + }; + ObjectDataParser.prototype._parseTimeline = function (rawData, rawFrames, framesKey, timelineType, frameValueType, frameValueCount, frameParser, timeline) { + if (timeline === void 0) { timeline = null; } + if (rawData !== null && framesKey.length > 0 && framesKey in rawData) { + rawFrames = rawData[framesKey]; + } + if (rawFrames === null) { + return null; + } + var keyFrameCount = rawFrames.length; + if (keyFrameCount === 0) { + return null; + } + var frameIntArrayLength = this._frameIntArray.length; + var frameFloatArrayLength = this._frameFloatArray.length; + var timelineOffset = this._timelineArray.length; + if (timeline === null) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.TimelineData); + } + timeline.type = timelineType; + timeline.offset = timelineOffset; + this._frameValueType = frameValueType; + this._timeline = timeline; + this._timelineArray.length += 1 + 1 + 1 + 1 + 1 + keyFrameCount; + if (rawData !== null) { + this._timelineArray[timelineOffset + 0 /* TimelineScale */] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0) * 100); + this._timelineArray[timelineOffset + 1 /* TimelineOffset */] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0.0) * 100); + } + else { + this._timelineArray[timelineOffset + 0 /* TimelineScale */] = 100; + this._timelineArray[timelineOffset + 1 /* TimelineOffset */] = 0; + } + this._timelineArray[timelineOffset + 2 /* TimelineKeyFrameCount */] = keyFrameCount; + this._timelineArray[timelineOffset + 3 /* TimelineFrameValueCount */] = frameValueCount; + switch (this._frameValueType) { + case 0 /* Step */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = 0; + break; + case 1 /* Int */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameIntArrayLength - this._animation.frameIntOffset; + break; + case 2 /* Float */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameFloatArrayLength - this._animation.frameFloatOffset; + break; + } + if (keyFrameCount === 1) { // Only one frame. + timeline.frameIndicesOffset = -1; + this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + 0] = frameParser.call(this, rawFrames[0], 0, 0) - this._animation.frameOffset; + } + else { + var totalFrameCount = this._animation.frameCount + 1; // One more frame than animation. + var frameIndices = this._data.frameIndices; + var frameIndicesOffset = frameIndices.length; + frameIndices.length += totalFrameCount; + timeline.frameIndicesOffset = frameIndicesOffset; + for (var i = 0, iK = 0, frameStart = 0, frameCount = 0; i < totalFrameCount; ++i) { + if (frameStart + frameCount <= i && iK < keyFrameCount) { + var rawFrame = rawFrames[iK]; + frameStart = i; // frame.frameStart; + if (iK === keyFrameCount - 1) { + frameCount = this._animation.frameCount - frameStart; + } + else { + if (rawFrame instanceof ActionFrame) { + frameCount = this._actionFrames[iK + 1].frameStart - frameStart; + } + else { + frameCount = ObjectDataParser._getNumber(rawFrame, dragonBones.DataParser.DURATION, 1); + } + } + this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + iK] = frameParser.call(this, rawFrame, frameStart, frameCount) - this._animation.frameOffset; + iK++; + } + frameIndices[frameIndicesOffset + i] = iK - 1; + } + } + this._timeline = null; // + return timeline; + }; + ObjectDataParser.prototype._parseBoneTimeline = function (rawData) { + var bone = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, "")); + if (bone === null) { + return; + } + this._bone = bone; + this._slot = this._armature.getSlot(this._bone.name); + if (dragonBones.DataParser.TRANSLATE_FRAME in rawData) { + this._frameDefaultValue = 0.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.TRANSLATE_FRAME, 11 /* BoneTranslate */, 2 /* Float */, 2, this._parseDoubleValueFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.ROTATE_FRAME in rawData) { + this._frameDefaultValue = 0.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.ROTATE_FRAME, 12 /* BoneRotate */, 2 /* Float */, 2, this._parseBoneRotateFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.SCALE_FRAME in rawData) { + this._frameDefaultValue = 1.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.SCALE_FRAME, 13 /* BoneScale */, 2 /* Float */, 2, this._parseBoneScaleFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.FRAME in rawData) { + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 10 /* BoneAll */, 2 /* Float */, 6, this._parseBoneAllFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + this._bone = null; // + this._slot = null; // + }; + ObjectDataParser.prototype._parseSlotTimeline = function (rawData) { + var slot = this._armature.getSlot(ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, "")); + if (slot === null) { + return; + } + var displayTimeline = null; + var colorTimeline = null; + this._slot = slot; + if (dragonBones.DataParser.DISPLAY_FRAME in rawData) { + displayTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.DISPLAY_FRAME, 20 /* SlotDisplay */, 0 /* Step */, 0, this._parseSlotDisplayFrame); + } + else { + displayTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 20 /* SlotDisplay */, 0 /* Step */, 0, this._parseSlotDisplayFrame); + } + if (dragonBones.DataParser.COLOR_FRAME in rawData) { + colorTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.COLOR_FRAME, 21 /* SlotColor */, 1 /* Int */, 1, this._parseSlotColorFrame); + } + else { + colorTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 21 /* SlotColor */, 1 /* Int */, 1, this._parseSlotColorFrame); + } + if (displayTimeline !== null) { + this._animation.addSlotTimeline(slot.name, displayTimeline); + } + if (colorTimeline !== null) { + this._animation.addSlotTimeline(slot.name, colorTimeline); + } + this._slot = null; // + }; + ObjectDataParser.prototype._parseFrame = function (rawData, frameStart, frameCount) { + // tslint:disable-next-line:no-unused-expression + rawData; + // tslint:disable-next-line:no-unused-expression + frameCount; + var frameOffset = this._frameArray.length; + this._frameArray.length += 1; + this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; + return frameOffset; + }; + ObjectDataParser.prototype._parseTweenFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + if (frameCount > 0) { + if (dragonBones.DataParser.CURVE in rawData) { + var sampleCount = frameCount + 1; + this._helpArray.length = sampleCount; + var isOmited = this._samplingEasingCurve(rawData[dragonBones.DataParser.CURVE], this._helpArray); + this._frameArray.length += 1 + 1 + this._helpArray.length; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 2 /* Curve */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = isOmited ? sampleCount : -sampleCount; + for (var i = 0; i < sampleCount; ++i) { + this._frameArray[frameOffset + 3 /* FrameCurveSamples */ + i] = Math.round(this._helpArray[i] * 10000.0); + } + } + else { + var noTween = -2.0; + var tweenEasing = noTween; + if (dragonBones.DataParser.TWEEN_EASING in rawData) { + tweenEasing = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TWEEN_EASING, noTween); + } + if (tweenEasing === noTween) { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 0 /* None */; + } + else if (tweenEasing === 0.0) { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 1 /* Line */; + } + else if (tweenEasing < 0.0) { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 3 /* QuadIn */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(-tweenEasing * 100.0); + } + else if (tweenEasing <= 1.0) { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 4 /* QuadOut */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(tweenEasing * 100.0); + } + else { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 5 /* QuadInOut */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(tweenEasing * 100.0 - 100.0); + } + } + } + else { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 0 /* None */; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseSingleValueFrame = function (rawData, frameStart, frameCount) { + var frameOffset = 0; + switch (this._frameValueType) { + case 0: { + frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 1; + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue); + break; + } + case 1: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameIntArray.length; + this._frameIntArray.length += 1; + this._frameIntArray[frameValueOffset] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue) * this._frameValueScale); + break; + } + case 2: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 1; + this._frameFloatArray[frameValueOffset] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue) * this._frameValueScale; + break; + } + } + return frameOffset; + }; + ObjectDataParser.prototype._parseDoubleValueFrame = function (rawData, frameStart, frameCount) { + var frameOffset = 0; + switch (this._frameValueType) { + case 0: { + frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 2; + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue); + this._frameArray[frameOffset + 2] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue); + break; + } + case 1: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameIntArray.length; + this._frameIntArray.length += 2; + this._frameIntArray[frameValueOffset] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue) * this._frameValueScale); + this._frameIntArray[frameValueOffset + 1] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue) * this._frameValueScale); + break; + } + case 2: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameValueOffset] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue) * this._frameValueScale; + this._frameFloatArray[frameValueOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue) * this._frameValueScale; + break; + } + } + return frameOffset; + }; + ObjectDataParser.prototype._parseActionFrame = function (frame, frameStart, frameCount) { + // tslint:disable-next-line:no-unused-expression + frameCount; + var frameOffset = this._frameArray.length; + var actionCount = frame.actions.length; + this._frameArray.length += 1 + 1 + actionCount; + this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; + this._frameArray[frameOffset + 0 /* FramePosition */ + 1] = actionCount; // Action count. + for (var i = 0; i < actionCount; ++i) { // Action offsets. + this._frameArray[frameOffset + 0 /* FramePosition */ + 2 + i] = frame.actions[i]; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseZOrderFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + if (dragonBones.DataParser.Z_ORDER in rawData) { + var rawZOrder = rawData[dragonBones.DataParser.Z_ORDER]; + if (rawZOrder.length > 0) { + var slotCount = this._armature.sortedSlots.length; + var unchanged = new Array(slotCount - rawZOrder.length / 2); + var zOrders = new Array(slotCount); + for (var i_1 = 0; i_1 < unchanged.length; ++i_1) { + unchanged[i_1] = 0; + } + for (var i_2 = 0; i_2 < slotCount; ++i_2) { + zOrders[i_2] = -1; + } + var originalIndex = 0; + var unchangedIndex = 0; + for (var i_3 = 0, l = rawZOrder.length; i_3 < l; i_3 += 2) { + var slotIndex = rawZOrder[i_3]; + var zOrderOffset = rawZOrder[i_3 + 1]; + while (originalIndex !== slotIndex) { + unchanged[unchangedIndex++] = originalIndex++; + } + var index = originalIndex + zOrderOffset; + zOrders[index] = originalIndex++; + } + while (originalIndex < slotCount) { + unchanged[unchangedIndex++] = originalIndex++; + } + this._frameArray.length += 1 + slotCount; + this._frameArray[frameOffset + 1] = slotCount; + var i = slotCount; + while (i--) { + if (zOrders[i] === -1) { + this._frameArray[frameOffset + 2 + i] = unchanged[--unchangedIndex] || 0; + } + else { + this._frameArray[frameOffset + 2 + i] = zOrders[i] || 0; + } + } + return frameOffset; + } + } + this._frameArray.length += 1; + this._frameArray[frameOffset + 1] = 0; + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneAllFrame = function (rawData, frameStart, frameCount) { + this._helpTransform.identity(); + if (dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], this._helpTransform, 1.0); + } + // Modify rotation. + var rotation = this._helpTransform.rotation; + if (frameStart !== 0) { + if (this._prevClockwise === 0) { + rotation = this._prevRotation + dragonBones.Transform.normalizeRadian(rotation - this._prevRotation); + } + else { + if (this._prevClockwise > 0 ? rotation >= this._prevRotation : rotation <= this._prevRotation) { + this._prevClockwise = this._prevClockwise > 0 ? this._prevClockwise - 1 : this._prevClockwise + 1; + } + rotation = this._prevRotation + rotation - this._prevRotation + dragonBones.Transform.PI_D * this._prevClockwise; + } + } + this._prevClockwise = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TWEEN_ROTATE, 0.0); + this._prevRotation = rotation; + // + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 6; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.x; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.y; + this._frameFloatArray[frameFloatOffset++] = rotation; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.skew; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.scaleX; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.scaleY; + this._parseActionDataInFrame(rawData, frameStart, this._bone, this._slot); + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneTranslateFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 0.0); + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 0.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneRotateFrame = function (rawData, frameStart, frameCount) { + // Modify rotation. + var rotation = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE, 0.0) * dragonBones.Transform.DEG_RAD; + if (frameStart !== 0) { + if (this._prevClockwise === 0) { + rotation = this._prevRotation + dragonBones.Transform.normalizeRadian(rotation - this._prevRotation); + } + else { + if (this._prevClockwise > 0 ? rotation >= this._prevRotation : rotation <= this._prevRotation) { + this._prevClockwise = this._prevClockwise > 0 ? this._prevClockwise - 1 : this._prevClockwise + 1; + } + rotation = this._prevRotation + rotation - this._prevRotation + dragonBones.Transform.PI_D * this._prevClockwise; + } + } + this._prevClockwise = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.CLOCK_WISE, 0); + this._prevRotation = rotation; + // + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = rotation; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW, 0.0) * dragonBones.Transform.DEG_RAD; + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneScaleFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 1.0); + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 1.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotDisplayFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 1; + if (dragonBones.DataParser.VALUE in rawData) { + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, 0); + } + else { + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DISPLAY_INDEX, 0); + } + this._parseActionDataInFrame(rawData, frameStart, this._slot.parent, this._slot); + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotColorFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var colorOffset = -1; + if (dragonBones.DataParser.VALUE in rawData || dragonBones.DataParser.COLOR in rawData) { + var rawColor = dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : rawData[dragonBones.DataParser.COLOR]; + for (var k in rawColor) { // Detects the presence of color. + // tslint:disable-next-line:no-unused-expression + k; + this._parseColorTransform(rawColor, this._helpColorTransform); + colorOffset = this._colorArray.length; + this._colorArray.length += 8; + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.alphaMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.redMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.greenMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.blueMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.alphaOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.redOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.greenOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.blueOffset); + colorOffset -= 8; + break; + } + } + if (colorOffset < 0) { + if (this._defaultColorOffset < 0) { + this._defaultColorOffset = colorOffset = this._colorArray.length; + this._colorArray.length += 8; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + } + colorOffset = this._defaultColorOffset; + } + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1; + this._frameIntArray[frameIntOffset] = colorOffset; + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotDeformFrame = function (rawData, frameStart, frameCount) { + var frameFloatOffset = this._frameFloatArray.length; + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var rawVertices = dragonBones.DataParser.VERTICES in rawData ? rawData[dragonBones.DataParser.VERTICES] : null; + var offset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0); // uint + var vertexCount = this._intArray[this._mesh.geometry.offset + 0 /* GeometryVertexCount */]; + var meshName = this._mesh.parent.name + "_" + this._slot.name + "_" + this._mesh.name; + var weight = this._mesh.geometry.weight; + var x = 0.0; + var y = 0.0; + var iB = 0; + var iV = 0; + if (weight !== null) { + var rawSlotPose = this._weightSlotPose[meshName]; + this._helpMatrixA.copyFromArray(rawSlotPose, 0); + this._frameFloatArray.length += weight.count * 2; + iB = weight.offset + 2 /* WeigthBoneIndices */ + weight.bones.length; + } + else { + this._frameFloatArray.length += vertexCount * 2; + } + for (var i = 0; i < vertexCount * 2; i += 2) { + if (rawVertices === null) { // Fill 0. + x = 0.0; + y = 0.0; + } + else { + if (i < offset || i - offset >= rawVertices.length) { + x = 0.0; + } + else { + x = rawVertices[i - offset]; + } + if (i + 1 < offset || i + 1 - offset >= rawVertices.length) { + y = 0.0; + } + else { + y = rawVertices[i + 1 - offset]; + } + } + if (weight !== null) { // If mesh is skinned, transform point by bone bind pose. + var rawBonePoses = this._weightBonePoses[meshName]; + var vertexBoneCount = this._intArray[iB++]; + this._helpMatrixA.transformPoint(x, y, this._helpPoint, true); + x = this._helpPoint.x; + y = this._helpPoint.y; + for (var j = 0; j < vertexBoneCount; ++j) { + var boneIndex = this._intArray[iB++]; + this._helpMatrixB.copyFromArray(rawBonePoses, boneIndex * 7 + 1); + this._helpMatrixB.invert(); + this._helpMatrixB.transformPoint(x, y, this._helpPoint, true); + this._frameFloatArray[frameFloatOffset + iV++] = this._helpPoint.x; + this._frameFloatArray[frameFloatOffset + iV++] = this._helpPoint.y; + } + } + else { + this._frameFloatArray[frameFloatOffset + i] = x; + this._frameFloatArray[frameFloatOffset + i + 1] = y; + } + } + if (frameStart === 0) { + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1 + 1 + 1 + 1 + 1; + this._frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */] = this._mesh.geometry.offset; + this._frameIntArray[frameIntOffset + 1 /* DeformCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 2 /* DeformValueCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 3 /* DeformValueOffset */] = 0; + this._frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] = frameFloatOffset - this._animation.frameFloatOffset; + this._timelineArray[this._timeline.offset + 3 /* TimelineFrameValueCount */] = frameIntOffset - this._animation.frameIntOffset; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseIKConstraintFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 2; + this._frameIntArray[frameIntOffset++] = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.BEND_POSITIVE, true) ? 1 : 0; + this._frameIntArray[frameIntOffset++] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WEIGHT, 1.0) * 100.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseActionData = function (rawData, type, bone, slot) { + var actions = new Array(); + if (typeof rawData === "string") { + var action = dragonBones.BaseObject.borrowObject(dragonBones.ActionData); + action.type = type; + action.name = rawData; + action.bone = bone; + action.slot = slot; + actions.push(action); + } + else if (rawData instanceof Array) { + for (var _i = 0, rawData_2 = rawData; _i < rawData_2.length; _i++) { + var rawAction = rawData_2[_i]; + var action = dragonBones.BaseObject.borrowObject(dragonBones.ActionData); + if (dragonBones.DataParser.GOTO_AND_PLAY in rawAction) { + action.type = 0 /* Play */; + action.name = ObjectDataParser._getString(rawAction, dragonBones.DataParser.GOTO_AND_PLAY, ""); + } + else { + if (dragonBones.DataParser.TYPE in rawAction && typeof rawAction[dragonBones.DataParser.TYPE] === "string") { + action.type = dragonBones.DataParser._getActionType(rawAction[dragonBones.DataParser.TYPE]); + } + else { + action.type = ObjectDataParser._getNumber(rawAction, dragonBones.DataParser.TYPE, type); + } + action.name = ObjectDataParser._getString(rawAction, dragonBones.DataParser.NAME, ""); + } + if (dragonBones.DataParser.BONE in rawAction) { + var boneName = ObjectDataParser._getString(rawAction, dragonBones.DataParser.BONE, ""); + action.bone = this._armature.getBone(boneName); + } + else { + action.bone = bone; + } + if (dragonBones.DataParser.SLOT in rawAction) { + var slotName = ObjectDataParser._getString(rawAction, dragonBones.DataParser.SLOT, ""); + action.slot = this._armature.getSlot(slotName); + } + else { + action.slot = slot; + } + var userData = null; + if (dragonBones.DataParser.INTS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawInts = rawAction[dragonBones.DataParser.INTS]; + for (var _a = 0, rawInts_1 = rawInts; _a < rawInts_1.length; _a++) { + var rawValue = rawInts_1[_a]; + userData.addInt(rawValue); + } + } + if (dragonBones.DataParser.FLOATS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawFloats = rawAction[dragonBones.DataParser.FLOATS]; + for (var _b = 0, rawFloats_1 = rawFloats; _b < rawFloats_1.length; _b++) { + var rawValue = rawFloats_1[_b]; + userData.addFloat(rawValue); + } + } + if (dragonBones.DataParser.STRINGS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawStrings = rawAction[dragonBones.DataParser.STRINGS]; + for (var _c = 0, rawStrings_1 = rawStrings; _c < rawStrings_1.length; _c++) { + var rawValue = rawStrings_1[_c]; + userData.addString(rawValue); + } + } + action.data = userData; + actions.push(action); + } + } + return actions; + }; + ObjectDataParser.prototype._parseDeformFrame = function (rawData, frameStart, frameCount) { + var frameFloatOffset = this._frameFloatArray.length; + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var rawVertices = dragonBones.DataParser.VERTICES in rawData ? + rawData[dragonBones.DataParser.VERTICES] : + (dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : null); + var offset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0); // uint + var vertexCount = this._intArray[this._geometry.offset + 0 /* GeometryVertexCount */]; + var weight = this._geometry.weight; + var x = 0.0; + var y = 0.0; + if (weight !== null) { + // TODO + } + else { + this._frameFloatArray.length += vertexCount * 2; + for (var i = 0; i < vertexCount * 2; i += 2) { + if (rawVertices !== null) { + if (i < offset || i - offset >= rawVertices.length) { + x = 0.0; + } + else { + x = rawVertices[i - offset]; + } + if (i + 1 < offset || i + 1 - offset >= rawVertices.length) { + y = 0.0; + } + else { + y = rawVertices[i + 1 - offset]; + } + } + else { + x = 0.0; + y = 0.0; + } + this._frameFloatArray[frameFloatOffset + i] = x; + this._frameFloatArray[frameFloatOffset + i + 1] = y; + } + } + if (frameStart === 0) { + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1 + 1 + 1 + 1 + 1; + this._frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */] = this._geometry.offset; + this._frameIntArray[frameIntOffset + 1 /* DeformCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 2 /* DeformValueCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 3 /* DeformValueOffset */] = 0; + this._frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] = frameFloatOffset - this._animation.frameFloatOffset; + this._timelineArray[this._timeline.offset + 3 /* TimelineFrameValueCount */] = frameIntOffset - this._animation.frameIntOffset; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseTransform = function (rawData, transform, scale) { + transform.x = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 0.0) * scale; + transform.y = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 0.0) * scale; + if (dragonBones.DataParser.ROTATE in rawData || dragonBones.DataParser.SKEW in rawData) { + transform.rotation = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE, 0.0) * dragonBones.Transform.DEG_RAD); + transform.skew = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW, 0.0) * dragonBones.Transform.DEG_RAD); + } + else if (dragonBones.DataParser.SKEW_X in rawData || dragonBones.DataParser.SKEW_Y in rawData) { + transform.rotation = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW_Y, 0.0) * dragonBones.Transform.DEG_RAD); + transform.skew = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW_X, 0.0) * dragonBones.Transform.DEG_RAD) - transform.rotation; + } + transform.scaleX = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE_X, 1.0); + transform.scaleY = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE_Y, 1.0); + }; + ObjectDataParser.prototype._parseColorTransform = function (rawData, color) { + color.alphaMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA_MULTIPLIER, 100) * 0.01; + color.redMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.RED_MULTIPLIER, 100) * 0.01; + color.greenMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.GREEN_MULTIPLIER, 100) * 0.01; + color.blueMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLUE_MULTIPLIER, 100) * 0.01; + color.alphaOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA_OFFSET, 0); + color.redOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.RED_OFFSET, 0); + color.greenOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.GREEN_OFFSET, 0); + color.blueOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLUE_OFFSET, 0); + }; + ObjectDataParser.prototype._parseGeometry = function (rawData, geometry) { + var rawVertices = rawData[dragonBones.DataParser.VERTICES]; + var vertexCount = Math.floor(rawVertices.length / 2); // uint + var triangleCount = 0; + var geometryOffset = this._intArray.length; + var verticesOffset = this._floatArray.length; + // + geometry.offset = geometryOffset; + geometry.data = this._data; + // + this._intArray.length += 1 + 1 + 1 + 1; + this._intArray[geometryOffset + 0 /* GeometryVertexCount */] = vertexCount; + this._intArray[geometryOffset + 2 /* GeometryFloatOffset */] = verticesOffset; + this._intArray[geometryOffset + 3 /* GeometryWeightOffset */] = -1; // + // + this._floatArray.length += vertexCount * 2; + for (var i = 0, l = vertexCount * 2; i < l; ++i) { + this._floatArray[verticesOffset + i] = rawVertices[i]; + } + if (dragonBones.DataParser.TRIANGLES in rawData) { + var rawTriangles = rawData[dragonBones.DataParser.TRIANGLES]; + triangleCount = Math.floor(rawTriangles.length / 3); // uint + // + this._intArray.length += triangleCount * 3; + for (var i = 0, l = triangleCount * 3; i < l; ++i) { + this._intArray[geometryOffset + 4 /* GeometryVertexIndices */ + i] = rawTriangles[i]; + } + } + // Fill triangle count. + this._intArray[geometryOffset + 1 /* GeometryTriangleCount */] = triangleCount; + if (dragonBones.DataParser.UVS in rawData) { + var rawUVs = rawData[dragonBones.DataParser.UVS]; + var uvOffset = verticesOffset + vertexCount * 2; + this._floatArray.length += vertexCount * 2; + for (var i = 0, l = vertexCount * 2; i < l; ++i) { + this._floatArray[uvOffset + i] = rawUVs[i]; + } + } + if (dragonBones.DataParser.WEIGHTS in rawData) { + var rawWeights = rawData[dragonBones.DataParser.WEIGHTS]; + var weightCount = Math.floor(rawWeights.length - vertexCount) / 2; // uint + var weightOffset = this._intArray.length; + var floatOffset = this._floatArray.length; + var weightBoneCount = 0; + var sortedBones = this._armature.sortedBones; + var weight = dragonBones.BaseObject.borrowObject(dragonBones.WeightData); + weight.count = weightCount; + weight.offset = weightOffset; + this._intArray.length += 1 + 1 + weightBoneCount + vertexCount + weightCount; + this._intArray[weightOffset + 1 /* WeigthFloatOffset */] = floatOffset; + if (dragonBones.DataParser.BONE_POSE in rawData) { + var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; + var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; + var weightBoneIndices = new Array(); + weightBoneCount = Math.floor(rawBonePoses.length / 7); // uint + weightBoneIndices.length = weightBoneCount; + for (var i = 0; i < weightBoneCount; ++i) { + var rawBoneIndex = rawBonePoses[i * 7]; // uint + var bone = this._rawBones[rawBoneIndex]; + weight.addBone(bone); + weightBoneIndices[i] = rawBoneIndex; + this._intArray[weightOffset + 2 /* WeigthBoneIndices */ + i] = sortedBones.indexOf(bone); + } + this._floatArray.length += weightCount * 3; + this._helpMatrixA.copyFromArray(rawSlotPose, 0); + for (var i = 0, iW = 0, iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount, iV = floatOffset; i < vertexCount; ++i) { + var iD = i * 2; + var vertexBoneCount = this._intArray[iB++] = rawWeights[iW++]; // uint + var x = this._floatArray[verticesOffset + iD]; + var y = this._floatArray[verticesOffset + iD + 1]; + this._helpMatrixA.transformPoint(x, y, this._helpPoint); + x = this._helpPoint.x; + y = this._helpPoint.y; + for (var j = 0; j < vertexBoneCount; ++j) { + var rawBoneIndex = rawWeights[iW++]; // uint + var boneIndex = weightBoneIndices.indexOf(rawBoneIndex); + this._helpMatrixB.copyFromArray(rawBonePoses, boneIndex * 7 + 1); + this._helpMatrixB.invert(); + this._helpMatrixB.transformPoint(x, y, this._helpPoint); + this._intArray[iB++] = boneIndex; + this._floatArray[iV++] = rawWeights[iW++]; + this._floatArray[iV++] = this._helpPoint.x; + this._floatArray[iV++] = this._helpPoint.y; + } + } + } + else { + var rawBones = rawData[dragonBones.DataParser.BONES]; + weightBoneCount = rawBones.length; + for (var i = 0; i < weightBoneCount; i++) { + var rawBoneIndex = rawBones[i]; + var bone = this._rawBones[rawBoneIndex]; + weight.addBone(bone); + this._intArray[weightOffset + 2 /* WeigthBoneIndices */ + i] = sortedBones.indexOf(bone); + } + this._floatArray.length += weightCount * 3; + for (var i = 0, iW = 0, iV = 0, iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount, iF = floatOffset; i < weightCount; i++) { + var vertexBoneCount = rawWeights[iW++]; + this._intArray[iB++] = vertexBoneCount; + for (var j = 0; j < vertexBoneCount; j++) { + var boneIndex = rawWeights[iW++]; + var boneWeight = rawWeights[iW++]; + var x = rawVertices[iV++]; + var y = rawVertices[iV++]; + this._intArray[iB++] = rawBones.indexOf(boneIndex); + this._floatArray[iF++] = boneWeight; + this._floatArray[iF++] = x; + this._floatArray[iF++] = y; + } + } + } + geometry.weight = weight; + } + }; + ObjectDataParser.prototype._parseArray = function (rawData) { + // tslint:disable-next-line:no-unused-expression + rawData; + this._intArray.length = 0; + this._floatArray.length = 0; + this._frameIntArray.length = 0; + this._frameFloatArray.length = 0; + this._frameArray.length = 0; + this._timelineArray.length = 0; + this._colorArray.length = 0; + }; + ObjectDataParser.prototype._modifyArray = function () { + // Align. + if ((this._intArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._intArray.push(0); + } + if ((this._frameIntArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._frameIntArray.push(0); + } + if ((this._frameArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._frameArray.push(0); + } + if ((this._timelineArray.length % Uint16Array.BYTES_PER_ELEMENT) !== 0) { + this._timelineArray.push(0); + } + if ((this._timelineArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._colorArray.push(0); + } + var l1 = this._intArray.length * Int16Array.BYTES_PER_ELEMENT; + var l2 = this._floatArray.length * Float32Array.BYTES_PER_ELEMENT; + var l3 = this._frameIntArray.length * Int16Array.BYTES_PER_ELEMENT; + var l4 = this._frameFloatArray.length * Float32Array.BYTES_PER_ELEMENT; + var l5 = this._frameArray.length * Int16Array.BYTES_PER_ELEMENT; + var l6 = this._timelineArray.length * Uint16Array.BYTES_PER_ELEMENT; + var l7 = this._colorArray.length * Int16Array.BYTES_PER_ELEMENT; + var lTotal = l1 + l2 + l3 + l4 + l5 + l6 + l7; + // + var binary = new ArrayBuffer(lTotal); + var intArray = new Uint16Array(binary, 0, this._intArray.length); + var floatArray = new Float32Array(binary, l1, this._floatArray.length); + var frameIntArray = new Int16Array(binary, l1 + l2, this._frameIntArray.length); + var frameFloatArray = new Float32Array(binary, l1 + l2 + l3, this._frameFloatArray.length); + var frameArray = new Int16Array(binary, l1 + l2 + l3 + l4, this._frameArray.length); + var timelineArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5, this._timelineArray.length); + var colorArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); + for (var i = 0, l = this._intArray.length; i < l; ++i) { + intArray[i] = this._intArray[i]; + } + for (var i = 0, l = this._floatArray.length; i < l; ++i) { + floatArray[i] = this._floatArray[i]; + } + for (var i = 0, l = this._frameIntArray.length; i < l; ++i) { + frameIntArray[i] = this._frameIntArray[i]; + } + for (var i = 0, l = this._frameFloatArray.length; i < l; ++i) { + frameFloatArray[i] = this._frameFloatArray[i]; + } + for (var i = 0, l = this._frameArray.length; i < l; ++i) { + frameArray[i] = this._frameArray[i]; + } + for (var i = 0, l = this._timelineArray.length; i < l; ++i) { + timelineArray[i] = this._timelineArray[i]; + } + for (var i = 0, l = this._colorArray.length; i < l; ++i) { + colorArray[i] = this._colorArray[i]; + } + this._data.binary = binary; + this._data.intArray = intArray; + this._data.floatArray = floatArray; + this._data.frameIntArray = frameIntArray; + this._data.frameFloatArray = frameFloatArray; + this._data.frameArray = frameArray; + this._data.timelineArray = timelineArray; + this._data.colorArray = colorArray; + this._defaultColorOffset = -1; + }; + ObjectDataParser.prototype.parseDragonBonesData = function (rawData, scale) { + if (scale === void 0) { scale = 1; } + console.assert(rawData !== null && rawData !== undefined, "Data error."); + var version = ObjectDataParser._getString(rawData, dragonBones.DataParser.VERSION, ""); + var compatibleVersion = ObjectDataParser._getString(rawData, dragonBones.DataParser.COMPATIBLE_VERSION, ""); + if (dragonBones.DataParser.DATA_VERSIONS.indexOf(version) >= 0 || + dragonBones.DataParser.DATA_VERSIONS.indexOf(compatibleVersion) >= 0) { + var data = dragonBones.BaseObject.borrowObject(dragonBones.DragonBonesData); + data.version = version; + data.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + data.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, 24); + if (data.frameRate === 0) { // Data error. + data.frameRate = 24; + } + if (dragonBones.DataParser.ARMATURE in rawData) { + this._data = data; + this._parseArray(rawData); + var rawArmatures = rawData[dragonBones.DataParser.ARMATURE]; + for (var _i = 0, rawArmatures_1 = rawArmatures; _i < rawArmatures_1.length; _i++) { + var rawArmature = rawArmatures_1[_i]; + data.addArmature(this._parseArmature(rawArmature, scale)); + } + if (!this._data.binary) { // DragonBones.webAssembly ? 0 : null; + this._modifyArray(); + } + if (dragonBones.DataParser.STAGE in rawData) { + data.stage = data.getArmature(ObjectDataParser._getString(rawData, dragonBones.DataParser.STAGE, "")); + } + else if (data.armatureNames.length > 0) { + data.stage = data.getArmature(data.armatureNames[0]); + } + this._data = null; + } + if (dragonBones.DataParser.TEXTURE_ATLAS in rawData) { + this._rawTextureAtlases = rawData[dragonBones.DataParser.TEXTURE_ATLAS]; + } + return data; + } + else { + console.assert(false, "Nonsupport data version: " + version + "\n" + + "Please convert DragonBones data to support version.\n" + + "Read more: https://github.com/DragonBones/Tools/"); + } + return null; + }; + ObjectDataParser.prototype.parseTextureAtlasData = function (rawData, textureAtlasData, scale) { + if (scale === void 0) { scale = 1.0; } + console.assert(rawData !== undefined); + if (rawData === null) { + if (this._rawTextureAtlases === null || this._rawTextureAtlases.length === 0) { + return false; + } + var rawTextureAtlas = this._rawTextureAtlases[this._rawTextureAtlasIndex++]; + this.parseTextureAtlasData(rawTextureAtlas, textureAtlasData, scale); + if (this._rawTextureAtlasIndex >= this._rawTextureAtlases.length) { + this._rawTextureAtlasIndex = 0; + this._rawTextureAtlases = null; + } + return true; + } + // Texture format. + textureAtlasData.width = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WIDTH, 0); + textureAtlasData.height = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.HEIGHT, 0); + textureAtlasData.scale = scale === 1.0 ? (1.0 / ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0)) : scale; + textureAtlasData.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + textureAtlasData.imagePath = ObjectDataParser._getString(rawData, dragonBones.DataParser.IMAGE_PATH, ""); + if (dragonBones.DataParser.SUB_TEXTURE in rawData) { + var rawTextures = rawData[dragonBones.DataParser.SUB_TEXTURE]; + for (var i = 0, l = rawTextures.length; i < l; ++i) { + var rawTexture = rawTextures[i]; + var frameWidth = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_WIDTH, -1.0); + var frameHeight = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_HEIGHT, -1.0); + var textureData = textureAtlasData.createTexture(); + textureData.rotated = ObjectDataParser._getBoolean(rawTexture, dragonBones.DataParser.ROTATED, false); + textureData.name = ObjectDataParser._getString(rawTexture, dragonBones.DataParser.NAME, ""); + textureData.region.x = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.X, 0.0); + textureData.region.y = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.Y, 0.0); + textureData.region.width = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.WIDTH, 0.0); + textureData.region.height = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.HEIGHT, 0.0); + if (frameWidth > 0.0 && frameHeight > 0.0) { + textureData.frame = dragonBones.TextureData.createRectangle(); + textureData.frame.x = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_X, 0.0); + textureData.frame.y = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_Y, 0.0); + textureData.frame.width = frameWidth; + textureData.frame.height = frameHeight; + } + textureAtlasData.addTexture(textureData); + } + } + return true; + }; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + ObjectDataParser.getInstance = function () { + if (ObjectDataParser._objectDataParserInstance === null) { + ObjectDataParser._objectDataParserInstance = new ObjectDataParser(); + } + return ObjectDataParser._objectDataParserInstance; + }; + ObjectDataParser._objectDataParserInstance = null; + return ObjectDataParser; + }(dragonBones.DataParser)); + dragonBones.ObjectDataParser = ObjectDataParser; + /** + * @private + */ + var ActionFrame = /** @class */ (function () { + function ActionFrame() { + this.frameStart = 0; + this.actions = []; + } + return ActionFrame; + }()); + dragonBones.ActionFrame = ActionFrame; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var BinaryDataParser = /** @class */ (function (_super) { + __extends(BinaryDataParser, _super); + function BinaryDataParser() { + return _super !== null && _super.apply(this, arguments) || this; + } + BinaryDataParser.prototype._inRange = function (a, min, max) { + return min <= a && a <= max; + }; + BinaryDataParser.prototype._decodeUTF8 = function (data) { + var EOF_byte = -1; + var EOF_code_point = -1; + var FATAL_POINT = 0xFFFD; + var pos = 0; + var result = ""; + var code_point; + var utf8_code_point = 0; + var utf8_bytes_needed = 0; + var utf8_bytes_seen = 0; + var utf8_lower_boundary = 0; + while (data.length > pos) { + var _byte = data[pos++]; + if (_byte === EOF_byte) { + if (utf8_bytes_needed !== 0) { + code_point = FATAL_POINT; + } + else { + code_point = EOF_code_point; + } + } + else { + if (utf8_bytes_needed === 0) { + if (this._inRange(_byte, 0x00, 0x7F)) { + code_point = _byte; + } + else { + if (this._inRange(_byte, 0xC2, 0xDF)) { + utf8_bytes_needed = 1; + utf8_lower_boundary = 0x80; + utf8_code_point = _byte - 0xC0; + } + else if (this._inRange(_byte, 0xE0, 0xEF)) { + utf8_bytes_needed = 2; + utf8_lower_boundary = 0x800; + utf8_code_point = _byte - 0xE0; + } + else if (this._inRange(_byte, 0xF0, 0xF4)) { + utf8_bytes_needed = 3; + utf8_lower_boundary = 0x10000; + utf8_code_point = _byte - 0xF0; + } + else { + } + utf8_code_point = utf8_code_point * Math.pow(64, utf8_bytes_needed); + code_point = null; + } + } + else if (!this._inRange(_byte, 0x80, 0xBF)) { + utf8_code_point = 0; + utf8_bytes_needed = 0; + utf8_bytes_seen = 0; + utf8_lower_boundary = 0; + pos--; + code_point = _byte; + } + else { + utf8_bytes_seen += 1; + utf8_code_point = utf8_code_point + (_byte - 0x80) * Math.pow(64, utf8_bytes_needed - utf8_bytes_seen); + if (utf8_bytes_seen !== utf8_bytes_needed) { + code_point = null; + } + else { + var cp = utf8_code_point; + var lower_boundary = utf8_lower_boundary; + utf8_code_point = 0; + utf8_bytes_needed = 0; + utf8_bytes_seen = 0; + utf8_lower_boundary = 0; + if (this._inRange(cp, lower_boundary, 0x10FFFF) && !this._inRange(cp, 0xD800, 0xDFFF)) { + code_point = cp; + } + else { + code_point = _byte; + } + } + } + } + //Decode string + if (code_point !== null && code_point !== EOF_code_point) { + if (code_point <= 0xFFFF) { + if (code_point > 0) + result += String.fromCharCode(code_point); + } + else { + code_point -= 0x10000; + result += String.fromCharCode(0xD800 + ((code_point >> 10) & 0x3ff)); + result += String.fromCharCode(0xDC00 + (code_point & 0x3ff)); + } + } + } + return result; + }; + BinaryDataParser.prototype._parseBinaryTimeline = function (type, offset, timelineData) { + if (timelineData === void 0) { timelineData = null; } + var timeline = timelineData !== null ? timelineData : dragonBones.BaseObject.borrowObject(dragonBones.TimelineData); + timeline.type = type; + timeline.offset = offset; + this._timeline = timeline; + var keyFrameCount = this._timelineArrayBuffer[timeline.offset + 2 /* TimelineKeyFrameCount */]; + if (keyFrameCount === 1) { + timeline.frameIndicesOffset = -1; + } + else { + var frameIndicesOffset = 0; + var totalFrameCount = this._animation.frameCount + 1; // One more frame than animation. + var frameIndices = this._data.frameIndices; + frameIndicesOffset = frameIndices.length; + frameIndices.length += totalFrameCount; + timeline.frameIndicesOffset = frameIndicesOffset; + for (var i = 0, iK = 0, frameStart = 0, frameCount = 0; i < totalFrameCount; ++i) { + if (frameStart + frameCount <= i && iK < keyFrameCount) { + frameStart = this._frameArrayBuffer[this._animation.frameOffset + this._timelineArrayBuffer[timeline.offset + 5 /* TimelineFrameOffset */ + iK]]; + if (iK === keyFrameCount - 1) { + frameCount = this._animation.frameCount - frameStart; + } + else { + frameCount = this._frameArrayBuffer[this._animation.frameOffset + this._timelineArrayBuffer[timeline.offset + 5 /* TimelineFrameOffset */ + iK + 1]] - frameStart; + } + iK++; + } + frameIndices[frameIndicesOffset + i] = iK - 1; + } + } + this._timeline = null; // + return timeline; + }; + BinaryDataParser.prototype._parseAnimation = function (rawData) { + var animation = dragonBones.BaseObject.borrowObject(dragonBones.AnimationData); + animation.blendType = dragonBones.DataParser._getAnimationBlendType(dragonBones.ObjectDataParser._getString(rawData, dragonBones.DataParser.BLEND_TYPE, "")); + animation.frameCount = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DURATION, 0); + animation.playTimes = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.PLAY_TIMES, 1); + animation.duration = animation.frameCount / this._armature.frameRate; // float + animation.fadeInTime = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FADE_IN_TIME, 0.0); + animation.scale = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0); + animation.name = dragonBones.ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (animation.name.length === 0) { + animation.name = dragonBones.DataParser.DEFAULT_NAME; + } + // Offsets. + var offsets = rawData[dragonBones.DataParser.OFFSET]; + animation.frameIntOffset = offsets[0]; + animation.frameFloatOffset = offsets[1]; + animation.frameOffset = offsets[2]; + this._animation = animation; + if (dragonBones.DataParser.ACTION in rawData) { + animation.actionTimeline = this._parseBinaryTimeline(0 /* Action */, rawData[dragonBones.DataParser.ACTION]); + } + if (dragonBones.DataParser.Z_ORDER in rawData) { + animation.zOrderTimeline = this._parseBinaryTimeline(1 /* ZOrder */, rawData[dragonBones.DataParser.Z_ORDER]); + } + if (dragonBones.DataParser.BONE in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.BONE]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var bone = this._armature.getBone(k); + if (bone === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addBoneTimeline(bone.name, timeline); + } + } + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.SLOT]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var slot = this._armature.getSlot(k); + if (slot === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addSlotTimeline(slot.name, timeline); + } + } + } + if (dragonBones.DataParser.CONSTRAINT in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.CONSTRAINT]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var constraint = this._armature.getConstraint(k); + if (constraint === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addConstraintTimeline(constraint.name, timeline); + } + } + } + if (dragonBones.DataParser.TIMELINE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.TIMELINE]; + for (var _i = 0, rawTimelines_6 = rawTimelines; _i < rawTimelines_6.length; _i++) { + var rawTimeline = rawTimelines_6[_i]; + var timelineOffset = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.OFFSET, 0); + if (timelineOffset >= 0) { + var timelineType = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.TYPE, 0 /* Action */); + var timelineName = dragonBones.ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var timeline = null; + if (timelineType === 40 /* AnimationProgress */ && animation.blendType !== 0 /* None */) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationTimelineData); + var animaitonTimeline = timeline; + animaitonTimeline.x = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.X, 0.0); + animaitonTimeline.y = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.Y, 0.0); + } + timeline = this._parseBinaryTimeline(timelineType, timelineOffset, timeline); + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 1 /* ZOrder */: + // TODO + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 50 /* Surface */: + case 60 /* BoneAlpha */: + this._animation.addBoneTimeline(timelineName, timeline); + break; + case 20 /* SlotDisplay */: + case 21 /* SlotColor */: + case 22 /* SlotDeform */: + case 23 /* SlotZIndex */: + case 24 /* SlotAlpha */: + this._animation.addSlotTimeline(timelineName, timeline); + break; + case 30 /* IKConstraint */: + this._animation.addConstraintTimeline(timelineName, timeline); + break; + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + case 42 /* AnimationParameter */: + this._animation.addAnimationTimeline(timelineName, timeline); + break; + } + } + } + } + this._animation = null; + return animation; + }; + BinaryDataParser.prototype._parseGeometry = function (rawData, geometry) { + geometry.offset = rawData[dragonBones.DataParser.OFFSET]; + geometry.data = this._data; + var weightOffset = this._intArrayBuffer[geometry.offset + 3 /* GeometryWeightOffset */]; + if (weightOffset >= 0) { + var weight = dragonBones.BaseObject.borrowObject(dragonBones.WeightData); + var vertexCount = this._intArrayBuffer[geometry.offset + 0 /* GeometryVertexCount */]; + var boneCount = this._intArrayBuffer[weightOffset + 0 /* WeigthBoneCount */]; + weight.offset = weightOffset; + for (var i = 0; i < boneCount; ++i) { + var boneIndex = this._intArrayBuffer[weightOffset + 2 /* WeigthBoneIndices */ + i]; + weight.addBone(this._rawBones[boneIndex]); + } + var boneIndicesOffset = weightOffset + 2 /* WeigthBoneIndices */ + boneCount; + var weightCount = 0; + for (var i = 0, l = vertexCount; i < l; ++i) { + var vertexBoneCount = this._intArrayBuffer[boneIndicesOffset++]; + weightCount += vertexBoneCount; + boneIndicesOffset += vertexBoneCount; + } + weight.count = weightCount; + geometry.weight = weight; + } + }; + BinaryDataParser.prototype._parseArray = function (rawData) { + var offsets = rawData[dragonBones.DataParser.OFFSET]; + var l1 = offsets[1]; + var l2 = offsets[3]; + var l3 = offsets[5]; + var l4 = offsets[7]; + var l5 = offsets[9]; + var l6 = offsets[11]; + var l7 = offsets.length > 12 ? offsets[13] : 0; // Color. + var intArray = new Uint16Array(this._binary, this._binaryOffset + offsets[0], l1 / Uint16Array.BYTES_PER_ELEMENT); + var floatArray = new Float32Array(this._binary, this._binaryOffset + offsets[2], l2 / Float32Array.BYTES_PER_ELEMENT); + var frameIntArray = new Int16Array(this._binary, this._binaryOffset + offsets[4], l3 / Int16Array.BYTES_PER_ELEMENT); + var frameFloatArray = new Float32Array(this._binary, this._binaryOffset + offsets[6], l4 / Float32Array.BYTES_PER_ELEMENT); + var frameArray = new Int16Array(this._binary, this._binaryOffset + offsets[8], l5 / Int16Array.BYTES_PER_ELEMENT); + var timelineArray = new Uint16Array(this._binary, this._binaryOffset + offsets[10], l6 / Uint16Array.BYTES_PER_ELEMENT); + var colorArray = l7 > 0 ? new Uint16Array(this._binary, this._binaryOffset + offsets[12], l7 / Uint16Array.BYTES_PER_ELEMENT) : intArray; // Color. + this._data.binary = this._binary; + this._data.intArray = this._intArrayBuffer = intArray; + this._data.floatArray = floatArray; + this._data.frameIntArray = frameIntArray; + this._data.frameFloatArray = frameFloatArray; + this._data.frameArray = this._frameArrayBuffer = frameArray; + this._data.timelineArray = this._timelineArrayBuffer = timelineArray; + this._data.colorArray = colorArray; + }; + BinaryDataParser.prototype.parseDragonBonesData = function (rawData, scale) { + if (scale === void 0) { scale = 1; } + console.assert(rawData !== null && rawData !== undefined && rawData instanceof ArrayBuffer, "Data error."); + var tag = new Uint8Array(rawData, 0, 8); + if (tag[0] !== "D".charCodeAt(0) || + tag[1] !== "B".charCodeAt(0) || + tag[2] !== "D".charCodeAt(0) || + tag[3] !== "T".charCodeAt(0)) { + console.assert(false, "Nonsupport data."); + return null; + } + var headerLength = new Uint32Array(rawData, 8, 1)[0]; + var headerBytes = new Uint8Array(rawData, 8 + 4, headerLength); + var headerString = this._decodeUTF8(headerBytes); + var header = JSON.parse(headerString); + // + this._binaryOffset = 8 + 4 + headerLength; + this._binary = rawData; + return _super.prototype.parseDragonBonesData.call(this, header, scale); + }; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + BinaryDataParser.getInstance = function () { + if (BinaryDataParser._binaryDataParserInstance === null) { + BinaryDataParser._binaryDataParserInstance = new BinaryDataParser(); + } + return BinaryDataParser._binaryDataParserInstance; + }; + BinaryDataParser._binaryDataParserInstance = null; + return BinaryDataParser; + }(dragonBones.ObjectDataParser)); + dragonBones.BinaryDataParser = BinaryDataParser; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Base class for the factory that create the armatures. (Typically only one global factory instance is required) + * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. + * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) + * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 + * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + var BaseFactory = /** @class */ (function () { + /** + * - Create a factory instance. (typically only one global factory instance is required) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个工厂实例。 (通常只需要一个全局工厂实例) + * @version DragonBones 3.0 + * @language zh_CN + */ + function BaseFactory(dataParser) { + if (dataParser === void 0) { dataParser = null; } + /** + * @private + */ + this.autoSearch = false; + this._dragonBonesDataMap = {}; + this._textureAtlasDataMap = {}; + this._dragonBones = null; + this._dataParser = null; + if (BaseFactory._objectParser === null) { + BaseFactory._objectParser = new dragonBones.ObjectDataParser(); + } + if (BaseFactory._binaryParser === null) { + BaseFactory._binaryParser = new dragonBones.BinaryDataParser(); + } + this._dataParser = dataParser !== null ? dataParser : BaseFactory._objectParser; + } + BaseFactory.prototype._isSupportMesh = function () { + return true; + }; + BaseFactory.prototype._getTextureData = function (textureAtlasName, textureName) { + if (textureAtlasName in this._textureAtlasDataMap) { + for (var _i = 0, _a = this._textureAtlasDataMap[textureAtlasName]; _i < _a.length; _i++) { + var textureAtlasData = _a[_i]; + var textureData = textureAtlasData.getTexture(textureName); + if (textureData !== null) { + return textureData; + } + } + } + if (this.autoSearch) { // Will be search all data, if the autoSearch is true. + for (var k in this._textureAtlasDataMap) { + for (var _b = 0, _c = this._textureAtlasDataMap[k]; _b < _c.length; _b++) { + var textureAtlasData = _c[_b]; + if (textureAtlasData.autoSearch) { + var textureData = textureAtlasData.getTexture(textureName); + if (textureData !== null) { + return textureData; + } + } + } + } + } + return null; + }; + BaseFactory.prototype._fillBuildArmaturePackage = function (dataPackage, dragonBonesName, armatureName, skinName, textureAtlasName) { + var dragonBonesData = null; + var armatureData = null; + if (dragonBonesName.length > 0) { + if (dragonBonesName in this._dragonBonesDataMap) { + dragonBonesData = this._dragonBonesDataMap[dragonBonesName]; + armatureData = dragonBonesData.getArmature(armatureName); + } + } + if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { // Will be search all data, if do not give a data name or the autoSearch is true. + for (var k in this._dragonBonesDataMap) { + dragonBonesData = this._dragonBonesDataMap[k]; + if (dragonBonesName.length === 0 || dragonBonesData.autoSearch) { + armatureData = dragonBonesData.getArmature(armatureName); + if (armatureData !== null) { + dragonBonesName = k; + break; + } + } + } + } + if (armatureData !== null) { + dataPackage.dataName = dragonBonesName; + dataPackage.textureAtlasName = textureAtlasName; + dataPackage.data = dragonBonesData; + dataPackage.armature = armatureData; + dataPackage.skin = null; + if (skinName.length > 0) { + dataPackage.skin = armatureData.getSkin(skinName); + if (dataPackage.skin === null && this.autoSearch) { + for (var k in this._dragonBonesDataMap) { + var skinDragonBonesData = this._dragonBonesDataMap[k]; + var skinArmatureData = skinDragonBonesData.getArmature(skinName); + if (skinArmatureData !== null) { + dataPackage.skin = skinArmatureData.defaultSkin; + break; + } + } + } + } + if (dataPackage.skin === null) { + dataPackage.skin = armatureData.defaultSkin; + } + return true; + } + return false; + }; + BaseFactory.prototype._buildBones = function (dataPackage, armature) { + for (var _i = 0, _a = dataPackage.armature.sortedBones; _i < _a.length; _i++) { + var boneData = _a[_i]; + var bone = dragonBones.BaseObject.borrowObject(boneData.type === 0 /* Bone */ ? dragonBones.Bone : dragonBones.Surface); + bone.init(boneData, armature); + } + }; + /** + * @private + */ + BaseFactory.prototype._buildSlots = function (dataPackage, armature) { + var currentSkin = dataPackage.skin; + var defaultSkin = dataPackage.armature.defaultSkin; + if (currentSkin === null || defaultSkin === null) { + return; + } + var skinSlots = {}; + for (var k in defaultSkin.displays) { + var displays = defaultSkin.getDisplays(k); + skinSlots[k] = displays; + } + if (currentSkin !== defaultSkin) { + for (var k in currentSkin.displays) { + var displays = currentSkin.getDisplays(k); + skinSlots[k] = displays; + } + } + for (var _i = 0, _a = dataPackage.armature.sortedSlots; _i < _a.length; _i++) { + var slotData = _a[_i]; + var displayDatas = slotData.name in skinSlots ? skinSlots[slotData.name] : null; + var slot = this._buildSlot(dataPackage, slotData, armature); + if (displayDatas !== null) { + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + slot.replaceRawDisplayData(displayData, i); + if (displayData !== null) { + if (dataPackage.textureAtlasName.length > 0) { + var textureData = this._getTextureData(dataPackage.textureAtlasName, displayData.path); + slot.replaceTextureData(textureData, i); + } + var display = this._getSlotDisplay(dataPackage, displayData, slot); + slot.replaceDisplay(display, i); + } + else { + slot.replaceDisplay(null); + } + } + } + slot._setDisplayIndex(slotData.displayIndex, true); + } + }; + BaseFactory.prototype._buildConstraints = function (dataPackage, armature) { + var constraints = dataPackage.armature.constraints; + for (var k in constraints) { + var constraintData = constraints[k]; + // TODO more constraint type. + switch (constraintData.type) { + case 0 /* IK */: + var ikConstraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraint); + ikConstraint.init(constraintData, armature); + armature._addConstraint(ikConstraint); + break; + case 1 /* Path */: + var pathConstraint = dragonBones.BaseObject.borrowObject(dragonBones.PathConstraint); + pathConstraint.init(constraintData, armature); + armature._addConstraint(pathConstraint); + break; + default: + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraint); + constraint.init(constraintData, armature); + armature._addConstraint(constraint); + break; + } + } + }; + BaseFactory.prototype._buildChildArmature = function (dataPackage, _slot, displayData) { + return this.buildArmature(displayData.path, dataPackage !== null ? dataPackage.dataName : "", "", dataPackage !== null ? dataPackage.textureAtlasName : ""); + }; + BaseFactory.prototype._getSlotDisplay = function (dataPackage, displayData, slot) { + var dataName = dataPackage !== null ? dataPackage.dataName : displayData.parent.parent.parent.name; + var display = null; + switch (displayData.type) { + case 0 /* Image */: { + var imageDisplayData = displayData; + if (imageDisplayData.texture === null) { + imageDisplayData.texture = this._getTextureData(dataName, displayData.path); + } + display = slot.rawDisplay; + break; + } + case 2 /* Mesh */: { + var meshDisplayData = displayData; + if (meshDisplayData.texture === null) { + meshDisplayData.texture = this._getTextureData(dataName, meshDisplayData.path); + } + if (this._isSupportMesh()) { + display = slot.meshDisplay; + } + else { + display = slot.rawDisplay; + } + break; + } + case 1 /* Armature */: { + var armatureDisplayData = displayData; + var childArmature = this._buildChildArmature(dataPackage, slot, armatureDisplayData); + if (childArmature !== null) { + childArmature.inheritAnimation = armatureDisplayData.inheritAnimation; + if (!childArmature.inheritAnimation) { + var actions = armatureDisplayData.actions.length > 0 ? armatureDisplayData.actions : childArmature.armatureData.defaultActions; + if (actions.length > 0) { + for (var _i = 0, actions_6 = actions; _i < actions_6.length; _i++) { + var action = actions_6[_i]; + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + dragonBones.EventObject.actionDataToInstance(action, eventObject, slot.armature); + eventObject.slot = slot; + slot.armature._bufferAction(eventObject, false); + } + } + else { + childArmature.animation.play(); + } + } + armatureDisplayData.armature = childArmature.armatureData; // + } + display = childArmature; + break; + } + case 3 /* BoundingBox */: + break; + default: + break; + } + return display; + }; + /** + * - Parse the raw data to a DragonBonesData instance and cache it to the factory. + * @param rawData - The raw data. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for all armatures. (Default: 1.0) + * @returns DragonBonesData instance + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 + * @param rawData - 原始数据。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0) + * @returns DragonBonesData 实例 + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.parseDragonBonesData = function (rawData, name, scale) { + if (name === void 0) { name = null; } + if (scale === void 0) { scale = 1.0; } + var dataParser = rawData instanceof ArrayBuffer ? BaseFactory._binaryParser : this._dataParser; + var dragonBonesData = dataParser.parseDragonBonesData(rawData, scale); + while (true) { + var textureAtlasData = this._buildTextureAtlasData(null, null); + if (dataParser.parseTextureAtlasData(null, textureAtlasData, scale)) { + this.addTextureAtlasData(textureAtlasData, name); + } + else { + textureAtlasData.returnToPool(); + break; + } + } + if (dragonBonesData !== null) { + this.addDragonBonesData(dragonBonesData, name); + } + return dragonBonesData; + }; + /** + * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory. + * @param rawData - The raw texture atlas data. + * @param textureAtlas - The texture atlas object. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for the map set. (Default: 1.0) + * @returns TextureAtlasData instance + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 + * @param rawData - 原始贴图集数据。 + * @param textureAtlas - 贴图集对象。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为贴图集指定一个缩放值。 (默认: 1.0) + * @returns TextureAtlasData 实例 + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.parseTextureAtlasData = function (rawData, textureAtlas, name, scale) { + if (name === void 0) { name = null; } + if (scale === void 0) { scale = 1.0; } + var textureAtlasData = this._buildTextureAtlasData(null, null); + this._dataParser.parseTextureAtlasData(rawData, textureAtlasData, scale); + this._buildTextureAtlasData(textureAtlasData, textureAtlas || null); + this.addTextureAtlasData(textureAtlasData, name); + return textureAtlasData; + }; + /** + * - Update texture atlases. + * @param textureAtlases - The texture atlas objects. + * @param name - The texture atlas name. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 更新贴图集对象。 + * @param textureAtlases - 多个贴图集对象。 + * @param name - 贴图集名称。 + * @version DragonBones 5.7 + * @language zh_CN + */ + BaseFactory.prototype.updateTextureAtlases = function (textureAtlases, name) { + var textureAtlasDatas = this.getTextureAtlasData(name); + if (textureAtlasDatas !== null) { + for (var i = 0, l = textureAtlasDatas.length; i < l; ++i) { + if (i < textureAtlases.length) { + this._buildTextureAtlasData(textureAtlasDatas[i], textureAtlases[i]); + } + } + } + }; + /** + * - Get a specific DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @returns DragonBonesData instance + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 DragonBonesData 实例。 + * @param name - DragonBonesData 实例的缓存名称。 + * @returns DragonBonesData 实例 + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.getDragonBonesData = function (name) { + return (name in this._dragonBonesDataMap) ? this._dragonBonesDataMap[name] : null; + }; + /** + * - Cache a DragonBonesData instance to the factory. + * @param data - The DragonBonesData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 DragonBonesData 实例缓存到工厂中。 + * @param data - DragonBonesData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.addDragonBonesData = function (data, name) { + if (name === void 0) { name = null; } + name = name !== null ? name : data.name; + if (name in this._dragonBonesDataMap) { + if (this._dragonBonesDataMap[name] === data) { + return; + } + console.warn("Can not add same name data: " + name); + return; + } + this._dragonBonesDataMap[name] = data; + }; + /** + * - Remove a DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @param disposeData - Whether to dispose data. (Default: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 DragonBonesData 实例。 + * @param name - DragonBonesData 实例缓存名称。 + * @param disposeData - 是否释放数据。 (默认: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.removeDragonBonesData = function (name, disposeData) { + if (disposeData === void 0) { disposeData = true; } + if (name in this._dragonBonesDataMap) { + if (disposeData) { + this._dragonBones.bufferObject(this._dragonBonesDataMap[name]); + } + delete this._dragonBonesDataMap[name]; + } + }; + /** + * - Get a list of specific TextureAtlasData instances. + * @param name - The TextureAtlasData cahce name. + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 TextureAtlasData 实例列表。 + * @param name - TextureAtlasData 实例缓存名称。 + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.getTextureAtlasData = function (name) { + return (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : null; + }; + /** + * - Cache a TextureAtlasData instance to the factory. + * @param data - The TextureAtlasData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 TextureAtlasData 实例缓存到工厂中。 + * @param data - TextureAtlasData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.addTextureAtlasData = function (data, name) { + if (name === void 0) { name = null; } + name = name !== null ? name : data.name; + var textureAtlasList = (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : (this._textureAtlasDataMap[name] = []); + if (textureAtlasList.indexOf(data) < 0) { + textureAtlasList.push(data); + } + }; + /** + * - Remove a TextureAtlasData instance. + * @param name - The TextureAtlasData instance cache name. + * @param disposeData - Whether to dispose data. + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 TextureAtlasData 实例。 + * @param name - TextureAtlasData 实例的缓存名称。 + * @param disposeData - 是否释放数据。 + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.removeTextureAtlasData = function (name, disposeData) { + if (disposeData === void 0) { disposeData = true; } + if (name in this._textureAtlasDataMap) { + var textureAtlasDataList = this._textureAtlasDataMap[name]; + if (disposeData) { + for (var _i = 0, textureAtlasDataList_1 = textureAtlasDataList; _i < textureAtlasDataList_1.length; _i++) { + var textureAtlasData = textureAtlasDataList_1[_i]; + this._dragonBones.bufferObject(textureAtlasData); + } + } + delete this._textureAtlasDataMap[name]; + } + }; + /** + * - Get a specific armature data. + * @param name - The armature data name. + * @param dragonBonesName - The cached name for DragonbonesData instance. + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param name - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language zh_CN + */ + BaseFactory.prototype.getArmatureData = function (name, dragonBonesName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + var dataPackage = new BuildArmaturePackage(); + if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName, name, "", "")) { + return null; + } + return dataPackage.armature; + }; + /** + * - Clear all cached DragonBonesData instances and TextureAtlasData instances. + * @param disposeData - Whether to dispose data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 + * @param disposeData - 是否释放数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.clear = function (disposeData) { + if (disposeData === void 0) { disposeData = true; } + for (var k in this._dragonBonesDataMap) { + if (disposeData) { + this._dragonBones.bufferObject(this._dragonBonesDataMap[k]); + } + delete this._dragonBonesDataMap[k]; + } + for (var k in this._textureAtlasDataMap) { + if (disposeData) { + var textureAtlasDataList = this._textureAtlasDataMap[k]; + for (var _i = 0, textureAtlasDataList_2 = textureAtlasDataList; _i < textureAtlasDataList_2.length; _i++) { + var textureAtlasData = textureAtlasDataList_2[_i]; + this._dragonBones.bufferObject(textureAtlasData); + } + } + delete this._textureAtlasDataMap[k]; + } + }; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances. + * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature. + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 + * 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据) + * @returns 骨架。 + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.buildArmature = function (armatureName, dragonBonesName, skinName, textureAtlasName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + if (skinName === void 0) { skinName = ""; } + if (textureAtlasName === void 0) { textureAtlasName = ""; } + var dataPackage = new BuildArmaturePackage(); + if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName || "", armatureName, skinName || "", textureAtlasName || "")) { + console.warn("No armature data: " + armatureName + ", " + (dragonBonesName !== null ? dragonBonesName : "")); + return null; + } + var armature = this._buildArmature(dataPackage); + this._buildBones(dataPackage, armature); + this._buildSlots(dataPackage, armature); + this._buildConstraints(dataPackage, armature); + armature.invalidUpdate(null, true); + armature.advanceTime(0.0); // Update armature pose. + return armature; + }; + /** + * @private + */ + BaseFactory.prototype.replaceDisplay = function (slot, displayData, displayIndex) { + if (displayIndex === void 0) { displayIndex = -1; } + if (displayIndex < 0) { + displayIndex = slot.displayIndex; + } + if (displayIndex < 0) { + displayIndex = 0; + } + slot.replaceDisplayData(displayData, displayIndex); + if (displayData !== null) { + var display = this._getSlotDisplay(null, displayData, slot); + if (displayData.type === 0 /* Image */) { + var rawDisplayData = slot.getDisplayFrameAt(displayIndex).rawDisplayData; + if (rawDisplayData !== null && + rawDisplayData.type === 2 /* Mesh */) { + display = slot.meshDisplay; + } + } + slot.replaceDisplay(display, displayIndex); + } + else { + slot.replaceDisplay(null, displayIndex); + } + }; + /** + * - Replaces the current display data for a particular slot with a specific display data. + * Specify display data with "dragonBonesName/armatureName/slotName/displayName". + * @param dragonBonesName - The DragonBonesData instance cache name. + * @param armatureName - The armature data name. + * @param slotName - The slot data name. + * @param displayName - The display data name. + * @param slot - The slot. + * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。 + * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @param armatureName - 骨架数据名称。 + * @param slotName - 插槽数据名称。 + * @param displayName - 显示对象数据名称。 + * @param slot - 插槽。 + * @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.replaceSlotDisplay = function (dragonBonesName, armatureName, slotName, displayName, slot, displayIndex) { + if (displayIndex === void 0) { displayIndex = -1; } + var armatureData = this.getArmatureData(armatureName, dragonBonesName || ""); + if (armatureData === null || armatureData.defaultSkin === null) { + return false; + } + var displayData = armatureData.defaultSkin.getDisplay(slotName, displayName); + this.replaceDisplay(slot, displayData, displayIndex); + return true; + }; + /** + * @private + */ + BaseFactory.prototype.replaceSlotDisplayList = function (dragonBonesName, armatureName, slotName, slot) { + var armatureData = this.getArmatureData(armatureName, dragonBonesName || ""); + if (!armatureData || !armatureData.defaultSkin) { + return false; + } + var displayDatas = armatureData.defaultSkin.getDisplays(slotName); + if (!displayDatas) { + return false; + } + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + this.replaceDisplay(slot, displayData, i); + } + return true; + }; + /** + * - Share specific skin data with specific armature. + * @param armature - The armature. + * @param skin - The skin data. + * @param isOverride - Whether it completely override the original skin. (Default: false) + * @param exclude - A list of slot names that do not need to be replace. + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 将特定的皮肤数据共享给特定的骨架使用。 + * @param armature - 骨架。 + * @param skin - 皮肤数据。 + * @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false) + * @param exclude - 不需要被替换的插槽名称列表。 + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language zh_CN + */ + BaseFactory.prototype.replaceSkin = function (armature, skin, isOverride, exclude) { + if (isOverride === void 0) { isOverride = false; } + if (exclude === void 0) { exclude = null; } + var success = false; + var defaultSkin = skin.parent.defaultSkin; + for (var _i = 0, _a = armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + if (exclude !== null && exclude.indexOf(slot.name) >= 0) { + continue; + } + var displayDatas = skin.getDisplays(slot.name); + if (displayDatas === null) { + if (defaultSkin !== null && skin !== defaultSkin) { + displayDatas = defaultSkin.getDisplays(slot.name); + } + if (displayDatas === null) { + if (isOverride) { + slot.displayFrameCount = 0; + } + continue; + } + } + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + slot.replaceRawDisplayData(displayData, i); + if (displayData !== null) { + slot.replaceDisplay(this._getSlotDisplay(null, displayData, slot), i); + } + else { + slot.replaceDisplay(null, i); + } + } + success = true; + } + return success; + }; + /** + * - Replaces the existing animation data for a specific armature with the animation data for the specific armature data. + * This enables you to make a armature template so that other armature without animations can share it's animations. + * @param armature - The armtaure. + * @param armatureData - The armature data. + * @param isOverride - Whether to completely overwrite the original animation. (Default: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 + * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 + * @param armature - 骨架。 + * @param armatureData - 骨架数据。 + * @param isOverride - 是否完全覆盖原来的动画。(默认: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language zh_CN + */ + BaseFactory.prototype.replaceAnimation = function (armature, armatureData, isOverride) { + if (isOverride === void 0) { isOverride = true; } + var skinData = armatureData.defaultSkin; + if (skinData === null) { + return false; + } + if (isOverride) { + armature.animation.animations = armatureData.animations; + } + else { + var rawAnimations = armature.animation.animations; + var animations = {}; + for (var k in rawAnimations) { + animations[k] = rawAnimations[k]; + } + for (var k in armatureData.animations) { + animations[k] = armatureData.animations[k]; + } + armature.animation.animations = animations; + } + for (var _i = 0, _a = armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + var index = 0; + for (var _b = 0, _c = slot.displayList; _b < _c.length; _b++) { + var display = _c[_b]; + if (display instanceof dragonBones.Armature) { + var displayDatas = skinData.getDisplays(slot.name); + if (displayDatas !== null && index < displayDatas.length) { + var displayData = displayDatas[index]; + if (displayData !== null && displayData.type === 1 /* Armature */) { + var childArmatureData = this.getArmatureData(displayData.path, displayData.parent.parent.parent.name); + if (childArmatureData) { + this.replaceAnimation(display, childArmatureData, isOverride); + } + } + } + } + index++; + } + } + return true; + }; + /** + * @private + */ + BaseFactory.prototype.getAllDragonBonesData = function () { + return this._dragonBonesDataMap; + }; + /** + * @private + */ + BaseFactory.prototype.getAllTextureAtlasData = function () { + return this._textureAtlasDataMap; + }; + Object.defineProperty(BaseFactory.prototype, "clock", { + /** + * - An Worldclock instance updated by engine. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 由引擎驱动的 WorldClock 实例。 + * @version DragonBones 5.7 + * @language zh_CN + */ + get: function () { + return this._dragonBones.clock; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(BaseFactory.prototype, "dragonBones", { + /** + * @private + */ + get: function () { + return this._dragonBones; + }, + enumerable: true, + configurable: true + }); + BaseFactory._objectParser = null; + BaseFactory._binaryParser = null; + return BaseFactory; + }()); + dragonBones.BaseFactory = BaseFactory; + /** + * @private + */ + var BuildArmaturePackage = /** @class */ (function () { + function BuildArmaturePackage() { + this.dataName = ""; + this.textureAtlasName = ""; + this.skin = null; + } + return BuildArmaturePackage; + }()); + dragonBones.BuildArmaturePackage = BuildArmaturePackage; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Phaser texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var PhaserTextureAtlasData = /** @class */ (function (_super) { + __extends(PhaserTextureAtlasData, _super); + function PhaserTextureAtlasData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._renderTexture = null; // Initial value. + return _this; + } + PhaserTextureAtlasData.toString = function () { + return "[class dragonBones.PhaserTextureAtlasData]"; + }; + PhaserTextureAtlasData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this._renderTexture !== null) { + // this._renderTexture.dispose(); + } + this._renderTexture = null; + }; + /** + * @inheritDoc + */ + PhaserTextureAtlasData.prototype.createTexture = function () { + return dragonBones.BaseObject.borrowObject(PhaserTextureData); + }; + Object.defineProperty(PhaserTextureAtlasData.prototype, "renderTexture", { + /** + * - The Phaser texture. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 贴图。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._renderTexture; + }, + set: function (value) { + if (this._renderTexture === value) { + return; + } + this._renderTexture = value; + if (this._renderTexture !== null) { + for (var k in this.textures) { + var textureData = this.textures[k]; + textureData.renderTexture = new PIXI.Texture(this._renderTexture, textureData.region, // No need to set frame. + textureData.region, new PIXI.Rectangle(0, 0, textureData.region.width, textureData.region.height)); // Phaser-ce can not support texture rotate. TODO + } + } + else { + for (var k in this.textures) { + var textureData = this.textures[k]; + textureData.renderTexture = null; + } + } + }, + enumerable: true, + configurable: true + }); + return PhaserTextureAtlasData; + }(dragonBones.TextureAtlasData)); + dragonBones.PhaserTextureAtlasData = PhaserTextureAtlasData; + /** + * @internal + */ + var PhaserTextureData = /** @class */ (function (_super) { + __extends(PhaserTextureData, _super); + function PhaserTextureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.renderTexture = null; // Initial value. + return _this; + } + PhaserTextureData.toString = function () { + return "[class dragonBones.PhaserTextureData]"; + }; + PhaserTextureData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this.renderTexture !== null) { + this.renderTexture.destroy(false); + } + this.renderTexture = null; + }; + return PhaserTextureData; + }(dragonBones.TextureData)); + dragonBones.PhaserTextureData = PhaserTextureData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @inheritDoc + */ + var PhaserArmatureDisplay = /** @class */ (function (_super) { + __extends(PhaserArmatureDisplay, _super); + /** + * @inheritDoc + */ + function PhaserArmatureDisplay() { + var _this = _super.call(this, dragonBones.PhaserFactory._game, 0.0, 0.0) || this; + /** + * @private + */ + _this.debugDraw = false; + _this._debugDraw = false; + _this._armature = null; + _this._signals = {}; + _this._debugDrawer = null; + return _this; + } + PhaserArmatureDisplay.prototype._getChildByName = function (container, name) { + for (var _i = 0, _a = container.children; _i < _a.length; _i++) { + var child = _a[_i]; + if (child.name === name) { + return child; + } + } + return null; + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.dbInit = function (armature) { + this._armature = armature; + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.dbClear = function () { + for (var k in this._signals) { + var signal = this._signals[k]; + signal.removeAll(); + signal.dispose(); + delete this._signals[k]; + } + if (this._debugDrawer !== null) { + // this._debugDrawer.destroy(true); + } + // this._armature = null as any; + // this._debugDrawer = null; + _super.prototype.destroy.call(this, false); + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.dbUpdate = function () { + var drawed = dragonBones.DragonBones.debugDraw || this.debugDraw; + if (drawed || this._debugDraw) { + this._debugDraw = drawed; + if (this._debugDraw) { + if (this._debugDrawer === null) { + this._debugDrawer = new Phaser.Sprite(this.game, 0.0, 0.0); + var boneDrawer_1 = new Phaser.Graphics(this.game); + this._debugDrawer.addChild(boneDrawer_1); + } + this.addChild(this._debugDrawer); + var boneDrawer = this._debugDrawer.getChildAt(0); + boneDrawer.clear(); + var bones = this._armature.getBones(); + for (var i = 0, l = bones.length; i < l; ++i) { + var bone = bones[i]; + var boneLength = bone.boneData.length; + var startX = bone.globalTransformMatrix.tx; + var startY = bone.globalTransformMatrix.ty; + var endX = startX + bone.globalTransformMatrix.a * boneLength; + var endY = startY + bone.globalTransformMatrix.b * boneLength; + boneDrawer.lineStyle(2.0, 0x00FFFF, 0.7); + boneDrawer.moveTo(startX, startY); + boneDrawer.lineTo(endX, endY); + boneDrawer.lineStyle(0.0, 0, 0.0); + boneDrawer.beginFill(0x00FFFF, 0.7); + boneDrawer.drawCircle(startX, startY, 3.0); + boneDrawer.endFill(); + } + var slots = this._armature.getSlots(); + for (var i = 0, l = slots.length; i < l; ++i) { + var slot = slots[i]; + var boundingBoxData = slot.boundingBoxData; + if (boundingBoxData) { + var child = this._getChildByName(this._debugDrawer, slot.name); + if (!child) { + child = new Phaser.Graphics(this.game); + child.name = slot.name; + this._debugDrawer.addChild(child); + } + child.clear(); + child.lineStyle(2.0, 0xFF00FF, 0.7); + switch (boundingBoxData.type) { + case 0 /* Rectangle */: + child.drawRect(-boundingBoxData.width * 0.5, -boundingBoxData.height * 0.5, boundingBoxData.width, boundingBoxData.height); + break; + case 1 /* Ellipse */: + child.drawEllipse(-boundingBoxData.width * 0.5, -boundingBoxData.height * 0.5, boundingBoxData.width, boundingBoxData.height); + break; + case 2 /* Polygon */: + var vertices = boundingBoxData.vertices; + for (var i_4 = 0, l_1 = vertices.length; i_4 < l_1; i_4 += 2) { + var x = vertices[i_4]; + var y = vertices[i_4 + 1]; + if (i_4 === 0) { + child.moveTo(x, y); + } + else { + child.lineTo(x, y); + } + } + child.lineTo(vertices[0], vertices[1]); + break; + default: + break; + } + child.endFill(); + slot.updateTransformAndMatrix(); + slot.updateGlobalTransform(); + var transform = slot.global; + child.x = transform.x; + child.y = transform.y; + child.rotation = transform.rotation; + // child.skew = transform.skew; // TODO + child.scale.x = transform.scaleX; + child.scale.y = transform.scaleY; + child.pivot.x = slot._pivotX; + child.pivot.y = slot._pivotY; + } + else { + var child = this._getChildByName(this._debugDrawer, slot.name); + if (child) { + this._debugDrawer.removeChild(child); + } + } + } + } + else if (this._debugDrawer !== null && this._debugDrawer.parent === this) { + this.removeChild(this._debugDrawer); + } + } + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.dispose = function (disposeProxy) { + if (disposeProxy === void 0) { disposeProxy = true; } + // tslint:disable-next-line:no-unused-expression + disposeProxy; + if (this._armature !== null) { + this._armature.dispose(); + this._armature = null; + } + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.destroy = function () { + this.dispose(); + }; + /** + * @private + */ + PhaserArmatureDisplay.prototype.dispatchDBEvent = function (type, eventObject) { + if (!(type in this._signals)) { + this._signals[type] = new Phaser.Signal(); + } + var signal = this._signals[type]; + signal.dispatch(eventObject); + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.hasDBEventListener = function (type) { + return type in this._signals && this._signals[type].getNumListeners() > 0; + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.addDBEventListener = function (type, listener, target) { + if (!(type in this._signals)) { + this._signals[type] = new Phaser.Signal(); + } + var signal = this._signals[type]; + signal.add(listener, target); + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.removeDBEventListener = function (type, listener, target) { + if (type in this._signals) { + var signal = this._signals[type]; + signal.remove(listener, target); + } + }; + Object.defineProperty(PhaserArmatureDisplay.prototype, "armature", { + /** + * @inheritDoc + */ + get: function () { + return this._armature; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(PhaserArmatureDisplay.prototype, "animation", { + /** + * @inheritDoc + */ + get: function () { + return this._armature.animation; + }, + enumerable: true, + configurable: true + }); + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.hasEvent = function (type) { + return this.hasDBEventListener(type); + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.addEvent = function (type, listener, target) { + this.addDBEventListener(type, listener, target); + }; + /** + * @inheritDoc + */ + PhaserArmatureDisplay.prototype.removeEvent = function (type, listener, target) { + this.removeDBEventListener(type, listener, target); + }; + return PhaserArmatureDisplay; + }(Phaser.Sprite)); + dragonBones.PhaserArmatureDisplay = PhaserArmatureDisplay; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Phaser slot. + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - Phaser 插槽。 + * @version DragonBones 5.6 + * @language zh_CN + */ + var PhaserSlot = /** @class */ (function (_super) { + __extends(PhaserSlot, _super); + function PhaserSlot() { + return _super !== null && _super.apply(this, arguments) || this; + } + PhaserSlot.toString = function () { + return "[class dragonBones.PhaserSlot]"; + }; + PhaserSlot.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._textureScale = 1.0; + this._renderDisplay = null; + }; + PhaserSlot.prototype._initDisplay = function (value, isRetain) { + var display = value; + display._renderIndex = 0; + // tslint:disable-next-line:no-unused-expression + isRetain; + }; + PhaserSlot.prototype._disposeDisplay = function (value, isRelease) { + // tslint:disable-next-line:no-unused-expression + value; + if (!isRelease) { + value.destroy(true); // PIXI.DisplayObject.destroy(); + } + }; + PhaserSlot.prototype._onUpdateDisplay = function () { + this._renderDisplay = (this._display ? this._display : this._rawDisplay); + }; + PhaserSlot.prototype._addDisplay = function () { + var container = this._armature.display; + container.addChild(this._renderDisplay); + }; + PhaserSlot.prototype._replaceDisplay = function (value) { + var container = this._armature.display; + var prevDisplay = value; + container.addChild(this._renderDisplay); + container.swapChildren(this._renderDisplay, prevDisplay); + this._renderDisplay._renderIndex = prevDisplay._renderIndex; + container.removeChild(prevDisplay); + this._textureScale = 1.0; + }; + PhaserSlot.prototype._removeDisplay = function () { + this._renderDisplay.parent.removeChild(this._renderDisplay); + }; + PhaserSlot.prototype._updateZOrder = function () { + var container = this._armature.display; + if (this._renderDisplay._renderIndex !== this._zOrder) { + this._renderDisplay._renderIndex = this._zOrder; + container.removeChild(this._renderDisplay); + var added = false; + for (var i = 0; i < container.children.length; ++i) { + var child = container.getChildAt(i); + if (child._renderIndex > this._zOrder) { + container.addChildAt(this._renderDisplay, i); + added = true; + break; + } + } + if (!added) { + container.addChild(this._renderDisplay); + } + } + }; + /** + * @internal + */ + PhaserSlot.prototype._updateVisible = function () { + this._renderDisplay.visible = this._parent.visible && this._visible; + }; + PhaserSlot.prototype._updateBlendMode = function () { + if (this._renderDisplay instanceof PIXI.Sprite) { + switch (this._blendMode) { + case 0 /* Normal */: + this._renderDisplay.blendMode = PIXI.blendModes.NORMAL; + break; + case 1 /* Add */: + this._renderDisplay.blendMode = PIXI.blendModes.ADD; + break; + case 3 /* Darken */: + this._renderDisplay.blendMode = PIXI.blendModes.DARKEN; + break; + case 4 /* Difference */: + this._renderDisplay.blendMode = PIXI.blendModes.DIFFERENCE; + break; + case 6 /* HardLight */: + this._renderDisplay.blendMode = PIXI.blendModes.HARD_LIGHT; + break; + case 9 /* Lighten */: + this._renderDisplay.blendMode = PIXI.blendModes.LIGHTEN; + break; + case 10 /* Multiply */: + this._renderDisplay.blendMode = PIXI.blendModes.MULTIPLY; + break; + case 11 /* Overlay */: + this._renderDisplay.blendMode = PIXI.blendModes.OVERLAY; + break; + case 12 /* Screen */: + this._renderDisplay.blendMode = PIXI.blendModes.SCREEN; + break; + default: + break; + } + } + // TODO child armature. + }; + PhaserSlot.prototype._updateColor = function () { + var alpha = this._colorTransform.alphaMultiplier * this._globalAlpha; + this._renderDisplay.alpha = alpha; + if (this._renderDisplay instanceof PIXI.Sprite) { // || this._renderDisplay instanceof PIXI.mesh.Mesh + var color = (Math.round(this._colorTransform.redMultiplier * 0xFF) << 16) + (Math.round(this._colorTransform.greenMultiplier * 0xFF) << 8) + Math.round(this._colorTransform.blueMultiplier * 0xFF); + this._renderDisplay.tint = color; + } + // TODO child armature. + }; + PhaserSlot.prototype._updateFrame = function () { + var currentTextureData = this._textureData; + if (this._displayIndex >= 0 && this._display !== null && currentTextureData !== null) { + var currentTextureAtlasData = currentTextureData.parent; + if (this._armature.replacedTexture !== null) { // Update replaced texture atlas. + if (this._armature._replaceTextureAtlasData === null) { + currentTextureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PhaserTextureAtlasData); + currentTextureAtlasData.copyFrom(currentTextureData.parent); + currentTextureAtlasData.renderTexture = this._armature.replacedTexture; + this._armature._replaceTextureAtlasData = currentTextureAtlasData; + } + else { + currentTextureAtlasData = this._armature._replaceTextureAtlasData; + } + currentTextureData = currentTextureAtlasData.getTexture(currentTextureData.name); + } + var renderTexture = currentTextureData.renderTexture; + if (renderTexture !== null) { + if (this._geometryData !== null) { // Mesh. + // TODO + } + else { // Normal texture. + this._textureScale = currentTextureData.parent.scale * this._armature._armatureData.scale; + var normalDisplay = this._renderDisplay; + normalDisplay.setTexture(renderTexture); + } + this._visibleDirty = true; + return; + } + } + if (this._geometryData !== null) { + // TODO + } + else { + var normalDisplay = this._renderDisplay; + // normalDisplay.texture = null as any; + normalDisplay.x = 0.0; + normalDisplay.y = 0.0; + normalDisplay.visible = false; + } + }; + PhaserSlot.prototype._updateMesh = function () { + // TODO + }; + PhaserSlot.prototype._updateTransform = function () { + this.updateGlobalTransform(); // Update transform. + var transform = this.global; + if (this._renderDisplay === this._rawDisplay || this._renderDisplay === this._meshDisplay) { + var x = transform.x - (this.globalTransformMatrix.a * this._pivotX + this.globalTransformMatrix.c * this._pivotY); + var y = transform.y - (this.globalTransformMatrix.b * this._pivotX + this.globalTransformMatrix.d * this._pivotY); + this._renderDisplay.x = x; + this._renderDisplay.y = y; + } + else { + this._renderDisplay.x = transform.x; + this._renderDisplay.y = transform.y; + } + this._renderDisplay.rotation = transform.rotation; + this._renderDisplay.skew = transform.skew; // Phase can not support skew. + this._renderDisplay.scale.x = transform.scaleX * this._textureScale; + this._renderDisplay.scale.y = transform.scaleY * this._textureScale; + }; + PhaserSlot.prototype._identityTransform = function () { + this._renderDisplay.x = 0.0; + this._renderDisplay.y = 0.0; + this._renderDisplay.rotation = 0.0; + this._renderDisplay.skew = 0.0; + this._renderDisplay.scale.x = 1.0; + this._renderDisplay.scale.y = 1.0; + }; + return PhaserSlot; + }(dragonBones.Slot)); + dragonBones.PhaserSlot = PhaserSlot; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2017 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Phaser slot display. + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - Phaser 插槽。 + * @version DragonBones 5.6 + * @language zh_CN + */ + /** + * @inheritDoc + */ + var PhaserSlotDisplay = /** @class */ (function (_super) { + __extends(PhaserSlotDisplay, _super); + function PhaserSlotDisplay() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._renderIndex = 0; + return _this; + } + /** + * @inheritDoc + */ + PhaserSlotDisplay.prototype.updateTransform = function (parent) { + if (!parent && !this.parent && !this.game) { + return this; + } + var p = this.parent; + if (parent) { + p = parent; + } + else if (!this.parent) { + p = this.game.world; + } + // create some matrix refs for easy access + var pt = p.worldTransform; + var wt = this.worldTransform; + // temporary matrix variables + var a, b, c, d, tx, ty; + // so if rotation is between 0 then we can simplify the multiplication process.. + if (this.rotation % Phaser.Math.PI2) { + // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes + if (this.rotation !== this.rotationCache) { + this.rotationCache = this.rotation; + this._sr = Math.sin(this.rotation); + this._cr = Math.cos(this.rotation); + } + var skew = this.skew % dragonBones.Transform.PI_D; // Support skew. + if (skew > 0.01 || skew < -0.01) { + // get the matrix values of the displayobject based on its transform properties.. + a = this._cr * this.scale.x; + b = this._sr * this.scale.x; + c = -Math.sin(skew + this.rotation) * this.scale.y; + d = Math.cos(skew + this.rotation) * this.scale.y; + tx = this.position.x; + ty = this.position.y; + } + else { + // get the matrix values of the displayobject based on its transform properties.. + a = this._cr * this.scale.x; + b = this._sr * this.scale.x; + c = -this._sr * this.scale.y; + d = this._cr * this.scale.y; + tx = this.position.x; + ty = this.position.y; + } + // check for pivot.. not often used so geared towards that fact! + if (this.pivot.x || this.pivot.y) { + tx -= this.pivot.x * a + this.pivot.y * c; + ty -= this.pivot.x * b + this.pivot.y * d; + } + // concat the parent matrix with the objects transform. + wt.a = a * pt.a + b * pt.c; + wt.b = a * pt.b + b * pt.d; + wt.c = c * pt.a + d * pt.c; + wt.d = c * pt.b + d * pt.d; + wt.tx = tx * pt.a + ty * pt.c + pt.tx; + wt.ty = tx * pt.b + ty * pt.d + pt.ty; + } + else { + // lets do the fast version as we know there is no rotation.. + a = this.scale.x; + b = 0; + c = 0; + d = this.scale.y; + tx = this.position.x - this.pivot.x * a; + ty = this.position.y - this.pivot.y * d; + wt.a = a * pt.a; + wt.b = a * pt.b; + wt.c = d * pt.c; + wt.d = d * pt.d; + wt.tx = tx * pt.a + ty * pt.c + pt.tx; + wt.ty = tx * pt.b + ty * pt.d + pt.ty; + } + a = wt.a; + b = wt.b; + c = wt.c; + d = wt.d; + var determ = (a * d) - (b * c); + if (a || b) { + var r = Math.sqrt((a * a) + (b * b)); + this.worldRotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r); + this.worldScale.x = r; + this.worldScale.y = determ / r; + } + else if (c || d) { + var s = Math.sqrt((c * c) + (d * d)); + this.worldRotation = Phaser.Math.HALF_PI - ((d > 0) ? Math.acos(-c / s) : -Math.acos(c / s)); + this.worldScale.x = determ / s; + this.worldScale.y = s; + } + else { + this.worldScale.x = 0; + this.worldScale.y = 0; + } + // Set the World values + this.worldAlpha = this.alpha * p.worldAlpha; + this.worldPosition.x = wt.tx; + this.worldPosition.y = wt.ty; + // reset the bounds each time this is called! + this._currentBounds = null; + // Custom callback? + if (this.transformCallback) { + this.transformCallback.call(this.transformCallbackContext, wt, pt); + } + return this; + }; + return PhaserSlotDisplay; + }(Phaser.Image)); + dragonBones.PhaserSlotDisplay = PhaserSlotDisplay; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Phaser factory. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Phaser 工厂。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var PhaserFactory = /** @class */ (function (_super) { + __extends(PhaserFactory, _super); + /** + * @inheritDoc + */ + function PhaserFactory(dataParser) { + if (dataParser === void 0) { dataParser = null; } + var _this = _super.call(this, dataParser) || this; + _this._dragonBones = PhaserFactory._dragonBonesInstance; + return _this; + } + PhaserFactory.init = function (game) { + if (PhaserFactory._game !== null) { + return; + } + PhaserFactory._game = game; + var eventManager = new dragonBones.PhaserArmatureDisplay(); + PhaserFactory._dragonBonesInstance = new dragonBones.DragonBones(eventManager); + }; + Object.defineProperty(PhaserFactory, "factory", { + /** + * - A global factory instance that can be used directly. + * @version DragonBones 4.7 + * @language en_US + */ + /** + * - 一个可以直接使用的全局工厂实例。 + * @version DragonBones 4.7 + * @language zh_CN + */ + get: function () { + if (PhaserFactory._factory === null) { + PhaserFactory._factory = new PhaserFactory(); + } + return PhaserFactory._factory; + }, + enumerable: true, + configurable: true + }); + PhaserFactory.prototype._isSupportMesh = function () { + console.warn("Phaser-ce can not support mesh."); + return false; + }; + PhaserFactory.prototype._buildTextureAtlasData = function (textureAtlasData, textureAtlas) { + if (textureAtlasData) { + textureAtlasData.renderTexture = textureAtlas; + } + else { + textureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PhaserTextureAtlasData); + } + return textureAtlasData; + }; + PhaserFactory.prototype._buildArmature = function (dataPackage) { + var armature = dragonBones.BaseObject.borrowObject(dragonBones.Armature); + var armatureDisplay = new dragonBones.PhaserArmatureDisplay(); + armature.init(dataPackage.armature, armatureDisplay, armatureDisplay, this._dragonBones); + return armature; + }; + PhaserFactory.prototype._buildSlot = function (dataPackage, slotData, armature) { + // tslint:disable-next-line:no-unused-expression + dataPackage; + // tslint:disable-next-line:no-unused-expression + armature; + var slot = dragonBones.BaseObject.borrowObject(dragonBones.PhaserSlot); + var rawDisplay = new dragonBones.PhaserSlotDisplay(PhaserFactory._game, 0.0, 0.0, Phaser.Cache.DEFAULT); + slot.init(slotData, armature, rawDisplay, rawDisplay); + return slot; + }; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. + * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature display container. + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 + * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) + * @returns 骨架的显示容器。 + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language zh_CN + */ + PhaserFactory.prototype.buildArmatureDisplay = function (armatureName, dragonBonesName, skinName, textureAtlasName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + if (skinName === void 0) { skinName = ""; } + if (textureAtlasName === void 0) { textureAtlasName = ""; } + var armature = this.buildArmature(armatureName, dragonBonesName || "", skinName || "", textureAtlasName || ""); + if (armature !== null) { + this._dragonBones.clock.add(armature); + return armature.display; + } + return null; + }; + /** + * - Create the display object with the specified texture. + * @param textureName The texture data name. + * @param textureAtlasName The texture atlas data name. (Of not set, all texture atlas data will be searched) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建带有指定贴图的显示对象。 + * @param textureName 贴图数据名称。 + * @param textureAtlasName 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) + * @version DragonBones 3.0 + * @language zh_CN + */ + PhaserFactory.prototype.getTextureDisplay = function (textureName, textureAtlasName) { + if (textureAtlasName === void 0) { textureAtlasName = null; } + var textureData = this._getTextureData(textureAtlasName !== null ? textureAtlasName : "", textureName); + if (textureData !== null && textureData.renderTexture !== null) { + return new Phaser.Sprite(PhaserFactory._game, 0.0, 0.0); + } + return null; + }; + Object.defineProperty(PhaserFactory.prototype, "soundEventManager", { + /** + * - A global sound event manager. + * Sound events can be listened to uniformly from the manager. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 全局声音事件管理器。 + * 声音事件可以从该管理器统一侦听。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._dragonBones.eventManager; + }, + enumerable: true, + configurable: true + }); + /** + * @internal + */ + PhaserFactory._game = null; + PhaserFactory._dragonBonesInstance = null; + PhaserFactory._factory = null; + return PhaserFactory; + }(dragonBones.BaseFactory)); + dragonBones.PhaserFactory = PhaserFactory; +})(dragonBones || (dragonBones = {})); diff --git a/Phaser/Demos2.x/libs/dragonBones/dragonBones.min.js b/Phaser/Demos2.x/libs/dragonBones/dragonBones.min.js new file mode 100644 index 00000000..275f16c0 --- /dev/null +++ b/Phaser/Demos2.x/libs/dragonBones/dragonBones.min.js @@ -0,0 +1 @@ +"use strict";var __extends=this&&this.__extends||function(){var r=function(t,e){r=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var a in e)if(e.hasOwnProperty(a))t[a]=e[a]};return r(t,e)};return function(t,e){r(t,e);function a(){this.constructor=t}t.prototype=e===null?Object.create(e):(a.prototype=e.prototype,new a)}}();var dragonBones;(function(o){var t=function(){function e(t){this._clock=new o.WorldClock;this._events=[];this._objects=[];this._eventManager=null;this._eventManager=t;console.info("DragonBones: "+e.VERSION+"\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/")}e.prototype.advanceTime=function(t){if(this._objects.length>0){for(var e=0,a=this._objects;e0){for(var i=0;ie){r.length=e}n._maxCountMap[a]=e}else{n._defaultMaxCount=e;for(var a in n._poolsMap){var r=n._poolsMap[a];if(r.length>e){r.length=e}if(a in n._maxCountMap){n._maxCountMap[a]=e}}}};n.clearPool=function(t){if(t===void 0){t=null}if(t!==null){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){a.length=0}}else{for(var r in n._poolsMap){var a=n._poolsMap[r];a.length=0}}};n.borrowObject=function(t){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){var r=a.pop();r._isInPool=false;return r}var i=new t;i._onClear();return i};n.prototype.returnToPool=function(){this._onClear();n._returnObject(this)};n._hashCode=0;n._defaultMaxCount=3e3;n._maxCountMap={};n._poolsMap={};return n}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function n(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}n.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};n.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};n.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};n.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};n.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};n.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};n.prototype.fromMatrix=function(t){var e=this.scaleX,a=this.scaleY;var r=n.PI_Q;this.x=t.tx;this.y=t.ty;this.rotation=Math.atan(t.b/t.a);var i=Math.atan(-t.c/t.d);this.scaleX=this.rotation>-r&&this.rotation-r&&i=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(a>=0&&this.scaleY<0){this.scaleY=-this.scaleY;i=i-Math.PI}this.skew=i-this.rotation;return this};n.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};n.PI=Math.PI;n.PI_D=Math.PI*2;n.PI_H=Math.PI/2;n.PI_Q=Math.PI/4;n.RAD_DEG=180/Math.PI;n.DEG_RAD=Math.PI/180;return n}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.ints=[];t.floats=[];t.strings=[];return t}t.toString=function(){return"[class dragonBones.UserData]"};t.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};t.prototype.addInt=function(t){this.ints.push(t)};t.prototype.addFloat=function(t){this.floats.push(t)};t.prototype.addString=function(t){this.strings.push(t)};t.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};t.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};t.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};t.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};t.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};t.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};t.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};t.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};t.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};t.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};t.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};t.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};t.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};t.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};t.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};t.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return t}(a.BaseObject);a.ArmatureData=t;var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.transform=new a.Transform;t.userData=null;return t}t.toString=function(){return"[class dragonBones.BoneData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return t}(a.BaseObject);a.BoneData=e;var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.geometry=new a.GeometryData;return t}t.toString=function(){return"[class dragonBones.SurfaceData]"};t.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return t}(e);a.SurfaceData=r;var i=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}t.createColor=function(){return new a.ColorTransform};t.toString=function(){return"[class dragonBones.SlotData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};t.DEFAULT_COLOR=new a.ColorTransform;return t}(a.BaseObject);a.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.displays={};return t}t.toString=function(){return"[class dragonBones.SkinData]"};t.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};D.rectangleIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=t>i&&tn&&ei&&an&&r=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};D.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=this.width*.5;var l=this.height*.5;var h=D.rectangleIntersectsSegment(t,e,a,r,-o,-l,o,l,i,n,s);return h};return D}(e);t.RectangleBoundingBoxData=h;var a=function(t){__extends(l,t);function l(){return t!==null&&t.apply(this,arguments)||this}l.toString=function(){return"[class dragonBones.EllipseData]"};l.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var b=s*s;var T=b-D+g;var A=0;if(T>=0){var P=Math.sqrt(T);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/b*_,a/b);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/b*_,t/b);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/b*_,l.x/b)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/b*_,h.x/b)}}}}}return A};l.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};l.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};l.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=l.ellipseIntersectsSegment(t,e,a,r,0,0,this.width*.5,this.height*.5,i,n,s);return o};return l}(e);t.EllipseBoundingBoxData=a;var r=function(e){__extends(l,e);function l(){var t=e!==null&&e.apply(this,arguments)||this;t.vertices=[];return t}l.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};l.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var b=0;b=m&&B<=T||B>=T&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,T-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,T-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,T-m)-Math.PI*.5;o.y=o.x}break}}}m=T;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};l.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};l.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};y.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};y.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};y.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};y.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};y.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};y.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};y.prototype.init=function(t,e,a,r){if(this._armatureData!==null){return}this._armatureData=t;this._animation=i.BaseObject.borrowObject(i.Animation);this._proxy=e;this._display=a;this._dragonBones=r;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};y.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(y._onSortSlots);if(this._zIndexDirty){for(var a=0,r=this._slots.length;a0){for(var u=0,f=this._actions;u0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var T=o?i.y-e:i.x-t;if(T<0){T=-T}if(d===null||Th){h=T;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};y.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};t.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};t.prototype.invalidUpdate=function(){this._transformDirty=true};t.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(t.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=a){return this.globalTransformMatrix}i=e>this._kX*(t+a)+c;m=((s*o+s+o+o+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=_*(l+2);var g=this._hullCache[4];var D=this._hullCache[5];var b=this._hullCache[2]-(o-_)*g;var T=this._hullCache[3]-(o-_)*D;var A=this._vertices;if(i){this._getAffineTransform(-a,c+u,r-a,u,A[v+l+2],A[v+l+3],b+g,T+D,A[v],A[v+1],P._helpTransform,y,true)}else{this._getAffineTransform(-r,c,r-a,u,b,T,A[v],A[v+1],b+g,T+D,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(t>=a){if(e<-a||e>=a){return this.globalTransformMatrix}i=e>this._kX*(t-r)+c;m=((s*o+s+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=(_+1)*(l+2)-2;var g=this._hullCache[4];var D=this._hullCache[5];var b=this._hullCache[0]+_*g;var T=this._hullCache[1]+_*D;var A=this._vertices;if(i){this._getAffineTransform(r,c+u,r-a,u,b+g,T+D,A[v+l+2],A[v+l+3],b,T,P._helpTransform,y,true)}else{this._getAffineTransform(a,c,r-a,u,A[v],A[v+1],b,T,A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e<-a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)-r;m=((s*o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2;var g=this._hullCache[10];var D=this._hullCache[11];var b=this._hullCache[8]+f*g;var T=this._hullCache[9]+f*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,-a,h,r-a,A[v+2],A[v+3],A[v],A[v+1],b+g,T+D,P._helpTransform,y,true)}else{this._getAffineTransform(p,-r,h,r-a,b,T,b+g,T+D,A[v],A[v+1],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e>=a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)+a;m=((s*o+s+o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=o*(l+2)+f*2;var g=this._hullCache[10];var D=this._hullCache[11];var b=this._hullCache[6]-(s-f)*g;var T=this._hullCache[7]-(s-f)*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,r,h,r-a,b+g,T+D,b,T,A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,a,h,r-a,A[v],A[v+1],A[v+2],A[v+3],b,T,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else{i=e>this._k*(t-p-h)+c;m=((s*_+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2+_*(l+2);var A=this._vertices;if(i){this._getAffineTransform(p+h,c+u,h,u,A[v+l+4],A[v+l+5],A[v+l+2],A[v+l+3],A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,c,h,u,A[v],A[v+1],A[v+2],A[v+3],A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}return y};P.prototype.init=function(t,e){if(this._boneData!==null){return}l.prototype.init.call(this,t,e);var a=t.segmentX;var r=t.segmentY;var i=this._armature.armatureData.parent.intArray[t.geometry.offset+0];var n=1e3;var s=200;this._dX=s*2/a;this._dY=s*2/r;this._k=-this._dY/this._dX;this._kX=-this._dY/(n-s);this._kY=-(n-s)/this._dX;this._vertices.length=i*2;this._deformVertices.length=i*2;this._matrixCahce.length=(a*r+a*2+r*2)*2*7;this._hullCache.length=10;for(var o=0;o=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(h)}if(h&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var u=1e3;var f=200;var _=2*this.global.x;var m=2*this.global.y;var p=P._helpPoint;this.globalTransformMatrix.transformPoint(u,-f,p);this._hullCache[0]=p.x;this._hullCache[1]=p.y;this._hullCache[2]=_-p.x;this._hullCache[3]=m-p.y;this.globalTransformMatrix.transformPoint(0,this._dY,p,true);this._hullCache[4]=p.x;this._hullCache[5]=p.y;this.globalTransformMatrix.transformPoint(f,u,p);this._hullCache[6]=p.x;this._hullCache[7]=p.y;this._hullCache[8]=_-p.x;this._hullCache[9]=m-p.y;this.globalTransformMatrix.transformPoint(this._dX,0,p,true);this._hullCache[10]=p.x;this._hullCache[11]=p.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return P}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(c){var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.deformVertices=[];return t}t.toString=function(){return"[class dragonBones.DisplayFrame]"};t.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};t.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var s=0,o=i;s=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};p.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};p.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};p.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceDisplay=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.display!==t){var r=a.display;a.display=t;if(r!==null&&r!==this._rawDisplay&&r!==this._meshDisplay&&!this._hasDisplay(r)){if(r instanceof c.Armature){}else{this._disposeDisplay(r,true)}}if(t!==null&&t!==this._rawDisplay&&t!==this._meshDisplay&&!this._hasDisplay(r)&&!(t instanceof c.Armature)){this._initDisplay(t,true)}if(e===this._displayIndex){this._displayDirty=true}}};p.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);return this._boundingBoxData.containsPoint(p._helpPoint.x,p._helpPoint.y)};p.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);t=p._helpPoint.x;e=p._helpPoint.y;p._helpMatrix.transformPoint(a,r,p._helpPoint);a=p._helpPoint.x;r=p._helpPoint.y;var o=this._boundingBoxData.intersectsSegment(t,e,a,r,i,n,s);if(o>0){if(o===1||o===2){if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i);if(n!==null){n.x=i.x;n.y=i.y}}else if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}else{if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i)}if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}if(s!==null){this.globalTransformMatrix.transformPoint(Math.cos(s.x),Math.sin(s.x),p._helpPoint,true);s.x=Math.atan2(p._helpPoint.y,p._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(s.y),Math.sin(s.y),p._helpPoint,true);s.y=Math.atan2(p._helpPoint.y,p._helpPoint.x)}}return o};p.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(p.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(p.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(t){var e=this._displayFrames.length;if(et){for(var a=e-1;ad){continue}var T=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){T=c/A}else{var P=y[D-1];T=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(T,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,C=0;var w,N,R,k,j,L,V,Y;for(var v=0,U=2;vd){continue}for(;;D++){var W=S[D];if(H>W)continue;if(D===0)H/=W;else{var K=S[D-1];H=(H-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];C=f[Z+7];w=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+C)*.006;j=w*2+R;L=N*2+k;V=(B-O)*.3+w+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);X[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);X[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);X[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);X[9]=G;z=0}H*=G;for(;;z++){var q=X[z];if(H>q)continue;if(z===0)H/=q;else{var K=X[z-1];H=z+(H-K)/(q-K)}break}this.addCurvePosition(H*.1,O,x,B,E,M,I,F,C,l,g,a)}};t.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};t.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?U.Transform.DEG_RAD:-U.Transform.DEG_RAD}}var x=this.rotateMix;var B=this.translateMix;for(var p=0,E=3;p0){var w=v.a,N=v.b,R=v.c,k=v.d,j=void 0,L=void 0,V=void 0;if(h){j=T[E-1]}else{j=Math.atan2(I,M)}j-=Math.atan2(N,w);if(O){L=Math.cos(j);V=Math.sin(j);var Y=d._boneData.length;P+=(Y*(L*w-V*N)-M)*x;S+=(Y*(V*w+L*N)-I)*x}else{j+=A}if(j>U.Transform.PI){j-=U.Transform.PI_D}else if(j<-U.Transform.PI){j+=U.Transform.PI_D}j*=x;L=Math.cos(j);V=Math.sin(j);v.a=L*w-V*N;v.b=V*w+L*N;v.c=L*R-V*k;v.d=V*R+L*k}d.global.fromMatrix(v)}this.dirty=false};t.prototype.invalidUpdate=function(){};return t}(t);U.PathConstraint=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};t.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(t.position<0){t.position%=a.duration;t.position=a.duration-t.position}else if(t.position===a.duration){t.position-=1e-6}else if(t.position>a.duration){t.position%=a.duration}if(t.duration>0&&t.position+t.duration>a.duration){t.duration=a.duration-t.position}if(t.playTimes<0){t.playTimes=a.playTimes}}else{t.playTimes=1;t.position=0;if(t.duration>0){t.duration=0}}if(t.duration===0){t.duration=-1}this._fadeOut(t);var s=g.BaseObject.borrowObject(g.AnimationState);s.init(this._armature,a,t);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var o=false;for(var l=0,h=this._animationStates.length;lthis._animationStates[l].layer){o=true;this._animationStates.splice(l,0,s);break}else if(l!==h-1&&s.layer>this._animationStates[l+1].layer){o=true;this._animationStates.splice(l+1,0,s);break}}if(!o){this._animationStates.push(s)}}else{this._animationStates.push(s)}for(var u=0,f=this._armature.getSlots();u0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};t.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};t.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};t.prototype.getBlendState=function(t,e,a){if(!(t in this._blendStates)){this._blendStates[t]={}}var r=this._blendStates[t];if(!(e in r)){var i=r[e]=g.BaseObject.borrowObject(g.BlendState);i.target=a}return r[e]};t.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};t.prototype.hasAnimation=function(t){return t in this._animations};t.prototype.getStates=function(){return this._animationStates};Object.defineProperty(t.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return t}(g.BaseObject);g.Animation=t})(dragonBones||(dragonBones={}));var dragonBones;(function(L){var t=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}t.toString=function(){return"[class dragonBones.AnimationState]"};t.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(v,1);r.returnToPool()}v=this._boneBlendTimelines.indexOf(r);if(v>=0){this._boneBlendTimelines.splice(v,1);r.returnToPool()}}}}{var g={};var D=[];for(var b=0,T=this._slotTimelines;b=0){this._slotTimelines.splice(v,1);r.returnToPool()}v=this._slotBlendTimelines.indexOf(r);if(v>=0){this._slotBlendTimelines.splice(v,1);r.returnToPool()}}}}};t.prototype._advanceFadeTime=function(t){var e=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT:L.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}if(t<0){t=-t}this._fadeTime+=t;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=e?0:1}else if(this._fadeTime>0){this._fadeProgress=e?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=e?1:0}if(this._subFadeState>0){if(!e){this._playheadState|=1;this._fadeState=0}var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT_COMPLETE:L.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}};t.prototype.init=function(t,e,a){if(this._armature!==null){return}this._armature=t;this._animationData=e;this.resetToPose=a.resetToPose;this.additive=a.additive;this.displayControl=a.displayControl;this.actionEnabled=a.actionEnabled;this.blendType=e.blendType;this.layer=a.layer;this.playTimes=a.playTimes;this.timeScale=a.timeScale;this.fadeTotalTime=a.fadeInTime;this.autoFadeOutTime=a.autoFadeOutTime;this.name=a.name.length>0?a.name:a.animation;this.group=a.group;this._weight=a.weight;if(a.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(a.duration<0){this._position=0;this._duration=this._animationData.duration;if(a.position!==0){if(this.timeScale>=0){this._time=a.position}else{this._time=a.position-this._duration}}else{this._time=0}}else{this._position=a.position;this._duration=a.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(a.boneMask.length>0){this._boneMask.length=a.boneMask.length;for(var r=0,i=this._boneMask.length;r0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var b=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var T=m.target;var A=this.parameterX-T.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};t.prototype.play=function(){this._playheadState=3};t.prototype.stop=function(){this._playheadState&=1};t.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};t.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};t.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(L.BaseObject);L.BlendState=V})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=0;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this.playState===1?this._duration+1e-6:this._duration}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+1;if(t===1){this._current=e[a];this._difference=e[r]-this._current}else{this._current=e[a]*t;this._difference=e[r]*t-this._current}}else{this._result=e[a]*t}}else{this._result=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return t}(a);t.SingleValueTimelineState=r;var i=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+2;if(t===1){this._currentA=e[a];this._currentB=e[a+1];this._differenceA=e[r]-this._currentA;this._differenceB=e[r+1]-this._currentB}else{this._currentA=e[a]*t;this._currentB=e[a+1]*t;this._differenceA=e[r]*t-this._currentA;this._differenceB=e[r+1]*t-this._currentB}}else{this._resultA=e[a]*t;this._resultB=e[a+1]*t}}else{this._resultA=0;this._resultB=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return t}(a);t.DoubleValueTimelineState=i;var n=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._rd=[];return t}t.prototype._onClear=function(){o.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);var t=this._valueCount;var e=this._rd;if(this._timelineData!==null){var a=this._valueScale;var r=this._valueArray;var i=this._valueOffset+this._frameValueOffset+this._frameIndex*t;if(this._isTween){var n=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:i+t;if(a===1){for(var s=0;s0){if(n.hasDBEventListener(y.EventObject.COMPLETE)){h=y.BaseObject.borrowObject(y.EventObject);h.type=y.EventObject.COMPLETE;h.armature=this._armature;h.animationState=this._animationState}}}if(this._frameCount>1){var u=this._timelineData;var f=Math.floor(this.currentTime*this._frameRate);var _=this._frameIndices[u.frameIndicesOffset+f];if(this._frameIndex!==_){var m=this._frameIndex;this._frameIndex=_;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[u.offset+5+this._frameIndex];if(o){if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];if(this.currentPlayTimes===a){if(m===_){m=-1}}}while(m>=0){var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this._position<=d&&d<=this._position+this._duration){this._onCrossFrame(m)}if(l!==null&&m===0){this._armature._dragonBones.bufferEvent(l);l=null}if(m>0){m--}else{m=this._frameCount-1}if(m===_){break}}}else{if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this.currentPlayTimes===a){if(r<=d){if(m>0){m--}else{m=this._frameCount-1}}else if(m===_){m=-1}}}while(m>=0){if(m=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.ZOrderTimelineState=e;var a=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])};t.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return t}(y.MutilpleValueTimelineState);y.BoneAllTimelineState=a;var r=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneTranslateTimelineState=r;var i=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=y.Transform.normalizeRadian(this._differenceA);this._differenceB=y.Transform.normalizeRadian(this._differenceB)}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._resultA=y.Transform.normalizeRadian(this._resultA);this._resultB=y.Transform.normalizeRadian(this._resultB)};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneRotateTimelineState=i;var n=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneScaleTimelineState=n;var s=function(s){__extends(t,s);function t(){return s!==null&&s.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};t.prototype._onClear=function(){s.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){s.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.parent.parent;var i=r.frameIntArray;var n=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=i[n+2];this._deformCount=i[n+1];this._deformOffset=i[n+3];this._sameValueOffset=i[n+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=r.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return t}(y.SingleValueTimelineState);y.AlphaTimelineState=o;var l=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDisplayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.SlotDisplayTimelineState=l;var h=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._current=[0,0,0,0,0,0,0,0];t._difference=[0,0,0,0,0,0,0,0];t._result=[0,0,0,0,0,0,0,0];return t}t.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._animationData.parent.parent;var e=t.colorArray;var a=t.frameIntArray;var r=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var i=a[r];if(i<0){i+=65536}if(this._isTween){this._current[0]=e[i++];this._current[1]=e[i++];this._current[2]=e[i++];this._current[3]=e[i++];this._current[4]=e[i++];this._current[5]=e[i++];this._current[6]=e[i++];this._current[7]=e[i++];if(this._frameIndex===this._frameCount-1){i=a[this._animationData.frameIntOffset+this._frameValueOffset]}else{i=a[r+1]}if(i<0){i+=65536}this._difference[0]=e[i++]-this._current[0];this._difference[1]=e[i++]-this._current[1];this._difference[2]=e[i++]-this._current[2];this._difference[3]=e[i++]-this._current[3];this._difference[4]=e[i++]-this._current[4];this._difference[5]=e[i++]-this._current[5];this._difference[6]=e[i++]-this._current[6];this._difference[7]=e[i++]-this._current[7]}else{this._result[0]=e[i++]*.01;this._result[1]=e[i++]*.01;this._result[2]=e[i++]*.01;this._result[3]=e[i++]*.01;this._result[4]=e[i++];this._result[5]=e[i++];this._result[6]=e[i++];this._result[7]=e[i++]}}else{var n=this.target;var s=n.slotData.color;this._result[0]=s.alphaMultiplier;this._result[1]=s.redMultiplier;this._result[2]=s.greenMultiplier;this._result[3]=s.blueMultiplier;this._result[4]=s.alphaOffset;this._result[5]=s.redOffset;this._result[6]=s.greenOffset;this._result[7]=s.blueOffset}};t.prototype._onUpdateFrame=function(){o.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};t.prototype.fadeOut=function(){this._isTween=false};t.prototype.update=function(t){o.prototype.update.call(this,t);if(this._isTween||this.dirty){var e=this.target;var a=e._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){var r=Math.pow(this._animationState._fadeProgress,4);a.alphaMultiplier+=(this._result[0]-a.alphaMultiplier)*r;a.redMultiplier+=(this._result[1]-a.redMultiplier)*r;a.greenMultiplier+=(this._result[2]-a.greenMultiplier)*r;a.blueMultiplier+=(this._result[3]-a.blueMultiplier)*r;a.alphaOffset+=(this._result[4]-a.alphaOffset)*r;a.redOffset+=(this._result[5]-a.redOffset)*r;a.greenOffset+=(this._result[6]-a.greenOffset)*r;a.blueOffset+=(this._result[7]-a.blueOffset)*r;e._colorDirty=true}}else if(this.dirty){this.dirty=false;if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){a.alphaMultiplier=this._result[0];a.redMultiplier=this._result[1];a.greenMultiplier=this._result[2];a.blueMultiplier=this._result[3];a.alphaOffset=this._result[4];a.redOffset=this._result[5];a.greenOffset=this._result[6];a.blueOffset=this._result[7];e._colorDirty=true}}}};return t}(y.TweenTimelineState);y.SlotColorTimelineState=h;var u=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var t=this.target;var e=t.target;this._result=e.slotData.zIndex}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return t}(y.SingleValueTimelineState);y.SlotZIndexTimelineState=u;var f=function(f){__extends(t,f);function t(){return f!==null&&f.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.DeformTimelineState]"};t.prototype._onClear=function(){f.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){f.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this.target.target;this.geometryOffset=n[r+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var o=0,l=s.displayFrameCount;o1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;t._weight=this._currentB}else{var e=t._constraintData;t._bendPositive=e.bendPositive;t._weight=e.weight}t.invalidUpdate();this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.IKConstraintTimelineState=_;var m=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.currentTime=this._result*t.totalTime}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationProgressTimelineState=m;var p=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.weight=this._result}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationWeightTimelineState=p;var c=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.parameterX=this._resultA;t.parameterY=this._resultB}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.AnimationParametersTimelineState=c})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(r,t);function r(){return t!==null&&t.apply(this,arguments)||this}r.actionDataToInstance=function(t,e,a){if(t.type===0){e.type=r.FRAME_EVENT}else{e.type=t.type===10?r.FRAME_EVENT:r.SOUND_EVENT}e.name=t.name;e.armature=a;e.actionData=t;e.data=t.data;if(t.bone!==null){e.bone=a.getBone(t.bone.name)}if(t.slot!==null){e.slot=a.getSlot(t.slot.name)}};r.toString=function(){return"[class dragonBones.EventObject]"};r.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};r.START="start";r.LOOP_COMPLETE="loopComplete";r.COMPLETE="complete";r.FADE_IN="fadeIn";r.FADE_IN_COMPLETE="fadeInComplete";r.FADE_OUT="fadeOut";r.FADE_OUT_COMPLETE="fadeOutComplete";r.FRAME_EVENT="frameEvent";r.SOUND_EVENT="soundEvent";return r}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(tt){var t=function(e){__extends($,e);function $(){var t=e!==null&&e.apply(this,arguments)||this;t._rawTextureAtlasIndex=0;t._rawBones=[];t._data=null;t._armature=null;t._bone=null;t._geometry=null;t._slot=null;t._skin=null;t._mesh=null;t._animation=null;t._timeline=null;t._rawTextureAtlases=null;t._frameValueType=0;t._defaultColorOffset=-1;t._prevClockwise=0;t._prevRotation=0;t._frameDefaultValue=0;t._frameValueScale=1;t._helpMatrixA=new tt.Matrix;t._helpMatrixB=new tt.Matrix;t._helpTransform=new tt.Transform;t._helpColorTransform=new tt.ColorTransform;t._helpPoint=new tt.Point;t._helpArray=[];t._intArray=[];t._floatArray=[];t._frameIntArray=[];t._frameFloatArray=[];t._frameArray=[];t._timelineArray=[];t._colorArray=[];t._cacheRawMeshes=[];t._cacheMeshes=[];t._actionFrames=[];t._weightSlotPose={};t._weightBonePoses={};t._cacheBones={};t._slotChildActions={};return t}$._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};$._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};$._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};$.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};$.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};$.prototype._parseActionDataInFrame=function(t,e,a,r){if(tt.DataParser.EVENT in t){this._mergeActionFrame(t[tt.DataParser.EVENT],e,10,a,r)}if(tt.DataParser.SOUND in t){this._mergeActionFrame(t[tt.DataParser.SOUND],e,11,a,r)}if(tt.DataParser.ACTION in t){this._mergeActionFrame(t[tt.DataParser.ACTION],e,0,a,r)}if(tt.DataParser.EVENTS in t){this._mergeActionFrame(t[tt.DataParser.EVENTS],e,10,a,r)}if(tt.DataParser.ACTIONS in t){this._mergeActionFrame(t[tt.DataParser.ACTIONS],e,0,a,r)}};$.prototype._mergeActionFrame=function(t,e,a,r,i){var n=this._armature.actions.length;var s=this._parseActionData(t,a,r,i);var o=0;var l=null;for(var h=0,u=s;he){break}o++}if(l===null){l=new D;l.frameStart=e;this._actionFrames.splice(o,0,l)}for(var c=0;c0){var _=a.getBone(u);if(_!==null){f.parent=_}else{if(!(u in this._cacheBones)){this._cacheBones[u]=[]}this._cacheBones[u].push(f)}}if(f.name in this._cacheBones){for(var m=0,p=this._cacheBones[f.name];m0&&e.parent!==null){i.root=e.parent;i.bone=e}else{i.root=e;i.bone=null}return i};$.prototype._parsePathConstraint=function(t){var e=this._armature.getSlot($._getString(t,tt.DataParser.TARGET,""));if(e===null){return null}var a=this._armature.defaultSkin;if(a===null){return null}var r=a.getDisplay(e.name,$._getString(t,tt.DataParser.TARGET_DISPLAY,e.name));if(r===null||!(r instanceof tt.PathDisplayData)){return null}var i=t[tt.DataParser.BONES];if(i===null||i.length===0){return null}var n=tt.BaseObject.borrowObject(tt.PathConstraintData);n.name=$._getString(t,tt.DataParser.NAME,"");n.type=1;n.pathSlot=e;n.pathDisplayData=r;n.target=e.parent;n.positionMode=tt.DataParser._getPositionMode($._getString(t,tt.DataParser.POSITION_MODE,""));n.spacingMode=tt.DataParser._getSpacingMode($._getString(t,tt.DataParser.SPACING_MODE,""));n.rotateMode=tt.DataParser._getRotateMode($._getString(t,tt.DataParser.ROTATE_MODE,""));n.position=$._getNumber(t,tt.DataParser.POSITION,0);n.spacing=$._getNumber(t,tt.DataParser.SPACING,0);n.rotateOffset=$._getNumber(t,tt.DataParser.ROTATE_OFFSET,0);n.rotateMix=$._getNumber(t,tt.DataParser.ROTATE_MIX,1);n.translateMix=$._getNumber(t,tt.DataParser.TRANSLATE_MIX,1);for(var s=0,o=i;s0?a:e;this._parsePivot(t,n);break}case 1:{var s=i=tt.BaseObject.borrowObject(tt.ArmatureDisplayData);s.name=e;s.path=a.length>0?a:e;s.inheritAnimation=true;if(tt.DataParser.ACTIONS in t){var o=this._parseActionData(t[tt.DataParser.ACTIONS],0,null,null);for(var l=0,h=o;l0?a:e;if(tt.DataParser.SHARE in t){p.geometry.data=this._data;this._cacheRawMeshes.push(t);this._cacheMeshes.push(p)}else{this._parseMesh(t,p)}break}case 3:{var c=this._parseBoundingBox(t);if(c!==null){var d=i=tt.BaseObject.borrowObject(tt.BoundingBoxDisplayData);d.name=e;d.path=a.length>0?a:e;d.boundingBox=c}break}case 4:{var y=t[tt.DataParser.LENGTHS];var v=i=tt.BaseObject.borrowObject(tt.PathDisplayData);v.closed=$._getBoolean(t,tt.DataParser.CLOSED,false);v.constantSpeed=$._getBoolean(t,tt.DataParser.CONSTANT_SPEED,false);v.name=e;v.path=a.length>0?a:e;v.curveLengths.length=y.length;for(var g=0,D=y.length;ge.width){e.width=o}if(le.height){e.height=l}}}e.width-=e.x;e.height-=e.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return e};$.prototype._parseAnimation=function(t){var e=tt.BaseObject.borrowObject(tt.AnimationData);e.blendType=tt.DataParser._getAnimationBlendType($._getString(t,tt.DataParser.BLEND_TYPE,""));e.frameCount=$._getNumber(t,tt.DataParser.DURATION,0);e.playTimes=$._getNumber(t,tt.DataParser.PLAY_TIMES,1);e.duration=e.frameCount/this._armature.frameRate;e.fadeInTime=$._getNumber(t,tt.DataParser.FADE_IN_TIME,0);e.scale=$._getNumber(t,tt.DataParser.SCALE,1);e.name=$._getString(t,tt.DataParser.NAME,tt.DataParser.DEFAULT_NAME);if(e.name.length===0){e.name=tt.DataParser.DEFAULT_NAME}e.frameIntOffset=this._frameIntArray.length;e.frameFloatOffset=this._frameFloatArray.length;e.frameOffset=this._frameArray.length;this._animation=e;if(tt.DataParser.FRAME in t){var a=t[tt.DataParser.FRAME];var r=a.length;if(r>0){for(var i=0,n=0;i0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(tt.DataParser.TIMELINE in t){var o=t[tt.DataParser.TIMELINE];for(var A=0,P=o;A0&&a in t){e=t[a]}if(e===null){return null}var l=e.length;if(l===0){return null}var h=this._frameIntArray.length;var u=this._frameFloatArray.length;var f=this._timelineArray.length;if(o===null){o=tt.BaseObject.borrowObject(tt.TimelineData)}o.type=r;o.offset=f;this._frameValueType=i;this._timeline=o;this._timelineArray.length+=1+1+1+1+1+l;if(t!==null){this._timelineArray[f+0]=Math.round($._getNumber(t,tt.DataParser.SCALE,1)*100);this._timelineArray[f+1]=Math.round($._getNumber(t,tt.DataParser.OFFSET,0)*100)}else{this._timelineArray[f+0]=100;this._timelineArray[f+1]=0}this._timelineArray[f+2]=l;this._timelineArray[f+3]=n;switch(this._frameValueType){case 0:this._timelineArray[f+4]=0;break;case 1:this._timelineArray[f+4]=h-this._animation.frameIntOffset;break;case 2:this._timelineArray[f+4]=u-this._animation.frameFloatOffset;break}if(l===1){o.frameIndicesOffset=-1;this._timelineArray[f+5+0]=s.call(this,e[0],0,0)-this._animation.frameOffset}else{var _=this._animation.frameCount+1;var m=this._data.frameIndices;var p=m.length;m.length+=_;o.frameIndicesOffset=p;for(var c=0,d=0,y=0,v=0;c<_;++c){if(y+v<=c&&d0){if(tt.DataParser.CURVE in t){var i=a+1;this._helpArray.length=i;var n=this._samplingEasingCurve(t[tt.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[r+1]=2;this._frameArray[r+2]=n?i:-i;for(var s=0;s0){var n=this._armature.sortedSlots.length;var s=new Array(n-i.length/2);var o=new Array(n);for(var l=0;l0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.TWEEN_ROTATE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[n++]=this._helpTransform.x;this._frameFloatArray[n++]=this._helpTransform.y;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=this._helpTransform.skew;this._frameFloatArray[n++]=this._helpTransform.scaleX;this._frameFloatArray[n++]=this._helpTransform.scaleY;this._parseActionDataInFrame(t,e,this._bone,this._slot);return i};$.prototype._parseBoneTranslateFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,0);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,0);return r};$.prototype._parseBoneRotateFrame=function(t,e,a){var r=$._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD;if(e!==0){if(this._prevClockwise===0){r=this._prevRotation+tt.Transform.normalizeRadian(r-this._prevRotation)}else{if(this._prevClockwise>0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.CLOCK_WISE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=$._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD;return i};$.prototype._parseBoneScaleFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,1);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,1);return r};$.prototype._parseSlotDisplayFrame=function(t,e,a){var r=this._parseFrame(t,e,a);this._frameArray.length+=1;if(tt.DataParser.VALUE in t){this._frameArray[r+1]=$._getNumber(t,tt.DataParser.VALUE,0)}else{this._frameArray[r+1]=$._getNumber(t,tt.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(t,e,this._slot.parent,this._slot);return r};$.prototype._parseSlotColorFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=-1;if(tt.DataParser.VALUE in t||tt.DataParser.COLOR in t){var n=tt.DataParser.VALUE in t?t[tt.DataParser.VALUE]:t[tt.DataParser.COLOR];for(var s in n){s;this._parseColorTransform(n,this._helpColorTransform);i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.blueOffset);i-=8;break}}if(i<0){if(this._defaultColorOffset<0){this._defaultColorOffset=i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0}i=this._defaultColorOffset}var o=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[o]=i;return r};$.prototype._parseSlotDeformFrame=function(t,e,a){var r=this._frameFloatArray.length;var i=this._parseTweenFrame(t,e,a);var n=tt.DataParser.VERTICES in t?t[tt.DataParser.VERTICES]:null;var s=$._getNumber(t,tt.DataParser.OFFSET,0);var o=this._intArray[this._mesh.geometry.offset+0];var l=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var h=this._mesh.geometry.weight;var u=0;var f=0;var _=0;var m=0;if(h!==null){var p=this._weightSlotPose[l];this._helpMatrixA.copyFromArray(p,0);this._frameFloatArray.length+=h.count*2;_=h.offset+2+h.bones.length}else{this._frameFloatArray.length+=o*2}for(var c=0;c=n.length){u=0}else{u=n[c-s]}if(c+1=n.length){f=0}else{f=n[c+1-s]}}if(h!==null){var d=this._weightBonePoses[l];var y=this._intArray[_++];this._helpMatrixA.transformPoint(u,f,this._helpPoint,true);u=this._helpPoint.x;f=this._helpPoint.y;for(var v=0;v=n.length){h=0}else{h=n[f-s]}if(f+1=n.length){u=0}else{u=n[f+1-s]}}else{h=0;u=0}this._frameFloatArray[r+f]=h;this._frameFloatArray[r+f+1]=u}}if(e===0){var _=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[_+0]=this._geometry.offset;this._frameIntArray[_+1]=this._frameFloatArray.length-r;this._frameIntArray[_+2]=this._frameFloatArray.length-r;this._frameIntArray[_+3]=0;this._frameIntArray[_+4]=r-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=_-this._animation.frameIntOffset}return i};$.prototype._parseTransform=function(t,e,a){e.x=$._getNumber(t,tt.DataParser.X,0)*a;e.y=$._getNumber(t,tt.DataParser.Y,0)*a;if(tt.DataParser.ROTATE in t||tt.DataParser.SKEW in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD)}else if(tt.DataParser.SKEW_X in t||tt.DataParser.SKEW_Y in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_Y,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_X,0)*tt.Transform.DEG_RAD)-e.rotation}e.scaleX=$._getNumber(t,tt.DataParser.SCALE_X,1);e.scaleY=$._getNumber(t,tt.DataParser.SCALE_Y,1)};$.prototype._parseColorTransform=function(t,e){e.alphaMultiplier=$._getNumber(t,tt.DataParser.ALPHA_MULTIPLIER,100)*.01;e.redMultiplier=$._getNumber(t,tt.DataParser.RED_MULTIPLIER,100)*.01;e.greenMultiplier=$._getNumber(t,tt.DataParser.GREEN_MULTIPLIER,100)*.01;e.blueMultiplier=$._getNumber(t,tt.DataParser.BLUE_MULTIPLIER,100)*.01;e.alphaOffset=$._getNumber(t,tt.DataParser.ALPHA_OFFSET,0);e.redOffset=$._getNumber(t,tt.DataParser.RED_OFFSET,0);e.greenOffset=$._getNumber(t,tt.DataParser.GREEN_OFFSET,0);e.blueOffset=$._getNumber(t,tt.DataParser.BLUE_OFFSET,0)};$.prototype._parseGeometry=function(t,e){var a=t[tt.DataParser.VERTICES];var r=Math.floor(a.length/2);var i=0;var n=this._intArray.length;var s=this._floatArray.length;e.offset=n;e.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[n+0]=r;this._intArray[n+2]=s;this._intArray[n+3]=-1;this._floatArray.length+=r*2;for(var o=0,l=r*2;o=0||tt.DataParser.DATA_VERSIONS.indexOf(r)>=0){var i=tt.BaseObject.borrowObject(tt.DragonBonesData);i.version=a;i.name=$._getString(t,tt.DataParser.NAME,"");i.frameRate=$._getNumber(t,tt.DataParser.FRAME_RATE,24);if(i.frameRate===0){i.frameRate=24}if(tt.DataParser.ARMATURE in t){this._data=i;this._parseArray(t);var n=t[tt.DataParser.ARMATURE];for(var s=0,o=n;s0){i.stage=i.getArmature(i.armatureNames[0])}this._data=null}if(tt.DataParser.TEXTURE_ATLAS in t){this._rawTextureAtlases=t[tt.DataParser.TEXTURE_ATLAS]}return i}else{console.assert(false,"Nonsupport data version: "+a+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};$.prototype.parseTextureAtlasData=function(t,e,a){if(a===void 0){a=1}console.assert(t!==undefined);if(t===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var r=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(r,e,a);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}e.width=$._getNumber(t,tt.DataParser.WIDTH,0);e.height=$._getNumber(t,tt.DataParser.HEIGHT,0);e.scale=a===1?1/$._getNumber(t,tt.DataParser.SCALE,1):a;e.name=$._getString(t,tt.DataParser.NAME,"");e.imagePath=$._getString(t,tt.DataParser.IMAGE_PATH,"");if(tt.DataParser.SUB_TEXTURE in t){var i=t[tt.DataParser.SUB_TEXTURE];for(var n=0,s=i.length;n0&&h>0){u.frame=tt.TextureData.createRectangle();u.frame.x=$._getNumber(o,tt.DataParser.FRAME_X,0);u.frame.y=$._getNumber(o,tt.DataParser.FRAME_Y,0);u.frame.width=l;u.frame.height=h}e.addTexture(u)}}return true};$.getInstance=function(){if($._objectDataParserInstance===null){$._objectDataParserInstance=new $}return $._objectDataParserInstance};$._objectDataParserInstance=null;return $}(tt.DataParser);tt.ObjectDataParser=t;var D=function(){function t(){this.frameStart=0;this.actions=[]}return t}();tt.ActionFrame=D})(dragonBones||(dragonBones={}));var dragonBones;(function(g){var t=function(o){__extends(t,o);function t(){return o!==null&&o.apply(this,arguments)||this}t.prototype._inRange=function(t,e,a){return e<=t&&t<=a};t.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};t.prototype._parseBinaryTimeline=function(t,e,a){if(a===void 0){a=null}var r=a!==null?a:g.BaseObject.borrowObject(g.TimelineData);r.type=t;r.offset=e;this._timeline=r;var i=this._timelineArrayBuffer[r.offset+2];if(i===1){r.frameIndicesOffset=-1}else{var n=0;var s=this._animation.frameCount+1;var o=this._data.frameIndices;n=o.length;o.length+=s;r.frameIndicesOffset=n;for(var l=0,h=0,u=0,f=0;l=0){var h=g.ObjectDataParser._getNumber(d,g.DataParser.TYPE,0);var y=g.ObjectDataParser._getString(d,g.DataParser.NAME,"");var f=null;if(h===40&&e.blendType!==0){f=g.BaseObject.borrowObject(g.AnimationTimelineData);var v=f;v.x=g.ObjectDataParser._getNumber(d,g.DataParser.X,0);v.y=g.ObjectDataParser._getNumber(d,g.DataParser.Y,0)}f=this._parseBinaryTimeline(h,u,f);switch(h){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(y,f);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(y,f);break;case 30:this._animation.addConstraintTimeline(y,f);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(y,f);break}}}}this._animation=null;return e};t.prototype._parseGeometry=function(t,e){e.offset=t[g.DataParser.OFFSET];e.data=this._data;var a=this._intArrayBuffer[e.offset+3];if(a>=0){var r=g.BaseObject.borrowObject(g.WeightData);var i=this._intArrayBuffer[e.offset+0];var n=this._intArrayBuffer[a+0];r.offset=a;for(var s=0;s12?e[13]:0;var h=new Uint16Array(this._binary,this._binaryOffset+e[0],a/Uint16Array.BYTES_PER_ELEMENT);var u=new Float32Array(this._binary,this._binaryOffset+e[2],r/Float32Array.BYTES_PER_ELEMENT);var f=new Int16Array(this._binary,this._binaryOffset+e[4],i/Int16Array.BYTES_PER_ELEMENT);var _=new Float32Array(this._binary,this._binaryOffset+e[6],n/Float32Array.BYTES_PER_ELEMENT);var m=new Int16Array(this._binary,this._binaryOffset+e[8],s/Int16Array.BYTES_PER_ELEMENT);var p=new Uint16Array(this._binary,this._binaryOffset+e[10],o/Uint16Array.BYTES_PER_ELEMENT);var c=l>0?new Uint16Array(this._binary,this._binaryOffset+e[12],l/Uint16Array.BYTES_PER_ELEMENT):h;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=h;this._data.floatArray=u;this._data.frameIntArray=f;this._data.frameFloatArray=_;this._data.frameArray=this._frameArrayBuffer=m;this._data.timelineArray=this._timelineArrayBuffer=p;this._data.colorArray=c};t.prototype.parseDragonBonesData=function(t,e){if(e===void 0){e=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var a=new Uint8Array(t,0,8);if(a[0]!=="D".charCodeAt(0)||a[1]!=="B".charCodeAt(0)||a[2]!=="D".charCodeAt(0)||a[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var r=new Uint32Array(t,8,1)[0];var i=new Uint8Array(t,8+4,r);var n=this._decodeUTF8(i);var s=JSON.parse(n);this._binaryOffset=8+4+r;this._binary=t;return o.prototype.parseDragonBonesData.call(this,s,e)};t.getInstance=function(){if(t._binaryDataParserInstance===null){t._binaryDataParserInstance=new t}return t._binaryDataParserInstance};t._binaryDataParserInstance=null;return t}(g.ObjectDataParser);g.BinaryDataParser=t})(dragonBones||(dragonBones={}));var dragonBones;(function(y){var t=function(){function s(t){if(t===void 0){t=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(s._objectParser===null){s._objectParser=new y.ObjectDataParser}if(s._binaryParser===null){s._binaryParser=new y.BinaryDataParser}this._dataParser=t!==null?t:s._objectParser}s.prototype._isSupportMesh=function(){return true};s.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};s.prototype._buildBones=function(t,e){for(var a=0,r=t.armature.sortedBones;a0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};s.prototype._buildConstraints=function(t,e){var a=t.armature.constraints;for(var r in a){var i=a[r];switch(i.type){case 0:var n=y.BaseObject.borrowObject(y.IKConstraint);n.init(i,e);e._addConstraint(n);break;case 1:var s=y.BaseObject.borrowObject(y.PathConstraint);s.init(i,e);e._addConstraint(s);break;default:var o=y.BaseObject.borrowObject(y.IKConstraint);o.init(i,e);e._addConstraint(o);break}}};s.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};s.prototype._getSlotDisplay=function(t,e,a){var r=t!==null?t.dataName:e.parent.parent.parent.name;var i=null;switch(e.type){case 0:{var n=e;if(n.texture===null){n.texture=this._getTextureData(r,e.path)}i=a.rawDisplay;break}case 2:{var s=e;if(s.texture===null){s.texture=this._getTextureData(r,s.path)}if(this._isSupportMesh()){i=a.meshDisplay}else{i=a.rawDisplay}break}case 1:{var o=e;var l=this._buildChildArmature(t,a,o);if(l!==null){l.inheritAnimation=o.inheritAnimation;if(!l.inheritAnimation){var h=o.actions.length>0?o.actions:l.armatureData.defaultActions;if(h.length>0){for(var u=0,f=h;u=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u0};t.prototype.addDBEventListener=function(t,e,a){if(!(t in this._signals)){this._signals[t]=new Phaser.Signal}var r=this._signals[t];r.add(e,a)};t.prototype.removeDBEventListener=function(t,e,a){if(t in this._signals){var r=this._signals[t];r.remove(e,a)}};Object.defineProperty(t.prototype,"armature",{get:function(){return this._armature},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animation",{get:function(){return this._armature.animation},enumerable:true,configurable:true});t.prototype.hasEvent=function(t){return this.hasDBEventListener(t)};t.prototype.addEvent=function(t,e,a){this.addDBEventListener(t,e,a)};t.prototype.removeEvent=function(t,e,a){this.removeDBEventListener(t,e,a)};return t}(Phaser.Sprite);T.PhaserArmatureDisplay=t})(dragonBones||(dragonBones={}));var dragonBones;(function(i){var t=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.PhaserSlot]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._textureScale=1;this._renderDisplay=null};e.prototype._initDisplay=function(t,e){var a=t;a._renderIndex=0;e};e.prototype._disposeDisplay=function(t,e){t;if(!e){t.destroy(true)}};e.prototype._onUpdateDisplay=function(){this._renderDisplay=this._display?this._display:this._rawDisplay};e.prototype._addDisplay=function(){var t=this._armature.display;t.addChild(this._renderDisplay)};e.prototype._replaceDisplay=function(t){var e=this._armature.display;var a=t;e.addChild(this._renderDisplay);e.swapChildren(this._renderDisplay,a);this._renderDisplay._renderIndex=a._renderIndex;e.removeChild(a);this._textureScale=1};e.prototype._removeDisplay=function(){this._renderDisplay.parent.removeChild(this._renderDisplay)};e.prototype._updateZOrder=function(){var t=this._armature.display;if(this._renderDisplay._renderIndex!==this._zOrder){this._renderDisplay._renderIndex=this._zOrder;t.removeChild(this._renderDisplay);var e=false;for(var a=0;athis._zOrder){t.addChildAt(this._renderDisplay,a);e=true;break}}if(!e){t.addChild(this._renderDisplay)}}};e.prototype._updateVisible=function(){this._renderDisplay.visible=this._parent.visible&&this._visible};e.prototype._updateBlendMode=function(){if(this._renderDisplay instanceof PIXI.Sprite){switch(this._blendMode){case 0:this._renderDisplay.blendMode=PIXI.blendModes.NORMAL;break;case 1:this._renderDisplay.blendMode=PIXI.blendModes.ADD;break;case 3:this._renderDisplay.blendMode=PIXI.blendModes.DARKEN;break;case 4:this._renderDisplay.blendMode=PIXI.blendModes.DIFFERENCE;break;case 6:this._renderDisplay.blendMode=PIXI.blendModes.HARD_LIGHT;break;case 9:this._renderDisplay.blendMode=PIXI.blendModes.LIGHTEN;break;case 10:this._renderDisplay.blendMode=PIXI.blendModes.MULTIPLY;break;case 11:this._renderDisplay.blendMode=PIXI.blendModes.OVERLAY;break;case 12:this._renderDisplay.blendMode=PIXI.blendModes.SCREEN;break;default:break}}};e.prototype._updateColor=function(){var t=this._colorTransform.alphaMultiplier*this._globalAlpha;this._renderDisplay.alpha=t;if(this._renderDisplay instanceof PIXI.Sprite){var e=(Math.round(this._colorTransform.redMultiplier*255)<<16)+(Math.round(this._colorTransform.greenMultiplier*255)<<8)+Math.round(this._colorTransform.blueMultiplier*255);this._renderDisplay.tint=e}};e.prototype._updateFrame=function(){var t=this._textureData;if(this._displayIndex>=0&&this._display!==null&&t!==null){var e=t.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){e=i.BaseObject.borrowObject(i.PhaserTextureAtlasData);e.copyFrom(t.parent);e.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=e}else{e=this._armature._replaceTextureAtlasData}t=e.getTexture(t.name)}var a=t.renderTexture;if(a!==null){if(this._geometryData!==null){}else{this._textureScale=t.parent.scale*this._armature._armatureData.scale;var r=this._renderDisplay;r.setTexture(a)}this._visibleDirty=true;return}}if(this._geometryData!==null){}else{var r=this._renderDisplay;r.x=0;r.y=0;r.visible=false}};e.prototype._updateMesh=function(){};e.prototype._updateTransform=function(){this.updateGlobalTransform();var t=this.global;if(this._renderDisplay===this._rawDisplay||this._renderDisplay===this._meshDisplay){var e=t.x-(this.globalTransformMatrix.a*this._pivotX+this.globalTransformMatrix.c*this._pivotY);var a=t.y-(this.globalTransformMatrix.b*this._pivotX+this.globalTransformMatrix.d*this._pivotY);this._renderDisplay.x=e;this._renderDisplay.y=a}else{this._renderDisplay.x=t.x;this._renderDisplay.y=t.y}this._renderDisplay.rotation=t.rotation;this._renderDisplay.skew=t.skew;this._renderDisplay.scale.x=t.scaleX*this._textureScale;this._renderDisplay.scale.y=t.scaleY*this._textureScale};e.prototype._identityTransform=function(){this._renderDisplay.x=0;this._renderDisplay.y=0;this._renderDisplay.rotation=0;this._renderDisplay.skew=0;this._renderDisplay.scale.x=1;this._renderDisplay.scale.y=1};return e}(i.Slot);i.PhaserSlot=t})(dragonBones||(dragonBones={}));var dragonBones;(function(p){var t=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t._renderIndex=0;return t}t.prototype.updateTransform=function(t){if(!t&&!this.parent&&!this.game){return this}var e=this.parent;if(t){e=t}else if(!this.parent){e=this.game.world}var a=e.worldTransform;var r=this.worldTransform;var i,n,s,o,l,h;if(this.rotation%Phaser.Math.PI2){if(this.rotation!==this.rotationCache){this.rotationCache=this.rotation;this._sr=Math.sin(this.rotation);this._cr=Math.cos(this.rotation)}var u=this.skew%p.Transform.PI_D;if(u>.01||u<-.01){i=this._cr*this.scale.x;n=this._sr*this.scale.x;s=-Math.sin(u+this.rotation)*this.scale.y;o=Math.cos(u+this.rotation)*this.scale.y;l=this.position.x;h=this.position.y}else{i=this._cr*this.scale.x;n=this._sr*this.scale.x;s=-this._sr*this.scale.y;o=this._cr*this.scale.y;l=this.position.x;h=this.position.y}if(this.pivot.x||this.pivot.y){l-=this.pivot.x*i+this.pivot.y*s;h-=this.pivot.x*n+this.pivot.y*o}r.a=i*a.a+n*a.c;r.b=i*a.b+n*a.d;r.c=s*a.a+o*a.c;r.d=s*a.b+o*a.d;r.tx=l*a.a+h*a.c+a.tx;r.ty=l*a.b+h*a.d+a.ty}else{i=this.scale.x;n=0;s=0;o=this.scale.y;l=this.position.x-this.pivot.x*i;h=this.position.y-this.pivot.y*o;r.a=i*a.a;r.b=i*a.b;r.c=o*a.c;r.d=o*a.d;r.tx=l*a.a+h*a.c+a.tx;r.ty=l*a.b+h*a.d+a.ty}i=r.a;n=r.b;s=r.c;o=r.d;var f=i*o-n*s;if(i||n){var _=Math.sqrt(i*i+n*n);this.worldRotation=n>0?Math.acos(i/_):-Math.acos(i/_);this.worldScale.x=_;this.worldScale.y=f/_}else if(s||o){var m=Math.sqrt(s*s+o*o);this.worldRotation=Phaser.Math.HALF_PI-(o>0?Math.acos(-s/m):-Math.acos(s/m));this.worldScale.x=f/m;this.worldScale.y=m}else{this.worldScale.x=0;this.worldScale.y=0}this.worldAlpha=this.alpha*e.worldAlpha;this.worldPosition.x=r.tx;this.worldPosition.y=r.ty;this._currentBounds=null;if(this.transformCallback){this.transformCallback.call(this.transformCallbackContext,r,a)}return this};return t}(Phaser.Image);p.PhaserSlotDisplay=t})(dragonBones||(dragonBones={}));var dragonBones;(function(s){var t=function(a){__extends(n,a);function n(t){if(t===void 0){t=null}var e=a.call(this,t)||this;e._dragonBones=n._dragonBonesInstance;return e}n.init=function(t){if(n._game!==null){return}n._game=t;var e=new s.PhaserArmatureDisplay;n._dragonBonesInstance=new s.DragonBones(e)};Object.defineProperty(n,"factory",{get:function(){if(n._factory===null){n._factory=new n}return n._factory},enumerable:true,configurable:true});n.prototype._isSupportMesh=function(){console.warn("Phaser-ce can not support mesh.");return false};n.prototype._buildTextureAtlasData=function(t,e){if(t){t.renderTexture=e}else{t=s.BaseObject.borrowObject(s.PhaserTextureAtlasData)}return t};n.prototype._buildArmature=function(t){var e=s.BaseObject.borrowObject(s.Armature);var a=new s.PhaserArmatureDisplay;e.init(t.armature,a,a,this._dragonBones);return e};n.prototype._buildSlot=function(t,e,a){t;a;var r=s.BaseObject.borrowObject(s.PhaserSlot);var i=new s.PhaserSlotDisplay(n._game,0,0,Phaser.Cache.DEFAULT);r.init(e,a,i,i);return r};n.prototype.buildArmatureDisplay=function(t,e,a,r){if(e===void 0){e=""}if(a===void 0){a=""}if(r===void 0){r=""}var i=this.buildArmature(t,e||"",a||"",r||"");if(i!==null){this._dragonBones.clock.add(i);return i.display}return null};n.prototype.getTextureDisplay=function(t,e){if(e===void 0){e=null}var a=this._getTextureData(e!==null?e:"",t);if(a!==null&&a.renderTexture!==null){return new Phaser.Sprite(n._game,0,0)}return null};Object.defineProperty(n.prototype,"soundEventManager",{get:function(){return this._dragonBones.eventManager},enumerable:true,configurable:true});n._game=null;n._dragonBonesInstance=null;n._factory=null;return n}(s.BaseFactory);s.PhaserFactory=t})(dragonBones||(dragonBones={})); \ No newline at end of file diff --git a/Phaser/Demos2.x/out/AnimationBase.js b/Phaser/Demos2.x/out/AnimationBase.js new file mode 100644 index 00000000..555df04a --- /dev/null +++ b/Phaser/Demos2.x/out/AnimationBase.js @@ -0,0 +1,69 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var AnimationBase = /** @class */ (function (_super) { + __extends(AnimationBase, _super); + function AnimationBase(game) { + var _this = _super.call(this, game) || this; + _this._isTouched = false; + _this._resources.push("resource/progress_bar/progress_bar_ske.json", "resource/progress_bar/progress_bar_tex.json", "resource/progress_bar/progress_bar_tex.png"); + return _this; + } + AnimationBase.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/progress_bar/progress_bar_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/progress_bar/progress_bar_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/progress_bar/progress_bar_tex.png", true).base); + // + this._armatureDisplay = factory.buildArmatureDisplay("progress_bar"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 0.0; + this.addChild(this._armatureDisplay); + // Add animation event listener. + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.START, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.LOOP_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FRAME_EVENT, this._animationEventHandler, this); + this._armatureDisplay.animation.play("idle"); + // + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + // + this.createText("Touch to control animation play progress."); + }; + AnimationBase.prototype._inputDown = function () { + var progress = Math.min(Math.max((this.game.input.x - this.x + 300.0) / 600.0, 0.0), 1.0); + this._isTouched = true; + this._armatureDisplay.animation.gotoAndStopByProgress("idle", progress); + }; + AnimationBase.prototype._inputUp = function () { + this._isTouched = false; + this._armatureDisplay.animation.play(); + }; + AnimationBase.prototype.update = function () { + if (this._isTouched) { + var progress = Math.min(Math.max((this.game.input.x - this.x + 300.0) / 600.0, 0.0), 1.0); + var animationState = this._armatureDisplay.animation.getState("idle"); + animationState.currentTime = animationState.totalTime * progress; + } + }; + AnimationBase.prototype._animationEventHandler = function (event) { + console.log(event.animationState.name, event.type, event.name); + }; + return AnimationBase; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/AnimationBaseTest.js b/Phaser/Demos2.x/out/AnimationBaseTest.js new file mode 100644 index 00000000..63eabee3 --- /dev/null +++ b/Phaser/Demos2.x/out/AnimationBaseTest.js @@ -0,0 +1,80 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var AnimationBaseTest = (function (_super) { + __extends(AnimationBaseTest, _super); + function AnimationBaseTest(game) { + var _this = _super.call(this, game) || this; + _this._isTouched = false; + _this._resources.push("resource/assets/animation_base_test_ske.json", "resource/assets/animation_base_test_tex.json", "resource/assets/animation_base_test_tex.png"); + return _this; + } + AnimationBaseTest.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/assets/animation_base_test_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/assets/animation_base_test_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/assets/animation_base_test_tex.png", true).base); + // + this._armatureDisplay = factory.buildArmatureDisplay("progressBar"); + this._armatureDisplay.x = this.stageWidth * 0.5; + this._armatureDisplay.y = this.stageHeight * 0.5; + this._armatureDisplay.scale.x = this._armatureDisplay.scale.x = this.stageWidth >= 300 ? 1 : this.stageWidth / 330; + this.addChild(this._armatureDisplay); + // Test animation event + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.START, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.LOOP_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FRAME_EVENT, this._animationEventHandler, this); + this._armatureDisplay.animation.play("idle", 1); + // Test animation config. + // const animaitonConfig = this._armatureDisplay.animation.animationConfig; + // animaitonConfig.name = "test"; // Animation state name. + // animaitonConfig.animation = "idle"; // Animation name. + // animaitonConfig.playTimes = 1; // Play one time. + // animaitonConfig.playTimes = 3; // Play several times. + // animaitonConfig.playTimes = 0; // Loop play. + // animaitonConfig.timeScale = 1.0; // Play speed. + // animaitonConfig.timeScale = -1.0; // Reverse play. + // animaitonConfig.position = 1.0; // Goto and play. + // animaitonConfig.duration = 0.0; // Goto and stop. + // animaitonConfig.duration = 3.0; // Interval play. + // this._armatureDisplay.animation.playConfig(animaitonConfig); + // + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + // + this.createText("Click to control animation play progress."); + }; + AnimationBaseTest.prototype._inputDown = function () { + var progress = Math.min(Math.max((this.game.input.x - this._armatureDisplay.x + 300 * this._armatureDisplay.scale.x) / 600 * this._armatureDisplay.scale.x, 0), 1); + this._isTouched = true; + this._armatureDisplay.animation.gotoAndStopByProgress("idle", progress); + }; + AnimationBaseTest.prototype._inputUp = function () { + this._isTouched = false; + this._armatureDisplay.animation.play(); + }; + AnimationBaseTest.prototype.update = function () { + if (this._isTouched) { + var progress = Math.min(Math.max((this.game.input.x - this._armatureDisplay.x + 300 * this._armatureDisplay.scale.x) / 600 * this._armatureDisplay.scale.x, 0), 1); + var animationState = this._armatureDisplay.animation.getState("idle"); + animationState.currentTime = animationState.totalTime * progress; + } + }; + AnimationBaseTest.prototype._animationEventHandler = function (event) { + console.log(event.animationState.name, event.type, event.name || ""); + }; + return AnimationBaseTest; +}(BaseTest)); diff --git a/Phaser/Demos2.x/out/AnimationLayer.js b/Phaser/Demos2.x/out/AnimationLayer.js new file mode 100644 index 00000000..812ee8ce --- /dev/null +++ b/Phaser/Demos2.x/out/AnimationLayer.js @@ -0,0 +1,45 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var AnimationLayer = /** @class */ (function (_super) { + __extends(AnimationLayer, _super); + function AnimationLayer(game) { + var _this = _super.call(this, game) || this; + _this._resources.push("resource/mecha_1004d/mecha_1004d_ske.json", "resource/mecha_1004d/mecha_1004d_tex.json", "resource/mecha_1004d/mecha_1004d_tex.png"); + return _this; + } + AnimationLayer.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1004d/mecha_1004d_tex.png", true).base); + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.LOOP_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.animation.play("walk"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this.addChild(this._armatureDisplay); + }; + AnimationLayer.prototype._animationEventHandler = function (event) { + var attackState = this._armatureDisplay.animation.getState("attack_01"); + if (!attackState) { + attackState = this._armatureDisplay.animation.fadeIn("attack_01", 0.1, 1, 1); + attackState.resetToPose = false; + attackState.autoFadeOutTime = 0.1; + attackState.addBoneMask("chest"); + attackState.addBoneMask("effect_l"); + attackState.addBoneMask("effect_r"); + } + }; + return AnimationLayer; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/BaseDemo.js b/Phaser/Demos2.x/out/BaseDemo.js new file mode 100644 index 00000000..d9852ea0 --- /dev/null +++ b/Phaser/Demos2.x/out/BaseDemo.js @@ -0,0 +1,82 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var BaseDemo = /** @class */ (function (_super) { + __extends(BaseDemo, _super); + function BaseDemo(game) { + var _this = _super.call(this, game, 0.0, 0.0) || this; + _this._resources = []; + _this._resources.push(BaseDemo.BACKGROUND_URL); + setTimeout(function () { + _this.x = _this.stageWidth * 0.5; + _this.y = _this.stageHeight * 0.5; + _this._loadResources(); + }, 10); + return _this; + } + BaseDemo.prototype._loadResources = function () { + var _this = this; + var loadCount = 0; + for (var _i = 0, _a = this._resources; _i < _a.length; _i++) { + var resource = _a[_i]; + if (resource.indexOf("dbbin") > 0) { + this.game.load.binary(resource, resource); + } + else if (resource.indexOf("png") > 0) { + this.game.load.image(resource, resource); + } + else { + this.game.load.json(resource, resource); + } + loadCount++; + } + this.game.load.onFileComplete.add(function () { + loadCount--; + if (loadCount === 0) { + var texture = new PIXI.Texture(_this.game.cache.getImage(BaseDemo.BACKGROUND_URL, true).base); + _this._background = new Phaser.Sprite(_this.game, 0.0, 0.0, texture); + _this._background.x = -_this._background.texture.width * 0.5; + _this._background.y = -_this._background.texture.height * 0.5; + _this.addChild(_this._background); + // + _this._onStart(); + } + }); + this.game.load.start(); + }; + BaseDemo.prototype.createText = function (string) { + var style = { font: "14px", fill: "#FFFFFF", align: "center" }; + var text = this.game.add.text(0.0, 0.0, string, style); + text.x = -text.width * 0.5; + text.y = this.stageHeight * 0.5 - 100; + this.addChild(text); + return text; + }; + Object.defineProperty(BaseDemo.prototype, "stageWidth", { + get: function () { + return this.game.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(BaseDemo.prototype, "stageHeight", { + get: function () { + return this.game.height; + }, + enumerable: true, + configurable: true + }); + BaseDemo.BACKGROUND_URL = "resource/background.png"; + return BaseDemo; +}(Phaser.Sprite)); diff --git a/Phaser/Demos2.x/out/BaseTest.js b/Phaser/Demos2.x/out/BaseTest.js new file mode 100644 index 00000000..c5022781 --- /dev/null +++ b/Phaser/Demos2.x/out/BaseTest.js @@ -0,0 +1,73 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var BaseTest = (function (_super) { + __extends(BaseTest, _super); + function BaseTest(game) { + var _this = _super.call(this, game, 0.0, 0.0) || this; + _this._resources = []; + _this._background = new Phaser.Graphics(_this.game); + _this._background.beginFill(0x666666); + _this._background.drawRect(0.0, 0.0, _this.stageWidth, _this.stageHeight); + _this.addChild(_this._background); + setTimeout(function () { + _this._loadResources(); + }, 10); + return _this; + } + BaseTest.prototype._loadResources = function () { + var _this = this; + var loadCount = 0; + for (var _i = 0, _a = this._resources; _i < _a.length; _i++) { + var resource = _a[_i]; + if (resource.indexOf("dbbin") > 0) { + this.game.load.binary(resource, resource); + } + else if (resource.indexOf("png") > 0) { + this.game.load.image(resource, resource); + } + else { + this.game.load.json(resource, resource); + } + loadCount++; + } + this.game.load.onFileComplete.add(function () { + loadCount--; + if (loadCount === 0) { + _this._onStart(); + } + }); + this.game.load.start(); + }; + BaseTest.prototype.createText = function (string) { + var style = { font: "14px", fill: "#FFFFFF", align: "center" }; + var text = this.game.add.text(0.0, 0.0, string, style); + text.x = (this.stageWidth - text.width) * 0.5; + text.y = this.stageHeight - 60; + this.addChild(text); + return text; + }; + Object.defineProperty(BaseTest.prototype, "stageWidth", { + get: function () { + return this.game.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(BaseTest.prototype, "stageHeight", { + get: function () { + return this.game.height; + }, + enumerable: true, + configurable: true + }); + return BaseTest; +}(Phaser.Sprite)); diff --git a/Phaser/Demos2.x/out/BoneOffset.js b/Phaser/Demos2.x/out/BoneOffset.js new file mode 100644 index 00000000..6b7437c8 --- /dev/null +++ b/Phaser/Demos2.x/out/BoneOffset.js @@ -0,0 +1,64 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var BoneOffset = /** @class */ (function (_super) { + __extends(BoneOffset, _super); + function BoneOffset(game) { + var _this = _super.call(this, game) || this; + _this._resources.push("resource/bullet_01/bullet_01_ske.json", "resource/bullet_01/bullet_01_tex.json", "resource/bullet_01/bullet_01_tex.png"); + return _this; + } + BoneOffset.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/bullet_01/bullet_01_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/bullet_01/bullet_01_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/bullet_01/bullet_01_tex.png", true).base); + for (var i = 0; i < 100; ++i) { + var armatureDisplay = factory.buildArmatureDisplay("bullet_01"); + armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationHandler, this); + armatureDisplay.x = 0.0; + armatureDisplay.y = 0.0; + this.addChild(armatureDisplay); + // + this._moveTo(armatureDisplay); + } + }; + BoneOffset.prototype._animationHandler = function (event) { + this._moveTo(event.armature.display); + }; + BoneOffset.prototype._moveTo = function (armatureDisplay) { + var fromX = armatureDisplay.x; + var fromY = armatureDisplay.y; + var toX = Math.random() * this.stageWidth - this.stageWidth * 0.5; + var toY = Math.random() * this.stageHeight - this.stageHeight * 0.5; + var dX = toX - fromX; + var dY = toY - fromY; + var rootSlot = armatureDisplay.armature.getBone("root"); + var effectSlot = armatureDisplay.armature.getBone("bullet"); + // Modify root and bullet bone offset. + rootSlot.offset.scaleX = Math.sqrt(dX * dX + dY * dY) / 100; // Bullet translate distance is 100 px. + rootSlot.offset.rotation = Math.atan2(dY, dX); + rootSlot.offset.skew = Math.random() * Math.PI - Math.PI * 0.5; // Random skew. + effectSlot.offset.scaleX = 0.5 + Math.random() * 0.5; // Random scale. + effectSlot.offset.scaleY = 0.5 + Math.random() * 0.5; + // Update root and bullet bone. + rootSlot.invalidUpdate(); + effectSlot.invalidUpdate(); + // + armatureDisplay.x = fromX; + armatureDisplay.y = fromY; + armatureDisplay.animation.timeScale = 0.5 + Math.random() * 1.0; // Random animation speed. + armatureDisplay.animation.play("idle", 1); + }; + return BoneOffset; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/BoundingBox.js b/Phaser/Demos2.x/out/BoundingBox.js new file mode 100644 index 00000000..5273f5ac --- /dev/null +++ b/Phaser/Demos2.x/out/BoundingBox.js @@ -0,0 +1,120 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var BoundingBox = /** @class */ (function (_super) { + __extends(BoundingBox, _super); + function BoundingBox(game) { + var _this = _super.call(this, game) || this; + _this._helpPointA = new Phaser.Point(); + _this._helpPointB = new Phaser.Point(); + _this._helpPointC = new Phaser.Point(); + _this._resources.push("resource/mecha_2903/mecha_2903_ske.json", "resource/mecha_2903/mecha_2903_tex.json", "resource/mecha_2903/mecha_2903_tex.png", "resource/bounding_box_tester/bounding_box_tester_ske.json", "resource/bounding_box_tester/bounding_box_tester_tex.json", "resource/bounding_box_tester/bounding_box_tester_tex.png"); + return _this; + } + BoundingBox.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_2903/mecha_2903_tex.png", true).base); + factory.parseDragonBonesData(this.game.cache.getItem("resource/bounding_box_tester/bounding_box_tester_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/bounding_box_tester/bounding_box_tester_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/bounding_box_tester/bounding_box_tester_tex.png", true).base); + // + this._armatureDisplay = factory.buildArmatureDisplay("mecha_2903d"); + this._boundingBoxTester = factory.buildArmatureDisplay("tester"); + this._targetA = this._boundingBoxTester.armature.getSlot("target_a").display; + this._targetB = this._boundingBoxTester.armature.getSlot("target_b").display; + this._line = this._boundingBoxTester.armature.getBone("line"); + this._pointA = this._boundingBoxTester.armature.getBone("point_a"); + this._pointB = this._boundingBoxTester.armature.getBone("point_b"); + // + this._armatureDisplay.debugDraw = true; + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this._boundingBoxTester.x = 0.0; + this._boundingBoxTester.y = 200.0; + this._targetA.armature.inheritAnimation = false; + this._targetB.armature.inheritAnimation = false; + this._line.offsetMode = 2 /* Override */; + this._pointA.offsetMode = 2 /* Override */; + this._pointB.offsetMode = 2 /* Override */; + this._armatureDisplay.animation.play("walk"); + this._boundingBoxTester.animation.play("0"); + // + this.addChild(this._armatureDisplay); + this.addChild(this._boundingBoxTester); + // + this.inputEnabled = true; + DragHelper.getInstance().enableDrag(this._targetA); + DragHelper.getInstance().enableDrag(this._targetB); + // + this.createText("Touch to drag bounding box tester."); + }; + BoundingBox.prototype.update = function () { + if (!this._armatureDisplay) { + return; + } + this._helpPointA.set(this._targetA.x, this._targetA.y); + this._helpPointB.set(this._targetB.x, this._targetB.y); + this._helpPointA.copyFrom(this._armatureDisplay.toLocal(this._helpPointA, this._boundingBoxTester)); + this._helpPointB.copyFrom(this._armatureDisplay.toLocal(this._helpPointB, this._boundingBoxTester)); + var containsSlotA = this._armatureDisplay.armature.containsPoint(this._helpPointA.x, this._helpPointA.y); + var containsSlotB = this._armatureDisplay.armature.containsPoint(this._helpPointB.x, this._helpPointB.y); + var intersectsSlots = this._armatureDisplay.armature.intersectsSegment(this._helpPointA.x, this._helpPointA.y, this._helpPointB.x, this._helpPointB.y, this._helpPointA, this._helpPointB, this._helpPointC); + { + var animationName = containsSlotA ? "1" : "0"; + if (this._targetA.animation.lastAnimationName !== animationName) { + this._targetA.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + } + { + var animationName = containsSlotB ? "1" : "0"; + if (this._targetB.animation.lastAnimationName !== animationName) { + this._targetB.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + } + { + var targetA = this._targetA.armature.parent.parent; + var targetB = this._targetB.armature.parent.parent; + var dX = targetB.global.x - targetA.global.x; + var dY = targetB.global.y - targetA.global.y; + this._line.offset.x = targetA.global.x; + this._line.offset.y = targetA.global.y; + this._line.offset.scaleX = Math.sqrt(dX * dX + dY * dY) / 100.0; + this._line.offset.rotation = Math.atan2(dY, dX); + this._line.invalidUpdate(); + var animationName = intersectsSlots ? "1" : "0"; + if (this._boundingBoxTester.animation.lastAnimationName !== animationName) { + this._boundingBoxTester.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + if (intersectsSlots) { + this._helpPointA.copyFrom(this._boundingBoxTester.toLocal(this._helpPointA, this._armatureDisplay)); + this._helpPointB.copyFrom(this._boundingBoxTester.toLocal(this._helpPointB, this._armatureDisplay)); + this._pointA.visible = true; + this._pointB.visible = true; + this._pointA.offset.x = this._helpPointA.x; + this._pointA.offset.y = this._helpPointA.y; + this._pointB.offset.x = this._helpPointB.x; + this._pointB.offset.y = this._helpPointB.y; + this._pointA.offset.rotation = this._helpPointC.x; + this._pointB.offset.rotation = this._helpPointC.y; + this._pointA.invalidUpdate(); + this._pointB.invalidUpdate(); + } + else { + this._pointA.visible = false; + this._pointB.visible = false; + } + } + }; + return BoundingBox; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/CoreElement.js b/Phaser/Demos2.x/out/CoreElement.js new file mode 100644 index 00000000..d7f273b1 --- /dev/null +++ b/Phaser/Demos2.x/out/CoreElement.js @@ -0,0 +1,432 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var coreElement; +(function (coreElement) { + var Game = /** @class */ (function (_super) { + __extends(Game, _super); + function Game(game) { + var _this = _super.call(this, game) || this; + _this._left = false; + _this._right = false; + _this._bullets = []; + _this._resources.push("resource/mecha_1502b/mecha_1502b_ske.json", "resource/mecha_1502b/mecha_1502b_tex.json", "resource/mecha_1502b/mecha_1502b_tex.png", "resource/skin_1502b/skin_1502b_ske.json", "resource/skin_1502b/skin_1502b_tex.json", "resource/skin_1502b/skin_1502b_tex.png", "resource/weapon_1000/weapon_1000_ske.json", "resource/weapon_1000/weapon_1000_tex.json", "resource/weapon_1000/weapon_1000_tex.png"); + return _this; + } + Game.prototype._onStart = function () { + Game.GROUND = this.stageHeight * 0.5 - 150.0; + Game.instance = this; + // + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + document.addEventListener("keydown", this._keyHandler); + document.addEventListener("keyup", this._keyHandler); + // + this.createText("Press W/A/S/D to move. Press Q/E/SPACE to switch weapons and skin. Touch to aim and fire."); + // + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1502b/mecha_1502b_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1502b/mecha_1502b_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1502b/mecha_1502b_tex.png", true).base); + factory.parseDragonBonesData(this.game.cache.getItem("resource/skin_1502b/skin_1502b_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/skin_1502b/skin_1502b_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/skin_1502b/skin_1502b_tex.png", true).base); + factory.parseDragonBonesData(this.game.cache.getItem("resource/weapon_1000/weapon_1000_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/weapon_1000/weapon_1000_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/weapon_1000/weapon_1000_tex.png", true).base); + // + this._player = new Mecha(); + }; + Game.prototype.update = function () { + if (this._player) { + this._player.aim(this.game.input.x - this.x, this.game.input.y - this.y); + this._player.update(); + } + var i = this._bullets.length; + while (i--) { + var bullet = this._bullets[i]; + if (bullet.update()) { + this._bullets.splice(i, 1); + } + } + }; + Game.prototype._inputDown = function () { + this._player.attack(true); + }; + Game.prototype._inputUp = function () { + this._player.attack(false); + }; + Game.prototype._keyHandler = function (event) { + var isDown = event.type === "keydown"; + switch (event.keyCode) { + case 37: + case 65: + Game.instance._left = isDown; + Game.instance._updateMove(-1); + break; + case 39: + case 68: + Game.instance._right = isDown; + Game.instance._updateMove(1); + break; + case 38: + case 87: + if (isDown) { + Game.instance._player.jump(); + } + break; + case 83: + case 40: + Game.instance._player.squat(isDown); + break; + case 81: + if (isDown) { + Game.instance._player.switchWeaponR(); + } + break; + case 69: + if (isDown) { + Game.instance._player.switchWeaponL(); + } + break; + case 32: + if (isDown) { + Game.instance._player.switchSkin(); + } + break; + } + }; + Game.prototype._updateMove = function (dir) { + if (this._left && this._right) { + this._player.move(dir); + } + else if (this._left) { + this._player.move(-1); + } + else if (this._right) { + this._player.move(1); + } + else { + this._player.move(0); + } + }; + Game.prototype.addBullet = function (bullet) { + this._bullets.push(bullet); + }; + Game.G = 0.6; + return Game; + }(BaseDemo)); + coreElement.Game = Game; + var Mecha = /** @class */ (function () { + function Mecha() { + this._isJumpingA = false; + this._isSquating = false; + this._isAttackingA = false; + this._isAttackingB = false; + this._weaponRIndex = 0; + this._weaponLIndex = 0; + this._skinIndex = 0; + this._faceDir = 1; + this._aimDir = 0; + this._moveDir = 0; + this._aimRadian = 0.0; + this._speedX = 0.0; + this._speedY = 0.0; + this._aimState = null; + this._walkState = null; + this._attackState = null; + this._target = new PIXI.Point(); + this._helpPoint = new PIXI.Point(); + this._armatureDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay("mecha_1502b"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = Game.GROUND; + this._armature = this._armatureDisplay.armature; + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.FADE_IN_COMPLETE, this._animationEventHandler, this); + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.FADE_OUT_COMPLETE, this._animationEventHandler, this); + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + // Get weapon childArmature. + this._weaponL = this._armature.getSlot("weapon_l").childArmature; + this._weaponR = this._armature.getSlot("weapon_r").childArmature; + this._weaponL.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + this._weaponR.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + Game.instance.addChild(this._armatureDisplay); + this._updateAnimation(); + } + Mecha.prototype.move = function (dir) { + if (this._moveDir === dir) { + return; + } + this._moveDir = dir; + this._updateAnimation(); + }; + Mecha.prototype.jump = function () { + if (this._isJumpingA) { + return; + } + this._isJumpingA = true; + this._armature.animation.fadeIn("jump_1", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + this._walkState = null; + }; + Mecha.prototype.squat = function (isSquating) { + if (this._isSquating === isSquating) { + return; + } + this._isSquating = isSquating; + this._updateAnimation(); + }; + Mecha.prototype.attack = function (isAttacking) { + if (this._isAttackingA === isAttacking) { + return; + } + this._isAttackingA = isAttacking; + }; + Mecha.prototype.switchWeaponL = function () { + this._weaponL.eventDispatcher.removeEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + this._weaponLIndex++; + this._weaponLIndex %= Mecha.WEAPON_L_LIST.length; + var weaponName = Mecha.WEAPON_L_LIST[this._weaponLIndex]; + this._weaponL = dragonBones.PhaserFactory.factory.buildArmature(weaponName); + this._armature.getSlot("weapon_l").childArmature = this._weaponL; + this._weaponL.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + }; + Mecha.prototype.switchWeaponR = function () { + this._weaponR.eventDispatcher.removeEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + this._weaponRIndex++; + this._weaponRIndex %= Mecha.WEAPON_R_LIST.length; + var weaponName = Mecha.WEAPON_R_LIST[this._weaponRIndex]; + this._weaponR = dragonBones.PhaserFactory.factory.buildArmature(weaponName); + this._armature.getSlot("weapon_r").childArmature = this._weaponR; + this._weaponR.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + }; + Mecha.prototype.switchSkin = function () { + this._skinIndex++; + this._skinIndex %= Mecha.SKINS.length; + var skinName = Mecha.SKINS[this._skinIndex]; + var skinData = dragonBones.PhaserFactory.factory.getArmatureData(skinName).defaultSkin; + dragonBones.PhaserFactory.factory.replaceSkin(this._armature, skinData, false, ["weapon_l", "weapon_r"]); + }; + Mecha.prototype.aim = function (x, y) { + this._target.x = x; + this._target.y = y; + }; + Mecha.prototype.update = function () { + this._updatePosition(); + this._updateAim(); + this._updateAttack(); + }; + Mecha.prototype._animationEventHandler = function (event) { + switch (event.type) { + case dragonBones.EventObject.FADE_IN_COMPLETE: + if (event.animationState.name === "jump_1") { + this._speedY = -Mecha.JUMP_SPEED; + if (this._moveDir !== 0) { + if (this._moveDir * this._faceDir > 0) { + this._speedX = Mecha.MAX_MOVE_SPEED_FRONT * this._faceDir; + } + else { + this._speedX = -Mecha.MAX_MOVE_SPEED_BACK * this._faceDir; + } + } + this._armature.animation.fadeIn("jump_2", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + } + break; + case dragonBones.EventObject.FADE_OUT_COMPLETE: + if (event.animationState.name === "attack_01") { + this._isAttackingB = false; + this._attackState = null; + } + break; + case dragonBones.EventObject.COMPLETE: + if (event.animationState.name === "jump_4") { + this._isJumpingA = false; + this._updateAnimation(); + } + break; + } + }; + Mecha.prototype._frameEventHandler = function (event) { + if (event.name === "fire") { + this._helpPoint.x = event.bone.global.x; + this._helpPoint.y = event.bone.global.y; + var globalPoint = event.armature.display.toGlobal(this._helpPoint); + this._helpPoint.x = globalPoint.x - Game.instance.x; + this._helpPoint.y = globalPoint.y - Game.instance.y; + this._fire(this._helpPoint); + } + }; + Mecha.prototype._fire = function (firePoint) { + var radian = this._faceDir < 0 ? Math.PI - this._aimRadian : this._aimRadian; + var bullet = new Bullet("bullet_01", "fire_effect_01", radian + Math.random() * 0.02 - 0.01, 40, firePoint); + Game.instance.addBullet(bullet); + }; + Mecha.prototype._updateAnimation = function () { + if (this._isJumpingA) { + return; + } + if (this._isSquating) { + this._speedX = 0; + this._armature.animation.fadeIn("squat", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + this._walkState = null; + return; + } + if (this._moveDir === 0) { + this._speedX = 0; + this._armature.animation.fadeIn("idle", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + this._walkState = null; + } + else { + if (this._walkState === null) { + this._walkState = this._armature.animation.fadeIn("walk", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP); + this._walkState.resetToPose = false; + } + if (this._moveDir * this._faceDir > 0) { + this._walkState.timeScale = Mecha.MAX_MOVE_SPEED_FRONT / Mecha.NORMALIZE_MOVE_SPEED; + } + else { + this._walkState.timeScale = -Mecha.MAX_MOVE_SPEED_BACK / Mecha.NORMALIZE_MOVE_SPEED; + } + if (this._moveDir * this._faceDir > 0) { + this._speedX = Mecha.MAX_MOVE_SPEED_FRONT * this._faceDir; + } + else { + this._speedX = -Mecha.MAX_MOVE_SPEED_BACK * this._faceDir; + } + } + }; + Mecha.prototype._updatePosition = function () { + if (this._speedX !== 0.0) { + this._armatureDisplay.x += this._speedX; + if (this._armatureDisplay.x < -Game.instance.stageWidth * 0.5) { + this._armatureDisplay.x = -Game.instance.stageWidth * 0.5; + } + else if (this._armatureDisplay.x > Game.instance.stageWidth * 0.5) { + this._armatureDisplay.x = Game.instance.stageWidth * 0.5; + } + } + if (this._speedY !== 0.0) { + if (this._speedY < 5.0 && this._speedY + Game.G >= 5.0) { + this._armature.animation.fadeIn("jump_3", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + } + this._speedY += Game.G; + this._armatureDisplay.y += this._speedY; + if (this._armatureDisplay.y > Game.GROUND) { + this._armatureDisplay.y = Game.GROUND; + this._speedY = 0.0; + this._armature.animation.fadeIn("jump_4", -1.0, -1, 0, Mecha.NORMAL_ANIMATION_GROUP).resetToPose = false; + } + } + }; + Mecha.prototype._updateAim = function () { + this._faceDir = this._target.x > this._armatureDisplay.x ? 1 : -1; + if (this._armatureDisplay.armature.flipX !== this._faceDir < 0) { + this._armatureDisplay.armature.flipX = !this._armatureDisplay.armature.flipX; + if (this._moveDir !== 0) { + this._updateAnimation(); + } + } + var aimOffsetY = this._armature.getBone("chest").global.y * this._armatureDisplay.scale.y; + if (this._faceDir > 0) { + this._aimRadian = Math.atan2(this._target.y - this._armatureDisplay.y - aimOffsetY, this._target.x - this._armatureDisplay.x); + } + else { + this._aimRadian = Math.PI - Math.atan2(this._target.y - this._armatureDisplay.y - aimOffsetY, this._target.x - this._armatureDisplay.x); + if (this._aimRadian > Math.PI) { + this._aimRadian -= Math.PI * 2.0; + } + } + var aimDir = 0; + if (this._aimRadian > 0.0) { + aimDir = -1; + } + else { + aimDir = 1; + } + if (this._aimState === null || this._aimDir !== aimDir) { + this._aimDir = aimDir; + // Animation mixing. + if (this._aimDir >= 0) { + this._aimState = this._armature.animation.fadeIn("aim_up", -1.0, -1, 0, Mecha.AIM_ANIMATION_GROUP); + } + else { + this._aimState = this._armature.animation.fadeIn("aim_down", -1.0, -1, 0, Mecha.AIM_ANIMATION_GROUP); + } + this._aimState.resetToPose = false; + } + this._aimState.weight = Math.abs(this._aimRadian / Math.PI * 2); + this._armature.invalidUpdate(); + }; + Mecha.prototype._updateAttack = function () { + if (!this._isAttackingA || this._isAttackingB) { + return; + } + this._isAttackingB = true; + this._attackState = this._armature.animation.fadeIn("attack_01", -1.0, -1, 0, Mecha.ATTACK_ANIMATION_GROUP); + this._attackState.resetToPose = false; + this._attackState.autoFadeOutTime = this._attackState.fadeTotalTime; + }; + Mecha.JUMP_SPEED = 20; + Mecha.NORMALIZE_MOVE_SPEED = 3.6; + Mecha.MAX_MOVE_SPEED_FRONT = Mecha.NORMALIZE_MOVE_SPEED * 1.4; + Mecha.MAX_MOVE_SPEED_BACK = Mecha.NORMALIZE_MOVE_SPEED * 1.0; + Mecha.NORMAL_ANIMATION_GROUP = "normal"; + Mecha.AIM_ANIMATION_GROUP = "aim"; + Mecha.ATTACK_ANIMATION_GROUP = "attack"; + Mecha.WEAPON_L_LIST = ["weapon_1502b_l", "weapon_1005", "weapon_1005b", "weapon_1005c", "weapon_1005d", "weapon_1005e"]; + Mecha.WEAPON_R_LIST = ["weapon_1502b_r", "weapon_1005", "weapon_1005b", "weapon_1005c", "weapon_1005d"]; + Mecha.SKINS = ["mecha_1502b", "skin_a", "skin_b", "skin_c"]; + return Mecha; + }()); + var Bullet = /** @class */ (function () { + function Bullet(armatureName, effectArmatureName, radian, speed, position) { + this._speedX = 0.0; + this._speedY = 0.0; + this._effecDisplay = null; + this._speedX = Math.cos(radian) * speed; + this._speedY = Math.sin(radian) * speed; + this._armatureDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay(armatureName); + this._armatureDisplay.x = position.x + Math.random() * 2 - 1; + this._armatureDisplay.y = position.y + Math.random() * 2 - 1; + this._armatureDisplay.rotation = radian; + if (effectArmatureName !== null) { + this._effecDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay(effectArmatureName); + this._effecDisplay.rotation = radian; + this._effecDisplay.x = this._armatureDisplay.x; + this._effecDisplay.y = this._armatureDisplay.y; + this._effecDisplay.scale.x = 1.0 + Math.random() * 1.0; + this._effecDisplay.scale.y = 1.0 + Math.random() * 0.5; + if (Math.random() < 0.5) { + this._effecDisplay.scale.y *= -1.0; + } + Game.instance.addChild(this._effecDisplay); + this._effecDisplay.animation.play("idle"); + } + Game.instance.addChild(this._armatureDisplay); + this._armatureDisplay.animation.play("idle"); + } + Bullet.prototype.update = function () { + this._armatureDisplay.x += this._speedX; + this._armatureDisplay.y += this._speedY; + if (this._armatureDisplay.x < -Game.instance.stageWidth * 0.5 - 100.0 || this._armatureDisplay.x > Game.instance.stageWidth * 0.5 + 100.0 || + this._armatureDisplay.y < -Game.instance.stageHeight * 0.5 - 100.0 || this._armatureDisplay.y > Game.instance.stageHeight * 0.5 + 100.0) { + Game.instance.removeChild(this._armatureDisplay); + this._armatureDisplay.dispose(); + if (this._effecDisplay !== null) { + Game.instance.removeChild(this._effecDisplay); + this._effecDisplay.dispose(); + } + return true; + } + return false; + }; + return Bullet; + }()); +})(coreElement || (coreElement = {})); diff --git a/Phaser/Demos2.x/out/DragHelper.js b/Phaser/Demos2.x/out/DragHelper.js new file mode 100644 index 00000000..722783d3 --- /dev/null +++ b/Phaser/Demos2.x/out/DragHelper.js @@ -0,0 +1,64 @@ +"use strict"; +var DragHelper = /** @class */ (function () { + function DragHelper() { + this._helpPoint = new Phaser.Point(); + this._dragOffset = new Phaser.Point(); + this._dragDisplayObject = null; + } + DragHelper.getInstance = function () { + return DragHelper._instance; + }; + DragHelper.prototype.enableDrag = function (displayObject) { + displayObject.inputEnabled = true; + displayObject.input.enableDrag(); + displayObject.events.onDragStart.add(this._dragStartHandler, this); + displayObject.events.onDragStop.add(this._dragStopHandler, this); + }; + DragHelper.prototype.disableDrag = function (displayObject) { + displayObject.events.onDragStart.remove(this._dragStartHandler, this); + displayObject.events.onDragStop.remove(this._dragStopHandler, this); + }; + DragHelper.prototype._dragStartHandler = function (displayObject, pointer) { + if (this._dragDisplayObject) { + return; + } + this._dragDisplayObject = displayObject; + var armatureDisplay = this._dragDisplayObject.parent; + var bone = armatureDisplay.armature.getBoneByDisplay(this._dragDisplayObject); + if (bone) { + this._helpPoint.x = pointer.clientX; + this._helpPoint.y = pointer.clientY; + if (bone.offsetMode !== 2 /* Override */) { + bone.offsetMode = 2 /* Override */; + bone.offset.x = bone.global.x; + bone.offset.y = bone.global.y; + } + this._dragOffset.x = bone.offset.x - this._helpPoint.x; + this._dragOffset.y = bone.offset.y - this._helpPoint.y; + displayObject.events.onDragUpdate.add(this._dragHandler, this); + } + }; + DragHelper.prototype._dragStopHandler = function (displayObject, pointer) { + if (!this._dragDisplayObject) { + return; + } + displayObject.events.onDragUpdate.remove(this._dragHandler, this); + this._dragDisplayObject = null; + }; + DragHelper.prototype._dragHandler = function (displayObject, pointer) { + if (!this._dragDisplayObject) { + return; + } + var armatureDisplay = this._dragDisplayObject.parent; + var bone = armatureDisplay.armature.getBoneByDisplay(this._dragDisplayObject); + if (bone) { + this._helpPoint.x = pointer.clientX; + this._helpPoint.y = pointer.clientY; + bone.offset.x = this._helpPoint.x + this._dragOffset.x; + bone.offset.y = this._helpPoint.y + this._dragOffset.y; + bone.invalidUpdate(); + } + }; + DragHelper._instance = new DragHelper(); + return DragHelper; +}()); diff --git a/Phaser/Demos2.x/out/DragonBonesEvent.js b/Phaser/Demos2.x/out/DragonBonesEvent.js new file mode 100644 index 00000000..3d514d0c --- /dev/null +++ b/Phaser/Demos2.x/out/DragonBonesEvent.js @@ -0,0 +1,51 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var DragonBonesEvent = /** @class */ (function (_super) { + __extends(DragonBonesEvent, _super); + function DragonBonesEvent(game) { + var _this = _super.call(this, game) || this; + _this._resources.push("resource/mecha_1004d/mecha_1004d_ske.json", "resource/mecha_1004d/mecha_1004d_tex.json", "resource/mecha_1004d/mecha_1004d_tex.png"); + return _this; + } + DragonBonesEvent.prototype._onStart = function () { + var _this = this; + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1004d/mecha_1004d_tex.png", true).base); + factory.soundEventManager.addDBEventListener(dragonBones.EventObject.SOUND_EVENT, this._soundEventHandler, this); + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.animation.play("walk"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this.addChild(this._armatureDisplay); + // + this.inputEnabled = true; + this.events.onInputDown.add(function () { + _this._armatureDisplay.animation.fadeIn("skill_03", 0.2); + }, this); + // + this.createText("Touch to play animation."); + }; + DragonBonesEvent.prototype._soundEventHandler = function (event) { + console.log(event.name); + }; + DragonBonesEvent.prototype._animationEventHandler = function (event) { + if (event.animationState.name === "skill_03") { + this._armatureDisplay.animation.fadeIn("walk", 0.2); + } + }; + return DragonBonesEvent; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/HelloDragonBones.js b/Phaser/Demos2.x/out/HelloDragonBones.js new file mode 100644 index 00000000..52763fce --- /dev/null +++ b/Phaser/Demos2.x/out/HelloDragonBones.js @@ -0,0 +1,53 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +/** + * How to use + * 1. Load data. + * + * 2. Parse data. + * factory.parseDragonBonesData(); + * factory.parseTextureAtlasData(); + * + * 3. Build armature. + * armatureDisplay = factory.buildArmatureDisplay("armatureName"); + * + * 4. Play animation. + * armatureDisplay.animation.play("animationName"); + * + * 5. Add armature to stage. + * addChild(armatureDisplay); + */ +var HelloDragonBones = /** @class */ (function (_super) { + __extends(HelloDragonBones, _super); + function HelloDragonBones(game) { + var _this = _super.call(this, game) || this; + _this._resources.push( + // "resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.json", + "resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.dbbin", "resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.json", "resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.png"); + return _this; + } + HelloDragonBones.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + // factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.json", Phaser.Cache.JSON).data); + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.dbbin", Phaser.Cache.BINARY)); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.png", true).base); + var armatureDisplay = factory.buildArmatureDisplay("mecha_1002_101d", "mecha_1002_101d_show"); + armatureDisplay.animation.play("idle"); + armatureDisplay.x = 0.0; + armatureDisplay.y = 200.0; + this.addChild(armatureDisplay); + }; + return HelloDragonBones; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/InverseKinematics.js b/Phaser/Demos2.x/out/InverseKinematics.js new file mode 100644 index 00000000..96f5fe04 --- /dev/null +++ b/Phaser/Demos2.x/out/InverseKinematics.js @@ -0,0 +1,109 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var InverseKinematics = /** @class */ (function (_super) { + __extends(InverseKinematics, _super); + function InverseKinematics(game) { + var _this = _super.call(this, game) || this; + _this._faceDir = 0; + _this._aimRadian = 0.0; + _this._offsetRotation = 0.0; + _this._target = new Phaser.Point(); + _this._resources.push("resource/mecha_1406/mecha_1406_ske.json", "resource/mecha_1406/mecha_1406_tex.json", "resource/mecha_1406/mecha_1406_tex.png", "resource/floor_board/floor_board_ske.json", "resource/floor_board/floor_board_tex.json", "resource/floor_board/floor_board_tex.png"); + return _this; + } + InverseKinematics.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1406/mecha_1406_tex.png", true).base); + factory.parseDragonBonesData(this.game.cache.getItem("resource/floor_board/floor_board_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/floor_board/floor_board_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/floor_board/floor_board_tex.png", true).base); + // + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1406"); + this._floorBoard = factory.buildArmatureDisplay("floor_board"); + // + this._chestBone = this._armatureDisplay.armature.getBone("chest"); + this._leftFootBone = this._armatureDisplay.armature.getBone("foot_l"); + this._rightFootBone = this._armatureDisplay.armature.getBone("foot_r"); + this._circleBone = this._floorBoard.armature.getBone("circle"); + this._floorBoardBone = this._floorBoard.armature.getBone("floor_board"); + // + this._armatureDisplay.animation.play("idle"); + this._aimState = this._armatureDisplay.animation.fadeIn("aim", 0.1, 1, 0, "aim_group"); + this._aimState.resetToPose = false; + this._aimState.stop(); + // + this._floorBoard.animation.play("idle"); + this._floorBoard.armature.getSlot("player").display = this._armatureDisplay; + this._floorBoard.x = 0.0; + this._floorBoard.y = 50.0; + this.addChild(this._floorBoard); + // + this.inputEnabled = true; + DragHelper.getInstance().enableDrag(this._floorBoard.armature.getSlot("circle").display); + // + this.createText("Touch to drag circle to modify IK bones."); + }; + InverseKinematics.prototype.update = function () { + if (!this._floorBoard) { + return; + } + this._target.x = this.game.input.x - this.x; + this._target.y = this.game.input.y - this.y; + this._updateAim(); + this._updateFoot(); + }; + InverseKinematics.prototype._updateAim = function () { + var positionX = this._floorBoard.x; + var positionY = this._floorBoard.y; + var aimOffsetY = this._chestBone.global.y * this._floorBoard.scale.y; + this._faceDir = this._target.x > 0.0 ? 1 : -1; + this._armatureDisplay.armature.flipX = this._faceDir < 0; + if (this._faceDir > 0) { + this._aimRadian = Math.atan2(this._target.y - positionY - aimOffsetY, this._target.x - positionX); + } + else { + this._aimRadian = Math.PI - Math.atan2(this._target.y - positionY - aimOffsetY, this._target.x - positionX); + if (this._aimRadian > Math.PI) { + this._aimRadian -= Math.PI * 2.0; + } + } + // Calculate progress. + var progress = Math.abs((this._aimRadian + Math.PI / 2) / Math.PI); + // Set currentTime. + this._aimState.currentTime = progress * (this._aimState.totalTime); + }; + InverseKinematics.prototype._updateFoot = function () { + // Set floor board bone offset. + var minRadian = -25 * dragonBones.Transform.DEG_RAD; + var maxRadian = 25.0 * dragonBones.Transform.DEG_RAD; + var circleRadian = Math.atan2(this._circleBone.global.y, this._circleBone.global.x); + if (this._circleBone.global.x < 0.0) { + circleRadian = dragonBones.Transform.normalizeRadian(circleRadian + Math.PI); + } + this._offsetRotation = Math.min(Math.max(circleRadian, minRadian), maxRadian); + this._floorBoardBone.offset.rotation = this._offsetRotation; + this._floorBoardBone.invalidUpdate(); + // Set foot bone offset. + var tan = Math.tan(this._offsetRotation); + var sinR = 1.0 / Math.sin(Math.PI * 0.5 - this._offsetRotation) - 1.0; + this._leftFootBone.offset.y = tan * this._leftFootBone.global.x + this._leftFootBone.origin.y * sinR; + this._leftFootBone.offset.rotation = this._offsetRotation * this._faceDir; + this._leftFootBone.invalidUpdate(); + this._rightFootBone.offset.y = tan * this._rightFootBone.global.x + this._rightFootBone.origin.y * sinR; + this._rightFootBone.offset.rotation = this._offsetRotation * this._faceDir; + this._rightFootBone.invalidUpdate(); + }; + return InverseKinematics; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/PerformanceTest.js b/Phaser/Demos2.x/out/PerformanceTest.js new file mode 100644 index 00000000..266f22c4 --- /dev/null +++ b/Phaser/Demos2.x/out/PerformanceTest.js @@ -0,0 +1,115 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var PerformanceTest = /** @class */ (function (_super) { + __extends(PerformanceTest, _super); + function PerformanceTest(game) { + var _this = _super.call(this, game) || this; + _this._addingArmature = false; + _this._removingArmature = false; + _this._armatures = []; + _this._resources.push("resource/mecha_1406/mecha_1406_ske.dbbin", "resource/mecha_1406/mecha_1406_tex.json", "resource/mecha_1406/mecha_1406_tex.png"); + return _this; + } + PerformanceTest.prototype.update = function () { + if (this._addingArmature) { + for (var i = 0; i < 10; ++i) { + this._addArmature(); + } + this._resetPosition(); + this._updateText(); + } + if (this._removingArmature) { + for (var i = 0; i < 10; ++i) { + this._removeArmature(); + } + this._resetPosition(); + this._updateText(); + } + }; + PerformanceTest.prototype._onStart = function () { + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + // + this._text = this.createText(""); + for (var i = 0; i < 300; ++i) { + this._addArmature(); + } + this._resetPosition(); + this._updateText(); + }; + PerformanceTest.prototype._inputDown = function (target, pointer) { + var touchRight = pointer.x > this.stageWidth * 0.5; + this._addingArmature = touchRight; + this._removingArmature = !touchRight; + }; + PerformanceTest.prototype._inputUp = function () { + this._addingArmature = false; + this._removingArmature = false; + }; + PerformanceTest.prototype._addArmature = function () { + var factory = dragonBones.PhaserFactory.factory; + if (this._armatures.length === 0) { + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_ske.dbbin", Phaser.Cache.BINARY)); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1406/mecha_1406_tex.png", true).base); + } + var armatureDisplay = factory.buildArmatureDisplay("mecha_1406"); + armatureDisplay.armature.cacheFrameRate = 24; + armatureDisplay.animation.play("walk"); + armatureDisplay.scale.x = armatureDisplay.scale.y = 0.5; + this.addChild(armatureDisplay); + this._armatures.push(armatureDisplay); + }; + PerformanceTest.prototype._removeArmature = function () { + if (this._armatures.length === 0) { + return; + } + var armatureDisplay = this._armatures.pop(); + this.removeChild(armatureDisplay); + armatureDisplay.dispose(); + if (this._armatures.length === 0) { + dragonBones.PhaserFactory.factory.clear(true); + dragonBones.BaseObject.clearPool(); + } + }; + PerformanceTest.prototype._resetPosition = function () { + var armatureCount = this._armatures.length; + if (armatureCount === 0) { + return; + } + var paddingH = 100; + var paddingT = 200; + var paddingB = 100; + var gapping = 90; + var stageWidth = this.stageWidth - paddingH * 2; + var columnCount = Math.floor(stageWidth / gapping); + var paddingHModify = (this.stageWidth - columnCount * gapping) * 0.5; + var dX = stageWidth / columnCount; + var dY = (this.stageHeight - paddingT - paddingB) / Math.ceil(armatureCount / columnCount); + for (var i = 0, l = armatureCount; i < l; ++i) { + var armatureDisplay = this._armatures[i]; + var lineY = Math.floor(i / columnCount); + armatureDisplay.x = (i % columnCount) * dX + paddingHModify - this.stageWidth * 0.5; + armatureDisplay.y = lineY * dY + paddingT - this.stageHeight * 0.5; + } + }; + PerformanceTest.prototype._updateText = function () { + this._text.text = "Count: " + this._armatures.length + ". Touch screen left to decrease count / right to increase count."; + this._text.x = -this._text.width * 0.5; + this._text.y = this.stageHeight * 0.5 - 100; + this.addChild(this._text); + }; + return PerformanceTest; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/ReplaceAnimation.js b/Phaser/Demos2.x/out/ReplaceAnimation.js new file mode 100644 index 00000000..86883895 --- /dev/null +++ b/Phaser/Demos2.x/out/ReplaceAnimation.js @@ -0,0 +1,71 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var ReplaceAnimation = /** @class */ (function (_super) { + __extends(ReplaceAnimation, _super); + function ReplaceAnimation(game) { + var _this = _super.call(this, game) || this; + _this._resources.push("resource/mecha_2903/mecha_2903_ske.json", "resource/mecha_2903/mecha_2903_tex.json", "resource/mecha_2903/mecha_2903_tex.png"); + return _this; + } + ReplaceAnimation.prototype._onStart = function () { + var _this = this; + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_2903/mecha_2903_tex.png", true).base); + this._armatureDisplayA = factory.buildArmatureDisplay("mecha_2903"); + this._armatureDisplayB = factory.buildArmatureDisplay("mecha_2903b"); + this._armatureDisplayC = factory.buildArmatureDisplay("mecha_2903c"); + this._armatureDisplayD = factory.buildArmatureDisplay("mecha_2903d"); + var sourceArmatureData = factory.getArmatureData("mecha_2903d"); + factory.replaceAnimation(this._armatureDisplayA.armature, sourceArmatureData); + factory.replaceAnimation(this._armatureDisplayB.armature, sourceArmatureData); + factory.replaceAnimation(this._armatureDisplayC.armature, sourceArmatureData); + this.addChild(this._armatureDisplayD); + this.addChild(this._armatureDisplayA); + this.addChild(this._armatureDisplayB); + this.addChild(this._armatureDisplayC); + this._armatureDisplayA.x = 0.0 - 350.0; + this._armatureDisplayA.y = 0.0 + 150.0; + this._armatureDisplayB.x = 0.0; + this._armatureDisplayB.y = 0.0 + 150.0; + this._armatureDisplayC.x = 0.0 + 350.0; + this._armatureDisplayC.y = 0.0 + 150.0; + this._armatureDisplayD.x = 0.0; + this._armatureDisplayD.y = 0.0 - 50.0; + // + this.inputEnabled = true; + this.events.onInputDown.add(function () { + _this._changeAnimation(); + }); + // + this.createText("Touch to change animation."); + }; + ReplaceAnimation.prototype._changeAnimation = function () { + var animationName = this._armatureDisplayD.animation.lastAnimationName; + if (animationName) { + var animationNames = this._armatureDisplayD.animation.animationNames; + var animationIndex = (animationNames.indexOf(animationName) + 1) % animationNames.length; + this._armatureDisplayD.animation.play(animationNames[animationIndex]); + } + else { + this._armatureDisplayD.animation.play(); + } + animationName = this._armatureDisplayD.animation.lastAnimationName; + this._armatureDisplayA.animation.play(animationName); + this._armatureDisplayB.animation.play(animationName); + this._armatureDisplayC.animation.play(animationName); + }; + return ReplaceAnimation; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/ReplaceSlotDisplay.js b/Phaser/Demos2.x/out/ReplaceSlotDisplay.js new file mode 100644 index 00000000..80406b9f --- /dev/null +++ b/Phaser/Demos2.x/out/ReplaceSlotDisplay.js @@ -0,0 +1,85 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var ReplaceSlotDisplay = /** @class */ (function (_super) { + __extends(ReplaceSlotDisplay, _super); + function ReplaceSlotDisplay(game) { + var _this = _super.call(this, game) || this; + _this._leftWeaponIndex = 0; + _this._rightWeaponIndex = 0; + _this._factory = dragonBones.PhaserFactory.factory; + _this._resources.push("resource/mecha_1004d_show/mecha_1004d_show_ske.json", "resource/mecha_1004d_show/mecha_1004d_show_tex.json", "resource/mecha_1004d_show/mecha_1004d_show_tex.png", "resource/weapon_1004_show/weapon_1004_show_ske.json", "resource/weapon_1004_show/weapon_1004_show_tex.json", "resource/weapon_1004_show/weapon_1004_show_tex.png"); + return _this; + } + ReplaceSlotDisplay.prototype._onStart = function () { + var _this = this; + this._factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d_show/mecha_1004d_show_ske.json", Phaser.Cache.JSON).data); + this._factory.parseTextureAtlasData(this.game.cache.getItem("resource/mecha_1004d_show/mecha_1004d_show_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/mecha_1004d_show/mecha_1004d_show_tex.png", true).base); + this._factory.parseDragonBonesData(this.game.cache.getItem("resource/weapon_1004_show/weapon_1004_show_ske.json", Phaser.Cache.JSON).data); + this._factory.parseTextureAtlasData(this.game.cache.getItem("resource/weapon_1004_show/weapon_1004_show_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/weapon_1004_show/weapon_1004_show_tex.png", true).base); + // + this._armatureDisplay = this._factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.animation.play(); + // + this._armatureDisplay.x = 100.0; + this._armatureDisplay.y = 200.0; + this.addChild(this._armatureDisplay); + // + this.inputEnabled = true; + this.events.onInputDown.add(function () { + var localX = _this.game.input.x - _this.x; + if (localX < -150.0) { + _this._replaceDisplay(-1); + } + else if (localX > 150.0) { + _this._replaceDisplay(1); + } + else { + _this._replaceDisplay(0); + } + }, this); + // + this.createText("Touch screen left / center / right to relace slot display."); + }; + ReplaceSlotDisplay.prototype._replaceDisplay = function (type) { + if (type === -1) { + this._rightWeaponIndex++; + this._rightWeaponIndex %= ReplaceSlotDisplay.WEAPON_RIGHT_LIST.length; + var displayName = ReplaceSlotDisplay.WEAPON_RIGHT_LIST[this._rightWeaponIndex]; + this._factory.replaceSlotDisplay("weapon_1004_show", "weapon", "weapon_r", displayName, this._armatureDisplay.armature.getSlot("weapon_hand_r")); + } + else if (type === 1) { + this._leftWeaponIndex++; + this._leftWeaponIndex %= 5; + this._armatureDisplay.armature.getSlot("weapon_hand_l").displayIndex = this._leftWeaponIndex; + } + else { + var logoSlot = this._armatureDisplay.armature.getSlot("logo"); + if (logoSlot.display === this._logoText) { + logoSlot.display = logoSlot.rawDisplay; + } + else { + if (!this._logoText) { + var style = { font: "14px", fill: "#FFFFFF", align: "center" }; + this._logoText = this.game.add.text(0.0, 0.0, "Core Element", style); + this._logoText.pivot.x = this._logoText.width * 0.5; + this._logoText.pivot.y = this._logoText.height * 0.5; + } + logoSlot.display = this._logoText; + } + } + }; + ReplaceSlotDisplay.WEAPON_RIGHT_LIST = ["weapon_1004_r", "weapon_1004b_r", "weapon_1004c_r", "weapon_1004d_r", "weapon_1004e_r"]; + return ReplaceSlotDisplay; +}(BaseDemo)); diff --git a/Phaser/Demos2.x/out/SetBoneOffset.js b/Phaser/Demos2.x/out/SetBoneOffset.js new file mode 100644 index 00000000..1d477d7c --- /dev/null +++ b/Phaser/Demos2.x/out/SetBoneOffset.js @@ -0,0 +1,58 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var SetBoneOffset = (function (_super) { + __extends(SetBoneOffset, _super); + function SetBoneOffset(game) { + var _this = _super.call(this, game) || this; + _this._resources.push("resource/assets/effect_ske.json", "resource/assets/effect_tex.json", "resource/assets/effect_tex.png"); + return _this; + } + SetBoneOffset.prototype._onStart = function () { + var factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/assets/effect_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData(this.game.cache.getItem("resource/assets/effect_tex.json", Phaser.Cache.JSON).data, this.game.cache.getImage("resource/assets/effect_tex.png", true).base); + for (var i = 0; i < 100; ++i) { + var armatureDisplay = factory.buildArmatureDisplay("effect"); + armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationHandler, this); + this._moveTo(armatureDisplay); + this.addChild(armatureDisplay); + } + }; + SetBoneOffset.prototype._animationHandler = function (event) { + this._moveTo(event.armature.display); + }; + SetBoneOffset.prototype._moveTo = function (armatureDisplay) { + var fromX = Math.random() * this.stageWidth; + var fromY = Math.random() * this.stageHeight; + var toX = Math.random() * this.stageWidth; + var toY = Math.random() * this.stageHeight; + var dX = toX - fromX; + var dY = toY - fromY; + var rootSlot = armatureDisplay.armature.getBone("root"); + var effectSlot = armatureDisplay.armature.getBone("effect"); + // Modify root and effect bone offset. + rootSlot.offset.scaleX = Math.sqrt(dX * dX + dY * dY) / 100; // Effect translate distance is 100 px. + rootSlot.offset.rotation = Math.atan2(dY, dX); + rootSlot.offset.skew = Math.random() * Math.PI - Math.PI * 0.5; // Random skew. + effectSlot.offset.scaleX = 0.5 + Math.random() * 0.5; // Random scale. + effectSlot.offset.scaleY = 0.5 + Math.random() * 0.5; + // Update root and effect bone. + rootSlot.invalidUpdate(); + effectSlot.invalidUpdate(); + // + armatureDisplay.x = fromX; + armatureDisplay.y = fromY; + armatureDisplay.animation.timeScale = 0.5 + Math.random() * 1.0; // Random animation speed. + armatureDisplay.animation.play("idle", 1); + }; + return SetBoneOffset; +}(BaseTest)); diff --git a/Phaser/Demos2.x/package-lock.json b/Phaser/Demos2.x/package-lock.json new file mode 100644 index 00000000..e8b86201 --- /dev/null +++ b/Phaser/Demos2.x/package-lock.json @@ -0,0 +1,745 @@ +{ + "name": "dragonbones-phaser-demos", + "version": "5.6.2", + "lockfileVersion": 1, + "requires": true, + "dependencies": { + "accepts": { + "version": "1.3.7", + "resolved": "https://registry.npmjs.org/accepts/-/accepts-1.3.7.tgz", + "integrity": "sha512-Il80Qs2WjYlJIBNzNkK6KYqlVMTbZLXgHx2oT0pU/fjRHyEp+PEfEPY0R3WCwAGVOtauxh1hOxNgIf5bv7dQpA==", + "dev": true, + "requires": { + "mime-types": "~2.1.24", + "negotiator": "0.6.2" + } + }, 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+{"frameRate":30,"name":"2080b003","version":"5.5","compatibleVersion":"5.5","armature":[{"type":"Armature","frameRate":30,"name":"2080b003","aabb":{"x":-470.13,"y":-1265.77,"width":810,"height":940},"bone":[{"name":"root"},{"name":"nv","parent":"root"},{"name":"pelvis","parent":"nv","transform":{"x":-107.18,"y":-913}},{"length":154,"name":"dress0101","parent":"pelvis","transform":{"x":-82.25,"y":-25.45,"skX":102.82,"skY":102.82}},{"length":169,"name":"dress0301","parent":"pelvis","transform":{"x":113.59,"y":-30.15,"skX":74.24,"skY":74.24}},{"length":97,"name":"spine","parent":"pelvis","transform":{"x":-1.81,"y":-18.04,"skX":-86.84,"skY":-86.84}},{"length":176,"name":"dress0102","parent":"dress0101","transform":{"x":154.48,"y":1.04,"skX":-1.8,"skY":-1.8}},{"length":161,"name":"dress0302","parent":"dress0301","transform":{"x":169.23,"y":-0.5,"skX":2.25,"skY":2.25}},{"length":101,"name":"spine1","parent":"spine","transform":{"x":97.89,"y":0.61,"skX":4.5,"skY":4.5}},{"length":171,"name":"dress0103","parent":"dress0102","transform":{"x":176.75,"y":-0.35,"skX":-0.9,"skY":-0.9}},{"length":181,"name":"dress0303","parent":"dress0302","transform":{"x":162.95,"y":-0.17,"skX":-1.36,"skY":-1.36}},{"length":172,"name":"spine2","parent":"spine1","transform":{"x":101.22,"y":0.22,"skX":10.26,"skY":10.26}},{"length":193,"name":"dress0104","parent":"dress0103","transform":{"x":171.1,"y":-0.63}},{"length":192,"name":"dress0304","parent":"dress0303","transform":{"x":181.23,"y":-0.11}},{"length":195,"name":"upperarm_l","parent":"spine2","transform":{"x":93.55,"y":-65.17,"skX":-179.09,"skY":-179.09}},{"length":200,"name":"upperarm_r","parent":"spine2","transform":{"x":139.2,"y":93.66,"skX":150.94,"skY":150.94}},{"length":166,"name":"forearm_l","parent":"upperarm_l","transform":{"x":194.88,"y":0.53,"skX":12.43,"skY":12.43}},{"length":150,"name":"forearm_r","parent":"upperarm_r","transform":{"x":200.51,"y":0.29,"skX":-11.56,"skY":-11.56}}],"slot":[{"name":"1013","parent":"root"}],"skin":[{"name":"","slot":[{"name":"1013","display":[{"type":"mesh","name":"streamer/2080b003","width":810,"height":940,"vertices":[184.67,-1132.59,183.79,-1085.87,189.36,-1059.87,176.95,-1031.09,129.9,-1010.31,101.96,-944.48,97.14,-892.84,119.02,-839.18,150.17,-774.65,189.05,-713.12,231.84,-655.6,276.56,-579.74,326.03,-488.35,370.04,-394.5,370.04,-273.01,200.26,-270.9,180.39,-376.99,157.38,-460.47,132.66,-540.89,98.21,-619.15,71.17,-692.72,44.93,-757.15,19.13,-814.18,2.06,-869.57,-4.33,-927.25,2.19,-978.59,9.5,-1018.45,23.31,-1059.88,-183.8,-1059.45,-178.21,-1023.78,-181.47,-992.84,-184.54,-946.33,-193.08,-895.86,-207.56,-839.31,-233.92,-754.34,-249.07,-689.79,-266.84,-616.7,-285.01,-539.89,-297.44,-450,-304.8,-354.28,-302.86,-243.55,-440.13,-245.32,-440.1,-381.55,-432.27,-464.51,-414.9,-550.54,-392.7,-621.82,-361.19,-701.83,-327.81,-765.5,-288.98,-846.58,-266.71,-906.08,-261.16,-950.61,-288.5,-1009.24,-292.44,-1041.06,-270.36,-1076.74,-261.15,-1120.09,-248.54,-1147.23,-208.79,-1140.62,-188.06,-1099.21,36.36,-1097.65,67.91,-1137.51,114.22,-1183.48,162.12,-1183.5,-220.01,-1108.34,-223.09,-1067.31,-229.85,-1031.59,-237.59,-1001.44,113.56,-1118.49,122.43,-1071.88,127.18,-1041.08,69.84,-1103.04,78.49,-1065.25,84.92,-1031.91,94.82,-1002.79],"uvs":[0.77109,0.05416,0.77,0.10384,0.77686,0.13147,0.76153,0.16208,0.70346,0.1842,0.66899,0.25423,0.66305,0.30917,0.69008,0.36623,0.72854,0.43488,0.77656,0.50032,0.82938,0.56151,0.8846,0.6422,0.94566,0.73942,0.99999,0.83926,0.99998,0.96851,0.7904,0.97076,0.76588,0.8579,0.73747,0.76909,0.70696,0.68354,0.66442,0.60029,0.63103,0.52204,0.59863,0.45351,0.56677,0.39284,0.54568,0.33393,0.53777,0.27258,0.54581,0.21796,0.55482,0.17553,0.57186,0.13147,0.31623,0.13194,0.32315,0.1699,0.31911,0.20282,0.31533,0.25228,0.30479,0.30599,0.28692,0.36616,0.25439,0.45655,0.2357,0.52523,0.2138,0.60299,0.1914,0.68471,0.17609,0.78036,0.16703,0.88218,0.16949,1,0.00001,0.99815,0,0.85323,0.00963,0.76496,0.03104,0.67343,0.05842,0.5976,0.09729,0.51246,0.13846,0.4447,0.18638,0.35842,0.21388,0.29513,0.22072,0.24774,0.18696,0.18537,0.1821,0.15153,0.20935,0.11356,0.22072,0.06745,0.23628,0.03859,0.28536,0.04561,0.31096,0.08966,0.58798,0.09129,0.62695,0.04891,0.68414,0.00001,0.74326,0,0.27151,0.07995,0.26772,0.1236,0.25936,0.16159,0.24982,0.19367,0.68331,0.06912,0.69424,0.11871,0.7001,0.15147,0.62932,0.08556,0.64,0.12576,0.64793,0.16122,0.66015,0.1922],"triangles":[12,16,13,15,14,13,16,15,13,11,17,12,17,16,12,10,18,11,18,17,11,9,19,10,19,18,10,20,19,9,66,1,0,68,3,2,1,67,2,67,68,2,8,20,9,66,67,1,61,66,0,60,66,61,68,4,3,21,20,8,72,5,4,7,21,8,59,66,60,68,71,4,71,72,4,22,21,7,67,70,68,66,69,67,69,70,67,70,71,68,6,22,7,59,69,66,23,22,6,72,25,5,24,6,5,25,24,5,24,23,6,71,26,72,26,25,72,70,27,71,27,26,71,69,58,70,58,27,70,59,58,69,57,27,58,57,28,27,56,62,57,57,63,28,64,65,30,65,31,30,64,30,29,28,64,29,63,64,28,50,32,31,65,50,31,50,49,32,62,63,57,49,33,32,55,62,56,48,34,33,49,48,33,53,64,63,55,54,62,53,63,62,54,53,62,48,47,34,47,35,34,53,52,64,51,65,64,52,51,64,51,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\ No newline at end of file diff --git a/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.json b/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.json new file mode 100644 index 00000000..7813d38f --- /dev/null +++ b/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.json @@ -0,0 +1 @@ +{"width":1024,"SubTexture":[{"width":810,"y":1,"height":940,"name":"streamer/2080b003","x":1}],"height":1024,"name":"2080b003","imagePath":"2080b003_tex.png"} \ No newline at end of file diff --git a/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.png b/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.png new file mode 100644 index 00000000..302dc341 Binary files /dev/null and b/Phaser/Demos2.x/resource/you_xin/suit2/2080b003/2080b003_tex.png differ diff --git a/Phaser/Demos2.x/src/AnimationBase.ts b/Phaser/Demos2.x/src/AnimationBase.ts new file mode 100644 index 00000000..f027eae6 --- /dev/null +++ b/Phaser/Demos2.x/src/AnimationBase.ts @@ -0,0 +1,68 @@ +class AnimationBase extends BaseDemo { + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/progress_bar/progress_bar_ske.json", + "resource/progress_bar/progress_bar_tex.json", + "resource/progress_bar/progress_bar_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/progress_bar/progress_bar_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/progress_bar/progress_bar_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/progress_bar/progress_bar_tex.png", true) as any).base + ); + // + this._armatureDisplay = factory.buildArmatureDisplay("progress_bar"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 0.0; + this.addChild(this._armatureDisplay); + // Add animation event listener. + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.START, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.LOOP_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_IN_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FADE_OUT_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.FRAME_EVENT, this._animationEventHandler, this); + this._armatureDisplay.animation.play("idle"); + // + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + // + this.createText("Touch to control animation play progress."); + } + + private _isTouched: boolean = false; + + private _inputDown(): void { + const progress = Math.min(Math.max((this.game.input.x - this.x + 300.0) / 600.0, 0.0), 1.0); + this._isTouched = true; + this._armatureDisplay.animation.gotoAndStopByProgress("idle", progress); + } + + private _inputUp(): void { + this._isTouched = false; + this._armatureDisplay.animation.play(); + } + + public update(): void { + if (this._isTouched) { + const progress = Math.min(Math.max((this.game.input.x - this.x + 300.0) / 600.0, 0.0), 1.0); + const animationState = this._armatureDisplay.animation.getState("idle"); + animationState.currentTime = animationState.totalTime * progress; + } + } + + private _animationEventHandler(event: dragonBones.EventObject): void { + console.log(event.animationState.name, event.type, event.name); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/AnimationLayer.ts b/Phaser/Demos2.x/src/AnimationLayer.ts new file mode 100644 index 00000000..92740c40 --- /dev/null +++ b/Phaser/Demos2.x/src/AnimationLayer.ts @@ -0,0 +1,42 @@ +class AnimationLayer extends BaseDemo { + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1004d/mecha_1004d_ske.json", + "resource/mecha_1004d/mecha_1004d_tex.json", + "resource/mecha_1004d/mecha_1004d_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1004d/mecha_1004d_tex.png", true) as any).base + ); + + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.LOOP_COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.animation.play("walk"); + + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this.addChild(this._armatureDisplay); + } + + private _animationEventHandler(event: dragonBones.EventObject): void { + let attackState = this._armatureDisplay.animation.getState("attack_01"); + if (!attackState) { + attackState = this._armatureDisplay.animation.fadeIn("attack_01", 0.1, 1, 1); + attackState.resetToPose = false; + attackState.autoFadeOutTime = 0.1; + attackState.addBoneMask("chest"); + attackState.addBoneMask("effect_l"); + attackState.addBoneMask("effect_r"); + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/BaseDemo.ts b/Phaser/Demos2.x/src/BaseDemo.ts new file mode 100644 index 00000000..5b5e365c --- /dev/null +++ b/Phaser/Demos2.x/src/BaseDemo.ts @@ -0,0 +1,68 @@ + +abstract class BaseDemo extends Phaser.Sprite { + private static BACKGROUND_URL: string = "resource/background.png"; + private _background: Phaser.Sprite; + protected readonly _resources: string[] = []; + + public constructor(game: Phaser.Game) { + super(game, 0.0, 0.0); + + this._resources.push(BaseDemo.BACKGROUND_URL); + + setTimeout(() => { + this.x = this.stageWidth * 0.5; + this.y = this.stageHeight * 0.5; + this._loadResources(); + }, 10); + } + + protected abstract _onStart(): void; + + protected _loadResources(): void { + let loadCount = 0; + for (const resource of this._resources) { + if (resource.indexOf("dbbin") > 0) { + this.game.load.binary(resource, resource); + } + else if (resource.indexOf("png") > 0) { + this.game.load.image(resource, resource); + } + else { + this.game.load.json(resource, resource); + } + loadCount++; + } + + this.game.load.onFileComplete.add(() => { + loadCount--; + if (loadCount === 0) { + const texture = new PIXI.Texture((this.game.cache.getImage(BaseDemo.BACKGROUND_URL, true) as any).base); + this._background = new Phaser.Sprite(this.game, 0.0, 0.0, texture); + this._background.x = -this._background.texture.width * 0.5; + this._background.y = -this._background.texture.height * 0.5; + this.addChild(this._background); + // + this._onStart(); + } + }); + this.game.load.start(); + } + + public createText(string: string): Phaser.Text { + const style = { font: "14px", fill: "#FFFFFF", align: "center" }; + const text = this.game.add.text(0.0, 0.0, string, style); + text.x = - text.width * 0.5; + text.y = this.stageHeight * 0.5 - 100; + this.addChild(text); + + return text; + } + + public get stageWidth(): number { + return this.game.width; + } + + public get stageHeight(): number { + return this.game.height; + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/BoneOffset.ts b/Phaser/Demos2.x/src/BoneOffset.ts new file mode 100644 index 00000000..ee8a589f --- /dev/null +++ b/Phaser/Demos2.x/src/BoneOffset.ts @@ -0,0 +1,59 @@ +class BoneOffset extends BaseDemo { + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/bullet_01/bullet_01_ske.json", + "resource/bullet_01/bullet_01_tex.json", + "resource/bullet_01/bullet_01_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/bullet_01/bullet_01_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/bullet_01/bullet_01_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/bullet_01/bullet_01_tex.png", true) as any).base + ); + + for (let i = 0; i < 100; ++i) { + const armatureDisplay = factory.buildArmatureDisplay("bullet_01"); + armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationHandler, this); + armatureDisplay.x = 0.0; + armatureDisplay.y = 0.0; + this.addChild(armatureDisplay); + // + this._moveTo(armatureDisplay); + } + } + + private _animationHandler(event: dragonBones.EventObject): void { + this._moveTo(event.armature.display); + } + + private _moveTo(armatureDisplay: dragonBones.PhaserArmatureDisplay): void { + const fromX = armatureDisplay.x; + const fromY = armatureDisplay.y; + const toX = Math.random() * this.stageWidth - this.stageWidth * 0.5; + const toY = Math.random() * this.stageHeight - this.stageHeight * 0.5; + const dX = toX - fromX; + const dY = toY - fromY; + const rootSlot = armatureDisplay.armature.getBone("root"); + const effectSlot = armatureDisplay.armature.getBone("bullet"); + // Modify root and bullet bone offset. + rootSlot.offset.scaleX = Math.sqrt(dX * dX + dY * dY) / 100; // Bullet translate distance is 100 px. + rootSlot.offset.rotation = Math.atan2(dY, dX); + rootSlot.offset.skew = Math.random() * Math.PI - Math.PI * 0.5; // Random skew. + effectSlot.offset.scaleX = 0.5 + Math.random() * 0.5; // Random scale. + effectSlot.offset.scaleY = 0.5 + Math.random() * 0.5; + // Update root and bullet bone. + rootSlot.invalidUpdate(); + effectSlot.invalidUpdate(); + // + armatureDisplay.x = fromX; + armatureDisplay.y = fromY; + armatureDisplay.animation.timeScale = 0.5 + Math.random() * 1.0; // Random animation speed. + armatureDisplay.animation.play("idle", 1); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/BoundingBox.ts b/Phaser/Demos2.x/src/BoundingBox.ts new file mode 100644 index 00000000..ef2c73de --- /dev/null +++ b/Phaser/Demos2.x/src/BoundingBox.ts @@ -0,0 +1,136 @@ +class BoundingBox extends BaseDemo { + private readonly _helpPointA: Phaser.Point = new Phaser.Point(); + private readonly _helpPointB: Phaser.Point = new Phaser.Point(); + private readonly _helpPointC: Phaser.Point = new Phaser.Point(); + + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + private _boundingBoxTester: dragonBones.PhaserArmatureDisplay; + private _targetA: dragonBones.PhaserArmatureDisplay; + private _targetB: dragonBones.PhaserArmatureDisplay; + private _line: dragonBones.Bone; + private _pointA: dragonBones.Bone; + private _pointB: dragonBones.Bone; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_2903/mecha_2903_ske.json", + "resource/mecha_2903/mecha_2903_tex.json", + "resource/mecha_2903/mecha_2903_tex.png", + "resource/bounding_box_tester/bounding_box_tester_ske.json", + "resource/bounding_box_tester/bounding_box_tester_tex.json", + "resource/bounding_box_tester/bounding_box_tester_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_2903/mecha_2903_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_2903/mecha_2903_tex.png", true) as any).base + ); + factory.parseDragonBonesData(this.game.cache.getItem("resource/bounding_box_tester/bounding_box_tester_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/bounding_box_tester/bounding_box_tester_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/bounding_box_tester/bounding_box_tester_tex.png", true) as any).base + ); + // + this._armatureDisplay = factory.buildArmatureDisplay("mecha_2903d"); + this._boundingBoxTester = factory.buildArmatureDisplay("tester"); + this._targetA = this._boundingBoxTester.armature.getSlot("target_a").display; + this._targetB = this._boundingBoxTester.armature.getSlot("target_b").display; + this._line = this._boundingBoxTester.armature.getBone("line"); + this._pointA = this._boundingBoxTester.armature.getBone("point_a"); + this._pointB = this._boundingBoxTester.armature.getBone("point_b"); + // + this._armatureDisplay.debugDraw = true; + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this._boundingBoxTester.x = 0.0; + this._boundingBoxTester.y = 200.0; + this._targetA.armature.inheritAnimation = false; + this._targetB.armature.inheritAnimation = false; + this._line.offsetMode = dragonBones.OffsetMode.Override; + this._pointA.offsetMode = dragonBones.OffsetMode.Override; + this._pointB.offsetMode = dragonBones.OffsetMode.Override; + this._armatureDisplay.animation.play("walk"); + this._boundingBoxTester.animation.play("0"); + // + this.addChild(this._armatureDisplay); + this.addChild(this._boundingBoxTester); + // + this.inputEnabled = true; + DragHelper.getInstance().enableDrag(this._targetA); + DragHelper.getInstance().enableDrag(this._targetB); + // + this.createText("Touch to drag bounding box tester."); + } + + public update(): void { + if (!this._armatureDisplay) { + return; + } + + this._helpPointA.set(this._targetA.x, this._targetA.y); + this._helpPointB.set(this._targetB.x, this._targetB.y); + this._helpPointA.copyFrom(this._armatureDisplay.toLocal(this._helpPointA, this._boundingBoxTester) as any); + this._helpPointB.copyFrom(this._armatureDisplay.toLocal(this._helpPointB, this._boundingBoxTester) as any); + + const containsSlotA = this._armatureDisplay.armature.containsPoint(this._helpPointA.x, this._helpPointA.y); + const containsSlotB = this._armatureDisplay.armature.containsPoint(this._helpPointB.x, this._helpPointB.y); + const intersectsSlots = this._armatureDisplay.armature.intersectsSegment(this._helpPointA.x, this._helpPointA.y, this._helpPointB.x, this._helpPointB.y, this._helpPointA, this._helpPointB, this._helpPointC); + + { + const animationName = containsSlotA ? "1" : "0"; + if (this._targetA.animation.lastAnimationName !== animationName) { + this._targetA.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + } + + { + const animationName = containsSlotB ? "1" : "0"; + if (this._targetB.animation.lastAnimationName !== animationName) { + this._targetB.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + } + + { + const targetA = this._targetA.armature.parent.parent; + const targetB = this._targetB.armature.parent.parent; + const dX = targetB.global.x - targetA.global.x; + const dY = targetB.global.y - targetA.global.y; + this._line.offset.x = targetA.global.x; + this._line.offset.y = targetA.global.y; + this._line.offset.scaleX = Math.sqrt(dX * dX + dY * dY) / 100.0; + this._line.offset.rotation = Math.atan2(dY, dX); + this._line.invalidUpdate(); + + const animationName = intersectsSlots ? "1" : "0"; + if (this._boundingBoxTester.animation.lastAnimationName !== animationName) { + this._boundingBoxTester.animation.fadeIn(animationName, 0.2).resetToPose = false; + } + + if (intersectsSlots) { + this._helpPointA.copyFrom(this._boundingBoxTester.toLocal(this._helpPointA, this._armatureDisplay) as any); + this._helpPointB.copyFrom(this._boundingBoxTester.toLocal(this._helpPointB, this._armatureDisplay) as any); + + this._pointA.visible = true; + this._pointB.visible = true; + this._pointA.offset.x = this._helpPointA.x; + this._pointA.offset.y = this._helpPointA.y; + this._pointB.offset.x = this._helpPointB.x; + this._pointB.offset.y = this._helpPointB.y; + this._pointA.offset.rotation = this._helpPointC.x; + this._pointB.offset.rotation = this._helpPointC.y; + this._pointA.invalidUpdate(); + this._pointB.invalidUpdate(); + } + else { + this._pointA.visible = false; + this._pointB.visible = false; + } + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/CoreElement.ts b/Phaser/Demos2.x/src/CoreElement.ts new file mode 100644 index 00000000..fb8ede3d --- /dev/null +++ b/Phaser/Demos2.x/src/CoreElement.ts @@ -0,0 +1,556 @@ +namespace coreElement { + type PointType = PIXI.Point; + type ArmatureDisplayType = dragonBones.PhaserArmatureDisplay; + type EventType = dragonBones.EventObject; + + export class Game extends BaseDemo { + public static GROUND: number; + public static G: number = 0.6; + public static instance: Game; + + private _left: boolean = false; + private _right: boolean = false; + private _player: Mecha; + private readonly _bullets: Array = []; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1502b/mecha_1502b_ske.json", + "resource/mecha_1502b/mecha_1502b_tex.json", + "resource/mecha_1502b/mecha_1502b_tex.png", + "resource/skin_1502b/skin_1502b_ske.json", + "resource/skin_1502b/skin_1502b_tex.json", + "resource/skin_1502b/skin_1502b_tex.png", + "resource/weapon_1000/weapon_1000_ske.json", + "resource/weapon_1000/weapon_1000_tex.json", + "resource/weapon_1000/weapon_1000_tex.png" + ); + } + + protected _onStart(): void { + Game.GROUND = this.stageHeight * 0.5 - 150.0; + Game.instance = this; + // + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + document.addEventListener("keydown", this._keyHandler); + document.addEventListener("keyup", this._keyHandler); + // + this.createText("Press W/A/S/D to move. Press Q/E/SPACE to switch weapons and skin. Touch to aim and fire."); + // + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1502b/mecha_1502b_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1502b/mecha_1502b_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1502b/mecha_1502b_tex.png", true) as any).base + ); + factory.parseDragonBonesData(this.game.cache.getItem("resource/skin_1502b/skin_1502b_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/skin_1502b/skin_1502b_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/skin_1502b/skin_1502b_tex.png", true) as any).base + ); + factory.parseDragonBonesData(this.game.cache.getItem("resource/weapon_1000/weapon_1000_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/weapon_1000/weapon_1000_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/weapon_1000/weapon_1000_tex.png", true) as any).base + ); + // + this._player = new Mecha(); + } + + public update(): void { + if (this._player) { + this._player.aim(this.game.input.x - this.x, this.game.input.y - this.y); + this._player.update(); + } + + let i = this._bullets.length; + while (i--) { + const bullet = this._bullets[i]; + if (bullet.update()) { + this._bullets.splice(i, 1); + } + } + } + + private _inputDown(): void { + this._player.attack(true); + } + + private _inputUp(): void { + this._player.attack(false); + } + + private _keyHandler(event: KeyboardEvent): void { + const isDown = event.type === "keydown"; + switch (event.keyCode) { + case 37: + case 65: + Game.instance._left = isDown; + Game.instance._updateMove(-1); + break; + + case 39: + case 68: + Game.instance._right = isDown; + Game.instance._updateMove(1); + break; + + case 38: + case 87: + if (isDown) { + Game.instance._player.jump(); + } + break; + + case 83: + case 40: + Game.instance._player.squat(isDown); + break; + + case 81: + if (isDown) { + Game.instance._player.switchWeaponR(); + } + break; + + case 69: + if (isDown) { + Game.instance._player.switchWeaponL(); + } + break; + + case 32: + if (isDown) { + Game.instance._player.switchSkin(); + } + break; + } + } + + private _updateMove(dir: number): void { + if (this._left && this._right) { + this._player.move(dir); + } + else if (this._left) { + this._player.move(-1); + } + else if (this._right) { + this._player.move(1); + } + else { + this._player.move(0); + } + } + + public addBullet(bullet: Bullet): void { + this._bullets.push(bullet); + } + } + + class Mecha { + private static readonly JUMP_SPEED: number = 20; + private static readonly NORMALIZE_MOVE_SPEED: number = 3.6; + private static readonly MAX_MOVE_SPEED_FRONT: number = Mecha.NORMALIZE_MOVE_SPEED * 1.4; + private static readonly MAX_MOVE_SPEED_BACK: number = Mecha.NORMALIZE_MOVE_SPEED * 1.0; + private static readonly NORMAL_ANIMATION_GROUP: string = "normal"; + private static readonly AIM_ANIMATION_GROUP: string = "aim"; + private static readonly ATTACK_ANIMATION_GROUP: string = "attack"; + private static readonly WEAPON_L_LIST: Array = ["weapon_1502b_l", "weapon_1005", "weapon_1005b", "weapon_1005c", "weapon_1005d", "weapon_1005e"]; + private static readonly WEAPON_R_LIST: Array = ["weapon_1502b_r", "weapon_1005", "weapon_1005b", "weapon_1005c", "weapon_1005d"]; + private static readonly SKINS: Array = ["mecha_1502b", "skin_a", "skin_b", "skin_c"]; + + private _isJumpingA: boolean = false; + private _isSquating: boolean = false; + private _isAttackingA: boolean = false; + private _isAttackingB: boolean = false; + private _weaponRIndex: number = 0; + private _weaponLIndex: number = 0; + private _skinIndex: number = 0; + private _faceDir: number = 1; + private _aimDir: number = 0; + private _moveDir: number = 0; + private _aimRadian: number = 0.0; + private _speedX: number = 0.0; + private _speedY: number = 0.0; + private _armature: dragonBones.Armature; + private _armatureDisplay: ArmatureDisplayType; + private _weaponL: dragonBones.Armature; + private _weaponR: dragonBones.Armature; + private _aimState: dragonBones.AnimationState | null = null; + private _walkState: dragonBones.AnimationState | null = null; + private _attackState: dragonBones.AnimationState | null = null; + private readonly _target: PointType = new PIXI.Point(); + private readonly _helpPoint: PointType = new PIXI.Point(); + + public constructor() { + this._armatureDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay("mecha_1502b"); + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = Game.GROUND; + this._armature = this._armatureDisplay.armature; + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.FADE_IN_COMPLETE, this._animationEventHandler, this); + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.FADE_OUT_COMPLETE, this._animationEventHandler, this); + this._armature.eventDispatcher.addEvent(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + + // Get weapon childArmature. + this._weaponL = this._armature.getSlot("weapon_l").childArmature; + this._weaponR = this._armature.getSlot("weapon_r").childArmature; + this._weaponL.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + this._weaponR.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + + Game.instance.addChild(this._armatureDisplay); + this._updateAnimation(); + } + + public move(dir: number): void { + if (this._moveDir === dir) { + return; + } + + this._moveDir = dir; + this._updateAnimation(); + } + + public jump(): void { + if (this._isJumpingA) { + return; + } + + this._isJumpingA = true; + this._armature.animation.fadeIn( + "jump_1", -1.0, -1, + 0, Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + + this._walkState = null; + } + + public squat(isSquating: boolean): void { + if (this._isSquating === isSquating) { + return; + } + + this._isSquating = isSquating; + this._updateAnimation(); + } + + public attack(isAttacking: boolean): void { + if (this._isAttackingA === isAttacking) { + return; + } + + this._isAttackingA = isAttacking; + } + + public switchWeaponL(): void { + this._weaponL.eventDispatcher.removeEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + + this._weaponLIndex++; + this._weaponLIndex %= Mecha.WEAPON_L_LIST.length; + const weaponName = Mecha.WEAPON_L_LIST[this._weaponLIndex]; + this._weaponL = dragonBones.PhaserFactory.factory.buildArmature(weaponName); + this._armature.getSlot("weapon_l").childArmature = this._weaponL; + this._weaponL.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + } + + public switchWeaponR(): void { + this._weaponR.eventDispatcher.removeEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + + this._weaponRIndex++; + this._weaponRIndex %= Mecha.WEAPON_R_LIST.length; + const weaponName = Mecha.WEAPON_R_LIST[this._weaponRIndex]; + this._weaponR = dragonBones.PhaserFactory.factory.buildArmature(weaponName); + this._armature.getSlot("weapon_r").childArmature = this._weaponR; + this._weaponR.eventDispatcher.addEvent(dragonBones.EventObject.FRAME_EVENT, this._frameEventHandler, this); + } + + public switchSkin(): void { + this._skinIndex++; + this._skinIndex %= Mecha.SKINS.length; + const skinName = Mecha.SKINS[this._skinIndex]; + const skinData = dragonBones.PhaserFactory.factory.getArmatureData(skinName).defaultSkin; + dragonBones.PhaserFactory.factory.replaceSkin(this._armature, skinData, false, ["weapon_l", "weapon_r"]); + } + + public aim(x: number, y: number): void { + this._target.x = x; + this._target.y = y; + } + + public update(): void { + this._updatePosition(); + this._updateAim(); + this._updateAttack(); + } + + private _animationEventHandler(event: EventType): void { + switch (event.type) { + case dragonBones.EventObject.FADE_IN_COMPLETE: + if (event.animationState.name === "jump_1") { + this._speedY = -Mecha.JUMP_SPEED; + + if (this._moveDir !== 0) { + if (this._moveDir * this._faceDir > 0) { + this._speedX = Mecha.MAX_MOVE_SPEED_FRONT * this._faceDir; + } + else { + this._speedX = -Mecha.MAX_MOVE_SPEED_BACK * this._faceDir; + } + } + + this._armature.animation.fadeIn( + "jump_2", -1.0, -1, + 0, Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + } + break; + + case dragonBones.EventObject.FADE_OUT_COMPLETE: + if (event.animationState.name === "attack_01") { + this._isAttackingB = false; + this._attackState = null; + } + break; + + case dragonBones.EventObject.COMPLETE: + if (event.animationState.name === "jump_4") { + this._isJumpingA = false; + this._updateAnimation(); + } + break; + } + } + + private _frameEventHandler(event: EventType): void { + if (event.name === "fire") { + this._helpPoint.x = event.bone.global.x; + this._helpPoint.y = event.bone.global.y; + const globalPoint = (event.armature.display as ArmatureDisplayType).toGlobal(this._helpPoint); + this._helpPoint.x = globalPoint.x - Game.instance.x; + this._helpPoint.y = globalPoint.y - Game.instance.y; + + this._fire(this._helpPoint); + } + } + + private _fire(firePoint: PointType): void { + const radian = this._faceDir < 0 ? Math.PI - this._aimRadian : this._aimRadian; + const bullet = new Bullet("bullet_01", "fire_effect_01", radian + Math.random() * 0.02 - 0.01, 40, firePoint); + Game.instance.addBullet(bullet); + } + + private _updateAnimation(): void { + if (this._isJumpingA) { + return; + } + + if (this._isSquating) { + this._speedX = 0; + this._armature.animation.fadeIn( + "squat", -1.0, -1, + 0, Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + + this._walkState = null; + return; + } + + if (this._moveDir === 0) { + this._speedX = 0; + this._armature.animation.fadeIn( + "idle", -1.0, -1, 0, + Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + + this._walkState = null; + } + else { + if (this._walkState === null) { + this._walkState = this._armature.animation.fadeIn( + "walk", -1.0, -1, + 0, Mecha.NORMAL_ANIMATION_GROUP + ); + + this._walkState.resetToPose = false; + } + + if (this._moveDir * this._faceDir > 0) { + this._walkState.timeScale = Mecha.MAX_MOVE_SPEED_FRONT / Mecha.NORMALIZE_MOVE_SPEED; + } + else { + this._walkState.timeScale = -Mecha.MAX_MOVE_SPEED_BACK / Mecha.NORMALIZE_MOVE_SPEED; + } + + if (this._moveDir * this._faceDir > 0) { + this._speedX = Mecha.MAX_MOVE_SPEED_FRONT * this._faceDir; + } + else { + this._speedX = -Mecha.MAX_MOVE_SPEED_BACK * this._faceDir; + } + } + } + + private _updatePosition(): void { + if (this._speedX !== 0.0) { + this._armatureDisplay.x += this._speedX; + if (this._armatureDisplay.x < -Game.instance.stageWidth * 0.5) { + this._armatureDisplay.x = -Game.instance.stageWidth * 0.5; + } + else if (this._armatureDisplay.x > Game.instance.stageWidth * 0.5) { + this._armatureDisplay.x = Game.instance.stageWidth * 0.5; + } + } + + if (this._speedY !== 0.0) { + if (this._speedY < 5.0 && this._speedY + Game.G >= 5.0) { + this._armature.animation.fadeIn( + "jump_3", -1.0, -1, 0 + , Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + } + + this._speedY += Game.G; + this._armatureDisplay.y += this._speedY; + + if (this._armatureDisplay.y > Game.GROUND) { + this._armatureDisplay.y = Game.GROUND; + this._speedY = 0.0; + this._armature.animation.fadeIn( + "jump_4", -1.0, -1, + 0, Mecha.NORMAL_ANIMATION_GROUP + ).resetToPose = false; + } + } + } + + private _updateAim(): void { + this._faceDir = this._target.x > this._armatureDisplay.x ? 1 : -1; + if (this._armatureDisplay.armature.flipX !== this._faceDir < 0) { + this._armatureDisplay.armature.flipX = !this._armatureDisplay.armature.flipX; + + if (this._moveDir !== 0) { + this._updateAnimation(); + } + } + + const aimOffsetY = this._armature.getBone("chest").global.y * this._armatureDisplay.scale.y; + if (this._faceDir > 0) { + this._aimRadian = Math.atan2(this._target.y - this._armatureDisplay.y - aimOffsetY, this._target.x - this._armatureDisplay.x); + } + else { + this._aimRadian = Math.PI - Math.atan2(this._target.y - this._armatureDisplay.y - aimOffsetY, this._target.x - this._armatureDisplay.x); + if (this._aimRadian > Math.PI) { + this._aimRadian -= Math.PI * 2.0; + } + } + + let aimDir = 0; + if (this._aimRadian > 0.0) { + aimDir = -1; + } + else { + aimDir = 1; + } + + if (this._aimState === null || this._aimDir !== aimDir) { + this._aimDir = aimDir; + + // Animation mixing. + if (this._aimDir >= 0) { + this._aimState = this._armature.animation.fadeIn( + "aim_up", -1.0, -1, + 0, Mecha.AIM_ANIMATION_GROUP + ); + } + else { + this._aimState = this._armature.animation.fadeIn( + "aim_down", -1.0, -1, + 0, Mecha.AIM_ANIMATION_GROUP + ); + } + + this._aimState.resetToPose = false; + } + + this._aimState.weight = Math.abs(this._aimRadian / Math.PI * 2); + this._armature.invalidUpdate(); + } + + private _updateAttack(): void { + if (!this._isAttackingA || this._isAttackingB) { + return; + } + + this._isAttackingB = true; + this._attackState = this._armature.animation.fadeIn( + "attack_01", -1.0, -1, + 0, Mecha.ATTACK_ANIMATION_GROUP + ); + + this._attackState.resetToPose = false; + this._attackState.autoFadeOutTime = this._attackState.fadeTotalTime; + } + } + + class Bullet { + private _speedX: number = 0.0; + private _speedY: number = 0.0; + + private _armatureDisplay: ArmatureDisplayType; + private _effecDisplay: ArmatureDisplayType | null = null; + + public constructor(armatureName: string, effectArmatureName: string | null, radian: number, speed: number, position: PointType) { + this._speedX = Math.cos(radian) * speed; + this._speedY = Math.sin(radian) * speed; + + this._armatureDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay(armatureName); + this._armatureDisplay.x = position.x + Math.random() * 2 - 1; + this._armatureDisplay.y = position.y + Math.random() * 2 - 1; + this._armatureDisplay.rotation = radian; + + if (effectArmatureName !== null) { + this._effecDisplay = dragonBones.PhaserFactory.factory.buildArmatureDisplay(effectArmatureName); + this._effecDisplay.rotation = radian; + this._effecDisplay.x = this._armatureDisplay.x; + this._effecDisplay.y = this._armatureDisplay.y; + this._effecDisplay.scale.x = 1.0 + Math.random() * 1.0; + this._effecDisplay.scale.y = 1.0 + Math.random() * 0.5; + + if (Math.random() < 0.5) { + this._effecDisplay.scale.y *= -1.0; + } + + Game.instance.addChild(this._effecDisplay); + this._effecDisplay.animation.play("idle"); + } + + Game.instance.addChild(this._armatureDisplay); + this._armatureDisplay.animation.play("idle"); + } + + public update(): boolean { + this._armatureDisplay.x += this._speedX; + this._armatureDisplay.y += this._speedY; + + if ( + this._armatureDisplay.x < -Game.instance.stageWidth * 0.5 - 100.0 || this._armatureDisplay.x > Game.instance.stageWidth * 0.5 + 100.0 || + this._armatureDisplay.y < -Game.instance.stageHeight * 0.5 - 100.0 || this._armatureDisplay.y > Game.instance.stageHeight * 0.5 + 100.0 + ) { + Game.instance.removeChild(this._armatureDisplay); + this._armatureDisplay.dispose(); + + if (this._effecDisplay !== null) { + Game.instance.removeChild(this._effecDisplay); + this._effecDisplay.dispose(); + } + + return true; + } + + return false; + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/DragHelper.ts b/Phaser/Demos2.x/src/DragHelper.ts new file mode 100644 index 00000000..b3df7c47 --- /dev/null +++ b/Phaser/Demos2.x/src/DragHelper.ts @@ -0,0 +1,75 @@ +class DragHelper { + private static _instance: DragHelper = new DragHelper(); + public static getInstance(): DragHelper { + return DragHelper._instance; + } + + private readonly _helpPoint: Phaser.Point = new Phaser.Point(); + private readonly _dragOffset: Phaser.Point = new Phaser.Point(); + private _dragDisplayObject: Phaser.Sprite | null = null; + + public enableDrag(displayObject: Phaser.Sprite): void { + displayObject.inputEnabled = true; + displayObject.input.enableDrag(); + displayObject.events.onDragStart.add(this._dragStartHandler, this); + displayObject.events.onDragStop.add(this._dragStopHandler, this); + } + + public disableDrag(displayObject: Phaser.Sprite): void { + displayObject.events.onDragStart.remove(this._dragStartHandler, this); + displayObject.events.onDragStop.remove(this._dragStopHandler, this); + } + + private _dragStartHandler(displayObject: Phaser.Sprite, pointer: Phaser.Pointer): void { + if (this._dragDisplayObject) { + return; + } + + this._dragDisplayObject = displayObject; + + const armatureDisplay = this._dragDisplayObject.parent as dragonBones.PhaserArmatureDisplay; + const bone = armatureDisplay.armature.getBoneByDisplay(this._dragDisplayObject); + + if (bone) { + this._helpPoint.x = pointer.clientX; + this._helpPoint.y = pointer.clientY; + + if (bone.offsetMode !== dragonBones.OffsetMode.Override) { + bone.offsetMode = dragonBones.OffsetMode.Override; + bone.offset.x = bone.global.x; + bone.offset.y = bone.global.y; + } + + this._dragOffset.x = bone.offset.x - this._helpPoint.x; + this._dragOffset.y = bone.offset.y - this._helpPoint.y; + + displayObject.events.onDragUpdate.add(this._dragHandler, this); + } + } + + private _dragStopHandler(displayObject: Phaser.Sprite, pointer: Phaser.Pointer): void { + if (!this._dragDisplayObject) { + return; + } + + displayObject.events.onDragUpdate.remove(this._dragHandler, this); + this._dragDisplayObject = null; + } + + private _dragHandler(displayObject: Phaser.Sprite, pointer: Phaser.Pointer): void { + if (!this._dragDisplayObject) { + return; + } + + const armatureDisplay = this._dragDisplayObject.parent as dragonBones.PhaserArmatureDisplay; + const bone = armatureDisplay.armature.getBoneByDisplay(this._dragDisplayObject); + + if (bone) { + this._helpPoint.x = pointer.clientX; + this._helpPoint.y = pointer.clientY; + bone.offset.x = this._helpPoint.x + this._dragOffset.x; + bone.offset.y = this._helpPoint.y + this._dragOffset.y; + bone.invalidUpdate(); + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/DragonBonesEvent.ts b/Phaser/Demos2.x/src/DragonBonesEvent.ts new file mode 100644 index 00000000..4a8a2e26 --- /dev/null +++ b/Phaser/Demos2.x/src/DragonBonesEvent.ts @@ -0,0 +1,48 @@ +class DragonBonesEvent extends BaseDemo { + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1004d/mecha_1004d_ske.json", + "resource/mecha_1004d/mecha_1004d_tex.json", + "resource/mecha_1004d/mecha_1004d_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1004d/mecha_1004d_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1004d/mecha_1004d_tex.png", true) as any).base + ); + factory.soundEventManager.addDBEventListener(dragonBones.EventObject.SOUND_EVENT, this._soundEventHandler, this); + + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.addDBEventListener(dragonBones.EventObject.COMPLETE, this._animationEventHandler, this); + this._armatureDisplay.animation.play("walk"); + + this._armatureDisplay.x = 0.0; + this._armatureDisplay.y = 100.0; + this.addChild(this._armatureDisplay); + // + this.inputEnabled = true; + this.events.onInputDown.add(() => { + this._armatureDisplay.animation.fadeIn("skill_03", 0.2); + }, this); + // + this.createText("Touch to play animation."); + } + + private _soundEventHandler(event: dragonBones.EventObject): void { + console.log(event.name); + } + + private _animationEventHandler(event: dragonBones.EventObject): void { + if (event.animationState.name === "skill_03") { + this._armatureDisplay.animation.fadeIn("walk", 0.2); + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/HelloDragonBones.ts b/Phaser/Demos2.x/src/HelloDragonBones.ts new file mode 100644 index 00000000..ab3fbd71 --- /dev/null +++ b/Phaser/Demos2.x/src/HelloDragonBones.ts @@ -0,0 +1,46 @@ +/** + * How to use + * 1. Load data. + * + * 2. Parse data. + * factory.parseDragonBonesData(); + * factory.parseTextureAtlasData(); + * + * 3. Build armature. + * armatureDisplay = factory.buildArmatureDisplay("armatureName"); + * + * 4. Play animation. + * armatureDisplay.animation.play("animationName"); + * + * 5. Add armature to stage. + * addChild(armatureDisplay); + */ +class HelloDragonBones extends BaseDemo { + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + // "resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.json", + "resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.dbbin", + "resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.json", + "resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + // factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.json", Phaser.Cache.JSON).data); + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_ske.dbbin", Phaser.Cache.BINARY)); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1002_101d_show/mecha_1002_101d_show_tex.png", true) as any).base + ); + + const armatureDisplay = factory.buildArmatureDisplay("mecha_1002_101d", "mecha_1002_101d_show"); + armatureDisplay.animation.play("idle"); + + armatureDisplay.x = 0.0; + armatureDisplay.y = 200.0; + this.addChild(armatureDisplay); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/InverseKinematics.ts b/Phaser/Demos2.x/src/InverseKinematics.ts new file mode 100644 index 00000000..1479a0fb --- /dev/null +++ b/Phaser/Demos2.x/src/InverseKinematics.ts @@ -0,0 +1,128 @@ +class InverseKinematics extends BaseDemo { + private _faceDir: number = 0; + private _aimRadian: number = 0.0; + private _offsetRotation: number = 0.0; + private readonly _target: Phaser.Point = new Phaser.Point(); + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + private _floorBoard: dragonBones.PhaserArmatureDisplay; + private _chestBone: dragonBones.Bone; + private _leftFootBone: dragonBones.Bone; + private _rightFootBone: dragonBones.Bone; + private _circleBone: dragonBones.Bone; + private _floorBoardBone: dragonBones.Bone; + private _aimState: dragonBones.AnimationState; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1406/mecha_1406_ske.json", + "resource/mecha_1406/mecha_1406_tex.json", + "resource/mecha_1406/mecha_1406_tex.png", + "resource/floor_board/floor_board_ske.json", + "resource/floor_board/floor_board_tex.json", + "resource/floor_board/floor_board_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1406/mecha_1406_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1406/mecha_1406_tex.png", true) as any).base + ); + factory.parseDragonBonesData(this.game.cache.getItem("resource/floor_board/floor_board_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/floor_board/floor_board_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/floor_board/floor_board_tex.png", true) as any).base + ); + // + this._armatureDisplay = factory.buildArmatureDisplay("mecha_1406"); + this._floorBoard = factory.buildArmatureDisplay("floor_board"); + // + this._chestBone = this._armatureDisplay.armature.getBone("chest"); + this._leftFootBone = this._armatureDisplay.armature.getBone("foot_l"); + this._rightFootBone = this._armatureDisplay.armature.getBone("foot_r"); + this._circleBone = this._floorBoard.armature.getBone("circle"); + this._floorBoardBone = this._floorBoard.armature.getBone("floor_board"); + // + this._armatureDisplay.animation.play("idle"); + this._aimState = this._armatureDisplay.animation.fadeIn("aim", 0.1, 1, 0, "aim_group"); + this._aimState.resetToPose = false; + this._aimState.stop(); + // + this._floorBoard.animation.play("idle"); + this._floorBoard.armature.getSlot("player").display = this._armatureDisplay; + this._floorBoard.x = 0.0; + this._floorBoard.y = 50.0; + this.addChild(this._floorBoard); + // + this.inputEnabled = true; + DragHelper.getInstance().enableDrag(this._floorBoard.armature.getSlot("circle").display); + // + this.createText("Touch to drag circle to modify IK bones."); + } + + public update(): void { + if (!this._floorBoard) { + return; + } + + this._target.x = this.game.input.x - this.x; + this._target.y = this.game.input.y - this.y; + + this._updateAim(); + this._updateFoot(); + } + + private _updateAim(): void { + const positionX = this._floorBoard.x; + const positionY = this._floorBoard.y; + const aimOffsetY = this._chestBone.global.y * this._floorBoard.scale.y; + + this._faceDir = this._target.x > 0.0 ? 1 : -1; + this._armatureDisplay.armature.flipX = this._faceDir < 0; + + if (this._faceDir > 0) { + this._aimRadian = Math.atan2(this._target.y - positionY - aimOffsetY, this._target.x - positionX); + } + else { + this._aimRadian = Math.PI - Math.atan2(this._target.y - positionY - aimOffsetY, this._target.x - positionX); + if (this._aimRadian > Math.PI) { + this._aimRadian -= Math.PI * 2.0; + } + } + + // Calculate progress. + const progress = Math.abs((this._aimRadian + Math.PI / 2) / Math.PI); + // Set currentTime. + this._aimState.currentTime = progress * (this._aimState.totalTime); + } + + private _updateFoot(): void { + // Set floor board bone offset. + const minRadian = -25 * dragonBones.Transform.DEG_RAD; + const maxRadian = 25.0 * dragonBones.Transform.DEG_RAD; + let circleRadian = Math.atan2(this._circleBone.global.y, this._circleBone.global.x); + + if (this._circleBone.global.x < 0.0) { + circleRadian = dragonBones.Transform.normalizeRadian(circleRadian + Math.PI); + } + + this._offsetRotation = Math.min(Math.max(circleRadian, minRadian), maxRadian); + this._floorBoardBone.offset.rotation = this._offsetRotation; + this._floorBoardBone.invalidUpdate(); + // Set foot bone offset. + const tan = Math.tan(this._offsetRotation); + const sinR = 1.0 / Math.sin(Math.PI * 0.5 - this._offsetRotation) - 1.0; + + this._leftFootBone.offset.y = tan * this._leftFootBone.global.x + this._leftFootBone.origin.y * sinR; + this._leftFootBone.offset.rotation = this._offsetRotation * this._faceDir; + this._leftFootBone.invalidUpdate(); + + this._rightFootBone.offset.y = tan * this._rightFootBone.global.x + this._rightFootBone.origin.y * sinR; + this._rightFootBone.offset.rotation = this._offsetRotation * this._faceDir; + this._rightFootBone.invalidUpdate(); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/PerformanceTest.ts b/Phaser/Demos2.x/src/PerformanceTest.ts new file mode 100644 index 00000000..6c9b4cba --- /dev/null +++ b/Phaser/Demos2.x/src/PerformanceTest.ts @@ -0,0 +1,127 @@ +class PerformanceTest extends BaseDemo { + private _addingArmature: boolean = false; + private _removingArmature: boolean = false; + private readonly _armatures: Array = []; + private _text: Phaser.Text; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1406/mecha_1406_ske.dbbin", + "resource/mecha_1406/mecha_1406_tex.json", + "resource/mecha_1406/mecha_1406_tex.png" + ); + } + + public update(): void { + if (this._addingArmature) { + for (let i = 0; i < 10; ++i) { + this._addArmature(); + } + + this._resetPosition(); + this._updateText(); + } + + if (this._removingArmature) { + for (let i = 0; i < 10; ++i) { + this._removeArmature(); + } + + this._resetPosition(); + this._updateText(); + } + } + + protected _onStart(): void { + this.inputEnabled = true; + this.events.onInputDown.add(this._inputDown, this); + this.events.onInputUp.add(this._inputUp, this); + // + this._text = this.createText(""); + + for (let i = 0; i < 300; ++i) { + this._addArmature(); + } + + this._resetPosition(); + this._updateText(); + } + + private _inputDown(target: any, pointer: Phaser.Pointer): void { + const touchRight = pointer.x > this.stageWidth * 0.5; + this._addingArmature = touchRight; + this._removingArmature = !touchRight; + } + + private _inputUp(): void { + this._addingArmature = false; + this._removingArmature = false; + } + + private _addArmature(): void { + const factory = dragonBones.PhaserFactory.factory; + if (this._armatures.length === 0) { + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1406/mecha_1406_ske.dbbin", Phaser.Cache.BINARY)); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1406/mecha_1406_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1406/mecha_1406_tex.png", true) as any).base + ); + } + + const armatureDisplay = factory.buildArmatureDisplay("mecha_1406"); + armatureDisplay.armature.cacheFrameRate = 24; + armatureDisplay.animation.play("walk"); + armatureDisplay.scale.x = armatureDisplay.scale.y = 0.5; + this.addChild(armatureDisplay); + + this._armatures.push(armatureDisplay); + } + + private _removeArmature(): void { + if (this._armatures.length === 0) { + return; + } + + const armatureDisplay = this._armatures.pop(); + this.removeChild(armatureDisplay); + armatureDisplay.dispose(); + + if (this._armatures.length === 0) { + dragonBones.PhaserFactory.factory.clear(true); + dragonBones.BaseObject.clearPool(); + } + } + + private _resetPosition(): void { + const armatureCount = this._armatures.length; + if (armatureCount === 0) { + return; + } + + const paddingH = 100; + const paddingT = 200; + const paddingB = 100; + const gapping = 90; + const stageWidth = this.stageWidth - paddingH * 2; + const columnCount = Math.floor(stageWidth / gapping); + const paddingHModify = (this.stageWidth - columnCount * gapping) * 0.5; + const dX = stageWidth / columnCount; + const dY = (this.stageHeight - paddingT - paddingB) / Math.ceil(armatureCount / columnCount); + + for (let i = 0, l = armatureCount; i < l; ++i) { + const armatureDisplay = this._armatures[i]; + const lineY = Math.floor(i / columnCount); + armatureDisplay.x = (i % columnCount) * dX + paddingHModify - this.stageWidth * 0.5; + armatureDisplay.y = lineY * dY + paddingT - this.stageHeight * 0.5; + } + } + + private _updateText(): void { + this._text.text = "Count: " + this._armatures.length + ". Touch screen left to decrease count / right to increase count."; + this._text.x = - this._text.width * 0.5; + this._text.y = this.stageHeight * 0.5 - 100; + this.addChild(this._text); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/ReplaceAnimation.ts b/Phaser/Demos2.x/src/ReplaceAnimation.ts new file mode 100644 index 00000000..3e3e7f68 --- /dev/null +++ b/Phaser/Demos2.x/src/ReplaceAnimation.ts @@ -0,0 +1,74 @@ +class ReplaceAnimation extends BaseDemo { + private _armatureDisplayA: dragonBones.PhaserArmatureDisplay; + private _armatureDisplayB: dragonBones.PhaserArmatureDisplay; + private _armatureDisplayC: dragonBones.PhaserArmatureDisplay; + private _armatureDisplayD: dragonBones.PhaserArmatureDisplay; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_2903/mecha_2903_ske.json", + "resource/mecha_2903/mecha_2903_tex.json", + "resource/mecha_2903/mecha_2903_tex.png" + ); + } + + protected _onStart(): void { + const factory = dragonBones.PhaserFactory.factory; + factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_2903/mecha_2903_ske.json", Phaser.Cache.JSON).data); + factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_2903/mecha_2903_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_2903/mecha_2903_tex.png", true) as any).base + ); + + this._armatureDisplayA = factory.buildArmatureDisplay("mecha_2903"); + this._armatureDisplayB = factory.buildArmatureDisplay("mecha_2903b"); + this._armatureDisplayC = factory.buildArmatureDisplay("mecha_2903c"); + this._armatureDisplayD = factory.buildArmatureDisplay("mecha_2903d"); + + const sourceArmatureData = factory.getArmatureData("mecha_2903d"); + factory.replaceAnimation(this._armatureDisplayA.armature, sourceArmatureData); + factory.replaceAnimation(this._armatureDisplayB.armature, sourceArmatureData); + factory.replaceAnimation(this._armatureDisplayC.armature, sourceArmatureData); + + this.addChild(this._armatureDisplayD); + this.addChild(this._armatureDisplayA); + this.addChild(this._armatureDisplayB); + this.addChild(this._armatureDisplayC); + + this._armatureDisplayA.x = 0.0 - 350.0; + this._armatureDisplayA.y = 0.0 + 150.0; + this._armatureDisplayB.x = 0.0; + this._armatureDisplayB.y = 0.0 + 150.0; + this._armatureDisplayC.x = 0.0 + 350.0; + this._armatureDisplayC.y = 0.0 + 150.0; + this._armatureDisplayD.x = 0.0; + this._armatureDisplayD.y = 0.0 - 50.0; + // + this.inputEnabled = true; + this.events.onInputDown.add(() => { + this._changeAnimation(); + }); + // + this.createText("Touch to change animation."); + } + + private _changeAnimation(): void { + let animationName = this._armatureDisplayD.animation.lastAnimationName; + if (animationName) { + const animationNames = this._armatureDisplayD.animation.animationNames; + const animationIndex = (animationNames.indexOf(animationName) + 1) % animationNames.length; + this._armatureDisplayD.animation.play(animationNames[animationIndex]); + } + else { + this._armatureDisplayD.animation.play(); + } + + animationName = this._armatureDisplayD.animation.lastAnimationName; + + this._armatureDisplayA.animation.play(animationName); + this._armatureDisplayB.animation.play(animationName); + this._armatureDisplayC.animation.play(animationName); + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/src/ReplaceSlotDisplay.ts b/Phaser/Demos2.x/src/ReplaceSlotDisplay.ts new file mode 100644 index 00000000..d2d156eb --- /dev/null +++ b/Phaser/Demos2.x/src/ReplaceSlotDisplay.ts @@ -0,0 +1,87 @@ +class ReplaceSlotDisplay extends BaseDemo { + private static readonly WEAPON_RIGHT_LIST: string[] = ["weapon_1004_r", "weapon_1004b_r", "weapon_1004c_r", "weapon_1004d_r", "weapon_1004e_r"]; + + private _leftWeaponIndex: number = 0; + private _rightWeaponIndex: number = 0; + private readonly _factory: dragonBones.PhaserFactory = dragonBones.PhaserFactory.factory; + private _armatureDisplay: dragonBones.PhaserArmatureDisplay; + private _logoText: Phaser.Text; + + public constructor(game: Phaser.Game) { + super(game); + + this._resources.push( + "resource/mecha_1004d_show/mecha_1004d_show_ske.json", + "resource/mecha_1004d_show/mecha_1004d_show_tex.json", + "resource/mecha_1004d_show/mecha_1004d_show_tex.png", + "resource/weapon_1004_show/weapon_1004_show_ske.json", + "resource/weapon_1004_show/weapon_1004_show_tex.json", + "resource/weapon_1004_show/weapon_1004_show_tex.png" + ); + } + + protected _onStart(): void { + this._factory.parseDragonBonesData(this.game.cache.getItem("resource/mecha_1004d_show/mecha_1004d_show_ske.json", Phaser.Cache.JSON).data); + this._factory.parseTextureAtlasData( + this.game.cache.getItem("resource/mecha_1004d_show/mecha_1004d_show_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/mecha_1004d_show/mecha_1004d_show_tex.png", true) as any).base + ); + this._factory.parseDragonBonesData(this.game.cache.getItem("resource/weapon_1004_show/weapon_1004_show_ske.json", Phaser.Cache.JSON).data); + this._factory.parseTextureAtlasData( + this.game.cache.getItem("resource/weapon_1004_show/weapon_1004_show_tex.json", Phaser.Cache.JSON).data, + (this.game.cache.getImage("resource/weapon_1004_show/weapon_1004_show_tex.png", true) as any).base + ); + // + this._armatureDisplay = this._factory.buildArmatureDisplay("mecha_1004d"); + this._armatureDisplay.animation.play(); + // + this._armatureDisplay.x = 100.0; + this._armatureDisplay.y = 200.0; + this.addChild(this._armatureDisplay); + // + this.inputEnabled = true; + this.events.onInputDown.add(() => { + const localX = this.game.input.x - this.x; + if (localX < -150.0) { + this._replaceDisplay(-1); + } + else if (localX > 150.0) { + this._replaceDisplay(1); + } + else { + this._replaceDisplay(0); + } + }, this); + // + this.createText("Touch screen left / center / right to relace slot display."); + } + + private _replaceDisplay(type: number): void { + if (type === -1) { + this._rightWeaponIndex++; + this._rightWeaponIndex %= ReplaceSlotDisplay.WEAPON_RIGHT_LIST.length; + const displayName = ReplaceSlotDisplay.WEAPON_RIGHT_LIST[this._rightWeaponIndex]; + this._factory.replaceSlotDisplay("weapon_1004_show", "weapon", "weapon_r", displayName, this._armatureDisplay.armature.getSlot("weapon_hand_r")); + } + else if (type === 1) { + this._leftWeaponIndex++; + this._leftWeaponIndex %= 5; + this._armatureDisplay.armature.getSlot("weapon_hand_l").displayIndex = this._leftWeaponIndex; + } + else { + const logoSlot = this._armatureDisplay.armature.getSlot("logo"); + if (logoSlot.display === this._logoText) { + logoSlot.display = logoSlot.rawDisplay; + } + else { + if (!this._logoText) { + const style = { font: "14px", fill: "#FFFFFF", align: "center" }; + this._logoText = this.game.add.text(0.0, 0.0, "Core Element", style); + this._logoText.pivot.x = this._logoText.width * 0.5; + this._logoText.pivot.y = this._logoText.height * 0.5; + } + logoSlot.display = this._logoText; + } + } + } +} \ No newline at end of file diff --git a/Phaser/Demos2.x/tsconfig.json b/Phaser/Demos2.x/tsconfig.json new file mode 100644 index 00000000..c2fc9e25 --- /dev/null +++ b/Phaser/Demos2.x/tsconfig.json @@ -0,0 +1,22 @@ +{ + "compilerOptions": { + "watch": false, + "sourceMap": false, + "declaration": false, + "alwaysStrict": true, + "noImplicitAny": true, + "noImplicitThis": true, + "noUnusedLocals": true, + "noUnusedParameters": false, + "strictNullChecks": false, + "experimentalDecorators": true, + "allowSyntheticDefaultImports": true, + "target": "es5", + "module": "commonjs", + "outDir": "./out" + }, + "exclude": [ + "node_modules", + "out" + ] +} \ No newline at end of file diff --git a/Phaser/Demos2.x/tslint.json b/Phaser/Demos2.x/tslint.json new file mode 100644 index 00000000..eeb58d17 --- /dev/null +++ b/Phaser/Demos2.x/tslint.json @@ -0,0 +1,15 @@ +{ + "rules": { + "no-unused-expression": true, + "no-unreachable": true, + "no-duplicate-variable": true, + "no-duplicate-key": true, + "no-unused-variable": true, + "curly": false, + "class-name": true, + "triple-equals": true, + "semicolon": [ + true + ] + } +} \ No newline at end of file