melonjs 10.7.1 → 10.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.md +1 -1
- package/README.md +29 -23
- package/dist/melonjs.js +2220 -1070
- package/dist/melonjs.min.js +4 -4
- package/dist/melonjs.module.d.ts +1395 -485
- package/dist/melonjs.module.js +2244 -1131
- package/package.json +17 -14
- package/src/camera/camera2d.js +1 -1
- package/src/entity/entity.js +6 -7
- package/src/game.js +2 -2
- package/src/geometries/ellipse.js +20 -21
- package/src/geometries/line.js +7 -7
- package/src/geometries/path2d.js +319 -0
- package/src/geometries/poly.js +27 -27
- package/src/geometries/rectangle.js +19 -19
- package/src/geometries/roundrect.js +164 -0
- package/src/index.js +12 -2
- package/src/input/gamepad.js +2 -2
- package/src/input/pointerevent.js +1 -1
- package/src/lang/deprecated.js +8 -6
- package/src/level/tiled/TMXLayer.js +1 -1
- package/src/level/tiled/TMXObject.js +9 -12
- package/src/level/tiled/TMXTileMap.js +23 -4
- package/src/level/tiled/TMXUtils.js +1 -1
- package/src/level/tiled/renderer/TMXHexagonalRenderer.js +1 -1
- package/src/level/tiled/renderer/TMXIsometricRenderer.js +1 -1
- package/src/level/tiled/renderer/TMXOrthogonalRenderer.js +1 -1
- package/src/level/tiled/renderer/TMXRenderer.js +1 -1
- package/src/level/tiled/renderer/TMXStaggeredRenderer.js +1 -1
- package/src/loader/loader.js +4 -4
- package/src/loader/loadingscreen.js +17 -6
- package/src/math/color.js +6 -5
- package/src/math/matrix2.js +1 -1
- package/src/math/matrix3.js +1 -1
- package/src/math/observable_vector2.js +1 -1
- package/src/math/observable_vector3.js +1 -1
- package/src/math/vector2.js +1 -1
- package/src/math/vector3.js +1 -1
- package/src/particles/emitter.js +34 -26
- package/src/particles/particle.js +3 -2
- package/src/physics/body.js +67 -51
- package/src/physics/bounds.js +8 -9
- package/src/physics/world.js +1 -1
- package/src/polyfill/index.js +1 -0
- package/src/polyfill/roundrect.js +235 -0
- package/src/renderable/GUI.js +5 -5
- package/src/renderable/collectable.js +9 -2
- package/src/renderable/colorlayer.js +1 -1
- package/src/renderable/container.js +27 -27
- package/src/renderable/imagelayer.js +3 -3
- package/src/renderable/light2d.js +115 -0
- package/src/renderable/renderable.js +23 -22
- package/src/renderable/sprite.js +15 -16
- package/src/renderable/trigger.js +10 -4
- package/src/state/stage.js +73 -3
- package/src/state/state.js +1 -1
- package/src/system/device.js +10 -8
- package/src/system/pooling.js +156 -149
- package/src/text/bitmaptext.js +1 -1
- package/src/text/text.js +14 -18
- package/src/utils/utils.js +2 -2
- package/src/video/canvas/canvas_renderer.js +144 -81
- package/src/video/renderer.js +64 -37
- package/src/video/{texture.js → texture/atlas.js} +8 -8
- package/src/video/{texture_cache.js → texture/cache.js} +4 -4
- package/src/video/texture/canvas_texture.js +87 -0
- package/src/video/webgl/glshader.js +29 -193
- package/src/video/webgl/utils/attributes.js +16 -0
- package/src/video/webgl/utils/precision.js +11 -0
- package/src/video/webgl/utils/program.js +58 -0
- package/src/video/webgl/utils/string.js +16 -0
- package/src/video/webgl/utils/uniforms.js +87 -0
- package/src/video/webgl/webgl_compositor.js +1 -14
- package/src/video/webgl/webgl_renderer.js +191 -231
package/src/system/pooling.js
CHANGED
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var objectClass = {};
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var instance_counter = 0;
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/**
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* @classdesc
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* This object is used for object pooling - a technique that might speed up your game if used properly.<br>
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* If some of your classes will be instantiated and removed a lot at a time, it is a
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* good idea to add the class to this object pool. A separate pool for that class
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* which means, that on level loading the engine will try to instantiate every object
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* found in the map, based on the user defined name in each Object Properties<br>
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* <img src="images/object_properties.png"/><br>
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* @
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* @see {@link pool} a default global instance of ObjectPool
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*/
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class ObjectPool {
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constructor() {
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this.objectClass = {};
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this.instance_counter = 0;
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}
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/**
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* register an object to the pool. <br>
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* Pooling must be set to true if more than one such objects will be created. <br>
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* (Note: for an object to be poolable, it must implements a `onResetEvent` method)
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* @param {string} className as defined in the Name field of the Object Properties (in Tiled)
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* @param {object} classObj corresponding Class to be instantiated
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* @param {boolean} [recycling=false] enables object recycling for the specified class
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* @example
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* // implement CherryEntity
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* class CherryEntity extends Spritesheet {
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* onResetEvent() {
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* // reset object mutable properties
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* this.lifeBar = 100;
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* }
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* };
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* // add our users defined entities in the object pool and enable object recycling
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* me.pool.register("cherryentity", CherryEntity, true);
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*/
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register(className, classObj, recycling = false) {
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if (typeof (classObj) !== "undefined") {
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this.objectClass[className] = {
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"class" : classObj,
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"pool" : (recycling ? [] : undefined)
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};
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} else {
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throw new Error("Cannot register object '" + className + "', invalid class");
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}
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}
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};
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/**
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obj;
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/**
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* Pull a new instance of the requested object (if added into the object pool)
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* @param {string} name as used in {@link pool.register}
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* @param {object} [...arguments] arguments to be passed when instantiating/reinitializing the object
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* @returns {object} the instance of the requested object
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* @example
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* me.pool.register("bullet", BulletEntity, true);
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* me.pool.register("enemy", EnemyEntity, true);
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* // ...
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* // when we need to manually create a new bullet:
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* var bullet = me.pool.pull("bullet", x, y, direction);
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* // ...
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* // params aren't a fixed number
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* // when we need new enemy we can add more params, that the object construct requires:
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* var enemy = me.pool.pull("enemy", x, y, direction, speed, power, life);
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* // ...
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* // when we want to destroy existing object, the remove
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* // function will ensure the object can then be reallocated later
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* me.game.world.removeChild(enemy);
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* me.game.world.removeChild(bullet);
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*/
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pull(name) {
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var args = new Array(arguments.length);
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for (var i = 0; i < arguments.length; i++) {
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args[i] = arguments[i];
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}
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var className = this.objectClass[name];
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if (className) {
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var proto = className["class"],
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poolArray = className.pool,
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obj;
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if (poolArray && ((obj = poolArray.pop()))) {
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// pull an existing instance from the pool
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args.shift();
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// call the object onResetEvent function if defined
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if (typeof(obj.onResetEvent) === "function") {
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obj.onResetEvent.apply(obj, args);
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}
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this.instance_counter--;
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}
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obj.className = name;
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else {
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// create a new instance
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args[0] = proto;
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obj = new (proto.bind.apply(proto, args))();
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if (poolArray) {
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obj.className = name;
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}
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return obj;
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throw new Error("Cannot instantiate object of type '" + name + "'");
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throw new Error("Cannot instantiate object of type '" + name + "'");
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};
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/**
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* purge the object pool from any inactive object <br>
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* Object pooling must be enabled for this function to work<br>
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* note: this will trigger the garbage collector
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*/
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purge() {
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for (var className in this.objectClass) {
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if (this.objectClass[className]) {
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this.objectClass[className].pool = [];
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}
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this.instance_counter = 0;
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};
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* Push back an object instance into the object pool <br>
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* Object pooling for the object class must be enabled,
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* and object must have been instantiated using {@link pool#pull},
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* otherwise this function won't work
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* @throws will throw an error if the object cannot be recycled
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* @param {object} obj instance to be recycled
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* @param {boolean} [throwOnError=true] throw an exception if the object cannot be recycled
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* @returns {boolean} true if the object was successfully recycled in the object pool
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*/
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push(obj, throwOnError = true) {
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if (!this.poolable(obj)) {
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if (throwOnError === true ) {
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throw new Error("me.pool: object " + obj + " cannot be recycled");
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} else {
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return false;
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}
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}
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this.objectClass[obj.className].pool.push(obj);
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this.instance_counter++;
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}
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return true;
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}
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};
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/**
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* Check if an object with the provided name is registered
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* @param {string} name of the registered object class
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* @returns {boolean} true if the classname is registered
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*/
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exists(name) {
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return name in this.objectClass;
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};
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* Check if an object is poolable
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* (was properly registered with the recycling feature enable)
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* @see register
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* @param {object} obj object to be checked
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* @returns {boolean} true if the object is poolable
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* @example
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* if (!me.pool.poolable(myCherryEntity)) {
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* // object was not properly registered
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* }
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*/
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poolable(obj) {
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var className = obj.className;
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return (typeof className !== "undefined") &&
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(typeof obj.onResetEvent === "function") &&
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(className in this.objectClass) &&
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(this.objectClass[className].pool !== "undefined");
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}
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* returns the amount of object instance currently in the pool
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* @returns {number} amount of object instance
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*/
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getInstanceCount() {
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return this.instance_counter;
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}
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};
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/**
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*
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-
* @
|
|
179
|
-
* @
|
|
184
|
+
* a default global object pool instance
|
|
185
|
+
* @public
|
|
186
|
+
* @type {ObjectPool}
|
|
180
187
|
*/
|
|
181
|
-
|
|
182
|
-
|
|
183
|
-
|
|
188
|
+
var pool = new ObjectPool();
|
|
189
|
+
|
|
190
|
+
export default pool;
|
package/src/text/bitmaptext.js
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import Color from "./../math/color.js";
|
|
2
2
|
import * as stringUtil from "./../utils/string.js";
|
|
3
|
-
import
|
|
3
|
+
import pool from "./../system/pooling.js";
|
|
4
4
|
import loader from "./../loader/loader.js";
|
|
5
5
|
import Renderable from "./../renderable/renderable.js";
|
|
6
6
|
import TextMetrics from "./textmetrics.js";
|
package/src/text/text.js
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
import Color from "./../math/color.js";
|
|
2
2
|
import WebGLRenderer from "./../video/webgl/webgl_renderer.js";
|
|
3
|
-
import { renderer as globalRenderer
|
|
3
|
+
import { renderer as globalRenderer } from "./../video/video.js";
|
|
4
4
|
import { trimRight } from "./../utils/string.js";
|
|
5
|
-
import
|
|
5
|
+
import pool from "./../system/pooling.js";
|
|
6
6
|
import Renderable from "./../renderable/renderable.js";
|
|
7
7
|
import { nextPowerOfTwo } from "./../math/math.js";
|
|
8
8
|
import setContextStyle from "./textstyle.js";
|
|
@@ -23,7 +23,7 @@ var toPX = [12, 24, 0.75, 1];
|
|
|
23
23
|
// return a valid 2d context for Text rendering/styling
|
|
24
24
|
var getContext2d = function (renderer, text) {
|
|
25
25
|
if (text.offScreenCanvas === true) {
|
|
26
|
-
return text.context;
|
|
26
|
+
return text.canvasTexture.context;
|
|
27
27
|
} else {
|
|
28
28
|
return renderer.getFontContext();
|
|
29
29
|
}
|
|
@@ -190,8 +190,7 @@ class Text extends Renderable {
|
|
|
190
190
|
|
|
191
191
|
if (settings.offScreenCanvas === true) {
|
|
192
192
|
this.offScreenCanvas = true;
|
|
193
|
-
this.
|
|
194
|
-
this.context = this.canvas.getContext("2d");
|
|
193
|
+
this.canvasTexture = pool.pull("CanvasTexture", 2, 2, true);
|
|
195
194
|
}
|
|
196
195
|
|
|
197
196
|
// instance to text metrics functions
|
|
@@ -206,10 +205,9 @@ class Text extends Renderable {
|
|
|
206
205
|
// free the canvas and potential corresponding texture when deactivated
|
|
207
206
|
if (this.offScreenCanvas === true) {
|
|
208
207
|
globalRenderer.currentCompositor.deleteTexture2D(globalRenderer.currentCompositor.getTexture2D(this.glTextureUnit));
|
|
209
|
-
globalRenderer.cache.delete(this.canvas);
|
|
210
|
-
|
|
211
|
-
this.
|
|
212
|
-
this.canvas = undefined;
|
|
208
|
+
globalRenderer.cache.delete(this.canvasTexture.canvas);
|
|
209
|
+
pool.push(this.canvasTexture);
|
|
210
|
+
this.canvasTexture = undefined;
|
|
213
211
|
this.glTextureUnit = undefined;
|
|
214
212
|
}
|
|
215
213
|
}
|
|
@@ -307,7 +305,7 @@ class Text extends Renderable {
|
|
|
307
305
|
|
|
308
306
|
if (globalRenderer instanceof WebGLRenderer) {
|
|
309
307
|
// invalidate the previous corresponding texture so that it can reuploaded once changed
|
|
310
|
-
this.glTextureUnit = globalRenderer.cache.getUnit(globalRenderer.cache.get(this.canvas));
|
|
308
|
+
this.glTextureUnit = globalRenderer.cache.getUnit(globalRenderer.cache.get(this.canvasTexture.canvas));
|
|
311
309
|
globalRenderer.currentCompositor.unbindTexture2D(null, this.glTextureUnit);
|
|
312
310
|
|
|
313
311
|
if (globalRenderer.WebGLVersion === 1) {
|
|
@@ -318,14 +316,12 @@ class Text extends Renderable {
|
|
|
318
316
|
}
|
|
319
317
|
|
|
320
318
|
// resize the cache canvas if necessary
|
|
321
|
-
if (this.
|
|
322
|
-
this.
|
|
323
|
-
this.canvas.height = height;
|
|
324
|
-
// resizing the canvas will automatically clear its content
|
|
325
|
-
} else {
|
|
326
|
-
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
319
|
+
if (this.canvasTexture.width < width || this.canvasTexture.height < height) {
|
|
320
|
+
this.canvasTexture.resize(width, height);
|
|
327
321
|
}
|
|
328
|
-
|
|
322
|
+
|
|
323
|
+
this.canvasTexture.clear();
|
|
324
|
+
this._drawFont(this.canvasTexture.context, this._text, this.pos.x - this.metrics.x, this.pos.y - this.metrics.y, false);
|
|
329
325
|
}
|
|
330
326
|
|
|
331
327
|
this.isDirty = true;
|
|
@@ -389,7 +385,7 @@ class Text extends Renderable {
|
|
|
389
385
|
|
|
390
386
|
// draw the text
|
|
391
387
|
if (this.offScreenCanvas === true) {
|
|
392
|
-
renderer.drawImage(this.canvas, x, y);
|
|
388
|
+
renderer.drawImage(this.canvasTexture.canvas, x, y);
|
|
393
389
|
} else {
|
|
394
390
|
renderer.drawFont(this._drawFont(renderer.getFontContext(), this._text, x, y, stroke));
|
|
395
391
|
}
|
package/src/utils/utils.js
CHANGED
|
@@ -120,14 +120,14 @@ var utils = {
|
|
|
120
120
|
// never cache if a url is passed as parameter
|
|
121
121
|
var index = url.indexOf("#");
|
|
122
122
|
if (index !== -1) {
|
|
123
|
-
url = url.
|
|
123
|
+
url = url.slice(index, url.length);
|
|
124
124
|
} else {
|
|
125
125
|
return hash;
|
|
126
126
|
}
|
|
127
127
|
}
|
|
128
128
|
|
|
129
129
|
// parse the url
|
|
130
|
-
url.
|
|
130
|
+
url.slice(1).split("&").filter(function (value) {
|
|
131
131
|
return (value !== "");
|
|
132
132
|
}).forEach(function (value) {
|
|
133
133
|
var kv = value.split("=");
|