/*! * CreateJS * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * 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. */ this.createjs = this.createjs||{}; //############################################################################## // extend.js //############################################################################## /** * @class Utility Methods */ /** * Sets up the prototype chain and constructor property for a new class. * * This should be called right after creating the class constructor. * * function MySubClass() {} * createjs.extend(MySubClass, MySuperClass); * ClassB.prototype.doSomething = function() { } * * var foo = new MySubClass(); * console.log(foo instanceof MySuperClass); // true * console.log(foo.prototype.constructor === MySubClass); // true * * @method extend * @param {Function} subclass The subclass. * @param {Function} superclass The superclass to extend. * @return {Function} Returns the subclass's new prototype. */ createjs.extend = function(subclass, superclass) { "use strict"; function o() { this.constructor = subclass; } o.prototype = superclass.prototype; return (subclass.prototype = new o()); }; //############################################################################## // promote.js //############################################################################## /** * @class Utility Methods */ /** * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`. * It is recommended to use the super class's name as the prefix. * An alias to the super class's constructor is always added in the format `prefix_constructor`. * This allows the subclass to call super class methods without using `function.call`, providing better performance. * * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")` * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the * prototype of `MySubClass` as `MySuperClass_draw`. * * This should be called after the class's prototype is fully defined. * * function ClassA(name) { * this.name = name; * } * ClassA.prototype.greet = function() { * return "Hello "+this.name; * } * * function ClassB(name, punctuation) { * this.ClassA_constructor(name); * this.punctuation = punctuation; * } * createjs.extend(ClassB, ClassA); * ClassB.prototype.greet = function() { * return this.ClassA_greet()+this.punctuation; * } * createjs.promote(ClassB, "ClassA"); * * var foo = new ClassB("World", "!?!"); * console.log(foo.greet()); // Hello World!?! * * @method promote * @param {Function} subclass The class to promote super class methods on. * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass. * @return {Function} Returns the subclass. */ createjs.promote = function(subclass, prefix) { "use strict"; var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__; if (supP) { subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable for (var n in supP) { if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; } } } return subclass; }; //############################################################################## // indexOf.js //############################################################################## /** * @class Utility Methods */ /** * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of * that value. Returns -1 if value is not found. * * var i = createjs.indexOf(myArray, myElementToFind); * * @method indexOf * @param {Array} array Array to search for searchElement * @param searchElement Element to find in array. * @return {Number} The first index of searchElement in array. */ createjs.indexOf = function (array, searchElement){ "use strict"; for (var i = 0,l=array.length; i < l; i++) { if (searchElement === array[i]) { return i; } } return -1; }; //############################################################################## // Event.js //############################################################################## (function() { "use strict"; // constructor: /** * Contains properties and methods shared by all events for use with * {{#crossLink "EventDispatcher"}}{{/crossLink}}. * * Note that Event objects are often reused, so you should never * rely on an event object's state outside of the call stack it was received in. * @class Event * @param {String} type The event type. * @param {Boolean} bubbles Indicates whether the event will bubble through the display list. * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled. * @constructor **/ function Event(type, bubbles, cancelable) { // public properties: /** * The type of event. * @property type * @type String **/ this.type = type; /** * The object that generated an event. * @property target * @type Object * @default null * @readonly */ this.target = null; /** * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event * is generated from childObj, then a listener on parentObj would receive the event with * target=childObj (the original target) and currentTarget=parentObj (where the listener was added). * @property currentTarget * @type Object * @default null * @readonly */ this.currentTarget = null; /** * For bubbling events, this indicates the current event phase:
    *
  1. capture phase: starting from the top parent to the target
  2. *
  3. at target phase: currently being dispatched from the target
  4. *
  5. bubbling phase: from the target to the top parent
  6. *
* @property eventPhase * @type Number * @default 0 * @readonly */ this.eventPhase = 0; /** * Indicates whether the event will bubble through the display list. * @property bubbles * @type Boolean * @default false * @readonly */ this.bubbles = !!bubbles; /** * Indicates whether the default behaviour of this event can be cancelled via * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor. * @property cancelable * @type Boolean * @default false * @readonly */ this.cancelable = !!cancelable; /** * The epoch time at which this event was created. * @property timeStamp * @type Number * @default 0 * @readonly */ this.timeStamp = (new Date()).getTime(); /** * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called * on this event. * @property defaultPrevented * @type Boolean * @default false * @readonly */ this.defaultPrevented = false; /** * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event. * @property propagationStopped * @type Boolean * @default false * @readonly */ this.propagationStopped = false; /** * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called * on this event. * @property immediatePropagationStopped * @type Boolean * @default false * @readonly */ this.immediatePropagationStopped = false; /** * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event. * @property removed * @type Boolean * @default false * @readonly */ this.removed = false; } var p = Event.prototype; // public methods: /** * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method preventDefault **/ p.preventDefault = function() { this.defaultPrevented = this.cancelable&&true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopPropagation **/ p.stopPropagation = function() { this.propagationStopped = true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopImmediatePropagation **/ p.stopImmediatePropagation = function() { this.immediatePropagationStopped = this.propagationStopped = true; }; /** * Causes the active listener to be removed via removeEventListener(); * * myBtn.addEventListener("click", function(evt) { * // do stuff... * evt.remove(); // removes this listener. * }); * * @method remove **/ p.remove = function() { this.removed = true; }; /** * Returns a clone of the Event instance. * @method clone * @return {Event} a clone of the Event instance. **/ p.clone = function() { return new Event(this.type, this.bubbles, this.cancelable); }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * * @method set * @param {Object} props A generic object containing properties to copy to the instance. * @return {Event} Returns the instance the method is called on (useful for chaining calls.) * @chainable */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Event (type="+this.type+")]"; }; createjs.Event = Event; }()); //############################################################################## // EventDispatcher.js //############################################################################## (function() { "use strict"; // constructor: /** * EventDispatcher provides methods for managing queues of event listeners and dispatching events. * * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method. * * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent. * * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}. * * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}} * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener. * *

Example

* Add EventDispatcher capabilities to the "MyClass" class. * * EventDispatcher.initialize(MyClass.prototype); * * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}). * * instance.addEventListener("eventName", handlerMethod); * function handlerMethod(event) { * console.log(event.target + " Was Clicked"); * } * * Maintaining proper scope
* Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}} * method to subscribe to events simplifies this. * * instance.addEventListener("click", function(event) { * console.log(instance == this); // false, scope is ambiguous. * }); * * instance.on("click", function(event) { * console.log(instance == this); // true, "on" uses dispatcher scope by default. * }); * * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage scope. * * * @class EventDispatcher * @constructor **/ function EventDispatcher() { // private properties: /** * @protected * @property _listeners * @type Object **/ this._listeners = null; /** * @protected * @property _captureListeners * @type Object **/ this._captureListeners = null; } var p = EventDispatcher.prototype; // static public methods: /** * Static initializer to mix EventDispatcher methods into a target object or prototype. * * EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class * EventDispatcher.initialize(myObject); // add to a specific instance * * @method initialize * @static * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a * prototype. **/ EventDispatcher.initialize = function(target) { target.addEventListener = p.addEventListener; target.on = p.on; target.removeEventListener = target.off = p.removeEventListener; target.removeAllEventListeners = p.removeAllEventListeners; target.hasEventListener = p.hasEventListener; target.dispatchEvent = p.dispatchEvent; target._dispatchEvent = p._dispatchEvent; target.willTrigger = p.willTrigger; }; // public methods: /** * Adds the specified event listener. Note that adding multiple listeners to the same function will result in * multiple callbacks getting fired. * *

Example

* * displayObject.addEventListener("click", handleClick); * function handleClick(event) { * // Click happened. * } * * @method addEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function | Object} Returns the listener for chaining or assignment. **/ p.addEventListener = function(type, listener, useCapture) { var listeners; if (useCapture) { listeners = this._captureListeners = this._captureListeners||{}; } else { listeners = this._listeners = this._listeners||{}; } var arr = listeners[type]; if (arr) { this.removeEventListener(type, listener, useCapture); } arr = listeners[type]; // remove may have deleted the array if (!arr) { listeners[type] = [listener]; } else { arr.push(listener); } return listener; }; /** * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener * only run once, associate arbitrary data with the listener, and remove the listener. * * This method works by creating an anonymous wrapper function and subscribing it with addEventListener. * The created anonymous function is returned for use with .removeEventListener (or .off). * *

Example

* * var listener = myBtn.on("click", handleClick, null, false, {count:3}); * function handleClick(evt, data) { * data.count -= 1; * console.log(this == myBtn); // true - scope defaults to the dispatcher * if (data.count == 0) { * alert("clicked 3 times!"); * myBtn.off("click", listener); * // alternately: evt.remove(); * } * } * * @method on * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent). * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered. * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called. * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener. **/ p.on = function(type, listener, scope, once, data, useCapture) { if (listener.handleEvent) { scope = scope||listener; listener = listener.handleEvent; } scope = scope||this; return this.addEventListener(type, function(evt) { listener.call(scope, evt, data); once&&evt.remove(); }, useCapture); }; /** * Removes the specified event listener. * * Important Note: that you must pass the exact function reference used when the event was added. If a proxy * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or * closure will not work. * *

Example

* * displayObject.removeEventListener("click", handleClick); * * @method removeEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener The listener function or object. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. **/ p.removeEventListener = function(type, listener, useCapture) { var listeners = useCapture ? this._captureListeners : this._listeners; if (!listeners) { return; } var arr = listeners[type]; if (!arr) { return; } for (var i=0,l=arr.length; iExample * * // Remove all listeners * displayObject.removeAllEventListeners(); * * // Remove all click listeners * displayObject.removeAllEventListeners("click"); * * @method removeAllEventListeners * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed. **/ p.removeAllEventListeners = function(type) { if (!type) { this._listeners = this._captureListeners = null; } else { if (this._listeners) { delete(this._listeners[type]); } if (this._captureListeners) { delete(this._captureListeners[type]); } } }; /** * Dispatches the specified event to all listeners. * *

Example

* * // Use a string event * this.dispatchEvent("complete"); * * // Use an Event instance * var event = new createjs.Event("progress"); * this.dispatchEvent(event); * * @method dispatchEvent * @param {Object | String | Event} eventObj An object with a "type" property, or a string type. * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used, * dispatchEvent will construct an Event instance with the specified type. * @return {Boolean} Returns the value of eventObj.defaultPrevented. **/ p.dispatchEvent = function(eventObj) { if (typeof eventObj == "string") { // won't bubble, so skip everything if there's no listeners: var listeners = this._listeners; if (!listeners || !listeners[eventObj]) { return false; } eventObj = new createjs.Event(eventObj); } else if (eventObj.target && eventObj.clone) { // redispatching an active event object, so clone it: eventObj = eventObj.clone(); } try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events if (!eventObj.bubbles || !this.parent) { this._dispatchEvent(eventObj, 2); } else { var top=this, list=[top]; while (top.parent) { list.push(top = top.parent); } var i, l=list.length; // capture & atTarget for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) { list[i]._dispatchEvent(eventObj, 1+(i==0)); } // bubbling for (i=1; iExample * * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * // Actions carried out each tick (aka frame) * if (!event.paused) { * // Actions carried out when the Ticker is not paused. * } * } * * @class Ticker * @uses EventDispatcher * @static **/ function Ticker() { throw "Ticker cannot be instantiated."; } // constants: /** * In this mode, Ticker uses the requestAnimationFrame API, but attempts to synch the ticks to target framerate. It * uses a simple heuristic that compares the time of the RAF return to the target time for the current frame and * dispatches the tick when the time is within a certain threshold. * * This mode has a higher variance for time between frames than TIMEOUT, but does not require that content be time * based as with RAF while gaining the benefits of that API (screen synch, background throttling). * * Variance is usually lowest for framerates that are a divisor of the RAF frequency. This is usually 60, so * framerates of 10, 12, 15, 20, and 30 work well. * * Falls back on TIMEOUT if the requestAnimationFrame API is not supported. * @property RAF_SYNCHED * @static * @type {String} * @default "synched" * @readonly **/ Ticker.RAF_SYNCHED = "synched"; /** * In this mode, Ticker passes through the requestAnimationFrame heartbeat, ignoring the target framerate completely. * Because requestAnimationFrame frequency is not deterministic, any content using this mode should be time based. * You can leverage {{#crossLink "Ticker/getTime"}}{{/crossLink}} and the tick event object's "delta" properties * to make this easier. * * Falls back on TIMEOUT if the requestAnimationFrame API is not supported. * @property RAF * @static * @type {String} * @default "raf" * @readonly **/ Ticker.RAF = "raf"; /** * In this mode, Ticker uses the setTimeout API. This provides predictable, adaptive frame timing, but does not * provide the benefits of requestAnimationFrame (screen synch, background throttling). * @property TIMEOUT * @static * @type {String} * @default "timer" * @readonly **/ Ticker.TIMEOUT = "timeout"; // static events: /** * Dispatched each tick. The event will be dispatched to each listener even when the Ticker has been paused using * {{#crossLink "Ticker/setPaused"}}{{/crossLink}}. * *

Example

* * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * console.log("Paused:", event.paused, event.delta); * } * * @event tick * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Boolean} paused Indicates whether the ticker is currently paused. * @param {Number} delta The time elapsed in ms since the last tick. * @param {Number} time The total time in ms since Ticker was initialized. * @param {Number} runTime The total time in ms that Ticker was not paused since it was initialized. For example, * you could determine the amount of time that the Ticker has been paused since initialization with time-runTime. * @since 0.6.0 */ // public static properties: /** * Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}, and will be removed in a future version. If true, timingMode will * use {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} by default. * @deprecated Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}. * @property useRAF * @static * @type {Boolean} * @default false **/ Ticker.useRAF = false; /** * Specifies the timing api (setTimeout or requestAnimationFrame) and mode to use. See * {{#crossLink "Ticker/TIMEOUT"}}{{/crossLink}}, {{#crossLink "Ticker/RAF"}}{{/crossLink}}, and * {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} for mode details. * @property timingMode * @static * @type {String} * @default Ticker.TIMEOUT **/ Ticker.timingMode = null; /** * Specifies a maximum value for the delta property in the tick event object. This is useful when building time * based animations and systems to prevent issues caused by large time gaps caused by background tabs, system sleep, * alert dialogs, or other blocking routines. Double the expected frame duration is often an effective value * (ex. maxDelta=50 when running at 40fps). * * This does not impact any other values (ex. time, runTime, etc), so you may experience issues if you enable maxDelta * when using both delta and other values. * * If 0, there is no maximum. * @property maxDelta * @static * @type {number} * @default 0 */ Ticker.maxDelta = 0; /** * When the ticker is paused, all listeners will still receive a tick event, but the paused property of the event will be false. * Also, while paused the `runTime` will not increase. See {{#crossLink "Ticker/tick:event"}}{{/crossLink}}, * {{#crossLink "Ticker/getTime"}}{{/crossLink}}, and {{#crossLink "Ticker/getEventTime"}}{{/crossLink}} for more info. * *

Example

* * createjs.Ticker.addEventListener("tick", handleTick); * createjs.Ticker.paused = true; * function handleTick(event) { * console.log(event.paused, * createjs.Ticker.getTime(false), * createjs.Ticker.getTime(true)); * } * * @property paused * @static * @type {Boolean} * @default false **/ Ticker.paused = false; // mix-ins: // EventDispatcher methods: Ticker.removeEventListener = null; Ticker.removeAllEventListeners = null; Ticker.dispatchEvent = null; Ticker.hasEventListener = null; Ticker._listeners = null; createjs.EventDispatcher.initialize(Ticker); // inject EventDispatcher methods. Ticker._addEventListener = Ticker.addEventListener; Ticker.addEventListener = function() { !Ticker._inited&&Ticker.init(); return Ticker._addEventListener.apply(Ticker, arguments); }; // private static properties: /** * @property _inited * @static * @type {Boolean} * @protected **/ Ticker._inited = false; /** * @property _startTime * @static * @type {Number} * @protected **/ Ticker._startTime = 0; /** * @property _pausedTime * @static * @type {Number} * @protected **/ Ticker._pausedTime=0; /** * The number of ticks that have passed * @property _ticks * @static * @type {Number} * @protected **/ Ticker._ticks = 0; /** * The number of ticks that have passed while Ticker has been paused * @property _pausedTicks * @static * @type {Number} * @protected **/ Ticker._pausedTicks = 0; /** * @property _interval * @static * @type {Number} * @protected **/ Ticker._interval = 50; /** * @property _lastTime * @static * @type {Number} * @protected **/ Ticker._lastTime = 0; /** * @property _times * @static * @type {Array} * @protected **/ Ticker._times = null; /** * @property _tickTimes * @static * @type {Array} * @protected **/ Ticker._tickTimes = null; /** * Stores the timeout or requestAnimationFrame id. * @property _timerId * @static * @type {Number} * @protected **/ Ticker._timerId = null; /** * True if currently using requestAnimationFrame, false if using setTimeout. This may be different than timingMode * if that property changed and a tick hasn't fired. * @property _raf * @static * @type {Boolean} * @protected **/ Ticker._raf = true; // static getter / setters: /** * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead. * @method setInterval * @static * @param {Number} interval * @deprecated **/ Ticker.setInterval = function(interval) { Ticker._interval = interval; if (!Ticker._inited) { return; } Ticker._setupTick(); }; /** * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead. * @method getInterval * @static * @return {Number} * @deprecated **/ Ticker.getInterval = function() { return Ticker._interval; }; /** * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead. * @method setFPS * @static * @param {Number} value * @deprecated **/ Ticker.setFPS = function(value) { Ticker.setInterval(1000/value); }; /** * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead. * @method getFPS * @static * @return {Number} * @deprecated **/ Ticker.getFPS = function() { return 1000/Ticker._interval; }; /** * Indicates the target time (in milliseconds) between ticks. Default is 50 (20 FPS). * Note that actual time between ticks may be more than specified depending on CPU load. * This property is ignored if the ticker is using the `RAF` timing mode. * @property interval * @static * @type {Number} **/ /** * Indicates the target frame rate in frames per second (FPS). Effectively just a shortcut to `interval`, where * `framerate == 1000/interval`. * @property framerate * @static * @type {Number} **/ try { Object.defineProperties(Ticker, { interval: { get: Ticker.getInterval, set: Ticker.setInterval }, framerate: { get: Ticker.getFPS, set: Ticker.setFPS } }); } catch (e) { console.log(e); } // public static methods: /** * Starts the tick. This is called automatically when the first listener is added. * @method init * @static **/ Ticker.init = function() { if (Ticker._inited) { return; } Ticker._inited = true; Ticker._times = []; Ticker._tickTimes = []; Ticker._startTime = Ticker._getTime(); Ticker._times.push(Ticker._lastTime = 0); Ticker.interval = Ticker._interval; }; /** * Stops the Ticker and removes all listeners. Use init() to restart the Ticker. * @method reset * @static **/ Ticker.reset = function() { if (Ticker._raf) { var f = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame; f&&f(Ticker._timerId); } else { clearTimeout(Ticker._timerId); } Ticker.removeAllEventListeners("tick"); Ticker._timerId = Ticker._times = Ticker._tickTimes = null; Ticker._startTime = Ticker._lastTime = Ticker._ticks = 0; Ticker._inited = false; }; /** * Returns the average time spent within a tick. This can vary significantly from the value provided by getMeasuredFPS * because it only measures the time spent within the tick execution stack. * * Example 1: With a target FPS of 20, getMeasuredFPS() returns 20fps, which indicates an average of 50ms between * the end of one tick and the end of the next. However, getMeasuredTickTime() returns 15ms. This indicates that * there may be up to 35ms of "idle" time between the end of one tick and the start of the next. * * Example 2: With a target FPS of 30, getFPS() returns 10fps, which indicates an average of 100ms between the end of * one tick and the end of the next. However, getMeasuredTickTime() returns 20ms. This would indicate that something * other than the tick is using ~80ms (another script, DOM rendering, etc). * @method getMeasuredTickTime * @static * @param {Number} [ticks] The number of previous ticks over which to measure the average time spent in a tick. * Defaults to the number of ticks per second. To get only the last tick's time, pass in 1. * @return {Number} The average time spent in a tick in milliseconds. **/ Ticker.getMeasuredTickTime = function(ticks) { var ttl=0, times=Ticker._tickTimes; if (!times || times.length < 1) { return -1; } // by default, calculate average for the past ~1 second: ticks = Math.min(times.length, ticks||(Ticker.getFPS()|0)); for (var i=0; i= (Ticker._interval-1)*0.97) { Ticker._tick(); } }; /** * @method _handleRAF * @static * @protected **/ Ticker._handleRAF = function() { Ticker._timerId = null; Ticker._setupTick(); Ticker._tick(); }; /** * @method _handleTimeout * @static * @protected **/ Ticker._handleTimeout = function() { Ticker._timerId = null; Ticker._setupTick(); Ticker._tick(); }; /** * @method _setupTick * @static * @protected **/ Ticker._setupTick = function() { if (Ticker._timerId != null) { return; } // avoid duplicates var mode = Ticker.timingMode||(Ticker.useRAF&&Ticker.RAF_SYNCHED); if (mode == Ticker.RAF_SYNCHED || mode == Ticker.RAF) { var f = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame; if (f) { Ticker._timerId = f(mode == Ticker.RAF ? Ticker._handleRAF : Ticker._handleSynch); Ticker._raf = true; return; } } Ticker._raf = false; Ticker._timerId = setTimeout(Ticker._handleTimeout, Ticker._interval); }; /** * @method _tick * @static * @protected **/ Ticker._tick = function() { var paused = Ticker.paused; var time = Ticker._getTime(); var elapsedTime = time-Ticker._lastTime; Ticker._lastTime = time; Ticker._ticks++; if (paused) { Ticker._pausedTicks++; Ticker._pausedTime += elapsedTime; } if (Ticker.hasEventListener("tick")) { var event = new createjs.Event("tick"); var maxDelta = Ticker.maxDelta; event.delta = (maxDelta && elapsedTime > maxDelta) ? maxDelta : elapsedTime; event.paused = paused; event.time = time; event.runTime = time-Ticker._pausedTime; Ticker.dispatchEvent(event); } Ticker._tickTimes.unshift(Ticker._getTime()-time); while (Ticker._tickTimes.length > 100) { Ticker._tickTimes.pop(); } Ticker._times.unshift(time); while (Ticker._times.length > 100) { Ticker._times.pop(); } }; /** * @method _getTime * @static * @protected **/ var now = window.performance && (performance.now || performance.mozNow || performance.msNow || performance.oNow || performance.webkitNow); Ticker._getTime = function() { return ((now&&now.call(performance))||(new Date().getTime())) - Ticker._startTime; }; createjs.Ticker = Ticker; }()); //############################################################################## // UID.js //############################################################################## (function() { "use strict"; // constructor: /** * Global utility for generating sequential unique ID numbers. The UID class uses a static interface (ex. UID.get()) * and should not be instantiated. * @class UID * @static **/ function UID() { throw "UID cannot be instantiated"; } // private static properties: /** * @property _nextID * @type Number * @protected **/ UID._nextID = 0; // public static methods: /** * Returns the next unique id. * @method get * @return {Number} The next unique id * @static **/ UID.get = function() { return UID._nextID++; }; createjs.UID = UID; }()); //############################################################################## // MouseEvent.js //############################################################################## (function() { "use strict"; // constructor: /** * Passed as the parameter to all mouse/pointer/touch related events. For a listing of mouse events and their properties, * see the {{#crossLink "DisplayObject"}}{{/crossLink}} and {{#crossLink "Stage"}}{{/crossLink}} event listings. * @class MouseEvent * @param {String} type The event type. * @param {Boolean} bubbles Indicates whether the event will bubble through the display list. * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled. * @param {Number} stageX The normalized x position relative to the stage. * @param {Number} stageY The normalized y position relative to the stage. * @param {MouseEvent} nativeEvent The native DOM event related to this mouse event. * @param {Number} pointerID The unique id for the pointer. * @param {Boolean} primary Indicates whether this is the primary pointer in a multitouch environment. * @param {Number} rawX The raw x position relative to the stage. * @param {Number} rawY The raw y position relative to the stage. * @extends Event * @constructor **/ function MouseEvent(type, bubbles, cancelable, stageX, stageY, nativeEvent, pointerID, primary, rawX, rawY) { this.Event_constructor(type, bubbles, cancelable); // public properties: /** * The normalized x position on the stage. This will always be within the range 0 to stage width. * @property stageX * @type Number */ this.stageX = stageX; /** * The normalized y position on the stage. This will always be within the range 0 to stage height. * @property stageY * @type Number **/ this.stageY = stageY; /** * The raw x position relative to the stage. Normally this will be the same as the stageX value, unless * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds. * @property rawX * @type Number */ this.rawX = (rawX==null)?stageX:rawX; /** * The raw y position relative to the stage. Normally this will be the same as the stageY value, unless * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds. * @property rawY * @type Number */ this.rawY = (rawY==null)?stageY:rawY; /** * The native MouseEvent generated by the browser. The properties and API for this * event may differ between browsers. This property will be null if the * EaselJS property was not directly generated from a native MouseEvent. * @property nativeEvent * @type HtmlMouseEvent * @default null **/ this.nativeEvent = nativeEvent; /** * The unique id for the pointer (touch point or cursor). This will be either -1 for the mouse, or the system * supplied id value. * @property pointerID * @type {Number} */ this.pointerID = pointerID; /** * Indicates whether this is the primary pointer in a multitouch environment. This will always be true for the mouse. * For touch pointers, the first pointer in the current stack will be considered the primary pointer. * @property primary * @type {Boolean} */ this.primary = !!primary; } var p = createjs.extend(MouseEvent, createjs.Event); // getter / setters: /** * Returns the x position of the mouse in the local coordinate system of the current target (ie. the dispatcher). * @property localX * @type {Number} * @readonly */ p._get_localX = function() { return this.currentTarget.globalToLocal(this.rawX, this.rawY).x; }; /** * Returns the y position of the mouse in the local coordinate system of the current target (ie. the dispatcher). * @property localY * @type {Number} * @readonly */ p._get_localY = function() { return this.currentTarget.globalToLocal(this.rawX, this.rawY).y; }; /** * Indicates whether the event was generated by a touch input (versus a mouse input). * @property isTouch * @type {Boolean} * @readonly */ p._get_isTouch = function() { return this.pointerID !== -1; }; try { Object.defineProperties(p, { localX: { get: p._get_localX }, localY: { get: p._get_localY }, isTouch: { get: p._get_isTouch } }); } catch (e) {} // TODO: use Log // public methods: /** * Returns a clone of the MouseEvent instance. * @method clone * @return {MouseEvent} a clone of the MouseEvent instance. **/ p.clone = function() { return new MouseEvent(this.type, this.bubbles, this.cancelable, this.stageX, this.stageY, this.nativeEvent, this.pointerID, this.primary, this.rawX, this.rawY); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[MouseEvent (type="+this.type+" stageX="+this.stageX+" stageY="+this.stageY+")]"; }; createjs.MouseEvent = createjs.promote(MouseEvent, "Event"); }()); //############################################################################## // Matrix2D.js //############################################################################## (function() { "use strict"; // constructor: /** * Represents an affine transformation matrix, and provides tools for constructing and concatenating matrices. * * This matrix can be visualized as: * * [ a c tx * b d ty * 0 0 1 ] * * Note the locations of b and c. * * @class Matrix2D * @param {Number} [a=1] Specifies the a property for the new matrix. * @param {Number} [b=0] Specifies the b property for the new matrix. * @param {Number} [c=0] Specifies the c property for the new matrix. * @param {Number} [d=1] Specifies the d property for the new matrix. * @param {Number} [tx=0] Specifies the tx property for the new matrix. * @param {Number} [ty=0] Specifies the ty property for the new matrix. * @constructor **/ function Matrix2D(a, b, c, d, tx, ty) { this.setValues(a,b,c,d,tx,ty); // public properties: // assigned in the setValues method. /** * Position (0, 0) in a 3x3 affine transformation matrix. * @property a * @type Number **/ /** * Position (0, 1) in a 3x3 affine transformation matrix. * @property b * @type Number **/ /** * Position (1, 0) in a 3x3 affine transformation matrix. * @property c * @type Number **/ /** * Position (1, 1) in a 3x3 affine transformation matrix. * @property d * @type Number **/ /** * Position (2, 0) in a 3x3 affine transformation matrix. * @property tx * @type Number **/ /** * Position (2, 1) in a 3x3 affine transformation matrix. * @property ty * @type Number **/ } var p = Matrix2D.prototype; // constants: /** * Multiplier for converting degrees to radians. Used internally by Matrix2D. * @property DEG_TO_RAD * @static * @final * @type Number * @readonly **/ Matrix2D.DEG_TO_RAD = Math.PI/180; // static public properties: /** * An identity matrix, representing a null transformation. * @property identity * @static * @type Matrix2D * @readonly **/ Matrix2D.identity = null; // set at bottom of class definition. // public methods: /** * Sets the specified values on this instance. * @method setValues * @param {Number} [a=1] Specifies the a property for the new matrix. * @param {Number} [b=0] Specifies the b property for the new matrix. * @param {Number} [c=0] Specifies the c property for the new matrix. * @param {Number} [d=1] Specifies the d property for the new matrix. * @param {Number} [tx=0] Specifies the tx property for the new matrix. * @param {Number} [ty=0] Specifies the ty property for the new matrix. * @return {Matrix2D} This instance. Useful for chaining method calls. */ p.setValues = function(a, b, c, d, tx, ty) { // don't forget to update docs in the constructor if these change: this.a = (a == null) ? 1 : a; this.b = b || 0; this.c = c || 0; this.d = (d == null) ? 1 : d; this.tx = tx || 0; this.ty = ty || 0; return this; }; /** * Appends the specified matrix properties to this matrix. All parameters are required. * This is the equivalent of multiplying `(this matrix) * (specified matrix)`. * @method append * @param {Number} a * @param {Number} b * @param {Number} c * @param {Number} d * @param {Number} tx * @param {Number} ty * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.append = function(a, b, c, d, tx, ty) { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; if (a != 1 || b != 0 || c != 0 || d != 1) { this.a = a1*a+c1*b; this.b = b1*a+d1*b; this.c = a1*c+c1*d; this.d = b1*c+d1*d; } this.tx = a1*tx+c1*ty+this.tx; this.ty = b1*tx+d1*ty+this.ty; return this; }; /** * Prepends the specified matrix properties to this matrix. * This is the equivalent of multiplying `(specified matrix) * (this matrix)`. * All parameters are required. * @method prepend * @param {Number} a * @param {Number} b * @param {Number} c * @param {Number} d * @param {Number} tx * @param {Number} ty * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.prepend = function(a, b, c, d, tx, ty) { var a1 = this.a; var c1 = this.c; var tx1 = this.tx; this.a = a*a1+c*this.b; this.b = b*a1+d*this.b; this.c = a*c1+c*this.d; this.d = b*c1+d*this.d; this.tx = a*tx1+c*this.ty+tx; this.ty = b*tx1+d*this.ty+ty; return this; }; /** * Appends the specified matrix to this matrix. * This is the equivalent of multiplying `(this matrix) * (specified matrix)`. * @method appendMatrix * @param {Matrix2D} matrix * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.appendMatrix = function(matrix) { return this.append(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty); }; /** * Prepends the specified matrix to this matrix. * This is the equivalent of multiplying `(specified matrix) * (this matrix)`. * For example, you could calculate the combined transformation for a child object using: * * var o = myDisplayObject; * var mtx = o.getMatrix(); * while (o = o.parent) { * // prepend each parent's transformation in turn: * o.prependMatrix(o.getMatrix()); * } * @method prependMatrix * @param {Matrix2D} matrix * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.prependMatrix = function(matrix) { return this.prepend(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty); }; /** * Generates matrix properties from the specified display object transform properties, and appends them to this matrix. * For example, you can use this to generate a matrix representing the transformations of a display object: * * var mtx = new Matrix2D(); * mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation); * @method appendTransform * @param {Number} x * @param {Number} y * @param {Number} scaleX * @param {Number} scaleY * @param {Number} rotation * @param {Number} skewX * @param {Number} skewY * @param {Number} regX Optional. * @param {Number} regY Optional. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.appendTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) { if (rotation%360) { var r = rotation*Matrix2D.DEG_TO_RAD; var cos = Math.cos(r); var sin = Math.sin(r); } else { cos = 1; sin = 0; } if (skewX || skewY) { // TODO: can this be combined into a single append operation? skewX *= Matrix2D.DEG_TO_RAD; skewY *= Matrix2D.DEG_TO_RAD; this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y); this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0); } else { this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y); } if (regX || regY) { // append the registration offset: this.tx -= regX*this.a+regY*this.c; this.ty -= regX*this.b+regY*this.d; } return this; }; /** * Generates matrix properties from the specified display object transform properties, and prepends them to this matrix. * For example, you could calculate the combined transformation for a child object using: * * var o = myDisplayObject; * var mtx = new createjs.Matrix2D(); * do { * // prepend each parent's transformation in turn: * mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY); * } while (o = o.parent); * * Note that the above example would not account for {{#crossLink "DisplayObject/transformMatrix:property"}}{{/crossLink}} * values. See {{#crossLink "Matrix2D/prependMatrix"}}{{/crossLink}} for an example that does. * @method prependTransform * @param {Number} x * @param {Number} y * @param {Number} scaleX * @param {Number} scaleY * @param {Number} rotation * @param {Number} skewX * @param {Number} skewY * @param {Number} regX Optional. * @param {Number} regY Optional. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) { if (rotation%360) { var r = rotation*Matrix2D.DEG_TO_RAD; var cos = Math.cos(r); var sin = Math.sin(r); } else { cos = 1; sin = 0; } if (regX || regY) { // prepend the registration offset: this.tx -= regX; this.ty -= regY; } if (skewX || skewY) { // TODO: can this be combined into a single prepend operation? skewX *= Matrix2D.DEG_TO_RAD; skewY *= Matrix2D.DEG_TO_RAD; this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0); this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y); } else { this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y); } return this; }; /** * Applies a clockwise rotation transformation to the matrix. * @method rotate * @param {Number} angle The angle to rotate by, in degrees. To use a value in radians, multiply it by `180/Math.PI`. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.rotate = function(angle) { angle = angle*Matrix2D.DEG_TO_RAD; var cos = Math.cos(angle); var sin = Math.sin(angle); var a1 = this.a; var b1 = this.b; this.a = a1*cos+this.c*sin; this.b = b1*cos+this.d*sin; this.c = -a1*sin+this.c*cos; this.d = -b1*sin+this.d*cos; return this; }; /** * Applies a skew transformation to the matrix. * @method skew * @param {Number} skewX The amount to skew horizontally in degrees. To use a value in radians, multiply it by `180/Math.PI`. * @param {Number} skewY The amount to skew vertically in degrees. * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.skew = function(skewX, skewY) { skewX = skewX*Matrix2D.DEG_TO_RAD; skewY = skewY*Matrix2D.DEG_TO_RAD; this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), 0, 0); return this; }; /** * Applies a scale transformation to the matrix. * @method scale * @param {Number} x The amount to scale horizontally. E.G. a value of 2 will double the size in the X direction, and 0.5 will halve it. * @param {Number} y The amount to scale vertically. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.scale = function(x, y) { this.a *= x; this.b *= x; this.c *= y; this.d *= y; //this.tx *= x; //this.ty *= y; return this; }; /** * Translates the matrix on the x and y axes. * @method translate * @param {Number} x * @param {Number} y * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.translate = function(x, y) { this.tx += this.a*x + this.c*y; this.ty += this.b*x + this.d*y; return this; }; /** * Sets the properties of the matrix to those of an identity matrix (one that applies a null transformation). * @method identity * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.identity = function() { this.a = this.d = 1; this.b = this.c = this.tx = this.ty = 0; return this; }; /** * Inverts the matrix, causing it to perform the opposite transformation. * @method invert * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.invert = function() { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; var tx1 = this.tx; var n = a1*d1-b1*c1; this.a = d1/n; this.b = -b1/n; this.c = -c1/n; this.d = a1/n; this.tx = (c1*this.ty-d1*tx1)/n; this.ty = -(a1*this.ty-b1*tx1)/n; return this; }; /** * Returns true if the matrix is an identity matrix. * @method isIdentity * @return {Boolean} **/ p.isIdentity = function() { return this.tx === 0 && this.ty === 0 && this.a === 1 && this.b === 0 && this.c === 0 && this.d === 1; }; /** * Returns true if this matrix is equal to the specified matrix (all property values are equal). * @method equals * @param {Matrix2D} matrix The matrix to compare. * @return {Boolean} **/ p.equals = function(matrix) { return this.tx === matrix.tx && this.ty === matrix.ty && this.a === matrix.a && this.b === matrix.b && this.c === matrix.c && this.d === matrix.d; }; /** * Transforms a point according to this matrix. * @method transformPoint * @param {Number} x The x component of the point to transform. * @param {Number} y The y component of the point to transform. * @param {Point | Object} [pt] An object to copy the result into. If omitted a generic object with x/y properties will be returned. * @return {Point} This matrix. Useful for chaining method calls. **/ p.transformPoint = function(x, y, pt) { pt = pt||{}; pt.x = x*this.a+y*this.c+this.tx; pt.y = x*this.b+y*this.d+this.ty; return pt; }; /** * Decomposes the matrix into transform properties (x, y, scaleX, scaleY, and rotation). Note that these values * may not match the transform properties you used to generate the matrix, though they will produce the same visual * results. * @method decompose * @param {Object} target The object to apply the transform properties to. If null, then a new object will be returned. * @return {Object} The target, or a new generic object with the transform properties applied. */ p.decompose = function(target) { // TODO: it would be nice to be able to solve for whether the matrix can be decomposed into only scale/rotation even when scale is negative if (target == null) { target = {}; } target.x = this.tx; target.y = this.ty; target.scaleX = Math.sqrt(this.a * this.a + this.b * this.b); target.scaleY = Math.sqrt(this.c * this.c + this.d * this.d); var skewX = Math.atan2(-this.c, this.d); var skewY = Math.atan2(this.b, this.a); var delta = Math.abs(1-skewX/skewY); if (delta < 0.00001) { // effectively identical, can use rotation: target.rotation = skewY/Matrix2D.DEG_TO_RAD; if (this.a < 0 && this.d >= 0) { target.rotation += (target.rotation <= 0) ? 180 : -180; } target.skewX = target.skewY = 0; } else { target.skewX = skewX/Matrix2D.DEG_TO_RAD; target.skewY = skewY/Matrix2D.DEG_TO_RAD; } return target; }; /** * Copies all properties from the specified matrix to this matrix. * @method copy * @param {Matrix2D} matrix The matrix to copy properties from. * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.copy = function(matrix) { return this.setValues(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty); }; /** * Returns a clone of the Matrix2D instance. * @method clone * @return {Matrix2D} a clone of the Matrix2D instance. **/ p.clone = function() { return new Matrix2D(this.a, this.b, this.c, this.d, this.tx, this.ty); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Matrix2D (a="+this.a+" b="+this.b+" c="+this.c+" d="+this.d+" tx="+this.tx+" ty="+this.ty+")]"; }; // this has to be populated after the class is defined: Matrix2D.identity = new Matrix2D(); createjs.Matrix2D = Matrix2D; }()); //############################################################################## // DisplayProps.js //############################################################################## (function() { "use strict"; /** * Used for calculating and encapsulating display related properties. * @class DisplayProps * @param {Number} [visible=true] Visible value. * @param {Number} [alpha=0] Alpha value. * @param {Number} [shadow=null] A Shadow instance or null. * @param {Number} [compositeOperation=null] A compositeOperation value or null. * @param {Number} [matrix] A transformation matrix. Defaults to a new identity matrix. * @constructor **/ function DisplayProps(visible, alpha, shadow, compositeOperation, matrix) { this.setValues(visible, alpha, shadow, compositeOperation, matrix); // public properties: // assigned in the setValues method. /** * Property representing the alpha that will be applied to a display object. * @property alpha * @type Number **/ /** * Property representing the shadow that will be applied to a display object. * @property shadow * @type Shadow **/ /** * Property representing the compositeOperation that will be applied to a display object. * You can find a list of valid composite operations at: * https://developer.mozilla.org/en/Canvas_tutorial/Compositing * @property compositeOperation * @type String **/ /** * Property representing the value for visible that will be applied to a display object. * @property visible * @type Boolean **/ /** * The transformation matrix that will be applied to a display object. * @property matrix * @type Matrix2D **/ } var p = DisplayProps.prototype; // initialization: /** * Reinitializes the instance with the specified values. * @method setValues * @param {Number} [visible=true] Visible value. * @param {Number} [alpha=1] Alpha value. * @param {Number} [shadow=null] A Shadow instance or null. * @param {Number} [compositeOperation=null] A compositeOperation value or null. * @param {Number} [matrix] A transformation matrix. Defaults to an identity matrix. * @return {DisplayProps} This instance. Useful for chaining method calls. * @chainable */ p.setValues = function (visible, alpha, shadow, compositeOperation, matrix) { this.visible = visible == null ? true : !!visible; this.alpha = alpha == null ? 1 : alpha; this.shadow = shadow; this.compositeOperation = shadow; this.matrix = matrix || (this.matrix&&this.matrix.identity()) || new createjs.Matrix2D(); return this; }; // public methods: /** * Appends the specified display properties. This is generally used to apply a child's properties its parent's. * @method append * @param {Boolean} visible desired visible value * @param {Number} alpha desired alpha value * @param {Shadow} shadow desired shadow value * @param {String} compositeOperation desired composite operation value * @param {Matrix2D} [matrix] a Matrix2D instance * @return {DisplayProps} This instance. Useful for chaining method calls. * @chainable */ p.append = function(visible, alpha, shadow, compositeOperation, matrix) { this.alpha *= alpha; this.shadow = shadow || this.shadow; this.compositeOperation = compositeOperation || this.compositeOperation; this.visible = this.visible && visible; matrix&&this.matrix.appendMatrix(matrix); return this; }; /** * Prepends the specified display properties. This is generally used to apply a parent's properties to a child's. * For example, to get the combined display properties that would be applied to a child, you could use: * * var o = myDisplayObject; * var props = new createjs.DisplayProps(); * do { * // prepend each parent's props in turn: * props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation, o.getMatrix()); * } while (o = o.parent); * * @method prepend * @param {Boolean} visible desired visible value * @param {Number} alpha desired alpha value * @param {Shadow} shadow desired shadow value * @param {String} compositeOperation desired composite operation value * @param {Matrix2D} [matrix] a Matrix2D instance * @return {DisplayProps} This instance. Useful for chaining method calls. * @chainable */ p.prepend = function(visible, alpha, shadow, compositeOperation, matrix) { this.alpha *= alpha; this.shadow = this.shadow || shadow; this.compositeOperation = this.compositeOperation || compositeOperation; this.visible = this.visible && visible; matrix&&this.matrix.prependMatrix(matrix); return this; }; /** * Resets this instance and its matrix to default values. * @method identity * @return {DisplayProps} This instance. Useful for chaining method calls. * @chainable */ p.identity = function() { this.visible = true; this.alpha = 1; this.shadow = this.compositeOperation = null; this.matrix.identity(); return this; }; /** * Returns a clone of the DisplayProps instance. Clones the associated matrix. * @method clone * @return {DisplayProps} a clone of the DisplayProps instance. **/ p.clone = function() { return new DisplayProps(this.alpha, this.shadow, this.compositeOperation, this.visible, this.matrix.clone()); }; // private methods: createjs.DisplayProps = DisplayProps; })(); //############################################################################## // Point.js //############################################################################## (function() { "use strict"; // constructor: /** * Represents a point on a 2 dimensional x / y coordinate system. * *

Example

* * var point = new createjs.Point(0, 100); * * @class Point * @param {Number} [x=0] X position. * @param {Number} [y=0] Y position. * @constructor **/ function Point(x, y) { this.setValues(x, y); // public properties: // assigned in the setValues method. /** * X position. * @property x * @type Number **/ /** * Y position. * @property y * @type Number **/ } var p = Point.prototype; // public methods: /** * Sets the specified values on this instance. * @method setValues * @param {Number} [x=0] X position. * @param {Number} [y=0] Y position. * @return {Point} This instance. Useful for chaining method calls. * @chainable */ p.setValues = function(x, y) { this.x = x||0; this.y = y||0; return this; }; /** * Copies all properties from the specified point to this point. * @method copy * @param {Point} point The point to copy properties from. * @return {Point} This point. Useful for chaining method calls. * @chainable */ p.copy = function(point) { this.x = point.x; this.y = point.y; return this; }; /** * Returns a clone of the Point instance. * @method clone * @return {Point} a clone of the Point instance. **/ p.clone = function() { return new Point(this.x, this.y); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Point (x="+this.x+" y="+this.y+")]"; }; createjs.Point = Point; }()); //############################################################################## // Rectangle.js //############################################################################## (function() { "use strict"; // constructor: /** * Represents a rectangle as defined by the points (x, y) and (x+width, y+height). * *

Example

* * var rect = new createjs.Rectangle(0, 0, 100, 100); * * @class Rectangle * @param {Number} [x=0] X position. * @param {Number} [y=0] Y position. * @param {Number} [width=0] The width of the Rectangle. * @param {Number} [height=0] The height of the Rectangle. * @constructor **/ function Rectangle(x, y, width, height) { this.setValues(x, y, width, height); // public properties: // assigned in the setValues method. /** * X position. * @property x * @type Number **/ /** * Y position. * @property y * @type Number **/ /** * Width. * @property width * @type Number **/ /** * Height. * @property height * @type Number **/ } var p = Rectangle.prototype; // public methods: /** * Sets the specified values on this instance. * @method setValues * @param {Number} [x=0] X position. * @param {Number} [y=0] Y position. * @param {Number} [width=0] The width of the Rectangle. * @param {Number} [height=0] The height of the Rectangle. * @return {Rectangle} This instance. Useful for chaining method calls. * @chainable */ p.setValues = function(x, y, width, height) { // don't forget to update docs in the constructor if these change: this.x = x||0; this.y = y||0; this.width = width||0; this.height = height||0; return this; }; /** * Extends the rectangle's bounds to include the described point or rectangle. * @method extend * @param {Number} x X position of the point or rectangle. * @param {Number} y Y position of the point or rectangle. * @param {Number} [width=0] The width of the rectangle. * @param {Number} [height=0] The height of the rectangle. * @return {Rectangle} This instance. Useful for chaining method calls. * @chainable */ p.extend = function(x, y, width, height) { width = width||0; height = height||0; if (x+width > this.x+this.width) { this.width = x+width-this.x; } if (y+height > this.y+this.height) { this.height = y+height-this.y; } if (x < this.x) { this.width += this.x-x; this.x = x; } if (y < this.y) { this.height += this.y-y; this.y = y; } return this; }; /** * Adds the specified padding to the rectangle's bounds. * @method extend * @param {Number} [top=0] * @param {Number} [left=0] * @param {Number} [right=0] * @param {Number} [bottom=0] * @return {Rectangle} This instance. Useful for chaining method calls. * @chainable */ p.pad = function(top, left, bottom, right) { this.x -= top; this.y -= left; this.width += top+bottom; this.height += left+right; return this; }; /** * Copies all properties from the specified rectangle to this rectangle. * @method copy * @param {Rectangle} rectangle The rectangle to copy properties from. * @return {Rectangle} This rectangle. Useful for chaining method calls. * @chainable */ p.copy = function(rectangle) { return this.setValues(rectangle.x, rectangle.y, rectangle.width, rectangle.height); }; /** * Returns true if this rectangle fully encloses the described point or rectangle. * @method contains * @param {Number} x X position of the point or rectangle. * @param {Number} y Y position of the point or rectangle. * @param {Number} [width=0] The width of the rectangle. * @param {Number} [height=0] The height of the rectangle. * @return {Boolean} True if the described point or rectangle is contained within this rectangle. */ p.contains = function(x, y, width, height) { width = width||0; height = height||0; return (x >= this.x && x+width <= this.x+this.width && y >= this.y && y+height <= this.y+this.height); }; /** * Returns a new rectangle which contains this rectangle and the specified rectangle. * @method union * @param {Rectangle} rect The rectangle to calculate a union with. * @return {Rectangle} A new rectangle describing the union. */ p.union = function(rect) { return this.clone().extend(rect.x, rect.y, rect.width, rect.height); }; /** * Returns a new rectangle which describes the intersection (overlap) of this rectangle and the specified rectangle, * or null if they do not intersect. * @method intersection * @param {Rectangle} rect The rectangle to calculate an intersection with. * @return {Rectangle} A new rectangle describing the intersection or null. */ p.intersection = function(rect) { var x1 = rect.x, y1 = rect.y, x2 = x1+rect.width, y2 = y1+rect.height; if (this.x > x1) { x1 = this.x; } if (this.y > y1) { y1 = this.y; } if (this.x + this.width < x2) { x2 = this.x + this.width; } if (this.y + this.height < y2) { y2 = this.y + this.height; } return (x2 <= x1 || y2 <= y1) ? null : new Rectangle(x1, y1, x2-x1, y2-y1); }; /** * Returns true if the specified rectangle intersects (has any overlap) with this rectangle. * @method intersects * @param {Rectangle} rect The rectangle to compare. * @return {Boolean} True if the rectangles intersect. */ p.intersects = function(rect) { return (rect.x <= this.x+this.width && this.x <= rect.x+rect.width && rect.y <= this.y+this.height && this.y <= rect.y + rect.height); }; /** * Returns true if the width or height are equal or less than 0. * @method isEmpty * @return {Boolean} True if the rectangle is empty. */ p.isEmpty = function() { return this.width <= 0 || this.height <= 0; }; /** * Returns a clone of the Rectangle instance. * @method clone * @return {Rectangle} a clone of the Rectangle instance. **/ p.clone = function() { return new Rectangle(this.x, this.y, this.width, this.height); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Rectangle (x="+this.x+" y="+this.y+" width="+this.width+" height="+this.height+")]"; }; createjs.Rectangle = Rectangle; }()); //############################################################################## // ButtonHelper.js //############################################################################## (function() { "use strict"; // constructor: /** * The ButtonHelper is a helper class to create interactive buttons from {{#crossLink "MovieClip"}}{{/crossLink}} or * {{#crossLink "Sprite"}}{{/crossLink}} instances. This class will intercept mouse events from an object, and * automatically call {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}, * to the respective animation labels, add a pointer cursor, and allows the user to define a hit state frame. * * The ButtonHelper instance does not need to be added to the stage, but a reference should be maintained to prevent * garbage collection. * * Note that over states will not work unless you call {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. * *

Example

* * var helper = new createjs.ButtonHelper(myInstance, "out", "over", "down", false, myInstance, "hit"); * myInstance.addEventListener("click", handleClick); * function handleClick(event) { * // Click Happened. * } * * @class ButtonHelper * @param {Sprite|MovieClip} target The instance to manage. * @param {String} [outLabel="out"] The label or animation to go to when the user rolls out of the button. * @param {String} [overLabel="over"] The label or animation to go to when the user rolls over the button. * @param {String} [downLabel="down"] The label or animation to go to when the user presses the button. * @param {Boolean} [play=false] If the helper should call "gotoAndPlay" or "gotoAndStop" on the button when changing * states. * @param {DisplayObject} [hitArea] An optional item to use as the hit state for the button. If this is not defined, * then the button's visible states will be used instead. Note that the same instance as the "target" argument can be * used for the hitState. * @param {String} [hitLabel] The label or animation on the hitArea instance that defines the hitArea bounds. If this is * null, then the default state of the hitArea will be used. * * @constructor */ function ButtonHelper(target, outLabel, overLabel, downLabel, play, hitArea, hitLabel) { if (!target.addEventListener) { return; } // public properties: /** * The target for this button helper. * @property target * @type MovieClip | Sprite * @readonly **/ this.target = target; /** * The label name or frame number to display when the user mouses out of the target. Defaults to "over". * @property overLabel * @type String | Number **/ this.overLabel = overLabel == null ? "over" : overLabel; /** * The label name or frame number to display when the user mouses over the target. Defaults to "out". * @property outLabel * @type String | Number **/ this.outLabel = outLabel == null ? "out" : outLabel; /** * The label name or frame number to display when the user presses on the target. Defaults to "down". * @property downLabel * @type String | Number **/ this.downLabel = downLabel == null ? "down" : downLabel; /** * If true, then ButtonHelper will call gotoAndPlay, if false, it will use gotoAndStop. Default is false. * @property play * @default false * @type Boolean **/ this.play = play; // private properties /** * @property _isPressed * @type Boolean * @protected **/ this._isPressed = false; /** * @property _isOver * @type Boolean * @protected **/ this._isOver = false; /** * @property _enabled * @type Boolean * @protected **/ this._enabled = false; // setup: target.mouseChildren = false; // prevents issues when children are removed from the display list when state changes. this.enabled = true; this.handleEvent({}); if (hitArea) { if (hitLabel) { hitArea.actionsEnabled = false; hitArea.gotoAndStop&&hitArea.gotoAndStop(hitLabel); } target.hitArea = hitArea; } } var p = ButtonHelper.prototype; // getter / setters: /** * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead. * @method setEnabled * @param {Boolean} value * @deprecated **/ p.setEnabled = function(value) { // TODO: deprecated. if (value == this._enabled) { return; } var o = this.target; this._enabled = value; if (value) { o.cursor = "pointer"; o.addEventListener("rollover", this); o.addEventListener("rollout", this); o.addEventListener("mousedown", this); o.addEventListener("pressup", this); } else { o.cursor = null; o.removeEventListener("rollover", this); o.removeEventListener("rollout", this); o.removeEventListener("mousedown", this); o.removeEventListener("pressup", this); } }; /** * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead. * @method getEnabled * @return {Boolean} * @deprecated **/ p.getEnabled = function() { return this._enabled; }; /** * Enables or disables the button functionality on the target. * @property enabled * @type {Boolean} **/ try { Object.defineProperties(p, { enabled: { get: p.getEnabled, set: p.setEnabled } }); } catch (e) {} // TODO: use Log // public methods: /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[ButtonHelper]"; }; // private methods: /** * @method handleEvent * @param {Object} evt The mouse event to handle. * @protected **/ p.handleEvent = function(evt) { var label, t = this.target, type = evt.type; if (type == "mousedown") { this._isPressed = true; label = this.downLabel; } else if (type == "pressup") { this._isPressed = false; label = this._isOver ? this.overLabel : this.outLabel; } else if (type == "rollover") { this._isOver = true; label = this._isPressed ? this.downLabel : this.overLabel; } else { // rollout and default this._isOver = false; label = this._isPressed ? this.overLabel : this.outLabel; } if (this.play) { t.gotoAndPlay&&t.gotoAndPlay(label); } else { t.gotoAndStop&&t.gotoAndStop(label); } }; createjs.ButtonHelper = ButtonHelper; }()); //############################################################################## // Shadow.js //############################################################################## (function() { "use strict"; // constructor: /** * This class encapsulates the properties required to define a shadow to apply to a {{#crossLink "DisplayObject"}}{{/crossLink}} * via its shadow property. * *

Example

* * myImage.shadow = new createjs.Shadow("#000000", 5, 5, 10); * * @class Shadow * @constructor * @param {String} color The color of the shadow. * @param {Number} offsetX The x offset of the shadow in pixels. * @param {Number} offsetY The y offset of the shadow in pixels. * @param {Number} blur The size of the blurring effect. **/ function Shadow(color, offsetX, offsetY, blur) { // public properties: /** The color of the shadow. * property color * @type String * @default null */ this.color = color||"black"; /** The x offset of the shadow. * property offsetX * @type Number * @default 0 */ this.offsetX = offsetX||0; /** The y offset of the shadow. * property offsetY * @type Number * @default 0 */ this.offsetY = offsetY||0; /** The blur of the shadow. * property blur * @type Number * @default 0 */ this.blur = blur||0; } var p = Shadow.prototype; // static public properties: /** * An identity shadow object (all properties are set to 0). * @property identity * @type Shadow * @static * @final * @readonly **/ Shadow.identity = new Shadow("transparent", 0, 0, 0); // public methods: /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Shadow]"; }; /** * Returns a clone of this Shadow instance. * @method clone * @return {Shadow} A clone of the current Shadow instance. **/ p.clone = function() { return new Shadow(this.color, this.offsetX, this.offsetY, this.blur); }; createjs.Shadow = Shadow; }()); //############################################################################## // SpriteSheet.js //############################################################################## (function() { "use strict"; // constructor: /** * Encapsulates the properties and methods associated with a sprite sheet. A sprite sheet is a series of images (usually * animation frames) combined into a larger image (or images). For example, an animation consisting of eight 100x100 * images could be combined into a single 400x200 sprite sheet (4 frames across by 2 high). * * The data passed to the SpriteSheet constructor defines:
    *
  1. The source image or images to use.
  2. *
  3. The positions of individual image frames.
  4. *
  5. Sequences of frames that form named animations. Optional.
  6. *
  7. The target playback framerate. Optional.
  8. *
* *

SpriteSheet Format

* * SpriteSheets are an object with two required properties (`images` and `frames`), and two optional properties * (`framerate` and `animations`). This makes them easy to define in javascript code, or in JSON. * *

images

* An array of source images. Images can be either an HTMLImage * instance, or a uri to an image. The former is recommended to control preloading. * * images: [image1, "path/to/image2.png"], * *

frames

* Defines the individual frames. There are two supported formats for frame data:
    *
  1. when all of the frames are the same size (in a grid), use an object with `width`, `height`, `regX`, `regY`, and `count` properties. * `width` & `height` are required and specify the dimensions of the frames. * `regX` & `regY` indicate the registration point or "origin" of the frames. * `spacing` indicate the spacing between frames. * `margin` specify the margin around the image(s). * `count` allows you to specify the total number of frames in the spritesheet; if omitted, this will be calculated * based on the dimensions of the source images and the frames. Frames will be assigned indexes based on their position * in the source images (left to right, top to bottom). * * frames: {width:64, height:64, count:20, regX: 32, regY:64, spacing:0, margin:0} * *
  2. if the frames are of different sizes, use an array of frame definitions. Each definition is itself an array * with 4 required and 3 optional entries, in the order: `x`, `y`, `width`, `height`, `imageIndex`, `regX`, `regY`. The first * four entries are required and define the frame rectangle. The fifth specifies the index of the source image (defaults to 0). The * last two specify the registration point of the frame. * * frames: [ * // x, y, width, height, imageIndex*, regX*, regY* * [64, 0, 96, 64], * [0, 0, 64, 64, 1, 32, 32] * // etc. * ] * *
* *

animations

* Optional. An object defining sequences of frames to play as named animations. Each property corresponds to an * animation of the same name. Each animation must specify the frames to play, and may * also include a relative playback `speed` (ex. 2 would playback at double speed, 0.5 at half), and * the name of the `next` animation to sequence to after it completes. * * There are three formats supported for defining the frames in an animation, which can be mixed and matched as appropriate:
    *
  1. for a single frame animation, you can simply specify the frame index * * animations: { * sit: 7 * } * *
  2. for an animation of consecutive frames, you can use an array with two required, and two optional entries * in the order: `start`, `end`, `next`, and `speed`. This will play the frames from start to end inclusive. * * animations: { * // start, end, next*, speed* * run: [0, 8], * jump: [9, 12, "run", 2] * } * *
  3. for non-consecutive frames, you can use an object with a `frames` property defining an array of frame indexes to * play in order. The object can also specify `next` and `speed` properties. * * animations: { * walk: { * frames: [1,2,3,3,2,1] * }, * shoot: { * frames: [1,4,5,6], * next: "walk", * speed: 0.5 * } * } * *
* Note: the `speed` property was added in EaselJS 0.7.0. Earlier versions had a `frequency` * property instead, which was the inverse of `speed`. For example, a value of "4" would be 1/4 normal speed in earlier * versions, but is 4x normal speed in 0.7.0+. * *

framerate

* Optional. Indicates the default framerate to play this spritesheet at in frames per second. * See {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} for more information. * * framerate: 20 * *

Example

* To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with three * animations: "stand" showing the first frame, "run" looping frame 1-5 inclusive, and "jump" playing frame 6-8 and sequencing back to run. * * var data = { * images: ["sprites.jpg"], * frames: {width:50, height:50}, * animations: { * stand:0, * run:[1,5], * jump:[6,8,"run"] * } * }; * var spriteSheet = new createjs.SpriteSheet(data); * var animation = new createjs.Sprite(spriteSheet, "run"); * * * Warning: Images loaded cross-origin will throw cross-origin security errors when interacted with * using a mouse, using methods such as `getObjectUnderPoint`, using filters, or caching. You can get around this by * setting `crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";` * * @class SpriteSheet * @constructor * @param {Object} data An object describing the SpriteSheet data. * @extends EventDispatcher **/ function SpriteSheet(data) { this.EventDispatcher_constructor(); // public properties: /** * Indicates whether all images are finished loading. * @property complete * @type Boolean * @readonly **/ this.complete = true; /** * Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See * Sprite.framerate for more information. * @property framerate * @type Number **/ this.framerate = 0; // private properties: /** * @property _animations * @protected * @type Array **/ this._animations = null; /** * @property _frames * @protected * @type Array **/ this._frames = null; /** * @property _images * @protected * @type Array **/ this._images = null; /** * @property _data * @protected * @type Object **/ this._data = null; /** * @property _loadCount * @protected * @type Number **/ this._loadCount = 0; // only used for simple frame defs: /** * @property _frameHeight * @protected * @type Number **/ this._frameHeight = 0; /** * @property _frameWidth * @protected * @type Number **/ this._frameWidth = 0; /** * @property _numFrames * @protected * @type Number **/ this._numFrames = 0; /** * @property _regX * @protected * @type Number **/ this._regX = 0; /** * @property _regY * @protected * @type Number **/ this._regY = 0; /** * @property _spacing * @protected * @type Number **/ this._spacing = 0; /** * @property _margin * @protected * @type Number **/ this._margin = 0; // setup: this._parseData(data); } var p = createjs.extend(SpriteSheet, createjs.EventDispatcher); // events: /** * Dispatched when all images are loaded. Note that this only fires if the images * were not fully loaded when the sprite sheet was initialized. You should check the complete property * to prior to adding a listener. Ex. * * var sheet = new SpriteSheet(data); * if (!sheet.complete) { * // not preloaded, listen for the complete event: * sheet.addEventListener("complete", handler); * } * * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.6.0 */ /** * Dispatched when getFrame is called with a valid frame index. This is primarily intended for use by {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}} * when doing on-demand rendering. * @event getframe * @param {Number} index The frame index. * @param {Object} frame The frame object that getFrame will return. */ // getter / setters: /** * Use the {{#crossLink "SpriteSheet/animations:property"}}{{/crossLink}} property instead. * @method getAnimations * @return {Array} * @deprecated **/ p.getAnimations = function() { return this._animations.slice(); }; /** * Returns an array of all available animation names available on this sprite sheet as strings. * @property animations * @type {Array} * @readonly **/ try { Object.defineProperties(p, { animations: { get: p.getAnimations } }); } catch (e) {} // public methods: /** * Returns the total number of frames in the specified animation, or in the whole sprite * sheet if the animation param is omitted. Returns 0 if the spritesheet relies on calculated frame counts, and * the images have not been fully loaded. * @method getNumFrames * @param {String} animation The name of the animation to get a frame count for. * @return {Number} The number of frames in the animation, or in the entire sprite sheet if the animation param is omitted. */ p.getNumFrames = function(animation) { if (animation == null) { return this._frames ? this._frames.length : this._numFrames || 0; } else { var data = this._data[animation]; if (data == null) { return 0; } else { return data.frames.length; } } }; /** * Returns an object defining the specified animation. The returned object contains:
    *
  • frames: an array of the frame ids in the animation
  • *
  • speed: the playback speed for this animation
  • *
  • name: the name of the animation
  • *
  • next: the default animation to play next. If the animation loops, the name and next property will be the * same.
  • *
* @method getAnimation * @param {String} name The name of the animation to get. * @return {Object} a generic object with frames, speed, name, and next properties. **/ p.getAnimation = function(name) { return this._data[name]; }; /** * Returns an object specifying the image and source rect of the specified frame. The returned object has:
    *
  • an image property holding a reference to the image object in which the frame is found
  • *
  • a rect property containing a Rectangle instance which defines the boundaries for the frame within that * image.
  • *
  • A regX and regY property corresponding to the regX/Y values for the frame. *
* @method getFrame * @param {Number} frameIndex The index of the frame. * @return {Object} a generic object with image and rect properties. Returns null if the frame does not exist. **/ p.getFrame = function(frameIndex) { var frame; if (this._frames && (frame=this._frames[frameIndex])) { return frame; } return null; }; /** * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the specified frame relative * to the origin. For example, a 90 x 70 frame with a regX of 50 and a regY of 40 would return: * * [x=-50, y=-40, width=90, height=70] * * @method getFrameBounds * @param {Number} frameIndex The index of the frame. * @param {Rectangle} [rectangle] A Rectangle instance to copy the values into. By default a new instance is created. * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully loaded. **/ p.getFrameBounds = function(frameIndex, rectangle) { var frame = this.getFrame(frameIndex); return frame ? (rectangle||new createjs.Rectangle()).setValues(-frame.regX, -frame.regY, frame.rect.width, frame.rect.height) : null; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[SpriteSheet]"; }; /** * SpriteSheet cannot be cloned. A SpriteSheet can be shared by multiple Sprite instances without cloning it. * @method clone **/ p.clone = function() { throw("SpriteSheet cannot be cloned.") }; // private methods: /** * @method _parseData * @param {Object} data An object describing the SpriteSheet data. * @protected **/ p._parseData = function(data) { var i,l,o,a; if (data == null) { return; } this.framerate = data.framerate||0; // parse images: if (data.images && (l=data.images.length) > 0) { a = this._images = []; for (i=0; i= maxFrames) { break imgLoop; } frameCount++; this._frames.push({ image: img, rect: new createjs.Rectangle(x, y, frameWidth, frameHeight), regX: this._regX, regY: this._regY }); x += frameWidth+spacing; } y += frameHeight+spacing; } } this._numFrames = frameCount; }; createjs.SpriteSheet = createjs.promote(SpriteSheet, "EventDispatcher"); }()); //############################################################################## // Graphics.js //############################################################################## (function() { "use strict"; // constructor: /** * The Graphics class exposes an easy to use API for generating vector drawing instructions and drawing them to a * specified context. Note that you can use Graphics without any dependency on the EaselJS framework by calling {{#crossLink "Graphics/draw"}}{{/crossLink}} * directly, or it can be used with the {{#crossLink "Shape"}}{{/crossLink}} object to draw vector graphics within the * context of an EaselJS display list. * * There are two approaches to working with Graphics object: calling methods on a Graphics instance (the "Graphics API"), or * instantiating Graphics command objects and adding them to the graphics queue via {{#crossLink "Graphics/append"}}{{/crossLink}}. * The former abstracts the latter, simplifying beginning and ending paths, fills, and strokes. * * var g = new createjs.Graphics(); * g.setStrokeStyle(1); * g.beginStroke("#000000"); * g.beginFill("red"); * g.drawCircle(0,0,30); * * All drawing methods in Graphics return the Graphics instance, so they can be chained together. For example, * the following line of code would generate the instructions to draw a rectangle with a red stroke and blue fill: * * myGraphics.beginStroke("red").beginFill("blue").drawRect(20, 20, 100, 50); * * Each graphics API call generates a command object (see below). The last command to be created can be accessed via * {{#crossLink "Graphics/command:property"}}{{/crossLink}}: * * var fillCommand = myGraphics.beginFill("red").command; * // ... later, update the fill style/color: * fillCommand.style = "blue"; * // or change it to a bitmap fill: * fillCommand.bitmap(myImage); * * For more direct control of rendering, you can instantiate and append command objects to the graphics queue directly. In this case, you * need to manage path creation manually, and ensure that fill/stroke is applied to a defined path: * * // start a new path. Graphics.beginCmd is a reusable BeginPath instance: * myGraphics.append(createjs.Graphics.beginCmd); * // we need to define the path before applying the fill: * var circle = new createjs.Graphics.Circle(0,0,30); * myGraphics.append(circle); * // fill the path we just defined: * var fill = new createjs.Graphics.Fill("red"); * myGraphics.append(fill); * * These approaches can be used together, for example to insert a custom command: * * myGraphics.beginFill("red"); * var customCommand = new CustomSpiralCommand(etc); * myGraphics.append(customCommand); * myGraphics.beginFill("blue"); * myGraphics.drawCircle(0, 0, 30); * * See {{#crossLink "Graphics/append"}}{{/crossLink}} for more info on creating custom commands. * *

Tiny API

* The Graphics class also includes a "tiny API", which is one or two-letter methods that are shortcuts for all of the * Graphics methods. These methods are great for creating compact instructions, and is used by the Toolkit for CreateJS * to generate readable code. All tiny methods are marked as protected, so you can view them by enabling protected * descriptions in the docs. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
TinyMethodTinyMethod
mt{{#crossLink "Graphics/moveTo"}}{{/crossLink}} lt {{#crossLink "Graphics/lineTo"}}{{/crossLink}}
a/at{{#crossLink "Graphics/arc"}}{{/crossLink}} / {{#crossLink "Graphics/arcTo"}}{{/crossLink}} bt{{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}}
qt{{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} (also curveTo)r{{#crossLink "Graphics/rect"}}{{/crossLink}}
cp{{#crossLink "Graphics/closePath"}}{{/crossLink}} c{{#crossLink "Graphics/clear"}}{{/crossLink}}
f{{#crossLink "Graphics/beginFill"}}{{/crossLink}} lf{{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}}
rf{{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} bf{{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}}
ef{{#crossLink "Graphics/endFill"}}{{/crossLink}} ss{{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}}
s{{#crossLink "Graphics/beginStroke"}}{{/crossLink}} ls{{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}}
rs{{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} bs{{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}}
es{{#crossLink "Graphics/endStroke"}}{{/crossLink}} dr{{#crossLink "Graphics/drawRect"}}{{/crossLink}}
rr{{#crossLink "Graphics/drawRoundRect"}}{{/crossLink}} rc{{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}}
dc{{#crossLink "Graphics/drawCircle"}}{{/crossLink}} de{{#crossLink "Graphics/drawEllipse"}}{{/crossLink}}
dp{{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} p{{#crossLink "Graphics/decodePath"}}{{/crossLink}}
* * Here is the above example, using the tiny API instead. * * myGraphics.s("red").f("blue").r(20, 20, 100, 50); * * @class Graphics * @constructor **/ function Graphics() { // public properties /** * Holds a reference to the last command that was created or appended. For example, you could retain a reference * to a Fill command in order to dynamically update the color later by using: * myFill = myGraphics.beginFill("red").command; * // update color later: * myFill.style = "yellow"; * @property command * @type Object **/ this.command = null; // private properties /** * @property _stroke * @protected * @type {Array} **/ this._stroke = null; /** * @property _strokeStyle * @protected * @type {Array} **/ this._strokeStyle = null; /** * @property _strokeIgnoreScale * @protected * @type Boolean **/ this._strokeIgnoreScale = false; /** * @property _fill * @protected * @type {Array} **/ this._fill = null; /** * @property _instructions * @protected * @type {Array} **/ this._instructions = []; /** * Indicates the last instruction index that was committed. * @property _commitIndex * @protected * @type {Number} **/ this._commitIndex = 0; /** * Uncommitted instructions. * @property _activeInstructions * @protected * @type {Array} **/ this._activeInstructions = []; /** * This indicates that there have been changes to the activeInstruction list since the last updateInstructions call. * @property _dirty * @protected * @type {Boolean} * @default false **/ this._dirty = false; /** * Index to draw from if a store operation has happened. * @property _storeIndex * @protected * @type {Number} * @default 0 **/ this._storeIndex = 0; // setup: this.clear(); } var p = Graphics.prototype; var G = Graphics; // shortcut // static public methods: /** * Returns a CSS compatible color string based on the specified RGB numeric color values in the format * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". For example, * * createjs.Graphics.getRGB(50, 100, 150, 0.5); * // Returns "rgba(50,100,150,0.5)" * * It also supports passing a single hex color value as the first param, and an optional alpha value as the second * param. For example, * * createjs.Graphics.getRGB(0xFF00FF, 0.2); * // Returns "rgba(255,0,255,0.2)" * * @method getRGB * @static * @param {Number} r The red component for the color, between 0 and 0xFF (255). * @param {Number} g The green component for the color, between 0 and 0xFF (255). * @param {Number} b The blue component for the color, between 0 and 0xFF (255). * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque. * @return {String} A CSS compatible color string based on the specified RGB numeric color values in the format * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". **/ Graphics.getRGB = function(r, g, b, alpha) { if (r != null && b == null) { alpha = g; b = r&0xFF; g = r>>8&0xFF; r = r>>16&0xFF; } if (alpha == null) { return "rgb("+r+","+g+","+b+")"; } else { return "rgba("+r+","+g+","+b+","+alpha+")"; } }; /** * Returns a CSS compatible color string based on the specified HSL numeric color values in the format "hsla(360,100,100,1.0)", * or if alpha is null then in the format "hsl(360,100,100)". * * createjs.Graphics.getHSL(150, 100, 70); * // Returns "hsl(150,100,70)" * * @method getHSL * @static * @param {Number} hue The hue component for the color, between 0 and 360. * @param {Number} saturation The saturation component for the color, between 0 and 100. * @param {Number} lightness The lightness component for the color, between 0 and 100. * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque. * @return {String} A CSS compatible color string based on the specified HSL numeric color values in the format * "hsla(360,100,100,1.0)", or if alpha is null then in the format "hsl(360,100,100)". **/ Graphics.getHSL = function(hue, saturation, lightness, alpha) { if (alpha == null) { return "hsl("+(hue%360)+","+saturation+"%,"+lightness+"%)"; } else { return "hsla("+(hue%360)+","+saturation+"%,"+lightness+"%,"+alpha+")"; } }; // static properties: /** * A reusable instance of {{#crossLink "Graphics/BeginPath"}}{{/crossLink}} to avoid * unnecessary instantiation. * @property beginCmd * @type {Graphics.BeginPath} * @static **/ // defined at the bottom of this file. /** * Map of Base64 characters to values. Used by {{#crossLink "Graphics/decodePath"}}{{/crossLink}}. * @property BASE_64 * @static * @final * @readonly * @type {Object} **/ Graphics.BASE_64 = {"A":0,"B":1,"C":2,"D":3,"E":4,"F":5,"G":6,"H":7,"I":8,"J":9,"K":10,"L":11,"M":12,"N":13,"O":14,"P":15,"Q":16,"R":17,"S":18,"T":19,"U":20,"V":21,"W":22,"X":23,"Y":24,"Z":25,"a":26,"b":27,"c":28,"d":29,"e":30,"f":31,"g":32,"h":33,"i":34,"j":35,"k":36,"l":37,"m":38,"n":39,"o":40,"p":41,"q":42,"r":43,"s":44,"t":45,"u":46,"v":47,"w":48,"x":49,"y":50,"z":51,"0":52,"1":53,"2":54,"3":55,"4":56,"5":57,"6":58,"7":59,"8":60,"9":61,"+":62,"/":63}; /** * Maps numeric values for the caps parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to * "butt", 1 to "round", and 2 to "square". * For example, to set the line caps to "square": * * myGraphics.ss(16, 2); * * @property STROKE_CAPS_MAP * @static * @final * @readonly * @type {Array} **/ Graphics.STROKE_CAPS_MAP = ["butt", "round", "square"]; /** * Maps numeric values for the joints parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to * "miter", 1 to "round", and 2 to "bevel". * For example, to set the line joints to "bevel": * * myGraphics.ss(16, 0, 2); * * @property STROKE_JOINTS_MAP * @static * @final * @readonly * @type {Array} **/ Graphics.STROKE_JOINTS_MAP = ["miter", "round", "bevel"]; /** * @property _ctx * @static * @protected * @type {CanvasRenderingContext2D} **/ var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas")); if (canvas.getContext) { Graphics._ctx = canvas.getContext("2d"); canvas.width = canvas.height = 1; } // getter / setters: /** * Use the {{#crossLink "Graphics/instructions:property"}}{{/crossLink}} property instead. * @method getInstructions * @return {Array} * @deprecated **/ p.getInstructions = function() { this._updateInstructions(); return this._instructions; }; /** * Returns the graphics instructions array. Each entry is a graphics command object (ex. Graphics.Fill, Graphics.Rect) * Modifying the returned array directly is not recommended, and is likely to result in unexpected behaviour. * * This property is mainly intended for introspection of the instructions (ex. for graphics export). * @property instructions * @type {Array} * @readonly **/ try { Object.defineProperties(p, { instructions: { get: p.getInstructions } }); } catch (e) {} // public methods: /** * Returns true if this Graphics instance has no drawing commands. * @method isEmpty * @return {Boolean} Returns true if this Graphics instance has no drawing commands. **/ p.isEmpty = function() { return !(this._instructions.length || this._activeInstructions.length); }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Object} data Optional data that is passed to graphics command exec methods. When called from a Shape instance, the shape passes itself as the data parameter. This can be used by custom graphic commands to insert contextual data. **/ p.draw = function(ctx, data) { this._updateInstructions(); var instr = this._instructions; for (var i=this._storeIndex, l=instr.length; iDisplayObject.mask to draw the clipping path, for example. * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method drawAsPath * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. **/ p.drawAsPath = function(ctx) { this._updateInstructions(); var instr, instrs = this._instructions; for (var i=this._storeIndex, l=instrs.length; i * whatwg spec. * @method lineTo * @param {Number} x The x coordinate the drawing point should draw to. * @param {Number} y The y coordinate the drawing point should draw to. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.lineTo = function(x, y) { return this.append(new G.LineTo(x,y)); }; /** * Draws an arc with the specified control points and radius. For detailed information, read the * * whatwg spec. A tiny API method "at" also exists. * @method arcTo * @param {Number} x1 * @param {Number} y1 * @param {Number} x2 * @param {Number} y2 * @param {Number} radius * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.arcTo = function(x1, y1, x2, y2, radius) { return this.append(new G.ArcTo(x1, y1, x2, y2, radius)); }; /** * Draws an arc defined by the radius, startAngle and endAngle arguments, centered at the position (x, y). For * example, to draw a full circle with a radius of 20 centered at (100, 100): * * arc(100, 100, 20, 0, Math.PI*2); * * For detailed information, read the * whatwg spec. * A tiny API method "a" also exists. * @method arc * @param {Number} x * @param {Number} y * @param {Number} radius * @param {Number} startAngle Measured in radians. * @param {Number} endAngle Measured in radians. * @param {Boolean} anticlockwise * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.arc = function(x, y, radius, startAngle, endAngle, anticlockwise) { return this.append(new G.Arc(x, y, radius, startAngle, endAngle, anticlockwise)); }; /** * Draws a quadratic curve from the current drawing point to (x, y) using the control point (cpx, cpy). For detailed * information, read the * whatwg spec. A tiny API method "qt" also exists. * @method quadraticCurveTo * @param {Number} cpx * @param {Number} cpy * @param {Number} x * @param {Number} y * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.quadraticCurveTo = function(cpx, cpy, x, y) { return this.append(new G.QuadraticCurveTo(cpx, cpy, x, y)); }; /** * Draws a bezier curve from the current drawing point to (x, y) using the control points (cp1x, cp1y) and (cp2x, * cp2y). For detailed information, read the * * whatwg spec. A tiny API method "bt" also exists. * @method bezierCurveTo * @param {Number} cp1x * @param {Number} cp1y * @param {Number} cp2x * @param {Number} cp2y * @param {Number} x * @param {Number} y * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.bezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) { return this.append(new G.BezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)); }; /** * Draws a rectangle at (x, y) with the specified width and height using the current fill and/or stroke. * For detailed information, read the * * whatwg spec. A tiny API method "r" also exists. * @method rect * @param {Number} x * @param {Number} y * @param {Number} w Width of the rectangle * @param {Number} h Height of the rectangle * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.rect = function(x, y, w, h) { return this.append(new G.Rect(x, y, w, h)); }; /** * Closes the current path, effectively drawing a line from the current drawing point to the first drawing point specified * since the fill or stroke was last set. A tiny API method "cp" also exists. * @method closePath * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.closePath = function() { return this._activeInstructions.length ? this.append(new G.ClosePath()) : this; }; // public methods that roughly map to Flash graphics APIs: /** * Clears all drawing instructions, effectively resetting this Graphics instance. Any line and fill styles will need * to be redefined to draw shapes following a clear call. A tiny API method "c" also exists. * @method clear * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.clear = function() { this._instructions.length = this._activeInstructions.length = this._commitIndex = 0; this._strokeStyle = this._stroke = this._fill = null; this._dirty = this._strokeIgnoreScale = false; return this; }; /** * Begins a fill with the specified color. This ends the current sub-path. A tiny API method "f" also exists. * @method beginFill * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to * null will result in no fill. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginFill = function(color) { return this._setFill(color ? new G.Fill(color) : null); }; /** * Begins a linear gradient fill defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a * square to display it: * * myGraphics.beginLinearGradientFill(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120); * * A tiny API method "lf" also exists. * @method beginLinearGradientFill * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient * drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw * the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size. * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginLinearGradientFill = function(colors, ratios, x0, y0, x1, y1) { return this._setFill(new G.Fill().linearGradient(colors, ratios, x0, y0, x1, y1)); }; /** * Begins a radial gradient fill. This ends the current sub-path. For example, the following code defines a red to * blue radial gradient centered at (100, 100), with a radius of 50, and draws a circle to display it: * * myGraphics.beginRadialGradientFill(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50).drawCircle(100, 100, 50); * * A tiny API method "rf" also exists. * @method beginRadialGradientFill * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 Center position of the inner circle that defines the gradient. * @param {Number} y0 Center position of the inner circle that defines the gradient. * @param {Number} r0 Radius of the inner circle that defines the gradient. * @param {Number} x1 Center position of the outer circle that defines the gradient. * @param {Number} y1 Center position of the outer circle that defines the gradient. * @param {Number} r1 Radius of the outer circle that defines the gradient. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginRadialGradientFill = function(colors, ratios, x0, y0, r0, x1, y1, r1) { return this._setFill(new G.Fill().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1)); }; /** * Begins a pattern fill using the specified image. This ends the current sub-path. A tiny API method "bf" also * exists. * @method beginBitmapFill * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use * as the pattern. * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat", * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat". * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation * will be applied relative to the parent transform. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginBitmapFill = function(image, repetition, matrix) { return this._setFill(new G.Fill(null,matrix).bitmap(image, repetition)); }; /** * Ends the current sub-path, and begins a new one with no fill. Functionally identical to beginFill(null). * A tiny API method "ef" also exists. * @method endFill * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.endFill = function() { return this.beginFill(); }; /** * Sets the stroke style for the current sub-path. Like all drawing methods, this can be chained, so you can define * the stroke style and color in a single line of code like so: * * myGraphics.setStrokeStyle(8,"round").beginStroke("#F00"); * * A tiny API method "ss" also exists. * @method setStrokeStyle * @param {Number} thickness The width of the stroke. * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt, * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with * the tiny API. * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet. * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel) * for use with the tiny API. * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which * controls at what point a mitered joint will be clipped. * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless * of active transformations. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.setStrokeStyle = function(thickness, caps, joints, miterLimit, ignoreScale) { this._updateInstructions(true); this._strokeStyle = this.command = new G.StrokeStyle(thickness, caps, joints, miterLimit, ignoreScale); // ignoreScale lives on Stroke, not StrokeStyle, so we do a little trickery: if (this._stroke) { this._stroke.ignoreScale = ignoreScale; } this._strokeIgnoreScale = ignoreScale; return this; }; /** * Begins a stroke with the specified color. This ends the current sub-path. A tiny API method "s" also exists. * @method beginStroke * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to * null will result in no stroke. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginStroke = function(color) { return this._setStroke(color ? new G.Stroke(color) : null); }; /** * Begins a linear gradient stroke defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a * square to display it: * * myGraphics.setStrokeStyle(10). * beginLinearGradientStroke(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120); * * A tiny API method "ls" also exists. * @method beginLinearGradientStroke * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size. * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginLinearGradientStroke = function(colors, ratios, x0, y0, x1, y1) { return this._setStroke(new G.Stroke().linearGradient(colors, ratios, x0, y0, x1, y1)); }; /** * Begins a radial gradient stroke. This ends the current sub-path. For example, the following code defines a red to * blue radial gradient centered at (100, 100), with a radius of 50, and draws a rectangle to display it: * * myGraphics.setStrokeStyle(10) * .beginRadialGradientStroke(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50) * .drawRect(50, 90, 150, 110); * * A tiny API method "rs" also exists. * @method beginRadialGradientStroke * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color * to 100%. * @param {Number} x0 Center position of the inner circle that defines the gradient. * @param {Number} y0 Center position of the inner circle that defines the gradient. * @param {Number} r0 Radius of the inner circle that defines the gradient. * @param {Number} x1 Center position of the outer circle that defines the gradient. * @param {Number} y1 Center position of the outer circle that defines the gradient. * @param {Number} r1 Radius of the outer circle that defines the gradient. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginRadialGradientStroke = function(colors, ratios, x0, y0, r0, x1, y1, r1) { return this._setStroke(new G.Stroke().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1)); }; /** * Begins a pattern fill using the specified image. This ends the current sub-path. Note that unlike bitmap fills, * strokes do not currently support a matrix parameter due to limitations in the canvas API. A tiny API method "bs" * also exists. * @method beginBitmapStroke * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use * as the pattern. * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.beginBitmapStroke = function(image, repetition) { // NOTE: matrix is not supported for stroke because transforms on strokes also affect the drawn stroke width. return this._setStroke(new G.Stroke().bitmap(image, repetition)); }; /** * Ends the current sub-path, and begins a new one with no stroke. Functionally identical to beginStroke(null). * A tiny API method "es" also exists. * @method endStroke * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.endStroke = function() { return this.beginStroke(); }; /** * Maps the familiar ActionScript curveTo() method to the functionally similar {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} * method. * @method quadraticCurveTo * @param {Number} cpx * @param {Number} cpy * @param {Number} x * @param {Number} y * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.curveTo = p.quadraticCurveTo; /** * * Maps the familiar ActionScript drawRect() method to the functionally similar {{#crossLink "Graphics/rect"}}{{/crossLink}} * method. * @method drawRect * @param {Number} x * @param {Number} y * @param {Number} w Width of the rectangle * @param {Number} h Height of the rectangle * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawRect = p.rect; /** * Draws a rounded rectangle with all corners with the specified radius. * @method drawRoundRect * @param {Number} x * @param {Number} y * @param {Number} w * @param {Number} h * @param {Number} radius Corner radius. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawRoundRect = function(x, y, w, h, radius) { return this.drawRoundRectComplex(x, y, w, h, radius, radius, radius, radius); }; /** * Draws a rounded rectangle with different corner radii. Supports positive and negative corner radii. A tiny API * method "rc" also exists. * @method drawRoundRectComplex * @param {Number} x The horizontal coordinate to draw the round rect. * @param {Number} y The vertical coordinate to draw the round rect. * @param {Number} w The width of the round rect. * @param {Number} h The height of the round rect. * @param {Number} radiusTL Top left corner radius. * @param {Number} radiusTR Top right corner radius. * @param {Number} radiusBR Bottom right corner radius. * @param {Number} radiusBL Bottom left corner radius. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawRoundRectComplex = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) { return this.append(new G.RoundRect(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL)); }; /** * Draws a circle with the specified radius at (x, y). * * var g = new createjs.Graphics(); * g.setStrokeStyle(1); * g.beginStroke(createjs.Graphics.getRGB(0,0,0)); * g.beginFill(createjs.Graphics.getRGB(255,0,0)); * g.drawCircle(0,0,3); * * var s = new createjs.Shape(g); * s.x = 100; * s.y = 100; * * stage.addChild(s); * stage.update(); * * A tiny API method "dc" also exists. * @method drawCircle * @param {Number} x x coordinate center point of circle. * @param {Number} y y coordinate center point of circle. * @param {Number} radius Radius of circle. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawCircle = function(x, y, radius) { return this.append(new G.Circle(x, y, radius)); }; /** * Draws an ellipse (oval) with a specified width (w) and height (h). Similar to {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}, * except the width and height can be different. A tiny API method "de" also exists. * @method drawEllipse * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} * which draws from center. * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} * which draws from the center. * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this * number. * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawEllipse = function(x, y, w, h) { return this.append(new G.Ellipse(x, y, w, h)); }; /** * Draws a star if pointSize is greater than 0, or a regular polygon if pointSize is 0 with the specified number of * points. For example, the following code will draw a familiar 5 pointed star shape centered at 100, 100 and with a * radius of 50: * * myGraphics.beginFill("#FF0").drawPolyStar(100, 100, 50, 5, 0.6, -90); * // Note: -90 makes the first point vertical * * A tiny API method "dp" also exists. * * @method drawPolyStar * @param {Number} x Position of the center of the shape. * @param {Number} y Position of the center of the shape. * @param {Number} radius The outer radius of the shape. * @param {Number} sides The number of points on the star or sides on the polygon. * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy. * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point * directly to the right of the center. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.drawPolyStar = function(x, y, radius, sides, pointSize, angle) { return this.append(new G.PolyStar(x, y, radius, sides, pointSize, angle)); }; // TODO: deprecated. /** * Removed in favour of using custom command objects with {{#crossLink "Graphics/append"}}{{/crossLink}}. * @method inject * @deprecated **/ /** * Appends a graphics command object to the graphics queue. Command objects expose an "exec" method * that accepts two parameters: the Context2D to operate on, and an arbitrary data object passed into * {{#crossLink "Graphics/draw"}}{{/crossLink}}. The latter will usually be the Shape instance that called draw. * * This method is used internally by Graphics methods, such as drawCircle, but can also be used directly to insert * built-in or custom graphics commands. For example: * * // attach data to our shape, so we can access it during the draw: * myShape.color = "red"; * * // append a Circle command object: * myShape.graphics.append(new Graphics.Circle(50, 50, 30)); * * // append a custom command object with an exec method that sets the fill style * // based on the shape's data, and then fills the circle. * myShape.graphics.append({exec:function(ctx, shape) { * ctx.fillStyle = shape.color; * ctx.fill(); * }}); * * @method append * @param {Object} command A graphics command object exposing an "exec" method. * @param {boolean} clean The clean param is primarily for internal use. A value of true indicates that a command does not generate a path that should be stroked or filled. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.append = function(command, clean) { this._activeInstructions.push(command); this.command = command; if (!clean) { this._dirty = true; } return this; }; /** * Decodes a compact encoded path string into a series of draw instructions. * This format is not intended to be human readable, and is meant for use by authoring tools. * The format uses a base64 character set, with each character representing 6 bits, to define a series of draw * commands. * * Each command is comprised of a single "header" character followed by a variable number of alternating x and y * position values. Reading the header bits from left to right (most to least significant): bits 1 to 3 specify the * type of operation (0-moveTo, 1-lineTo, 2-quadraticCurveTo, 3-bezierCurveTo, 4-closePath, 5-7 unused). Bit 4 * indicates whether position values use 12 bits (2 characters) or 18 bits (3 characters), with a one indicating the * latter. Bits 5 and 6 are currently unused. * * Following the header is a series of 0 (closePath), 2 (moveTo, lineTo), 4 (quadraticCurveTo), or 6 (bezierCurveTo) * parameters. These parameters are alternating x/y positions represented by 2 or 3 characters (as indicated by the * 4th bit in the command char). These characters consist of a 1 bit sign (1 is negative, 0 is positive), followed * by an 11 (2 char) or 17 (3 char) bit integer value. All position values are in tenths of a pixel. Except in the * case of move operations which are absolute, this value is a delta from the previous x or y position (as * appropriate). * * For example, the string "A3cAAMAu4AAA" represents a line starting at -150,0 and ending at 150,0. *
A - bits 000000. First 3 bits (000) indicate a moveTo operation. 4th bit (0) indicates 2 chars per * parameter. *
n0 - 110111011100. Absolute x position of -150.0px. First bit indicates a negative value, remaining bits * indicate 1500 tenths of a pixel. *
AA - 000000000000. Absolute y position of 0. *
I - 001100. First 3 bits (001) indicate a lineTo operation. 4th bit (1) indicates 3 chars per parameter. *
Au4 - 000000101110111000. An x delta of 300.0px, which is added to the previous x value of -150.0px to * provide an absolute position of +150.0px. *
AAA - 000000000000000000. A y delta value of 0. * * A tiny API method "p" also exists. * @method decodePath * @param {String} str The path string to decode. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.decodePath = function(str) { var instructions = [this.moveTo, this.lineTo, this.quadraticCurveTo, this.bezierCurveTo, this.closePath]; var paramCount = [2, 2, 4, 6, 0]; var i=0, l=str.length; var params = []; var x=0, y=0; var base64 = Graphics.BASE_64; while (i>3; // highest order bits 1-3 code for operation. var f = instructions[fi]; // check that we have a valid instruction & that the unused bits are empty: if (!f || (n&3)) { throw("bad path data (@"+i+"): "+c); } var pl = paramCount[fi]; if (!fi) { x=y=0; } // move operations reset the position. params.length = 0; i++; var charCount = (n>>2&1)+2; // 4th header bit indicates number size for this operation. for (var p=0; p>5) ? -1 : 1; num = ((num&31)<<6)|(base64[str.charAt(i+1)]); if (charCount == 3) { num = (num<<6)|(base64[str.charAt(i+2)]); } num = sign*num/10; if (p%2) { x = (num += x); } else { y = (num += y); } params[p] = num; i += charCount; } f.apply(this,params); } return this; }; /** * Stores all graphics commands so they won't be executed in future draws. Calling store() a second time adds to * the existing store. This also affects `drawAsPath()`. * * This is useful in cases where you are creating vector graphics in an iterative manner (ex. generative art), so * that only new graphics need to be drawn (which can provide huge performance benefits), but you wish to retain all * of the vector instructions for later use (ex. scaling, modifying, or exporting). * * Note that calling store() will force the active path (if any) to be ended in a manner similar to changing * the fill or stroke. * * For example, consider a application where the user draws lines with the mouse. As each line segment (or collection of * segments) are added to a Shape, it can be rasterized using {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}}, * and then stored, so that it can be redrawn at a different scale when the application is resized, or exported to SVG. * * // set up cache: * myShape.cache(0,0,500,500,scale); * * // when the user drags, draw a new line: * myShape.graphics.moveTo(oldX,oldY).lineTo(newX,newY); * // then draw it into the existing cache: * myShape.updateCache("source-over"); * // store the new line, so it isn't redrawn next time: * myShape.store(); * * // then, when the window resizes, we can re-render at a different scale: * // first, unstore all our lines: * myShape.unstore(); * // then cache using the new scale: * myShape.cache(0,0,500,500,newScale); * // finally, store the existing commands again: * myShape.store(); * * @method store * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.store = function() { this._updateInstructions(true); this._storeIndex = this._instructions.length; return this; }; /** * Unstores any graphics commands that were previously stored using {{#crossLink "Graphics/store"}}{{/crossLink}} * so that they will be executed in subsequent draw calls. * * @method unstore * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable **/ p.unstore = function() { this._storeIndex = 0; return this; }; /** * Returns a clone of this Graphics instance. Note that the individual command objects are not cloned. * @method clone * @return {Graphics} A clone of the current Graphics instance. **/ p.clone = function() { var o = new Graphics(); o.command = this.command; o._stroke = this._stroke; o._strokeStyle = this._strokeStyle; o._strokeIgnoreScale = this._strokeIgnoreScale; o._fill = this._fill; o._instructions = this._instructions.slice(); o._commitIndex = this._commitIndex; o._activeInstructions = this._activeInstructions.slice(); o._dirty = this._dirty; o._storeIndex = this._storeIndex; return o; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Graphics]"; }; // tiny API: /** * Shortcut to moveTo. * @method mt * @param {Number} x The x coordinate the drawing point should move to. * @param {Number} y The y coordinate the drawing point should move to. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls). * @chainable * @protected **/ p.mt = p.moveTo; /** * Shortcut to lineTo. * @method lt * @param {Number} x The x coordinate the drawing point should draw to. * @param {Number} y The y coordinate the drawing point should draw to. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.lt = p.lineTo; /** * Shortcut to arcTo. * @method at * @param {Number} x1 * @param {Number} y1 * @param {Number} x2 * @param {Number} y2 * @param {Number} radius * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.at = p.arcTo; /** * Shortcut to bezierCurveTo. * @method bt * @param {Number} cp1x * @param {Number} cp1y * @param {Number} cp2x * @param {Number} cp2y * @param {Number} x * @param {Number} y * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.bt = p.bezierCurveTo; /** * Shortcut to quadraticCurveTo / curveTo. * @method qt * @param {Number} cpx * @param {Number} cpy * @param {Number} x * @param {Number} y * @protected * @chainable **/ p.qt = p.quadraticCurveTo; /** * Shortcut to arc. * @method a * @param {Number} x * @param {Number} y * @param {Number} radius * @param {Number} startAngle Measured in radians. * @param {Number} endAngle Measured in radians. * @param {Boolean} anticlockwise * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @protected * @chainable **/ p.a = p.arc; /** * Shortcut to rect. * @method r * @param {Number} x * @param {Number} y * @param {Number} w Width of the rectangle * @param {Number} h Height of the rectangle * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.r = p.rect; /** * Shortcut to closePath. * @method cp * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.cp = p.closePath; /** * Shortcut to clear. * @method c * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.c = p.clear; /** * Shortcut to beginFill. * @method f * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to * null will result in no fill. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.f = p.beginFill; /** * Shortcut to beginLinearGradientFill. * @method lf * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient * drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw * the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size. * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.lf = p.beginLinearGradientFill; /** * Shortcut to beginRadialGradientFill. * @method rf * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 Center position of the inner circle that defines the gradient. * @param {Number} y0 Center position of the inner circle that defines the gradient. * @param {Number} r0 Radius of the inner circle that defines the gradient. * @param {Number} x1 Center position of the outer circle that defines the gradient. * @param {Number} y1 Center position of the outer circle that defines the gradient. * @param {Number} r1 Radius of the outer circle that defines the gradient. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.rf = p.beginRadialGradientFill; /** * Shortcut to beginBitmapFill. * @method bf * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use * as the pattern. * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat", * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat". * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation * will be applied relative to the parent transform. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.bf = p.beginBitmapFill; /** * Shortcut to endFill. * @method ef * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.ef = p.endFill; /** * Shortcut to setStrokeStyle. * @method ss * @param {Number} thickness The width of the stroke. * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt, * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with * the tiny API. * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet. * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel) * for use with the tiny API. * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which * controls at what point a mitered joint will be clipped. * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless * of active transformations. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.ss = p.setStrokeStyle; /** * Shortcut to beginStroke. * @method s * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to * null will result in no stroke. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.s = p.beginStroke; /** * Shortcut to beginLinearGradientStroke. * @method ls * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%. * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size. * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size. * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.ls = p.beginLinearGradientStroke; /** * Shortcut to beginRadialGradientStroke. * @method rs * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define * a gradient drawing from red to blue. * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color * to 100%. * @param {Number} x0 Center position of the inner circle that defines the gradient. * @param {Number} y0 Center position of the inner circle that defines the gradient. * @param {Number} r0 Radius of the inner circle that defines the gradient. * @param {Number} x1 Center position of the outer circle that defines the gradient. * @param {Number} y1 Center position of the outer circle that defines the gradient. * @param {Number} r1 Radius of the outer circle that defines the gradient. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.rs = p.beginRadialGradientStroke; /** * Shortcut to beginBitmapStroke. * @method bs * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use * as the pattern. * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.bs = p.beginBitmapStroke; /** * Shortcut to endStroke. * @method es * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.es = p.endStroke; /** * Shortcut to drawRect. * @method dr * @param {Number} x * @param {Number} y * @param {Number} w Width of the rectangle * @param {Number} h Height of the rectangle * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.dr = p.drawRect; /** * Shortcut to drawRoundRect. * @method rr * @param {Number} x * @param {Number} y * @param {Number} w * @param {Number} h * @param {Number} radius Corner radius. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.rr = p.drawRoundRect; /** * Shortcut to drawRoundRectComplex. * @method rc * @param {Number} x The horizontal coordinate to draw the round rect. * @param {Number} y The vertical coordinate to draw the round rect. * @param {Number} w The width of the round rect. * @param {Number} h The height of the round rect. * @param {Number} radiusTL Top left corner radius. * @param {Number} radiusTR Top right corner radius. * @param {Number} radiusBR Bottom right corner radius. * @param {Number} radiusBL Bottom left corner radius. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.rc = p.drawRoundRectComplex; /** * Shortcut to drawCircle. * @method dc * @param {Number} x x coordinate center point of circle. * @param {Number} y y coordinate center point of circle. * @param {Number} radius Radius of circle. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.dc = p.drawCircle; /** * Shortcut to drawEllipse. * @method de * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} * which draws from center. * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} * which draws from the center. * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this * number. * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.de = p.drawEllipse; /** * Shortcut to drawPolyStar. * @method dp * @param {Number} x Position of the center of the shape. * @param {Number} y Position of the center of the shape. * @param {Number} radius The outer radius of the shape. * @param {Number} sides The number of points on the star or sides on the polygon. * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy. * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point * directly to the right of the center. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.dp = p.drawPolyStar; /** * Shortcut to decodePath. * @method p * @param {String} str The path string to decode. * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.) * @chainable * @protected **/ p.p = p.decodePath; // private methods: /** * @method _updateInstructions * @param commit * @protected **/ p._updateInstructions = function(commit) { var instr = this._instructions, active = this._activeInstructions, commitIndex = this._commitIndex; if (this._dirty && active.length) { instr.length = commitIndex; // remove old, uncommitted commands instr.push(Graphics.beginCmd); var l = active.length, ll = instr.length; instr.length = ll+l; for (var i=0; i max) { rTL = max; } if (rTR < 0) { rTR *= (mTR=-1); } if (rTR > max) { rTR = max; } if (rBR < 0) { rBR *= (mBR=-1); } if (rBR > max) { rBR = max; } if (rBL < 0) { rBL *= (mBL=-1); } if (rBL > max) { rBL = max; } ctx.moveTo(x+w-rTR, y); ctx.arcTo(x+w+rTR*mTR, y-rTR*mTR, x+w, y+rTR, rTR); ctx.lineTo(x+w, y+h-rBR); ctx.arcTo(x+w+rBR*mBR, y+h+rBR*mBR, x+w-rBR, y+h, rBR); ctx.lineTo(x+rBL, y+h); ctx.arcTo(x-rBL*mBL, y+h+rBL*mBL, x, y+h-rBL, rBL); ctx.lineTo(x, y+rTL); ctx.arcTo(x-rTL*mTL, y-rTL*mTL, x+rTL, y, rTL); ctx.closePath(); }; /** * Graphics command object. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information. * @class Circle * @constructor * @param {Number} x * @param {Number} y * @param {Number} radius **/ /** * @property x * @type Number */ /** * @property y * @type Number */ /** * @property radius * @type Number */ (G.Circle = function(x, y, radius) { this.x = x; this.y = y; this.radius = radius; }).prototype.exec = function(ctx) { ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2); }; (G.Ellipse = function(x, y, w, h) { this.x = x; this.y = y; this.w = w; this.h = h; }).prototype.exec = function(ctx) { var x = this.x, y = this.y; var w = this.w, h = this.h; var k = 0.5522848; var ox = (w / 2) * k; var oy = (h / 2) * k; var xe = x + w; var ye = y + h; var xm = x + w / 2; var ym = y + h / 2; ctx.moveTo(x, ym); ctx.bezierCurveTo(x, ym-oy, xm-ox, y, xm, y); ctx.bezierCurveTo(xm+ox, y, xe, ym-oy, xe, ym); ctx.bezierCurveTo(xe, ym+oy, xm+ox, ye, xm, ye); ctx.bezierCurveTo(xm-ox, ye, x, ym+oy, x, ym); }; /** * Graphics command object. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information. * @class PolyStar * @constructor * @param {Number} x * @param {Number} y * @param {Number} radius * @param {Number} sides * @param {Number} pointSize * @param {Number} angle **/ /** * @property x * @type Number */ /** * @property y * @type Number */ /** * @property radius * @type Number */ /** * @property sides * @type Number */ /** * @property pointSize * @type Number */ /** * @property angle * @type Number */ (G.PolyStar = function(x, y, radius, sides, pointSize, angle) { this.x = x; this.y = y; this.radius = radius; this.sides = sides; this.pointSize = pointSize; this.angle = angle; }).prototype.exec = function(ctx) { var x = this.x, y = this.y; var radius = this.radius; var angle = (this.angle||0)/180*Math.PI; var sides = this.sides; var ps = 1-(this.pointSize||0); var a = Math.PI/sides; ctx.moveTo(x+Math.cos(angle)*radius, y+Math.sin(angle)*radius); for (var i=0; iNote: In EaselJS 0.7.0, the mouseEnabled property will not work properly with nested Containers. Please * check out the latest NEXT version in GitHub for an updated version with this issue resolved. The fix will be * provided in the next release of EaselJS. * @property mouseEnabled * @type {Boolean} * @default true **/ this.mouseEnabled = true; /** * If false, the tick will not run on this display object (or its children). This can provide some performance benefits. * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates * on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling). * @property tickEnabled * @type Boolean * @default true **/ this.tickEnabled = true; /** * An optional name for this display object. Included in {{#crossLink "DisplayObject/toString"}}{{/crossLink}} . Useful for * debugging. * @property name * @type {String} * @default null **/ this.name = null; /** * A reference to the {{#crossLink "Container"}}{{/crossLink}} or {{#crossLink "Stage"}}{{/crossLink}} object that * contains this display object, or null if it has not been added * to one. * @property parent * @final * @type {Container} * @default null * @readonly **/ this.parent = null; /** * The left offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate * around its center, you would set regX and {{#crossLink "DisplayObject/regY:property"}}{{/crossLink}} to 50. * @property regX * @type {Number} * @default 0 **/ this.regX = 0; /** * The y offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate around * its center, you would set {{#crossLink "DisplayObject/regX:property"}}{{/crossLink}} and regY to 50. * @property regY * @type {Number} * @default 0 **/ this.regY = 0; /** * The rotation in degrees for this display object. * @property rotation * @type {Number} * @default 0 **/ this.rotation = 0; /** * The factor to stretch this display object horizontally. For example, setting scaleX to 2 will stretch the display * object to twice its nominal width. To horizontally flip an object, set the scale to a negative number. * @property scaleX * @type {Number} * @default 1 **/ this.scaleX = 1; /** * The factor to stretch this display object vertically. For example, setting scaleY to 0.5 will stretch the display * object to half its nominal height. To vertically flip an object, set the scale to a negative number. * @property scaleY * @type {Number} * @default 1 **/ this.scaleY = 1; /** * The factor to skew this display object horizontally. * @property skewX * @type {Number} * @default 0 **/ this.skewX = 0; /** * The factor to skew this display object vertically. * @property skewY * @type {Number} * @default 0 **/ this.skewY = 0; /** * A shadow object that defines the shadow to render on this display object. Set to `null` to remove a shadow. If * null, this property is inherited from the parent container. * @property shadow * @type {Shadow} * @default null **/ this.shadow = null; /** * Indicates whether this display object should be rendered to the canvas and included when running the Stage * {{#crossLink "Stage/getObjectsUnderPoint"}}{{/crossLink}} method. * @property visible * @type {Boolean} * @default true **/ this.visible = true; /** * The x (horizontal) position of the display object, relative to its parent. * @property x * @type {Number} * @default 0 **/ this.x = 0; /** The y (vertical) position of the display object, relative to its parent. * @property y * @type {Number} * @default 0 **/ this.y = 0; /** * If set, defines the transformation for this display object, overriding all other transformation properties * (x, y, rotation, scale, skew). * @property transformMatrix * @type {Matrix2D} * @default null **/ this.transformMatrix = null; /** * The composite operation indicates how the pixels of this display object will be composited with the elements * behind it. If `null`, this property is inherited from the parent container. For more information, read the * * whatwg spec on compositing. * @property compositeOperation * @type {String} * @default null **/ this.compositeOperation = null; /** * Indicates whether the display object should be drawn to a whole pixel when * {{#crossLink "Stage/snapToPixelEnabled"}}{{/crossLink}} is true. To enable/disable snapping on whole * categories of display objects, set this value on the prototype (Ex. Text.prototype.snapToPixel = true). * @property snapToPixel * @type {Boolean} * @default true **/ this.snapToPixel = true; /** * An array of Filter objects to apply to this display object. Filters are only applied / updated when {{#crossLink "cache"}}{{/crossLink}} * or {{#crossLink "updateCache"}}{{/crossLink}} is called on the display object, and only apply to the area that is * cached. * @property filters * @type {Array} * @default null **/ this.filters = null; /** * A Shape instance that defines a vector mask (clipping path) for this display object. The shape's transformation * will be applied relative to the display object's parent coordinates (as if it were a child of the parent). * @property mask * @type {Shape} * @default null */ this.mask = null; /** * A display object that will be tested when checking mouse interactions or testing {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}. * The hit area will have its transformation applied relative to this display object's coordinate space (as though * the hit test object were a child of this display object and relative to its regX/Y). The hitArea will be tested * using only its own `alpha` value regardless of the alpha value on the target display object, or the target's * ancestors (parents). * * If set on a {{#crossLink "Container"}}{{/crossLink}}, children of the Container will not receive mouse events. * This is similar to setting {{#crossLink "mouseChildren"}}{{/crossLink}} to false. * * Note that hitArea is NOT currently used by the `hitTest()` method, nor is it supported for {{#crossLink "Stage"}}{{/crossLink}}. * @property hitArea * @type {DisplayObject} * @default null */ this.hitArea = null; /** * A CSS cursor (ex. "pointer", "help", "text", etc) that will be displayed when the user hovers over this display * object. You must enable mouseover events using the {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}} method to * use this property. Setting a non-null cursor on a Container will override the cursor set on its descendants. * @property cursor * @type {String} * @default null */ this.cursor = null; // private properties: /** * @property _cacheOffsetX * @protected * @type {Number} * @default 0 **/ this._cacheOffsetX = 0; /** * @property _cacheOffsetY * @protected * @type {Number} * @default 0 **/ this._cacheOffsetY = 0; /** * @property _filterOffsetX * @protected * @type {Number} * @default 0 **/ this._filterOffsetX = 0; /** * @property _filterOffsetY * @protected * @type {Number} * @default 0 **/ this._filterOffsetY = 0; /** * @property _cacheScale * @protected * @type {Number} * @default 1 **/ this._cacheScale = 1; /** * @property _cacheDataURLID * @protected * @type {Number} * @default 0 */ this._cacheDataURLID = 0; /** * @property _cacheDataURL * @protected * @type {String} * @default null */ this._cacheDataURL = null; /** * @property _props * @protected * @type {DisplayObject} * @default null **/ this._props = new createjs.DisplayProps(); /** * @property _rectangle * @protected * @type {Rectangle} * @default null **/ this._rectangle = new createjs.Rectangle(); /** * @property _bounds * @protected * @type {Rectangle} * @default null **/ this._bounds = null; } var p = createjs.extend(DisplayObject, createjs.EventDispatcher); // static properties: /** * Listing of mouse event names. Used in _hasMouseEventListener. * @property _MOUSE_EVENTS * @protected * @static * @type {Array} **/ DisplayObject._MOUSE_EVENTS = ["click","dblclick","mousedown","mouseout","mouseover","pressmove","pressup","rollout","rollover"]; /** * Suppresses errors generated when using features like hitTest, mouse events, and {{#crossLink "getObjectsUnderPoint"}}{{/crossLink}} * with cross domain content. * @property suppressCrossDomainErrors * @static * @type {Boolean} * @default false **/ DisplayObject.suppressCrossDomainErrors = false; /** * @property _snapToPixelEnabled * @protected * @static * @type {Boolean} * @default false **/ DisplayObject._snapToPixelEnabled = false; // stage.snapToPixelEnabled is temporarily copied here during a draw to provide global access. /** * @property _hitTestCanvas * @type {HTMLCanvasElement | Object} * @static * @protected **/ /** * @property _hitTestContext * @type {CanvasRenderingContext2D} * @static * @protected **/ var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); // prevent errors on load in browsers without canvas. if (canvas.getContext) { DisplayObject._hitTestCanvas = canvas; DisplayObject._hitTestContext = canvas.getContext("2d"); canvas.width = canvas.height = 1; } /** * @property _nextCacheID * @type {Number} * @static * @protected **/ DisplayObject._nextCacheID = 1; // events: /** * Dispatched when the user presses their left mouse button over the display object. See the * {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event mousedown * @since 0.6.0 */ /** * Dispatched when the user presses their left mouse button and then releases it while over the display object. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event click * @since 0.6.0 */ /** * Dispatched when the user double clicks their left mouse button over this display object. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event dblclick * @since 0.6.0 */ /** * Dispatched when the user's mouse enters this display object. This event must be enabled using * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event mouseover * @since 0.6.0 */ /** * Dispatched when the user's mouse leaves this display object. This event must be enabled using * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event mouseout * @since 0.6.0 */ /** * This event is similar to {{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}, with the following * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an * aggregate of their content. * * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over * shapeA and then directly on to shapeB. With a listener for {{#crossLink "mouseover:event"}}{{/crossLink}} on * myContainer, two events would be received, each targeting a child element:
    *
  1. when the mouse enters shapeA (target=shapeA)
  2. *
  3. when the mouse enters shapeB (target=shapeB)
  4. *
* However, with a listener for "rollover" instead, only a single event is received when the mouse first enters * the aggregate myContainer content (target=myContainer). * * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event rollover * @since 0.7.0 */ /** * This event is similar to {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}, with the following * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an * aggregate of their content. * * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over * shapeA, then directly on to shapeB, then off both. With a listener for {{#crossLink "mouseout:event"}}{{/crossLink}} * on myContainer, two events would be received, each targeting a child element:
    *
  1. when the mouse leaves shapeA (target=shapeA)
  2. *
  3. when the mouse leaves shapeB (target=shapeB)
  4. *
* However, with a listener for "rollout" instead, only a single event is received when the mouse leaves * the aggregate myContainer content (target=myContainer). * * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event rollout * @since 0.7.0 */ /** * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressmove * event will be generated on that object whenever the mouse moves until the mouse press is released. This can be * useful for dragging and similar operations. * @event pressmove * @since 0.7.0 */ /** * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressup event * will be generated on that object when that mouse press is released. This can be useful for dragging and similar * operations. * @event pressup * @since 0.7.0 */ /** * Dispatched when the display object is added to a parent container. * @event added */ /** * Dispatched when the display object is removed from its parent container. * @event removed */ /** * Dispatched on each display object on a stage whenever the stage updates. This occurs immediately before the * rendering (draw) pass. When {{#crossLink "Stage/update"}}{{/crossLink}} is called, first all display objects on * the stage dispatch the tick event, then all of the display objects are drawn to stage. Children will have their * {{#crossLink "tick:event"}}{{/crossLink}} event dispatched in order of their depth prior to the event being * dispatched on their parent. * @event tick * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Array} params An array containing any arguments that were passed to the Stage.update() method. For * example if you called stage.update("hello"), then the params would be ["hello"]. * @since 0.6.0 */ // getter / setters: /** * Use the {{#crossLink "DisplayObject/stage:property"}}{{/crossLink}} property instead. * @method getStage * @return {Stage} * @deprecated **/ p.getStage = function() { // uses dynamic access to avoid circular dependencies; var o = this, _Stage = createjs["Stage"]; while (o.parent) { o = o.parent; } if (o instanceof _Stage) { return o; } return null; }; /** * Returns the Stage instance that this display object will be rendered on, or null if it has not been added to one. * @property stage * @type {Stage} * @readonly **/ try { Object.defineProperties(p, { stage: { get: p.getStage } }); } catch (e) {} // public methods: /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0); }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example, * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself). * @return {Boolean} **/ p.draw = function(ctx, ignoreCache) { var cacheCanvas = this.cacheCanvas; if (ignoreCache || !cacheCanvas) { return false; } var scale = this._cacheScale; ctx.drawImage(cacheCanvas, this._cacheOffsetX+this._filterOffsetX, this._cacheOffsetY+this._filterOffsetY, cacheCanvas.width/scale, cacheCanvas.height/scale); return true; }; /** * Applies this display object's transformation, alpha, globalCompositeOperation, clipping path (mask), and shadow * to the specified context. This is typically called prior to {{#crossLink "DisplayObject/draw"}}{{/crossLink}}. * @method updateContext * @param {CanvasRenderingContext2D} ctx The canvas 2D to update. **/ p.updateContext = function(ctx) { var o=this, mask=o.mask, mtx= o._props.matrix; if (mask && mask.graphics && !mask.graphics.isEmpty()) { mask.getMatrix(mtx); ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty); mask.graphics.drawAsPath(ctx); ctx.clip(); mtx.invert(); ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty); } this.getMatrix(mtx); var tx = mtx.tx, ty = mtx.ty; if (DisplayObject._snapToPixelEnabled && o.snapToPixel) { tx = tx + (tx < 0 ? -0.5 : 0.5) | 0; ty = ty + (ty < 0 ? -0.5 : 0.5) | 0; } ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, tx, ty); ctx.globalAlpha *= o.alpha; if (o.compositeOperation) { ctx.globalCompositeOperation = o.compositeOperation; } if (o.shadow) { this._applyShadow(ctx, o.shadow); } }; /** * Draws the display object into a new canvas, which is then used for subsequent draws. For complex content * that does not change frequently (ex. a Container with many children that do not move, or a complex vector Shape), * this can provide for much faster rendering because the content does not need to be re-rendered each tick. The * cached display object can be moved, rotated, faded, etc freely, however if its content changes, you must * manually update the cache by calling updateCache() or cache() again. You must specify * the cache area via the x, y, w, and h parameters. This defines the rectangle that will be rendered and cached * using this display object's coordinates. * *

Example

* For example if you defined a Shape that drew a circle at 0, 0 with a radius of 25: * * var shape = new createjs.Shape(); * shape.graphics.beginFill("#ff0000").drawCircle(0, 0, 25); * myShape.cache(-25, -25, 50, 50); * * Note that filters need to be defined before the cache is applied. Check out the {{#crossLink "Filter"}}{{/crossLink}} * class for more information. Some filters (ex. BlurFilter) will not work as expected in conjunction with the scale param. * * Usually, the resulting cacheCanvas will have the dimensions width*scale by height*scale, however some filters (ex. BlurFilter) * will add padding to the canvas dimensions. * * @method cache * @param {Number} x The x coordinate origin for the cache region. * @param {Number} y The y coordinate origin for the cache region. * @param {Number} width The width of the cache region. * @param {Number} height The height of the cache region. * @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape using * myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and rotate * cached elements with greater fidelity. Default is 1. **/ p.cache = function(x, y, width, height, scale) { // draw to canvas. scale = scale||1; if (!this.cacheCanvas) { this.cacheCanvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); } this._cacheWidth = width; this._cacheHeight = height; this._cacheOffsetX = x; this._cacheOffsetY = y; this._cacheScale = scale; this.updateCache(); }; /** * Redraws the display object to its cache. Calling updateCache without an active cache will throw an error. * If compositeOperation is null the current cache will be cleared prior to drawing. Otherwise the display object * will be drawn over the existing cache using the specified compositeOperation. * *

Example

* Clear the current graphics of a cached shape, draw some new instructions, and then update the cache. The new line * will be drawn on top of the old one. * * // Not shown: Creating the shape, and caching it. * shapeInstance.clear(); * shapeInstance.setStrokeStyle(3).beginStroke("#ff0000").moveTo(100, 100).lineTo(200,200); * shapeInstance.updateCache(); * * @method updateCache * @param {String} compositeOperation The compositeOperation to use, or null to clear the cache and redraw it. * * whatwg spec on compositing. **/ p.updateCache = function(compositeOperation) { var cacheCanvas = this.cacheCanvas; if (!cacheCanvas) { throw "cache() must be called before updateCache()"; } var scale = this._cacheScale, offX = this._cacheOffsetX*scale, offY = this._cacheOffsetY*scale; var w = this._cacheWidth, h = this._cacheHeight, ctx = cacheCanvas.getContext("2d"); var fBounds = this._getFilterBounds(); offX += (this._filterOffsetX = fBounds.x); offY += (this._filterOffsetY = fBounds.y); w = Math.ceil(w*scale) + fBounds.width; h = Math.ceil(h*scale) + fBounds.height; if (w != cacheCanvas.width || h != cacheCanvas.height) { // TODO: it would be nice to preserve the content if there is a compositeOperation. cacheCanvas.width = w; cacheCanvas.height = h; } else if (!compositeOperation) { ctx.clearRect(0, 0, w+1, h+1); } ctx.save(); ctx.globalCompositeOperation = compositeOperation; ctx.setTransform(scale, 0, 0, scale, -offX, -offY); this.draw(ctx, true); // TODO: filters and cache scale don't play well together at present. this._applyFilters(); ctx.restore(); this.cacheID = DisplayObject._nextCacheID++; }; /** * Clears the current cache. See {{#crossLink "DisplayObject/cache"}}{{/crossLink}} for more information. * @method uncache **/ p.uncache = function() { this._cacheDataURL = this.cacheCanvas = null; this.cacheID = this._cacheOffsetX = this._cacheOffsetY = this._filterOffsetX = this._filterOffsetY = 0; this._cacheScale = 1; }; /** * Returns a data URL for the cache, or null if this display object is not cached. * Uses cacheID to ensure a new data URL is not generated if the cache has not changed. * @method getCacheDataURL * @return {String} The image data url for the cache. **/ p.getCacheDataURL = function() { if (!this.cacheCanvas) { return null; } if (this.cacheID != this._cacheDataURLID) { this._cacheDataURL = this.cacheCanvas.toDataURL(); } return this._cacheDataURL; }; /** * Transforms the specified x and y position from the coordinate space of the display object * to the global (stage) coordinate space. For example, this could be used to position an HTML label * over a specific point on a nested display object. Returns a Point instance with x and y properties * correlating to the transformed coordinates on the stage. * *

Example

* * displayObject.x = 300; * displayObject.y = 200; * stage.addChild(displayObject); * var point = myDisplayObject.localToGlobal(100, 100); * // Results in x=400, y=300 * * @method localToGlobal * @param {Number} x The x position in the source display object to transform. * @param {Number} y The y position in the source display object to transform. * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. * @return {Point} A Point instance with x and y properties correlating to the transformed coordinates * on the stage. **/ p.localToGlobal = function(x, y, pt) { return this.getConcatenatedMatrix(this._props.matrix).transformPoint(x,y, pt||new createjs.Point()); }; /** * Transforms the specified x and y position from the global (stage) coordinate space to the * coordinate space of the display object. For example, this could be used to determine * the current mouse position within the display object. Returns a Point instance with x and y properties * correlating to the transformed position in the display object's coordinate space. * *

Example

* * displayObject.x = 300; * displayObject.y = 200; * stage.addChild(displayObject); * var point = myDisplayObject.globalToLocal(100, 100); * // Results in x=-200, y=-100 * * @method globalToLocal * @param {Number} x The x position on the stage to transform. * @param {Number} y The y position on the stage to transform. * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. * @return {Point} A Point instance with x and y properties correlating to the transformed position in the * display object's coordinate space. **/ p.globalToLocal = function(x, y, pt) { return this.getConcatenatedMatrix(this._props.matrix).invert().transformPoint(x,y, pt||new createjs.Point()); }; /** * Transforms the specified x and y position from the coordinate space of this display object to the coordinate * space of the target display object. Returns a Point instance with x and y properties correlating to the * transformed position in the target's coordinate space. Effectively the same as using the following code with * {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}. * * var pt = this.localToGlobal(x, y); * pt = target.globalToLocal(pt.x, pt.y); * * @method localToLocal * @param {Number} x The x position in the source display object to transform. * @param {Number} y The y position on the source display object to transform. * @param {DisplayObject} target The target display object to which the coordinates will be transformed. * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. * @return {Point} Returns a Point instance with x and y properties correlating to the transformed position * in the target's coordinate space. **/ p.localToLocal = function(x, y, target, pt) { pt = this.localToGlobal(x, y, pt); return target.globalToLocal(pt.x, pt.y, pt); }; /** * Shortcut method to quickly set the transform properties on the display object. All parameters are optional. * Omitted parameters will have the default value set. * *

Example

* * displayObject.setTransform(100, 100, 2, 2); * * @method setTransform * @param {Number} [x=0] The horizontal translation (x position) in pixels * @param {Number} [y=0] The vertical translation (y position) in pixels * @param {Number} [scaleX=1] The horizontal scale, as a percentage of 1 * @param {Number} [scaleY=1] the vertical scale, as a percentage of 1 * @param {Number} [rotation=0] The rotation, in degrees * @param {Number} [skewX=0] The horizontal skew factor * @param {Number} [skewY=0] The vertical skew factor * @param {Number} [regX=0] The horizontal registration point in pixels * @param {Number} [regY=0] The vertical registration point in pixels * @return {DisplayObject} Returns this instance. Useful for chaining commands. * @chainable */ p.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) { this.x = x || 0; this.y = y || 0; this.scaleX = scaleX == null ? 1 : scaleX; this.scaleY = scaleY == null ? 1 : scaleY; this.rotation = rotation || 0; this.skewX = skewX || 0; this.skewY = skewY || 0; this.regX = regX || 0; this.regY = regY || 0; return this; }; /** * Returns a matrix based on this object's current transform. * @method getMatrix * @param {Matrix2D} matrix Optional. A Matrix2D object to populate with the calculated values. If null, a new * Matrix object is returned. * @return {Matrix2D} A matrix representing this display object's transform. **/ p.getMatrix = function(matrix) { var o = this, mtx = matrix&&matrix.identity() || new createjs.Matrix2D(); return o.transformMatrix ? mtx.copy(o.transformMatrix) : mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY); }; /** * Generates a Matrix2D object representing the combined transform of the display object and all of its * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}). This can * be used to transform positions between coordinate spaces, such as with {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} * and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}. * @method getConcatenatedMatrix * @param {Matrix2D} [matrix] A {{#crossLink "Matrix2D"}}{{/crossLink}} object to populate with the calculated values. * If null, a new Matrix2D object is returned. * @return {Matrix2D} The combined matrix. **/ p.getConcatenatedMatrix = function(matrix) { var o = this, mtx = this.getMatrix(matrix); while (o = o.parent) { mtx.prependMatrix(o.getMatrix(o._props.matrix)); } return mtx; }; /** * Generates a DisplayProps object representing the combined display properties of the object and all of its * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}). * @method getConcatenatedDisplayProps * @param {DisplayProps} [props] A {{#crossLink "DisplayProps"}}{{/crossLink}} object to populate with the calculated values. * If null, a new DisplayProps object is returned. * @return {DisplayProps} The combined display properties. **/ p.getConcatenatedDisplayProps = function(props) { props = props ? props.identity() : new createjs.DisplayProps(); var o = this, mtx = o.getMatrix(props.matrix); do { props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation); // we do this to avoid problems with the matrix being used for both operations when o._props.matrix is passed in as the props param. // this could be simplified (ie. just done as part of the prepend above) if we switched to using a pool. if (o != this) { mtx.prependMatrix(o.getMatrix(o._props.matrix)); } } while (o = o.parent); return props; }; /** * Tests whether the display object intersects the specified point in local coordinates (ie. draws a pixel with alpha > 0 at * the specified position). This ignores the alpha, shadow, hitArea, mask, and compositeOperation of the display object. * *

Example

* * stage.addEventListener("stagemousedown", handleMouseDown); * function handleMouseDown(event) { * var hit = myShape.hitTest(event.stageX, event.stageY); * } * * Please note that shape-to-shape collision is not currently supported by EaselJS. * @method hitTest * @param {Number} x The x position to check in the display object's local coordinates. * @param {Number} y The y position to check in the display object's local coordinates. * @return {Boolean} A Boolean indicting whether a visible portion of the DisplayObject intersect the specified * local Point. */ p.hitTest = function(x, y) { var ctx = DisplayObject._hitTestContext; ctx.setTransform(1, 0, 0, 1, -x, -y); this.draw(ctx); var hit = this._testHit(ctx); ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, 2, 2); return hit; }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * *

Example

* * var myGraphics = new createjs.Graphics().beginFill("#ff0000").drawCircle(0, 0, 25); * var shape = stage.addChild(new Shape()).set({graphics:myGraphics, x:100, y:100, alpha:0.5}); * * @method set * @param {Object} props A generic object containing properties to copy to the DisplayObject instance. * @return {DisplayObject} Returns the instance the method is called on (useful for chaining calls.) * @chainable */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; /** * Returns a rectangle representing this object's bounds in its local coordinate system (ie. with no transformation). * Objects that have been cached will return the bounds of the cache. * * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container * bounds. * * * * * * * * * *
All * All display objects support setting bounds manually using setBounds(). Likewise, display objects that * have been cached using cache() will return the bounds of their cache. Manual and cache bounds will override * the automatic calculations listed below. *
Bitmap * Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0). *
Sprite * Returns the bounds of the current frame. May have non-zero x/y if a frame registration point was specified * in the spritesheet data. See also {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} *
Container * Returns the aggregate (combined) bounds of all children that return a non-null value from getBounds(). *
Shape * Does not currently support automatic bounds calculations. Use setBounds() to manually define bounds. *
Text * Returns approximate bounds. Horizontal values (x/width) are quite accurate, but vertical values (y/height) are * not, especially when using textBaseline values other than "top". *
BitmapText * Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close * to (x=0,y=0). *
* * Bounds can be expensive to calculate for some objects (ex. text, or containers with many children), and * are recalculated each time you call getBounds(). You can prevent recalculation on static objects by setting the * bounds explicitly: * * var bounds = obj.getBounds(); * obj.setBounds(bounds.x, bounds.y, bounds.width, bounds.height); * // getBounds will now use the set values, instead of recalculating * * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its * values if you need to retain it. * * var myBounds = obj.getBounds().clone(); * // OR: * myRect.copy(obj.getBounds()); * * @method getBounds * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this * object. **/ p.getBounds = function() { if (this._bounds) { return this._rectangle.copy(this._bounds); } var cacheCanvas = this.cacheCanvas; if (cacheCanvas) { var scale = this._cacheScale; return this._rectangle.setValues(this._cacheOffsetX, this._cacheOffsetY, cacheCanvas.width/scale, cacheCanvas.height/scale); } return null; }; /** * Returns a rectangle representing this object's bounds in its parent's coordinate system (ie. with transformations applied). * Objects that have been cached will return the transformed bounds of the cache. * * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container * bounds. * * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its * values if you need to retain it. * * Container instances calculate aggregate bounds for all children that return bounds via getBounds. * @method getTransformedBounds * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object. **/ p.getTransformedBounds = function() { return this._getBounds(); }; /** * Allows you to manually specify the bounds of an object that either cannot calculate their own bounds (ex. Shape & * Text) for future reference, or so the object can be included in Container bounds. Manually set bounds will always * override calculated bounds. * * The bounds should be specified in the object's local (untransformed) coordinates. For example, a Shape instance * with a 25px radius circle centered at 0,0 would have bounds of (-25, -25, 50, 50). * @method setBounds * @param {Number} x The x origin of the bounds. Pass null to remove the manual bounds. * @param {Number} y The y origin of the bounds. * @param {Number} width The width of the bounds. * @param {Number} height The height of the bounds. **/ p.setBounds = function(x, y, width, height) { if (x == null) { this._bounds = x; } this._bounds = (this._bounds || new createjs.Rectangle()).setValues(x, y, width, height); }; /** * Returns a clone of this DisplayObject. Some properties that are specific to this instance's current context are * reverted to their defaults (for example .parent). Caches are not maintained across clones, and some elements * are copied by reference (masks, individual filter instances, hit area) * @method clone * @return {DisplayObject} A clone of the current DisplayObject instance. **/ p.clone = function() { return this._cloneProps(new DisplayObject()); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[DisplayObject (name="+ this.name +")]"; }; // private methods: // separated so it can be used more easily in subclasses: /** * @method _cloneProps * @param {DisplayObject} o The DisplayObject instance which will have properties from the current DisplayObject * instance copied into. * @return {DisplayObject} o * @protected **/ p._cloneProps = function(o) { o.alpha = this.alpha; o.mouseEnabled = this.mouseEnabled; o.tickEnabled = this.tickEnabled; o.name = this.name; o.regX = this.regX; o.regY = this.regY; o.rotation = this.rotation; o.scaleX = this.scaleX; o.scaleY = this.scaleY; o.shadow = this.shadow; o.skewX = this.skewX; o.skewY = this.skewY; o.visible = this.visible; o.x = this.x; o.y = this.y; o.compositeOperation = this.compositeOperation; o.snapToPixel = this.snapToPixel; o.filters = this.filters==null?null:this.filters.slice(0); o.mask = this.mask; o.hitArea = this.hitArea; o.cursor = this.cursor; o._bounds = this._bounds; return o; }; /** * @method _applyShadow * @protected * @param {CanvasRenderingContext2D} ctx * @param {Shadow} shadow **/ p._applyShadow = function(ctx, shadow) { shadow = shadow || Shadow.identity; ctx.shadowColor = shadow.color; ctx.shadowOffsetX = shadow.offsetX; ctx.shadowOffsetY = shadow.offsetY; ctx.shadowBlur = shadow.blur; }; /** * @method _tick * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs. * @protected **/ p._tick = function(evtObj) { // because tick can be really performance sensitive, check for listeners before calling dispatchEvent. var ls = this._listeners; if (ls && ls["tick"]) { // reset & reuse the event object to avoid construction / GC costs: evtObj.target = null; evtObj.propagationStopped = evtObj.immediatePropagationStopped = false; this.dispatchEvent(evtObj); } }; /** * @method _testHit * @protected * @param {CanvasRenderingContext2D} ctx * @return {Boolean} **/ p._testHit = function(ctx) { try { var hit = ctx.getImageData(0, 0, 1, 1).data[3] > 1; } catch (e) { if (!DisplayObject.suppressCrossDomainErrors) { throw "An error has occurred. This is most likely due to security restrictions on reading canvas pixel data with local or cross-domain images."; } } return hit; }; /** * @method _applyFilters * @protected **/ p._applyFilters = function() { if (!this.filters || this.filters.length == 0 || !this.cacheCanvas) { return; } var l = this.filters.length; var ctx = this.cacheCanvas.getContext("2d"); var w = this.cacheCanvas.width; var h = this.cacheCanvas.height; for (var i=0; i maxX) { maxX = x; } if ((x = x_a + y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; } if ((x = y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; } if ((y = x_b + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; } if ((y = x_b + y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; } if ((y = y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; } return bounds.setValues(minX, minY, maxX-minX, maxY-minY); }; /** * Indicates whether the display object has any mouse event listeners or a cursor. * @method _isMouseOpaque * @return {Boolean} * @protected **/ p._hasMouseEventListener = function() { var evts = DisplayObject._MOUSE_EVENTS; for (var i= 0, l=evts.length; itransform and alpha properties concatenated with their parent * Container. * * For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with x=50 * and alpha=0.7 will be rendered to the canvas at x=150 and alpha=0.35. * Containers have some overhead, so you generally shouldn't create a Container to hold a single child. * *

Example

* * var container = new createjs.Container(); * container.addChild(bitmapInstance, shapeInstance); * container.x = 100; * * @class Container * @extends DisplayObject * @constructor **/ function Container() { this.DisplayObject_constructor(); // public properties: /** * The array of children in the display list. You should usually use the child management methods such as * {{#crossLink "Container/addChild"}}{{/crossLink}}, {{#crossLink "Container/removeChild"}}{{/crossLink}}, * {{#crossLink "Container/swapChildren"}}{{/crossLink}}, etc, rather than accessing this directly, but it is * included for advanced uses. * @property children * @type Array * @default null **/ this.children = []; /** * Indicates whether the children of this container are independently enabled for mouse/pointer interaction. * If false, the children will be aggregated under the container - for example, a click on a child shape would * trigger a click event on the container. * @property mouseChildren * @type Boolean * @default true **/ this.mouseChildren = true; /** * If false, the tick will not be propagated to children of this Container. This can provide some performance benefits. * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates * on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling). * @property tickChildren * @type Boolean * @default true **/ this.tickChildren = true; } var p = createjs.extend(Container, createjs.DisplayObject); // getter / setters: /** * Use the {{#crossLink "Container/numChildren:property"}}{{/crossLink}} property instead. * @method getNumChildren * @return {Number} * @deprecated **/ p.getNumChildren = function() { return this.children.length; }; /** * Returns the number of children in the container. * @property numChildren * @type {Number} * @readonly **/ try { Object.defineProperties(p, { numChildren: { get: p.getNumChildren } }); } catch (e) {} // public methods: /** * Constructor alias for backwards compatibility. This method will be removed in future versions. * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}. * @method initialize * @deprecated in favour of `createjs.promote()` **/ p.initialize = Container; // TODO: deprecated. /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || this.children.length; return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } // this ensures we don't have issues with display list changes that occur during a draw: var list = this.children.slice(); for (var i=0,l=list.length; iExample * * container.addChild(bitmapInstance); * * You can also add multiple children at once: * * container.addChild(bitmapInstance, shapeInstance, textInstance); * * @method addChild * @param {DisplayObject} child The display object to add. * @return {DisplayObject} The child that was added, or the last child if multiple children were added. **/ p.addChild = function(child) { if (child == null) { return child; } var l = arguments.length; if (l > 1) { for (var i=0; iExample * * addChildAt(child1, index); * * You can also add multiple children, such as: * * addChildAt(child1, child2, ..., index); * * The index must be between 0 and numChildren. For example, to add myShape under otherShape in the display list, * you could use: * * container.addChildAt(myShape, container.getChildIndex(otherShape)); * * This would also bump otherShape's index up by one. Fails silently if the index is out of range. * * @method addChildAt * @param {DisplayObject} child The display object to add. * @param {Number} index The index to add the child at. * @return {DisplayObject} Returns the last child that was added, or the last child if multiple children were added. **/ p.addChildAt = function(child, index) { var l = arguments.length; var indx = arguments[l-1]; // can't use the same name as the index param or it replaces arguments[1] if (indx < 0 || indx > this.children.length) { return arguments[l-2]; } if (l > 2) { for (var i=0; iExample * * container.removeChild(child); * * You can also remove multiple children: * * removeChild(child1, child2, ...); * * Returns true if the child (or children) was removed, or false if it was not in the display list. * @method removeChild * @param {DisplayObject} child The child to remove. * @return {Boolean} true if the child (or children) was removed, or false if it was not in the display list. **/ p.removeChild = function(child) { var l = arguments.length; if (l > 1) { var good = true; for (var i=0; iExample * * container.removeChildAt(2); * * You can also remove multiple children: * * container.removeChild(2, 7, ...) * * Returns true if the child (or children) was removed, or false if any index was out of range. * @method removeChildAt * @param {Number} index The index of the child to remove. * @return {Boolean} true if the child (or children) was removed, or false if any index was out of range. **/ p.removeChildAt = function(index) { var l = arguments.length; if (l > 1) { var a = []; for (var i=0; i this.children.length-1) { return false; } var child = this.children[index]; if (child) { child.parent = null; } this.children.splice(index, 1); child.dispatchEvent("removed"); return true; }; /** * Removes all children from the display list. * *

Example

* * container.removeAlLChildren(); * * @method removeAllChildren **/ p.removeAllChildren = function() { var kids = this.children; while (kids.length) { this.removeChildAt(0); } }; /** * Returns the child at the specified index. * *

Example

* * container.getChildAt(2); * * @method getChildAt * @param {Number} index The index of the child to return. * @return {DisplayObject} The child at the specified index. Returns null if there is no child at the index. **/ p.getChildAt = function(index) { return this.children[index]; }; /** * Returns the child with the specified name. * @method getChildByName * @param {String} name The name of the child to return. * @return {DisplayObject} The child with the specified name. **/ p.getChildByName = function(name) { var kids = this.children; for (var i=0,l=kids.length;iExample: Display children with a higher y in front. * * var sortFunction = function(obj1, obj2, options) { * if (obj1.y > obj2.y) { return 1; } * if (obj1.y < obj2.y) { return -1; } * return 0; * } * container.sortChildren(sortFunction); * * @method sortChildren * @param {Function} sortFunction the function to use to sort the child list. See JavaScript's Array.sort * documentation for details. **/ p.sortChildren = function(sortFunction) { this.children.sort(sortFunction); }; /** * Returns the index of the specified child in the display list, or -1 if it is not in the display list. * *

Example

* * var index = container.getChildIndex(child); * * @method getChildIndex * @param {DisplayObject} child The child to return the index of. * @return {Number} The index of the specified child. -1 if the child is not found. **/ p.getChildIndex = function(child) { return createjs.indexOf(this.children, child); }; /** * Swaps the children at the specified indexes. Fails silently if either index is out of range. * @method swapChildrenAt * @param {Number} index1 * @param {Number} index2 **/ p.swapChildrenAt = function(index1, index2) { var kids = this.children; var o1 = kids[index1]; var o2 = kids[index2]; if (!o1 || !o2) { return; } kids[index1] = o2; kids[index2] = o1; }; /** * Swaps the specified children's depth in the display list. Fails silently if either child is not a child of this * Container. * @method swapChildren * @param {DisplayObject} child1 * @param {DisplayObject} child2 **/ p.swapChildren = function(child1, child2) { var kids = this.children; var index1,index2; for (var i=0,l=kids.length;i= l) { return; } for (var i=0;i 0 at the * specified position). This ignores the alpha, shadow and compositeOperation of the display object, and all * transform properties including regX/Y. * @method hitTest * @param {Number} x The x position to check in the display object's local coordinates. * @param {Number} y The y position to check in the display object's local coordinates. * @return {Boolean} A Boolean indicating whether there is a visible section of a DisplayObject that overlaps the specified * coordinates. **/ p.hitTest = function(x, y) { // TODO: optimize to use the fast cache check where possible. return (this.getObjectUnderPoint(x, y) != null); }; /** * Returns an array of all display objects under the specified coordinates that are in this container's display * list. This routine ignores any display objects with {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}} * set to `false`. The array will be sorted in order of visual depth, with the top-most display object at index 0. * This uses shape based hit detection, and can be an expensive operation to run, so it is best to use it carefully. * For example, if testing for objects under the mouse, test on tick (instead of on {{#crossLink "DisplayObject/mousemove:event"}}{{/crossLink}}), * and only if the mouse's position has changed. * *
    *
  • By default (mode=0) this method evaluates all display objects.
  • *
  • By setting the `mode` parameter to `1`, the {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}} * and {{#crossLink "mouseChildren:property"}}{{/crossLink}} properties will be respected.
  • *
  • Setting the `mode` to `2` additionally excludes display objects that do not have active mouse event * listeners or a {{#crossLink "DisplayObject:cursor:property"}}{{/crossLink}} property. That is, only objects * that would normally intercept mouse interaction will be included. This can significantly improve performance * in some cases by reducing the number of display objects that need to be tested.
  • * * * This method accounts for both {{#crossLink "DisplayObject/hitArea:property"}}{{/crossLink}} and {{#crossLink "DisplayObject/mask:property"}}{{/crossLink}}. * @method getObjectsUnderPoint * @param {Number} x The x position in the container to test. * @param {Number} y The y position in the container to test. * @param {Number} [mode=0] The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects. * @return {Array} An Array of DisplayObjects under the specified coordinates. **/ p.getObjectsUnderPoint = function(x, y, mode) { var arr = []; var pt = this.localToGlobal(x, y); this._getObjectsUnderPoint(pt.x, pt.y, arr, mode>0, mode==1); return arr; }; /** * Similar to {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}, but returns only the top-most display * object. This runs significantly faster than getObjectsUnderPoint(), but is still potentially an expensive * operation. See {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}} for more information. * @method getObjectUnderPoint * @param {Number} x The x position in the container to test. * @param {Number} y The y position in the container to test. * @param {Number} mode The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects. * @return {DisplayObject} The top-most display object under the specified coordinates. **/ p.getObjectUnderPoint = function(x, y, mode) { var pt = this.localToGlobal(x, y); return this._getObjectsUnderPoint(pt.x, pt.y, null, mode>0, mode==1); }; /** * Docced in superclass. */ p.getBounds = function() { return this._getBounds(null, true); }; /** * Docced in superclass. */ p.getTransformedBounds = function() { return this._getBounds(); }; /** * Returns a clone of this Container. Some properties that are specific to this instance's current context are * reverted to their defaults (for example .parent). * @method clone * @param {Boolean} recursive If true, all of the descendants of this container will be cloned recursively. If false, the * properties of the container will be cloned, but the new instance will not have any children. * @return {Container} A clone of the current Container instance. **/ p.clone = function(recursive) { var o = this._cloneProps(new Container()); if (recursive) { this._cloneChildren(o); } return o; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Container (name="+ this.name +")]"; }; // private methods: /** * @method _tick * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs. * @protected **/ p._tick = function(evtObj) { if (this.tickChildren) { for (var i=this.children.length-1; i>=0; i--) { var child = this.children[i]; if (child.tickEnabled && child._tick) { child._tick(evtObj); } } } this.DisplayObject__tick(evtObj); }; /** * Recursively clones all children of this container, and adds them to the target container. * @method cloneChildren * @protected * @param {Container} o The target container. **/ p._cloneChildren = function(o) { if (o.children.length) { o.removeAllChildren(); } var arr = o.children; for (var i=0, l=this.children.length; i=0; i--) { var child = children[i]; var hitArea = child.hitArea; if (!child.visible || (!hitArea && !child.isVisible()) || (mouse && !child.mouseEnabled)) { continue; } if (!hitArea && !this._testMask(child, x, y)) { continue; } // if a child container has a hitArea then we only need to check its hitArea, so we can treat it as a normal DO: if (!hitArea && child instanceof Container) { var result = child._getObjectsUnderPoint(x, y, arr, mouse, activeListener, currentDepth+1); if (!arr && result) { return (mouse && !this.mouseChildren) ? this : result; } } else { if (mouse && !activeListener && !child._hasMouseEventListener()) { continue; } // TODO: can we pass displayProps forward, to avoid having to calculate this backwards every time? It's kind of a mixed bag. When we're only hunting for DOs with event listeners, it may not make sense. var props = child.getConcatenatedDisplayProps(child._props); mtx = props.matrix; if (hitArea) { mtx.appendMatrix(hitArea.getMatrix(hitArea._props.matrix)); props.alpha = hitArea.alpha; } ctx.globalAlpha = props.alpha; ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y); (hitArea||child).draw(ctx); if (!this._testHit(ctx)) { continue; } ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, 2, 2); if (arr) { arr.push(child); } else { return (mouse && !this.mouseChildren) ? this : child; } } } return null; }; /** * @method _testMask * @param {DisplayObject} target * @param {Number} x * @param {Number} y * @return {Boolean} Indicates whether the x/y is within the masked region. * @protected **/ p._testMask = function(target, x, y) { var mask = target.mask; if (!mask || !mask.graphics || mask.graphics.isEmpty()) { return true; } var mtx = this._props.matrix, parent = target.parent; mtx = parent ? parent.getConcatenatedMatrix(mtx) : mtx.identity(); mtx = mask.getMatrix(mask._props.matrix).prependMatrix(mtx); var ctx = createjs.DisplayObject._hitTestContext; ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y); // draw the mask as a solid fill: mask.graphics.drawAsPath(ctx); ctx.fillStyle = "#000"; ctx.fill(); if (!this._testHit(ctx)) { return false; } ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, 2, 2); return true; }; /** * @method _getBounds * @param {Matrix2D} matrix * @param {Boolean} ignoreTransform If true, does not apply this object's transform. * @return {Rectangle} * @protected **/ p._getBounds = function(matrix, ignoreTransform) { var bounds = this.DisplayObject_getBounds(); if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); } var mtx = this._props.matrix; mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx); if (matrix) { mtx.prependMatrix(matrix); } var l = this.children.length, rect=null; for (var i=0; iExample * This example creates a stage, adds a child to it, then uses {{#crossLink "Ticker"}}{{/crossLink}} to update the child * and redraw the stage using {{#crossLink "Stage/update"}}{{/crossLink}}. * * var stage = new createjs.Stage("canvasElementId"); * var image = new createjs.Bitmap("imagePath.png"); * stage.addChild(image); * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * image.x += 10; * stage.update(); * } * * @class Stage * @extends Container * @constructor * @param {HTMLCanvasElement | String | Object} canvas A canvas object that the Stage will render to, or the string id * of a canvas object in the current document. **/ function Stage(canvas) { this.Container_constructor(); // public properties: /** * Indicates whether the stage should automatically clear the canvas before each render. You can set this to false * to manually control clearing (for generative art, or when pointing multiple stages at the same canvas for * example). * *

    Example

    * * var stage = new createjs.Stage("canvasId"); * stage.autoClear = false; * * @property autoClear * @type Boolean * @default true **/ this.autoClear = true; /** * The canvas the stage will render to. Multiple stages can share a single canvas, but you must disable autoClear for all but the * first stage that will be ticked (or they will clear each other's render). * * When changing the canvas property you must disable the events on the old canvas, and enable events on the * new canvas or mouse events will not work as expected. For example: * * myStage.enableDOMEvents(false); * myStage.canvas = anotherCanvas; * myStage.enableDOMEvents(true); * * @property canvas * @type HTMLCanvasElement | Object **/ this.canvas = (typeof canvas == "string") ? document.getElementById(canvas) : canvas; /** * The current mouse X position on the canvas. If the mouse leaves the canvas, this will indicate the most recent * position over the canvas, and mouseInBounds will be set to false. * @property mouseX * @type Number * @readonly **/ this.mouseX = 0; /** * The current mouse Y position on the canvas. If the mouse leaves the canvas, this will indicate the most recent * position over the canvas, and mouseInBounds will be set to false. * @property mouseY * @type Number * @readonly **/ this.mouseY = 0; /** * Specifies the area of the stage to affect when calling update. This can be use to selectively * re-draw specific regions of the canvas. If null, the whole canvas area is drawn. * @property drawRect * @type {Rectangle} */ this.drawRect = null; /** * Indicates whether display objects should be rendered on whole pixels. You can set the * {{#crossLink "DisplayObject/snapToPixel"}}{{/crossLink}} property of * display objects to false to enable/disable this behaviour on a per instance basis. * @property snapToPixelEnabled * @type Boolean * @default false **/ this.snapToPixelEnabled = false; /** * Indicates whether the mouse is currently within the bounds of the canvas. * @property mouseInBounds * @type Boolean * @default false **/ this.mouseInBounds = false; /** * If true, tick callbacks will be called on all display objects on the stage prior to rendering to the canvas. * @property tickOnUpdate * @type Boolean * @default true **/ this.tickOnUpdate = true; /** * If true, mouse move events will continue to be called when the mouse leaves the target canvas. See * {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}}, and {{#crossLink "MouseEvent"}}{{/crossLink}} * x/y/rawX/rawY. * @property mouseMoveOutside * @type Boolean * @default false **/ this.mouseMoveOutside = false; /** * Prevents selection of other elements in the html page if the user clicks and drags, or double clicks on the canvas. * This works by calling `preventDefault()` on any mousedown events (or touch equivalent) originating on the canvas. * @property preventSelection * @type Boolean * @default true **/ this.preventSelection = true; /** * The hitArea property is not supported for Stage. * @property hitArea * @type {DisplayObject} * @default null */ // private properties: /** * Holds objects with data for each active pointer id. Each object has the following properties: * x, y, event, target, overTarget, overX, overY, inBounds, posEvtObj (native event that last updated position) * @property _pointerData * @type {Object} * @private */ this._pointerData = {}; /** * Number of active pointers. * @property _pointerCount * @type {Object} * @private */ this._pointerCount = 0; /** * The ID of the primary pointer. * @property _primaryPointerID * @type {Object} * @private */ this._primaryPointerID = null; /** * @property _mouseOverIntervalID * @protected * @type Number **/ this._mouseOverIntervalID = null; /** * @property _nextStage * @protected * @type Stage **/ this._nextStage = null; /** * @property _prevStage * @protected * @type Stage **/ this._prevStage = null; // initialize: this.enableDOMEvents(true); } var p = createjs.extend(Stage, createjs.Container); // events: /** * Dispatched when the user moves the mouse over the canvas. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event stagemousemove * @since 0.6.0 */ /** * Dispatched when the user presses their left mouse button on the canvas. See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event stagemousedown * @since 0.6.0 */ /** * Dispatched when the user the user presses somewhere on the stage, then releases the mouse button anywhere that the page can detect it (this varies slightly between browsers). * You can use {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}} to check whether the mouse is currently within the stage bounds. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event stagemouseup * @since 0.6.0 */ /** * Dispatched when the mouse moves from within the canvas area (mouseInBounds == true) to outside it (mouseInBounds == false). * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event mouseleave * @since 0.7.0 */ /** * Dispatched when the mouse moves into the canvas area (mouseInBounds == false) from outside it (mouseInBounds == true). * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event mouseenter * @since 0.7.0 */ /** * Dispatched each update immediately before the tick event is propagated through the display list. * You can call preventDefault on the event object to cancel propagating the tick event. * @event tickstart * @since 0.7.0 */ /** * Dispatched each update immediately after the tick event is propagated through the display list. Does not fire if * tickOnUpdate is false. Precedes the "drawstart" event. * @event tickend * @since 0.7.0 */ /** * Dispatched each update immediately before the canvas is cleared and the display list is drawn to it. * You can call preventDefault on the event object to cancel the draw. * @event drawstart * @since 0.7.0 */ /** * Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored. * @event drawend * @since 0.7.0 */ // getter / setters: /** * Specifies a target stage that will have mouse / touch interactions relayed to it after this stage handles them. * This can be useful in cases where you have multiple layered canvases and want user interactions * events to pass through. For example, this would relay mouse events from topStage to bottomStage: * * topStage.nextStage = bottomStage; * * To disable relaying, set nextStage to null. * * MouseOver, MouseOut, RollOver, and RollOut interactions are also passed through using the mouse over settings * of the top-most stage, but are only processed if the target stage has mouse over interactions enabled. * Considerations when using roll over in relay targets:
      *
    1. The top-most (first) stage must have mouse over interactions enabled (via enableMouseOver)
    2. *
    3. All stages that wish to participate in mouse over interaction must enable them via enableMouseOver
    4. *
    5. All relay targets will share the frequency value of the top-most stage
    6. *
    * To illustrate, in this example the targetStage would process mouse over interactions at 10hz (despite passing * 30 as it's desired frequency): * topStage.nextStage = targetStage; * topStage.enableMouseOver(10); * targetStage.enableMouseOver(30); * * If the target stage's canvas is completely covered by this stage's canvas, you may also want to disable its * DOM events using: * * targetStage.enableDOMEvents(false); * * @property nextStage * @type {Stage} **/ p._get_nextStage = function() { return this._nextStage; }; p._set_nextStage = function(value) { if (this._nextStage) { this._nextStage._prevStage = null; } if (value) { value._prevStage = this; } this._nextStage = value; }; try { Object.defineProperties(p, { nextStage: { get: p._get_nextStage, set: p._set_nextStage } }); } catch (e) {} // TODO: use Log // public methods: /** * Each time the update method is called, the stage will call {{#crossLink "Stage/tick"}}{{/crossLink}} * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false, * and then render the display list to the canvas. * * @method update * @param {Object} [props] Props object to pass to `tick()`. Should usually be a {{#crossLink "Ticker"}}{{/crossLink}} event object, or similar object with a delta property. **/ p.update = function(props) { if (!this.canvas) { return; } if (this.tickOnUpdate) { this.tick(props); } if (this.dispatchEvent("drawstart")) { return; } createjs.DisplayObject._snapToPixelEnabled = this.snapToPixelEnabled; var r = this.drawRect, ctx = this.canvas.getContext("2d"); ctx.setTransform(1, 0, 0, 1, 0, 0); if (this.autoClear) { if (r) { ctx.clearRect(r.x, r.y, r.width, r.height); } else { ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); } } ctx.save(); if (this.drawRect) { ctx.beginPath(); ctx.rect(r.x, r.y, r.width, r.height); ctx.clip(); } this.updateContext(ctx); this.draw(ctx, false); ctx.restore(); this.dispatchEvent("drawend"); }; /** * Propagates a tick event through the display list. This is automatically called by {{#crossLink "Stage/update"}}{{/crossLink}} * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false. * * If a props object is passed to `tick()`, then all of its properties will be copied to the event object that is * propagated to listeners. * * Some time-based features in EaselJS (for example {{#crossLink "Sprite/framerate"}}{{/crossLink}} require that * a {{#crossLink "Ticker/tick:event"}}{{/crossLink}} event object (or equivalent object with a delta property) be * passed as the `props` parameter to `tick()`. For example: * * Ticker.on("tick", handleTick); * function handleTick(evtObj) { * // clone the event object from Ticker, and add some custom data to it: * var evt = evtObj.clone().set({greeting:"hello", name:"world"}); * * // pass it to stage.update(): * myStage.update(evt); // subsequently calls tick() with the same param * } * * // ... * myDisplayObject.on("tick", handleDisplayObjectTick); * function handleDisplayObjectTick(evt) { * console.log(evt.delta); // the delta property from the Ticker tick event object * console.log(evt.greeting, evt.name); // custom data: "hello world" * } * * @method tick * @param {Object} [props] An object with properties that should be copied to the event object. Should usually be a Ticker event object, or similar object with a delta property. **/ p.tick = function(props) { if (!this.tickEnabled || this.dispatchEvent("tickstart")) { return; } var evtObj = new createjs.Event("tick"); if (props) { for (var n in props) { if (props.hasOwnProperty(n)) { evtObj[n] = props[n]; } } } this._tick(evtObj); this.dispatchEvent("tickend"); }; /** * Default event handler that calls the Stage {{#crossLink "Stage/update"}}{{/crossLink}} method when a {{#crossLink "DisplayObject/tick:event"}}{{/crossLink}} * event is received. This allows you to register a Stage instance as a event listener on {{#crossLink "Ticker"}}{{/crossLink}} * directly, using: * * Ticker.addEventListener("tick", myStage"); * * Note that if you subscribe to ticks using this pattern, then the tick event object will be passed through to * display object tick handlers, instead of delta and paused parameters. * @property handleEvent * @type Function **/ p.handleEvent = function(evt) { if (evt.type == "tick") { this.update(evt); } }; /** * Clears the target canvas. Useful if {{#crossLink "Stage/autoClear:property"}}{{/crossLink}} is set to `false`. * @method clear **/ p.clear = function() { if (!this.canvas) { return; } var ctx = this.canvas.getContext("2d"); ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); }; /** * Returns a data url that contains a Base64-encoded image of the contents of the stage. The returned data url can * be specified as the src value of an image element. * @method toDataURL * @param {String} [backgroundColor] The background color to be used for the generated image. Any valid CSS color * value is allowed. The default value is a transparent background. * @param {String} [mimeType="image/png"] The MIME type of the image format to be create. The default is "image/png". If an unknown MIME type * is passed in, or if the browser does not support the specified MIME type, the default value will be used. * @return {String} a Base64 encoded image. **/ p.toDataURL = function(backgroundColor, mimeType) { var data, ctx = this.canvas.getContext('2d'), w = this.canvas.width, h = this.canvas.height; if (backgroundColor) { data = ctx.getImageData(0, 0, w, h); var compositeOperation = ctx.globalCompositeOperation; ctx.globalCompositeOperation = "destination-over"; ctx.fillStyle = backgroundColor; ctx.fillRect(0, 0, w, h); } var dataURL = this.canvas.toDataURL(mimeType||"image/png"); if(backgroundColor) { ctx.putImageData(data, 0, 0); ctx.globalCompositeOperation = compositeOperation; } return dataURL; }; /** * Enables or disables (by passing a frequency of 0) mouse over ({{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}} * and {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}) and roll over events ({{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}} * and {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}) for this stage's display list. These events can * be expensive to generate, so they are disabled by default. The frequency of the events can be controlled * independently of mouse move events via the optional `frequency` parameter. * *

    Example

    * * var stage = new createjs.Stage("canvasId"); * stage.enableMouseOver(10); // 10 updates per second * * @method enableMouseOver * @param {Number} [frequency=20] Optional param specifying the maximum number of times per second to broadcast * mouse over/out events. Set to 0 to disable mouse over events completely. Maximum is 50. A lower frequency is less * responsive, but uses less CPU. **/ p.enableMouseOver = function(frequency) { if (this._mouseOverIntervalID) { clearInterval(this._mouseOverIntervalID); this._mouseOverIntervalID = null; if (frequency == 0) { this._testMouseOver(true); } } if (frequency == null) { frequency = 20; } else if (frequency <= 0) { return; } var o = this; this._mouseOverIntervalID = setInterval(function(){ o._testMouseOver(); }, 1000/Math.min(50,frequency)); }; /** * Enables or disables the event listeners that stage adds to DOM elements (window, document and canvas). It is good * practice to disable events when disposing of a Stage instance, otherwise the stage will continue to receive * events from the page. * * When changing the canvas property you must disable the events on the old canvas, and enable events on the * new canvas or mouse events will not work as expected. For example: * * myStage.enableDOMEvents(false); * myStage.canvas = anotherCanvas; * myStage.enableDOMEvents(true); * * @method enableDOMEvents * @param {Boolean} [enable=true] Indicates whether to enable or disable the events. Default is true. **/ p.enableDOMEvents = function(enable) { if (enable == null) { enable = true; } var n, o, ls = this._eventListeners; if (!enable && ls) { for (n in ls) { o = ls[n]; o.t.removeEventListener(n, o.f, false); } this._eventListeners = null; } else if (enable && !ls && this.canvas) { var t = window.addEventListener ? window : document; var _this = this; ls = this._eventListeners = {}; ls["mouseup"] = {t:t, f:function(e) { _this._handleMouseUp(e)} }; ls["mousemove"] = {t:t, f:function(e) { _this._handleMouseMove(e)} }; ls["dblclick"] = {t:this.canvas, f:function(e) { _this._handleDoubleClick(e)} }; ls["mousedown"] = {t:this.canvas, f:function(e) { _this._handleMouseDown(e)} }; for (n in ls) { o = ls[n]; o.t.addEventListener(n, o.f, false); } } }; /** * Stage instances cannot be cloned. * @method clone **/ p.clone = function() { throw("Stage cannot be cloned."); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Stage (name="+ this.name +")]"; }; // private methods: /** * @method _getElementRect * @protected * @param {HTMLElement} e **/ p._getElementRect = function(e) { var bounds; try { bounds = e.getBoundingClientRect(); } // this can fail on disconnected DOM elements in IE9 catch (err) { bounds = {top: e.offsetTop, left: e.offsetLeft, width:e.offsetWidth, height:e.offsetHeight}; } var offX = (window.pageXOffset || document.scrollLeft || 0) - (document.clientLeft || document.body.clientLeft || 0); var offY = (window.pageYOffset || document.scrollTop || 0) - (document.clientTop || document.body.clientTop || 0); var styles = window.getComputedStyle ? getComputedStyle(e,null) : e.currentStyle; // IE <9 compatibility. var padL = parseInt(styles.paddingLeft)+parseInt(styles.borderLeftWidth); var padT = parseInt(styles.paddingTop)+parseInt(styles.borderTopWidth); var padR = parseInt(styles.paddingRight)+parseInt(styles.borderRightWidth); var padB = parseInt(styles.paddingBottom)+parseInt(styles.borderBottomWidth); // note: in some browsers bounds properties are read only. return { left: bounds.left+offX+padL, right: bounds.right+offX-padR, top: bounds.top+offY+padT, bottom: bounds.bottom+offY-padB } }; /** * @method _getPointerData * @protected * @param {Number} id **/ p._getPointerData = function(id) { var data = this._pointerData[id]; if (!data) { data = this._pointerData[id] = {x:0,y:0}; } return data; }; /** * @method _handleMouseMove * @protected * @param {MouseEvent} e **/ p._handleMouseMove = function(e) { if(!e){ e = window.event; } this._handlePointerMove(-1, e, e.pageX, e.pageY); }; /** * @method _handlePointerMove * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage. **/ p._handlePointerMove = function(id, e, pageX, pageY, owner) { if (this._prevStage && owner === undefined) { return; } // redundant listener. if (!this.canvas) { return; } var nextStage=this._nextStage, o=this._getPointerData(id); var inBounds = o.inBounds; this._updatePointerPosition(id, e, pageX, pageY); if (inBounds || o.inBounds || this.mouseMoveOutside) { if (id === -1 && o.inBounds == !inBounds) { this._dispatchMouseEvent(this, (inBounds ? "mouseleave" : "mouseenter"), false, id, o, e); } this._dispatchMouseEvent(this, "stagemousemove", false, id, o, e); this._dispatchMouseEvent(o.target, "pressmove", true, id, o, e); } nextStage&&nextStage._handlePointerMove(id, e, pageX, pageY, null); }; /** * @method _updatePointerPosition * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY **/ p._updatePointerPosition = function(id, e, pageX, pageY) { var rect = this._getElementRect(this.canvas); pageX -= rect.left; pageY -= rect.top; var w = this.canvas.width; var h = this.canvas.height; pageX /= (rect.right-rect.left)/w; pageY /= (rect.bottom-rect.top)/h; var o = this._getPointerData(id); if (o.inBounds = (pageX >= 0 && pageY >= 0 && pageX <= w-1 && pageY <= h-1)) { o.x = pageX; o.y = pageY; } else if (this.mouseMoveOutside) { o.x = pageX < 0 ? 0 : (pageX > w-1 ? w-1 : pageX); o.y = pageY < 0 ? 0 : (pageY > h-1 ? h-1 : pageY); } o.posEvtObj = e; o.rawX = pageX; o.rawY = pageY; if (id === this._primaryPointerID || id === -1) { this.mouseX = o.x; this.mouseY = o.y; this.mouseInBounds = o.inBounds; } }; /** * @method _handleMouseUp * @protected * @param {MouseEvent} e **/ p._handleMouseUp = function(e) { this._handlePointerUp(-1, e, false); }; /** * @method _handlePointerUp * @protected * @param {Number} id * @param {Event} e * @param {Boolean} clear * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage. **/ p._handlePointerUp = function(id, e, clear, owner) { var nextStage = this._nextStage, o = this._getPointerData(id); if (this._prevStage && owner === undefined) { return; } // redundant listener. if (o.down) { this._dispatchMouseEvent(this, "stagemouseup", false, id, o, e); } o.down = false; var target=null, oTarget = o.target; if (!owner && (oTarget || nextStage)) { target = this._getObjectsUnderPoint(o.x, o.y, null, true); } if (target == oTarget) { this._dispatchMouseEvent(oTarget, "click", true, id, o, e); } this._dispatchMouseEvent(oTarget, "pressup", true, id, o, e); if (clear) { if (id==this._primaryPointerID) { this._primaryPointerID = null; } delete(this._pointerData[id]); } else { o.target = null; } nextStage&&nextStage._handlePointerUp(id, e, clear, owner || target && this); }; /** * @method _handleMouseDown * @protected * @param {MouseEvent} e **/ p._handleMouseDown = function(e) { this._handlePointerDown(-1, e, e.pageX, e.pageY); }; /** * @method _handlePointerDown * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage. **/ p._handlePointerDown = function(id, e, pageX, pageY, owner) { if (this.preventSelection) { e.preventDefault(); } if (this._primaryPointerID == null || id === -1) { this._primaryPointerID = id; } // mouse always takes over. if (pageY != null) { this._updatePointerPosition(id, e, pageX, pageY); } var target = null, nextStage = this._nextStage, o = this._getPointerData(id); if (o.inBounds) { this._dispatchMouseEvent(this, "stagemousedown", false, id, o, e); o.down = true; } if (!owner) { target = o.target = this._getObjectsUnderPoint(o.x, o.y, null, true); this._dispatchMouseEvent(o.target, "mousedown", true, id, o, e); } nextStage&&nextStage._handlePointerDown(id, e, pageX, pageY, owner || target && this); }; /** * @method _testMouseOver * @param {Boolean} clear If true, clears the mouseover / rollover (ie. no target) * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage. * @param {Stage} eventTarget The stage that the cursor is actively over. * @protected **/ p._testMouseOver = function(clear, owner, eventTarget) { if (this._prevStage && owner === undefined) { return; } // redundant listener. var nextStage = this._nextStage; if (!this._mouseOverIntervalID) { // not enabled for mouseover, but should still relay the event. nextStage&&nextStage._testMouseOver(clear, owner, eventTarget); return; } var o = this._getPointerData(-1); // only update if the mouse position has changed. This provides a lot of optimization, but has some trade-offs. if (!o || (!clear && this.mouseX == this._mouseOverX && this.mouseY == this._mouseOverY && this.mouseInBounds)) { return; } var e = o.posEvtObj; var isEventTarget = eventTarget || e&&(e.target == this.canvas); var target=null, common = -1, cursor="", t, i, l; if (!owner && (clear || this.mouseInBounds && isEventTarget)) { target = this._getObjectsUnderPoint(this.mouseX, this.mouseY, null, true); this._mouseOverX = this.mouseX; this._mouseOverY = this.mouseY; } var oldList = this._mouseOverTarget||[]; var oldTarget = oldList[oldList.length-1]; var list = this._mouseOverTarget = []; // generate ancestor list and check for cursor: t = target; while (t) { list.unshift(t); if (t.cursor != null) { cursor = t.cursor; } t = t.parent; } this.canvas.style.cursor = cursor; if (!owner && eventTarget) { eventTarget.canvas.style.cursor = cursor; } // find common ancestor: for (i=0,l=list.length; icommon; i--) { this._dispatchMouseEvent(oldList[i], "rollout", false, -1, o, e); } for (i=list.length-1; i>common; i--) { this._dispatchMouseEvent(list[i], "rollover", false, -1, o, e); } if (oldTarget != target) { this._dispatchMouseEvent(target, "mouseover", true, -1, o, e); } nextStage&&nextStage._testMouseOver(clear, owner || target && this, eventTarget || isEventTarget && this); }; /** * @method _handleDoubleClick * @protected * @param {MouseEvent} e * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage. **/ p._handleDoubleClick = function(e, owner) { var target=null, nextStage=this._nextStage, o=this._getPointerData(-1); if (!owner) { target = this._getObjectsUnderPoint(o.x, o.y, null, true); this._dispatchMouseEvent(target, "dblclick", true, -1, o, e); } nextStage&&nextStage._handleDoubleClick(e, owner || target && this); }; /** * @method _dispatchMouseEvent * @protected * @param {DisplayObject} target * @param {String} type * @param {Boolean} bubbles * @param {Number} pointerId * @param {Object} o * @param {MouseEvent} [nativeEvent] **/ p._dispatchMouseEvent = function(target, type, bubbles, pointerId, o, nativeEvent) { // TODO: might be worth either reusing MouseEvent instances, or adding a willTrigger method to avoid GC. if (!target || (!bubbles && !target.hasEventListener(type))) { return; } /* // TODO: account for stage transformations? this._mtx = this.getConcatenatedMatrix(this._mtx).invert(); var pt = this._mtx.transformPoint(o.x, o.y); var evt = new createjs.MouseEvent(type, bubbles, false, pt.x, pt.y, nativeEvent, pointerId, pointerId==this._primaryPointerID || pointerId==-1, o.rawX, o.rawY); */ var evt = new createjs.MouseEvent(type, bubbles, false, o.x, o.y, nativeEvent, pointerId, pointerId === this._primaryPointerID || pointerId === -1, o.rawX, o.rawY); target.dispatchEvent(evt); }; createjs.Stage = createjs.promote(Stage, "Container"); }()); //############################################################################## // Bitmap.js //############################################################################## (function() { /** * A Bitmap represents an Image, Canvas, or Video in the display list. A Bitmap can be instantiated using an existing * HTML element, or a string. * *

    Example

    * * var bitmap = new createjs.Bitmap("imagePath.jpg"); * * Notes: *
      *
    1. When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it * will be displayed.
    2. *
    3. Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this, * the Bitmap can be cached.
    4. *
    5. Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This * happens in all browsers except recent Firefox builds.
    6. *
    7. Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using * methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting * `crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`
    8. *
    * * @class Bitmap * @extends DisplayObject * @constructor * @param {Image | HTMLCanvasElement | HTMLVideoElement | String} imageOrUri The source object or URI to an image to * display. This can be either an Image, Canvas, or Video object, or a string URI to an image file to load and use. * If it is a URI, a new Image object will be constructed and assigned to the .image property. **/ function Bitmap(imageOrUri) { this.DisplayObject_constructor(); // public properties: /** * The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially * mobile browsers) support drawing video to a canvas. * @property image * @type Image | HTMLCanvasElement | HTMLVideoElement **/ if (typeof imageOrUri == "string") { this.image = document.createElement("img"); this.image.src = imageOrUri; } else { this.image = imageOrUri; } /** * Specifies an area of the source image to draw. If omitted, the whole image will be drawn. * Note that video sources must have a width / height set to work correctly with `sourceRect`. * @property sourceRect * @type Rectangle * @default null */ this.sourceRect = null; } var p = createjs.extend(Bitmap, createjs.DisplayObject); // public methods: /** * Constructor alias for backwards compatibility. This method will be removed in future versions. * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}. * @method initialize * @deprecated in favour of `createjs.promote()` **/ p.initialize = Bitmap; // TODO: deprecated. /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || (this.image && (this.image.complete || this.image.getContext || this.image.readyState >= 2)); return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). * @return {Boolean} **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache) || !this.image) { return true; } var img = this.image, rect = this.sourceRect; if (rect) { // some browsers choke on out of bound values, so we'll fix them: var x1 = rect.x, y1 = rect.y, x2 = x1 + rect.width, y2 = y1 + rect.height, x = 0, y = 0, w = img.width, h = img.height; if (x1 < 0) { x -= x1; x1 = 0; } if (x2 > w) { x2 = w; } if (y1 < 0) { y -= y1; y1 = 0; } if (y2 > h) { y2 = h; } ctx.drawImage(img, x1, y1, x2-x1, y2-y1, x, y, x2-x1, y2-y1); } else { ctx.drawImage(img, 0, 0); } return true; }; //Note, the doc sections below document using the specified APIs (from DisplayObject) from //Bitmap. This is why they have no method implementations. /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * * However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work. * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}} * method. * @method cache **/ /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * * However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work. * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}} * method. * @method updateCache **/ /** * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances. * You should not cache Bitmap instances as it can degrade performance. * * However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work. * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}} * method. * @method uncache **/ /** * Docced in superclass. */ p.getBounds = function() { var rect = this.DisplayObject_getBounds(); if (rect) { return rect; } var o = this.sourceRect || this.image; var hasContent = (this.image && (this.image.complete || this.image.getContext || this.image.readyState >= 2)); return hasContent ? this._rectangle.setValues(0, 0, o.width, o.height) : null; }; /** * Returns a clone of the Bitmap instance. * @method clone * @return {Bitmap} a clone of the Bitmap instance. **/ p.clone = function() { var o = new Bitmap(this.image); if (this.sourceRect) { o.sourceRect = this.sourceRect.clone(); } this._cloneProps(o); return o; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Bitmap (name="+ this.name +")]"; }; createjs.Bitmap = createjs.promote(Bitmap, "DisplayObject"); }()); //############################################################################## // Sprite.js //############################################################################## (function() { "use strict"; // constructor: /** * Displays a frame or sequence of frames (ie. an animation) from a SpriteSheet instance. A sprite sheet is a series of * images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100 * images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames, * play frames as an animation, and even sequence animations together. * * See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations. * *

    Example

    * * var instance = new createjs.Sprite(spriteSheet); * instance.gotoAndStop("frameName"); * * Until {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} is called, * only the first defined frame defined in the sprite sheet will be displayed. * * @class Sprite * @extends DisplayObject * @constructor * @param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame * dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information. * @param {String|Number} [frameOrAnimation] The frame number or animation to play initially. **/ function Sprite(spriteSheet, frameOrAnimation) { this.DisplayObject_constructor(); // public properties: /** * The frame index that will be drawn when draw is called. Note that with some {{#crossLink "SpriteSheet"}}{{/crossLink}} * definitions, this will advance non-sequentially. This will always be an integer value. * @property currentFrame * @type {Number} * @default 0 * @readonly **/ this.currentFrame = 0; /** * Returns the name of the currently playing animation. * @property currentAnimation * @type {String} * @final * @readonly **/ this.currentAnimation = null; /** * Prevents the animation from advancing each tick automatically. For example, you could create a sprite * sheet of icons, set paused to true, and display the appropriate icon by setting currentFrame. * @property paused * @type {Boolean} * @default false **/ this.paused = true; /** * The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame * data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information. * @property spriteSheet * @type {SpriteSheet} * @readonly **/ this.spriteSheet = spriteSheet; /** * Specifies the current frame index within the currently playing animation. When playing normally, this will increase * from 0 to n-1, where n is the number of frames in the current animation. * * This could be a non-integer value if * using time-based playback (see {{#crossLink "Sprite/framerate"}}{{/crossLink}}, or if the animation's speed is * not an integer. * @property currentAnimationFrame * @type {Number} * @default 0 **/ this.currentAnimationFrame = 0; /** * By default Sprite instances advance one frame per tick. Specifying a framerate for the Sprite (or its related * SpriteSheet) will cause it to advance based on elapsed time between ticks as appropriate to maintain the target * framerate. * * For example, if a Sprite with a framerate of 10 is placed on a Stage being updated at 40fps, then the Sprite will * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will * vary slightly between frames. * * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being * passed into {{#crossLink "Stage/update"}}{{/crossLink}}. * @property framerate * @type {Number} * @default 0 **/ this.framerate = 0; // private properties: /** * Current animation object. * @property _animation * @protected * @type {Object} * @default null **/ this._animation = null; /** * Current frame index. * @property _currentFrame * @protected * @type {Number} * @default null **/ this._currentFrame = null; /** * Skips the next auto advance. Used by gotoAndPlay to avoid immediately jumping to the next frame * @property _skipAdvance * @protected * @type {Boolean} * @default false **/ this._skipAdvance = false; if (frameOrAnimation) { this.gotoAndPlay(frameOrAnimation); } } var p = createjs.extend(Sprite, createjs.DisplayObject); // events: /** * Dispatched when an animation reaches its ends. * @event animationend * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {String} name The name of the animation that just ended. * @param {String} next The name of the next animation that will be played, or null. This will be the same as name if the animation is looping. * @since 0.6.0 */ /** * Dispatched any time the current frame changes. For example, this could be due to automatic advancement on a tick, * or calling gotoAndPlay() or gotoAndStop(). * @event change * @param {Object} target The object that dispatched the event. * @param {String} type The event type. */ // public methods: /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || this.spriteSheet.complete; return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } this._normalizeFrame(); var o = this.spriteSheet.getFrame(this._currentFrame|0); if (!o) { return false; } var rect = o.rect; if (rect.width && rect.height) { ctx.drawImage(o.image, rect.x, rect.y, rect.width, rect.height, -o.regX, -o.regY, rect.width, rect.height); } return true; }; //Note, the doc sections below document using the specified APIs (from DisplayObject) from //Bitmap. This is why they have no method implementations. /** * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances. * You should not cache Sprite instances as it can degrade performance. * @method cache **/ /** * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances. * You should not cache Sprite instances as it can degrade performance. * @method updateCache **/ /** * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances. * You should not cache Sprite instances as it can degrade performance. * @method uncache **/ /** * Play (unpause) the current animation. The Sprite will be paused if either {{#crossLink "Sprite/stop"}}{{/crossLink}} * or {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} is called. Single frame animations will remain * unchanged. * @method play **/ p.play = function() { this.paused = false; }; /** * Stop playing a running animation. The Sprite will be playing if {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} * is called. Note that calling {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} or {{#crossLink "Sprite/play"}}{{/crossLink}} * will resume playback. * @method stop **/ p.stop = function() { this.paused = true; }; /** * Sets paused to false and plays the specified animation name, named frame, or frame number. * @method gotoAndPlay * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to * and begin playing. **/ p.gotoAndPlay = function(frameOrAnimation) { this.paused = false; this._skipAdvance = true; this._goto(frameOrAnimation); }; /** * Sets paused to true and seeks to the specified animation name, named frame, or frame number. * @method gotoAndStop * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to * and stop. **/ p.gotoAndStop = function(frameOrAnimation) { this.paused = true; this._goto(frameOrAnimation); }; /** * Advances the playhead. This occurs automatically each tick by default. * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set on the Sprite * or its SpriteSheet. * @method advance */ p.advance = function(time) { var fps = this.framerate || this.spriteSheet.framerate; var t = (fps && time != null) ? time/(1000/fps) : 1; this._normalizeFrame(t); }; /** * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the current frame relative to * the origin. For example, a 90 x 70 frame with regX=50 and regY=40 would return a * rectangle with [x=-50, y=-40, width=90, height=70]. This ignores transformations on the display object. * * Also see the SpriteSheet {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} method. * @method getBounds * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully * loaded. **/ p.getBounds = function() { // TODO: should this normalizeFrame? return this.DisplayObject_getBounds() || this.spriteSheet.getFrameBounds(this.currentFrame, this._rectangle); }; /** * Returns a clone of the Sprite instance. Note that the same SpriteSheet is shared between cloned * instances. * @method clone * @return {Sprite} a clone of the Sprite instance. **/ p.clone = function() { return this._cloneProps(new Sprite(this.spriteSheet)); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Sprite (name="+ this.name +")]"; }; // private methods: /** * @method _cloneProps * @param {Sprite} o * @return {Sprite} o * @protected **/ p._cloneProps = function(o) { this.DisplayObject__cloneProps(o); o.currentFrame = this.currentFrame; o.currentAnimation = this.currentAnimation; o.paused = this.paused; o.currentAnimationFrame = this.currentAnimationFrame; o.framerate = this.framerate; o._animation = this._animation; o._currentFrame = this._currentFrame; o._skipAdvance = this._skipAdvance; return o; }; /** * Advances the currentFrame if paused is not true. This is called automatically when the {{#crossLink "Stage"}}{{/crossLink}} * ticks. * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs. * @protected * @method _tick **/ p._tick = function(evtObj) { if (!this.paused) { if (!this._skipAdvance) { this.advance(evtObj&&evtObj.delta); } this._skipAdvance = false; } this.DisplayObject__tick(evtObj); }; /** * Normalizes the current frame, advancing animations and dispatching callbacks as appropriate. * @protected * @method _normalizeFrame **/ p._normalizeFrame = function(frameDelta) { frameDelta = frameDelta || 0; var animation = this._animation; var paused = this.paused; var frame = this._currentFrame; var l; if (animation) { var speed = animation.speed || 1; var animFrame = this.currentAnimationFrame; l = animation.frames.length; if (animFrame + frameDelta * speed >= l) { var next = animation.next; if (this._dispatchAnimationEnd(animation, frame, paused, next, l - 1)) { // something changed in the event stack, so we shouldn't make any more changes here. return; } else if (next) { // sequence. Automatically calls _normalizeFrame again with the remaining frames. return this._goto(next, frameDelta - (l - animFrame) / speed); } else { // end. this.paused = true; animFrame = animation.frames.length - 1; } } else { animFrame += frameDelta * speed; } this.currentAnimationFrame = animFrame; this._currentFrame = animation.frames[animFrame | 0] } else { frame = (this._currentFrame += frameDelta); l = this.spriteSheet.getNumFrames(); if (frame >= l && l > 0) { if (!this._dispatchAnimationEnd(animation, frame, paused, l - 1)) { // looped. if ((this._currentFrame -= l) >= l) { return this._normalizeFrame(); } } } } frame = this._currentFrame | 0; if (this.currentFrame != frame) { this.currentFrame = frame; this.dispatchEvent("change"); } }; /** * Dispatches the "animationend" event. Returns true if a handler changed the animation (ex. calling {{#crossLink "Sprite/stop"}}{{/crossLink}}, * {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}, etc.) * @property _dispatchAnimationEnd * @private * @type {Function} **/ p._dispatchAnimationEnd = function(animation, frame, paused, next, end) { var name = animation ? animation.name : null; if (this.hasEventListener("animationend")) { var evt = new createjs.Event("animationend"); evt.name = name; evt.next = next; this.dispatchEvent(evt); } // did the animation get changed in the event stack?: var changed = (this._animation != animation || this._currentFrame != frame); // if the animation hasn't changed, but the sprite was paused, then we want to stick to the last frame: if (!changed && !paused && this.paused) { this.currentAnimationFrame = end; changed = true; } return changed; }; /** * Moves the playhead to the specified frame number or animation. * @method _goto * @param {String|Number} frameOrAnimation The frame number or animation that the playhead should move to. * @param {Boolean} [frame] The frame of the animation to go to. Defaults to 0. * @protected **/ p._goto = function(frameOrAnimation, frame) { this.currentAnimationFrame = 0; if (isNaN(frameOrAnimation)) { var data = this.spriteSheet.getAnimation(frameOrAnimation); if (data) { this._animation = data; this.currentAnimation = frameOrAnimation; this._normalizeFrame(frame); } } else { this.currentAnimation = this._animation = null; this._currentFrame = frameOrAnimation; this._normalizeFrame(); } }; createjs.Sprite = createjs.promote(Sprite, "DisplayObject"); }()); //############################################################################## // Shape.js //############################################################################## (function() { "use strict"; // constructor: /** * A Shape allows you to display vector art in the display list. It composites a {{#crossLink "Graphics"}}{{/crossLink}} * instance which exposes all of the vector drawing methods. The Graphics instance can be shared between multiple Shape * instances to display the same vector graphics with different positions or transforms. * * If the vector art will not * change between draws, you may want to use the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method to reduce the * rendering cost. * *

    Example

    * * var graphics = new createjs.Graphics().beginFill("#ff0000").drawRect(0, 0, 100, 100); * var shape = new createjs.Shape(graphics); * * //Alternatively use can also use the graphics property of the Shape class to renderer the same as above. * var shape = new createjs.Shape(); * shape.graphics.beginFill("#ff0000").drawRect(0, 0, 100, 100); * * @class Shape * @extends DisplayObject * @constructor * @param {Graphics} graphics Optional. The graphics instance to display. If null, a new Graphics instance will be created. **/ function Shape(graphics) { this.DisplayObject_constructor(); // public properties: /** * The graphics instance to display. * @property graphics * @type Graphics **/ this.graphics = graphics ? graphics : new createjs.Graphics(); } var p = createjs.extend(Shape, createjs.DisplayObject); // public methods: /** * Returns true or false indicating whether the Shape would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the Shape would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || (this.graphics && !this.graphics.isEmpty()); return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * Draws the Shape into the specified context ignoring its visible, alpha, shadow, and transform. Returns true if * the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example, * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself). * @return {Boolean} **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } this.graphics.draw(ctx, this); return true; }; /** * Returns a clone of this Shape. Some properties that are specific to this instance's current context are reverted to * their defaults (for example .parent). * @method clone * @param {Boolean} recursive If true, this Shape's {{#crossLink "Graphics"}}{{/crossLink}} instance will also be * cloned. If false, the Graphics instance will be shared with the new Shape. **/ p.clone = function(recursive) { var g = (recursive && this.graphics) ? this.graphics.clone() : this.graphics; return this._cloneProps(new Shape(g)); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Shape (name="+ this.name +")]"; }; createjs.Shape = createjs.promote(Shape, "DisplayObject"); }()); //############################################################################## // Text.js //############################################################################## (function() { "use strict"; // constructor: /** * Display one or more lines of dynamic text (not user editable) in the display list. Line wrapping support (using the * lineWidth) is very basic, wrapping on spaces and tabs only. Note that as an alternative to Text, you can position HTML * text above or below the canvas relative to items in the display list using the {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} * method, or using {{#crossLink "DOMElement"}}{{/crossLink}}. * * Please note that Text does not support HTML text, and can only display one font style at a time. To use * multiple font styles, you will need to create multiple text instances, and position them manually. * *

    Example

    * * var text = new createjs.Text("Hello World", "20px Arial", "#ff7700"); * text.x = 100; * text.textBaseline = "alphabetic"; * * CreateJS Text supports web fonts (the same rules as Canvas). The font must be loaded and supported by the browser * before it can be displayed. * * Note: Text can be expensive to generate, so cache instances where possible. Be aware that not all * browsers will render Text exactly the same. * @class Text * @extends DisplayObject * @constructor * @param {String} [text] The text to display. * @param {String} [font] The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold * 36px Arial"). * @param {String} [color] The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex. * "#F00", "red", or "#FF0000"). **/ function Text(text, font, color) { this.DisplayObject_constructor(); // public properties: /** * The text to display. * @property text * @type String **/ this.text = text; /** * The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold 36px Arial"). * @property font * @type String **/ this.font = font; /** * The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex. "#F00"). Default is "#000". * It will also accept valid canvas fillStyle values. * @property color * @type String **/ this.color = color; /** * The horizontal text alignment. Any of "start", "end", "left", "right", and "center". For detailed * information view the * * whatwg spec. Default is "left". * @property textAlign * @type String **/ this.textAlign = "left"; /** * The vertical alignment point on the font. Any of "top", "hanging", "middle", "alphabetic", "ideographic", or * "bottom". For detailed information view the * whatwg spec. Default is "top". * @property textBaseline * @type String */ this.textBaseline = "top"; /** * The maximum width to draw the text. If maxWidth is specified (not null), the text will be condensed or * shrunk to make it fit in this width. For detailed information view the * * whatwg spec. * @property maxWidth * @type Number */ this.maxWidth = null; /** * If greater than 0, the text will be drawn as a stroke (outline) of the specified width. * @property outline * @type Number **/ this.outline = 0; /** * Indicates the line height (vertical distance between baselines) for multi-line text. If null or 0, * the value of getMeasuredLineHeight is used. * @property lineHeight * @type Number **/ this.lineHeight = 0; /** * Indicates the maximum width for a line of text before it is wrapped to multiple lines. If null, * the text will not be wrapped. * @property lineWidth * @type Number **/ this.lineWidth = null; } var p = createjs.extend(Text, createjs.DisplayObject); // static properties: /** * @property _workingContext * @type CanvasRenderingContext2D * @private **/ var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas")); if (canvas.getContext) { Text._workingContext = canvas.getContext("2d"); canvas.width = canvas.height = 1; } // constants: /** * Lookup table for the ratio to offset bounds x calculations based on the textAlign property. * @property H_OFFSETS * @type Object * @protected * @static **/ Text.H_OFFSETS = {start: 0, left: 0, center: -0.5, end: -1, right: -1}; /** * Lookup table for the ratio to offset bounds y calculations based on the textBaseline property. * @property H_OFFSETS * @type Object * @protected * @static **/ Text.V_OFFSETS = {top: 0, hanging: -0.01, middle: -0.4, alphabetic: -0.8, ideographic: -0.85, bottom: -1}; // public methods: /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || (this.text != null && this.text !== ""); return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * Draws the Text into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } var col = this.color || "#000"; if (this.outline) { ctx.strokeStyle = col; ctx.lineWidth = this.outline*1; } else { ctx.fillStyle = col; } this._drawText(this._prepContext(ctx)); return true; }; /** * Returns the measured, untransformed width of the text without wrapping. Use getBounds for a more robust value. * @method getMeasuredWidth * @return {Number} The measured, untransformed width of the text. **/ p.getMeasuredWidth = function() { return this._getMeasuredWidth(this.text); }; /** * Returns an approximate line height of the text, ignoring the lineHeight property. This is based on the measured * width of a "M" character multiplied by 1.2, which provides an approximate line height for most fonts. * @method getMeasuredLineHeight * @return {Number} an approximate line height of the text, ignoring the lineHeight property. This is * based on the measured width of a "M" character multiplied by 1.2, which approximates em for most fonts. **/ p.getMeasuredLineHeight = function() { return this._getMeasuredWidth("M")*1.2; }; /** * Returns the approximate height of multi-line text by multiplying the number of lines against either the * lineHeight (if specified) or {{#crossLink "Text/getMeasuredLineHeight"}}{{/crossLink}}. Note that * this operation requires the text flowing logic to run, which has an associated CPU cost. * @method getMeasuredHeight * @return {Number} The approximate height of the untransformed multi-line text. **/ p.getMeasuredHeight = function() { return this._drawText(null,{}).height; }; /** * Docced in superclass. */ p.getBounds = function() { var rect = this.DisplayObject_getBounds(); if (rect) { return rect; } if (this.text == null || this.text == "") { return null; } var o = this._drawText(null, {}); var w = (this.maxWidth && this.maxWidth < o.width) ? this.maxWidth : o.width; var x = w * Text.H_OFFSETS[this.textAlign||"left"]; var lineHeight = this.lineHeight||this.getMeasuredLineHeight(); var y = lineHeight * Text.V_OFFSETS[this.textBaseline||"top"]; return this._rectangle.setValues(x, y, w, o.height); }; /** * Returns an object with width, height, and lines properties. The width and height are the visual width and height * of the drawn text. The lines property contains an array of strings, one for * each line of text that will be drawn, accounting for line breaks and wrapping. These strings have trailing * whitespace removed. * @method getMetrics * @return {Object} An object with width, height, and lines properties. **/ p.getMetrics = function() { var o = {lines:[]}; o.lineHeight = this.lineHeight || this.getMeasuredLineHeight(); o.vOffset = o.lineHeight * Text.V_OFFSETS[this.textBaseline||"top"]; return this._drawText(null, o, o.lines); }; /** * Returns a clone of the Text instance. * @method clone * @return {Text} a clone of the Text instance. **/ p.clone = function() { return this._cloneProps(new Text(this.text, this.font, this.color)); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Text (text="+ (this.text.length > 20 ? this.text.substr(0, 17)+"..." : this.text) +")]"; }; // private methods: /** * @method _cloneProps * @param {Text} o * @protected * @return {Text} o **/ p._cloneProps = function(o) { this.DisplayObject__cloneProps(o); o.textAlign = this.textAlign; o.textBaseline = this.textBaseline; o.maxWidth = this.maxWidth; o.outline = this.outline; o.lineHeight = this.lineHeight; o.lineWidth = this.lineWidth; return o; }; /** * @method _getWorkingContext * @param {CanvasRenderingContext2D} ctx * @return {CanvasRenderingContext2D} * @protected **/ p._prepContext = function(ctx) { ctx.font = this.font||"10px sans-serif"; ctx.textAlign = this.textAlign||"left"; ctx.textBaseline = this.textBaseline||"top"; return ctx; }; /** * Draws multiline text. * @method _drawText * @param {CanvasRenderingContext2D} ctx * @param {Object} o * @param {Array} lines * @return {Object} * @protected **/ p._drawText = function(ctx, o, lines) { var paint = !!ctx; if (!paint) { ctx = Text._workingContext; ctx.save(); this._prepContext(ctx); } var lineHeight = this.lineHeight||this.getMeasuredLineHeight(); var maxW = 0, count = 0; var hardLines = String(this.text).split(/(?:\r\n|\r|\n)/); for (var i=0, l=hardLines.length; i this.lineWidth) { // text wrapping: var words = str.split(/(\s)/); str = words[0]; w = ctx.measureText(str).width; for (var j=1, jl=words.length; j this.lineWidth) { if (paint) { this._drawTextLine(ctx, str, count*lineHeight); } if (lines) { lines.push(str); } if (w > maxW) { maxW = w; } str = words[j+1]; w = ctx.measureText(str).width; count++; } else { str += words[j] + words[j+1]; w += wordW; } } } if (paint) { this._drawTextLine(ctx, str, count*lineHeight); } if (lines) { lines.push(str); } if (o && w == null) { w = ctx.measureText(str).width; } if (w > maxW) { maxW = w; } count++; } if (o) { o.width = maxW; o.height = count*lineHeight; } if (!paint) { ctx.restore(); } return o; }; /** * @method _drawTextLine * @param {CanvasRenderingContext2D} ctx * @param {String} text * @param {Number} y * @protected **/ p._drawTextLine = function(ctx, text, y) { // Chrome 17 will fail to draw the text if the last param is included but null, so we feed it a large value instead: if (this.outline) { ctx.strokeText(text, 0, y, this.maxWidth||0xFFFF); } else { ctx.fillText(text, 0, y, this.maxWidth||0xFFFF); } }; /** * @method _getMeasuredWidth * @param {String} text * @protected **/ p._getMeasuredWidth = function(text) { var ctx = Text._workingContext; ctx.save(); var w = this._prepContext(ctx).measureText(text).width; ctx.restore(); return w; }; createjs.Text = createjs.promote(Text, "DisplayObject"); }()); //############################################################################## // BitmapText.js //############################################################################## (function () { "use strict"; // constructor: /** * Displays text using bitmap glyphs defined in a sprite sheet. Multi-line text is supported * using new line characters, but automatic wrapping is not supported. See the * {{#crossLink "BitmapText/spriteSheet:property"}}{{/crossLink}} * property for more information on defining glyphs. * * Important: BitmapText extends Container, but is not designed to be used as one. * As such, methods like addChild and removeChild are disabled. * @class BitmapText * @extends DisplayObject * @param {String} [text=""] The text to display. * @param {SpriteSheet} [spriteSheet=null] The spritesheet that defines the character glyphs. * @constructor **/ function BitmapText(text, spriteSheet) { this.Container_constructor(); // public properties: /** * The text to display. * @property text * @type String * @default "" **/ this.text = text||""; /** * A SpriteSheet instance that defines the glyphs for this bitmap text. Each glyph/character * should have a single frame animation defined in the sprite sheet named the same as * corresponding character. For example, the following animation definition: * * "A": {frames: [0]} * * would indicate that the frame at index 0 of the spritesheet should be drawn for the "A" character. The short form * is also acceptable: * * "A": 0 * * Note that if a character in the text is not found in the sprite sheet, it will also * try to use the alternate case (upper or lower). * * See SpriteSheet for more information on defining sprite sheet data. * @property spriteSheet * @type String * @default null **/ this.spriteSheet = spriteSheet; /** * The height of each line of text. If 0, then it will use a line height calculated * by checking for the height of the "1", "T", or "L" character (in that order). If * those characters are not defined, it will use the height of the first frame of the * sprite sheet. * @property lineHeight * @type Number * @default 0 **/ this.lineHeight = 0; /** * This spacing (in pixels) will be added after each character in the output. * @property letterSpacing * @type Number * @default 0 **/ this.letterSpacing = 0; /** * If a space character is not defined in the sprite sheet, then empty pixels equal to * spaceWidth will be inserted instead. If 0, then it will use a value calculated * by checking for the width of the "1", "l", "E", or "A" character (in that order). If * those characters are not defined, it will use the width of the first frame of the * sprite sheet. * @property spaceWidth * @type Number * @default 0 **/ this.spaceWidth = 0; // private properties: /** * @property _oldProps * @type Object * @protected **/ this._oldProps = {text:0,spriteSheet:0,lineHeight:0,letterSpacing:0,spaceWidth:0}; } var p = createjs.extend(BitmapText, createjs.Container); // static properties: /** * BitmapText uses Sprite instances to draw text. To reduce the creation and destruction of instances (and thus garbage collection), it maintains * an internal object pool of sprite instances to reuse. Increasing this value can cause more sprites to be * retained, slightly increasing memory use, but reducing instantiation. * @property maxPoolSize * @type Number * @static * @default 100 **/ BitmapText.maxPoolSize = 100; /** * Sprite object pool. * @type {Array} * @static * @private */ BitmapText._spritePool = []; // public methods: /** * Docced in superclass. **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return; } this._updateText(); this.Container_draw(ctx, ignoreCache); }; /** * Docced in superclass. **/ p.getBounds = function() { this._updateText(); return this.Container_getBounds(); }; /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || (this.spriteSheet && this.spriteSheet.complete && this.text); return !!(this.visible && this.alpha > 0 && this.scaleX !== 0 && this.scaleY !== 0 && hasContent); }; p.clone = function() { return this._cloneProps(new BitmapText(this.text, this.spriteSheet)); }; /** * Disabled in BitmapText. * @method addChild **/ /** * Disabled in BitmapText. * @method addChildAt **/ /** * Disabled in BitmapText. * @method removeChild **/ /** * Disabled in BitmapText. * @method removeChildAt **/ /** * Disabled in BitmapText. * @method removeAllChildren **/ p.addChild = p.addChildAt = p.removeChild = p.removeChildAt = p.removeAllChildren = function() {}; // private methods: /** * @method _cloneProps * @param {BitmapText} o * @return {BitmapText} o * @protected **/ p._cloneProps = function(o) { this.DisplayObject__cloneProps(o); o.lineHeight = this.lineHeight; o.letterSpacing = this.letterSpacing; o.spaceWidth = this.spaceWidth; return o; }; /** * @method _getFrameIndex * @param {String} character * @param {SpriteSheet} spriteSheet * @return {Number} * @protected **/ p._getFrameIndex = function(character, spriteSheet) { var c, o = spriteSheet.getAnimation(character); if (!o) { (character != (c = character.toUpperCase())) || (character != (c = character.toLowerCase())) || (c=null); if (c) { o = spriteSheet.getAnimation(c); } } return o && o.frames[0]; }; /** * @method _getFrame * @param {String} character * @param {SpriteSheet} spriteSheet * @return {Object} * @protected **/ p._getFrame = function(character, spriteSheet) { var index = this._getFrameIndex(character, spriteSheet); return index == null ? index : spriteSheet.getFrame(index); }; /** * @method _getLineHeight * @param {SpriteSheet} ss * @return {Number} * @protected **/ p._getLineHeight = function(ss) { var frame = this._getFrame("1",ss) || this._getFrame("T",ss) || this._getFrame("L",ss) || ss.getFrame(0); return frame ? frame.rect.height : 1; }; /** * @method _getSpaceWidth * @param {SpriteSheet} ss * @return {Number} * @protected **/ p._getSpaceWidth = function(ss) { var frame = this._getFrame("1",ss) || this._getFrame("l",ss) || this._getFrame("e",ss) || this._getFrame("a",ss) || ss.getFrame(0); return frame ? frame.rect.width : 1; }; /** * @method _drawText * @protected **/ p._updateText = function() { var x=0, y=0, o=this._oldProps, change=false, spaceW=this.spaceWidth, lineH=this.lineHeight, ss=this.spriteSheet; var pool=BitmapText._spritePool, kids=this.children, childIndex=0, numKids=kids.length, sprite; for (var n in o) { if (o[n] != this[n]) { o[n] = this[n]; change = true; } } if (!change) { return; } var hasSpace = !!this._getFrame(" ", ss); if (!hasSpace && !spaceW) { spaceW = this._getSpaceWidth(ss); } if (!lineH) { lineH = this._getLineHeight(ss); } for(var i=0, l=this.text.length; i childIndex) { // faster than removeChild. pool.push(sprite = kids.pop()); sprite.parent = null; numKids--; } if (pool.length > BitmapText.maxPoolSize) { pool.length = BitmapText.maxPoolSize; } }; createjs.BitmapText = createjs.promote(BitmapText, "Container"); }()); //############################################################################## // SpriteSheetUtils.js //############################################################################## (function() { "use strict"; // constructor: /** * The SpriteSheetUtils class is a collection of static methods for working with {{#crossLink "SpriteSheet"}}{{/crossLink}}s. * A sprite sheet is a series of images (usually animation frames) combined into a single image on a regular grid. For * example, an animation consisting of 8 100x100 images could be combined into a 400x200 sprite sheet (4 frames across * by 2 high). The SpriteSheetUtils class uses a static interface and should not be instantiated. * @class SpriteSheetUtils * @static **/ function SpriteSheetUtils() { throw "SpriteSheetUtils cannot be instantiated"; } // private static properties: /** * @property _workingCanvas * @static * @type HTMLCanvasElement | Object * @protected */ /** * @property _workingContext * @static * @type CanvasRenderingContext2D * @protected */ var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas")); if (canvas.getContext) { SpriteSheetUtils._workingCanvas = canvas; SpriteSheetUtils._workingContext = canvas.getContext("2d"); canvas.width = canvas.height = 1; } // public static methods: /** * This is an experimental method, and may be buggy. Please report issues.

    * Extends the existing sprite sheet by flipping the original frames horizontally, vertically, or both, * and adding appropriate animation & frame data. The flipped animations will have a suffix added to their names * (_h, _v, _hv as appropriate). Make sure the sprite sheet images are fully loaded before using this method. *

    * For example:
    * SpriteSheetUtils.addFlippedFrames(mySpriteSheet, true, true); * The above would add frames that are flipped horizontally AND frames that are flipped vertically. *

    * Note that you can also flip any display object by setting its scaleX or scaleY to a negative value. On some * browsers (especially those without hardware accelerated canvas) this can result in slightly degraded performance, * which is why addFlippedFrames is available. * @method addFlippedFrames * @static * @param {SpriteSheet} spriteSheet * @param {Boolean} horizontal If true, horizontally flipped frames will be added. * @param {Boolean} vertical If true, vertically flipped frames will be added. * @param {Boolean} both If true, frames that are flipped both horizontally and vertically will be added. * @deprecated Modern browsers perform better when flipping via a transform (ex. scaleX=-1) rendering this obsolete. **/ SpriteSheetUtils.addFlippedFrames = function(spriteSheet, horizontal, vertical, both) { if (!horizontal && !vertical && !both) { return; } var count = 0; if (horizontal) { SpriteSheetUtils._flip(spriteSheet,++count,true,false); } if (vertical) { SpriteSheetUtils._flip(spriteSheet,++count,false,true); } if (both) { SpriteSheetUtils._flip(spriteSheet,++count,true,true); } }; /** * Returns a single frame of the specified sprite sheet as a new PNG image. An example of when this may be useful is * to use a spritesheet frame as the source for a bitmap fill. * * WARNING: In almost all cases it is better to display a single frame using a {{#crossLink "Sprite"}}{{/crossLink}} * with a {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} call than it is to slice out a frame using this * method and display it with a Bitmap instance. You can also crop an image using the {{#crossLink "Bitmap/sourceRect"}}{{/crossLink}} * property of {{#crossLink "Bitmap"}}{{/crossLink}}. * * The extractFrame method may cause cross-domain warnings since it accesses pixels directly on the canvas. * @method extractFrame * @static * @param {Image} spriteSheet The SpriteSheet instance to extract a frame from. * @param {Number|String} frameOrAnimation The frame number or animation name to extract. If an animation * name is specified, only the first frame of the animation will be extracted. * @return {Image} a single frame of the specified sprite sheet as a new PNG image. */ SpriteSheetUtils.extractFrame = function(spriteSheet, frameOrAnimation) { if (isNaN(frameOrAnimation)) { frameOrAnimation = spriteSheet.getAnimation(frameOrAnimation).frames[0]; } var data = spriteSheet.getFrame(frameOrAnimation); if (!data) { return null; } var r = data.rect; var canvas = SpriteSheetUtils._workingCanvas; canvas.width = r.width; canvas.height = r.height; SpriteSheetUtils._workingContext.drawImage(data.image, r.x, r.y, r.width, r.height, 0, 0, r.width, r.height); var img = document.createElement("img"); img.src = canvas.toDataURL("image/png"); return img; }; /** * Merges the rgb channels of one image with the alpha channel of another. This can be used to combine a compressed * JPEG image containing color data with a PNG32 monochromatic image containing alpha data. With certain types of * images (those with detail that lend itself to JPEG compression) this can provide significant file size savings * versus a single RGBA PNG32. This method is very fast (generally on the order of 1-2 ms to run). * @method mergeAlpha * @static * @param {Image} rbgImage The image (or canvas) containing the RGB channels to use. * @param {Image} alphaImage The image (or canvas) containing the alpha channel to use. * @param {Canvas} canvas Optional. If specified, this canvas will be used and returned. If not, a new canvas will be created. * @return {Canvas} A canvas with the combined image data. This can be used as a source for Bitmap or SpriteSheet. * @deprecated Tools such as ImageAlpha generally provide better results. This will be moved to sandbox in the future. */ SpriteSheetUtils.mergeAlpha = function(rgbImage, alphaImage, canvas) { if (!canvas) { canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); } canvas.width = Math.max(alphaImage.width, rgbImage.width); canvas.height = Math.max(alphaImage.height, rgbImage.height); var ctx = canvas.getContext("2d"); ctx.save(); ctx.drawImage(rgbImage,0,0); ctx.globalCompositeOperation = "destination-in"; ctx.drawImage(alphaImage,0,0); ctx.restore(); return canvas; }; // private static methods: SpriteSheetUtils._flip = function(spriteSheet, count, h, v) { var imgs = spriteSheet._images; var canvas = SpriteSheetUtils._workingCanvas; var ctx = SpriteSheetUtils._workingContext; var il = imgs.length/count; for (var i=0;imaxWidth or maxHeight. * @class SpriteSheetBuilder * @extends EventDispatcher * @constructor **/ function SpriteSheetBuilder() { this.EventDispatcher_constructor(); // public properties: /** * The maximum width for the images (not individual frames) in the generated sprite sheet. It is recommended to use * a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max dimensions, then * additional images will be created as needed. * @property maxWidth * @type Number * @default 2048 */ this.maxWidth = 2048; /** * The maximum height for the images (not individual frames) in the generated sprite sheet. It is recommended to use * a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max dimensions, then * additional images will be created as needed. * @property maxHeight * @type Number * @default 2048 **/ this.maxHeight = 2048; /** * The sprite sheet that was generated. This will be null before a build is completed successfully. * @property spriteSheet * @type SpriteSheet **/ this.spriteSheet = null; /** * The scale to apply when drawing all frames to the sprite sheet. This is multiplied against any scale specified * in the addFrame call. This can be used, for example, to generate a sprite sheet at run time that is tailored to * the a specific device resolution (ex. tablet vs mobile). * @property scale * @type Number * @default 1 **/ this.scale = 1; /** * The padding to use between frames. This is helpful to preserve antialiasing on drawn vector content. * @property padding * @type Number * @default 1 **/ this.padding = 1; /** * A number from 0.01 to 0.99 that indicates what percentage of time the builder can use. This can be * thought of as the number of seconds per second the builder will use. For example, with a timeSlice value of 0.3, * the builder will run 20 times per second, using approximately 15ms per build (30% of available time, or 0.3s per second). * Defaults to 0.3. * @property timeSlice * @type Number * @default 0.3 **/ this.timeSlice = 0.3; /** * A value between 0 and 1 that indicates the progress of a build, or -1 if a build has not * been initiated. * @property progress * @type Number * @default -1 * @readonly **/ this.progress = -1; // private properties: /** * @property _frames * @protected * @type Array **/ this._frames = []; /** * @property _animations * @protected * @type Array **/ this._animations = {}; /** * @property _data * @protected * @type Array **/ this._data = null; /** * @property _nextFrameIndex * @protected * @type Number **/ this._nextFrameIndex = 0; /** * @property _index * @protected * @type Number **/ this._index = 0; /** * @property _timerID * @protected * @type Number **/ this._timerID = null; /** * @property _scale * @protected * @type Number **/ this._scale = 1; } var p = createjs.extend(SpriteSheetBuilder, createjs.EventDispatcher); // constants: SpriteSheetBuilder.ERR_DIMENSIONS = "frame dimensions exceed max spritesheet dimensions"; SpriteSheetBuilder.ERR_RUNNING = "a build is already running"; // events: /** * Dispatched when a build completes. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.6.0 */ /** * Dispatched when an asynchronous build has progress. * @event progress * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Number} progress The current progress value (0-1). * @since 0.6.0 */ // public methods: /** * Adds a frame to the {{#crossLink "SpriteSheet"}}{{/crossLink}}. Note that the frame will not be drawn until you * call {{#crossLink "SpriteSheetBuilder/build"}}{{/crossLink}} method. The optional setup params allow you to have * a function run immediately before the draw occurs. For example, this allows you to add a single source multiple * times, but manipulate it or its children to change it to generate different frames. * * Note that the source's transformations (x, y, scale, rotate, alpha) will be ignored, except for regX/Y. To apply * transforms to a source object and have them captured in the sprite sheet, simply place it into a {{#crossLink "Container"}}{{/crossLink}} * and pass in the Container as the source. * @method addFrame * @param {DisplayObject} source The source {{#crossLink "DisplayObject"}}{{/crossLink}} to draw as the frame. * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the * source to draw to the frame. If not specified, it will look for a getBounds method, bounds property, * or nominalBounds property on the source to use. If one is not found, the frame will be skipped. * @param {Number} [scale=1] Optional. The scale to draw this frame at. Default is 1. * @param {Function} [setupFunction] A function to call immediately before drawing this frame. It will be called with two parameters: the source, and setupData. * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter. * @return {Number} The index of the frame that was just added, or null if a sourceRect could not be determined. **/ p.addFrame = function(source, sourceRect, scale, setupFunction, setupData) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } var rect = sourceRect||source.bounds||source.nominalBounds; if (!rect&&source.getBounds) { rect = source.getBounds(); } if (!rect) { return null; } scale = scale||1; return this._frames.push({source:source, sourceRect:rect, scale:scale, funct:setupFunction, data:setupData, index:this._frames.length, height:rect.height*scale})-1; }; /** * Adds an animation that will be included in the created sprite sheet. * @method addAnimation * @param {String} name The name for the animation. * @param {Array} frames An array of frame indexes that comprise the animation. Ex. [3,6,5] would describe an animation * that played frame indexes 3, 6, and 5 in that order. * @param {String} [next] Specifies the name of the animation to continue to after this animation ends. You can * also pass false to have the animation stop when it ends. By default it will loop to the start of the same animation. * @param {Number} [frequency] Specifies a frame advance frequency for this animation. For example, a value * of 2 would cause the animation to advance every second tick. **/ p.addAnimation = function(name, frames, next, frequency) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } this._animations[name] = {frames:frames, next:next, frequency:frequency}; }; /** * This will take a MovieClip instance, and add its frames and labels to this builder. Labels will be added as an animation * running from the label index to the next label. For example, if there is a label named "foo" at frame 0 and a label * named "bar" at frame 10, in a MovieClip with 15 frames, it will add an animation named "foo" that runs from frame * index 0 to 9, and an animation named "bar" that runs from frame index 10 to 14. * * Note that this will iterate through the full MovieClip with actionsEnabled set to false, ending on the last frame. * @method addMovieClip * @param {MovieClip} source The source MovieClip instance to add to the sprite sheet. * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the source to * draw to the frame. If not specified, it will look for a getBounds method, frameBounds * Array, bounds property, or nominalBounds property on the source to use. If one is not * found, the MovieClip will be skipped. * @param {Number} [scale=1] The scale to draw the movie clip at. * @param {Function} [setupFunction] A function to call immediately before drawing each frame. It will be called with three parameters: the source, setupData, and the frame index. * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter. * @param {Function} [labelFunction] This method will be called for each movieclip label that is added with four parameters: the label name, the source movieclip instance, the starting frame index (in the movieclip timeline) and the end index. It must return a new name for the label/animation, or false to exclude the label. **/ p.addMovieClip = function(source, sourceRect, scale, setupFunction, setupData, labelFunction) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } var rects = source.frameBounds; var rect = sourceRect||source.bounds||source.nominalBounds; if (!rect&&source.getBounds) { rect = source.getBounds(); } if (!rect && !rects) { return; } var i, l, baseFrameIndex = this._frames.length; var duration = source.timeline.duration; for (i=0; itimeSlice. When it is complete it will * call the specified callback. * @method buildAsync * @param {Number} [timeSlice] Sets the timeSlice property on this instance. **/ p.buildAsync = function(timeSlice) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } this.timeSlice = timeSlice; this._startBuild(); var _this = this; this._timerID = setTimeout(function() { _this._run(); }, 50-Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50); }; /** * Stops the current asynchronous build. * @method stopAsync **/ p.stopAsync = function() { clearTimeout(this._timerID); this._data = null; }; /** * SpriteSheetBuilder instances cannot be cloned. * @method clone **/ p.clone = function() { throw("SpriteSheetBuilder cannot be cloned."); }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[SpriteSheetBuilder]"; }; // private methods: /** * @method _startBuild * @protected **/ p._startBuild = function() { var pad = this.padding||0; this.progress = 0; this.spriteSheet = null; this._index = 0; this._scale = this.scale; var dataFrames = []; this._data = { images: [], frames: dataFrames, animations: this._animations // TODO: should we "clone" _animations in case someone adds more animations after a build? }; var frames = this._frames.slice(); frames.sort(function(a,b) { return (a.height<=b.height) ? -1 : 1; }); if (frames[frames.length-1].height+pad*2 > this.maxHeight) { throw SpriteSheetBuilder.ERR_DIMENSIONS; } var y=0, x=0; var img = 0; while (frames.length) { var o = this._fillRow(frames, y, img, dataFrames, pad); if (o.w > x) { x = o.w; } y += o.h; if (!o.h || !frames.length) { var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); canvas.width = this._getSize(x,this.maxWidth); canvas.height = this._getSize(y,this.maxHeight); this._data.images[img] = canvas; if (!o.h) { x=y=0; img++; } } } }; /** * @method _setupMovieClipFrame * @protected * @return {Number} The width & height of the row. **/ p._setupMovieClipFrame = function(source, data) { var ae = source.actionsEnabled; source.actionsEnabled = false; source.gotoAndStop(data.i); source.actionsEnabled = ae; data.f&&data.f(source, data.d, data.i); }; /** * @method _getSize * @protected * @return {Number} The width & height of the row. **/ p._getSize = function(size,max) { var pow = 4; while (Math.pow(2,++pow) < size){} return Math.min(max,Math.pow(2,pow)); }; /** * @method _fillRow * @param {Array} frames * @param {Number} y * @param {Image} img * @param {Object} dataFrames * @param {Number} pad * @protected * @return {Number} The width & height of the row. **/ p._fillRow = function(frames, y, img, dataFrames, pad) { var w = this.maxWidth; var maxH = this.maxHeight; y += pad; var h = maxH-y; var x = pad; var height = 0; for (var i=frames.length-1; i>=0; i--) { var frame = frames[i]; var sc = this._scale*frame.scale; var rect = frame.sourceRect; var source = frame.source; var rx = Math.floor(sc*rect.x-pad); var ry = Math.floor(sc*rect.y-pad); var rh = Math.ceil(sc*rect.height+pad*2); var rw = Math.ceil(sc*rect.width+pad*2); if (rw > w) { throw SpriteSheetBuilder.ERR_DIMENSIONS; } if (rh > h || x+rw > w) { continue; } frame.img = img; frame.rect = new createjs.Rectangle(x,y,rw,rh); height = height || rh; frames.splice(i,1); dataFrames[frame.index] = [x,y,rw,rh,img,Math.round(-rx+sc*source.regX-pad),Math.round(-ry+sc*source.regY-pad)]; x += rw; } return {w:x, h:height}; }; /** * @method _endBuild * @protected **/ p._endBuild = function() { this.spriteSheet = new createjs.SpriteSheet(this._data); this._data = null; this.progress = 1; this.dispatchEvent("complete"); }; /** * @method _run * @protected **/ p._run = function() { var ts = Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50; var t = (new Date()).getTime()+ts; var complete = false; while (t > (new Date()).getTime()) { if (!this._drawNext()) { complete = true; break; } } if (complete) { this._endBuild(); } else { var _this = this; this._timerID = setTimeout(function() { _this._run(); }, 50-ts); } var p = this.progress = this._index/this._frames.length; if (this.hasEventListener("progress")) { var evt = new createjs.Event("progress"); evt.progress = p; this.dispatchEvent(evt); } }; /** * @method _drawNext * @protected * @return Boolean Returns false if this is the last draw. **/ p._drawNext = function() { var frame = this._frames[this._index]; var sc = frame.scale*this._scale; var rect = frame.rect; var sourceRect = frame.sourceRect; var canvas = this._data.images[frame.img]; var ctx = canvas.getContext("2d"); frame.funct&&frame.funct(frame.source, frame.data); ctx.save(); ctx.beginPath(); ctx.rect(rect.x, rect.y, rect.width, rect.height); ctx.clip(); ctx.translate(Math.ceil(rect.x-sourceRect.x*sc), Math.ceil(rect.y-sourceRect.y*sc)); ctx.scale(sc,sc); frame.source.draw(ctx); // display object will draw itself. ctx.restore(); return (++this._index) < this._frames.length; }; createjs.SpriteSheetBuilder = createjs.promote(SpriteSheetBuilder, "EventDispatcher"); }()); //############################################################################## // DOMElement.js //############################################################################## (function() { "use strict"; // constructor: /** * This class is still experimental, and more advanced use is likely to be buggy. Please report bugs. * * A DOMElement allows you to associate a HTMLElement with the display list. It will be transformed * within the DOM as though it is child of the {{#crossLink "Container"}}{{/crossLink}} it is added to. However, it is * not rendered to canvas, and as such will retain whatever z-index it has relative to the canvas (ie. it will be * drawn in front of or behind the canvas). * * The position of a DOMElement is relative to their parent node in the DOM. It is recommended that * the DOM Object be added to a div that also contains the canvas so that they share the same position * on the page. * * DOMElement is useful for positioning HTML elements over top of canvas content, and for elements * that you want to display outside the bounds of the canvas. For example, a tooltip with rich HTML * content. * *

    Mouse Interaction

    * * DOMElement instances are not full EaselJS display objects, and do not participate in EaselJS mouse * events or support methods like hitTest. To get mouse events from a DOMElement, you must instead add handlers to * the htmlElement (note, this does not support EventDispatcher) * * var domElement = new createjs.DOMElement(htmlElement); * domElement.htmlElement.onclick = function() { * console.log("clicked"); * } * * @class DOMElement * @extends DisplayObject * @constructor * @param {HTMLElement} htmlElement A reference or id for the DOM element to manage. */ function DOMElement(htmlElement) { this.DisplayObject_constructor(); if (typeof(htmlElement)=="string") { htmlElement = document.getElementById(htmlElement); } this.mouseEnabled = false; var style = htmlElement.style; style.position = "absolute"; style.transformOrigin = style.WebkitTransformOrigin = style.msTransformOrigin = style.MozTransformOrigin = style.OTransformOrigin = "0% 0%"; // public properties: /** * The DOM object to manage. * @property htmlElement * @type HTMLElement */ this.htmlElement = htmlElement; // private properties: /** * @property _oldMtx * @type Matrix2D * @protected */ this._oldProps = null; } var p = createjs.extend(DOMElement, createjs.DisplayObject); // public methods: /** * Returns true or false indicating whether the display object would be visible if drawn to a canvas. * This does not account for whether it would be visible within the boundaries of the stage. * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method isVisible * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas */ p.isVisible = function() { return this.htmlElement != null; }; /** * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform. * Returns true if the draw was handled (useful for overriding functionality). * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache. * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back * into itself). * @return {Boolean} */ p.draw = function(ctx, ignoreCache) { // this relies on the _tick method because draw isn't called if the parent is not visible. // the actual update happens in _handleDrawEnd return true; }; /** * Not applicable to DOMElement. * @method cache */ p.cache = function() {}; /** * Not applicable to DOMElement. * @method uncache */ p.uncache = function() {}; /** * Not applicable to DOMElement. * @method updateCache */ p.updateCache = function() {}; /** * Not applicable to DOMElement. * @method hitTest */ p.hitTest = function() {}; /** * Not applicable to DOMElement. * @method localToGlobal */ p.localToGlobal = function() {}; /** * Not applicable to DOMElement. * @method globalToLocal */ p.globalToLocal = function() {}; /** * Not applicable to DOMElement. * @method localToLocal */ p.localToLocal = function() {}; /** * DOMElement cannot be cloned. Throws an error. * @method clone */ p.clone = function() { throw("DOMElement cannot be cloned.") }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. */ p.toString = function() { return "[DOMElement (name="+ this.name +")]"; }; /** * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances * are not full EaselJS display objects and do not participate in EaselJS mouse events. * @event click */ /** * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances * are not full EaselJS display objects and do not participate in EaselJS mouse events. * @event dblClick */ /** * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances * are not full EaselJS display objects and do not participate in EaselJS mouse events. * @event mousedown */ /** * The HTMLElement can listen for the mouseover event, not the DOMElement instance. * Since DOMElement instances are not full EaselJS display objects and do not participate in EaselJS mouse events. * @event mouseover */ /** * Not applicable to DOMElement. * @event tick */ // private methods: /** * @method _tick * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs. * function. * @protected */ p._tick = function(evtObj) { var stage = this.getStage(); stage&&stage.on("drawend", this._handleDrawEnd, this, true); this.DisplayObject__tick(evtObj); }; /** * @method _handleDrawEnd * @param {Event} evt * @protected */ p._handleDrawEnd = function(evt) { var o = this.htmlElement; if (!o) { return; } var style = o.style; var props = this.getConcatenatedDisplayProps(this._props), mtx = props.matrix; var visibility = props.visible ? "visible" : "hidden"; if (visibility != style.visibility) { style.visibility = visibility; } if (!props.visible) { return; } var oldProps = this._oldProps, oldMtx = oldProps&&oldProps.matrix; var n = 10000; // precision if (!oldMtx || !oldMtx.equals(mtx)) { var str = "matrix(" + (mtx.a*n|0)/n +","+ (mtx.b*n|0)/n +","+ (mtx.c*n|0)/n +","+ (mtx.d*n|0)/n +","+ (mtx.tx+0.5|0); style.transform = style.WebkitTransform = style.OTransform = style.msTransform = str +","+ (mtx.ty+0.5|0) +")"; style.MozTransform = str +"px,"+ (mtx.ty+0.5|0) +"px)"; if (!oldProps) { oldProps = this._oldProps = new createjs.DisplayProps(true, NaN); } oldProps.matrix.copy(mtx); } if (oldProps.alpha != props.alpha) { style.opacity = ""+(props.alpha*n|0)/n; oldProps.alpha = props.alpha; } }; createjs.DOMElement = createjs.promote(DOMElement, "DisplayObject"); }()); //############################################################################## // Filter.js //############################################################################## (function() { "use strict"; // constructor: /** * Base class that all filters should inherit from. Filters need to be applied to objects that have been cached using * the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method. If an object changes, please cache it again, or use * {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}}. Note that the filters must be applied before caching. * *

    Example

    * * myInstance.filters = [ * new createjs.ColorFilter(0, 0, 0, 1, 255, 0, 0), * new createjs.BlurFilter(5, 5, 10) * ]; * myInstance.cache(0,0, 100, 100); * * Note that each filter can implement a {{#crossLink "Filter/getBounds"}}{{/crossLink}} method, which returns the * margins that need to be applied in order to fully display the filter. For example, the {{#crossLink "BlurFilter"}}{{/crossLink}} * will cause an object to feather outwards, resulting in a margin around the shape. * *

    EaselJS Filters

    * EaselJS comes with a number of pre-built filters. Note that individual filters are not compiled into the minified * version of EaselJS. To use them, you must include them manually in the HTML. *
    • {{#crossLink "AlphaMapFilter"}}{{/crossLink}} : Map a greyscale image to the alpha channel of a display object
    • *
    • {{#crossLink "AlphaMaskFilter"}}{{/crossLink}}: Map an image's alpha channel to the alpha channel of a display object
    • *
    • {{#crossLink "BlurFilter"}}{{/crossLink}}: Apply vertical and horizontal blur to a display object
    • *
    • {{#crossLink "ColorFilter"}}{{/crossLink}}: Color transform a display object
    • *
    • {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}: Transform an image using a {{#crossLink "ColorMatrix"}}{{/crossLink}}
    • *
    * * @class Filter * @constructor **/ function Filter() {} var p = Filter.prototype; // public methods: /** * Provides padding values for this filter. That is, how much the filter will extend the visual bounds of an object it is applied to. * @method getBounds * @param {Rectangle} [rect] If specified, the provided Rectangle instance will be expanded by the padding amounts and returned. * @return {Rectangle} If a `rect` param was provided, it is returned. If not, either a new rectangle with the padding values, or null if no padding is required for this filter. **/ p.getBounds = function(rect) { return rect; }; /** * Applies the filter to the specified context. * @method applyFilter * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source. * @param {Number} x The x position to use for the source rect. * @param {Number} y The y position to use for the source rect. * @param {Number} width The width to use for the source rect. * @param {Number} height The height to use for the source rect. * @param {CanvasRenderingContext2D} [targetCtx] The 2D context to draw the result to. Defaults to the context passed to ctx. * @param {Number} [targetX] The x position to draw the result to. Defaults to the value passed to x. * @param {Number} [targetY] The y position to draw the result to. Defaults to the value passed to y. * @return {Boolean} If the filter was applied successfully. **/ p.applyFilter = function(ctx, x, y, width, height, targetCtx, targetX, targetY) { // this is the default behaviour because most filters access pixel data. It is overridden when not needed. targetCtx = targetCtx || ctx; if (targetX == null) { targetX = x; } if (targetY == null) { targetY = y; } try { var imageData = ctx.getImageData(x, y, width, height); } catch (e) { return false; } if (this._applyFilter(imageData)) { targetCtx.putImageData(imageData, targetX, targetY); return true; } return false; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Filter]"; }; /** * Returns a clone of this Filter instance. * @method clone * @return {Filter} A clone of the current Filter instance. **/ p.clone = function() { return new Filter(); }; // private methods: /** * @method _applyFilter * @param {ImageData} imageData Target ImageData instance. * @return {Boolean} **/ p._applyFilter = function(imageData) { return true; }; createjs.Filter = Filter; }()); //############################################################################## // BlurFilter.js //############################################################################## (function() { "use strict"; // constructor: /** * Applies a box blur to DisplayObjects. Note that this filter is fairly CPU intensive, particularly if the quality is * set higher than 1. * *

    Example

    * This example creates a red circle, and then applies a 5 pixel blur to it. It uses the {{#crossLink "Filter/getBounds"}}{{/crossLink}} * method to account for the spread that the blur causes. * * var shape = new createjs.Shape().set({x:100,y:100}); * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50); * * var blurFilter = new createjs.BlurFilter(5, 5, 1); * shape.filters = [blurFilter]; * var bounds = blurFilter.getBounds(); * * shape.cache(-50+bounds.x, -50+bounds.y, 100+bounds.width, 100+bounds.height); * * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters. * @class BlurFilter * @extends Filter * @constructor * @param {Number} [blurX=0] The horizontal blur radius in pixels. * @param {Number} [blurY=0] The vertical blur radius in pixels. * @param {Number} [quality=1] The number of blur iterations. **/ function BlurFilter( blurX, blurY, quality) { if ( isNaN(blurX) || blurX < 0 ) blurX = 0; if ( isNaN(blurY) || blurY < 0 ) blurY = 0; if ( isNaN(quality) || quality < 1 ) quality = 1; // public properties: /** * Horizontal blur radius in pixels * @property blurX * @default 0 * @type Number **/ this.blurX = blurX | 0; /** * Vertical blur radius in pixels * @property blurY * @default 0 * @type Number **/ this.blurY = blurY | 0; /** * Number of blur iterations. For example, a value of 1 will produce a rough blur. A value of 2 will produce a * smoother blur, but take twice as long to run. * @property quality * @default 1 * @type Number **/ this.quality = quality | 0; } var p = createjs.extend(BlurFilter, createjs.Filter); // constants: /** * Array of multiply values for blur calculations. * @property MUL_TABLE * @type Array * @protected * @static **/ BlurFilter.MUL_TABLE = [1, 171, 205, 293, 57, 373, 79, 137, 241, 27, 391, 357, 41, 19, 283, 265, 497, 469, 443, 421, 25, 191, 365, 349, 335, 161, 155, 149, 9, 278, 269, 261, 505, 245, 475, 231, 449, 437, 213, 415, 405, 395, 193, 377, 369, 361, 353, 345, 169, 331, 325, 319, 313, 307, 301, 37, 145, 285, 281, 69, 271, 267, 263, 259, 509, 501, 493, 243, 479, 118, 465, 459, 113, 446, 55, 435, 429, 423, 209, 413, 51, 403, 199, 393, 97, 3, 379, 375, 371, 367, 363, 359, 355, 351, 347, 43, 85, 337, 333, 165, 327, 323, 5, 317, 157, 311, 77, 305, 303, 75, 297, 294, 73, 289, 287, 71, 141, 279, 277, 275, 68, 135, 67, 133, 33, 262, 260, 129, 511, 507, 503, 499, 495, 491, 61, 121, 481, 477, 237, 235, 467, 232, 115, 457, 227, 451, 7, 445, 221, 439, 218, 433, 215, 427, 425, 211, 419, 417, 207, 411, 409, 203, 202, 401, 399, 396, 197, 49, 389, 387, 385, 383, 95, 189, 47, 187, 93, 185, 23, 183, 91, 181, 45, 179, 89, 177, 11, 175, 87, 173, 345, 343, 341, 339, 337, 21, 167, 83, 331, 329, 327, 163, 81, 323, 321, 319, 159, 79, 315, 313, 39, 155, 309, 307, 153, 305, 303, 151, 75, 299, 149, 37, 295, 147, 73, 291, 145, 289, 287, 143, 285, 71, 141, 281, 35, 279, 139, 69, 275, 137, 273, 17, 271, 135, 269, 267, 133, 265, 33, 263, 131, 261, 130, 259, 129, 257, 1]; /** * Array of shift values for blur calculations. * @property SHG_TABLE * @type Array * @protected * @static **/ BlurFilter.SHG_TABLE = [0, 9, 10, 11, 9, 12, 10, 11, 12, 9, 13, 13, 10, 9, 13, 13, 14, 14, 14, 14, 10, 13, 14, 14, 14, 13, 13, 13, 9, 14, 14, 14, 15, 14, 15, 14, 15, 15, 14, 15, 15, 15, 14, 15, 15, 15, 15, 15, 14, 15, 15, 15, 15, 15, 15, 12, 14, 15, 15, 13, 15, 15, 15, 15, 16, 16, 16, 15, 16, 14, 16, 16, 14, 16, 13, 16, 16, 16, 15, 16, 13, 16, 15, 16, 14, 9, 16, 16, 16, 16, 16, 16, 16, 16, 16, 13, 14, 16, 16, 15, 16, 16, 10, 16, 15, 16, 14, 16, 16, 14, 16, 16, 14, 16, 16, 14, 15, 16, 16, 16, 14, 15, 14, 15, 13, 16, 16, 15, 17, 17, 17, 17, 17, 17, 14, 15, 17, 17, 16, 16, 17, 16, 15, 17, 16, 17, 11, 17, 16, 17, 16, 17, 16, 17, 17, 16, 17, 17, 16, 17, 17, 16, 16, 17, 17, 17, 16, 14, 17, 17, 17, 17, 15, 16, 14, 16, 15, 16, 13, 16, 15, 16, 14, 16, 15, 16, 12, 16, 15, 16, 17, 17, 17, 17, 17, 13, 16, 15, 17, 17, 17, 16, 15, 17, 17, 17, 16, 15, 17, 17, 14, 16, 17, 17, 16, 17, 17, 16, 15, 17, 16, 14, 17, 16, 15, 17, 16, 17, 17, 16, 17, 15, 16, 17, 14, 17, 16, 15, 17, 16, 17, 13, 17, 16, 17, 17, 16, 17, 14, 17, 16, 17, 16, 17, 16, 17, 9]; // public methods: /** docced in super class **/ p.getBounds = function (rect) { var x = this.blurX|0, y = this.blurY| 0; if (x <= 0 && y <= 0) { return rect; } var q = Math.pow(this.quality, 0.2); return (rect || new createjs.Rectangle()).pad(x*q+1,y*q+1,x*q+1,y*q+1); }; /** docced in super class **/ p.clone = function() { return new BlurFilter(this.blurX, this.blurY, this.quality); }; /** docced in super class **/ p.toString = function() { return "[BlurFilter]"; }; // private methods: /** docced in super class **/ p._applyFilter = function (imageData) { var radiusX = this.blurX >> 1; if (isNaN(radiusX) || radiusX < 0) return false; var radiusY = this.blurY >> 1; if (isNaN(radiusY) || radiusY < 0) return false; if (radiusX == 0 && radiusY == 0) return false; var iterations = this.quality; if (isNaN(iterations) || iterations < 1) iterations = 1; iterations |= 0; if (iterations > 3) iterations = 3; if (iterations < 1) iterations = 1; var px = imageData.data; var x=0, y=0, i=0, p=0, yp=0, yi=0, yw=0, r=0, g=0, b=0, a=0, pr=0, pg=0, pb=0, pa=0; var divx = (radiusX + radiusX + 1) | 0; var divy = (radiusY + radiusY + 1) | 0; var w = imageData.width | 0; var h = imageData.height | 0; var w1 = (w - 1) | 0; var h1 = (h - 1) | 0; var rxp1 = (radiusX + 1) | 0; var ryp1 = (radiusY + 1) | 0; var ssx = {r:0,b:0,g:0,a:0}; var sx = ssx; for ( i = 1; i < divx; i++ ) { sx = sx.n = {r:0,b:0,g:0,a:0}; } sx.n = ssx; var ssy = {r:0,b:0,g:0,a:0}; var sy = ssy; for ( i = 1; i < divy; i++ ) { sy = sy.n = {r:0,b:0,g:0,a:0}; } sy.n = ssy; var si = null; var mtx = BlurFilter.MUL_TABLE[radiusX] | 0; var stx = BlurFilter.SHG_TABLE[radiusX] | 0; var mty = BlurFilter.MUL_TABLE[radiusY] | 0; var sty = BlurFilter.SHG_TABLE[radiusY] | 0; while (iterations-- > 0) { yw = yi = 0; var ms = mtx; var ss = stx; for (y = h; --y > -1;) { r = rxp1 * (pr = px[(yi) | 0]); g = rxp1 * (pg = px[(yi + 1) | 0]); b = rxp1 * (pb = px[(yi + 2) | 0]); a = rxp1 * (pa = px[(yi + 3) | 0]); sx = ssx; for( i = rxp1; --i > -1; ) { sx.r = pr; sx.g = pg; sx.b = pb; sx.a = pa; sx = sx.n; } for( i = 1; i < rxp1; i++ ) { p = (yi + ((w1 < i ? w1 : i) << 2)) | 0; r += ( sx.r = px[p]); g += ( sx.g = px[p+1]); b += ( sx.b = px[p+2]); a += ( sx.a = px[p+3]); sx = sx.n; } si = ssx; for ( x = 0; x < w; x++ ) { px[yi++] = (r * ms) >>> ss; px[yi++] = (g * ms) >>> ss; px[yi++] = (b * ms) >>> ss; px[yi++] = (a * ms) >>> ss; p = ((yw + ((p = x + radiusX + 1) < w1 ? p : w1)) << 2); r -= si.r - ( si.r = px[p]); g -= si.g - ( si.g = px[p+1]); b -= si.b - ( si.b = px[p+2]); a -= si.a - ( si.a = px[p+3]); si = si.n; } yw += w; } ms = mty; ss = sty; for (x = 0; x < w; x++) { yi = (x << 2) | 0; r = (ryp1 * (pr = px[yi])) | 0; g = (ryp1 * (pg = px[(yi + 1) | 0])) | 0; b = (ryp1 * (pb = px[(yi + 2) | 0])) | 0; a = (ryp1 * (pa = px[(yi + 3) | 0])) | 0; sy = ssy; for( i = 0; i < ryp1; i++ ) { sy.r = pr; sy.g = pg; sy.b = pb; sy.a = pa; sy = sy.n; } yp = w; for( i = 1; i <= radiusY; i++ ) { yi = ( yp + x ) << 2; r += ( sy.r = px[yi]); g += ( sy.g = px[yi+1]); b += ( sy.b = px[yi+2]); a += ( sy.a = px[yi+3]); sy = sy.n; if( i < h1 ) { yp += w; } } yi = x; si = ssy; if ( iterations > 0 ) { for ( y = 0; y < h; y++ ) { p = yi << 2; px[p+3] = pa =(a * ms) >>> ss; if ( pa > 0 ) { px[p] = ((r * ms) >>> ss ); px[p+1] = ((g * ms) >>> ss ); px[p+2] = ((b * ms) >>> ss ); } else { px[p] = px[p+1] = px[p+2] = 0 } p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2; r -= si.r - ( si.r = px[p]); g -= si.g - ( si.g = px[p+1]); b -= si.b - ( si.b = px[p+2]); a -= si.a - ( si.a = px[p+3]); si = si.n; yi += w; } } else { for ( y = 0; y < h; y++ ) { p = yi << 2; px[p+3] = pa =(a * ms) >>> ss; if ( pa > 0 ) { pa = 255 / pa; px[p] = ((r * ms) >>> ss ) * pa; px[p+1] = ((g * ms) >>> ss ) * pa; px[p+2] = ((b * ms) >>> ss ) * pa; } else { px[p] = px[p+1] = px[p+2] = 0 } p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2; r -= si.r - ( si.r = px[p]); g -= si.g - ( si.g = px[p+1]); b -= si.b - ( si.b = px[p+2]); a -= si.a - ( si.a = px[p+3]); si = si.n; yi += w; } } } } return true; }; createjs.BlurFilter = createjs.promote(BlurFilter, "Filter"); }()); //############################################################################## // AlphaMapFilter.js //############################################################################## (function () { "use strict"; // constructor: /** * Applies a greyscale alpha map image (or canvas) to the target, such that the alpha channel of the result will * be copied from the red channel of the map, and the RGB channels will be copied from the target. * * Generally, it is recommended that you use {{#crossLink "AlphaMaskFilter"}}{{/crossLink}}, because it has much * better performance. * *

    Example

    * This example draws a red->blue box, caches it, and then uses the cache canvas as an alpha map on a 100x100 image. * * var box = new createjs.Shape(); * box.graphics.beginLinearGradientFill(["#ff0000", "#0000ff"], [0, 1], 0, 0, 0, 100) * box.graphics.drawRect(0, 0, 100, 100); * box.cache(0, 0, 100, 100); * * var bmp = new createjs.Bitmap("path/to/image.jpg"); * bmp.filters = [ * new createjs.AlphaMapFilter(box.cacheCanvas) * ]; * bmp.cache(0, 0, 100, 100); * stage.addChild(bmp); * * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters. * @class AlphaMapFilter * @extends Filter * @constructor * @param {Image|HTMLCanvasElement} alphaMap The greyscale image (or canvas) to use as the alpha value for the * result. This should be exactly the same dimensions as the target. **/ function AlphaMapFilter(alphaMap) { // public properties: /** * The greyscale image (or canvas) to use as the alpha value for the result. This should be exactly the same * dimensions as the target. * @property alphaMap * @type Image|HTMLCanvasElement **/ this.alphaMap = alphaMap; // private properties: /** * @property _alphaMap * @protected * @type Image|HTMLCanvasElement **/ this._alphaMap = null; /** * @property _mapData * @protected * @type Uint8ClampedArray **/ this._mapData = null; } var p = createjs.extend(AlphaMapFilter, createjs.Filter); // public methods: /** docced in super class **/ p.clone = function () { var o = new AlphaMapFilter(this.alphaMap); o._alphaMap = this._alphaMap; o._mapData = this._mapData; return o; }; /** docced in super class **/ p.toString = function () { return "[AlphaMapFilter]"; }; // private methods: /** docced in super class **/ p._applyFilter = function (imageData) { if (!this.alphaMap) { return true; } if (!this._prepAlphaMap()) { return false; } // TODO: update to support scenarios where the target has different dimensions. var data = imageData.data; var map = this._mapData; for(var i=0, l=data.length; iIMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters correctly. * *

    Example

    * This example draws a gradient box, then caches it and uses the "cacheCanvas" as the alpha mask on a 100x100 image. * * var box = new createjs.Shape(); * box.graphics.beginLinearGradientFill(["#000000", "rgba(0, 0, 0, 0)"], [0, 1], 0, 0, 100, 100) * box.graphics.drawRect(0, 0, 100, 100); * box.cache(0, 0, 100, 100); * * var bmp = new createjs.Bitmap("path/to/image.jpg"); * bmp.filters = [ * new createjs.AlphaMaskFilter(box.cacheCanvas) * ]; * bmp.cache(0, 0, 100, 100); * * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters. * @class AlphaMaskFilter * @extends Filter * @constructor * @param {Image} mask **/ function AlphaMaskFilter(mask) { // public properties: /** * The image (or canvas) to use as the mask. * @property mask * @type Image **/ this.mask = mask; } var p = createjs.extend(AlphaMaskFilter, createjs.Filter); // public methods: /** * Applies the filter to the specified context. * * IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters * correctly. * @method applyFilter * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source. * @param {Number} x The x position to use for the source rect. * @param {Number} y The y position to use for the source rect. * @param {Number} width The width to use for the source rect. * @param {Number} height The height to use for the source rect. * @param {CanvasRenderingContext2D} [targetCtx] NOT SUPPORTED IN THIS FILTER. The 2D context to draw the result to. Defaults to the context passed to ctx. * @param {Number} [targetX] NOT SUPPORTED IN THIS FILTER. The x position to draw the result to. Defaults to the value passed to x. * @param {Number} [targetY] NOT SUPPORTED IN THIS FILTER. The y position to draw the result to. Defaults to the value passed to y. * @return {Boolean} If the filter was applied successfully. **/ p.applyFilter = function (ctx, x, y, width, height, targetCtx, targetX, targetY) { if (!this.mask) { return true; } targetCtx = targetCtx || ctx; if (targetX == null) { targetX = x; } if (targetY == null) { targetY = y; } targetCtx.save(); if (ctx != targetCtx) { // TODO: support targetCtx and targetX/Y // clearRect, then draw the ctx in? return false; } targetCtx.globalCompositeOperation = "destination-in"; targetCtx.drawImage(this.mask, targetX, targetY); targetCtx.restore(); return true; }; /** docced in super class **/ p.clone = function () { return new AlphaMaskFilter(this.mask); }; /** docced in super class **/ p.toString = function () { return "[AlphaMaskFilter]"; }; createjs.AlphaMaskFilter = createjs.promote(AlphaMaskFilter, "Filter"); }()); //############################################################################## // ColorFilter.js //############################################################################## (function() { "use strict"; // constructor: /** * Applies a color transform to DisplayObjects. * *

    Example

    * This example draws a red circle, and then transforms it to Blue. This is accomplished by multiplying all the channels * to 0 (except alpha, which is set to 1), and then adding 255 to the blue channel. * * var shape = new createjs.Shape().set({x:100,y:100}); * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50); * * shape.filters = [ * new createjs.ColorFilter(0,0,0,1, 0,0,255,0) * ]; * shape.cache(-50, -50, 100, 100); * * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters. * @class ColorFilter * @param {Number} [redMultiplier=1] The amount to multiply against the red channel. This is a range between 0 and 1. * @param {Number} [greenMultiplier=1] The amount to multiply against the green channel. This is a range between 0 and 1. * @param {Number} [blueMultiplier=1] The amount to multiply against the blue channel. This is a range between 0 and 1. * @param {Number} [alphaMultiplier=1] The amount to multiply against the alpha channel. This is a range between 0 and 1. * @param {Number} [redOffset=0] The amount to add to the red channel after it has been multiplied. This is a range * between -255 and 255. * @param {Number} [greenOffset=0] The amount to add to the green channel after it has been multiplied. This is a range * between -255 and 255. * @param {Number} [blueOffset=0] The amount to add to the blue channel after it has been multiplied. This is a range * between -255 and 255. * @param {Number} [alphaOffset=0] The amount to add to the alpha channel after it has been multiplied. This is a range * between -255 and 255. * @constructor * @extends Filter **/ function ColorFilter(redMultiplier, greenMultiplier, blueMultiplier, alphaMultiplier, redOffset, greenOffset, blueOffset, alphaOffset) { // public properties: /** * Red channel multiplier. * @property redMultiplier * @type Number **/ this.redMultiplier = redMultiplier != null ? redMultiplier : 1; /** * Green channel multiplier. * @property greenMultiplier * @type Number **/ this.greenMultiplier = greenMultiplier != null ? greenMultiplier : 1; /** * Blue channel multiplier. * @property blueMultiplier * @type Number **/ this.blueMultiplier = blueMultiplier != null ? blueMultiplier : 1; /** * Alpha channel multiplier. * @property alphaMultiplier * @type Number **/ this.alphaMultiplier = alphaMultiplier != null ? alphaMultiplier : 1; /** * Red channel offset (added to value). * @property redOffset * @type Number **/ this.redOffset = redOffset || 0; /** * Green channel offset (added to value). * @property greenOffset * @type Number **/ this.greenOffset = greenOffset || 0; /** * Blue channel offset (added to value). * @property blueOffset * @type Number **/ this.blueOffset = blueOffset || 0; /** * Alpha channel offset (added to value). * @property alphaOffset * @type Number **/ this.alphaOffset = alphaOffset || 0; } var p = createjs.extend(ColorFilter, createjs.Filter); // public methods: /** docced in super class **/ p.toString = function() { return "[ColorFilter]"; }; /** docced in super class **/ p.clone = function() { return new ColorFilter(this.redMultiplier, this.greenMultiplier, this.blueMultiplier, this.alphaMultiplier, this.redOffset, this.greenOffset, this.blueOffset, this.alphaOffset); }; // private methods: /** docced in super class **/ p._applyFilter = function(imageData) { var data = imageData.data; var l = data.length; for (var i=0; iExample * * myColorMatrix.adjustHue(20).adjustBrightness(50); * * See {{#crossLink "Filter"}}{{/crossLink}} for an example of how to apply filters, or {{#crossLink "ColorMatrixFilter"}}{{/crossLink}} * for an example of how to use ColorMatrix to change a DisplayObject's color. * @class ColorMatrix * @param {Number} brightness * @param {Number} contrast * @param {Number} saturation * @param {Number} hue * @constructor **/ function ColorMatrix(brightness, contrast, saturation, hue) { this.setColor(brightness, contrast, saturation, hue); } var p = ColorMatrix.prototype; // constants: /** * Array of delta values for contrast calculations. * @property DELTA_INDEX * @type Array * @protected * @static **/ ColorMatrix.DELTA_INDEX = [ 0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11, 0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24, 0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42, 0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68, 0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98, 1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54, 1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25, 2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8, 4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0, 7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8, 10.0 ]; /** * Identity matrix values. * @property IDENTITY_MATRIX * @type Array * @protected * @static **/ ColorMatrix.IDENTITY_MATRIX = [ 1,0,0,0,0, 0,1,0,0,0, 0,0,1,0,0, 0,0,0,1,0, 0,0,0,0,1 ]; /** * The constant length of a color matrix. * @property LENGTH * @type Number * @protected * @static **/ ColorMatrix.LENGTH = ColorMatrix.IDENTITY_MATRIX.length; // public methods: /** * Resets the instance with the specified values. * @method setColor * @param {Number} brightness * @param {Number} contrast * @param {Number} saturation * @param {Number} hue * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable */ p.setColor = function(brightness,contrast,saturation,hue) { return this.reset().adjustColor(brightness,contrast,saturation,hue);; }; /** * Resets the matrix to identity values. * @method reset * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable */ p.reset = function() { return this.copy(ColorMatrix.IDENTITY_MATRIX); }; /** * Shortcut method to adjust brightness, contrast, saturation and hue. * Equivalent to calling adjustHue(hue), adjustContrast(contrast), * adjustBrightness(brightness), adjustSaturation(saturation), in that order. * @method adjustColor * @param {Number} brightness * @param {Number} contrast * @param {Number} saturation * @param {Number} hue * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.adjustColor = function(brightness,contrast,saturation,hue) { this.adjustHue(hue); this.adjustContrast(contrast); this.adjustBrightness(brightness); return this.adjustSaturation(saturation); }; /** * Adjusts the brightness of pixel color by adding the specified value to the red, green and blue channels. * Positive values will make the image brighter, negative values will make it darker. * @method adjustBrightness * @param {Number} value A value between -255 & 255 that will be added to the RGB channels. * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.adjustBrightness = function(value) { if (value == 0 || isNaN(value)) { return this; } value = this._cleanValue(value,255); this._multiplyMatrix([ 1,0,0,0,value, 0,1,0,0,value, 0,0,1,0,value, 0,0,0,1,0, 0,0,0,0,1 ]); return this; }; /** * Adjusts the contrast of pixel color. * Positive values will increase contrast, negative values will decrease contrast. * @method adjustContrast * @param {Number} value A value between -100 & 100. * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.adjustContrast = function(value) { if (value == 0 || isNaN(value)) { return this; } value = this._cleanValue(value,100); var x; if (value<0) { x = 127+value/100*127; } else { x = value%1; if (x == 0) { x = ColorMatrix.DELTA_INDEX[value]; } else { x = ColorMatrix.DELTA_INDEX[(value<<0)]*(1-x)+ColorMatrix.DELTA_INDEX[(value<<0)+1]*x; // use linear interpolation for more granularity. } x = x*127+127; } this._multiplyMatrix([ x/127,0,0,0,0.5*(127-x), 0,x/127,0,0,0.5*(127-x), 0,0,x/127,0,0.5*(127-x), 0,0,0,1,0, 0,0,0,0,1 ]); return this; }; /** * Adjusts the color saturation of the pixel. * Positive values will increase saturation, negative values will decrease saturation (trend towards greyscale). * @method adjustSaturation * @param {Number} value A value between -100 & 100. * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.adjustSaturation = function(value) { if (value == 0 || isNaN(value)) { return this; } value = this._cleanValue(value,100); var x = 1+((value > 0) ? 3*value/100 : value/100); var lumR = 0.3086; var lumG = 0.6094; var lumB = 0.0820; this._multiplyMatrix([ lumR*(1-x)+x,lumG*(1-x),lumB*(1-x),0,0, lumR*(1-x),lumG*(1-x)+x,lumB*(1-x),0,0, lumR*(1-x),lumG*(1-x),lumB*(1-x)+x,0,0, 0,0,0,1,0, 0,0,0,0,1 ]); return this; }; /** * Adjusts the hue of the pixel color. * @method adjustHue * @param {Number} value A value between -180 & 180. * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.adjustHue = function(value) { if (value == 0 || isNaN(value)) { return this; } value = this._cleanValue(value,180)/180*Math.PI; var cosVal = Math.cos(value); var sinVal = Math.sin(value); var lumR = 0.213; var lumG = 0.715; var lumB = 0.072; this._multiplyMatrix([ lumR+cosVal*(1-lumR)+sinVal*(-lumR),lumG+cosVal*(-lumG)+sinVal*(-lumG),lumB+cosVal*(-lumB)+sinVal*(1-lumB),0,0, lumR+cosVal*(-lumR)+sinVal*(0.143),lumG+cosVal*(1-lumG)+sinVal*(0.140),lumB+cosVal*(-lumB)+sinVal*(-0.283),0,0, lumR+cosVal*(-lumR)+sinVal*(-(1-lumR)),lumG+cosVal*(-lumG)+sinVal*(lumG),lumB+cosVal*(1-lumB)+sinVal*(lumB),0,0, 0,0,0,1,0, 0,0,0,0,1 ]); return this; }; /** * Concatenates (multiplies) the specified matrix with this one. * @method concat * @param {Array} matrix An array or ColorMatrix instance. * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.) * @chainable **/ p.concat = function(matrix) { matrix = this._fixMatrix(matrix); if (matrix.length != ColorMatrix.LENGTH) { return this; } this._multiplyMatrix(matrix); return this; }; /** * Returns a clone of this ColorMatrix. * @method clone * @return {ColorMatrix} A clone of this ColorMatrix. **/ p.clone = function() { return (new ColorMatrix()).copy(this); }; /** * Return a length 25 (5x5) array instance containing this matrix's values. * @method toArray * @return {Array} An array holding this matrix's values. **/ p.toArray = function() { var arr = []; for (var i= 0, l=ColorMatrix.LENGTH; i ColorMatrix.LENGTH) { matrix = matrix.slice(0,ColorMatrix.LENGTH); } return matrix; }; createjs.ColorMatrix = ColorMatrix; }()); //############################################################################## // ColorMatrixFilter.js //############################################################################## (function() { "use strict"; // constructor: /** * Allows you to carry out complex color operations such as modifying saturation, brightness, or inverting. See the * {{#crossLink "ColorMatrix"}}{{/crossLink}} for more information on changing colors. For an easier color transform, * consider the {{#crossLink "ColorFilter"}}{{/crossLink}}. * *

    Example

    * This example creates a red circle, inverts its hue, and then saturates it to brighten it up. * * var shape = new createjs.Shape().set({x:100,y:100}); * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50); * * var matrix = new createjs.ColorMatrix().adjustHue(180).adjustSaturation(100); * shape.filters = [ * new createjs.ColorMatrixFilter(matrix) * ]; * * shape.cache(-50, -50, 100, 100); * * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters. * @class ColorMatrixFilter * @constructor * @extends Filter * @param {Array | ColorMatrix} matrix A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}} * class. **/ function ColorMatrixFilter(matrix) { // public properties: /** * A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}} * @property matrix * @type Array | ColorMatrix **/ this.matrix = matrix; } var p = createjs.extend(ColorMatrixFilter, createjs.Filter); // public methods: /** docced in super class **/ p.toString = function() { return "[ColorMatrixFilter]"; }; /** docced in super class **/ p.clone = function() { return new ColorMatrixFilter(this.matrix); }; // private methods: /** docced in super class **/ p._applyFilter = function(imageData) { var data = imageData.data; var l = data.length; var r,g,b,a; var mtx = this.matrix; var m0 = mtx[0], m1 = mtx[1], m2 = mtx[2], m3 = mtx[3], m4 = mtx[4]; var m5 = mtx[5], m6 = mtx[6], m7 = mtx[7], m8 = mtx[8], m9 = mtx[9]; var m10 = mtx[10], m11 = mtx[11], m12 = mtx[12], m13 = mtx[13], m14 = mtx[14]; var m15 = mtx[15], m16 = mtx[16], m17 = mtx[17], m18 = mtx[18], m19 = mtx[19]; for (var i=0; iExample * * var stage = new createjs.Stage("canvasId"); * createjs.Touch.enable(stage); * * Note: It is important to disable Touch on a stage that you are no longer using: * * createjs.Touch.disable(stage); * * @class Touch * @static **/ function Touch() { throw "Touch cannot be instantiated"; } // public static methods: /** * Returns `true` if touch is supported in the current browser. * @method isSupported * @return {Boolean} Indicates whether touch is supported in the current browser. * @static **/ Touch.isSupported = function() { return !!(('ontouchstart' in window) // iOS & Android || (window.navigator['msPointerEnabled'] && window.navigator['msMaxTouchPoints'] > 0) // IE10 || (window.navigator['pointerEnabled'] && window.navigator['maxTouchPoints'] > 0)); // IE11+ }; /** * Enables touch interaction for the specified EaselJS {{#crossLink "Stage"}}{{/crossLink}}. Currently supports iOS * (and compatible browsers, such as modern Android browsers), and IE10/11. Supports both single touch and * multi-touch modes. Extends the EaselJS {{#crossLink "MouseEvent"}}{{/crossLink}} model, but without support for * double click or over/out events. See the MouseEvent {{#crossLink "MouseEvent/pointerId:property"}}{{/crossLink}} * for more information. * @method enable * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to enable touch on. * @param {Boolean} [singleTouch=false] If `true`, only a single touch will be active at a time. * @param {Boolean} [allowDefault=false] If `true`, then default gesture actions (ex. scrolling, zooming) will be * allowed when the user is interacting with the target canvas. * @return {Boolean} Returns `true` if touch was successfully enabled on the target stage. * @static **/ Touch.enable = function(stage, singleTouch, allowDefault) { if (!stage || !stage.canvas || !Touch.isSupported()) { return false; } if (stage.__touch) { return true; } // inject required properties on stage: stage.__touch = {pointers:{}, multitouch:!singleTouch, preventDefault:!allowDefault, count:0}; // note that in the future we may need to disable the standard mouse event model before adding // these to prevent duplicate calls. It doesn't seem to be an issue with iOS devices though. if ('ontouchstart' in window) { Touch._IOS_enable(stage); } else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_enable(stage); } return true; }; /** * Removes all listeners that were set up when calling `Touch.enable()` on a stage. * @method disable * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to disable touch on. * @static **/ Touch.disable = function(stage) { if (!stage) { return; } if ('ontouchstart' in window) { Touch._IOS_disable(stage); } else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_disable(stage); } delete stage.__touch; }; // Private static methods: /** * @method _IOS_enable * @protected * @param {Stage} stage * @static **/ Touch._IOS_enable = function(stage) { var canvas = stage.canvas; var f = stage.__touch.f = function(e) { Touch._IOS_handleEvent(stage,e); }; canvas.addEventListener("touchstart", f, false); canvas.addEventListener("touchmove", f, false); canvas.addEventListener("touchend", f, false); canvas.addEventListener("touchcancel", f, false); }; /** * @method _IOS_disable * @protected * @param {Stage} stage * @static **/ Touch._IOS_disable = function(stage) { var canvas = stage.canvas; if (!canvas) { return; } var f = stage.__touch.f; canvas.removeEventListener("touchstart", f, false); canvas.removeEventListener("touchmove", f, false); canvas.removeEventListener("touchend", f, false); canvas.removeEventListener("touchcancel", f, false); }; /** * @method _IOS_handleEvent * @param {Stage} stage * @param {Object} e The event to handle * @protected * @static **/ Touch._IOS_handleEvent = function(stage, e) { if (!stage) { return; } if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); } var touches = e.changedTouches; var type = e.type; for (var i= 0,l=touches.length; iExample * * myObject.addEventListener("change", createjs.proxy(myMethod, scope)); * * @class Utility Methods * @main Utility Methods */ (function() { "use strict"; /** * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the * method gets called in the correct scope. * * Additional arguments can be passed that will be applied to the function when it is called. * *

    Example

    * * myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2)); * * function myHandler(arg1, arg2) { * // This gets called when myObject.myCallback is executed. * } * * @method proxy * @param {Function} method The function to call * @param {Object} scope The scope to call the method name on * @param {mixed} [arg] * Arguments that are appended to the callback for additional params. * @public * @static */ createjs.proxy = function (method, scope) { var aArgs = Array.prototype.slice.call(arguments, 2); return function () { return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs)); }; } }()); //############################################################################## // BrowserDetect.js //############################################################################## /** * @class Utility Methods */ (function() { "use strict"; /** * An object that determines the current browser, version, operating system, and other environment * variables via user agent string. * * Used for audio because feature detection is unable to detect the many limitations of mobile devices. * *

    Example

    * * if (createjs.BrowserDetect.isIOS) { // do stuff } * * @property BrowserDetect * @type {Object} * @param {Boolean} isFirefox True if our browser is Firefox. * @param {Boolean} isOpera True if our browser is opera. * @param {Boolean} isChrome True if our browser is Chrome. Note that Chrome for Android returns true, but is a * completely different browser with different abilities. * @param {Boolean} isIOS True if our browser is safari for iOS devices (iPad, iPhone, and iPod). * @param {Boolean} isAndroid True if our browser is Android. * @param {Boolean} isBlackberry True if our browser is Blackberry. * @constructor * @static */ function BrowserDetect() { throw "BrowserDetect cannot be instantiated"; }; var agent = BrowserDetect.agent = window.navigator.userAgent; BrowserDetect.isWindowPhone = (agent.indexOf("IEMobile") > -1) || (agent.indexOf("Windows Phone") > -1); BrowserDetect.isFirefox = (agent.indexOf("Firefox") > -1); BrowserDetect.isOpera = (window.opera != null); BrowserDetect.isChrome = (agent.indexOf("Chrome") > -1); // NOTE that Chrome on Android returns true but is a completely different browser with different abilities BrowserDetect.isIOS = (agent.indexOf("iPod") > -1 || agent.indexOf("iPhone") > -1 || agent.indexOf("iPad") > -1) && !BrowserDetect.isWindowPhone; BrowserDetect.isAndroid = (agent.indexOf("Android") > -1) && !BrowserDetect.isWindowPhone; BrowserDetect.isBlackberry = (agent.indexOf("Blackberry") > -1); createjs.BrowserDetect = BrowserDetect; }()); //############################################################################## // ErrorEvent.js //############################################################################## (function() { "use strict"; /** * A general error {{#crossLink "Event"}}{{/crossLink}}, that describes an error that occurred, as well as any details. * @class ErrorEvent * @param {String} [title] The error title * @param {String} [message] The error description * @param {Object} [data] Additional error data * @constructor */ function ErrorEvent(title, message, data) { this.Event_constructor("error"); /** * The short error title, which indicates the type of error that occurred. * @property title * @type String */ this.title = title; /** * The verbose error message, containing details about the error. * @property message * @type String */ this.message = message; /** * Additional data attached to an error. * @property data * @type {Object} */ this.data = data; } var p = createjs.extend(ErrorEvent, createjs.Event); p.clone = function() { return new createjs.ErrorEvent(this.title, this.message, this.data); }; createjs.ErrorEvent = createjs.promote(ErrorEvent, "Event"); }()); //############################################################################## // ProgressEvent.js //############################################################################## (function (scope) { "use strict"; // constructor /** * A createjs {{#crossLink "Event"}}{{/crossLink}} that is dispatched when progress changes. * @class ProgressEvent * @param {Number} loaded The amount that has been loaded. This can be any number relative to the total. * @param {Number} [total] The total amount that will load. This will default to 0, so does not need to be passed in, * as long as the loaded value is a progress value (between 0 and 1). * @todo Consider having this event be a "fileprogress" event as well * @constructor */ function ProgressEvent(loaded, total) { this.Event_constructor("progress"); /** * The amount that has been loaded (out of a total amount) * @property loaded * @type {Number} */ this.loaded = loaded; /** * The total "size" of the load. * @property total * @type {Number} * @default 1 */ this.total = (total == null) ? 1 : total; /** * The percentage (out of 1) that the load has been completed. This is calculated using `loaded/total`. * @property progress * @type {Number} * @default 0 */ this.progress = (total == 0) ? 0 : this.loaded / this.total; }; var p = createjs.extend(ProgressEvent, createjs.Event); /** * Returns a clone of the ProgressEvent instance. * @method clone * @return {ProgressEvent} a clone of the Event instance. **/ p.clone = function() { return new createjs.ProgressEvent(this.loaded, this.total); }; createjs.ProgressEvent = createjs.promote(ProgressEvent, "Event"); }(window)); //############################################################################## // json3.js //############################################################################## /*! JSON v3.3.2 | http://bestiejs.github.io/json3 | Copyright 2012-2014, Kit Cambridge | http://kit.mit-license.org */ ;(function () { // Detect the `define` function exposed by asynchronous module loaders. The // strict `define` check is necessary for compatibility with `r.js`. var isLoader = typeof define === "function" && define.amd; // A set of types used to distinguish objects from primitives. var objectTypes = { "function": true, "object": true }; // Detect the `exports` object exposed by CommonJS implementations. var freeExports = objectTypes[typeof exports] && exports && !exports.nodeType && exports; // Use the `global` object exposed by Node (including Browserify via // `insert-module-globals`), Narwhal, and Ringo as the default context, // and the `window` object in browsers. Rhino exports a `global` function // instead. var root = objectTypes[typeof window] && window || this, freeGlobal = freeExports && objectTypes[typeof module] && module && !module.nodeType && typeof global == "object" && global; if (freeGlobal && (freeGlobal["global"] === freeGlobal || freeGlobal["window"] === freeGlobal || freeGlobal["self"] === freeGlobal)) { root = freeGlobal; } // Public: Initializes JSON 3 using the given `context` object, attaching the // `stringify` and `parse` functions to the specified `exports` object. function runInContext(context, exports) { context || (context = root["Object"]()); exports || (exports = root["Object"]()); // Native constructor aliases. var Number = context["Number"] || root["Number"], String = context["String"] || root["String"], Object = context["Object"] || root["Object"], Date = context["Date"] || root["Date"], SyntaxError = context["SyntaxError"] || root["SyntaxError"], TypeError = context["TypeError"] || root["TypeError"], Math = context["Math"] || root["Math"], nativeJSON = context["JSON"] || root["JSON"]; // Delegate to the native `stringify` and `parse` implementations. if (typeof nativeJSON == "object" && nativeJSON) { exports.stringify = nativeJSON.stringify; exports.parse = nativeJSON.parse; } // Convenience aliases. var objectProto = Object.prototype, getClass = objectProto.toString, isProperty, forEach, undef; // Test the `Date#getUTC*` methods. Based on work by @Yaffle. var isExtended = new Date(-3509827334573292); try { // The `getUTCFullYear`, `Month`, and `Date` methods return nonsensical // results for certain dates in Opera >= 10.53. isExtended = isExtended.getUTCFullYear() == -109252 && isExtended.getUTCMonth() === 0 && isExtended.getUTCDate() === 1 && // Safari < 2.0.2 stores the internal millisecond time value correctly, // but clips the values returned by the date methods to the range of // signed 32-bit integers ([-2 ** 31, 2 ** 31 - 1]). isExtended.getUTCHours() == 10 && isExtended.getUTCMinutes() == 37 && isExtended.getUTCSeconds() == 6 && isExtended.getUTCMilliseconds() == 708; } catch (exception) {} // Internal: Determines whether the native `JSON.stringify` and `parse` // implementations are spec-compliant. Based on work by Ken Snyder. function has(name) { if (has[name] !== undef) { // Return cached feature test result. return has[name]; } var isSupported; if (name == "bug-string-char-index") { // IE <= 7 doesn't support accessing string characters using square // bracket notation. IE 8 only supports this for primitives. isSupported = "a"[0] != "a"; } else if (name == "json") { // Indicates whether both `JSON.stringify` and `JSON.parse` are // supported. isSupported = has("json-stringify") && has("json-parse"); } else { var value, serialized = '{"a":[1,true,false,null,"\\u0000\\b\\n\\f\\r\\t"]}'; // Test `JSON.stringify`. if (name == "json-stringify") { var stringify = exports.stringify, stringifySupported = typeof stringify == "function" && isExtended; if (stringifySupported) { // A test function object with a custom `toJSON` method. (value = function () { return 1; }).toJSON = value; try { stringifySupported = // Firefox 3.1b1 and b2 serialize string, number, and boolean // primitives as object literals. stringify(0) === "0" && // FF 3.1b1, b2, and JSON 2 serialize wrapped primitives as object // literals. stringify(new Number()) === "0" && stringify(new String()) == '""' && // FF 3.1b1, 2 throw an error if the value is `null`, `undefined`, or // does not define a canonical JSON representation (this applies to // objects with `toJSON` properties as well, *unless* they are nested // within an object or array). stringify(getClass) === undef && // IE 8 serializes `undefined` as `"undefined"`. Safari <= 5.1.7 and // FF 3.1b3 pass this test. stringify(undef) === undef && // Safari <= 5.1.7 and FF 3.1b3 throw `Error`s and `TypeError`s, // respectively, if the value is omitted entirely. stringify() === undef && // FF 3.1b1, 2 throw an error if the given value is not a number, // string, array, object, Boolean, or `null` literal. This applies to // objects with custom `toJSON` methods as well, unless they are nested // inside object or array literals. YUI 3.0.0b1 ignores custom `toJSON` // methods entirely. stringify(value) === "1" && stringify([value]) == "[1]" && // Prototype <= 1.6.1 serializes `[undefined]` as `"[]"` instead of // `"[null]"`. stringify([undef]) == "[null]" && // YUI 3.0.0b1 fails to serialize `null` literals. stringify(null) == "null" && // FF 3.1b1, 2 halts serialization if an array contains a function: // `[1, true, getClass, 1]` serializes as "[1,true,],". FF 3.1b3 // elides non-JSON values from objects and arrays, unless they // define custom `toJSON` methods. stringify([undef, getClass, null]) == "[null,null,null]" && // Simple serialization test. FF 3.1b1 uses Unicode escape sequences // where character escape codes are expected (e.g., `\b` => `\u0008`). stringify({ "a": [value, true, false, null, "\x00\b\n\f\r\t"] }) == serialized && // FF 3.1b1 and b2 ignore the `filter` and `width` arguments. stringify(null, value) === "1" && stringify([1, 2], null, 1) == "[\n 1,\n 2\n]" && // JSON 2, Prototype <= 1.7, and older WebKit builds incorrectly // serialize extended years. stringify(new Date(-8.64e15)) == '"-271821-04-20T00:00:00.000Z"' && // The milliseconds are optional in ES 5, but required in 5.1. stringify(new Date(8.64e15)) == '"+275760-09-13T00:00:00.000Z"' && // Firefox <= 11.0 incorrectly serializes years prior to 0 as negative // four-digit years instead of six-digit years. Credits: @Yaffle. stringify(new Date(-621987552e5)) == '"-000001-01-01T00:00:00.000Z"' && // Safari <= 5.1.5 and Opera >= 10.53 incorrectly serialize millisecond // values less than 1000. Credits: @Yaffle. stringify(new Date(-1)) == '"1969-12-31T23:59:59.999Z"'; } catch (exception) { stringifySupported = false; } } isSupported = stringifySupported; } // Test `JSON.parse`. if (name == "json-parse") { var parse = exports.parse; if (typeof parse == "function") { try { // FF 3.1b1, b2 will throw an exception if a bare literal is provided. // Conforming implementations should also coerce the initial argument to // a string prior to parsing. if (parse("0") === 0 && !parse(false)) { // Simple parsing test. value = parse(serialized); var parseSupported = value["a"].length == 5 && value["a"][0] === 1; if (parseSupported) { try { // Safari <= 5.1.2 and FF 3.1b1 allow unescaped tabs in strings. parseSupported = !parse('"\t"'); } catch (exception) {} if (parseSupported) { try { // FF 4.0 and 4.0.1 allow leading `+` signs and leading // decimal points. FF 4.0, 4.0.1, and IE 9-10 also allow // certain octal literals. parseSupported = parse("01") !== 1; } catch (exception) {} } if (parseSupported) { try { // FF 4.0, 4.0.1, and Rhino 1.7R3-R4 allow trailing decimal // points. These environments, along with FF 3.1b1 and 2, // also allow trailing commas in JSON objects and arrays. parseSupported = parse("1.") !== 1; } catch (exception) {} } } } } catch (exception) { parseSupported = false; } } isSupported = parseSupported; } } return has[name] = !!isSupported; } if (!has("json")) { // Common `[[Class]]` name aliases. var functionClass = "[object Function]", dateClass = "[object Date]", numberClass = "[object Number]", stringClass = "[object String]", arrayClass = "[object Array]", booleanClass = "[object Boolean]"; // Detect incomplete support for accessing string characters by index. var charIndexBuggy = has("bug-string-char-index"); // Define additional utility methods if the `Date` methods are buggy. if (!isExtended) { var floor = Math.floor; // A mapping between the months of the year and the number of days between // January 1st and the first of the respective month. var Months = [0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334]; // Internal: Calculates the number of days between the Unix epoch and the // first day of the given month. var getDay = function (year, month) { return Months[month] + 365 * (year - 1970) + floor((year - 1969 + (month = +(month > 1))) / 4) - floor((year - 1901 + month) / 100) + floor((year - 1601 + month) / 400); }; } // Internal: Determines if a property is a direct property of the given // object. Delegates to the native `Object#hasOwnProperty` method. if (!(isProperty = objectProto.hasOwnProperty)) { isProperty = function (property) { var members = {}, constructor; if ((members.__proto__ = null, members.__proto__ = { // The *proto* property cannot be set multiple times in recent // versions of Firefox and SeaMonkey. "toString": 1 }, members).toString != getClass) { // Safari <= 2.0.3 doesn't implement `Object#hasOwnProperty`, but // supports the mutable *proto* property. isProperty = function (property) { // Capture and break the object's prototype chain (see section 8.6.2 // of the ES 5.1 spec). The parenthesized expression prevents an // unsafe transformation by the Closure Compiler. var original = this.__proto__, result = property in (this.__proto__ = null, this); // Restore the original prototype chain. this.__proto__ = original; return result; }; } else { // Capture a reference to the top-level `Object` constructor. constructor = members.constructor; // Use the `constructor` property to simulate `Object#hasOwnProperty` in // other environments. isProperty = function (property) { var parent = (this.constructor || constructor).prototype; return property in this && !(property in parent && this[property] === parent[property]); }; } members = null; return isProperty.call(this, property); }; } // Internal: Normalizes the `for...in` iteration algorithm across // environments. Each enumerated key is yielded to a `callback` function. forEach = function (object, callback) { var size = 0, Properties, members, property; // Tests for bugs in the current environment's `for...in` algorithm. The // `valueOf` property inherits the non-enumerable flag from // `Object.prototype` in older versions of IE, Netscape, and Mozilla. (Properties = function () { this.valueOf = 0; }).prototype.valueOf = 0; // Iterate over a new instance of the `Properties` class. members = new Properties(); for (property in members) { // Ignore all properties inherited from `Object.prototype`. if (isProperty.call(members, property)) { size++; } } Properties = members = null; // Normalize the iteration algorithm. if (!size) { // A list of non-enumerable properties inherited from `Object.prototype`. members = ["valueOf", "toString", "toLocaleString", "propertyIsEnumerable", "isPrototypeOf", "hasOwnProperty", "constructor"]; // IE <= 8, Mozilla 1.0, and Netscape 6.2 ignore shadowed non-enumerable // properties. forEach = function (object, callback) { var isFunction = getClass.call(object) == functionClass, property, length; var hasProperty = !isFunction && typeof object.constructor != "function" && objectTypes[typeof object.hasOwnProperty] && object.hasOwnProperty || isProperty; for (property in object) { // Gecko <= 1.0 enumerates the `prototype` property of functions under // certain conditions; IE does not. if (!(isFunction && property == "prototype") && hasProperty.call(object, property)) { callback(property); } } // Manually invoke the callback for each non-enumerable property. for (length = members.length; property = members[--length]; hasProperty.call(object, property) && callback(property)); }; } else if (size == 2) { // Safari <= 2.0.4 enumerates shadowed properties twice. forEach = function (object, callback) { // Create a set of iterated properties. var members = {}, isFunction = getClass.call(object) == functionClass, property; for (property in object) { // Store each property name to prevent double enumeration. The // `prototype` property of functions is not enumerated due to cross- // environment inconsistencies. if (!(isFunction && property == "prototype") && !isProperty.call(members, property) && (members[property] = 1) && isProperty.call(object, property)) { callback(property); } } }; } else { // No bugs detected; use the standard `for...in` algorithm. forEach = function (object, callback) { var isFunction = getClass.call(object) == functionClass, property, isConstructor; for (property in object) { if (!(isFunction && property == "prototype") && isProperty.call(object, property) && !(isConstructor = property === "constructor")) { callback(property); } } // Manually invoke the callback for the `constructor` property due to // cross-environment inconsistencies. if (isConstructor || isProperty.call(object, (property = "constructor"))) { callback(property); } }; } return forEach(object, callback); }; // Public: Serializes a JavaScript `value` as a JSON string. The optional // `filter` argument may specify either a function that alters how object and // array members are serialized, or an array of strings and numbers that // indicates which properties should be serialized. The optional `width` // argument may be either a string or number that specifies the indentation // level of the output. if (!has("json-stringify")) { // Internal: A map of control characters and their escaped equivalents. var Escapes = { 92: "\\\\", 34: '\\"', 8: "\\b", 12: "\\f", 10: "\\n", 13: "\\r", 9: "\\t" }; // Internal: Converts `value` into a zero-padded string such that its // length is at least equal to `width`. The `width` must be <= 6. var leadingZeroes = "000000"; var toPaddedString = function (width, value) { // The `|| 0` expression is necessary to work around a bug in // Opera <= 7.54u2 where `0 == -0`, but `String(-0) !== "0"`. return (leadingZeroes + (value || 0)).slice(-width); }; // Internal: Double-quotes a string `value`, replacing all ASCII control // characters (characters with code unit values between 0 and 31) with // their escaped equivalents. This is an implementation of the // `Quote(value)` operation defined in ES 5.1 section 15.12.3. var unicodePrefix = "\\u00"; var quote = function (value) { var result = '"', index = 0, length = value.length, useCharIndex = !charIndexBuggy || length > 10; var symbols = useCharIndex && (charIndexBuggy ? value.split("") : value); for (; index < length; index++) { var charCode = value.charCodeAt(index); // If the character is a control character, append its Unicode or // shorthand escape sequence; otherwise, append the character as-is. switch (charCode) { case 8: case 9: case 10: case 12: case 13: case 34: case 92: result += Escapes[charCode]; break; default: if (charCode < 32) { result += unicodePrefix + toPaddedString(2, charCode.toString(16)); break; } result += useCharIndex ? symbols[index] : value.charAt(index); } } return result + '"'; }; // Internal: Recursively serializes an object. Implements the // `Str(key, holder)`, `JO(value)`, and `JA(value)` operations. var serialize = function (property, object, callback, properties, whitespace, indentation, stack) { var value, className, year, month, date, time, hours, minutes, seconds, milliseconds, results, element, index, length, prefix, result; try { // Necessary for host object support. value = object[property]; } catch (exception) {} if (typeof value == "object" && value) { className = getClass.call(value); if (className == dateClass && !isProperty.call(value, "toJSON")) { if (value > -1 / 0 && value < 1 / 0) { // Dates are serialized according to the `Date#toJSON` method // specified in ES 5.1 section 15.9.5.44. See section 15.9.1.15 // for the ISO 8601 date time string format. if (getDay) { // Manually compute the year, month, date, hours, minutes, // seconds, and milliseconds if the `getUTC*` methods are // buggy. Adapted from @Yaffle's `date-shim` project. date = floor(value / 864e5); for (year = floor(date / 365.2425) + 1970 - 1; getDay(year + 1, 0) <= date; year++); for (month = floor((date - getDay(year, 0)) / 30.42); getDay(year, month + 1) <= date; month++); date = 1 + date - getDay(year, month); // The `time` value specifies the time within the day (see ES // 5.1 section 15.9.1.2). The formula `(A % B + B) % B` is used // to compute `A modulo B`, as the `%` operator does not // correspond to the `modulo` operation for negative numbers. time = (value % 864e5 + 864e5) % 864e5; // The hours, minutes, seconds, and milliseconds are obtained by // decomposing the time within the day. See section 15.9.1.10. hours = floor(time / 36e5) % 24; minutes = floor(time / 6e4) % 60; seconds = floor(time / 1e3) % 60; milliseconds = time % 1e3; } else { year = value.getUTCFullYear(); month = value.getUTCMonth(); date = value.getUTCDate(); hours = value.getUTCHours(); minutes = value.getUTCMinutes(); seconds = value.getUTCSeconds(); milliseconds = value.getUTCMilliseconds(); } // Serialize extended years correctly. value = (year <= 0 || year >= 1e4 ? (year < 0 ? "-" : "+") + toPaddedString(6, year < 0 ? -year : year) : toPaddedString(4, year)) + "-" + toPaddedString(2, month + 1) + "-" + toPaddedString(2, date) + // Months, dates, hours, minutes, and seconds should have two // digits; milliseconds should have three. "T" + toPaddedString(2, hours) + ":" + toPaddedString(2, minutes) + ":" + toPaddedString(2, seconds) + // Milliseconds are optional in ES 5.0, but required in 5.1. "." + toPaddedString(3, milliseconds) + "Z"; } else { value = null; } } else if (typeof value.toJSON == "function" && ((className != numberClass && className != stringClass && className != arrayClass) || isProperty.call(value, "toJSON"))) { // Prototype <= 1.6.1 adds non-standard `toJSON` methods to the // `Number`, `String`, `Date`, and `Array` prototypes. JSON 3 // ignores all `toJSON` methods on these objects unless they are // defined directly on an instance. value = value.toJSON(property); } } if (callback) { // If a replacement function was provided, call it to obtain the value // for serialization. value = callback.call(object, property, value); } if (value === null) { return "null"; } className = getClass.call(value); if (className == booleanClass) { // Booleans are represented literally. return "" + value; } else if (className == numberClass) { // JSON numbers must be finite. `Infinity` and `NaN` are serialized as // `"null"`. return value > -1 / 0 && value < 1 / 0 ? "" + value : "null"; } else if (className == stringClass) { // Strings are double-quoted and escaped. return quote("" + value); } // Recursively serialize objects and arrays. if (typeof value == "object") { // Check for cyclic structures. This is a linear search; performance // is inversely proportional to the number of unique nested objects. for (length = stack.length; length--;) { if (stack[length] === value) { // Cyclic structures cannot be serialized by `JSON.stringify`. throw TypeError(); } } // Add the object to the stack of traversed objects. stack.push(value); results = []; // Save the current indentation level and indent one additional level. prefix = indentation; indentation += whitespace; if (className == arrayClass) { // Recursively serialize array elements. for (index = 0, length = value.length; index < length; index++) { element = serialize(index, value, callback, properties, whitespace, indentation, stack); results.push(element === undef ? "null" : element); } result = results.length ? (whitespace ? "[\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "]" : ("[" + results.join(",") + "]")) : "[]"; } else { // Recursively serialize object members. Members are selected from // either a user-specified list of property names, or the object // itself. forEach(properties || value, function (property) { var element = serialize(property, value, callback, properties, whitespace, indentation, stack); if (element !== undef) { // According to ES 5.1 section 15.12.3: "If `gap` {whitespace} // is not the empty string, let `member` {quote(property) + ":"} // be the concatenation of `member` and the `space` character." // The "`space` character" refers to the literal space // character, not the `space` {width} argument provided to // `JSON.stringify`. results.push(quote(property) + ":" + (whitespace ? " " : "") + element); } }); result = results.length ? (whitespace ? "{\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "}" : ("{" + results.join(",") + "}")) : "{}"; } // Remove the object from the traversed object stack. stack.pop(); return result; } }; // Public: `JSON.stringify`. See ES 5.1 section 15.12.3. exports.stringify = function (source, filter, width) { var whitespace, callback, properties, className; if (objectTypes[typeof filter] && filter) { if ((className = getClass.call(filter)) == functionClass) { callback = filter; } else if (className == arrayClass) { // Convert the property names array into a makeshift set. properties = {}; for (var index = 0, length = filter.length, value; index < length; value = filter[index++], ((className = getClass.call(value)), className == stringClass || className == numberClass) && (properties[value] = 1)); } } if (width) { if ((className = getClass.call(width)) == numberClass) { // Convert the `width` to an integer and create a string containing // `width` number of space characters. if ((width -= width % 1) > 0) { for (whitespace = "", width > 10 && (width = 10); whitespace.length < width; whitespace += " "); } } else if (className == stringClass) { whitespace = width.length <= 10 ? width : width.slice(0, 10); } } // Opera <= 7.54u2 discards the values associated with empty string keys // (`""`) only if they are used directly within an object member list // (e.g., `!("" in { "": 1})`). return serialize("", (value = {}, value[""] = source, value), callback, properties, whitespace, "", []); }; } // Public: Parses a JSON source string. if (!has("json-parse")) { var fromCharCode = String.fromCharCode; // Internal: A map of escaped control characters and their unescaped // equivalents. var Unescapes = { 92: "\\", 34: '"', 47: "/", 98: "\b", 116: "\t", 110: "\n", 102: "\f", 114: "\r" }; // Internal: Stores the parser state. var Index, Source; // Internal: Resets the parser state and throws a `SyntaxError`. var abort = function () { Index = Source = null; throw SyntaxError(); }; // Internal: Returns the next token, or `"$"` if the parser has reached // the end of the source string. A token may be a string, number, `null` // literal, or Boolean literal. var lex = function () { var source = Source, length = source.length, value, begin, position, isSigned, charCode; while (Index < length) { charCode = source.charCodeAt(Index); switch (charCode) { case 9: case 10: case 13: case 32: // Skip whitespace tokens, including tabs, carriage returns, line // feeds, and space characters. Index++; break; case 123: case 125: case 91: case 93: case 58: case 44: // Parse a punctuator token (`{`, `}`, `[`, `]`, `:`, or `,`) at // the current position. value = charIndexBuggy ? source.charAt(Index) : source[Index]; Index++; return value; case 34: // `"` delimits a JSON string; advance to the next character and // begin parsing the string. String tokens are prefixed with the // sentinel `@` character to distinguish them from punctuators and // end-of-string tokens. for (value = "@", Index++; Index < length;) { charCode = source.charCodeAt(Index); if (charCode < 32) { // Unescaped ASCII control characters (those with a code unit // less than the space character) are not permitted. abort(); } else if (charCode == 92) { // A reverse solidus (`\`) marks the beginning of an escaped // control character (including `"`, `\`, and `/`) or Unicode // escape sequence. charCode = source.charCodeAt(++Index); switch (charCode) { case 92: case 34: case 47: case 98: case 116: case 110: case 102: case 114: // Revive escaped control characters. value += Unescapes[charCode]; Index++; break; case 117: // `\u` marks the beginning of a Unicode escape sequence. // Advance to the first character and validate the // four-digit code point. begin = ++Index; for (position = Index + 4; Index < position; Index++) { charCode = source.charCodeAt(Index); // A valid sequence comprises four hexdigits (case- // insensitive) that form a single hexadecimal value. if (!(charCode >= 48 && charCode <= 57 || charCode >= 97 && charCode <= 102 || charCode >= 65 && charCode <= 70)) { // Invalid Unicode escape sequence. abort(); } } // Revive the escaped character. value += fromCharCode("0x" + source.slice(begin, Index)); break; default: // Invalid escape sequence. abort(); } } else { if (charCode == 34) { // An unescaped double-quote character marks the end of the // string. break; } charCode = source.charCodeAt(Index); begin = Index; // Optimize for the common case where a string is valid. while (charCode >= 32 && charCode != 92 && charCode != 34) { charCode = source.charCodeAt(++Index); } // Append the string as-is. value += source.slice(begin, Index); } } if (source.charCodeAt(Index) == 34) { // Advance to the next character and return the revived string. Index++; return value; } // Unterminated string. abort(); default: // Parse numbers and literals. begin = Index; // Advance past the negative sign, if one is specified. if (charCode == 45) { isSigned = true; charCode = source.charCodeAt(++Index); } // Parse an integer or floating-point value. if (charCode >= 48 && charCode <= 57) { // Leading zeroes are interpreted as octal literals. if (charCode == 48 && ((charCode = source.charCodeAt(Index + 1)), charCode >= 48 && charCode <= 57)) { // Illegal octal literal. abort(); } isSigned = false; // Parse the integer component. for (; Index < length && ((charCode = source.charCodeAt(Index)), charCode >= 48 && charCode <= 57); Index++); // Floats cannot contain a leading decimal point; however, this // case is already accounted for by the parser. if (source.charCodeAt(Index) == 46) { position = ++Index; // Parse the decimal component. for (; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++); if (position == Index) { // Illegal trailing decimal. abort(); } Index = position; } // Parse exponents. The `e` denoting the exponent is // case-insensitive. charCode = source.charCodeAt(Index); if (charCode == 101 || charCode == 69) { charCode = source.charCodeAt(++Index); // Skip past the sign following the exponent, if one is // specified. if (charCode == 43 || charCode == 45) { Index++; } // Parse the exponential component. for (position = Index; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++); if (position == Index) { // Illegal empty exponent. abort(); } Index = position; } // Coerce the parsed value to a JavaScript number. return +source.slice(begin, Index); } // A negative sign may only precede numbers. if (isSigned) { abort(); } // `true`, `false`, and `null` literals. if (source.slice(Index, Index + 4) == "true") { Index += 4; return true; } else if (source.slice(Index, Index + 5) == "false") { Index += 5; return false; } else if (source.slice(Index, Index + 4) == "null") { Index += 4; return null; } // Unrecognized token. abort(); } } // Return the sentinel `$` character if the parser has reached the end // of the source string. return "$"; }; // Internal: Parses a JSON `value` token. var get = function (value) { var results, hasMembers; if (value == "$") { // Unexpected end of input. abort(); } if (typeof value == "string") { if ((charIndexBuggy ? value.charAt(0) : value[0]) == "@") { // Remove the sentinel `@` character. return value.slice(1); } // Parse object and array literals. if (value == "[") { // Parses a JSON array, returning a new JavaScript array. results = []; for (;; hasMembers || (hasMembers = true)) { value = lex(); // A closing square bracket marks the end of the array literal. if (value == "]") { break; } // If the array literal contains elements, the current token // should be a comma separating the previous element from the // next. if (hasMembers) { if (value == ",") { value = lex(); if (value == "]") { // Unexpected trailing `,` in array literal. abort(); } } else { // A `,` must separate each array element. abort(); } } // Elisions and leading commas are not permitted. if (value == ",") { abort(); } results.push(get(value)); } return results; } else if (value == "{") { // Parses a JSON object, returning a new JavaScript object. results = {}; for (;; hasMembers || (hasMembers = true)) { value = lex(); // A closing curly brace marks the end of the object literal. if (value == "}") { break; } // If the object literal contains members, the current token // should be a comma separator. if (hasMembers) { if (value == ",") { value = lex(); if (value == "}") { // Unexpected trailing `,` in object literal. abort(); } } else { // A `,` must separate each object member. abort(); } } // Leading commas are not permitted, object property names must be // double-quoted strings, and a `:` must separate each property // name and value. if (value == "," || typeof value != "string" || (charIndexBuggy ? value.charAt(0) : value[0]) != "@" || lex() != ":") { abort(); } results[value.slice(1)] = get(lex()); } return results; } // Unexpected token encountered. abort(); } return value; }; // Internal: Updates a traversed object member. var update = function (source, property, callback) { var element = walk(source, property, callback); if (element === undef) { delete source[property]; } else { source[property] = element; } }; // Internal: Recursively traverses a parsed JSON object, invoking the // `callback` function for each value. This is an implementation of the // `Walk(holder, name)` operation defined in ES 5.1 section 15.12.2. var walk = function (source, property, callback) { var value = source[property], length; if (typeof value == "object" && value) { // `forEach` can't be used to traverse an array in Opera <= 8.54 // because its `Object#hasOwnProperty` implementation returns `false` // for array indices (e.g., `![1, 2, 3].hasOwnProperty("0")`). if (getClass.call(value) == arrayClass) { for (length = value.length; length--;) { update(value, length, callback); } } else { forEach(value, function (property) { update(value, property, callback); }); } } return callback.call(source, property, value); }; // Public: `JSON.parse`. See ES 5.1 section 15.12.2. exports.parse = function (source, callback) { var result, value; Index = 0; Source = "" + source; result = get(lex()); // If a JSON string contains multiple tokens, it is invalid. if (lex() != "$") { abort(); } // Reset the parser state. Index = Source = null; return callback && getClass.call(callback) == functionClass ? walk((value = {}, value[""] = result, value), "", callback) : result; }; } } exports["runInContext"] = runInContext; return exports; } if (freeExports && !isLoader) { // Export for CommonJS environments. runInContext(root, freeExports); } else { // Export for web browsers and JavaScript engines. var nativeJSON = root.JSON, previousJSON = root["JSON3"], isRestored = false; var JSON3 = runInContext(root, (root["JSON3"] = { // Public: Restores the original value of the global `JSON` object and // returns a reference to the `JSON3` object. "noConflict": function () { if (!isRestored) { isRestored = true; root.JSON = nativeJSON; root["JSON3"] = previousJSON; nativeJSON = previousJSON = null; } return JSON3; } })); root.JSON = { "parse": JSON3.parse, "stringify": JSON3.stringify }; } // Export for asynchronous module loaders. if (isLoader) { define(function () { return JSON3; }); } }).call(this); //############################################################################## // DataUtils.js //############################################################################## (function () { /** * A few data utilities for formatting different data types. * @class DataUtils */ var s = {}; // static methods /** * Parse XML using the DOM. This is required when preloading XML or SVG. * @method parseXML * @param {String} text The raw text or XML that is loaded by XHR. * @param {String} type The mime type of the XML. Use "text/xml" for XML, and "image/svg+xml" for SVG parsing. * @return {XML} An XML document * @static */ s.parseXML = function (text, type) { var xml = null; try { // CocoonJS does not support XML parsing with either method. if (window.DOMParser) { var parser = new DOMParser(); xml = parser.parseFromString(text, type); } else { // IE xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = false; xml.loadXML(text); } } catch (e) {} return xml; }; /** * Parse a string into an Object. * @method parseJSON * @param {String} value The loaded JSON string * @returns {Object} A JavaScript object. */ s.parseJSON = function (value) { if (value == null) { return null; } try { return JSON.parse(value); } catch (e) { // TODO; Handle this with a custom error? throw e; } }; createjs.DataUtils = s; }()); //############################################################################## // LoadItem.js //############################################################################## (function () { "use strict"; /** * All loaders accept an item containing the properties defined in this class. If a raw object is passed instead, * it will not be affected, but it must contain at least a {{#crossLink "src:property"}}{{/crossLink}} property. A * string path or HTML tag is also acceptable, but it will be automatically converted to a LoadItem using the * {{#crossLink "create"}}{{/crossLink}} method by {{#crossLink "AbstractLoader"}}{{/crossLink}} * @class LoadItem * @constructor * @since 0.6.0 */ function LoadItem() { /** * The source of the file that is being loaded. This property is required. The source can either be a * string (recommended), or an HTML tag. * @property src * @type {String} * @default null */ this.src = null; /** * The source of the file that is being loaded. This property is required. The source can * either be a string (recommended), or an HTML tag. See the {{#crossLink "AbstractLoader"}}{{/crossLink}} * class for the full list of supported types. * @property type * @type {String} * @default null */ this.type = null; /** * A string identifier which can be used to reference the loaded object. If none is provided, this will be * automatically set to the {{#crossLink "src:property"}}{{/crossLink}}. * @property id * @type {String} * @default null */ this.id = null; /** * Determines if a manifest will maintain the order of this item, in relation to other items in the manifest * that have also set the `maintainOrder` property to `true`. This only applies when the max connections has * been set above 1 (using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}). Everything with this * property set to `false` will finish as it is loaded. Ordered items are combined with script tags loading in * order when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} is set to `true`. * @property maintainOrder * @type {Boolean} * @default false */ this.maintainOrder = false; /** * A callback used by JSONP requests that defines what global method to call when the JSONP content is loaded. * @property callback * @type {String} * @default null */ this.callback = null; /** * An arbitrary data object, which is included with the loaded object. * @property data * @type {Object} * @default null */ this.data = null; /** * The request method used for HTTP calls. Both {{#crossLink "AbstractLoader/GET:property"}}{{/crossLink}} or * {{#crossLink "AbstractLoader/POST:property"}}{{/crossLink}} request types are supported, and are defined as * constants on {{#crossLink "AbstractLoader"}}{{/crossLink}}. * @property method * @type {String} * @default get */ this.method = createjs.LoadItem.GET; /** * An object hash of name/value pairs to send to the server. * @property values * @type {Object} * @default null */ this.values = null; /** * An object hash of headers to attach to an XHR request. PreloadJS will automatically attach some default * headers when required, including "Origin", "Content-Type", and "X-Requested-With". You may override the * default headers by including them in your headers object. * @property headers * @type {Object} * @default null */ this.headers = null; /** * Enable credentials for XHR requests. * @property withCredentials * @type {Boolean} * @default false */ this.withCredentials = false; /** * Set the mime type of XHR-based requests. This is automatically set to "text/plain; charset=utf-8" for text * based files (json, xml, text, css, js). * @property mimeType * @type {String} * @default null */ this.mimeType = null; /** * Sets the crossOrigin attribute for CORS-enabled images loading cross-domain. * @property crossOrigin * @type {boolean} * @default Anonymous */ this.crossOrigin = null; /** * The duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR * (level one) loading, as XHR (level 2) provides its own timeout event. * @property loadTimeout * @type {Number} * @default 8000 (8 seconds) */ this.loadTimeout = 8000; }; var p = LoadItem.prototype = {}; var s = LoadItem; /** * Create/validate a LoadItem. *
      *
    • String-based items are converted to a LoadItem with a populated {{#crossLink "src:property"}}{{/crossLink}}.
    • *
    • LoadItem instances are returned as-is
    • *
    • Objectss are returned as-is
    • *
    * @method create * @param {LoadItem|String|Object} value The load item value * @returns {Object|LoadItem} * @static */ s.create = function (value) { if (typeof value == "string") { var item = new LoadItem(); item.src = value; return item; } else if (value instanceof s) { return value; } else if (value instanceof Object) { // Don't modify object, allows users to attach random data to the item. // TODO: Disallow objects with no src? return value; } else { throw new Error("Type not recognized."); } }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * *

    Example

    * * var loadItem = new createjs.LoadItem().set({src:"image.png", maintainOrder:true}); * * @method set * @param {Object} props A generic object containing properties to copy to the LoadItem instance. * @return {LoadItem} Returns the instance the method is called on (useful for chaining calls.) */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; createjs.LoadItem = s; }()); //############################################################################## // RequestUtils.js //############################################################################## (function () { /** * Utilities that assist with parsing load items, and determining file types, etc. * @class RequestUtils */ var s = {}; /** * The Regular Expression used to test file URLS for an absolute path. * @property ABSOLUTE_PATH * @type {RegExp} * @static */ s.ABSOLUTE_PATT = /^(?:\w+:)?\/{2}/i; /** * The Regular Expression used to test file URLS for a relative path. * @property RELATIVE_PATH * @type {RegExp} * @static */ s.RELATIVE_PATT = (/^[./]*?\//i); /** * The Regular Expression used to test file URLS for an extension. Note that URIs must already have the query string * removed. * @property EXTENSION_PATT * @type {RegExp} * @static */ s.EXTENSION_PATT = /\/?[^/]+\.(\w{1,5})$/i; /** * Parse a file path to determine the information we need to work with it. Currently, PreloadJS needs to know: *
      *
    • If the path is absolute. Absolute paths start with a protocol (such as `http://`, `file://`, or * `//networkPath`)
    • *
    • If the path is relative. Relative paths start with `../` or `/path` (or similar)
    • *
    • The file extension. This is determined by the filename with an extension. Query strings are dropped, and * the file path is expected to follow the format `name.ext`.
    • *
    * @method parseURI * @param {String} path * @returns {Object} An Object with an `absolute` and `relative` Boolean values, as well as an optional 'extension` * property, which is the lowercase extension. * @static */ s.parseURI = function (path) { var info = {absolute: false, relative: false}; if (path == null) { return info; } // Drop the query string var queryIndex = path.indexOf("?"); if (queryIndex > -1) { path = path.substr(0, queryIndex); } // Absolute var match; if (s.ABSOLUTE_PATT.test(path)) { info.absolute = true; // Relative } else if (s.RELATIVE_PATT.test(path)) { info.relative = true; } // Extension if (match = path.match(s.EXTENSION_PATT)) { info.extension = match[1].toLowerCase(); } return info; }; /** * Formats an object into a query string for either a POST or GET request. * @method formatQueryString * @param {Object} data The data to convert to a query string. * @param {Array} [query] Existing name/value pairs to append on to this query. * @static */ s.formatQueryString = function (data, query) { if (data == null) { throw new Error('You must specify data.'); } var params = []; for (var n in data) { params.push(n + '=' + escape(data[n])); } if (query) { params = params.concat(query); } return params.join('&'); }; /** * A utility method that builds a file path using a source and a data object, and formats it into a new path. * @method buildPath * @param {String} src The source path to add values to. * @param {Object} [data] Object used to append values to this request as a query string. Existing parameters on the * path will be preserved. * @returns {string} A formatted string that contains the path and the supplied parameters. * @static */ s.buildPath = function (src, data) { if (data == null) { return src; } var query = []; var idx = src.indexOf('?'); if (idx != -1) { var q = src.slice(idx + 1); query = query.concat(q.split('&')); } if (idx != -1) { return src.slice(0, idx) + '?' + this._formatQueryString(data, query); } else { return src + '?' + this._formatQueryString(data, query); } }; /** * @method isCrossDomain * @param {LoadItem|Object} item A load item with a `src` property. * @return {Boolean} If the load item is loading from a different domain than the current location. * @static */ s.isCrossDomain = function (item) { var target = document.createElement("a"); target.href = item.src; var host = document.createElement("a"); host.href = location.href; var crossdomain = (target.hostname != "") && (target.port != host.port || target.protocol != host.protocol || target.hostname != host.hostname); return crossdomain; }; /** * @method isLocal * @param {LoadItem|Object} item A load item with a `src` property * @return {Boolean} If the load item is loading from the "file:" protocol. Assume that the host must be local as * well. * @static */ s.isLocal = function (item) { var target = document.createElement("a"); target.href = item.src; return target.hostname == "" && target.protocol == "file:"; }; /** * Determine if a specific type should be loaded as a binary file. Currently, only images and items marked * specifically as "binary" are loaded as binary. Note that audio is not a binary type, as we can not play * back using an audio tag if it is loaded as binary. Plugins can change the item type to binary to ensure they get * a binary result to work with. Binary files are loaded using XHR2. Types are defined as static constants on * {{#crossLink "AbstractLoader"}}{{/crossLink}}. * @method isBinary * @param {String} type The item type. * @return {Boolean} If the specified type is binary. * @static */ s.isBinary = function (type) { switch (type) { case createjs.AbstractLoader.IMAGE: case createjs.AbstractLoader.BINARY: return true; default: return false; } }; /** * Check if item is a valid HTMLImageElement * @method isImageTag * @param {Object} item * @returns {Boolean} * @static */ s.isImageTag = function(item) { return item instanceof HTMLImageElement; }; /** * Check if item is a valid HTMLAudioElement * @method isAudioTag * @param {Object} item * @returns {Boolean} * @static */ s.isAudioTag = function(item) { if (window.HTMLAudioElement) { return item instanceof HTMLAudioElement; } else { return false; } }; /** * Check if item is a valid HTMLVideoElement * @method isVideoTag * @param {Objectitem * @returns {Boolean} * @static */ s.isVideoTag = function(item) { if (window.HTMLVideoElement) { return item instanceof HTMLVideoElement; } else { false; } }; /** * Determine if a specific type is a text-based asset, and should be loaded as UTF-8. * @method isText * @param {String} type The item type. * @return {Boolean} If the specified type is text. * @static */ s.isText = function (type) { switch (type) { case createjs.AbstractLoader.TEXT: case createjs.AbstractLoader.JSON: case createjs.AbstractLoader.MANIFEST: case createjs.AbstractLoader.XML: case createjs.AbstractLoader.CSS: case createjs.AbstractLoader.SVG: case createjs.AbstractLoader.JAVASCRIPT: return true; default: return false; } }; /** * Determine the type of the object using common extensions. Note that the type can be passed in with the load item * if it is an unusual extension. * @method getTypeByExtension * @param {String} extension The file extension to use to determine the load type. * @return {String} The determined load type (for example, AbstractLoader.IMAGE). Will return `null` if * the type can not be determined by the extension. * @static */ s.getTypeByExtension = function (extension) { if (extension == null) { return createjs.AbstractLoader.TEXT; } switch (extension.toLowerCase()) { case "jpeg": case "jpg": case "gif": case "png": case "webp": case "bmp": return createjs.AbstractLoader.IMAGE; case "ogg": case "mp3": case "webm": return createjs.AbstractLoader.SOUND; case "mp4": case "webm": case "ts": return createjs.AbstractLoader.VIDEO; case "json": return createjs.AbstractLoader.JSON; case "xml": return createjs.AbstractLoader.XML; case "css": return createjs.AbstractLoader.CSS; case "js": return createjs.AbstractLoader.JAVASCRIPT; case 'svg': return createjs.AbstractLoader.SVG; default: return createjs.AbstractLoader.TEXT; } }; createjs.RequestUtils = s; }()); //############################################################################## // AbstractLoader.js //############################################################################## (function () { "use strict"; // constructor /** * The base loader, which defines all the generic methods, properties, and events. All loaders extend this class, * including the {{#crossLink "LoadQueue"}}{{/crossLink}}. * @class AbstractLoader * @param {LoadItem|object|string} The item to be loaded. * @param {Boolean} [preferXHR] Determines if the LoadItem should try and load using XHR, or take a * tag-based approach, which can be better in cross-domain situations. Not all loaders can load using one or the * other, so this is a suggested directive. * @oaram {String} [type] The type of loader. Loader types are defined as constants on the AbstractLoader class, * such as {{#crossLink "IMAGE:property"}}{{/crossLink}}, {{#crossLink "CSS:property"}}{{/crossLink}}, etc. * @extends EventDispatcher */ function AbstractLoader(loadItem, preferXHR, type) { this.EventDispatcher_constructor(); // public properties /** * If the loader has completed loading. This provides a quick check, but also ensures that the different approaches * used for loading do not pile up resulting in more than one `complete` {{#crossLink "Event"}}{{/crossLink}}. * @property loaded * @type {Boolean} * @default false */ this.loaded = false; /** * Determine if the loader was canceled. Canceled loads will not fire complete events. Note that this property * is readonly, so {{#crossLink "LoadQueue"}}{{/crossLink}} queues should be closed using {{#crossLink "LoadQueue/close"}}{{/crossLink}} * instead. * @property canceled * @type {Boolean} * @default false */ this.canceled = false; /** * The current load progress (percentage) for this item. This will be a number between 0 and 1. * *

    Example

    * * var queue = new createjs.LoadQueue(); * queue.loadFile("largeImage.png"); * queue.on("progress", function() { * console.log("Progress:", queue.progress, event.progress); * }); * * @property progress * @type {Number} * @default 0 */ this.progress = 0; /** * The type of item this loader will load. See {{#crossLink "AbstractLoader"}}{{/crossLink}} for a full list of * supported types. * @property type * @type {String} */ this.type = type; /** * A formatter function that converts the loaded raw result into the final result. For example, the JSONLoader * converts a string of text into a JavaScript object. Not all loaders have a resultFormatter, and this property * can be overridden to provide custom formatting. * * Optionally, a resultFormatter can return a callback function in cases where the formatting needs to be * asynchronous, such as creating a new image. * @property resultFormatter * @type {Function} * @default null */ this.resultFormatter = null; // protected properties /** * The {{#crossLink "LoadItem"}}{{/crossLink}} this loader represents. Note that this is null in a {{#crossLink "LoadQueue"}}{{/crossLink}}, * but will be available on loaders such as {{#crossLink "XMLLoader"}}{{/crossLink}} and {{#crossLink "ImageLoader"}}{{/crossLink}}. * @property _item * @type {LoadItem|Object} * @private */ if (loadItem) { this._item = createjs.LoadItem.create(loadItem); } else { this._item = null; } /** * Whether the loader will try and load content using XHR (true) or HTML tags (false). * @property _preferXHR * @type {Boolean} * @private */ this._preferXHR = preferXHR; /** * The loaded result after it is formatted by an optional {{#crossLink "resultFormatter"}}{{/crossLink}}. For * items that are not formatted, this will be the same as the {{#crossLink "_rawResult:property"}}{{/crossLink}}. * The result is accessed using the {{#crossLink "getResult"}}{{/crossLink}} method. * @property _result * @type {Object|String} * @private */ this._result = null; /** * The loaded result before it is formatted. The rawResult is accessed using the {{#crossLink "getResult"}}{{/crossLink}} * method, and passing `true`. * @property _rawResult * @type {Object|String} * @private */ this._rawResult = null; /** * A list of items that loaders load behind the scenes. This does not include the main item the loader is * responsible for loading. Examples of loaders that have sub-items include the {{#crossLink "SpriteSheetLoader"}}{{/crossLink}} and * {{#crossLink "ManifestLoader"}}{{/crossLink}}. * @property _loadItems * @type {null} * @protected */ this._loadedItems = null; /** * The attribute the items loaded using tags use for the source. * @type {string} * @default null * @private */ this._tagSrcAttribute = null; /** * An HTML tag (or similar) that a loader may use to load HTML content, such as images, scripts, etc. * @property _tag * @type {Object} * @private */ this._tag = null; }; var p = createjs.extend(AbstractLoader, createjs.EventDispatcher); var s = AbstractLoader; /** * Defines a POST request, use for a method value when loading data. * @property POST * @type {string} * @default post */ s.POST = "POST"; /** * Defines a GET request, use for a method value when loading data. * @property GET * @type {string} * @default get */ s.GET = "GET"; /** * The preload type for generic binary types. Note that images are loaded as binary files when using XHR. * @property BINARY * @type {String} * @default binary * @static * @since 0.6.0 */ s.BINARY = "binary"; /** * The preload type for css files. CSS files are loaded using a <link> when loaded with XHR, or a * <style> tag when loaded with tags. * @property CSS * @type {String} * @default css * @static * @since 0.6.0 */ s.CSS = "css"; /** * The preload type for image files, usually png, gif, or jpg/jpeg. Images are loaded into an <image> tag. * @property IMAGE * @type {String} * @default image * @static * @since 0.6.0 */ s.IMAGE = "image"; /** * The preload type for javascript files, usually with the "js" file extension. JavaScript files are loaded into a * <script> tag. * * Since version 0.4.1+, due to how tag-loaded scripts work, all JavaScript files are automatically injected into * the body of the document to maintain parity between XHR and tag-loaded scripts. In version 0.4.0 and earlier, * only tag-loaded scripts are injected. * @property JAVASCRIPT * @type {String} * @default javascript * @static * @since 0.6.0 */ s.JAVASCRIPT = "javascript"; /** * The preload type for json files, usually with the "json" file extension. JSON data is loaded and parsed into a * JavaScript object. Note that if a `callback` is present on the load item, the file will be loaded with JSONP, * no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to, and the JSON * must contain a matching wrapper function. * @property JSON * @type {String} * @default json * @static * @since 0.6.0 */ s.JSON = "json"; /** * The preload type for jsonp files, usually with the "json" file extension. JSON data is loaded and parsed into a * JavaScript object. You are required to pass a callback parameter that matches the function wrapper in the JSON. * Note that JSONP will always be used if there is a callback present, no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} * property is set to. * @property JSONP * @type {String} * @default jsonp * @static * @since 0.6.0 */ s.JSONP = "jsonp"; /** * The preload type for json-based manifest files, usually with the "json" file extension. The JSON data is loaded * and parsed into a JavaScript object. PreloadJS will then look for a "manifest" property in the JSON, which is an * Array of files to load, following the same format as the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} * method. If a "callback" is specified on the manifest object, then it will be loaded using JSONP instead, * regardless of what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to. * @property MANIFEST * @type {String} * @default manifest * @static * @since 0.6.0 */ s.MANIFEST = "manifest"; /** * The preload type for sound files, usually mp3, ogg, or wav. When loading via tags, audio is loaded into an * <audio> tag. * @property SOUND * @type {String} * @default sound * @static * @since 0.6.0 */ s.SOUND = "sound"; /** * The preload type for video files, usually mp4, ts, or ogg. When loading via tags, video is loaded into an * <video> tag. * @property VIDEO * @type {String} * @default video * @static * @since 0.6.0 */ s.VIDEO = "video"; /** * The preload type for SpriteSheet files. SpriteSheet files are JSON files that contain string image paths. * @property SPRITESHEET * @type {String} * @default spritesheet * @static * @since 0.6.0 */ s.SPRITESHEET = "spritesheet"; /** * The preload type for SVG files. * @property SVG * @type {String} * @default svg * @static * @since 0.6.0 */ s.SVG = "svg"; /** * The preload type for text files, which is also the default file type if the type can not be determined. Text is * loaded as raw text. * @property TEXT * @type {String} * @default text * @static * @since 0.6.0 */ s.TEXT = "text"; /** * The preload type for xml files. XML is loaded into an XML document. * @property XML * @type {String} * @default xml * @static * @since 0.6.0 */ s.XML = "xml"; // Events /** * The {{#crossLink "ProgressEvent"}}{{/crossLink}} that is fired when the overall progress changes. Prior to * version 0.6.0, this was just a regular {{#crossLink "Event"}}{{/crossLink}}. * @event progress * @since 0.3.0 */ /** * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a load starts. * @event loadstart * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.3.1 */ /** * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the entire queue has been loaded. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.3.0 */ /** * The {{#crossLink "ErrorEvent"}}{{/crossLink}} that is fired when the loader encounters an error. If the error was * encountered by a file, the event will contain the item that caused the error. Prior to version 0.6.0, this was * just a regular {{#crossLink "Event"}}{{/crossLink}}. * @event error * @since 0.3.0 */ /** * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the loader encounters an internal file load error. * This enables loaders to maintain internal queues, and surface file load errors. * @event fileerror * @param {Object} target The object that dispatched the event. * @param {String} type The even type ("fileerror") * @param {LoadItem|object} The item that encountered the error * @since 0.6.0 */ /** * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a loader internally loads a file. This enables * loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}} to maintain internal {{#crossLink "LoadQueue"}}{{/crossLink}}s * and notify when they have loaded a file. The {{#crossLink "LoadQueue"}}{{/crossLink}} class dispatches a * slightly different {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event. * @event fileload * @param {Object} target The object that dispatched the event. * @param {String} type The event type ("fileload") * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the * object will contain that value as a `src` property. * @param {Object} result The HTML tag or parsed result of the loaded item. * @param {Object} rawResult The unprocessed result, usually the raw text or binary data before it is converted * to a usable object. * @since 0.6.0 */ /** * The {{#crossLink "Event"}}{{/crossLink}} that is fired after the internal request is created, but before a load. * This allows updates to the loader for specific loading needs, such as binary or XHR image loading. * @event initialize * @param {Object} target The object that dispatched the event. * @param {String} type The event type ("initialize") * @param {AbstractLoader} loader The loader that has been initialized. */ /** * Get a reference to the manifest item that is loaded by this loader. In some cases this will be the value that was * passed into {{#crossLink "LoadQueue"}}{{/crossLink}} using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or * {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. However if only a String path was passed in, then it will * be a {{#crossLink "LoadItem"}}{{/crossLink}}. * @method getItem * @return {Object} The manifest item that this loader is responsible for loading. * @since 0.6.0 */ p.getItem = function () { return this._item; }; /** * Get a reference to the content that was loaded by the loader (only available after the {{#crossLink "complete:event"}}{{/crossLink}} * event is dispatched. * @method getResult * @param {Boolean} [raw=false] Determines if the returned result will be the formatted content, or the raw loaded * data (if it exists). * @return {Object} * @since 0.6.0 */ p.getResult = function (raw) { return raw ? this._rawResult : this._result; }; /** * Return the `tag` this object creates or uses for loading. * @method getTag * @return {Object} The tag instance * @since 0.6.0 */ p.getTag = function () { return this._tag; }; /** * Set the `tag` this item uses for loading. * @method setTag * @param {Object} tag The tag instance * @since 0.6.0 */ p.setTag = function(tag) { this._tag = tag; }; /** * Begin loading the item. This method is required when using a loader by itself. * *

    Example

    * * var queue = new createjs.LoadQueue(); * queue.on("complete", handleComplete); * queue.loadManifest(fileArray, false); // Note the 2nd argument that tells the queue not to start loading yet * queue.load(); * * @method load */ p.load = function () { this._createRequest(); this._request.on("complete", this, this); this._request.on("progress", this, this); this._request.on("loadStart", this, this); this._request.on("abort", this, this); this._request.on("timeout", this, this); this._request.on("error", this, this); var evt = new createjs.Event("initialize"); evt.loader = this._request; this.dispatchEvent(evt); this._request.load(); }; /** * Close the the item. This will stop any open requests (although downloads using HTML tags may still continue in * the background), but events will not longer be dispatched. * @method cancel */ p.cancel = function () { this.canceled = true; this.destroy(); }; /** * Clean up the loader. * @method destroy */ p.destroy = function() { if (this._request) { this._request.removeAllEventListeners(); this._request.destroy(); } this._request = null; this._item = null; this._rawResult = null; this._result = null; this._loadItems = null; this.removeAllEventListeners(); }; /** * Get any items loaded internally by the loader. The enables loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}} * to expose items it loads internally. * @method getLoadedItems * @return {Array} A list of the items loaded by the loader. * @since 0.6.0 */ p.getLoadedItems = function () { return this._loadedItems; }; // Private methods /** * Create an internal request used for loading. By default, an {{#crossLink "XHRRequest"}}{{/crossLink}} or * {{#crossLink "TagRequest"}}{{/crossLink}} is created, depending on the value of {{#crossLink "preferXHR:property"}}{{/crossLink}}. * Other loaders may override this to use different request types, such as {{#crossLink "ManifestLoader"}}{{/crossLink}}, * which uses {{#crossLink "JSONLoader"}}{{/crossLink}} or {{#crossLink "JSONPLoader"}}{{/crossLink}} under the hood. * @method _createRequest * @protected */ p._createRequest = function() { if (!this._preferXHR) { this._request = new createjs.TagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute); } else { this._request = new createjs.XHRRequest(this._item); } }; /** * Create the HTML tag used for loading. This method does nothing by default, and needs to be implemented * by loaders that require tag loading. * @method _createTag * @param {String} src The tag source * @return {HTMLElement} The tag that was created * @protected */ p._createTag = function(src) { return null; }; /** * Dispatch a loadstart {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}} * event for details on the event payload. * @method _sendLoadStart * @protected */ p._sendLoadStart = function () { if (this._isCanceled()) { return; } this.dispatchEvent("loadstart"); }; /** * Dispatch a {{#crossLink "ProgressEvent"}}{{/crossLink}}. * @method _sendProgress * @param {Number | Object} value The progress of the loaded item, or an object containing loaded * and total properties. * @protected */ p._sendProgress = function (value) { if (this._isCanceled()) { return; } var event = null; if (typeof(value) == "number") { this.progress = value; event = new createjs.ProgressEvent(this.progress); } else { event = value; this.progress = value.loaded / value.total; event.progress = this.progress; if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; } } this.hasEventListener("progress") && this.dispatchEvent(event); }; /** * Dispatch a complete {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} event * @method _sendComplete * @protected */ p._sendComplete = function () { if (this._isCanceled()) { return; } this.loaded = true; var event = new createjs.Event("complete"); event.rawResult = this._rawResult; if (this._result != null) { event.result = this._result; } this.dispatchEvent(event); }; /** * Dispatch an error {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}} * event for details on the event payload. * @method _sendError * @param {ErrorEvent} event The event object containing specific error properties. * @protected */ p._sendError = function (event) { if (this._isCanceled() || !this.hasEventListener("error")) { return; } if (event == null) { event = new createjs.ErrorEvent("PRELOAD_ERROR_EMPTY"); // TODO: Populate error } this.dispatchEvent(event); }; /** * Determine if the load has been canceled. This is important to ensure that method calls or asynchronous events * do not cause issues after the queue has been cleaned up. * @method _isCanceled * @return {Boolean} If the loader has been canceled. * @protected */ p._isCanceled = function () { if (window.createjs == null || this.canceled) { return true; } return false; }; /** * A custom result formatter function, which is called just before a request dispatches its complete event. Most * loader types already have an internal formatter, but this can be user-overridden for custom formatting. The * formatted result will be available on Loaders using {{#crossLink "getResult"}}{{/crossLink}}, and passing `true`. * @property resultFormatter * @type Function * @return {Object} The formatted result * @since 0.6.0 */ p.resultFormatter = null; //TODO: Add support for async formatting. /** * Handle events from internal requests. By default, loaders will handle, and redispatch the necessary events, but * this method can be overridden for custom behaviours. * @method handleEvent * @param {Event} The event that the internal request dispatches. * @protected * @since 0.6.0 */ p.handleEvent = function (event) { switch (event.type) { case "complete": this._rawResult = event.target._response; var result = this.resultFormatter && this.resultFormatter(this); var _this = this; if (result instanceof Function) { result(function(result) { _this._result = result; _this._sendComplete(); }); } else { this._result = result || this._rawResult; this._sendComplete(); } break; case "progress": this._sendProgress(event); break; case "error": this._sendError(event); break; case "loadstart": this._sendLoadStart(); break; case "abort": case "timeout": if (!this._isCanceled()) { this.dispatchEvent(event.type); } break; } }; /** * @method buildPath * @protected * @deprecated Use the {{#crossLink "RequestUtils"}}{{/crossLink}} method {{#crossLink "RequestUtils/buildPath"}}{{/crossLink}} * instead. */ p.buildPath = function (src, data) { return createjs.RequestUtils.buildPath(src, data); }; /** * @method toString * @return {String} a string representation of the instance. */ p.toString = function () { return "[PreloadJS AbstractLoader]"; }; createjs.AbstractLoader = createjs.promote(AbstractLoader, "EventDispatcher"); }()); //############################################################################## // AbstractMediaLoader.js //############################################################################## (function () { "use strict"; // constructor /** * The AbstractMediaLoader is a base class that handles some of the shared methods and properties of loaders that * handle HTML media elements, such as Video and Audio. * @class AbstractMediaLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @param {String} type The type of media to load. Usually "video" or "audio". * @constructor */ function AbstractMediaLoader(loadItem, preferXHR, type) { this.AbstractLoader_constructor(loadItem, preferXHR, type); // public properties this.resultFormatter = this._formatResult; // protected properties this._tagSrcAttribute = "src"; }; var p = createjs.extend(AbstractMediaLoader, createjs.AbstractLoader); // static properties // public methods p.load = function () { // TagRequest will handle most of this, but Sound / Video need a few custom properties, so just handle them here. if (!this._tag) { this._tag = this._createTag(this._item.src); } this._tag.preload = "auto"; this._tag.load(); this.AbstractLoader_load(); }; // protected methods /** * Creates a new tag for loading if it doesn't exist yet. * @method _createTag * @private */ p._createTag = function () {}; p._createRequest = function() { if (!this._preferXHR) { this._request = new createjs.MediaTagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute); } else { this._request = new createjs.XHRRequest(this._item); } }; /** * The result formatter for media files. * @method _formatResult * @param {AbstractLoader} loader * @returns {HTMLVideoElement|HTMLAudioElement} * @private */ p._formatResult = function (loader) { this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler); this._tag.onstalled = null; if (this._preferXHR) { loader.getTag().src = loader.getResult(true); } return loader.getTag(); }; createjs.AbstractMediaLoader = createjs.promote(AbstractMediaLoader, "AbstractLoader"); }()); //############################################################################## // AbstractRequest.js //############################################################################## (function () { "use strict"; /** * A base class for actual data requests, such as {{#crossLink "XHRRequest"}}{{/crossLink}}, {{#crossLink "TagRequest"}}{{/crossLink}}, * and {{#crossLink "MediaRequest"}}{{/crossLink}}. PreloadJS loaders will typically use a data loader under the * hood to get data. * @class AbstractRequest * @param {LoadItem} item * @constructor */ var AbstractRequest = function (item) { this._item = item; }; var p = createjs.extend(AbstractRequest, createjs.EventDispatcher); // public methods /** * Begin a load. * @method load */ p.load = function() {}; /** * Clean up a request. * @method destroy */ p.destroy = function() {}; /** * Cancel an in-progress request. * @method cancel */ p.cancel = function() {}; createjs.AbstractRequest = createjs.promote(AbstractRequest, "EventDispatcher"); }()); //############################################################################## // TagRequest.js //############################################################################## (function () { "use strict"; // constructor /** * An {{#crossLink "AbstractRequest"}}{{/crossLink}} that loads HTML tags, such as images and scripts. * @class TagRequest * @param {LoadItem} loadItem * @param {HTMLElement} tag * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc. */ function TagRequest(loadItem, tag, srcAttribute) { this.AbstractRequest_constructor(loadItem); // protected properties /** * The HTML tag instance that is used to load. * @property _tag * @type {HTMLElement} * @protected */ this._tag = tag; /** * The tag attribute that specifies the source, such as "src", "href", etc. * @property _tagSrcAttribute * @type {String} * @protected */ this._tagSrcAttribute = srcAttribute; /** * A method closure used for handling the tag load event. * @property _loadedHandler * @type {Function} * @private */ this._loadedHandler = createjs.proxy(this._handleTagComplete, this); /** * Determines if the element was added to the DOM automatically by PreloadJS, so it can be cleaned up after. * @property _addedToDOM * @type {Boolean} * @private */ this._addedToDOM = false; /** * Determines what the tags initial style.visibility was, so we can set it correctly after a load. * * @type {null} * @private */ this._startTagVisibility = null; }; var p = createjs.extend(TagRequest, createjs.AbstractRequest); // public methods p.load = function () { if (this._tag.parentNode == null) { window.document.body.appendChild(this._tag); this._addedToDOM = true; } this._tag.onload = createjs.proxy(this._handleTagComplete, this); this._tag.onreadystatechange = createjs.proxy(this._handleReadyStateChange, this); var evt = new createjs.Event("initialize"); evt.loader = this._tag; this.dispatchEvent(evt); this._hideTag(); this._tag[this._tagSrcAttribute] = this._item.src; }; p.destroy = function() { this._clean(); this._tag = null; this.AbstractRequest_destroy(); }; // private methods /** * Handle the readyStateChange event from a tag. We need this in place of the `onload` callback (mainly SCRIPT * and LINK tags), but other cases may exist. * @method _handleReadyStateChange * @private */ p._handleReadyStateChange = function () { clearTimeout(this._loadTimeout); // This is strictly for tags in browsers that do not support onload. var tag = this._tag; // Complete is for old IE support. if (tag.readyState == "loaded" || tag.readyState == "complete") { this._handleTagComplete(); } }; /** * Handle the tag's onload callback. * @method _handleTagComplete * @private */ p._handleTagComplete = function () { this._rawResult = this._tag; this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult; this._clean(); this._showTag(); this.dispatchEvent("complete"); }; /** * Remove event listeners, but don't destroy the request object * @method _clean * @private */ p._clean = function() { this._tag.onload = null; this._tag.onreadystatechange = null; if (this._addedToDOM && this._tag.parentNode != null) { this._tag.parentNode.removeChild(this._tag); } }; p._hideTag = function() { this._startTagVisibility = this._tag.style.visibility; this._tag.style.visibility = "hidden"; }; p._showTag = function() { this._tag.style.visibility = this._startTagVisibility; }; /** * Handle a stalled audio event. The main place this happens is with HTMLAudio in Chrome when playing back audio * that is already in a load, but not complete. * @method _handleStalled * @private */ p._handleStalled = function () { //Ignore, let the timeout take care of it. Sometimes its not really stopped. }; createjs.TagRequest = createjs.promote(TagRequest, "AbstractRequest"); }()); //############################################################################## // MediaTagRequest.js //############################################################################## (function () { "use strict"; // constructor /** * An {{#crossLink "TagRequest"}}{{/crossLink}} that loads HTML tags for video and audio. * @class MediaTagRequest * @param {LoadItem} loadItem * @param {HTMLAudioElement|HTMLVideoElement} tag * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc. * @constructor */ function MediaTagRequest(loadItem, tag, srcAttribute) { this.AbstractRequest_constructor(loadItem); // protected properties this._tag = tag; this._tagSrcAttribute = srcAttribute; this._loadedHandler = createjs.proxy(this._handleTagComplete, this); }; var p = createjs.extend(MediaTagRequest, createjs.TagRequest); var s = MediaTagRequest; // public methods p.load = function () { this._tag.onstalled = createjs.proxy(this._handleStalled, this); this._tag.onprogress = createjs.proxy(this._handleProgress, this); // This will tell us when audio is buffered enough to play through, but not when its loaded. // The tag doesn't keep loading in Chrome once enough has buffered, and we have decided that behaviour is sufficient. this._tag.addEventListener && this._tag.addEventListener("canplaythrough", this._loadedHandler, false); // canplaythrough callback doesn't work in Chrome, so we use an event. this.TagRequest_load(); }; // private methods p._handleReadyStateChange = function () { clearTimeout(this._loadTimeout); // This is strictly for tags in browsers that do not support onload. var tag = this._tag; // Complete is for old IE support. if (tag.readyState == "loaded" || tag.readyState == "complete") { this._handleTagComplete(); } }; p._handleStalled = function () { //Ignore, let the timeout take care of it. Sometimes its not really stopped. }; /** * An XHR request has reported progress. * @method _handleProgress * @param {Object} event The XHR progress event. * @private */ p._handleProgress = function (event) { if (!event || event.loaded > 0 && event.total == 0) { return; // Sometimes we get no "total", so just ignore the progress event. } var newEvent = new createjs.ProgressEvent(event.loaded, event.total); this.dispatchEvent(newEvent); }; // protected methods p._clean = function () { this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler); this._tag.onstalled = null; this._tag.onprogress = null; this.TagRequest__clean(); }; createjs.MediaTagRequest = createjs.promote(MediaTagRequest, "TagRequest"); }()); //############################################################################## // XHRRequest.js //############################################################################## (function () { "use strict"; // constructor /** * A preloader that loads items using XHR requests, usually XMLHttpRequest. However XDomainRequests will be used * for cross-domain requests if possible, and older versions of IE fall back on to ActiveX objects when necessary. * XHR requests load the content as text or binary data, provide progress and consistent completion events, and * can be canceled during load. Note that XHR is not supported in IE 6 or earlier, and is not recommended for * cross-domain loading. * @class XHRRequest * @constructor * @param {Object} item The object that defines the file to load. Please see the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * for an overview of supported file properties. * @extends AbstractLoader */ function XHRRequest(item) { this.AbstractRequest_constructor(item); // protected properties /** * A reference to the XHR request used to load the content. * @property _request * @type {XMLHttpRequest | XDomainRequest | ActiveX.XMLHTTP} * @private */ this._request = null; /** * A manual load timeout that is used for browsers that do not support the onTimeout event on XHR (XHR level 1, * typically IE9). * @property _loadTimeout * @type {Number} * @private */ this._loadTimeout = null; /** * The browser's XHR (XMLHTTPRequest) version. Supported versions are 1 and 2. There is no official way to detect * the version, so we use capabilities to make a best guess. * @property _xhrLevel * @type {Number} * @default 1 * @private */ this._xhrLevel = 1; /** * The response of a loaded file. This is set because it is expensive to look up constantly. This property will be * null until the file is loaded. * @property _response * @type {mixed} * @private */ this._response = null; /** * The response of the loaded file before it is modified. In most cases, content is converted from raw text to * an HTML tag or a formatted object which is set to the result property, but the developer may still * want to access the raw content as it was loaded. * @property _rawResponse * @type {String|Object} * @private */ this._rawResponse = null; this._canceled = false; // Setup our event handlers now. this._handleLoadStartProxy = createjs.proxy(this._handleLoadStart, this); this._handleProgressProxy = createjs.proxy(this._handleProgress, this); this._handleAbortProxy = createjs.proxy(this._handleAbort, this); this._handleErrorProxy = createjs.proxy(this._handleError, this); this._handleTimeoutProxy = createjs.proxy(this._handleTimeout, this); this._handleLoadProxy = createjs.proxy(this._handleLoad, this); this._handleReadyStateChangeProxy = createjs.proxy(this._handleReadyStateChange, this); if (!this._createXHR(item)) { //TODO: Throw error? } }; var p = createjs.extend(XHRRequest, createjs.AbstractRequest); // static properties /** * A list of XMLHTTP object IDs to try when building an ActiveX object for XHR requests in earlier versions of IE. * @property ACTIVEX_VERSIONS * @type {Array} * @since 0.4.2 * @private */ XHRRequest.ACTIVEX_VERSIONS = [ "Msxml2.XMLHTTP.6.0", "Msxml2.XMLHTTP.5.0", "Msxml2.XMLHTTP.4.0", "MSXML2.XMLHTTP.3.0", "MSXML2.XMLHTTP", "Microsoft.XMLHTTP" ]; // Public methods /** * Look up the loaded result. * @method getResult * @param {Boolean} [raw=false] Return a raw result instead of a formatted result. This applies to content * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be * returned instead. * @return {Object} A result object containing the content that was loaded, such as: *
      *
    • An image tag (<image />) for images
    • *
    • A script tag for JavaScript (<script />). Note that scripts loaded with tags may be added to the * HTML head.
    • *
    • A style tag for CSS (<style />)
    • *
    • Raw text for TEXT
    • *
    • A formatted JavaScript object defined by JSON
    • *
    • An XML document
    • *
    • An binary arraybuffer loaded by XHR
    • *
    * Note that if a raw result is requested, but not found, the result will be returned instead. */ p.getResult = function (raw) { if (raw && this._rawResponse) { return this._rawResponse; } return this._response; }; // Overrides abstract method in AbstractRequest p.cancel = function () { this.canceled = true; this._clean(); this._request.abort(); }; // Overrides abstract method in AbstractLoader p.load = function () { if (this._request == null) { this._handleError(); return; } //Events this._request.addEventListener("loadstart", this._handleLoadStartProxy, false); this._request.addEventListener("progress", this._handleProgressProxy, false); this._request.addEventListener("abort", this._handleAbortProxy, false); this._request.addEventListener("error",this._handleErrorProxy, false); this._request.addEventListener("timeout", this._handleTimeoutProxy, false); // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these. this._request.addEventListener("load", this._handleLoadProxy, false); this._request.addEventListener("readystatechange", this._handleReadyStateChangeProxy, false); // Set up a timeout if we don't have XHR2 if (this._xhrLevel == 1) { this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout); } // Sometimes we get back 404s immediately, particularly when there is a cross origin request. // note this does not catch in Chrome try { if (!this._item.values || this._item.method == createjs.AbstractLoader.GET) { this._request.send(); } else if (this._item.method == createjs.AbstractLoader.POST) { this._request.send(createjs.RequestUtils.formatQueryString(this._item.values)); } } catch (error) { this.dispatchEvent(new createjs.ErrorEvent("XHR_SEND", null, error)); } }; p.setResponseType = function (type) { this._request.responseType = type; }; /** * Get all the response headers from the XmlHttpRequest. * * From the docs: Return all the HTTP headers, excluding headers that are a case-insensitive match * for Set-Cookie or Set-Cookie2, as a single string, with each header line separated by a U+000D CR U+000A LF pair, * excluding the status line, and with each header name and header value separated by a U+003A COLON U+0020 SPACE * pair. * @method getAllResponseHeaders * @return {String} * @since 0.4.1 */ p.getAllResponseHeaders = function () { if (this._request.getAllResponseHeaders instanceof Function) { return this._request.getAllResponseHeaders(); } else { return null; } }; /** * Get a specific response header from the XmlHttpRequest. * * From the docs: Returns the header field value from the response of which the field name matches * header, unless the field name is Set-Cookie or Set-Cookie2. * @method getResponseHeader * @param {String} header The header name to retrieve. * @return {String} * @since 0.4.1 */ p.getResponseHeader = function (header) { if (this._request.getResponseHeader instanceof Function) { return this._request.getResponseHeader(header); } else { return null; } }; // protected methods /** * The XHR request has reported progress. * @method _handleProgress * @param {Object} event The XHR progress event. * @private */ p._handleProgress = function (event) { if (!event || event.loaded > 0 && event.total == 0) { return; // Sometimes we get no "total", so just ignore the progress event. } var newEvent = new createjs.ProgressEvent(event.loaded, event.total); this.dispatchEvent(newEvent); }; /** * The XHR request has reported a load start. * @method _handleLoadStart * @param {Object} event The XHR loadStart event. * @private */ p._handleLoadStart = function (event) { clearTimeout(this._loadTimeout); this.dispatchEvent("loadstart"); }; /** * The XHR request has reported an abort event. * @method handleAbort * @param {Object} event The XHR abort event. * @private */ p._handleAbort = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent("XHR_ABORTED", null, event)); }; /** * The XHR request has reported an error event. * @method _handleError * @param {Object} event The XHR error event. * @private */ p._handleError = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent(event.message)); }; /** * The XHR request has reported a readyState change. Note that older browsers (IE 7 & 8) do not provide an onload * event, so we must monitor the readyStateChange to determine if the file is loaded. * @method _handleReadyStateChange * @param {Object} event The XHR readyStateChange event. * @private */ p._handleReadyStateChange = function (event) { if (this._request.readyState == 4) { this._handleLoad(); } }; /** * The XHR request has completed. This is called by the XHR request directly, or by a readyStateChange that has * request.readyState == 4. Only the first call to this method will be processed. * @method _handleLoad * @param {Object} event The XHR load event. * @private */ p._handleLoad = function (event) { if (this.loaded) { return; } this.loaded = true; var error = this._checkError(); if (error) { this._handleError(error); return; } this._response = this._getResponse(); this._clean(); this.dispatchEvent(new createjs.Event("complete")); }; /** * The XHR request has timed out. This is called by the XHR request directly, or via a setTimeout * callback. * @method _handleTimeout * @param {Object} [event] The XHR timeout event. This is occasionally null when called by the backup setTimeout. * @private */ p._handleTimeout = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_TIMEOUT", null, event)); }; // Protected /** * Determine if there is an error in the current load. This checks the status of the request for problem codes. Note * that this does not check for an actual response. Currently, it only checks for 404 or 0 error code. * @method _checkError * @return {int} If the request status returns an error code. * @private */ p._checkError = function () { //LM: Probably need additional handlers here, maybe 501 var status = parseInt(this._request.status); switch (status) { case 404: // Not Found case 0: // Not Loaded return new Error(status); } return null; }; /** * Validate the response. Different browsers have different approaches, some of which throw errors when accessed * in other browsers. If there is no response, the _response property will remain null. * @method _getResponse * @private */ p._getResponse = function () { if (this._response != null) { return this._response; } if (this._request.response != null) { return this._request.response; } // Android 2.2 uses .responseText try { if (this._request.responseText != null) { return this._request.responseText; } } catch (e) { } // When loading XML, IE9 does not return .response, instead it returns responseXML.xml try { if (this._request.responseXML != null) { return this._request.responseXML; } } catch (e) { } return null; }; /** * Create an XHR request. Depending on a number of factors, we get totally different results. *
    1. Some browsers get an XDomainRequest when loading cross-domain.
    2. *
    3. XMLHttpRequest are created when available.
    4. *
    5. ActiveX.XMLHTTP objects are used in older IE browsers.
    6. *
    7. Text requests override the mime type if possible
    8. *
    9. Origin headers are sent for crossdomain requests in some browsers.
    10. *
    11. Binary loads set the response type to "arraybuffer"
    * @method _createXHR * @param {Object} item The requested item that is being loaded. * @return {Boolean} If an XHR request or equivalent was successfully created. * @private */ p._createXHR = function (item) { // Check for cross-domain loads. We can't fully support them, but we can try. var crossdomain = createjs.RequestUtils.isCrossDomain(item); var headers = {}; // Create the request. Fallback to whatever support we have. var req = null; if (window.XMLHttpRequest) { req = new XMLHttpRequest(); // This is 8 or 9, so use XDomainRequest instead. if (crossdomain && req.withCredentials === undefined && window.XDomainRequest) { req = new XDomainRequest(); } } else { // Old IE versions use a different approach for (var i = 0, l = s.ACTIVEX_VERSIONS.length; i < l; i++) { var axVersion = s.ACTIVEX_VERSIONS[i]; try { req = new ActiveXObject(axVersions); break; } catch (e) {} } if (req == null) { return false; } } // IE9 doesn't support overrideMimeType(), so we need to check for it. if (item.mimeType && req.overrideMimeType) { req.overrideMimeType(item.mimeType); } // Determine the XHR level this._xhrLevel = (typeof req.responseType === "string") ? 2 : 1; var src = null; if (item.method == createjs.AbstractLoader.GET) { src = createjs.RequestUtils.buildPath(item.src, item.values); } else { src = item.src; } // Open the request. Set cross-domain flags if it is supported (XHR level 1 only) req.open(item.method || createjs.AbstractLoader.GET, src, true); if (crossdomain && req instanceof XMLHttpRequest && this._xhrLevel == 1) { headers["Origin"] = location.origin; } // To send data we need to set the Content-type header) if (item.values && item.method == createjs.AbstractLoader.POST) { headers["Content-Type"] = "application/x-www-form-urlencoded"; } if (!crossdomain && !headers["X-Requested-With"]) { headers["X-Requested-With"] = "XMLHttpRequest"; } if (item.headers) { for (var n in item.headers) { headers[n] = item.headers[n]; } } for (n in headers) { req.setRequestHeader(n, headers[n]) } if (req instanceof XMLHttpRequest && item.withCredentials !== undefined) { req.withCredentials = item.withCredentials; } this._request = req; return true; }; /** * A request has completed (or failed or canceled), and needs to be disposed. * @method _clean * @private */ p._clean = function () { clearTimeout(this._loadTimeout); this._request.removeEventListener("loadstart", this._handleLoadStartProxy); this._request.removeEventListener("progress", this._handleProgressProxy); this._request.removeEventListener("abort", this._handleAbortProxy); this._request.removeEventListener("error",this._handleErrorProxy); this._request.removeEventListener("timeout", this._handleTimeoutProxy); this._request.removeEventListener("load", this._handleLoadProxy); this._request.removeEventListener("readystatechange", this._handleReadyStateChangeProxy); }; p.toString = function () { return "[PreloadJS XHRRequest]"; }; createjs.XHRRequest = createjs.promote(XHRRequest, "AbstractRequest"); }()); //############################################################################## // LoadQueue.js //############################################################################## /* TODO: WINDOWS ISSUES * No error for HTML audio in IE 678 * SVG no failure error in IE 67 (maybe 8) TAGS AND XHR * No script complete handler in IE 67 TAGS (XHR is fine) * No XML/JSON in IE6 TAGS * Need to hide loading SVG in Opera TAGS * No CSS onload/readystatechange in Safari or Android TAGS (requires rule checking) * SVG no load or failure in Opera XHR * Reported issues with IE7/8 */ (function () { "use strict"; // constructor /** * The LoadQueue class is the main API for preloading content. LoadQueue is a load manager, which can preload either * a single file, or queue of files. * * Creating a Queue
    * To use LoadQueue, create a LoadQueue instance. If you want to force tag loading where possible, set the preferXHR * argument to false. * * var queue = new createjs.LoadQueue(true); * * Listening for Events
    * Add any listeners you want to the queue. Since PreloadJS 0.3.0, the {{#crossLink "EventDispatcher"}}{{/crossLink}} * lets you add as many listeners as you want for events. You can subscribe to the following events:
      *
    • {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}}: fired when a queue completes loading all * files
    • *
    • {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}}: fired when the queue encounters an error with * any file.
    • *
    • {{#crossLink "AbstractLoader/progress:event"}}{{/crossLink}}: Progress for the entire queue has * changed.
    • *
    • {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}}: A single file has completed loading.
    • *
    • {{#crossLink "LoadQueue/fileprogress:event"}}{{/crossLink}}: Progress for a single file has changes. Note * that only files loaded with XHR (or possibly by plugins) will fire progress events other than 0 or 100%.
    • *
    * * queue.on("fileload", handleFileLoad, this); * queue.on("complete", handleComplete, this); * * Adding files and manifests
    * Add files you want to load using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or add multiple files at a * time using a list or a manifest definition using {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. Files are * appended to the end of the active queue, so you can use these methods as many times as you like, whenever you * like. * * queue.loadFile("filePath/file.jpg"); * queue.loadFile({id:"image", src:"filePath/file.jpg"}); * queue.loadManifest(["filePath/file.jpg", {id:"image", src:"filePath/file.jpg"}]); * * // Use an external manifest * queue.loadManifest("path/to/manifest.json"); * queue.loadManifest({src:"manifest.json", type:"manifest"}); * * If you pass `false` as the `loadNow` parameter, the queue will not kick of the load of the files, but it will not * stop if it has already been started. Call the {{#crossLink "AbstractLoader/load"}}{{/crossLink}} method to begin * a paused queue. Note that a paused queue will automatically resume when new files are added to it with a * `loadNow` argument of `true`. * * queue.load(); * * File Types
    * The file type of a manifest item is auto-determined by the file extension. The pattern matching in PreloadJS * should handle the majority of standard file and url formats, and works with common file extensions. If you have * either a non-standard file extension, or are serving the file using a proxy script, then you can pass in a * type property with any manifest item. * * queue.loadFile({src:"path/to/myFile.mp3x", type:createjs.AbstractLoader.SOUND}); * * // Note that PreloadJS will not read a file extension from the query string * queue.loadFile({src:"http://server.com/proxy?file=image.jpg", type:createjs.AbstractLoader.IMAGE}); * * Supported types are defined on the {{#crossLink "AbstractLoader"}}{{/crossLink}} class, and include: *
      *
    • {{#crossLink "AbstractLoader/BINARY:property"}}{{/crossLink}}: Raw binary data via XHR
    • *
    • {{#crossLink "AbstractLoader/CSS:property"}}{{/crossLink}}: CSS files
    • *
    • {{#crossLink "AbstractLoader/IMAGE:property"}}{{/crossLink}}: Common image formats
    • *
    • {{#crossLink "AbstractLoader/JAVASCRIPT:property"}}{{/crossLink}}: JavaScript files
    • *
    • {{#crossLink "AbstractLoader/JSON:property"}}{{/crossLink}}: JSON data
    • *
    • {{#crossLink "AbstractLoader/JSONP:property"}}{{/crossLink}}: JSON files cross-domain
    • *
    • {{#crossLink "AbstractLoader/MANIFEST:property"}}{{/crossLink}}: A list of files to load in JSON format, see * {{#crossLink "AbstractLoader/loadManifest"}}{{/crossLink}}
    • *
    • {{#crossLink "AbstractLoader/SOUND:property"}}{{/crossLink}}: Audio file formats
    • *
    • {{#crossLink "AbstractLoader/SPRITESHEET:property"}}{{/crossLink}}: JSON SpriteSheet definiteions. This * will also load sub-images, and provide a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance.
    • *
    • {{#crossLink "AbstractLoader/SVG:property"}}{{/crossLink}}: SVG files
    • *
    • {{#crossLink "AbstractLoader/TEXT:property"}}{{/crossLink}}: Text files - XHR only
    • *
    • {{#crossLink "AbstractLoader/XML:property"}}{{/crossLink}}: XML data
    • *
    * * Note: Loader types used to be defined on LoadQueue, but have been moved to AbstractLoader for better * portability of loader classes, which can be used individually now. The properties on LoadQueue still exist, but * are deprecated. * * Handling Results
    * When a file is finished downloading, a {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event is * dispatched. In an example above, there is an event listener snippet for fileload. Loaded files are usually a * formatted object that can be used immediately, including: *
      *
    • Binary: The binary loaded result
    • *
    • CSS: A <link /> tag
    • *
    • Image: An <img /> tag
    • *
    • JavaScript: A <script /> tag
    • *
    • JSON/JSONP: A formatted JavaScript Object
    • *
    • Manifest: A JavaScript object. *
    • Sound: An <audio /> tag *
    • SpriteSheet: A {{#crossLink "SpriteSheet"}}{{/crossLink}} instance, containing loaded images. *
    • SVG: An <object /> tag
    • *
    • Text: Raw text
    • *
    • XML: An XML DOM node
    • *
    * * function handleFileLoad(event) { * var item = event.item; // A reference to the item that was passed in to the LoadQueue * var type = item.type; * * // Add any images to the page body. * if (type == createjs.LoadQueue.IMAGE) { * document.body.appendChild(event.result); * } * } * * At any time after the file has been loaded (usually after the queue has completed), any result can be looked up * via its "id" using {{#crossLink "LoadQueue/getResult"}}{{/crossLink}}. If no id was provided, then the * "src" or file path can be used instead, including the `path` defined by a manifest, but not including * a base path defined on the LoadQueue. It is recommended to always pass an id if you want to look up content. * * var image = queue.getResult("image"); * document.body.appendChild(image); * * Raw loaded content can be accessed using the rawResult property of the {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} * event, or can be looked up using {{#crossLink "LoadQueue/getResult"}}{{/crossLink}}, passing `true` as the 2nd * argument. This is only applicable for content that has been parsed for the browser, specifically: JavaScript, * CSS, XML, SVG, and JSON objects, or anything loaded with XHR. * * var image = queue.getResult("image", true); // load the binary image data loaded with XHR. * * Plugins
    * LoadQueue has a simple plugin architecture to help process and preload content. For example, to preload audio, * make sure to install the SoundJS Sound class, which will help load HTML audio, * Flash audio, and WebAudio files. This should be installed before loading any audio files. * * queue.installPlugin(createjs.Sound); * *

    Known Browser Issues

    *
      *
    • Browsers without audio support can not load audio files.
    • *
    • Safari on Mac OS X can only play HTML audio if QuickTime is installed
    • *
    • HTML Audio tags will only download until their canPlayThrough event is fired. Browsers other * than Chrome will continue to download in the background.
    • *
    • When loading scripts using tags, they are automatically added to the document.
    • *
    • Scripts loaded via XHR may not be properly inspectable with browser tools.
    • *
    • IE6 and IE7 (and some other browsers) may not be able to load XML, Text, or JSON, since they require * XHR to work.
    • *
    • Content loaded via tags will not show progress, and will continue to download in the background when * canceled, although no events will be dispatched.
    • *
    * * @class LoadQueue * @param {Boolean} [preferXHR=true] Determines whether the preload instance will favor loading with XHR (XML HTTP * Requests), or HTML tags. When this is `false`, the queue will use tag loading when possible, and fall back on XHR * when necessary. * @param {String} [basePath=""] A path that will be prepended on to the source parameter of all items in the queue * before they are loaded. Sources beginning with a protocol such as `http://` or a relative path such as `../` * will not receive a base path. * @param {String|Boolean} [crossOrigin=""] An optional flag to support images loaded from a CORS-enabled server. To * use it, set this value to `true`, which will default the crossOrigin property on images to "Anonymous". Any * string value will be passed through, but only "" and "Anonymous" are recommended. Note: The crossOrigin * parameter is deprecated. Use LoadItem.crossOrigin instead * * @constructor * @extends AbstractLoader */ function LoadQueue(preferXHR, basePath, crossOrigin) { this.AbstractLoader_constructor(); this.init(preferXHR, basePath, crossOrigin); } var p = createjs.extend(LoadQueue, createjs.AbstractLoader); var s = LoadQueue; /** * An internal initialization method, which is used for initial set up, but also to reset the LoadQueue. * @method init * @param preferXHR * @param basePath * @param crossOrigin * @private */ p.init = function(preferXHR, basePath, crossOrigin) { // public properties /** * @property useXHR * @type {Boolean} * @readOnly * @default true * @deprecated Use preferXHR instead. */ this.useXHR = true; /** * Try and use XMLHttpRequest (XHR) when possible. Note that LoadQueue will default to tag loading or XHR * loading depending on the requirements for a media type. For example, HTML audio can not be loaded with XHR, * and plain text can not be loaded with tags, so it will default the the correct type instead of using the * user-defined type. * @type {Boolean} * @default true * @since 0.6.0 */ this.preferXHR = true; //TODO: Get/Set this._preferXHR = true; this.setPreferXHR(preferXHR); /** * Determines if the LoadQueue will stop processing the current queue when an error is encountered. * @property stopOnError * @type {Boolean} * @default false */ this.stopOnError = false; /** * Ensure loaded scripts "complete" in the order they are specified. Loaded scripts are added to the document head * once they are loaded. Scripts loaded via tags will load one-at-a-time when this property is `true`, whereas * scripts loaded using XHR can load in any order, but will "finish" and be added to the document in the order * specified. * * Any items can be set to load in order by setting the {{#crossLink "maintainOrder:property"}}{{/crossLink}} * property on the load item, or by ensuring that only one connection can be open at a time using * {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}. Note that when the `maintainScriptOrder` property * is set to `true`, scripts items are automatically set to `maintainOrder=true`, and changing the * `maintainScriptOrder` to `false` during a load will not change items already in a queue. * *

    Example

    * * var queue = new createjs.LoadQueue(); * queue.setMaxConnections(3); // Set a higher number to load multiple items at once * queue.maintainScriptOrder = true; // Ensure scripts are loaded in order * queue.loadManifest([ * "script1.js", * "script2.js", * "image.png", // Load any time * {src: "image2.png", maintainOrder: true} // Will wait for script2.js * "image3.png", * "script3.js" // Will wait for image2.png before loading (or completing when loading with XHR) * ]); * * @property maintainScriptOrder * @type {Boolean} * @default true */ this.maintainScriptOrder = true; /** * The next preload queue to process when this one is complete. If an error is thrown in the current queue, and * {{#crossLink "LoadQueue/stopOnError:property"}}{{/crossLink}} is `true`, the next queue will not be processed. * @property next * @type {LoadQueue} * @default null */ this.next = null; // protected properties /** * Whether the queue is currently paused or not. * @property _paused * @type {boolean} * @private */ this._paused = false; /** * A path that will be prepended on to the item's {{#crossLink "LoadItem/src:property"}}{{/crossLink}}. The * `_basePath` property will only be used if an item's source is relative, and does not include a protocol such * as `http://`, or a relative path such as `../`. * @property _basePath * @type {String} * @private * @since 0.3.1 */ this._basePath = basePath; /** * An optional flag to set on images that are loaded using PreloadJS, which enables CORS support. Images loaded * cross-domain by servers that support CORS require the crossOrigin flag to be loaded and interacted with by * a canvas. When loading locally, or with a server with no CORS support, this flag can cause other security issues, * so it is recommended to only set it if you are sure the server supports it. Currently, supported values are "" * and "Anonymous". * @property _crossOrigin * @type {String} * @default "" * @private * @since 0.4.1 */ this._crossOrigin = crossOrigin; /** * An object hash of callbacks that are fired for each file type before the file is loaded, giving plugins the * ability to override properties of the load. Please see the {{#crossLink "LoadQueue/installPlugin"}}{{/crossLink}} * method for more information. * @property _typeCallbacks * @type {Object} * @private */ this._typeCallbacks = {}; /** * An object hash of callbacks that are fired for each file extension before the file is loaded, giving plugins the * ability to override properties of the load. Please see the {{#crossLink "LoadQueue/installPlugin"}}{{/crossLink}} * method for more information. * @property _extensionCallbacks * @type {null} * @private */ this._extensionCallbacks = {}; /** * Determines if the loadStart event was dispatched already. This event is only fired one time, when the first * file is requested. * @property _loadStartWasDispatched * @type {Boolean} * @default false * @private */ this._loadStartWasDispatched = false; /** * The number of maximum open connections that a loadQueue tries to maintain. Please see * {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}} for more information. * @property _maxConnections * @type {Number} * @default 1 * @private */ this._maxConnections = 1; /** * Determines if there is currently a script loading. This helps ensure that only a single script loads at once when * using a script tag to do preloading. * @property _currentlyLoadingScript * @type {Boolean} * @private */ this._currentlyLoadingScript = null; /** * An array containing the currently downloading files. * @property _currentLoads * @type {Array} * @private */ this._currentLoads = []; /** * An array containing the queued items that have not yet started downloading. * @property _loadQueue * @type {Array} * @private */ this._loadQueue = []; /** * An array containing downloads that have not completed, so that the LoadQueue can be properly reset. * @property _loadQueueBackup * @type {Array} * @private */ this._loadQueueBackup = []; /** * An object hash of items that have finished downloading, indexed by the {{#crossLink "LoadItem"}}{{/crossLink}} * id. * @property _loadItemsById * @type {Object} * @private */ this._loadItemsById = {}; /** * An object hash of items that have finished downloading, indexed by {{#crossLink "LoadItem"}}{{/crossLink}} * source. * @property _loadItemsBySrc * @type {Object} * @private */ this._loadItemsBySrc = {}; /** * An object hash of loaded items, indexed by the ID of the {{#crossLink "LoadItem"}}{{/crossLink}}. * @property _loadedResults * @type {Object} * @private */ this._loadedResults = {}; /** * An object hash of un-parsed loaded items, indexed by the ID of the {{#crossLink "LoadItem"}}{{/crossLink}}. * @property _loadedRawResults * @type {Object} * @private */ this._loadedRawResults = {}; /** * The number of items that have been requested. This helps manage an overall progress without knowing how large * the files are before they are downloaded. This does not include items inside of loaders such as the * {{#crossLink "ManifestLoader"}}{{/crossLink}}. * @property _numItems * @type {Number} * @default 0 * @private */ this._numItems = 0; /** * The number of items that have completed loaded. This helps manage an overall progress without knowing how large * the files are before they are downloaded. * @property _numItemsLoaded * @type {Number} * @default 0 * @private */ this._numItemsLoaded = 0; /** * A list of scripts in the order they were requested. This helps ensure that scripts are "completed" in the right * order. * @property _scriptOrder * @type {Array} * @private */ this._scriptOrder = []; /** * A list of scripts that have been loaded. Items are added to this list as null when they are * requested, contain the loaded item if it has completed, but not been dispatched to the user, and true * once they are complete and have been dispatched. * @property _loadedScripts * @type {Array} * @private */ this._loadedScripts = []; /** * The last progress amount. This is used to suppress duplicate progress events. * @property _lastProgress * @type {Number} * @private * @since 0.6.0 */ this._lastProgress = NaN; /** * An internal list of all the default Loaders that are included with PreloadJS. Before an item is loaded, the * available loader list is iterated, in the order they are included, and as soon as a loader indicates it can * handle the content, it will be selected. The default loader, ({{#crossLink "TextLoader"}}{{/crossLink}} is * last in the list, so it will be used if no other match is found. Typically, loaders will match based on the * {{#crossLink "LoadItem/type"}}{{/crossLink}}, which is automatically determined using the file extension of * the {{#crossLink "LoadItem/src:property"}}{{/crossLink}}. * * Loaders can be removed from PreloadJS by simply not including them. * * Custom loaders installed using {{#crossLink "registerLoader"}}{{/crossLink}} will be prepended to this list * so that they are checked first. * @property _availableLoaders * @type {Array} * @private * @since 0.6.0 */ this._availableLoaders = [ createjs.ImageLoader, createjs.JavaScriptLoader, createjs.CSSLoader, createjs.JSONLoader, createjs.JSONPLoader, createjs.SoundLoader, createjs.ManifestLoader, createjs.SpriteSheetLoader, createjs.XMLLoader, createjs.SVGLoader, createjs.BinaryLoader, createjs.VideoLoader, createjs.TextLoader, ]; /** * The number of built in loaders, so they can't be removed by {{#crossLink "unregisterLoader"}}{{/crossLink}. * @property _defaultLoaderLength * @type {Number} * @private * @since 0.6.0 */ this._defaultLoaderLength = this._availableLoaders.length; }; // static properties /** * The time in milliseconds to assume a load has failed. An {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}} * event is dispatched if the timeout is reached before any data is received. * @property loadTimeout * @type {Number} * @default 8000 * @static * @since 0.4.1 * @deprecated In favour of LoadItem.loadTimeout */ s.loadTimeout = 8000; /** * The time in milliseconds to assume a load has failed. * @property LOAD_TIMEOUT * @type {Number} * @default 0 * @deprecated in favor of the {{#crossLink "LoadQueue/loadTimeout:property"}}{{/crossLink}} property. */ s.LOAD_TIMEOUT = 0; // Preload Types /** * @property BINARY * @type {String} * @default binary * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/BINARY:property"}}{{/crossLink}} instead. */ s.BINARY = createjs.AbstractLoader.BINARY; /** * @property CSS * @type {String} * @default css * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/CSS:property"}}{{/crossLink}} instead. */ s.CSS = createjs.AbstractLoader.CSS; /** * @property IMAGE * @type {String} * @default image * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/CSS:property"}}{{/crossLink}} instead. */ s.IMAGE = createjs.AbstractLoader.IMAGE; /** * @property JAVASCRIPT * @type {String} * @default javascript * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/JAVASCRIPT:property"}}{{/crossLink}} instead. */ s.JAVASCRIPT = createjs.AbstractLoader.JAVASCRIPT; /** * @property JSON * @type {String} * @default json * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/JSON:property"}}{{/crossLink}} instead. */ s.JSON = createjs.AbstractLoader.JSON; /** * @property JSONP * @type {String} * @default jsonp * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/JSONP:property"}}{{/crossLink}} instead. */ s.JSONP = createjs.AbstractLoader.JSONP; /** * @property MANIFEST * @type {String} * @default manifest * @static * @since 0.4.1 * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/MANIFEST:property"}}{{/crossLink}} instead. */ s.MANIFEST = createjs.AbstractLoader.MANIFEST; /** * @property SOUND * @type {String} * @default sound * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/JAVASCRIPT:property"}}{{/crossLink}} instead. */ s.SOUND = createjs.AbstractLoader.SOUND; /** * @property VIDEO * @type {String} * @default video * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/JAVASCRIPT:property"}}{{/crossLink}} instead. */ s.VIDEO = createjs.AbstractLoader.VIDEO; /** * @property SVG * @type {String} * @default svg * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/SVG:property"}}{{/crossLink}} instead. */ s.SVG = createjs.AbstractLoader.SVG; /** * @property TEXT * @type {String} * @default text * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/TEXT:property"}}{{/crossLink}} instead. */ s.TEXT = createjs.AbstractLoader.TEXT; /** * @property XML * @type {String} * @default xml * @static * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/XML:property"}}{{/crossLink}} instead. */ s.XML = createjs.AbstractLoader.XML; /** * @property POST * @type {string} * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/POST:property"}}{{/crossLink}} instead. */ s.POST = createjs.AbstractLoader.POST; /** * @property GET * @type {string} * @deprecated Use the AbstractLoader {{#crossLink "AbstractLoader/GET:property"}}{{/crossLink}} instead. */ s.GET = createjs.AbstractLoader.GET; // events /** * This event is fired when an individual file has loaded, and been processed. * @event fileload * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the * object will contain that value as a `src` property. * @param {Object} result The HTML tag or parsed result of the loaded item. * @param {Object} rawResult The unprocessed result, usually the raw text or binary data before it is converted * to a usable object. * @since 0.3.0 */ /** * This {{#crossLink "ProgressEvent"}}{{/crossLink}} that is fired when an an individual file's progress changes. * @event fileprogress * @since 0.3.0 */ /** * This event is fired when an individual file starts to load. * @event filestart * @param {Object} The object that dispatched the event. * @param {String} type The event type. * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the * object will contain that value as a property. */ // public methods /** * Register a custom loaders class. New loaders are given precedence over loaders added earlier and default loaders. * It is recommended that loaders extend {{#crossLink "AbstractLoader"}}{{/crossLink}}. Loaders can only be added * once, and will be prepended to the list of available loaders. * @method registerLoader * @param {Class} The AbstractLoader class to add. * @since 0.6.0 */ p.registerLoader = function (loader) { if (!loader || !loader.canLoadItem) { throw new Error("loader is of an incorrect type."); } else if (this._availableLoaders.indexOf(loader) != -1) { throw new Error("loader already exists."); //LM: Maybe just silently fail here } this._availableLoaders.unshift(loader); }; /** * Remove a custom loader added usig {{#crossLink "registerLoader"}}{{/crossLink}}. Only custom loaders can be * unregistered, the default loaders will always be available. * @method unregisterLoader * @param {Class} loader The AbstractLoader class to remove */ p.unregisterLoader = function (loader) { var idx = this._availableLoaders.indexOf(loader); if (idx != -1 && idx < this._defaultLoaderLength - 1) { this._availableLoaders.splice(idx, 1); } }; /** * @method setUseXHR * @param {Boolean} value The new useXHR value to set. * @return {Boolean} The new useXHR value. If XHR is not supported by the browser, this will return false, even if * the provided value argument was true. * @since 0.3.0 * @deprecated use the {{#crossLink "preferXHR:property"}}{{/crossLink}} property, or the {{#crossLink "setUseXHR"}}{{/crossLink}} * method instead. */ p.setUseXHR = function (value) { return this.setPreferXHR(value); }; /** * Change the {{#crossLink "preferXHR:property"}}{{/crossLink}} value. Note that if this is set to `true`, it may * fail, or be ignored depending on the browser's capabilities and the load type. * @method setPreferXHR * @param {Boolean} value * @returns {Boolean} The value of {{#crossLink "preferXHR"}}{{/crossLink}} that was successfully set. * @since 0.6.0 */ p.setPreferXHR = function(value) { // Determine if we can use XHR. XHR defaults to TRUE, but the browser may not support it. //TODO: Should we be checking for the other XHR types? Might have to do a try/catch on the different types similar to createXHR. this.preferXHR = (value != false && window.XMLHttpRequest != null); return this.preferXHR; }; /** * Stops all queued and loading items, and clears the queue. This also removes all internal references to loaded * content, and allows the queue to be used again. * @method removeAll * @since 0.3.0 */ p.removeAll = function () { this.remove(); }; /** * Stops an item from being loaded, and removes it from the queue. If nothing is passed, all items are removed. * This also removes internal references to loaded item(s). * *

    Example

    * * queue.loadManifest([ * {src:"test.png", id:"png"}, * {src:"test.jpg", id:"jpg"}, * {src:"test.mp3", id:"mp3"} * ]); * queue.remove("png"); // Single item by ID * queue.remove("png", "test.jpg"); // Items as arguments. Mixed id and src. * queue.remove(["test.png", "jpg"]); // Items in an Array. Mixed id and src. * * @method remove * @param {String | Array} idsOrUrls* The id or ids to remove from this queue. You can pass an item, an array of * items, or multiple items as arguments. * @since 0.3.0 */ p.remove = function (idsOrUrls) { var args = null; if (idsOrUrls && !(idsOrUrls instanceof Array)) { args = [idsOrUrls]; } else if (idsOrUrls) { args = idsOrUrls; } else if (arguments.length > 0) { return; } var itemsWereRemoved = false; // Destroy everything if (!args) { this.close(); for (var n in this._loadItemsById) { this._disposeItem(this._loadItemsById[n]); } this.init(this.preferXHR, this._basePath); // Remove specific items } else { while (args.length) { var item = args.pop(); var r = this.getResult(item); //Remove from the main load Queue for (i = this._loadQueue.length - 1; i >= 0; i--) { loadItem = this._loadQueue[i].getItem(); if (loadItem.id == item || loadItem.src == item) { this._loadQueue.splice(i, 1)[0].cancel(); break; } } //Remove from the backup queue for (i = this._loadQueueBackup.length - 1; i >= 0; i--) { loadItem = this._loadQueueBackup[i].getItem(); if (loadItem.id == item || loadItem.src == item) { this._loadQueueBackup.splice(i, 1)[0].cancel(); break; } } if (r) { delete this._loadItemsById[r.id]; delete this._loadItemsBySrc[r.src]; this._disposeItem(r); } else { for (var i = this._currentLoads.length - 1; i >= 0; i--) { var loadItem = this._currentLoads[i].getItem(); if (loadItem.id == item || loadItem.src == item) { this._currentLoads.splice(i, 1)[0].cancel(); itemsWereRemoved = true; break; } } } } // If this was called during a load, try to load the next item. if (itemsWereRemoved) { this._loadNext(); } } }; /** * Stops all open loads, destroys any loaded items, and resets the queue, so all items can * be reloaded again by calling {{#crossLink "AbstractLoader/load"}}{{/crossLink}}. Items are not removed from the * queue. To remove items use the {{#crossLink "LoadQueue/remove"}}{{/crossLink}} or * {{#crossLink "LoadQueue/removeAll"}}{{/crossLink}} method. * @method reset * @since 0.3.0 */ p.reset = function () { this.close(); for (var n in this._loadItemsById) { this._disposeItem(this._loadItemsById[n]); } //Reset the queue to its start state var a = []; for (var i = 0, l = this._loadQueueBackup.length; i < l; i++) { a.push(this._loadQueueBackup[i].getItem()); } this.loadManifest(a, false); }; /** * Register a plugin. Plugins can map to load types (sound, image, etc), or specific extensions (png, mp3, etc). * Currently, only one plugin can exist per type/extension. * * When a plugin is installed, a getPreloadHandlers() method will be called on it. For more information * on this method, check out the {{#crossLink "SamplePlugin/getPreloadHandlers"}}{{/crossLink}} method in the * {{#crossLink "SamplePlugin"}}{{/crossLink}} class. * * Before a file is loaded, a matching plugin has an opportunity to modify the load. If a `callback` is returned * from the {{#crossLink "SamplePlugin/getPreloadHandlers"}}{{/crossLink}} method, it will be invoked first, and its * result may cancel or modify the item. The callback method can also return a `completeHandler` to be fired when * the file is loaded, or a `tag` object, which will manage the actual download. For more information on these * methods, check out the {{#crossLink "SamplePlugin/preloadHandler"}}{{/crossLink}} and {{#crossLink "SamplePlugin/fileLoadHandler"}}{{/crossLink}} * methods on the {{#crossLink "SamplePlugin"}}{{/crossLink}}. * * @method installPlugin * @param {Function} plugin The plugin class to install. */ p.installPlugin = function (plugin) { if (plugin == null) { return; } if (plugin.getPreloadHandlers != null) { var map = plugin.getPreloadHandlers(); map.scope = plugin; if (map.types != null) { for (var i = 0, l = map.types.length; i < l; i++) { this._typeCallbacks[map.types[i]] = map; } } if (map.extensions != null) { for (i = 0, l = map.extensions.length; i < l; i++) { this._extensionCallbacks[map.extensions[i]] = map; } } } }; /** * Set the maximum number of concurrent connections. Note that browsers and servers may have a built-in maximum * number of open connections, so any additional connections may remain in a pending state until the browser * opens the connection. When loading scripts using tags, and when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} * is `true`, only one script is loaded at a time due to browser limitations. * *

    Example

    * * var queue = new createjs.LoadQueue(); * queue.setMaxConnections(10); // Allow 10 concurrent loads * * @method setMaxConnections * @param {Number} value The number of concurrent loads to allow. By default, only a single connection per LoadQueue * is open at any time. */ p.setMaxConnections = function (value) { this._maxConnections = value; if (!this._paused && this._loadQueue.length > 0) { this._loadNext(); } }; /** * Load a single file. To add multiple files at once, use the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} * method. * * Files are always appended to the current queue, so this method can be used multiple times to add files. * To clear the queue first, use the {{#crossLink "AbstractLoader/close"}}{{/crossLink}} method. * @method loadFile * @param {LoadItem|Object|String} file The file object or path to load. A file can be either *
      *
    • A {{#crossLink "LoadItem"}}{{/crossLink}} instance
    • *
    • An object containing properties defined by {{#crossLink "LoadItem"}}{{/crossLink}}
    • *
    • OR A string path to a resource. Note that this kind of load item will be converted to a {{#crossLink "LoadItem"}}{{/crossLink}} * in the background.
    • *
    * @param {Boolean} [loadNow=true] Kick off an immediate load (true) or wait for a load call (false). The default * value is true. If the queue is paused using {{#crossLink "LoadQueue/setPaused"}}{{/crossLink}}, and the value is * `true`, the queue will resume automatically. * @param {String} [basePath] A base path that will be prepended to each file. The basePath argument overrides the * path specified in the constructor. Note that if you load a manifest using a file of type {{#crossLink "AbstractLoader/MANIFEST:property"}}{{/crossLink}}, * its files will NOT use the basePath parameter. The basePath parameter is deprecated. * This parameter will be removed in a future version. Please either use the `basePath` parameter in the LoadQueue * constructor, or a `path` property in a manifest definition. */ p.loadFile = function (file, loadNow, basePath) { if (file == null) { var event = new createjs.ErrorEvent("PRELOAD_NO_FILE"); this._sendError(event); return; } this._addItem(file, null, basePath); if (loadNow !== false) { this.setPaused(false); } else { this.setPaused(true); } }; /** * Load an array of files. To load a single file, use the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} method. * The files in the manifest are requested in the same order, but may complete in a different order if the max * connections are set above 1 using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}. Scripts will load * in the right order as long as {{#crossLink "LoadQueue/maintainScriptOrder"}}{{/crossLink}} is true (which is * default). * * Files are always appended to the current queue, so this method can be used multiple times to add files. * To clear the queue first, use the {{#crossLink "AbstractLoader/close"}}{{/crossLink}} method. * @method loadManifest * @param {Array|String|Object} manifest An list of files to load. The loadManifest call supports four types of * manifests: *
      *
    1. A string path, which points to a manifest file, which is a JSON file that contains a "manifest" property, * which defines the list of files to load, and can optionally contain a "path" property, which will be * prepended to each file in the list.
    2. *
    3. An object which defines a "src", which is a JSON or JSONP file. A "callback" can be defined for JSONP * file. The JSON/JSONP file should contain a "manifest" property, which defines the list of files to load, * and can optionally contain a "path" property, which will be prepended to each file in the list.
    4. *
    5. An object which contains a "manifest" property, which defines the list of files to load, and can * optionally contain a "path" property, which will be prepended to each file in the list.
    6. *
    7. An Array of files to load.
    8. *
    * * Each "file" in a manifest can be either: *
      *
    • A {{#crossLink "LoadItem"}}{{/crossLink}} instance
    • *
    • An object containing properties defined by {{#crossLink "LoadItem"}}{{/crossLink}}
    • *
    • OR A string path to a resource. Note that this kind of load item will be converted to a {{#crossLink "LoadItem"}}{{/crossLink}} * in the background.
    • *
    * * @param {Boolean} [loadNow=true] Kick off an immediate load (true) or wait for a load call (false). The default * value is true. If the queue is paused using {{#crossLink "LoadQueue/setPaused"}}{{/crossLink}} and this value is * `true`, the queue will resume automatically. * @param {String} [basePath] A base path that will be prepended to each file. The basePath argument overrides the * path specified in the constructor. Note that if you load a manifest using a file of type {{#crossLink "LoadQueue/MANIFEST:property"}}{{/crossLink}}, * its files will NOT use the basePath parameter. The basePath parameter is deprecated. * This parameter will be removed in a future version. Please either use the `basePath` parameter in the LoadQueue * constructor, or a `path` property in a manifest definition. */ p.loadManifest = function (manifest, loadNow, basePath) { var fileList = null; var path = null; // Array-based list of items if (manifest instanceof Array) { if (manifest.length == 0) { var event = new createjs.ErrorEvent("PRELOAD_MANIFEST_EMPTY"); this._sendError(event); return; } fileList = manifest; // String-based. Only file manifests can be specified this way. Any other types will cause an error when loaded. } else if (typeof(manifest) === "string") { fileList = [ { src: manifest, type: s.MANIFEST } ]; } else if (typeof(manifest) == "object") { // An object that defines a manifest path if (manifest.src !== undefined) { if (manifest.type == null) { manifest.type = s.MANIFEST; } else if (manifest.type != s.MANIFEST) { var event = new createjs.ErrorEvent("PRELOAD_MANIFEST_TYPE"); this._sendError(event); } fileList = [manifest]; // An object that defines a manifest } else if (manifest.manifest !== undefined) { fileList = manifest.manifest; path = manifest.path; } // Unsupported. This will throw an error. } else { var event = new createjs.ErrorEvent("PRELOAD_MANIFEST_NULL"); this._sendError(event); return; } for (var i = 0, l = fileList.length; i < l; i++) { this._addItem(fileList[i], path, basePath); } if (loadNow !== false) { this.setPaused(false); } else { this.setPaused(true); } }; /** * Start a LoadQueue that was created, but not automatically started. * @method load */ p.load = function () { this.setPaused(false); }; /** * Look up a {{#crossLink "LoadItem"}}{{/crossLink}} using either the "id" or "src" that was specified when loading it. Note that if no "id" was * supplied with the load item, the ID will be the "src", including a `path` property defined by a manifest. The * `basePath` will not be part of the ID. * @method getItem * @param {String} value The id or src of the load item. * @return {Object} The load item that was initially requested using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. This object is also returned via the {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} * event as the `item` parameter. */ p.getItem = function (value) { return this._loadItemsById[value] || this._loadItemsBySrc[value]; }; /** * Look up a loaded result using either the "id" or "src" that was specified when loading it. Note that if no "id" * was supplied with the load item, the ID will be the "src", including a `path` property defined by a manifest. The * `basePath` will not be part of the ID. * @method getResult * @param {String} value The id or src of the load item. * @param {Boolean} [rawResult=false] Return a raw result instead of a formatted result. This applies to content * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be * returned instead. * @return {Object} A result object containing the content that was loaded, such as: *
      *
    • An image tag (<image />) for images
    • *
    • A script tag for JavaScript (<script />). Note that scripts are automatically added to the HTML * DOM.
    • *
    • A style tag for CSS (<style /> or <link >)
    • *
    • Raw text for TEXT
    • *
    • A formatted JavaScript object defined by JSON
    • *
    • An XML document
    • *
    • A binary arraybuffer loaded by XHR
    • *
    • An audio tag (<audio >) for HTML audio. Note that it is recommended to use SoundJS APIs to play * loaded audio. Specifically, audio loaded by Flash and WebAudio will return a loader object using this method * which can not be used to play audio back.
    • *
    * This object is also returned via the {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event as the 'item` * parameter. Note that if a raw result is requested, but not found, the result will be returned instead. */ p.getResult = function (value, rawResult) { var item = this._loadItemsById[value] || this._loadItemsBySrc[value]; if (item == null) { return null; } var id = item.id; if (rawResult && this._loadedRawResults[id]) { return this._loadedRawResults[id]; } return this._loadedResults[id]; }; /** * Generate an list of items loaded by this queue. * @method getItems * @param {Boolean} loaded Determines if only items that have been loaded should be returned. If false, in-progress * and failed load items will also be included. * @returns {Array} A list of objects that have been loaded. Each item includes the {{#crossLink "LoadItem"}}{{/crossLink}}, * result, and rawResult. * @since 0.6.0 */ p.getItems = function(loaded) { var arr = []; for (var i= 0, l=this._loadQueueBackup.length; iDeprecatedAn optional basePath passed into a {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} * or {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} call. This parameter will be removed in a future tagged * version. * @private */ p._addItem = function (value, path, basePath) { var item = this._createLoadItem(value, path, basePath); // basePath and manifest path are added to the src. if (item == null) { return; } // Sometimes plugins or types should be skipped. var loader = this._createLoader(item); if (loader != null) { item._loader = loader; this._loadQueue.push(loader); this._loadQueueBackup.push(loader); this._numItems++; this._updateProgress(); // Only worry about script order when using XHR to load scripts. Tags are only loading one at a time. if ((this.maintainScriptOrder && item.type == createjs.LoadQueue.JAVASCRIPT //&& loader instanceof createjs.XHRLoader //NOTE: Have to track all JS files this way ) || item.maintainOrder === true) { this._scriptOrder.push(item); this._loadedScripts.push(null); } } }; /** * Create a refined {{#crossLink "LoadItem"}}{{/crossLink}}, which contains all the required properties. The type of * item is determined by browser support, requirements based on the file type, and developer settings. For example, * XHR is only used for file types that support it in new browsers. * * Before the item is returned, any plugins registered to handle the type or extension will be fired, which may * alter the load item. * @method _createLoadItem * @param {String | Object | HTMLAudioElement | HTMLImageElement} value The item that needs to be preloaded. * @param {String} [path] A path to prepend to the item's source. Sources beginning with http:// or similar will * not receive a path. Since PreloadJS 0.4.1, the src will be modified to include the `path` and {{#crossLink "LoadQueue/_basePath:property"}}{{/crossLink}} * when it is added. * @param {String} [basePath] Deprectated A base path to prepend to the items source in addition to * the path argument. * @return {Object} The loader instance that will be used. * @private */ p._createLoadItem = function (value, path, basePath) { var item = createjs.LoadItem.create(value); if (item == null) { return null; } // Determine Extension, etc. var match = createjs.RequestUtils.parseURI(item.src); if (match.extension) { item.ext = match.extension; } if (item.type == null) { item.type = createjs.RequestUtils.getTypeByExtension(item.ext); } // Inject path & basePath var bp = ""; // Store the generated basePath var useBasePath = basePath || this._basePath; var autoId = item.src; if (!match.absolute && !match.relative) { if (path) { bp = path; var pathMatch = createjs.RequestUtils.parseURI(path); autoId = path + autoId; // Also append basePath if (useBasePath != null && !pathMatch.absolute && !pathMatch.relative) { bp = useBasePath + bp; } } else if (useBasePath != null) { bp = useBasePath; } } item.src = bp + item.src; item.path = bp; // If there's no id, set one now. if (item.id === undefined || item.id === null || item.id === "") { item.id = autoId; } // Give plugins a chance to modify the loadItem: var customHandler = this._typeCallbacks[item.type] || this._extensionCallbacks[item.ext]; if (customHandler) { // Plugins are now passed both the full source, as well as a combined path+basePath (appropriately) var result = customHandler.callback.call(customHandler.scope, item, this); // The plugin will handle the load, or has canceled it. Ignore it. if (result === false) { return null; // Load as normal: } else if (result === true) { // Do Nothing // Result is a loader class: } else if (result != null) { item._loader = result; } // Update the extension in case the type changed: match = createjs.RequestUtils.parseURI(item.src); if (match.extension != null) { item.ext = match.extension; } } // Store the item for lookup. This also helps clean-up later. this._loadItemsById[item.id] = item; this._loadItemsBySrc[item.src] = item; if (item.loadTimeout == null) { item.loadTimeout = s.loadTimeout; } if (item.crossOrigin == null) { item.crossOrigin = this._crossOrigin; } return item; }; /** * Create a loader for a load item. * @method _createLoader * @param {Object} item A formatted load item that can be used to generate a loader. * @return {AbstractLoader} A loader that can be used to load content. * @private */ p._createLoader = function (item) { if (item._loader != null) { // A plugin already specified a loader return item._loader; } // Initially, try and use the provided/supported XHR mode: var preferXHR = this.preferXHR; for (var i = 0; i < this._availableLoaders.length; i++) { var loader = this._availableLoaders[i]; if (loader && loader.canLoadItem(item)) { return new loader(item, preferXHR); } } // TODO: Log error (requires createjs.log) return null; }; /** * Load the next item in the queue. If the queue is empty (all items have been loaded), then the complete event * is processed. The queue will "fill up" any empty slots, up to the max connection specified using * {{#crossLink "LoadQueue.setMaxConnections"}}{{/crossLink}} method. The only exception is scripts that are loaded * using tags, which have to be loaded one at a time to maintain load order. * @method _loadNext * @private */ p._loadNext = function () { if (this._paused) { return; } // Only dispatch loadstart event when the first file is loaded. if (!this._loadStartWasDispatched) { this._sendLoadStart(); this._loadStartWasDispatched = true; } // The queue has completed. if (this._numItems == this._numItemsLoaded) { this.loaded = true; this._sendComplete(); // Load the next queue, if it has been defined. if (this.next && this.next.load) { this.next.load(); } } else { this.loaded = false; } // Must iterate forwards to load in the right order. for (var i = 0; i < this._loadQueue.length; i++) { if (this._currentLoads.length >= this._maxConnections) { break; } var loader = this._loadQueue[i]; // Determine if we should be only loading one tag-script at a time: // Note: maintainOrder items don't do anything here because we can hold onto their loaded value if (!this._canStartLoad(loader)) { continue; } this._loadQueue.splice(i, 1); i--; this._loadItem(loader); } }; /** * Begin loading an item. Event listeners are not added to the loaders until the load starts. * @method _loadItem * @param {AbstractLoader} loader The loader instance to start. Currently, this will be an XHRLoader or TagLoader. * @private */ p._loadItem = function (loader) { loader.on("fileload", this._handleFileLoad, this); loader.on("progress", this._handleProgress, this); loader.on("complete", this._handleFileComplete, this); loader.on("error", this._handleError, this); loader.on("fileerror", this._handleFileError, this); this._currentLoads.push(loader); this._sendFileStart(loader.getItem()); loader.load(); }; /** * The callback that is fired when a loader loads a file. This enables loaders like {{#crossLink "ManifestLoader"}}{{/crossLink}} * to maintain internal queues, but for this queue to dispatch the {{#crossLink "fileload:event"}}{{/crossLink}} * events. * @param {Event} The {{#crossLink "AbstractLoader/fileload:event"}}{{/crossLink}} event from the loader. * @private * @since 0.6.0 */ p._handleFileLoad = function(event) { event.target = null; this.dispatchEvent(event); }; /** * The callback that is fired when a loader encounters an error from an internal file load operation. This enables * loaders like M * @param event * @private */ p._handleFileError = function(event) { var newEvent = new createjs.ErrorEvent("FILE_LOAD_ERROR", null, event.item); this._sendError(newEvent); }; /** * The callback that is fired when a loader encounters an error. The queue will continue loading unless {{#crossLink "LoadQueue/stopOnError:property"}}{{/crossLink}} * is set to `true`. * @method _handleError * @param {ErrorEvent} event The error event, containing relevant error information. * @private */ p._handleError = function (event) { var loader = event.target; this._numItemsLoaded++; this._finishOrderedItem(loader, true); this._updateProgress(); var newEvent = new createjs.ErrorEvent("FILE_LOAD_ERROR", null, loader.getItem()); // TODO: Propagate actual error message. this._sendError(newEvent); if (!this.stopOnError) { this._removeLoadItem(loader); this._loadNext(); } }; /** * An item has finished loading. We can assume that it is totally loaded, has been parsed for immediate use, and * is available as the "result" property on the load item. The raw text result for a parsed item (such as JSON, XML, * CSS, JavaScript, etc) is available as the "rawResult" property, and can also be looked up using {{#crossLink "LoadQueue/getResult"}}{{/crossLink}}. * @method _handleFileComplete * @param {Event} event The event object from the loader. * @private */ p._handleFileComplete = function (event) { var loader = event.target; var item = loader.getItem(); var result = loader.getResult(); this._loadedResults[item.id] = result; var rawResult = loader.getResult(true); if (rawResult != null && rawResult !== result) { this._loadedRawResults[item.id] = rawResult; } this._saveLoadedItems(loader); // Clean up the load item this._removeLoadItem(loader); if (!this._finishOrderedItem(loader)) { // The item was NOT managed, so process it now this._processFinishedLoad(item, loader); } }; /** * Some loaders might load additional content, other than the item they were passed (such as {{#crossLink "ManifestLoader"}}{{/crossLink}}). * Any items exposed by the loader using {{#crossLink "AbstractLoader/getLoadItems"}}{{/crossLink}} are added to the * LoadQueue's look-ups, including {{#crossLink "getItem"}}{{/crossLink}} and {{#crossLink "getResult"}}{{/crossLink}} * methods. * @method _saveLoadedItems * @param {AbstractLoader} loader * @protected * @since 0.6.0 */ p._saveLoadedItems = function(loader) { // TODO: Not sure how to handle this. Would be nice to expose the items. // Loaders may load sub-items. This adds them to this queue var list = loader.getLoadedItems(); if (list === null) { return; } for (var i = 0; i < list.length; i++) { var item = list[i].item; // Store item lookups this._loadItemsBySrc[item.src] = item; this._loadItemsById[item.id] = item; // Store loaded content this._loadedResults[item.id] = list[i].result; this._loadedRawResults[item.id] = list[i].rawResult; } } /** * Flag an item as finished. If the item's order is being managed, then ensure that it is allowed to finish, and if * so, trigger prior items to trigger as well. * @method _finishOrderedItem * @param {AbstractLoader} loader * @return {Boolean} If the item's order is being managed. This allows the caller to take an alternate * behaviour if it is. * @private */ p._finishOrderedItem = function (loader, loadFailed) { var item = loader.getItem(); if ((this.maintainScriptOrder && item.type == createjs.LoadQueue.JAVASCRIPT) || item.maintainOrder) { //TODO: Evaluate removal of the _currentlyLoadingScript if (loader instanceof createjs.JavaScriptLoader) { this._currentlyLoadingScript = false; } var index = createjs.indexOf(this._scriptOrder, item); if (index == -1) { return false; } // This loader no longer exists this._loadedScripts[index] = (loadFailed === true) ? true : item; this._checkScriptLoadOrder(); return true; } return false; }; /** * Ensure the scripts load and dispatch in the correct order. When using XHR, scripts are stored in an array in the * order they were added, but with a "null" value. When they are completed, the value is set to the load item, * and then when they are processed and dispatched, the value is set to `true`. This method simply * iterates the array, and ensures that any loaded items that are not preceded by a `null` value are * dispatched. * @method _checkScriptLoadOrder * @private */ p._checkScriptLoadOrder = function () { var l = this._loadedScripts.length; for (var i = 0; i < l; i++) { var item = this._loadedScripts[i]; if (item === null) { break; } // This is still loading. Do not process further. if (item === true) { continue; } // This has completed, and been processed. Move on. var loadItem = this._loadedResults[item.id]; if (item.type == createjs.LoadQueue.JAVASCRIPT) { // Append script tags to the head automatically. Tags do this in the loader, but XHR scripts have to maintain order. (document.body || document.getElementsByTagName("body")[0]).appendChild(loadItem); } var loader = item._loader; this._processFinishedLoad(item, loader); this._loadedScripts[i] = true; } }; /** * A file has completed loading, and the LoadQueue can move on. This triggers the complete event, and kick-starts * the next item. * @method _processFinishedLoad * @param {LoadItem|Object} item * @param {AbstractLoader} loader * @protected */ p._processFinishedLoad = function (item, loader) { this._numItemsLoaded++; this._updateProgress(); this._sendFileComplete(item, loader); this._loadNext(); }; /** * Ensure items with `maintainOrder=true` that are before the specified item have loaded. This only applies to * JavaScript items that are being loaded with a TagLoader, since they have to be loaded and completed before * the script can even be started, since it exist in the DOM while loading. * @method _canStartLoad * @param {AbstractLoader} loader The loader for the item * @return {Boolean} Whether the item can start a load or not. * @private */ p._canStartLoad = function (loader) { if (!this.maintainScriptOrder || loader.preferXHR) { return true; } var item = loader.getItem(); if (item.type != createjs.LoadQueue.JAVASCRIPT) { return true; } if (this._currentlyLoadingScript) { return false; } var index = this._scriptOrder.indexOf(item); var i = 0; while (i < index) { var checkItem = this._loadedScripts[i]; if (checkItem == null) { return false; } i++; } this._currentlyLoadingScript = true; return true; }; /** * A load item is completed or was canceled, and needs to be removed from the LoadQueue. * @method _removeLoadItem * @param {AbstractLoader} loader A loader instance to remove. * @private */ p._removeLoadItem = function (loader) { var item = loader.getItem(); delete item._loader; var l = this._currentLoads.length; for (var i = 0; i < l; i++) { if (this._currentLoads[i] == loader) { this._currentLoads.splice(i, 1); break; } } }; /** * An item has dispatched progress. Propagate that progress, and update the LoadQueue's overall progress. * @method _handleProgress * @param {ProgressEvent} event The progress event from the item. * @private */ p._handleProgress = function (event) { var loader = event.target; this._sendFileProgress(loader.getItem(), loader.progress); this._updateProgress(); }; /** * Overall progress has changed, so determine the new progress amount and dispatch it. This changes any time an * item dispatches progress or completes. Note that since we don't always know the actual filesize of items before * they are loaded. In this case, we define a "slot" for each item (1 item in 10 would get 10%), and then append * loaded progress on top of the already-loaded items. * * For example, if 5/10 items have loaded, and item 6 is 20% loaded, the total progress would be: *
      *
    • 5/10 of the items in the queue (50%)
    • *
    • plus 20% of item 6's slot (2%)
    • *
    • equals 52%
    • *
    * @method _updateProgress * @private */ p._updateProgress = function () { var loaded = this._numItemsLoaded / this._numItems; // Fully Loaded Progress var remaining = this._numItems - this._numItemsLoaded; if (remaining > 0) { var chunk = 0; for (var i = 0, l = this._currentLoads.length; i < l; i++) { chunk += this._currentLoads[i].progress; } loaded += (chunk / remaining) * (remaining / this._numItems); } if (this._lastProgress != loaded) { this._sendProgress(loaded); this._lastProgress = loaded; } }; /** * Clean out item results, to free them from memory. Mainly, the loaded item and results are cleared from internal * hashes. * @method _disposeItem * @param {LoadItem|Object} item The item that was passed in for preloading. * @private */ p._disposeItem = function (item) { delete this._loadedResults[item.id]; delete this._loadedRawResults[item.id]; delete this._loadItemsById[item.id]; delete this._loadItemsBySrc[item.src]; }; /** * Dispatch a "fileprogress" {{#crossLink "Event"}}{{/crossLink}}. Please see the LoadQueue {{#crossLink "LoadQueue/fileprogress:event"}}{{/crossLink}} * event for details on the event payload. * @method _sendFileProgress * @param {LoadItem|Object} item The item that is being loaded. * @param {Number} progress The amount the item has been loaded (between 0 and 1). * @protected */ p._sendFileProgress = function (item, progress) { if (this._isCanceled()) { this._cleanUp(); return; } if (!this.hasEventListener("fileprogress")) { return; } //LM: Rework ProgressEvent to support this? var event = new createjs.Event("fileprogress"); event.progress = progress; event.loaded = progress; event.total = 1; event.item = item; this.dispatchEvent(event); }; /** * Dispatch a fileload {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event for * details on the event payload. * @method _sendFileComplete * @param {LoadItemObject} item The item that is being loaded. * @param {AbstractLoader} loader * @protected */ p._sendFileComplete = function (item, loader) { if (this._isCanceled()) { return; } var event = new createjs.Event("fileload"); event.loader = loader; event.item = item; event.result = this._loadedResults[item.id]; event.rawResult = this._loadedRawResults[item.id]; // This calls a handler specified on the actual load item. Currently, the SoundJS plugin uses this. if (item.completeHandler) { item.completeHandler(event); } this.hasEventListener("fileload") && this.dispatchEvent(event); }; /** * Dispatch a filestart {{#crossLink "Event"}}{{/crossLink}} immediately before a file starts to load. Please see * the {{#crossLink "LoadQueue/filestart:event"}}{{/crossLink}} event for details on the event payload. * @method _sendFileStart * @param {LoadItem|Object} item The item that is being loaded. * @protected */ p._sendFileStart = function (item) { var event = new createjs.Event("filestart"); event.item = item; this.hasEventListener("filestart") && this.dispatchEvent(event); }; p.toString = function () { return "[PreloadJS LoadQueue]"; }; createjs.LoadQueue = createjs.promote(LoadQueue, "AbstractLoader"); }()); //############################################################################## // TextLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for Text files. * @class TextLoader * @param {LoadItem|Object} loadItem * @constructor */ function TextLoader(loadItem) { this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.TEXT); }; var p = createjs.extend(TextLoader, createjs.AbstractLoader); var s = TextLoader; // static methods /** * Determines if the loader can load a specific item. This loader loads items that are of type {{#crossLink "AbstractLoader/TEXT:property"}}{{/crossLink}}, * but is also the default loader if a file type can not be determined. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.TEXT; }; createjs.TextLoader = createjs.promote(TextLoader, "AbstractLoader"); }()); //############################################################################## // BinaryLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for binary files. This is useful for loading web audio, or content that requires an ArrayBuffer. * @class BinaryLoader * @param {LoadItem|Object} loadItem * @constructor */ function BinaryLoader(loadItem) { this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.BINARY); this.on("initialize", this._updateXHR, this); }; var p = createjs.extend(BinaryLoader, createjs.AbstractLoader); var s = BinaryLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/BINARY:property"}}{{/crossLink}} * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.BINARY; }; // private methods /** * Before the item loads, set the response type to "arraybuffer" * @property _updateXHR * @param {Event} event * @private */ p._updateXHR = function (event) { event.loader.setResponseType("arraybuffer"); }; createjs.BinaryLoader = createjs.promote(BinaryLoader, "AbstractLoader"); }()); //############################################################################## // CSSLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for CSS files. * @class CSSLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function CSSLoader(loadItem, preferXHR) { this.AbstractLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.CSS); // public properties this.resultFormatter = this._formatResult; // protected properties this._tagSrcAttribute = "href"; if (preferXHR) { this._tag = document.createElement("style"); } else { this._tag = document.createElement("link"); } this._tag.rel = "stylesheet"; this._tag.type = "text/css"; }; var p = createjs.extend(CSSLoader, createjs.AbstractLoader); var s = CSSLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/CSS:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.CSS; }; // protected methods /** * The result formatter for CSS files. * @method _formatResult * @param {AbstractLoader} loader * @returns {HTMLLinkElement|HTMLStyleElement} * @private */ p._formatResult = function (loader) { if (this._preferXHR) { var tag = loader.getTag(); var head = document.getElementsByTagName("head")[0]; //Note: This is unavoidable in IE678 head.appendChild(tag); if (tag.styleSheet) { // IE tag.styleSheet.cssText = loader.getResult(true); } else { var textNode = document.createTextNode(loader.getResult(true)); tag.appendChild(textNode); } } else { tag = this._tag; } return tag; }; createjs.CSSLoader = createjs.promote(CSSLoader, "AbstractLoader"); }()); //############################################################################## // ImageLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for image files. * @class ImageLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function ImageLoader (loadItem, preferXHR) { this.AbstractLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.IMAGE); // public properties this.resultFormatter = this._formatResult; // protected properties this._tagSrcAttribute = "src"; // Check if the preload item is already a tag. if (createjs.RequestUtils.isImageTag(loadItem)) { this._tag = loadItem; } else if (createjs.RequestUtils.isImageTag(loadItem.src)) { this._tag = loadItem.src; } else if (createjs.RequestUtils.isImageTag(loadItem.tag)) { this._tag = loadItem.tag; } if (this._tag != null) { this._preferXHR = false; } else { this._tag = document.createElement("img"); } this.on("initialize", this._updateXHR, this); }; var p = createjs.extend(ImageLoader, createjs.AbstractLoader); var s = ImageLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/IMAGE:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.IMAGE; }; // public methods p.load = function () { if (this._tag.src != "" && this._tag.complete) { this._sendComplete(); return; } var crossOrigin = this._item.crossOrigin; if (crossOrigin == true) { crossOrigin = "Anonymous"; } if (crossOrigin != null && !createjs.RequestUtils.isLocal(this._item.src)) { this._tag.crossOrigin = crossOrigin; } this.AbstractLoader_load(); }; // protected methods /** * Before the item loads, set its mimetype and responseType. * @property _updateXHR * @param {Event} event * @private */ p._updateXHR = function (event) { event.loader.mimeType = 'text/plain; charset=x-user-defined-binary'; // Only exists for XHR if (event.loader.setResponseType) { event.loader.setResponseType("blob"); } }; /** * The result formatter for Image files. * @method _formatResult * @param {AbstractLoader} loader * @returns {HTMLImageElement} * @private */ p._formatResult = function (loader) { var _this = this; return function (done) { var tag = _this._tag; var URL = window.URL || window.webkitURL; if (!_this._preferXHR) { //document.body.removeChild(tag); } else if (URL) { var objURL = URL.createObjectURL(loader.getResult(true)); tag.src = objURL; tag.onload = function () { URL.revokeObjectURL(_this.src); } } else { tag.src = loader.getItem().src; } if (tag.complete) { done(tag); } else { tag.onload = function () { done(this); } } }; }; createjs.ImageLoader = createjs.promote(ImageLoader, "AbstractLoader"); }()); //############################################################################## // JavaScriptLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for JavaScript files. * @class JavaScriptLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function JavaScriptLoader(loadItem, preferXHR) { this.AbstractLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.JAVASCRIPT); // public properties this.resultFormatter = this._formatResult; // protected properties this._tagSrcAttribute = "src"; this.setTag(document.createElement("script")); }; var p = createjs.extend(JavaScriptLoader, createjs.AbstractLoader); var s = JavaScriptLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/JAVASCRIPT:property"}}{{/crossLink}} * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.JAVASCRIPT; }; // protected methods /** * The result formatter for JavaScript files. * @method _formatResult * @param {AbstractLoader} loader * @returns {HTMLLinkElement|HTMLStyleElement} * @private */ p._formatResult = function (loader) { var tag = loader.getTag(); if (this._preferXHR) { tag.text = loader.getResult(true); } return tag; } createjs.JavaScriptLoader = createjs.promote(JavaScriptLoader, "AbstractLoader"); }()); //############################################################################## // JSONLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for JSON files. To load JSON cross-domain, use JSONP and the {{#crossLink "JSONPLoader"}}{{/crossLink}} * instead. To load JSON-formatted manifests, use {{#crossLink "ManifestLoader"}}{{/crossLink}}, and to * load EaselJS SpriteSheets, use {{#crossLink "SpriteSheetLoader"}}{{/crossLink}}. * @class JSONLoader * @param {LoadItem|Object} loadItem * @constructor */ function JSONLoader(loadItem) { this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.JSON); // public properties this.resultFormatter = this._formatResult; }; var p = createjs.extend(JSONLoader, createjs.AbstractLoader); var s = JSONLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/JSON:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.JSON && !item._loadAsJSONP; }; // protected methods /** * The result formatter for JSON files. * @method _formatResult * @param {AbstractLoader} loader * @returns {HTMLLinkElement|HTMLStyleElement} * @private */ p._formatResult = function (loader) { var json = null; try { json = createjs.DataUtils.parseJSON(loader.getResult(true)); } catch (e) { var event = new createjs.ErrorEvent("JSON_FORMAT", null, e); this._sendError(event); return e; } return json; }; createjs.JSONLoader = createjs.promote(JSONLoader, "AbstractLoader"); }()); //############################################################################## // JSONPLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for JSONP files, which are JSON-formatted text files, wrapped in a callback. To load regular JSON * without a callback use the {{#crossLink "JSONLoader"}}{{/crossLink}} instead. To load JSON-formatted manifests, * use {{#crossLink "ManifestLoader"}}{{/crossLink}}, and to load EaselJS SpriteSheets, use * {{#crossLink "SpriteSheetLoader"}}{{/crossLink}}. * @class JSONPLoader * @param {LoadItem|Object} loadItem * @constructor */ function JSONPLoader(loadItem) { this.AbstractLoader_constructor(loadItem, false, createjs.AbstractLoader.JSONP); this.setTag(document.createElement("script")); this.getTag().type = "text/javascript"; }; var p = createjs.extend(JSONPLoader, createjs.AbstractLoader); var s = JSONPLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/JSONP:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.JSONP || item._loadAsJSONP; }; // public methods p.cancel = function () { this.AbstractLoader_cancel(); this._dispose(); }; p.load = function () { if (this._item.callback == null) { throw new Error('callback is required for loading JSONP requests.'); } // TODO: Look into creating our own iFrame to handle the load // In the first attempt, FF did not get the result // result instanceof Object did not work either // so we would need to clone the result. if (window[this._item.callback] != null) { throw new Error( "JSONP callback '" + this._item.callback + "' already exists on window. You need to specify a different callback or re-name the current one."); } window[this._item.callback] = createjs.proxy(this._handleLoad, this); window.document.body.appendChild(this._tag); // Load the tag this._tag.src = this._item.src; }; // private methods /** * Handle the JSON callback, which is a public method defined on `window`. * @method _handleLoad * @param {Object} The formatted JSON data. * @private */ p._handleLoad = function (data) { this._result = this._rawResult = data; this._sendComplete(); this._dispose(); }; /** * Clean up the JSONP load. This clears out the callback and script tag that this loader creates. * @method _dispose * @private */ p._dispose = function () { window.document.body.removeChild(this._tag); delete window[this._item.callback]; }; createjs.JSONPLoader = createjs.promote(JSONPLoader, "AbstractLoader"); }()); //############################################################################## // ManifestLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for JSON manifests. Items inside the manifest are loaded before the loader completes. To load manifests * using JSONP, specify a {{#crossLink "LoadItem/callback:property"}}{{/crossLink}} as part of the * {{#crossLink "LoadItem"}}{{/crossLink}}. Note that the {{#crossLink "JSONLoader"}}{{/crossLink}} and * {{#crossLink "JSONPLoader"}}{{/crossLink}} are higher priority loaders, so manifests must * set the {{#crossLink "LoadItem"}}{{/crossLink}} {{#crossLink "LoadItem/type:property"}}{{/crossLink}} property * to {{#crossLink "AbstractLoader/MANIFEST:property"}}{{/crossLink}}. * @class ManifestLoader * @param {LoadItem|Object} loadItem * @constructor */ function ManifestLoader(loadItem) { this.AbstractLoader_constructor(loadItem, null, createjs.AbstractLoader.MANIFEST); // protected properties /** * An internal {{#crossLink "LoadQueue"}}{{/crossLink}} that loads the contents of the manifest. * @property _manifestQueue * @type {LoadQueue} * @private */ this._manifestQueue = null; }; var p = createjs.extend(ManifestLoader, createjs.AbstractLoader); var s = ManifestLoader; // static properties /** * The amount of progress that the manifest itself takes up. * @property MANIFEST_PROGRESS * @type {number} * @default 0.25 (25%) * @private * @static */ s.MANIFEST_PROGRESS = 0.25; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/MANIFEST:property"}}{{/crossLink}} * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.MANIFEST; }; // public methods p.load = function () { this.AbstractLoader_load(); }; // protected methods p._createRequest = function() { var callback = this._item.callback if (callback != null) { this._request = new createjs.JSONPLoader(this._item); } else { this._request = new createjs.JSONLoader(this._item); } }; p.handleEvent = function (event) { switch (event.type) { case "complete": this._rawResult = event.target.getResult(true); this._result = event.target.getResult(); this._sendProgress(s.MANIFEST_PROGRESS); this._loadManifest(this._result); return; case "progress": event.loaded *= s.MANIFEST_PROGRESS; this.progress = event.loaded / event.total; if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; } this._sendProgress(event); return; } this.AbstractLoader_handleEvent(event); }; p.destroy = function() { this.AbstractLoader_destroy(); this._manifestQueue.close(); }; /** * Create and load the manifest items once the actual manifest has been loaded. * @method _loadManifest * @param {Object} json * @private */ p._loadManifest = function (json) { if (json && json.manifest) { var queue = this._manifestQueue = new createjs.LoadQueue(); queue.on("fileload", this._handleManifestFileLoad, this); queue.on("progress", this._handleManifestProgress, this); queue.on("complete", this._handleManifestComplete, this, true); queue.on("error", this._handleManifestError, this, true); queue.loadManifest(json); } else { this._sendComplete(); } }; /** * An item from the {{#crossLink "_manifestQueue:property"}}{{/crossLink}} has completed. * @method _handleManifestFileLoad * @param {Event} event * @private */ p._handleManifestFileLoad = function (event) { event.target = null; this.dispatchEvent(event); }; /** * The manifest has completed loading. This triggers the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} * {{#crossLink "Event"}}{{/crossLink}} from the ManifestLoader. * @method _handleManifestComplete * @param {Event} event * @private */ p._handleManifestComplete = function (event) { this._loadedItems = this._manifestQueue.getItems(true); this._sendComplete(); }; /** * The manifest has reported progress. * @method _handleManifestProgress * @param {ProgressEvent} event * @private */ p._handleManifestProgress = function (event) { this.progress = event.progress * (1 - s.MANIFEST_PROGRESS) + s.MANIFEST_PROGRESS; this._sendProgress(this.progress); }; /** * The manifest has reported an error with one of the files. * @method _handleManifestError * @param {ErrorEvent} event * @private */ p._handleManifestError = function (event) { var newEvent = new createjs.Event("fileerror"); newEvent.item = event.data; this.dispatchEvent(newEvent); }; createjs.ManifestLoader = createjs.promote(ManifestLoader, "AbstractLoader"); }()); //############################################################################## // SoundLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for HTML audio files. PreloadJS can not load WebAudio files, as a WebAudio context is required, which * should be created by either a library playing the sound (such as SoundJS, or an * external framework that handles audio playback. To load content that can be played by WebAudio, use the * {{#crossLink "BinaryLoader"}}{{/crossLink}}, and handle the audio context decoding manually. * @class SoundLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function SoundLoader(loadItem, preferXHR) { this.AbstractMediaLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.SOUND); // protected properties if (createjs.RequestUtils.isAudioTag(loadItem)) { this._tag = loadItem; } else if (createjs.RequestUtils.isAudioTag(loadItem.src)) { this._tag = loadItem; } else if (createjs.RequestUtils.isAudioTag(loadItem.tag)) { this._tag = createjs.RequestUtils.isAudioTag(loadItem) ? loadItem : loadItem.src; } if (this._tag != null) { this._preferXHR = false; } }; var p = createjs.extend(SoundLoader, createjs.AbstractMediaLoader); var s = SoundLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/SOUND:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.SOUND; }; // protected methods p._createTag = function (src) { var tag = document.createElement("audio"); tag.autoplay = false; tag.preload = "none"; //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works. tag.src = src; return tag; }; createjs.SoundLoader = createjs.promote(SoundLoader, "AbstractMediaLoader"); }()); //############################################################################## // VideoLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for video files. * @class VideoLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function VideoLoader(loadItem, preferXHR) { this.AbstractMediaLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.VIDEO); if (createjs.RequestUtils.isVideoTag(loadItem) || createjs.RequestUtils.isVideoTag(loadItem.src)) { this.setTag(createjs.RequestUtils.isVideoTag(loadItem)?loadItem:loadItem.src); // We can't use XHR for a tag that's passed in. this._preferXHR = false; } else { this.setTag(this._createTag()); } }; var p = createjs.extend(VideoLoader, createjs.AbstractMediaLoader); var s = VideoLoader; /** * Create a new video tag * * @returns {HTMLElement} * @private */ p._createTag = function () { return document.createElement("video"); }; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/VIDEO:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.VIDEO; }; createjs.VideoLoader = createjs.promote(VideoLoader, "AbstractMediaLoader"); }()); //############################################################################## // SpriteSheetLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for EaselJS SpriteSheets. Images inside the spritesheet definition are loaded before the loader * completes. To load SpriteSheets using JSONP, specify a {{#crossLink "LoadItem/callback:property"}}{{/crossLink}} * as part of the {{#crossLink "LoadItem"}}{{/crossLink}}. Note that the {{#crossLink "JSONLoader"}}{{/crossLink}} * and {{#crossLink "JSONPLoader"}}{{/crossLink}} are higher priority loaders, so SpriteSheets must * set the {{#crossLink "LoadItem"}}{{/crossLink}} {{#crossLink "LoadItem/type:property"}}{{/crossLink}} property * to {{#crossLink "AbstractLoader/SPRITESHEET:property"}}{{/crossLink}}. * @class SpriteSheetLoader * @param {LoadItem|Object} loadItem * @constructor */ function SpriteSheetLoader(loadItem) { this.AbstractLoader_constructor(loadItem, null, createjs.AbstractLoader.SPRITESHEET); // protected properties /** * An internal queue which loads the SpriteSheet's images. * @method _manifestQueue * @type {LoadQueue} * @private */ this._manifestQueue = null; } var p = createjs.extend(SpriteSheetLoader, createjs.AbstractLoader); var s = SpriteSheetLoader; // static properties /** * The amount of progress that the manifest itself takes up. * @property SPRITESHEET_PROGRESS * @type {number} * @default 0.25 (25%) * @private * @static */ s.SPRITESHEET_PROGRESS = 0.25; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/SPRITESHEET:property"}}{{/crossLink}} * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.SPRITESHEET; }; // public methods p.destroy = function() { this.AbstractLoader_destroy; this._manifestQueue.close(); }; // protected methods p._createRequest = function() { var callback = this._item.callback if (callback != null && callback instanceof Function) { this._request = new createjs.JSONPLoader(this._item); } else { this._request = new createjs.JSONLoader(this._item); } }; p.handleEvent = function (event) { switch (event.type) { case "complete": this._rawResult = event.target.getResult(true); this._result = event.target.getResult(); this._sendProgress(s.SPRITESHEET_PROGRESS); this._loadManifest(this._result); return; case "progress": event.loaded *= s.SPRITESHEET_PROGRESS; this.progress = event.loaded / event.total; if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; } this._sendProgress(event); return; } this.AbstractLoader_handleEvent(event); }; /** * Create and load the images once the SpriteSheet JSON has been loaded. * @method _loadManifest * @param {Object} json * @private */ p._loadManifest = function (json) { if (json && json.images) { var queue = this._manifestQueue = new createjs.LoadQueue(); queue.on("complete", this._handleManifestComplete, this, true); queue.on("fileload", this._handleManifestFileLoad, this); queue.on("progress", this._handleManifestProgress, this); queue.on("error", this._handleManifestError, this, true); queue.loadManifest(json.images); } }; /** * An item from the {{#crossLink "_manifestQueue:property"}}{{/crossLink}} has completed. * @method _handleManifestFileLoad * @param {Event} event * @private */ p._handleManifestFileLoad = function (event) { var image = event.result; if (image != null) { var images = this.getResult().images; var pos = images.indexOf(event.item.src); images[pos] = image; } }; /** * The images have completed loading. This triggers the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} * {{#crossLink "Event"}}{{/crossLink}} from the SpriteSheetLoader. * @method _handleManifestComplete * @param {Event} event * @private */ p._handleManifestComplete = function (event) { this._result = new createjs.SpriteSheet(this._result); this._loadedItems = this._manifestQueue.getItems(true); this._sendComplete(); }; /** * The images {{#crossLink "LoadQueue"}}{{/crossLink}} has reported progress. * @method _handleManifestProgress * @param {ProgressEvent} event * @private */ p._handleManifestProgress = function (event) { this.progress = event.progress * (1 - s.SPRITESHEET_PROGRESS) + s.SPRITESHEET_PROGRESS; this._sendProgress(this.progress); }; /** * An image has reported an error. * @method _handleManifestError * @param {ErrorEvent} event * @private */ p._handleManifestError = function (event) { var newEvent = new createjs.Event("fileerror"); newEvent.item = event.data; this.dispatchEvent(newEvent); }; createjs.SpriteSheetLoader = createjs.promote(SpriteSheetLoader, "AbstractLoader"); }()); //############################################################################## // SVGLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for SVG files. * @class SVGLoader * @param {LoadItem|Object} loadItem * @param {Boolean} preferXHR * @constructor */ function SVGLoader(loadItem, preferXHR) { this.AbstractLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.SVG); // public properties this.resultFormatter = this._formatResult; // protected properties this._tagSrcAttribute = "data"; if (preferXHR) { this.setTag(document.createElement("svg")); } else { this.setTag(document.createElement("object")); this.getTag().type = "image/svg+xml"; } this.getTag().style.visibility = "hidden"; }; var p = createjs.extend(SVGLoader, createjs.AbstractLoader); var s = SVGLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/SVG:property"}}{{/crossLink}} * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.SVG; }; // protected methods /** * The result formatter for SVG files. * @method _formatResult * @param {AbstractLoader} loader * @returns {Object} * @private */ p._formatResult = function (loader) { // mime should be image/svg+xml, but Opera requires text/xml var xml = createjs.DataUtils.parseXML(loader.getResult(true), "text/xml"); var tag = loader.getTag(); if (!this._preferXHR && document.body.contains(tag)) { document.body.removeChild(tag); } if (xml.documentElement != null) { tag.appendChild(xml.documentElement); tag.style.visibility = "visible"; return tag; } else { // For browsers that don't support SVG, just give them the XML. (IE 9-8) return xml; } } createjs.SVGLoader = createjs.promote(SVGLoader, "AbstractLoader"); }()); //############################################################################## // XMLLoader.js //############################################################################## (function () { "use strict"; // constructor /** * A loader for CSS files. * @class XMLLoader * @param {LoadItem|Object} loadItem * @constructor */ function XMLLoader(loadItem) { this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.XML); // public properties this.resultFormatter = this._formatResult; }; var p = createjs.extend(XMLLoader, createjs.AbstractLoader); var s = XMLLoader; // static methods /** * Determines if the loader can load a specific item. This loader can only load items that are of type * {{#crossLink "AbstractLoader/XML:property"}}{{/crossLink}}. * @method canLoadItem * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load. * @returns {Boolean} Whether the loader can load the item. * @static */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.XML; }; // protected methods /** * The result formatter for XML files. * @method _formatResult * @param {AbstractLoader} loader * @returns {XMLDocument} * @private */ p._formatResult = function (loader) { return createjs.DataUtils.parseXML(loader.getResult(true), "text/xml"); }; createjs.XMLLoader = createjs.promote(XMLLoader, "AbstractLoader"); }()); //############################################################################## // version.js //############################################################################## (function () { /** * Static class holding library specific information such as the version and buildDate of the library. * The SoundJS class has been renamed {{#crossLink "Sound"}}{{/crossLink}}. Please see {{#crossLink "Sound"}}{{/crossLink}} * for information on using sound. * @class SoundJS **/ var s = createjs.SoundJS = createjs.SoundJS || {}; /** * The version string for this release. * @property version * @type String * @static **/ s.version = /*=version*/"0.6.0"; // injected by build process /** * The build date for this release in UTC format. * @property buildDate * @type String * @static **/ s.buildDate = /*=date*/"Thu, 11 Dec 2014 23:32:09 GMT"; // injected by build process })(); //############################################################################## // IndexOf.js //############################################################################## /** * @class Utility Methods */ /** * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of * that value. Returns -1 if value is not found. * * var i = createjs.indexOf(myArray, myElementToFind); * * @method indexOf * @param {Array} array Array to search for searchElement * @param searchElement Element to find in array. * @return {Number} The first index of searchElement in array. */ createjs.indexOf = function (array, searchElement){ "use strict"; for (var i = 0,l=array.length; i < l; i++) { if (searchElement === array[i]) { return i; } } return -1; }; //############################################################################## // Proxy.js //############################################################################## /** * Various utilities that the CreateJS Suite uses. Utilities are created as separate files, and will be available on the * createjs namespace directly. * *

    Example

    * * myObject.addEventListener("change", createjs.proxy(myMethod, scope)); * * @class Utility Methods * @main Utility Methods */ (function() { "use strict"; /** * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the * method gets called in the correct scope. * * Additional arguments can be passed that will be applied to the function when it is called. * *

    Example

    * * myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2)); * * function myHandler(arg1, arg2) { * // This gets called when myObject.myCallback is executed. * } * * @method proxy * @param {Function} method The function to call * @param {Object} scope The scope to call the method name on * @param {mixed} [arg] * Arguments that are appended to the callback for additional params. * @public * @static */ createjs.proxy = function (method, scope) { var aArgs = Array.prototype.slice.call(arguments, 2); return function () { return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs)); }; } }()); //############################################################################## // definePropertySupported.js //############################################################################## /** * @class Utility Methods */ (function() { "use strict"; /** * Boolean value indicating if Object.defineProperty is supported. * *

    Example

    * * if (createjs.definePropertySupported) { // add getter / setter} * * @property definePropertySupported * @type {Boolean} * @default true */ var t = Object.defineProperty ? true : false; // IE8 has Object.defineProperty, but only for DOM objects, so check if fails to suppress errors var foo = {}; try { Object.defineProperty(foo, "bar", { get: function () { return this._bar; }, set: function (value) { this._bar = value; } }); } catch (e) { t = false; } createjs.definePropertySupported = t; }()); //############################################################################## // Sound.js //############################################################################## (function () { "use strict"; /** * The Sound class is the public API for creating sounds, controlling the overall sound levels, and managing plugins. * All Sound APIs on this class are static. * * Registering and Preloading
    * Before you can play a sound, it must be registered. You can do this with {{#crossLink "Sound/registerSound"}}{{/crossLink}}, * or register multiple sounds using {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. If you don't register a * sound prior to attempting to play it using {{#crossLink "Sound/play"}}{{/crossLink}} or create it using {{#crossLink "Sound/createInstance"}}{{/crossLink}}, * the sound source will be automatically registered but playback will fail as the source will not be ready. If you use * PreloadJS, registration is handled for you when the sound is * preloaded. It is recommended to preload sounds either internally using the register functions or externally using * PreloadJS so they are ready when you want to use them. * * Playback
    * To play a sound once it's been registered and preloaded, use the {{#crossLink "Sound/play"}}{{/crossLink}} method. * This method returns a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} which can be paused, resumed, muted, etc. * Please see the {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} documentation for more on the instance control APIs. * * Plugins
    * By default, the {{#crossLink "WebAudioPlugin"}}{{/crossLink}} or the {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}} * are used (when available), although developers can change plugin priority or add new plugins (such as the * provided {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}). Please see the {{#crossLink "Sound"}}{{/crossLink}} API * methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see * {{#crossLink "Sound/installPlugins"}}{{/crossLink}}. * *

    Example

    * * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]); * createjs.Sound.alternateExtensions = ["mp3"]; * createjs.Sound.on("fileload", createjs.proxy(this.loadHandler, (this)); * createjs.Sound.registerSound("path/to/mySound.ogg", "sound"); * function loadHandler(event) { * // This is fired for each sound that is registered. * var instance = createjs.Sound.play("sound"); // play using id. Could also use full source path or event.src. * instance.on("complete", createjs.proxy(this.handleComplete, this)); * instance.volume = 0.5; * } * * The maximum number of concurrently playing instances of the same sound can be specified in the "data" argument * of {{#crossLink "Sound/registerSound"}}{{/crossLink}}. Note that if not specified, the active plugin will apply * a default limit. Currently HTMLAudioPlugin sets a default limit of 2, while WebAudioPlugin and FlashAudioPlugin set a * default limit of 100. * * createjs.Sound.registerSound("sound.mp3", "soundId", 4); * * Sound can be used as a plugin with PreloadJS to help preload audio properly. Audio preloaded with PreloadJS is * automatically registered with the Sound class. When audio is not preloaded, Sound will do an automatic internal * load. As a result, it may fail to play the first time play is called if the audio is not finished loading. Use the * {{#crossLink "Sound/fileload"}}{{/crossLink}} event to determine when a sound has finished internally preloading. * It is recommended that all audio is preloaded before it is played. * * var queue = new createjs.LoadQueue(); * queue.installPlugin(createjs.Sound); * * Audio Sprites
    * SoundJS has added support for Audio Sprites, available as of version 0.6.0. * For those unfamiliar with audio sprites, they are much like CSS sprites or sprite sheets: multiple audio assets * grouped into a single file. * * Benefits of Audio Sprites *
    • More robust support for older browsers and devices that only allow a single audio instance, such as iOS 5.
    • *
    • They provide a work around for the Internet Explorer 9 audio tag limit, which until now restricted how many * different sounds we could load at once.
    • *
    • Faster loading by only requiring a single network request for several sounds, especially on mobile devices * where the network round trip for each file can add significant latency.
    * * Drawbacks of Audio Sprites *
    • No guarantee of smooth looping when using HTML or Flash audio. If you have a track that needs to loop * smoothly and you are supporting non-web audio browsers, do not use audio sprites for that sound if you can avoid it.
    • *
    • No guarantee that HTML audio will play back immediately, especially the first time. In some browsers (Chrome!), * HTML audio will only load enough to play through – so we rely on the “canplaythrough” event to determine if the audio is loaded. * Since audio sprites must jump ahead to play specific sounds, the audio may not yet have downloaded.
    • *
    • Audio sprites share the same core source, so if you have a sprite with 5 sounds and are limited to 2 * concurrently playing instances, that means you can only play 2 of the sounds at the same time.
    * *

    Example

    * * createjs.Sound.initializeDefaultPlugins(); * var assetsPath = "./assets/"; * var sounds = [{ * src:"MyAudioSprite.ogg", data: { * audioSprite: [ * {id:"sound1", startTime:0, duration:500}, * {id:"sound2", startTime:1000, duration:400}, * {id:"sound3", startTime:1700, duration: 1000} * ]} * } * ]; * createjs.Sound.alternateExtensions = ["mp3"]; * createjs.Sound.on("fileload", loadSound); * createjs.Sound.registerSounds(sounds, assetsPath); * // after load is complete * createjs.Sound.play("sound2"); * * You can also create audio sprites on the fly by setting the startTime and duration when creating an new AbstractSoundInstance. * * createjs.Sound.play("MyAudioSprite", {startTime: 1000, duration: 400}); * * Mobile Safe Approach
    * Mobile devices require sounds to be played inside of a user initiated event (touch/click) in varying degrees. * As of SoundJS 0.4.1, you can launch a site inside of a user initiated event and have audio playback work. To * enable as broadly as possible, the site needs to setup the Sound plugin in its initialization (for example via * createjs.Sound.initializeDefaultPlugins();), and all sounds need to be played in the scope of the * application. See the MobileSafe demo for a working example. * *

    Example

    * * document.getElementById("status").addEventListener("click", handleTouch, false); // works on Android and iPad * function handleTouch(event) { * document.getElementById("status").removeEventListener("click", handleTouch, false); // remove the listener * var thisApp = new myNameSpace.MyApp(); // launch the app * } * *

    Known Browser and OS issues

    * IE 9 HTML Audio limitations
    *
    • There is a delay in applying volume changes to tags that occurs once playback is started. So if you have * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of * when or how you apply the volume change, as the tag seems to need to play to apply it.
    • *
    • MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default * encoding with 64kbps works.
    • *
    • Occasionally very short samples will get cut off.
    • *
    • There is a limit to how many audio tags you can load and play at once, which appears to be determined by * hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate.
    * * Firefox 25 Web Audio limitations *
    • mp3 audio files do not load properly on all windows machines, reported * here.
      * For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if possible.
    * Safari limitations
    *
    • Safari requires Quicktime to be installed for audio playback.
    * * iOS 6 Web Audio limitations
    *
    • Sound is initially muted and will only unmute through play being called inside a user initiated event * (touch/click).
    • *
    • A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio at a different sampleRate.
    • *
    • Note HTMLAudioPlugin is not supported on iOS by default. See {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}} * for more details.
    • *
    * * Android HTML Audio limitations
    *
    • We have no control over audio volume. Only the user can set volume on their device.
    • *
    • We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use * a delay.
    * * * @class Sound * @static * @uses EventDispatcher */ function Sound() { throw "Sound cannot be instantiated"; } var s = Sound; // Static Properties /** * The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of * instances of the sound are already playing. * @property INTERRUPT_ANY * @type {String} * @default any * @static */ s.INTERRUPT_ANY = "any"; /** * The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the * least distance in the audio track, if the maximum number of instances of the sound are already playing. * @property INTERRUPT_EARLY * @type {String} * @default early * @static */ s.INTERRUPT_EARLY = "early"; /** * The interrupt value to interrupt the currently playing instance with the same source that progressed the most * distance in the audio track, if the maximum number of instances of the sound are already playing. * @property INTERRUPT_LATE * @type {String} * @default late * @static */ s.INTERRUPT_LATE = "late"; /** * The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of * instances of the sound are already playing. * @property INTERRUPT_NONE * @type {String} * @default none * @static */ s.INTERRUPT_NONE = "none"; /** * Defines the playState of an instance that is still initializing. * @property PLAY_INITED * @type {String} * @default playInited * @static */ s.PLAY_INITED = "playInited"; /** * Defines the playState of an instance that is currently playing or paused. * @property PLAY_SUCCEEDED * @type {String} * @default playSucceeded * @static */ s.PLAY_SUCCEEDED = "playSucceeded"; /** * Defines the playState of an instance that was interrupted by another instance. * @property PLAY_INTERRUPTED * @type {String} * @default playInterrupted * @static */ s.PLAY_INTERRUPTED = "playInterrupted"; /** * Defines the playState of an instance that completed playback. * @property PLAY_FINISHED * @type {String} * @default playFinished * @static */ s.PLAY_FINISHED = "playFinished"; /** * Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels * when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found. * @property PLAY_FAILED * @type {String} * @default playFailed * @static */ s.PLAY_FAILED = "playFailed"; /** * A list of the default supported extensions that Sound will try to play. Plugins will check if the browser * can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to * support additional media types. * * NOTE this does not currently work for {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}. * * More details on file formats can be found at http://en.wikipedia.org/wiki/Audio_file_format.
    * A very detailed list of file formats can be found at http://www.fileinfo.com/filetypes/audio. * @property SUPPORTED_EXTENSIONS * @type {Array[String]} * @default ["mp3", "ogg", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"] * @since 0.4.0 */ s.SUPPORTED_EXTENSIONS = ["mp3", "ogg", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"]; /** * Some extensions use another type of extension support to play (one of them is a codex). This allows you to map * that support so plugins can accurately determine if an extension is supported. Adding to this list can help * plugins determine more accurately if an extension is supported. * * A useful list of extensions for each format can be found at http://html5doctor.com/html5-audio-the-state-of-play/. * @property EXTENSION_MAP * @type {Object} * @since 0.4.0 * @default {m4a:"mp4"} */ s.EXTENSION_MAP = { m4a:"mp4" }; /** * The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with * query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6. * @property FILE_PATTERN * @type {RegExp} * @static * @protected */ s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/; // Class Public properties /** * Determines the default behavior for interrupting other currently playing instances with the same source, if the * maximum number of instances of the sound are already playing. Currently the default is {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}} * but this can be set and will change playback behavior accordingly. This is only used when {{#crossLink "Sound/play"}}{{/crossLink}} * is called without passing a value for interrupt. * @property defaultInterruptBehavior * @type {String} * @default Sound.INTERRUPT_NONE, or "none" * @static * @since 0.4.0 */ s.defaultInterruptBehavior = s.INTERRUPT_NONE; // OJR does s.INTERRUPT_ANY make more sense as default? Needs game dev testing to see which case makes more sense. /** * An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin. * These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your * extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need * to exist in the same location, as only the extension is altered. * * Note that regardless of which file is loaded, you can call {{#crossLink "Sound/createInstance"}}{{/crossLink}} * and {{#crossLink "Sound/play"}}{{/crossLink}} using the same id or full source path passed for loading. * *

    Example

    * * var sounds = [ * {src:"myPath/mySound.ogg", id:"example"}, * ]; * createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3 * createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads * createjs.Sound.registerSounds(sounds, assetPath); * // ... * createjs.Sound.play("myPath/mySound.ogg"); // works regardless of what extension is supported. Note calling with ID is a better approach * * @property alternateExtensions * @type {Array} * @since 0.5.2 */ s.alternateExtensions = []; /** * The currently active plugin. If this is null, then no plugin could be initialized. If no plugin was specified, * Sound attempts to apply the default plugins: {{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}. * @property activePlugin * @type {Object} * @static */ s.activePlugin = null; // Class Private properties /** * Determines if the plugins have been registered. If false, the first call to play() will instantiate the default * plugins ({{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}). * If plugins have been registered, but none are applicable, then sound playback will fail. * @property _pluginsRegistered * @type {Boolean} * @default false * @static * @protected */ s._pluginsRegistered = false; /** * Used internally to assign unique IDs to each AbstractSoundInstance. * @property _lastID * @type {Number} * @static * @protected */ s._lastID = 0; /** * The master volume value, which affects all sounds. Use {{#crossLink "Sound/getVolume"}}{{/crossLink}} and * {{#crossLink "Sound/setVolume"}}{{/crossLink}} to modify the volume of all audio. * @property _masterVolume * @type {Number} * @default 1 * @protected * @since 0.4.0 */ s._masterVolume = 1; /** * The master mute value, which affects all sounds. This is applies to all sound instances. This value can be set * through {{#crossLink "Sound/setMute"}}{{/crossLink}} and accessed via {{#crossLink "Sound/getMute"}}{{/crossLink}}. * @property _masterMute * @type {Boolean} * @default false * @protected * @static * @since 0.4.0 */ s._masterMute = false; /** * An array containing all currently playing instances. This allows Sound to control the volume, mute, and playback of * all instances when using static APIs like {{#crossLink "Sound/stop"}}{{/crossLink}} and {{#crossLink "Sound/setVolume"}}{{/crossLink}}. * When an instance has finished playback, it gets removed via the {{#crossLink "Sound/finishedPlaying"}}{{/crossLink}} * method. If the user replays an instance, it gets added back in via the {{#crossLink "Sound/_beginPlaying"}}{{/crossLink}} * method. * @property _instances * @type {Array} * @protected * @static */ s._instances = []; /** * An object hash storing objects with sound sources, startTime, and duration via there corresponding ID. * @property _idHash * @type {Object} * @protected * @static */ s._idHash = {}; /** * An object hash that stores preloading sound sources via the parsed source that is passed to the plugin. Contains the * source, id, and data that was passed in by the user. Parsed sources can contain multiple instances of source, id, * and data. * @property _preloadHash * @type {Object} * @protected * @static */ s._preloadHash = {}; // EventDispatcher methods: s.addEventListener = null; s.removeEventListener = null; s.removeAllEventListeners = null; s.dispatchEvent = null; s.hasEventListener = null; s._listeners = null; createjs.EventDispatcher.initialize(s); // inject EventDispatcher methods. // Events /** * This event is fired when a file finishes loading internally. This event is fired for each loaded sound, * so any handler methods should look up the event.src to handle a particular sound. * @event fileload * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {String} src The source of the sound that was loaded. * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null. * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined. * @since 0.4.1 */ /** * This event is fired when a file fails loading internally. This event is fired for each loaded sound, * so any handler methods should look up the event.src to handle a particular sound. * @event fileerror * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {String} src The source of the sound that was loaded. * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null. * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined. * @since 0.6.0 */ // Class Public Methods /** * Get the preload rules to allow Sound to be used as a plugin by PreloadJS. * Any load calls that have the matching type or extension will fire the callback method, and use the resulting * object, which is potentially modified by Sound. This helps when determining the correct path, as well as * registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS. * @method getPreloadHandlers * @return {Object} An object containing: *
    • callback: A preload callback that is fired when a file is added to PreloadJS, which provides * Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.
    • *
    • types: A list of file types that are supported by Sound (currently supports "sound").
    • *
    • extensions: A list of file extensions that are supported by Sound (see {{#crossLink "Sound.SUPPORTED_EXTENSIONS"}}{{/crossLink}}).
    * @static * @protected */ s.getPreloadHandlers = function () { return { callback:createjs.proxy(s.initLoad, s), types:["sound"], extensions:s.SUPPORTED_EXTENSIONS }; }; /** * Used to dispatch fileload events from internal loading. * @method _handleLoadComplete * @param event A loader event. * @protected * @static * @since 0.6.0 */ s._handleLoadComplete = function(event) { var src = event.target.getItem().src; if (!s._preloadHash[src]) {return;} for (var i = 0, l = s._preloadHash[src].length; i < l; i++) { var item = s._preloadHash[src][i]; s._preloadHash[src][i] = true; if (!s.hasEventListener("fileload")) { continue; } var event = new createjs.Event("fileload"); event.src = item.src; event.id = item.id; event.data = item.data; event.sprite = item.sprite; s.dispatchEvent(event); } }; /** * Used to dispatch error events from internal preloading. * @param event * @protected * @since 0.6.0 */ s._handleLoadError = function(event) { var src = event.target.getItem().src; if (!s._preloadHash[src]) {return;} for (var i = 0, l = s._preloadHash[src].length; i < l; i++) { var item = s._preloadHash[src][i]; s._preloadHash[src][i] = false; if (!s.hasEventListener("fileerror")) { continue; } var event = new createjs.Event("fileerror"); event.src = item.src; event.id = item.id; event.data = item.data; event.sprite = item.sprite; s.dispatchEvent(event); } }; /** * Used by {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} to register a Sound plugin. * * @method _registerPlugin * @param {Object} plugin The plugin class to install. * @return {Boolean} Whether the plugin was successfully initialized. * @static * @private */ s._registerPlugin = function (plugin) { // Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instance if (plugin.isSupported()) { s.activePlugin = new plugin(); return true; } return false; }; /** * Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array. * *

    Example

    * * createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/"; * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]); * * @method registerPlugins * @param {Array} plugins An array of plugins classes to install. * @return {Boolean} Whether a plugin was successfully initialized. * @static */ s.registerPlugins = function (plugins) { s._pluginsRegistered = true; for (var i = 0, l = plugins.length; i < l; i++) { if (s._registerPlugin(plugins[i])) { return true; } } return false; }; /** * Initialize the default plugins. This method is automatically called when any audio is played or registered before * the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the * default plugins are {{#crossLink "WebAudioPlugin"}}{{/crossLink}} followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}. * *

    Example

    * * if (!createjs.initializeDefaultPlugins()) { return; } * * @method initializeDefaultPlugins * @returns {Boolean} True if a plugin was initialized, false otherwise. * @since 0.4.0 */ s.initializeDefaultPlugins = function () { if (s.activePlugin != null) {return true;} if (s._pluginsRegistered) {return false;} if (s.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin])) {return true;} return false; }; /** * Determines if Sound has been initialized, and a plugin has been activated. * *

    Example

    * This example sets up a Flash fallback, but only if there is no plugin specified yet. * * if (!createjs.Sound.isReady()) { * createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/"; * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]); * } * * @method isReady * @return {Boolean} If Sound has initialized a plugin. * @static */ s.isReady = function () { return (s.activePlugin != null); }; /** * Get the active plugins capabilities, which help determine if a plugin can be used in the current environment, * or if the plugin supports a specific feature. Capabilities include: *
      *
    • panning: If the plugin can pan audio from left to right
    • *
    • volume; If the plugin can control audio volume.
    • *
    • tracks: The maximum number of audio tracks that can be played back at a time. This will be -1 * if there is no known limit.
    • *
      An entry for each file type in {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}: *
    • mp3: If MP3 audio is supported.
    • *
    • ogg: If OGG audio is supported.
    • *
    • wav: If WAV audio is supported.
    • *
    • mpeg: If MPEG audio is supported.
    • *
    • m4a: If M4A audio is supported.
    • *
    • mp4: If MP4 audio is supported.
    • *
    • aiff: If aiff audio is supported.
    • *
    • wma: If wma audio is supported.
    • *
    • mid: If mid audio is supported.
    • *
    * @method getCapabilities * @return {Object} An object containing the capabilities of the active plugin. * @static */ s.getCapabilities = function () { if (s.activePlugin == null) {return null;} return s.activePlugin._capabilities; }; /** * Get a specific capability of the active plugin. See {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} for a * full list of capabilities. * *

    Example

    * * var maxAudioInstances = createjs.Sound.getCapability("tracks"); * * @method getCapability * @param {String} key The capability to retrieve * @return {Number|Boolean} The value of the capability. * @static * @see getCapabilities */ s.getCapability = function (key) { if (s.activePlugin == null) {return null;} return s.activePlugin._capabilities[key]; }; /** * Process manifest items from PreloadJS. This method is intended * for usage by a plugin, and not for direct interaction. * @method initLoad * @param {Object} src The object to load. * @return {Object|AbstractLoader} An instance of AbstractLoader. * @protected * @static */ s.initLoad = function (loadItem) { return s._registerSound(loadItem); }; /** * Internal method for loading sounds. This should not be called directly. * * @method _registerSound * @param {Object} src The object to load, containing src property and optionally containing id and data. * @return {Object} An object with the modified values that were passed in, which defines the sound. * Returns false if the source cannot be parsed or no plugins can be initialized. * Returns true if the source is already loaded. * @static * @private * @since 0.6.0 */ s._registerSound = function (loadItem) { if (!s.initializeDefaultPlugins()) {return false;} var details = s._parsePath(loadItem.src); if (details == null) {return false;} loadItem.src = details.src; loadItem.type = "sound"; var data = loadItem.data; var numChannels = s.activePlugin.defaultNumChannels || null; if (data != null) { if (!isNaN(data.channels)) { numChannels = parseInt(data.channels); } else if (!isNaN(data)) { numChannels = parseInt(data); } if(data.audioSprite) { var sp; for(var i = data.audioSprite.length; i--; ) { sp = data.audioSprite[i]; s._idHash[sp.id] = {src: loadItem.src, startTime: parseInt(sp.startTime), duration: parseInt(sp.duration)}; } } } if (loadItem.id != null) {s._idHash[loadItem.id] = {src: loadItem.src}}; var loader = s.activePlugin.register(loadItem, numChannels); // Note only HTML audio uses numChannels SoundChannel.create(loadItem.src, numChannels); // return the number of instances to the user. This will also be returned in the load event. if (data == null || !isNaN(data)) { loadItem.data = numChannels || SoundChannel.maxPerChannel(); } else { loadItem.data.channels = numChannels || SoundChannel.maxPerChannel(); } //if (loader.onload) {details.completeHandler = loader.onload;} // used by preloadJS if (loader.type) {loadItem.type = loader.type;} return loader; }; /** * Register an audio file for loading and future playback in Sound. This is automatically called when using * PreloadJS. It is recommended to register all sounds that * need to be played back in order to properly prepare and preload them. Sound does internal preloading when required. * *

    Example

    * * createjs.Sound.alternateExtensions = ["mp3"]; * createjs.Sound.on("fileload", handleLoad); // add an event listener for when load is completed * createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3); * * @method registerSound * @param {String | Object} src The source or an Object with a "src" property * @param {String} [id] An id specified by the user to play the sound later. * @param {Number | Object} [data] Data associated with the item. Sound uses the data parameter as the number of * channels for an audio instance, however a "channels" property can be appended to the data object if it is used * for other information. The audio channels will set a default based on plugin if no value is found. * Sound also uses the data property to hold an audioSprite array of objects in the following format {id, startTime, duration}.
    * id used to play the sound later, in the same manner as a sound src with an id.
    * startTime is the initial offset to start playback and loop from, in milliseconds.
    * duration is the amount of time to play the clip for, in milliseconds.
    * This allows Sound to support audio sprites that are played back by id. * @param {string} basePath Set a path that will be prepended to src for loading. * @return {Object} An object with the modified values that were passed in, which defines the sound. * Returns false if the source cannot be parsed or no plugins can be initialized. * Returns true if the source is already loaded. * @static * @since 0.4.0 */ s.registerSound = function (src, id, data, basePath) { var loadItem = {src: src, id: id, data:data}; if (src instanceof Object) { basePath = id; loadItem = src; } loadItem = createjs.LoadItem.create(loadItem); if (basePath != null) {loadItem.src = basePath + src;} var loader = s._registerSound(loadItem); if(!loader) {return false;} if (!s._preloadHash[loadItem.src]) { s._preloadHash[loadItem.src] = [];} s._preloadHash[loadItem.src].push(loadItem); if (s._preloadHash[loadItem.src].length == 1) { // OJR note this will disallow reloading a sound if loading fails or the source changes loader.on("complete", createjs.proxy(this._handleLoadComplete, this)); loader.on("error", createjs.proxy(this._handleLoadError, this)); s.activePlugin.preload(loader); } else { if (s._preloadHash[loadItem.src][0] == true) {return true;} } return loadItem; }; /** * Register an array of audio files for loading and future playback in Sound. It is recommended to register all * sounds that need to be played back in order to properly prepare and preload them. Sound does internal preloading * when required. * *

    Example

    * * var sounds = [ * {src:"asset0.ogg", id:"example"}, * {src:"asset1.ogg", id:"1", data:6}, * {src:"asset2.mp3", id:"works"} * ]; * createjs.Sound.alternateExtensions = ["mp3"]; // if the passed extension is not supported, try this extension * createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads * createjs.Sound.registerSounds(sounds, assetPath); * * @method registerSounds * @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for * {{#crossLink "Sound/registerSound"}}{{/crossLink}}: {src:srcURI, id:ID, data:Data} * with "id" and "data" being optional. You can also set an optional path property that will be prepended to the src of each object. * @param {string} basePath Set a path that will be prepended to each src when loading. When creating, playing, or removing * audio that was loaded with a basePath by src, the basePath must be included. * @return {Object} An array of objects with the modified values that were passed in, which defines each sound. * Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized. * Also, it will return true for any values when the source is already loaded. * @static * @since 0.6.0 */ s.registerSounds = function (sounds, basePath) { var returnValues = []; if (sounds.path) { if (!basePath) { basePath = sounds.path; } else { basePath = basePath + sounds.path; } } for (var i = 0, l = sounds.length; i < l; i++) { returnValues[i] = createjs.Sound.registerSound(sounds[i].src, sounds[i].id, sounds[i].data, basePath); } return returnValues; }; /** * Deprecated. Please use {{#crossLink "Sound/registerSounds"}}{{/crossLink} instead. * * @method registerManifest * @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for * {{#crossLink "Sound/registerSound"}}{{/crossLink}}: {src:srcURI, id:ID, data:Data} * with "id" and "data" being optional. * @param {string} basePath Set a path that will be prepended to each src when loading. When creating, playing, or removing * audio that was loaded with a basePath by src, the basePath must be included. * @return {Object} An array of objects with the modified values that were passed in, which defines each sound. * Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized. * Also, it will return true for any values when the source is already loaded. * @since 0.4.0 * @depreacted */ s.registerManifest = function(manifest, basePath) { try { console.log("createjs.Sound.registerManifest is deprecated, please use createjs.Sound.registerSounds.") } catch (error) { }; return this.registerSounds(manifest, basePath); }; /** * Remove a sound that has been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. *
    Note this will stop playback on active instances playing this sound before deleting them. *
    Note if you passed in a basePath, you need to pass it or prepend it to the src here. * *

    Example

    * * createjs.Sound.removeSound("myAudioBasePath/mySound.ogg"); * createjs.Sound.removeSound("myID"); * * @method removeSound * @param {String | Object} src The src or ID of the audio, or an Object with a "src" property * @param {string} basePath Set a path that will be prepended to each src when removing. * @return {Boolean} True if sound is successfully removed. * @static * @since 0.4.1 */ s.removeSound = function(src, basePath) { if (s.activePlugin == null) {return false;} if (src instanceof Object) {src = src.src;} src = s._getSrcById(src).src; if (basePath != null) {src = basePath + src;} var details = s._parsePath(src); if (details == null) {return false;} src = details.src; for(var prop in s._idHash){ if(s._idHash[prop].src == src) { delete(s._idHash[prop]); } } // clear from SoundChannel, which also stops and deletes all instances SoundChannel.removeSrc(src); delete(s._preloadHash[src]); s.activePlugin.removeSound(src); return true; }; /** * Remove an array of audio files that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. *
    Note this will stop playback on active instances playing this audio before deleting them. *
    Note if you passed in a basePath, you need to pass it or prepend it to the src here. * *

    Example

    * * var sounds = [ * {src:"asset0.ogg", id:"example"}, * {src:"asset1.ogg", id:"1", data:6}, * {src:"asset2.mp3", id:"works"} * ]; * createjs.Sound.removeSounds(sounds, assetPath); * * @method removeSounds * @param {Array} sounds An array of objects to remove. Objects are expected to be in the format needed for * {{#crossLink "Sound/removeSound"}}{{/crossLink}}: {srcOrID:srcURIorID}. * You can also set an optional path property that will be prepended to the src of each object. * @param {string} basePath Set a path that will be prepended to each src when removing. * @return {Object} An array of Boolean values representing if the sounds with the same array index were * successfully removed. * @static * @since 0.4.1 */ s.removeSounds = function (sounds, basePath) { var returnValues = []; if (sounds.path) { if (!basePath) { basePath = sounds.path; } else { basePath = basePath + sounds.path; } } for (var i = 0, l = sounds.length; i < l; i++) { returnValues[i] = createjs.Sound.removeSound(sounds[i].src, basePath); } return returnValues; }; /** * Deprecated. Please use {{#crossLink "Sound/removeSounds"}}{{/crossLink}} instead. * * @method removeManifest * @param {Array} manifest An array of objects to remove. Objects are expected to be in the format needed for * {{#crossLink "Sound/removeSound"}}{{/crossLink}}: {srcOrID:srcURIorID} * @param {string} basePath Set a path that will be prepended to each src when removing. * @return {Object} An array of Boolean values representing if the sounds with the same array index in manifest was * successfully removed. * @static * @since 0.4.1 * @deprecated */ s.removeManifest = function (manifest, basePath) { try { console.log("createjs.Sound.removeManifest is deprecated, please use createjs.Sound.removeSounds."); } catch (error) { }; return s.removeSounds(manifest, basePath); }; /** * Remove all sounds that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. *
    Note this will stop playback on all active sound instances before deleting them. * *

    Example

    * * createjs.Sound.removeAllSounds(); * * @method removeAllSounds * @static * @since 0.4.1 */ s.removeAllSounds = function() { s._idHash = {}; s._preloadHash = {}; SoundChannel.removeAll(); if (s.activePlugin) {s.activePlugin.removeAllSounds();} }; /** * Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are * not completed preloading will not kick off a new internal preload if they are played. * *

    Example

    * * var mySound = "assetPath/asset0.ogg"; * if(createjs.Sound.loadComplete(mySound) { * createjs.Sound.play(mySound); * } * * @method loadComplete * @param {String} src The src or id that is being loaded. * @return {Boolean} If the src is already loaded. * @since 0.4.0 */ s.loadComplete = function (src) { if (!s.isReady()) { return false; } var details = s._parsePath(src); if (details) { src = s._getSrcById(details.src).src; } else { src = s._getSrcById(src).src; } return (s._preloadHash[src][0] == true); // src only loads once, so if it's true for the first it's true for all }; /** * Parse the path of a sound. alternate extensions will be attempted in order if the * current extension is not supported * @method _parsePath * @param {String} value The path to an audio source. * @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}} * and returned to a preloader like PreloadJS. * @protected */ s._parsePath = function (value) { if (typeof(value) != "string") {value = value.toString();} var match = value.match(s.FILE_PATTERN); if (match == null) {return false;} var name = match[4]; var ext = match[5]; var c = s.getCapabilities(); var i = 0; while (!c[ext]) { ext = s.alternateExtensions[i++]; if (i > s.alternateExtensions.length) { return null;} // no extensions are supported } value = value.replace("."+match[5], "."+ext); var ret = {name:name, src:value, extension:ext}; return ret; }; /* --------------- Static API. --------------- */ /** * Play a sound and get a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to control. If the sound fails to play, a * AbstractSoundInstance will still be returned, and have a playState of {{#crossLink "Sound/PLAY_FAILED:property"}}{{/crossLink}}. * Note that even on sounds with failed playback, you may still be able to call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}, * since the failure could be due to lack of available channels. If the src does not have a supported extension or * if there is no available plugin, a default AbstractSoundInstance will be returned which will not play any audio, but will not generate errors. * *

    Example

    * * createjs.Sound.on("fileload", handleLoad); * createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3); * function handleLoad(event) { * createjs.Sound.play("myID"); * // we can pass in options we want to set inside of an object, and store off AbstractSoundInstance for controlling * var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1}); * // alternately, we can pass full source path and specify each argument individually * var myInstance = createjs.Sound.play("myAudioPath/mySound.mp3", createjs.Sound.INTERRUPT_ANY, 0, 0, -1, 1, 0); * } * * NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set. * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite. * * @method play * @param {String} src The src or ID of the audio. * @param {String | Object} [interrupt="none"|options] How to interrupt any currently playing instances of audio with the same source, * if the maximum number of instances of the sound are already playing. Values are defined as INTERRUPT_TYPE * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}. *
    OR
    * This parameter can be an object that contains any or all optional properties by name, including: interrupt, * delay, offset, loop, volume, pan, startTime, and duration (see the above code sample). * @param {Number} [delay=0] The amount of time to delay the start of audio playback, in milliseconds. * @param {Number} [offset=0] The offset from the start of the audio to begin playback, in milliseconds. * @param {Number} [loop=0] How many times the audio loops when it reaches the end of playback. The default is 0 (no * loops), and -1 can be used for infinite playback. * @param {Number} [volume=1] The volume of the sound, between 0 and 1. Note that the master volume is applied * against the individual volume. * @param {Number} [pan=0] The left-right pan of the sound (if supported), between -1 (left) and 1 (right). * @param {Number} [startTime=null] To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds. * @param {Number} [duration=null] To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds. * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created. * @static */ s.play = function (src, interrupt, delay, offset, loop, volume, pan, startTime, duration) { if (interrupt instanceof Object) { delay = interrupt.delay; offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; startTime = interrupt.startTime; duration = interrupt.duration; interrupt = interrupt.interrupt; } var instance = s.createInstance(src, startTime, duration); var ok = s._playInstance(instance, interrupt, delay, offset, loop, volume, pan); if (!ok) {instance._playFailed();} return instance; }; /** * Creates a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} using the passed in src. If the src does not have a * supported extension or if there is no available plugin, a default AbstractSoundInstance will be returned that can be * called safely but does nothing. * *

    Example

    * * var myInstance = null; * createjs.Sound.on("fileload", handleLoad); * createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3); * function handleLoad(event) { * myInstance = createjs.Sound.createInstance("myID"); * // alternately we could call the following * myInstance = createjs.Sound.createInstance("myAudioPath/mySound.mp3"); * } * * NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set. * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite. * * @method createInstance * @param {String} src The src or ID of the audio. * @param {Number} [startTime=null] To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds. * @param {Number} [duration=null] To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds. * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created. * Unsupported extensions will return the default AbstractSoundInstance. * @since 0.4.0 */ s.createInstance = function (src, startTime, duration) { if (!s.initializeDefaultPlugins()) {return new createjs.DefaultSoundInstance(src, startTime, duration);} src = s._getSrcById(src); var details = s._parsePath(src.src); var instance = null; if (details != null && details.src != null) { SoundChannel.create(details.src); if (startTime == null) {startTime = src.startTime;} instance = s.activePlugin.create(details.src, startTime, duration || src.duration); } else { instance = new createjs.DefaultSoundInstance(src, startTime, duration);; } instance.uniqueId = s._lastID++; return instance; }; /** * Set the master volume of Sound. The master volume is multiplied against each sound's individual volume. For * example, if master volume is 0.5 and a sound's volume is 0.5, the resulting volume is 0.25. To set individual * sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/setVolume"}}{{/crossLink}} instead. * *

    Example

    * * createjs.Sound.setVolume(0.5); * * @method setVolume * @param {Number} value The master volume value. The acceptable range is 0-1. * @static */ s.setVolume = function (value) { if (Number(value) == null) {return false;} value = Math.max(0, Math.min(1, value)); s._masterVolume = value; if (!this.activePlugin || !this.activePlugin.setVolume || !this.activePlugin.setVolume(value)) { var instances = this._instances; for (var i = 0, l = instances.length; i < l; i++) { instances[i].setMasterVolume(value); } } }; /** * Get the master volume of Sound. The master volume is multiplied against each sound's individual volume. * To get individual sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} instead. * *

    Example

    * * var masterVolume = createjs.Sound.getVolume(); * * @method getVolume * @return {Number} The master volume, in a range of 0-1. * @static */ s.getVolume = function () { return s._masterVolume; }; /** * Mute/Unmute all audio. Note that muted audio still plays at 0 volume. This global mute value is maintained * separately and when set will override, but not change the mute property of individual instances. To mute an individual * instance, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/setMute"}}{{/crossLink}} instead. * *

    Example

    * * createjs.Sound.setMute(true); * * @method setMute * @param {Boolean} value Whether the audio should be muted or not. * @return {Boolean} If the mute was set. * @static * @since 0.4.0 */ s.setMute = function (value) { if (value == null) {return false;} this._masterMute = value; if (!this.activePlugin || !this.activePlugin.setMute || !this.activePlugin.setMute(value)) { var instances = this._instances; for (var i = 0, l = instances.length; i < l; i++) { instances[i].setMasterMute(value); } } return true; }; /** * Returns the global mute value. To get the mute value of an individual instance, use AbstractSoundInstance * {{#crossLink "AbstractSoundInstance/getMute"}}{{/crossLink}} instead. * *

    Example

    * * var muted = createjs.Sound.getMute(); * * @method getMute * @return {Boolean} The mute value of Sound. * @static * @since 0.4.0 */ s.getMute = function () { return this._masterMute; }; /** * Stop all audio (global stop). Stopped audio is reset, and not paused. To play audio that has been stopped, * call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}. * *

    Example

    * * createjs.Sound.stop(); * * @method stop * @static */ s.stop = function () { var instances = this._instances; for (var i = instances.length; i--; ) { instances[i].stop(); // NOTE stop removes instance from this._instances } }; /* --------------- Internal methods --------------- */ /** * Play an instance. This is called by the static API, as well as from plugins. This allows the core class to * control delays. * @method _playInstance * @param {AbstractSoundInstance} instance The {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to start playing. * @param {String | Object} [interrupt="none"|options] How to interrupt any currently playing instances of audio with the same source, * if the maximum number of instances of the sound are already playing. Values are defined as INTERRUPT_TYPE * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior"}}{{/crossLink}}. *
    OR
    * This parameter can be an object that contains any or all optional properties by name, including: interrupt, * delay, offset, loop, volume, and pan (see the above code sample). * @param {Number} [delay=0] Time in milliseconds before playback begins. * @param {Number} [offset=instance.offset] Time into the sound to begin playback in milliseconds. Defaults to the * current value on the instance. * @param {Number} [loop=0] The number of times to loop the audio. Use 0 for no loops, and -1 for an infinite loop. * @param {Number} [volume] The volume of the sound between 0 and 1. Defaults to current instance value. * @param {Number} [pan] The pan of the sound between -1 and 1. Defaults to current instance value. * @return {Boolean} If the sound can start playing. Sounds that fail immediately will return false. Sounds that * have a delay will return true, but may still fail to play. * @protected * @static */ s._playInstance = function (instance, interrupt, delay, offset, loop, volume, pan) { if (interrupt instanceof Object) { delay = interrupt.delay; offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; interrupt = interrupt.interrupt; } interrupt = interrupt || s.defaultInterruptBehavior; if (delay == null) {delay = 0;} if (offset == null) {offset = instance.getPosition();} if (loop == null) {loop = instance.loop;} if (volume == null) {volume = instance.volume;} if (pan == null) {pan = instance.pan;} if (delay == 0) { var ok = s._beginPlaying(instance, interrupt, offset, loop, volume, pan); if (!ok) {return false;} } else { //Note that we can't pass arguments to proxy OR setTimeout (IE only), so just wrap the function call. // OJR WebAudio may want to handle this differently, so it might make sense to move this functionality into the plugins in the future var delayTimeoutId = setTimeout(function () { s._beginPlaying(instance, interrupt, offset, loop, volume, pan); }, delay); instance.delayTimeoutId = delayTimeoutId; } this._instances.push(instance); return true; }; /** * Begin playback. This is called immediately or after delay by {{#crossLink "Sound/playInstance"}}{{/crossLink}}. * @method _beginPlaying * @param {AbstractSoundInstance} instance A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to begin playback. * @param {String} [interrupt=none] How this sound interrupts other instances with the same source. Defaults to * {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}. Interrupts are defined as INTERRUPT_TYPE * constants on Sound. * @param {Number} [offset] Time in milliseconds into the sound to begin playback. Defaults to the current value on * the instance. * @param {Number} [loop=0] The number of times to loop the audio. Use 0 for no loops, and -1 for an infinite loop. * @param {Number} [volume] The volume of the sound between 0 and 1. Defaults to the current value on the instance. * @param {Number} [pan=instance.pan] The pan of the sound between -1 and 1. Defaults to current instance value. * @return {Boolean} If the sound can start playing. If there are no available channels, or the instance fails to * start, this will return false. * @protected * @static */ s._beginPlaying = function (instance, interrupt, offset, loop, volume, pan) { if (!SoundChannel.add(instance, interrupt)) { return false; } var result = instance._beginPlaying(offset, loop, volume, pan); if (!result) { var index = createjs.indexOf(this._instances, instance); if (index > -1) {this._instances.splice(index, 1);} return false; } return true; }; /** * Get the source of a sound via the ID passed in with a register call. If no ID is found the value is returned * instead. * @method _getSrcById * @param {String} value The ID the sound was registered with. * @return {String} The source of the sound if it has been registered with this ID or the value that was passed in. * @protected * @static */ s._getSrcById = function (value) { return s._idHash[value] || {src: value}; }; /** * A sound has completed playback, been interrupted, failed, or been stopped. This method removes the instance from * Sound management. It will be added again, if the sound re-plays. Note that this method is called from the * instances themselves. * @method _playFinished * @param {AbstractSoundInstance} instance The instance that finished playback. * @protected * @static */ s._playFinished = function (instance) { SoundChannel.remove(instance); var index = createjs.indexOf(this._instances, instance); if (index > -1) {this._instances.splice(index, 1);} // OJR this will always be > -1, there is no way for an instance to exist without being added to this._instances }; createjs.Sound = Sound; /** * An internal class that manages the number of active {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} instances for * each sound type. This method is only used internally by the {{#crossLink "Sound"}}{{/crossLink}} class. * * The number of sounds is artificially limited by Sound in order to prevent over-saturation of a * single sound, as well as to stay within hardware limitations, although the latter may disappear with better * browser support. * * When a sound is played, this class ensures that there is an available instance, or interrupts an appropriate * sound that is already playing. * #class SoundChannel * @param {String} src The source of the instances * @param {Number} [max=1] The number of instances allowed * @constructor * @protected */ function SoundChannel(src, max) { this.init(src, max); } /* ------------ Static API ------------ */ /** * A hash of channel instances indexed by source. * #property channels * @type {Object} * @static */ SoundChannel.channels = {}; /** * Create a sound channel. Note that if the sound channel already exists, this will fail. * #method create * @param {String} src The source for the channel * @param {Number} max The maximum amount this channel holds. The default is {{#crossLink "SoundChannel.maxDefault"}}{{/crossLink}}. * @return {Boolean} If the channels were created. * @static */ SoundChannel.create = function (src, max) { var channel = SoundChannel.get(src); if (channel == null) { SoundChannel.channels[src] = new SoundChannel(src, max); return true; } return false; }; /** * Delete a sound channel, stop and delete all related instances. Note that if the sound channel does not exist, this will fail. * #method remove * @param {String} src The source for the channel * @return {Boolean} If the channels were deleted. * @static */ SoundChannel.removeSrc = function (src) { var channel = SoundChannel.get(src); if (channel == null) {return false;} channel._removeAll(); // this stops and removes all active instances delete(SoundChannel.channels[src]); return true; }; /** * Delete all sound channels, stop and delete all related instances. * #method removeAll * @static */ SoundChannel.removeAll = function () { for(var channel in SoundChannel.channels) { SoundChannel.channels[channel]._removeAll(); // this stops and removes all active instances } SoundChannel.channels = {}; }; /** * Add an instance to a sound channel. * #method add * @param {AbstractSoundInstance} instance The instance to add to the channel * @param {String} interrupt The interrupt value to use. Please see the {{#crossLink "Sound/play"}}{{/crossLink}} * for details on interrupt modes. * @return {Boolean} The success of the method call. If the channel is full, it will return false. * @static */ SoundChannel.add = function (instance, interrupt) { var channel = SoundChannel.get(instance.src); if (channel == null) {return false;} return channel._add(instance, interrupt); }; /** * Remove an instance from the channel. * #method remove * @param {AbstractSoundInstance} instance The instance to remove from the channel * @return The success of the method call. If there is no channel, it will return false. * @static */ SoundChannel.remove = function (instance) { var channel = SoundChannel.get(instance.src); if (channel == null) {return false;} channel._remove(instance); return true; }; /** * Get the maximum number of sounds you can have in a channel. * #method maxPerChannel * @return {Number} The maximum number of sounds you can have in a channel. */ SoundChannel.maxPerChannel = function () { return p.maxDefault; }; /** * Get a channel instance by its src. * #method get * @param {String} src The src to use to look up the channel * @static */ SoundChannel.get = function (src) { return SoundChannel.channels[src]; }; var p = SoundChannel.prototype; p.constructor = SoundChannel; /** * The source of the channel. * #property src * @type {String} */ p.src = null; /** * The maximum number of instances in this channel. -1 indicates no limit * #property max * @type {Number} */ p.max = null; /** * The default value to set for max, if it isn't passed in. Also used if -1 is passed. * #property maxDefault * @type {Number} * @default 100 * @since 0.4.0 */ p.maxDefault = 100; /** * The current number of active instances. * #property length * @type {Number} */ p.length = 0; /** * Initialize the channel. * #method init * @param {String} src The source of the channel * @param {Number} max The maximum number of instances in the channel * @protected */ p.init = function (src, max) { this.src = src; this.max = max || this.maxDefault; if (this.max == -1) {this.max = this.maxDefault;} this._instances = []; }; /** * Get an instance by index. * #method get * @param {Number} index The index to return. * @return {AbstractSoundInstance} The AbstractSoundInstance at a specific instance. */ p._get = function (index) { return this._instances[index]; }; /** * Add a new instance to the channel. * #method add * @param {AbstractSoundInstance} instance The instance to add. * @return {Boolean} The success of the method call. If the channel is full, it will return false. */ p._add = function (instance, interrupt) { if (!this._getSlot(interrupt, instance)) {return false;} this._instances.push(instance); this.length++; return true; }; /** * Remove an instance from the channel, either when it has finished playing, or it has been interrupted. * #method remove * @param {AbstractSoundInstance} instance The instance to remove * @return {Boolean} The success of the remove call. If the instance is not found in this channel, it will * return false. */ p._remove = function (instance) { var index = createjs.indexOf(this._instances, instance); if (index == -1) {return false;} this._instances.splice(index, 1); this.length--; return true; }; /** * Stop playback and remove all instances from the channel. Usually in response to a delete call. * #method removeAll */ p._removeAll = function () { // Note that stop() removes the item from the list for (var i=this.length-1; i>=0; i--) { this._instances[i].stop(); } }; /** * Get an available slot depending on interrupt value and if slots are available. * #method getSlot * @param {String} interrupt The interrupt value to use. * @param {AbstractSoundInstance} instance The sound instance that will go in the channel if successful. * @return {Boolean} Determines if there is an available slot. Depending on the interrupt mode, if there are no slots, * an existing AbstractSoundInstance may be interrupted. If there are no slots, this method returns false. */ p._getSlot = function (interrupt, instance) { var target, replacement; if (interrupt != Sound.INTERRUPT_NONE) { // First replacement candidate replacement = this._get(0); if (replacement == null) { return true; } } for (var i = 0, l = this.max; i < l; i++) { target = this._get(i); // Available Space if (target == null) { return true; } // Audio is complete or not playing if (target.playState == Sound.PLAY_FINISHED || target.playState == Sound.PLAY_INTERRUPTED || target.playState == Sound.PLAY_FAILED) { replacement = target; break; } if (interrupt == Sound.INTERRUPT_NONE) { continue; } // Audio is a better candidate than the current target, according to playhead if ((interrupt == Sound.INTERRUPT_EARLY && target.getPosition() < replacement.getPosition()) || (interrupt == Sound.INTERRUPT_LATE && target.getPosition() > replacement.getPosition())) { replacement = target; } } if (replacement != null) { replacement._interrupt(); this._remove(replacement); return true; } return false; }; p.toString = function () { return "[Sound SoundChannel]"; }; // do not add SoundChannel to namespace }()); //############################################################################## // AbstractSoundInstance.js //############################################################################## /** * A AbstractSoundInstance is created when any calls to the Sound API method {{#crossLink "Sound/play"}}{{/crossLink}} or * {{#crossLink "Sound/createInstance"}}{{/crossLink}} are made. The AbstractSoundInstance is returned by the active plugin * for control by the user. * *

    Example

    * * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); * * A number of additional parameters provide a quick way to determine how a sound is played. Please see the Sound * API method {{#crossLink "Sound/play"}}{{/crossLink}} for a list of arguments. * * Once a AbstractSoundInstance is created, a reference can be stored that can be used to control the audio directly through * the AbstractSoundInstance. If the reference is not stored, the AbstractSoundInstance will play out its audio (and any loops), and * is then de-referenced from the {{#crossLink "Sound"}}{{/crossLink}} class so that it can be cleaned up. If audio * playback has completed, a simple call to the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} instance method * will rebuild the references the Sound class need to control it. * * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3", {loop:2}); * myInstance.on("loop", handleLoop); * function handleLoop(event) { * myInstance.volume = myInstance.volume * 0.5; * } * * Events are dispatched from the instance to notify when the sound has completed, looped, or when playback fails * * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); * myInstance.on("complete", handleComplete); * myInstance.on("loop", handleLoop); * myInstance.on("failed", handleFailed); * * * @class AbstractSoundInstance * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @extends EventDispatcher * @constructor */ (function () { "use strict"; // Constructor: var AbstractSoundInstance = function (src, startTime, duration, playbackResource) { this.EventDispatcher_constructor(); // public properties: /** * The source of the sound. * @property src * @type {String} * @default null */ this.src = src; /** * The unique ID of the instance. This is set by {{#crossLink "Sound"}}{{/crossLink}}. * @property uniqueId * @type {String} | Number * @default -1 */ this.uniqueId = -1; /** * The play state of the sound. Play states are defined as constants on {{#crossLink "Sound"}}{{/crossLink}}. * @property playState * @type {String} * @default null */ this.playState = null; /** * A Timeout created by {{#crossLink "Sound"}}{{/crossLink}} when this AbstractSoundInstance is played with a delay. * This allows AbstractSoundInstance to remove the delay if stop, pause, or cleanup are called before playback begins. * @property delayTimeoutId * @type {timeoutVariable} * @default null * @protected * @since 0.4.0 */ this.delayTimeoutId = null; // TODO consider moving delay into AbstractSoundInstance so it can be handled by plugins // private properties /** * Audio sprite property used to determine the starting offset. * @type {Number} * @default null * @protected */ this._startTime = Math.max(0, startTime || 0); //TODO add a getter / setter for startTime? // Getter / Setter Properties // OJR TODO find original reason that we didn't use defined functions. I think it was performance related /** * The volume of the sound, between 0 and 1. *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower and Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setVolume"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getVolume"}}{{/crossLink}}. * * The actual output volume of a sound can be calculated using: * myInstance.volume * createjs.Sound.getVolume(); * * @property volume * @type {Number} * @default 1 */ this._volume = 1; if (createjs.definePropertySupported) { Object.defineProperty(this, "volume", { get: this.getVolume, set: this.setVolume }); } /** * The pan of the sound, between -1 (left) and 1 (right). Note that pan is not supported by HTML Audio. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setPan"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getPan"}}{{/crossLink}}. *
    Note in WebAudioPlugin this only gives us the "x" value of what is actually 3D audio. * * @property pan * @type {Number} * @default 0 */ this._pan = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "pan", { get: this.getPan, set: this.setPan }); } /** * The length of the audio clip, in milliseconds. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setDuration"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getDuration"}}{{/crossLink}}. * * @property duration * @type {Number} * @default 0 * @since 0.6.0 */ this._duration = Math.max(0, duration || 0); if (createjs.definePropertySupported) { Object.defineProperty(this, "duration", { get: this.getDuration, set: this.setDuration }); } /** * Object that holds plugin specific resource need for audio playback. * This is set internally by the plugin. For example, WebAudioPlugin will set an array buffer, * HTMLAudioPlugin will set a tag, FlashAudioPlugin will set a flash reference. * * @property playbackResource * @type {Object} * @default null */ this._playbackResource = null; if (createjs.definePropertySupported) { Object.defineProperty(this, "playbackResource", { get: this.getPlaybackResource, set: this.setPlaybackResource }); } if(playbackResource !== false && playbackResource !== true) { this.setPlaybackResource(playbackResource); } /** * The position of the playhead in milliseconds. This can be set while a sound is playing, paused, or stopped. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setPosition"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getPosition"}}{{/crossLink}}. * * @property position * @type {Number} * @default 0 * @since 0.6.0 */ this._position = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "position", { get: this.getPosition, set: this.setPosition }); } /** * The number of play loops remaining. Negative values will loop infinitely. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setLoop"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getLoop"}}{{/crossLink}}. * * @property loop * @type {Number} * @default 0 * @public * @since 0.6.0 */ this._loop = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "loop", { get: this.getLoop, set: this.setLoop }); } /** * Determines if the audio is currently muted. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setMute"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getMute"}}{{/crossLink}}. * * @property muted * @type {Boolean} * @default false * @since 0.6.0 */ this._muted = false; if (createjs.definePropertySupported) { Object.defineProperty(this, "muted", { get: this.getMuted, set: this.setMuted }); } /** * Tells you if the audio is currently paused. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. * Use {{#crossLink "AbstractSoundInstance/pause:method"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/resume:method"}}{{/crossLink}} to set. * * @property paused * @type {Boolean} */ this._paused = false; if (createjs.definePropertySupported) { Object.defineProperty(this, "paused", { get: this.getPaused, set: this.setPaused }); } // Events /** * The event that is fired when playback has started successfully. * @event succeeded * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback is interrupted. This happens when another sound with the same * src property is played using an interrupt value that causes this instance to stop playing. * @event interrupted * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback has failed. This happens when there are too many channels with the same * src property already playing (and the interrupt value doesn't cause an interrupt of another instance), or * the sound could not be played, perhaps due to a 404 error. * @event failed * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when a sound has completed playing but has loops remaining. * @event loop * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback completes. This means that the sound has finished playing in its * entirety, including its loop iterations. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ }; var p = createjs.extend(AbstractSoundInstance, createjs.EventDispatcher); // Public Methods: /** * Play an instance. This method is intended to be called on SoundInstances that already exist (created * with the Sound API {{#crossLink "Sound/createInstance"}}{{/crossLink}} or {{#crossLink "Sound/play"}}{{/crossLink}}). * *

    Example

    * * var myInstance = createjs.Sound.createInstance(mySrc); * myInstance.play({offset:1, loop:2, pan:0.5}); // options as object properties * myInstance.play(createjs.Sound.INTERRUPT_ANY); // options as parameters * * Note that if this sound is already playing, this call will do nothing. * * @method play * @param {String | Object} [interrupt="none"|options] How to interrupt any currently playing instances of audio with the same source, * if the maximum number of instances of the sound are already playing. Values are defined as INTERRUPT_TYPE * constants on the Sound class, with the default defined by Sound {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}. *
    OR
    * This parameter can be an object that contains any or all optional properties by name, including: interrupt, * delay, offset, loop, volume, and pan (see the above code sample). * @param {Number} [delay=0] The delay in milliseconds before the sound starts * @param {Number} [offset=0] How far into the sound to begin playback, in milliseconds. * @param {Number} [loop=0] The number of times to loop the audio. Use -1 for infinite loops. * @param {Number} [volume=1] The volume of the sound, between 0 and 1. * @param {Number} [pan=0] The pan of the sound between -1 (left) and 1 (right). Note that pan is not supported * for HTML Audio. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.play = function (interrupt, delay, offset, loop, volume, pan) { if (this.playState == createjs.Sound.PLAY_SUCCEEDED) { if (interrupt instanceof Object) { offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; } if (offset != null) { this.setPosition(offset) } if (loop != null) { this.setLoop(loop); } if (volume != null) { this.setVolume(volume); } if (pan != null) { this.setPan(pan); } if (this._paused) { this.setPaused(false); } return; } this._cleanUp(); createjs.Sound._playInstance(this, interrupt, delay, offset, loop, volume, pan); // make this an event dispatch?? return this; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} instead. * * @method pause * @return {Boolean} If the pause call succeeds. This will return false if the sound isn't currently playing. * @deprecated */ p.pause = function () { if (this._paused || this.playState != createjs.Sound.PLAY_SUCCEEDED) {return false;} this.setPaused(true); return true; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} instead. * * @method resume * @return {Boolean} If the resume call succeeds. This will return false if called on a sound that is not paused. * @deprecated */ p.resume = function () { if (!this._paused) {return false;} this.setPaused(false); return true; }; /** * Stop playback of the instance. Stopped sounds will reset their position to 0, and calls to {{#crossLink "AbstractSoundInstance/resume"}}{{/crossLink}} * will fail. To start playback again, call {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}. * *

    Example

    * * myInstance.stop(); * * @method stop * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.stop = function () { this._position = 0; this._paused = false; this._handleStop(); this._cleanUp(); this.playState = createjs.Sound.PLAY_FINISHED; return this; }; /** * Remove all external references and resources from AbstractSoundInstance. Note this is irreversible and AbstractSoundInstance will no longer work * @method destroy * @since 0.6.0 */ p.destroy = function() { this._cleanUp(); this.src = null; this.playbackResource = null; this.removeAllEventListeners(); }; p.toString = function () { return "[AbstractSoundInstance]"; }; // get/set methods that allow support for IE8 /** * NOTE {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} can be accessed directly as a property, * and getPaused remains to allow support for IE8 with FlashAudioPlugin. * * Returns true if the instance is currently paused. * * @method getPaused * @returns {boolean} If the instance is currently paused * @since 0.6.0 */ p.getPaused = function() { return this._paused; }; /** * NOTE {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} can be accessed directly as a property, * setPaused remains to allow support for IE8 with FlashAudioPlugin. * * Pause or resume the instance. Note you can also resume playback with {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}. * * @param {boolean} value * @since 0.6.0 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.setPaused = function (value) { if ((value !== true && value !== false) || this._paused == value) {return;} if (value == true && this.playState != createjs.Sound.PLAY_SUCCEEDED) {return;} this._paused = value; if(value) { this._pause(); } else { this._resume(); } clearTimeout(this.delayTimeoutId); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} can be accessed directly as a property, * setVolume remains to allow support for IE8 with FlashAudioPlugin. * * Set the volume of the instance. * *

    Example

    * * myInstance.setVolume(0.5); * * Note that the master volume set using the Sound API method {{#crossLink "Sound/setVolume"}}{{/crossLink}} * will be applied to the instance volume. * * @method setVolume * @param value The volume to set, between 0 and 1. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.setVolume = function (value) { if (value == this._volume) { return this; } this._volume = Math.max(0, Math.min(1, value)); if (!this._muted) { this._updateVolume(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} can be accessed directly as a property, * getVolume remains to allow support for IE8 with FlashAudioPlugin. * * Get the volume of the instance. The actual output volume of a sound can be calculated using: * myInstance.getVolume() * createjs.Sound.getVolume(); * * @method getVolume * @return The current volume of the sound instance. */ p.getVolume = function () { return this._volume; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead. * * @method setMute * @param {Boolean} value If the sound should be muted. * @return {Boolean} If the mute call succeeds. * @deprecated */ p.setMute = function (value) { this.setMuted(value); }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead. * * @method getMute * @return {Boolean} If the sound is muted. * @deprecated */ p.getMute = function () { return this._muted; }; /** * NOTE {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} can be accessed directly as a property, * setMuted exists to allow support for IE8 with FlashAudioPlugin. * * Mute and unmute the sound. Muted sounds will still play at 0 volume. Note that an unmuted sound may still be * silent depending on {{#crossLink "Sound"}}{{/crossLink}} volume, instance volume, and Sound muted. * *

    Example

    * * myInstance.setMuted(true); * * @method setMute * @param {Boolean} value If the sound should be muted. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. * @since 0.6.0 */ p.setMuted = function (value) { if (value !== true && value !== false) {return;} this._muted = value; this._updateVolume(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} can be accessed directly as a property, * getMuted remains to allow support for IE8 with FlashAudioPlugin. * * Get the mute value of the instance. * *

    Example

    * * var isMuted = myInstance.getMuted(); * * @method getMute * @return {Boolean} If the sound is muted. * @since 0.6.0 */ p.getMuted = function () { return this._muted; }; /** * NOTE {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} can be accessed directly as a property, * getPan remains to allow support for IE8 with FlashAudioPlugin. * * Set the left(-1)/right(+1) pan of the instance. Note that {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}} does not * support panning, and only simple left/right panning has been implemented for {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * The default pan value is 0 (center). * *

    Example

    * * myInstance.setPan(-1); // to the left! * * @method setPan * @param {Number} value The pan value, between -1 (left) and 1 (right). * @return {AbstractSoundInstance} Returns reference to itself for chaining calls */ p.setPan = function (value) { if(value == this._pan) { return this; } this._pan = Math.max(-1, Math.min(1, value)); this._updatePan(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} can be accessed directly as a property, * getPan remains to allow support for IE8 with FlashAudioPlugin. * * Get the left/right pan of the instance. Note in WebAudioPlugin this only gives us the "x" value of what is * actually 3D audio. * *

    Example

    * * var myPan = myInstance.getPan(); * * @method getPan * @return {Number} The value of the pan, between -1 (left) and 1 (right). */ p.getPan = function () { return this._pan; }; /** * NOTE {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} can be accessed directly as a property, * getPosition remains to allow support for IE8 with FlashAudioPlugin. * * Get the position of the playhead of the instance in milliseconds. * *

    Example

    * * var currentOffset = myInstance.getPosition(); * * @method getPosition * @return {Number} The position of the playhead in the sound, in milliseconds. */ p.getPosition = function () { if (!this._paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) { return this._calculateCurrentPosition(); // sets this._position } return this._position; }; /** * NOTE {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} can be accessed directly as a property, * setPosition remains to allow support for IE8 with FlashAudioPlugin. * * Set the position of the playhead in the instance. This can be set while a sound is playing, paused, or * stopped. * *

    Example

    * * myInstance.setPosition(myInstance.getDuration()/2); // set audio to its halfway point. * * @method setPosition * @param {Number} value The position to place the playhead, in milliseconds. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls */ p.setPosition = function (value) { this._position = Math.max(0, value); if (this.playState == createjs.Sound.PLAY_SUCCEEDED) { this._updatePosition(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} can be accessed directly as a property, * getDuration exists to allow support for IE8 with FlashAudioPlugin. * * Get the duration of the instance, in milliseconds. * Note a sound needs to be loaded before it will have duration, unless it was set manually to create an audio sprite. * *

    Example

    * * var soundDur = myInstance.getDuration(); * * @method getDuration * @return {Number} The duration of the sound instance in milliseconds. */ p.getDuration = function () { return this._duration; }; /** * NOTE {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} can be accessed directly as a property, * setDuration exists to allow support for IE8 with FlashAudioPlugin. * * Set the duration of the audio. Generally this is not called, but it can be used to create an audio sprite out of an existing AbstractSoundInstance. * * @method setDuration * @param {number} value The new duration time in milli seconds. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls * @since 0.6.0 */ p.setDuration = function (value) { if (value == this._duration) { return this; } this._duration = Math.max(0, value || 0); this._updateDuration(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} can be accessed directly as a property, * setPlaybackResource exists to allow support for IE8 with FlashAudioPlugin. * * An object containing any resources needed for audio playback, set by the plugin. * Only meant for use by advanced users. * * @method setPlayback * @param {Object} value The new playback resource. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls * @since 0.6.0 **/ p.setPlaybackResource = function (value) { this._playbackResource = value; if (this._duration == 0) { this._setDurationFromSource(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} can be accessed directly as a property, * getPlaybackResource exists to allow support for IE8 with FlashAudioPlugin. * * An object containing any resources needed for audio playback, usually set by the plugin. * * @method setPlayback * @param {Object} value The new playback resource. * @return {Object} playback resource used for playing audio * @since 0.6.0 **/ p.getPlaybackResource = function () { return this._playbackResource; }; /** * NOTE {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} can be accessed directly as a property, * getLoop exists to allow support for IE8 with FlashAudioPlugin. * * The number of play loops remaining. Negative values will loop infinitely. * * @method getLoop * @return {number} * @since 0.6.0 **/ p.getLoop = function () { return this._loop; }; /** * NOTE {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} can be accessed directly as a property, * setLoop exists to allow support for IE8 with FlashAudioPlugin. * * Set the number of play loops remaining. * * @method setLoop * @param {number} value The number of times to loop after play. * @since 0.6.0 */ p.setLoop = function (value) { if(this._playbackResource != null) { // remove looping if (this._loop != 0 && value == 0) { this._removeLooping(value); } // add looping if (this._loop == 0 && value != 0) { this._addLooping(value); } } this._loop = value; }; // Private Methods: /** * A helper method that dispatches all events for AbstractSoundInstance. * @method _sendEvent * @param {String} type The event type * @protected */ p._sendEvent = function (type) { var event = new createjs.Event(type); this.dispatchEvent(event); }; /** * Clean up the instance. Remove references and clean up any additional properties such as timers. * @method _cleanUp * @protected */ p._cleanUp = function () { clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound this._handleCleanUp(); this._paused = false; createjs.Sound._playFinished(this); // TODO change to an event }; /** * The sound has been interrupted. * @method _interrupt * @protected */ p._interrupt = function () { this._cleanUp(); this.playState = createjs.Sound.PLAY_INTERRUPTED; this._sendEvent("interrupted"); }; /** * Called by the Sound class when the audio is ready to play (delay has completed). Starts sound playing if the * src is loaded, otherwise playback will fail. * @method _beginPlaying * @param {Number} offset How far into the sound to begin playback, in milliseconds. * @param {Number} loop The number of times to loop the audio. Use -1 for infinite loops. * @param {Number} volume The volume of the sound, between 0 and 1. * @param {Number} pan The pan of the sound between -1 (left) and 1 (right). Note that pan does not work for HTML Audio. * @return {Boolean} If playback succeeded. * @protected */ p._beginPlaying = function (offset, loop, volume, pan) { this.setPosition(offset); this.setLoop(loop); this.setVolume(volume); this.setPan(pan); if (this._playbackResource != null && this._position < this._duration) { this._paused = false; this._handleSoundReady(); this.playState = createjs.Sound.PLAY_SUCCEEDED; this._sendEvent("succeeded"); return true; } else { this._playFailed(); return false; } }; /** * Play has failed, which can happen for a variety of reasons. * Cleans up instance and dispatches failed event * @method _playFailed * @private */ p._playFailed = function () { this._cleanUp(); this.playState = createjs.Sound.PLAY_FAILED; this._sendEvent("failed"); }; /** * Audio has finished playing. Manually loop it if required. * @method _handleSoundComplete * @param event * @protected */ p._handleSoundComplete = function (event) { this._position = 0; // have to set this as it can be set by pause during playback if (this._loop != 0) { this._loop--; // NOTE this introduces a theoretical limit on loops = float max size x 2 - 1 this._handleLoop(); this._sendEvent("loop"); return; } this._cleanUp(); this.playState = createjs.Sound.PLAY_FINISHED; this._sendEvent("complete"); }; // Plugin specific code /** * Handles starting playback when the sound is ready for playing. * @method _handleSoundReady * @protected */ p._handleSoundReady = function () { // plugin specific code }; /** * Internal function used to update the volume based on the instance volume, master volume, instance mute value, * and master mute value. * @method _updateVolume * @protected */ p._updateVolume = function () { // plugin specific code }; /** * Internal function used to update the pan * @method _updatePan * @protected * @since 0.6.0 */ p._updatePan = function () { // plugin specific code }; /** * Internal function used to update the duration of the audio. * @method _updateDuration * @protected * @since 0.6.0 */ p._updateDuration = function () { // plugin specific code }; /** * Internal function used to get the duration of the audio from the source we'll be playing. * @method _updateDuration * @protected * @since 0.6.0 */ p._setDurationFromSource = function () { // plugin specific code }; /** * Internal function that calculates the current position of the playhead and sets it on this._position * @method _updatePosition * @protected * @since 0.6.0 */ p._calculateCurrentPosition = function () { // plugin specific code that sets this.position }; /** * Internal function used to update the position of the playhead. * @method _updatePosition * @protected * @since 0.6.0 */ p._updatePosition = function () { // plugin specific code }; /** * Internal function called when looping is removed during playback. * @method _removeLooping * @protected * @since 0.6.0 */ p._removeLooping = function () { // plugin specific code }; /** * Internal function called when looping is added during playback. * @method _addLooping * @protected * @since 0.6.0 */ p._addLooping = function () { // plugin specific code }; /** * Internal function called when pausing playback * @method _pause * @protected * @since 0.6.0 */ p._pause = function () { // plugin specific code }; /** * Internal function called when resuming playback * @method _resume * @protected * @since 0.6.0 */ p._resume = function () { // plugin specific code }; /** * Internal function called when stopping playback * @method _handleStop * @protected * @since 0.6.0 */ p._handleStop = function() { // plugin specific code }; /** * Internal function called when AbstractSoundInstance is being cleaned up * @method _handleCleanUp * @protected * @since 0.6.0 */ p._handleCleanUp = function() { // plugin specific code }; /** * Internal function called when AbstractSoundInstance has played to end and is looping * @method _handleCleanUp * @protected * @since 0.6.0 */ p._handleLoop = function () { // plugin specific code }; createjs.AbstractSoundInstance = createjs.promote(AbstractSoundInstance, "EventDispatcher"); createjs.DefaultSoundInstance = createjs.AbstractSoundInstance; // used when no plugin is supported }()); //############################################################################## // AbstractPlugin.js //############################################################################## (function () { "use strict"; // constructor: /** * A default plugin class used as a base for all other plugins. * @class AbstractPlugin * @constructor * @since 0.6.0 */ var AbstractPlugin = function () { // private properties: /** * The capabilities of the plugin. * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ this._capabilities = null; /** * Object hash indexed by the source URI of all created loaders, used to properly destroy them if sources are removed. * @type {Object} * @protected */ this._loaders = {}; /** * Object hash indexed by the source URI of each file to indicate if an audio source has begun loading, * is currently loading, or has completed loading. Can be used to store non boolean data after loading * is complete (for example arrayBuffers for web audio). * @property _audioSources * @type {Object} * @protected */ this._audioSources = {}; /** * Object hash indexed by the source URI of all created SoundInstances, updates the playbackResource if it loads after they are created, * and properly destroy them if sources are removed * @type {Object} * @protected */ this._soundInstances = {}; /** * A reference to a loader class used by a plugin that must be set. * @type {Object} * @protected */ this._loaderClass; /** * A reference to an AbstractSoundInstance class used by a plugin that must be set. * @type {Object} * @protected; */ this._soundInstanceClass; }; var p = AbstractPlugin.prototype; // Static Properties: // NOTE THESE PROPERTIES NEED TO BE ADDED TO EACH PLUGIN /** * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}} * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ AbstractPlugin._capabilities = null; /** * Determine if the plugin can be used in the current browser/OS. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ AbstractPlugin.isSupported = function () { return true; }; // public methods: /** * Pre-register a sound for preloading and setup. This is called by {{#crossLink "Sound"}}{{/crossLink}}. * Note all plugins provide a Loader instance, which PreloadJS * can use to assist with preloading. * @method register * @param {String} loadItem An Object containing the source of the audio * @param {Number} instances The number of concurrently playing instances to allow for the channel at any time. * Note that not every plugin will manage this value. * @return {Object} A result object, containing a "tag" for preloading purposes. */ p.register = function (loadItem, instances) { this._audioSources[loadItem.src] = true; this._soundInstances[loadItem.src] = []; if(this._loaders[loadItem.src]) {return this._loaders[loadItem.src];} // already loading/loaded this, so don't load twice // OJR potential issue that we won't be firing loaded event, might need to trigger if this is already loaded? var loader = new this._loaderClass(loadItem); loader.on("complete", createjs.proxy(this._handlePreloadComplete, this)); this._loaders[loadItem.src] = loader; return loader; }; // note sound calls register before calling preload /** * Internally preload a sound. * @method preload * @param {Loader} loader The sound URI to load. */ p.preload = function (loader) { loader.on("error", createjs.proxy(this._handlePreloadError, this)); loader.load(); }; /** * Checks if preloading has started for a specific source. If the source is found, we can assume it is loading, * or has already finished loading. * @method isPreloadStarted * @param {String} src The sound URI to check. * @return {Boolean} */ p.isPreloadStarted = function (src) { return (this._audioSources[src] != null); }; /** * Checks if preloading has finished for a specific source. * @method isPreloadComplete * @param {String} src The sound URI to load. * @return {Boolean} */ p.isPreloadComplete = function (src) { return (!(this._audioSources[src] == null || this._audioSources[src] == true)); }; /** * Remove a sound added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload. * @method removeSound * @param {String} src The sound URI to unload. */ p.removeSound = function (src) { if (!this._soundInstances[src]) { return; } for (var i = this._soundInstances[src].length; i--; ) { var item = this._soundInstances[src][i]; item.destroy(); } delete(this._soundInstances[src]); delete(this._audioSources[src]); if(this._loaders[src]) { this._loaders[src].destroy(); } delete(this._loaders[src]); }; /** * Remove all sounds added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload. * @method removeAllSounds * @param {String} src The sound URI to unload. */ p.removeAllSounds = function () { for(var key in this._audioSources) { this.removeSound(key); } }; /** * Create a sound instance. If the sound has not been preloaded, it is internally preloaded here. * @method create * @param {String} src The sound source to use. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @return {AbstractSoundInstance} A sound instance for playback and control. */ p.create = function (src, startTime, duration) { if (!this.isPreloadStarted(src)) { this.preload(this.register(src)); } var si = new this._soundInstanceClass(src, startTime, duration, this._audioSources[src]); this._soundInstances[src].push(si); return si; }; // TODO Volume & mute Getter / Setter?? // TODO change calls to return nothing or this for chaining?? // if a plugin does not support volume and mute, it should set these to null /** * Set the master volume of the plugin, which affects all SoundInstances. * @method setVolume * @param {Number} value The volume to set, between 0 and 1. * @return {Boolean} If the plugin processes the setVolume call (true). The Sound class will affect all the * instances manually otherwise. */ p.setVolume = function (value) { this._volume = value; this._updateVolume(); return true; }; /** * Get the master volume of the plugin, which affects all SoundInstances. * @method getVolume * @return The volume level, between 0 and 1. */ p.getVolume = function () { return this._volume; }; /** * Mute all sounds via the plugin. * @method setMute * @param {Boolean} value If all sound should be muted or not. Note that plugin-level muting just looks up * the mute value of Sound {{#crossLink "Sound/getMute"}}{{/crossLink}}, so this property is not used here. * @return {Boolean} If the mute call succeeds. */ p.setMute = function (value) { this._updateVolume(); return true; }; // plugins should overwrite this method p.toString = function () { return "[AbstractPlugin]"; }; // private methods: /** * Handles internal preload completion. * @method _handlePreloadComplete * @protected */ p._handlePreloadComplete = function (event) { var src = event.target.getItem().src; this._audioSources[src] = event.result; for (var i = 0, l = this._soundInstances[src].length; i < l; i++) { var item = this._soundInstances[src][i]; item.setPlaybackResource(this._audioSources[src]); // ToDo consider adding play call here if playstate == playfailed } }; /** * Handles internal preload erros * @method _handlePreloadError * @param event * @protected */ p._handlePreloadError = function(event) { //delete(this._audioSources[src]); }; /** * Set the gain value for master audio. Should not be called externally. * @method _updateVolume * @protected */ p._updateVolume = function () { // Plugin Specific code }; createjs.AbstractPlugin = AbstractPlugin; }()); //############################################################################## // WebAudioLoader.js //############################################################################## (function () { "use strict"; /** * Loader provides a mechanism to preload Web Audio content via PreloadJS or internally. Instances are returned to * the preloader, and the load method is called when the asset needs to be requested. * * @class WebAudioLoader * @param {String} loadItem The item to be loaded * @param {Object} flash The flash instance that will do the preloading. * @extends XHRRequest * @protected */ function Loader(loadItem) { this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.SOUND); }; var p = createjs.extend(Loader, createjs.AbstractLoader); /** * web audio context required for decoding audio * @property context * @type {AudioContext} * @static */ Loader.context = null; // public methods p.toString = function () { return "[WebAudioLoader]"; }; // private methods p._createRequest = function() { this._request = new createjs.XHRRequest(this._item, false); this._request.setResponseType("arraybuffer"); }; p._sendComplete = function (event) { // OJR we leave this wrapped in Loader because we need to reference src and the handler only receives a single argument, the decodedAudio Loader.context.decodeAudioData(this._rawResult, createjs.proxy(this._handleAudioDecoded, this), createjs.proxy(this._handleError, this)); }; /** * The audio has been decoded. * @method handleAudioDecoded * @param decoded * @protected */ p._handleAudioDecoded = function (decodedAudio) { this._result = decodedAudio; this.AbstractLoader__sendComplete(); }; createjs.WebAudioLoader = createjs.promote(Loader, "AbstractLoader"); }()); //############################################################################## // WebAudioSoundInstance.js //############################################################################## /** * WebAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by * {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * * WebAudioSoundInstance exposes audioNodes for advanced users. * * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @class WebAudioSoundInstance * @extends AbstractSoundInstance * @constructor */ (function () { "use strict"; function WebAudioSoundInstance(src, startTime, duration, playbackResource) { this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource); // public properties /** * NOTE this is only intended for use by advanced users. *
    GainNode for controlling WebAudioSoundInstance volume. Connected to the {{#crossLink "WebAudioSoundInstance/destinationNode:property"}}{{/crossLink}}. * @property gainNode * @type {AudioGainNode} * @since 0.4.0 * */ this.gainNode = s.context.createGain(); /** * NOTE this is only intended for use by advanced users. *
    A panNode allowing left and right audio channel panning only. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}. * @property panNode * @type {AudioPannerNode} * @since 0.4.0 */ this.panNode = s.context.createPanner(); this.panNode.panningModel = s._panningModel; this.panNode.connect(this.gainNode); /** * NOTE this is only intended for use by advanced users. *
    sourceNode is the audio source. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/panNode:property"}}{{/crossLink}}. * @property sourceNode * @type {AudioNode} * @since 0.4.0 * */ this.sourceNode = null; // private properties /** * Timeout that is created internally to handle sound playing to completion. * Stored so we can remove it when stop, pause, or cleanup are called * @property _soundCompleteTimeout * @type {timeoutVariable} * @default null * @protected * @since 0.4.0 */ this._soundCompleteTimeout = null; /** * NOTE this is only intended for use by very advanced users. * _sourceNodeNext is the audio source for the next loop, inserted in a look ahead approach to allow for smooth * looping. Connected to {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}. * @property _sourceNodeNext * @type {AudioNode} * @default null * @protected * @since 0.4.1 * */ this._sourceNodeNext = null; /** * Time audio started playback, in seconds. Used to handle set position, get position, and resuming from paused. * @property _playbackStartTime * @type {Number} * @default 0 * @protected * @since 0.4.0 */ this._playbackStartTime = 0; // Proxies, make removing listeners easier. this._endedHandler = createjs.proxy(this._handleSoundComplete, this); }; var p = createjs.extend(WebAudioSoundInstance, createjs.AbstractSoundInstance); var s = WebAudioSoundInstance; /** * Note this is only intended for use by advanced users. *
    Audio context used to create nodes. This is and needs to be the same context used by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * @property context * @type {AudioContext} * @static * @since 0.6.0 */ s.context = null; /** * Note this is only intended for use by advanced users. *
    Audio node from WebAudioPlugin that sequences to context.destination * @property destinationNode * @type {AudioNode} * @static * @since 0.6.0 */ s.destinationNode = null; /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected * @static * @since 0.6.0 */ s._panningModel = "equalpower"; // Public methods p.destroy = function() { this.AbstractSoundInstance_destroy(); this.panNode.disconnect(0); this.panNode = null; this.gainNode.disconnect(0); this.gainNode = null; }; p.toString = function () { return "[WebAudioSoundInstance]"; }; // Private Methods p._updatePan = function() { this.panNode.setPosition(this._pan, 0, -0.5); // z need to be -0.5 otherwise the sound only plays in left, right, or center }; p._removeLooping = function() { this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); }; p._addLooping = function() { if (this.playState != createjs.Sound.PLAY_SUCCEEDED) { return; } this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); }; p._setDurationFromSource = function () { this._duration = this.playbackResource.duration * 1000; }; p._handleCleanUp = function () { if (this.sourceNode && this.playState == createjs.Sound.PLAY_SUCCEEDED) { this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); } if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);} // OJR there appears to be a bug that this doesn't always work in webkit (Chrome and Safari). According to the documentation, this should work. clearTimeout(this._soundCompleteTimeout); this._playbackStartTime = 0; // This is used by getPosition }; /** * Turn off and disconnect an audioNode, then set reference to null to release it for garbage collection * @method _cleanUpAudioNode * @param audioNode * @return {audioNode} * @protected * @since 0.4.1 */ p._cleanUpAudioNode = function(audioNode) { if(audioNode) { audioNode.stop(0); audioNode.disconnect(0); audioNode = null; } return audioNode; }; p._handleSoundReady = function (event) { this.gainNode.connect(s.destinationNode); // this line can cause a memory leak. Nodes need to be disconnected from the audioDestination or any sequence that leads to it. var dur = this._duration * 0.001; var pos = this._position * 0.001; this.sourceNode = this._createAndPlayAudioNode((s.context.currentTime - dur), pos); this._playbackStartTime = this.sourceNode.startTime - pos; this._soundCompleteTimeout = setTimeout(this._endedHandler, (dur - pos) * 1000); if(this._loop != 0) { this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); } }; /** * Creates an audio node using the current src and context, connects it to the gain node, and starts playback. * @method _createAndPlayAudioNode * @param {Number} startTime The time to add this to the web audio context, in seconds. * @param {Number} offset The amount of time into the src audio to start playback, in seconds. * @return {audioNode} * @protected * @since 0.4.1 */ p._createAndPlayAudioNode = function(startTime, offset) { var audioNode = s.context.createBufferSource(); audioNode.buffer = this.playbackResource; audioNode.connect(this.panNode); var dur = this._duration * 0.001; audioNode.startTime = startTime + dur; audioNode.start(audioNode.startTime, offset+(this._startTime*0.001), dur - offset); return audioNode; }; p._pause = function () { this._position = (s.context.currentTime - this._playbackStartTime) * 1000; // * 1000 to give milliseconds, lets us restart at same point this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);} clearTimeout(this._soundCompleteTimeout); }; p._resume = function () { this._handleSoundReady(); }; /* p._handleStop = function () { // web audio does not need to do anything extra }; */ p._updateVolume = function () { var newVolume = this._muted ? 0 : this._volume; if (newVolume != this.gainNode.gain.value) { this.gainNode.gain.value = newVolume; } }; p._calculateCurrentPosition = function () { return ((s.context.currentTime - this._playbackStartTime) * 1000); // pos in seconds * 1000 to give milliseconds }; p._updatePosition = function () { this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); clearTimeout(this._soundCompleteTimeout); if (!this._paused) {this._handleSoundReady();} }; // OJR we are using a look ahead approach to ensure smooth looping. // We add _sourceNodeNext to the audio context so that it starts playing even if this callback is delayed. // This technique is described here: http://www.html5rocks.com/en/tutorials/audio/scheduling/ // NOTE the cost of this is that our audio loop may not always match the loop event timing precisely. p._handleLoop = function () { this._cleanUpAudioNode(this.sourceNode); this.sourceNode = this._sourceNodeNext; this._playbackStartTime = this.sourceNode.startTime; this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); this._soundCompleteTimeout = setTimeout(this._endedHandler, this._duration); }; p._updateDuration = function () { this._pause(); this._resume(); }; createjs.WebAudioSoundInstance = createjs.promote(WebAudioSoundInstance, "AbstractSoundInstance"); }()); //############################################################################## // WebAudioPlugin.js //############################################################################## (function () { "use strict"; /** * Play sounds using Web Audio in the browser. The WebAudioPlugin is currently the default plugin, and will be used * anywhere that it is supported. To change plugin priority, check out the Sound API * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method. *

    Known Browser and OS issues for Web Audio

    * Firefox 25 *
    • mp3 audio files do not load properly on all windows machines, reported * here.
      * For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if possible.
    *
    * Webkit (Chrome and Safari) *
    • AudioNode.disconnect does not always seem to work. This can cause the file size to grow over time if you * are playing a lot of audio files.
    *
    * iOS 6 limitations *
    • Sound is initially muted and will only unmute through play being called inside a user initiated event (touch/click).
    • *
    • A bug exists that will distort uncached audio when a video element is present in the DOM. You can avoid this bug * by ensuring the audio and video audio share the same sampleRate.
    • *
    * @class WebAudioPlugin * @extends AbstractPlugin * @constructor * @since 0.4.0 */ function WebAudioPlugin() { this.AbstractPlugin_constructor(); // Private Properties /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected */ this._panningModel = s._panningModel;; /** * The internal master volume value of the plugin. * @property _volume * @type {Number} * @default 1 * @protected */ this._volume = 1; /** * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin * need to be created within this context. * @property context * @type {AudioContext} */ this.context = s.context; /** * A DynamicsCompressorNode, which is used to improve sound quality and prevent audio distortion. * It is connected to context.destination. * * Can be accessed by advanced users through createjs.Sound.activePlugin.dynamicsCompressorNode. * @property dynamicsCompressorNode * @type {AudioNode} */ this.dynamicsCompressorNode = this.context.createDynamicsCompressor(); this.dynamicsCompressorNode.connect(this.context.destination); /** * A GainNode for controlling master volume. It is connected to {{#crossLink "WebAudioPlugin/dynamicsCompressorNode:property"}}{{/crossLink}}. * * Can be accessed by advanced users through createjs.Sound.activePlugin.gainNode. * @property gainNode * @type {AudioGainNode} */ this.gainNode = this.context.createGain(); this.gainNode.connect(this.dynamicsCompressorNode); createjs.WebAudioSoundInstance.destinationNode = this.gainNode; this._capabilities = s._capabilities; this._loaderClass = createjs.WebAudioLoader; this._soundInstanceClass = createjs.WebAudioSoundInstance; this._addPropsToClasses(); } var p = createjs.extend(WebAudioPlugin, createjs.AbstractPlugin); // Static Properties var s = WebAudioPlugin; /** * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}} * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ s._capabilities = null; /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected * @static */ s._panningModel = "equalpower"; /** * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin * need to be created within this context. * * Advanced users can set this to an existing context, but must do so before they call * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}. * * @property context * @type {AudioContext} * @static */ s.context = null; // Static Public Methods /** * Determine if the plugin can be used in the current browser/OS. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ s.isSupported = function () { // check if this is some kind of mobile device, Web Audio works with local protocol under PhoneGap and it is unlikely someone is trying to run a local file var isMobilePhoneGap = createjs.BrowserDetect.isIOS || createjs.BrowserDetect.isAndroid || createjs.BrowserDetect.isBlackberry; // OJR isMobile may be redundant with _isFileXHRSupported available. Consider removing. if (location.protocol == "file:" && !isMobilePhoneGap && !this._isFileXHRSupported()) { return false; } // Web Audio requires XHR, which is not usually available locally s._generateCapabilities(); if (s.context == null) {return false;} return true; }; /** * Plays an empty sound in the web audio context. This is used to enable web audio on iOS devices, as they * require the first sound to be played inside of a user initiated event (touch/click). This is called when * {{#crossLink "WebAudioPlugin"}}{{/crossLink}} is initialized (by Sound {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}} * for example). * *

    Example

    * * function handleTouch(event) { * createjs.WebAudioPlugin.playEmptySound(); * } * * @method playEmptySound * @static * @since 0.4.1 */ s.playEmptySound = function() { var source = s.context.createBufferSource(); source.buffer = s.context.createBuffer(1, 1, 22050); source.connect(s.context.destination); source.start(0, 0, 0); }; // Static Private Methods /** * Determine if XHR is supported, which is necessary for web audio. * @method _isFileXHRSupported * @return {Boolean} If XHR is supported. * @since 0.4.2 * @protected * @static */ s._isFileXHRSupported = function() { // it's much easier to detect when something goes wrong, so let's start optimistically var supported = true; var xhr = new XMLHttpRequest(); try { xhr.open("GET", "WebAudioPluginTest.fail", false); // loading non-existant file triggers 404 only if it could load (synchronous call) } catch (error) { // catch errors in cases where the onerror is passed by supported = false; return supported; } xhr.onerror = function() { supported = false; }; // cause irrelevant // with security turned off, we can get empty success results, which is actually a failed read (status code 0?) xhr.onload = function() { supported = this.status == 404 || (this.status == 200 || (this.status == 0 && this.response != "")); }; try { xhr.send(); } catch (error) { // catch errors in cases where the onerror is passed by supported = false; } return supported; }; /** * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} * method for an overview of plugin capabilities. * @method _generateCapabilities * @static * @protected */ s._generateCapabilities = function () { if (s._capabilities != null) {return;} // Web Audio can be in any formats supported by the audio element, from http://www.w3.org/TR/webaudio/#AudioContext-section var t = document.createElement("audio"); if (t.canPlayType == null) {return null;} if (s.context == null) { if (window.AudioContext) { s.context = new AudioContext(); } else if (window.webkitAudioContext) { s.context = new webkitAudioContext(); } else { return null; } } s._compatibilitySetUp(); // playing this inside of a touch event will enable audio on iOS, which starts muted s.playEmptySound(); s._capabilities = { panning:true, volume:true, tracks:-1 }; // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS; var extensionMap = createjs.Sound.EXTENSION_MAP; for (var i = 0, l = supportedExtensions.length; i < l; i++) { var ext = supportedExtensions[i]; var playType = extensionMap[ext] || ext; s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != ""); } // OJR another way to do this might be canPlayType:"m4a", codex: mp4 // 0=no output, 1=mono, 2=stereo, 4=surround, 6=5.1 surround. // See http://www.w3.org/TR/webaudio/#AudioChannelSplitter for more details on channels. if (s.context.destination.numberOfChannels < 2) { s._capabilities.panning = false; } }; /** * Set up compatibility if only deprecated web audio calls are supported. * See http://www.w3.org/TR/webaudio/#DeprecationNotes * Needed so we can support new browsers that don't support deprecated calls (Firefox) as well as old browsers that * don't support new calls. * * @method _compatibilitySetUp * @static * @protected * @since 0.4.2 */ s._compatibilitySetUp = function() { s._panningModel = "equalpower"; //assume that if one new call is supported, they all are if (s.context.createGain) { return; } // simple name change, functionality the same s.context.createGain = s.context.createGainNode; // source node, add to prototype var audioNode = s.context.createBufferSource(); audioNode.__proto__.start = audioNode.__proto__.noteGrainOn; // note that noteGrainOn requires all 3 parameters audioNode.__proto__.stop = audioNode.__proto__.noteOff; // panningModel s._panningModel = 0; }; // Public Methods p.toString = function () { return "[WebAudioPlugin]"; }; // Private Methods /** * Set up needed properties on supported classes WebAudioSoundInstance and WebAudioLoader. * @method _addPropsToClasses * @static * @protected * @since 0.6.0 */ p._addPropsToClasses = function() { var c = this._soundInstanceClass; c.context = this.context; c.destinationNode = this.gainNode; c._panningModel = this._panningModel; this._loaderClass.context = this.context; }; /** * Set the gain value for master audio. Should not be called externally. * @method _updateVolume * @protected */ p._updateVolume = function () { var newVolume = createjs.Sound._masterMute ? 0 : this._volume; if (newVolume != this.gainNode.gain.value) { this.gainNode.gain.value = newVolume; } }; createjs.WebAudioPlugin = createjs.promote(WebAudioPlugin, "AbstractPlugin"); }()); //############################################################################## // HTMLAudioTagPool.js //############################################################################## //TODO verify that tags no longer need to be precreated (mac and pc) //TODO modify this now that tags do not need to be precreated (function () { "use strict"; /** * The TagPool is an object pool for HTMLAudio tag instances. In Chrome, we have to pre-create the number of HTML * audio tag instances that we are going to play before we load the data, otherwise the audio stalls. * (Note: This seems to be a bug in Chrome) * @class HTMLAudioTagPool * @param {String} src The source of the channel. * @protected */ function TagPool(src) { //Public Properties /** * The source of the tag pool. * #property src * @type {String} * @protected */ this.src = src; /** * The total number of HTMLAudio tags in this pool. This is the maximum number of instance of a certain sound * that can play at one time. * #property length * @type {Number} * @default 0 * @protected */ this.length = 0; /** * The number of unused HTMLAudio tags. * #property available * @type {Number} * @default 0 * @protected */ this.available = 0; /** * A list of all available tags in the pool. * #property tags * @type {Array} * @protected */ this.tags = []; /** * The duration property of all audio tags, converted to milliseconds, which originally is only available on the * last tag in the tags array because that is the one that is loaded. * #property * @type {Number} * @protected */ this.duration = 0; }; var p = TagPool.prototype; p.constructor = TagPool; var s = TagPool; // Static Properties /** * A hash lookup of each sound channel, indexed by the audio source. * #property tags * @static * @protected */ s.tags = {}; // Static Methods /** * Get a tag pool. If the pool doesn't exist, create it. * #method get * @param {String} src The source file used by the audio tag. * @static * @protected */ s.get = function (src) { var channel = s.tags[src]; if (channel == null) { channel = s.tags[src] = new TagPool(src); } return channel; }; /** * Delete a TagPool and all related tags. Note that if the TagPool does not exist, this will fail. * #method remove * @param {String} src The source for the tag * @return {Boolean} If the TagPool was deleted. * @static */ s.remove = function (src) { var channel = s.tags[src]; if (channel == null) {return false;} channel.removeAll(); delete(s.tags[src]); return true; }; /** * Get a tag instance. This is a shortcut method. * #method getInstance * @param {String} src The source file used by the audio tag. * @static * @protected */ s.getInstance = function (src) { var channel = s.tags[src]; if (channel == null) {return null;} return channel.get(); }; /** * Return a tag instance. This is a shortcut method. * #method setInstance * @param {String} src The source file used by the audio tag. * @param {HTMLElement} tag Audio tag to set. * @static * @protected */ s.setInstance = function (src, tag) { var channel = s.tags[src]; if (channel == null) {return null;} return channel.set(tag); }; /** * Gets the duration of the src audio in milliseconds * #method getDuration * @param {String} src The source file used by the audio tag. * @return {Number} Duration of src in milliseconds */ s.getDuration= function (src) { var channel = s.tags[src]; if (channel == null) {return 0;} return channel.getDuration(); }; // Public Methods /** * Add an HTMLAudio tag into the pool. * #method add * @param {HTMLAudioElement} tag A tag to be used for playback. */ p.add = function (tag) { this.tags.push(tag); this.length++; this.available++; }; /** * Remove all tags from the channel. Usually in response to a delete call. * #method removeAll */ p.removeAll = function () { var tag; while(this.length--) { tag = this.tags[this.length]; if(tag.parentNode) { tag.parentNode.removeChild(tag); } delete(this.tags[this.length]); // NOTE that the audio playback is already stopped by this point } this.src = null; this.tags.length = 0; }; /** * Get an HTMLAudioElement for immediate playback. This takes it out of the pool. * #method get * @return {HTMLAudioElement} An HTML audio tag. */ p.get = function () { if (this.tags.length == 0) {return null;} this.available = this.tags.length; var tag = this.tags.pop(); if (tag.parentNode == null) {document.body.appendChild(tag);} return tag; }; /** * Put an HTMLAudioElement back in the pool for use. * #method set * @param {HTMLAudioElement} tag HTML audio tag */ p.set = function (tag) { var index = createjs.indexOf(this.tags, tag); if (index == -1) {this.tags.push(tag);} this.available = this.tags.length; }; /** * Gets the duration for the src audio and on first call stores it to this.duration * #method getDuration * @return {Number} Duration of the src in milliseconds */ p.getDuration = function () { // this will work because this will be only be run the first time a sound instance is created and before any tags are taken from the pool if (!this.duration) {this.duration = this.tags[this.tags.length - 1].duration * 1000;} return this.duration; }; p.toString = function () { return "[HTMLAudioTagPool]"; }; createjs.HTMLAudioTagPool = TagPool; }()); //############################################################################## // HTMLAudioSoundInstance.js //############################################################################## (function () { "use strict"; /** * HTMLAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}. * * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @class HTMLAudioSoundInstance * @extends AbstractSoundInstance * @constructor */ function HTMLAudioSoundInstance(src, startTime, duration, playbackResource) { this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource); // Private Properties this._audioSpriteStopTime = null; this._delayTimeoutId = null; // Proxies, make removing listeners easier. this._endedHandler = createjs.proxy(this._handleSoundComplete, this); this._readyHandler = createjs.proxy(this._handleTagReady, this); this._stalledHandler = createjs.proxy(this.playFailed, this); this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteLoop, this); this._loopHandler = createjs.proxy(this._handleSoundComplete, this); if (duration) { this._audioSpriteStopTime = (startTime + duration) * 0.001; } else { this._duration = createjs.HTMLAudioTagPool.getDuration(this.src); } } var p = createjs.extend(HTMLAudioSoundInstance, createjs.AbstractSoundInstance); // Public Methods /** * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master volume. * undoc'd because it is not meant to be used outside of Sound * #method setMasterVolume * @param value */ p.setMasterVolume = function (value) { this._updateVolume(); }; /** * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master mute. * undoc'd because it is not meant to be used outside of Sound * #method setMasterMute * @param value */ p.setMasterMute = function (isMuted) { this._updateVolume(); }; p.toString = function () { return "[HTMLAudioSoundInstance]"; }; //Private Methods p._removeLooping = function() { if(this._playbackResource == null) {return;} this._playbackResource.loop = false; this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); }; p._addLooping = function() { if(this._playbackResource == null || this._audioSpriteStopTime) {return;} this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.loop = true; }; p._handleCleanUp = function () { var tag = this._playbackResource; if (tag != null) { tag.pause(); tag.loop = false; tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); try { tag.currentTime = this._startTime; } catch (e) { } // Reset Position createjs.HTMLAudioTagPool.setInstance(this.src, tag); this._playbackResource = null; } }; p._beginPlaying = function (offset, loop, volume, pan) { this._playbackResource = createjs.HTMLAudioTagPool.getInstance(this.src); return this.AbstractSoundInstance__beginPlaying(offset, loop, volume, pan); }; p._handleSoundReady = function (event) { if (this._playbackResource.readyState !== 4) { var tag = this._playbackResource; tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); tag.preload = "auto"; // This is necessary for Firefox, as it won't ever "load" until this is set. tag.load(); return; } this._updateVolume(); this._playbackResource.currentTime = (this._startTime + this._position) * 0.001; if (this._audioSpriteStopTime) { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); } else { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); if(this._loop != 0) { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.loop = true; } } this._playbackResource.play(); }; /** * Used to handle when a tag is not ready for immediate playback when it is returned from the HTMLAudioTagPool. * @method _handleTagReady * @param event * @protected */ p._handleTagReady = function (event) { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); this._handleSoundReady(); }; p._pause = function () { this._playbackResource.pause(); }; p._resume = function () { this._playbackResource.play(); }; p._updateVolume = function () { if (this._playbackResource != null) { var newVolume = (this._muted || createjs.Sound._masterMute) ? 0 : this._volume * createjs.Sound._masterVolume; if (newVolume != this._playbackResource.volume) {this._playbackResource.volume = newVolume;} } }; p._calculateCurrentPosition = function() { return (this._playbackResource.currentTime * 1000) - this._startTime; }; p._updatePosition = function() { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false); try { this._playbackResource.currentTime = (this._position + this._startTime) * 0.001; } catch (error) { // Out of range this._handleSetPositionSeek(null); } }; /** * Used to enable setting position, as we need to wait for that seek to be done before we add back our loop handling seek listener * @method _handleSetPositionSeek * @param event * @protected */ p._handleSetPositionSeek = function(event) { if (this._playbackResource == null) { return; } this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); }; /** * Timer used to loop audio sprites. * NOTE because of the inaccuracies in the timeupdate event (15 - 250ms) and in setting the tag to the desired timed * (up to 300ms), it is strongly recommended not to loop audio sprites with HTML Audio if smooth looping is desired * * @method _handleAudioSpriteLoop * @param event * @private */ p._handleAudioSpriteLoop = function (event) { if(this._playbackResource.currentTime <= this._audioSpriteStopTime) {return;} this._playbackResource.pause(); if(this._loop == 0) { this._handleSoundComplete(null); } else { this._position = 0; this._loop--; this._playbackResource.currentTime = this._startTime * 0.001; if(!this._paused) {this._playbackResource.play();} this._sendEvent("loop"); } }; // NOTE with this approach audio will loop as reliably as the browser allows // but we could end up sending the loop event after next loop playback begins p._handleLoop = function (event) { if(this._loop == 0) { this._playbackResource.loop = false; this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); } }; p._updateDuration = function () { this._audioSpriteStopTime = (startTime + duration) * 0.001; if(this.playState == createjs.Sound.PLAY_SUCCEEDED) { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); } }; /* This should never change p._setDurationFromSource = function () { this._duration = createjs.HTMLAudioTagPool.getDuration(this.src); }; */ createjs.HTMLAudioSoundInstance = createjs.promote(HTMLAudioSoundInstance, "AbstractSoundInstance"); }()); //############################################################################## // HTMLAudioPlugin.js //############################################################################## (function () { "use strict"; /** * Play sounds using HTML <audio> tags in the browser. This plugin is the second priority plugin installed * by default, after the {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. For older browsers that do not support html * audio, include and install the {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}. * *

    Known Browser and OS issues for HTML Audio

    * All browsers
    * Testing has shown in all browsers there is a limit to how many audio tag instances you are allowed. If you exceed * this limit, you can expect to see unpredictable results. This will be seen as soon as you register sounds, as * tags are precreated to allow Chrome to load them. Please use {{#crossLink "Sound.MAX_INSTANCES"}}{{/crossLink}} as * a guide to how many total audio tags you can safely use in all browsers. * * IE html limitations
    *
    • There is a delay in applying volume changes to tags that occurs once playback is started. So if you have * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of * when or how you apply the volume change, as the tag seems to need to play to apply it.
    • *
    • MP3 encoding will not always work for audio tags if it's not default. We've found default encoding with * 64kbps works.
    • *
    • Occasionally very short samples will get cut off.
    • *
    • There is a limit to how many audio tags you can load and play at once, which appears to be determined by * hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate. * Note that audio sprites can be used as a solution to this issue.
    * * Safari limitations
    *
    • Safari requires Quicktime to be installed for audio playback.
    * * iOS 6 limitations
    *
    • Note it is recommended to use {{#crossLink "WebAudioPlugin"}}{{/crossLink}} for iOS (6+)
    • *
    • HTML Audio is disabled by default because
    • *
    • can only have one <audio> tag
    • *
    • can not preload or autoplay the audio
    • *
    • can not cache the audio
    • *
    • can not play the audio except inside a user initiated event.
    • *
    • audio sprites can be used to mitigate some of these issues and are strongly recommended on iOS
    • *
    * * Android Native Browser limitations
    *
    • We have no control over audio volume. Only the user can set volume on their device.
    • *
    • We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use a delay.
    * Android Chrome 26.0.1410.58 specific limitations
    *
    • Can only play 1 sound at a time.
    • *
    • Sound is not cached.
    • *
    • Sound can only be loaded in a user initiated touch/click event.
    • *
    • There is a delay before a sound is played, presumably while the src is loaded.
    • *
    * * See {{#crossLink "Sound"}}{{/crossLink}} for general notes on known issues. * * @class HTMLAudioPlugin * @extends AbstractPlugin * @constructor */ function HTMLAudioPlugin() { this.AbstractPlugin_constructor(); // Public Properties /** * The default number of instances to allow. Used by {{#crossLink "Sound"}}{{/crossLink}} when a source * is registered using the {{#crossLink "Sound/register"}}{{/crossLink}} method. This is only used if * a value is not provided. * * NOTE this property only exists as a limitation of HTML audio. * @property defaultNumChannels * @type {Number} * @default 2 * @since 0.4.0 */ this.defaultNumChannels = 2; this._capabilities = s._capabilities; this._loaderClass = createjs.SoundLoader; this._soundInstanceClass = createjs.HTMLAudioSoundInstance; } var p = createjs.extend(HTMLAudioPlugin, createjs.AbstractPlugin); var s = HTMLAudioPlugin; // Static Properties /** * The maximum number of instances that can be loaded and played. This is a browser limitation, primarily limited to IE9. * The actual number varies from browser to browser (and is largely hardware dependant), but this is a safe estimate. * Audio sprites work around this limitation. * @property MAX_INSTANCES * @type {Number} * @default 30 * @static */ s.MAX_INSTANCES = 30; /** * Event constant for the "canPlayThrough" event for cleaner code. * @property _AUDIO_READY * @type {String} * @default canplaythrough * @static * @protected */ s._AUDIO_READY = "canplaythrough"; /** * Event constant for the "ended" event for cleaner code. * @property _AUDIO_ENDED * @type {String} * @default ended * @static * @protected */ s._AUDIO_ENDED = "ended"; /** * Event constant for the "seeked" event for cleaner code. We utilize this event for maintaining loop events. * @property _AUDIO_SEEKED * @type {String} * @default seeked * @static * @protected */ s._AUDIO_SEEKED = "seeked"; /** * Event constant for the "stalled" event for cleaner code. * @property _AUDIO_STALLED * @type {String} * @default stalled * @static * @protected */ s._AUDIO_STALLED = "stalled"; /** * Event constant for the "timeupdate" event for cleaner code. Utilized for looping audio sprites. * This event callsback ever 15 to 250ms and can be dropped by the browser for performance. * @property _TIME_UPDATE * @type {String} * @default timeupdate * @static * @protected */ s._TIME_UPDATE = "timeupdate"; /** * The capabilities of the plugin. This is generated via the {{#crossLink "HTMLAudioPlugin/_generateCapabilities"}}{{/crossLink}} * method. Please see the Sound {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} method for an overview of all * of the available properties. * @property _capabilities * @type {Object} * @protected * @static */ s._capabilities = null; /** * Deprecated now that we have audio sprite support. Audio sprites are strongly recommend on iOS for the following reasons: *
  • it can only have one <audio> tag
  • *
  • can not preload or autoplay the audio
  • *
  • can not cache the audio
  • *
  • can not play the audio except inside a user initiated event
  • * * @property enableIOS * @type {Boolean} * @default false * @deprecated */ s.enableIOS = false; // Static Methods /** * Determine if the plugin can be used in the current browser/OS. Note that HTML audio is available in most modern * browsers, but is disabled in iOS because of its limitations. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ s.isSupported = function () { s._generateCapabilities(); if (s._capabilities == null) {return false;} return true; }; /** * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} * method for an overview of plugin capabilities. * @method _generateCapabilities * @static * @protected */ s._generateCapabilities = function () { if (s._capabilities != null) {return;} var t = document.createElement("audio"); if (t.canPlayType == null) {return null;} s._capabilities = { panning:true, volume:true, tracks:-1 }; // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS; var extensionMap = createjs.Sound.EXTENSION_MAP; for (var i = 0, l = supportedExtensions.length; i < l; i++) { var ext = supportedExtensions[i]; var playType = extensionMap[ext] || ext; s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != ""); } // OJR another way to do this might be canPlayType:"m4a", codex: mp4 }; // public methods p.register = function (loadItem, instances) { var channel = createjs.HTMLAudioTagPool.get(loadItem.src); var tag = null; for (var i = 0; i < instances; i++) { tag = this._createTag(loadItem.src); channel.add(tag); } var loader = this.AbstractPlugin_register(loadItem, instances); loader.setTag(tag); return loader; }; p.removeSound = function (src) { this.AbstractPlugin_removeSound(src); createjs.HTMLAudioTagPool.remove(src); }; p.create = function (src, startTime, duration) { var si = this.AbstractPlugin_create(src, startTime, duration); si.setPlaybackResource(null); return si; }; p.toString = function () { return "[HTMLAudioPlugin]"; }; // plugin does not support these p.setVolume = p.getVolume = p.setMute = null; // private methods /** * Create an HTML audio tag. * @method _createTag * @param {String} src The source file to set for the audio tag. * @return {HTMLElement} Returns an HTML audio tag. * @protected */ // TODO move this to tagpool when it changes to be a standard object pool p._createTag = function (src) { var tag = document.createElement("audio"); tag.autoplay = false; tag.preload = "none"; //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works. tag.src = src; return tag; }; createjs.HTMLAudioPlugin = createjs.promote(HTMLAudioPlugin, "AbstractPlugin"); }()); //############################################################################## // Tween.js //############################################################################## // TODO: possibly add a END actionsMode (only runs actions that == position)? // TODO: evaluate a way to decouple paused from tick registration. (function() { "use strict"; // constructor /** * A Tween instance tweens properties for a single target. Instance methods can be chained for easy construction and sequencing: * *

    Example

    * * target.alpha = 1; * Tween.get(target) * .wait(500) * .to({alpha:0, visible:false}, 1000) * .call(handleComplete); * function handleComplete() { * //Tween complete * } * * Multiple tweens can point to the same instance, however if they affect the same properties there could be unexpected * behaviour. To stop all tweens on an object, use {{#crossLink "Tween/removeTweens"}}{{/crossLink}} or pass override:true * in the props argument. * * Tween.get(target, {override:true}).to({x:100}); * * Subscribe to the "change" event to get notified when a property of the target is changed. * * Tween.get(target, {override:true}).to({x:100}).addEventListener("change", handleChange); * function handleChange(event) { * // The tween changed. * } * * See the Tween {{#crossLink "Tween/get"}}{{/crossLink}} method for additional param documentation. * @class Tween * @param {Object} target The target object that will have its properties tweened. * @param {Object} [props] The configuration properties to apply to this tween instance (ex. `{loop:true, paused:true}`. * All properties default to false. Supported props are:
      *
    • loop: sets the loop property on this tween.
    • *
    • useTicks: uses ticks for all durations instead of milliseconds.
    • *
    • ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on this tween.
    • *
    • override: if true, `Tween.removeTweens(target)` will be called to remove any other tweens with the same target. *
    • paused: indicates whether to start the tween paused.
    • *
    • position: indicates the initial position for this tween.
    • *
    • onChange: specifies a listener for the "change" event.
    • *
    * @param {Object} [pluginData] An object containing data for use by installed plugins. See individual * plugins' documentation for details. * @extends EventDispatcher * @constructor */ function Tween(target, props, pluginData) { // public properties: /** * Causes this tween to continue playing when a global pause is active. For example, if TweenJS is using {{#crossLink "Ticker"}}{{/crossLink}}, * then setting this to true (the default) will cause this tween to be paused when Ticker.setPaused(true) * is called. See the Tween {{#crossLink "Tween/tick"}}{{/crossLink}} method for more info. Can be set via the props * parameter. * @property ignoreGlobalPause * @type Boolean * @default false */ this.ignoreGlobalPause = false; /** * If true, the tween will loop when it reaches the end. Can be set via the props param. * @property loop * @type {Boolean} * @default false */ this.loop = false; /** * Read-only. Specifies the total duration of this tween in milliseconds (or ticks if useTicks is true). * This value is automatically updated as you modify the tween. Changing it directly could result in unexpected * behaviour. * @property duration * @type {Number} * @default 0 */ this.duration = 0; /** * Allows you to specify data that will be used by installed plugins. Each plugin uses this differently, but in general * you specify data by setting it to a property of pluginData with the same name as the plugin class. * @example * myTween.pluginData.PluginClassName = data; *
    * Also, most plugins support a property to enable or disable them. This is typically the plugin class name followed by "_enabled".
    * @example * myTween.pluginData.PluginClassName_enabled = false;
    *
    * Some plugins also store instance data in this object, usually in a property named _PluginClassName. * See the documentation for individual plugins for more details. * @property pluginData * @type {Object} */ this.pluginData = pluginData || {}; /** * Read-only. The target of this tween. This is the object on which the tweened properties will be changed. Changing * this property after the tween is created will not have any effect. * @property target * @type {Object} */ this.target = target; /** * Read-only. The current normalized position of the tween. This will always be a value between 0 and duration. * Changing this property directly will have no effect. * @property position * @type {Object} */ this.position = null; /** * Read-only. Indicates the tween's current position is within a passive wait. * @property passive * @type {Boolean} **/ this.passive = false; // private properties: /** * @property _paused * @type {Boolean} * @default false * @protected */ this._paused = false; /** * @property _curQueueProps * @type {Object} * @protected */ this._curQueueProps = {}; /** * @property _initQueueProps * @type {Object} * @protected */ this._initQueueProps = {}; /** * @property _steps * @type {Array} * @protected */ this._steps = []; /** * @property _actions * @type {Array} * @protected */ this._actions = []; /** * Raw position. * @property _prevPosition * @type {Number} * @default 0 * @protected */ this._prevPosition = 0; /** * The position within the current stethis. * @property _stepPosition * @type {Number} * @default 0 * @protected */ this._stepPosition = 0; // this is needed by MovieClithis. /** * Normalized position. * @property _prevPos * @type {Number} * @default -1 * @protected */ this._prevPos = -1; /** * @property _target * @type {Object} * @protected */ this._target = target; /** * @property _useTicks * @type {Boolean} * @default false * @protected */ this._useTicks = false; /** * @property _inited * @type {boolean} * @default false * @protected */ this._inited = false; if (props) { this._useTicks = props.useTicks; this.ignoreGlobalPause = props.ignoreGlobalPause; this.loop = props.loop; props.onChange && this.addEventListener("change", props.onChange); if (props.override) { Tween.removeTweens(target); } } if (props&&props.paused) { this._paused=true; } else { createjs.Tween._register(this,true); } if (props&&props.position!=null) { this.setPosition(props.position, Tween.NONE); } }; var p = createjs.extend(Tween, createjs.EventDispatcher); // static properties /** * Constant defining the none actionsMode for use with setPosition. * @property NONE * @type Number * @default 0 * @static */ Tween.NONE = 0; /** * Constant defining the loop actionsMode for use with setPosition. * @property LOOP * @type Number * @default 1 * @static */ Tween.LOOP = 1; /** * Constant defining the reverse actionsMode for use with setPosition. * @property REVERSE * @type Number * @default 2 * @static */ Tween.REVERSE = 2; /** * Constant returned by plugins to tell the tween not to use default assignment. * @property IGNORE * @type Object * @static */ Tween.IGNORE = {}; /** * @property _listeners * @type Array[Tween] * @static * @protected */ Tween._tweens = []; /** * @property _plugins * @type Object * @static * @protected */ Tween._plugins = {}; // static methods /** * Returns a new tween instance. This is functionally identical to using "new Tween(...)", but looks cleaner * with the chained syntax of TweenJS. * @example * var tween = createjs.Tween.get(target); * @method get * @param {Object} target The target object that will have its properties tweened. * @param {Object} [props] The configuration properties to apply to this tween instance (ex. {loop:true, paused:true}). * All properties default to false. Supported props are:
      *
    • loop: sets the loop property on this tween.
    • *
    • useTicks: uses ticks for all durations instead of milliseconds.
    • *
    • ignoreGlobalPause: sets the {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} property on this tween.
    • *
    • override: if true, Tween.removeTweens(target) will be called to remove any other tweens with the same target. *
    • paused: indicates whether to start the tween paused.
    • *
    • position: indicates the initial position for this tween.
    • *
    • onChange: specifies a listener for the "change" event.
    • *
    * @param {Object} [pluginData] An object containing data for use by installed plugins. See individual * plugins' documentation for details. * @param {Boolean} [override=false] If true, any previous tweens on the same target will be removed. This is the same as * calling Tween.removeTweens(target). * @return {Tween} A reference to the created tween. Additional chained tweens, method calls, or callbacks can be * applied to the returned tween instance. * @static */ Tween.get = function(target, props, pluginData, override) { if (override) { Tween.removeTweens(target); } return new Tween(target, props, pluginData); }; /** * Advances all tweens. This typically uses the {{#crossLink "Ticker"}}{{/crossLink}} class, but you can call it * manually if you prefer to use your own "heartbeat" implementation. * @method tick * @param {Number} delta The change in time in milliseconds since the last tick. Required unless all tweens have * useTicks set to true. * @param {Boolean} paused Indicates whether a global pause is in effect. Tweens with {{#crossLink "Tween/ignoreGlobalPause:property"}}{{/crossLink}} * will ignore this, but all others will pause if this is `true`. * @static */ Tween.tick = function(delta, paused) { var tweens = Tween._tweens.slice(); // to avoid race conditions. for (var i=tweens.length-1; i>=0; i--) { var tween = tweens[i]; if ((paused && !tween.ignoreGlobalPause) || tween._paused) { continue; } tween.tick(tween._useTicks?1:delta); } }; /** * Handle events that result from Tween being used as an event handler. This is included to allow Tween to handle * tick events from createjs.Ticker. No other events are handled in Tween. * @method handleEvent * @param {Object} event An event object passed in by the {{#crossLink "EventDispatcher"}}{{/crossLink}}. Will * usually be of type "tick". * @private * @static * @since 0.4.2 */ Tween.handleEvent = function(event) { if (event.type == "tick") { this.tick(event.delta, event.paused); } }; /** * Removes all existing tweens for a target. This is called automatically by new tweens if the override * property is true. * @method removeTweens * @param {Object} target The target object to remove existing tweens from. * @static */ Tween.removeTweens = function(target) { if (!target.tweenjs_count) { return; } var tweens = Tween._tweens; for (var i=tweens.length-1; i>=0; i--) { var tween = tweens[i]; if (tween._target == target) { tween._paused = true; tweens.splice(i, 1); } } target.tweenjs_count = 0; }; /** * Stop and remove all existing tweens. * @method removeAllTweens * @static * @since 0.4.1 */ Tween.removeAllTweens = function() { var tweens = Tween._tweens; for (var i= 0, l=tweens.length; iuseTicks
    is true). * @param {Boolean} passive Tween properties will not be updated during a passive wait. This * is mostly useful for use with Timeline's that contain multiple tweens affecting the same target * at different times. * @return {Tween} This tween instance (for chaining calls). **/ p.wait = function(duration, passive) { if (duration == null || duration <= 0) { return this; } var o = this._cloneProps(this._curQueueProps); return this._addStep({d:duration, p0:o, e:this._linearEase, p1:o, v:passive}); }; /** * Queues a tween from the current values to the target properties. Set duration to 0 to jump to these value. * Numeric properties will be tweened from their current value in the tween to the target value. Non-numeric * properties will be set at the end of the specified duration. * @example * createjs.Tween.get(target).to({alpha:0}, 1000); * @method to * @param {Object} props An object specifying property target values for this tween (Ex. {x:300} would tween the x * property of the target to 300). * @param {Number} duration Optional. The duration of the wait in milliseconds (or in ticks if useTicks is true). * Defaults to 0. * @param {Function} ease Optional. The easing function to use for this tween. Defaults to a linear ease. * @return {Tween} This tween instance (for chaining calls). */ p.to = function(props, duration, ease) { if (isNaN(duration) || duration < 0) { duration = 0; } return this._addStep({d:duration||0, p0:this._cloneProps(this._curQueueProps), e:ease, p1:this._cloneProps(this._appendQueueProps(props))}); }; /** * Queues an action to call the specified function. * @example * //would call myFunction() after 1s. * myTween.wait(1000).call(myFunction); * @method call * @param {Function} callback The function to call. * @param {Array} params Optional. The parameters to call the function with. If this is omitted, then the function * will be called with a single param pointing to this tween. * @param {Object} scope Optional. The scope to call the function in. If omitted, it will be called in the target's * scope. * @return {Tween} This tween instance (for chaining calls). */ p.call = function(callback, params, scope) { return this._addAction({f:callback, p:params ? params : [this], o:scope ? scope : this._target}); }; // TODO: add clarification between this and a 0 duration .to: /** * Queues an action to set the specified props on the specified target. If target is null, it will use this tween's * target. * @example * myTween.wait(1000).set({visible:false},foo); * @method set * @param {Object} props The properties to set (ex. {visible:false}). * @param {Object} target Optional. The target to set the properties on. If omitted, they will be set on the tween's target. * @return {Tween} This tween instance (for chaining calls). */ p.set = function(props, target) { return this._addAction({f:this._set, o:this, p:[props, target ? target : this._target]}); }; /** * Queues an action to to play (unpause) the specified tween. This enables you to sequence multiple tweens. * @example * myTween.to({x:100},500).play(otherTween); * @method play * @param {Tween} tween The tween to play. * @return {Tween} This tween instance (for chaining calls). */ p.play = function(tween) { if (!tween) { tween = this; } return this.call(tween.setPaused, [false], tween); }; /** * Queues an action to to pause the specified tween. * @method pause * @param {Tween} tween The tween to play. If null, it pauses this tween. * @return {Tween} This tween instance (for chaining calls) */ p.pause = function(tween) { if (!tween) { tween = this; } return this.call(tween.setPaused, [true], tween); }; /** * Advances the tween to a specified position. * @method setPosition * @param {Number} value The position to seek to in milliseconds (or ticks if useTicks is true). * @param {Number} actionsMode Optional parameter specifying how actions are handled (ie. call, set, play, pause): * Tween.NONE (0) - run no actions. Tween.LOOP (1) - if new position is less than old, then run all actions * between old and duration, then all actions between 0 and new. Defaults to LOOP. Tween.REVERSE (2) - if new * position is less than old, run all actions between them in reverse. * @return {Boolean} Returns true if the tween is complete (ie. the full tween has run & loop is false). */ p.setPosition = function(value, actionsMode) { if (value < 0) { value = 0; } if (actionsMode == null) { actionsMode = 1; } // normalize position: var t = value; var end = false; if (t >= this.duration) { if (this.loop) { t = t%this.duration; } else { t = this.duration; end = true; } } if (t == this._prevPos) { return end; } var prevPos = this._prevPos; this.position = this._prevPos = t; // set this in advance in case an action modifies position. this._prevPosition = value; // handle tweens: if (this._target) { if (end) { // addresses problems with an ending zero length step. this._updateTargetProps(null,1); } else if (this._steps.length > 0) { // find our new tween index: for (var i=0, l=this._steps.length; i t) { break; } } var step = this._steps[i-1]; this._updateTargetProps(step,(this._stepPosition = t-step.t)/step.d); } } // run actions: if (actionsMode != 0 && this._actions.length > 0) { if (this._useTicks) { // only run the actions we landed on. this._runActions(t,t); } else if (actionsMode == 1 && tuseTicks is true). * This is normally called automatically by the Tween engine (via Tween.tick), but is exposed for * advanced uses. * @method tick * @param {Number} delta The time to advance in milliseconds (or ticks if useTicks is true). */ p.tick = function(delta) { if (this._paused) { return; } this.setPosition(this._prevPosition+delta); }; /** * Pauses or plays this tween. * @method setPaused * @param {Boolean} value Indicates whether the tween should be paused (true) or played (false). * @return {Tween} This tween instance (for chaining calls) */ p.setPaused = function(value) { if (this._paused === !!value) { return this; } this._paused = !!value; Tween._register(this, !value); return this; }; // tiny api (primarily for tool output): p.w = p.wait; p.t = p.to; p.c = p.call; p.s = p.set; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. */ p.toString = function() { return "[Tween]"; }; /** * @method clone * @protected */ p.clone = function() { throw("Tween can not be cloned.") }; // private methods: /** * @method _updateTargetProps * @param {Object} step * @param {Number} ratio * @protected */ p._updateTargetProps = function(step, ratio) { var p0,p1,v,v0,v1,arr; if (!step && ratio == 1) { // GDS: when does this run? Just at the very end? Shouldn't. this.passive = false; p0 = p1 = this._curQueueProps; } else { this.passive = !!step.v; if (this.passive) { return; } // don't update props. // apply ease to ratio. if (step.e) { ratio = step.e(ratio,0,1,1); } p0 = step.p0; p1 = step.p1; } for (var n in this._initQueueProps) { if ((v0 = p0[n]) == null) { p0[n] = v0 = this._initQueueProps[n]; } if ((v1 = p1[n]) == null) { p1[n] = v1 = v0; } if (v0 == v1 || ratio == 0 || ratio == 1 || (typeof(v0) != "number")) { // no interpolation - either at start, end, values don't change, or the value is non-numeric. v = ratio == 1 ? v1 : v0; } else { v = v0+(v1-v0)*ratio; } var ignore = false; if (arr = Tween._plugins[n]) { for (var i=0,l=arr.length;i endPos) { // running backwards, flip everything: sPos = endPos; ePos = startPos; i = j; j = k = -1; } while ((i+=k) != j) { var action = this._actions[i]; var pos = action.t; if (pos == ePos || (pos > sPos && pos < ePos) || (includeStart && pos == startPos) ) { action.f.apply(action.o, action.p); } } }; /** * @method _appendQueueProps * @param {Object} o * @protected */ p._appendQueueProps = function(o) { var arr,oldValue,i, l, injectProps; for (var n in o) { if (this._initQueueProps[n] === undefined) { oldValue = this._target[n]; // init plugins: if (arr = Tween._plugins[n]) { for (i=0,l=arr.length;i 0) { this._steps.push(o); o.t = this.duration; this.duration += o.d; } return this; }; /** * @method _addAction * @param {Object} o * @protected */ p._addAction = function(o) { o.t = this.duration; this._actions.push(o); return this; }; /** * @method _set * @param {Object} props * @param {Object} o * @protected */ p._set = function(props, o) { for (var n in props) { o[n] = props[n]; } }; createjs.Tween = createjs.promote(Tween, "EventDispatcher"); }()); //############################################################################## // Timeline.js //############################################################################## (function() { "use strict"; // constructor /** * The Timeline class synchronizes multiple tweens and allows them to be controlled as a group. Please note that if a * timeline is looping, the tweens on it may appear to loop even if the "loop" property of the tween is false. * @class Timeline * @param {Array} tweens An array of Tweens to add to this timeline. See addTween for more info. * @param {Object} labels An object defining labels for using {{#crossLink "Timeline/gotoAndPlay"}}{{/crossLink}}/{{#crossLink "Timeline/gotoAndStop"}}{{/crossLink}}. * See {{#crossLink "Timeline/setLabels"}}{{/crossLink}} * for details. * @param {Object} props The configuration properties to apply to this tween instance (ex. `{loop:true}`). All properties * default to false. Supported props are:
      *
    • loop: sets the loop property on this tween.
    • *
    • useTicks: uses ticks for all durations instead of milliseconds.
    • *
    • ignoreGlobalPause: sets the ignoreGlobalPause property on this tween.
    • *
    • paused: indicates whether to start the tween paused.
    • *
    • position: indicates the initial position for this timeline.
    • *
    • onChange: specifies a listener to add for the {{#crossLink "Timeline/change:event"}}{{/crossLink}} event.
    • *
    * @extends EventDispatcher * @constructor **/ function Timeline(tweens, labels, props) { this.EventDispatcher_constructor(); // public properties: /** * Causes this timeline to continue playing when a global pause is active. * @property ignoreGlobalPause * @type Boolean **/ this.ignoreGlobalPause = false; /** * Read-only property specifying the total duration of this timeline in milliseconds (or ticks if useTicks is true). * This value is usually automatically updated as you modify the timeline. See updateDuration for more information. * @property duration * @type Number **/ this.duration = 0; /** * If true, the timeline will loop when it reaches the end. Can be set via the props param. * @property loop * @type Boolean **/ this.loop = false; /** * Read-only. The current normalized position of the timeline. This will always be a value between 0 and duration. * Changing this property directly will have no effect. * @property position * @type Object **/ this.position = null; // private properties: /** * @property _paused * @type Boolean * @protected **/ this._paused = false; /** * @property _tweens * @type Array[Tween] * @protected **/ this._tweens = []; /** * @property _labels * @type Object * @protected **/ this._labels = null; /** * @property _labelList * @type Array[Object] * @protected **/ this._labelList = null; /** * @property _prevPosition * @type Number * @default 0 * @protected **/ this._prevPosition = 0; /** * @property _prevPos * @type Number * @default -1 * @protected **/ this._prevPos = -1; /** * @property _useTicks * @type Boolean * @default false * @protected **/ this._useTicks = false; if (props) { this._useTicks = props.useTicks; this.loop = props.loop; this.ignoreGlobalPause = props.ignoreGlobalPause; props.onChange&&this.addEventListener("change", props.onChange); } if (tweens) { this.addTween.apply(this, tweens); } this.setLabels(labels); if (props&&props.paused) { this._paused=true; } else { createjs.Tween._register(this,true); } if (props&&props.position!=null) { this.setPosition(props.position, createjs.Tween.NONE); } }; var p = createjs.extend(Timeline, createjs.EventDispatcher); // events: /** * Called whenever the timeline's position changes. * @event change * @since 0.5.0 **/ // public methods: /** * Adds one or more tweens (or timelines) to this timeline. The tweens will be paused (to remove them from the normal ticking system) * and managed by this timeline. Adding a tween to multiple timelines will result in unexpected behaviour. * @method addTween * @param tween The tween(s) to add. Accepts multiple arguments. * @return Tween The first tween that was passed in. **/ p.addTween = function(tween) { var l = arguments.length; if (l > 1) { for (var i=0; i this.duration) { this.duration = tween.duration; } if (this._prevPos >= 0) { tween.setPosition(this._prevPos, createjs.Tween.NONE); } return tween; }; /** * Removes one or more tweens from this timeline. * @method removeTween * @param tween The tween(s) to remove. Accepts multiple arguments. * @return Boolean Returns true if all of the tweens were successfully removed. **/ p.removeTween = function(tween) { var l = arguments.length; if (l > 1) { var good = true; for (var i=0; i= this.duration) { this.updateDuration(); } return true; } } return false; }; /** * Adds a label that can be used with {{#crossLink "Timeline/gotoAndPlay"}}{{/crossLink}}/{{#crossLink "Timeline/gotoAndStop"}}{{/crossLink}}. * @method addLabel * @param {String} label The label name. * @param {Number} position The position this label represents. **/ p.addLabel = function(label, position) { this._labels[label] = position; var list = this._labelList; if (list) { for (var i= 0,l=list.length; i *
  • null if the current position is 2.
  • *
  • "first" if the current position is 4.
  • *
  • "first" if the current position is 7.
  • *
  • "second" if the current position is 15.
* @method getCurrentLabel * @return {String} The name of the current label or null if there is no label **/ p.getCurrentLabel = function() { var labels = this.getLabels(); var pos = this.position; var l = labels.length; if (l) { for (var i = 0; i= this.duration; if (t == this._prevPos) { return end; } this._prevPosition = value; this.position = this._prevPos = t; // in case an action changes the current frame. for (var i=0, l=this._tweens.length; i this.duration) { this.duration = tween.duration; } } }; /** * Advances this timeline by the specified amount of time in milliseconds (or ticks if useTicks is true). * This is normally called automatically by the Tween engine (via Tween.tick), but is exposed for advanced uses. * @method tick * @param {Number} delta The time to advance in milliseconds (or ticks if useTicks is true). **/ p.tick = function(delta) { this.setPosition(this._prevPosition+delta); }; /** * If a numeric position is passed, it is returned unchanged. If a string is passed, the position of the * corresponding frame label will be returned, or null if a matching label is not defined. * @method resolve * @param {String|Number} positionOrLabel A numeric position value or label string. **/ p.resolve = function(positionOrLabel) { var pos = Number(positionOrLabel); if (isNaN(pos)) { pos = this._labels[positionOrLabel]; } return pos; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Timeline]"; }; /** * @method clone * @protected **/ p.clone = function() { throw("Timeline can not be cloned.") }; // private methods: /** * @method _goto * @protected **/ p._goto = function(positionOrLabel) { var pos = this.resolve(positionOrLabel); if (pos != null) { this.setPosition(pos); } }; createjs.Timeline = createjs.promote(Timeline, "EventDispatcher"); }()); //############################################################################## // Ease.js //############################################################################## (function() { "use strict"; /** * The Ease class provides a collection of easing functions for use with TweenJS. It does not use the standard 4 param * easing signature. Instead it uses a single param which indicates the current linear ratio (0 to 1) of the tween. * * Most methods on Ease can be passed directly as easing functions: * * Tween.get(target).to({x:100}, 500, Ease.linear); * * However, methods beginning with "get" will return an easing function based on parameter values: * * Tween.get(target).to({y:200}, 500, Ease.getPowIn(2.2)); * * Please see the spark table demo for an overview * of the different ease types on TweenJS.com. * * Equations derived from work by Robert Penner. * @class Ease * @static **/ function Ease() { throw "Ease cannot be instantiated."; }; // static methods and properties /** * @method linear * @static **/ Ease.linear = function(t) { return t; } /** * Identical to linear. * @method none * @static **/ Ease.none = Ease.linear; /** * Mimics the simple -100 to 100 easing in Flash Pro. * @method get * @param amount A value from -1 (ease in) to 1 (ease out) indicating the strength and direction of the ease. * @static **/ Ease.get = function(amount) { if (amount < -1) { amount = -1; } if (amount > 1) { amount = 1; } return function(t) { if (amount==0) { return t; } if (amount<0) { return t*(t*-amount+1+amount); } return t*((2-t)*amount+(1-amount)); } } /** * Configurable exponential ease. * @method getPowIn * @param pow The exponent to use (ex. 3 would return a cubic ease). * @static **/ Ease.getPowIn = function(pow) { return function(t) { return Math.pow(t,pow); } } /** * Configurable exponential ease. * @method getPowOut * @param pow The exponent to use (ex. 3 would return a cubic ease). * @static **/ Ease.getPowOut = function(pow) { return function(t) { return 1-Math.pow(1-t,pow); } } /** * Configurable exponential ease. * @method getPowInOut * @param pow The exponent to use (ex. 3 would return a cubic ease). * @static **/ Ease.getPowInOut = function(pow) { return function(t) { if ((t*=2)<1) return 0.5*Math.pow(t,pow); return 1-0.5*Math.abs(Math.pow(2-t,pow)); } } /** * @method quadIn * @static **/ Ease.quadIn = Ease.getPowIn(2); /** * @method quadOut * @static **/ Ease.quadOut = Ease.getPowOut(2); /** * @method quadInOut * @static **/ Ease.quadInOut = Ease.getPowInOut(2); /** * @method cubicIn * @static **/ Ease.cubicIn = Ease.getPowIn(3); /** * @method cubicOut * @static **/ Ease.cubicOut = Ease.getPowOut(3); /** * @method cubicInOut * @static **/ Ease.cubicInOut = Ease.getPowInOut(3); /** * @method quartIn * @static **/ Ease.quartIn = Ease.getPowIn(4); /** * @method quartOut * @static **/ Ease.quartOut = Ease.getPowOut(4); /** * @method quartInOut * @static **/ Ease.quartInOut = Ease.getPowInOut(4); /** * @method quintIn * @static **/ Ease.quintIn = Ease.getPowIn(5); /** * @method quintOut * @static **/ Ease.quintOut = Ease.getPowOut(5); /** * @method quintInOut * @static **/ Ease.quintInOut = Ease.getPowInOut(5); /** * @method sineIn * @static **/ Ease.sineIn = function(t) { return 1-Math.cos(t*Math.PI/2); } /** * @method sineOut * @static **/ Ease.sineOut = function(t) { return Math.sin(t*Math.PI/2); } /** * @method sineInOut * @static **/ Ease.sineInOut = function(t) { return -0.5*(Math.cos(Math.PI*t) - 1) } /** * Configurable "back in" ease. * @method getBackIn * @param amount The strength of the ease. * @static **/ Ease.getBackIn = function(amount) { return function(t) { return t*t*((amount+1)*t-amount); } } /** * @method backIn * @static **/ Ease.backIn = Ease.getBackIn(1.7); /** * Configurable "back out" ease. * @method getBackOut * @param amount The strength of the ease. * @static **/ Ease.getBackOut = function(amount) { return function(t) { return (--t*t*((amount+1)*t + amount) + 1); } } /** * @method backOut * @static **/ Ease.backOut = Ease.getBackOut(1.7); /** * Configurable "back in out" ease. * @method getBackInOut * @param amount The strength of the ease. * @static **/ Ease.getBackInOut = function(amount) { amount*=1.525; return function(t) { if ((t*=2)<1) return 0.5*(t*t*((amount+1)*t-amount)); return 0.5*((t-=2)*t*((amount+1)*t+amount)+2); } } /** * @method backInOut * @static **/ Ease.backInOut = Ease.getBackInOut(1.7); /** * @method circIn * @static **/ Ease.circIn = function(t) { return -(Math.sqrt(1-t*t)- 1); } /** * @method circOut * @static **/ Ease.circOut = function(t) { return Math.sqrt(1-(--t)*t); } /** * @method circInOut * @static **/ Ease.circInOut = function(t) { if ((t*=2) < 1) return -0.5*(Math.sqrt(1-t*t)-1); return 0.5*(Math.sqrt(1-(t-=2)*t)+1); } /** * @method bounceIn * @static **/ Ease.bounceIn = function(t) { return 1-Ease.bounceOut(1-t); } /** * @method bounceOut * @static **/ Ease.bounceOut = function(t) { if (t < 1/2.75) { return (7.5625*t*t); } else if (t < 2/2.75) { return (7.5625*(t-=1.5/2.75)*t+0.75); } else if (t < 2.5/2.75) { return (7.5625*(t-=2.25/2.75)*t+0.9375); } else { return (7.5625*(t-=2.625/2.75)*t +0.984375); } } /** * @method bounceInOut * @static **/ Ease.bounceInOut = function(t) { if (t<0.5) return Ease.bounceIn (t*2) * .5; return Ease.bounceOut(t*2-1)*0.5+0.5; } /** * Configurable elastic ease. * @method getElasticIn * @param amplitude * @param period * @static **/ Ease.getElasticIn = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { if (t==0 || t==1) return t; var s = period/pi2*Math.asin(1/amplitude); return -(amplitude*Math.pow(2,10*(t-=1))*Math.sin((t-s)*pi2/period)); } } /** * @method elasticIn * @static **/ Ease.elasticIn = Ease.getElasticIn(1,0.3); /** * Configurable elastic ease. * @method getElasticOut * @param amplitude * @param period * @static **/ Ease.getElasticOut = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { if (t==0 || t==1) return t; var s = period/pi2 * Math.asin(1/amplitude); return (amplitude*Math.pow(2,-10*t)*Math.sin((t-s)*pi2/period )+1); } } /** * @method elasticOut * @static **/ Ease.elasticOut = Ease.getElasticOut(1,0.3); /** * Configurable elastic ease. * @method getElasticInOut * @param amplitude * @param period * @static **/ Ease.getElasticInOut = function(amplitude,period) { var pi2 = Math.PI*2; return function(t) { var s = period/pi2 * Math.asin(1/amplitude); if ((t*=2)<1) return -0.5*(amplitude*Math.pow(2,10*(t-=1))*Math.sin( (t-s)*pi2/period )); return amplitude*Math.pow(2,-10*(t-=1))*Math.sin((t-s)*pi2/period)*0.5+1; } } /** * @method elasticInOut * @static **/ Ease.elasticInOut = Ease.getElasticInOut(1,0.3*1.5); createjs.Ease = Ease; }()); //############################################################################## // MotionGuidePlugin.js //############################################################################## (function() { "use strict"; /** * A TweenJS plugin for working with motion guides. * * To use, install the plugin after TweenJS has loaded. Next tween the 'guide' property with an object as detailed below. * * createjs.MotionGuidePlugin.install(); * *

Example

* * // Using a Motion Guide * createjs.Tween.get(target).to({guide:{ path:[0,0, 0,200,200,200, 200,0,0,0] }},7000); * // Visualizing the line * graphics.moveTo(0,0).curveTo(0,200,200,200).curveTo(200,0,0,0); * * Each path needs pre-computation to ensure there's fast performance. Because of the pre-computation there's no * built in support for path changes mid tween. These are the Guide Object's properties:
    *
  • path: Required, Array : The x/y points used to draw the path with a moveTo and 1 to n curveTo calls.
  • *
  • start: Optional, 0-1 : Initial position, default 0 except for when continuing along the same path.
  • *
  • end: Optional, 0-1 : Final position, default 1 if not specified.
  • *
  • orient: Optional, string : "fixed"/"auto"/"cw"/"ccw"
      *
    • "fixed" forces the object to face down the path all movement (relative to start rotation),
    • *
    • "auto" rotates the object along the path relative to the line.
    • *
    • "cw"/"ccw" force clockwise or counter clockwise rotations including flash like behaviour
    • *
  • *
* Guide objects should not be shared between tweens even if all properties are identical, the library stores * information on these objects in the background and sharing them can cause unexpected behaviour. Values * outside 0-1 range of tweens will be a "best guess" from the appropriate part of the defined curve. * * @class MotionGuidePlugin * @constructor **/ function MotionGuidePlugin() { throw("MotionGuidePlugin cannot be instantiated.") }; // static properties: /** * @property priority * @protected * @static **/ MotionGuidePlugin.priority = 0; // high priority, should run sooner /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotOffS; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotOffE; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotNormS; /** * @property temporary variable storage * @private * @static */ MotionGuidePlugin._rotNormE; // static methods /** * Installs this plugin for use with TweenJS. Call this once after TweenJS is loaded to enable this plugin. * @method install * @static **/ MotionGuidePlugin.install = function() { createjs.Tween.installPlugin(MotionGuidePlugin, ["guide", "x", "y", "rotation"]); return createjs.Tween.IGNORE; }; /** * @method init * @protected * @static **/ MotionGuidePlugin.init = function(tween, prop, value) { var target = tween.target; if(!target.hasOwnProperty("x")){ target.x = 0; } if(!target.hasOwnProperty("y")){ target.y = 0; } if(!target.hasOwnProperty("rotation")){ target.rotation = 0; } if(prop=="rotation"){ tween.__needsRot = true; } return prop=="guide"?null:value; }; /** * @method step * @protected * @static **/ MotionGuidePlugin.step = function(tween, prop, startValue, endValue, injectProps) { // other props if(prop == "rotation"){ tween.__rotGlobalS = startValue; tween.__rotGlobalE = endValue; MotionGuidePlugin.testRotData(tween, injectProps); } if(prop != "guide"){ return endValue; } // guide only information - Start - var temp, data = endValue; if(!data.hasOwnProperty("path")){ data.path = []; } var path = data.path; if(!data.hasOwnProperty("end")){ data.end = 1; } if(!data.hasOwnProperty("start")){ data.start = (startValue&&startValue.hasOwnProperty("end")&&startValue.path===path)?startValue.end:0; } // Figure out subline information if(data.hasOwnProperty("_segments") && data._length){ return endValue; } var l = path.length; var accuracy = 10; // Adjust to improve line following precision but sacrifice performance (# of seg) if(l >= 6 && (l-2) % 4 == 0){ // Enough points && contains correct number per entry ignoring start data._segments = []; data._length = 0; for(var i=2; i 180){ rot -= 360; } else if(rot < -180){ rot += 360; } } else if(data.orient == "cw"){ while(rot < 0){ rot += 360; } if(rot == 0 && rotGlobalD > 0 && rotGlobalD != 180){ rot += 360; } } else if(data.orient == "ccw"){ rot = rotGlobalD - ((rotPathD > 180)?(360-rotPathD):(rotPathD)); // sign flipping on path while(rot > 0){ rot -= 360; } if(rot == 0 && rotGlobalD < 0 && rotGlobalD != -180){ rot -= 360; } } data.rotDelta = rot; data.rotOffS = tween.__rotGlobalS - tween.__rotPathS; // reset tween.__rotGlobalS = tween.__rotGlobalE = tween.__guideData = tween.__needsRot = undefined; }; /** * @method tween * @protected * @static **/ MotionGuidePlugin.tween = function(tween, prop, value, startValues, endValues, ratio, wait, end) { var data = endValues.guide; if(data == undefined || data === startValues.guide){ return value; } if(data.lastRatio != ratio){ // first time through so calculate what I need to var t = ((data.end-data.start)*(wait?data.end:ratio)+data.start); MotionGuidePlugin.calc(data, t, tween.target); switch(data.orient){ case "cw": // mix in the original rotation case "ccw": case "auto": tween.target.rotation += data.rotOffS + data.rotDelta*ratio; break; case "fixed": // follow fixed behaviour to solve potential issues default: tween.target.rotation += data.rotOffS; break; } data.lastRatio = ratio; } if(prop == "rotation" && ((!data.orient) || data.orient == "false")){ return value; } return tween.target[prop]; }; /** * Determine the appropriate x/y/rotation information about a path for a given ratio along the path. * Assumes a path object with all optional parameters specified. * @param data Data object you would pass to the "guide:" property in a Tween * @param ratio 0-1 Distance along path, values outside 0-1 are "best guess" * @param target Object to copy the results onto, will use a new object if not supplied. * @return {Object} The target object or a new object w/ the tweened properties * @static */ MotionGuidePlugin.calc = function(data, ratio, target) { if(data._segments == undefined){ MotionGuidePlugin.validate(data); } if(target == undefined){ target = {x:0, y:0, rotation:0}; } var seg = data._segments; var path = data.path; // find segment var pos = data._length * ratio; var cap = seg.length - 2; var n = 0; while(pos > seg[n] && n < cap){ pos -= seg[n]; n+=2; } // find subline var sublines = seg[n+1]; var i = 0; cap = sublines.length-1; while(pos > sublines[i] && i < cap){ pos -= sublines[i]; i++; } var t = (i/++cap)+(pos/(cap*sublines[i])); // find x/y n = (n*2)+2; var inv = 1 - t; target.x = inv*inv * path[n-2] + 2 * inv * t * path[n+0] + t*t * path[n+2]; target.y = inv*inv * path[n-1] + 2 * inv * t * path[n+1] + t*t * path[n+3]; // orientation if(data.orient){ target.rotation = 57.2957795 * Math.atan2( (path[n+1]-path[n-1])*inv + (path[n+3]-path[n+1])*t, (path[n+0]-path[n-2])*inv + (path[n+2]-path[n+0])*t); } return target; }; createjs.MotionGuidePlugin = MotionGuidePlugin; }()); //############################################################################## // version.js //############################################################################## (function() { "use strict"; /** * Static class holding library specific information such as the version and buildDate of * the library. * @class TweenJS **/ var s = createjs.TweenJS = createjs.TweenJS || {}; /** * The version string for this release. * @property version * @type String * @static **/ s.version = /*=version*/"0.6.0"; // injected by build process /** * The build date for this release in UTC format. * @property buildDate * @type String * @static **/ s.buildDate = /*=date*/"Thu, 11 Dec 2014 23:32:09 GMT"; // injected by build process })();