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fc/publish/project/jsb-default/jsb-adapter/jsb-engine.js
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2026-05-23 22:10:14 +08:00

4177 lines
137 KiB
JavaScript

(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
"use strict";
cc.Assembler2D.prototype.updateWorldVerts = function (comp) {
var local = this._local;
var verts = this._renderData.vDatas[0];
var vl = local[0],
vr = local[2],
vb = local[1],
vt = local[3]; // left bottom
verts[0] = vl;
verts[1] = vb; // right bottom
verts[5] = vr;
verts[6] = vb; // left top
verts[10] = vl;
verts[11] = vt; // right top
verts[15] = vr;
verts[16] = vt;
};
var _updateColor = cc.Assembler2D.prototype.updateColor;
cc.Assembler2D.prototype.updateColor = function (comp, color) {
this._dirtyPtr[0] |= cc.Assembler.FLAG_VERTICES_OPACITY_CHANGED;
_updateColor.call(this, comp, color);
};
},{}],2:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Assembler3D) return;
cc.Assembler3D.updateWorldVerts = function (comp) {
var local = this._local;
var world = this._renderData.vDatas[0];
var vl = local[0],
vr = local[2],
vb = local[1],
vt = local[3]; // left bottom
var floatsPerVert = this.floatsPerVert;
var offset = 0;
world[offset] = vl;
world[offset + 1] = vb;
world[offset + 2] = 0;
offset += floatsPerVert; // right bottom
world[offset] = vr;
world[offset + 1] = vb;
world[offset + 2] = 0;
offset += floatsPerVert; // left top
world[offset] = vl;
world[offset + 1] = vt;
world[offset + 2] = 0;
offset += floatsPerVert; // right top
world[offset] = vr;
world[offset + 1] = vt;
world[offset + 2] = 0;
};
})();
},{}],3:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 RenderFlow = cc.RenderFlow;
var originInit = cc.Assembler.prototype.init;
var FLAG_VERTICES_OPACITY_CHANGED = 1 << 0;
var FLAG_VERTICES_DIRTY = 1 << 1;
var Assembler = {
_ctor: function _ctor() {
this._dirtyPtr = new Uint32Array(1);
this.setDirty(this._dirtyPtr);
this.initVertexFormat();
},
destroy: function destroy() {
this._renderComp = null;
this._effect = null;
},
clear: function clear() {
this._renderData.clear();
},
_extendNative: function _extendNative() {
renderer.Assembler.prototype.ctor.call(this);
},
initVertexFormat: function initVertexFormat() {
var vfmt = this.getVfmt();
if (!vfmt) return;
this.setVertexFormat(vfmt._nativeObj);
},
init: function init(renderComp) {
this._effect = [];
originInit.call(this, renderComp);
if (renderComp.node && renderComp.node._proxy) {
renderComp.node._proxy.setAssembler(this);
}
},
_updateRenderData: function _updateRenderData() {
if (!this._renderComp || !this._renderComp.isValid) return;
this.updateRenderData(this._renderComp);
var materials = this._renderComp._materials;
for (var i = 0; i < materials.length; i++) {
var m = materials[i]; // TODO: find why material can be null
if (!m) continue;
m.getHash();
this.updateMaterial(i, m);
}
},
updateRenderData: function updateRenderData(comp) {
comp._assembler.updateMaterial(0, comp._materials[0]);
},
updateMaterial: function updateMaterial(iaIndex, material) {
var effect = material && material.effect;
if (this._effect[iaIndex] !== effect) {
this._effect[iaIndex] = effect;
this.updateEffect(iaIndex, effect ? effect._nativeObj : null);
}
},
updateColor: function updateColor(comp, color) {
this._dirtyPtr[0] |= FLAG_VERTICES_OPACITY_CHANGED;
},
updateIADatas: function updateIADatas(iaIndex, meshIndex) {
// When the MeshBuffer is switched, it is necessary to synchronize the iaData of the native assembler.
this.updateMeshIndex(iaIndex, meshIndex);
var materials = this._renderComp.sharedMaterials;
var material = materials[iaIndex] || materials[0];
this.updateMaterial(iaIndex, material);
}
};
cc.Assembler.FLAG_VERTICES_OPACITY_CHANGED = FLAG_VERTICES_OPACITY_CHANGED;
cc.Assembler.FLAG_VERTICES_DIRTY = FLAG_VERTICES_DIRTY;
Object.setPrototypeOf(cc.Assembler.prototype, renderer.Assembler.prototype);
cc.js.mixin(cc.Assembler.prototype, Assembler);
module.exports = Assembler;
},{}],4:[function(require,module,exports){
"use strict";
var proto = cc.Graphics.__assembler__.prototype;
var _init = proto.init;
proto.init = function (renderComp) {
_init.call(this, renderComp);
this.ignoreOpacityFlag();
};
proto.genBuffer = function (graphics, cverts) {
var buffers = this.getBuffers();
var buffer = buffers[this._bufferOffset];
var meshbuffer = buffer.meshbuffer;
meshbuffer.requestStatic(cverts, cverts * 3);
this._buffer = buffer;
meshbuffer.setNativeAssembler(this);
return buffer;
};
var _stroke = proto.stroke;
proto.stroke = function (graphics) {
_stroke.call(this, graphics);
var buffer = this._buffer;
buffer.meshbuffer.used(buffer.vertexStart, buffer.indiceStart);
};
var _fill = proto.fill;
proto.fill = function (graphics) {
_fill.call(this, graphics);
var buffer = this._buffer;
buffer.meshbuffer.used(buffer.vertexStart, buffer.indiceStart);
};
var _updateIADatas = proto.updateIADatas;
proto.updateIADatas = function (iaIndex, meshIndex) {
_updateIADatas.call(this, iaIndex, meshIndex); // Reset vertexStart and indiceStart when buffer is switched.
this._buffer.vertexStart = 0;
this._buffer.indiceStart = 0;
};
},{}],5:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 originReserveQuads = cc.Label.__assembler__.Bmfont.prototype._reserveQuads;
Object.assign(cc.Label.__assembler__.Bmfont.prototype, {
updateWorldVerts: function updateWorldVerts(comp) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert;
for (var offset = 0, l = local.length; offset < l; offset += floatsPerVert) {
world[offset] = local[offset];
world[offset + 1] = local[offset + 1];
}
}
});
},{}],6:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Label.__assembler__.Bmfont3D) return;
var proto = cc.Label.__assembler__.Bmfont3D.prototype;
Object.assign(proto, {
updateWorldVerts: function updateWorldVerts(comp) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert;
for (var offset = 0, l = world.length; offset < l; offset += floatsPerVert) {
world[offset] = local[offset];
world[offset + 1] = local[offset + 1];
world[offset + 2] = 0;
}
}
});
})();
},{}],7:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Label.__assembler__.TTF3D) return;
var proto = cc.Label.__assembler__.TTF3D.prototype;
Object.assign(proto, {
updateWorldVerts: cc.Assembler3D.updateWorldVerts
});
})();
},{}],8:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
require('./2d/bmfont.js');
require('./3d/bmfont.js');
require('./3d/ttf.js');
},{"./2d/bmfont.js":5,"./3d/bmfont.js":6,"./3d/ttf.js":7}],9:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 Mask = cc.Mask;
var RenderFlow = cc.RenderFlow;
var spriteAssembler = cc.Sprite.__assembler__.Simple.prototype;
var graphicsAssembler = cc.Graphics.__assembler__.prototype;
var proto = cc.Mask.__assembler__.prototype;
var _updateRenderData = proto.updateRenderData; // Avoid constructor being overridden.
renderer.MaskAssembler.prototype.constructor = cc.Mask.__assembler__;
cc.js.mixin(proto, {
_extendNative: function _extendNative() {
renderer.MaskAssembler.prototype.ctor.call(this);
},
initLocal: function initLocal() {
this._local = new Float32Array(4);
renderer.MaskAssembler.prototype.setLocalData.call(this, this._local);
},
updateRenderData: function updateRenderData(mask) {
_updateRenderData.call(this, mask);
mask._clearGraphics._assembler.updateMaterial(0, mask._clearMaterial);
this.setMaskInverted(mask.inverted);
this.setUseModel(mask._type !== Mask.Type.IMAGE_STENCIL);
this.setImageStencil(mask._type === Mask.Type.IMAGE_STENCIL);
mask.node._renderFlag |= cc.RenderFlow.FLAG_UPDATE_RENDER_DATA;
}
}, renderer.MaskAssembler.prototype);
var originCreateGraphics = cc.Mask.prototype._createGraphics;
var originRemoveGraphics = cc.Mask.prototype._removeGraphics;
cc.js.mixin(cc.Mask.prototype, {
_createGraphics: function _createGraphics() {
originCreateGraphics.call(this);
if (this._graphics) {
this._assembler.setRenderSubHandle(this._graphics._assembler);
} // TODO: remove clearGraphics
if (!this._clearGraphics) {
this._clearGraphics = new cc.Graphics();
cc.Assembler.init(this._clearGraphics);
this._clearGraphics.node = new cc.Node();
this._clearGraphics._activateMaterial();
this._clearGraphics.lineWidth = 0;
this._clearGraphics.rect(-1, -1, 2, 2);
this._clearGraphics.fill();
this._clearGraphics._assembler.ignoreWorldMatrix();
this._assembler.setClearSubHandle(this._clearGraphics._assembler);
}
},
_removeGraphics: function _removeGraphics() {
originRemoveGraphics.call(this); // TODO: remove clearGraphics
if (this._clearGraphics) {
this._clearGraphics.destroy();
this._clearGraphics = null;
}
}
});
},{}],10:[function(require,module,exports){
"use strict";
(function () {
var Mesh = cc.MeshRenderer;
if (Mesh === undefined) return;
var proto = cc.MeshRenderer.__assembler__.prototype;
var _init = proto.init;
cc.js.mixin(proto, {
initVertexFormat: function initVertexFormat() {},
_extendNative: function _extendNative() {
renderer.MeshAssembler.prototype.ctor.call(this);
},
init: function init(comp) {
_init.call(this, comp);
this.updateMeshData(true);
},
setRenderNode: function setRenderNode(node) {
this.setNode(node._proxy);
},
updateRenderData: function updateRenderData(comp) {
this.updateMeshData();
comp.node._renderFlag |= cc.RenderFlow.FLAG_UPDATE_RENDER_DATA;
},
updateMeshData: function updateMeshData(force) {
var comp = this._renderComp;
var mesh = comp.mesh;
if (!mesh || !mesh.loaded) return;
var subdatas = comp.mesh.subDatas;
for (var i = 0, len = subdatas.length; i < len; i++) {
var data = subdatas[i];
if (force || data.vDirty || data.iDirty) {
this.updateIAData(i, data.vfm._nativeObj, data.vData, data.iData);
data.vDirty = false;
data.iDirty = false;
}
}
}
}, renderer.MeshAssembler.prototype);
})();
},{}],11:[function(require,module,exports){
"use strict";
(function () {
var PS = cc.ParticleSystem3D;
if (PS === undefined) return;
var proto = PS.__assembler__.prototype;
var _init = proto.init;
var _updateRenderData = proto.updateRenderData;
cc.js.mixin(proto, {
initVertexFormat: function initVertexFormat() {},
_extendNative: function _extendNative() {
renderer.Particle3DAssembler.prototype.ctor.call(this);
},
init: function init(comp) {
_init.call(this, comp);
this._renderDataList = new renderer.RenderDataList();
this.setRenderDataList(this._renderDataList);
this.ignoreOpacityFlag();
this.updateMeshData();
this.setUseModel(true);
},
updateRenderData: function updateRenderData(comp) {
_updateRenderData.call(this, comp);
if (comp._vertsDirty) {
this.updateMeshData();
comp._vertsDirty = false;
}
},
setRenderNode: function setRenderNode(node) {
this.setNode(node._proxy);
},
updateMeshData: function updateMeshData() {
if (!this._model) {
return;
}
var subdatas = this._model._subDatas;
for (var i = 0, len = subdatas.length; i < len; i++) {
var data = subdatas[i];
if (data.vDirty && data.enable) {
this._renderDataList.updateMesh(i, data.vData, data.iData);
}
}
this.setVertexFormat(subdatas[0].vfm._nativeObj);
this.setSimulationSpace(this._particleSystem.simulationSpace);
if (subdatas[1] && subdatas[1].enable) {
this.setTrailVertexFormat(subdatas[1].vfm._nativeObj);
this.setTrailModuleSpace(this._particleSystem.trailModule.space);
}
},
setSimulationSpace: function setSimulationSpace(space) {
this.setParticleSpace(space);
},
setTrailModuleSpace: function setTrailModuleSpace(space) {
this.setTrailSpace(space);
},
updateIA: function updateIA(index, count, vDirty, iDirty) {
this.updateIndicesRange(index, 0, count);
}
}, renderer.Particle3DAssembler.prototype);
})();
},{}],12:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
Object.assign(cc.Sprite.__assembler__.Mesh.prototype, {
updateWorldVerts: function updateWorldVerts(sprite) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert;
for (var i = 0, l = local.length / 2; i < l; i++) {
world[i * floatsPerVert] = local[i * 2];
world[i * floatsPerVert + 1] = local[i * 2 + 1];
}
}
});
},{}],13:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
Object.assign(cc.Sprite.__assembler__.RadialFilled.prototype, {
updateWorldVerts: function updateWorldVerts(sprite) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert;
for (var offset = 0, l = world.length; offset < l; offset += floatsPerVert) {
world[offset] = local[offset];
world[offset + 1] = local[offset + 1];
}
}
});
},{}],14:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 proto = cc.Sprite.__assembler__.Simple.prototype;
var nativeProto = renderer.SimpleSprite2D.prototype;
proto.updateWorldVerts = function (comp) {
this._dirtyPtr[0] |= cc.Assembler.FLAG_VERTICES_DIRTY;
};
proto._extendNative = function () {
nativeProto.ctor.call(this);
};
proto.initLocal = function () {
this._local = new Float32Array(4);
nativeProto.setLocalData.call(this, this._local);
};
},{}],15:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 proto = cc.Sprite.__assembler__.Sliced.prototype;
var nativeProto = renderer.SlicedSprite2D.prototype;
proto.updateWorldVerts = function (comp) {
this._dirtyPtr[0] |= cc.Assembler.FLAG_VERTICES_DIRTY;
};
proto._extendNative = function () {
nativeProto.ctor.call(this);
};
proto.initLocal = function () {
this._local = new Float32Array(8);
nativeProto.setLocalData.call(this, this._local);
};
},{}],16:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
Object.assign(cc.Sprite.__assembler__.Tiled.prototype, {
updateWorldVerts: function updateWorldVerts(sprite) {
var renderData = this._renderData;
var local = this._local;
var localX = local.x,
localY = local.y;
var world = renderData.vDatas[0];
var row = this.row,
col = this.col;
var x, x1, y, y1;
var floatsPerVert = this.floatsPerVert;
var vertexOffset = 0;
for (var yindex = 0, ylength = row; yindex < ylength; ++yindex) {
y = localY[yindex];
y1 = localY[yindex + 1];
for (var xindex = 0, xlength = col; xindex < xlength; ++xindex) {
x = localX[xindex];
x1 = localX[xindex + 1]; // lb
world[vertexOffset] = x;
world[vertexOffset + 1] = y;
vertexOffset += floatsPerVert; // rb
world[vertexOffset] = x1;
world[vertexOffset + 1] = y;
vertexOffset += floatsPerVert; // lt
world[vertexOffset] = x;
world[vertexOffset + 1] = y1;
vertexOffset += floatsPerVert; // rt
world[vertexOffset] = x1;
world[vertexOffset + 1] = y1;
vertexOffset += floatsPerVert;
}
}
}
});
},{}],17:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.BarFilled3D) return;
var proto = cc.Sprite.__assembler__.BarFilled3D.prototype;
Object.assign(proto, {
updateWorldVerts: cc.Assembler3D.updateWorldVerts
});
})();
},{}],18:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.Mesh3D) return;
var proto = cc.Sprite.__assembler__.Mesh3D.prototype;
Object.assign(proto, {
updateWorldVerts: function updateWorldVerts(sprite) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert,
offset = 0;
for (var i = 0, j = 0, l = local.length / 2; i < l; i++, offset += floatsPerVert) {
j = i * 2;
world[offset] = local[j];
world[offset + 1] = local[j++];
world[offset + 2] = 0;
}
}
});
})();
},{}],19:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.RadialFilled3D) return;
var proto = cc.Sprite.__assembler__.RadialFilled3D.prototype;
Object.assign(proto, {
updateWorldVerts: function updateWorldVerts(sprite) {
var local = this._local;
var world = this._renderData.vDatas[0];
var floatsPerVert = this.floatsPerVert;
for (var offset = 0, l = world.length; offset < l; offset += floatsPerVert) {
world[offset] = local[offset];
world[offset + 1] = local[offset + 1];
world[offset + 2] = 0;
}
}
});
})();
},{}],20:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.Simple3D) return;
var proto = cc.Sprite.__assembler__.Simple3D.prototype;
var nativeProto = renderer.SimpleSprite3D.prototype;
Object.assign(proto, {
_extendNative: nativeProto.ctor
});
})();
},{}],21:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.Sliced3D) return;
var proto = cc.Sprite.__assembler__.Sliced3D.prototype;
var nativeProto = renderer.SlicedSprite3D.prototype;
Object.assign(proto, {
_extendNative: nativeProto.ctor
});
})();
},{}],22:[function(require,module,exports){
"use strict";
(function () {
if (!cc.Sprite.__assembler__.Tiled3D) return;
var proto = cc.Sprite.__assembler__.Tiled3D.prototype;
Object.assign(proto, {
updateWorldVerts: function updateWorldVerts(sprite) {
var local = this._local;
var localX = local.x,
localY = local.y;
var world = this._renderData.vDatas[0];
var row = this.row,
col = this.col;
var x, x1, y, y1;
var vertexOffset = 0;
for (var yindex = 0, ylength = row; yindex < ylength; ++yindex) {
y = localY[yindex];
y1 = localY[yindex + 1];
for (var xindex = 0, xlength = col; xindex < xlength; ++xindex) {
x = localX[xindex];
x1 = localX[xindex + 1]; // left bottom
var padding = 6;
world[vertexOffset] = x;
world[vertexOffset + 1] = y;
world[vertexOffset + 2] = 0;
vertexOffset += padding; // right bottom
world[vertexOffset] = x1;
world[vertexOffset + 1] = y;
world[vertexOffset + 2] = 0;
vertexOffset += padding; // left top
world[vertexOffset] = x;
world[vertexOffset + 1] = y1;
world[vertexOffset + 2] = 0;
vertexOffset += padding; // right top
world[vertexOffset] = x1;
world[vertexOffset + 1] = y1;
world[vertexOffset + 2] = 0;
vertexOffset += padding;
}
}
}
});
})();
},{}],23:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
require('./2d/sliced.js');
require('./2d/tiled.js');
require('./2d/radial-filled.js');
require('./2d/simple.js');
require('./2d/mesh.js');
require('./3d/sliced.js');
require('./3d/simple.js');
require('./3d/tiled.js');
require('./3d/mesh.js');
require('./3d/bar-filled.js');
require('./3d/radial-filled.js');
},{"./2d/mesh.js":12,"./2d/radial-filled.js":13,"./2d/simple.js":14,"./2d/sliced.js":15,"./2d/tiled.js":16,"./3d/bar-filled.js":17,"./3d/mesh.js":18,"./3d/radial-filled.js":19,"./3d/simple.js":20,"./3d/sliced.js":21,"./3d/tiled.js":22}],24:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
require('./jsb-sys.js');
require('./jsb-game.js');
require('./jsb-videoplayer.js');
{};
require('./jsb-audio.js');
require('./jsb-loader.js');
require('./jsb-editbox.js');
require('./jsb-reflection.js');
require('./jsb-assets-manager.js');
if (CC_NATIVERENDERER) {
require('./jsb-effect.js');
require('./jsb-effect-variant.js');
require('./scene/camera.js');
require('./scene/light.js');
require('./scene/node-proxy.js');
require('./scene/render-flow.js'); // must be required after render flow
require('./scene/node.js');
cc.game.on(cc.game.EVENT_ENGINE_INITED, function () {
require('./scene/mesh-buffer.js');
require('./scene/quad-buffer.js');
require('./scene/render-data.js');
require('./assemblers/assembler.js');
require('./assemblers/assembler-2d.js');
require('./assemblers/assembler-3d.js');
require('./assemblers/sprite/index.js');
require('./assemblers/label/index.js');
require('./assemblers/mask-assembler.js');
require('./assemblers/graphics-assembler.js');
require('./assemblers/motion-streak.js');
require('./assemblers/mesh-renderer.js');
require('./assemblers/particle-3d-assembler.js');
require('./jsb-dragonbones.js');
require('./jsb-spine-skeleton.js');
require('./jsb-particle.js');
require('./jsb-tiledmap.js');
require('./jsb-skin-mesh.js');
});
}
},{"./assemblers/assembler-2d.js":1,"./assemblers/assembler-3d.js":2,"./assemblers/assembler.js":3,"./assemblers/graphics-assembler.js":4,"./assemblers/label/index.js":8,"./assemblers/mask-assembler.js":9,"./assemblers/mesh-renderer.js":10,"./assemblers/motion-streak.js":undefined,"./assemblers/particle-3d-assembler.js":11,"./assemblers/sprite/index.js":23,"./jsb-assets-manager.js":25,"./jsb-audio.js":26,"./jsb-dragonbones.js":undefined,"./jsb-editbox.js":27,"./jsb-effect-variant.js":28,"./jsb-effect.js":29,"./jsb-game.js":30,"./jsb-loader.js":31,"./jsb-particle.js":32,"./jsb-reflection.js":33,"./jsb-skin-mesh.js":34,"./jsb-spine-skeleton.js":35,"./jsb-sys.js":36,"./jsb-tiledmap.js":37,"./jsb-videoplayer.js":undefined,"./scene/camera.js":39,"./scene/light.js":40,"./scene/mesh-buffer.js":41,"./scene/node-proxy.js":42,"./scene/node.js":43,"./scene/quad-buffer.js":44,"./scene/render-data.js":45,"./scene/render-flow.js":46}],25:[function(require,module,exports){
"use strict";
/*
* Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
if (jsb.AssetsManager) {
jsb.AssetsManager.State = {
UNINITED: 0,
UNCHECKED: 1,
PREDOWNLOAD_VERSION: 2,
DOWNLOADING_VERSION: 3,
VERSION_LOADED: 4,
PREDOWNLOAD_MANIFEST: 5,
DOWNLOADING_MANIFEST: 6,
MANIFEST_LOADED: 7,
NEED_UPDATE: 8,
READY_TO_UPDATE: 9,
UPDATING: 10,
UNZIPPING: 11,
UP_TO_DATE: 12,
FAIL_TO_UPDATE: 13
};
jsb.Manifest.DownloadState = {
UNSTARTED: 0,
DOWNLOADING: 1,
SUCCESSED: 2,
UNMARKED: 3
};
jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST = 0;
jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST = 1;
jsb.EventAssetsManager.ERROR_PARSE_MANIFEST = 2;
jsb.EventAssetsManager.NEW_VERSION_FOUND = 3;
jsb.EventAssetsManager.ALREADY_UP_TO_DATE = 4;
jsb.EventAssetsManager.UPDATE_PROGRESSION = 5;
jsb.EventAssetsManager.ASSET_UPDATED = 6;
jsb.EventAssetsManager.ERROR_UPDATING = 7;
jsb.EventAssetsManager.UPDATE_FINISHED = 8;
jsb.EventAssetsManager.UPDATE_FAILED = 9;
jsb.EventAssetsManager.ERROR_DECOMPRESS = 10;
}
},{}],26:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
cc.Audio = function (src) {
this.src = src;
this.volume = 1;
this.loop = false;
this.id = -1;
};
var handleVolume = function handleVolume(volume) {
if (volume === undefined) {
// set default volume as 1
volume = 1;
} else if (typeof volume === 'string') {
volume = Number.parseFloat(volume);
}
return volume;
};
(function (proto, audioEngine) {
if (!audioEngine) return; // Using the new audioEngine
cc.audioEngine = audioEngine;
audioEngine.setMaxWebAudioSize = function () {};
cc.Audio.State = audioEngine.AudioState;
proto.play = function () {
audioEngine.stop(this.id);
var clip = this.src;
this.id = audioEngine.play(clip, this.loop, this.volume);
};
proto.pause = function () {
audioEngine.pause(this.id);
};
proto.resume = function () {
audioEngine.resume(this.id);
};
proto.stop = function () {
audioEngine.stop(this.id);
};
proto.destroy = function () {};
proto.setLoop = function (loop) {
this.loop = loop;
audioEngine.setLoop(this.id, loop);
};
proto.getLoop = function () {
return this.loop;
};
proto.setVolume = function (volume) {
volume = handleVolume(volume);
this.volume = volume;
return audioEngine.setVolume(this.id, volume);
};
proto.getVolume = function () {
return this.volume;
};
proto.setCurrentTime = function (time) {
audioEngine.setCurrentTime(this.id, time);
};
proto.getCurrentTime = function () {
return audioEngine.getCurrentTime(this.id);
};
proto.getDuration = function () {
return audioEngine.getDuration(this.id);
};
proto.getState = function () {
return audioEngine.getState(this.id);
}; // polyfill audioEngine
var _music = {
id: -1,
clip: '',
loop: false,
volume: 1
};
var _effect = {
volume: 1
};
audioEngine.play = function (clip, loop, volume) {
if (typeof volume !== 'number') {
volume = 1;
}
var audioFilePath;
var md5Pipe = cc.loader.md5Pipe;
if (typeof clip === 'string') {
// backward compatibility since 1.10
cc.warnID(8401, 'cc.audioEngine', 'cc.AudioClip', 'AudioClip', 'cc.AudioClip', 'audio');
audioFilePath = clip;
if (md5Pipe) {
audioFilePath = md5Pipe.transformURL(audioFilePath);
}
} else {
if (clip.loaded) {
audioFilePath = clip._nativeAsset;
} else {
// audio delay loading
clip._nativeAsset = audioFilePath = md5Pipe ? md5Pipe.transformURL(clip.nativeUrl) : clip.nativeUrl;
clip.loaded = true;
}
}
return audioEngine.play2d(audioFilePath, loop, volume);
};
audioEngine.playMusic = function (clip, loop) {
audioEngine.stop(_music.id);
_music.id = audioEngine.play(clip, loop, _music.volume);
_music.loop = loop;
_music.clip = clip;
return _music.id;
};
audioEngine.stopMusic = function () {
audioEngine.stop(_music.id);
};
audioEngine.pauseMusic = function () {
audioEngine.pause(_music.id);
return _music.id;
};
audioEngine.resumeMusic = function () {
audioEngine.resume(_music.id);
return _music.id;
};
audioEngine.getMusicVolume = function () {
return _music.volume;
};
audioEngine.setMusicVolume = function (volume) {
_music.volume = handleVolume(volume);
audioEngine.setVolume(_music.id, _music.volume);
return volume;
};
audioEngine.isMusicPlaying = function () {
return audioEngine.getState(_music.id) === audioEngine.AudioState.PLAYING;
};
audioEngine.playEffect = function (filePath, loop) {
return audioEngine.play(filePath, loop || false, _effect.volume);
};
audioEngine.setEffectsVolume = function (volume) {
_effect.volume = handleVolume(volume);
};
audioEngine.getEffectsVolume = function () {
return _effect.volume;
};
audioEngine.pauseEffect = function (audioID) {
return audioEngine.pause(audioID);
};
audioEngine.pauseAllEffects = function () {
var musicPlay = audioEngine.getState(_music.id) === audioEngine.AudioState.PLAYING;
audioEngine.pauseAll();
if (musicPlay) {
audioEngine.resume(_music.id);
}
};
audioEngine.resumeEffect = function (id) {
audioEngine.resume(id);
};
audioEngine.resumeAllEffects = function () {
var musicPaused = audioEngine.getState(_music.id) === audioEngine.AudioState.PAUSED;
audioEngine.resumeAll();
if (musicPaused && audioEngine.getState(_music.id) === audioEngine.AudioState.PLAYING) {
audioEngine.pause(_music.id);
}
};
audioEngine.stopEffect = function (id) {
return audioEngine.stop(id);
};
audioEngine.stopAllEffects = function () {
var musicPlaying = audioEngine.getState(_music.id) === audioEngine.AudioState.PLAYING;
var currentTime = audioEngine.getCurrentTime(_music.id);
audioEngine.stopAll();
if (musicPlaying) {
_music.id = audioEngine.play(_music.clip, _music.loop);
audioEngine.setCurrentTime(_music.id, currentTime);
}
}; // Unnecessary on native platform
audioEngine._break = function () {};
audioEngine._restore = function () {}; // deprecated
audioEngine._uncache = audioEngine.uncache;
audioEngine.uncache = function (clip) {
var path;
if (typeof clip === 'string') {
// backward compatibility since 1.10
cc.warnID(8401, 'cc.audioEngine', 'cc.AudioClip', 'AudioClip', 'cc.AudioClip', 'audio');
path = clip;
} else {
if (!clip) {
return;
}
path = clip._nativeAsset;
}
audioEngine._uncache(path);
};
audioEngine._preload = audioEngine.preload;
audioEngine.preload = function (filePath, callback) {
cc.warn('`cc.audioEngine.preload` is deprecated, use `cc.loader.loadRes(url, cc.AudioClip)` instead please.');
audioEngine._preload(filePath, callback);
};
})(cc.Audio.prototype, jsb.AudioEngine);
},{}],27:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (!(cc && cc.EditBox)) {
return;
}
var EditBox = cc.EditBox;
var js = cc.js;
var KeyboardReturnType = EditBox.KeyboardReturnType;
var InputMode = EditBox.InputMode;
var InputFlag = EditBox.InputFlag;
var MAX_VALUE = 65535;
var worldMat = new cc.Mat4(),
cameraMat = new cc.Mat4();
function getInputType(type) {
switch (type) {
case InputMode.EMAIL_ADDR:
return 'email';
case InputMode.NUMERIC:
case InputMode.DECIMAL:
return 'number';
case InputMode.PHONE_NUMBER:
return 'phone';
case InputMode.URL:
return 'url';
case InputMode.SINGLE_LINE:
case InputMode.ANY:
default:
return 'text';
}
}
function getKeyboardReturnType(type) {
switch (type) {
case KeyboardReturnType.DEFAULT:
case KeyboardReturnType.DONE:
return 'done';
case KeyboardReturnType.SEND:
return 'send';
case KeyboardReturnType.SEARCH:
return 'search';
case KeyboardReturnType.GO:
return 'go';
case KeyboardReturnType.NEXT:
return 'next';
}
return 'done';
}
var BaseClass = EditBox._ImplClass;
function JsbEditBoxImpl() {
BaseClass.call(this);
}
js.extend(JsbEditBoxImpl, BaseClass);
EditBox._ImplClass = JsbEditBoxImpl;
Object.assign(JsbEditBoxImpl.prototype, {
init: function init(delegate) {
if (!delegate) {
cc.error('EditBox init failed');
return;
}
this._delegate = delegate;
},
beginEditing: function beginEditing() {
var self = this;
var delegate = this._delegate;
var multiline = delegate.inputMode === InputMode.ANY;
var rect = this._getRect();
var maxLength = delegate.maxLength < 0 ? MAX_VALUE : delegate.maxLength;
var inputTypeString = getInputType(delegate.inputMode);
if (delegate.inputFlag === InputFlag.PASSWORD) {
inputTypeString = 'password';
}
function onConfirm(res) {
delegate.editBoxEditingReturn();
}
function onInput(res) {
if (delegate._string !== res.value) {
delegate.editBoxTextChanged(res.value);
}
}
function onComplete(res) {
self.endEditing();
}
jsb.inputBox.onInput(onInput);
jsb.inputBox.onConfirm(onConfirm);
jsb.inputBox.onComplete(onComplete);
if (!cc.sys.isMobile) {
this._delegate._hideLabels();
}
jsb.inputBox.show({
defaultValue: delegate._string,
maxLength: maxLength,
multiple: multiline,
confirmHold: false,
confirmType: getKeyboardReturnType(delegate.returnType),
inputType: inputTypeString,
originX: rect.x,
originY: rect.y,
width: rect.width,
height: rect.height
});
this._editing = true;
delegate.editBoxEditingDidBegan();
},
endEditing: function endEditing() {
jsb.inputBox.offConfirm();
jsb.inputBox.offInput();
jsb.inputBox.offComplete();
this._editing = false;
if (!cc.sys.isMobile) {
this._delegate._showLabels();
}
jsb.inputBox.hide();
this._delegate.editBoxEditingDidEnded();
},
_getRect: function _getRect() {
var node = this._delegate.node,
viewScaleX = cc.view._scaleX,
viewScaleY = cc.view._scaleY;
var dpr = cc.view._devicePixelRatio;
node.getWorldMatrix(worldMat);
var camera = cc.Camera.findCamera(node);
camera.getWorldToScreenMatrix2D(cameraMat);
cc.Mat4.multiply(cameraMat, cameraMat, worldMat);
var contentSize = node._contentSize;
var vec3 = cc.v3();
vec3.x = -node._anchorPoint.x * contentSize.width;
vec3.y = -node._anchorPoint.y * contentSize.height;
cc.Mat4.translate(cameraMat, cameraMat, vec3);
viewScaleX /= dpr;
viewScaleY /= dpr;
var finalScaleX = cameraMat.m[0] * viewScaleX;
var finaleScaleY = cameraMat.m[5] * viewScaleY;
var viewportRect = cc.view._viewportRect;
var offsetX = viewportRect.x / dpr,
offsetY = viewportRect.y / dpr;
return {
x: cameraMat.m[12] * viewScaleX + offsetX,
y: cameraMat.m[13] * viewScaleY + offsetY,
width: contentSize.width * finalScaleX,
height: contentSize.height * finaleScaleY
};
}
});
})();
},{}],28:[function(require,module,exports){
"use strict";
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
(function () {
if (!cc.EffectVariant) return;
var EffectVariant = cc.EffectVariant;
var _init = EffectVariant.prototype.init;
Object.assign(EffectVariant.prototype, {
init: function init(effect) {
_init.call(this, effect);
this._nativeObj = new renderer.EffectVariant(effect._nativeObj);
},
_onEffectChanged: function _onEffectChanged() {
var nativeEffect = this._effect ? this._effect._nativeObj : null;
this._nativeObj.setEffect(nativeEffect);
},
updateHash: function updateHash(hash) {
this._nativeObj.updateHash(hash);
}
});
})();
},{}],29:[function(require,module,exports){
"use strict";
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
var gfx = window.gfx; // Effect
var Effect = cc.Effect;
var _init = Effect.prototype.init;
var _clone = Effect.prototype.clone;
var _switchTechnique = Effect.prototype.switchTechnique;
Object.assign(Effect.prototype, {
init: function init(name, techniques, techniqueIndex, asset, createNative) {
_init.call(this, name, techniques, techniqueIndex, asset);
if (createNative) {
this._nativeObj = new renderer.EffectNative();
this._nativeObj.init(techniques);
this._nativePtr = this._nativeObj.self();
}
},
clone: function clone() {
var effect = _clone.call(this);
effect._nativeObj = new renderer.EffectNative();
effect._nativeObj.copy(this._nativeObj);
effect._nativePtr = effect._nativeObj.self();
return effect;
},
switchTechnique: function switchTechnique(techniqueIndex) {
_switchTechnique.call(this, techniqueIndex);
this._nativeObj.switchTechnique(techniqueIndex);
}
}); // EffectBase
var EffectBase = cc.EffectBase;
var _setCullMode = EffectBase.prototype.setCullMode;
var _setBlend = EffectBase.prototype.setBlend;
var _setStencilEnabled = EffectBase.prototype.setStencilEnabled;
var _setStencil = EffectBase.prototype.setStencil;
var _setDepth = EffectBase.prototype.setDepth;
var _define = EffectBase.prototype.define;
var _setProperty = EffectBase.prototype.setProperty;
Object.assign(EffectBase.prototype, {
setCullMode: function setCullMode() {
var cullMode = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : gfx.CULL_BACK;
var passIdx = arguments.length > 1 ? arguments[1] : undefined;
_setCullMode.call(this, cullMode, passIdx);
this._nativeObj.setCullMode(cullMode, passIdx === undefined ? -1 : passIdx);
},
setBlend: function setBlend() {
var enabled = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
var blendEq = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : gfx.BLEND_FUNC_ADD;
var blendSrc = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : gfx.BLEND_SRC_ALPHA;
var blendDst = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : gfx.BLEND_ONE_MINUS_SRC_ALPHA;
var blendAlphaEq = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : gfx.BLEND_FUNC_ADD;
var blendSrcAlpha = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : gfx.BLEND_SRC_ALPHA;
var blendDstAlpha = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : gfx.BLEND_ONE_MINUS_SRC_ALPHA;
var blendColor = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0xffffffff;
var passIdx = arguments.length > 8 ? arguments[8] : undefined;
_setBlend.call(this, enabled, blendEq, blendSrc, blendDst, blendAlphaEq, blendSrcAlpha, blendDstAlpha, blendColor, passIdx);
this._nativeObj.setBlend(enabled, blendEq, blendSrc, blendDst, blendAlphaEq, blendSrcAlpha, blendDstAlpha, blendColor, passIdx === undefined ? -1 : passIdx);
},
setDepth: function setDepth(depthTest, depthWrite, depthFunc, passIdx) {
_setDepth.call(this, depthTest, depthWrite, depthFunc, passIdx);
this._nativeObj.setDepth(depthTest, depthWrite, depthFunc, passIdx === undefined ? -1 : passIdx);
},
setStencilEnabled: function setStencilEnabled(enabled, passIdx) {
_setStencilEnabled.call(this, enabled, passIdx);
this._nativeObj.setStencilTest(enabled, passIdx === undefined ? -1 : passIdx);
},
setStencil: function setStencil() {
var enabled = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : gfx.STENCIL_INHERIT;
var stencilFunc = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : gfx.DS_FUNC_ALWAYS;
var stencilRef = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
var stencilMask = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0xff;
var stencilFailOp = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : gfx.STENCIL_OP_KEEP;
var stencilZFailOp = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : gfx.STENCIL_OP_KEEP;
var stencilZPassOp = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : gfx.STENCIL_OP_KEEP;
var stencilWriteMask = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0xff;
var passIdx = arguments.length > 8 ? arguments[8] : undefined;
_setStencil.call(this, enabled, stencilFunc, stencilRef, stencilMask, stencilFailOp, stencilZFailOp, stencilZPassOp, stencilWriteMask, passIdx);
this._nativeObj.setStencil(stencilFunc, stencilRef, stencilMask, stencilFailOp, stencilZFailOp, stencilZPassOp, stencilWriteMask, passIdx === undefined ? -1 : passIdx);
},
define: function define(name, value, passIdx, force) {
_define.call(this, name, value, passIdx, force);
this._nativeObj.define(name, value, passIdx === undefined ? -1 : passIdx);
},
updateHash: function updateHash(hash) {
this._nativeObj.updateHash(hash);
},
setProperty: function setProperty(name, val, passIdx, directly) {
_setProperty.call(this, name, val, passIdx);
var prop = this.getProperty(name);
if (prop !== undefined) {
this._nativeObj.setProperty(name, prop, passIdx === undefined ? -1 : passIdx, directly);
}
}
});
},{}],30:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
cc.game.restart = function () {
// Need to clear scene, or native object destructor won't be invoke.
cc.director.getScene().destroy();
cc.Object._deferredDestroy();
__restartVM();
};
jsb.onPause = function () {
cc.game.emit(cc.game.EVENT_HIDE);
};
jsb.onResume = function () {
cc.game.emit(cc.game.EVENT_SHOW);
};
function resize(size) {
// size should be the css style
size.width /= cc.view._devicePixelRatio;
size.height /= cc.view._devicePixelRatio;
window.resize(size.width, size.height);
}
jsb.onResize = function (size) {
if (size.width === 0 || size.height === 0) return; // getSafeAreaEdge is asynchronous on iOS, so callback later is required
if (CC_JSB && cc.sys.os === cc.sys.OS_IOS) {
var edges = jsb.Device.getSafeAreaEdge();
var hasSafeArea = edges.x > 0 || edges.y > 0 || edges.z > 0 || edges.w > 0;
if (hasSafeArea) {
setTimeout(function () {
if (cc.Vec4.strictEquals(edges, jsb.Device.getSafeAreaEdge())) {
setTimeout(resize, 200, size);
} else {
resize(size);
}
}, 0);
return;
}
}
resize(size);
};
},{}],31:[function(require,module,exports){
/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
'use strict';
var jsbUtils = require('./jsb-utils');
function downloadScript(item, callback) {
require(item.url);
return null;
}
var mediaDownloader = new jsb.Downloader();
var mediaUrlMap = {}; // key: url, value: { loadingItem, callback }
mediaDownloader.setOnFileTaskSuccess(function (task) {
var _mediaUrlMap$task$req = mediaUrlMap[task.requestURL],
item = _mediaUrlMap$task$req.item,
callback = _mediaUrlMap$task$req.callback;
if (!(item && callback)) {
return;
}
item.url = task.storagePath;
item.rawUrl = task.storagePath;
callback(null, item);
delete mediaUrlMap[task.requestURL];
});
mediaDownloader.setOnTaskError(function (task, errorCode, errorCodeInternal, errorStr) {
var callback = mediaUrlMap[task.requestURL].callback;
callback && callback(errorStr, null);
delete mediaUrlMap[task.requestURL];
});
function downloadMedia(item, callback) {
if (/^http/.test(item.url)) {
var fileName = jsbUtils.murmurhash2_32_gc(item.url) + cc.path.extname(item.url);
var storagePath = jsb.fileUtils.getWritablePath() + fileName; // load from local cache
if (jsb.fileUtils.isFileExist(storagePath)) {
item.url = storagePath;
item.rawUrl = storagePath;
callback && callback(null, item);
} // download remote media file
else {
mediaUrlMap[item.url] = {
item: item,
callback: callback
};
mediaDownloader.createDownloadFileTask(item.url, storagePath);
} // Don't return anything to use async loading.
} else {
return item.url;
}
}
function loadAudio(item, callback) {
var loadByDeserializedAsset = item._owner instanceof cc.AudioClip;
if (loadByDeserializedAsset) {
return item.url;
} else {
var audioClip = new cc.AudioClip(); // obtain user url through nativeUrl
audioClip._setRawAsset(item.rawUrl, false); // obtain download url through _nativeAsset
audioClip._nativeAsset = item.url;
return audioClip;
}
}
function downloadImage(item, callback) {
var img = new Image();
img.src = item.url;
img.onload = function (info) {
callback(null, img);
};
img.onerror = function (event) {
callback(new Error('load image fail:' + img.src), null);
}; // Don't return anything to use async loading.
}
function _getFontFamily(fontHandle) {
var ttfIndex = fontHandle.lastIndexOf(".ttf");
if (ttfIndex === -1) return fontHandle;
var slashPos = fontHandle.lastIndexOf("/");
var fontFamilyName;
if (slashPos === -1) {
fontFamilyName = fontHandle.substring(0, ttfIndex) + "_LABEL";
} else {
fontFamilyName = fontHandle.substring(slashPos + 1, ttfIndex) + "_LABEL";
}
if (fontFamilyName.indexOf(' ') !== -1) {
fontFamilyName = '"' + fontFamilyName + '"';
}
return fontFamilyName;
}
function downloadText(item) {
var url = item.url;
var result = jsb.fileUtils.getStringFromFile(url);
if (typeof result === 'string' && result) {
return result;
} else {
return new Error('Download text failed: ' + url);
}
}
function downloadBinary(item) {
var url = item.url;
var result = jsb.fileUtils.getDataFromFile(url);
if (result) {
return result;
} else {
return new Error('Download binary file failed: ' + url);
}
}
function loadFont(item, callback) {
var url = item.url;
var fontFamilyName = _getFontFamily(url);
var fontFace = new FontFace(fontFamilyName, "url('" + url + "')");
document.fonts.add(fontFace);
fontFace.load();
fontFace.loaded.then(function () {
callback(null, fontFamilyName);
}, function () {
cc.warnID(4933, fontFamilyName);
callback(null, fontFamilyName);
});
}
function loadCompressedTex(item) {
return item.content;
}
cc.loader.addDownloadHandlers({
// JS
'js': downloadScript,
'jsc': downloadScript,
// Images
'png': downloadImage,
'jpg': downloadImage,
'bmp': downloadImage,
'jpeg': downloadImage,
'gif': downloadImage,
'ico': downloadImage,
'tiff': downloadImage,
'webp': downloadImage,
'image': downloadImage,
'pvr': downloadImage,
'pkm': downloadImage,
// Audio
'mp3': downloadMedia,
'ogg': downloadMedia,
'wav': downloadMedia,
'm4a': downloadMedia,
// Video
'mp4': downloadMedia,
'avi': downloadMedia,
'mov': downloadMedia,
'mpg': downloadMedia,
'mpeg': downloadMedia,
'rm': downloadMedia,
'rmvb': downloadMedia,
// Text
'txt': downloadText,
'xml': downloadText,
'vsh': downloadText,
'fsh': downloadText,
'atlas': downloadText,
'tmx': downloadText,
'tsx': downloadText,
'json': downloadText,
'ExportJson': downloadText,
'plist': downloadText,
'fnt': downloadText,
'binary': downloadBinary,
'bin': downloadBinary,
'dbbin': downloadBinary,
'skel': downloadBinary,
'default': downloadText
});
cc.loader.addLoadHandlers({
// Font
'font': loadFont,
'eot': loadFont,
'ttf': loadFont,
'woff': loadFont,
'svg': loadFont,
'ttc': loadFont,
// Audio
'mp3': loadAudio,
'ogg': loadAudio,
'wav': loadAudio,
'm4a': loadAudio,
// compressed texture
'pvr': loadCompressedTex,
'pkm': loadCompressedTex
});
},{"./jsb-utils":38}],32:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (window.middleware === undefined) return;
var ParticleSystem = cc.ParticleSystem;
if (ParticleSystem === undefined) return;
var PSProto = ParticleSystem.prototype;
PSProto.initProperties = function () {
this._simulator = new middleware.ParticleSimulator();
this._previewTimer = null;
this._focused = false;
this._texture = null;
this._renderData = null;
this._simulator.__particleSystem__ = this;
this._simulator.setFinishedCallback(function () {
var self = this.__particleSystem__;
self._finishedSimulation();
});
this._simulator.setStopCallback(function () {
var self = this.__particleSystem__;
self.stopSystem();
});
this._initProperties();
}; // value type properties
var propertiesList = ["positionType", "emissionRate", "totalParticles", "duration", "emitterMode", "life", "lifeVar", "startSize", "startSizeVar", "endSize", "endSizeVar", "startSpin", "startSpinVar", "endSpin", "endSpinVar", "angle", "angleVar", "speed", "speedVar", "radialAccel", "radialAccelVar", "tangentialAccel", "tangentialAccelVar", "rotationIsDir", "startRadius", "startRadiusVar", "endRadius", "endRadiusVar", "rotatePerS", "rotatePerSVar"];
propertiesList.forEach(function (getSetName) {
var varName = "_" + getSetName;
Object.defineProperty(PSProto, getSetName, {
get: function get() {
this[varName] === undefined && (this[varName] = 0);
return this[varName];
},
set: function set(val) {
this[varName] = val;
this._simulator && (this._simulator[getSetName] = val);
}
});
}); // object type properties
var objPropList = ['gravity', 'sourcePos', 'posVar', 'startColor', 'startColorVar', 'endColor', 'endColorVar'];
PSProto._initProperties = function () {
// init properties
for (var key in propertiesList) {
var propName = propertiesList[key];
this[propName] = this[propName];
}
for (var _key in objPropList) {
var _propName = objPropList[_key];
this[_propName] = this[_propName];
}
}, Object.defineProperty(PSProto, 'gravity', {
get: function get() {
!this._gravity && (this._gravity = cc.v2(0, 0));
return this._gravity;
},
set: function set(val) {
if (!val) return;
!this._gravity && (this._gravity = cc.v2(0, 0));
this.gravity.x = val.x;
this.gravity.y = val.y;
this._simulator && this._simulator.setGravity(val.x, val.y, 0);
}
});
Object.defineProperty(PSProto, 'sourcePos', {
get: function get() {
!this._sourcePos && (this._sourcePos = cc.v2(0, 0));
return this._sourcePos;
},
set: function set(val) {
if (!val) return;
!this._sourcePos && (this._sourcePos = cc.v2(0, 0));
this._sourcePos.x = val.x;
this._sourcePos.y = val.y;
this._simulator && this._simulator.setSourcePos(val.x, val.y, 0);
}
});
Object.defineProperty(PSProto, 'posVar', {
get: function get() {
!this._posVar && (this._posVar = cc.v2(0, 0));
return this._posVar;
},
set: function set(val) {
if (!val) return;
!this._posVar && (this._posVar = cc.v2(0, 0));
this._posVar.x = val.x;
this._posVar.y = val.y;
this._simulator && this._simulator.setPosVar(val.x, val.y, 0);
}
});
Object.defineProperty(PSProto, 'startColor', {
get: function get() {
!this._startColor && (this._startColor = cc.color(255, 255, 255, 255));
return this._startColor;
},
set: function set(val) {
if (!val) return;
!this._startColor && (this._startColor = cc.color(255, 255, 255, 255));
this._startColor.r = val.r;
this._startColor.g = val.g;
this._startColor.b = val.b;
this._startColor.a = val.a;
this._simulator && this._simulator.setStartColor(val.r, val.g, val.b, val.a);
}
});
Object.defineProperty(PSProto, 'startColorVar', {
get: function get() {
!this._startColorVar && (this._startColorVar = cc.color(0, 0, 0, 0));
return this._startColorVar;
},
set: function set(val) {
if (!val) return;
!this._startColorVar && (this._startColorVar = cc.color(0, 0, 0, 0));
this._startColorVar.r = val.r;
this._startColorVar.g = val.g;
this._startColorVar.b = val.b;
this._startColorVar.a = val.a;
this._simulator && this._simulator.setStartColorVar(val.r, val.g, val.b, val.a);
}
});
Object.defineProperty(PSProto, 'endColor', {
get: function get() {
!this._endColor && (this._endColor = cc.color(255, 255, 255, 0));
return this._endColor;
},
set: function set(val) {
if (!val) return;
!this._endColor && (this._endColor = cc.color(255, 255, 255, 0));
this._endColor.r = val.r;
this._endColor.g = val.g;
this._endColor.b = val.b;
this._endColor.a = val.a;
this._simulator && this._simulator.setEndColor(val.r, val.g, val.b, val.a);
}
});
Object.defineProperty(PSProto, 'endColorVar', {
get: function get() {
!this._endColorVar && (this._endColorVar = cc.color(0, 0, 0, 0));
return this._endColorVar;
},
set: function set(val) {
if (!val) return;
!this._endColorVar && (this._endColorVar = cc.color(0, 0, 0, 0));
this._endColorVar.r = val.r;
this._endColorVar.g = val.g;
this._endColorVar.b = val.b;
this._endColorVar.a = val.a;
this._simulator && this._simulator.setEndColorVar(val.r, val.g, val.b, val.a);
}
});
Object.defineProperty(PSProto, 'particleCount', {
get: function get() {
if (!this._simulator) {
return 0;
}
return this._simulator.getParticleCount();
}
});
Object.defineProperty(PSProto, 'active', {
get: function get() {
if (!this._simulator) {
return false;
}
return this._simulator.active();
}
});
PSProto.onLoad = function () {
this._simulator.bindNodeProxy(this.node._proxy);
}; // shield in native
PSProto.update = null;
PSProto.lateUpdate = null;
PSProto._resetAssembler = function () {
this._assembler = new renderer.CustomAssembler();
this._assembler.setUseModel(true);
this.node._proxy.setAssembler(this._assembler);
};
var _onEnable = PSProto.onEnable;
PSProto.onEnable = function () {
_onEnable.call(this);
if (this._simulator) {
this._simulator.onEnable();
}
};
var _onDisable = PSProto.onDisable;
PSProto.onDisable = function () {
_onDisable.call(this);
if (this._simulator) {
this._simulator.onDisable();
}
};
PSProto._onTextureLoaded = function () {
this._simulator.updateUVs(this._renderSpriteFrame.uv);
this._syncAspect();
this._simulator.aspectRatio = this._aspectRatio || 1.0;
this._updateMaterial();
this.markForRender(true);
};
var _updateMaterial = PSProto._updateMaterial;
PSProto._updateMaterial = function () {
_updateMaterial.call(this);
var material = this._materials[0];
material && this._simulator.setEffect(material.effect._nativeObj);
};
var _initWithDictionary = PSProto._initWithDictionary;
PSProto._initWithDictionary = function (content) {
_initWithDictionary.call(this, content);
this._initProperties();
};
var __preload = PSProto.__preload;
PSProto.__preload = function () {
__preload.call(this);
this._initProperties();
};
})();
},{}],33:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
// JS to Native bridges
if (window.JavascriptJavaBridge && cc.sys.os == cc.sys.OS_ANDROID) {
jsb.reflection = new JavascriptJavaBridge();
cc.sys.capabilities["keyboard"] = true;
} else if (window.JavaScriptObjCBridge && (cc.sys.os == cc.sys.OS_IOS || cc.sys.os == cc.sys.OS_OSX)) {
jsb.reflection = new JavaScriptObjCBridge();
}
},{}],34:[function(require,module,exports){
"use strict";
(function () {
if (!cc.SkinnedMeshRenderer) return;
var SkinnedMeshAssembler = cc.SkinnedMeshRenderer.__assembler__.prototype;
cc.js.mixin(SkinnedMeshAssembler, {
updateRenderData: function updateRenderData(comp) {
comp.calcJointMatrix();
comp.node._renderFlag |= cc.RenderFlow.FLAG_UPDATE_RENDER_DATA;
}
});
})();
},{}],35:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (window.sp === undefined || window.spine === undefined || window.middleware === undefined) return;
sp.VertexEffectDelegate = spine.VertexEffectDelegate;
jsb.generateGetSet(spine); // spine global time scale
Object.defineProperty(sp, 'timeScale', {
get: function get() {
return this._timeScale;
},
set: function set(value) {
this._timeScale = value;
spine.SkeletonAnimation.setGlobalTimeScale(value);
},
configurable: true
});
var _slotColor = cc.color(0, 0, 255, 255);
var _boneColor = cc.color(255, 0, 0, 255);
var _meshColor = cc.color(255, 255, 0, 255);
var _originColor = cc.color(0, 255, 0, 255);
var skeletonDataProto = sp.SkeletonData.prototype;
var _gTextureIdx = 1;
var _textureKeyMap = {};
var _textureMap = new WeakMap();
var skeletonDataMgr = spine.SkeletonDataMgr.getInstance();
spine.skeletonDataMgr = skeletonDataMgr;
skeletonDataMgr.setDestroyCallback(function (textureIndex) {
if (!textureIndex) return;
var texKey = _textureKeyMap[textureIndex];
if (texKey && _textureMap.has(texKey)) {
_textureMap["delete"](texKey);
delete _textureKeyMap[textureIndex];
}
});
var skeletonCacheMgr = spine.SkeletonCacheMgr.getInstance();
spine.skeletonCacheMgr = skeletonCacheMgr;
skeletonDataProto.destroy = function () {
this.reset();
skeletonCacheMgr.removeSkeletonCache(this._uuid);
cc.Asset.prototype.destroy.call(this);
};
skeletonDataProto.reset = function () {
if (this._skeletonCache) {
spine.disposeSkeletonData(this._uuid);
this._jsbTextures = null;
this._skeletonCache = null;
}
this._atlasCache = null;
};
skeletonDataProto.getRuntimeData = function () {
if (!this._skeletonCache) {
this.init();
}
return this._skeletonCache;
};
skeletonDataProto.init = function () {
if (this._skeletonCache) return;
var uuid = this._uuid;
if (!uuid) {
cc.errorID(7504);
return;
}
var skeletonCache = spine.retainSkeletonData(uuid);
if (skeletonCache) {
this._skeletonCache = skeletonCache;
return;
}
var atlasText = this.atlasText;
if (!atlasText) {
cc.errorID(7508, this.name);
return;
}
var textures = this.textures;
var textureNames = this.textureNames;
if (!(textures && textures.length > 0 && textureNames && textureNames.length > 0)) {
cc.errorID(7507, this.name);
return;
}
var jsbTextures = {};
for (var i = 0; i < textures.length; ++i) {
var texture = textures[i];
var textureIdx = this.recordTexture(texture);
var spTex = new middleware.Texture2D();
spTex.setRealTextureIndex(textureIdx);
spTex.setPixelsWide(texture.width);
spTex.setPixelsHigh(texture.height);
spTex.setTexParamCallback(function (texIdx, minFilter, magFilter, wrapS, warpT) {
var tex = this.getTextureByIndex(texIdx);
tex.setFilters(minFilter, magFilter);
tex.setWrapMode(wrapS, warpT);
}.bind(this));
spTex.setNativeTexture(texture.getImpl());
jsbTextures[textureNames[i]] = spTex;
}
this._jsbTextures = jsbTextures;
var filePath = null;
if (this.skeletonJsonStr) {
filePath = this.skeletonJsonStr;
} else {
filePath = cc.loader.md5Pipe ? cc.loader.md5Pipe.transformURL(this.nativeUrl) : this.nativeUrl;
}
this._skeletonCache = spine.initSkeletonData(uuid, filePath, atlasText, jsbTextures, this.scale);
};
skeletonDataProto.recordTexture = function (texture) {
var index = _gTextureIdx;
var texKey = _textureKeyMap[index] = {
key: index
};
_textureMap.set(texKey, texture);
_gTextureIdx++;
return index;
};
skeletonDataProto.getTextureByIndex = function (textureIdx) {
var texKey = _textureKeyMap[textureIdx];
if (!texKey) return;
return _textureMap.get(texKey);
};
var renderCompProto = cc.RenderComponent.prototype;
var animation = spine.SkeletonAnimation.prototype; // The methods are added to be compatibility with old versions.
animation.setCompleteListener = function (listener) {
this._compeleteListener = listener;
this.setCompleteListenerNative(function (trackEntry) {
var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
this._compeleteListener && this._compeleteListener(trackEntry, loopCount);
});
}; // The methods are added to be compatibility with old versions.
animation.setTrackCompleteListener = function (trackEntry, listener) {
this._trackCompeleteListener = listener;
this.setTrackCompleteListenerNative(trackEntry, function (trackEntryNative) {
var loopCount = Math.floor(trackEntryNative.trackTime / trackEntryNative.animationEnd);
this._trackCompeleteListener && this._trackCompeleteListener(trackEntryNative, loopCount);
});
}; // Temporary solution before upgrade the Spine API
animation.setAnimationListener = function (target, callback) {
this._target = target;
this._callback = callback;
this.setStartListener(function (trackEntry) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.START, null, 0);
}
});
this.setInterruptListener(function (trackEntry) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.INTERRUPT, null, 0);
}
});
this.setEndListener(function (trackEntry) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.END, null, 0);
}
});
this.setDisposeListener(function (trackEntry) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.DISPOSE, null, 0);
}
});
this.setCompleteListener(function (trackEntry, loopCount) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.COMPLETE, null, loopCount);
}
});
this.setEventListener(function (trackEntry, event) {
if (this._target && this._callback) {
this._callback.call(this._target, this, trackEntry, sp.AnimationEventType.EVENT, event, 0);
}
});
};
sp.Skeleton._assembler = null;
var skeleton = sp.Skeleton.prototype;
var AnimationCacheMode = sp.Skeleton.AnimationCacheMode;
Object.defineProperty(skeleton, 'paused', {
get: function get() {
return this._paused || false;
},
set: function set(value) {
this._paused = value;
if (this._nativeSkeleton) {
this._nativeSkeleton.paused(value);
}
}
});
Object.defineProperty(skeleton, "premultipliedAlpha", {
get: function get() {
if (this._premultipliedAlpha === undefined) {
return true;
}
return this._premultipliedAlpha;
},
set: function set(value) {
this._premultipliedAlpha = value;
if (this._nativeSkeleton) {
this._nativeSkeleton.setOpacityModifyRGB(this._premultipliedAlpha);
}
}
});
Object.defineProperty(skeleton, "timeScale", {
get: function get() {
if (this._timeScale === undefined) return 1.0;
return this._timeScale;
},
set: function set(value) {
this._timeScale = value;
if (this._nativeSkeleton) {
this._nativeSkeleton.setTimeScale(this._timeScale);
}
}
});
var _updateDebugDraw = skeleton._updateDebugDraw;
skeleton._updateDebugDraw = function () {
_updateDebugDraw.call(this);
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setDebugMeshEnabled(this.debugMesh);
this._nativeSkeleton.setDebugSlotsEnabled(this.debugSlots);
this._nativeSkeleton.setDebugBonesEnabled(this.debugBones);
}
};
var _updateUseTint = skeleton._updateUseTint;
skeleton._updateUseTint = function () {
_updateUseTint.call(this);
if (this._nativeSkeleton) {
this._nativeSkeleton.setUseTint(this.useTint);
}
this._assembler && this._assembler.clearEffect();
};
var _updateBatch = skeleton._updateBatch;
skeleton._updateBatch = function () {
_updateBatch.call(this);
if (this._nativeSkeleton) {
this._nativeSkeleton.setBatchEnabled(this.enableBatch);
}
this._assembler && this._assembler.clearEffect();
};
var _onLoad = skeleton.onLoad;
skeleton.onLoad = function () {
if (_onLoad) {
_onLoad.call(this);
}
};
skeleton._resetAssembler = function () {
this._assembler = new renderer.CustomAssembler();
this.node._proxy.setAssembler(this._assembler);
};
var _updateMaterial = skeleton._updateMaterial;
var _materialHashMap = {};
var _materialId = 1;
skeleton._updateMaterial = function () {
_updateMaterial.call(this);
this._assembler && this._assembler.clearEffect();
var baseMaterial = this.getMaterial(0);
if (this._nativeSkeleton && baseMaterial) {
var originHash = baseMaterial.effect.getHash();
var id = _materialHashMap[originHash] || _materialId++;
_materialHashMap[originHash] = id;
baseMaterial.effect.updateHash(id);
var nativeEffect = baseMaterial.effect._nativeObj;
this._nativeSkeleton.setEffect(nativeEffect);
}
};
skeleton.setSkeletonData = function (skeletonData) {
null != skeletonData.width && null != skeletonData.height && this.node.setContentSize(skeletonData.width, skeletonData.height);
var uuid = skeletonData._uuid;
if (!uuid) {
cc.errorID(7504);
return;
}
var texValues = skeletonData.textures;
var texKeys = skeletonData.textureNames;
if (!(texValues && texValues.length > 0 && texKeys && texKeys.length > 0)) {
cc.errorID(7507, skeletonData.name);
return;
}
if (this._nativeSkeleton) {
this._nativeSkeleton.stopSchedule();
this._nativeSkeleton._comp = null;
this._nativeSkeleton = null;
}
var nativeSkeleton = null;
if (this.isAnimationCached()) {
nativeSkeleton = new spine.SkeletonCacheAnimation(uuid, this._cacheMode == AnimationCacheMode.SHARED_CACHE);
} else {
nativeSkeleton = new spine.SkeletonAnimation();
try {
spine.initSkeletonRenderer(nativeSkeleton, uuid);
} catch (e) {
cc._throw(e);
return;
}
nativeSkeleton.setDebugSlotsEnabled(this.debugSlots);
nativeSkeleton.setDebugMeshEnabled(this.debugMesh);
nativeSkeleton.setDebugBonesEnabled(this.debugBones);
}
this._nativeSkeleton = nativeSkeleton;
nativeSkeleton._comp = this;
nativeSkeleton.setUseTint(this.useTint);
nativeSkeleton.setOpacityModifyRGB(this.premultipliedAlpha);
nativeSkeleton.setTimeScale(this.timeScale);
nativeSkeleton.setBatchEnabled(this.enableBatch);
nativeSkeleton.bindNodeProxy(this.node._proxy);
nativeSkeleton.setColor(this.node.color);
this._skeleton = nativeSkeleton.getSkeleton(); // init skeleton listener
this._startListener && this.setStartListener(this._startListener);
this._endListener && this.setEndListener(this._endListener);
this._completeListener && this.setCompleteListener(this._completeListener);
this._eventListener && this.setEventListener(this._eventListener);
this._interruptListener && this.setInterruptListener(this._interruptListener);
this._disposeListener && this.setDisposeListener(this._disposeListener);
this._updateMaterial();
this.markForRender(true);
};
skeleton._updateColor = function () {
if (this._nativeSkeleton) {
this._nativeSkeleton.setColor(this.node.color);
}
};
skeleton.setAnimationStateData = function (stateData) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._stateData = stateData;
return this._nativeSkeleton.setAnimationStateData(stateData);
}
};
skeleton.onEnable = function () {
renderCompProto.onEnable.call(this);
if (this._nativeSkeleton) {
this._nativeSkeleton.onEnable();
}
};
skeleton.onDisable = function () {
renderCompProto.onDisable.call(this);
if (this._nativeSkeleton) {
this._nativeSkeleton.onDisable();
}
};
skeleton.setVertexEffectDelegate = function (effectDelegate) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setVertexEffectDelegate(effectDelegate);
}
};
skeleton.update = function () {
var nativeSkeleton = this._nativeSkeleton;
if (!nativeSkeleton) return;
var node = this.node;
if (!node) return;
if (!this.isAnimationCached() && (this.debugBones || this.debugSlots || this.debugMesh) && this._debugRenderer) {
var graphics = this._debugRenderer;
graphics.clear();
graphics.lineWidth = 2;
var debugData = this._debugData || nativeSkeleton.getDebugData();
if (!debugData) return;
var debugIdx = 0,
debugType = 0,
debugLen = 0;
while (true) {
debugType = debugData[debugIdx++];
if (debugType == 0) break;
debugLen = debugData[debugIdx++];
switch (debugType) {
case 1:
// slots
graphics.strokeColor = _slotColor;
for (var i = 0; i < debugLen; i += 8) {
graphics.moveTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.lineTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.lineTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.lineTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.close();
graphics.stroke();
}
break;
case 2:
// mesh
graphics.strokeColor = _meshColor;
for (var _i = 0; _i < debugLen; _i += 6) {
graphics.moveTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.lineTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.lineTo(debugData[debugIdx++], debugData[debugIdx++]);
graphics.close();
graphics.stroke();
}
break;
case 3:
// bones
graphics.strokeColor = _boneColor;
graphics.fillColor = _slotColor; // Root bone color is same as slot color.
for (var _i2 = 0; _i2 < debugLen; _i2 += 4) {
var bx = debugData[debugIdx++];
var by = debugData[debugIdx++];
var x = debugData[debugIdx++];
var y = debugData[debugIdx++]; // Bone lengths.
graphics.moveTo(bx, by);
graphics.lineTo(x, y);
graphics.stroke(); // Bone origins.
graphics.circle(bx, by, Math.PI * 1.5);
graphics.fill();
if (_i2 === 0) {
graphics.fillColor = _originColor;
}
}
break;
default:
return;
}
}
}
};
skeleton.updateWorldTransform = function () {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.updateWorldTransform();
}
};
skeleton.setToSetupPose = function () {
if (this._nativeSkeleton) {
this._nativeSkeleton.setToSetupPose();
}
};
skeleton.setBonesToSetupPose = function () {
if (this._nativeSkeleton) {
this._nativeSkeleton.setBonesToSetupPose();
}
};
skeleton.setSlotsToSetupPose = function () {
if (this._nativeSkeleton) {
this._nativeSkeleton.setSlotsToSetupPose();
}
};
skeleton.setSlotsRange = function (startSlotIndex, endSlotIndex) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setSlotsRange(startSlotIndex, endSlotIndex);
}
};
skeleton.updateAnimationCache = function (animName) {
if (!this.isAnimationCached()) return;
if (this._nativeSkeleton) {
if (animName) {
this._nativeSkeleton.updateAnimationCache(animName);
} else {
this._nativeSkeleton.updateAllAnimationCache();
}
}
};
skeleton.invalidAnimationCache = function () {
if (!this.isAnimationCached()) return;
if (this._nativeSkeleton) {
this._nativeSkeleton.updateAllAnimationCache();
}
};
skeleton.findBone = function (boneName) {
if (this._nativeSkeleton) return this._nativeSkeleton.findBone(boneName);
return null;
};
skeleton.findSlot = function (slotName) {
if (this._nativeSkeleton) return this._nativeSkeleton.findSlot(slotName);
return null;
};
skeleton.setSkin = function (skinName) {
if (this._nativeSkeleton) return this._nativeSkeleton.setSkin(skinName);
return null;
};
skeleton.getAttachment = function (slotName, attachmentName) {
if (this._nativeSkeleton) return this._nativeSkeleton.getAttachment(slotName, attachmentName);
return null;
};
skeleton.setAttachment = function (slotName, attachmentName) {
this._nativeSkeleton && this._nativeSkeleton.setAttachment(slotName, attachmentName);
};
skeleton.getTextureAtlas = function (regionAttachment) {
cc.warn("sp.Skeleton getTextureAtlas not support in native");
return null;
};
skeleton.setMix = function (fromAnimation, toAnimation, duration) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setMix(fromAnimation, toAnimation, duration);
}
};
skeleton.setAnimation = function (trackIndex, name, loop) {
if (this._nativeSkeleton) {
if (this.isAnimationCached()) {
return this._nativeSkeleton.setAnimation(name, loop);
} else {
return this._nativeSkeleton.setAnimation(trackIndex, name, loop);
}
}
return null;
};
skeleton.addAnimation = function (trackIndex, name, loop, delay) {
if (this._nativeSkeleton) {
delay = delay || 0;
if (this.isAnimationCached()) {
return this._nativeSkeleton.addAnimation(name, loop, delay);
} else {
return this._nativeSkeleton.addAnimation(trackIndex, name, loop, delay);
}
}
return null;
};
skeleton.findAnimation = function (name) {
if (this._nativeSkeleton) return this._nativeSkeleton.findAnimation(name);
return null;
};
skeleton.getCurrent = function (trackIndex) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
return this._nativeSkeleton.getCurrent(trackIndex);
}
return null;
};
skeleton.clearTracks = function () {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.clearTracks();
}
};
skeleton.clearTrack = function (trackIndex) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.clearTrack(trackIndex);
}
};
skeleton.setStartListener = function (listener) {
this._startListener = listener;
if (this._nativeSkeleton) {
if (this.isAnimationCached()) {
this._nativeSkeleton.setStartListener(function (animationName) {
var self = this._comp;
self._startEntry.animation.name = animationName;
self._startListener && self._startListener(self._startEntry);
});
} else {
this._nativeSkeleton.setStartListener(listener);
}
}
};
skeleton.setInterruptListener = function (listener) {
this._interruptListener = listener;
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setInterruptListener(listener);
}
};
skeleton.setEndListener = function (listener) {
this._endListener = listener;
if (this._nativeSkeleton) {
if (this.isAnimationCached()) {
this._nativeSkeleton.setEndListener(function (animationName) {
var self = this._comp;
self._endEntry.animation.name = animationName;
self._endListener && self._endListener(self._endEntry);
});
} else {
this._nativeSkeleton.setEndListener(listener);
}
}
};
skeleton.setDisposeListener = function (listener) {
this._disposeListener = listener;
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setDisposeListener(listener);
}
};
skeleton.setCompleteListener = function (listener) {
this._completeListener = listener;
if (this._nativeSkeleton) {
if (this.isAnimationCached()) {
this._nativeSkeleton.setCompleteListener(function (animationName) {
var self = this._comp;
self._endEntry.animation.name = animationName;
self._completeListener && self._completeListener(self._endEntry);
});
} else {
this._nativeSkeleton.setCompleteListener(listener);
}
}
};
skeleton.setEventListener = function (listener) {
this._eventListener = listener;
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setEventListener(listener);
}
};
skeleton.setTrackStartListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackStartListener(entry, listener);
}
};
skeleton.setTrackInterruptListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackInterruptListener(entry, listener);
}
};
skeleton.setTrackEndListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackEndListener(entry, listener);
}
};
skeleton.setTrackDisposeListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackDisposeListener(entry, listener);
}
};
skeleton.setTrackCompleteListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackCompleteListener(entry, listener);
}
};
skeleton.setTrackEventListener = function (entry, listener) {
if (this._nativeSkeleton && !this.isAnimationCached()) {
this._nativeSkeleton.setTrackEventListener(entry, listener);
}
};
skeleton.getState = function () {
if (this._nativeSkeleton && !this.isAnimationCached()) {
return this._nativeSkeleton.getState();
}
};
skeleton._ensureListener = function () {
cc.warn("sp.Skeleton _ensureListener not need in native");
};
skeleton._updateSkeletonData = function () {
if (this.skeletonData) {
this.skeletonData.init();
this.setSkeletonData(this.skeletonData);
this.attachUtil.init(this);
this.attachUtil._associateAttachedNode();
this._preCacheMode = this._cacheMode;
this.defaultSkin && this._nativeSkeleton.setSkin(this.defaultSkin);
this.animation = this.defaultAnimation;
} else {
if (this._nativeSkeleton) {
this._nativeSkeleton.stopSchedule();
this._nativeSkeleton._comp = null;
this._nativeSkeleton = null;
}
}
};
var _onDestroy = skeleton.onDestroy;
skeleton.onDestroy = function () {
_onDestroy.call(this);
if (this._nativeSkeleton) {
this._nativeSkeleton.stopSchedule();
this._nativeSkeleton._comp = null;
this._nativeSkeleton = null;
}
this._stateData = null;
this._materialCache = null;
}; ////////////////////////////////////////////////////////////
// adapt attach util
////////////////////////////////////////////////////////////
var attachUtilProto = sp.AttachUtil.prototype;
var _attachUtilInit = attachUtilProto.init;
attachUtilProto.init = function (skeletonComp) {
_attachUtilInit.call(this, skeletonComp);
this._nativeSkeleton = skeletonComp._nativeSkeleton;
this._attachUtilNative = null;
};
var _generateAllAttachedNodes = attachUtilProto.generateAllAttachedNodes;
attachUtilProto.generateAllAttachedNodes = function () {
var res = _generateAllAttachedNodes.call(this);
this._associateAttachedNode();
return res;
};
var _generateAttachedNodes = attachUtilProto.generateAttachedNodes;
attachUtilProto.generateAttachedNodes = function (boneName) {
var res = _generateAttachedNodes.call(this, boneName);
this._associateAttachedNode();
return res;
};
var _associateAttachedNode = attachUtilProto._associateAttachedNode;
attachUtilProto._associateAttachedNode = function () {
if (!this._inited) return;
var rootNode = this._skeletonNode.getChildByName('ATTACHED_NODE_TREE');
if (!rootNode || !rootNode.isValid) return; // associate js
_associateAttachedNode.call(this); // associate native
if (!this._attachUtilNative) {
if (this._skeletonComp.isAnimationCached()) {
this._attachUtilNative = new spine.CacheModeAttachUtil();
} else {
this._attachUtilNative = new spine.RealTimeAttachUtil();
}
this._nativeSkeleton.setAttachUtil(this._attachUtilNative);
}
this._attachUtilNative.associateAttachedNode(this._skeleton, this._skeletonNode._proxy);
};
})();
},{}],36:[function(require,module,exports){
/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
'use strict';
var sys = cc.sys;
sys.getNetworkType = jsb.Device.getNetworkType;
sys.getBatteryLevel = jsb.Device.getBatteryLevel;
sys.garbageCollect = jsb.garbageCollect;
sys.restartVM = __restartVM;
sys.isObjectValid = __isObjectValid;
sys.getSafeAreaRect = function () {
// x(top), y(left), z(bottom), w(right)
var edge = jsb.Device.getSafeAreaEdge();
var screenSize = cc.view.getFrameSize(); // Get leftBottom and rightTop point in UI coordinates
var leftBottom = new cc.Vec2(edge.y, screenSize.height - edge.z);
var rightTop = new cc.Vec2(screenSize.width - edge.w, edge.x); // Returns the real location in view.
var relatedPos = {
left: 0,
top: 0,
width: screenSize.width,
height: screenSize.height
};
cc.view.convertToLocationInView(leftBottom.x, leftBottom.y, relatedPos, leftBottom);
cc.view.convertToLocationInView(rightTop.x, rightTop.y, relatedPos, rightTop); // convert view point to design resolution size
cc.view._convertPointWithScale(leftBottom);
cc.view._convertPointWithScale(rightTop);
return cc.rect(leftBottom.x, leftBottom.y, rightTop.x - leftBottom.x, rightTop.y - leftBottom.y);
};
},{}],37:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (!cc.TiledMap) return;
var RenderFlow = cc.RenderFlow; // tiled layer
var TiledLayer = cc.TiledLayer.prototype;
var _addUserNode = TiledLayer.addUserNode;
TiledLayer.addUserNode = function (node) {
var result = _addUserNode.call(this, node);
if (result) {
var proxy = node._proxy;
proxy && proxy.enableVisit(false);
}
};
var _removeUserNode = TiledLayer.removeUserNode;
TiledLayer.removeUserNode = function (node) {
var result = _removeUserNode.call(this, node);
if (result) {
var proxy = node._proxy;
proxy && proxy.enableVisit(true);
}
}; // override _activateMaterial to upload hash value to native
var _activateMaterial = TiledLayer._activateMaterial;
TiledLayer._activateMaterial = function () {
_activateMaterial.call(this);
var materials = this._materials;
for (var i = 0; i < materials.length; i++) {
var m = materials[i];
if (m) m.getHash();
}
}; // tiledmap buffer
var TiledMapBuffer = cc.TiledMapBuffer.prototype;
TiledMapBuffer._updateOffset = function () {
var offsetInfo = this._offsetInfo;
offsetInfo.vertexOffset = this.vertexOffset;
offsetInfo.indiceOffset = this.indiceOffset;
offsetInfo.byteOffset = this.byteOffset;
}; // tiledmap render data list
var TiledMapRenderDataList = cc.TiledMapRenderDataList.prototype;
TiledMapRenderDataList._pushRenderData = function () {
var renderData = {};
renderData.ia = {};
renderData.nodesRenderList = [];
this._dataList.push(renderData);
};
TiledMapRenderDataList.reset = function () {
this._offset = 0;
var assembler = this._nativeAssembler;
assembler._effect.length = 0;
assembler.reset();
};
TiledMapRenderDataList.setNativeAssembler = function (assembler) {
this._nativeAssembler = assembler;
};
TiledMapRenderDataList.popRenderData = function (buffer) {
if (this._offset >= this._dataList.length) {
this._pushRenderData();
}
var renderData = this._dataList[this._offset];
renderData.nodesRenderList.length = 0;
this._nativeAssembler.clearNodes(this._offset);
var ia = renderData.ia;
ia._meshIndex = buffer.getCurMeshIndex();
ia._start = buffer.indiceOffset;
ia._count = 0;
ia._verticesStart = buffer.vertexOffset;
ia._index = this._offset;
this._offset++;
return renderData;
};
TiledMapRenderDataList.pushNodesList = function (renderData, nodesList) {
var nodesRenderList = renderData.nodesRenderList;
nodesRenderList.push(nodesList);
var nativeNodes = [];
for (var j = 0; j < nodesRenderList.length; j++) {
var _nodesList = nodesRenderList[j];
if (!_nodesList) continue;
for (var idx = 0; idx < _nodesList.length; idx++) {
var dataComp = _nodesList[idx];
if (!dataComp) continue;
nativeNodes.push(dataComp.node._id);
}
}
this._nativeAssembler.updateNodes(renderData.ia._index, nativeNodes);
};
var ModelBatcherDelegate = cc.Class({
ctor: function ctor() {
this._nativeAssembler = null;
},
setNativeAssembler: function setNativeAssembler(assembler) {
this._nativeAssembler = assembler;
},
setBuffer: function setBuffer(buffer) {
this._buffer = buffer;
},
_flushIA: function _flushIA(ia) {
var iaIndex = ia._index;
var meshIndex = ia._meshIndex;
this._nativeAssembler.updateMeshIndex(iaIndex, meshIndex);
var verticesStart = ia._verticesStart;
var verticesOffset = this._buffer.vertexOffset;
var vertexCount = verticesOffset - verticesStart;
this._nativeAssembler.updateVerticesRange(iaIndex, verticesStart, vertexCount);
this._nativeAssembler.updateIndicesRange(iaIndex, ia._start, ia._count);
this._nativeAssembler.updateMaterial(iaIndex, this.material);
},
_flush: function _flush() {}
});
var TiledMapAssembler = cc.TiledLayer.__assembler__.prototype;
var _fillBuffers = TiledMapAssembler.fillBuffers;
cc.js.mixin(TiledMapAssembler, {
_extendNative: function _extendNative() {
renderer.TiledMapAssembler.prototype.ctor.call(this);
},
// override _updateRenderData function avoid base class cover material
_updateRenderData: function _updateRenderData() {
if (!this._renderComp || !this._renderComp.isValid) return;
this.updateRenderData(this._renderComp);
},
updateRenderData: function updateRenderData(comp) {
if (!comp._modelBatcherDelegate) {
comp._buffer = new cc.TiledMapBuffer(null, cc.gfx.VertexFormat.XY_UV_Color);
comp._renderDataList = new cc.TiledMapRenderDataList();
comp._modelBatcherDelegate = new ModelBatcherDelegate();
comp._buffer.setNativeAssembler(this);
comp._renderDataList.setNativeAssembler(this);
comp._modelBatcherDelegate.setBuffer(comp._buffer);
comp._modelBatcherDelegate.setNativeAssembler(this);
}
_fillBuffers.call(this, comp, comp._modelBatcherDelegate);
comp.node._renderFlag |= RenderFlow.FLAG_UPDATE_RENDER_DATA;
}
}, renderer.TiledMapAssembler.prototype);
})();
},{}],38:[function(require,module,exports){
"use strict";
var jsbUtils = {
/****************************************************************************
Copyright (c) 2011 Gary Court
http://github.com/garycourt/murmurhash-js
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.
****************************************************************************/
murmurhash2_32_gc: function murmurhash2_32_gc(str, seed) {
var l = str.length,
h = seed ^ l,
i = 0,
k;
while (l >= 4) {
k = str.charCodeAt(i) & 0xff | (str.charCodeAt(++i) & 0xff) << 8 | (str.charCodeAt(++i) & 0xff) << 16 | (str.charCodeAt(++i) & 0xff) << 24;
k = (k & 0xffff) * 0x5bd1e995 + (((k >>> 16) * 0x5bd1e995 & 0xffff) << 16);
k ^= k >>> 24;
k = (k & 0xffff) * 0x5bd1e995 + (((k >>> 16) * 0x5bd1e995 & 0xffff) << 16);
h = (h & 0xffff) * 0x5bd1e995 + (((h >>> 16) * 0x5bd1e995 & 0xffff) << 16) ^ k;
l -= 4;
++i;
}
switch (l) {
case 3:
h ^= (str.charCodeAt(i + 2) & 0xff) << 16;
case 2:
h ^= (str.charCodeAt(i + 1) & 0xff) << 8;
case 1:
h ^= str.charCodeAt(i) & 0xff;
h = (h & 0xffff) * 0x5bd1e995 + (((h >>> 16) * 0x5bd1e995 & 0xffff) << 16);
}
h ^= h >>> 13;
h = (h & 0xffff) * 0x5bd1e995 + (((h >>> 16) * 0x5bd1e995 & 0xffff) << 16);
h ^= h >>> 15;
return h >>> 0;
}
};
module.exports = jsbUtils;
},{}],39:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 nativeCameraProto = renderer.Camera.prototype;
var _setNode = nativeCameraProto.setNode;
cc.js.mixin(nativeCameraProto, {
setNode: function setNode(node) {
this._persistentNode = node;
_setNode.call(this, node);
}
});
},{}],40:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 nativeLightProto = renderer.Light.prototype;
var _setNode = nativeLightProto.setNode;
cc.js.mixin(nativeLightProto, {
setNode: function setNode(node) {
this._node = node;
_setNode.call(this, node);
}
});
},{}],41:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (!cc.MeshBuffer) return;
var MeshBuffer = cc.MeshBuffer.prototype;
MeshBuffer.init = function (batcher, vertexFormat) {
this.byteOffset = 0;
this.indiceOffset = 0;
this.vertexOffset = 0;
this._vertexFormat = vertexFormat;
this._vertexBytes = this._vertexFormat._bytes;
this._vDatas = [];
this._uintVDatas = [];
this._iDatas = [];
this._arrOffset = 0;
this._vData = null;
this._uintVData = null;
this._iData = null;
this._initVDataCount = 256 * vertexFormat._bytes; // actually 256 * 4 * (vertexFormat._bytes / 4)
this._initIDataCount = 256 * 6;
this._offsetInfo = {
byteOffset: 0,
vertexOffset: 0,
indiceOffset: 0
};
this._renderDataList = new renderer.RenderDataList();
this._reallocBuffer();
};
MeshBuffer.setNativeAssembler = function (assembler) {
if (assembler !== this._nativeAssembler) {
this._nativeAssembler = assembler;
assembler.setRenderDataList(this._renderDataList);
}
};
MeshBuffer._updateVIDatas = function () {
var offset = this._arrOffset;
this._vDatas[offset] = this._vData;
this._uintVDatas[offset] = this._uintVData;
this._iDatas[offset] = this._iData;
this._renderDataList.updateMesh(offset, this._vData, this._iData);
};
MeshBuffer.getNativeAssembler = function () {
return this._nativeAssembler;
};
MeshBuffer.getCurMeshIndex = function () {
return this._arrOffset;
};
MeshBuffer.uploadData = function () {};
MeshBuffer.switchBuffer = function () {
var offset = ++this._arrOffset;
this.byteOffset = 0;
this.vertexOffset = 0;
this.indiceOffset = 0;
if (offset < this._vDatas.length) {
this._vData = this._vDatas[offset];
this._uintVData = this._uintVDatas[offset];
this._iData = this._iDatas[offset];
} else {
this._reallocBuffer();
}
};
MeshBuffer.checkAndSwitchBuffer = function (vertexCount) {
if (this.vertexOffset + vertexCount > 65535) {
this.switchBuffer();
if (!this._nativeAssembler) return;
this._nativeAssembler.updateIADatas && this._nativeAssembler.updateIADatas(this._arrOffset, this._arrOffset);
}
};
MeshBuffer.used = function (vertexCount, indiceCount) {
if (!this._nativeAssembler) return;
this._nativeAssembler.updateVerticesRange(this._arrOffset, 0, vertexCount);
this._nativeAssembler.updateIndicesRange(this._arrOffset, 0, indiceCount);
};
MeshBuffer.request = function (vertexCount, indiceCount) {
this.requestStatic(vertexCount, indiceCount);
return this._offsetInfo;
};
MeshBuffer._reallocBuffer = function () {
this._reallocVData(true);
this._reallocIData(true);
this._updateVIDatas();
};
MeshBuffer._reallocVData = function (copyOldData) {
var oldVData;
if (this._vData) {
oldVData = new Uint8Array(this._vData.buffer);
}
this._vData = new Float32Array(this._initVDataCount);
this._uintVData = new Uint32Array(this._vData.buffer);
var newData = new Uint8Array(this._uintVData.buffer);
if (oldVData && copyOldData) {
for (var i = 0, l = oldVData.length; i < l; i++) {
newData[i] = oldVData[i];
}
}
};
MeshBuffer._reallocIData = function (copyOldData) {
var oldIData = this._iData;
this._iData = new Uint16Array(this._initIDataCount);
if (oldIData && copyOldData) {
var iData = this._iData;
for (var i = 0, l = oldIData.length; i < l; i++) {
iData[i] = oldIData[i];
}
}
};
MeshBuffer.reset = function () {
this._arrOffset = 0;
this._vData = this._vDatas[0];
this._uintVData = this._uintVDatas[0];
this._iData = this._iDatas[0];
this.byteOffset = 0;
this.indiceOffset = 0;
this.vertexOffset = 0;
if (!this._nativeAssembler) return;
for (var i = 0, len = this._vDatas.length; i < len; i++) {
this._nativeAssembler.updateVerticesRange(i, 0, 0);
this._nativeAssembler.updateIndicesRange(i, 0, 0);
}
};
MeshBuffer.destroy = function () {
this.reset();
};
})();
},{}],42:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 RenderFlow = cc.RenderFlow;
cc.js.mixin(renderer.NodeProxy.prototype, {
_ctor: function _ctor() {
this._owner = null;
},
init: function init(owner) {
this._owner = owner;
var spaceInfo = owner._spaceInfo;
this._owner._dirtyPtr = spaceInfo.dirty;
this._dirtyPtr = spaceInfo.dirty;
this._parentPtr = spaceInfo.parent;
this._zOrderPtr = spaceInfo.zOrder;
this._cullingMaskPtr = spaceInfo.cullingMask;
this._opacityPtr = spaceInfo.opacity;
this._is3DPtr = spaceInfo.is3D;
this._skewPtr = spaceInfo.skew;
this._isVisitingTraversal = false;
owner._proxy = this;
this.updateOpacity();
this.update3DNode();
this.updateZOrder();
this.updateCullingMask();
this.updateSkew();
owner.on(cc.Node.EventType.SIBLING_ORDER_CHANGED, this.updateZOrder, this);
},
initNative: function initNative() {
this.setName(this._owner._name);
this.updateParent();
this.updateOpacity();
this.update3DNode();
this.updateZOrder();
this.updateSkew();
this.updateCullingMask();
},
destroy: function destroy() {
this.destroyImmediately();
this._owner.off(cc.Node.EventType.SIBLING_ORDER_CHANGED, this.updateZOrder, this);
this._owner._proxy = null;
this._owner = null;
},
updateParent: function updateParent() {
var parent = this._owner._parent;
if (parent) {
var parentSpaceInfo = parent._spaceInfo;
this._parentPtr[0] = parentSpaceInfo.unitID;
this._parentPtr[1] = parentSpaceInfo.index;
var parentDirtyPtr = parentSpaceInfo.dirty;
parentDirtyPtr[0] |= RenderFlow.FLAG_REORDER_CHILDREN;
this._dirtyPtr[0] |= RenderFlow.FLAG_OPACITY;
} else {
this._parentPtr[0] = 0xffffffff;
this._parentPtr[1] = 0xffffffff;
}
this.notifyUpdateParent();
},
updateZOrder: function updateZOrder() {
this._zOrderPtr[0] = this._owner._localZOrder;
var parent = this._owner._parent;
if (parent && parent._proxy) {
parent._proxy._dirtyPtr[0] |= RenderFlow.FLAG_REORDER_CHILDREN;
}
},
updateCullingMask: function updateCullingMask() {
this._cullingMaskPtr[0] = this._owner._cullingMask;
},
updateOpacity: function updateOpacity() {
this._opacityPtr[0] = this._owner.opacity;
this._dirtyPtr[0] |= RenderFlow.FLAG_OPACITY;
},
update3DNode: function update3DNode() {
this._is3DPtr[0] = this._owner.is3DNode ? 0x1 : 0x0;
this._dirtyPtr[0] |= RenderFlow.FLAG_LOCAL_TRANSFORM;
},
updateSkew: function updateSkew() {
var skewPtr = this._skewPtr;
var owner = this._owner;
var skx = owner._skewX;
var sky = owner._skewY;
skewPtr[0] = skx;
skewPtr[1] = sky;
if (!this._isVisitingTraversal && (skx !== 0 || sky !== 0)) {
this.switchTraverseToVisit();
this._isVisitingTraversal = true;
}
}
});
},{}],43:[function(require,module,exports){
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
'use strict';
var RenderFlow = cc.RenderFlow;
var LOCAL_TRANSFORM = RenderFlow.FLAG_LOCAL_TRANSFORM;
var COLOR = RenderFlow.FLAG_COLOR;
var UPDATE_RENDER_DATA = RenderFlow.FLAG_UPDATE_RENDER_DATA;
var POSITION_ON = 1 << 0;
cc.Node.prototype.setLocalDirty = function (flag) {
this._localMatDirty |= flag;
this._worldMatDirty = true;
this._dirtyPtr[0] |= RenderFlow.FLAG_TRANSFORM;
};
cc.js.getset(cc.Node.prototype, "_renderFlag", function () {
return this._dirtyPtr[0];
}, function (flag) {
this._dirtyPtr[0] = flag;
if (flag & UPDATE_RENDER_DATA || flag & COLOR) {
cc.RenderFlow.register(this);
}
});
cc.PrivateNode.prototype._posDirty = function (sendEvent) {
var parent = this.parent;
if (parent) {
// Position correction for transform calculation
this._trs[0] = this._originPos.x - (parent._anchorPoint.x - 0.5) * parent._contentSize.width;
this._trs[1] = this._originPos.y - (parent._anchorPoint.y - 0.5) * parent._contentSize.height;
}
this.setLocalDirty(cc.Node._LocalDirtyFlag.POSITION);
if (sendEvent === true && this._eventMask & POSITION_ON) {
this.emit(cc.Node.EventType.POSITION_CHANGED);
}
};
},{}],44:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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.
****************************************************************************/
(function () {
if (!cc.QuadBuffer) return;
var QuadBuffer = cc.QuadBuffer.prototype;
QuadBuffer._fillQuadBuffer = function () {
var count = this._initIDataCount / 6;
var buffer = this._iData;
for (var i = 0, idx = 0; i < count; i++) {
var vertextID = i * 4;
buffer[idx++] = vertextID;
buffer[idx++] = vertextID + 1;
buffer[idx++] = vertextID + 2;
buffer[idx++] = vertextID + 1;
buffer[idx++] = vertextID + 3;
buffer[idx++] = vertextID + 2;
}
};
QuadBuffer._reallocBuffer = function () {
this._reallocVData(true);
this._reallocIData();
this._fillQuadBuffer();
this._updateVIDatas();
};
QuadBuffer.uploadData = function () {};
QuadBuffer.switchBuffer = function () {
cc.MeshBuffer.prototype.switchBuffer.call(this);
};
})();
},{}],45:[function(require,module,exports){
"use strict";
var proto = cc.RenderData.prototype;
cc.RenderData.prototype.init = function (assembler) {
this._renderDataList = new renderer.RenderDataList();
assembler.setRenderDataList(this._renderDataList);
this._nativeAssembler = assembler;
};
var originClear = proto.clear;
proto.clear = function () {
originClear.call(this);
this._renderDataList.clear();
};
var originUpdateMesh = proto.updateMesh;
proto.updateMesh = function (meshIndex, vertices, indices) {
originUpdateMesh.call(this, meshIndex, vertices, indices);
if (vertices && indices) {
this._renderDataList.updateMesh(meshIndex, vertices, indices);
}
};
proto.updateMeshRange = function (verticesCount, indicesCount) {
this._nativeAssembler.updateVerticesRange(0, 0, verticesCount);
this._nativeAssembler.updateIndicesRange(0, 0, indicesCount);
};
},{}],46:[function(require,module,exports){
"use strict";
/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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 RenderFlow = cc.RenderFlow;
RenderFlow.FLAG_REORDER_CHILDREN = 1 << 29;
RenderFlow.FLAG_WORLD_TRANSFORM_CHANGED = 1 << 30;
RenderFlow.FLAG_OPACITY_CHANGED = 1 << 31;
var _dirtyTargets = [];
var _dirtyWaiting = [];
var _rendering = false;
var director = cc.director;
RenderFlow.render = function (scene) {
_rendering = true;
RenderFlow.validateRenderers();
for (var i = 0, l = _dirtyTargets.length; i < l; i++) {
var node = _dirtyTargets[i];
node._inJsbDirtyList = false;
var comp = node._renderComponent;
if (!comp) continue;
var assembler = comp._assembler;
if (!assembler) continue;
var flag = node._dirtyPtr[0];
if (flag & RenderFlow.FLAG_UPDATE_RENDER_DATA) {
node._dirtyPtr[0] &= ~RenderFlow.FLAG_UPDATE_RENDER_DATA;
assembler._updateRenderData && assembler._updateRenderData();
}
if (flag & RenderFlow.FLAG_COLOR) {
node._dirtyPtr[0] &= ~RenderFlow.FLAG_COLOR;
comp._updateColor && comp._updateColor();
}
}
_dirtyTargets.length = 0;
this._nativeFlow.render(scene._proxy, director._deltaTime);
_dirtyTargets = _dirtyWaiting.slice(0);
_dirtyWaiting.length = 0;
_rendering = false;
};
RenderFlow.init = function (nativeFlow) {
cc.EventTarget.call(this);
this._nativeFlow = nativeFlow;
};
RenderFlow.register = function (target) {
if (target._inJsbDirtyList) return;
if (_rendering) {
_dirtyWaiting.push(target);
} else {
_dirtyTargets.push(target);
}
target._inJsbDirtyList = true;
};
},{}]},{},[24]);