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* sprite.
*
* By default, this is `(0,0)` (or `texture.defaultAnchor`
* if you have modified that), which means the position
* `(x,y)` of this `Sprite` will be the top-left corner.
*
* Note: Updating `texture.defaultAnchor` after
* constructing a `Sprite` does _not_ update its anchor.
*
* {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}
*
* @default `texture.defaultAnchor`
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(
this._onAnchorUpdate,
this,
(texture ? texture.defaultAnchor.x : 0),
(texture ? texture.defaultAnchor.y : 0)
);
/**
* The texture that the sprite is using
*
* @private
* @member {PIXI.Texture}
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
{
super();
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 or taken from the {@link PIXI.Texture#defaultAnchor|Texture}
* passed to the constructor. A value of 0,0 means the texture's origin is the top left.
* Setting the anchor to 0.5,0.5 means the texture's origin is centered.
* Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner.
* Note: Updating the {@link PIXI.Texture#defaultAnchor} after a Texture is
* created does _not_ update the Sprite's anchor values.
*
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(
this._onAnchorUpdate,
this,
(texture ? texture.defaultAnchor.x : 0),
(texture ? texture.defaultAnchor.y : 0)
);
/**
* The texture that the sprite is using
*
* @private
* @member {PIXI.Texture}
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
this._maxLineHeight = 0;
/**
* Letter spacing. This is useful for setting the space between characters.
* @member {number}
* @private
*/
this._letterSpacing = 0;
/**
* Text anchor. read-only
*
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(() => { this.dirty = true; }, this, 0, 0);
/**
* The dirty state of this object.
*
* @member {boolean}
*/
this.dirty = false;
/**
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
*
* @member {boolean}
* @default false
this._maxLineHeight = 0;
/**
* Letter spacing. This is useful for setting the space between characters.
* @member {number}
* @private
*/
this._letterSpacing = 0;
/**
* Text anchor. read-only
*
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(() => { this.dirty = true; }, this, 0, 0);
/**
* The dirty state of this object.
*
* @member {boolean}
*/
this.dirty = false;
this.updateText();
}
constructor(velocity = [0, 0], kernelSize = 5, offset = 0) {
super(vertex, fragment);
this.uniforms.uVelocity = new Float32Array(2);
this._velocity = new ObservablePoint(this.velocityChanged, this);
this.velocity = velocity;
/**
* The kernelSize of the blur, higher values are slower but look better.
* Use odd value greater than 5.
* @member {number}
* @default 5
*/
this.kernelSize = kernelSize;
this.offset = offset;
}
*/
this.position = new Point(0, 0);
/**
* The scale factor of the object.
*
* @member {PIXI.Point}
*/
this.scale = new Point(1, 1);
/**
* The skew amount, on the x and y axis.
*
* @member {PIXI.ObservablePoint}
*/
this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);
/**
* The pivot point of the displayObject that it rotates around
*
* @member {PIXI.Point}
*/
this.pivot = new Point(0, 0);
/**
* The rotation value of the object, in radians
*
* @member {Number}
* @private
*/
this._rotation = 0;