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__webpack_require__(7);\r\n\tvar RetentionPanel_1 = __webpack_require__(53);\r\n\tif (false) {\r\n\t require('./Utils/PerfDebug/PerfDebug');\r\n\t require('./Utils/PerfDebug/PerfDebugWindow');\r\n\t}\r\n\tvar gameApp;\r\n\tvar GameApp = (function (_super) {\r\n\t __extends(GameApp, _super);\r\n\t function GameApp() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t GameApp.main = function () {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup('Application', 'start main');\r\n\t }\r\n\t var urlInfo = neo_common_2.UriHelper.parseUrl(window.location.href, true, true);\r\n\t if (urlInfo['query']['lang'] != null) {\r\n\t GameApp.language = urlInfo['query']['lang'];\r\n\t }\r\n\t RetentionPanel_1.RetentionPanel.initialize();\r\n\t gameApp = new GameApp();\r\n\t gameApp.load();\r\n\t };\r\n\t Object.defineProperty(GameApp, \"gameClient\", {\r\n\t get: function () {\r\n\t return gameApp._gameClient;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t GameApp.exit = function () {\r\n\t neo_games_1.Platforms.Platforms.gameClosing();\r\n\t if (AppContext_1.AppContext.gameConfiguration.ExitUrl != '') {\r\n\t neo_games_1.Platforms.Platforms.userAction('exit', { 'url': AppContext_1.AppContext.gameConfiguration.ExitUrl });\r\n\t }\r\n\t return gameApp.exit();\r\n\t };\r\n\t GameApp.history = function () {\r\n\t return gameApp.history();\r\n\t };\r\n\t GameApp.continue = function () {\r\n\t return gameApp.continue();\r\n\t };\r\n\t GameApp.closeRealityCheck = function () {\r\n\t return gameApp.closeRealityCheck();\r\n\t };\r\n\t GameApp.prototype.createGameClient = function (options) {\r\n\t var gameClient = new neo_games_1.Communication.Game.GameClient(GameApp.key, options);\r\n\t FreeRoundBonus_1.FreeRoundBonus.initialize(gameClient);\r\n\t return gameClient;\r\n\t };\r\n\t GameApp.prototype.pauseAnimations = function () {\r\n\t StageController_1.StageController.pauseAnimations();\r\n\t };\r\n\t GameApp.prototype.resumeAnimations = function () {\r\n\t StageController_1.StageController.resumeAnimations();\r\n\t };\r\n\t GameApp.prototype.createPreloaderProvider = function () {\r\n\t return new PreloaderProvider_1.PreloaderProvider();\r\n\t };\r\n\t GameApp.prototype.createGameDefinition = function (definition) {\r\n\t return new GameDefinition_1.GameDefinition(definition);\r\n\t };\r\n\t GameApp.prototype.createGameConfiguration = function (configuration) {\r\n\t return new GameConfiguration_1.GameConfiguration(configuration);\r\n\t };\r\n\t GameApp.prototype.createAppContext = function () {\r\n\t return new AppContext_1.AppContext(this.gameConfiguration, this.gameDefinition);\r\n\t };\r\n\t GameApp.prototype.createClientHostConsumer = function () {\r\n\t return new ClientHostConsumer_1.GameClientHostConsumer(this);\r\n\t };\r\n\t GameApp.prototype.requireStrings = function () {\r\n\t __webpack_require__(4);\r\n\t };\r\n\t GameApp.prototype.createStage = function (quality, size) {\r\n\t var color = 0x000000;\r\n\t StageController_1.StageController.createStage(size.width, size.height, color, 'canvas');\r\n\t };\r\n\t GameApp.prototype.initClientHost = function () {\r\n\t PlatformsManager_1.PlatformsManager.create();\r\n\t return Promise.resolve();\r\n\t };\r\n\t GameApp.prototype.parseLoadResult = function (loadResult) {\r\n\t var result = null;\r\n\t if (loadResult != null) {\r\n\t if (loadResult.status == neo_games_1.GameEngine.Types.AppLoadStatus.Failure) {\r\n\t if (loadResult.error != null) {\r\n\t result = {\r\n\t message: loadResult.error.message,\r\n\t stack: loadResult.error.stack\r\n\t };\r\n\t }\r\n\t }\r\n\t }\r\n\t return result;\r\n\t };\r\n\t GameApp.prototype.finalizeLoad = function () {\r\n\t if (this.loadingSucceed) {\r\n\t if (AppContext_1.AppContext != null && AppContext_1.AppContext.current != null) {\r\n\t var volume = AppContext_1.AppContext.current.getVolume();\r\n\t if (!neo_common_1.Utils.isNullOrUndefined(volume)) {\r\n\t if (!neo_common_1.Utils.isNullOrUndefined(volume.CurrentStepNo)) {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup(this.loggerGroup, \"Updating sound volume by step \" + volume.CurrentStepNo + \".\");\r\n\t }\r\n\t HtmlController_1.HtmlController.setSound(volume.CurrentStepNo);\r\n\t }\r\n\t else {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup(this.loggerGroup, \"client host does not return valid value for volume 'CurrentStepNo'!\");\r\n\t }\r\n\t }\r\n\t }\r\n\t else {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup(this.loggerGroup, \"client host does not returns volume data, sound volume was not updated.\");\r\n\t }\r\n\t }\r\n\t Scaling_1.Scaling.resizeRoot();\r\n\t }\r\n\t var versionBuild = '';\r\n\t if (false) {\r\n\t var versionBuildValues = neo_common_1.Preloader.getVersionBuild().split('_');\r\n\t versionBuild = neo_common_1.Utils.valueOrDefault(versionBuildValues && versionBuildValues.length > 0\r\n\t ? versionBuildValues[versionBuildValues.length - 1]\r\n\t : '', '');\r\n\t }\r\n\t DataManager_1.DataManager.updateGameDataFromModule(GameData_1.GameData.DataBuildVersion, versionBuild);\r\n\t DataManager_1.DataManager.configureGameData();\r\n\t if (neo_games_1.Platforms.Platforms.canPlay) {\r\n\t GameManager_1.GameManager.startGame(this._gameClient, this);\r\n\t neo_games_1.Platforms.Platforms.gameReady();\r\n\t }\r\n\t else {\r\n\t var loadingScreen = document.getElementById('loading');\r\n\t var element = document.getElementById('progressNumber');\r\n\t if (loadingScreen != null) {\r\n\t loadingScreen.classList.add('_error');\r\n\t }\r\n\t if (element != null) {\r\n\t element.innerHTML = Strings_1.Strings.loaded\r\n\t ? Languages_1.Languages.getRid('ERROR_404')\r\n\t : 'Internal error. Please contact support.';\r\n\t GameApp.gameClient.sendPlayerLogError(\"ERROR - Loading game\", this.parseLoadResult(this._loadResult));\r\n\t }\r\n\t }\r\n\t }\r\n\t else {\r\n\t neo_games_1.Platforms.Platforms.gameFailed();\r\n\t window.onblur = null;\r\n\t window.onfocus = null;\r\n\t PIXI.sound.muteAll();\r\n\t var loadingScreen = document.getElementById('loading');\r\n\t var element = document.getElementById('progressNumber');\r\n\t if (loadingScreen != null) {\r\n\t loadingScreen.classList.add('_error');\r\n\t }\r\n\t if (element != null) {\r\n\t element.innerHTML = Strings_1.Strings.loaded\r\n\t ? Languages_1.Languages.getRid('ERROR_404')\r\n\t : 'Internal error. Please contact support.';\r\n\t GameApp.gameClient.sendPlayerLogError(\"ERROR - Loading game\", this.parseLoadResult(this._loadResult));\r\n\t }\r\n\t if (false) {\r\n\t var err = '';\r\n\t if (!neo_common_1.PreloaderInfo.instance.loadSucceed) {\r\n\t err += ' Preloader does not load successfully!';\r\n\t }\r\n\t neo_common_1.Logger.errorGroup(this.loggerGroup, err);\r\n\t }\r\n\t }\r\n\t if (false) {\r\n\t PerfDebug.setup(StageController_1.StageController.Stage);\r\n\t }\r\n\t };\r\n\t GameApp.openGameRoundHistory = function (isGUI) {\r\n\t if (isGUI === void 0) { isGUI = false; }\r\n\t if (isGUI) {\r\n\t if (!neo_common_2.StringUtils.isNullOrEmpty(AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl) && AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl !== \"\") {\r\n\t if (AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl.toLowerCase() === \"userci_historyurl\" && !neo_common_2.StringUtils.isNullOrEmpty(AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl)) {\r\n\t neo_games_1.Platforms.Platforms.gotoHistory({ target: AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl });\r\n\t if (neo_games_1.Platforms.Platforms.handleOpenHistoryPage) {\r\n\t return;\r\n\t }\r\n\t window.open(AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl, '_blank');\r\n\t }\r\n\t else if (AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl.toLowerCase() === \"userci_historyurl\" && neo_common_2.StringUtils.isNullOrEmpty(AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl)) {\r\n\t GameApp.openGameRoundHistoryHome();\r\n\t }\r\n\t else {\r\n\t neo_games_1.Platforms.Platforms.gotoHistory({ target: AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl });\r\n\t if (neo_games_1.Platforms.Platforms.handleOpenHistoryPage) {\r\n\t return;\r\n\t }\r\n\t window.open(AppContext_1.AppContext.gameConfiguration.GUIHistoryUrl, '_blank');\r\n\t }\r\n\t }\r\n\t else {\r\n\t GameApp.openGameRoundHistoryHome();\r\n\t }\r\n\t }\r\n\t else {\r\n\t GameApp.openGameRoundHistoryHome();\r\n\t }\r\n\t };\r\n\t GameApp.openGameRoundHistoryHome = function () {\r\n\t var gameKey = neo_common_2.UriHelper.getGameKey();\r\n\t var urlInfo = neo_common_2.UriHelper.parseUrl(window.location.href, true, true);\r\n\t var timeZoneOffset = new Date().getTimezoneOffset();\r\n\t if (gameKey != null && urlInfo != null && urlInfo['query']['serverUrl'] && urlInfo['hash']) {\r\n\t var serverUrl = urlInfo['query']['serverUrl'];\r\n\t var token = urlInfo['hash'].substring(1);\r\n\t var lang = urlInfo['query']['lang'] ? urlInfo['query']['lang'] : GameApp.language;\r\n\t var historyUrl = serverUrl + 'GameRounds/' + GameApp.key + '?culture=' + lang + '&tzo=' + timeZoneOffset + '&' + token;\r\n\t neo_games_1.Platforms.Platforms.gotoHistory({ target: historyUrl });\r\n\t if (neo_games_1.Platforms.Platforms.handleOpenHistoryPage) {\r\n\t return;\r\n\t }\r\n\t window.open(historyUrl, '_blank');\r\n\t }\r\n\t };\r\n\t GameApp.openGameRoundHistoryFromUrl = function () {\r\n\t if (!neo_common_2.StringUtils.isNullOrEmpty(AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl)) {\r\n\t neo_games_1.Platforms.Platforms.gotoHistory({ target: AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl });\r\n\t if (neo_games_1.Platforms.Platforms.handleOpenHistoryPage) {\r\n\t return;\r\n\t }\r\n\t window.open(AppContext_1.AppContext.gameConfiguration.RCIHistoryUrl, '_blank');\r\n\t }\r\n\t else if (!neo_common_2.StringUtils.isNullOrEmpty(AppContext_1.AppContext.gameConfiguration.HistoryUrl)) {\r\n\t neo_games_1.Platforms.Platforms.gotoHistory({ target: AppContext_1.AppContext.gameConfiguration.HistoryUrl });\r\n\t if (neo_games_1.Platforms.Platforms.handleOpenHistoryPage) {\r\n\t return;\r\n\t }\r\n\t window.open(AppContext_1.AppContext.gameConfiguration.HistoryUrl, '_blank');\r\n\t }\r\n\t };\r\n\t GameApp.prototype.beforeExit = function () {\r\n\t return this._gameClient.leaveGame();\r\n\t };\r\n\t GameApp.prototype.handleStringsLoadCompleted = function (lang) {\r\n\t if (HtmlController_1.HtmlController.RidElements != null && HtmlController_1.HtmlController.RidElements.length > 0) {\r\n\t for (var i = 0; i < HtmlController_1.HtmlController.RidElements.length; i++) {\r\n\t HtmlController_1.HtmlController.RidElements[i].updateText();\r\n\t }\r\n\t }\r\n\t var languageElements = document.querySelectorAll('[language]');\r\n\t for (var i = 0; i < languageElements.length; i++) {\r\n\t languageElements[i].setAttribute('language', lang);\r\n\t }\r\n\t };\r\n\t GameApp.language = 'en-US';\r\n\t GameApp.key = 'JokerFruits81';\r\n\t return GameApp;\r\n\t}(neo_games_1.GameEngine.GameAppBase));\r\n\texports.GameApp = GameApp;\r\n\tGameApp.main();\r\n\n\n/***/ },\n/* 2 */\n/***/ function(module, exports) {\n\n\t(function() { module.exports = this[\"NeoCommon\"]; }());\n\n/***/ },\n/* 3 */\n/***/ function(module, exports) {\n\n\t(function() { module.exports = this[\"NeoGames\"]; }());\n\n/***/ },\n/* 4 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar AppContext_1 = __webpack_require__(5);\r\n\tfunction checkInitialized() {\r\n\t neo_common_1.StringsFactory.checkInitialized();\r\n\t}\r\n\tvar Strings = (function () {\r\n\t function Strings(json) {\r\n\t neo_common_1.ArgValidator.ensureIsNotNullOrUndefined(json, \"json\");\r\n\t Strings._json = json;\r\n\t }\r\n\t Object.defineProperty(Strings, \"loaded\", {\r\n\t get: function () {\r\n\t return !neo_common_1.Utils.isNullOrUndefined(Strings._json);\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Strings.get = function (key) {\r\n\t return Strings._json && Strings._json.hasOwnProperty(key) ? Strings._json[key] : \"@@\" + key + \"@@\";\r\n\t };\r\n\t Strings.getWithValues = function (key) {\r\n\t var tmpl = [];\r\n\t for (var _i = 1; _i < arguments.length; _i++) {\r\n\t tmpl[_i - 1] = arguments[_i];\r\n\t }\r\n\t if (Strings._json && Strings._json.hasOwnProperty(key)) {\r\n\t var value = Strings._json[key];\r\n\t var regexFormat = /(\\%m|\\%s)/gm;\r\n\t var matchCnt = 0;\r\n\t while (regexFormat.exec(value)) {\r\n\t matchCnt++;\r\n\t }\r\n\t var args = tmpl;\r\n\t if (matchCnt !== args.length) {\r\n\t throw \"Provided argument count (\" + args.length + \") does not match required string params count (\" + matchCnt + \")\";\r\n\t }\r\n\t var idx = -1;\r\n\t return value.replace(regexFormat, function (match) {\r\n\t var val = args[++idx];\r\n\t if (neo_common_1.StringUtils.equals(match, '%m', true)) {\r\n\t val = neo_common_1.NumberUtils.valueToNumber(val, AppContext_1.AppContext.gameConfiguration.UseCoins ? 0 : AppContext_1.AppContext.gameConfiguration.ShowDecimalPlaces);\r\n\t }\r\n\t else if (!neo_common_1.StringUtils.equals(match, '%s', true)) {\r\n\t throw \"Unknown formatter \\\"\" + match + \" !\\\"\";\r\n\t }\r\n\t return val;\r\n\t });\r\n\t }\r\n\t return \"@@\" + key + \"@@\";\r\n\t };\r\n\t return Strings;\r\n\t}());\r\n\texports.Strings = Strings;\r\n\twindow['Strings'] = Strings;\r\n\n\n/***/ },\n/* 5 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar neo_games_1 = __webpack_require__(3);\r\n\tvar GameApp_1 = __webpack_require__(1);\r\n\tvar AppContext = (function (_super) {\r\n\t __extends(AppContext, _super);\r\n\t function AppContext(gameConfiguration, gameDefinition) {\r\n\t _super.call(this, gameConfiguration, gameDefinition, GameApp_1.GameApp.key);\r\n\t AppContext._current = this;\r\n\t }\r\n\t Object.defineProperty(AppContext, \"current\", {\r\n\t get: function () {\r\n\t return AppContext._current;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(AppContext, \"gameConfiguration\", {\r\n\t get: function () {\r\n\t return AppContext._current == null ? null : AppContext._current.gameConfiguration;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(AppContext, \"gameDefinition\", {\r\n\t get: function () {\r\n\t return AppContext._current.gameDefinition;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(AppContext, \"clientHost\", {\r\n\t get: function () {\r\n\t return AppContext._current.clientHost;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t AppContext.prototype.setHideAmounts = function (hideAmounts) {\r\n\t if (AppContext.clientHost != null) {\r\n\t AppContext.clientHost.updateSharedSetting('HideAmounts', hideAmounts.toString());\r\n\t }\r\n\t };\r\n\t AppContext.prototype.getHideAmounts = function () {\r\n\t if (AppContext.clientHost != null) {\r\n\t if (AppContext.gameConfiguration.HideAmountsEnabled) {\r\n\t var hideAmounts = AppContext.clientHost.getSharedSetting('HideAmounts');\r\n\t if (!neo_common_1.Utils.isNullOrUndefined(hideAmounts)) {\r\n\t return neo_common_1.StringUtils.parseBoolean(hideAmounts);\r\n\t }\r\n\t }\r\n\t }\r\n\t return false;\r\n\t };\r\n\t AppContext._current = null;\r\n\t return AppContext;\r\n\t}(neo_games_1.GameEngine.AppContextBase));\r\n\texports.AppContext = AppContext;\r\n\n\n/***/ },\n/* 6 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar Scaling_1 = __webpack_require__(7);\r\n\tvar AppContext_1 = __webpack_require__(5);\r\n\tvar ModuleManager_1 = __webpack_require__(45);\r\n\tvar neo_games_1 = __webpack_require__(3);\r\n\tvar GameManager_1 = __webpack_require__(43);\r\n\tvar Focus_1 = __webpack_require__(74);\r\n\tvar Languages_1 = __webpack_require__(38);\r\n\tvar Pool_1 = __webpack_require__(34);\r\n\tvar PageVisibilityHandler_1 = __webpack_require__(63);\r\n\tvar DataManager_1 = __webpack_require__(42);\r\n\tvar HtmlController_1 = __webpack_require__(60);\r\n\tvar ResetCssAnimations_1 = __webpack_require__(75);\r\n\tvar CustomEase_1 = __webpack_require__(17);\r\n\tvar StageController = (function () {\r\n\t function StageController() {\r\n\t }\r\n\t StageController.pauseAnimations = function () {\r\n\t if (false) {\r\n\t StageController._pauseAnimations = true;\r\n\t neo_common_1.Logger.debugGroup('StageController', 'Animations was paused');\r\n\t }\r\n\t };\r\n\t StageController.resumeAnimations = function () {\r\n\t if (false) {\r\n\t if (StageController._pauseAnimations) {\r\n\t StageController._pauseAnimations = false;\r\n\t StageController.redrawStage();\r\n\t neo_common_1.Logger.debugGroup('StageController', 'Animations was resumed');\r\n\t }\r\n\t }\r\n\t };\r\n\t Object.defineProperty(StageController, \"textureManager\", {\r\n\t get: function () {\r\n\t return StageController.Renderer.textureManager;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t StageController.updateTexture = function (texture) {\r\n\t return this._noWebGL ? null : StageController.Renderer.textureManager.updateTexture(texture);\r\n\t };\r\n\t StageController.getTextureByResourceId = function (id) {\r\n\t var texture = PIXI.utils.TextureCache[id];\r\n\t var resourcePath = '';\r\n\t if (neo_common_1.Utils.isNullOrUndefined(texture)) {\r\n\t resourcePath = neo_common_1.PreloaderInfo.instance.getResourcePathById(id);\r\n\t if (resourcePath) {\r\n\t texture = PIXI.utils.TextureCache[resourcePath];\r\n\t if (neo_common_1.Utils.isNullOrUndefined(texture)) {\r\n\t neo_common_1.Logger.errorGroup('StageController', \"Could not find texture by id '\" + id + \"' (resourcePath: \" + resourcePath + \")\");\r\n\t }\r\n\t }\r\n\t else {\r\n\t neo_common_1.Logger.errorGroup('StageController', \"Could not find resource path for id '\" + id + \"' !\");\r\n\t }\r\n\t }\r\n\t return texture;\r\n\t };\r\n\t StageController.handleLostWebGLContext = function () {\r\n\t if (StageController._contextLost) {\r\n\t return;\r\n\t }\r\n\t DataManager_1.DataManager.Autoplay = false;\r\n\t PageVisibilityHandler_1.PageVisibilityHandler.Enabled = false;\r\n\t PageVisibilityHandler_1.PageVisibilityHandler.pauseAll();\r\n\t HtmlController_1.HtmlController.dispatchActionAllowed = false;\r\n\t var modules = neo_games_1.Communication.Game.GameModules;\r\n\t for (var key in modules) {\r\n\t if (modules.hasOwnProperty(key)) {\r\n\t ModuleManager_1.ModuleManager.disableChannelModule(modules[key]);\r\n\t }\r\n\t }\r\n\t GameManager_1.GameManager.gameClient.sendPlayerLogError(\"ERROR - WebGL\");\r\n\t AppContext_1.AppContext.current.showDialog(Languages_1.Languages.getRid('ERROR_WEBGL'), false, '', '', '', { special: true });\r\n\t StageController._contextLost = true;\r\n\t };\r\n\t StageController.createStage = function (width, height, color, canvasId) {\r\n\t CustomEase_1.CustomEase.createCustomEasing();\r\n\t StageController.Width = width;\r\n\t StageController.Height = height;\r\n\t var canvas = document.getElementById(canvasId);\r\n\t var loading = document.getElementById('loading');\r\n\t var rendererOptions = { view: canvas, roundPixels: false };\r\n\t rendererOptions.backgroundColor = color;\r\n\t this.Renderer = PIXI.autoDetectRenderer(width, height, rendererOptions, this._noWebGL);\r\n\t if (StageController.Renderer instanceof PIXI.CanvasRenderer) {\r\n\t StageController._noWebGL = true;\r\n\t }\r\n\t PIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO;\r\n\t document.body.appendChild(this.Renderer.view);\r\n\t this.Stage = new PIXI.Container();\r\n\t Scaling_1.Scaling.scale();\r\n\t Focus_1.Focus.focus();\r\n\t PageVisibilityHandler_1.PageVisibilityHandler.handle();\r\n\t ResetCssAnimations_1.ResetCssAnimations.handle();\r\n\t loading.style.display = 'block';\r\n\t canvas.style.display = 'none';\r\n\t canvas.addEventListener('webglcontextlost', StageController.handleLostWebGLContext);\r\n\t window['__PIXI_STAGE__'] = this.Stage;\r\n\t window['__PIXI_RENDERER__'] = this.Renderer;\r\n\t this.redrawStage();\r\n\t };\r\n\t StageController.addChild = function (element) {\r\n\t this.Stage.addChild(element);\r\n\t };\r\n\t StageController.redrawStage = function () {\r\n\t if (StageController._pauseAnimations) {\r\n\t return;\r\n\t }\r\n\t Pool_1.AnimationFramePool.draw();\r\n\t if (StageController.baseStage && StageController.baseStageContainer != null && StageController.freespinStage && StageController.freespinsStageContainer != null) {\r\n\t StageController.Renderer.render(StageController.Stage);\r\n\t }\r\n\t else if (StageController.baseStage && StageController.baseStageContainer != null) {\r\n\t StageController.Renderer.render(StageController.baseStageContainer);\r\n\t }\r\n\t else if (StageController.freespinStage && StageController.freespinsStageContainer != null) {\r\n\t StageController.Renderer.render(StageController.freespinsStageContainer);\r\n\t }\r\n\t else {\r\n\t StageController.Renderer.render(StageController.Stage);\r\n\t }\r\n\t requestAnimationFrame(StageController.redrawStage);\r\n\t };\r\n\t StageController.log = function (s) {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup('StageController', s);\r\n\t }\r\n\t };\r\n\t StageController.UpdatedTextures = {};\r\n\t StageController.FPS = 60;\r\n\t StageController.baseStage = false;\r\n\t StageController.freespinStage = false;\r\n\t StageController._noWebGL = false;\r\n\t StageController._pauseAnimations = false;\r\n\t StageController._contextLost = false;\r\n\t return StageController;\r\n\t}());\r\n\texports.StageController = StageController;\r\n\n\n/***/ },\n/* 7 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar neo_games_1 = __webpack_require__(3);\r\n\tvar StageController_1 = __webpack_require__(6);\r\n\tvar AppContext_1 = __webpack_require__(5);\r\n\tvar FrameTimer_1 = __webpack_require__(8);\r\n\tvar Jackpot_1 = __webpack_require__(36);\r\n\tvar EventEmitter = PIXI.utils.EventEmitter;\r\n\tvar Scaling = (function () {\r\n\t function Scaling() {\r\n\t }\r\n\t Scaling.scale = function () {\r\n\t Scaling.Root = document.getElementById('root');\r\n\t Scaling.Screen = document.getElementById('screen');\r\n\t Scaling.IsIOs = /iPad|iPhone|iPod|MacIntel/.test(navigator.platform);\r\n\t Scaling.IsIOsTablet = /iPad/.test(navigator.platform);\r\n\t Scaling.IsIOsWebview = Scaling.IsIOs && window.indexedDB !== null;\r\n\t Scaling.IOsResizeTimer = FrameTimer_1.CreateFrameTimer('scalingTimer');\r\n\t Scaling.IOsResizeTimer.on(FrameTimer_1.FrameTimerEvents.Complete, Scaling.resizeRoot.bind(this, true));\r\n\t Scaling.Emitter = new EventEmitter();\r\n\t Scaling.resizeRoot();\r\n\t window.onresize = Scaling.onResizeRoot;\r\n\t if (Scaling.isSafari()) {\r\n\t document.body.classList.add(\"safari\");\r\n\t }\r\n\t if (Scaling.isIosChrome()) {\r\n\t document.body.classList.add(\"iOsChrome\");\r\n\t }\r\n\t if (Scaling.IsIOs) {\r\n\t Scaling.setupIOs();\r\n\t }\r\n\t document.addEventListener('touchend', function (event) {\r\n\t if (AppContext_1.AppContext.gameDefinition.ClientHostType !== 'Mobile') {\r\n\t return;\r\n\t }\r\n\t var diff = event.timeStamp - Scaling.lastTouch;\r\n\t Scaling.lastTouch = event.timeStamp;\r\n\t if (!diff || diff > 400) {\r\n\t return;\r\n\t }\r\n\t event.preventDefault();\r\n\t event.stopPropagation();\r\n\t var evt = new MouseEvent(\"click\");\r\n\t event.target.dispatchEvent(evt);\r\n\t }, false);\r\n\t };\r\n\t Scaling.onResizeRoot = function () {\r\n\t Scaling.resizeRoot();\r\n\t if (Scaling.IsIOsWebview) {\r\n\t setTimeout(function () { return Scaling.resizeRoot(); }, 500);\r\n\t }\r\n\t };\r\n\t Scaling.resizeRoot = function (delayed, preventEmitEvent) {\r\n\t if (delayed === void 0) { delayed = false; }\r\n\t if (preventEmitEvent === void 0) { preventEmitEvent = true; }\r\n\t if (!delayed && Scaling.IsIOs && Scaling.IOsResizeTimer && (Scaling.inIframe() || Scaling.isIosChrome())) {\r\n\t Scaling.IOsResizeTimer.stop();\r\n\t Scaling.IOsResizeTimer.start(Scaling.IOsResizeDelay);\r\n\t }\r\n\t document.body.style.overflow = 'hidden';\r\n\t neo_games_1.Plugins.StatusBar.updateHeight();\r\n\t var sab = parseInt(getComputedStyle(document.documentElement).getPropertyValue(\"--sab\") || \"0\");\r\n\t var innerHeight = window.innerHeight + neo_games_1.Plugins.StatusBar.StatusBarHeight - sab;\r\n\t var innerWidth = window.innerWidth + neo_games_1.Plugins.StatusBar.StatusBarWidth;\r\n\t if (Scaling.IsIOs && neo_games_1.Plugins.StatusBar.StatusBarHeight != 0) {\r\n\t document.documentElement.style.width = sab > 0 ? window.innerWidth + 'px' : '';\r\n\t document.documentElement.style.height = sab > 0 ? window.innerHeight - sab + 'px' : '';\r\n\t document.documentElement.style.overflow = sab > 0 ? 'visible' : '';\r\n\t }\r\n\t var ratioWidth = (innerWidth / (StageController_1.StageController.Width + Scaling.LeftPanelWidth));\r\n\t var ratioHeight = (innerHeight / (StageController_1.StageController.Height + Jackpot_1.Jackpot.Height));\r\n\t var top = -((StageController_1.StageController.Height + Jackpot_1.Jackpot.Height) - innerHeight) / 2;\r\n\t var left = -(StageController_1.StageController.Width - innerWidth) / 2;\r\n\t if (ratioWidth < ratioHeight) {\r\n\t Scaling.Root.style.transform = 'scale(' + ratioWidth + ')';\r\n\t left += ((Scaling.LeftPanelWidth / 2) * ratioWidth);\r\n\t }\r\n\t else {\r\n\t Scaling.Root.style.transform = 'scale(' + ratioHeight + ')';\r\n\t left += ((Scaling.LeftPanelWidth / 2) * ratioHeight);\r\n\t }\r\n\t Scaling.Root.style.top = top.toString() + 'px';\r\n\t Scaling.Root.style.left = left.toString() + 'px';\r\n\t var enabledPortrait = true;\r\n\t if (AppContext_1.AppContext != null && AppContext_1.AppContext.current != null) {\r\n\t enabledPortrait = AppContext_1.AppContext.gameConfiguration.UsePortraitMode;\r\n\t if (Scaling.IsIOsTablet) {\r\n\t enabledPortrait = false;\r\n\t }\r\n\t if (!enabledPortrait) {\r\n\t document.body.classList.remove(\"portrait\", \"mobile-xs\", \"tablet\", \"tablet-xs\");\r\n\t Scaling.Root.style.height = (StageController_1.StageController.Height + Jackpot_1.Jackpot.Height) + \"px\";\r\n\t }\r\n\t }\r\n\t if (enabledPortrait && window[\"CHANNEL\"] === 'mobile') {\r\n\t var portraitRatio = innerWidth / innerHeight;\r\n\t if (innerHeight > innerWidth && portraitRatio < Scaling.PortraitRatio) {\r\n\t document.body.classList.add(\"portrait\");\r\n\t document.body.classList.remove(\"mobile-xs\", \"tablet\", \"tablet-xs\");\r\n\t if (portraitRatio > Scaling.PortraitMobileRatio && portraitRatio < Scaling.PortraitRatio) {\r\n\t document.body.classList.add(\"tablet\");\r\n\t if (portraitRatio > 0.85) {\r\n\t document.body.classList.add(\"tablet-xs\");\r\n\t }\r\n\t }\r\n\t else {\r\n\t if (portraitRatio > 0.61) {\r\n\t document.body.classList.add(\"mobile-xs\");\r\n\t }\r\n\t }\r\n\t ratioWidth = (innerWidth / StageController_1.StageController.Height);\r\n\t left = -(StageController_1.StageController.Height - innerWidth) / 2;\r\n\t Scaling.Root.style.transform = 'scale(' + ratioWidth + ')';\r\n\t Scaling.Root.style.top = '0';\r\n\t Scaling.Root.style.left = left.toString() + 'px';\r\n\t Scaling.Root.style.height = (StageController_1.StageController.Height / innerWidth) * innerHeight + \"px\";\r\n\t }\r\n\t else {\r\n\t document.body.classList.remove(\"portrait\", \"tablet\");\r\n\t Scaling.Root.style.height = (StageController_1.StageController.Height + Jackpot_1.Jackpot.Height) + \"px\";\r\n\t }\r\n\t if (document.body.classList.contains(\"portrait\")) {\r\n\t Scaling.Root.classList.remove(\"gameShadow\");\r\n\t Scaling.Screen.classList.add(\"gameShadow\");\r\n\t if (portraitRatio < 0.68) {\r\n\t Scaling.resizeCallbacks.forEach(function (callback) { callback(\"extended\"); });\r\n\t document.body.classList.add(\"extendPortrait\");\r\n\t }\r\n\t else {\r\n\t Scaling.resizeCallbacks.forEach(function (callback) { callback(\"portrait\"); });\r\n\t document.body.classList.remove(\"extendPortrait\");\r\n\t }\r\n\t }\r\n\t else {\r\n\t Scaling.Root.classList.add(\"gameShadow\");\r\n\t Scaling.Screen.classList.remove(\"gameShadow\");\r\n\t Scaling.resizeCallbacks.forEach(function (callback) { callback(\"landscape\"); });\r\n\t document.body.classList.remove(\"extendPortrait\");\r\n\t }\r\n\t }\r\n\t else {\r\n\t Scaling.Root.style.height = (StageController_1.StageController.Height + Jackpot_1.Jackpot.Height) + \"px\";\r\n\t Scaling.Root.classList.add(\"gameShadow\");\r\n\t }\r\n\t if (document.documentElement.scrollTop != 0) {\r\n\t document.documentElement.scrollTop = 0;\r\n\t }\r\n\t document.body.style.overflow = '';\r\n\t if (Scaling.Emitter && preventEmitEvent) {\r\n\t Scaling.Emitter.emit(Scaling.EventResize, Scaling.isPortrait(), innerWidth / (innerHeight - Jackpot_1.Jackpot.Height), innerWidth, innerHeight, ratioWidth, ratioHeight);\r\n\t }\r\n\t };\r\n\t Scaling.setupIOs = function () {\r\n\t document.addEventListener(\"gesturestart\", this.preventPropagation, true);\r\n\t document.addEventListener(\"gesturechange\", this.preventPropagation, true);\r\n\t document.addEventListener(\"gestureend\", this.preventPropagation, true);\r\n\t document.addEventListener(\"touchmove\", this.preventMovePropagation, true);\r\n\t };\r\n\t Scaling.preventPropagation = function (e) {\r\n\t e.stopPropagation();\r\n\t e.preventDefault();\r\n\t };\r\n\t Scaling.preventMovePropagation = function (e) {\r\n\t var target = e.target;\r\n\t while (target) {\r\n\t if (target == document.documentElement) {\r\n\t target = null;\r\n\t }\r\n\t else if (target.classList.contains(\"mask\") || target.classList.contains(\"dialogContent\")) {\r\n\t return;\r\n\t }\r\n\t else {\r\n\t if (target.parentElement != null) {\r\n\t target = target.parentElement;\r\n\t }\r\n\t }\r\n\t }\r\n\t e.stopPropagation();\r\n\t e.preventDefault();\r\n\t };\r\n\t Scaling.isSafari = function () {\r\n\t var ua = navigator.userAgent;\r\n\t var vendor = navigator.vendor;\r\n\t return /Safari/i.test(ua) && /Apple Computer/.test(vendor);\r\n\t };\r\n\t Scaling.isIosChrome = function () {\r\n\t return !!(Scaling.IsIOs && (navigator.userAgent.match('CriOS') || navigator.userAgent.match('FxiOS')));\r\n\t };\r\n\t Scaling.inIframe = function () {\r\n\t try {\r\n\t return window.self !== window.top;\r\n\t }\r\n\t catch (e) {\r\n\t return true;\r\n\t }\r\n\t };\r\n\t Scaling.onLoadComplete = function () {\r\n\t document.body.classList.add('loaded');\r\n\t };\r\n\t Scaling.isPortrait = function () {\r\n\t return document.body.classList.contains('portrait');\r\n\t };\r\n\t Scaling.log = function (s) {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup('Scaling', s);\r\n\t }\r\n\t };\r\n\t Scaling.EventResize = 'eventResize';\r\n\t Scaling.PortraitRatio = 0.9;\r\n\t Scaling.PortraitMobileRatio = 0.72;\r\n\t Scaling.LeftPanelWidth = 0;\r\n\t Scaling.IsIOs = false;\r\n\t Scaling.IsIOsTablet = false;\r\n\t Scaling.IsIOsWebview = false;\r\n\t Scaling.IOsResizeDelay = 60;\r\n\t Scaling.resizeCallbacks = [];\r\n\t Scaling.registerResizeCallback = function (callback) {\r\n\t Scaling.resizeCallbacks.push(callback);\r\n\t };\r\n\t return Scaling;\r\n\t}());\r\n\texports.Scaling = Scaling;\r\n\n\n/***/ },\n/* 8 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar AnimationFrame_1 = __webpack_require__(9);\r\n\tvar FrameTimerPool_1 = __webpack_require__(35);\r\n\texports.FrameTimerEvents = {\r\n\t Progress: 'progress',\r\n\t Complete: 'complete'\r\n\t};\r\n\tvar FrameTimer = (function (_super) {\r\n\t __extends(FrameTimer, _super);\r\n\t function FrameTimer(timerName) {\r\n\t _super.call(this);\r\n\t this._useFrames = false;\r\n\t this._playing = false;\r\n\t this._paused = false;\r\n\t timerName = neo_common_1.Utils.valueOrDefault(timerName, neo_common_1.Utils.generateUuid());\r\n\t this._timerName = \"FrameTimer-\" + timerName;\r\n\t this._uid = \"FrameTimer_\" + timerName + \"_\" + neo_common_1.Utils.generateUuid();\r\n\t this._timerCounter = 0;\r\n\t this._finalTimerCounter = 0;\r\n\t }\r\n\t FrameTimer.prototype.frame_onFrame = function () {\r\n\t if (this._timerCounter === this._finalTimerCounter) {\r\n\t this.stop();\r\n\t this.conclude();\r\n\t }\r\n\t else {\r\n\t this.super2.emit(exports.FrameTimerEvents.Progress);\r\n\t this._timerCounter++;\r\n\t }\r\n\t };\r\n\t Object.defineProperty(FrameTimer.prototype, \"frame_name\", {\r\n\t get: function () {\r\n\t return this._timerName;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t FrameTimer.prototype.start = function (duration) {\r\n\t var _this = this;\r\n\t if (!this._playing) {\r\n\t FrameTimerPool_1.FrameTimerPool.add(this._uid, this);\r\n\t }\r\n\t this._playing = true;\r\n\t if (this._useFrames) {\r\n\t this._timerCounter = 0;\r\n\t this._finalTimerCounter = duration;\r\n\t this.frame_stop();\r\n\t this.count();\r\n\t }\r\n\t else {\r\n\t this._startTime = new Date().getTime();\r\n\t this._finalTimerCounter = duration * 16.7;\r\n\t this._timer = setTimeout(function () { return _this.conclude(); }, this._finalTimerCounter);\r\n\t if (FrameTimerPool_1.FrameTimerPool.paused) {\r\n\t this.pause();\r\n\t }\r\n\t }\r\n\t };\r\n\t FrameTimer.prototype.stop = function () {\r\n\t if (this._playing) {\r\n\t FrameTimerPool_1.FrameTimerPool.remove(this._uid);\r\n\t }\r\n\t this._playing = false;\r\n\t if (this._useFrames) {\r\n\t this.frame_stop();\r\n\t }\r\n\t else {\r\n\t if (this._timer != null) {\r\n\t clearTimeout(this._timer);\r\n\t }\r\n\t }\r\n\t };\r\n\t FrameTimer.prototype.conclude = function () {\r\n\t clearTimeout(this._timer);\r\n\t FrameTimerPool_1.FrameTimerPool.remove(this._uid);\r\n\t this._playing = false;\r\n\t this.super2.emit(exports.FrameTimerEvents.Complete);\r\n\t };\r\n\t FrameTimer.prototype.pause = function () {\r\n\t if (!this._playing || this._paused) {\r\n\t return;\r\n\t }\r\n\t if (this._useFrames) {\r\n\t this.frame_stop();\r\n\t }\r\n\t else {\r\n\t clearTimeout(this._timer);\r\n\t var currentTime = new Date().getTime();\r\n\t this._finalTimerCounter -= (currentTime - this._startTime);\r\n\t }\r\n\t this._paused = true;\r\n\t };\r\n\t FrameTimer.prototype.isPlaying = function () {\r\n\t return this._playing;\r\n\t };\r\n\t FrameTimer.prototype.unpause = function () {\r\n\t var _this = this;\r\n\t if (!this._playing || !this._paused) {\r\n\t return;\r\n\t }\r\n\t if (this._useFrames) {\r\n\t this.count();\r\n\t }\r\n\t else {\r\n\t this._startTime = new Date().getTime();\r\n\t window.clearTimeout(this._timer);\r\n\t this._timer = setTimeout(function () { return _this.conclude(); }, this._finalTimerCounter);\r\n\t }\r\n\t this._paused = false;\r\n\t };\r\n\t FrameTimer.prototype.count = function () {\r\n\t this.frame_start();\r\n\t };\r\n\t FrameTimer.prototype.log = function (s) {\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup('FrameTimer', s);\r\n\t }\r\n\t };\r\n\t return FrameTimer;\r\n\t}(AnimationFrame_1.AnimationFrameEventEmitter));\r\n\texports.FrameTimer = FrameTimer;\r\n\texports.CreateFrameTimer = function (timerName) {\r\n\t return new FrameTimer(timerName);\r\n\t};\r\n\n\n/***/ },\n/* 9 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar Types_1 = __webpack_require__(10);\r\n\tvar Pool_1 = __webpack_require__(34);\r\n\tfunction AnimationFrameClass(Superclass) {\r\n\t var sc = (Superclass || Object);\r\n\t return (function (_super) {\r\n\t __extends(AnimationFrame, _super);\r\n\t function AnimationFrame() {\r\n\t _super.call(this);\r\n\t this._frame_stopped = true;\r\n\t this._frame_starting = null;\r\n\t this._frame_stopping = null;\r\n\t this._frame_uid = null;\r\n\t this.frame_draw = this.frame_draw.bind(this);\r\n\t }\r\n\t AnimationFrame.prototype.frame_onFrame = function () {\r\n\t throw new Error(\"method \\\"frame_onFrame\\\" is not implemented!\");\r\n\t };\r\n\t Object.defineProperty(AnimationFrame.prototype, \"frame_name\", {\r\n\t get: function () {\r\n\t throw new Error(\"property \\\"frame_name\\\" is not implemented!\");\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(AnimationFrame.prototype, \"isFrameStopped\", {\r\n\t get: function () {\r\n\t return this._frame_stopped;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(AnimationFrame.prototype, \"frame_uid\", {\r\n\t get: function () {\r\n\t if (this._frame_uid === null) {\r\n\t this._frame_uid = this.frame_name + neo_common_1.Utils.generateUuid();\r\n\t }\r\n\t return this._frame_uid;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t AnimationFrame.prototype.frame_draw = function () {\r\n\t if (this._frame_stopped) {\r\n\t return;\r\n\t }\r\n\t this.frame_onFrame();\r\n\t };\r\n\t AnimationFrame.prototype.frame_log = function (msg, isError) {\r\n\t isError = neo_common_1.Utils.valueOrDefault(isError, false);\r\n\t if (false) {\r\n\t neo_common_1.Logger.debugGroup('AnimationFrame', (\"[\" + this.frame_name + \"-AnimationFrame] \") + msg);\r\n\t }\r\n\t if (isError) {\r\n\t neo_common_1.Logger.errorGroup('AnimationFrame', (\"[\" + this.frame_name + \"-AnimationFrame] \") + msg);\r\n\t }\r\n\t };\r\n\t AnimationFrame.prototype.frame_start = function () {\r\n\t if (!this._frame_stopped) {\r\n\t return;\r\n\t }\r\n\t if (this._frame_starting) {\r\n\t return;\r\n\t }\r\n\t this._frame_starting = true;\r\n\t try {\r\n\t if (Pool_1.AnimationFramePool.registerFrame(this)) {\r\n\t this._frame_stopped = false;\r\n\t }\r\n\t else {\r\n\t this.frame_log('failed to start (already registered in stage pool!)', true);\r\n\t }\r\n\t }\r\n\t finally {\r\n\t this._frame_starting = null;\r\n\t }\r\n\t this.frame_draw();\r\n\t };\r\n\t AnimationFrame.prototype.frame_stop = function () {\r\n\t if (this._frame_stopped) {\r\n\t return;\r\n\t }\r\n\t if (this._frame_stopping) {\r\n\t return;\r\n\t }\r\n\t this._frame_stopping = true;\r\n\t try {\r\n\t if (Pool_1.AnimationFramePool.unregisterFrame(this)) {\r\n\t this._frame_stopped = true;\r\n\t }\r\n\t else {\r\n\t this.frame_log('failed to stop (not registered in stage pool!)', true);\r\n\t }\r\n\t }\r\n\t finally {\r\n\t this._frame_stopping = null;\r\n\t }\r\n\t };\r\n\t return AnimationFrame;\r\n\t }(sc));\r\n\t}\r\n\texports.AnimationFrameClass = AnimationFrameClass;\r\n\tvar AnimationFrameEventEmitter = (function (_super) {\r\n\t __extends(AnimationFrameEventEmitter, _super);\r\n\t function AnimationFrameEventEmitter() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t Object.defineProperty(AnimationFrameEventEmitter.prototype, \"super2\", {\r\n\t get: function () {\r\n\t return this;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t return AnimationFrameEventEmitter;\r\n\t}(AnimationFrameClass(Types_1.EventEmmiterClass())));\r\n\texports.AnimationFrameEventEmitter = AnimationFrameEventEmitter;\r\n\tvar AnimationFrameBaseElement = (function (_super) {\r\n\t __extends(AnimationFrameBaseElement, _super);\r\n\t function AnimationFrameBaseElement() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t Object.defineProperty(AnimationFrameBaseElement.prototype, \"super2\", {\r\n\t get: function () {\r\n\t return this;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t return AnimationFrameBaseElement;\r\n\t}(AnimationFrameClass(Types_1.BaseElementClass())));\r\n\texports.AnimationFrameBaseElement = AnimationFrameBaseElement;\r\n\n\n/***/ },\n/* 10 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar BaseElement_1 = __webpack_require__(11);\r\n\tfunction EventEmmiterClass() {\r\n\t return (function (_super) {\r\n\t __extends(EventEmmiterDescendant, _super);\r\n\t function EventEmmiterDescendant() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t return EventEmmiterDescendant;\r\n\t }(PIXI.utils.EventEmitter));\r\n\t}\r\n\texports.EventEmmiterClass = EventEmmiterClass;\r\n\tfunction BaseElementClass() {\r\n\t return (function (_super) {\r\n\t __extends(BaseElementDescendant, _super);\r\n\t function BaseElementDescendant() {\r\n\t _super.apply(this, arguments);\r\n\t }\r\n\t return BaseElementDescendant;\r\n\t }(BaseElement_1.BaseElement));\r\n\t}\r\n\texports.BaseElementClass = BaseElementClass;\r\n\n\n/***/ },\n/* 11 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\r\n\t var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n\t if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n\t else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n\t return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n\t};\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar ShapeElement_1 = __webpack_require__(12);\r\n\tvar ComponentTypes_1 = __webpack_require__(13);\r\n\tvar StageController_1 = __webpack_require__(6);\r\n\tvar Tweens_1 = __webpack_require__(14);\r\n\tvar Attributes_1 = __webpack_require__(19);\r\n\tvar PathElement_1 = __webpack_require__(21);\r\n\tvar EllipseElement_1 = __webpack_require__(29);\r\n\tvar PolygonElement_1 = __webpack_require__(30);\r\n\tvar ImageElement_1 = __webpack_require__(31);\r\n\tvar BaseElement = (function (_super) {\r\n\t __extends(BaseElement, _super);\r\n\t function BaseElement() {\r\n\t _super.call(this);\r\n\t this._cloned = false;\r\n\t this.__destroyed = false;\r\n\t this._uid = this.componentName + \"_\" + neo_common_1.Utils.generateUuid();\r\n\t if (false) {\r\n\t if (PERFDEBUG_ENABLED) {\r\n\t this._uid = PerfDebug.generateElementUID(this);\r\n\t PerfDebug.newElement(this, this.getDebugInfo());\r\n\t }\r\n\t }\r\n\t }\r\n\t BaseElement.prototype.getDebugInfo = function () {\r\n\t if (false) {\r\n\t var debugInfoFn = this.debugInfo;\r\n\t return debugInfoFn ? debugInfoFn.call(this) : this.uid + \"\\nName: [\" + this.name + \"]\";\r\n\t }\r\n\t return '';\r\n\t };\r\n\t Object.defineProperty(BaseElement.prototype, \"tweenEngine\", {\r\n\t get: function () {\r\n\t return this._tweenEngine;\r\n\t },\r\n\t set: function (engine) {\r\n\t this._tweenEngine = engine;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(BaseElement.prototype, \"cloned\", {\r\n\t get: function () {\r\n\t return this._cloned;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(BaseElement.prototype, \"destroyed\", {\r\n\t get: function () {\r\n\t return this.__destroyed;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(BaseElement.prototype, \"uid\", {\r\n\t get: function () {\r\n\t return this._uid;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(BaseElement.prototype, \"componentName\", {\r\n\t get: function () {\r\n\t return this.__componentName__;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t BaseElement.prototype.destroy = function (options) {\r\n\t this.assertDestroyed('destroy');\r\n\t if (neo_common_1.Utils.isNullOrUndefined(options)) {\r\n\t options = BaseElement._destroyOptions;\r\n\t }\r\n\t this.internalDestroy(options);\r\n\t if (!neo_common_1.Utils.isNullOrUndefined(this.children)) {\r\n\t _super.prototype.destroy.call(this, options);\r\n\t }\r\n\t if (false) {\r\n\t if (PERFDEBUG_ENABLED) {\r\n\t PerfDebug.destroy(this);\r\n\t }\r\n\t }\r\n\t this.__destroyed = true;\r\n\t };\r\n\t BaseElement.prototype.internalDestroy = function (options) {\r\n\t Tweens_1.Tweens.removeTweens(this);\r\n\t };\r\n\t BaseElement.prototype.clone = function () {\r\n\t throw new Error('Not implemented');\r\n\t };\r\n\t BaseElement.prototype.removeAndDestroyChildren = function () {\r\n\t this._removeAndDestroyChildren();\r\n\t };\r\n\t BaseElement.prototype._removeAndDestroyChildren = function () {\r\n\t this.assertDestroyed('_removeAndDestroyChildren');\r\n\t var destroyOptions = {\r\n\t children: true\r\n\t };\r\n\t if (this.children != null && this.children.length > 0) {\r\n\t for (var i = this.children.length - 1; i >= 0; i--) {\r\n\t if (this.children[i] != null) {\r\n\t this.children[i].destroy(destroyOptions);\r\n\t }\r\n\t }\r\n\t }\r\n\t this.removeChildren();\r\n\t };\r\n\t BaseElement.prototype.assertDestroyed = function (method) {\r\n\t if (false) {\r\n\t if (this.__destroyed) {\r\n\t throw new Error(this.componentName + \"[\" + this.uid + \"] was already destroyed, calling method '\" + method + \"'\");\r\n\t }\r\n\t }\r\n\t };\r\n\t BaseElement.prototype.markAsCloned = function () {\r\n\t this._markAsCloned();\r\n\t };\r\n\t BaseElement.prototype._markAsCloned = function () {\r\n\t this.assertDestroyed('markAsCloned()');\r\n\t this._cloned = true;\r\n\t if (false) {\r\n\t if (PERFDEBUG_ENABLED) {\r\n\t PerfDebug.clone(this);\r\n\t PerfDebug.updateDebugInfo(this, this.getDebugInfo());\r\n\t }\r\n\t }\r\n\t };\r\n\t BaseElement.prototype._create = function (node) {\r\n\t this.createByNode(node);\r\n\t this.updateByNode(node);\r\n\t };\r\n\t BaseElement.prototype.create = function (node) {\r\n\t this._create(node);\r\n\t };\r\n\t BaseElement.prototype.createByNode = function (node) {\r\n\t if (false) {\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.DEBUG) && node.getAttribute(exports.BaseElementAttributes.DEBUG) === 'true') {\r\n\t debugger;\r\n\t }\r\n\t }\r\n\t this.assertDestroyed('_create()');\r\n\t if (this.name == null) {\r\n\t this.name = node.nodeName;\r\n\t }\r\n\t this.alpha = Attributes_1.Attributes.assignFloatAttribute(node, exports.BaseElementAttributes.ALPHA, this.alpha);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.ROTATION)) {\r\n\t var values = node.getAttribute(exports.BaseElementAttributes.ROTATION).split(\";\").map(function (value) { return parseFloat(value); });\r\n\t if (values.length > 1) {\r\n\t this.rotation = this.degrees2radians(values[0] + Math.random() * (values[1] - values[0]));\r\n\t }\r\n\t else {\r\n\t this.rotation = this.degrees2radians(values[0]);\r\n\t }\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.START_ROTATION)) {\r\n\t if (node.getAttribute(exports.BaseElementAttributes.START_ROTATION) === exports.BaseElementAttributes.START_ROTATION) {\r\n\t this.rotation = Math.floor(Math.random() * 360) / 100;\r\n\t }\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SKEW_X)) {\r\n\t this.skew.x = this.degrees2radians(parseFloat(node.getAttribute(exports.BaseElementAttributes.SKEW_X)));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SKEW_Y)) {\r\n\t this.skew.y = this.degrees2radians(parseFloat(node.getAttribute(exports.BaseElementAttributes.SKEW_Y)));\r\n\t }\r\n\t this.scale.x = Attributes_1.Attributes.assignFloatAttribute(node, exports.BaseElementAttributes.SCALE_X, this.scale.x);\r\n\t this.scale.y = Attributes_1.Attributes.assignFloatAttribute(node, exports.BaseElementAttributes.SCALE_Y, this.scale.y);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE)) {\r\n\t this.scale.x = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE));\r\n\t this.scale.y = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE));\r\n\t }\r\n\t this.position.x = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.X, this.position.x);\r\n\t this.position.y = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.Y, this.position.y);\r\n\t this.pivot.x = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.PIVOT_X, this.pivot.x);\r\n\t this.pivot.y = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.PIVOT_Y, this.pivot.y);\r\n\t this.visible = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.VISIBLE, this.visible);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.MASK)) {\r\n\t var next = node.parentElement.firstElementChild;\r\n\t while (next != null) {\r\n\t if (next.nodeName === node.getAttribute(exports.BaseElementAttributes.MASK)) {\r\n\t var sElement = void 0;\r\n\t switch (next.getAttribute(\"Class\")) {\r\n\t case \"EllipseElement\":\r\n\t sElement = new EllipseElement_1.EllipseElement();\r\n\t break;\r\n\t case \"PolygonElement\":\r\n\t sElement = new PolygonElement_1.PolygonElement();\r\n\t break;\r\n\t case \"PathElement\":\r\n\t sElement = new PathElement_1.PathElement();\r\n\t break;\r\n\t case \"ImageElement\":\r\n\t sElement = new ImageElement_1.ImageElement();\r\n\t break;\r\n\t default:\r\n\t sElement = new ShapeElement_1.ShapeElement();\r\n\t break;\r\n\t }\r\n\t sElement.create(next);\r\n\t this.mask = sElement;\r\n\t this.addChild(this.mask);\r\n\t }\r\n\t next = next.nextElementSibling;\r\n\t }\r\n\t if (this.mask == null) {\r\n\t if (false) {\r\n\t this.log('ERROR no element with name: ' + node.getAttribute(exports.BaseElementAttributes.MASK));\r\n\t }\r\n\t }\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK)) {\r\n\t var image = StageController_1.StageController.getTextureByResourceId(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK));\r\n\t if (image != null) {\r\n\t this.maskSprite = new PIXI.Sprite(image);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_X)) {\r\n\t this.maskSprite.position.x = parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_Y)) {\r\n\t this.maskSprite.position.y = parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_Y));\r\n\t }\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_SHOW)) {\r\n\t this.addChild(this.maskSprite);\r\n\t this.mask = this.maskSprite;\r\n\t }\r\n\t this.maskSprite.scale.x = node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE_X) ? parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE_X)) : node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE) ? parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE)) : 1;\r\n\t this.maskSprite.scale.y = node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE_Y) ? parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE_Y)) : node.hasAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE) ? parseFloat(node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK_SCALE)) : 1;\r\n\t }\r\n\t else {\r\n\t if (false) {\r\n\t this.log('ERROR' + this.componentName + ' no image with name for mask: ' + node.getAttribute(exports.BaseElementAttributes.BITMAP_MASK));\r\n\t }\r\n\t }\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.TWEEN_ENGINE)) {\r\n\t this._tweenEngine = node.getAttribute(exports.BaseElementAttributes.TWEEN_ENGINE);\r\n\t }\r\n\t if (false) {\r\n\t if (PERFDEBUG_ENABLED) {\r\n\t PerfDebug.createElement(this, this.getDebugInfo());\r\n\t }\r\n\t }\r\n\t };\r\n\t BaseElement.prototype.updateByNode = function (node) {\r\n\t if (!node) {\r\n\t this.logError('No node specified for element update!');\r\n\t return;\r\n\t }\r\n\t if (false) {\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.DEBUG) && node.getAttribute(exports.BaseElementAttributes.DEBUG) === 'true') {\r\n\t debugger;\r\n\t }\r\n\t }\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.TWEEN_PERSISTENT) || neo_common_1.StringUtils.parseBoolean(node.getAttribute(exports.BaseElementAttributes.TWEEN_PERSISTENT)) != true) {\r\n\t Tweens_1.Tweens.removeTweens(this);\r\n\t }\r\n\t this.visible = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.VISIBLE, this.visible);\r\n\t this.alpha = Attributes_1.Attributes.assignFloatAttribute(node, exports.BaseElementAttributes.ALPHA, this.alpha);\r\n\t this.pivot.x = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.PIVOT_X, this.pivot.x);\r\n\t this.pivot.y = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.PIVOT_Y, this.pivot.y);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.ROTATION)) {\r\n\t this.rotation = this.degrees2radians(parseFloat(node.getAttribute(exports.BaseElementAttributes.ROTATION)));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.START_ROTATION)) {\r\n\t if (node.getAttribute(exports.BaseElementAttributes.START_ROTATION) === exports.BaseElementAttributes.START_ROTATION) {\r\n\t this.rotation = Math.floor(Math.random() * 360) / 100;\r\n\t }\r\n\t }\r\n\t this.position.x = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.X, this.position.x);\r\n\t this.position.y = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.Y, this.position.y);\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SKEW_X)) {\r\n\t this.skew.x = this.degrees2radians(parseFloat(node.getAttribute(exports.BaseElementAttributes.SKEW_X)));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SKEW_Y)) {\r\n\t this.skew.y = this.degrees2radians(parseFloat(node.getAttribute(exports.BaseElementAttributes.SKEW_Y)));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_X)) {\r\n\t this.scale.x = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_Y)) {\r\n\t this.scale.y = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE_Y));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE)) {\r\n\t this.scale.x = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE));\r\n\t this.scale.y = parseFloat(node.getAttribute(exports.BaseElementAttributes.SCALE));\r\n\t }\r\n\t this.runAlphaTween(node);\r\n\t this.runPositionTween(node);\r\n\t this.runRotationTween(node);\r\n\t this.runScaleTween(node);\r\n\t this.runSkewTween(node);\r\n\t this.runTween(node);\r\n\t this.updateByNodeInherited(node);\r\n\t };\r\n\t BaseElement.prototype.updateByNodeInherited = function (node) {\r\n\t };\r\n\t BaseElement.prototype.runAlphaTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.ALPHA_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'alpha');\r\n\t var alphaTween;\r\n\t var alphaTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.ALPHA_TWEEN_POSITION, null);\r\n\t if (alphaTweenPosition == exports.BaseElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ALPHA_TWEEN)).map(function (value) { return value + _this.alpha; });\r\n\t }\r\n\t else if (alphaTweenPosition == exports.BaseElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ALPHA_TWEEN));\r\n\t if (alphaTween.length) {\r\n\t alphaTween[0] = this.alpha;\r\n\t }\r\n\t }\r\n\t else {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ALPHA_TWEEN));\r\n\t }\r\n\t var alphas = alphaTween || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.ALPHA_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.ALPHA_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.ALPHA_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(exports.BaseElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.ALPHA_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(exports.BaseElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.alphaTween(this, { alphas: alphas, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t BaseElement.prototype.runPositionTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X) && !node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'position');\r\n\t var positionTweenX;\r\n\t var positionTweenY;\r\n\t var positionTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_POSITION, null);\r\n\t if (positionTweenPosition == exports.BaseElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X)) {\r\n\t positionTweenX = [];\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)).map(function (value) {\r\n\t positionTweenX.push(_this.position.x);\r\n\t return value + _this.position.y;\r\n\t });\r\n\t }\r\n\t else if (!node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)) {\r\n\t positionTweenY = [];\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X)).map(function (value) {\r\n\t positionTweenY.push(_this.position.y);\r\n\t return value + _this.position.x;\r\n\t });\r\n\t }\r\n\t else {\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X)).map(function (value) { return value + _this.position.x; });\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)).map(function (value) { return value + _this.position.y; });\r\n\t }\r\n\t }\r\n\t else {\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X)) {\r\n\t positionTweenX = [];\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)).map(function (value) {\r\n\t positionTweenX.push(_this.position.x);\r\n\t return value;\r\n\t });\r\n\t }\r\n\t else if (!node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y)) {\r\n\t positionTweenY = [];\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X)).map(function (value) {\r\n\t positionTweenY.push(_this.position.y);\r\n\t return value;\r\n\t });\r\n\t }\r\n\t else {\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_X));\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_Y));\r\n\t }\r\n\t if (positionTweenPosition == exports.BaseElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t if (positionTweenX.length) {\r\n\t positionTweenX[0] = this.position.x;\r\n\t }\r\n\t if (positionTweenY.length) {\r\n\t positionTweenY[0] = this.position.y;\r\n\t }\r\n\t }\r\n\t }\r\n\t var tweenX = positionTweenX || [];\r\n\t var tweenY = positionTweenY || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\r\n\t var bezierType;\r\n\t var bezierCurviness;\r\n\t var bezierPoints;\r\n\t var bezierObject;\r\n\t var bezierAutoRotate;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.POSITION_TWEEN_BEZIER_POINTS)) {\r\n\t bezierType = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_BEZIER_TYPE, 'thru');\r\n\t bezierCurviness = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_BEZIER_CURVINESS, 1.0);\r\n\t bezierPoints = this.formatPoints(node.getAttribute(exports.BaseElementAttributes.POSITION_TWEEN_BEZIER_POINTS));\r\n\t bezierAutoRotate = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.POSITION_TWEEN_BEZIER_AUTOROTATE, false);\r\n\t if (bezierType && bezierCurviness && bezierPoints) {\r\n\t bezierObject = { type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI / 2, true] : false) };\r\n\t }\r\n\t }\r\n\t Tweens_1.Tweens.positionTween(this, { bezier: bezierObject, tweenX: tweenX, tweenY: tweenY, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t BaseElement.prototype.formatPoint = function (value, id, useGlobal) {\r\n\t if (useGlobal === void 0) { useGlobal = false; }\r\n\t var result;\r\n\t if (value == \"c\") {\r\n\t result = this[id];\r\n\t }\r\n\t else {\r\n\t if (useGlobal) {\r\n\t result = this[id] + (parseInt(value) - this.getGlobalPosition()[id]);\r\n\t }\r\n\t else {\r\n\t result = parseInt(value);\r\n\t }\r\n\t }\r\n\t return result;\r\n\t };\r\n\t BaseElement.prototype.formatPoints = function (points, useGlobal) {\r\n\t if (useGlobal === void 0) { useGlobal = false; }\r\n\t var result = [];\r\n\t var regex = /\\[(.*?)\\]/g;\r\n\t var data = points.match(regex);\r\n\t for (var i = 0; i < data.length; i++) {\r\n\t var pointArray = data[i].substring(1, data[i].length - 1).split(',');\r\n\t if (pointArray.length == 2) {\r\n\t var x = this.formatPoint(pointArray[0], \"x\", useGlobal);\r\n\t var y = this.formatPoint(pointArray[1], \"y\", useGlobal);\r\n\t var objectPoint = { x: x, y: y };\r\n\t result.push(objectPoint);\r\n\t }\r\n\t }\r\n\t return result;\r\n\t };\r\n\t BaseElement.prototype.runSkewTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X) && !node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'skew');\r\n\t var skewTweenX;\r\n\t var skewTweenY;\r\n\t var skewTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.SKEW_TWEEN_POSITION, null);\r\n\t if (skewTweenPosition == exports.BaseElementAttributes.SKEW_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t skewTweenX = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value) + _this.skew.x; }) : null;\r\n\t skewTweenY = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value) + _this.skew.y; }) : null;\r\n\t }\r\n\t else if (skewTweenPosition == exports.BaseElementAttributes.SKEW_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t skewTweenX = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t skewTweenY = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t if (skewTweenX && skewTweenX.length) {\r\n\t skewTweenX[0] = this.skew.x;\r\n\t }\r\n\t if (skewTweenY && skewTweenY.length) {\r\n\t skewTweenY[0] = this.skew.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t skewTweenX = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t skewTweenY = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t }\r\n\t var tweenX = skewTweenX || [];\r\n\t var tweenY = skewTweenY || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.SKEW_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.SKEW_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.SKEW_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(exports.BaseElementAttributes.SKEW_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SKEW_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.skewTween(this, { tweenX: tweenX, tweenY: tweenY, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t BaseElement.prototype.runRotationTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.ROTATION_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'rotation');\r\n\t var rotationTween;\r\n\t var rotationTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.ROTATION_TWEEN_POSITION, null);\r\n\t if (rotationTweenPosition == exports.BaseElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ROTATION_TWEEN)).map(function (value) { return value + Tweens_1.Tweens.radians2degrees(_this.rotation); });\r\n\t }\r\n\t else if (rotationTweenPosition == exports.BaseElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ROTATION_TWEEN));\r\n\t if (rotationTween.length) {\r\n\t rotationTween[0] = Tweens_1.Tweens.radians2degrees(this.rotation);\r\n\t }\r\n\t }\r\n\t else {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ROTATION_TWEEN));\r\n\t }\r\n\t var degrees = rotationTween || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.ROTATION_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.ROTATION_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.ROTATION_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(exports.BaseElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.ROTATION_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(exports.BaseElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.rotationTween(this, { degrees: degrees, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t BaseElement.prototype.runScaleTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'scale');\r\n\t var scaleTweenX;\r\n\t var scaleTweenY;\r\n\t var scaleTween;\r\n\t var tweenValues = [];\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_X)) {\r\n\t scaleTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SCALE_TWEEN_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_Y)) {\r\n\t scaleTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SCALE_TWEEN_Y));\r\n\t }\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN)) {\r\n\t scaleTween = BaseElement._getPointsFromPointsAttribute(node.getAttribute(exports.BaseElementAttributes.SCALE_TWEEN));\r\n\t }\r\n\t var scaleTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.SCALE_TWEEN_POSITION, null);\r\n\t if (scaleTween && scaleTween.length) {\r\n\t if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTween.map(function (value) {\r\n\t return {\r\n\t 'x': value.x + _this.scale.x,\r\n\t 'y': value.y + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTween;\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTween;\r\n\t }\r\n\t }\r\n\t else if (scaleTweenX && scaleTweenY) {\r\n\t if (scaleTweenX.length === scaleTweenY.length) {\r\n\t if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue + _this.scale.x,\r\n\t 'y': scaleTweenY[i] + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': scaleTweenY[i]\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': scaleTweenY[i]\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t }\r\n\t else if (scaleTweenX) {\r\n\t if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue + _this.scale.x,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t else if (scaleTweenY) {\r\n\t if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == exports.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t else {\r\n\t return false;\r\n\t }\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, exports.BaseElementAttributes.SCALE_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, exports.BaseElementAttributes.SCALE_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(exports.BaseElementAttributes.SCALE_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, exports.BaseElementAttributes.SCALE_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(exports.BaseElementAttributes.SCALE_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(exports.BaseElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.scaleTween(this, { tweenValues: tweenValues, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t BaseElement.prototype.runTween = function (node) {\r\n\t if (node.hasAttribute(Tweens_1.TweensAttributes.TWEEN)) {\r\n\t var tweens = neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN));\r\n\t for (var i = 0; i < tweens.length; i++) {\r\n\t if (!node.hasAttribute(Tweens_1.TweensAttributes.TWEEN_VALUES + i)) {\r\n\t return false;\r\n\t }\r\n\t var tween = tweens[i];\r\n\t var tweenValues = this.formatTweenValues(tween, neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_VALUES + i)));\r\n\t var tweenDuration = neo_common_1.ArrayUtils.numberArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_DURATION + i) || \"120\");\r\n\t var tweenEase = neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_EASE + i) || \"linear\");\r\n\t var tweenDelay = neo_common_1.ArrayUtils.numberArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_DELAY + i) || \"0\");\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, Tweens_1.TweensAttributes.TWEEN_LOOP + i, null);\r\n\t Tweens_1.Tweens.removeTweens(this, tween);\r\n\t if (tween == \"scale\") {\r\n\t tween = \"scale.x\";\r\n\t tweens[i] = \"scale.y\";\r\n\t i--;\r\n\t }\r\n\t Tweens_1.Tweens.customTween(this, { tween: tween, tweenValues: tweenValues, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop });\r\n\t }\r\n\t }\r\n\t return false;\r\n\t };\r\n\t BaseElement.prototype.formatTweenValues = function (tween, values) {\r\n\t var tweenValues = [];\r\n\t if (tween === \"scale\") {\r\n\t tween = \"scale.x\";\r\n\t }\r\n\t var property = tween.split('.');\r\n\t var value;\r\n\t for (var i = 0; i < values.length; i++) {\r\n\t var current = values[i];\r\n\t switch (current[current.length - 1]) {\r\n\t case 'c':\r\n\t if (property.length == 1) {\r\n\t value = this[property[0]];\r\n\t if (property[0] === \"rotation\") {\r\n\t value = this.radians2degrees(value);\r\n\t }\r\n\t tweenValues.push(value);\r\n\t }\r\n\t else if (property.length == 2) {\r\n\t tweenValues.push(this[property[0]][property[1]]);\r\n\t }\r\n\t break;\r\n\t case '+':\r\n\t value = parseFloat(current.slice(0, -1));\r\n\t if (tweenValues.length > 0) {\r\n\t value = tweenValues[tweenValues.length - 1] + value;\r\n\t }\r\n\t tweenValues.push(value);\r\n\t break;\r\n\t case '-':\r\n\t value = parseFloat(current.slice(0, -1));\r\n\t if (tweenValues.length > 0) {\r\n\t value = tweenValues[tweenValues.length - 1] - value;\r\n\t }\r\n\t tweenValues.push(value);\r\n\t break;\r\n\t default:\r\n\t tweenValues.push(parseFloat(current));\r\n\t }\r\n\t }\r\n\t return tweenValues;\r\n\t };\r\n\t BaseElement._getPointsFromPointsAttribute = function (pointsString) {\r\n\t if (!pointsString) {\r\n\t return [];\r\n\t }\r\n\t return pointsString\r\n\t .replace(/\\s/g, '')\r\n\t .split(';')\r\n\t .map(function (valuesPair) { return /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair]; })\r\n\t .map(function (valuesPair) {\r\n\t return { x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1]) };\r\n\t });\r\n\t };\r\n\t ;\r\n\t BaseElement.prototype.log = function (s) {\r\n\t if (false) {\r\n\t var compName = this.__componentName__;\r\n\t neo_common_1.Logger.debugGroup(compName, s);\r\n\t }\r\n\t };\r\n\t BaseElement.prototype.logError = function (s) {\r\n\t if (false) {\r\n\t var compName = this.__componentName__;\r\n\t neo_common_1.Logger.errorGroup(compName, s);\r\n\t }\r\n\t };\r\n\t BaseElement.prototype.degrees2radians = function (degrees) {\r\n\t return degrees * (Math.PI / 180);\r\n\t };\r\n\t BaseElement.prototype.radians2degrees = function (radians) {\r\n\t return radians * (180 / Math.PI);\r\n\t };\r\n\t BaseElement._destroyOptions = {\r\n\t children: true\r\n\t };\r\n\t BaseElement = __decorate([\r\n\t neo_common_1.engineComponent(ComponentTypes_1.ComponentTypes.DisplayObject)\r\n\t ], BaseElement);\r\n\t return BaseElement;\r\n\t}(PIXI.Container));\r\n\texports.BaseElement = BaseElement;\r\n\texports.BaseElementAttributes = {\r\n\t ALPHA: 'Alpha',\r\n\t ALPHA_TWEEN: 'AlphaTween',\r\n\t ALPHA_TWEEN_EASE: 'AlphaTweenEase',\r\n\t ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\r\n\t ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\r\n\t ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\r\n\t ALPHA_TWEEN_KEY_TIMES: 'AlphaTweenKeyTimes',\r\n\t ALPHA_TWEEN_POSITION: 'AlphaTweenPosition',\r\n\t ALPHA_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: \"absolute\",\r\n\t RELATIVE: \"relative\",\r\n\t SMOOTH: \"smooth\"\r\n\t },\r\n\t BITMAP_MASK: 'BitmapMask',\r\n\t BITMAP_MASK_SHOW: 'BitmapMaskShow',\r\n\t BITMAP_MASK_X: 'BitmapMaskX',\r\n\t BITMAP_MASK_Y: 'BitmapMaskY',\r\n\t BITMAP_MASK_SCALE_X: 'BitmapMaskScaleX',\r\n\t BITMAP_MASK_SCALE_Y: 'BitmapMaskScaleY',\r\n\t BITMAP_MASK_SCALE: 'BitmapMaskScale',\r\n\t DEBUG: 'Debug',\r\n\t MASK: 'Mask',\r\n\t PIVOT_X: 'PivotX',\r\n\t PIVOT_Y: 'PivotY',\r\n\t POSITION_TWEEN_X: 'PositionTweenX',\r\n\t POSITION_TWEEN_Y: 'PositionTweenY',\r\n\t POSITION_TWEEN_EASE: 'PositionTweenEase',\r\n\t POSITION_TWEEN_DURATION: 'PositionTweenDuration',\r\n\t POSITION_TWEEN_DELAY: 'PositionTweenDelay',\r\n\t POSITION_TWEEN_POSITION: 'PositionTweenPosition',\r\n\t POSITION_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: 'absolute',\r\n\t RELATIVE: 'relative',\r\n\t SMOOTH: 'smooth'\r\n\t },\r\n\t POSITION_TWEEN_LOOP: 'PositionTweenLoop',\r\n\t POSITION_TWEEN_KEY_TIMES: 'PositionTweenKeyTimes',\r\n\t POSITION_TWEEN_BEZIER_TYPE: 'PositionTweenBezierType',\r\n\t POSITION_TWEEN_BEZIER_CURVINESS: 'PositionTweenBezierCurviness',\r\n\t POSITION_TWEEN_BEZIER_POINTS: 'PositionTweenBezierPoints',\r\n\t POSITION_TWEEN_BEZIER_AUTOROTATE: 'PositionTweenBezierAutoRotate',\r\n\t ROTATION_TWEEN: 'RotationTween',\r\n\t ROTATION_TWEEN_DEGREES: 'RotationTweenDegrees',\r\n\t ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\r\n\t ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\r\n\t ROTATION_TWEEN_EASE: 'RotationTweenEase',\r\n\t ROTATION_TWEEN_LOOP: 'RotationTweenLoop',\r\n\t ROTATION_TWEEN_KEY_TIMES: 'RotationTweenKeyTimes',\r\n\t ROTATION_TWEEN_POSITION: 'RotationTweenPosition',\r\n\t ROTATION_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: \"absolute\",\r\n\t RELATIVE: \"relative\",\r\n\t SMOOTH: \"smooth\"\r\n\t },\r\n\t ROTATION: 'Rotation',\r\n\t SCALE_TWEEN: 'ScaleTween',\r\n\t SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\r\n\t SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\r\n\t SCALE_TWEEN_EASE: 'ScaleTweenEase',\r\n\t SCALE_TWEEN_LOOP: 'ScaleTweenLoop',\r\n\t SCALE_TWEEN_KEY_TIMES: 'ScaleTweenKeyTimes',\r\n\t SCALE_TWEEN_POSITION: 'ScaleTweenPosition',\r\n\t SCALE_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: \"absolute\",\r\n\t RELATIVE: \"relative\",\r\n\t SMOOTH: \"smooth\"\r\n\t },\r\n\t SCALE_TWEEN_X: 'ScaleTweenX',\r\n\t SCALE_TWEEN_Y: 'ScaleTweenY',\r\n\t SCALE: 'Scale',\r\n\t SCALE_X: 'ScaleX',\r\n\t SCALE_Y: 'ScaleY',\r\n\t SKEW_X: 'SkewX',\r\n\t SKEW_Y: 'SkewY',\r\n\t SKEW_TWEEN_X: 'SkewTweenX',\r\n\t SKEW_TWEEN_Y: 'SkewTweenY',\r\n\t SKEW_TWEEN_EASE: 'SkewTweenEase',\r\n\t SKEW_TWEEN_DURATION: 'SkewTweenDuration',\r\n\t SKEW_TWEEN_DELAY: 'SkewTweenDelay',\r\n\t SKEW_TWEEN_POSITION: 'SkewTweenPosition',\r\n\t SKEW_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: 'absolute',\r\n\t RELATIVE: 'relative',\r\n\t SMOOTH: 'smooth'\r\n\t },\r\n\t SKEW_TWEEN_LOOP: 'SkewTweenLoop',\r\n\t SKEW_TWEEN_KEY_TIMES: 'SkewTweenKeyTimes',\r\n\t START_ROTATION: 'StartRotation',\r\n\t TWEEN_ENGINE: 'TweenEngine',\r\n\t TWEEN_PERSISTENT: \"TweenPersistent\",\r\n\t VISIBLE: 'Visible',\r\n\t X: 'X',\r\n\t Y: 'Y',\r\n\t};\r\n\n\n/***/ },\n/* 12 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar __extends = (this && this.__extends) || function (d, b) {\r\n\t for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];\r\n\t function __() { this.constructor = d; }\r\n\t d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n\t};\r\n\tvar __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\r\n\t var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n\t if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n\t else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n\t return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n\t};\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar ComponentTypes_1 = __webpack_require__(13);\r\n\tvar Tweens_1 = __webpack_require__(14);\r\n\tvar StyleManager_1 = __webpack_require__(18);\r\n\tvar Attributes_1 = __webpack_require__(19);\r\n\tvar BaseElement_1 = __webpack_require__(11);\r\n\tvar CustomUtils_1 = __webpack_require__(20);\r\n\tvar ShapeElement = (function (_super) {\r\n\t __extends(ShapeElement, _super);\r\n\t function ShapeElement() {\r\n\t _super.call(this);\r\n\t this._x = 0;\r\n\t this._y = 0;\r\n\t this._color = 0xff0000;\r\n\t this._uid = this.componentName + \"_\" + neo_common_1.Utils.generateUuid();\r\n\t }\r\n\t Object.defineProperty(ShapeElement.prototype, \"tweenEngine\", {\r\n\t get: function () {\r\n\t return this._tweenEngine;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t ShapeElement.prototype.internalDestroy = function (options) {\r\n\t Tweens_1.Tweens.removeTweens(this);\r\n\t };\r\n\t ShapeElement.prototype.create = function (node) {\r\n\t Tweens_1.Tweens.removeTweens(this);\r\n\t if (this.name == null) {\r\n\t this.name = node.nodeName;\r\n\t }\r\n\t if (node.hasAttribute('Style')) {\r\n\t this.style = StyleManager_1.StyleManager.Styles[node.getAttribute(exports.ShapeElementAttributes.STYLE)];\r\n\t if (this.style != null) {\r\n\t }\r\n\t else {\r\n\t if (false) {\r\n\t this.log('ERROR no style with name: ' + node.getAttribute(exports.ShapeElementAttributes.STYLE));\r\n\t }\r\n\t }\r\n\t }\r\n\t if (!this.updateByNode(node)) {\r\n\t this.redraw();\r\n\t }\r\n\t };\r\n\t ShapeElement.prototype.redraw = function () {\r\n\t this.clear();\r\n\t this.beginFill(this._color, this._fillAlpha);\r\n\t this.lineStyle(this._lineWidth, this._lineColor, this._lineAlpha);\r\n\t this.drawRect(this._x, this._y, this._width, this._height);\r\n\t this.endFill();\r\n\t };\r\n\t ShapeElement.prototype.updateByNode = function (node) {\r\n\t var redraw = false;\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.LINE_COLOR)) {\r\n\t this._lineColor = parseInt(node.getAttribute(exports.ShapeElementAttributes.LINE_COLOR), 16);\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.LINE_WIDTH)) {\r\n\t this._lineWidth = parseInt(node.getAttribute(exports.ShapeElementAttributes.LINE_WIDTH));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.LINE_ALPHA)) {\r\n\t this._lineAlpha = parseInt(node.getAttribute(exports.ShapeElementAttributes.LINE_ALPHA));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.COLOR)) {\r\n\t this._color = parseInt(node.getAttribute(exports.ShapeElementAttributes.COLOR), 16);\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.FILL_ALPHA)) {\r\n\t this._fillAlpha = parseInt(node.getAttribute(exports.ShapeElementAttributes.FILL_ALPHA));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.BLEND_MODE)) {\r\n\t this.blendMode = CustomUtils_1.CustomUtils.getBlendMode(parseInt(node.getAttribute(exports.ShapeElementAttributes.BLEND_MODE)));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.VISIBLE)) {\r\n\t this.visible = neo_common_1.StringUtils.parseBoolean(node.getAttribute(exports.ShapeElementAttributes.VISIBLE));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.POSITION_X)) {\r\n\t this.position.x = parseInt(node.getAttribute(exports.ShapeElementAttributes.POSITION_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.POSITION_Y)) {\r\n\t this.position.y = parseInt(node.getAttribute(exports.ShapeElementAttributes.POSITION_Y));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.X)) {\r\n\t this._x = parseInt(node.getAttribute(exports.ShapeElementAttributes.X));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.Y)) {\r\n\t this._y = parseInt(node.getAttribute(exports.ShapeElementAttributes.Y));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.WIDTH)) {\r\n\t this._width = parseInt(node.getAttribute(exports.ShapeElementAttributes.WIDTH));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.HEIGHT)) {\r\n\t this._height = parseInt(node.getAttribute(exports.ShapeElementAttributes.HEIGHT));\r\n\t redraw = true;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.ALPHA)) {\r\n\t this.alpha = parseFloat(node.getAttribute(exports.ShapeElementAttributes.ALPHA));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.PIVOT_X)) {\r\n\t this.pivot.x = parseFloat(node.getAttribute(exports.ShapeElementAttributes.PIVOT_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.PIVOT_Y)) {\r\n\t this.pivot.y = parseFloat(node.getAttribute(exports.ShapeElementAttributes.PIVOT_Y));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.SCALE)) {\r\n\t this.scale.x = parseFloat(node.getAttribute(exports.ShapeElementAttributes.SCALE));\r\n\t this.scale.y = this.scale.x;\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.SCALE_X)) {\r\n\t this.scale.x = parseFloat(node.getAttribute(exports.ShapeElementAttributes.SCALE_X));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.SCALE_Y)) {\r\n\t this.scale.y = parseFloat(node.getAttribute(exports.ShapeElementAttributes.SCALE_Y));\r\n\t }\r\n\t if (node.hasAttribute(exports.ShapeElementAttributes.MASK)) {\r\n\t var next = node.parentElement.firstElementChild;\r\n\t while (next != null) {\r\n\t if (next.nodeName === node.getAttribute(exports.ShapeElementAttributes.MASK)) {\r\n\t var shapeElement = new ShapeElement();\r\n\t shapeElement.create(next);\r\n\t this.mask = shapeElement;\r\n\t }\r\n\t next = next.nextElementSibling;\r\n\t }\r\n\t if (this.mask == null) {\r\n\t if (false) {\r\n\t this.log('ERROR no element with name: ' + node.getAttribute(exports.ShapeElementAttributes.MASK));\r\n\t }\r\n\t }\r\n\t }\r\n\t this.runAlphaTween(node);\r\n\t this.runPositionTween(node);\r\n\t this.runRotationTween(node);\r\n\t this.runScaleTween(node);\r\n\t this.runSkewTween(node);\r\n\t this.runTween(node);\r\n\t if (redraw) {\r\n\t this.redraw();\r\n\t }\r\n\t return redraw;\r\n\t };\r\n\t ShapeElement.prototype.runAlphaTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'alpha');\r\n\t var alphaTween;\r\n\t var alphaTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_POSITION, null);\r\n\t if (alphaTweenPosition == BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN)).map(function (value) { return value + _this.alpha; });\r\n\t }\r\n\t else if (alphaTweenPosition == BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN));\r\n\t if (alphaTween.length) {\r\n\t alphaTween[0] = this.alpha;\r\n\t }\r\n\t }\r\n\t else {\r\n\t alphaTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN));\r\n\t }\r\n\t var alphas = alphaTween || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.alphaTween(this, { alphas: alphas, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t ShapeElement.prototype.runPositionTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_X) || !node.hasAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_Y)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'position');\r\n\t var positionTweenX;\r\n\t var positionTweenY;\r\n\t var positionTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.POSITION_TWEEN_POSITION, null);\r\n\t if (positionTweenPosition == BaseElement_1.BaseElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_X)).map(function (value) { return value + _this.position.x; });\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_Y)).map(function (value) { return value + _this.position.y; });\r\n\t }\r\n\t else if (positionTweenPosition == BaseElement_1.BaseElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_X));\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_Y));\r\n\t if (positionTweenX.length) {\r\n\t positionTweenX[0] = this.position.x;\r\n\t }\r\n\t if (positionTweenY.length) {\r\n\t positionTweenY[0] = this.position.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t positionTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_X));\r\n\t positionTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_Y));\r\n\t }\r\n\t var tweenX = positionTweenX || [];\r\n\t var tweenY = positionTweenY || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.POSITION_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, BaseElement_1.BaseElementAttributes.POSITION_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, BaseElement_1.BaseElementAttributes.POSITION_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.positionTween(this, { tweenX: tweenX, tweenY: tweenY, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t ShapeElement.prototype.runSkewTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X) && !node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'skew');\r\n\t var skewTweenX;\r\n\t var skewTweenY;\r\n\t var skewTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.SKEW_TWEEN_POSITION, null);\r\n\t if (skewTweenPosition == BaseElement_1.BaseElementAttributes.SKEW_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t skewTweenX = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value) + _this.skew.x; }) : null;\r\n\t skewTweenY = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value) + _this.skew.y; }) : null;\r\n\t }\r\n\t else if (skewTweenPosition == BaseElement_1.BaseElementAttributes.SKEW_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t skewTweenX = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t skewTweenY = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t if (skewTweenX && skewTweenX.length) {\r\n\t skewTweenX[0] = this.skew.x;\r\n\t }\r\n\t if (skewTweenY && skewTweenY.length) {\r\n\t skewTweenY[0] = this.skew.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t skewTweenX = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_X)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t skewTweenY = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_Y)).map(function (value) { return Tweens_1.Tweens.degrees2radians(value); }) : null;\r\n\t }\r\n\t var tweenX = skewTweenX || [];\r\n\t var tweenY = skewTweenY || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.SKEW_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, BaseElement_1.BaseElementAttributes.SKEW_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, BaseElement_1.BaseElementAttributes.SKEW_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SKEW_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.skewTween(this, { tweenX: tweenX, tweenY: tweenY, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t ShapeElement.prototype.runRotationTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'rotation');\r\n\t var rotationTween;\r\n\t var rotationTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_POSITION, null);\r\n\t if (rotationTweenPosition == BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN)).map(function (value) { return value + Tweens_1.Tweens.radians2degrees(_this.rotation); });\r\n\t }\r\n\t else if (rotationTweenPosition == BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN));\r\n\t if (rotationTween.length) {\r\n\t rotationTween[0] = Tweens_1.Tweens.radians2degrees(this.rotation);\r\n\t }\r\n\t }\r\n\t else {\r\n\t rotationTween = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN));\r\n\t }\r\n\t var degrees = rotationTween || [];\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.rotationTween(this, { degrees: degrees, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t ShapeElement.prototype.runScaleTween = function (node) {\r\n\t var _this = this;\r\n\t if (!node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN)) {\r\n\t return false;\r\n\t }\r\n\t Tweens_1.Tweens.removeTweens(this, 'scale');\r\n\t var scaleTweenX;\r\n\t var scaleTweenY;\r\n\t var scaleTween;\r\n\t var tweenValues = [];\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_X)) {\r\n\t scaleTweenX = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_X));\r\n\t }\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_Y)) {\r\n\t scaleTweenY = neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_Y));\r\n\t }\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN)) {\r\n\t scaleTween = ShapeElement._getPointsFromPointsAttribute(node.getAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN));\r\n\t }\r\n\t var scaleTweenPosition = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION, null);\r\n\t if (scaleTween && scaleTween.length) {\r\n\t if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTween.map(function (value) {\r\n\t return {\r\n\t 'x': value.x + _this.scale.x,\r\n\t 'y': value.y + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTween;\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTween;\r\n\t }\r\n\t }\r\n\t else if (scaleTweenX && scaleTweenY) {\r\n\t if (scaleTweenX.length === scaleTweenY.length) {\r\n\t if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue + _this.scale.x,\r\n\t 'y': scaleTweenY[i] + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': scaleTweenY[i]\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': scaleTweenY[i]\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t }\r\n\t else if (scaleTweenX) {\r\n\t if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue + _this.scale.x,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].x = this.scale.x;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenX.map(function (scaleXValue, i) {\r\n\t return {\r\n\t 'x': scaleXValue,\r\n\t 'y': _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t else if (scaleTweenY) {\r\n\t if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue + _this.scale.y\r\n\t };\r\n\t });\r\n\t }\r\n\t else if (scaleTweenPosition == BaseElement_1.BaseElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue\r\n\t };\r\n\t });\r\n\t if (tweenValues.length) {\r\n\t tweenValues[0].y = this.scale.y;\r\n\t }\r\n\t }\r\n\t else {\r\n\t tweenValues = scaleTweenY.map(function (scaleYValue, i) {\r\n\t return {\r\n\t 'x': _this.scale.x,\r\n\t 'y': scaleYValue\r\n\t };\r\n\t });\r\n\t }\r\n\t }\r\n\t else {\r\n\t return false;\r\n\t }\r\n\t var tweenEase = Attributes_1.Attributes.assignStringAttribute(node, BaseElement_1.BaseElementAttributes.SCALE_TWEEN_EASE, null);\r\n\t var tweenDuration = Attributes_1.Attributes.assignIntAttribute(node, BaseElement_1.BaseElementAttributes.SCALE_TWEEN_DURATION, 120);\r\n\t var tweenDelay = 0;\r\n\t if (node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_DELAY)) {\r\n\t var tweenDelayArray = node.getAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_DELAY).split(';').map(function (value) { return parseInt(value); });\r\n\t tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random() * (tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\r\n\t }\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, BaseElement_1.BaseElementAttributes.SCALE_TWEEN_LOOP, null);\r\n\t var keyTimes = node.hasAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_KEY_TIMES) ? neo_common_1.ArrayUtils.numberArray(node.getAttribute(BaseElement_1.BaseElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\r\n\t Tweens_1.Tweens.scaleTween(this, { tweenValues: tweenValues, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop, keyTimes: keyTimes });\r\n\t };\r\n\t ShapeElement.prototype.runTween = function (node) {\r\n\t if (node.hasAttribute(Tweens_1.TweensAttributes.TWEEN)) {\r\n\t var tweens = neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN));\r\n\t for (var i = 0; i < tweens.length; i++) {\r\n\t if (!node.hasAttribute(Tweens_1.TweensAttributes.TWEEN_VALUES + i)) {\r\n\t return false;\r\n\t }\r\n\t var tween = tweens[i];\r\n\t var tweenValues = this.formatTweenValues(tween, neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_VALUES + i)));\r\n\t var tweenDuration = neo_common_1.ArrayUtils.numberArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_DURATION + i) || \"120\");\r\n\t var tweenEase = neo_common_1.ArrayUtils.stringArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_EASE + i) || \"linear\");\r\n\t var tweenDelay = neo_common_1.ArrayUtils.numberArray(node.getAttribute(Tweens_1.TweensAttributes.TWEEN_DELAY + i) || \"0\");\r\n\t var tweenLoop = Attributes_1.Attributes.assignBooleanAttribute(node, Tweens_1.TweensAttributes.TWEEN_LOOP + i, null);\r\n\t Tweens_1.Tweens.removeTweens(this, tween);\r\n\t if (tween == \"scale\") {\r\n\t tween = \"scale.x\";\r\n\t tweens[i] = \"scale.y\";\r\n\t i--;\r\n\t }\r\n\t Tweens_1.Tweens.customTween(this, { tween: tween, tweenValues: tweenValues, tweenEase: tweenEase, tweenDuration: tweenDuration, tweenDelay: tweenDelay, tweenLoop: tweenLoop });\r\n\t }\r\n\t }\r\n\t return false;\r\n\t };\r\n\t ShapeElement.prototype.formatTweenValues = function (tween, values) {\r\n\t var tweenValues = [];\r\n\t if (tween === \"scale\") {\r\n\t tween = \"scale.x\";\r\n\t }\r\n\t var property = tween.split('.');\r\n\t var value;\r\n\t for (var i = 0; i < values.length; i++) {\r\n\t var current = values[i];\r\n\t switch (current[current.length - 1]) {\r\n\t case 'c':\r\n\t if (property.length == 1) {\r\n\t value = this[property[0]];\r\n\t if (property[0] === \"rotation\") {\r\n\t value = this.radians2degrees(value);\r\n\t }\r\n\t tweenValues.push(value);\r\n\t }\r\n\t else if (property.length == 2) {\r\n\t tweenValues.push(this[property[0]][property[1]]);\r\n\t }\r\n\t break;\r\n\t case '+':\r\n\t value = parseFloat(current.slice(0, -1));\r\n\t if (tweenValues.length > 0) {\r\n\t value = tweenValues[tweenValues.length - 1] + value;\r\n\t }\r\n\t tweenValues.push(value);\r\n\t break;\r\n\t case '-':\r\n\t value = parseFloat(current.slice(0, -1));\r\n\t if (tweenValues.length > 0) {\r\n\t value = tweenValues[tweenValues.length - 1] - value;\r\n\t }\r\n\t tweenValues.push(value);\r\n\t break;\r\n\t default:\r\n\t tweenValues.push(parseFloat(current));\r\n\t }\r\n\t }\r\n\t return tweenValues;\r\n\t };\r\n\t ShapeElement.prototype.degrees2radians = function (degrees) {\r\n\t return degrees * (Math.PI / 180);\r\n\t };\r\n\t ShapeElement.prototype.radians2degrees = function (radians) {\r\n\t return radians * (180 / Math.PI);\r\n\t };\r\n\t ShapeElement._getPointsFromPointsAttribute = function (pointsString) {\r\n\t if (!pointsString) {\r\n\t return [];\r\n\t }\r\n\t return pointsString\r\n\t .replace(/\\s/g, '')\r\n\t .split(';')\r\n\t .map(function (valuesPair) { return /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair]; })\r\n\t .map(function (valuesPair) {\r\n\t return { x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1]) };\r\n\t });\r\n\t };\r\n\t ;\r\n\t Object.defineProperty(ShapeElement.prototype, \"uid\", {\r\n\t get: function () {\r\n\t return this._uid;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Object.defineProperty(ShapeElement.prototype, \"componentName\", {\r\n\t get: function () {\r\n\t return this.__componentName__;\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t ShapeElement.prototype.log = function (s) {\r\n\t if (false) {\r\n\t var compName = this.__componentName__;\r\n\t neo_common_1.Logger.debugGroup(compName, s);\r\n\t }\r\n\t };\r\n\t ShapeElement.prototype.logError = function (s) {\r\n\t if (false) {\r\n\t var compName = this.__componentName__;\r\n\t neo_common_1.Logger.errorGroup(compName, s);\r\n\t }\r\n\t };\r\n\t ShapeElement.prototype.clone = function () {\r\n\t var element = new ShapeElement();\r\n\t element.removeChildren();\r\n\t element._x = this._x;\r\n\t element._y = this._y;\r\n\t element.position.x = this.position.x;\r\n\t element.position.y = this.position.y;\r\n\t element.pivot.x = this.pivot.x;\r\n\t element.pivot.y = this.pivot.y;\r\n\t element.scale.x = this.scale.x;\r\n\t element.scale.y = this.scale.y;\r\n\t element.rotation = this.rotation;\r\n\t element.visible = this.visible;\r\n\t element.alpha = this.alpha;\r\n\t element.tint = this.tint;\r\n\t element.blendMode = this.blendMode;\r\n\t element.name = this.name;\r\n\t element._tweenEngine = this._tweenEngine;\r\n\t element._width = this._width;\r\n\t element._height = this._height;\r\n\t element._lineWidth = this._lineWidth;\r\n\t element._lineColor = this._lineColor;\r\n\t element._lineAlpha = this._lineAlpha;\r\n\t element._fillAlpha = this._fillAlpha;\r\n\t element._color = this._color;\r\n\t element.redraw();\r\n\t return element;\r\n\t };\r\n\t ShapeElement = __decorate([\r\n\t neo_common_1.engineComponent(ComponentTypes_1.ComponentTypes.DisplayObject)\r\n\t ], ShapeElement);\r\n\t return ShapeElement;\r\n\t}(PIXI.Graphics));\r\n\texports.ShapeElement = ShapeElement;\r\n\texports.ShapeElementAttributes = {\r\n\t ALPHA: 'Alpha',\r\n\t ALPHA_TWEEN: 'AlphaTween',\r\n\t ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\r\n\t ALPHA_TWEEN_EASE: 'AlphaTweenEase',\r\n\t ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\r\n\t ALPHA_TWEEN_KEY_TIMES: 'AlphaTweenKeyTimes',\r\n\t ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\r\n\t ALPHA_TWEEN_POSITION: 'AlphaTweenPosition',\r\n\t ALPHA_TWEEN_POSITION_VALUE: {\r\n\t ABSOLUTE: \"absolute\",\r\n\t RELATIVE: \"relative\",\r\n\t SMOOTH: \"smooth\"\r\n\t },\r\n\t BLEND_MODE: 'BlendMode',\r\n\t COLOR: 'Color',\r\n\t FILL_ALPHA: 'FillAlpha',\r\n\t HEIGHT: 'Height',\r\n\t LINE_ALPHA: \"LineAlpha\",\r\n\t LINE_COLOR: 'LineColor',\r\n\t LINE_WIDTH: 'LineWidth',\r\n\t MASK: 'Mask',\r\n\t PIVOT_X: \"PivotX\",\r\n\t PIVOT_Y: \"PivotY\",\r\n\t SCALE_X: \"ScaleX\",\r\n\t SCALE_Y: \"ScaleY\",\r\n\t SCALE: \"Scale\",\r\n\t STYLE: 'Style',\r\n\t VISIBLE: 'Visible',\r\n\t WIDTH: 'Width',\r\n\t X: 'X',\r\n\t Y: 'Y',\r\n\t POSITION_X: \"PositionX\",\r\n\t POSITION_Y: \"PositionY\",\r\n\t};\r\n\n\n/***/ },\n/* 13 */\n/***/ function(module, exports) {\n\n\t\"use strict\";\r\n\texports.ComponentTypes = {\r\n\t Element: 'Element',\r\n\t DisplayObject: 'DisplayObject',\r\n\t HtmlElement: 'HtmlElement',\r\n\t PlayList: 'PlayList',\r\n\t Song: 'Song',\r\n\t Style: 'Style',\r\n\t HtmlStyle: 'HtmlStyle',\r\n\t Controller: 'Controller',\r\n\t LinkedElement: 'LinkedElement',\r\n\t ActionSet: 'ActionSet'\r\n\t};\r\n\n\n/***/ },\n/* 14 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar GsapEffects_1 = __webpack_require__(15);\r\n\tvar Tweens = (function () {\r\n\t function Tweens() {\r\n\t }\r\n\t Tweens.registerTween = function (uid, tween) {\r\n\t if (uid != null) {\r\n\t if (Tweens.tweenArray[uid] != null) {\r\n\t Tweens.tweenArray[uid].push(tween);\r\n\t }\r\n\t else {\r\n\t Tweens.tweenArray[uid] = [tween];\r\n\t }\r\n\t }\r\n\t };\r\n\t Tweens.getRegisteredTweens = function (uid) {\r\n\t if (uid != null) {\r\n\t if (Tweens.tweenArray[uid] != null) {\r\n\t return {\r\n\t tweens: Tweens.tweenArray[uid],\r\n\t length: Tweens.tweenArray[uid].length\r\n\t };\r\n\t }\r\n\t return null;\r\n\t }\r\n\t else {\r\n\t return {\r\n\t tweens: Tweens.tweenArray,\r\n\t length: Object.keys(Tweens.tweenArray).length\r\n\t };\r\n\t }\r\n\t };\r\n\t Tweens.removeTweenFromRegistry = function (uid, property) {\r\n\t if (property === void 0) { property = 'all'; }\r\n\t if (uid != null) {\r\n\t if (Tweens.tweenArray[uid] != null) {\r\n\t for (var i = Tweens.tweenArray[uid].length - 1; i >= 0; i--) {\r\n\t var tween = Tweens.tweenArray[uid][i];\r\n\t if (tween.name === 'alphaTween' && (property === 'alpha' || property === 'all')) {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'positionTween' && (property === 'position' || property === 'all')) {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'skewTween' && (property === 'skew' || property === 'all')) {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'scaleTween' && (property === 'scale' || property === 'all')) {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'rotationTween' && (property === 'rotation' || property === 'all')) {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === property + 'Tween' && property !== 'alpha' && property !== 'position' && property !== 'scale' && property !== 'rotation') {\r\n\t Tweens.tweenArray[uid][i] = null;\r\n\t Tweens.tweenArray[uid].splice(i, 1);\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t };\r\n\t Tweens.restartTweens = function (uid) {\r\n\t if (Tweens.tweenArray[uid] != null) {\r\n\t for (var i = 0; i < Tweens.tweenArray[uid].length; i++) {\r\n\t Tweens.tweenArray[uid][i].restart();\r\n\t }\r\n\t }\r\n\t };\r\n\t Tweens.removeTweens = function (object, property) {\r\n\t if (property === void 0) { property = 'all'; }\r\n\t if (object !== undefined) {\r\n\t if (object.uid != null) {\r\n\t if (Tweens.tweenArray[object.uid] != null) {\r\n\t if (Tweens.tweenArray[object.uid].length > 0) {\r\n\t for (var i = Tweens.tweenArray[object.uid].length - 1; i >= 0; i--) {\r\n\t var tween = Tweens.tweenArray[object.uid][i];\r\n\t if (tween.name === 'alphaTween' && (property === 'alpha' || property === 'all')) {\r\n\t tween.kill({ alpha: true }, object);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'positionTween' && (property === 'position' || property === 'all')) {\r\n\t tween.kill(null, object.position);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'skewTween' && (property === 'skew' || property === 'all')) {\r\n\t tween.kill(null, object.position);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'scaleTween' && (property === 'scale' || property === 'all')) {\r\n\t tween.kill(null, object.scale);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === 'rotationTween' && (property === 'rotation' || property === 'all')) {\r\n\t tween.kill({ rotation: true }, object);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t if (tween.name === property + 'Tween' && property !== 'alpha' && property !== 'position' && property !== 'scale' && property !== 'rotation') {\r\n\t tween.kill((_a = {}, _a[property] = true, _a), object);\r\n\t Tweens.tweenArray[object.uid][i] = null;\r\n\t Tweens.tweenArray[object.uid].splice(i, 1);\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t }\r\n\t var _a;\r\n\t };\r\n\t Tweens.alphaTween = function (object, options) {\r\n\t if (options.alphas.length < 2) {\r\n\t return;\r\n\t }\r\n\t object.alpha = options.alphas.shift();\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes = options.keyTimes.slice();\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.alphas.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.alphaTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.alphas.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.alphaTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = 'alphaTween';\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.positionTween = function (object, options) {\r\n\t if ((!options.tweenX && !options.tweenY) || (options.tweenX.length < 2 && options.tweenY.length < 2)) {\r\n\t if (false) {\r\n\t this.log('ERROR No tweenX or tweenY option for ' + (object.name ? object.name : 'object'));\r\n\t }\r\n\t return;\r\n\t }\r\n\t if (options.tweenX.length !== options.tweenY.length) {\r\n\t if (options.tweenX.length > options.tweenY.length) {\r\n\t options.tweenY = Array.apply(null, Array(options.tweenX.length)).map(function (value) { return object.position.y || 0; });\r\n\t }\r\n\t else {\r\n\t options.tweenX = Array.apply(null, Array(options.tweenY.length)).map(function (value) { return object.position.x || 0; });\r\n\t }\r\n\t }\r\n\t object.position.x = options.tweenX.shift();\r\n\t object.position.y = options.tweenY.shift();\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes = options.keyTimes.slice();\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.tweenX.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.positionTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.tweenX.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.positionTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = 'positionTween';\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.skewTween = function (object, options) {\r\n\t if ((!options.tweenX && !options.tweenY) || (options.tweenX.length < 2 && options.tweenY.length < 2)) {\r\n\t if (false) {\r\n\t this.log('ERROR No tweenX or tweenY option for ' + (object.name ? object.name : 'object'));\r\n\t }\r\n\t return;\r\n\t }\r\n\t if (options.tweenX.length !== options.tweenY.length) {\r\n\t if (options.tweenX.length > options.tweenY.length) {\r\n\t options.tweenY = Array.apply(null, Array(options.tweenX.length)).map(function (value) { return object.skew.y || 0; });\r\n\t }\r\n\t else {\r\n\t options.tweenX = Array.apply(null, Array(options.tweenY.length)).map(function (value) { return object.skew.x || 0; });\r\n\t }\r\n\t }\r\n\t object.skew.x = options.tweenX.shift();\r\n\t object.skew.y = options.tweenY.shift();\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes = options.keyTimes.slice();\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.tweenX.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.skewTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.tweenX.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.skewTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = 'skewTween';\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.rotationTween = function (object, options) {\r\n\t if (options.degrees.length < 2) {\r\n\t return;\r\n\t }\r\n\t object.rotation = Tweens.degrees2radians(options.degrees.shift());\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes = options.keyTimes.slice();\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.degrees.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.rotationTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.degrees.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.rotationTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = 'rotationTween';\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.scaleTween = function (object, options) {\r\n\t if (options.tweenValues.length < 2) {\r\n\t if (false) {\r\n\t this.log('ERROR No ScaleTweenX or ScaleTweenY or ScaleTween option for ' + (object.name ? object.name : 'object'));\r\n\t }\r\n\t return;\r\n\t }\r\n\t object.scale.x = options.tweenValues[0].x;\r\n\t object.scale.y = options.tweenValues[0].y;\r\n\t options.tweenValues.shift();\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes = options.keyTimes.slice();\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.tweenValues.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.scaleTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.tweenValues.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.scaleTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = 'scaleTween';\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.customTween = function (object, options) {\r\n\t var property = options.tween.split('.');\r\n\t options = Tweens.prepareTweenData(options);\r\n\t if (property.length == 1) {\r\n\t object[property[0]] = options.tweenValues.shift();\r\n\t }\r\n\t else if (property.length == 2) {\r\n\t object[property[0]][property[1]] = options.tweenValues.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.tweenValues.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.tween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.tweenValues.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.tween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = property[0] + \"Tween\";\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.colorTween = function (object, options) {\r\n\t if (options.tweenValues.length < 2) {\r\n\t if (false) {\r\n\t this.log('ERROR Not enough tweenValues option for ' + (object.name ? object.name : 'object'));\r\n\t }\r\n\t return;\r\n\t }\r\n\t object[options.tween] = options.tweenValues.shift();\r\n\t if (options.keyTimes && options.keyTimes.length) {\r\n\t options.keyTimes.shift();\r\n\t }\r\n\t var tween;\r\n\t if (options.tweenValues.length === 1) {\r\n\t tween = GsapEffects_1.GsapEffects.colorTween_Tweenlite(object, options);\r\n\t }\r\n\t else if (options.tweenValues.length > 1) {\r\n\t tween = GsapEffects_1.GsapEffects.colorTween_TimelineLite(object, options);\r\n\t }\r\n\t tween.name = options.tween + \"Tween\";\r\n\t tween.objectName = object.name;\r\n\t this.registerTween(object.uid, tween);\r\n\t return tween;\r\n\t };\r\n\t Tweens.prepareTweenData = function (data) {\r\n\t var length = data.tweenValues.length - 1;\r\n\t data.tweenEase = Tweens.stringValueToFormatedArray(length, data.tweenEase, \"linear\");\r\n\t data.tweenDelay = Tweens.numberValueToFormatedArray(length, data.tweenDelay, 0);\r\n\t data.tweenDelay = data.tweenDelay.map(function (x) { return x * GsapEffects_1.GsapEffects.TickTime; });\r\n\t if (data.tweenDuration != null) {\r\n\t if (data.tweenDuration.length == 1) {\r\n\t var partDuration = data.tweenDuration[0] / length;\r\n\t data.tweenDuration = Tweens.numberValueToFormatedArray(length, null, partDuration);\r\n\t }\r\n\t else {\r\n\t data.tweenDuration = Tweens.numberValueToFormatedArray(length, data.tweenDuration, 30);\r\n\t }\r\n\t }\r\n\t else {\r\n\t var defaultValue = Math.floor((Math.random() * 120) + 120);\r\n\t data.tweenDuration = Tweens.numberValueToFormatedArray(length, null, defaultValue);\r\n\t }\r\n\t data.tweenDuration = data.tweenDuration.map(function (x) { return x * GsapEffects_1.GsapEffects.TickTime; });\r\n\t if (data.tween == \"rotation\") {\r\n\t data.tweenValues = data.tweenValues.map(function (x) { return Tweens.degrees2radians(x); });\r\n\t }\r\n\t return data;\r\n\t };\r\n\t Tweens.stringValueToFormatedArray = function (length, data, defaultValue) {\r\n\t if (data != null) {\r\n\t if (Array.isArray(data)) {\r\n\t if (data.length == length) {\r\n\t return data;\r\n\t }\r\n\t if (data.length < length) {\r\n\t for (var i = data.length; i < length; i++) {\r\n\t data.push(defaultValue);\r\n\t }\r\n\t return data;\r\n\t }\r\n\t }\r\n\t else {\r\n\t return Array.apply(null, Array(length)).map(function (value) { return data; });\r\n\t }\r\n\t }\r\n\t else {\r\n\t return Array.apply(null, Array(length)).map(function (value) { return defaultValue; });\r\n\t }\r\n\t return null;\r\n\t };\r\n\t Tweens.numberValueToFormatedArray = function (length, data, defaultValue) {\r\n\t if (data != null) {\r\n\t if (Array.isArray(data)) {\r\n\t if (data.length == length) {\r\n\t return data;\r\n\t }\r\n\t if (data.length < length) {\r\n\t for (var i = data.length; i < length; i++) {\r\n\t data.push(defaultValue);\r\n\t }\r\n\t return data;\r\n\t }\r\n\t }\r\n\t else {\r\n\t return Array.apply(null, Array(length)).map(function (value) { return data; });\r\n\t }\r\n\t }\r\n\t else {\r\n\t return Array.apply(null, Array(length)).map(function (value) { return defaultValue; });\r\n\t }\r\n\t return null;\r\n\t };\r\n\t Tweens.degrees2radians = function (degrees) {\r\n\t return degrees * (Math.PI / 180);\r\n\t };\r\n\t Tweens.radians2degrees = function (radians) {\r\n\t return radians * (180 / Math.PI);\r\n\t };\r\n\t Object.defineProperty(Tweens, \"componentName\", {\r\n\t get: function () {\r\n\t return 'Tweens';\r\n\t },\r\n\t enumerable: true,\r\n\t configurable: true\r\n\t });\r\n\t Tweens.log = function (s) {\r\n\t if (false) {\r\n\t var compName = Tweens.componentName;\r\n\t neo_common_1.Logger.debugGroup(compName, s);\r\n\t }\r\n\t };\r\n\t Tweens.tweenArray = [];\r\n\t return Tweens;\r\n\t}());\r\n\texports.Tweens = Tweens;\r\n\texports.TweensAttributes = {\r\n\t TWEEN: 'Tween',\r\n\t TWEEN_VALUES: 'TweenValues',\r\n\t TWEEN_EASE: 'TweenEase',\r\n\t TWEEN_DURATION: 'TweenDuration',\r\n\t TWEEN_DELAY: 'TweenDelay',\r\n\t TWEEN_LOOP: 'TweenLoop',\r\n\t};\r\n\n\n/***/ },\n/* 15 */\n/***/ function(module, exports, __webpack_require__) {\n\n\t\"use strict\";\r\n\tvar neo_common_1 = __webpack_require__(2);\r\n\tvar gsap_1 = __webpack_require__(16);\r\n\tvar CustomEase_1 = __webpack_require__(17);\r\n\tvar GsapEffects = (function () {\r\n\t function GsapEffects() {\r\n\t }\r\n\t GsapEffects.alphaTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.alphas.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var alphaTimeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t options.alphas.forEach(function (alpha, i) {\r\n\t alphaTimeline.to(object, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t alpha: alpha,\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t alphaTimeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t alphaTimeline.eventCallback('onComplete', alphaTimeline.restart);\r\n\t }\r\n\t return alphaTimeline;\r\n\t };\r\n\t GsapEffects.alphaTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.alphas.length) * GsapEffects.TickTime;\r\n\t var tweenEase = GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone';\r\n\t var tweenPaused = options.paused;\r\n\t var alphaTweenLite;\r\n\t alphaTweenLite = gsap_1.TweenLite.to(object, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t alpha: options.alphas,\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t alphaTweenLite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t alphaTweenLite.eventCallback('onComplete', alphaTweenLite.restart);\r\n\t }\r\n\t return alphaTweenLite;\r\n\t };\r\n\t GsapEffects.positionTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenX.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var positionTimeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t });\r\n\t options.tweenX.forEach(function (tweenX, i) {\r\n\t positionTimeline.to(object.position, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t x: tweenX,\r\n\t y: options.tweenY[i],\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t positionTimeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t positionTimeline.eventCallback('onComplete', positionTimeline.restart);\r\n\t }\r\n\t return positionTimeline;\r\n\t };\r\n\t GsapEffects.skewTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenX.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var skewTimeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t });\r\n\t options.tweenX.forEach(function (tweenX, i) {\r\n\t skewTimeline.to(object.skew, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t x: tweenX,\r\n\t y: options.tweenY[i],\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t skewTimeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t skewTimeline.eventCallback('onComplete', skewTimeline.restart);\r\n\t }\r\n\t return skewTimeline;\r\n\t };\r\n\t GsapEffects.positionTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenX.length) * GsapEffects.TickTime;\r\n\t var tweenEase = GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone';\r\n\t var tweenBezier = options.bezier;\r\n\t var tweenPaused = options.paused;\r\n\t var positionTweenLite;\r\n\t if (tweenBezier != null) {\r\n\t positionTweenLite = gsap_1.TweenLite.to(object, tweenDurationPerPart, {\r\n\t bezier: tweenBezier || 0,\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t }\r\n\t else {\r\n\t positionTweenLite = gsap_1.TweenLite.to(object.position, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t x: options.tweenX[0],\r\n\t y: options.tweenY[0],\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t }\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t positionTweenLite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t positionTweenLite.eventCallback('onComplete', positionTweenLite.restart);\r\n\t }\r\n\t return positionTweenLite;\r\n\t };\r\n\t GsapEffects.skewTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenX.length) * GsapEffects.TickTime;\r\n\t var tweenEase = GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone';\r\n\t var tweenBezier = options.bezier;\r\n\t var tweenPaused = options.paused;\r\n\t var skewTweenLite;\r\n\t if (tweenBezier != null) {\r\n\t skewTweenLite = gsap_1.TweenLite.to(object.skew, tweenDurationPerPart, {\r\n\t bezier: tweenBezier || 0,\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false,\r\n\t roundProps: \"bezier\"\r\n\t });\r\n\t }\r\n\t else {\r\n\t skewTweenLite = gsap_1.TweenLite.to(object.skew, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t x: options.tweenX[0],\r\n\t y: options.tweenY[0],\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t }\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t skewTweenLite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t skewTweenLite.eventCallback('onComplete', skewTweenLite.restart);\r\n\t }\r\n\t return skewTweenLite;\r\n\t };\r\n\t GsapEffects.rotationTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.degrees.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var rotationTimeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t options.degrees.map(GsapEffects.degrees2radians).forEach(function (degree, i) {\r\n\t rotationTimeline.to(object, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t rotation: degree,\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false,\r\n\t });\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t rotationTimeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t rotationTimeline.eventCallback('onComplete', rotationTimeline.restart);\r\n\t }\r\n\t return rotationTimeline;\r\n\t };\r\n\t GsapEffects.rotationTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.degrees.length) * GsapEffects.TickTime;\r\n\t var tweenEase = GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone';\r\n\t var tweenPaused = options.paused;\r\n\t var rotationTweenLite;\r\n\t rotationTweenLite = gsap_1.TweenLite.to(object, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t rotation: GsapEffects.degrees2radians(options.degrees[0]),\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t rotationTweenLite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t rotationTweenLite.eventCallback('onComplete', rotationTweenLite.restart);\r\n\t }\r\n\t return rotationTweenLite;\r\n\t };\r\n\t GsapEffects.scaleTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenValues.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var scaleTimeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t options.tweenValues.forEach(function (tweenValue, i) {\r\n\t scaleTimeline.to(object.scale, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t x: tweenValue.x,\r\n\t y: tweenValue.y,\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false,\r\n\t roundProps: \"bezier\"\r\n\t });\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t scaleTimeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t scaleTimeline.eventCallback('onComplete', scaleTimeline.restart);\r\n\t }\r\n\t return scaleTimeline;\r\n\t };\r\n\t GsapEffects.scaleTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenValues.length) * GsapEffects.TickTime;\r\n\t var tweenEase = GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone';\r\n\t var tweenPaused = options.paused;\r\n\t var scaleTweenLite;\r\n\t scaleTweenLite = gsap_1.TweenLite.to(object.scale, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t x: options.tweenValues[0].x,\r\n\t y: options.tweenValues[0].y,\r\n\t ease: tweenEase,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t scaleTweenLite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t scaleTweenLite.eventCallback('onComplete', scaleTweenLite.restart);\r\n\t }\r\n\t return scaleTweenLite;\r\n\t };\r\n\t GsapEffects.colorTween_TimelineLite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenValues.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenEaseArray = (options.tweenEase || 'Linear.easeNone').split(\";\").map(function (value) { return GsapEffects.getEaseing(value); });\r\n\t var timeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: (options.tweenDelay != null && options.tweenDelay > 0) ? options.tweenDelay * GsapEffects.TickTime : 0,\r\n\t paused: tweenPaused || false\r\n\t });\r\n\t options.tweenValues.forEach(function (value, i) {\r\n\t timeline.to(object, options.keyTimes && options.keyTimes[i] != null ? (i > 0 ? options.keyTimes[i] - options.keyTimes[i - 1] : options.keyTimes[i]) * tweenDuration * GsapEffects.TickTime : tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t ease: tweenEaseArray[i] || tweenEaseArray[0],\r\n\t paused: tweenPaused || false,\r\n\t delay: options.tweenDelay[i],\r\n\t colorProps: (_a = {},\r\n\t _a[options.tween] = value,\r\n\t _a.format = typeof value == \"number\" ? \"number\" : undefined,\r\n\t _a\r\n\t )\r\n\t });\r\n\t var _a;\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t timeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t timeline.eventCallback('onComplete', timeline.restart);\r\n\t }\r\n\t return timeline;\r\n\t };\r\n\t GsapEffects.colorTween_Tweenlite = function (object, options) {\r\n\t var tweenDuration = options.tweenDuration == null || isNaN(options.tweenDuration) ? Math.floor((Math.random() * 120) + 120) : options.tweenDuration;\r\n\t var tweenDurationPerPart = (tweenDuration / options.tweenValues.length) * GsapEffects.TickTime;\r\n\t var tweenPaused = options.paused;\r\n\t var tweenlite;\r\n\t tweenlite = gsap_1.TweenLite.to(object, tweenDurationPerPart, {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: options.tweenDelay || 0,\r\n\t ease: GsapEffects.getEaseing(options.tweenEase) || 'Linear.easeNone',\r\n\t paused: tweenPaused || false,\r\n\t colorProps: (_a = {},\r\n\t _a[options.tween] = options.tweenValues[0],\r\n\t _a.format = typeof options.tweenValues[0] == \"number\" ? \"number\" : undefined,\r\n\t _a\r\n\t )\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t tweenlite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t tweenlite.eventCallback('onComplete', tweenlite.restart);\r\n\t }\r\n\t return tweenlite;\r\n\t var _a;\r\n\t };\r\n\t GsapEffects.tween_TimelineLite = function (object, options) {\r\n\t var tween = options.tween.split('.');\r\n\t var tweenProperty = tween[tween.length - 1];\r\n\t var tweenPaused = options.paused;\r\n\t var timeline = new gsap_1.TimelineLite({\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t });\r\n\t options.tweenValues.forEach(function (value, i) {\r\n\t timeline.to(tween.length == 1 ? object : object[tween[0]], options.tweenDuration[i], (_a = {\r\n\t useFrames: GsapEffects.UseFrames\r\n\t },\r\n\t _a[tweenProperty] = value,\r\n\t _a.ease = GsapEffects.getEaseing(options.tweenEase[i]) || 'Linear.easeNone',\r\n\t _a.paused = tweenPaused || false,\r\n\t _a.delay = options.tweenDelay[i],\r\n\t _a\r\n\t ));\r\n\t var _a;\r\n\t });\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t timeline.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t timeline.eventCallback('onComplete', timeline.restart);\r\n\t }\r\n\t return timeline;\r\n\t };\r\n\t GsapEffects.tween_Tweenlite = function (object, options) {\r\n\t var tween = options.tween.split('.');\r\n\t var tweenProperty = tween[tween.length - 1];\r\n\t var tweenPaused = options.paused;\r\n\t var tweenlite;\r\n\t tweenlite = gsap_1.TweenLite.to(tween.length == 1 ? object : object[tween[0]], options.tweenDuration[0], (_a = {\r\n\t useFrames: GsapEffects.UseFrames,\r\n\t delay: options.tweenDelay[0]\r\n\t },\r\n\t _a[tweenProperty] = options.tweenValues[0],\r\n\t _a.ease = GsapEffects.getEaseing(options.tweenEase[0]) || 'Linear.easeNone',\r\n\t _a.paused = tweenPaused || false,\r\n\t _a\r\n\t ));\r\n\t if (options.callbackFunction != null) {\r\n\t if (options.callbackType == null) {\r\n\t options.callbackType = 'onComplete';\r\n\t }\r\n\t tweenlite.eventCallback(options.callbackType, options.callbackFunction, options.callbackParams, options.callbackScope);\r\n\t }\r\n\t if (options.tweenLoop) {\r\n\t tweenlite.eventCallback('onComplete', tweenlite.restart);\r\n\t }\r\n\t return tweenlite;\r\n\t var _a;\r\n\t };\r\n\t GsapEffects.degrees2radians = function (degrees) {\r\n\t return degrees * (Math.PI / 180);\r\n\t };\r\n\t GsapEffects.getEaseing = function (ease) {\r\n\t switch ('' + ease) {\r\n\t case '0':\r\n\t case 'linear':\r\n\t return 'Linear.easeNone';\r\n\t case '1':\r\n\t case 'backIn':\r\n\t return 'Back.easeIn';\r\n\t case '2':\r\n\t case 'backInOut':\r\n\t return 'Back.easeInOut';\r\n\t case '3':\r\n\t case 'backOut':\r\n\t return 'Back.easeOut';\r\n\t case '4':\r\n\t case 'bounceIn':\r\n\t return 'Bounce.easeIn';\r\n\t case '5':\r\n\t case 'bounceInOut':\r\n\t return 'Bounce.easeInOut';\r\n\t case '6':\r\n\t case 'bounceOut':\r\n\t return 'Bounce.easeOut';\r\n\t case '7':\r\n\t case 'circIn':\r\n\t return 'Circ.easeIn';\r\n\t case '8':\r\n\t case 'circInOut':\r\n\t return 'Circ.easeInOut';\r\n\t case '9':\r\n\t case 'circOut':\r\n\t return 'Circ.easeOut';\r\n\t case '10':\r\n\t case 'cubicIn':\r\n\t return 'Cubic.easeIn';\r\n\t case '11':\r\n\t case 'cubicInOut':\r\n\t return 'Cubic.easeInOut';\r\n\t case '12':\r\n\t case 'cubicOut':\r\n\t return 'Cubic.easeOut';\r\n\t case '13':\r\n\t case 'elasticIn':\r\n\t return 'Elastic.easeIn';\r\n\t case '14':\r\n\t case 'elasticInOut':\r\n\t return 'Elastic.easeInOut';\r\n\t case '15':\r\n\t case 'elasticOut':\r\n\t return 'Elastic.easeOut';\r\n\t case '16':\r\n\t case 'quadIn':\r\n\t return 'Quad.easeIn';\r\n\t case '17':\r\n\t case 'quadInOut':\r\n\t return 'Quad.easeInOut';\r\n\t case '18':\r\n\t case 'quadOut':\r\n\t return 'Quad.easeOut';\r\n\t case '19':\r\n\t case 'quartIn':\r\n\t return 'Quart.easeIn';\r\n\t case '20':\r\n\t case 'quartInOut':\r\n\t return 'Quart.easeInOut';\r\n\t case '21':\r\n\t case 'quartOut':\r\n\t return 'Quart.easeOut';\r\n\t case '22':\r\n\t case 'quintIn':\r\n\t return 'Quint.easeIn';\r\n\t case '23':\r\n\t case 'quintInOut':\r\n\t return 'Quint.easeInOut';\r\n\t case '24':\r\n\t case 'quintOut':\r\n\t return 'Quint.easeOut';\r\n\t case '25':\r\n\t case 'sineIn':\r\n\t return 'Sine.easeIn';\r\n\t case '26':\r\n\t case 'sineInOut':\r\n\t return 'Sine.easeInOut';\r\n\t case '27':\r\n\t case 'sineOut':\r\n\t return 'Sine.easeOut';\r\n\t case '28':\r\n\t case 'expoOut':\r\n\t return 'Expo.easeOut';\r\n\t case '29':\r\n\t case 'expoIn':\r\n\t return 'Expo.easeIn';\r\n\t default:\r\n\t return CustomEase_1.CustomEase.get(ease) != null ? ease : 'Linear.easeNone';\r\n\t }\r\n\t };\r\n\t GsapEffects.log = function (s) {\r\n\t if (false) {\r\n\t var compName = this.__componentName__ || 'GsapEffects';\r\n\t neo_common_1.Logger.debugGroup(compName, s);\r\n\t }\r\n\t };\r\n\t GsapEffects.UseFrames = false;\r\n\t GsapEffects.TickTime = 0.0167;\r\n\t return GsapEffects;\r\n\t}());\r\n\texports.GsapEffects = GsapEffects;\r\n\n\n/***/ },\n/* 16 */\n/***/ function(module, exports, __webpack_require__) {\n\n\tvar __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/* WEBPACK VAR INJECTION */(function(global) {/*!\n\t * VERSION: 1.20.5\n\t * DATE: 2018-05-21\n\t * UPDATES AND DOCS AT: http://greensock.com\n\t * \n\t * Includes all of the following: TweenLite, TweenMax, TimelineLite, TimelineMax, EasePack, CSSPlugin, RoundPropsPlugin, BezierPlugin, AttrPlugin, DirectionalRotationPlugin\n\t *\n\t * @license Copyright (c) 2008-2018, GreenSock. All rights reserved.\n\t * This work is subject to the terms at http://greensock.com/standard-license or for\n\t * Club GreenSock members, the software agreement that was issued with your membership.\n\t * \n\t * @author: Jack Doyle, jack@greensock.com\n\t **/\n\tvar _gsScope = (typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node\n\t(_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() {\n\t\n\t\t\"use strict\";\n\t\n\t\t_gsScope._gsDefine(\"TweenMax\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\t\n\t\t\tvar _slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tvar b = [],\n\t\t\t\t\t\tl = a.length,\n\t\t\t\t\t\ti;\n\t\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\t\treturn b;\n\t\t\t\t},\n\t\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\t\tp, val;\n\t\t\t\t\tfor (p in alt) {\n\t\t\t\t\t\tval = alt[p];\n\t\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t\t}\n\t\t\t\t\tdelete vars.cycle;\n\t\t\t\t},\n\t\t\t\tTweenMax = function(target, duration, vars) {\n\t\t\t\t\tTweenLite.call(this, target, duration, vars);\n\t\t\t\t\tthis._cycle = 0;\n\t\t\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\t\tif (this._repeat) {\n\t\t\t\t\t\tthis._uncache(true); //ensures that if there is any repeat, the totalDuration will get recalculated to accurately report it.\n\t\t\t\t\t}\n\t\t\t\t\tthis.render = TweenMax.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t\t},\n\t\t\t\t_tinyNum = 0.0000000001,\n\t\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t\tp = TweenMax.prototype = TweenLite.to({}, 0.1, {}),\n\t\t\t\t_blankArray = [];\n\t\n\t\t\tTweenMax.version = \"1.20.5\";\n\t\t\tp.constructor = TweenMax;\n\t\t\tp.kill()._gc = false;\n\t\t\tTweenMax.killTweensOf = TweenMax.killDelayedCallsTo = TweenLite.killTweensOf;\n\t\t\tTweenMax.getTweensOf = TweenLite.getTweensOf;\n\t\t\tTweenMax.lagSmoothing = TweenLite.lagSmoothing;\n\t\t\tTweenMax.ticker = TweenLite.ticker;\n\t\t\tTweenMax.render = TweenLite.render;\n\t\n\t\t\tp.invalidate = function() {\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true || !!this.vars.yoyoEase);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._yoyoEase = null;\n\t\t\t\tthis._uncache(true);\n\t\t\t\treturn TweenLite.prototype.invalidate.call(this);\n\t\t\t};\n\t\t\t\n\t\t\tp.updateTo = function(vars, resetDuration) {\n\t\t\t\tvar curRatio = this.ratio,\n\t\t\t\t\timmediate = this.vars.immediateRender || vars.immediateRender,\n\t\t\t\t\tp;\n\t\t\t\tif (resetDuration && this._startTime < this._timeline._time) {\n\t\t\t\t\tthis._startTime = this._timeline._time;\n\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._timeline.insert(this, this._startTime - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tthis.vars[p] = vars[p];\n\t\t\t\t}\n\t\t\t\tif (this._initted || immediate) {\n\t\t\t\t\tif (resetDuration) {\n\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\tif (immediate) {\n\t\t\t\t\t\t\tthis.render(0, true, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._notifyPluginsOfEnabled && this._firstPT) {\n\t\t\t\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this); //in case a plugin like MotionBlur must perform some cleanup tasks\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time / this._duration > 0.998) { //if the tween has finished (or come extremely close to finishing), we just need to rewind it to 0 and then render it again at the end which forces it to re-initialize (parsing the new vars). We allow tweens that are close to finishing (but haven't quite finished) to work this way too because otherwise, the values are so small when determining where to project the starting values that binary math issues creep in and can make the tween appear to render incorrectly when run backwards. \n\t\t\t\t\t\t\tvar prevTime = this._totalTime;\n\t\t\t\t\t\t\tthis.render(0, true, false);\n\t\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis._initted = false;\n\t\t\t\t\t\t\tthis._init();\n\t\t\t\t\t\t\tif (this._time > 0 || immediate) {\n\t\t\t\t\t\t\t\tvar inv = 1 / (1 - curRatio),\n\t\t\t\t\t\t\t\t\tpt = this._firstPT, endValue;\n\t\t\t\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\t\t\t\tendValue = pt.s + pt.c;\n\t\t\t\t\t\t\t\t\tpt.c *= inv;\n\t\t\t\t\t\t\t\t\tpt.s = endValue - pt.c;\n\t\t\t\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\t\t\t\t\n\t\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t\tif (!this._initted) if (this._duration === 0 && this.vars.repeat) { //zero duration tweens that render immediately have render() called from TweenLite's constructor, before TweenMax's constructor has finished setting _repeat, _repeatDelay, and _yoyo which are critical in determining totalDuration() so we need to call invalidate() which is a low-kb way to get those set properly.\n\t\t\t\t\tthis.invalidate();\n\t\t\t\t}\n\t\t\t\tvar totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\t\tprevTime = this._time,\n\t\t\t\t\tprevTotalTime = this._totalTime, \n\t\t\t\t\tprevCycle = this._cycle,\n\t\t\t\t\tduration = this._duration,\n\t\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\t\tisComplete, callback, pt, cycleDuration, r, type, pow, rawPrevTime, yoyoEase;\n\t\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\t\tthis._time = 0;\n\t\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._time = duration;\n\t\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._reversed) {\n\t\t\t\t\t\tisComplete = true;\n\t\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\t}\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\t\tthis._totalTime = this._time = this._cycle = 0;\n\t\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\t\tif (prevTotalTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t\t}\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\t\tif (prevRawPrevTime >= 0) {\n\t\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._initted) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis._totalTime = this._time = time;\n\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\tcycleDuration = duration + this._repeatDelay;\n\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)\n\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\tthis._time = duration - this._time;\n\t\t\t\t\t\t\tyoyoEase = this._yoyoEase || this.vars.yoyoEase; //note: we don't set this._yoyoEase in _init() like we do other properties because it's TweenMax-specific and doing it here allows us to optimize performance (most tweens don't have a yoyoEase). Note that we also must skip the this.ratio calculation further down right after we _init() in this function, because we're doing it here.\n\t\t\t\t\t\t\tif (yoyoEase) {\n\t\t\t\t\t\t\t\tif (!this._yoyoEase) {\n\t\t\t\t\t\t\t\t\tif (yoyoEase === true && !this._initted) { //if it's not initted and yoyoEase is true, this._ease won't have been populated yet so we must discern it here.\n\t\t\t\t\t\t\t\t\t\tyoyoEase = this.vars.ease;\n\t\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = !yoyoEase ? TweenLite.defaultEase : (yoyoEase instanceof Ease) ? yoyoEase : (typeof(yoyoEase) === \"function\") ? new Ease(yoyoEase, this.vars.easeParams) : Ease.map[yoyoEase] || TweenLite.defaultEase;\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\tthis._yoyoEase = yoyoEase = (yoyoEase === true) ? this._ease : (yoyoEase instanceof Ease) ? yoyoEase : Ease.map[yoyoEase];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis.ratio = yoyoEase ? 1 - yoyoEase.getRatio((duration - this._time) / duration) : 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._time > duration) {\n\t\t\t\t\t\t\tthis._time = duration;\n\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\tthis._time = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this._easeType && !yoyoEase) {\n\t\t\t\t\t\tr = this._time / duration;\n\t\t\t\t\t\ttype = this._easeType;\n\t\t\t\t\t\tpow = this._easePower;\n\t\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\t\tr *= r;\n\t\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t\t} else if (this._time / duration < 0.5) {\n\t\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t\t}\n\t\n\t\t\t\t\t} else if (!yoyoEase) {\n\t\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\tif (prevTime === this._time && !force && prevCycle === this._cycle) {\n\t\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!this._initted) {\n\t\t\t\t\tthis._init();\n\t\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\t\treturn;\n\t\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) { //we stick it in the queue for rendering at the very end of the tick - this is a performance optimization because browsers invalidate styles and force a recalculation if you read, write, and then read style data (so it's better to read/read/read/write/write/write than read/write/read/write/read/write). The down side, of course, is that usually you WANT things to render immediately because you may have code running right after that which depends on the change. Like imagine running TweenLite.set(...) and then immediately after that, creating a nother tween that animates the same property to another value; the starting values of that 2nd tween wouldn't be accurate if lazy is true.\n\t\t\t\t\t\tthis._time = prevTime;\n\t\t\t\t\t\tthis._totalTime = prevTotalTime;\n\t\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\t\t\tTweenLiteInternals.lazyTweens.push(this);\n\t\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\t\tif (this._time && !isComplete && !yoyoEase) {\n\t\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t\t} else if (isComplete && this._ease._calcEnd && !yoyoEase) {\n\t\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._lazy !== false) {\n\t\t\t\t\tthis._lazy = false;\n\t\t\t\t}\n\t\n\t\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t\t}\n\t\t\t\tif (prevTotalTime === 0) {\n\t\t\t\t\tif (this._initted === 2 && time > 0) {\n\t\t\t\t\t\t//this.invalidate();\n\t\t\t\t\t\tthis._init(); //will just apply overwriting since _initted of (2) means it was a from() tween that had immediateRender:true\n\t\t\t\t\t}\n\t\t\t\t\tif (this._startAt) {\n\t\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this.vars.onStart) if (this._totalTime !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tif (this._onUpdate) {\n\t\t\t\t\tif (time < 0) if (this._startAt && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t\t}\n\t\t\t\t\tif (!suppressEvents) if (this._totalTime !== prevTotalTime || callback) {\n\t\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._cycle !== prevCycle) if (!suppressEvents) if (!this._gc) if (this.vars.onRepeat) {\n\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t}\n\t\t\t\tif (callback) if (!this._gc || force) { //check gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && this._startTime) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t}\n\t\t\t\t\tif (isComplete) {\n\t\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t}\n\t\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\t\tthis._callback(callback);\n\t\t\t\t\t}\n\t\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t\t\n\t//---- STATIC FUNCTIONS -----------------------------------------------------------------------------------------------------------\n\t\t\t\n\t\t\tTweenMax.to = function(target, duration, vars) {\n\t\t\t\treturn new TweenMax(target, duration, vars);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.from = function(target, duration, vars) {\n\t\t\t\tvars.runBackwards = true;\n\t\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\t\treturn new TweenMax(target, duration, vars);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\t\ttoVars.startAt = fromVars;\n\t\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\t\treturn new TweenMax(target, duration, toVars);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.staggerTo = TweenMax.allTo = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\tstagger = stagger || 0;\n\t\t\t\tvar delay = 0,\n\t\t\t\t\ta = [],\n\t\t\t\t\tfinalComplete = function() {\n\t\t\t\t\t\tif (vars.onComplete) {\n\t\t\t\t\t\t\tvars.onComplete.apply(vars.onCompleteScope || this, arguments);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tonCompleteAll.apply(onCompleteAllScope || vars.callbackScope || this, onCompleteAllParams || _blankArray);\n\t\t\t\t\t},\n\t\t\t\t\tcycle = vars.cycle,\n\t\t\t\t\tfromCycle = (vars.startAt && vars.startAt.cycle),\n\t\t\t\t\tl, copy, i, p;\n\t\t\t\tif (!_isArray(targets)) {\n\t\t\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t\t\t}\n\t\t\t\t\tif (_isSelector(targets)) {\n\t\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ttargets = targets || [];\n\t\t\t\tif (stagger < 0) {\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t\ttargets.reverse();\n\t\t\t\t\tstagger *= -1;\n\t\t\t\t}\n\t\t\t\tl = targets.length - 1;\n\t\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\t\tcopy = {};\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t\t}\n\t\t\t\t\tif (cycle) {\n\t\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (fromCycle) {\n\t\t\t\t\t\tfromCycle = copy.startAt = {};\n\t\t\t\t\t\tfor (p in vars.startAt) {\n\t\t\t\t\t\t\tfromCycle[p] = vars.startAt[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t}\n\t\t\t\t\tcopy.delay = delay + (copy.delay || 0);\n\t\t\t\t\tif (i === l && onCompleteAll) {\n\t\t\t\t\t\tcopy.onComplete = finalComplete;\n\t\t\t\t\t}\n\t\t\t\t\ta[i] = new TweenMax(targets[i], duration, copy);\n\t\t\t\t\tdelay += stagger;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.staggerFrom = TweenMax.allFrom = function(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\tvars.runBackwards = true;\n\t\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\t\treturn TweenMax.staggerTo(targets, duration, vars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.staggerFromTo = TweenMax.allFromTo = function(targets, duration, fromVars, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\ttoVars.startAt = fromVars;\n\t\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\t\treturn TweenMax.staggerTo(targets, duration, toVars, stagger, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t\t};\n\t\t\t\t\t\n\t\t\tTweenMax.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\t\treturn new TweenMax(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, useFrames:useFrames, overwrite:0});\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.set = function(target, vars) {\n\t\t\t\treturn new TweenMax(target, 0, vars);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.isTweening = function(target) {\n\t\t\t\treturn (TweenLite.getTweensOf(target, true).length > 0);\n\t\t\t};\n\t\t\t\n\t\t\tvar _getChildrenOf = function(timeline, includeTimelines) {\n\t\t\t\t\tvar a = [],\n\t\t\t\t\t\tcnt = 0,\n\t\t\t\t\t\ttween = timeline._first;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tif (tween instanceof TweenLite) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tif (includeTimelines) {\n\t\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ta = a.concat(_getChildrenOf(tween, includeTimelines));\n\t\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t}\n\t\t\t\t\treturn a;\n\t\t\t\t}, \n\t\t\t\tgetAllTweens = TweenMax.getAllTweens = function(includeTimelines) {\n\t\t\t\t\treturn _getChildrenOf(Animation._rootTimeline, includeTimelines).concat( _getChildrenOf(Animation._rootFramesTimeline, includeTimelines) );\n\t\t\t\t};\n\t\t\t\n\t\t\tTweenMax.killAll = function(complete, tweens, delayedCalls, timelines) {\n\t\t\t\tif (tweens == null) {\n\t\t\t\t\ttweens = true;\n\t\t\t\t}\n\t\t\t\tif (delayedCalls == null) {\n\t\t\t\t\tdelayedCalls = true;\n\t\t\t\t}\n\t\t\t\tvar a = getAllTweens((timelines != false)),\n\t\t\t\t\tl = a.length,\n\t\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\t\tisDC, tween, i;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\ttween = a[i];\n\t\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\t\tif (complete) {\n\t\t\t\t\t\t\ttween.totalTime(tween._reversed ? 0 : tween.totalDuration());\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.killChildTweensOf = function(parent, complete) {\n\t\t\t\tif (parent == null) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tvar tl = TweenLiteInternals.tweenLookup,\n\t\t\t\t\ta, curParent, p, i, l;\n\t\t\t\tif (typeof(parent) === \"string\") {\n\t\t\t\t\tparent = TweenLite.selector(parent) || parent;\n\t\t\t\t}\n\t\t\t\tif (_isSelector(parent)) {\n\t\t\t\t\tparent = _slice(parent);\n\t\t\t\t}\n\t\t\t\tif (_isArray(parent)) {\n\t\t\t\t\ti = parent.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tTweenMax.killChildTweensOf(parent[i], complete);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\ta = [];\n\t\t\t\tfor (p in tl) {\n\t\t\t\t\tcurParent = tl[p].target.parentNode;\n\t\t\t\t\twhile (curParent) {\n\t\t\t\t\t\tif (curParent === parent) {\n\t\t\t\t\t\t\ta = a.concat(tl[p].tweens);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcurParent = curParent.parentNode;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tl = a.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif (complete) {\n\t\t\t\t\t\ta[i].totalTime(a[i].totalDuration());\n\t\t\t\t\t}\n\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tvar _changePause = function(pause, tweens, delayedCalls, timelines) {\n\t\t\t\ttweens = (tweens !== false);\n\t\t\t\tdelayedCalls = (delayedCalls !== false);\n\t\t\t\ttimelines = (timelines !== false);\n\t\t\t\tvar a = getAllTweens(timelines),\n\t\t\t\t\tallTrue = (tweens && delayedCalls && timelines),\n\t\t\t\t\ti = a.length,\n\t\t\t\t\tisDC, tween;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttween = a[i];\n\t\t\t\t\tif (allTrue || (tween instanceof SimpleTimeline) || ((isDC = (tween.target === tween.vars.onComplete)) && delayedCalls) || (tweens && !isDC)) {\n\t\t\t\t\t\ttween.paused(pause);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.pauseAll = function(tweens, delayedCalls, timelines) {\n\t\t\t\t_changePause(true, tweens, delayedCalls, timelines);\n\t\t\t};\n\t\t\t\n\t\t\tTweenMax.resumeAll = function(tweens, delayedCalls, timelines) {\n\t\t\t\t_changePause(false, tweens, delayedCalls, timelines);\n\t\t\t};\n\t\n\t\t\tTweenMax.globalTimeScale = function(value) {\n\t\t\t\tvar tl = Animation._rootTimeline,\n\t\t\t\t\tt = TweenLite.ticker.time;\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn tl._timeScale;\n\t\t\t\t}\n\t\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\t\ttl = Animation._rootFramesTimeline;\n\t\t\t\tt = TweenLite.ticker.frame;\n\t\t\t\ttl._startTime = t - ((t - tl._startTime) * tl._timeScale / value);\n\t\t\t\ttl._timeScale = Animation._rootTimeline._timeScale = value;\n\t\t\t\treturn value;\n\t\t\t};\n\t\t\t\n\t\t\n\t//---- GETTERS / SETTERS ----------------------------------------------------------------------------------------------------------\n\t\t\t\n\t\t\tp.progress = function(value, suppressEvents) {\n\t\t\t\treturn (!arguments.length) ? this._time / this.duration() : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t\t};\n\t\t\t\n\t\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\t\treturn (!arguments.length) ? this._totalTime / this.totalDuration() : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t\t};\n\t\t\t\n\t\t\tp.time = function(value, suppressEvents) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._time;\n\t\t\t\t}\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (value > this._duration) {\n\t\t\t\t\tvalue = this._duration;\n\t\t\t\t}\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t\t}\n\t\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.duration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._duration; //don't set _dirty = false because there could be repeats that haven't been factored into the _totalDuration yet. Otherwise, if you create a repeated TweenMax and then immediately check its duration(), it would cache the value and the totalDuration would not be correct, thus repeats wouldn't take effect.\n\t\t\t\t}\n\t\t\t\treturn Animation.prototype.duration.call(this, value);\n\t\t\t};\n\t\n\t\t\tp.totalDuration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\t//instead of Infinity, we use 999999999999 so that we can accommodate reverses\n\t\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t\t\tthis._dirty = false;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._totalDuration;\n\t\t\t\t}\n\t\t\t\treturn (this._repeat === -1) ? this : this.duration( (value - (this._repeat * this._repeatDelay)) / (this._repeat + 1) );\n\t\t\t};\n\t\t\t\n\t\t\tp.repeat = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._repeat;\n\t\t\t\t}\n\t\t\t\tthis._repeat = value;\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\t\t\n\t\t\tp.repeatDelay = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._repeatDelay;\n\t\t\t\t}\n\t\t\t\tthis._repeatDelay = value;\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\t\t\n\t\t\tp.yoyo = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._yoyo;\n\t\t\t\t}\n\t\t\t\tthis._yoyo = value;\n\t\t\t\treturn this;\n\t\t\t};\n\t\t\t\n\t\t\t\n\t\t\treturn TweenMax;\n\t\t\t\n\t\t}, true);\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * TimelineLite\n\t * ----------------------------------------------------------------\n\t */\n\t\t_gsScope._gsDefine(\"TimelineLite\", [\"core.Animation\",\"core.SimpleTimeline\",\"TweenLite\"], function(Animation, SimpleTimeline, TweenLite) {\n\t\n\t\t\tvar TimelineLite = function(vars) {\n\t\t\t\t\tSimpleTimeline.call(this, vars);\n\t\t\t\t\tthis._labels = {};\n\t\t\t\t\tthis.autoRemoveChildren = (this.vars.autoRemoveChildren === true);\n\t\t\t\t\tthis.smoothChildTiming = (this.vars.smoothChildTiming === true);\n\t\t\t\t\tthis._sortChildren = true;\n\t\t\t\t\tthis._onUpdate = this.vars.onUpdate;\n\t\t\t\t\tvar v = this.vars,\n\t\t\t\t\t\tval, p;\n\t\t\t\t\tfor (p in v) {\n\t\t\t\t\t\tval = v[p];\n\t\t\t\t\t\tif (_isArray(val)) if (val.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\t\tv[p] = this._swapSelfInParams(val);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (_isArray(v.tweens)) {\n\t\t\t\t\t\tthis.add(v.tweens, 0, v.align, v.stagger);\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_tinyNum = 0.0000000001,\n\t\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t\t_internals = TimelineLite._internals = {},\n\t\t\t\t_isSelector = TweenLiteInternals.isSelector,\n\t\t\t\t_isArray = TweenLiteInternals.isArray,\n\t\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t\t_copy = function(vars) {\n\t\t\t\t\tvar copy = {}, p;\n\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t\t}\n\t\t\t\t\treturn copy;\n\t\t\t\t},\n\t\t\t\t_applyCycle = function(vars, targets, i) {\n\t\t\t\t\tvar alt = vars.cycle,\n\t\t\t\t\t\tp, val;\n\t\t\t\t\tfor (p in alt) {\n\t\t\t\t\t\tval = alt[p];\n\t\t\t\t\t\tvars[p] = (typeof(val) === \"function\") ? val(i, targets[i]) : val[i % val.length];\n\t\t\t\t\t}\n\t\t\t\t\tdelete vars.cycle;\n\t\t\t\t},\n\t\t\t\t_pauseCallback = _internals.pauseCallback = function() {},\n\t\t\t\t_slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tvar b = [],\n\t\t\t\t\t\tl = a.length,\n\t\t\t\t\t\ti;\n\t\t\t\t\tfor (i = 0; i !== l; b.push(a[i++]));\n\t\t\t\t\treturn b;\n\t\t\t\t},\n\t\t\t\tp = TimelineLite.prototype = new SimpleTimeline();\n\t\n\t\t\tTimelineLite.version = \"1.20.4\";\n\t\t\tp.constructor = TimelineLite;\n\t\t\tp.kill()._gc = p._forcingPlayhead = p._hasPause = false;\n\t\n\t\t\t/* might use later...\n\t\t\t//translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales.\n\t\t\tfunction localToGlobal(time, animation) {\n\t\t\t\twhile (animation) {\n\t\t\t\t\ttime = (time / animation._timeScale) + animation._startTime;\n\t\t\t\t\tanimation = animation.timeline;\n\t\t\t\t}\n\t\t\t\treturn time;\n\t\t\t}\n\t\n\t\t\t//translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales\n\t\t\tfunction globalToLocal(time, animation) {\n\t\t\t\tvar scale = 1;\n\t\t\t\ttime -= localToGlobal(0, animation);\n\t\t\t\twhile (animation) {\n\t\t\t\t\tscale *= animation._timeScale;\n\t\t\t\t\tanimation = animation.timeline;\n\t\t\t\t}\n\t\t\t\treturn time * scale;\n\t\t\t}\n\t\t\t*/\n\t\n\t\t\tp.to = function(target, duration, vars, position) {\n\t\t\t\tvar Engine = (vars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\t\treturn duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position);\n\t\t\t};\n\t\n\t\t\tp.from = function(target, duration, vars, position) {\n\t\t\t\treturn this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position);\n\t\t\t};\n\t\n\t\t\tp.fromTo = function(target, duration, fromVars, toVars, position) {\n\t\t\t\tvar Engine = (toVars.repeat && _globals.TweenMax) || TweenLite;\n\t\t\t\treturn duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position);\n\t\t\t};\n\t\n\t\t\tp.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\tvar tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}),\n\t\t\t\t\tcycle = vars.cycle,\n\t\t\t\t\tcopy, i;\n\t\t\t\tif (typeof(targets) === \"string\") {\n\t\t\t\t\ttargets = TweenLite.selector(targets) || targets;\n\t\t\t\t}\n\t\t\t\ttargets = targets || [];\n\t\t\t\tif (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array.\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t}\n\t\t\t\tstagger = stagger || 0;\n\t\t\t\tif (stagger < 0) {\n\t\t\t\t\ttargets = _slice(targets);\n\t\t\t\t\ttargets.reverse();\n\t\t\t\t\tstagger *= -1;\n\t\t\t\t}\n\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\tcopy = _copy(vars);\n\t\t\t\t\tif (copy.startAt) {\n\t\t\t\t\t\tcopy.startAt = _copy(copy.startAt);\n\t\t\t\t\t\tif (copy.startAt.cycle) {\n\t\t\t\t\t\t\t_applyCycle(copy.startAt, targets, i);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (cycle) {\n\t\t\t\t\t\t_applyCycle(copy, targets, i);\n\t\t\t\t\t\tif (copy.duration != null) {\n\t\t\t\t\t\t\tduration = copy.duration;\n\t\t\t\t\t\t\tdelete copy.duration;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttl.to(targets[i], duration, copy, i * stagger);\n\t\t\t\t}\n\t\t\t\treturn this.add(tl, position);\n\t\t\t};\n\t\n\t\t\tp.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\t\tvars.runBackwards = true;\n\t\t\t\treturn this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t\t};\n\t\n\t\t\tp.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) {\n\t\t\t\ttoVars.startAt = fromVars;\n\t\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\t\treturn this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope);\n\t\t\t};\n\t\n\t\t\tp.call = function(callback, params, scope, position) {\n\t\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t\t};\n\t\n\t\t\tp.set = function(target, vars, position) {\n\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true);\n\t\t\t\tif (vars.immediateRender == null) {\n\t\t\t\t\tvars.immediateRender = (position === this._time && !this._paused);\n\t\t\t\t}\n\t\t\t\treturn this.add( new TweenLite(target, 0, vars), position);\n\t\t\t};\n\t\n\t\t\tTimelineLite.exportRoot = function(vars, ignoreDelayedCalls) {\n\t\t\t\tvars = vars || {};\n\t\t\t\tif (vars.smoothChildTiming == null) {\n\t\t\t\t\tvars.smoothChildTiming = true;\n\t\t\t\t}\n\t\t\t\tvar tl = new TimelineLite(vars),\n\t\t\t\t\troot = tl._timeline,\n\t\t\t\t\thasNegativeStart, time,\ttween, next;\n\t\t\t\tif (ignoreDelayedCalls == null) {\n\t\t\t\t\tignoreDelayedCalls = true;\n\t\t\t\t}\n\t\t\t\troot._remove(tl, true);\n\t\t\t\ttl._startTime = 0;\n\t\t\t\ttl._rawPrevTime = tl._time = tl._totalTime = root._time;\n\t\t\t\ttween = root._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next;\n\t\t\t\t\tif (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) {\n\t\t\t\t\t\ttime = tween._startTime - tween._delay;\n\t\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\t\thasNegativeStart = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttl.add(tween, time);\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t\troot.add(tl, 0);\n\t\t\t\tif (hasNegativeStart) { //calling totalDuration() will force the adjustment necessary to shift the children forward so none of them start before zero, and moves the timeline backwards the same amount, so the playhead is still aligned where it should be globally, but the timeline doesn't have illegal children that start before zero.\n\t\t\t\t\ttl.totalDuration();\n\t\t\t\t}\n\t\t\t\treturn tl;\n\t\t\t};\n\t\n\t\t\tp.add = function(value, position, align, stagger) {\n\t\t\t\tvar curTime, l, i, child, tl, beforeRawTime;\n\t\t\t\tif (typeof(position) !== \"number\") {\n\t\t\t\t\tposition = this._parseTimeOrLabel(position, 0, true, value);\n\t\t\t\t}\n\t\t\t\tif (!(value instanceof Animation)) {\n\t\t\t\t\tif ((value instanceof Array) || (value && value.push && _isArray(value))) {\n\t\t\t\t\t\talign = align || \"normal\";\n\t\t\t\t\t\tstagger = stagger || 0;\n\t\t\t\t\t\tcurTime = position;\n\t\t\t\t\t\tl = value.length;\n\t\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\t\tif (_isArray(child = value[i])) {\n\t\t\t\t\t\t\t\tchild = new TimelineLite({tweens:child});\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis.add(child, curTime);\n\t\t\t\t\t\t\tif (typeof(child) !== \"string\" && typeof(child) !== \"function\") {\n\t\t\t\t\t\t\t\tif (align === \"sequence\") {\n\t\t\t\t\t\t\t\t\tcurTime = child._startTime + (child.totalDuration() / child._timeScale);\n\t\t\t\t\t\t\t\t} else if (align === \"start\") {\n\t\t\t\t\t\t\t\t\tchild._startTime -= child.delay();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcurTime += stagger;\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn this._uncache(true);\n\t\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\t\treturn this.addLabel(value, position);\n\t\t\t\t\t} else if (typeof(value) === \"function\") {\n\t\t\t\t\t\tvalue = TweenLite.delayedCall(0, value);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthrow(\"Cannot add \" + value + \" into the timeline; it is not a tween, timeline, function, or string.\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\tSimpleTimeline.prototype.add.call(this, value, position);\n\t\n\t\t\t\tif (value._time) { //in case, for example, the _startTime is moved on a tween that has already rendered. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning.\n\t\t\t\t\tvalue.render((this.rawTime() - value._startTime) * value._timeScale, false, false);\n\t\t\t\t}\n\t\n\t\t\t\t//if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.\n\t\t\t\tif (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) {\n\t\t\t\t\t//in case any of the ancestors had completed but should now be enabled...\n\t\t\t\t\ttl = this;\n\t\t\t\t\tbeforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect.\n\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\tif (beforeRawTime && tl._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it.\n\t\t\t\t\t\t} else if (tl._gc) {\n\t\t\t\t\t\t\ttl._enabled(true, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.remove = function(value) {\n\t\t\t\tif (value instanceof Animation) {\n\t\t\t\t\tthis._remove(value, false);\n\t\t\t\t\tvar tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline.\n\t\t\t\t\tvalue._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct.\n\t\t\t\t\treturn this;\n\t\t\t\t} else if (value instanceof Array || (value && value.push && _isArray(value))) {\n\t\t\t\t\tvar i = value.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tthis.remove(value[i]);\n\t\t\t\t\t}\n\t\t\t\t\treturn this;\n\t\t\t\t} else if (typeof(value) === \"string\") {\n\t\t\t\t\treturn this.removeLabel(value);\n\t\t\t\t}\n\t\t\t\treturn this.kill(null, value);\n\t\t\t};\n\t\n\t\t\tp._remove = function(tween, skipDisable) {\n\t\t\t\tSimpleTimeline.prototype._remove.call(this, tween, skipDisable);\n\t\t\t\tvar last = this._last;\n\t\t\t\tif (!last) {\n\t\t\t\t\tthis._time = this._totalTime = this._duration = this._totalDuration = 0;\n\t\t\t\t} else if (this._time > this.duration()) {\n\t\t\t\t\tthis._time = this._duration;\n\t\t\t\t\tthis._totalTime = this._totalDuration;\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.append = function(value, offsetOrLabel) {\n\t\t\t\treturn this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value));\n\t\t\t};\n\t\n\t\t\tp.insert = p.insertMultiple = function(value, position, align, stagger) {\n\t\t\t\treturn this.add(value, position || 0, align, stagger);\n\t\t\t};\n\t\n\t\t\tp.appendMultiple = function(tweens, offsetOrLabel, align, stagger) {\n\t\t\t\treturn this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger);\n\t\t\t};\n\t\n\t\t\tp.addLabel = function(label, position) {\n\t\t\t\tthis._labels[label] = this._parseTimeOrLabel(position);\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.addPause = function(position, callback, params, scope) {\n\t\t\t\tvar t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this);\n\t\t\t\tt.vars.onComplete = t.vars.onReverseComplete = callback;\n\t\t\t\tt.data = \"isPause\";\n\t\t\t\tthis._hasPause = true;\n\t\t\t\treturn this.add(t, position);\n\t\t\t};\n\t\n\t\t\tp.removeLabel = function(label) {\n\t\t\t\tdelete this._labels[label];\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.getLabelTime = function(label) {\n\t\t\t\treturn (this._labels[label] != null) ? this._labels[label] : -1;\n\t\t\t};\n\t\n\t\t\tp._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) {\n\t\t\t\tvar clippedDuration, i;\n\t\t\t\t//if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration().\n\t\t\t\tif (ignore instanceof Animation && ignore.timeline === this) {\n\t\t\t\t\tthis.remove(ignore);\n\t\t\t\t} else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) {\n\t\t\t\t\ti = ignore.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (ignore[i] instanceof Animation && ignore[i].timeline === this) {\n\t\t\t\t\t\t\tthis.remove(ignore[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tclippedDuration = (typeof(timeOrLabel) === \"number\" && !offsetOrLabel) ? 0 : (this.duration() > 99999999999) ? this.recent().endTime(false) : this._duration; //in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.\n\t\t\t\tif (typeof(offsetOrLabel) === \"string\") {\n\t\t\t\t\treturn this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === \"number\" && this._labels[offsetOrLabel] == null) ? timeOrLabel - clippedDuration : 0, appendIfAbsent);\n\t\t\t\t}\n\t\t\t\toffsetOrLabel = offsetOrLabel || 0;\n\t\t\t\tif (typeof(timeOrLabel) === \"string\" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like \"1\", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).\n\t\t\t\t\ti = timeOrLabel.indexOf(\"=\");\n\t\t\t\t\tif (i === -1) {\n\t\t\t\t\t\tif (this._labels[timeOrLabel] == null) {\n\t\t\t\t\t\t\treturn appendIfAbsent ? (this._labels[timeOrLabel] = clippedDuration + offsetOrLabel) : offsetOrLabel;\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn this._labels[timeOrLabel] + offsetOrLabel;\n\t\t\t\t\t}\n\t\t\t\t\toffsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + \"1\", 10) * Number(timeOrLabel.substr(i+1));\n\t\t\t\t\ttimeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : clippedDuration;\n\t\t\t\t} else if (timeOrLabel == null) {\n\t\t\t\t\ttimeOrLabel = clippedDuration;\n\t\t\t\t}\n\t\t\t\treturn Number(timeOrLabel) + offsetOrLabel;\n\t\t\t};\n\t\n\t\t\tp.seek = function(position, suppressEvents) {\n\t\t\t\treturn this.totalTime((typeof(position) === \"number\") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false));\n\t\t\t};\n\t\n\t\t\tp.stop = function() {\n\t\t\t\treturn this.paused(true);\n\t\t\t};\n\t\n\t\t\tp.gotoAndPlay = function(position, suppressEvents) {\n\t\t\t\treturn this.play(position, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.gotoAndStop = function(position, suppressEvents) {\n\t\t\t\treturn this.pause(position, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tvar prevTime = this._time,\n\t\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\t\tprevStart = this._startTime,\n\t\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\t\tprevPaused = this._paused,\n\t\t\t\t\ttween, isComplete, next, callback, internalForce, pauseTween, curTime;\n\t\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\t\ttime += this._time - prevTime;\n\t\t\t\t}\n\t\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\t\tthis._totalTime = this._time = totalDur;\n\t\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\t\tisComplete = true;\n\t\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) {\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t\tif (this._rawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\ttime = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7.\n\t\n\t\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\t\tif (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) {\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t\t}\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing.\n\t\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t} else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t} else {\n\t\n\t\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\t\tif (time >= prevTime) {\n\t\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pauseTween) {\n\t\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t\t}\n\t\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!this._initted) {\n\t\t\t\t\tthis._initted = true;\n\t\t\t\t}\n\t\n\t\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time > 0) {\n\t\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t\t}\n\t\n\t\t\t\tif (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\n\t\t\t\tcurTime = this._time;\n\t\t\t\tif (curTime >= prevTime) {\n\t\t\t\t\ttween = this._first;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t} else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = next;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\ttween = this._last;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\n\t\t\t\tif (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\t\tif (isComplete) {\n\t\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t}\n\t\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\t\tthis._callback(callback);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tp._hasPausedChild = function() {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\n\t\t\tp.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) {\n\t\t\t\tignoreBeforeTime = ignoreBeforeTime || -9999999999;\n\t\t\t\tvar a = [],\n\t\t\t\t\ttween = this._first,\n\t\t\t\t\tcnt = 0;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime < ignoreBeforeTime) {\n\t\t\t\t\t\t//do nothing\n\t\t\t\t\t} else if (tween instanceof TweenLite) {\n\t\t\t\t\t\tif (tweens !== false) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (timelines !== false) {\n\t\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (nested !== false) {\n\t\t\t\t\t\t\ta = a.concat(tween.getChildren(true, tweens, timelines));\n\t\t\t\t\t\t\tcnt = a.length;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t};\n\t\n\t\t\tp.getTweensOf = function(target, nested) {\n\t\t\t\tvar disabled = this._gc,\n\t\t\t\t\ta = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\ttweens, i;\n\t\t\t\tif (disabled) {\n\t\t\t\t\tthis._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here.\n\t\t\t\t}\n\t\t\t\ttweens = TweenLite.getTweensOf(target);\n\t\t\t\ti = tweens.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) {\n\t\t\t\t\t\ta[cnt++] = tweens[i];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (disabled) {\n\t\t\t\t\tthis._enabled(false, true);\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t};\n\t\n\t\t\tp.recent = function() {\n\t\t\t\treturn this._recent;\n\t\t\t};\n\t\n\t\t\tp._contains = function(tween) {\n\t\t\t\tvar tl = tween.timeline;\n\t\t\t\twhile (tl) {\n\t\t\t\t\tif (tl === this) {\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl.timeline;\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\n\t\t\tp.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) {\n\t\t\t\tignoreBeforeTime = ignoreBeforeTime || 0;\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\tlabels = this._labels,\n\t\t\t\t\tp;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tif (tween._startTime >= ignoreBeforeTime) {\n\t\t\t\t\t\ttween._startTime += amount;\n\t\t\t\t\t}\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\tif (adjustLabels) {\n\t\t\t\t\tfor (p in labels) {\n\t\t\t\t\t\tif (labels[p] >= ignoreBeforeTime) {\n\t\t\t\t\t\t\tlabels[p] += amount;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\n\t\t\tp._kill = function(vars, target) {\n\t\t\t\tif (!vars && !target) {\n\t\t\t\t\treturn this._enabled(false, false);\n\t\t\t\t}\n\t\t\t\tvar tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target),\n\t\t\t\t\ti = tweens.length,\n\t\t\t\t\tchanged = false;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (tweens[i]._kill(vars, target)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn changed;\n\t\t\t};\n\t\n\t\t\tp.clear = function(labels) {\n\t\t\t\tvar tweens = this.getChildren(false, true, true),\n\t\t\t\t\ti = tweens.length;\n\t\t\t\tthis._time = this._totalTime = 0;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttweens[i]._enabled(false, false);\n\t\t\t\t}\n\t\t\t\tif (labels !== false) {\n\t\t\t\t\tthis._labels = {};\n\t\t\t\t}\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\n\t\t\tp.invalidate = function() {\n\t\t\t\tvar tween = this._first;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween.invalidate();\n\t\t\t\t\ttween = tween._next;\n\t\t\t\t}\n\t\t\t\treturn Animation.prototype.invalidate.call(this);;\n\t\t\t};\n\t\n\t\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\t\tif (enabled === this._gc) {\n\t\t\t\t\tvar tween = this._first;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\ttween._enabled(enabled, true);\n\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t\t};\n\t\n\t\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\t\tthis._forcingPlayhead = true;\n\t\t\t\tvar val = Animation.prototype.totalTime.apply(this, arguments);\n\t\t\t\tthis._forcingPlayhead = false;\n\t\t\t\treturn val;\n\t\t\t};\n\t\n\t\t\tp.duration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tthis.totalDuration(); //just triggers recalculation\n\t\t\t\t\t}\n\t\t\t\t\treturn this._duration;\n\t\t\t\t}\n\t\t\t\tif (this.duration() !== 0 && value !== 0) {\n\t\t\t\t\tthis.timeScale(this._duration / value);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.totalDuration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tvar max = 0,\n\t\t\t\t\t\t\ttween = this._last,\n\t\t\t\t\t\t\tprevStart = 999999999999,\n\t\t\t\t\t\t\tprev, end;\n\t\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\t\tprev = tween._prev; //record it here in case the tween changes position in the sequence...\n\t\t\t\t\t\t\tif (tween._dirty) {\n\t\t\t\t\t\t\t\ttween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (tween._startTime > prevStart && this._sortChildren && !tween._paused && !this._calculatingDuration) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence\n\t\t\t\t\t\t\t\tthis._calculatingDuration = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add(), like _parseTimeOrLabel().\n\t\t\t\t\t\t\t\tthis.add(tween, tween._startTime - tween._delay);\n\t\t\t\t\t\t\t\tthis._calculatingDuration = 0;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tprevStart = tween._startTime;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.\n\t\t\t\t\t\t\t\tmax -= tween._startTime;\n\t\t\t\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\t\t\t\tthis._startTime += tween._startTime / this._timeScale;\n\t\t\t\t\t\t\t\t\tthis._time -= tween._startTime;\n\t\t\t\t\t\t\t\t\tthis._totalTime -= tween._startTime;\n\t\t\t\t\t\t\t\t\tthis._rawPrevTime -= tween._startTime;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tthis.shiftChildren(-tween._startTime, false, -9999999999);\n\t\t\t\t\t\t\t\tprevStart = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tend = tween._startTime + (tween._totalDuration / tween._timeScale);\n\t\t\t\t\t\t\tif (end > max) {\n\t\t\t\t\t\t\t\tmax = end;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttween = prev;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._duration = this._totalDuration = max;\n\t\t\t\t\t\tthis._dirty = false;\n\t\t\t\t\t}\n\t\t\t\t\treturn this._totalDuration;\n\t\t\t\t}\n\t\t\t\treturn (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this;\n\t\t\t};\n\t\n\t\t\tp.paused = function(value) {\n\t\t\t\tif (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it.\n\t\t\t\t\tvar tween = this._first,\n\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tif (tween._startTime === time && tween.data === \"isPause\") {\n\t\t\t\t\t\t\ttween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire.\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn Animation.prototype.paused.apply(this, arguments);\n\t\t\t};\n\t\n\t\t\tp.usesFrames = function() {\n\t\t\t\tvar tl = this._timeline;\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t\treturn (tl === Animation._rootFramesTimeline);\n\t\t\t};\n\t\n\t\t\tp.rawTime = function(wrapRepeats) {\n\t\t\t\treturn (wrapRepeats && (this._paused || (this._repeat && this.time() > 0 && this.totalProgress() < 1))) ? this._totalTime % (this._duration + this._repeatDelay) : this._paused ? this._totalTime : (this._timeline.rawTime(wrapRepeats) - this._startTime) * this._timeScale;\n\t\t\t};\n\t\n\t\t\treturn TimelineLite;\n\t\n\t\t}, true);\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * TimelineMax\n\t * ----------------------------------------------------------------\n\t */\n\t\t_gsScope._gsDefine(\"TimelineMax\", [\"TimelineLite\",\"TweenLite\",\"easing.Ease\"], function(TimelineLite, TweenLite, Ease) {\n\t\n\t\t\tvar TimelineMax = function(vars) {\n\t\t\t\t\tTimelineLite.call(this, vars);\n\t\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\t\tthis._cycle = 0;\n\t\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\t\tthis._dirty = true;\n\t\t\t\t},\n\t\t\t\t_tinyNum = 0.0000000001,\n\t\t\t\tTweenLiteInternals = TweenLite._internals,\n\t\t\t\t_lazyTweens = TweenLiteInternals.lazyTweens,\n\t\t\t\t_lazyRender = TweenLiteInternals.lazyRender,\n\t\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t\t_easeNone = new Ease(null, null, 1, 0),\n\t\t\t\tp = TimelineMax.prototype = new TimelineLite();\n\t\n\t\t\tp.constructor = TimelineMax;\n\t\t\tp.kill()._gc = false;\n\t\t\tTimelineMax.version = \"1.20.4\";\n\t\n\t\t\tp.invalidate = function() {\n\t\t\t\tthis._yoyo = (this.vars.yoyo === true);\n\t\t\t\tthis._repeat = this.vars.repeat || 0;\n\t\t\t\tthis._repeatDelay = this.vars.repeatDelay || 0;\n\t\t\t\tthis._uncache(true);\n\t\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t\t};\n\t\n\t\t\tp.addCallback = function(callback, position, params, scope) {\n\t\t\t\treturn this.add( TweenLite.delayedCall(0, callback, params, scope), position);\n\t\t\t};\n\t\n\t\t\tp.removeCallback = function(callback, position) {\n\t\t\t\tif (callback) {\n\t\t\t\t\tif (position == null) {\n\t\t\t\t\t\tthis._kill(null, callback);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvar a = this.getTweensOf(callback, false),\n\t\t\t\t\t\t\ti = a.length,\n\t\t\t\t\t\t\ttime = this._parseTimeOrLabel(position);\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i]._startTime === time) {\n\t\t\t\t\t\t\t\ta[i]._enabled(false, false);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.removePause = function(position) {\n\t\t\t\treturn this.removeCallback(TimelineLite._internals.pauseCallback, position);\n\t\t\t};\n\t\n\t\t\tp.tweenTo = function(position, vars) {\n\t\t\t\tvars = vars || {};\n\t\t\t\tvar copy = {ease:_easeNone, useFrames:this.usesFrames(), immediateRender:false, lazy:false},\n\t\t\t\t\tEngine = (vars.repeat && _globals.TweenMax) || TweenLite,\n\t\t\t\t\tduration, p, t;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tcopy[p] = vars[p];\n\t\t\t\t}\n\t\t\t\tcopy.time = this._parseTimeOrLabel(position);\n\t\t\t\tduration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001;\n\t\t\t\tt = new Engine(this, duration, copy);\n\t\t\t\tcopy.onStart = function() {\n\t\t\t\t\tt.target.paused(true);\n\t\t\t\t\tif (t.vars.time !== t.target.time() && duration === t.duration() && !t.isFromTo) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all.\n\t\t\t\t\t\tt.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale ).render(t.time(), true, true); //render() right away to ensure that things look right, especially in the case of .tweenTo(0).\n\t\t\t\t\t}\n\t\t\t\t\tif (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it.\n\t\t\t\t\t\tvars.onStart.apply(vars.onStartScope || vars.callbackScope || t, vars.onStartParams || []); //don't use t._callback(\"onStart\") or it'll point to the copy.onStart and we'll get a recursion error.\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\treturn t;\n\t\t\t};\n\t\n\t\t\tp.tweenFromTo = function(fromPosition, toPosition, vars) {\n\t\t\t\tvars = vars || {};\n\t\t\t\tfromPosition = this._parseTimeOrLabel(fromPosition);\n\t\t\t\tvars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], callbackScope:this};\n\t\t\t\tvars.immediateRender = (vars.immediateRender !== false);\n\t\t\t\tvar t = this.tweenTo(toPosition, vars);\n\t\t\t\tt.isFromTo = 1; //to ensure we don't mess with the duration in the onStart (we've got the start and end values here, so lock it in)\n\t\t\t\treturn t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001);\n\t\t\t};\n\t\n\t\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t\tif (this._gc) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\tvar prevTime = this._time,\n\t\t\t\t\ttotalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(),\n\t\t\t\t\tdur = this._duration,\n\t\t\t\t\tprevTotalTime = this._totalTime,\n\t\t\t\t\tprevStart = this._startTime,\n\t\t\t\t\tprevTimeScale = this._timeScale,\n\t\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\t\tprevPaused = this._paused,\n\t\t\t\t\tprevCycle = this._cycle,\n\t\t\t\t\ttween, isComplete, next, callback, internalForce, cycleDuration, pauseTween, curTime;\n\t\t\t\tif (prevTime !== this._time) { //if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).\n\t\t\t\t\ttime += this._time - prevTime;\n\t\t\t\t}\n\t\t\t\tif (time >= totalDur - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\t\tif (!this._locked) {\n\t\t\t\t\t\tthis._totalTime = totalDur;\n\t\t\t\t\t\tthis._cycle = this._repeat;\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._reversed) if (!this._hasPausedChild()) {\n\t\t\t\t\t\tisComplete = true;\n\t\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\t\tinternalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t\t\tif (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) {\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added.\n\t\t\t\t\t}\n\t\n\t\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\t\tif (!this._locked) {\n\t\t\t\t\t\tthis._totalTime = this._cycle = 0;\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = 0;\n\t\t\t\t\tif (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare)\n\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t\t}\n\t\t\t\t\tif (time < 0) {\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t\tif (this._timeline.autoRemoveChildren && this._reversed) {\n\t\t\t\t\t\t\tinternalForce = isComplete = true;\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t} else if (prevRawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state.\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = time;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t\tif (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good).\n\t\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\t\twhile (tween && tween._startTime === 0) {\n\t\t\t\t\t\t\t\tif (!tween._duration) {\n\t\t\t\t\t\t\t\t\tisComplete = false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttime = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline)\n\t\t\t\t\t\tif (!this._initted) {\n\t\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t} else {\n\t\t\t\t\tif (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through.\n\t\t\t\t\t\tinternalForce = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = this._rawPrevTime = time;\n\t\t\t\t\tif (!this._locked) {\n\t\t\t\t\t\tthis._totalTime = time;\n\t\t\t\t\t\tif (this._repeat !== 0) {\n\t\t\t\t\t\t\tcycleDuration = dur + this._repeatDelay;\n\t\t\t\t\t\t\tthis._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!)\n\t\t\t\t\t\t\tif (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration && prevTotalTime <= time) {\n\t\t\t\t\t\t\t\tthis._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning)\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis._time = this._totalTime - (this._cycle * cycleDuration);\n\t\t\t\t\t\t\tif (this._yoyo) if ((this._cycle & 1) !== 0) {\n\t\t\t\t\t\t\t\tthis._time = dur - this._time;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (this._time > dur) {\n\t\t\t\t\t\t\t\tthis._time = dur;\n\t\t\t\t\t\t\t\ttime = dur + 0.0001; //to avoid occasional floating point rounding error\n\t\t\t\t\t\t\t} else if (this._time < 0) {\n\t\t\t\t\t\t\t\tthis._time = time = 0;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t\tif (this._hasPause && !this._forcingPlayhead && !suppressEvents) {\n\t\t\t\t\t\ttime = this._time;\n\t\t\t\t\t\tif (time >= prevTime || (this._repeat && prevCycle !== this._cycle)) {\n\t\t\t\t\t\t\ttween = this._first;\n\t\t\t\t\t\t\twhile (tween && tween._startTime <= time && !pauseTween) {\n\t\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) {\n\t\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._next;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween = this._last;\n\t\t\t\t\t\t\twhile (tween && tween._startTime >= time && !pauseTween) {\n\t\t\t\t\t\t\t\tif (!tween._duration) if (tween.data === \"isPause\" && tween._rawPrevTime > 0) {\n\t\t\t\t\t\t\t\t\tpauseTween = tween;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttween = tween._prev;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pauseTween && pauseTween._startTime < dur) {\n\t\t\t\t\t\t\tthis._time = time = pauseTween._startTime;\n\t\t\t\t\t\t\tthis._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t}\n\t\n\t\t\t\tif (this._cycle !== prevCycle) if (!this._locked) {\n\t\t\t\t\t/*\n\t\t\t\t\tmake sure children at the end/beginning of the timeline are rendered properly. If, for example,\n\t\t\t\t\ta 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which\n\t\t\t\t\twould get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there\n\t\t\t\t\tcould be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So\n\t\t\t\t\twe need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must\n\t\t\t\t\tensure that zero-duration tweens at the very beginning or end of the TimelineMax work.\n\t\t\t\t\t*/\n\t\t\t\t\tvar backwards = (this._yoyo && (prevCycle & 1) !== 0),\n\t\t\t\t\t\twrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)),\n\t\t\t\t\t\trecTotalTime = this._totalTime,\n\t\t\t\t\t\trecCycle = this._cycle,\n\t\t\t\t\t\trecRawPrevTime = this._rawPrevTime,\n\t\t\t\t\t\trecTime = this._time;\n\t\n\t\t\t\t\tthis._totalTime = prevCycle * dur;\n\t\t\t\t\tif (this._cycle < prevCycle) {\n\t\t\t\t\t\tbackwards = !backwards;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis._totalTime += dur;\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a \"cleaner\" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method.\n\t\n\t\t\t\t\tthis._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime;\n\t\t\t\t\tthis._cycle = prevCycle;\n\t\t\t\t\tthis._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render()\n\t\t\t\t\tprevTime = (backwards) ? 0 : dur;\n\t\t\t\t\tthis.render(prevTime, suppressEvents, (dur === 0));\n\t\t\t\t\tif (!suppressEvents) if (!this._gc) {\n\t\t\t\t\t\tif (this.vars.onRepeat) {\n\t\t\t\t\t\t\tthis._cycle = recCycle; //in case the onRepeat alters the playhead or invalidates(), we shouldn't stay locked or use the previous cycle.\n\t\t\t\t\t\t\tthis._locked = false;\n\t\t\t\t\t\t\tthis._callback(\"onRepeat\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (prevTime !== this._time) { //in case there's a callback like onComplete in a nested tween/timeline that changes the playhead position, like via seek(), we should just abort.\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (wrap) {\n\t\t\t\t\t\tthis._cycle = prevCycle; //if there's an onRepeat, we reverted this above, so make sure it's set properly again. We also unlocked in that scenario, so reset that too.\n\t\t\t\t\t\tthis._locked = true;\n\t\t\t\t\t\tprevTime = (backwards) ? dur + 0.0001 : -0.0001;\n\t\t\t\t\t\tthis.render(prevTime, true, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._locked = false;\n\t\t\t\t\tif (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible)\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tthis._time = recTime;\n\t\t\t\t\tthis._totalTime = recTotalTime;\n\t\t\t\t\tthis._cycle = recCycle;\n\t\t\t\t\tthis._rawPrevTime = recRawPrevTime;\n\t\t\t\t}\n\t\n\t\t\t\tif ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) {\n\t\t\t\t\tif (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate.\n\t\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!this._initted) {\n\t\t\t\t\tthis._initted = true;\n\t\t\t\t}\n\t\n\t\t\t\tif (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) {\n\t\t\t\t\tthis._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example.\n\t\t\t\t}\n\t\n\t\t\t\tif (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0 || !this._totalDuration) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\n\t\t\t\tcurTime = this._time;\n\t\t\t\tif (curTime >= prevTime) {\n\t\t\t\t\ttween = this._first;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t} else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = next;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\ttween = this._last;\n\t\t\t\t\twhile (tween) {\n\t\t\t\t\t\tnext = tween._prev; //record it here because the value could change after rendering...\n\t\t\t\t\t\tif (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t} else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\t\tif (pauseTween === tween) {\n\t\t\t\t\t\t\t\tpauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse.\n\t\t\t\t\t\t\t\twhile (pauseTween && pauseTween.endTime() > this._time) {\n\t\t\t\t\t\t\t\t\tpauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t\t\tpauseTween = pauseTween._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpauseTween = null;\n\t\t\t\t\t\t\t\tthis.pause();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttween = next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\tif (this._onUpdate) if (!suppressEvents) {\n\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t}\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t\tif (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\t\tif (isComplete) {\n\t\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values.\n\t\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._active = false;\n\t\t\t\t\t}\n\t\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\t\tthis._callback(callback);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tp.getActive = function(nested, tweens, timelines) {\n\t\t\t\tif (nested == null) {\n\t\t\t\t\tnested = true;\n\t\t\t\t}\n\t\t\t\tif (tweens == null) {\n\t\t\t\t\ttweens = true;\n\t\t\t\t}\n\t\t\t\tif (timelines == null) {\n\t\t\t\t\ttimelines = false;\n\t\t\t\t}\n\t\t\t\tvar a = [],\n\t\t\t\t\tall = this.getChildren(nested, tweens, timelines),\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\tl = all.length,\n\t\t\t\t\ti, tween;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\ttween = all[i];\n\t\t\t\t\tif (tween.isActive()) {\n\t\t\t\t\t\ta[cnt++] = tween;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t};\n\t\n\t\n\t\t\tp.getLabelAfter = function(time) {\n\t\t\t\tif (!time) if (time !== 0) { //faster than isNan()\n\t\t\t\t\ttime = this._time;\n\t\t\t\t}\n\t\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\t\tl = labels.length,\n\t\t\t\t\ti;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif (labels[i].time > time) {\n\t\t\t\t\t\treturn labels[i].name;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t};\n\t\n\t\t\tp.getLabelBefore = function(time) {\n\t\t\t\tif (time == null) {\n\t\t\t\t\ttime = this._time;\n\t\t\t\t}\n\t\t\t\tvar labels = this.getLabelsArray(),\n\t\t\t\t\ti = labels.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (labels[i].time < time) {\n\t\t\t\t\t\treturn labels[i].name;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn null;\n\t\t\t};\n\t\n\t\t\tp.getLabelsArray = function() {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\tp;\n\t\t\t\tfor (p in this._labels) {\n\t\t\t\t\ta[cnt++] = {time:this._labels[p], name:p};\n\t\t\t\t}\n\t\t\t\ta.sort(function(a,b) {\n\t\t\t\t\treturn a.time - b.time;\n\t\t\t\t});\n\t\t\t\treturn a;\n\t\t\t};\n\t\n\t\t\tp.invalidate = function() {\n\t\t\t\tthis._locked = false; //unlock and set cycle in case invalidate() is called from inside an onRepeat\n\t\t\t\treturn TimelineLite.prototype.invalidate.call(this);\n\t\t\t};\n\t\n\t\n\t//---- GETTERS / SETTERS -------------------------------------------------------------------------------------------------------\n\t\n\t\t\tp.progress = function(value, suppressEvents) {\n\t\t\t\treturn (!arguments.length) ? (this._time / this.duration()) || 0 : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.totalProgress = function(value, suppressEvents) {\n\t\t\t\treturn (!arguments.length) ? (this._totalTime / this.totalDuration()) || 0 : this.totalTime( this.totalDuration() * value, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.totalDuration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\tTimelineLite.prototype.totalDuration.call(this); //just forces refresh\n\t\t\t\t\t\t//Instead of Infinity, we use 999999999999 so that we can accommodate reverses.\n\t\t\t\t\t\tthis._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat);\n\t\t\t\t\t}\n\t\t\t\t\treturn this._totalDuration;\n\t\t\t\t}\n\t\t\t\treturn (this._repeat === -1 || !value) ? this : this.timeScale( this.totalDuration() / value );\n\t\t\t};\n\t\n\t\t\tp.time = function(value, suppressEvents) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._time;\n\t\t\t\t}\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration();\n\t\t\t\t}\n\t\t\t\tif (value > this._duration) {\n\t\t\t\t\tvalue = this._duration;\n\t\t\t\t}\n\t\t\t\tif (this._yoyo && (this._cycle & 1) !== 0) {\n\t\t\t\t\tvalue = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay));\n\t\t\t\t} else if (this._repeat !== 0) {\n\t\t\t\t\tvalue += this._cycle * (this._duration + this._repeatDelay);\n\t\t\t\t}\n\t\t\t\treturn this.totalTime(value, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.repeat = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._repeat;\n\t\t\t\t}\n\t\t\t\tthis._repeat = value;\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\n\t\t\tp.repeatDelay = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._repeatDelay;\n\t\t\t\t}\n\t\t\t\tthis._repeatDelay = value;\n\t\t\t\treturn this._uncache(true);\n\t\t\t};\n\t\n\t\t\tp.yoyo = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._yoyo;\n\t\t\t\t}\n\t\t\t\tthis._yoyo = value;\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.currentLabel = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this.getLabelBefore(this._time + 0.00000001);\n\t\t\t\t}\n\t\t\t\treturn this.seek(value, true);\n\t\t\t};\n\t\n\t\t\treturn TimelineMax;\n\t\n\t\t}, true);\n\t\t\n\t\n\t\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\n\t\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * BezierPlugin\n\t * ----------------------------------------------------------------\n\t */\n\t\t(function() {\n\t\n\t\t\tvar _RAD2DEG = 180 / Math.PI,\n\t\t\t\t_r1 = [],\n\t\t\t\t_r2 = [],\n\t\t\t\t_r3 = [],\n\t\t\t\t_corProps = {},\n\t\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t\tSegment = function(a, b, c, d) {\n\t\t\t\t\tif (c === d) { //if c and d match, the final autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\t\tc = d - (d - b) / 1000000;\n\t\t\t\t\t}\n\t\t\t\t\tif (a === b) { //if a and b match, the starting autoRotate value could lock at -90 degrees, so differentiate them slightly.\n\t\t\t\t\t\tb = a + (c - a) / 1000000;\n\t\t\t\t\t}\n\t\t\t\t\tthis.a = a;\n\t\t\t\t\tthis.b = b;\n\t\t\t\t\tthis.c = c;\n\t\t\t\t\tthis.d = d;\n\t\t\t\t\tthis.da = d - a;\n\t\t\t\t\tthis.ca = c - a;\n\t\t\t\t\tthis.ba = b - a;\n\t\t\t\t},\n\t\t\t\t_correlate = \",x,y,z,left,top,right,bottom,marginTop,marginLeft,marginRight,marginBottom,paddingLeft,paddingTop,paddingRight,paddingBottom,backgroundPosition,backgroundPosition_y,\",\n\t\t\t\tcubicToQuadratic = function(a, b, c, d) {\n\t\t\t\t\tvar q1 = {a:a},\n\t\t\t\t\t\tq2 = {},\n\t\t\t\t\t\tq3 = {},\n\t\t\t\t\t\tq4 = {c:d},\n\t\t\t\t\t\tmab = (a + b) / 2,\n\t\t\t\t\t\tmbc = (b + c) / 2,\n\t\t\t\t\t\tmcd = (c + d) / 2,\n\t\t\t\t\t\tmabc = (mab + mbc) / 2,\n\t\t\t\t\t\tmbcd = (mbc + mcd) / 2,\n\t\t\t\t\t\tm8 = (mbcd - mabc) / 8;\n\t\t\t\t\tq1.b = mab + (a - mab) / 4;\n\t\t\t\t\tq2.b = mabc + m8;\n\t\t\t\t\tq1.c = q2.a = (q1.b + q2.b) / 2;\n\t\t\t\t\tq2.c = q3.a = (mabc + mbcd) / 2;\n\t\t\t\t\tq3.b = mbcd - m8;\n\t\t\t\t\tq4.b = mcd + (d - mcd) / 4;\n\t\t\t\t\tq3.c = q4.a = (q3.b + q4.b) / 2;\n\t\t\t\t\treturn [q1, q2, q3, q4];\n\t\t\t\t},\n\t\t\t\t_calculateControlPoints = function(a, curviness, quad, basic, correlate) {\n\t\t\t\t\tvar l = a.length - 1,\n\t\t\t\t\t\tii = 0,\n\t\t\t\t\t\tcp1 = a[0].a,\n\t\t\t\t\t\ti, p1, p2, p3, seg, m1, m2, mm, cp2, qb, r1, r2, tl;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tseg = a[ii];\n\t\t\t\t\t\tp1 = seg.a;\n\t\t\t\t\t\tp2 = seg.d;\n\t\t\t\t\t\tp3 = a[ii+1].d;\n\t\n\t\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\t\tr1 = _r1[i];\n\t\t\t\t\t\t\tr2 = _r2[i];\n\t\t\t\t\t\t\ttl = ((r2 + r1) * curviness * 0.25) / (basic ? 0.5 : _r3[i] || 0.5);\n\t\t\t\t\t\t\tm1 = p2 - (p2 - p1) * (basic ? curviness * 0.5 : (r1 !== 0 ? tl / r1 : 0));\n\t\t\t\t\t\t\tm2 = p2 + (p3 - p2) * (basic ? curviness * 0.5 : (r2 !== 0 ? tl / r2 : 0));\n\t\t\t\t\t\t\tmm = p2 - (m1 + (((m2 - m1) * ((r1 * 3 / (r1 + r2)) + 0.5) / 4) || 0));\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tm1 = p2 - (p2 - p1) * curviness * 0.5;\n\t\t\t\t\t\t\tm2 = p2 + (p3 - p2) * curviness * 0.5;\n\t\t\t\t\t\t\tmm = p2 - (m1 + m2) / 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tm1 += mm;\n\t\t\t\t\t\tm2 += mm;\n\t\n\t\t\t\t\t\tseg.c = cp2 = m1;\n\t\t\t\t\t\tif (i !== 0) {\n\t\t\t\t\t\t\tseg.b = cp1;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tseg.b = cp1 = seg.a + (seg.c - seg.a) * 0.6; //instead of placing b on a exactly, we move it inline with c so that if the user specifies an ease like Back.easeIn or Elastic.easeIn which goes BEYOND the beginning, it will do so smoothly.\n\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\tseg.da = p2 - p1;\n\t\t\t\t\t\tseg.ca = cp2 - p1;\n\t\t\t\t\t\tseg.ba = cp1 - p1;\n\t\n\t\t\t\t\t\tif (quad) {\n\t\t\t\t\t\t\tqb = cubicToQuadratic(p1, cp1, cp2, p2);\n\t\t\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t\t\t\tii += 4;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tii++;\n\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\tcp1 = m2;\n\t\t\t\t\t}\n\t\t\t\t\tseg = a[ii];\n\t\t\t\t\tseg.b = cp1;\n\t\t\t\t\tseg.c = cp1 + (seg.d - cp1) * 0.4; //instead of placing c on d exactly, we move it inline with b so that if the user specifies an ease like Back.easeOut or Elastic.easeOut which goes BEYOND the end, it will do so smoothly.\n\t\t\t\t\tseg.da = seg.d - seg.a;\n\t\t\t\t\tseg.ca = seg.c - seg.a;\n\t\t\t\t\tseg.ba = cp1 - seg.a;\n\t\t\t\t\tif (quad) {\n\t\t\t\t\t\tqb = cubicToQuadratic(seg.a, cp1, seg.c, seg.d);\n\t\t\t\t\t\ta.splice(ii, 1, qb[0], qb[1], qb[2], qb[3]);\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_parseAnchors = function(values, p, correlate, prepend) {\n\t\t\t\t\tvar a = [],\n\t\t\t\t\t\tl, i, p1, p2, p3, tmp;\n\t\t\t\t\tif (prepend) {\n\t\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t\t\ti = values.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (typeof( (tmp = values[i][p]) ) === \"string\") if (tmp.charAt(1) === \"=\") {\n\t\t\t\t\t\t\t\tvalues[i][p] = prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)); //accommodate relative values. Do it inline instead of breaking it out into a function for speed reasons\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tl = values.length - 2;\n\t\t\t\t\tif (l < 0) {\n\t\t\t\t\t\ta[0] = new Segment(values[0][p], 0, 0, values[0][p]);\n\t\t\t\t\t\treturn a;\n\t\t\t\t\t}\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tp1 = values[i][p];\n\t\t\t\t\t\tp2 = values[i+1][p];\n\t\t\t\t\t\ta[i] = new Segment(p1, 0, 0, p2);\n\t\t\t\t\t\tif (correlate) {\n\t\t\t\t\t\t\tp3 = values[i+2][p];\n\t\t\t\t\t\t\t_r1[i] = (_r1[i] || 0) + (p2 - p1) * (p2 - p1);\n\t\t\t\t\t\t\t_r2[i] = (_r2[i] || 0) + (p3 - p2) * (p3 - p2);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta[i] = new Segment(values[i][p], 0, 0, values[i+1][p]);\n\t\t\t\t\treturn a;\n\t\t\t\t},\n\t\t\t\tbezierThrough = function(values, curviness, quadratic, basic, correlate, prepend) {\n\t\t\t\t\tvar obj = {},\n\t\t\t\t\t\tprops = [],\n\t\t\t\t\t\tfirst = prepend || values[0],\n\t\t\t\t\t\ti, p, a, j, r, l, seamless, last;\n\t\t\t\t\tcorrelate = (typeof(correlate) === \"string\") ? \",\"+correlate+\",\" : _correlate;\n\t\t\t\t\tif (curviness == null) {\n\t\t\t\t\t\tcurviness = 1;\n\t\t\t\t\t}\n\t\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\t\tprops.push(p);\n\t\t\t\t\t}\n\t\t\t\t\t//check to see if the last and first values are identical (well, within 0.05). If so, make seamless by appending the second element to the very end of the values array and the 2nd-to-last element to the very beginning (we'll remove those segments later)\n\t\t\t\t\tif (values.length > 1) {\n\t\t\t\t\t\tlast = values[values.length - 1];\n\t\t\t\t\t\tseamless = true;\n\t\t\t\t\t\ti = props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\t\tif (Math.abs(first[p] - last[p]) > 0.05) { //build in a tolerance of +/-0.05 to accommodate rounding errors.\n\t\t\t\t\t\t\t\tseamless = false;\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\t\tvalues = values.concat(); //duplicate the array to avoid contaminating the original which the user may be reusing for other tweens\n\t\t\t\t\t\t\tif (prepend) {\n\t\t\t\t\t\t\t\tvalues.unshift(prepend);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tvalues.push(values[1]);\n\t\t\t\t\t\t\tprepend = values[values.length - 3];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t_r1.length = _r2.length = _r3.length = 0;\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\t_corProps[p] = (correlate.indexOf(\",\"+p+\",\") !== -1);\n\t\t\t\t\t\tobj[p] = _parseAnchors(values, p, _corProps[p], prepend);\n\t\t\t\t\t}\n\t\t\t\t\ti = _r1.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t_r1[i] = Math.sqrt(_r1[i]);\n\t\t\t\t\t\t_r2[i] = Math.sqrt(_r2[i]);\n\t\t\t\t\t}\n\t\t\t\t\tif (!basic) {\n\t\t\t\t\t\ti = props.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (_corProps[p]) {\n\t\t\t\t\t\t\t\ta = obj[props[i]];\n\t\t\t\t\t\t\t\tl = a.length - 1;\n\t\t\t\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\t\t\t\tr = (a[j+1].da / _r2[j] + a[j].da / _r1[j]) || 0;\n\t\t\t\t\t\t\t\t\t_r3[j] = (_r3[j] || 0) + r * r;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ti = _r3.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t_r3[i] = Math.sqrt(_r3[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ti = props.length;\n\t\t\t\t\tj = quadratic ? 4 : 1;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\ta = obj[p];\n\t\t\t\t\t\t_calculateControlPoints(a, curviness, quadratic, basic, _corProps[p]); //this method requires that _parseAnchors() and _setSegmentRatios() ran first so that _r1, _r2, and _r3 values are populated for all properties\n\t\t\t\t\t\tif (seamless) {\n\t\t\t\t\t\t\ta.splice(0, j);\n\t\t\t\t\t\t\ta.splice(a.length - j, j);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn obj;\n\t\t\t\t},\n\t\t\t\t_parseBezierData = function(values, type, prepend) {\n\t\t\t\t\ttype = type || \"soft\";\n\t\t\t\t\tvar obj = {},\n\t\t\t\t\t\tinc = (type === \"cubic\") ? 3 : 2,\n\t\t\t\t\t\tsoft = (type === \"soft\"),\n\t\t\t\t\t\tprops = [],\n\t\t\t\t\t\ta, b, c, d, cur, i, j, l, p, cnt, tmp;\n\t\t\t\t\tif (soft && prepend) {\n\t\t\t\t\t\tvalues = [prepend].concat(values);\n\t\t\t\t\t}\n\t\t\t\t\tif (values == null || values.length < inc + 1) { throw \"invalid Bezier data\"; }\n\t\t\t\t\tfor (p in values[0]) {\n\t\t\t\t\t\tprops.push(p);\n\t\t\t\t\t}\n\t\t\t\t\ti = props.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tp = props[i];\n\t\t\t\t\t\tobj[p] = cur = [];\n\t\t\t\t\t\tcnt = 0;\n\t\t\t\t\t\tl = values.length;\n\t\t\t\t\t\tfor (j = 0; j < l; j++) {\n\t\t\t\t\t\t\ta = (prepend == null) ? values[j][p] : (typeof( (tmp = values[j][p]) ) === \"string\" && tmp.charAt(1) === \"=\") ? prepend[p] + Number(tmp.charAt(0) + tmp.substr(2)) : Number(tmp);\n\t\t\t\t\t\t\tif (soft) if (j > 1) if (j < l - 1) {\n\t\t\t\t\t\t\t\tcur[cnt++] = (a + cur[cnt-2]) / 2;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcur[cnt++] = a;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tl = cnt - inc + 1;\n\t\t\t\t\t\tcnt = 0;\n\t\t\t\t\t\tfor (j = 0; j < l; j += inc) {\n\t\t\t\t\t\t\ta = cur[j];\n\t\t\t\t\t\t\tb = cur[j+1];\n\t\t\t\t\t\t\tc = cur[j+2];\n\t\t\t\t\t\t\td = (inc === 2) ? 0 : cur[j+3];\n\t\t\t\t\t\t\tcur[cnt++] = tmp = (inc === 3) ? new Segment(a, b, c, d) : new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tcur.length = cnt;\n\t\t\t\t\t}\n\t\t\t\t\treturn obj;\n\t\t\t\t},\n\t\t\t\t_addCubicLengths = function(a, steps, resolution) {\n\t\t\t\t\tvar inc = 1 / resolution,\n\t\t\t\t\t\tj = a.length,\n\t\t\t\t\t\td, d1, s, da, ca, ba, p, i, inv, bez, index;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\tbez = a[j];\n\t\t\t\t\t\ts = bez.a;\n\t\t\t\t\t\tda = bez.d - s;\n\t\t\t\t\t\tca = bez.c - s;\n\t\t\t\t\t\tba = bez.b - s;\n\t\t\t\t\t\td = d1 = 0;\n\t\t\t\t\t\tfor (i = 1; i <= resolution; i++) {\n\t\t\t\t\t\t\tp = inc * i;\n\t\t\t\t\t\t\tinv = 1 - p;\n\t\t\t\t\t\t\td = d1 - (d1 = (p * p * da + 3 * inv * (p * ca + inv * ba)) * p);\n\t\t\t\t\t\t\tindex = j * resolution + i - 1;\n\t\t\t\t\t\t\tsteps[index] = (steps[index] || 0) + d * d;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_parseLengthData = function(obj, resolution) {\n\t\t\t\t\tresolution = resolution >> 0 || 6;\n\t\t\t\t\tvar a = [],\n\t\t\t\t\t\tlengths = [],\n\t\t\t\t\t\td = 0,\n\t\t\t\t\t\ttotal = 0,\n\t\t\t\t\t\tthreshold = resolution - 1,\n\t\t\t\t\t\tsegments = [],\n\t\t\t\t\t\tcurLS = [], //current length segments array\n\t\t\t\t\t\tp, i, l, index;\n\t\t\t\t\tfor (p in obj) {\n\t\t\t\t\t\t_addCubicLengths(obj[p], a, resolution);\n\t\t\t\t\t}\n\t\t\t\t\tl = a.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\td += Math.sqrt(a[i]);\n\t\t\t\t\t\tindex = i % resolution;\n\t\t\t\t\t\tcurLS[index] = d;\n\t\t\t\t\t\tif (index === threshold) {\n\t\t\t\t\t\t\ttotal += d;\n\t\t\t\t\t\t\tindex = (i / resolution) >> 0;\n\t\t\t\t\t\t\tsegments[index] = curLS;\n\t\t\t\t\t\t\tlengths[index] = total;\n\t\t\t\t\t\t\td = 0;\n\t\t\t\t\t\t\tcurLS = [];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn {length:total, lengths:lengths, segments:segments};\n\t\t\t\t},\n\t\n\t\n\t\n\t\t\t\tBezierPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\t\t\tpropName: \"bezier\",\n\t\t\t\t\t\tpriority: -1,\n\t\t\t\t\t\tversion: \"1.3.8\",\n\t\t\t\t\t\tAPI: 2,\n\t\t\t\t\t\tglobal:true,\n\t\n\t\t\t\t\t\t//gets called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\t\t\tinit: function(target, vars, tween) {\n\t\t\t\t\t\t\tthis._target = target;\n\t\t\t\t\t\t\tif (vars instanceof Array) {\n\t\t\t\t\t\t\t\tvars = {values:vars};\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis._func = {};\n\t\t\t\t\t\t\tthis._mod = {};\n\t\t\t\t\t\t\tthis._props = [];\n\t\t\t\t\t\t\tthis._timeRes = (vars.timeResolution == null) ? 6 : parseInt(vars.timeResolution, 10);\n\t\t\t\t\t\t\tvar values = vars.values || [],\n\t\t\t\t\t\t\t\tfirst = {},\n\t\t\t\t\t\t\t\tsecond = values[0],\n\t\t\t\t\t\t\t\tautoRotate = vars.autoRotate || tween.vars.orientToBezier,\n\t\t\t\t\t\t\t\tp, isFunc, i, j, prepend;\n\t\n\t\t\t\t\t\t\tthis._autoRotate = autoRotate ? (autoRotate instanceof Array) ? autoRotate : [[\"x\",\"y\",\"rotation\",((autoRotate === true) ? 0 : Number(autoRotate) || 0)]] : null;\n\t\t\t\t\t\t\tfor (p in second) {\n\t\t\t\t\t\t\t\tthis._props.push(p);\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = this._props[i];\n\t\n\t\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\t\tisFunc = this._func[p] = (typeof(target[p]) === \"function\");\n\t\t\t\t\t\t\t\tfirst[p] = (!isFunc) ? parseFloat(target[p]) : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]();\n\t\t\t\t\t\t\t\tif (!prepend) if (first[p] !== values[0][p]) {\n\t\t\t\t\t\t\t\t\tprepend = first;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis._beziers = (vars.type !== \"cubic\" && vars.type !== \"quadratic\" && vars.type !== \"soft\") ? bezierThrough(values, isNaN(vars.curviness) ? 1 : vars.curviness, false, (vars.type === \"thruBasic\"), vars.correlate, prepend) : _parseBezierData(values, vars.type, first);\n\t\t\t\t\t\t\tthis._segCount = this._beziers[p].length;\n\t\n\t\t\t\t\t\t\tif (this._timeRes) {\n\t\t\t\t\t\t\t\tvar ld = _parseLengthData(this._beziers, this._timeRes);\n\t\t\t\t\t\t\t\tthis._length = ld.length;\n\t\t\t\t\t\t\t\tthis._lengths = ld.lengths;\n\t\t\t\t\t\t\t\tthis._segments = ld.segments;\n\t\t\t\t\t\t\t\tthis._l1 = this._li = this._s1 = this._si = 0;\n\t\t\t\t\t\t\t\tthis._l2 = this._lengths[0];\n\t\t\t\t\t\t\t\tthis._curSeg = this._segments[0];\n\t\t\t\t\t\t\t\tthis._s2 = this._curSeg[0];\n\t\t\t\t\t\t\t\tthis._prec = 1 / this._curSeg.length;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif ((autoRotate = this._autoRotate)) {\n\t\t\t\t\t\t\t\tthis._initialRotations = [];\n\t\t\t\t\t\t\t\tif (!(autoRotate[0] instanceof Array)) {\n\t\t\t\t\t\t\t\t\tthis._autoRotate = autoRotate = [autoRotate];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ti = autoRotate.length;\n\t\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\t\tfor (j = 0; j < 3; j++) {\n\t\t\t\t\t\t\t\t\t\tp = autoRotate[i][j];\n\t\t\t\t\t\t\t\t\t\tthis._func[p] = (typeof(target[p]) === \"function\") ? target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ] : false;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tp = autoRotate[i][2];\n\t\t\t\t\t\t\t\t\tthis._initialRotations[i] = (this._func[p] ? this._func[p].call(this._target) : this._target[p]) || 0;\n\t\t\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tthis._startRatio = tween.vars.runBackwards ? 1 : 0; //we determine the starting ratio when the tween inits which is always 0 unless the tween has runBackwards:true (indicating it's a from() tween) in which case it's 1.\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t},\n\t\n\t\t\t\t\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\t\t\t\t\tset: function(v) {\n\t\t\t\t\t\t\tvar segments = this._segCount,\n\t\t\t\t\t\t\t\tfunc = this._func,\n\t\t\t\t\t\t\t\ttarget = this._target,\n\t\t\t\t\t\t\t\tnotStart = (v !== this._startRatio),\n\t\t\t\t\t\t\t\tcurIndex, inv, i, p, b, t, val, l, lengths, curSeg;\n\t\t\t\t\t\t\tif (!this._timeRes) {\n\t\t\t\t\t\t\t\tcurIndex = (v < 0) ? 0 : (v >= 1) ? segments - 1 : (segments * v) >> 0;\n\t\t\t\t\t\t\t\tt = (v - (curIndex * (1 / segments))) * segments;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tlengths = this._lengths;\n\t\t\t\t\t\t\t\tcurSeg = this._curSeg;\n\t\t\t\t\t\t\t\tv *= this._length;\n\t\t\t\t\t\t\t\ti = this._li;\n\t\t\t\t\t\t\t\t//find the appropriate segment (if the currently cached one isn't correct)\n\t\t\t\t\t\t\t\tif (v > this._l2 && i < segments - 1) {\n\t\t\t\t\t\t\t\t\tl = segments - 1;\n\t\t\t\t\t\t\t\t\twhile (i < l && (this._l2 = lengths[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\t\tthis._l1 = lengths[i-1];\n\t\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\t\tthis._s2 = curSeg[(this._s1 = this._si = 0)];\n\t\t\t\t\t\t\t\t} else if (v < this._l1 && i > 0) {\n\t\t\t\t\t\t\t\t\twhile (i > 0 && (this._l1 = lengths[--i]) >= v) { }\n\t\t\t\t\t\t\t\t\tif (i === 0 && v < this._l1) {\n\t\t\t\t\t\t\t\t\t\tthis._l1 = 0;\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tthis._l2 = lengths[i];\n\t\t\t\t\t\t\t\t\tthis._li = i;\n\t\t\t\t\t\t\t\t\tthis._curSeg = curSeg = this._segments[i];\n\t\t\t\t\t\t\t\t\tthis._s1 = curSeg[(this._si = curSeg.length - 1) - 1] || 0;\n\t\t\t\t\t\t\t\t\tthis._s2 = curSeg[this._si];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tcurIndex = i;\n\t\t\t\t\t\t\t\t//now find the appropriate sub-segment (we split it into the number of pieces that was defined by \"precision\" and measured each one)\n\t\t\t\t\t\t\t\tv -= this._l1;\n\t\t\t\t\t\t\t\ti = this._si;\n\t\t\t\t\t\t\t\tif (v > this._s2 && i < curSeg.length - 1) {\n\t\t\t\t\t\t\t\t\tl = curSeg.length - 1;\n\t\t\t\t\t\t\t\t\twhile (i < l && (this._s2 = curSeg[++i]) <= v) {\t}\n\t\t\t\t\t\t\t\t\tthis._s1 = curSeg[i-1];\n\t\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t\t} else if (v < this._s1 && i > 0) {\n\t\t\t\t\t\t\t\t\twhile (i > 0 && (this._s1 = curSeg[--i]) >= v) {\t}\n\t\t\t\t\t\t\t\t\tif (i === 0 && v < this._s1) {\n\t\t\t\t\t\t\t\t\t\tthis._s1 = 0;\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\ti++;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tthis._s2 = curSeg[i];\n\t\t\t\t\t\t\t\t\tthis._si = i;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tt = ((i + (v - this._s1) / (this._s2 - this._s1)) * this._prec) || 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tinv = 1 - t;\n\t\n\t\t\t\t\t\t\ti = this._props.length;\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = this._props[i];\n\t\t\t\t\t\t\t\tb = this._beziers[p][curIndex];\n\t\t\t\t\t\t\t\tval = (t * t * b.da + 3 * inv * (t * b.ca + inv * b.ba)) * t + b.a;\n\t\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\t\tval = this._mod[p](val, target);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif (this._autoRotate) {\n\t\t\t\t\t\t\t\tvar ar = this._autoRotate,\n\t\t\t\t\t\t\t\t\tb2, x1, y1, x2, y2, add, conv;\n\t\t\t\t\t\t\t\ti = ar.length;\n\t\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\t\tp = ar[i][2];\n\t\t\t\t\t\t\t\t\tadd = ar[i][3] || 0;\n\t\t\t\t\t\t\t\t\tconv = (ar[i][4] === true) ? 1 : _RAD2DEG;\n\t\t\t\t\t\t\t\t\tb = this._beziers[ar[i][0]];\n\t\t\t\t\t\t\t\t\tb2 = this._beziers[ar[i][1]];\n\t\n\t\t\t\t\t\t\t\t\tif (b && b2) { //in case one of the properties got overwritten.\n\t\t\t\t\t\t\t\t\t\tb = b[curIndex];\n\t\t\t\t\t\t\t\t\t\tb2 = b2[curIndex];\n\t\n\t\t\t\t\t\t\t\t\t\tx1 = b.a + (b.b - b.a) * t;\n\t\t\t\t\t\t\t\t\t\tx2 = b.b + (b.c - b.b) * t;\n\t\t\t\t\t\t\t\t\t\tx1 += (x2 - x1) * t;\n\t\t\t\t\t\t\t\t\t\tx2 += ((b.c + (b.d - b.c) * t) - x2) * t;\n\t\n\t\t\t\t\t\t\t\t\t\ty1 = b2.a + (b2.b - b2.a) * t;\n\t\t\t\t\t\t\t\t\t\ty2 = b2.b + (b2.c - b2.b) * t;\n\t\t\t\t\t\t\t\t\t\ty1 += (y2 - y1) * t;\n\t\t\t\t\t\t\t\t\t\ty2 += ((b2.c + (b2.d - b2.c) * t) - y2) * t;\n\t\n\t\t\t\t\t\t\t\t\t\tval = notStart ? Math.atan2(y2 - y1, x2 - x1) * conv + add : this._initialRotations[i];\n\t\n\t\t\t\t\t\t\t\t\t\tif (this._mod[p]) {\n\t\t\t\t\t\t\t\t\t\t\tval = this._mod[p](val, target); //for modProps\n\t\t\t\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t\t\t\tif (func[p]) {\n\t\t\t\t\t\t\t\t\t\t\ttarget[p](val);\n\t\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\t\ttarget[p] = val;\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t}),\n\t\t\t\tp = BezierPlugin.prototype;\n\t\n\t\n\t\t\tBezierPlugin.bezierThrough = bezierThrough;\n\t\t\tBezierPlugin.cubicToQuadratic = cubicToQuadratic;\n\t\t\tBezierPlugin._autoCSS = true; //indicates that this plugin can be inserted into the \"css\" object using the autoCSS feature of TweenLite\n\t\t\tBezierPlugin.quadraticToCubic = function(a, b, c) {\n\t\t\t\treturn new Segment(a, (2 * b + a) / 3, (2 * b + c) / 3, c);\n\t\t\t};\n\t\n\t\t\tBezierPlugin._cssRegister = function() {\n\t\t\t\tvar CSSPlugin = _globals.CSSPlugin;\n\t\t\t\tif (!CSSPlugin) {\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tvar _internals = CSSPlugin._internals,\n\t\t\t\t\t_parseToProxy = _internals._parseToProxy,\n\t\t\t\t\t_setPluginRatio = _internals._setPluginRatio,\n\t\t\t\t\tCSSPropTween = _internals.CSSPropTween;\n\t\t\t\t_internals._registerComplexSpecialProp(\"bezier\", {parser:function(t, e, prop, cssp, pt, plugin) {\n\t\t\t\t\tif (e instanceof Array) {\n\t\t\t\t\t\te = {values:e};\n\t\t\t\t\t}\n\t\t\t\t\tplugin = new BezierPlugin();\n\t\t\t\t\tvar values = e.values,\n\t\t\t\t\t\tl = values.length - 1,\n\t\t\t\t\t\tpluginValues = [],\n\t\t\t\t\t\tv = {},\n\t\t\t\t\t\ti, p, data;\n\t\t\t\t\tif (l < 0) {\n\t\t\t\t\t\treturn pt;\n\t\t\t\t\t}\n\t\t\t\t\tfor (i = 0; i <= l; i++) {\n\t\t\t\t\t\tdata = _parseToProxy(t, values[i], cssp, pt, plugin, (l !== i));\n\t\t\t\t\t\tpluginValues[i] = data.end;\n\t\t\t\t\t}\n\t\t\t\t\tfor (p in e) {\n\t\t\t\t\t\tv[p] = e[p]; //duplicate the vars object because we need to alter some things which would cause problems if the user plans to reuse the same vars object for another tween.\n\t\t\t\t\t}\n\t\t\t\t\tv.values = pluginValues;\n\t\t\t\t\tpt = new CSSPropTween(t, \"bezier\", 0, 0, data.pt, 2);\n\t\t\t\t\tpt.data = data;\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tpt.setRatio = _setPluginRatio;\n\t\t\t\t\tif (v.autoRotate === 0) {\n\t\t\t\t\t\tv.autoRotate = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (v.autoRotate && !(v.autoRotate instanceof Array)) {\n\t\t\t\t\t\ti = (v.autoRotate === true) ? 0 : Number(v.autoRotate);\n\t\t\t\t\t\tv.autoRotate = (data.end.left != null) ? [[\"left\",\"top\",\"rotation\",i,false]] : (data.end.x != null) ? [[\"x\",\"y\",\"rotation\",i,false]] : false;\n\t\t\t\t\t}\n\t\t\t\t\tif (v.autoRotate) {\n\t\t\t\t\t\tif (!cssp._transform) {\n\t\t\t\t\t\t\tcssp._enableTransforms(false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdata.autoRotate = cssp._target._gsTransform;\n\t\t\t\t\t\tdata.proxy.rotation = data.autoRotate.rotation || 0;\n\t\t\t\t\t\tcssp._overwriteProps.push(\"rotation\");\n\t\t\t\t\t}\n\t\t\t\t\tplugin._onInitTween(data.proxy, v, cssp._tween);\n\t\t\t\t\treturn pt;\n\t\t\t\t}});\n\t\t\t};\n\t\n\t\t\tp._mod = function(lookup) {\n\t\t\t\tvar op = this._overwriteProps,\n\t\t\t\t\ti = op.length,\n\t\t\t\t\tval;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tval = lookup[op[i]];\n\t\t\t\t\tif (val && typeof(val) === \"function\") {\n\t\t\t\t\t\tthis._mod[op[i]] = val;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tp._kill = function(lookup) {\n\t\t\t\tvar a = this._props,\n\t\t\t\t\tp, i;\n\t\t\t\tfor (p in this._beziers) {\n\t\t\t\t\tif (p in lookup) {\n\t\t\t\t\t\tdelete this._beziers[p];\n\t\t\t\t\t\tdelete this._func[p];\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i] === p) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\ta = this._autoRotate;\n\t\t\t\tif (a) {\n\t\t\t\t\ti = a.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (lookup[a[i][2]]) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this._super._kill.call(this, lookup);\n\t\t\t};\n\t\n\t\t}());\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * CSSPlugin\n\t * ----------------------------------------------------------------\n\t */\n\t\t_gsScope._gsDefine(\"plugins.CSSPlugin\", [\"plugins.TweenPlugin\",\"TweenLite\"], function(TweenPlugin, TweenLite) {\n\t\n\t\t\t/** @constructor **/\n\t\t\tvar CSSPlugin = function() {\n\t\t\t\t\tTweenPlugin.call(this, \"css\");\n\t\t\t\t\tthis._overwriteProps.length = 0;\n\t\t\t\t\tthis.setRatio = CSSPlugin.prototype.setRatio; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\t\t\t},\n\t\t\t\t_globals = _gsScope._gsDefine.globals,\n\t\t\t\t_hasPriority, //turns true whenever a CSSPropTween instance is created that has a priority other than 0. This helps us discern whether or not we should spend the time organizing the linked list or not after a CSSPlugin's _onInitTween() method is called.\n\t\t\t\t_suffixMap, //we set this in _onInitTween() each time as a way to have a persistent variable we can use in other methods like _parse() without having to pass it around as a parameter and we keep _parse() decoupled from a particular CSSPlugin instance\n\t\t\t\t_cs, //computed style (we store this in a shared variable to conserve memory and make minification tighter\n\t\t\t\t_overwriteProps, //alias to the currently instantiating CSSPlugin's _overwriteProps array. We use this closure in order to avoid having to pass a reference around from method to method and aid in minification.\n\t\t\t\t_specialProps = {},\n\t\t\t\tp = CSSPlugin.prototype = new TweenPlugin(\"css\");\n\t\n\t\t\tp.constructor = CSSPlugin;\n\t\t\tCSSPlugin.version = \"1.20.5\";\n\t\t\tCSSPlugin.API = 2;\n\t\t\tCSSPlugin.defaultTransformPerspective = 0;\n\t\t\tCSSPlugin.defaultSkewType = \"compensated\";\n\t\t\tCSSPlugin.defaultSmoothOrigin = true;\n\t\t\tp = \"px\"; //we'll reuse the \"p\" variable to keep file size down\n\t\t\tCSSPlugin.suffixMap = {top:p, right:p, bottom:p, left:p, width:p, height:p, fontSize:p, padding:p, margin:p, perspective:p, lineHeight:\"\"};\n\t\n\t\n\t\t\tvar _numExp = /(?:\\-|\\.|\\b)(\\d|\\.|e\\-)+/g,\n\t\t\t\t_relNumExp = /(?:\\d|\\-\\d|\\.\\d|\\-\\.\\d|\\+=\\d|\\-=\\d|\\+=.\\d|\\-=\\.\\d)+/g,\n\t\t\t\t_valuesExp = /(?:\\+=|\\-=|\\-|\\b)[\\d\\-\\.]+[a-zA-Z0-9]*(?:%|\\b)/gi, //finds all the values that begin with numbers or += or -= and then a number. Includes suffixes. We use this to split complex values apart like \"1px 5px 20px rgb(255,102,51)\"\n\t\t\t\t_NaNExp = /(?![+-]?\\d*\\.?\\d+|[+-]|e[+-]\\d+)[^0-9]/g, //also allows scientific notation and doesn't kill the leading -/+ in -= and +=\n\t\t\t\t_suffixExp = /(?:\\d|\\-|\\+|=|#|\\.)*/g,\n\t\t\t\t_opacityExp = /opacity *= *([^)]*)/i,\n\t\t\t\t_opacityValExp = /opacity:([^;]*)/i,\n\t\t\t\t_alphaFilterExp = /alpha\\(opacity *=.+?\\)/i,\n\t\t\t\t_rgbhslExp = /^(rgb|hsl)/,\n\t\t\t\t_capsExp = /([A-Z])/g,\n\t\t\t\t_camelExp = /-([a-z])/gi,\n\t\t\t\t_urlExp = /(^(?:url\\(\\\"|url\\())|(?:(\\\"\\))$|\\)$)/gi, //for pulling out urls from url(...) or url(\"...\") strings (some browsers wrap urls in quotes, some don't when reporting things like backgroundImage)\n\t\t\t\t_camelFunc = function(s, g) { return g.toUpperCase(); },\n\t\t\t\t_horizExp = /(?:Left|Right|Width)/i,\n\t\t\t\t_ieGetMatrixExp = /(M11|M12|M21|M22)=[\\d\\-\\.e]+/gi,\n\t\t\t\t_ieSetMatrixExp = /progid\\:DXImageTransform\\.Microsoft\\.Matrix\\(.+?\\)/i,\n\t\t\t\t_commasOutsideParenExp = /,(?=[^\\)]*(?:\\(|$))/gi, //finds any commas that are not within parenthesis\n\t\t\t\t_complexExp = /[\\s,\\(]/i, //for testing a string to find if it has a space, comma, or open parenthesis (clues that it's a complex value)\n\t\t\t\t_DEG2RAD = Math.PI / 180,\n\t\t\t\t_RAD2DEG = 180 / Math.PI,\n\t\t\t\t_forcePT = {},\n\t\t\t\t_dummyElement = {style:{}},\n\t\t\t\t_doc = _gsScope.document || {createElement: function() {return _dummyElement;}},\n\t\t\t\t_createElement = function(type, ns) {\n\t\t\t\t\treturn _doc.createElementNS ? _doc.createElementNS(ns || \"http://www.w3.org/1999/xhtml\", type) : _doc.createElement(type);\n\t\t\t\t},\n\t\t\t\t_tempDiv = _createElement(\"div\"),\n\t\t\t\t_tempImg = _createElement(\"img\"),\n\t\t\t\t_internals = CSSPlugin._internals = {_specialProps:_specialProps}, //provides a hook to a few internal methods that we need to access from inside other plugins\n\t\t\t\t_agent = (_gsScope.navigator || {}).userAgent || \"\",\n\t\t\t\t_autoRound,\n\t\t\t\t_reqSafariFix, //we won't apply the Safari transform fix until we actually come across a tween that affects a transform property (to maintain best performance).\n\t\n\t\t\t\t_isSafari,\n\t\t\t\t_isFirefox, //Firefox has a bug that causes 3D transformed elements to randomly disappear unless a repaint is forced after each update on each element.\n\t\t\t\t_isSafariLT6, //Safari (and Android 4 which uses a flavor of Safari) has a bug that prevents changes to \"top\" and \"left\" properties from rendering properly if changed on the same frame as a transform UNLESS we set the element's WebkitBackfaceVisibility to hidden (weird, I know). Doing this for Android 3 and earlier seems to actually cause other problems, though (fun!)\n\t\t\t\t_ieVers,\n\t\t\t\t_supportsOpacity = (function() { //we set _isSafari, _ieVers, _isFirefox, and _supportsOpacity all in one function here to reduce file size slightly, especially in the minified version.\n\t\t\t\t\tvar i = _agent.indexOf(\"Android\"),\n\t\t\t\t\t\ta = _createElement(\"a\");\n\t\t\t\t\t_isSafari = (_agent.indexOf(\"Safari\") !== -1 && _agent.indexOf(\"Chrome\") === -1 && (i === -1 || parseFloat(_agent.substr(i+8, 2)) > 3));\n\t\t\t\t\t_isSafariLT6 = (_isSafari && (parseFloat(_agent.substr(_agent.indexOf(\"Version/\")+8, 2)) < 6));\n\t\t\t\t\t_isFirefox = (_agent.indexOf(\"Firefox\") !== -1);\n\t\t\t\t\tif ((/MSIE ([0-9]{1,}[\\.0-9]{0,})/).exec(_agent) || (/Trident\\/.*rv:([0-9]{1,}[\\.0-9]{0,})/).exec(_agent)) {\n\t\t\t\t\t\t_ieVers = parseFloat( RegExp.$1 );\n\t\t\t\t\t}\n\t\t\t\t\tif (!a) {\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\t\t\t\t\ta.style.cssText = \"top:1px;opacity:.55;\";\n\t\t\t\t\treturn /^0.55/.test(a.style.opacity);\n\t\t\t\t}()),\n\t\t\t\t_getIEOpacity = function(v) {\n\t\t\t\t\treturn (_opacityExp.test( ((typeof(v) === \"string\") ? v : (v.currentStyle ? v.currentStyle.filter : v.style.filter) || \"\") ) ? ( parseFloat( RegExp.$1 ) / 100 ) : 1);\n\t\t\t\t},\n\t\t\t\t_log = function(s) {//for logging messages, but in a way that won't throw errors in old versions of IE.\n\t\t\t\t\tif (_gsScope.console) {\n\t\t\t\t\t\tconsole.log(s);\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_target, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\t\t\t_index, //when initting a CSSPlugin, we set this variable so that we can access it from within many other functions without having to pass it around as params\n\t\n\t\t\t\t_prefixCSS = \"\", //the non-camelCase vendor prefix like \"-o-\", \"-moz-\", \"-ms-\", or \"-webkit-\"\n\t\t\t\t_prefix = \"\", //camelCase vendor prefix like \"O\", \"ms\", \"Webkit\", or \"Moz\".\n\t\n\t\t\t\t// @private feed in a camelCase property name like \"transform\" and it will check to see if it is valid as-is or if it needs a vendor prefix. It returns the corrected camelCase property name (i.e. \"WebkitTransform\" or \"MozTransform\" or \"transform\" or null if no such property is found, like if the browser is IE8 or before, \"transform\" won't be found at all)\n\t\t\t\t_checkPropPrefix = function(p, e) {\n\t\t\t\t\te = e || _tempDiv;\n\t\t\t\t\tvar s = e.style,\n\t\t\t\t\t\ta, i;\n\t\t\t\t\tif (s[p] !== undefined) {\n\t\t\t\t\t\treturn p;\n\t\t\t\t\t}\n\t\t\t\t\tp = p.charAt(0).toUpperCase() + p.substr(1);\n\t\t\t\t\ta = [\"O\",\"Moz\",\"ms\",\"Ms\",\"Webkit\"];\n\t\t\t\t\ti = 5;\n\t\t\t\t\twhile (--i > -1 && s[a[i]+p] === undefined) { }\n\t\t\t\t\tif (i >= 0) {\n\t\t\t\t\t\t_prefix = (i === 3) ? \"ms\" : a[i];\n\t\t\t\t\t\t_prefixCSS = \"-\" + _prefix.toLowerCase() + \"-\";\n\t\t\t\t\t\treturn _prefix + p;\n\t\t\t\t\t}\n\t\t\t\t\treturn null;\n\t\t\t\t},\n\t\n\t\t\t\t_getComputedStyle = (typeof(window) !== \"undefined\" ? window : _doc.defaultView || {getComputedStyle:function() {}}).getComputedStyle,\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Returns the css style for a particular property of an element. For example, to get whatever the current \"left\" css value for an element with an ID of \"myElement\", you could do:\n\t\t\t\t * var currentLeft = CSSPlugin.getStyle( document.getElementById(\"myElement\"), \"left\");\n\t\t\t\t *\n\t\t\t\t * @param {!Object} t Target element whose style property you want to query\n\t\t\t\t * @param {!string} p Property name (like \"left\" or \"top\" or \"marginTop\", etc.)\n\t\t\t\t * @param {Object=} cs Computed style object. This just provides a way to speed processing if you're going to get several properties on the same element in quick succession - you can reuse the result of the getComputedStyle() call.\n\t\t\t\t * @param {boolean=} calc If true, the value will not be read directly from the element's \"style\" property (if it exists there), but instead the getComputedStyle() result will be used. This can be useful when you want to ensure that the browser itself is interpreting the value.\n\t\t\t\t * @param {string=} dflt Default value that should be returned in the place of null, \"none\", \"auto\" or \"auto auto\".\n\t\t\t\t * @return {?string} The current property value\n\t\t\t\t */\n\t\t\t\t_getStyle = CSSPlugin.getStyle = function(t, p, cs, calc, dflt) {\n\t\t\t\t\tvar rv;\n\t\t\t\t\tif (!_supportsOpacity) if (p === \"opacity\") { //several versions of IE don't use the standard \"opacity\" property - they use things like filter:alpha(opacity=50), so we parse that here.\n\t\t\t\t\t\treturn _getIEOpacity(t);\n\t\t\t\t\t}\n\t\t\t\t\tif (!calc && t.style[p]) {\n\t\t\t\t\t\trv = t.style[p];\n\t\t\t\t\t} else if ((cs = cs || _getComputedStyle(t))) {\n\t\t\t\t\t\trv = cs[p] || cs.getPropertyValue(p) || cs.getPropertyValue(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t} else if (t.currentStyle) {\n\t\t\t\t\t\trv = t.currentStyle[p];\n\t\t\t\t\t}\n\t\t\t\t\treturn (dflt != null && (!rv || rv === \"none\" || rv === \"auto\" || rv === \"auto auto\")) ? dflt : rv;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Pass the target element, the property name, the numeric value, and the suffix (like \"%\", \"em\", \"px\", etc.) and it will spit back the equivalent pixel number.\n\t\t\t\t * @param {!Object} t Target element\n\t\t\t\t * @param {!string} p Property name (like \"left\", \"top\", \"marginLeft\", etc.)\n\t\t\t\t * @param {!number} v Value\n\t\t\t\t * @param {string=} sfx Suffix (like \"px\" or \"%\" or \"em\")\n\t\t\t\t * @param {boolean=} recurse If true, the call is a recursive one. In some browsers (like IE7/8), occasionally the value isn't accurately reported initially, but if we run the function again it will take effect.\n\t\t\t\t * @return {number} value in pixels\n\t\t\t\t */\n\t\t\t\t_convertToPixels = _internals.convertToPixels = function(t, p, v, sfx, recurse) {\n\t\t\t\t\tif (sfx === \"px\" || (!sfx && p !== \"lineHeight\")) { return v; }\n\t\t\t\t\tif (sfx === \"auto\" || !v) { return 0; }\n\t\t\t\t\tvar horiz = _horizExp.test(p),\n\t\t\t\t\t\tnode = t,\n\t\t\t\t\t\tstyle = _tempDiv.style,\n\t\t\t\t\t\tneg = (v < 0),\n\t\t\t\t\t\tprecise = (v === 1),\n\t\t\t\t\t\tpix, cache, time;\n\t\t\t\t\tif (neg) {\n\t\t\t\t\t\tv = -v;\n\t\t\t\t\t}\n\t\t\t\t\tif (precise) {\n\t\t\t\t\t\tv *= 100;\n\t\t\t\t\t}\n\t\t\t\t\tif (p === \"lineHeight\" && !sfx) { //special case of when a simple lineHeight (without a unit) is used. Set it to the value, read back the computed value, and then revert.\n\t\t\t\t\t\tcache = _getComputedStyle(t).lineHeight;\n\t\t\t\t\t\tt.style.lineHeight = v;\n\t\t\t\t\t\tpix = parseFloat(_getComputedStyle(t).lineHeight);\n\t\t\t\t\t\tt.style.lineHeight = cache;\n\t\t\t\t\t} else if (sfx === \"%\" && p.indexOf(\"border\") !== -1) {\n\t\t\t\t\t\tpix = (v / 100) * (horiz ? t.clientWidth : t.clientHeight);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle.cssText = \"border:0 solid red;position:\" + _getStyle(t, \"position\") + \";line-height:0;\";\n\t\t\t\t\t\tif (sfx === \"%\" || !node.appendChild || sfx.charAt(0) === \"v\" || sfx === \"rem\") {\n\t\t\t\t\t\t\tnode = t.parentNode || _doc.body;\n\t\t\t\t\t\t\tif (_getStyle(node, \"display\").indexOf(\"flex\") !== -1) { //Edge and IE11 have a bug that causes offsetWidth to report as 0 if the container has display:flex and the child is position:relative. Switching to position: absolute solves it.\n\t\t\t\t\t\t\t\tstyle.position = \"absolute\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcache = node._gsCache;\n\t\t\t\t\t\t\ttime = TweenLite.ticker.frame;\n\t\t\t\t\t\t\tif (cache && horiz && cache.time === time) { //performance optimization: we record the width of elements along with the ticker frame so that we can quickly get it again on the same tick (seems relatively safe to assume it wouldn't change on the same tick)\n\t\t\t\t\t\t\t\treturn cache.width * v / 100;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tstyle[(horiz ? \"width\" : \"height\")] = v + sfx;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstyle[(horiz ? \"borderLeftWidth\" : \"borderTopWidth\")] = v + sfx;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnode.appendChild(_tempDiv);\n\t\t\t\t\t\tpix = parseFloat(_tempDiv[(horiz ? \"offsetWidth\" : \"offsetHeight\")]);\n\t\t\t\t\t\tnode.removeChild(_tempDiv);\n\t\t\t\t\t\tif (horiz && sfx === \"%\" && CSSPlugin.cacheWidths !== false) {\n\t\t\t\t\t\t\tcache = node._gsCache = node._gsCache || {};\n\t\t\t\t\t\t\tcache.time = time;\n\t\t\t\t\t\t\tcache.width = pix / v * 100;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (pix === 0 && !recurse) {\n\t\t\t\t\t\t\tpix = _convertToPixels(t, p, v, sfx, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (precise) {\n\t\t\t\t\t\tpix /= 100;\n\t\t\t\t\t}\n\t\t\t\t\treturn neg ? -pix : pix;\n\t\t\t\t},\n\t\t\t\t_calculateOffset = _internals.calculateOffset = function(t, p, cs) { //for figuring out \"top\" or \"left\" in px when it's \"auto\". We need to factor in margin with the offsetLeft/offsetTop\n\t\t\t\t\tif (_getStyle(t, \"position\", cs) !== \"absolute\") { return 0; }\n\t\t\t\t\tvar dim = ((p === \"left\") ? \"Left\" : \"Top\"),\n\t\t\t\t\t\tv = _getStyle(t, \"margin\" + dim, cs);\n\t\t\t\t\treturn t[\"offset\" + dim] - (_convertToPixels(t, p, parseFloat(v), v.replace(_suffixExp, \"\")) || 0);\n\t\t\t\t},\n\t\n\t\t\t\t// @private returns at object containing ALL of the style properties in camelCase and their associated values.\n\t\t\t\t_getAllStyles = function(t, cs) {\n\t\t\t\t\tvar s = {},\n\t\t\t\t\t\ti, tr, p;\n\t\t\t\t\tif ((cs = cs || _getComputedStyle(t, null))) {\n\t\t\t\t\t\tif ((i = cs.length)) {\n\t\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t\tp = cs[i];\n\t\t\t\t\t\t\t\tif (p.indexOf(\"-transform\") === -1 || _transformPropCSS === p) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\t\ts[p.replace(_camelExp, _camelFunc)] = cs.getPropertyValue(p);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else { //some browsers behave differently - cs.length is always 0, so we must do a for...in loop.\n\t\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\t\tif (i.indexOf(\"Transform\") === -1 || _transformProp === i) { //Some webkit browsers duplicate transform values, one non-prefixed and one prefixed (\"transform\" and \"WebkitTransform\"), so we must weed out the extra one here.\n\t\t\t\t\t\t\t\t\ts[i] = cs[i];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if ((cs = t.currentStyle || t.style)) {\n\t\t\t\t\t\tfor (i in cs) {\n\t\t\t\t\t\t\tif (typeof(i) === \"string\" && s[i] === undefined) {\n\t\t\t\t\t\t\t\ts[i.replace(_camelExp, _camelFunc)] = cs[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!_supportsOpacity) {\n\t\t\t\t\t\ts.opacity = _getIEOpacity(t);\n\t\t\t\t\t}\n\t\t\t\t\ttr = _getTransform(t, cs, false);\n\t\t\t\t\ts.rotation = tr.rotation;\n\t\t\t\t\ts.skewX = tr.skewX;\n\t\t\t\t\ts.scaleX = tr.scaleX;\n\t\t\t\t\ts.scaleY = tr.scaleY;\n\t\t\t\t\ts.x = tr.x;\n\t\t\t\t\ts.y = tr.y;\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\ts.z = tr.z;\n\t\t\t\t\t\ts.rotationX = tr.rotationX;\n\t\t\t\t\t\ts.rotationY = tr.rotationY;\n\t\t\t\t\t\ts.scaleZ = tr.scaleZ;\n\t\t\t\t\t}\n\t\t\t\t\tif (s.filters) {\n\t\t\t\t\t\tdelete s.filters;\n\t\t\t\t\t}\n\t\t\t\t\treturn s;\n\t\t\t\t},\n\t\n\t\t\t\t// @private analyzes two style objects (as returned by _getAllStyles()) and only looks for differences between them that contain tweenable values (like a number or color). It returns an object with a \"difs\" property which refers to an object containing only those isolated properties and values for tweening, and a \"firstMPT\" property which refers to the first MiniPropTween instance in a linked list that recorded all the starting values of the different properties so that we can revert to them at the end or beginning of the tween - we don't want the cascading to get messed up. The forceLookup parameter is an optional generic object with properties that should be forced into the results - this is necessary for className tweens that are overwriting others because imagine a scenario where a rollover/rollout adds/removes a class and the user swipes the mouse over the target SUPER fast, thus nothing actually changed yet and the subsequent comparison of the properties would indicate they match (especially when px rounding is taken into consideration), thus no tweening is necessary even though it SHOULD tween and remove those properties after the tween (otherwise the inline styles will contaminate things). See the className SpecialProp code for details.\n\t\t\t\t_cssDif = function(t, s1, s2, vars, forceLookup) {\n\t\t\t\t\tvar difs = {},\n\t\t\t\t\t\tstyle = t.style,\n\t\t\t\t\t\tval, p, mpt;\n\t\t\t\t\tfor (p in s2) {\n\t\t\t\t\t\tif (p !== \"cssText\") if (p !== \"length\") if (isNaN(p)) if (s1[p] !== (val = s2[p]) || (forceLookup && forceLookup[p])) if (p.indexOf(\"Origin\") === -1) if (typeof(val) === \"number\" || typeof(val) === \"string\") {\n\t\t\t\t\t\t\tdifs[p] = (val === \"auto\" && (p === \"left\" || p === \"top\")) ? _calculateOffset(t, p) : ((val === \"\" || val === \"auto\" || val === \"none\") && typeof(s1[p]) === \"string\" && s1[p].replace(_NaNExp, \"\") !== \"\") ? 0 : val; //if the ending value is defaulting (\"\" or \"auto\"), we check the starting value and if it can be parsed into a number (a string which could have a suffix too, like 700px), then we swap in 0 for \"\" or \"auto\" so that things actually tween.\n\t\t\t\t\t\t\tif (style[p] !== undefined) { //for className tweens, we must remember which properties already existed inline - the ones that didn't should be removed when the tween isn't in progress because they were only introduced to facilitate the transition between classes.\n\t\t\t\t\t\t\t\tmpt = new MiniPropTween(style, p, style[p], mpt);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (vars) {\n\t\t\t\t\t\tfor (p in vars) { //copy properties (except className)\n\t\t\t\t\t\t\tif (p !== \"className\") {\n\t\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn {difs:difs, firstMPT:mpt};\n\t\t\t\t},\n\t\t\t\t_dimensions = {width:[\"Left\",\"Right\"], height:[\"Top\",\"Bottom\"]},\n\t\t\t\t_margins = [\"marginLeft\",\"marginRight\",\"marginTop\",\"marginBottom\"],\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Gets the width or height of an element\n\t\t\t\t * @param {!Object} t Target element\n\t\t\t\t * @param {!string} p Property name (\"width\" or \"height\")\n\t\t\t\t * @param {Object=} cs Computed style object (if one exists). Just a speed optimization.\n\t\t\t\t * @return {number} Dimension (in pixels)\n\t\t\t\t */\n\t\t\t\t_getDimension = function(t, p, cs) {\n\t\t\t\t\tif ((t.nodeName + \"\").toLowerCase() === \"svg\") { //Chrome no longer supports offsetWidth/offsetHeight on SVG elements.\n\t\t\t\t\t\treturn (cs || _getComputedStyle(t))[p] || 0;\n\t\t\t\t\t} else if (t.getCTM && _isSVG(t)) {\n\t\t\t\t\t\treturn t.getBBox()[p] || 0;\n\t\t\t\t\t}\n\t\t\t\t\tvar v = parseFloat((p === \"width\") ? t.offsetWidth : t.offsetHeight),\n\t\t\t\t\t\ta = _dimensions[p],\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\tcs = cs || _getComputedStyle(t, null);\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tv -= parseFloat( _getStyle(t, \"padding\" + a[i], cs, true) ) || 0;\n\t\t\t\t\t\tv -= parseFloat( _getStyle(t, \"border\" + a[i] + \"Width\", cs, true) ) || 0;\n\t\t\t\t\t}\n\t\t\t\t\treturn v;\n\t\t\t\t},\n\t\n\t\t\t\t// @private Parses position-related complex strings like \"top left\" or \"50px 10px\" or \"70% 20%\", etc. which are used for things like transformOrigin or backgroundPosition. Optionally decorates a supplied object (recObj) with the following properties: \"ox\" (offsetX), \"oy\" (offsetY), \"oxp\" (if true, \"ox\" is a percentage not a pixel value), and \"oxy\" (if true, \"oy\" is a percentage not a pixel value)\n\t\t\t\t_parsePosition = function(v, recObj) {\n\t\t\t\t\tif (v === \"contain\" || v === \"auto\" || v === \"auto auto\") { //note: Firefox uses \"auto auto\" as default whereas Chrome uses \"auto\".\n\t\t\t\t\t\treturn v + \" \";\n\t\t\t\t\t}\n\t\t\t\t\tif (v == null || v === \"\") {\n\t\t\t\t\t\tv = \"0 0\";\n\t\t\t\t\t}\n\t\t\t\t\tvar a = v.split(\" \"),\n\t\t\t\t\t\tx = (v.indexOf(\"left\") !== -1) ? \"0%\" : (v.indexOf(\"right\") !== -1) ? \"100%\" : a[0],\n\t\t\t\t\t\ty = (v.indexOf(\"top\") !== -1) ? \"0%\" : (v.indexOf(\"bottom\") !== -1) ? \"100%\" : a[1],\n\t\t\t\t\t\ti;\n\t\t\t\t\tif (a.length > 3 && !recObj) { //multiple positions\n\t\t\t\t\t\ta = v.split(\", \").join(\",\").split(\",\");\n\t\t\t\t\t\tv = [];\n\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\tv.push(_parsePosition(a[i]));\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn v.join(\",\");\n\t\t\t\t\t}\n\t\t\t\t\tif (y == null) {\n\t\t\t\t\t\ty = (x === \"center\") ? \"50%\" : \"0\";\n\t\t\t\t\t} else if (y === \"center\") {\n\t\t\t\t\t\ty = \"50%\";\n\t\t\t\t\t}\n\t\t\t\t\tif (x === \"center\" || (isNaN(parseFloat(x)) && (x + \"\").indexOf(\"=\") === -1)) { //remember, the user could flip-flop the values and say \"bottom center\" or \"center bottom\", etc. \"center\" is ambiguous because it could be used to describe horizontal or vertical, hence the isNaN(). If there's an \"=\" sign in the value, it's relative.\n\t\t\t\t\t\tx = \"50%\";\n\t\t\t\t\t}\n\t\t\t\t\tv = x + \" \" + y + ((a.length > 2) ? \" \" + a[2] : \"\");\n\t\t\t\t\tif (recObj) {\n\t\t\t\t\t\trecObj.oxp = (x.indexOf(\"%\") !== -1);\n\t\t\t\t\t\trecObj.oyp = (y.indexOf(\"%\") !== -1);\n\t\t\t\t\t\trecObj.oxr = (x.charAt(1) === \"=\");\n\t\t\t\t\t\trecObj.oyr = (y.charAt(1) === \"=\");\n\t\t\t\t\t\trecObj.ox = parseFloat(x.replace(_NaNExp, \"\"));\n\t\t\t\t\t\trecObj.oy = parseFloat(y.replace(_NaNExp, \"\"));\n\t\t\t\t\t\trecObj.v = v;\n\t\t\t\t\t}\n\t\t\t\t\treturn recObj || v;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Takes an ending value (typically a string, but can be a number) and a starting value and returns the change between the two, looking for relative value indicators like += and -= and it also ignores suffixes (but make sure the ending value starts with a number or +=/-= and that the starting value is a NUMBER!)\n\t\t\t\t * @param {(number|string)} e End value which is typically a string, but could be a number\n\t\t\t\t * @param {(number|string)} b Beginning value which is typically a string but could be a number\n\t\t\t\t * @return {number} Amount of change between the beginning and ending values (relative values that have a \"+=\" or \"-=\" are recognized)\n\t\t\t\t */\n\t\t\t\t_parseChange = function(e, b) {\n\t\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\t\te = e(_index, _target);\n\t\t\t\t\t}\n\t\t\t\t\treturn (typeof(e) === \"string\" && e.charAt(1) === \"=\") ? parseInt(e.charAt(0) + \"1\", 10) * parseFloat(e.substr(2)) : (parseFloat(e) - parseFloat(b)) || 0;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Takes a value and a default number, checks if the value is relative, null, or numeric and spits back a normalized number accordingly. Primarily used in the _parseTransform() function.\n\t\t\t\t * @param {Object} v Value to be parsed\n\t\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t\t * @return {number} Parsed value\n\t\t\t\t */\n\t\t\t\t_parseVal = function(v, d) {\n\t\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t\t}\n\t\t\t\t\treturn (v == null) ? d : (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(v.substr(2)) + d : parseFloat(v) || 0;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Translates strings like \"40deg\" or \"40\" or 40rad\" or \"+=40deg\" or \"270_short\" or \"-90_cw\" or \"+=45_ccw\" to a numeric radian angle. Of course a starting/default value must be fed in too so that relative values can be calculated properly.\n\t\t\t\t * @param {Object} v Value to be parsed\n\t\t\t\t * @param {!number} d Default value (which is also used for relative calculations if \"+=\" or \"-=\" is found in the first parameter)\n\t\t\t\t * @param {string=} p property name for directionalEnd (optional - only used when the parsed value is directional (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation). Property name would be \"rotation\", \"rotationX\", or \"rotationY\"\n\t\t\t\t * @param {Object=} directionalEnd An object that will store the raw end values for directional angles (\"_short\", \"_cw\", or \"_ccw\" suffix). We need a way to store the uncompensated value so that at the end of the tween, we set it to exactly what was requested with no directional compensation.\n\t\t\t\t * @return {number} parsed angle in radians\n\t\t\t\t */\n\t\t\t\t_parseAngle = function(v, d, p, directionalEnd) {\n\t\t\t\t\tvar min = 0.000001,\n\t\t\t\t\t\tcap, split, dif, result, isRelative;\n\t\t\t\t\tif (typeof(v) === \"function\") {\n\t\t\t\t\t\tv = v(_index, _target);\n\t\t\t\t\t}\n\t\t\t\t\tif (v == null) {\n\t\t\t\t\t\tresult = d;\n\t\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\t\tresult = v;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcap = 360;\n\t\t\t\t\t\tsplit = v.split(\"_\");\n\t\t\t\t\t\tisRelative = (v.charAt(1) === \"=\");\n\t\t\t\t\t\tdif = (isRelative ? parseInt(v.charAt(0) + \"1\", 10) * parseFloat(split[0].substr(2)) : parseFloat(split[0])) * ((v.indexOf(\"rad\") === -1) ? 1 : _RAD2DEG) - (isRelative ? 0 : d);\n\t\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\t\tif (directionalEnd) {\n\t\t\t\t\t\t\t\tdirectionalEnd[p] = d + dif;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tresult = d + dif;\n\t\t\t\t\t}\n\t\t\t\t\tif (result < min && result > -min) {\n\t\t\t\t\t\tresult = 0;\n\t\t\t\t\t}\n\t\t\t\t\treturn result;\n\t\t\t\t},\n\t\n\t\t\t\t_colorLookup = {aqua:[0,255,255],\n\t\t\t\t\tlime:[0,255,0],\n\t\t\t\t\tsilver:[192,192,192],\n\t\t\t\t\tblack:[0,0,0],\n\t\t\t\t\tmaroon:[128,0,0],\n\t\t\t\t\tteal:[0,128,128],\n\t\t\t\t\tblue:[0,0,255],\n\t\t\t\t\tnavy:[0,0,128],\n\t\t\t\t\twhite:[255,255,255],\n\t\t\t\t\tfuchsia:[255,0,255],\n\t\t\t\t\tolive:[128,128,0],\n\t\t\t\t\tyellow:[255,255,0],\n\t\t\t\t\torange:[255,165,0],\n\t\t\t\t\tgray:[128,128,128],\n\t\t\t\t\tpurple:[128,0,128],\n\t\t\t\t\tgreen:[0,128,0],\n\t\t\t\t\tred:[255,0,0],\n\t\t\t\t\tpink:[255,192,203],\n\t\t\t\t\tcyan:[0,255,255],\n\t\t\t\t\ttransparent:[255,255,255,0]},\n\t\n\t\t\t\t_hue = function(h, m1, m2) {\n\t\t\t\t\th = (h < 0) ? h + 1 : (h > 1) ? h - 1 : h;\n\t\t\t\t\treturn ((((h * 6 < 1) ? m1 + (m2 - m1) * h * 6 : (h < 0.5) ? m2 : (h * 3 < 2) ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * 255) + 0.5) | 0;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Parses a color (like #9F0, #FF9900, rgb(255,51,153) or hsl(108, 50%, 10%)) into an array with 3 elements for red, green, and blue or if toHSL parameter is true, it will populate the array with hue, saturation, and lightness values. If a relative value is found in an hsl() or hsla() string, it will preserve those relative prefixes and all the values in the array will be strings instead of numbers (in all other cases it will be populated with numbers).\n\t\t\t\t * @param {(string|number)} v The value the should be parsed which could be a string like #9F0 or rgb(255,102,51) or rgba(255,0,0,0.5) or it could be a number like 0xFF00CC or even a named color like red, blue, purple, etc.\n\t\t\t\t * @param {(boolean)} toHSL If true, an hsl() or hsla() value will be returned instead of rgb() or rgba()\n\t\t\t\t * @return {Array.} An array containing red, green, and blue (and optionally alpha) in that order, or if the toHSL parameter was true, the array will contain hue, saturation and lightness (and optionally alpha) in that order. Always numbers unless there's a relative prefix found in an hsl() or hsla() string and toHSL is true.\n\t\t\t\t */\n\t\t\t\t_parseColor = CSSPlugin.parseColor = function(v, toHSL) {\n\t\t\t\t\tvar a, r, g, b, h, s, l, max, min, d, wasHSL;\n\t\t\t\t\tif (!v) {\n\t\t\t\t\t\ta = _colorLookup.black;\n\t\t\t\t\t} else if (typeof(v) === \"number\") {\n\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (v.charAt(v.length - 1) === \",\") { //sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:\"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)\" - in this example \"blue,\" has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.\n\t\t\t\t\t\t\tv = v.substr(0, v.length - 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (_colorLookup[v]) {\n\t\t\t\t\t\t\ta = _colorLookup[v];\n\t\t\t\t\t\t} else if (v.charAt(0) === \"#\") {\n\t\t\t\t\t\t\tif (v.length === 4) { //for shorthand like #9F0\n\t\t\t\t\t\t\t\tr = v.charAt(1);\n\t\t\t\t\t\t\t\tg = v.charAt(2);\n\t\t\t\t\t\t\t\tb = v.charAt(3);\n\t\t\t\t\t\t\t\tv = \"#\" + r + r + g + g + b + b;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tv = parseInt(v.substr(1), 16);\n\t\t\t\t\t\t\ta = [v >> 16, (v >> 8) & 255, v & 255];\n\t\t\t\t\t\t} else if (v.substr(0, 3) === \"hsl\") {\n\t\t\t\t\t\t\ta = wasHSL = v.match(_numExp);\n\t\t\t\t\t\t\tif (!toHSL) {\n\t\t\t\t\t\t\t\th = (Number(a[0]) % 360) / 360;\n\t\t\t\t\t\t\t\ts = Number(a[1]) / 100;\n\t\t\t\t\t\t\t\tl = Number(a[2]) / 100;\n\t\t\t\t\t\t\t\tg = (l <= 0.5) ? l * (s + 1) : l + s - l * s;\n\t\t\t\t\t\t\t\tr = l * 2 - g;\n\t\t\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ta[0] = _hue(h + 1 / 3, r, g);\n\t\t\t\t\t\t\t\ta[1] = _hue(h, r, g);\n\t\t\t\t\t\t\t\ta[2] = _hue(h - 1 / 3, r, g);\n\t\t\t\t\t\t\t} else if (v.indexOf(\"=\") !== -1) { //if relative values are found, just return the raw strings with the relative prefixes in place.\n\t\t\t\t\t\t\t\treturn v.match(_relNumExp);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ta = v.match(_numExp) || _colorLookup.transparent;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta[0] = Number(a[0]);\n\t\t\t\t\t\ta[1] = Number(a[1]);\n\t\t\t\t\t\ta[2] = Number(a[2]);\n\t\t\t\t\t\tif (a.length > 3) {\n\t\t\t\t\t\t\ta[3] = Number(a[3]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (toHSL && !wasHSL) {\n\t\t\t\t\t\tr = a[0] / 255;\n\t\t\t\t\t\tg = a[1] / 255;\n\t\t\t\t\t\tb = a[2] / 255;\n\t\t\t\t\t\tmax = Math.max(r, g, b);\n\t\t\t\t\t\tmin = Math.min(r, g, b);\n\t\t\t\t\t\tl = (max + min) / 2;\n\t\t\t\t\t\tif (max === min) {\n\t\t\t\t\t\t\th = s = 0;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\td = max - min;\n\t\t\t\t\t\t\ts = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n\t\t\t\t\t\t\th = (max === r) ? (g - b) / d + (g < b ? 6 : 0) : (max === g) ? (b - r) / d + 2 : (r - g) / d + 4;\n\t\t\t\t\t\t\th *= 60;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta[0] = (h + 0.5) | 0;\n\t\t\t\t\t\ta[1] = (s * 100 + 0.5) | 0;\n\t\t\t\t\t\ta[2] = (l * 100 + 0.5) | 0;\n\t\t\t\t\t}\n\t\t\t\t\treturn a;\n\t\t\t\t},\n\t\t\t\t_formatColors = function(s, toHSL) {\n\t\t\t\t\tvar colors = s.match(_colorExp) || [],\n\t\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\t\tparsed = \"\",\n\t\t\t\t\t\ti, color, temp;\n\t\t\t\t\tif (!colors.length) {\n\t\t\t\t\t\treturn s;\n\t\t\t\t\t}\n\t\t\t\t\tfor (i = 0; i < colors.length; i++) {\n\t\t\t\t\t\tcolor = colors[i];\n\t\t\t\t\t\ttemp = s.substr(charIndex, s.indexOf(color, charIndex)-charIndex);\n\t\t\t\t\t\tcharIndex += temp.length + color.length;\n\t\t\t\t\t\tcolor = _parseColor(color, toHSL);\n\t\t\t\t\t\tif (color.length === 3) {\n\t\t\t\t\t\t\tcolor.push(1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tparsed += temp + (toHSL ? \"hsla(\" + color[0] + \",\" + color[1] + \"%,\" + color[2] + \"%,\" + color[3] : \"rgba(\" + color.join(\",\")) + \")\";\n\t\t\t\t\t}\n\t\t\t\t\treturn parsed + s.substr(charIndex);\n\t\t\t\t},\n\t\t\t\t_colorExp = \"(?:\\\\b(?:(?:rgb|rgba|hsl|hsla)\\\\(.+?\\\\))|\\\\B#(?:[0-9a-f]{3}){1,2}\\\\b\"; //we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.\n\t\n\t\t\tfor (p in _colorLookup) {\n\t\t\t\t_colorExp += \"|\" + p + \"\\\\b\";\n\t\t\t}\n\t\t\t_colorExp = new RegExp(_colorExp+\")\", \"gi\");\n\t\n\t\t\tCSSPlugin.colorStringFilter = function(a) {\n\t\t\t\tvar combined = a[0] + \" \" + a[1],\n\t\t\t\t\ttoHSL;\n\t\t\t\tif (_colorExp.test(combined)) {\n\t\t\t\t\ttoHSL = (combined.indexOf(\"hsl(\") !== -1 || combined.indexOf(\"hsla(\") !== -1);\n\t\t\t\t\ta[0] = _formatColors(a[0], toHSL);\n\t\t\t\t\ta[1] = _formatColors(a[1], toHSL);\n\t\t\t\t}\n\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t};\n\t\n\t\t\tif (!TweenLite.defaultStringFilter) {\n\t\t\t\tTweenLite.defaultStringFilter = CSSPlugin.colorStringFilter;\n\t\t\t}\n\t\n\t\t\t/**\n\t\t\t * @private Returns a formatter function that handles taking a string (or number in some cases) and returning a consistently formatted one in terms of delimiters, quantity of values, etc. For example, we may get boxShadow values defined as \"0px red\" or \"0px 0px 10px rgb(255,0,0)\" or \"0px 0px 20px 20px #F00\" and we need to ensure that what we get back is described with 4 numbers and a color. This allows us to feed it into the _parseComplex() method and split the values up appropriately. The neat thing about this _getFormatter() function is that the dflt defines a pattern as well as a default, so for example, _getFormatter(\"0px 0px 0px 0px #777\", true) not only sets the default as 0px for all distances and #777 for the color, but also sets the pattern such that 4 numbers and a color will always get returned.\n\t\t\t * @param {!string} dflt The default value and pattern to follow. So \"0px 0px 0px 0px #777\" will ensure that 4 numbers and a color will always get returned.\n\t\t\t * @param {boolean=} clr If true, the values should be searched for color-related data. For example, boxShadow values typically contain a color whereas borderRadius don't.\n\t\t\t * @param {boolean=} collapsible If true, the value is a top/left/right/bottom style one that acts like margin or padding, where if only one value is received, it's used for all 4; if 2 are received, the first is duplicated for 3rd (bottom) and the 2nd is duplicated for the 4th spot (left), etc.\n\t\t\t * @return {Function} formatter function\n\t\t\t */\n\t\t\tvar _getFormatter = function(dflt, clr, collapsible, multi) {\n\t\t\t\t\tif (dflt == null) {\n\t\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t\t}\n\t\t\t\t\tvar dColor = clr ? (dflt.match(_colorExp) || [\"\"])[0] : \"\",\n\t\t\t\t\t\tdVals = dflt.split(dColor).join(\"\").match(_valuesExp) || [],\n\t\t\t\t\t\tpfx = dflt.substr(0, dflt.indexOf(dVals[0])),\n\t\t\t\t\t\tsfx = (dflt.charAt(dflt.length - 1) === \")\") ? \")\" : \"\",\n\t\t\t\t\t\tdelim = (dflt.indexOf(\" \") !== -1) ? \" \" : \",\",\n\t\t\t\t\t\tnumVals = dVals.length,\n\t\t\t\t\t\tdSfx = (numVals > 0) ? dVals[0].replace(_numExp, \"\") : \"\",\n\t\t\t\t\t\tformatter;\n\t\t\t\t\tif (!numVals) {\n\t\t\t\t\t\treturn function(v) {return v;};\n\t\t\t\t\t}\n\t\t\t\t\tif (clr) {\n\t\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\t\tvar color, vals, i, a;\n\t\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcolor = (v.match(_colorExp) || [dColor])[0];\n\t\t\t\t\t\t\tvals = v.split(color).join(\"\").match(_valuesExp) || [];\n\t\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn pfx + vals.join(delim) + delim + color + sfx + (v.indexOf(\"inset\") !== -1 ? \" inset\" : \"\");\n\t\t\t\t\t\t};\n\t\t\t\t\t\treturn formatter;\n\t\n\t\t\t\t\t}\n\t\t\t\t\tformatter = function(v) {\n\t\t\t\t\t\tvar vals, a, i;\n\t\t\t\t\t\tif (typeof(v) === \"number\") {\n\t\t\t\t\t\t\tv += dSfx;\n\t\t\t\t\t\t} else if (multi && _commasOutsideParenExp.test(v)) {\n\t\t\t\t\t\t\ta = v.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\t\t\ta[i] = formatter(a[i]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn a.join(\",\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvals = v.match(_valuesExp) || [];\n\t\t\t\t\t\ti = vals.length;\n\t\t\t\t\t\tif (numVals > i--) {\n\t\t\t\t\t\t\twhile (++i < numVals) {\n\t\t\t\t\t\t\t\tvals[i] = collapsible ? vals[(((i - 1) / 2) | 0)] : dVals[i];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn pfx + vals.join(delim) + sfx;\n\t\t\t\t\t};\n\t\t\t\t\treturn formatter;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private returns a formatter function that's used for edge-related values like marginTop, marginLeft, paddingBottom, paddingRight, etc. Just pass a comma-delimited list of property names related to the edges.\n\t\t\t\t * @param {!string} props a comma-delimited list of property names in order from top to left, like \"marginTop,marginRight,marginBottom,marginLeft\"\n\t\t\t\t * @return {Function} a formatter function\n\t\t\t\t */\n\t\t\t\t_getEdgeParser = function(props) {\n\t\t\t\t\tprops = props.split(\",\");\n\t\t\t\t\treturn function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\tvar a = (e + \"\").split(\" \"),\n\t\t\t\t\t\t\ti;\n\t\t\t\t\t\tvars = {};\n\t\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\t\tvars[props[i]] = a[i] = a[i] || a[(((i - 1) / 2) >> 0)];\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn cssp.parse(t, vars, pt, plugin);\n\t\t\t\t\t};\n\t\t\t\t},\n\t\n\t\t\t\t// @private used when other plugins must tween values first, like BezierPlugin or ThrowPropsPlugin, etc. That plugin's setRatio() gets called first so that the values are updated, and then we loop through the MiniPropTweens which handle copying the values into their appropriate slots so that they can then be applied correctly in the main CSSPlugin setRatio() method. Remember, we typically create a proxy object that has a bunch of uniquely-named properties that we feed to the sub-plugin and it does its magic normally, and then we must interpret those values and apply them to the css because often numbers must get combined/concatenated, suffixes added, etc. to work with css, like boxShadow could have 4 values plus a color.\n\t\t\t\t_setPluginRatio = _internals._setPluginRatio = function(v) {\n\t\t\t\t\tthis.plugin.setRatio(v);\n\t\t\t\t\tvar d = this.data,\n\t\t\t\t\t\tproxy = d.proxy,\n\t\t\t\t\t\tmpt = d.firstMPT,\n\t\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\t\tval, pt, i, str, p;\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tval = proxy[mpt.v];\n\t\t\t\t\t\tif (mpt.r) {\n\t\t\t\t\t\t\tval = mpt.r(val);\n\t\t\t\t\t\t} else if (val < min && val > -min) {\n\t\t\t\t\t\t\tval = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmpt.t[mpt.p] = val;\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (d.autoRotate) {\n\t\t\t\t\t\td.autoRotate.rotation = d.mod ? d.mod.call(this._tween, proxy.rotation, this.t, this._tween) : proxy.rotation; //special case for ModifyPlugin to hook into an auto-rotating bezier\n\t\t\t\t\t}\n\t\t\t\t\t//at the end, we must set the CSSPropTween's \"e\" (end) value dynamically here because that's what is used in the final setRatio() method. Same for \"b\" at the beginning.\n\t\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\t\tmpt = d.firstMPT;\n\t\t\t\t\t\tp = (v === 1) ? \"e\" : \"b\";\n\t\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\t\tpt = mpt.t;\n\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\tpt[p] = pt.s + pt.xs0;\n\t\t\t\t\t\t\t} else if (pt.type === 1) {\n\t\t\t\t\t\t\t\tstr = pt.xs0 + pt.s + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt[p] = str;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private @constructor Used by a few SpecialProps to hold important values for proxies. For example, _parseToProxy() creates a MiniPropTween instance for each property that must get tweened on the proxy, and we record the original property name as well as the unique one we create for the proxy, plus whether or not the value needs to be rounded plus the original value.\n\t\t\t\t * @param {!Object} t target object whose property we're tweening (often a CSSPropTween)\n\t\t\t\t * @param {!string} p property name\n\t\t\t\t * @param {(number|string|object)} v value\n\t\t\t\t * @param {MiniPropTween=} next next MiniPropTween in the linked list\n\t\t\t\t * @param {boolean=} r if true, the tweened value should be rounded to the nearest integer\n\t\t\t\t */\n\t\t\t\tMiniPropTween = function(t, p, v, next, r) {\n\t\t\t\t\tthis.t = t;\n\t\t\t\t\tthis.p = p;\n\t\t\t\t\tthis.v = v;\n\t\t\t\t\tthis.r = r;\n\t\t\t\t\tif (next) {\n\t\t\t\t\t\tnext._prev = this;\n\t\t\t\t\t\tthis._next = next;\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * @private Most other plugins (like BezierPlugin and ThrowPropsPlugin and others) can only tween numeric values, but CSSPlugin must accommodate special values that have a bunch of extra data (like a suffix or strings between numeric values, etc.). For example, boxShadow has values like \"10px 10px 20px 30px rgb(255,0,0)\" which would utterly confuse other plugins. This method allows us to split that data apart and grab only the numeric data and attach it to uniquely-named properties of a generic proxy object ({}) so that we can feed that to virtually any plugin to have the numbers tweened. However, we must also keep track of which properties from the proxy go with which CSSPropTween values and instances. So we create a linked list of MiniPropTweens. Each one records a target (the original CSSPropTween), property (like \"s\" or \"xn1\" or \"xn2\") that we're tweening and the unique property name that was used for the proxy (like \"boxShadow_xn1\" and \"boxShadow_xn2\") and whether or not they need to be rounded. That way, in the _setPluginRatio() method we can simply copy the values over from the proxy to the CSSPropTween instance(s). Then, when the main CSSPlugin setRatio() method runs and applies the CSSPropTween values accordingly, they're updated nicely. So the external plugin tweens the numbers, _setPluginRatio() copies them over, and setRatio() acts normally, applying css-specific values to the element.\n\t\t\t\t * This method returns an object that has the following properties:\n\t\t\t\t * - proxy: a generic object containing the starting values for all the properties that will be tweened by the external plugin. This is what we feed to the external _onInitTween() as the target\n\t\t\t\t * - end: a generic object containing the ending values for all the properties that will be tweened by the external plugin. This is what we feed to the external plugin's _onInitTween() as the destination values\n\t\t\t\t * - firstMPT: the first MiniPropTween in the linked list\n\t\t\t\t * - pt: the first CSSPropTween in the linked list that was created when parsing. If shallow is true, this linked list will NOT attach to the one passed into the _parseToProxy() as the \"pt\" (4th) parameter.\n\t\t\t\t * @param {!Object} t target object to be tweened\n\t\t\t\t * @param {!(Object|string)} vars the object containing the information about the tweening values (typically the end/destination values) that should be parsed\n\t\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance\n\t\t\t\t * @param {CSSPropTween=} pt the next CSSPropTween in the linked list\n\t\t\t\t * @param {TweenPlugin=} plugin the external TweenPlugin instance that will be handling tweening the numeric values\n\t\t\t\t * @param {boolean=} shallow if true, the resulting linked list from the parse will NOT be attached to the CSSPropTween that was passed in as the \"pt\" (4th) parameter.\n\t\t\t\t * @return An object containing the following properties: proxy, end, firstMPT, and pt (see above for descriptions)\n\t\t\t\t */\n\t\t\t\t_parseToProxy = _internals._parseToProxy = function(t, vars, cssp, pt, plugin, shallow) {\n\t\t\t\t\tvar bpt = pt,\n\t\t\t\t\t\tstart = {},\n\t\t\t\t\t\tend = {},\n\t\t\t\t\t\ttransform = cssp._transform,\n\t\t\t\t\t\toldForce = _forcePT,\n\t\t\t\t\t\ti, p, xp, mpt, firstPT;\n\t\t\t\t\tcssp._transform = null;\n\t\t\t\t\t_forcePT = vars;\n\t\t\t\t\tpt = firstPT = cssp.parse(t, vars, pt, plugin);\n\t\t\t\t\t_forcePT = oldForce;\n\t\t\t\t\t//break off from the linked list so the new ones are isolated.\n\t\t\t\t\tif (shallow) {\n\t\t\t\t\t\tcssp._transform = transform;\n\t\t\t\t\t\tif (bpt) {\n\t\t\t\t\t\t\tbpt._prev = null;\n\t\t\t\t\t\t\tif (bpt._prev) {\n\t\t\t\t\t\t\t\tbpt._prev._next = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\twhile (pt && pt !== bpt) {\n\t\t\t\t\t\tif (pt.type <= 1) {\n\t\t\t\t\t\t\tp = pt.p;\n\t\t\t\t\t\t\tend[p] = pt.s + pt.c;\n\t\t\t\t\t\t\tstart[p] = pt.s;\n\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, \"s\", p, mpt, pt.r);\n\t\t\t\t\t\t\t\tpt.c = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt.type === 1) {\n\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\twhile (--i > 0) {\n\t\t\t\t\t\t\t\t\txp = \"xn\" + i;\n\t\t\t\t\t\t\t\t\tp = pt.p + \"_\" + xp;\n\t\t\t\t\t\t\t\t\tend[p] = pt.data[xp];\n\t\t\t\t\t\t\t\t\tstart[p] = pt[xp];\n\t\t\t\t\t\t\t\t\tif (!shallow) {\n\t\t\t\t\t\t\t\t\t\tmpt = new MiniPropTween(pt, xp, p, mpt, pt.rxp[xp]);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t}\n\t\t\t\t\treturn {proxy:start, end:end, firstMPT:mpt, pt:firstPT};\n\t\t\t\t},\n\t\n\t\n\t\n\t\t\t\t/**\n\t\t\t\t * @constructor Each property that is tweened has at least one CSSPropTween associated with it. These instances store important information like the target, property, starting value, amount of change, etc. They can also optionally have a number of \"extra\" strings and numeric values named xs1, xn1, xs2, xn2, xs3, xn3, etc. where \"s\" indicates string and \"n\" indicates number. These can be pieced together in a complex-value tween (type:1) that has alternating types of data like a string, number, string, number, etc. For example, boxShadow could be \"5px 5px 8px rgb(102, 102, 51)\". In that value, there are 6 numbers that may need to tween and then pieced back together into a string again with spaces, suffixes, etc. xs0 is special in that it stores the suffix for standard (type:0) tweens, -OR- the first string (prefix) in a complex-value (type:1) CSSPropTween -OR- it can be the non-tweening value in a type:-1 CSSPropTween. We do this to conserve memory.\n\t\t\t\t * CSSPropTweens have the following optional properties as well (not defined through the constructor):\n\t\t\t\t * - l: Length in terms of the number of extra properties that the CSSPropTween has (default: 0). For example, for a boxShadow we may need to tween 5 numbers in which case l would be 5; Keep in mind that the start/end values for the first number that's tweened are always stored in the s and c properties to conserve memory. All additional values thereafter are stored in xn1, xn2, etc.\n\t\t\t\t * - xfirst: The first instance of any sub-CSSPropTweens that are tweening properties of this instance. For example, we may split up a boxShadow tween so that there's a main CSSPropTween of type:1 that has various xs* and xn* values associated with the h-shadow, v-shadow, blur, color, etc. Then we spawn a CSSPropTween for each of those that has a higher priority and runs BEFORE the main CSSPropTween so that the values are all set by the time it needs to re-assemble them. The xfirst gives us an easy way to identify the first one in that chain which typically ends at the main one (because they're all prepende to the linked list)\n\t\t\t\t * - plugin: The TweenPlugin instance that will handle the tweening of any complex values. For example, sometimes we don't want to use normal subtweens (like xfirst refers to) to tween the values - we might want ThrowPropsPlugin or BezierPlugin some other plugin to do the actual tweening, so we create a plugin instance and store a reference here. We need this reference so that if we get a request to round values or disable a tween, we can pass along that request.\n\t\t\t\t * - data: Arbitrary data that needs to be stored with the CSSPropTween. Typically if we're going to have a plugin handle the tweening of a complex-value tween, we create a generic object that stores the END values that we're tweening to and the CSSPropTween's xs1, xs2, etc. have the starting values. We store that object as data. That way, we can simply pass that object to the plugin and use the CSSPropTween as the target.\n\t\t\t\t * - setRatio: Only used for type:2 tweens that require custom functionality. In this case, we call the CSSPropTween's setRatio() method and pass the ratio each time the tween updates. This isn't quite as efficient as doing things directly in the CSSPlugin's setRatio() method, but it's very convenient and flexible.\n\t\t\t\t * @param {!Object} t Target object whose property will be tweened. Often a DOM element, but not always. It could be anything.\n\t\t\t\t * @param {string} p Property to tween (name). For example, to tween element.width, p would be \"width\".\n\t\t\t\t * @param {number} s Starting numeric value\n\t\t\t\t * @param {number} c Change in numeric value over the course of the entire tween. For example, if element.width starts at 5 and should end at 100, c would be 95.\n\t\t\t\t * @param {CSSPropTween=} next The next CSSPropTween in the linked list. If one is defined, we will define its _prev as the new instance, and the new instance's _next will be pointed at it.\n\t\t\t\t * @param {number=} type The type of CSSPropTween where -1 = a non-tweening value, 0 = a standard simple tween, 1 = a complex value (like one that has multiple numbers in a comma- or space-delimited string like border:\"1px solid red\"), and 2 = one that uses a custom setRatio function that does all of the work of applying the values on each update.\n\t\t\t\t * @param {string=} n Name of the property that should be used for overwriting purposes which is typically the same as p but not always. For example, we may need to create a subtween for the 2nd part of a \"clip:rect(...)\" tween in which case \"p\" might be xs1 but \"n\" is still \"clip\"\n\t\t\t\t * @param {boolean=} r If true, the value(s) should be rounded\n\t\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority CSSPropTweens will be updated before lower priority ones. The default priority is 0.\n\t\t\t\t * @param {string=} b Beginning value. We store this to ensure that it is EXACTLY what it was when the tween began without any risk of interpretation issues.\n\t\t\t\t * @param {string=} e Ending value. We store this to ensure that it is EXACTLY what the user defined at the end of the tween without any risk of interpretation issues.\n\t\t\t\t */\n\t\t\t\tCSSPropTween = _internals.CSSPropTween = function(t, p, s, c, next, type, n, r, pr, b, e) {\n\t\t\t\t\tthis.t = t; //target\n\t\t\t\t\tthis.p = p; //property\n\t\t\t\t\tthis.s = s; //starting value\n\t\t\t\t\tthis.c = c; //change value\n\t\t\t\t\tthis.n = n || p; //name that this CSSPropTween should be associated to (usually the same as p, but not always - n is what overwriting looks at)\n\t\t\t\t\tif (!(t instanceof CSSPropTween)) {\n\t\t\t\t\t\t_overwriteProps.push(this.n);\n\t\t\t\t\t}\n\t\t\t\t\tthis.r = !r ? r : (typeof(r) === \"function\") ? r : Math.round; //round (boolean)\n\t\t\t\t\tthis.type = type || 0; //0 = normal tween, -1 = non-tweening (in which case xs0 will be applied to the target's property, like tp.t[tp.p] = tp.xs0), 1 = complex-value SpecialProp, 2 = custom setRatio() that does all the work\n\t\t\t\t\tif (pr) {\n\t\t\t\t\t\tthis.pr = pr;\n\t\t\t\t\t\t_hasPriority = true;\n\t\t\t\t\t}\n\t\t\t\t\tthis.b = (b === undefined) ? s : b;\n\t\t\t\t\tthis.e = (e === undefined) ? s + c : e;\n\t\t\t\t\tif (next) {\n\t\t\t\t\t\tthis._next = next;\n\t\t\t\t\t\tnext._prev = this;\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t_addNonTweeningNumericPT = function(target, prop, start, end, next, overwriteProp) { //cleans up some code redundancies and helps minification. Just a fast way to add a NUMERIC non-tweening CSSPropTween\n\t\t\t\t\tvar pt = new CSSPropTween(target, prop, start, end - start, next, -1, overwriteProp);\n\t\t\t\t\tpt.b = start;\n\t\t\t\t\tpt.e = pt.xs0 = end;\n\t\t\t\t\treturn pt;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * Takes a target, the beginning value and ending value (as strings) and parses them into a CSSPropTween (possibly with child CSSPropTweens) that accommodates multiple numbers, colors, comma-delimited values, etc. For example:\n\t\t\t\t * sp.parseComplex(element, \"boxShadow\", \"5px 10px 20px rgb(255,102,51)\", \"0px 0px 0px red\", true, \"0px 0px 0px rgb(0,0,0,0)\", pt);\n\t\t\t\t * It will walk through the beginning and ending values (which should be in the same format with the same number and type of values) and figure out which parts are numbers, what strings separate the numeric/tweenable values, and then create the CSSPropTweens accordingly. If a plugin is defined, no child CSSPropTweens will be created. Instead, the ending values will be stored in the \"data\" property of the returned CSSPropTween like: {s:-5, xn1:-10, xn2:-20, xn3:255, xn4:0, xn5:0} so that it can be fed to any other plugin and it'll be plain numeric tweens but the recomposition of the complex value will be handled inside CSSPlugin's setRatio().\n\t\t\t\t * If a setRatio is defined, the type of the CSSPropTween will be set to 2 and recomposition of the values will be the responsibility of that method.\n\t\t\t\t *\n\t\t\t\t * @param {!Object} t Target whose property will be tweened\n\t\t\t\t * @param {!string} p Property that will be tweened (its name, like \"left\" or \"backgroundColor\" or \"boxShadow\")\n\t\t\t\t * @param {string} b Beginning value\n\t\t\t\t * @param {string} e Ending value\n\t\t\t\t * @param {boolean} clrs If true, the value could contain a color value like \"rgb(255,0,0)\" or \"#F00\" or \"red\". The default is false, so no colors will be recognized (a performance optimization)\n\t\t\t\t * @param {(string|number|Object)} dflt The default beginning value that should be used if no valid beginning value is defined or if the number of values inside the complex beginning and ending values don't match\n\t\t\t\t * @param {?CSSPropTween} pt CSSPropTween instance that is the current head of the linked list (we'll prepend to this).\n\t\t\t\t * @param {number=} pr Priority in the linked list order. Higher priority properties will be updated before lower priority ones. The default priority is 0.\n\t\t\t\t * @param {TweenPlugin=} plugin If a plugin should handle the tweening of extra properties, pass the plugin instance here. If one is defined, then NO subtweens will be created for any extra properties (the properties will be created - just not additional CSSPropTween instances to tween them) because the plugin is expected to do so. However, the end values WILL be populated in the \"data\" property, like {s:100, xn1:50, xn2:300}\n\t\t\t\t * @param {function(number)=} setRatio If values should be set in a custom function instead of being pieced together in a type:1 (complex-value) CSSPropTween, define that custom function here.\n\t\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parseComplex() call.\n\t\t\t\t */\n\t\t\t\t_parseComplex = CSSPlugin.parseComplex = function(t, p, b, e, clrs, dflt, pt, pr, plugin, setRatio) {\n\t\t\t\t\t//DEBUG: _log(\"parseComplex: \"+p+\", b: \"+b+\", e: \"+e);\n\t\t\t\t\tb = b || dflt || \"\";\n\t\t\t\t\tif (typeof(e) === \"function\") {\n\t\t\t\t\t\te = e(_index, _target);\n\t\t\t\t\t}\n\t\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, (setRatio ? 2 : 1), null, false, pr, b, e);\n\t\t\t\t\te += \"\"; //ensures it's a string\n\t\t\t\t\tif (clrs && _colorExp.test(e + b)) { //if colors are found, normalize the formatting to rgba() or hsla().\n\t\t\t\t\t\te = [b, e];\n\t\t\t\t\t\tCSSPlugin.colorStringFilter(e);\n\t\t\t\t\t\tb = e[0];\n\t\t\t\t\t\te = e[1];\n\t\t\t\t\t}\n\t\t\t\t\tvar ba = b.split(\", \").join(\",\").split(\" \"), //beginning array\n\t\t\t\t\t\tea = e.split(\", \").join(\",\").split(\" \"), //ending array\n\t\t\t\t\t\tl = ba.length,\n\t\t\t\t\t\tautoRound = (_autoRound !== false),\n\t\t\t\t\t\ti, xi, ni, bv, ev, bnums, enums, bn, hasAlpha, temp, cv, str, useHSL;\n\t\t\t\t\tif (e.indexOf(\",\") !== -1 || b.indexOf(\",\") !== -1) {\n\t\t\t\t\t\tif ((e + b).indexOf(\"rgb\") !== -1 || (e + b).indexOf(\"hsl\") !== -1) { //keep rgb(), rgba(), hsl(), and hsla() values together! (remember, we're splitting on spaces)\n\t\t\t\t\t\t\tba = ba.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\t\tea = ea.join(\" \").replace(_commasOutsideParenExp, \", \").split(\" \");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tba = ba.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\t\tea = ea.join(\" \").split(\",\").join(\", \").split(\" \");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tl = ba.length;\n\t\t\t\t\t}\n\t\t\t\t\tif (l !== ea.length) {\n\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\tba = (dflt || \"\").split(\" \");\n\t\t\t\t\t\tl = ba.length;\n\t\t\t\t\t}\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tpt.setRatio = setRatio;\n\t\t\t\t\t_colorExp.lastIndex = 0;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tbv = ba[i];\n\t\t\t\t\t\tev = ea[i] + \"\";\n\t\t\t\t\t\tbn = parseFloat(bv);\n\t\t\t\t\t\t//if the value begins with a number (most common). It's fine if it has a suffix like px\n\t\t\t\t\t\tif (bn || bn === 0) {\n\t\t\t\t\t\t\tpt.appendXtra(\"\", bn, _parseChange(ev, bn), ev.replace(_relNumExp, \"\"), (autoRound && ev.indexOf(\"px\") !== -1) ? Math.round : false, true);\n\t\n\t\t\t\t\t\t//if the value is a color\n\t\t\t\t\t\t} else if (clrs && _colorExp.test(bv)) {\n\t\t\t\t\t\t\tstr = ev.indexOf(\")\") + 1;\n\t\t\t\t\t\t\tstr = \")\" + (str ? ev.substr(str) : \"\"); //if there's a comma or ) at the end, retain it.\n\t\t\t\t\t\t\tuseHSL = (ev.indexOf(\"hsl\") !== -1 && _supportsOpacity);\n\t\t\t\t\t\t\ttemp = ev; //original string value so we can look for any prefix later.\n\t\t\t\t\t\t\tbv = _parseColor(bv, useHSL);\n\t\t\t\t\t\t\tev = _parseColor(ev, useHSL);\n\t\t\t\t\t\t\thasAlpha = (bv.length + ev.length > 6);\n\t\t\t\t\t\t\tif (hasAlpha && !_supportsOpacity && ev[3] === 0) { //older versions of IE don't support rgba(), so if the destination alpha is 0, just use \"transparent\" for the end color\n\t\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += pt.l ? \" transparent\" : \"transparent\";\n\t\t\t\t\t\t\t\tpt.e = pt.e.split(ea[i]).join(\"transparent\");\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tif (!_supportsOpacity) { //old versions of IE don't support rgba().\n\t\t\t\t\t\t\t\t\thasAlpha = false;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (useHSL) {\n\t\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"hsl\")) + (hasAlpha ? \"hsla(\" : \"hsl(\"), bv[0], _parseChange(ev[0], bv[0]), \",\", false, true)\n\t\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], _parseChange(ev[1], bv[1]), \"%,\", false)\n\t\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], _parseChange(ev[2], bv[2]), (hasAlpha ? \"%,\" : \"%\" + str), false);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tpt.appendXtra(temp.substr(0, temp.indexOf(\"rgb\")) + (hasAlpha ? \"rgba(\" : \"rgb(\"), bv[0], ev[0] - bv[0], \",\", Math.round, true)\n\t\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[1], ev[1] - bv[1], \",\", Math.round)\n\t\t\t\t\t\t\t\t\t\t.appendXtra(\"\", bv[2], ev[2] - bv[2], (hasAlpha ? \",\" : str), Math.round);\n\t\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t\tif (hasAlpha) {\n\t\t\t\t\t\t\t\t\tbv = (bv.length < 4) ? 1 : bv[3];\n\t\t\t\t\t\t\t\t\tpt.appendXtra(\"\", bv, ((ev.length < 4) ? 1 : ev[3]) - bv, str, false);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t_colorExp.lastIndex = 0; //otherwise the test() on the RegExp could move the lastIndex and taint future results.\n\t\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbnums = bv.match(_numExp); //gets each group of numbers in the beginning value string and drops them into an array\n\t\n\t\t\t\t\t\t\t//if no number is found, treat it as a non-tweening value and just append the string to the current xs.\n\t\t\t\t\t\t\tif (!bnums) {\n\t\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += (pt.l || pt[\"xs\" + pt.l]) ? \" \" + ev : ev;\n\t\n\t\t\t\t\t\t\t//loop through all the numbers that are found and construct the extra values on the pt.\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tenums = ev.match(_relNumExp); //get each group of numbers in the end value string and drop them into an array. We allow relative values too, like +=50 or -=.5\n\t\t\t\t\t\t\t\tif (!enums || enums.length !== bnums.length) {\n\t\t\t\t\t\t\t\t\t//DEBUG: _log(\"mismatched formatting detected on \" + p + \" (\" + b + \" vs \" + e + \")\");\n\t\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tni = 0;\n\t\t\t\t\t\t\t\tfor (xi = 0; xi < bnums.length; xi++) {\n\t\t\t\t\t\t\t\t\tcv = bnums[xi];\n\t\t\t\t\t\t\t\t\ttemp = bv.indexOf(cv, ni);\n\t\t\t\t\t\t\t\t\tpt.appendXtra(bv.substr(ni, temp - ni), Number(cv), _parseChange(enums[xi], cv), \"\", (autoRound && bv.substr(temp + cv.length, 2) === \"px\") ? Math.round : false, (xi === 0));\n\t\t\t\t\t\t\t\t\tni = temp + cv.length;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt[\"xs\" + pt.l] += bv.substr(ni);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//if there are relative values (\"+=\" or \"-=\" prefix), we need to adjust the ending value to eliminate the prefixes and combine the values properly.\n\t\t\t\t\tif (e.indexOf(\"=\") !== -1) if (pt.data) {\n\t\t\t\t\t\tstr = pt.xs0 + pt.data.s;\n\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\tstr += pt[\"xs\" + i] + pt.data[\"xn\" + i];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt.e = str + pt[\"xs\" + i];\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.l) {\n\t\t\t\t\t\tpt.type = -1;\n\t\t\t\t\t\tpt.xs0 = pt.e;\n\t\t\t\t\t}\n\t\t\t\t\treturn pt.xfirst || pt;\n\t\t\t\t},\n\t\t\t\ti = 9;\n\t\n\t\n\t\t\tp = CSSPropTween.prototype;\n\t\t\tp.l = p.pr = 0; //length (number of extra properties like xn1, xn2, xn3, etc.\n\t\t\twhile (--i > 0) {\n\t\t\t\tp[\"xn\" + i] = 0;\n\t\t\t\tp[\"xs\" + i] = \"\";\n\t\t\t}\n\t\t\tp.xs0 = \"\";\n\t\t\tp._next = p._prev = p.xfirst = p.data = p.plugin = p.setRatio = p.rxp = null;\n\t\n\t\n\t\t\t/**\n\t\t\t * Appends and extra tweening value to a CSSPropTween and automatically manages any prefix and suffix strings. The first extra value is stored in the s and c of the main CSSPropTween instance, but thereafter any extras are stored in the xn1, xn2, xn3, etc. The prefixes and suffixes are stored in the xs0, xs1, xs2, etc. properties. For example, if I walk through a clip value like \"rect(10px, 5px, 0px, 20px)\", the values would be stored like this:\n\t\t\t * xs0:\"rect(\", s:10, xs1:\"px, \", xn1:5, xs2:\"px, \", xn2:0, xs3:\"px, \", xn3:20, xn4:\"px)\"\n\t\t\t * And they'd all get joined together when the CSSPlugin renders (in the setRatio() method).\n\t\t\t * @param {string=} pfx Prefix (if any)\n\t\t\t * @param {!number} s Starting value\n\t\t\t * @param {!number} c Change in numeric value over the course of the entire tween. For example, if the start is 5 and the end is 100, the change would be 95.\n\t\t\t * @param {string=} sfx Suffix (if any)\n\t\t\t * @param {boolean=} r Round (if true).\n\t\t\t * @param {boolean=} pad If true, this extra value should be separated by the previous one by a space. If there is no previous extra and pad is true, it will automatically drop the space.\n\t\t\t * @return {CSSPropTween} returns itself so that multiple methods can be chained together.\n\t\t\t */\n\t\t\tp.appendXtra = function(pfx, s, c, sfx, r, pad) {\n\t\t\t\tvar pt = this,\n\t\t\t\t\tl = pt.l;\n\t\t\t\tpt[\"xs\" + l] += (pad && (l || pt[\"xs\" + l])) ? \" \" + pfx : pfx || \"\";\n\t\t\t\tif (!c) if (l !== 0 && !pt.plugin) { //typically we'll combine non-changing values right into the xs to optimize performance, but we don't combine them when there's a plugin that will be tweening the values because it may depend on the values being split apart, like for a bezier, if a value doesn't change between the first and second iteration but then it does on the 3rd, we'll run into trouble because there's no xn slot for that value!\n\t\t\t\t\tpt[\"xs\" + l] += s + (sfx || \"\");\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t\tpt.l++;\n\t\t\t\tpt.type = pt.setRatio ? 2 : 1;\n\t\t\t\tpt[\"xs\" + pt.l] = sfx || \"\";\n\t\t\t\tif (l > 0) {\n\t\t\t\t\tpt.data[\"xn\" + l] = s + c;\n\t\t\t\t\tpt.rxp[\"xn\" + l] = r; //round extra property (we need to tap into this in the _parseToProxy() method)\n\t\t\t\t\tpt[\"xn\" + l] = s;\n\t\t\t\t\tif (!pt.plugin) {\n\t\t\t\t\t\tpt.xfirst = new CSSPropTween(pt, \"xn\" + l, s, c, pt.xfirst || pt, 0, pt.n, r, pt.pr);\n\t\t\t\t\t\tpt.xfirst.xs0 = 0; //just to ensure that the property stays numeric which helps modern browsers speed up processing. Remember, in the setRatio() method, we do pt.t[pt.p] = val + pt.xs0 so if pt.xs0 is \"\" (the default), it'll cast the end value as a string. When a property is a number sometimes and a string sometimes, it prevents the compiler from locking in the data type, slowing things down slightly.\n\t\t\t\t\t}\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t\tpt.data = {s:s + c};\n\t\t\t\tpt.rxp = {};\n\t\t\t\tpt.s = s;\n\t\t\t\tpt.c = c;\n\t\t\t\tpt.r = r;\n\t\t\t\treturn pt;\n\t\t\t};\n\t\n\t\t\t/**\n\t\t\t * @constructor A SpecialProp is basically a css property that needs to be treated in a non-standard way, like if it may contain a complex value like boxShadow:\"5px 10px 15px rgb(255, 102, 51)\" or if it is associated with another plugin like ThrowPropsPlugin or BezierPlugin. Every SpecialProp is associated with a particular property name like \"boxShadow\" or \"throwProps\" or \"bezier\" and it will intercept those values in the vars object that's passed to the CSSPlugin and handle them accordingly.\n\t\t\t * @param {!string} p Property name (like \"boxShadow\" or \"throwProps\")\n\t\t\t * @param {Object=} options An object containing any of the following configuration options:\n\t\t\t * - defaultValue: the default value\n\t\t\t * - parser: A function that should be called when the associated property name is found in the vars. This function should return a CSSPropTween instance and it should ensure that it is properly inserted into the linked list. It will receive 4 paramters: 1) The target, 2) The value defined in the vars, 3) The CSSPlugin instance (whose _firstPT should be used for the linked list), and 4) A computed style object if one was calculated (this is a speed optimization that allows retrieval of starting values quicker)\n\t\t\t * - formatter: a function that formats any value received for this special property (for example, boxShadow could take \"5px 5px red\" and format it to \"5px 5px 0px 0px red\" so that both the beginning and ending values have a common order and quantity of values.)\n\t\t\t * - prefix: if true, we'll determine whether or not this property requires a vendor prefix (like Webkit or Moz or ms or O)\n\t\t\t * - color: set this to true if the value for this SpecialProp may contain color-related values like rgb(), rgba(), etc.\n\t\t\t * - priority: priority in the linked list order. Higher priority SpecialProps will be updated before lower priority ones. The default priority is 0.\n\t\t\t * - multi: if true, the formatter should accommodate a comma-delimited list of values, like boxShadow could have multiple boxShadows listed out.\n\t\t\t * - collapsible: if true, the formatter should treat the value like it's a top/right/bottom/left value that could be collapsed, like \"5px\" would apply to all, \"5px, 10px\" would use 5px for top/bottom and 10px for right/left, etc.\n\t\t\t * - keyword: a special keyword that can [optionally] be found inside the value (like \"inset\" for boxShadow). This allows us to validate beginning/ending values to make sure they match (if the keyword is found in one, it'll be added to the other for consistency by default).\n\t\t\t */\n\t\t\tvar SpecialProp = function(p, options) {\n\t\t\t\t\toptions = options || {};\n\t\t\t\t\tthis.p = options.prefix ? _checkPropPrefix(p) || p : p;\n\t\t\t\t\t_specialProps[p] = _specialProps[this.p] = this;\n\t\t\t\t\tthis.format = options.formatter || _getFormatter(options.defaultValue, options.color, options.collapsible, options.multi);\n\t\t\t\t\tif (options.parser) {\n\t\t\t\t\t\tthis.parse = options.parser;\n\t\t\t\t\t}\n\t\t\t\t\tthis.clrs = options.color;\n\t\t\t\t\tthis.multi = options.multi;\n\t\t\t\t\tthis.keyword = options.keyword;\n\t\t\t\t\tthis.dflt = options.defaultValue;\n\t\t\t\t\tthis.pr = options.priority || 0;\n\t\t\t\t},\n\t\n\t\t\t\t//shortcut for creating a new SpecialProp that can accept multiple properties as a comma-delimited list (helps minification). dflt can be an array for multiple values (we don't do a comma-delimited list because the default value may contain commas, like rect(0px,0px,0px,0px)). We attach this method to the SpecialProp class/object instead of using a private _createSpecialProp() method so that we can tap into it externally if necessary, like from another plugin.\n\t\t\t\t_registerComplexSpecialProp = _internals._registerComplexSpecialProp = function(p, options, defaults) {\n\t\t\t\t\tif (typeof(options) !== \"object\") {\n\t\t\t\t\t\toptions = {parser:defaults}; //to make backwards compatible with older versions of BezierPlugin and ThrowPropsPlugin\n\t\t\t\t\t}\n\t\t\t\t\tvar a = p.split(\",\"),\n\t\t\t\t\t\td = options.defaultValue,\n\t\t\t\t\t\ti, temp;\n\t\t\t\t\tdefaults = defaults || [d];\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\toptions.prefix = (i === 0 && options.prefix);\n\t\t\t\t\t\toptions.defaultValue = defaults[i] || d;\n\t\t\t\t\t\ttemp = new SpecialProp(a[i], options);\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t//creates a placeholder special prop for a plugin so that the property gets caught the first time a tween of it is attempted, and at that time it makes the plugin register itself, thus taking over for all future tweens of that property. This allows us to not mandate that things load in a particular order and it also allows us to log() an error that informs the user when they attempt to tween an external plugin-related property without loading its .js file.\n\t\t\t\t_registerPluginProp = _internals._registerPluginProp = function(p) {\n\t\t\t\t\tif (!_specialProps[p]) {\n\t\t\t\t\t\tvar pluginName = p.charAt(0).toUpperCase() + p.substr(1) + \"Plugin\";\n\t\t\t\t\t\t_registerComplexSpecialProp(p, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\t\t\tvar pluginClass = _globals.com.greensock.plugins[pluginName];\n\t\t\t\t\t\t\tif (!pluginClass) {\n\t\t\t\t\t\t\t\t_log(\"Error: \" + pluginName + \" js file not loaded.\");\n\t\t\t\t\t\t\t\treturn pt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpluginClass._cssRegister();\n\t\t\t\t\t\t\treturn _specialProps[p].parse(t, e, p, cssp, pt, plugin, vars);\n\t\t\t\t\t\t}});\n\t\t\t\t\t}\n\t\t\t\t};\n\t\n\t\n\t\t\tp = SpecialProp.prototype;\n\t\n\t\t\t/**\n\t\t\t * Alias for _parseComplex() that automatically plugs in certain values for this SpecialProp, like its property name, whether or not colors should be sensed, the default value, and priority. It also looks for any keyword that the SpecialProp defines (like \"inset\" for boxShadow) and ensures that the beginning and ending values have the same number of values for SpecialProps where multi is true (like boxShadow and textShadow can have a comma-delimited list)\n\t\t\t * @param {!Object} t target element\n\t\t\t * @param {(string|number|object)} b beginning value\n\t\t\t * @param {(string|number|object)} e ending (destination) value\n\t\t\t * @param {CSSPropTween=} pt next CSSPropTween in the linked list\n\t\t\t * @param {TweenPlugin=} plugin If another plugin will be tweening the complex value, that TweenPlugin instance goes here.\n\t\t\t * @param {function=} setRatio If a custom setRatio() method should be used to handle this complex value, that goes here.\n\t\t\t * @return {CSSPropTween=} First CSSPropTween in the linked list\n\t\t\t */\n\t\t\tp.parseComplex = function(t, b, e, pt, plugin, setRatio) {\n\t\t\t\tvar kwd = this.keyword,\n\t\t\t\t\ti, ba, ea, l, bi, ei;\n\t\t\t\t//if this SpecialProp's value can contain a comma-delimited list of values (like boxShadow or textShadow), we must parse them in a special way, and look for a keyword (like \"inset\" for boxShadow) and ensure that the beginning and ending BOTH have it if the end defines it as such. We also must ensure that there are an equal number of values specified (we can't tween 1 boxShadow to 3 for example)\n\t\t\t\tif (this.multi) if (_commasOutsideParenExp.test(e) || _commasOutsideParenExp.test(b)) {\n\t\t\t\t\tba = b.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t\tea = e.replace(_commasOutsideParenExp, \"|\").split(\"|\");\n\t\t\t\t} else if (kwd) {\n\t\t\t\t\tba = [b];\n\t\t\t\t\tea = [e];\n\t\t\t\t}\n\t\t\t\tif (ea) {\n\t\t\t\t\tl = (ea.length > ba.length) ? ea.length : ba.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tb = ba[i] = ba[i] || this.dflt;\n\t\t\t\t\t\te = ea[i] = ea[i] || this.dflt;\n\t\t\t\t\t\tif (kwd) {\n\t\t\t\t\t\t\tbi = b.indexOf(kwd);\n\t\t\t\t\t\t\tei = e.indexOf(kwd);\n\t\t\t\t\t\t\tif (bi !== ei) {\n\t\t\t\t\t\t\t\tif (ei === -1) { //if the keyword isn't in the end value, remove it from the beginning one.\n\t\t\t\t\t\t\t\t\tba[i] = ba[i].split(kwd).join(\"\");\n\t\t\t\t\t\t\t\t} else if (bi === -1) { //if the keyword isn't in the beginning, add it.\n\t\t\t\t\t\t\t\t\tba[i] += \" \" + kwd;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tb = ba.join(\", \");\n\t\t\t\t\te = ea.join(\", \");\n\t\t\t\t}\n\t\t\t\treturn _parseComplex(t, this.p, b, e, this.clrs, this.dflt, pt, this.pr, plugin, setRatio);\n\t\t\t};\n\t\n\t\t\t/**\n\t\t\t * Accepts a target and end value and spits back a CSSPropTween that has been inserted into the CSSPlugin's linked list and conforms with all the conventions we use internally, like type:-1, 0, 1, or 2, setting up any extra property tweens, priority, etc. For example, if we have a boxShadow SpecialProp and call:\n\t\t\t * this._firstPT = sp.parse(element, \"5px 10px 20px rgb(2550,102,51)\", \"boxShadow\", this);\n\t\t\t * It should figure out the starting value of the element's boxShadow, compare it to the provided end value and create all the necessary CSSPropTweens of the appropriate types to tween the boxShadow. The CSSPropTween that gets spit back should already be inserted into the linked list (the 4th parameter is the current head, so prepend to that).\n\t\t\t * @param {!Object} t Target object whose property is being tweened\n\t\t\t * @param {Object} e End value as provided in the vars object (typically a string, but not always - like a throwProps would be an object).\n\t\t\t * @param {!string} p Property name\n\t\t\t * @param {!CSSPlugin} cssp The CSSPlugin instance that should be associated with this tween.\n\t\t\t * @param {?CSSPropTween} pt The CSSPropTween that is the current head of the linked list (we'll prepend to it)\n\t\t\t * @param {TweenPlugin=} plugin If a plugin will be used to tween the parsed value, this is the plugin instance.\n\t\t\t * @param {Object=} vars Original vars object that contains the data for parsing.\n\t\t\t * @return {CSSPropTween} The first CSSPropTween in the linked list which includes the new one(s) added by the parse() call.\n\t\t\t */\n\t\t\tp.parse = function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\treturn this.parseComplex(t.style, this.format(_getStyle(t, this.p, _cs, false, this.dflt)), this.format(e), pt, plugin);\n\t\t\t};\n\t\n\t\t\t/**\n\t\t\t * Registers a special property that should be intercepted from any \"css\" objects defined in tweens. This allows you to handle them however you want without CSSPlugin doing it for you. The 2nd parameter should be a function that accepts 3 parameters:\n\t\t\t * 1) Target object whose property should be tweened (typically a DOM element)\n\t\t\t * 2) The end/destination value (could be a string, number, object, or whatever you want)\n\t\t\t * 3) The tween instance (you probably don't need to worry about this, but it can be useful for looking up information like the duration)\n\t\t\t *\n\t\t\t * Then, your function should return a function which will be called each time the tween gets rendered, passing a numeric \"ratio\" parameter to your function that indicates the change factor (usually between 0 and 1). For example:\n\t\t\t *\n\t\t\t * CSSPlugin.registerSpecialProp(\"myCustomProp\", function(target, value, tween) {\n\t\t\t * var start = target.style.width;\n\t\t\t * return function(ratio) {\n\t\t\t * target.style.width = (start + value * ratio) + \"px\";\n\t\t\t * console.log(\"set width to \" + target.style.width);\n\t\t\t * }\n\t\t\t * }, 0);\n\t\t\t *\n\t\t\t * Then, when I do this tween, it will trigger my special property:\n\t\t\t *\n\t\t\t * TweenLite.to(element, 1, {css:{myCustomProp:100}});\n\t\t\t *\n\t\t\t * In the example, of course, we're just changing the width, but you can do anything you want.\n\t\t\t *\n\t\t\t * @param {!string} name Property name (or comma-delimited list of property names) that should be intercepted and handled by your function. For example, if I define \"myCustomProp\", then it would handle that portion of the following tween: TweenLite.to(element, 1, {css:{myCustomProp:100}})\n\t\t\t * @param {!function(Object, Object, Object, string):function(number)} onInitTween The function that will be called when a tween of this special property is performed. The function will receive 4 parameters: 1) Target object that should be tweened, 2) Value that was passed to the tween, 3) The tween instance itself (rarely used), and 4) The property name that's being tweened. Your function should return a function that should be called on every update of the tween. That function will receive a single parameter that is a \"change factor\" value (typically between 0 and 1) indicating the amount of change as a ratio. You can use this to determine how to set the values appropriately in your function.\n\t\t\t * @param {number=} priority Priority that helps the engine determine the order in which to set the properties (default: 0). Higher priority properties will be updated before lower priority ones.\n\t\t\t */\n\t\t\tCSSPlugin.registerSpecialProp = function(name, onInitTween, priority) {\n\t\t\t\t_registerComplexSpecialProp(name, {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\t\tvar rv = new CSSPropTween(t, p, 0, 0, pt, 2, p, false, priority);\n\t\t\t\t\trv.plugin = plugin;\n\t\t\t\t\trv.setRatio = onInitTween(t, e, cssp._tween, p);\n\t\t\t\t\treturn rv;\n\t\t\t\t}, priority:priority});\n\t\t\t};\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\t//transform-related methods and properties\n\t\t\tCSSPlugin.useSVGTransformAttr = true; //Safari and Firefox both have some rendering bugs when applying CSS transforms to SVG elements, so default to using the \"transform\" attribute instead (users can override this).\n\t\t\tvar _transformProps = (\"scaleX,scaleY,scaleZ,x,y,z,skewX,skewY,rotation,rotationX,rotationY,perspective,xPercent,yPercent\").split(\",\"),\n\t\t\t\t_transformProp = _checkPropPrefix(\"transform\"), //the Javascript (camelCase) transform property, like msTransform, WebkitTransform, MozTransform, or OTransform.\n\t\t\t\t_transformPropCSS = _prefixCSS + \"transform\",\n\t\t\t\t_transformOriginProp = _checkPropPrefix(\"transformOrigin\"),\n\t\t\t\t_supports3D = (_checkPropPrefix(\"perspective\") !== null),\n\t\t\t\tTransform = _internals.Transform = function() {\n\t\t\t\t\tthis.perspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0;\n\t\t\t\t\tthis.force3D = (CSSPlugin.defaultForce3D === false || !_supports3D) ? false : CSSPlugin.defaultForce3D || \"auto\";\n\t\t\t\t},\n\t\t\t\t_SVGElement = _gsScope.SVGElement,\n\t\t\t\t_useSVGTransformAttr,\n\t\t\t\t//Some browsers (like Firefox and IE) don't honor transform-origin properly in SVG elements, so we need to manually adjust the matrix accordingly. We feature detect here rather than always doing the conversion for certain browsers because they may fix the problem at some point in the future.\n\t\n\t\t\t\t_createSVG = function(type, container, attributes) {\n\t\t\t\t\tvar element = _doc.createElementNS(\"http://www.w3.org/2000/svg\", type),\n\t\t\t\t\t\treg = /([a-z])([A-Z])/g,\n\t\t\t\t\t\tp;\n\t\t\t\t\tfor (p in attributes) {\n\t\t\t\t\t\telement.setAttributeNS(null, p.replace(reg, \"$1-$2\").toLowerCase(), attributes[p]);\n\t\t\t\t\t}\n\t\t\t\t\tcontainer.appendChild(element);\n\t\t\t\t\treturn element;\n\t\t\t\t},\n\t\t\t\t_docElement = _doc.documentElement || {},\n\t\t\t\t_forceSVGTransformAttr = (function() {\n\t\t\t\t\t//IE and Android stock don't support CSS transforms on SVG elements, so we must write them to the \"transform\" attribute. We populate this variable in the _parseTransform() method, and only if/when we come across an SVG element\n\t\t\t\t\tvar force = _ieVers || (/Android/i.test(_agent) && !_gsScope.chrome),\n\t\t\t\t\t\tsvg, rect, width;\n\t\t\t\t\tif (_doc.createElementNS && !force) { //IE8 and earlier doesn't support SVG anyway\n\t\t\t\t\t\tsvg = _createSVG(\"svg\", _docElement);\n\t\t\t\t\t\trect = _createSVG(\"rect\", svg, {width:100, height:50, x:100});\n\t\t\t\t\t\twidth = rect.getBoundingClientRect().width;\n\t\t\t\t\t\trect.style[_transformOriginProp] = \"50% 50%\";\n\t\t\t\t\t\trect.style[_transformProp] = \"scaleX(0.5)\";\n\t\t\t\t\t\tforce = (width === rect.getBoundingClientRect().width && !(_isFirefox && _supports3D)); //note: Firefox fails the test even though it does support CSS transforms in 3D. Since we can't push 3D stuff into the transform attribute, we force Firefox to pass the test here (as long as it does truly support 3D).\n\t\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t\t}\n\t\t\t\t\treturn force;\n\t\t\t\t})(),\n\t\t\t\t_parseSVGOrigin = function(e, local, decoratee, absolute, smoothOrigin, skipRecord) {\n\t\t\t\t\tvar tm = e._gsTransform,\n\t\t\t\t\t\tm = _getMatrix(e, true),\n\t\t\t\t\t\tv, x, y, xOrigin, yOrigin, a, b, c, d, tx, ty, determinant, xOriginOld, yOriginOld;\n\t\t\t\t\tif (tm) {\n\t\t\t\t\t\txOriginOld = tm.xOrigin; //record the original values before we alter them.\n\t\t\t\t\t\tyOriginOld = tm.yOrigin;\n\t\t\t\t\t}\n\t\t\t\t\tif (!absolute || (v = absolute.split(\" \")).length < 2) {\n\t\t\t\t\t\tb = e.getBBox();\n\t\t\t\t\t\tif (b.x === 0 && b.y === 0 && b.width + b.height === 0) { //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.\n\t\t\t\t\t\t\tb = {x: parseFloat(e.hasAttribute(\"x\") ? e.getAttribute(\"x\") : e.hasAttribute(\"cx\") ? e.getAttribute(\"cx\") : 0) || 0, y: parseFloat(e.hasAttribute(\"y\") ? e.getAttribute(\"y\") : e.hasAttribute(\"cy\") ? e.getAttribute(\"cy\") : 0) || 0, width:0, height:0};\n\t\t\t\t\t\t}\n\t\t\t\t\t\tlocal = _parsePosition(local).split(\" \");\n\t\t\t\t\t\tv = [(local[0].indexOf(\"%\") !== -1 ? parseFloat(local[0]) / 100 * b.width : parseFloat(local[0])) + b.x,\n\t\t\t\t\t\t\t (local[1].indexOf(\"%\") !== -1 ? parseFloat(local[1]) / 100 * b.height : parseFloat(local[1])) + b.y];\n\t\t\t\t\t}\n\t\t\t\t\tdecoratee.xOrigin = xOrigin = parseFloat(v[0]);\n\t\t\t\t\tdecoratee.yOrigin = yOrigin = parseFloat(v[1]);\n\t\t\t\t\tif (absolute && m !== _identity2DMatrix) { //if svgOrigin is being set, we must invert the matrix and determine where the absolute point is, factoring in the current transforms. Otherwise, the svgOrigin would be based on the element's non-transformed position on the canvas.\n\t\t\t\t\t\ta = m[0];\n\t\t\t\t\t\tb = m[1];\n\t\t\t\t\t\tc = m[2];\n\t\t\t\t\t\td = m[3];\n\t\t\t\t\t\ttx = m[4];\n\t\t\t\t\t\tty = m[5];\n\t\t\t\t\t\tdeterminant = (a * d - b * c);\n\t\t\t\t\t\tif (determinant) { //if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.\n\t\t\t\t\t\t\tx = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + ((c * ty - d * tx) / determinant);\n\t\t\t\t\t\t\ty = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - ((a * ty - b * tx) / determinant);\n\t\t\t\t\t\t\txOrigin = decoratee.xOrigin = v[0] = x;\n\t\t\t\t\t\t\tyOrigin = decoratee.yOrigin = v[1] = y;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (tm) { //avoid jump when transformOrigin is changed - adjust the x/y values accordingly\n\t\t\t\t\t\tif (skipRecord) {\n\t\t\t\t\t\t\tdecoratee.xOffset = tm.xOffset;\n\t\t\t\t\t\t\tdecoratee.yOffset = tm.yOffset;\n\t\t\t\t\t\t\ttm = decoratee;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (smoothOrigin || (smoothOrigin !== false && CSSPlugin.defaultSmoothOrigin !== false)) {\n\t\t\t\t\t\t\tx = xOrigin - xOriginOld;\n\t\t\t\t\t\t\ty = yOrigin - yOriginOld;\n\t\t\t\t\t\t\t//originally, we simply adjusted the x and y values, but that would cause problems if, for example, you created a rotational tween part-way through an x/y tween. Managing the offset in a separate variable gives us ultimate flexibility.\n\t\t\t\t\t\t\t//tm.x -= x - (x * m[0] + y * m[2]);\n\t\t\t\t\t\t\t//tm.y -= y - (x * m[1] + y * m[3]);\n\t\t\t\t\t\t\ttm.xOffset += (x * m[0] + y * m[2]) - x;\n\t\t\t\t\t\t\ttm.yOffset += (x * m[1] + y * m[3]) - y;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttm.xOffset = tm.yOffset = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!skipRecord) {\n\t\t\t\t\t\te.setAttribute(\"data-svg-origin\", v.join(\" \"));\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_getBBoxHack = function(swapIfPossible) { //works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a element and/or . We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).\n\t\t\t\t\tvar svg = _createElement(\"svg\", (this.ownerSVGElement && this.ownerSVGElement.getAttribute(\"xmlns\")) || \"http://www.w3.org/2000/svg\"),\n\t\t\t\t\t\toldParent = this.parentNode,\n\t\t\t\t\t\toldSibling = this.nextSibling,\n\t\t\t\t\t\toldCSS = this.style.cssText,\n\t\t\t\t\t\tbbox;\n\t\t\t\t\t_docElement.appendChild(svg);\n\t\t\t\t\tsvg.appendChild(this);\n\t\t\t\t\tthis.style.display = \"block\";\n\t\t\t\t\tif (swapIfPossible) {\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\tbbox = this.getBBox();\n\t\t\t\t\t\t\tthis._originalGetBBox = this.getBBox;\n\t\t\t\t\t\t\tthis.getBBox = _getBBoxHack;\n\t\t\t\t\t\t} catch (e) { }\n\t\t\t\t\t} else if (this._originalGetBBox) {\n\t\t\t\t\t\tbbox = this._originalGetBBox();\n\t\t\t\t\t}\n\t\t\t\t\tif (oldSibling) {\n\t\t\t\t\t\toldParent.insertBefore(this, oldSibling);\n\t\t\t\t\t} else {\n\t\t\t\t\t\toldParent.appendChild(this);\n\t\t\t\t\t}\n\t\t\t\t\t_docElement.removeChild(svg);\n\t\t\t\t\tthis.style.cssText = oldCSS;\n\t\t\t\t\treturn bbox;\n\t\t\t\t},\n\t\t\t\t_getBBox = function(e) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\treturn e.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a or ). https://bugzilla.mozilla.org/show_bug.cgi?id=612118\n\t\t\t\t\t} catch (error) {\n\t\t\t\t\t\treturn _getBBoxHack.call(e, true);\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_isSVG = function(e) { //reports if the element is an SVG on which getBBox() actually works\n\t\t\t\t\treturn !!(_SVGElement && e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));\n\t\t\t\t},\n\t\t\t\t_identity2DMatrix = [1,0,0,1,0,0],\n\t\t\t\t_getMatrix = function(e, force2D) {\n\t\t\t\t\tvar tm = e._gsTransform || new Transform(),\n\t\t\t\t\t\trnd = 100000,\n\t\t\t\t\t\tstyle = e.style,\n\t\t\t\t\t\tisDefault, s, m, n, dec, none;\n\t\t\t\t\tif (_transformProp) {\n\t\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\t} else if (e.currentStyle) {\n\t\t\t\t\t\t//for older versions of IE, we need to interpret the filter portion that is in the format: progid:DXImageTransform.Microsoft.Matrix(M11=6.123233995736766e-17, M12=-1, M21=1, M22=6.123233995736766e-17, sizingMethod='auto expand') Notice that we need to swap b and c compared to a normal matrix.\n\t\t\t\t\t\ts = e.currentStyle.filter.match(_ieGetMatrixExp);\n\t\t\t\t\t\ts = (s && s.length === 4) ? [s[0].substr(4), Number(s[2].substr(4)), Number(s[1].substr(4)), s[3].substr(4), (tm.x || 0), (tm.y || 0)].join(\",\") : \"\";\n\t\t\t\t\t}\n\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\tif (_transformProp && ((none = (!_getComputedStyle(e) || _getComputedStyle(e).display === \"none\")) || !e.parentNode)) { //note: Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397\n\t\t\t\t\t\tif (none) { //browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not \"none\". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).\n\t\t\t\t\t\t\tn = style.display;\n\t\t\t\t\t\t\tstyle.display = \"block\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!e.parentNode) {\n\t\t\t\t\t\t\tdec = 1; //flag\n\t\t\t\t\t\t\t_docElement.appendChild(e);\n\t\t\t\t\t\t}\n\t\t\t\t\t\ts = _getStyle(e, _transformPropCSS, null, true);\n\t\t\t\t\t\tisDefault = (!s || s === \"none\" || s === \"matrix(1, 0, 0, 1, 0, 0)\");\n\t\t\t\t\t\tif (n) {\n\t\t\t\t\t\t\tstyle.display = n;\n\t\t\t\t\t\t} else if (none) {\n\t\t\t\t\t\t\t_removeProp(style, \"display\");\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (dec) {\n\t\t\t\t\t\t\t_docElement.removeChild(e);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (tm.svg || (e.getCTM && _isSVG(e))) {\n\t\t\t\t\t\tif (isDefault && (style[_transformProp] + \"\").indexOf(\"matrix\") !== -1) { //some browsers (like Chrome 40) don't correctly report transforms that are applied inline on an SVG element (they don't get included in the computed style), so we double-check here and accept matrix values\n\t\t\t\t\t\t\ts = style[_transformProp];\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tm = e.getAttribute(\"transform\");\n\t\t\t\t\t\tif (isDefault && m) {\n\t\t\t\t\t\t\tm = e.transform.baseVal.consolidate().matrix; //ensures that even complex values like \"translate(50,60) rotate(135,0,0)\" are parsed because it mashes it into a matrix.\n\t\t\t\t\t\t\ts = \"matrix(\" + m.a + \",\" + m.b + \",\" + m.c + \",\" + m.d + \",\" + m.e + \",\" + m.f + \")\";\n\t\t\t\t\t\t\tisDefault = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (isDefault) {\n\t\t\t\t\t\treturn _identity2DMatrix;\n\t\t\t\t\t}\n\t\t\t\t\t//split the matrix values out into an array (m for matrix)\n\t\t\t\t\tm = (s || \"\").match(_numExp) || [];\n\t\t\t\t\ti = m.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tn = Number(m[i]);\n\t\t\t\t\t\tm[i] = (dec = n - (n |= 0)) ? ((dec * rnd + (dec < 0 ? -0.5 : 0.5)) | 0) / rnd + n : n; //convert strings to Numbers and round to 5 decimal places to avoid issues with tiny numbers. Roughly 20x faster than Number.toFixed(). We also must make sure to round before dividing so that values like 0.9999999999 become 1 to avoid glitches in browser rendering and interpretation of flipped/rotated 3D matrices. And don't just multiply the number by rnd, floor it, and then divide by rnd because the bitwise operations max out at a 32-bit signed integer, thus it could get clipped at a relatively low value (like 22,000.00000 for example).\n\t\t\t\t\t}\n\t\t\t\t\treturn (force2D && m.length > 6) ? [m[0], m[1], m[4], m[5], m[12], m[13]] : m;\n\t\t\t\t},\n\t\n\t\t\t\t/**\n\t\t\t\t * Parses the transform values for an element, returning an object with x, y, z, scaleX, scaleY, scaleZ, rotation, rotationX, rotationY, skewX, and skewY properties. Note: by default (for performance reasons), all skewing is combined into skewX and rotation but skewY still has a place in the transform object so that we can record how much of the skew is attributed to skewX vs skewY. Remember, a skewY of 10 looks the same as a rotation of 10 and skewX of -10.\n\t\t\t\t * @param {!Object} t target element\n\t\t\t\t * @param {Object=} cs computed style object (optional)\n\t\t\t\t * @param {boolean=} rec if true, the transform values will be recorded to the target element's _gsTransform object, like target._gsTransform = {x:0, y:0, z:0, scaleX:1...}\n\t\t\t\t * @param {boolean=} parse if true, we'll ignore any _gsTransform values that already exist on the element, and force a reparsing of the css (calculated style)\n\t\t\t\t * @return {object} object containing all of the transform properties/values like {x:0, y:0, z:0, scaleX:1...}\n\t\t\t\t */\n\t\t\t\t_getTransform = _internals.getTransform = function(t, cs, rec, parse) {\n\t\t\t\t\tif (t._gsTransform && rec && !parse) {\n\t\t\t\t\t\treturn t._gsTransform; //if the element already has a _gsTransform, use that. Note: some browsers don't accurately return the calculated style for the transform (particularly for SVG), so it's almost always safest to just use the values we've already applied rather than re-parsing things.\n\t\t\t\t\t}\n\t\t\t\t\tvar tm = rec ? t._gsTransform || new Transform() : new Transform(),\n\t\t\t\t\t\tinvX = (tm.scaleX < 0), //in order to interpret things properly, we need to know if the user applied a negative scaleX previously so that we can adjust the rotation and skewX accordingly. Otherwise, if we always interpret a flipped matrix as affecting scaleY and the user only wants to tween the scaleX on multiple sequential tweens, it would keep the negative scaleY without that being the user's intent.\n\t\t\t\t\t\tmin = 0.00002,\n\t\t\t\t\t\trnd = 100000,\n\t\t\t\t\t\tzOrigin = _supports3D ? parseFloat(_getStyle(t, _transformOriginProp, cs, false, \"0 0 0\").split(\" \")[2]) || tm.zOrigin || 0 : 0,\n\t\t\t\t\t\tdefaultTransformPerspective = parseFloat(CSSPlugin.defaultTransformPerspective) || 0,\n\t\t\t\t\t\tm, i, scaleX, scaleY, rotation, skewX;\n\t\n\t\t\t\t\ttm.svg = !!(t.getCTM && _isSVG(t));\n\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t_parseSVGOrigin(t, _getStyle(t, _transformOriginProp, cs, false, \"50% 50%\") + \"\", tm, t.getAttribute(\"data-svg-origin\"));\n\t\t\t\t\t\t_useSVGTransformAttr = CSSPlugin.useSVGTransformAttr || _forceSVGTransformAttr;\n\t\t\t\t\t}\n\t\t\t\t\tm = _getMatrix(t);\n\t\t\t\t\tif (m !== _identity2DMatrix) {\n\t\n\t\t\t\t\t\tif (m.length === 16) {\n\t\t\t\t\t\t\t//we'll only look at these position-related 6 variables first because if x/y/z all match, it's relatively safe to assume we don't need to re-parse everything which risks losing important rotational information (like rotationX:180 plus rotationY:180 would look the same as rotation:180 - there's no way to know for sure which direction was taken based solely on the matrix3d() values)\n\t\t\t\t\t\t\tvar a11 = m[0], a21 = m[1], a31 = m[2], a41 = m[3],\n\t\t\t\t\t\t\t\ta12 = m[4], a22 = m[5], a32 = m[6], a42 = m[7],\n\t\t\t\t\t\t\t\ta13 = m[8], a23 = m[9], a33 = m[10],\n\t\t\t\t\t\t\t\ta14 = m[12], a24 = m[13], a34 = m[14],\n\t\t\t\t\t\t\t\ta43 = m[11],\n\t\t\t\t\t\t\t\tangle = Math.atan2(a32, a33),\n\t\t\t\t\t\t\t\tt1, t2, t3, t4, cos, sin;\n\t\t\t\t\t\t\t//we manually compensate for non-zero z component of transformOrigin to work around bugs in Safari\n\t\t\t\t\t\t\tif (tm.zOrigin) {\n\t\t\t\t\t\t\t\ta34 = -tm.zOrigin;\n\t\t\t\t\t\t\t\ta14 = a13*a34-m[12];\n\t\t\t\t\t\t\t\ta24 = a23*a34-m[13];\n\t\t\t\t\t\t\t\ta34 = a33*a34+tm.zOrigin-m[14];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t//note for possible future consolidation: rotationX: Math.atan2(a32, a33), rotationY: Math.atan2(-a31, Math.sqrt(a33 * a33 + a32 * a32)), rotation: Math.atan2(a21, a11), skew: Math.atan2(a12, a22). However, it doesn't seem to be quite as reliable as the full-on backwards rotation procedure.\n\t\t\t\t\t\t\ttm.rotationX = angle * _RAD2DEG;\n\t\t\t\t\t\t\t//rotationX\n\t\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\t\t\tt3 = a32*cos+a33*sin;\n\t\t\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\t\t\ta33 = a32*-sin+a33*cos;\n\t\t\t\t\t\t\t\ta43 = a42*-sin+a43*cos;\n\t\t\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t\t\t\ta32 = t3;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t//rotationY\n\t\t\t\t\t\t\tangle = Math.atan2(-a31, a33);\n\t\t\t\t\t\t\ttm.rotationY = angle * _RAD2DEG;\n\t\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\t\tcos = Math.cos(-angle);\n\t\t\t\t\t\t\t\tsin = Math.sin(-angle);\n\t\t\t\t\t\t\t\tt1 = a11*cos-a13*sin;\n\t\t\t\t\t\t\t\tt2 = a21*cos-a23*sin;\n\t\t\t\t\t\t\t\tt3 = a31*cos-a33*sin;\n\t\t\t\t\t\t\t\ta23 = a21*sin+a23*cos;\n\t\t\t\t\t\t\t\ta33 = a31*sin+a33*cos;\n\t\t\t\t\t\t\t\ta43 = a41*sin+a43*cos;\n\t\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\t\ta21 = t2;\n\t\t\t\t\t\t\t\ta31 = t3;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t//rotationZ\n\t\t\t\t\t\t\tangle = Math.atan2(a21, a11);\n\t\t\t\t\t\t\ttm.rotation = angle * _RAD2DEG;\n\t\t\t\t\t\t\tif (angle) {\n\t\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\t\tt1 = a11*cos+a21*sin;\n\t\t\t\t\t\t\t\tt2 = a12*cos+a22*sin;\n\t\t\t\t\t\t\t\tt3 = a13*cos+a23*sin;\n\t\t\t\t\t\t\t\ta21 = a21*cos-a11*sin;\n\t\t\t\t\t\t\t\ta22 = a22*cos-a12*sin;\n\t\t\t\t\t\t\t\ta23 = a23*cos-a13*sin;\n\t\t\t\t\t\t\t\ta11 = t1;\n\t\t\t\t\t\t\t\ta12 = t2;\n\t\t\t\t\t\t\t\ta13 = t3;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif (tm.rotationX && Math.abs(tm.rotationX) + Math.abs(tm.rotation) > 359.9) { //when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.\n\t\t\t\t\t\t\t\ttm.rotationX = tm.rotation = 0;\n\t\t\t\t\t\t\t\ttm.rotationY = 180 - tm.rotationY;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t//skewX\n\t\t\t\t\t\t\tangle = Math.atan2(a12, a22);\n\t\n\t\t\t\t\t\t\t//scales\n\t\t\t\t\t\t\ttm.scaleX = ((Math.sqrt(a11 * a11 + a21 * a21 + a31 * a31) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\t\ttm.scaleY = ((Math.sqrt(a22 * a22 + a32 * a32) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\t\ttm.scaleZ = ((Math.sqrt(a13 * a13 + a23 * a23 + a33 * a33) * rnd + 0.5) | 0) / rnd;\n\t\t\t\t\t\t\ta11 /= tm.scaleX;\n\t\t\t\t\t\t\ta12 /= tm.scaleY;\n\t\t\t\t\t\t\ta21 /= tm.scaleX;\n\t\t\t\t\t\t\ta22 /= tm.scaleY;\n\t\t\t\t\t\t\tif (Math.abs(angle) > min) {\n\t\t\t\t\t\t\t\ttm.skewX = angle * _RAD2DEG;\n\t\t\t\t\t\t\t\ta12 = 0; //unskews\n\t\t\t\t\t\t\t\tif (tm.skewType !== \"simple\") {\n\t\t\t\t\t\t\t\t\ttm.scaleY *= 1 / Math.cos(angle); //by default, we compensate the scale based on the skew so that the element maintains a similar proportion when skewed, so we have to alter the scaleY here accordingly to match the default (non-adjusted) skewing that CSS does (stretching more and more as it skews).\n\t\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttm.skewX = 0;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t/* //for testing purposes\n\t\t\t\t\t\t\tvar transform = \"matrix3d(\",\n\t\t\t\t\t\t\t\tcomma = \",\",\n\t\t\t\t\t\t\t\tzero = \"0\";\n\t\t\t\t\t\t\ta13 /= tm.scaleZ;\n\t\t\t\t\t\t\ta23 /= tm.scaleZ;\n\t\t\t\t\t\t\ta31 /= tm.scaleX;\n\t\t\t\t\t\t\ta32 /= tm.scaleY;\n\t\t\t\t\t\t\ta33 /= tm.scaleZ;\n\t\t\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t\t\ttransform += a14 + comma + a24 + comma + a34 + comma + (tm.perspective ? (1 + (-a34 / tm.perspective)) : 1) + \")\";\n\t\t\t\t\t\t\tconsole.log(transform);\n\t\t\t\t\t\t\tdocument.querySelector(\".test\").style[_transformProp] = transform;\n\t\t\t\t\t\t\t*/\n\t\n\t\t\t\t\t\t\ttm.perspective = a43 ? 1 / ((a43 < 0) ? -a43 : a43) : 0;\n\t\t\t\t\t\t\ttm.x = a14;\n\t\t\t\t\t\t\ttm.y = a24;\n\t\t\t\t\t\t\ttm.z = a34;\n\t\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a11 - tm.yOrigin * a12);\n\t\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.yOrigin * a21 - tm.xOrigin * a22);\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t} else if ((!_supports3D || parse || !m.length || tm.x !== m[4] || tm.y !== m[5] || (!tm.rotationX && !tm.rotationY))) { //sometimes a 6-element matrix is returned even when we performed 3D transforms, like if rotationX and rotationY are 180. In cases like this, we still need to honor the 3D transforms. If we just rely on the 2D info, it could affect how the data is interpreted, like scaleY might get set to -1 or rotation could get offset by 180 degrees. For example, do a TweenLite.to(element, 1, {css:{rotationX:180, rotationY:180}}) and then later, TweenLite.to(element, 1, {css:{rotationX:0}}) and without this conditional logic in place, it'd jump to a state of being unrotated when the 2nd tween starts. Then again, we need to honor the fact that the user COULD alter the transforms outside of CSSPlugin, like by manually applying new css, so we try to sense that by looking at x and y because if those changed, we know the changes were made outside CSSPlugin and we force a reinterpretation of the matrix values. Also, in Webkit browsers, if the element's \"display\" is \"none\", its calculated style value will always return empty, so if we've already recorded the values in the _gsTransform object, we'll just rely on those.\n\t\t\t\t\t\t\tvar k = (m.length >= 6),\n\t\t\t\t\t\t\t\ta = k ? m[0] : 1,\n\t\t\t\t\t\t\t\tb = m[1] || 0,\n\t\t\t\t\t\t\t\tc = m[2] || 0,\n\t\t\t\t\t\t\t\td = k ? m[3] : 1;\n\t\t\t\t\t\t\ttm.x = m[4] || 0;\n\t\t\t\t\t\t\ttm.y = m[5] || 0;\n\t\t\t\t\t\t\tscaleX = Math.sqrt(a * a + b * b);\n\t\t\t\t\t\t\tscaleY = Math.sqrt(d * d + c * c);\n\t\t\t\t\t\t\trotation = (a || b) ? Math.atan2(b, a) * _RAD2DEG : tm.rotation || 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).\n\t\t\t\t\t\t\tskewX = (c || d) ? Math.atan2(c, d) * _RAD2DEG + rotation : tm.skewX || 0;\n\t\t\t\t\t\t\ttm.scaleX = scaleX;\n\t\t\t\t\t\t\ttm.scaleY = scaleY;\n\t\t\t\t\t\t\ttm.rotation = rotation;\n\t\t\t\t\t\t\ttm.skewX = skewX;\n\t\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\t\ttm.rotationX = tm.rotationY = tm.z = 0;\n\t\t\t\t\t\t\t\ttm.perspective = defaultTransformPerspective;\n\t\t\t\t\t\t\t\ttm.scaleZ = 1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (tm.svg) {\n\t\t\t\t\t\t\t\ttm.x -= tm.xOrigin - (tm.xOrigin * a + tm.yOrigin * c);\n\t\t\t\t\t\t\t\ttm.y -= tm.yOrigin - (tm.xOrigin * b + tm.yOrigin * d);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Math.abs(tm.skewX) > 90 && Math.abs(tm.skewX) < 270) {\n\t\t\t\t\t\t\tif (invX) {\n\t\t\t\t\t\t\t\ttm.scaleX *= -1;\n\t\t\t\t\t\t\t\ttm.skewX += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\t\ttm.rotation += (tm.rotation <= 0) ? 180 : -180;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ttm.scaleY *= -1;\n\t\t\t\t\t\t\t\ttm.skewX += (tm.skewX <= 0) ? 180 : -180;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ttm.zOrigin = zOrigin;\n\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 0 in these cases. The conditional logic here is faster than calling Math.abs(). Also, browsers tend to render a SLIGHTLY rotated object in a fuzzy way, so we need to snap to exactly 0 when appropriate.\n\t\t\t\t\t\tfor (i in tm) {\n\t\t\t\t\t\t\tif (tm[i] < min) if (tm[i] > -min) {\n\t\t\t\t\t\t\t\ttm[i] = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//DEBUG: _log(\"parsed rotation of \" + t.getAttribute(\"id\")+\": \"+(tm.rotationX)+\", \"+(tm.rotationY)+\", \"+(tm.rotation)+\", scale: \"+tm.scaleX+\", \"+tm.scaleY+\", \"+tm.scaleZ+\", position: \"+tm.x+\", \"+tm.y+\", \"+tm.z+\", perspective: \"+tm.perspective+ \", origin: \"+ tm.xOrigin+ \",\"+ tm.yOrigin);\n\t\t\t\t\tif (rec) {\n\t\t\t\t\t\tt._gsTransform = tm; //record to the object's _gsTransform which we use so that tweens can control individual properties independently (we need all the properties to accurately recompose the matrix in the setRatio() method)\n\t\t\t\t\t\tif (tm.svg) { //if we're supposed to apply transforms to the SVG element's \"transform\" attribute, make sure there aren't any CSS transforms applied or they'll override the attribute ones. Also clear the transform attribute if we're using CSS, just to be clean.\n\t\t\t\t\t\t\tif (_useSVGTransformAttr && t.style[_transformProp]) {\n\t\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){ //if we apply this right away (before anything has rendered), we risk there being no transforms for a brief moment and it also interferes with adjusting the transformOrigin in a tween with immediateRender:true (it'd try reading the matrix and it wouldn't have the appropriate data in place because we just removed it).\n\t\t\t\t\t\t\t\t\t_removeProp(t.style, _transformProp);\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t} else if (!_useSVGTransformAttr && t.getAttribute(\"transform\")) {\n\t\t\t\t\t\t\t\tTweenLite.delayedCall(0.001, function(){\n\t\t\t\t\t\t\t\t\tt.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t\t});\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn tm;\n\t\t\t\t},\n\t\n\t\t\t\t//for setting 2D transforms in IE6, IE7, and IE8 (must use a \"filter\" to emulate the behavior of modern day browser transforms)\n\t\t\t\t_setIETransformRatio = function(v) {\n\t\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\t\tang = -t.rotation * _DEG2RAD,\n\t\t\t\t\t\tskew = ang + t.skewX * _DEG2RAD,\n\t\t\t\t\t\trnd = 100000,\n\t\t\t\t\t\ta = ((Math.cos(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\t\tb = ((Math.sin(ang) * t.scaleX * rnd) | 0) / rnd,\n\t\t\t\t\t\tc = ((Math.sin(skew) * -t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\t\td = ((Math.cos(skew) * t.scaleY * rnd) | 0) / rnd,\n\t\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\t\tcs = this.t.currentStyle,\n\t\t\t\t\t\tfilters, val;\n\t\t\t\t\tif (!cs) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tval = b; //just for swapping the variables an inverting them (reused \"val\" to avoid creating another variable in memory). IE's filter matrix uses a non-standard matrix configuration (angle goes the opposite way, and b and c are reversed and inverted)\n\t\t\t\t\tb = -c;\n\t\t\t\t\tc = -val;\n\t\t\t\t\tfilters = cs.filter;\n\t\t\t\t\tstyle.filter = \"\"; //remove filters so that we can accurately measure offsetWidth/offsetHeight\n\t\t\t\t\tvar w = this.t.offsetWidth,\n\t\t\t\t\t\th = this.t.offsetHeight,\n\t\t\t\t\t\tclip = (cs.position !== \"absolute\"),\n\t\t\t\t\t\tm = \"progid:DXImageTransform.Microsoft.Matrix(M11=\" + a + \", M12=\" + b + \", M21=\" + c + \", M22=\" + d,\n\t\t\t\t\t\tox = t.x + (w * t.xPercent / 100),\n\t\t\t\t\t\toy = t.y + (h * t.yPercent / 100),\n\t\t\t\t\t\tdx, dy;\n\t\n\t\t\t\t\t//if transformOrigin is being used, adjust the offset x and y\n\t\t\t\t\tif (t.ox != null) {\n\t\t\t\t\t\tdx = ((t.oxp) ? w * t.ox * 0.01 : t.ox) - w / 2;\n\t\t\t\t\t\tdy = ((t.oyp) ? h * t.oy * 0.01 : t.oy) - h / 2;\n\t\t\t\t\t\tox += dx - (dx * a + dy * b);\n\t\t\t\t\t\toy += dy - (dx * c + dy * d);\n\t\t\t\t\t}\n\t\n\t\t\t\t\tif (!clip) {\n\t\t\t\t\t\tm += \", sizingMethod='auto expand')\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\tdx = (w / 2);\n\t\t\t\t\t\tdy = (h / 2);\n\t\t\t\t\t\t//translate to ensure that transformations occur around the correct origin (default is center).\n\t\t\t\t\t\tm += \", Dx=\" + (dx - (dx * a + dy * b) + ox) + \", Dy=\" + (dy - (dx * c + dy * d) + oy) + \")\";\n\t\t\t\t\t}\n\t\t\t\t\tif (filters.indexOf(\"DXImageTransform.Microsoft.Matrix(\") !== -1) {\n\t\t\t\t\t\tstyle.filter = filters.replace(_ieSetMatrixExp, m);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tstyle.filter = m + \" \" + filters; //we must always put the transform/matrix FIRST (before alpha(opacity=xx)) to avoid an IE bug that slices part of the object when rotation is applied with alpha.\n\t\t\t\t\t}\n\t\n\t\t\t\t\t//at the end or beginning of the tween, if the matrix is normal (1, 0, 0, 1) and opacity is 100 (or doesn't exist), remove the filter to improve browser performance.\n\t\t\t\t\tif (v === 0 || v === 1) if (a === 1) if (b === 0) if (c === 0) if (d === 1) if (!clip || m.indexOf(\"Dx=0, Dy=0\") !== -1) if (!_opacityExp.test(filters) || parseFloat(RegExp.$1) === 100) if (filters.indexOf(\"gradient(\" && filters.indexOf(\"Alpha\")) === -1) {\n\t\t\t\t\t\tstyle.removeAttribute(\"filter\");\n\t\t\t\t\t}\n\t\n\t\t\t\t\t//we must set the margins AFTER applying the filter in order to avoid some bugs in IE8 that could (in rare scenarios) cause them to be ignored intermittently (vibration).\n\t\t\t\t\tif (!clip) {\n\t\t\t\t\t\tvar mult = (_ieVers < 8) ? 1 : -1, //in Internet Explorer 7 and before, the box model is broken, causing the browser to treat the width/height of the actual rotated filtered image as the width/height of the box itself, but Microsoft corrected that in IE8. We must use a negative offset in IE8 on the right/bottom\n\t\t\t\t\t\t\tmarg, prop, dif;\n\t\t\t\t\t\tdx = t.ieOffsetX || 0;\n\t\t\t\t\t\tdy = t.ieOffsetY || 0;\n\t\t\t\t\t\tt.ieOffsetX = Math.round((w - ((a < 0 ? -a : a) * w + (b < 0 ? -b : b) * h)) / 2 + ox);\n\t\t\t\t\t\tt.ieOffsetY = Math.round((h - ((d < 0 ? -d : d) * h + (c < 0 ? -c : c) * w)) / 2 + oy);\n\t\t\t\t\t\tfor (i = 0; i < 4; i++) {\n\t\t\t\t\t\t\tprop = _margins[i];\n\t\t\t\t\t\t\tmarg = cs[prop];\n\t\t\t\t\t\t\t//we need to get the current margin in case it is being tweened separately (we want to respect that tween's changes)\n\t\t\t\t\t\t\tval = (marg.indexOf(\"px\") !== -1) ? parseFloat(marg) : _convertToPixels(this.t, prop, parseFloat(marg), marg.replace(_suffixExp, \"\")) || 0;\n\t\t\t\t\t\t\tif (val !== t[prop]) {\n\t\t\t\t\t\t\t\tdif = (i < 2) ? -t.ieOffsetX : -t.ieOffsetY; //if another tween is controlling a margin, we cannot only apply the difference in the ieOffsets, so we essentially zero-out the dx and dy here in that case. We record the margin(s) later so that we can keep comparing them, making this code very flexible.\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tdif = (i < 2) ? dx - t.ieOffsetX : dy - t.ieOffsetY;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tstyle[prop] = (t[prop] = Math.round( val - dif * ((i === 0 || i === 2) ? 1 : mult) )) + \"px\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t/* translates a super small decimal to a string WITHOUT scientific notation\n\t\t\t\t_safeDecimal = function(n) {\n\t\t\t\t\tvar s = (n < 0 ? -n : n) + \"\",\n\t\t\t\t\t\ta = s.split(\"e-\");\n\t\t\t\t\treturn (n < 0 ? \"-0.\" : \"0.\") + new Array(parseInt(a[1], 10) || 0).join(\"0\") + a[0].split(\".\").join(\"\");\n\t\t\t\t},\n\t\t\t\t*/\n\t\n\t\t\t\t_setTransformRatio = _internals.set3DTransformRatio = _internals.setTransformRatio = function(v) {\n\t\t\t\t\tvar t = this.data, //refers to the element's _gsTransform object\n\t\t\t\t\t\tstyle = this.t.style,\n\t\t\t\t\t\tangle = t.rotation,\n\t\t\t\t\t\trotationX = t.rotationX,\n\t\t\t\t\t\trotationY = t.rotationY,\n\t\t\t\t\t\tsx = t.scaleX,\n\t\t\t\t\t\tsy = t.scaleY,\n\t\t\t\t\t\tsz = t.scaleZ,\n\t\t\t\t\t\tx = t.x,\n\t\t\t\t\t\ty = t.y,\n\t\t\t\t\t\tz = t.z,\n\t\t\t\t\t\tisSVG = t.svg,\n\t\t\t\t\t\tperspective = t.perspective,\n\t\t\t\t\t\tforce3D = t.force3D,\n\t\t\t\t\t\tskewY = t.skewY,\n\t\t\t\t\t\tskewX = t.skewX,\n\t\t\t\t\t\tt1,\ta11, a12, a13, a21, a22, a23, a31, a32, a33, a41, a42, a43,\n\t\t\t\t\t\tzOrigin, min, cos, sin, t2, transform, comma, zero, skew, rnd;\n\t\t\t\t\tif (skewY) { //for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.\n\t\t\t\t\t\tskewX += skewY;\n\t\t\t\t\t\tangle += skewY;\n\t\t\t\t\t}\n\t\n\t\t\t\t\t//check to see if we should render as 2D (and SVGs must use 2D when _useSVGTransformAttr is true)\n\t\t\t\t\tif (((((v === 1 || v === 0) && force3D === \"auto\" && (this.tween._totalTime === this.tween._totalDuration || !this.tween._totalTime)) || !force3D) && !z && !perspective && !rotationY && !rotationX && sz === 1) || (_useSVGTransformAttr && isSVG) || !_supports3D) { //on the final render (which could be 0 for a from tween), if there are no 3D aspects, render in 2D to free up memory and improve performance especially on mobile devices. Check the tween's totalTime/totalDuration too in order to make sure it doesn't happen between repeats if it's a repeating tween.\n\t\n\t\t\t\t\t\t//2D\n\t\t\t\t\t\tif (angle || skewX || isSVG) {\n\t\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\t\tskew = skewX * _DEG2RAD;\n\t\t\t\t\t\t\trnd = 100000;\n\t\t\t\t\t\t\ta11 = Math.cos(angle) * sx;\n\t\t\t\t\t\t\ta21 = Math.sin(angle) * sx;\n\t\t\t\t\t\t\ta12 = Math.sin(angle - skew) * -sy;\n\t\t\t\t\t\t\ta22 = Math.cos(angle - skew) * sy;\n\t\t\t\t\t\t\tif (skew && t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\t\tt1 = Math.tan(skew - skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\ta12 *= t1;\n\t\t\t\t\t\t\t\ta22 *= t1;\n\t\t\t\t\t\t\t\tif (skewY) {\n\t\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (isSVG) {\n\t\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t\t\tif (_useSVGTransformAttr && (t.xPercent || t.yPercent)) { //The SVG spec doesn't support percentage-based translation in the \"transform\" attribute, so we merge it into the matrix to simulate it.\n\t\t\t\t\t\t\t\t\tmin = this.t.getBBox();\n\t\t\t\t\t\t\t\t\tx += t.xPercent * 0.01 * min.width;\n\t\t\t\t\t\t\t\t\ty += t.yPercent * 0.01 * min.height;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tmin = 0.000001;\n\t\t\t\t\t\t\t\tif (x < min) if (x > -min) {\n\t\t\t\t\t\t\t\t\tx = 0;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (y < min) if (y > -min) {\n\t\t\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttransform = (((a11 * rnd) | 0) / rnd) + \",\" + (((a21 * rnd) | 0) / rnd) + \",\" + (((a12 * rnd) | 0) / rnd) + \",\" + (((a22 * rnd) | 0) / rnd) + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\t\tif (isSVG && _useSVGTransformAttr) {\n\t\t\t\t\t\t\t\tthis.t.setAttribute(\"transform\", \"matrix(\" + transform);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t//some browsers have a hard time with very small values like 2.4492935982947064e-16 (notice the \"e-\" towards the end) and would render the object slightly off. So we round to 5 decimal places.\n\t\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + transform;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix(\" : \"matrix(\") + sx + \",0,0,\" + sy + \",\" + x + \",\" + y + \")\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn;\n\t\n\t\t\t\t\t}\n\t\t\t\t\tif (_isFirefox) { //Firefox has a bug (at least in v25) that causes it to render the transparent part of 32-bit PNG images as black when displayed inside an iframe and the 3D scale is very small and doesn't change sufficiently enough between renders (like if you use a Power4.easeInOut to scale from 0 to 1 where the beginning values only change a tiny amount to begin the tween before accelerating). In this case, we force the scale to be 0.00002 instead which is visually the same but works around the Firefox issue.\n\t\t\t\t\t\tmin = 0.0001;\n\t\t\t\t\t\tif (sx < min && sx > -min) {\n\t\t\t\t\t\t\tsx = sz = 0.00002;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (sy < min && sy > -min) {\n\t\t\t\t\t\t\tsy = sz = 0.00002;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (perspective && !t.z && !t.rotationX && !t.rotationY) { //Firefox has a bug that causes elements to have an odd super-thin, broken/dotted black border on elements that have a perspective set but aren't utilizing 3D space (no rotationX, rotationY, or z).\n\t\t\t\t\t\t\tperspective = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (angle || skewX) {\n\t\t\t\t\t\tangle *= _DEG2RAD;\n\t\t\t\t\t\tcos = a11 = Math.cos(angle);\n\t\t\t\t\t\tsin = a21 = Math.sin(angle);\n\t\t\t\t\t\tif (skewX) {\n\t\t\t\t\t\t\tangle -= skewX * _DEG2RAD;\n\t\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\t\tif (t.skewType === \"simple\") { //by default, we compensate skewing on the other axis to make it look more natural, but you can set the skewType to \"simple\" to use the uncompensated skewing that CSS does\n\t\t\t\t\t\t\t\tt1 = Math.tan((skewX - skewY) * _DEG2RAD);\n\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\tcos *= t1;\n\t\t\t\t\t\t\t\tsin *= t1;\n\t\t\t\t\t\t\t\tif (t.skewY) {\n\t\t\t\t\t\t\t\t\tt1 = Math.tan(skewY * _DEG2RAD);\n\t\t\t\t\t\t\t\t\tt1 = Math.sqrt(1 + t1 * t1);\n\t\t\t\t\t\t\t\t\ta11 *= t1;\n\t\t\t\t\t\t\t\t\ta21 *= t1;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta12 = -sin;\n\t\t\t\t\t\ta22 = cos;\n\t\n\t\t\t\t\t} else if (!rotationY && !rotationX && sz === 1 && !perspective && !isSVG) { //if we're only translating and/or 2D scaling, this is faster...\n\t\t\t\t\t\tstyle[_transformProp] = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) translate3d(\" : \"translate3d(\") + x + \"px,\" + y + \"px,\" + z +\"px)\" + ((sx !== 1 || sy !== 1) ? \" scale(\" + sx + \",\" + sy + \")\" : \"\");\n\t\t\t\t\t\treturn;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta11 = a22 = 1;\n\t\t\t\t\t\ta12 = a21 = 0;\n\t\t\t\t\t}\n\t\t\t\t\t// KEY INDEX AFFECTS a[row][column]\n\t\t\t\t\t// a11 0 rotation, rotationY, scaleX\n\t\t\t\t\t// a21 1 rotation, rotationY, scaleX\n\t\t\t\t\t// a31 2 rotationY, scaleX\n\t\t\t\t\t// a41 3 rotationY, scaleX\n\t\t\t\t\t// a12 4 rotation, skewX, rotationX, scaleY\n\t\t\t\t\t// a22 5 rotation, skewX, rotationX, scaleY\n\t\t\t\t\t// a32 6 rotationX, scaleY\n\t\t\t\t\t// a42 7 rotationX, scaleY\n\t\t\t\t\t// a13 8 rotationY, rotationX, scaleZ\n\t\t\t\t\t// a23 9 rotationY, rotationX, scaleZ\n\t\t\t\t\t// a33 10 rotationY, rotationX, scaleZ\n\t\t\t\t\t// a43 11 rotationY, rotationX, perspective, scaleZ\n\t\t\t\t\t// a14 12 x, zOrigin, svgOrigin\n\t\t\t\t\t// a24 13 y, zOrigin, svgOrigin\n\t\t\t\t\t// a34 14 z, zOrigin\n\t\t\t\t\t// a44 15\n\t\t\t\t\t// rotation: Math.atan2(a21, a11)\n\t\t\t\t\t// rotationY: Math.atan2(a13, a33) (or Math.atan2(a13, a11))\n\t\t\t\t\t// rotationX: Math.atan2(a32, a33)\n\t\t\t\t\ta33 = 1;\n\t\t\t\t\ta13 = a23 = a31 = a32 = a41 = a42 = 0;\n\t\t\t\t\ta43 = (perspective) ? -1 / perspective : 0;\n\t\t\t\t\tzOrigin = t.zOrigin;\n\t\t\t\t\tmin = 0.000001; //threshold below which browsers use scientific notation which won't work.\n\t\t\t\t\tcomma = \",\";\n\t\t\t\t\tzero = \"0\";\n\t\t\t\t\tangle = rotationY * _DEG2RAD;\n\t\t\t\t\tif (angle) {\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\ta31 = -sin;\n\t\t\t\t\t\ta41 = a43*-sin;\n\t\t\t\t\t\ta13 = a11*sin;\n\t\t\t\t\t\ta23 = a21*sin;\n\t\t\t\t\t\ta33 = cos;\n\t\t\t\t\t\ta43 *= cos;\n\t\t\t\t\t\ta11 *= cos;\n\t\t\t\t\t\ta21 *= cos;\n\t\t\t\t\t}\n\t\t\t\t\tangle = rotationX * _DEG2RAD;\n\t\t\t\t\tif (angle) {\n\t\t\t\t\t\tcos = Math.cos(angle);\n\t\t\t\t\t\tsin = Math.sin(angle);\n\t\t\t\t\t\tt1 = a12*cos+a13*sin;\n\t\t\t\t\t\tt2 = a22*cos+a23*sin;\n\t\t\t\t\t\ta32 = a33*sin;\n\t\t\t\t\t\ta42 = a43*sin;\n\t\t\t\t\t\ta13 = a12*-sin+a13*cos;\n\t\t\t\t\t\ta23 = a22*-sin+a23*cos;\n\t\t\t\t\t\ta33 = a33*cos;\n\t\t\t\t\t\ta43 = a43*cos;\n\t\t\t\t\t\ta12 = t1;\n\t\t\t\t\t\ta22 = t2;\n\t\t\t\t\t}\n\t\t\t\t\tif (sz !== 1) {\n\t\t\t\t\t\ta13*=sz;\n\t\t\t\t\t\ta23*=sz;\n\t\t\t\t\t\ta33*=sz;\n\t\t\t\t\t\ta43*=sz;\n\t\t\t\t\t}\n\t\t\t\t\tif (sy !== 1) {\n\t\t\t\t\t\ta12*=sy;\n\t\t\t\t\t\ta22*=sy;\n\t\t\t\t\t\ta32*=sy;\n\t\t\t\t\t\ta42*=sy;\n\t\t\t\t\t}\n\t\t\t\t\tif (sx !== 1) {\n\t\t\t\t\t\ta11*=sx;\n\t\t\t\t\t\ta21*=sx;\n\t\t\t\t\t\ta31*=sx;\n\t\t\t\t\t\ta41*=sx;\n\t\t\t\t\t}\n\t\n\t\t\t\t\tif (zOrigin || isSVG) {\n\t\t\t\t\t\tif (zOrigin) {\n\t\t\t\t\t\t\tx += a13*-zOrigin;\n\t\t\t\t\t\t\ty += a23*-zOrigin;\n\t\t\t\t\t\t\tz += a33*-zOrigin+zOrigin;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (isSVG) { //due to bugs in some browsers, we need to manage the transform-origin of SVG manually\n\t\t\t\t\t\t\tx += t.xOrigin - (t.xOrigin * a11 + t.yOrigin * a12) + t.xOffset;\n\t\t\t\t\t\t\ty += t.yOrigin - (t.xOrigin * a21 + t.yOrigin * a22) + t.yOffset;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (x < min && x > -min) {\n\t\t\t\t\t\t\tx = zero;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (y < min && y > -min) {\n\t\t\t\t\t\t\ty = zero;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (z < min && z > -min) {\n\t\t\t\t\t\t\tz = 0; //don't use string because we calculate perspective later and need the number.\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t\t//optimized way of concatenating all the values into a string. If we do it all in one shot, it's slower because of the way browsers have to create temp strings and the way it affects memory. If we do it piece-by-piece with +=, it's a bit slower too. We found that doing it in these sized chunks works best overall:\n\t\t\t\t\ttransform = ((t.xPercent || t.yPercent) ? \"translate(\" + t.xPercent + \"%,\" + t.yPercent + \"%) matrix3d(\" : \"matrix3d(\");\n\t\t\t\t\ttransform += ((a11 < min && a11 > -min) ? zero : a11) + comma + ((a21 < min && a21 > -min) ? zero : a21) + comma + ((a31 < min && a31 > -min) ? zero : a31);\n\t\t\t\t\ttransform += comma + ((a41 < min && a41 > -min) ? zero : a41) + comma + ((a12 < min && a12 > -min) ? zero : a12) + comma + ((a22 < min && a22 > -min) ? zero : a22);\n\t\t\t\t\tif (rotationX || rotationY || sz !== 1) { //performance optimization (often there's no rotationX or rotationY, so we can skip these calculations)\n\t\t\t\t\t\ttransform += comma + ((a32 < min && a32 > -min) ? zero : a32) + comma + ((a42 < min && a42 > -min) ? zero : a42) + comma + ((a13 < min && a13 > -min) ? zero : a13);\n\t\t\t\t\t\ttransform += comma + ((a23 < min && a23 > -min) ? zero : a23) + comma + ((a33 < min && a33 > -min) ? zero : a33) + comma + ((a43 < min && a43 > -min) ? zero : a43) + comma;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ttransform += \",0,0,0,0,1,0,\";\n\t\t\t\t\t}\n\t\t\t\t\ttransform += x + comma + y + comma + z + comma + (perspective ? (1 + (-z / perspective)) : 1) + \")\";\n\t\n\t\t\t\t\tstyle[_transformProp] = transform;\n\t\t\t\t};\n\t\n\t\t\tp = Transform.prototype;\n\t\t\tp.x = p.y = p.z = p.skewX = p.skewY = p.rotation = p.rotationX = p.rotationY = p.zOrigin = p.xPercent = p.yPercent = p.xOffset = p.yOffset = 0;\n\t\t\tp.scaleX = p.scaleY = p.scaleZ = 1;\n\t\n\t\t\t_registerComplexSpecialProp(\"transform,scale,scaleX,scaleY,scaleZ,x,y,z,rotation,rotationX,rotationY,rotationZ,skewX,skewY,shortRotation,shortRotationX,shortRotationY,shortRotationZ,transformOrigin,svgOrigin,transformPerspective,directionalRotation,parseTransform,force3D,skewType,xPercent,yPercent,smoothOrigin\", {parser:function(t, e, parsingProp, cssp, pt, plugin, vars) {\n\t\t\t\tif (cssp._lastParsedTransform === vars) { return pt; } //only need to parse the transform once, and only if the browser supports it.\n\t\t\t\tcssp._lastParsedTransform = vars;\n\t\t\t\tvar scaleFunc = (vars.scale && typeof(vars.scale) === \"function\") ? vars.scale : 0, //if there's a function-based \"scale\" value, swap in the resulting numeric value temporarily. Otherwise, if it's called for both scaleX and scaleY independently, they may not match (like if the function uses Math.random()).\n\t\t\t\t\tswapFunc;\n\t\t\t\tif (typeof(vars[parsingProp]) === \"function\") { //whatever property triggers the initial parsing might be a function-based value in which case it already got called in parse(), thus we don't want to call it again in here. The most efficient way to avoid this is to temporarily swap the value directly into the vars object, and then after we do all our parsing in this function, we'll swap it back again.\n\t\t\t\t\tswapFunc = vars[parsingProp];\n\t\t\t\t\tvars[parsingProp] = e;\n\t\t\t\t}\n\t\t\t\tif (scaleFunc) {\n\t\t\t\t\tvars.scale = scaleFunc(_index, t);\n\t\t\t\t}\n\t\t\t\tvar originalGSTransform = t._gsTransform,\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\ti = _transformProps.length,\n\t\t\t\t\tv = vars,\n\t\t\t\t\tendRotations = {},\n\t\t\t\t\ttransformOriginString = \"transformOrigin\",\n\t\t\t\t\tm1 = _getTransform(t, _cs, true, v.parseTransform),\n\t\t\t\t\torig = v.transform && ((typeof(v.transform) === \"function\") ? v.transform(_index, _target) : v.transform),\n\t\t\t\t\tm2, copy, has3D, hasChange, dr, x, y, matrix, p;\n\t\t\t\tm1.skewType = v.skewType || m1.skewType || CSSPlugin.defaultSkewType;\n\t\t\t\tcssp._transform = m1;\n\t\t\t\tif (orig && typeof(orig) === \"string\" && _transformProp) { //for values like transform:\"rotate(60deg) scale(0.5, 0.8)\"\n\t\t\t\t\tcopy = _tempDiv.style; //don't use the original target because it might be SVG in which case some browsers don't report computed style correctly.\n\t\t\t\t\tcopy[_transformProp] = orig;\n\t\t\t\t\tcopy.display = \"block\"; //if display is \"none\", the browser often refuses to report the transform properties correctly.\n\t\t\t\t\tcopy.position = \"absolute\";\n\t\t\t\t\tif (orig.indexOf(\"%\") !== -1) { //%-based translations will fail unless we set the width/height to match the original target...\n\t\t\t\t\t\tcopy.width = _getStyle(t, \"width\");\n\t\t\t\t\t\tcopy.height = _getStyle(t, \"height\");\n\t\t\t\t\t}\n\t\t\t\t\t_doc.body.appendChild(_tempDiv);\n\t\t\t\t\tm2 = _getTransform(_tempDiv, null, false);\n\t\t\t\t\tif (m1.skewType === \"simple\") { //the default _getTransform() reports the skewX/scaleY as if skewType is \"compensated\", thus we need to adjust that here if skewType is \"simple\".\n\t\t\t\t\t\tm2.scaleY *= Math.cos(m2.skewX * _DEG2RAD);\n\t\t\t\t\t}\n\t\t\t\t\tif (m1.svg) { //if it's an SVG element, x/y part of the matrix will be affected by whatever we use as the origin and the offsets, so compensate here...\n\t\t\t\t\t\tx = m1.xOrigin;\n\t\t\t\t\t\ty = m1.yOrigin;\n\t\t\t\t\t\tm2.x -= m1.xOffset;\n\t\t\t\t\t\tm2.y -= m1.yOffset;\n\t\t\t\t\t\tif (v.transformOrigin || v.svgOrigin) { //if this tween is altering the origin, we must factor that in here. The actual work of recording the transformOrigin values and setting up the PropTween is done later (still inside this function) so we cannot leave the changes intact here - we only want to update the x/y accordingly.\n\t\t\t\t\t\t\torig = {};\n\t\t\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(v.transformOrigin), orig, v.svgOrigin, v.smoothOrigin, true);\n\t\t\t\t\t\t\tx = orig.xOrigin;\n\t\t\t\t\t\t\ty = orig.yOrigin;\n\t\t\t\t\t\t\tm2.x -= orig.xOffset - m1.xOffset;\n\t\t\t\t\t\t\tm2.y -= orig.yOffset - m1.yOffset;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\t\tmatrix = _getMatrix(_tempDiv, true);\n\t\t\t\t\t\t\tm2.x -= x - (x * matrix[0] + y * matrix[2]);\n\t\t\t\t\t\t\tm2.y -= y - (x * matrix[1] + y * matrix[3]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t_doc.body.removeChild(_tempDiv);\n\t\t\t\t\tif (!m2.perspective) {\n\t\t\t\t\t\tm2.perspective = m1.perspective; //tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.\n\t\t\t\t\t}\n\t\t\t\t\tif (v.xPercent != null) {\n\t\t\t\t\t\tm2.xPercent = _parseVal(v.xPercent, m1.xPercent);\n\t\t\t\t\t}\n\t\t\t\t\tif (v.yPercent != null) {\n\t\t\t\t\t\tm2.yPercent = _parseVal(v.yPercent, m1.yPercent);\n\t\t\t\t\t}\n\t\t\t\t} else if (typeof(v) === \"object\") { //for values like scaleX, scaleY, rotation, x, y, skewX, and skewY or transform:{...} (object)\n\t\t\t\t\tm2 = {scaleX:_parseVal((v.scaleX != null) ? v.scaleX : v.scale, m1.scaleX),\n\t\t\t\t\t\tscaleY:_parseVal((v.scaleY != null) ? v.scaleY : v.scale, m1.scaleY),\n\t\t\t\t\t\tscaleZ:_parseVal(v.scaleZ, m1.scaleZ),\n\t\t\t\t\t\tx:_parseVal(v.x, m1.x),\n\t\t\t\t\t\ty:_parseVal(v.y, m1.y),\n\t\t\t\t\t\tz:_parseVal(v.z, m1.z),\n\t\t\t\t\t\txPercent:_parseVal(v.xPercent, m1.xPercent),\n\t\t\t\t\t\tyPercent:_parseVal(v.yPercent, m1.yPercent),\n\t\t\t\t\t\tperspective:_parseVal(v.transformPerspective, m1.perspective)};\n\t\t\t\t\tdr = v.directionalRotation;\n\t\t\t\t\tif (dr != null) {\n\t\t\t\t\t\tif (typeof(dr) === \"object\") {\n\t\t\t\t\t\t\tfor (copy in dr) {\n\t\t\t\t\t\t\t\tv[copy] = dr[copy];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tv.rotation = dr;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (typeof(v.x) === \"string\" && v.x.indexOf(\"%\") !== -1) {\n\t\t\t\t\t\tm2.x = 0;\n\t\t\t\t\t\tm2.xPercent = _parseVal(v.x, m1.xPercent);\n\t\t\t\t\t}\n\t\t\t\t\tif (typeof(v.y) === \"string\" && v.y.indexOf(\"%\") !== -1) {\n\t\t\t\t\t\tm2.y = 0;\n\t\t\t\t\t\tm2.yPercent = _parseVal(v.y, m1.yPercent);\n\t\t\t\t\t}\n\t\n\t\t\t\t\tm2.rotation = _parseAngle((\"rotation\" in v) ? v.rotation : (\"shortRotation\" in v) ? v.shortRotation + \"_short\" : (\"rotationZ\" in v) ? v.rotationZ : m1.rotation, m1.rotation, \"rotation\", endRotations);\n\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\tm2.rotationX = _parseAngle((\"rotationX\" in v) ? v.rotationX : (\"shortRotationX\" in v) ? v.shortRotationX + \"_short\" : m1.rotationX || 0, m1.rotationX, \"rotationX\", endRotations);\n\t\t\t\t\t\tm2.rotationY = _parseAngle((\"rotationY\" in v) ? v.rotationY : (\"shortRotationY\" in v) ? v.shortRotationY + \"_short\" : m1.rotationY || 0, m1.rotationY, \"rotationY\", endRotations);\n\t\t\t\t\t}\n\t\t\t\t\tm2.skewX = _parseAngle(v.skewX, m1.skewX);\n\t\t\t\t\tm2.skewY = _parseAngle(v.skewY, m1.skewY);\n\t\t\t\t}\n\t\t\t\tif (_supports3D && v.force3D != null) {\n\t\t\t\t\tm1.force3D = v.force3D;\n\t\t\t\t\thasChange = true;\n\t\t\t\t}\n\t\n\t\t\t\thas3D = (m1.force3D || m1.z || m1.rotationX || m1.rotationY || m2.z || m2.rotationX || m2.rotationY || m2.perspective);\n\t\t\t\tif (!has3D && v.scale != null) {\n\t\t\t\t\tm2.scaleZ = 1; //no need to tween scaleZ.\n\t\t\t\t}\n\t\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tp = _transformProps[i];\n\t\t\t\t\torig = m2[p] - m1[p];\n\t\t\t\t\tif (orig > min || orig < -min || v[p] != null || _forcePT[p] != null) {\n\t\t\t\t\t\thasChange = true;\n\t\t\t\t\t\tpt = new CSSPropTween(m1, p, m1[p], orig, pt);\n\t\t\t\t\t\tif (p in endRotations) {\n\t\t\t\t\t\t\tpt.e = endRotations[p]; //directional rotations typically have compensated values during the tween, but we need to make sure they end at exactly what the user requested\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt.xs0 = 0; //ensures the value stays numeric in setRatio()\n\t\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\torig = v.transformOrigin;\n\t\t\t\tif (m1.svg && (orig || v.svgOrigin)) {\n\t\t\t\t\tx = m1.xOffset; //when we change the origin, in order to prevent things from jumping we adjust the x/y so we must record those here so that we can create PropTweens for them and flip them at the same time as the origin\n\t\t\t\t\ty = m1.yOffset;\n\t\t\t\t\t_parseSVGOrigin(t, _parsePosition(orig), m2, v.svgOrigin, v.smoothOrigin);\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOrigin\", (originalGSTransform ? m1 : m2).xOrigin, m2.xOrigin, pt, transformOriginString); //note: if there wasn't a transformOrigin defined yet, just start with the destination one; it's wasteful otherwise, and it causes problems with fromTo() tweens. For example, TweenLite.to(\"#wheel\", 3, {rotation:180, transformOrigin:\"50% 50%\", delay:1}); TweenLite.fromTo(\"#wheel\", 3, {scale:0.5, transformOrigin:\"50% 50%\"}, {scale:1, delay:2}); would cause a jump when the from values revert at the beginning of the 2nd tween.\n\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOrigin\", (originalGSTransform ? m1 : m2).yOrigin, m2.yOrigin, pt, transformOriginString);\n\t\t\t\t\tif (x !== m1.xOffset || y !== m1.yOffset) {\n\t\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"xOffset\", (originalGSTransform ? x : m1.xOffset), m1.xOffset, pt, transformOriginString);\n\t\t\t\t\t\tpt = _addNonTweeningNumericPT(m1, \"yOffset\", (originalGSTransform ? y : m1.yOffset), m1.yOffset, pt, transformOriginString);\n\t\t\t\t\t}\n\t\t\t\t\torig = \"0px 0px\"; //certain browsers (like firefox) completely botch transform-origin, so we must remove it to prevent it from contaminating transforms. We manage it ourselves with xOrigin and yOrigin\n\t\t\t\t}\n\t\t\t\tif (orig || (_supports3D && has3D && m1.zOrigin)) { //if anything 3D is happening and there's a transformOrigin with a z component that's non-zero, we must ensure that the transformOrigin's z-component is set to 0 so that we can manually do those calculations to get around Safari bugs. Even if the user didn't specifically define a \"transformOrigin\" in this particular tween (maybe they did it via css directly).\n\t\t\t\t\tif (_transformProp) {\n\t\t\t\t\t\thasChange = true;\n\t\t\t\t\t\tp = _transformOriginProp;\n\t\t\t\t\t\torig = (orig || _getStyle(t, p, _cs, false, \"50% 50%\")) + \"\"; //cast as string to avoid errors\n\t\t\t\t\t\tpt = new CSSPropTween(style, p, 0, 0, pt, -1, transformOriginString);\n\t\t\t\t\t\tpt.b = style[p];\n\t\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\t\tif (_supports3D) {\n\t\t\t\t\t\t\tcopy = m1.zOrigin;\n\t\t\t\t\t\t\torig = orig.split(\" \");\n\t\t\t\t\t\t\tm1.zOrigin = ((orig.length > 2 && !(copy !== 0 && orig[2] === \"0px\")) ? parseFloat(orig[2]) : copy) || 0; //Safari doesn't handle the z part of transformOrigin correctly, so we'll manually handle it in the _set3DTransformRatio() method.\n\t\t\t\t\t\t\tpt.xs0 = pt.e = orig[0] + \" \" + (orig[1] || \"50%\") + \" 0px\"; //we must define a z value of 0px specifically otherwise iOS 5 Safari will stick with the old one (if one was defined)!\n\t\t\t\t\t\t\tpt = new CSSPropTween(m1, \"zOrigin\", 0, 0, pt, -1, pt.n); //we must create a CSSPropTween for the _gsTransform.zOrigin so that it gets reset properly at the beginning if the tween runs backward (as opposed to just setting m1.zOrigin here)\n\t\t\t\t\t\t\tpt.b = copy;\n\t\t\t\t\t\t\tpt.xs0 = pt.e = m1.zOrigin;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.xs0 = pt.e = orig;\n\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t//for older versions of IE (6-8), we need to manually calculate things inside the setRatio() function. We record origin x and y (ox and oy) and whether or not the values are percentages (oxp and oyp).\n\t\t\t\t\t} else {\n\t\t\t\t\t\t_parsePosition(orig + \"\", m1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (hasChange) {\n\t\t\t\t\tcssp._transformType = (!(m1.svg && _useSVGTransformAttr) && (has3D || this._transformType === 3)) ? 3 : 2; //quicker than calling cssp._enableTransforms();\n\t\t\t\t}\n\t\t\t\tif (swapFunc) {\n\t\t\t\t\tvars[parsingProp] = swapFunc;\n\t\t\t\t}\n\t\t\t\tif (scaleFunc) {\n\t\t\t\t\tvars.scale = scaleFunc;\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}, prefix:true});\n\t\n\t\t\t_registerComplexSpecialProp(\"boxShadow\", {defaultValue:\"0px 0px 0px 0px #999\", prefix:true, color:true, multi:true, keyword:\"inset\"});\n\t\n\t\t\t_registerComplexSpecialProp(\"borderRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\te = this.format(e);\n\t\t\t\tvar props = [\"borderTopLeftRadius\",\"borderTopRightRadius\",\"borderBottomRightRadius\",\"borderBottomLeftRadius\"],\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tea1, i, es2, bs2, bs, es, bn, en, w, h, esfx, bsfx, rel, hn, vn, em;\n\t\t\t\tw = parseFloat(t.offsetWidth);\n\t\t\t\th = parseFloat(t.offsetHeight);\n\t\t\t\tea1 = e.split(\" \");\n\t\t\t\tfor (i = 0; i < props.length; i++) { //if we're dealing with percentages, we must convert things separately for the horizontal and vertical axis!\n\t\t\t\t\tif (this.p.indexOf(\"border\")) { //older browsers used a prefix\n\t\t\t\t\t\tprops[i] = _checkPropPrefix(props[i]);\n\t\t\t\t\t}\n\t\t\t\t\tbs = bs2 = _getStyle(t, props[i], _cs, false, \"0px\");\n\t\t\t\t\tif (bs.indexOf(\" \") !== -1) {\n\t\t\t\t\t\tbs2 = bs.split(\" \");\n\t\t\t\t\t\tbs = bs2[0];\n\t\t\t\t\t\tbs2 = bs2[1];\n\t\t\t\t\t}\n\t\t\t\t\tes = es2 = ea1[i];\n\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\tbsfx = bs.substr((bn + \"\").length);\n\t\t\t\t\trel = (es.charAt(1) === \"=\");\n\t\t\t\t\tif (rel) {\n\t\t\t\t\t\ten = parseInt(es.charAt(0)+\"1\", 10);\n\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\tesfx = es.substr((en + \"\").length - (en < 0 ? 1 : 0)) || \"\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\tesfx = es.substr((en + \"\").length);\n\t\t\t\t\t}\n\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\tesfx = _suffixMap[p] || bsfx;\n\t\t\t\t\t}\n\t\t\t\t\tif (esfx !== bsfx) {\n\t\t\t\t\t\thn = _convertToPixels(t, \"borderLeft\", bn, bsfx); //horizontal number (we use a bogus \"borderLeft\" property just because the _convertToPixels() method searches for the keywords \"Left\", \"Right\", \"Top\", and \"Bottom\" to determine of it's a horizontal or vertical property, and we need \"border\" in the name so that it knows it should measure relative to the element itself, not its parent.\n\t\t\t\t\t\tvn = _convertToPixels(t, \"borderTop\", bn, bsfx); //vertical number\n\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\tbs = (hn / w * 100) + \"%\";\n\t\t\t\t\t\t\tbs2 = (vn / h * 100) + \"%\";\n\t\t\t\t\t\t} else if (esfx === \"em\") {\n\t\t\t\t\t\t\tem = _convertToPixels(t, \"borderLeft\", 1, \"em\");\n\t\t\t\t\t\t\tbs = (hn / em) + \"em\";\n\t\t\t\t\t\t\tbs2 = (vn / em) + \"em\";\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbs = hn + \"px\";\n\t\t\t\t\t\t\tbs2 = vn + \"px\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\tes = (parseFloat(bs) + en) + esfx;\n\t\t\t\t\t\t\tes2 = (parseFloat(bs2) + en) + esfx;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt = _parseComplex(style, props[i], bs + \" \" + bs2, es + \" \" + es2, false, \"0px\", pt);\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px 0px 0px\", false, true)});\n\t\t\t_registerComplexSpecialProp(\"borderBottomLeftRadius,borderBottomRightRadius,borderTopLeftRadius,borderTopRightRadius\", {defaultValue:\"0px\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\treturn _parseComplex(t.style, p, this.format(_getStyle(t, p, _cs, false, \"0px 0px\")), this.format(e), false, \"0px\", pt);\n\t\t\t}, prefix:true, formatter:_getFormatter(\"0px 0px\", false, true)});\n\t\t\t_registerComplexSpecialProp(\"backgroundPosition\", {defaultValue:\"0 0\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\tvar bp = \"background-position\",\n\t\t\t\t\tcs = (_cs || _getComputedStyle(t, null)),\n\t\t\t\t\tbs = this.format( ((cs) ? _ieVers ? cs.getPropertyValue(bp + \"-x\") + \" \" + cs.getPropertyValue(bp + \"-y\") : cs.getPropertyValue(bp) : t.currentStyle.backgroundPositionX + \" \" + t.currentStyle.backgroundPositionY) || \"0 0\"), //Internet Explorer doesn't report background-position correctly - we must query background-position-x and background-position-y and combine them (even in IE10). Before IE9, we must do the same with the currentStyle object and use camelCase\n\t\t\t\t\tes = this.format(e),\n\t\t\t\t\tba, ea, i, pct, overlap, src;\n\t\t\t\tif ((bs.indexOf(\"%\") !== -1) !== (es.indexOf(\"%\") !== -1) && es.split(\",\").length < 2) {\n\t\t\t\t\tsrc = _getStyle(t, \"backgroundImage\").replace(_urlExp, \"\");\n\t\t\t\t\tif (src && src !== \"none\") {\n\t\t\t\t\t\tba = bs.split(\" \");\n\t\t\t\t\t\tea = es.split(\" \");\n\t\t\t\t\t\t_tempImg.setAttribute(\"src\", src); //set the temp IMG's src to the background-image so that we can measure its width/height\n\t\t\t\t\t\ti = 2;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tbs = ba[i];\n\t\t\t\t\t\t\tpct = (bs.indexOf(\"%\") !== -1);\n\t\t\t\t\t\t\tif (pct !== (ea[i].indexOf(\"%\") !== -1)) {\n\t\t\t\t\t\t\t\toverlap = (i === 0) ? t.offsetWidth - _tempImg.width : t.offsetHeight - _tempImg.height;\n\t\t\t\t\t\t\t\tba[i] = pct ? (parseFloat(bs) / 100 * overlap) + \"px\" : (parseFloat(bs) / overlap * 100) + \"%\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbs = ba.join(\" \");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this.parseComplex(t.style, bs, es, pt, plugin);\n\t\t\t}, formatter:_parsePosition});\n\t\t\t_registerComplexSpecialProp(\"backgroundSize\", {defaultValue:\"0 0\", formatter:function(v) {\n\t\t\t\tv += \"\"; //ensure it's a string\n\t\t\t\treturn (v.substr(0,2) === \"co\") ? v : _parsePosition(v.indexOf(\" \") === -1 ? v + \" \" + v : v); //if set to something like \"100% 100%\", Safari typically reports the computed style as just \"100%\" (no 2nd value), but we should ensure that there are two values, so copy the first one. Otherwise, it'd be interpreted as \"100% 0\" (wrong). Also remember that it could be \"cover\" or \"contain\" which we can't tween but should be able to set.\n\t\t\t}});\n\t\t\t_registerComplexSpecialProp(\"perspective\", {defaultValue:\"0px\", prefix:true});\n\t\t\t_registerComplexSpecialProp(\"perspectiveOrigin\", {defaultValue:\"50% 50%\", prefix:true});\n\t\t\t_registerComplexSpecialProp(\"transformStyle\", {prefix:true});\n\t\t\t_registerComplexSpecialProp(\"backfaceVisibility\", {prefix:true});\n\t\t\t_registerComplexSpecialProp(\"userSelect\", {prefix:true});\n\t\t\t_registerComplexSpecialProp(\"margin\", {parser:_getEdgeParser(\"marginTop,marginRight,marginBottom,marginLeft\")});\n\t\t\t_registerComplexSpecialProp(\"padding\", {parser:_getEdgeParser(\"paddingTop,paddingRight,paddingBottom,paddingLeft\")});\n\t\t\t_registerComplexSpecialProp(\"clip\", {defaultValue:\"rect(0px,0px,0px,0px)\", parser:function(t, e, p, cssp, pt, plugin){\n\t\t\t\tvar b, cs, delim;\n\t\t\t\tif (_ieVers < 9) { //IE8 and earlier don't report a \"clip\" value in the currentStyle - instead, the values are split apart into clipTop, clipRight, clipBottom, and clipLeft. Also, in IE7 and earlier, the values inside rect() are space-delimited, not comma-delimited.\n\t\t\t\t\tcs = t.currentStyle;\n\t\t\t\t\tdelim = _ieVers < 8 ? \" \" : \",\";\n\t\t\t\t\tb = \"rect(\" + cs.clipTop + delim + cs.clipRight + delim + cs.clipBottom + delim + cs.clipLeft + \")\";\n\t\t\t\t\te = this.format(e).split(\",\").join(delim);\n\t\t\t\t} else {\n\t\t\t\t\tb = this.format(_getStyle(t, this.p, _cs, false, this.dflt));\n\t\t\t\t\te = this.format(e);\n\t\t\t\t}\n\t\t\t\treturn this.parseComplex(t.style, b, e, pt, plugin);\n\t\t\t}});\n\t\t\t_registerComplexSpecialProp(\"textShadow\", {defaultValue:\"0px 0px 0px #999\", color:true, multi:true});\n\t\t\t_registerComplexSpecialProp(\"autoRound,strictUnits\", {parser:function(t, e, p, cssp, pt) {return pt;}}); //just so that we can ignore these properties (not tween them)\n\t\t\t_registerComplexSpecialProp(\"border\", {defaultValue:\"0px solid #000\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\tvar bw = _getStyle(t, \"borderTopWidth\", _cs, false, \"0px\"),\n\t\t\t\t\tend = this.format(e).split(\" \"),\n\t\t\t\t\tesfx = end[0].replace(_suffixExp, \"\");\n\t\t\t\tif (esfx !== \"px\") { //if we're animating to a non-px value, we need to convert the beginning width to that unit.\n\t\t\t\t\tbw = (parseFloat(bw) / _convertToPixels(t, \"borderTopWidth\", 1, esfx)) + esfx;\n\t\t\t\t}\n\t\t\t\treturn this.parseComplex(t.style, this.format(bw + \" \" + _getStyle(t, \"borderTopStyle\", _cs, false, \"solid\") + \" \" + _getStyle(t, \"borderTopColor\", _cs, false, \"#000\")), end.join(\" \"), pt, plugin);\n\t\t\t\t}, color:true, formatter:function(v) {\n\t\t\t\t\tvar a = v.split(\" \");\n\t\t\t\t\treturn a[0] + \" \" + (a[1] || \"solid\") + \" \" + (v.match(_colorExp) || [\"#000\"])[0];\n\t\t\t\t}});\n\t\t\t_registerComplexSpecialProp(\"borderWidth\", {parser:_getEdgeParser(\"borderTopWidth,borderRightWidth,borderBottomWidth,borderLeftWidth\")}); //Firefox doesn't pick up on borderWidth set in style sheets (only inline).\n\t\t\t_registerComplexSpecialProp(\"float,cssFloat,styleFloat\", {parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\tvar s = t.style,\n\t\t\t\t\tprop = (\"cssFloat\" in s) ? \"cssFloat\" : \"styleFloat\";\n\t\t\t\treturn new CSSPropTween(s, prop, 0, 0, pt, -1, p, false, 0, s[prop], e);\n\t\t\t}});\n\t\n\t\t\t//opacity-related\n\t\t\tvar _setIEOpacityRatio = function(v) {\n\t\t\t\t\tvar t = this.t, //refers to the element's style property\n\t\t\t\t\t\tfilters = t.filter || _getStyle(this.data, \"filter\") || \"\",\n\t\t\t\t\t\tval = (this.s + this.c * v) | 0,\n\t\t\t\t\t\tskip;\n\t\t\t\t\tif (val === 100) { //for older versions of IE that need to use a filter to apply opacity, we should remove the filter if opacity hits 1 in order to improve performance, but make sure there isn't a transform (matrix) or gradient in the filters.\n\t\t\t\t\t\tif (filters.indexOf(\"atrix(\") === -1 && filters.indexOf(\"radient(\") === -1 && filters.indexOf(\"oader(\") === -1) {\n\t\t\t\t\t\t\tt.removeAttribute(\"filter\");\n\t\t\t\t\t\t\tskip = (!_getStyle(this.data, \"filter\")); //if a class is applied that has an alpha filter, it will take effect (we don't want that), so re-apply our alpha filter in that case. We must first remove it and then check.\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tt.filter = filters.replace(_alphaFilterExp, \"\");\n\t\t\t\t\t\t\tskip = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!skip) {\n\t\t\t\t\t\tif (this.xn1) {\n\t\t\t\t\t\t\tt.filter = filters = filters || (\"alpha(opacity=\" + val + \")\"); //works around bug in IE7/8 that prevents changes to \"visibility\" from being applied properly if the filter is changed to a different alpha on the same frame.\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (filters.indexOf(\"pacity\") === -1) { //only used if browser doesn't support the standard opacity style property (IE 7 and 8). We omit the \"O\" to avoid case-sensitivity issues\n\t\t\t\t\t\t\tif (val !== 0 || !this.xn1) { //bugs in IE7/8 won't render the filter properly if opacity is ADDED on the same frame/render as \"visibility\" changes (this.xn1 is 1 if this tween is an \"autoAlpha\" tween)\n\t\t\t\t\t\t\t\tt.filter = filters + \" alpha(opacity=\" + val + \")\"; //we round the value because otherwise, bugs in IE7/8 can prevent \"visibility\" changes from being applied properly.\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tt.filter = filters.replace(_opacityExp, \"opacity=\" + val);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t_registerComplexSpecialProp(\"opacity,alpha,autoAlpha\", {defaultValue:\"1\", parser:function(t, e, p, cssp, pt, plugin) {\n\t\t\t\tvar b = parseFloat(_getStyle(t, \"opacity\", _cs, false, \"1\")),\n\t\t\t\t\tstyle = t.style,\n\t\t\t\t\tisAutoAlpha = (p === \"autoAlpha\");\n\t\t\t\tif (typeof(e) === \"string\" && e.charAt(1) === \"=\") {\n\t\t\t\t\te = ((e.charAt(0) === \"-\") ? -1 : 1) * parseFloat(e.substr(2)) + b;\n\t\t\t\t}\n\t\t\t\tif (isAutoAlpha && b === 1 && _getStyle(t, \"visibility\", _cs) === \"hidden\" && e !== 0) { //if visibility is initially set to \"hidden\", we should interpret that as intent to make opacity 0 (a convenience)\n\t\t\t\t\tb = 0;\n\t\t\t\t}\n\t\t\t\tif (_supportsOpacity) {\n\t\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b, e - b, pt);\n\t\t\t\t} else {\n\t\t\t\t\tpt = new CSSPropTween(style, \"opacity\", b * 100, (e - b) * 100, pt);\n\t\t\t\t\tpt.xn1 = isAutoAlpha ? 1 : 0; //we need to record whether or not this is an autoAlpha so that in the setRatio(), we know to duplicate the setting of the alpha in order to work around a bug in IE7 and IE8 that prevents changes to \"visibility\" from taking effect if the filter is changed to a different alpha(opacity) at the same time. Setting it to the SAME value first, then the new value works around the IE7/8 bug.\n\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t\tpt.type = 2;\n\t\t\t\t\tpt.b = \"alpha(opacity=\" + pt.s + \")\";\n\t\t\t\t\tpt.e = \"alpha(opacity=\" + (pt.s + pt.c) + \")\";\n\t\t\t\t\tpt.data = t;\n\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\tpt.setRatio = _setIEOpacityRatio;\n\t\t\t\t}\n\t\t\t\tif (isAutoAlpha) { //we have to create the \"visibility\" PropTween after the opacity one in the linked list so that they run in the order that works properly in IE8 and earlier\n\t\t\t\t\tpt = new CSSPropTween(style, \"visibility\", 0, 0, pt, -1, null, false, 0, ((b !== 0) ? \"inherit\" : \"hidden\"), ((e === 0) ? \"hidden\" : \"inherit\"));\n\t\t\t\t\tpt.xs0 = \"inherit\";\n\t\t\t\t\tcssp._overwriteProps.push(pt.n);\n\t\t\t\t\tcssp._overwriteProps.push(p);\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\n\t\n\t\t\tvar _removeProp = function(s, p) {\n\t\t\t\t\tif (p) {\n\t\t\t\t\t\tif (s.removeProperty) {\n\t\t\t\t\t\t\tif (p.substr(0,2) === \"ms\" || p.substr(0,6) === \"webkit\") { //Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be \"ms-transform\" instead of \"-ms-transform\" for IE9, for example)\n\t\t\t\t\t\t\t\tp = \"-\" + p;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ts.removeProperty(p.replace(_capsExp, \"-$1\").toLowerCase());\n\t\t\t\t\t\t} else { //note: old versions of IE use \"removeAttribute()\" instead of \"removeProperty()\"\n\t\t\t\t\t\t\ts.removeAttribute(p);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t_setClassNameRatio = function(v) {\n\t\t\t\t\tthis.t._gsClassPT = this;\n\t\t\t\t\tif (v === 1 || v === 0) {\n\t\t\t\t\t\tthis.t.setAttribute(\"class\", (v === 0) ? this.b : this.e);\n\t\t\t\t\t\tvar mpt = this.data, //first MiniPropTween\n\t\t\t\t\t\t\ts = this.t.style;\n\t\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\t\tif (!mpt.v) {\n\t\t\t\t\t\t\t\t_removeProp(s, mpt.p);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ts[mpt.p] = mpt.v;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (v === 1 && this.t._gsClassPT === this) {\n\t\t\t\t\t\t\tthis.t._gsClassPT = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (this.t.getAttribute(\"class\") !== this.e) {\n\t\t\t\t\t\tthis.t.setAttribute(\"class\", this.e);\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t_registerComplexSpecialProp(\"className\", {parser:function(t, e, p, cssp, pt, plugin, vars) {\n\t\t\t\tvar b = t.getAttribute(\"class\") || \"\", //don't use t.className because it doesn't work consistently on SVG elements; getAttribute(\"class\") and setAttribute(\"class\", value\") is more reliable.\n\t\t\t\t\tcssText = t.style.cssText,\n\t\t\t\t\tdifData, bs, cnpt, cnptLookup, mpt;\n\t\t\t\tpt = cssp._classNamePT = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\t\tpt.setRatio = _setClassNameRatio;\n\t\t\t\tpt.pr = -11;\n\t\t\t\t_hasPriority = true;\n\t\t\t\tpt.b = b;\n\t\t\t\tbs = _getAllStyles(t, _cs);\n\t\t\t\t//if there's a className tween already operating on the target, force it to its end so that the necessary inline styles are removed and the class name is applied before we determine the end state (we don't want inline styles interfering that were there just for class-specific values)\n\t\t\t\tcnpt = t._gsClassPT;\n\t\t\t\tif (cnpt) {\n\t\t\t\t\tcnptLookup = {};\n\t\t\t\t\tmpt = cnpt.data; //first MiniPropTween which stores the inline styles - we need to force these so that the inline styles don't contaminate things. Otherwise, there's a small chance that a tween could start and the inline values match the destination values and they never get cleaned.\n\t\t\t\t\twhile (mpt) {\n\t\t\t\t\t\tcnptLookup[mpt.p] = 1;\n\t\t\t\t\t\tmpt = mpt._next;\n\t\t\t\t\t}\n\t\t\t\t\tcnpt.setRatio(1);\n\t\t\t\t}\n\t\t\t\tt._gsClassPT = pt;\n\t\t\t\tpt.e = (e.charAt(1) !== \"=\") ? e : b.replace(new RegExp(\"(?:\\\\s|^)\" + e.substr(2) + \"(?![\\\\w-])\"), \"\") + ((e.charAt(0) === \"+\") ? \" \" + e.substr(2) : \"\");\n\t\t\t\tt.setAttribute(\"class\", pt.e);\n\t\t\t\tdifData = _cssDif(t, bs, _getAllStyles(t), vars, cnptLookup);\n\t\t\t\tt.setAttribute(\"class\", b);\n\t\t\t\tpt.data = difData.firstMPT;\n\t\t\t\tt.style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).\n\t\t\t\tpt = pt.xfirst = cssp.parse(t, difData.difs, pt, plugin); //we record the CSSPropTween as the xfirst so that we can handle overwriting propertly (if \"className\" gets overwritten, we must kill all the properties associated with the className part of the tween, so we can loop through from xfirst to the pt itself)\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\n\t\n\t\t\tvar _setClearPropsRatio = function(v) {\n\t\t\t\tif (v === 1 || v === 0) if (this.data._totalTime === this.data._totalDuration && this.data.data !== \"isFromStart\") { //this.data refers to the tween. Only clear at the END of the tween (remember, from() tweens make the ratio go from 1 to 0, so we can't just check that and if the tween is the zero-duration one that's created internally to render the starting values in a from() tween, ignore that because otherwise, for example, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in).\n\t\t\t\t\tvar s = this.t.style,\n\t\t\t\t\t\ttransformParse = _specialProps.transform.parse,\n\t\t\t\t\t\ta, p, i, clearTransform, transform;\n\t\t\t\t\tif (this.e === \"all\") {\n\t\t\t\t\t\ts.cssText = \"\";\n\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ta = this.e.split(\" \").join(\"\").split(\",\");\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tp = a[i];\n\t\t\t\t\t\t\tif (_specialProps[p]) {\n\t\t\t\t\t\t\t\tif (_specialProps[p].parse === transformParse) {\n\t\t\t\t\t\t\t\t\tclearTransform = true;\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tp = (p === \"transformOrigin\") ? _transformOriginProp : _specialProps[p].p; //ensures that special properties use the proper browser-specific property name, like \"scaleX\" might be \"-webkit-transform\" or \"boxShadow\" might be \"-moz-box-shadow\"\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t_removeProp(s, p);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (clearTransform) {\n\t\t\t\t\t\t_removeProp(s, _transformProp);\n\t\t\t\t\t\ttransform = this.t._gsTransform;\n\t\t\t\t\t\tif (transform) {\n\t\t\t\t\t\t\tif (transform.svg) {\n\t\t\t\t\t\t\t\tthis.t.removeAttribute(\"data-svg-origin\");\n\t\t\t\t\t\t\t\tthis.t.removeAttribute(\"transform\");\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdelete this.t._gsTransform;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\n\t\t\t\t}\n\t\t\t};\n\t\t\t_registerComplexSpecialProp(\"clearProps\", {parser:function(t, e, p, cssp, pt) {\n\t\t\t\tpt = new CSSPropTween(t, p, 0, 0, pt, 2);\n\t\t\t\tpt.setRatio = _setClearPropsRatio;\n\t\t\t\tpt.e = e;\n\t\t\t\tpt.pr = -10;\n\t\t\t\tpt.data = cssp._tween;\n\t\t\t\t_hasPriority = true;\n\t\t\t\treturn pt;\n\t\t\t}});\n\t\n\t\t\tp = \"bezier,throwProps,physicsProps,physics2D\".split(\",\");\n\t\t\ti = p.length;\n\t\t\twhile (i--) {\n\t\t\t\t_registerPluginProp(p[i]);\n\t\t\t}\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\tp = CSSPlugin.prototype;\n\t\t\tp._firstPT = p._lastParsedTransform = p._transform = null;\n\t\n\t\t\t//gets called when the tween renders for the first time. This kicks everything off, recording start/end values, etc.\n\t\t\tp._onInitTween = function(target, vars, tween, index) {\n\t\t\t\tif (!target.nodeType) { //css is only for dom elements\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t\tthis._target = _target = target;\n\t\t\t\tthis._tween = tween;\n\t\t\t\tthis._vars = vars;\n\t\t\t\t_index = index;\n\t\t\t\t_autoRound = vars.autoRound;\n\t\t\t\t_hasPriority = false;\n\t\t\t\t_suffixMap = vars.suffixMap || CSSPlugin.suffixMap;\n\t\t\t\t_cs = _getComputedStyle(target, \"\");\n\t\t\t\t_overwriteProps = this._overwriteProps;\n\t\t\t\tvar style = target.style,\n\t\t\t\t\tv, pt, pt2, first, last, next, zIndex, tpt, threeD;\n\t\t\t\tif (_reqSafariFix) if (style.zIndex === \"\") {\n\t\t\t\t\tv = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\tif (v === \"auto\" || v === \"\") {\n\t\t\t\t\t\t//corrects a bug in [non-Android] Safari that prevents it from repainting elements in their new positions if they don't have a zIndex set. We also can't just apply this inside _parseTransform() because anything that's moved in any way (like using \"left\" or \"top\" instead of transforms like \"x\" and \"y\") can be affected, so it is best to ensure that anything that's tweening has a z-index. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly. Plus zIndex is less memory-intensive.\n\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\tif (typeof(vars) === \"string\") {\n\t\t\t\t\tfirst = style.cssText;\n\t\t\t\t\tv = _getAllStyles(target, _cs);\n\t\t\t\t\tstyle.cssText = first + \";\" + vars;\n\t\t\t\t\tv = _cssDif(target, v, _getAllStyles(target)).difs;\n\t\t\t\t\tif (!_supportsOpacity && _opacityValExp.test(vars)) {\n\t\t\t\t\t\tv.opacity = parseFloat( RegExp.$1 );\n\t\t\t\t\t}\n\t\t\t\t\tvars = v;\n\t\t\t\t\tstyle.cssText = first;\n\t\t\t\t}\n\t\n\t\t\t\tif (vars.className) { //className tweens will combine any differences they find in the css with the vars that are passed in, so {className:\"myClass\", scale:0.5, left:20} would work.\n\t\t\t\t\tthis._firstPT = pt = _specialProps.className.parse(target, vars.className, \"className\", this, null, null, vars);\n\t\t\t\t} else {\n\t\t\t\t\tthis._firstPT = pt = this.parse(target, vars, null);\n\t\t\t\t}\n\t\n\t\t\t\tif (this._transformType) {\n\t\t\t\t\tthreeD = (this._transformType === 3);\n\t\t\t\t\tif (!_transformProp) {\n\t\t\t\t\t\tstyle.zoom = 1; //helps correct an IE issue.\n\t\t\t\t\t} else if (_isSafari) {\n\t\t\t\t\t\t_reqSafariFix = true;\n\t\t\t\t\t\t//if zIndex isn't set, iOS Safari doesn't repaint things correctly sometimes (seemingly at random).\n\t\t\t\t\t\tif (style.zIndex === \"\") {\n\t\t\t\t\t\t\tzIndex = _getStyle(target, \"zIndex\", _cs);\n\t\t\t\t\t\t\tif (zIndex === \"auto\" || zIndex === \"\") {\n\t\t\t\t\t\t\t\tthis._addLazySet(style, \"zIndex\", 0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//Setting WebkitBackfaceVisibility corrects 3 bugs:\n\t\t\t\t\t\t// 1) [non-Android] Safari skips rendering changes to \"top\" and \"left\" that are made on the same frame/render as a transform update.\n\t\t\t\t\t\t// 2) iOS Safari sometimes neglects to repaint elements in their new positions. Setting \"WebkitPerspective\" to a non-zero value worked too except that on iOS Safari things would flicker randomly.\n\t\t\t\t\t\t// 3) Safari sometimes displayed odd artifacts when tweening the transform (or WebkitTransform) property, like ghosts of the edges of the element remained. Definitely a browser bug.\n\t\t\t\t\t\t//Note: we allow the user to override the auto-setting by defining WebkitBackfaceVisibility in the vars of the tween.\n\t\t\t\t\t\tif (_isSafariLT6) {\n\t\t\t\t\t\t\tthis._addLazySet(style, \"WebkitBackfaceVisibility\", this._vars.WebkitBackfaceVisibility || (threeD ? \"visible\" : \"hidden\"));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt2 = pt;\n\t\t\t\t\twhile (pt2 && pt2._next) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\ttpt = new CSSPropTween(target, \"transform\", 0, 0, null, 2);\n\t\t\t\t\tthis._linkCSSP(tpt, null, pt2);\n\t\t\t\t\ttpt.setRatio = _transformProp ? _setTransformRatio : _setIETransformRatio;\n\t\t\t\t\ttpt.data = this._transform || _getTransform(target, _cs, true);\n\t\t\t\t\ttpt.tween = tween;\n\t\t\t\t\ttpt.pr = -1; //ensures that the transforms get applied after the components are updated.\n\t\t\t\t\t_overwriteProps.pop(); //we don't want to force the overwrite of all \"transform\" tweens of the target - we only care about individual transform properties like scaleX, rotation, etc. The CSSPropTween constructor automatically adds the property to _overwriteProps which is why we need to pop() here.\n\t\t\t\t}\n\t\n\t\t\t\tif (_hasPriority) {\n\t\t\t\t\t//reorders the linked list in order of pr (priority)\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tnext = pt._next;\n\t\t\t\t\t\tpt2 = first;\n\t\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = next;\n\t\t\t\t\t}\n\t\t\t\t\tthis._firstPT = first;\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t};\n\t\n\t\n\t\t\tp.parse = function(target, vars, pt, plugin) {\n\t\t\t\tvar style = target.style,\n\t\t\t\t\tp, sp, bn, en, bs, es, bsfx, esfx, isStr, rel;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tes = vars[p]; //ending value string\n\t\t\t\t\tif (typeof(es) === \"function\") {\n\t\t\t\t\t\tes = es(_index, _target);\n\t\t\t\t\t}\n\t\t\t\t\tsp = _specialProps[p]; //SpecialProp lookup.\n\t\t\t\t\tif (sp) {\n\t\t\t\t\t\tpt = sp.parse(target, es, p, this, pt, plugin, vars);\n\t\t\t\t\t} else if (p.substr(0,2) === \"--\") { //for tweening CSS variables (which always start with \"--\"). To maximize performance and simplicity, we bypass CSSPlugin altogether and just add a normal property tween to the tween instance itself.\n\t\t\t\t\t\tthis._tween._propLookup[p] = this._addTween.call(this._tween, target.style, \"setProperty\", _getComputedStyle(target).getPropertyValue(p) + \"\", es + \"\", p, false, p);\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tbs = _getStyle(target, p, _cs) + \"\";\n\t\t\t\t\t\tisStr = (typeof(es) === \"string\");\n\t\t\t\t\t\tif (p === \"color\" || p === \"fill\" || p === \"stroke\" || p.indexOf(\"Color\") !== -1 || (isStr && _rgbhslExp.test(es))) { //Opera uses background: to define color sometimes in addition to backgroundColor:\n\t\t\t\t\t\t\tif (!isStr) {\n\t\t\t\t\t\t\t\tes = _parseColor(es);\n\t\t\t\t\t\t\t\tes = ((es.length > 3) ? \"rgba(\" : \"rgb(\") + es.join(\",\") + \")\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, \"transparent\", pt, 0, plugin);\n\t\n\t\t\t\t\t\t} else if (isStr && _complexExp.test(es)) {\n\t\t\t\t\t\t\tpt = _parseComplex(style, p, bs, es, true, null, pt, 0, plugin);\n\t\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbn = parseFloat(bs);\n\t\t\t\t\t\t\tbsfx = (bn || bn === 0) ? bs.substr((bn + \"\").length) : \"\"; //remember, bs could be non-numeric like \"normal\" for fontWeight, so we should default to a blank suffix in that case.\n\t\n\t\t\t\t\t\t\tif (bs === \"\" || bs === \"auto\") {\n\t\t\t\t\t\t\t\tif (p === \"width\" || p === \"height\") {\n\t\t\t\t\t\t\t\t\tbn = _getDimension(target, p, _cs);\n\t\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t\t} else if (p === \"left\" || p === \"top\") {\n\t\t\t\t\t\t\t\t\tbn = _calculateOffset(target, p, _cs);\n\t\t\t\t\t\t\t\t\tbsfx = \"px\";\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tbn = (p !== \"opacity\") ? 0 : 1;\n\t\t\t\t\t\t\t\t\tbsfx = \"\";\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\trel = (isStr && es.charAt(1) === \"=\");\n\t\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\t\ten = parseInt(es.charAt(0) + \"1\", 10);\n\t\t\t\t\t\t\t\tes = es.substr(2);\n\t\t\t\t\t\t\t\ten *= parseFloat(es);\n\t\t\t\t\t\t\t\tesfx = es.replace(_suffixExp, \"\");\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\ten = parseFloat(es);\n\t\t\t\t\t\t\t\tesfx = isStr ? es.replace(_suffixExp, \"\") : \"\";\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif (esfx === \"\") {\n\t\t\t\t\t\t\t\tesfx = (p in _suffixMap) ? _suffixMap[p] : bsfx; //populate the end suffix, prioritizing the map, then if none is found, use the beginning suffix.\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tes = (en || en === 0) ? (rel ? en + bn : en) + esfx : vars[p]; //ensures that any += or -= prefixes are taken care of. Record the end value before normalizing the suffix because we always want to end the tween on exactly what they intended even if it doesn't match the beginning value's suffix.\n\t\t\t\t\t\t\t//if the beginning/ending suffixes don't match, normalize them...\n\t\t\t\t\t\t\tif (bsfx !== esfx) if (esfx !== \"\" || p === \"lineHeight\") if (en || en === 0) if (bn) { //note: if the beginning value (bn) is 0, we don't need to convert units!\n\t\t\t\t\t\t\t\tbn = _convertToPixels(target, p, bn, bsfx);\n\t\t\t\t\t\t\t\tif (esfx === \"%\") {\n\t\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 100, \"%\") / 100;\n\t\t\t\t\t\t\t\t\tif (vars.strictUnits !== true) { //some browsers report only \"px\" values instead of allowing \"%\" with getComputedStyle(), so we assume that if we're tweening to a %, we should start there too unless strictUnits:true is defined. This approach is particularly useful for responsive designs that use from() tweens.\n\t\t\t\t\t\t\t\t\t\tbs = bn + \"%\";\n\t\t\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\t\t} else if (esfx === \"em\" || esfx === \"rem\" || esfx === \"vw\" || esfx === \"vh\") {\n\t\t\t\t\t\t\t\t\tbn /= _convertToPixels(target, p, 1, esfx);\n\t\n\t\t\t\t\t\t\t\t//otherwise convert to pixels.\n\t\t\t\t\t\t\t\t} else if (esfx !== \"px\") {\n\t\t\t\t\t\t\t\t\ten = _convertToPixels(target, p, en, esfx);\n\t\t\t\t\t\t\t\t\tesfx = \"px\"; //we don't use bsfx after this, so we don't need to set it to px too.\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (rel) if (en || en === 0) {\n\t\t\t\t\t\t\t\t\tes = (en + bn) + esfx; //the changes we made affect relative calculations, so adjust the end value here.\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif (rel) {\n\t\t\t\t\t\t\t\ten += bn;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tif ((bn || bn === 0) && (en || en === 0)) { //faster than isNaN(). Also, previously we required en !== bn but that doesn't really gain much performance and it prevents _parseToProxy() from working properly if beginning and ending values match but need to get tweened by an external plugin anyway. For example, a bezier tween where the target starts at left:0 and has these points: [{left:50},{left:0}] wouldn't work properly because when parsing the last point, it'd match the first (current) one and a non-tweening CSSPropTween would be recorded when we actually need a normal tween (type:0) so that things get updated during the tween properly.\n\t\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, bn, en - bn, pt, 0, p, (_autoRound !== false && (esfx === \"px\" || p === \"zIndex\")), 0, bs, es);\n\t\t\t\t\t\t\t\tpt.xs0 = esfx;\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"tween \"+p+\" from \"+pt.b+\" (\"+bn+esfx+\") to \"+pt.e+\" with suffix: \"+pt.xs0);\n\t\t\t\t\t\t\t} else if (style[p] === undefined || !es && (es + \"\" === \"NaN\" || es == null)) {\n\t\t\t\t\t\t\t\t_log(\"invalid \" + p + \" tween value: \" + vars[p]);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt = new CSSPropTween(style, p, en || bn || 0, 0, pt, -1, p, false, 0, bs, es);\n\t\t\t\t\t\t\t\tpt.xs0 = (es === \"none\" && (p === \"display\" || p.indexOf(\"Style\") !== -1)) ? bs : es; //intermediate value should typically be set immediately (end value) except for \"display\" or things like borderTopStyle, borderBottomStyle, etc. which should use the beginning value during the tween.\n\t\t\t\t\t\t\t\t//DEBUG: _log(\"non-tweening value \"+p+\": \"+pt.xs0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin) if (pt && !pt.plugin) {\n\t\t\t\t\t\tpt.plugin = plugin;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t};\n\t\n\t\n\t\t\t//gets called every time the tween updates, passing the new ratio (typically a value between 0 and 1, but not always (for example, if an Elastic.easeOut is used, the value can jump above 1 mid-tween). It will always start and 0 and end at 1.\n\t\t\tp.setRatio = function(v) {\n\t\t\t\tvar pt = this._firstPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval, str, i;\n\t\t\t\t//at the end of the tween, we set the values to exactly what we received in order to make sure non-tweening values (like \"position\" or \"float\" or whatever) are set and so that if the beginning/ending suffixes (units) didn't match and we normalized to px, the value that the user passed in is used here. We check to see if the tween is at its beginning in case it's a from() tween in which case the ratio will actually go from 1 to 0 over the course of the tween (backwards).\n\t\t\t\tif (v === 1 && (this._tween._time === this._tween._duration || this._tween._time === 0)) {\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\t\tif (pt.r && pt.type !== -1) {\n\t\t\t\t\t\t\t\tval = pt.r(pt.s + pt.c);\n\t\t\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.e;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t}\n\t\n\t\t\t\t} else if (v || !(this._tween._time === this._tween._duration || this._tween._time === 0) || this._tween._rawPrevTime === -0.000001) {\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tval = pt.c * v + pt.s;\n\t\t\t\t\t\tif (pt.r) {\n\t\t\t\t\t\t\tval = pt.r(val);\n\t\t\t\t\t\t} else if (val < min) if (val > -min) {\n\t\t\t\t\t\t\tval = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!pt.type) {\n\t\t\t\t\t\t\tpt.t[pt.p] = val + pt.xs0;\n\t\t\t\t\t\t} else if (pt.type === 1) { //complex value (one that typically has multiple numbers inside a string, like \"rect(5px,10px,20px,25px)\"\n\t\t\t\t\t\t\ti = pt.l;\n\t\t\t\t\t\t\tif (i === 2) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2;\n\t\t\t\t\t\t\t} else if (i === 3) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3;\n\t\t\t\t\t\t\t} else if (i === 4) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4;\n\t\t\t\t\t\t\t} else if (i === 5) {\n\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0 + val + pt.xs1 + pt.xn1 + pt.xs2 + pt.xn2 + pt.xs3 + pt.xn3 + pt.xs4 + pt.xn4 + pt.xs5;\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tstr = pt.xs0 + val + pt.xs1;\n\t\t\t\t\t\t\t\tfor (i = 1; i < pt.l; i++) {\n\t\t\t\t\t\t\t\t\tstr += pt[\"xn\"+i] + pt[\"xs\"+(i+1)];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt.t[pt.p] = str;\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t} else if (pt.type === -1) { //non-tweening value\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.xs0;\n\t\n\t\t\t\t\t\t} else if (pt.setRatio) { //custom setRatio() for things like SpecialProps, external plugins, etc.\n\t\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t}\n\t\n\t\t\t\t//if the tween is reversed all the way back to the beginning, we need to restore the original values which may have different units (like % instead of px or em or whatever).\n\t\t\t\t} else {\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tif (pt.type !== 2) {\n\t\t\t\t\t\t\tpt.t[pt.p] = pt.b;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.setRatio(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\t/**\n\t\t\t * @private\n\t\t\t * Forces rendering of the target's transforms (rotation, scale, etc.) whenever the CSSPlugin's setRatio() is called.\n\t\t\t * Basically, this tells the CSSPlugin to create a CSSPropTween (type 2) after instantiation that runs last in the linked\n\t\t\t * list and calls the appropriate (3D or 2D) rendering function. We separate this into its own method so that we can call\n\t\t\t * it from other plugins like BezierPlugin if, for example, it needs to apply an autoRotation and this CSSPlugin\n\t\t\t * doesn't have any transform-related properties of its own. You can call this method as many times as you\n\t\t\t * want and it won't create duplicate CSSPropTweens.\n\t\t\t *\n\t\t\t * @param {boolean} threeD if true, it should apply 3D tweens (otherwise, just 2D ones are fine and typically faster)\n\t\t\t */\n\t\t\tp._enableTransforms = function(threeD) {\n\t\t\t\tthis._transform = this._transform || _getTransform(this._target, _cs, true); //ensures that the element has a _gsTransform property with the appropriate values.\n\t\t\t\tthis._transformType = (!(this._transform.svg && _useSVGTransformAttr) && (threeD || this._transformType === 3)) ? 3 : 2;\n\t\t\t};\n\t\n\t\t\tvar lazySet = function(v) {\n\t\t\t\tthis.t[this.p] = this.e;\n\t\t\t\tthis.data._linkCSSP(this, this._next, null, true); //we purposefully keep this._next even though it'd make sense to null it, but this is a performance optimization, as this happens during the while (pt) {} loop in setRatio() at the bottom of which it sets pt = pt._next, so if we null it, the linked list will be broken in that loop.\n\t\t\t};\n\t\t\t/** @private Gives us a way to set a value on the first render (and only the first render). **/\n\t\t\tp._addLazySet = function(t, p, v) {\n\t\t\t\tvar pt = this._firstPT = new CSSPropTween(t, p, 0, 0, this._firstPT, 2);\n\t\t\t\tpt.e = v;\n\t\t\t\tpt.setRatio = lazySet;\n\t\t\t\tpt.data = this;\n\t\t\t};\n\t\n\t\t\t/** @private **/\n\t\t\tp._linkCSSP = function(pt, next, prev, remove) {\n\t\t\t\tif (pt) {\n\t\t\t\t\tif (next) {\n\t\t\t\t\t\tnext._prev = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t\tremove = true; //just to prevent resetting this._firstPT 5 lines down in case pt._next is null. (optimized for speed)\n\t\t\t\t\t}\n\t\t\t\t\tif (prev) {\n\t\t\t\t\t\tprev._next = pt;\n\t\t\t\t\t} else if (!remove && this._firstPT === null) {\n\t\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt._next = next;\n\t\t\t\t\tpt._prev = prev;\n\t\t\t\t}\n\t\t\t\treturn pt;\n\t\t\t};\n\t\n\t\t\tp._mod = function(lookup) {\n\t\t\t\tvar pt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (typeof(lookup[pt.p]) === \"function\") { //only gets called by RoundPropsPlugin (ModifyPlugin manages all the rendering internally for CSSPlugin properties that need modification). Remember, we handle rounding a bit differently in this plugin for performance reasons, leveraging \"r\" as an indicator that the value should be rounded internally.\n\t\t\t\t\t\tpt.r = lookup[pt.p];\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\t//we need to make sure that if alpha or autoAlpha is killed, opacity is too. And autoAlpha affects the \"visibility\" property.\n\t\t\tp._kill = function(lookup) {\n\t\t\t\tvar copy = lookup,\n\t\t\t\t\tpt, p, xfirst;\n\t\t\t\tif (lookup.autoAlpha || lookup.alpha) {\n\t\t\t\t\tcopy = {};\n\t\t\t\t\tfor (p in lookup) { //copy the lookup so that we're not changing the original which may be passed elsewhere.\n\t\t\t\t\t\tcopy[p] = lookup[p];\n\t\t\t\t\t}\n\t\t\t\t\tcopy.opacity = 1;\n\t\t\t\t\tif (copy.autoAlpha) {\n\t\t\t\t\t\tcopy.visibility = 1;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (lookup.className && (pt = this._classNamePT)) { //for className tweens, we need to kill any associated CSSPropTweens too; a linked list starts at the className's \"xfirst\".\n\t\t\t\t\txfirst = pt.xfirst;\n\t\t\t\t\tif (xfirst && xfirst._prev) {\n\t\t\t\t\t\tthis._linkCSSP(xfirst._prev, pt._next, xfirst._prev._prev); //break off the prev\n\t\t\t\t\t} else if (xfirst === this._firstPT) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tthis._linkCSSP(pt._next, pt._next._next, xfirst._prev);\n\t\t\t\t\t}\n\t\t\t\t\tthis._classNamePT = null;\n\t\t\t\t}\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tif (pt.plugin && pt.plugin !== p && pt.plugin._kill) { //for plugins that are registered with CSSPlugin, we should notify them of the kill.\n\t\t\t\t\t\tpt.plugin._kill(lookup);\n\t\t\t\t\t\tp = pt.plugin;\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t\treturn TweenPlugin.prototype._kill.call(this, copy);\n\t\t\t};\n\t\n\t\n\t\n\t\t\t//used by cascadeTo() for gathering all the style properties of each child element into an array for comparison.\n\t\t\tvar _getChildStyles = function(e, props, targets) {\n\t\t\t\t\tvar children, i, child, type;\n\t\t\t\t\tif (e.slice) {\n\t\t\t\t\t\ti = e.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\t_getChildStyles(e[i], props, targets);\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tchildren = e.childNodes;\n\t\t\t\t\ti = children.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tchild = children[i];\n\t\t\t\t\t\ttype = child.type;\n\t\t\t\t\t\tif (child.style) {\n\t\t\t\t\t\t\tprops.push(_getAllStyles(child));\n\t\t\t\t\t\t\tif (targets) {\n\t\t\t\t\t\t\t\ttargets.push(child);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((type === 1 || type === 9 || type === 11) && child.childNodes.length) {\n\t\t\t\t\t\t\t_getChildStyles(child, props, targets);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\n\t\t\t/**\n\t\t\t * Typically only useful for className tweens that may affect child elements, this method creates a TweenLite\n\t\t\t * and then compares the style properties of all the target's child elements at the tween's start and end, and\n\t\t\t * if any are different, it also creates tweens for those and returns an array containing ALL of the resulting\n\t\t\t * tweens (so that you can easily add() them to a TimelineLite, for example). The reason this functionality is\n\t\t\t * wrapped into a separate static method of CSSPlugin instead of being integrated into all regular className tweens\n\t\t\t * is because it creates entirely new tweens that may have completely different targets than the original tween,\n\t\t\t * so if they were all lumped into the original tween instance, it would be inconsistent with the rest of the API\n\t\t\t * and it would create other problems. For example:\n\t\t\t * - If I create a tween of elementA, that tween instance may suddenly change its target to include 50 other elements (unintuitive if I specifically defined the target I wanted)\n\t\t\t * - We can't just create new independent tweens because otherwise, what happens if the original/parent tween is reversed or pause or dropped into a TimelineLite for tight control? You'd expect that tween's behavior to affect all the others.\n\t\t\t * - Analyzing every style property of every child before and after the tween is an expensive operation when there are many children, so this behavior shouldn't be imposed on all className tweens by default, especially since it's probably rare that this extra functionality is needed.\n\t\t\t *\n\t\t\t * @param {Object} target object to be tweened\n\t\t\t * @param {number} Duration in seconds (or frames for frames-based tweens)\n\t\t\t * @param {Object} Object containing the end values, like {className:\"newClass\", ease:Linear.easeNone}\n\t\t\t * @return {Array} An array of TweenLite instances\n\t\t\t */\n\t\t\tCSSPlugin.cascadeTo = function(target, duration, vars) {\n\t\t\t\tvar tween = TweenLite.to(target, duration, vars),\n\t\t\t\t\tresults = [tween],\n\t\t\t\t\tb = [],\n\t\t\t\t\te = [],\n\t\t\t\t\ttargets = [],\n\t\t\t\t\t_reservedProps = TweenLite._internals.reservedProps,\n\t\t\t\t\ti, difs, p, from;\n\t\t\t\ttarget = tween._targets || tween.target;\n\t\t\t\t_getChildStyles(target, b, targets);\n\t\t\t\ttween.render(duration, true, true);\n\t\t\t\t_getChildStyles(target, e);\n\t\t\t\ttween.render(0, true, true);\n\t\t\t\ttween._enabled(true);\n\t\t\t\ti = targets.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tdifs = _cssDif(targets[i], b[i], e[i]);\n\t\t\t\t\tif (difs.firstMPT) {\n\t\t\t\t\t\tdifs = difs.difs;\n\t\t\t\t\t\tfor (p in vars) {\n\t\t\t\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\t\t\t\tdifs[p] = vars[p];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tfrom = {};\n\t\t\t\t\t\tfor (p in difs) {\n\t\t\t\t\t\t\tfrom[p] = b[i][p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tresults.push(TweenLite.fromTo(targets[i], duration, from, difs));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn results;\n\t\t\t};\n\t\n\t\t\tTweenPlugin.activate([CSSPlugin]);\n\t\t\treturn CSSPlugin;\n\t\n\t\t}, true);\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * RoundPropsPlugin\n\t * ----------------------------------------------------------------\n\t */\n\t\t(function() {\n\t\n\t\t\tvar RoundPropsPlugin = _gsScope._gsDefine.plugin({\n\t\t\t\t\tpropName: \"roundProps\",\n\t\t\t\t\tversion: \"1.7.0\",\n\t\t\t\t\tpriority: -1,\n\t\t\t\t\tAPI: 2,\n\t\n\t\t\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\t\tinit: function(target, value, tween) {\n\t\t\t\t\t\tthis._tween = tween;\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\n\t\t\t\t}),\n\t\t\t\t_getRoundFunc = function(v) { //pass in 0.1 get a function that'll round to the nearest tenth, or 5 to round to the closest 5, or 0.001 to the closest 1000th, etc.\n\t\t\t\t\tvar p = v < 1 ? Math.pow(10, (v + \"\").length - 2) : 1; //to avoid floating point math errors (like 24 * 0.1 == 2.4000000000000004), we chop off at a specific number of decimal places (much faster than toFixed()\n\t\t\t\t\treturn function(n) {\n\t\t\t\t\t\treturn ((Math.round(n / v) * v * p) | 0) / p;\n\t\t\t\t\t};\n\t\t\t\t},\n\t\t\t\t_roundLinkedList = function(node, mod) {\n\t\t\t\t\twhile (node) {\n\t\t\t\t\t\tif (!node.f && !node.blob) {\n\t\t\t\t\t\t\tnode.m = mod || Math.round;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnode = node._next;\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\tp = RoundPropsPlugin.prototype;\n\t\n\t\t\tp._onInitAllProps = function() {\n\t\t\t\tvar tween = this._tween,\n\t\t\t\t\trp = tween.vars.roundProps,\n\t\t\t\t\tlookup = {},\n\t\t\t\t\trpt = tween._propLookup.roundProps,\n\t\t\t\t\tpt, next, i, p;\n\t\t\t\tif (typeof(rp) === \"object\" && !rp.push) {\n\t\t\t\t\tfor (p in rp) {\n\t\t\t\t\t\tlookup[p] = _getRoundFunc(rp[p]);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tif (typeof(rp) === \"string\") {\n\t\t\t\t\t\trp = rp.split(\",\");\n\t\t\t\t\t}\n\t\t\t\t\ti = rp.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tlookup[rp[i]] = Math.round;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\n\t\t\t\tfor (p in lookup) {\n\t\t\t\t\tpt = tween._firstPT;\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tnext = pt._next; //record here, because it may get removed\n\t\t\t\t\t\tif (pt.pg) {\n\t\t\t\t\t\t\tpt.t._mod(lookup);\n\t\t\t\t\t\t} else if (pt.n === p) {\n\t\t\t\t\t\t\tif (pt.f === 2 && pt.t) { //a blob (text containing multiple numeric values)\n\t\t\t\t\t\t\t\t_roundLinkedList(pt.t._firstPT, lookup[p]);\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tthis._add(pt.t, p, pt.s, pt.c, lookup[p]);\n\t\t\t\t\t\t\t\t//remove from linked list\n\t\t\t\t\t\t\t\tif (next) {\n\t\t\t\t\t\t\t\t\tnext._prev = pt._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\t\tpt._prev._next = next;\n\t\t\t\t\t\t\t\t} else if (tween._firstPT === pt) {\n\t\t\t\t\t\t\t\t\ttween._firstPT = next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\t\ttween._propLookup[p] = rpt;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\n\t\t\tp._add = function(target, p, s, c, mod) {\n\t\t\t\tthis._addTween(target, p, s, s + c, p, mod || Math.round);\n\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t};\n\t\n\t\t}());\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * AttrPlugin\n\t * ----------------------------------------------------------------\n\t */\n\t\n\t\t(function() {\n\t\n\t\t\t_gsScope._gsDefine.plugin({\n\t\t\t\tpropName: \"attr\",\n\t\t\t\tAPI: 2,\n\t\t\t\tversion: \"0.6.1\",\n\t\n\t\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\t\tinit: function(target, value, tween, index) {\n\t\t\t\t\tvar p, end;\n\t\t\t\t\tif (typeof(target.setAttribute) !== \"function\") {\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\t\t\t\t\tfor (p in value) {\n\t\t\t\t\t\tend = value[p];\n\t\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._addTween(target, \"setAttribute\", target.getAttribute(p) + \"\", end + \"\", p, false, p);\n\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t}\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\n\t\t\t});\n\t\n\t\t}());\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * DirectionalRotationPlugin\n\t * ----------------------------------------------------------------\n\t */\n\t\t_gsScope._gsDefine.plugin({\n\t\t\tpropName: \"directionalRotation\",\n\t\t\tversion: \"0.3.1\",\n\t\t\tAPI: 2,\n\t\n\t\t\t//called when the tween renders for the first time. This is where initial values should be recorded and any setup routines should run.\n\t\t\tinit: function(target, value, tween, index) {\n\t\t\t\tif (typeof(value) !== \"object\") {\n\t\t\t\t\tvalue = {rotation:value};\n\t\t\t\t}\n\t\t\t\tthis.finals = {};\n\t\t\t\tvar cap = (value.useRadians === true) ? Math.PI * 2 : 360,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tp, v, start, end, dif, split;\n\t\t\t\tfor (p in value) {\n\t\t\t\t\tif (p !== \"useRadians\") {\n\t\t\t\t\t\tend = value[p];\n\t\t\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\t\t\tend = end(index, target);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tsplit = (end + \"\").split(\"_\");\n\t\t\t\t\t\tv = split[0];\n\t\t\t\t\t\tstart = parseFloat( (typeof(target[p]) !== \"function\") ? target[p] : target[ ((p.indexOf(\"set\") || typeof(target[\"get\" + p.substr(3)]) !== \"function\") ? p : \"get\" + p.substr(3)) ]() );\n\t\t\t\t\t\tend = this.finals[p] = (typeof(v) === \"string\" && v.charAt(1) === \"=\") ? start + parseInt(v.charAt(0) + \"1\", 10) * Number(v.substr(2)) : Number(v) || 0;\n\t\t\t\t\t\tdif = end - start;\n\t\t\t\t\t\tif (split.length) {\n\t\t\t\t\t\t\tv = split.join(\"_\");\n\t\t\t\t\t\t\tif (v.indexOf(\"short\") !== -1) {\n\t\t\t\t\t\t\t\tdif = dif % cap;\n\t\t\t\t\t\t\t\tif (dif !== dif % (cap / 2)) {\n\t\t\t\t\t\t\t\t\tdif = (dif < 0) ? dif + cap : dif - cap;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (v.indexOf(\"_cw\") !== -1 && dif < 0) {\n\t\t\t\t\t\t\t\tdif = ((dif + cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t\t} else if (v.indexOf(\"ccw\") !== -1 && dif > 0) {\n\t\t\t\t\t\t\t\tdif = ((dif - cap * 9999999999) % cap) - ((dif / cap) | 0) * cap;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (dif > min || dif < -min) {\n\t\t\t\t\t\t\tthis._addTween(target, p, start, start + dif, p);\n\t\t\t\t\t\t\tthis._overwriteProps.push(p);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t},\n\t\n\t\t\t//called each time the values should be updated, and the ratio gets passed as the only parameter (typically it's a value between 0 and 1, but it can exceed those when using an ease like Elastic.easeOut or Back.easeOut, etc.)\n\t\t\tset: function(ratio) {\n\t\t\t\tvar pt;\n\t\t\t\tif (ratio !== 1) {\n\t\t\t\t\tthis._super.setRatio.call(this, ratio);\n\t\t\t\t} else {\n\t\t\t\t\tpt = this._firstPT;\n\t\t\t\t\twhile (pt) {\n\t\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\t\tpt.t[pt.p](this.finals[pt.p]);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tpt.t[pt.p] = this.finals[pt.p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpt = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\n\t\t})._autoCSS = true;\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * EasePack\n\t * ----------------------------------------------------------------\n\t */\n\t\t_gsScope._gsDefine(\"easing.Back\", [\"easing.Ease\"], function(Ease) {\n\t\t\t\n\t\t\tvar w = (_gsScope.GreenSockGlobals || _gsScope),\n\t\t\t\tgs = w.com.greensock,\n\t\t\t\t_2PI = Math.PI * 2,\n\t\t\t\t_HALF_PI = Math.PI / 2,\n\t\t\t\t_class = gs._class,\n\t\t\t\t_create = function(n, f) {\n\t\t\t\t\tvar C = _class(\"easing.\" + n, function(){}, true),\n\t\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\t\tp.constructor = C;\n\t\t\t\t\tp.getRatio = f;\n\t\t\t\t\treturn C;\n\t\t\t\t},\n\t\t\t\t_easeReg = Ease.register || function(){}, //put an empty function in place just as a safety measure in case someone loads an OLD version of TweenLite.js where Ease.register doesn't exist.\n\t\t\t\t_wrap = function(name, EaseOut, EaseIn, EaseInOut, aliases) {\n\t\t\t\t\tvar C = _class(\"easing.\"+name, {\n\t\t\t\t\t\teaseOut:new EaseOut(),\n\t\t\t\t\t\teaseIn:new EaseIn(),\n\t\t\t\t\t\teaseInOut:new EaseInOut()\n\t\t\t\t\t}, true);\n\t\t\t\t\t_easeReg(C, name);\n\t\t\t\t\treturn C;\n\t\t\t\t},\n\t\t\t\tEasePoint = function(time, value, next) {\n\t\t\t\t\tthis.t = time;\n\t\t\t\t\tthis.v = value;\n\t\t\t\t\tif (next) {\n\t\t\t\t\t\tthis.next = next;\n\t\t\t\t\t\tnext.prev = this;\n\t\t\t\t\t\tthis.c = next.v - value;\n\t\t\t\t\t\tthis.gap = next.t - time;\n\t\t\t\t\t}\n\t\t\t\t},\n\t\n\t\t\t\t//Back\n\t\t\t\t_createBack = function(n, f) {\n\t\t\t\t\tvar C = _class(\"easing.\" + n, function(overshoot) {\n\t\t\t\t\t\t\tthis._p1 = (overshoot || overshoot === 0) ? overshoot : 1.70158;\n\t\t\t\t\t\t\tthis._p2 = this._p1 * 1.525;\n\t\t\t\t\t\t}, true),\n\t\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\t\tp.constructor = C;\n\t\t\t\t\tp.getRatio = f;\n\t\t\t\t\tp.config = function(overshoot) {\n\t\t\t\t\t\treturn new C(overshoot);\n\t\t\t\t\t};\n\t\t\t\t\treturn C;\n\t\t\t\t},\n\t\n\t\t\t\tBack = _wrap(\"Back\",\n\t\t\t\t\t_createBack(\"BackOut\", function(p) {\n\t\t\t\t\t\treturn ((p = p - 1) * p * ((this._p1 + 1) * p + this._p1) + 1);\n\t\t\t\t\t}),\n\t\t\t\t\t_createBack(\"BackIn\", function(p) {\n\t\t\t\t\t\treturn p * p * ((this._p1 + 1) * p - this._p1);\n\t\t\t\t\t}),\n\t\t\t\t\t_createBack(\"BackInOut\", function(p) {\n\t\t\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * p * p * ((this._p2 + 1) * p - this._p2) : 0.5 * ((p -= 2) * p * ((this._p2 + 1) * p + this._p2) + 2);\n\t\t\t\t\t})\n\t\t\t\t),\n\t\n\t\n\t\t\t\t//SlowMo\n\t\t\t\tSlowMo = _class(\"easing.SlowMo\", function(linearRatio, power, yoyoMode) {\n\t\t\t\t\tpower = (power || power === 0) ? power : 0.7;\n\t\t\t\t\tif (linearRatio == null) {\n\t\t\t\t\t\tlinearRatio = 0.7;\n\t\t\t\t\t} else if (linearRatio > 1) {\n\t\t\t\t\t\tlinearRatio = 1;\n\t\t\t\t\t}\n\t\t\t\t\tthis._p = (linearRatio !== 1) ? power : 0;\n\t\t\t\t\tthis._p1 = (1 - linearRatio) / 2;\n\t\t\t\t\tthis._p2 = linearRatio;\n\t\t\t\t\tthis._p3 = this._p1 + this._p2;\n\t\t\t\t\tthis._calcEnd = (yoyoMode === true);\n\t\t\t\t}, true),\n\t\t\t\tp = SlowMo.prototype = new Ease(),\n\t\t\t\tSteppedEase, ExpoScaleEase, RoughEase, _createElastic;\n\t\n\t\t\tp.constructor = SlowMo;\n\t\t\tp.getRatio = function(p) {\n\t\t\t\tvar r = p + (0.5 - p) * this._p;\n\t\t\t\tif (p < this._p1) {\n\t\t\t\t\treturn this._calcEnd ? 1 - ((p = 1 - (p / this._p1)) * p) : r - ((p = 1 - (p / this._p1)) * p * p * p * r);\n\t\t\t\t} else if (p > this._p3) {\n\t\t\t\t\treturn this._calcEnd ? (p === 1 ? 0 : 1 - (p = (p - this._p3) / this._p1) * p) : r + ((p - r) * (p = (p - this._p3) / this._p1) * p * p * p); //added p === 1 ? 0 to avoid floating point rounding errors from affecting the final value, like 1 - 0.7 = 0.30000000000000004 instead of 0.3\n\t\t\t\t}\n\t\t\t\treturn this._calcEnd ? 1 : r;\n\t\t\t};\n\t\t\tSlowMo.ease = new SlowMo(0.7, 0.7);\n\t\n\t\t\tp.config = SlowMo.config = function(linearRatio, power, yoyoMode) {\n\t\t\t\treturn new SlowMo(linearRatio, power, yoyoMode);\n\t\t\t};\n\t\n\t\n\t\t\t//SteppedEase\n\t\t\tSteppedEase = _class(\"easing.SteppedEase\", function(steps, immediateStart) {\n\t\t\t\t\tsteps = steps || 1;\n\t\t\t\t\tthis._p1 = 1 / steps;\n\t\t\t\t\tthis._p2 = steps + (immediateStart ? 0 : 1);\n\t\t\t\t\tthis._p3 = immediateStart ? 1 : 0;\n\t\t\t\t}, true);\n\t\t\tp = SteppedEase.prototype = new Ease();\n\t\t\tp.constructor = SteppedEase;\n\t\t\tp.getRatio = function(p) {\n\t\t\t\tif (p < 0) {\n\t\t\t\t\tp = 0;\n\t\t\t\t} else if (p >= 1) {\n\t\t\t\t\tp = 0.999999999;\n\t\t\t\t}\n\t\t\t\treturn (((this._p2 * p) | 0) + this._p3) * this._p1;\n\t\t\t};\n\t\t\tp.config = SteppedEase.config = function(steps, immediateStart) {\n\t\t\t\treturn new SteppedEase(steps, immediateStart);\n\t\t\t};\n\t\n\t\t\t//ExpoScaleEase\n\t\t\tExpoScaleEase = _class(\"easing.ExpoScaleEase\", function(start, end, ease) {\n\t\t\t\tthis._p1 = Math.log(end / start);\n\t\t\t\tthis._p2 = end - start;\n\t\t\t\tthis._p3 = start;\n\t\t\t\tthis._ease = ease;\n\t\t\t}, true);\n\t\t\tp = ExpoScaleEase.prototype = new Ease();\n\t\t\tp.constructor = ExpoScaleEase;\n\t\t\tp.getRatio = function(p) {\n\t\t\t\tif (this._ease) {\n\t\t\t\t\tp = this._ease.getRatio(p);\n\t\t\t\t}\n\t\t\t\treturn (this._p3 * Math.exp(this._p1 * p) - this._p3) / this._p2;\n\t\t\t};\n\t\t\tp.config = ExpoScaleEase.config = function(start, end, ease) {\n\t\t\t\treturn new ExpoScaleEase(start, end, ease);\n\t\t\t};\n\t\n\t\n\t\t\t//RoughEase\n\t\t\tRoughEase = _class(\"easing.RoughEase\", function(vars) {\n\t\t\t\tvars = vars || {};\n\t\t\t\tvar taper = vars.taper || \"none\",\n\t\t\t\t\ta = [],\n\t\t\t\t\tcnt = 0,\n\t\t\t\t\tpoints = (vars.points || 20) | 0,\n\t\t\t\t\ti = points,\n\t\t\t\t\trandomize = (vars.randomize !== false),\n\t\t\t\t\tclamp = (vars.clamp === true),\n\t\t\t\t\ttemplate = (vars.template instanceof Ease) ? vars.template : null,\n\t\t\t\t\tstrength = (typeof(vars.strength) === \"number\") ? vars.strength * 0.4 : 0.4,\n\t\t\t\t\tx, y, bump, invX, obj, pnt;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tx = randomize ? Math.random() : (1 / points) * i;\n\t\t\t\t\ty = template ? template.getRatio(x) : x;\n\t\t\t\t\tif (taper === \"none\") {\n\t\t\t\t\t\tbump = strength;\n\t\t\t\t\t} else if (taper === \"out\") {\n\t\t\t\t\t\tinvX = 1 - x;\n\t\t\t\t\t\tbump = invX * invX * strength;\n\t\t\t\t\t} else if (taper === \"in\") {\n\t\t\t\t\t\tbump = x * x * strength;\n\t\t\t\t\t} else if (x < 0.5) { //\"both\" (start)\n\t\t\t\t\t\tinvX = x * 2;\n\t\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t\t} else {\t\t\t\t//\"both\" (end)\n\t\t\t\t\t\tinvX = (1 - x) * 2;\n\t\t\t\t\t\tbump = invX * invX * 0.5 * strength;\n\t\t\t\t\t}\n\t\t\t\t\tif (randomize) {\n\t\t\t\t\t\ty += (Math.random() * bump) - (bump * 0.5);\n\t\t\t\t\t} else if (i % 2) {\n\t\t\t\t\t\ty += bump * 0.5;\n\t\t\t\t\t} else {\n\t\t\t\t\t\ty -= bump * 0.5;\n\t\t\t\t\t}\n\t\t\t\t\tif (clamp) {\n\t\t\t\t\t\tif (y > 1) {\n\t\t\t\t\t\t\ty = 1;\n\t\t\t\t\t\t} else if (y < 0) {\n\t\t\t\t\t\t\ty = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ta[cnt++] = {x:x, y:y};\n\t\t\t\t}\n\t\t\t\ta.sort(function(a, b) {\n\t\t\t\t\treturn a.x - b.x;\n\t\t\t\t});\n\t\n\t\t\t\tpnt = new EasePoint(1, 1, null);\n\t\t\t\ti = points;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tobj = a[i];\n\t\t\t\t\tpnt = new EasePoint(obj.x, obj.y, pnt);\n\t\t\t\t}\n\t\n\t\t\t\tthis._prev = new EasePoint(0, 0, (pnt.t !== 0) ? pnt : pnt.next);\n\t\t\t}, true);\n\t\t\tp = RoughEase.prototype = new Ease();\n\t\t\tp.constructor = RoughEase;\n\t\t\tp.getRatio = function(p) {\n\t\t\t\tvar pnt = this._prev;\n\t\t\t\tif (p > pnt.t) {\n\t\t\t\t\twhile (pnt.next && p >= pnt.t) {\n\t\t\t\t\t\tpnt = pnt.next;\n\t\t\t\t\t}\n\t\t\t\t\tpnt = pnt.prev;\n\t\t\t\t} else {\n\t\t\t\t\twhile (pnt.prev && p <= pnt.t) {\n\t\t\t\t\t\tpnt = pnt.prev;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tthis._prev = pnt;\n\t\t\t\treturn (pnt.v + ((p - pnt.t) / pnt.gap) * pnt.c);\n\t\t\t};\n\t\t\tp.config = function(vars) {\n\t\t\t\treturn new RoughEase(vars);\n\t\t\t};\n\t\t\tRoughEase.ease = new RoughEase();\n\t\n\t\n\t\t\t//Bounce\n\t\t\t_wrap(\"Bounce\",\n\t\t\t\t_create(\"BounceOut\", function(p) {\n\t\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\t\treturn 7.5625 * p * p;\n\t\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\t\treturn 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\t\treturn 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t\t}\n\t\t\t\t\treturn 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t\t}),\n\t\t\t\t_create(\"BounceIn\", function(p) {\n\t\t\t\t\tif ((p = 1 - p) < 1 / 2.75) {\n\t\t\t\t\t\treturn 1 - (7.5625 * p * p);\n\t\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\t\treturn 1 - (7.5625 * (p -= 1.5 / 2.75) * p + 0.75);\n\t\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\t\treturn 1 - (7.5625 * (p -= 2.25 / 2.75) * p + 0.9375);\n\t\t\t\t\t}\n\t\t\t\t\treturn 1 - (7.5625 * (p -= 2.625 / 2.75) * p + 0.984375);\n\t\t\t\t}),\n\t\t\t\t_create(\"BounceInOut\", function(p) {\n\t\t\t\t\tvar invert = (p < 0.5);\n\t\t\t\t\tif (invert) {\n\t\t\t\t\t\tp = 1 - (p * 2);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tp = (p * 2) - 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (p < 1 / 2.75) {\n\t\t\t\t\t\tp = 7.5625 * p * p;\n\t\t\t\t\t} else if (p < 2 / 2.75) {\n\t\t\t\t\t\tp = 7.5625 * (p -= 1.5 / 2.75) * p + 0.75;\n\t\t\t\t\t} else if (p < 2.5 / 2.75) {\n\t\t\t\t\t\tp = 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tp = 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375;\n\t\t\t\t\t}\n\t\t\t\t\treturn invert ? (1 - p) * 0.5 : p * 0.5 + 0.5;\n\t\t\t\t})\n\t\t\t);\n\t\n\t\n\t\t\t//CIRC\n\t\t\t_wrap(\"Circ\",\n\t\t\t\t_create(\"CircOut\", function(p) {\n\t\t\t\t\treturn Math.sqrt(1 - (p = p - 1) * p);\n\t\t\t\t}),\n\t\t\t\t_create(\"CircIn\", function(p) {\n\t\t\t\t\treturn -(Math.sqrt(1 - (p * p)) - 1);\n\t\t\t\t}),\n\t\t\t\t_create(\"CircInOut\", function(p) {\n\t\t\t\t\treturn ((p*=2) < 1) ? -0.5 * (Math.sqrt(1 - p * p) - 1) : 0.5 * (Math.sqrt(1 - (p -= 2) * p) + 1);\n\t\t\t\t})\n\t\t\t);\n\t\n\t\n\t\t\t//Elastic\n\t\t\t_createElastic = function(n, f, def) {\n\t\t\t\tvar C = _class(\"easing.\" + n, function(amplitude, period) {\n\t\t\t\t\t\tthis._p1 = (amplitude >= 1) ? amplitude : 1; //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.\n\t\t\t\t\t\tthis._p2 = (period || def) / (amplitude < 1 ? amplitude : 1);\n\t\t\t\t\t\tthis._p3 = this._p2 / _2PI * (Math.asin(1 / this._p1) || 0);\n\t\t\t\t\t\tthis._p2 = _2PI / this._p2; //precalculate to optimize\n\t\t\t\t\t}, true),\n\t\t\t\t\tp = C.prototype = new Ease();\n\t\t\t\tp.constructor = C;\n\t\t\t\tp.getRatio = f;\n\t\t\t\tp.config = function(amplitude, period) {\n\t\t\t\t\treturn new C(amplitude, period);\n\t\t\t\t};\n\t\t\t\treturn C;\n\t\t\t};\n\t\t\t_wrap(\"Elastic\",\n\t\t\t\t_createElastic(\"ElasticOut\", function(p) {\n\t\t\t\t\treturn this._p1 * Math.pow(2, -10 * p) * Math.sin( (p - this._p3) * this._p2 ) + 1;\n\t\t\t\t}, 0.3),\n\t\t\t\t_createElastic(\"ElasticIn\", function(p) {\n\t\t\t\t\treturn -(this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2 ));\n\t\t\t\t}, 0.3),\n\t\t\t\t_createElastic(\"ElasticInOut\", function(p) {\n\t\t\t\t\treturn ((p *= 2) < 1) ? -0.5 * (this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 *(p -= 1)) * Math.sin( (p - this._p3) * this._p2 ) * 0.5 + 1;\n\t\t\t\t}, 0.45)\n\t\t\t);\n\t\n\t\n\t\t\t//Expo\n\t\t\t_wrap(\"Expo\",\n\t\t\t\t_create(\"ExpoOut\", function(p) {\n\t\t\t\t\treturn 1 - Math.pow(2, -10 * p);\n\t\t\t\t}),\n\t\t\t\t_create(\"ExpoIn\", function(p) {\n\t\t\t\t\treturn Math.pow(2, 10 * (p - 1)) - 0.001;\n\t\t\t\t}),\n\t\t\t\t_create(\"ExpoInOut\", function(p) {\n\t\t\t\t\treturn ((p *= 2) < 1) ? 0.5 * Math.pow(2, 10 * (p - 1)) : 0.5 * (2 - Math.pow(2, -10 * (p - 1)));\n\t\t\t\t})\n\t\t\t);\n\t\n\t\n\t\t\t//Sine\n\t\t\t_wrap(\"Sine\",\n\t\t\t\t_create(\"SineOut\", function(p) {\n\t\t\t\t\treturn Math.sin(p * _HALF_PI);\n\t\t\t\t}),\n\t\t\t\t_create(\"SineIn\", function(p) {\n\t\t\t\t\treturn -Math.cos(p * _HALF_PI) + 1;\n\t\t\t\t}),\n\t\t\t\t_create(\"SineInOut\", function(p) {\n\t\t\t\t\treturn -0.5 * (Math.cos(Math.PI * p) - 1);\n\t\t\t\t})\n\t\t\t);\n\t\n\t\t\t_class(\"easing.EaseLookup\", {\n\t\t\t\t\tfind:function(s) {\n\t\t\t\t\t\treturn Ease.map[s];\n\t\t\t\t\t}\n\t\t\t\t}, true);\n\t\n\t\t\t//register the non-standard eases\n\t\t\t_easeReg(w.SlowMo, \"SlowMo\", \"ease,\");\n\t\t\t_easeReg(RoughEase, \"RoughEase\", \"ease,\");\n\t\t\t_easeReg(SteppedEase, \"SteppedEase\", \"ease,\");\n\t\n\t\t\treturn Back;\n\t\t\t\n\t\t}, true);\n\t\n\t\n\t});\n\t\n\tif (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //necessary in case TweenLite was already loaded separately.\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * Base classes like TweenLite, SimpleTimeline, Ease, Ticker, etc.\n\t * ----------------------------------------------------------------\n\t */\n\t(function(window, moduleName) {\n\t\n\t\t\t\"use strict\";\n\t\t\tvar _exports = {},\n\t\t\t\t_doc = window.document,\n\t\t\t\t_globals = window.GreenSockGlobals = window.GreenSockGlobals || window;\n\t\t\tif (_globals.TweenLite) {\n\t\t\t\treturn _globals.TweenLite; //in case the core set of classes is already loaded, don't instantiate twice.\n\t\t\t}\n\t\t\tvar _namespace = function(ns) {\n\t\t\t\t\tvar a = ns.split(\".\"),\n\t\t\t\t\t\tp = _globals, i;\n\t\t\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\t\t\tp[a[i]] = p = p[a[i]] || {};\n\t\t\t\t\t}\n\t\t\t\t\treturn p;\n\t\t\t\t},\n\t\t\t\tgs = _namespace(\"com.greensock\"),\n\t\t\t\t_tinyNum = 0.0000000001,\n\t\t\t\t_slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\tvar b = [],\n\t\t\t\t\t\tl = a.length,\n\t\t\t\t\t\ti;\n\t\t\t\t\tfor (i = 0; i !== l; b.push(a[i++])) {}\n\t\t\t\t\treturn b;\n\t\t\t\t},\n\t\t\t\t_emptyFunc = function() {},\n\t\t\t\t_isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, \"(obj instanceof Array)\" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower)\n\t\t\t\t\tvar toString = Object.prototype.toString,\n\t\t\t\t\t\tarray = toString.call([]);\n\t\t\t\t\treturn function(obj) {\n\t\t\t\t\t\treturn obj != null && (obj instanceof Array || (typeof(obj) === \"object\" && !!obj.push && toString.call(obj) === array));\n\t\t\t\t\t};\n\t\t\t\t}()),\n\t\t\t\ta, i, p, _ticker, _tickerActive,\n\t\t\t\t_defLookup = {},\n\t\n\t\t\t\t/**\n\t\t\t\t * @constructor\n\t\t\t\t * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition.\n\t\t\t\t * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is\n\t\t\t\t * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin\n\t\t\t\t * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally.\n\t\t\t\t *\n\t\t\t\t * Every definition will be added to a \"com.greensock\" global object (typically window, but if a window.GreenSockGlobals object is found,\n\t\t\t\t * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere,\n\t\t\t\t * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so\n\t\t\t\t * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything\n\t\t\t\t * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock\n\t\t\t\t * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could\n\t\t\t\t * sandbox the banner one like:\n\t\t\t\t *\n\t\t\t\t * \n\t\t\t\t * \n\t\t\t\t * \n\t\t\t\t * \n\t\t\t\t * \n\t\t\t\t *\n\t\t\t\t * @param {!string} ns The namespace of the class definition, leaving off \"com.greensock.\" as that's assumed. For example, \"TweenLite\" or \"plugins.CSSPlugin\" or \"easing.Back\".\n\t\t\t\t * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus \"com.greensock.\" prefix). For example [\"TweenLite\",\"plugins.TweenPlugin\",\"core.Animation\"]\n\t\t\t\t * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition.\n\t\t\t\t * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object)\n\t\t\t\t */\n\t\t\t\tDefinition = function(ns, dependencies, func, global) {\n\t\t\t\t\tthis.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses\n\t\t\t\t\t_defLookup[ns] = this;\n\t\t\t\t\tthis.gsClass = null;\n\t\t\t\t\tthis.func = func;\n\t\t\t\t\tvar _classes = [];\n\t\t\t\t\tthis.check = function(init) {\n\t\t\t\t\t\tvar i = dependencies.length,\n\t\t\t\t\t\t\tmissing = i,\n\t\t\t\t\t\t\tcur, a, n, cl;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) {\n\t\t\t\t\t\t\t\t_classes[i] = cur.gsClass;\n\t\t\t\t\t\t\t\tmissing--;\n\t\t\t\t\t\t\t} else if (init) {\n\t\t\t\t\t\t\t\tcur.sc.push(this);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (missing === 0 && func) {\n\t\t\t\t\t\t\ta = (\"com.greensock.\" + ns).split(\".\");\n\t\t\t\t\t\t\tn = a.pop();\n\t\t\t\t\t\t\tcl = _namespace(a.join(\".\"))[n] = this.gsClass = func.apply(func, _classes);\n\t\n\t\t\t\t\t\t\t//exports to multiple environments\n\t\t\t\t\t\t\tif (global) {\n\t\t\t\t\t\t\t\t_globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.)\n\t\t\t\t\t\t\t\tif (typeof(module) !== \"undefined\" && module.exports) { //node\n\t\t\t\t\t\t\t\t\tif (ns === moduleName) {\n\t\t\t\t\t\t\t\t\t\tmodule.exports = _exports[moduleName] = cl;\n\t\t\t\t\t\t\t\t\t\tfor (i in _exports) {\n\t\t\t\t\t\t\t\t\t\t\tcl[i] = _exports[i];\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t} else if (_exports[moduleName]) {\n\t\t\t\t\t\t\t\t\t\t_exports[moduleName][n] = cl;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t} else if (true){ //AMD\n\t\t\t\t\t\t\t\t\t!(__WEBPACK_AMD_DEFINE_ARRAY__ = [], __WEBPACK_AMD_DEFINE_RESULT__ = function() { return cl; }.apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__), __WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tfor (i = 0; i < this.sc.length; i++) {\n\t\t\t\t\t\t\t\tthis.sc[i].check();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t\tthis.check(true);\n\t\t\t\t},\n\t\n\t\t\t\t//used to create Definition instances (which basically registers a class that has dependencies).\n\t\t\t\t_gsDefine = window._gsDefine = function(ns, dependencies, func, global) {\n\t\t\t\t\treturn new Definition(ns, dependencies, func, global);\n\t\t\t\t},\n\t\n\t\t\t\t//a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class).\n\t\t\t\t_class = gs._class = function(ns, func, global) {\n\t\t\t\t\tfunc = func || function() {};\n\t\t\t\t\t_gsDefine(ns, [], function(){ return func; }, global);\n\t\t\t\t\treturn func;\n\t\t\t\t};\n\t\n\t\t\t_gsDefine.globals = _globals;\n\t\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * Ease\n\t * ----------------------------------------------------------------\n\t */\n\t\t\tvar _baseParams = [0, 0, 1, 1],\n\t\t\t\tEase = _class(\"easing.Ease\", function(func, extraParams, type, power) {\n\t\t\t\t\tthis._func = func;\n\t\t\t\t\tthis._type = type || 0;\n\t\t\t\t\tthis._power = power || 0;\n\t\t\t\t\tthis._params = extraParams ? _baseParams.concat(extraParams) : _baseParams;\n\t\t\t\t}, true),\n\t\t\t\t_easeMap = Ease.map = {},\n\t\t\t\t_easeReg = Ease.register = function(ease, names, types, create) {\n\t\t\t\t\tvar na = names.split(\",\"),\n\t\t\t\t\t\ti = na.length,\n\t\t\t\t\t\tta = (types || \"easeIn,easeOut,easeInOut\").split(\",\"),\n\t\t\t\t\t\te, name, j, type;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tname = na[i];\n\t\t\t\t\t\te = create ? _class(\"easing.\"+name, null, true) : gs.easing[name] || {};\n\t\t\t\t\t\tj = ta.length;\n\t\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\t\ttype = ta[j];\n\t\t\t\t\t\t\t_easeMap[name + \".\" + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t};\n\t\n\t\t\tp = Ease.prototype;\n\t\t\tp._calcEnd = false;\n\t\t\tp.getRatio = function(p) {\n\t\t\t\tif (this._func) {\n\t\t\t\t\tthis._params[0] = p;\n\t\t\t\t\treturn this._func.apply(null, this._params);\n\t\t\t\t}\n\t\t\t\tvar t = this._type,\n\t\t\t\t\tpw = this._power,\n\t\t\t\t\tr = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2;\n\t\t\t\tif (pw === 1) {\n\t\t\t\t\tr *= r;\n\t\t\t\t} else if (pw === 2) {\n\t\t\t\t\tr *= r * r;\n\t\t\t\t} else if (pw === 3) {\n\t\t\t\t\tr *= r * r * r;\n\t\t\t\t} else if (pw === 4) {\n\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t}\n\t\t\t\treturn (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2);\n\t\t\t};\n\t\n\t\t\t//create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut)\n\t\t\ta = [\"Linear\",\"Quad\",\"Cubic\",\"Quart\",\"Quint,Strong\"];\n\t\t\ti = a.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tp = a[i]+\",Power\"+i;\n\t\t\t\t_easeReg(new Ease(null,null,1,i), p, \"easeOut\", true);\n\t\t\t\t_easeReg(new Ease(null,null,2,i), p, \"easeIn\" + ((i === 0) ? \",easeNone\" : \"\"));\n\t\t\t\t_easeReg(new Ease(null,null,3,i), p, \"easeInOut\");\n\t\t\t}\n\t\t\t_easeMap.linear = gs.easing.Linear.easeIn;\n\t\t\t_easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * EventDispatcher\n\t * ----------------------------------------------------------------\n\t */\n\t\t\tvar EventDispatcher = _class(\"events.EventDispatcher\", function(target) {\n\t\t\t\tthis._listeners = {};\n\t\t\t\tthis._eventTarget = target || this;\n\t\t\t});\n\t\t\tp = EventDispatcher.prototype;\n\t\n\t\t\tp.addEventListener = function(type, callback, scope, useParam, priority) {\n\t\t\t\tpriority = priority || 0;\n\t\t\t\tvar list = this._listeners[type],\n\t\t\t\t\tindex = 0,\n\t\t\t\t\tlistener, i;\n\t\t\t\tif (this === _ticker && !_tickerActive) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tif (list == null) {\n\t\t\t\t\tthis._listeners[type] = list = [];\n\t\t\t\t}\n\t\t\t\ti = list.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tlistener = list[i];\n\t\t\t\t\tif (listener.c === callback && listener.s === scope) {\n\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t} else if (index === 0 && listener.pr < priority) {\n\t\t\t\t\t\tindex = i + 1;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tlist.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority});\n\t\t\t};\n\t\n\t\t\tp.removeEventListener = function(type, callback) {\n\t\t\t\tvar list = this._listeners[type], i;\n\t\t\t\tif (list) {\n\t\t\t\t\ti = list.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (list[i].c === callback) {\n\t\t\t\t\t\t\tlist.splice(i, 1);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tp.dispatchEvent = function(type) {\n\t\t\t\tvar list = this._listeners[type],\n\t\t\t\t\ti, t, listener;\n\t\t\t\tif (list) {\n\t\t\t\t\ti = list.length;\n\t\t\t\t\tif (i > 1) {\n\t\t\t\t\t\tlist = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip)\n\t\t\t\t\t}\n\t\t\t\t\tt = this._eventTarget;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tlistener = list[i];\n\t\t\t\t\t\tif (listener) {\n\t\t\t\t\t\t\tif (listener.up) {\n\t\t\t\t\t\t\t\tlistener.c.call(listener.s || t, {type:type, target:t});\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tlistener.c.call(listener.s || t);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * Ticker\n\t * ----------------------------------------------------------------\n\t */\n\t \t\tvar _reqAnimFrame = window.requestAnimationFrame,\n\t\t\t\t_cancelAnimFrame = window.cancelAnimationFrame,\n\t\t\t\t_getTime = Date.now || function() {return new Date().getTime();},\n\t\t\t\t_lastUpdate = _getTime();\n\t\n\t\t\t//now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill.\n\t\t\ta = [\"ms\",\"moz\",\"webkit\",\"o\"];\n\t\t\ti = a.length;\n\t\t\twhile (--i > -1 && !_reqAnimFrame) {\n\t\t\t\t_reqAnimFrame = window[a[i] + \"RequestAnimationFrame\"];\n\t\t\t\t_cancelAnimFrame = window[a[i] + \"CancelAnimationFrame\"] || window[a[i] + \"CancelRequestAnimationFrame\"];\n\t\t\t}\n\t\n\t\t\t_class(\"Ticker\", function(fps, useRAF) {\n\t\t\t\tvar _self = this,\n\t\t\t\t\t_startTime = _getTime(),\n\t\t\t\t\t_useRAF = (useRAF !== false && _reqAnimFrame) ? \"auto\" : false,\n\t\t\t\t\t_lagThreshold = 500,\n\t\t\t\t\t_adjustedLag = 33,\n\t\t\t\t\t_tickWord = \"tick\", //helps reduce gc burden\n\t\t\t\t\t_fps, _req, _id, _gap, _nextTime,\n\t\t\t\t\t_tick = function(manual) {\n\t\t\t\t\t\tvar elapsed = _getTime() - _lastUpdate,\n\t\t\t\t\t\t\toverlap, dispatch;\n\t\t\t\t\t\tif (elapsed > _lagThreshold) {\n\t\t\t\t\t\t\t_startTime += elapsed - _adjustedLag;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t_lastUpdate += elapsed;\n\t\t\t\t\t\t_self.time = (_lastUpdate - _startTime) / 1000;\n\t\t\t\t\t\toverlap = _self.time - _nextTime;\n\t\t\t\t\t\tif (!_fps || overlap > 0 || manual === true) {\n\t\t\t\t\t\t\t_self.frame++;\n\t\t\t\t\t\t\t_nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap);\n\t\t\t\t\t\t\tdispatch = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (manual !== true) { //make sure the request is made before we dispatch the \"tick\" event so that timing is maintained. Otherwise, if processing the \"tick\" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.\n\t\t\t\t\t\t\t_id = _req(_tick);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (dispatch) {\n\t\t\t\t\t\t\t_self.dispatchEvent(_tickWord);\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\n\t\t\t\tEventDispatcher.call(_self);\n\t\t\t\t_self.time = _self.frame = 0;\n\t\t\t\t_self.tick = function() {\n\t\t\t\t\t_tick(true);\n\t\t\t\t};\n\t\n\t\t\t\t_self.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t\t\tif (!arguments.length) { //if lagSmoothing() is called with no arguments, treat it like a getter that returns a boolean indicating if it's enabled or not. This is purposely undocumented and is for internal use.\n\t\t\t\t\t\treturn (_lagThreshold < 1 / _tinyNum);\n\t\t\t\t\t}\n\t\t\t\t\t_lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited\n\t\t\t\t\t_adjustedLag = Math.min(adjustedLag, _lagThreshold, 0);\n\t\t\t\t};\n\t\n\t\t\t\t_self.sleep = function() {\n\t\t\t\t\tif (_id == null) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (!_useRAF || !_cancelAnimFrame) {\n\t\t\t\t\t\tclearTimeout(_id);\n\t\t\t\t\t} else {\n\t\t\t\t\t\t_cancelAnimFrame(_id);\n\t\t\t\t\t}\n\t\t\t\t\t_req = _emptyFunc;\n\t\t\t\t\t_id = null;\n\t\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t\t_tickerActive = false;\n\t\t\t\t\t}\n\t\t\t\t};\n\t\n\t\t\t\t_self.wake = function(seamless) {\n\t\t\t\t\tif (_id !== null) {\n\t\t\t\t\t\t_self.sleep();\n\t\t\t\t\t} else if (seamless) {\n\t\t\t\t\t\t_startTime += -_lastUpdate + (_lastUpdate = _getTime());\n\t\t\t\t\t} else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout().\n\t\t\t\t\t\t_lastUpdate = _getTime() - _lagThreshold + 5;\n\t\t\t\t\t}\n\t\t\t\t\t_req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame;\n\t\t\t\t\tif (_self === _ticker) {\n\t\t\t\t\t\t_tickerActive = true;\n\t\t\t\t\t}\n\t\t\t\t\t_tick(2);\n\t\t\t\t};\n\t\n\t\t\t\t_self.fps = function(value) {\n\t\t\t\t\tif (!arguments.length) {\n\t\t\t\t\t\treturn _fps;\n\t\t\t\t\t}\n\t\t\t\t\t_fps = value;\n\t\t\t\t\t_gap = 1 / (_fps || 60);\n\t\t\t\t\t_nextTime = this.time + _gap;\n\t\t\t\t\t_self.wake();\n\t\t\t\t};\n\t\n\t\t\t\t_self.useRAF = function(value) {\n\t\t\t\t\tif (!arguments.length) {\n\t\t\t\t\t\treturn _useRAF;\n\t\t\t\t\t}\n\t\t\t\t\t_self.sleep();\n\t\t\t\t\t_useRAF = value;\n\t\t\t\t\t_self.fps(_fps);\n\t\t\t\t};\n\t\t\t\t_self.fps(fps);\n\t\n\t\t\t\t//a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition.\n\t\t\t\tsetTimeout(function() {\n\t\t\t\t\tif (_useRAF === \"auto\" && _self.frame < 5 && (_doc || {}).visibilityState !== \"hidden\") {\n\t\t\t\t\t\t_self.useRAF(false);\n\t\t\t\t\t}\n\t\t\t\t}, 1500);\n\t\t\t});\n\t\n\t\t\tp = gs.Ticker.prototype = new gs.events.EventDispatcher();\n\t\t\tp.constructor = gs.Ticker;\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * Animation\n\t * ----------------------------------------------------------------\n\t */\n\t\t\tvar Animation = _class(\"core.Animation\", function(duration, vars) {\n\t\t\t\t\tthis.vars = vars = vars || {};\n\t\t\t\t\tthis._duration = this._totalDuration = duration || 0;\n\t\t\t\t\tthis._delay = Number(vars.delay) || 0;\n\t\t\t\t\tthis._timeScale = 1;\n\t\t\t\t\tthis._active = (vars.immediateRender === true);\n\t\t\t\t\tthis.data = vars.data;\n\t\t\t\t\tthis._reversed = (vars.reversed === true);\n\t\n\t\t\t\t\tif (!_rootTimeline) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly.\n\t\t\t\t\t\t_ticker.wake();\n\t\t\t\t\t}\n\t\n\t\t\t\t\tvar tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline;\n\t\t\t\t\ttl.add(this, tl._time);\n\t\n\t\t\t\t\tif (this.vars.paused) {\n\t\t\t\t\t\tthis.paused(true);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\n\t\t\t_ticker = Animation.ticker = new gs.Ticker();\n\t\t\tp = Animation.prototype;\n\t\t\tp._dirty = p._gc = p._initted = p._paused = false;\n\t\t\tp._totalTime = p._time = 0;\n\t\t\tp._rawPrevTime = -1;\n\t\t\tp._next = p._last = p._onUpdate = p._timeline = p.timeline = null;\n\t\t\tp._paused = false;\n\t\n\t\n\t\t\t//some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker.\n\t\t\tvar _checkTimeout = function() {\n\t\t\t\t\tif (_tickerActive && _getTime() - _lastUpdate > 2000 && ((_doc || {}).visibilityState !== \"hidden\" || !_ticker.lagSmoothing())) { //note: if the tab is hidden, we should still wake if lagSmoothing has been disabled.\n\t\t\t\t\t\t_ticker.wake();\n\t\t\t\t\t}\n\t\t\t\t\tvar t = setTimeout(_checkTimeout, 2000);\n\t\t\t\t\tif (t.unref) {\n\t\t\t\t\t\t// allows a node process to exit even if the timeout’s callback hasn't been invoked. Without it, the node process could hang as this function is called every two seconds.\n\t\t\t\t\t\tt.unref();\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t_checkTimeout();\n\t\n\t\n\t\t\tp.play = function(from, suppressEvents) {\n\t\t\t\tif (from != null) {\n\t\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t\t}\n\t\t\t\treturn this.reversed(false).paused(false);\n\t\t\t};\n\t\n\t\t\tp.pause = function(atTime, suppressEvents) {\n\t\t\t\tif (atTime != null) {\n\t\t\t\t\tthis.seek(atTime, suppressEvents);\n\t\t\t\t}\n\t\t\t\treturn this.paused(true);\n\t\t\t};\n\t\n\t\t\tp.resume = function(from, suppressEvents) {\n\t\t\t\tif (from != null) {\n\t\t\t\t\tthis.seek(from, suppressEvents);\n\t\t\t\t}\n\t\t\t\treturn this.paused(false);\n\t\t\t};\n\t\n\t\t\tp.seek = function(time, suppressEvents) {\n\t\t\t\treturn this.totalTime(Number(time), suppressEvents !== false);\n\t\t\t};\n\t\n\t\t\tp.restart = function(includeDelay, suppressEvents) {\n\t\t\t\treturn this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true);\n\t\t\t};\n\t\n\t\t\tp.reverse = function(from, suppressEvents) {\n\t\t\t\tif (from != null) {\n\t\t\t\t\tthis.seek((from || this.totalDuration()), suppressEvents);\n\t\t\t\t}\n\t\t\t\treturn this.reversed(true).paused(false);\n\t\t\t};\n\t\n\t\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t\t//stub - we override this method in subclasses.\n\t\t\t};\n\t\n\t\t\tp.invalidate = function() {\n\t\t\t\tthis._time = this._totalTime = 0;\n\t\t\t\tthis._initted = this._gc = false;\n\t\t\t\tthis._rawPrevTime = -1;\n\t\t\t\tif (this._gc || !this.timeline) {\n\t\t\t\t\tthis._enabled(true);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.isActive = function() {\n\t\t\t\tvar tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active.\n\t\t\t\t\tstartTime = this._startTime,\n\t\t\t\t\trawTime;\n\t\t\t\treturn (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime(true)) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale - 0.0000001));\n\t\t\t};\n\t\n\t\t\tp._enabled = function (enabled, ignoreTimeline) {\n\t\t\t\tif (!_tickerActive) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tthis._gc = !enabled;\n\t\t\t\tthis._active = this.isActive();\n\t\t\t\tif (ignoreTimeline !== true) {\n\t\t\t\t\tif (enabled && !this.timeline) {\n\t\t\t\t\t\tthis._timeline.add(this, this._startTime - this._delay);\n\t\t\t\t\t} else if (!enabled && this.timeline) {\n\t\t\t\t\t\tthis._timeline._remove(this, true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\n\t\n\t\t\tp._kill = function(vars, target) {\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t};\n\t\n\t\t\tp.kill = function(vars, target) {\n\t\t\t\tthis._kill(vars, target);\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp._uncache = function(includeSelf) {\n\t\t\t\tvar tween = includeSelf ? this : this.timeline;\n\t\t\t\twhile (tween) {\n\t\t\t\t\ttween._dirty = true;\n\t\t\t\t\ttween = tween.timeline;\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp._swapSelfInParams = function(params) {\n\t\t\t\tvar i = params.length,\n\t\t\t\t\tcopy = params.concat();\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (params[i] === \"{self}\") {\n\t\t\t\t\t\tcopy[i] = this;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t};\n\t\n\t\t\tp._callback = function(type) {\n\t\t\t\tvar v = this.vars,\n\t\t\t\t\tcallback = v[type],\n\t\t\t\t\tparams = v[type + \"Params\"],\n\t\t\t\t\tscope = v[type + \"Scope\"] || v.callbackScope || this,\n\t\t\t\t\tl = params ? params.length : 0;\n\t\t\t\tswitch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + \"Scope\"] || v.callbackScope || this, v[type + \"Params\"] || _blankArray);\n\t\t\t\t\tcase 0: callback.call(scope); break;\n\t\t\t\t\tcase 1: callback.call(scope, params[0]); break;\n\t\t\t\t\tcase 2: callback.call(scope, params[0], params[1]); break;\n\t\t\t\t\tdefault: callback.apply(scope, params);\n\t\t\t\t}\n\t\t\t};\n\t\n\t//----Animation getters/setters --------------------------------------------------------\n\t\n\t\t\tp.eventCallback = function(type, callback, params, scope) {\n\t\t\t\tif ((type || \"\").substr(0,2) === \"on\") {\n\t\t\t\t\tvar v = this.vars;\n\t\t\t\t\tif (arguments.length === 1) {\n\t\t\t\t\t\treturn v[type];\n\t\t\t\t\t}\n\t\t\t\t\tif (callback == null) {\n\t\t\t\t\t\tdelete v[type];\n\t\t\t\t\t} else {\n\t\t\t\t\t\tv[type] = callback;\n\t\t\t\t\t\tv[type + \"Params\"] = (_isArray(params) && params.join(\"\").indexOf(\"{self}\") !== -1) ? this._swapSelfInParams(params) : params;\n\t\t\t\t\t\tv[type + \"Scope\"] = scope;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === \"onUpdate\") {\n\t\t\t\t\t\tthis._onUpdate = callback;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.delay = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._delay;\n\t\t\t\t}\n\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\tthis.startTime( this._startTime + value - this._delay );\n\t\t\t\t}\n\t\t\t\tthis._delay = value;\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.duration = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\tthis._dirty = false;\n\t\t\t\t\treturn this._duration;\n\t\t\t\t}\n\t\t\t\tthis._duration = this._totalDuration = value;\n\t\t\t\tthis._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration.\n\t\t\t\tif (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) {\n\t\t\t\t\tthis.totalTime(this._totalTime * (value / this._duration), true);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.totalDuration = function(value) {\n\t\t\t\tthis._dirty = false;\n\t\t\t\treturn (!arguments.length) ? this._totalDuration : this.duration(value);\n\t\t\t};\n\t\n\t\t\tp.time = function(value, suppressEvents) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._time;\n\t\t\t\t}\n\t\t\t\tif (this._dirty) {\n\t\t\t\t\tthis.totalDuration();\n\t\t\t\t}\n\t\t\t\treturn this.totalTime((value > this._duration) ? this._duration : value, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.totalTime = function(time, suppressEvents, uncapped) {\n\t\t\t\tif (!_tickerActive) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._totalTime;\n\t\t\t\t}\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tif (time < 0 && !uncapped) {\n\t\t\t\t\t\ttime += this.totalDuration();\n\t\t\t\t\t}\n\t\t\t\t\tif (this._timeline.smoothChildTiming) {\n\t\t\t\t\t\tif (this._dirty) {\n\t\t\t\t\t\t\tthis.totalDuration();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tvar totalDuration = this._totalDuration,\n\t\t\t\t\t\t\ttl = this._timeline;\n\t\t\t\t\t\tif (time > totalDuration && !uncapped) {\n\t\t\t\t\t\t\ttime = totalDuration;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale);\n\t\t\t\t\t\tif (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.\n\t\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed.\n\t\t\t\t\t\tif (tl._timeline) {\n\t\t\t\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\t\t\t\tif (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) {\n\t\t\t\t\t\t\t\t\ttl.totalTime(tl._totalTime, true);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (this._gc) {\n\t\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t\t}\n\t\t\t\t\tif (this._totalTime !== time || this._duration === 0) {\n\t\t\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.render(time, suppressEvents, false);\n\t\t\t\t\t\tif (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.\n\t\t\t\t\t\t\t_lazyRender();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.progress = p.totalProgress = function(value, suppressEvents) {\n\t\t\t\tvar duration = this.duration();\n\t\t\t\treturn (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents);\n\t\t\t};\n\t\n\t\t\tp.startTime = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._startTime;\n\t\t\t\t}\n\t\t\t\tif (value !== this._startTime) {\n\t\t\t\t\tthis._startTime = value;\n\t\t\t\t\tif (this.timeline) if (this.timeline._sortChildren) {\n\t\t\t\t\t\tthis.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.endTime = function(includeRepeats) {\n\t\t\t\treturn this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale;\n\t\t\t};\n\t\n\t\t\tp.timeScale = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._timeScale;\n\t\t\t\t}\n\t\t\t\tvar pauseTime, t;\n\t\t\t\tvalue = value || _tinyNum; //can't allow zero because it'll throw the math off\n\t\t\t\tif (this._timeline && this._timeline.smoothChildTiming) {\n\t\t\t\t\tpauseTime = this._pauseTime;\n\t\t\t\t\tt = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime();\n\t\t\t\t\tthis._startTime = t - ((t - this._startTime) * this._timeScale / value);\n\t\t\t\t}\n\t\t\t\tthis._timeScale = value;\n\t\t\t\tt = this.timeline;\n\t\t\t\twhile (t && t.timeline) { //must update the duration/totalDuration of all ancestor timelines immediately in case in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.\n\t\t\t\t\tt._dirty = true;\n\t\t\t\t\tt.totalDuration();\n\t\t\t\t\tt = t.timeline;\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.reversed = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._reversed;\n\t\t\t\t}\n\t\t\t\tif (value != this._reversed) {\n\t\t\t\t\tthis._reversed = value;\n\t\t\t\t\tthis.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.paused = function(value) {\n\t\t\t\tif (!arguments.length) {\n\t\t\t\t\treturn this._paused;\n\t\t\t\t}\n\t\t\t\tvar tl = this._timeline,\n\t\t\t\t\traw, elapsed;\n\t\t\t\tif (value != this._paused) if (tl) {\n\t\t\t\t\tif (!_tickerActive && !value) {\n\t\t\t\t\t\t_ticker.wake();\n\t\t\t\t\t}\n\t\t\t\t\traw = tl.rawTime();\n\t\t\t\t\telapsed = raw - this._pauseTime;\n\t\t\t\t\tif (!value && tl.smoothChildTiming) {\n\t\t\t\t\t\tthis._startTime += elapsed;\n\t\t\t\t\t\tthis._uncache(false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._pauseTime = value ? raw : null;\n\t\t\t\t\tthis._paused = value;\n\t\t\t\t\tthis._active = this.isActive();\n\t\t\t\t\tif (!value && elapsed !== 0 && this._initted && this.duration()) {\n\t\t\t\t\t\traw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale;\n\t\t\t\t\t\tthis.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this._gc && !value) {\n\t\t\t\t\tthis._enabled(true, false);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * SimpleTimeline\n\t * ----------------------------------------------------------------\n\t */\n\t\t\tvar SimpleTimeline = _class(\"core.SimpleTimeline\", function(vars) {\n\t\t\t\tAnimation.call(this, 0, vars);\n\t\t\t\tthis.autoRemoveChildren = this.smoothChildTiming = true;\n\t\t\t});\n\t\n\t\t\tp = SimpleTimeline.prototype = new Animation();\n\t\t\tp.constructor = SimpleTimeline;\n\t\t\tp.kill()._gc = false;\n\t\t\tp._first = p._last = p._recent = null;\n\t\t\tp._sortChildren = false;\n\t\n\t\t\tp.add = p.insert = function(child, position, align, stagger) {\n\t\t\t\tvar prevTween, st;\n\t\t\t\tchild._startTime = Number(position || 0) + child._delay;\n\t\t\t\tif (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order).\n\t\t\t\t\tchild._pauseTime = this.rawTime() - (child._timeline.rawTime() - child._pauseTime);\n\t\t\t\t}\n\t\t\t\tif (child.timeline) {\n\t\t\t\t\tchild.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one.\n\t\t\t\t}\n\t\t\t\tchild.timeline = child._timeline = this;\n\t\t\t\tif (child._gc) {\n\t\t\t\t\tchild._enabled(true, true);\n\t\t\t\t}\n\t\t\t\tprevTween = this._last;\n\t\t\t\tif (this._sortChildren) {\n\t\t\t\t\tst = child._startTime;\n\t\t\t\t\twhile (prevTween && prevTween._startTime > st) {\n\t\t\t\t\t\tprevTween = prevTween._prev;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (prevTween) {\n\t\t\t\t\tchild._next = prevTween._next;\n\t\t\t\t\tprevTween._next = child;\n\t\t\t\t} else {\n\t\t\t\t\tchild._next = this._first;\n\t\t\t\t\tthis._first = child;\n\t\t\t\t}\n\t\t\t\tif (child._next) {\n\t\t\t\t\tchild._next._prev = child;\n\t\t\t\t} else {\n\t\t\t\t\tthis._last = child;\n\t\t\t\t}\n\t\t\t\tchild._prev = prevTween;\n\t\t\t\tthis._recent = child;\n\t\t\t\tif (this._timeline) {\n\t\t\t\t\tthis._uncache(true);\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp._remove = function(tween, skipDisable) {\n\t\t\t\tif (tween.timeline === this) {\n\t\t\t\t\tif (!skipDisable) {\n\t\t\t\t\t\ttween._enabled(false, true);\n\t\t\t\t\t}\n\t\n\t\t\t\t\tif (tween._prev) {\n\t\t\t\t\t\ttween._prev._next = tween._next;\n\t\t\t\t\t} else if (this._first === tween) {\n\t\t\t\t\t\tthis._first = tween._next;\n\t\t\t\t\t}\n\t\t\t\t\tif (tween._next) {\n\t\t\t\t\t\ttween._next._prev = tween._prev;\n\t\t\t\t\t} else if (this._last === tween) {\n\t\t\t\t\t\tthis._last = tween._prev;\n\t\t\t\t\t}\n\t\t\t\t\ttween._next = tween._prev = tween.timeline = null;\n\t\t\t\t\tif (tween === this._recent) {\n\t\t\t\t\t\tthis._recent = this._last;\n\t\t\t\t\t}\n\t\n\t\t\t\t\tif (this._timeline) {\n\t\t\t\t\t\tthis._uncache(true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn this;\n\t\t\t};\n\t\n\t\t\tp.render = function(time, suppressEvents, force) {\n\t\t\t\tvar tween = this._first,\n\t\t\t\t\tnext;\n\t\t\t\tthis._totalTime = this._time = this._rawPrevTime = time;\n\t\t\t\twhile (tween) {\n\t\t\t\t\tnext = tween._next; //record it here because the value could change after rendering...\n\t\t\t\t\tif (tween._active || (time >= tween._startTime && !tween._paused && !tween._gc)) {\n\t\t\t\t\t\tif (!tween._reversed) {\n\t\t\t\t\t\t\ttween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\ttween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\ttween = next;\n\t\t\t\t}\n\t\t\t};\n\t\n\t\t\tp.rawTime = function() {\n\t\t\t\tif (!_tickerActive) {\n\t\t\t\t\t_ticker.wake();\n\t\t\t\t}\n\t\t\t\treturn this._totalTime;\n\t\t\t};\n\t\n\t/*\n\t * ----------------------------------------------------------------\n\t * TweenLite\n\t * ----------------------------------------------------------------\n\t */\n\t\t\tvar TweenLite = _class(\"TweenLite\", function(target, duration, vars) {\n\t\t\t\t\tAnimation.call(this, duration, vars);\n\t\t\t\t\tthis.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this \"hot\" method)\n\t\n\t\t\t\t\tif (target == null) {\n\t\t\t\t\t\tthrow \"Cannot tween a null target.\";\n\t\t\t\t\t}\n\t\n\t\t\t\t\tthis.target = target = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\t\n\t\t\t\t\tvar isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))),\n\t\t\t\t\t\toverwrite = this.vars.overwrite,\n\t\t\t\t\t\ti, targ, targets;\n\t\n\t\t\t\t\tthis._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === \"number\") ? overwrite >> 0 : _overwriteLookup[overwrite];\n\t\n\t\t\t\t\tif ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== \"number\") {\n\t\t\t\t\t\tthis._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll()\n\t\t\t\t\t\tthis._propLookup = [];\n\t\t\t\t\t\tthis._siblings = [];\n\t\t\t\t\t\tfor (i = 0; i < targets.length; i++) {\n\t\t\t\t\t\t\ttarg = targets[i];\n\t\t\t\t\t\t\tif (!targ) {\n\t\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t} else if (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\ttarg = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings\n\t\t\t\t\t\t\t\tif (typeof(targ) === \"string\") {\n\t\t\t\t\t\t\t\t\ttargets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case)\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t\t} else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that elements pass all the criteria regarding length and the first child having style, so we must also check to ensure the target isn't an HTML node itself.\n\t\t\t\t\t\t\ttargets.splice(i--, 1);\n\t\t\t\t\t\t\tthis._targets = targets = targets.concat(_slice(targ));\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._siblings[i] = _register(targ, this, false);\n\t\t\t\t\t\tif (overwrite === 1) if (this._siblings[i].length > 1) {\n\t\t\t\t\t\t\t_applyOverwrite(targ, this, null, 1, this._siblings[i]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis._propLookup = {};\n\t\t\t\t\tthis._siblings = _register(target, this, false);\n\t\t\t\t\tif (overwrite === 1) if (this._siblings.length > 1) {\n\t\t\t\t\t\t_applyOverwrite(target, this, null, 1, this._siblings);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.immediateRender || (duration === 0 && this._delay === 0 && this.vars.immediateRender !== false)) {\n\t\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative\n\t\t\t\t}\n\t\t\t}, true),\n\t\t\t_isSelector = function(v) {\n\t\t\t\treturn (v && v.length && v !== window && v[0] && (v[0] === window || (v[0].nodeType && v[0].style && !v.nodeType))); //we cannot check \"nodeType\" if the target is window from within an iframe, otherwise it will trigger a security error in some browsers like Firefox.\n\t\t\t},\n\t\t\t_autoCSS = function(vars, target) {\n\t\t\t\tvar css = {},\n\t\t\t\t\tp;\n\t\t\t\tfor (p in vars) {\n\t\t\t\t\tif (!_reservedProps[p] && (!(p in target) || p === \"transform\" || p === \"x\" || p === \"y\" || p === \"width\" || p === \"height\" || p === \"className\" || p === \"border\") && (!_plugins[p] || (_plugins[p] && _plugins[p]._autoCSS))) { //note: elements contain read-only \"x\" and \"y\" properties. We should also prioritize editing css width/height rather than the element's properties.\n\t\t\t\t\t\tcss[p] = vars[p];\n\t\t\t\t\t\tdelete vars[p];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tvars.css = css;\n\t\t\t};\n\n\t\tp = TweenLite.prototype = new Animation();\n\t\tp.constructor = TweenLite;\n\t\tp.kill()._gc = false;\n\n//----TweenLite defaults, overwrite management, and root updates ----------------------------------------------------\n\n\t\tp.ratio = 0;\n\t\tp._firstPT = p._targets = p._overwrittenProps = p._startAt = null;\n\t\tp._notifyPluginsOfEnabled = p._lazy = false;\n\n\t\tTweenLite.version = \"1.20.5\";\n\t\tTweenLite.defaultEase = p._ease = new Ease(null, null, 1, 1);\n\t\tTweenLite.defaultOverwrite = \"auto\";\n\t\tTweenLite.ticker = _ticker;\n\t\tTweenLite.autoSleep = 120;\n\t\tTweenLite.lagSmoothing = function(threshold, adjustedLag) {\n\t\t\t_ticker.lagSmoothing(threshold, adjustedLag);\n\t\t};\n\n\t\tTweenLite.selector = window.$ || window.jQuery || function(e) {\n\t\t\tvar selector = window.$ || window.jQuery;\n\t\t\tif (selector) {\n\t\t\t\tTweenLite.selector = selector;\n\t\t\t\treturn selector(e);\n\t\t\t}\n\t\t\tif (!_doc) { //in some dev environments (like Angular 6), GSAP gets loaded before the document is defined! So re-query it here if/when necessary.\n\t\t\t\t_doc = window.document;\n\t\t\t}\n\t\t\treturn (!_doc) ? e : (_doc.querySelectorAll ? _doc.querySelectorAll(e) : _doc.getElementById((e.charAt(0) === \"#\") ? e.substr(1) : e));\n\t\t};\n\n\t\tvar _lazyTweens = [],\n\t\t\t_lazyLookup = {},\n\t\t\t_numbersExp = /(?:(-|-=|\\+=)?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig,\n\t\t\t_relExp = /[\\+-]=-?[\\.\\d]/,\n\t\t\t//_nonNumbersExp = /(?:([\\-+](?!(\\d|=)))|[^\\d\\-+=e]|(e(?![\\-+][\\d])))+/ig,\n\t\t\t_setRatio = function(v) {\n\t\t\t\tvar pt = this._firstPT,\n\t\t\t\t\tmin = 0.000001,\n\t\t\t\t\tval;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tval = !pt.blob ? pt.c * v + pt.s : (v === 1 && this.end != null) ? this.end : v ? this.join(\"\") : this.start;\n\t\t\t\t\tif (pt.m) {\n\t\t\t\t\t\tval = pt.m.call(this._tween, val, this._target || pt.t, this._tween);\n\t\t\t\t\t} else if (val < min) if (val > -min && !pt.blob) { //prevents issues with converting very small numbers to strings in the browser\n\t\t\t\t\t\tval = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (!pt.f) {\n\t\t\t\t\t\tpt.t[pt.p] = val;\n\t\t\t\t\t} else if (pt.fp) {\n\t\t\t\t\t\tpt.t[pt.p](pt.fp, val);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.t[pt.p](val);\n\t\t\t\t\t}\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t},\n\t\t\t//compares two strings (start/end), finds the numbers that are different and spits back an array representing the whole value but with the changing values isolated as elements. For example, \"rgb(0,0,0)\" and \"rgb(100,50,0)\" would become [\"rgb(\", 0, \",\", 50, \",0)\"]. Notice it merges the parts that are identical (performance optimization). The array also has a linked list of PropTweens attached starting with _firstPT that contain the tweening data (t, p, s, c, f, etc.). It also stores the starting value as a \"start\" property so that we can revert to it if/when necessary, like when a tween rewinds fully. If the quantity of numbers differs between the start and end, it will always prioritize the end value(s). The pt parameter is optional - it's for a PropTween that will be appended to the end of the linked list and is typically for actually setting the value after all of the elements have been updated (with array.join(\"\")).\n\t\t\t_blobDif = function(start, end, filter, pt) {\n\t\t\t\tvar a = [],\n\t\t\t\t\tcharIndex = 0,\n\t\t\t\t\ts = \"\",\n\t\t\t\t\tcolor = 0,\n\t\t\t\t\tstartNums, endNums, num, i, l, nonNumbers, currentNum;\n\t\t\t\ta.start = start;\n\t\t\t\ta.end = end;\n\t\t\t\tstart = a[0] = start + \"\"; //ensure values are strings\n\t\t\t\tend = a[1] = end + \"\";\n\t\t\t\tif (filter) {\n\t\t\t\t\tfilter(a); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.\n\t\t\t\t\tstart = a[0];\n\t\t\t\t\tend = a[1];\n\t\t\t\t}\n\t\t\t\ta.length = 0;\n\t\t\t\tstartNums = start.match(_numbersExp) || [];\n\t\t\t\tendNums = end.match(_numbersExp) || [];\n\t\t\t\tif (pt) {\n\t\t\t\t\tpt._next = null;\n\t\t\t\t\tpt.blob = 1;\n\t\t\t\t\ta._firstPT = a._applyPT = pt; //apply last in the linked list (which means inserting it first)\n\t\t\t\t}\n\t\t\t\tl = endNums.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tcurrentNum = endNums[i];\n\t\t\t\t\tnonNumbers = end.substr(charIndex, end.indexOf(currentNum, charIndex)-charIndex);\n\t\t\t\t\ts += (nonNumbers || !i) ? nonNumbers : \",\"; //note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.\n\t\t\t\t\tcharIndex += nonNumbers.length;\n\t\t\t\t\tif (color) { //sense rgba() values and round them.\n\t\t\t\t\t\tcolor = (color + 1) % 5;\n\t\t\t\t\t} else if (nonNumbers.substr(-5) === \"rgba(\") {\n\t\t\t\t\t\tcolor = 1;\n\t\t\t\t\t}\n\t\t\t\t\tif (currentNum === startNums[i] || startNums.length <= i) {\n\t\t\t\t\t\ts += currentNum;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tif (s) {\n\t\t\t\t\t\t\ta.push(s);\n\t\t\t\t\t\t\ts = \"\";\n\t\t\t\t\t\t}\n\t\t\t\t\t\tnum = parseFloat(startNums[i]);\n\t\t\t\t\t\ta.push(num);\n\t\t\t\t\t\ta._firstPT = {_next: a._firstPT, t:a, p: a.length-1, s:num, c:((currentNum.charAt(1) === \"=\") ? parseInt(currentNum.charAt(0) + \"1\", 10) * parseFloat(currentNum.substr(2)) : (parseFloat(currentNum) - num)) || 0, f:0, m:(color && color < 4) ? Math.round : 0};\n\t\t\t\t\t\t//note: we don't set _prev because we'll never need to remove individual PropTweens from this list.\n\t\t\t\t\t}\n\t\t\t\t\tcharIndex += currentNum.length;\n\t\t\t\t}\n\t\t\t\ts += end.substr(charIndex);\n\t\t\t\tif (s) {\n\t\t\t\t\ta.push(s);\n\t\t\t\t}\n\t\t\t\ta.setRatio = _setRatio;\n\t\t\t\tif (_relExp.test(end)) { //if the end string contains relative values, delete it so that on the final render (in _setRatio()), we don't actually set it to the string with += or -= characters (forces it to use the calculated value).\n\t\t\t\t\ta.end = null;\n\t\t\t\t}\n\t\t\t\treturn a;\n\t\t\t},\n\t\t\t//note: \"funcParam\" is only necessary for function-based getters/setters that require an extra parameter like getAttribute(\"width\") and setAttribute(\"width\", value). In this example, funcParam would be \"width\". Used by AttrPlugin for example.\n\t\t\t_addPropTween = function(target, prop, start, end, overwriteProp, mod, funcParam, stringFilter, index) {\n\t\t\t\tif (typeof(end) === \"function\") {\n\t\t\t\t\tend = end(index || 0, target);\n\t\t\t\t}\n\t\t\t\tvar type = typeof(target[prop]),\n\t\t\t\t\tgetterName = (type !== \"function\") ? \"\" : ((prop.indexOf(\"set\") || typeof(target[\"get\" + prop.substr(3)]) !== \"function\") ? prop : \"get\" + prop.substr(3)),\n\t\t\t\t\ts = (start !== \"get\") ? start : !getterName ? target[prop] : funcParam ? target[getterName](funcParam) : target[getterName](),\n\t\t\t\t\tisRelative = (typeof(end) === \"string\" && end.charAt(1) === \"=\"),\n\t\t\t\t\tpt = {t:target, p:prop, s:s, f:(type === \"function\"), pg:0, n:overwriteProp || prop, m:(!mod ? 0 : (typeof(mod) === \"function\") ? mod : Math.round), pr:0, c:isRelative ? parseInt(end.charAt(0) + \"1\", 10) * parseFloat(end.substr(2)) : (parseFloat(end) - s) || 0},\n\t\t\t\t\tblob;\n\n\t\t\t\tif (typeof(s) !== \"number\" || (typeof(end) !== \"number\" && !isRelative)) {\n\t\t\t\t\tif (funcParam || isNaN(s) || (!isRelative && isNaN(end)) || typeof(s) === \"boolean\" || typeof(end) === \"boolean\") {\n\t\t\t\t\t\t//a blob (string that has multiple numbers in it)\n\t\t\t\t\t\tpt.fp = funcParam;\n\t\t\t\t\t\tblob = _blobDif(s, (isRelative ? (parseFloat(pt.s) + pt.c) + (pt.s + \"\").replace(/[0-9\\-\\.]/g, \"\") : end), stringFilter || TweenLite.defaultStringFilter, pt);\n\t\t\t\t\t\tpt = {t: blob, p: \"setRatio\", s: 0, c: 1, f: 2, pg: 0, n: overwriteProp || prop, pr: 0, m: 0}; //\"2\" indicates it's a Blob property tween. Needed for RoundPropsPlugin for example.\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.s = parseFloat(s);\n\t\t\t\t\t\tif (!isRelative) {\n\t\t\t\t\t\t\tpt.c = (parseFloat(end) - pt.s) || 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (pt.c) { //only add it to the linked list if there's a change.\n\t\t\t\t\tif ((pt._next = this._firstPT)) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\t\t\t\t\tthis._firstPT = pt;\n\t\t\t\t\treturn pt;\n\t\t\t\t}\n\t\t\t},\n\t\t\t_internals = TweenLite._internals = {isArray:_isArray, isSelector:_isSelector, lazyTweens:_lazyTweens, blobDif:_blobDif}, //gives us a way to expose certain private values to other GreenSock classes without contaminating tha main TweenLite object.\n\t\t\t_plugins = TweenLite._plugins = {},\n\t\t\t_tweenLookup = _internals.tweenLookup = {},\n\t\t\t_tweenLookupNum = 0,\n\t\t\t_reservedProps = _internals.reservedProps = {ease:1, delay:1, overwrite:1, onComplete:1, onCompleteParams:1, onCompleteScope:1, useFrames:1, runBackwards:1, startAt:1, onUpdate:1, onUpdateParams:1, onUpdateScope:1, onStart:1, onStartParams:1, onStartScope:1, onReverseComplete:1, onReverseCompleteParams:1, onReverseCompleteScope:1, onRepeat:1, onRepeatParams:1, onRepeatScope:1, easeParams:1, yoyo:1, immediateRender:1, repeat:1, repeatDelay:1, data:1, paused:1, reversed:1, autoCSS:1, lazy:1, onOverwrite:1, callbackScope:1, stringFilter:1, id:1, yoyoEase:1},\n\t\t\t_overwriteLookup = {none:0, all:1, auto:2, concurrent:3, allOnStart:4, preexisting:5, \"true\":1, \"false\":0},\n\t\t\t_rootFramesTimeline = Animation._rootFramesTimeline = new SimpleTimeline(),\n\t\t\t_rootTimeline = Animation._rootTimeline = new SimpleTimeline(),\n\t\t\t_nextGCFrame = 30,\n\t\t\t_lazyRender = _internals.lazyRender = function() {\n\t\t\t\tvar i = _lazyTweens.length,\n\t\t\t\t\ttween;\n\t\t\t\t_lazyLookup = {};\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ttween = _lazyTweens[i];\n\t\t\t\t\tif (tween && tween._lazy !== false) {\n\t\t\t\t\t\ttween.render(tween._lazy[0], tween._lazy[1], true);\n\t\t\t\t\t\ttween._lazy = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t_lazyTweens.length = 0;\n\t\t\t};\n\n\t\t_rootTimeline._startTime = _ticker.time;\n\t\t_rootFramesTimeline._startTime = _ticker.frame;\n\t\t_rootTimeline._active = _rootFramesTimeline._active = true;\n\t\tsetTimeout(_lazyRender, 1); //on some mobile devices, there isn't a \"tick\" before code runs which means any lazy renders wouldn't run before the next official \"tick\".\n\n\t\tAnimation._updateRoot = TweenLite.render = function() {\n\t\t\t\tvar i, a, p;\n\t\t\t\tif (_lazyTweens.length) { //if code is run outside of the requestAnimationFrame loop, there may be tweens queued AFTER the engine refreshed, so we need to ensure any pending renders occur before we refresh again.\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\t_rootTimeline.render((_ticker.time - _rootTimeline._startTime) * _rootTimeline._timeScale, false, false);\n\t\t\t\t_rootFramesTimeline.render((_ticker.frame - _rootFramesTimeline._startTime) * _rootFramesTimeline._timeScale, false, false);\n\t\t\t\tif (_lazyTweens.length) {\n\t\t\t\t\t_lazyRender();\n\t\t\t\t}\n\t\t\t\tif (_ticker.frame >= _nextGCFrame) { //dump garbage every 120 frames or whatever the user sets TweenLite.autoSleep to\n\t\t\t\t\t_nextGCFrame = _ticker.frame + (parseInt(TweenLite.autoSleep, 10) || 120);\n\t\t\t\t\tfor (p in _tweenLookup) {\n\t\t\t\t\t\ta = _tweenLookup[p].tweens;\n\t\t\t\t\t\ti = a.length;\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i]._gc) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (a.length === 0) {\n\t\t\t\t\t\t\tdelete _tweenLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t//if there are no more tweens in the root timelines, or if they're all paused, make the _timer sleep to reduce load on the CPU slightly\n\t\t\t\t\tp = _rootTimeline._first;\n\t\t\t\t\tif (!p || p._paused) if (TweenLite.autoSleep && !_rootFramesTimeline._first && _ticker._listeners.tick.length === 1) {\n\t\t\t\t\t\twhile (p && p._paused) {\n\t\t\t\t\t\t\tp = p._next;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!p) {\n\t\t\t\t\t\t\t_ticker.sleep();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t_ticker.addEventListener(\"tick\", Animation._updateRoot);\n\n\t\tvar _register = function(target, tween, scrub) {\n\t\t\t\tvar id = target._gsTweenID, a, i;\n\t\t\t\tif (!_tweenLookup[id || (target._gsTweenID = id = \"t\" + (_tweenLookupNum++))]) {\n\t\t\t\t\t_tweenLookup[id] = {target:target, tweens:[]};\n\t\t\t\t}\n\t\t\t\tif (tween) {\n\t\t\t\t\ta = _tweenLookup[id].tweens;\n\t\t\t\t\ta[(i = a.length)] = tween;\n\t\t\t\t\tif (scrub) {\n\t\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\t\tif (a[i] === tween) {\n\t\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn _tweenLookup[id].tweens;\n\t\t\t},\n\t\t\t_onOverwrite = function(overwrittenTween, overwritingTween, target, killedProps) {\n\t\t\t\tvar func = overwrittenTween.vars.onOverwrite, r1, r2;\n\t\t\t\tif (func) {\n\t\t\t\t\tr1 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\tfunc = TweenLite.onOverwrite;\n\t\t\t\tif (func) {\n\t\t\t\t\tr2 = func(overwrittenTween, overwritingTween, target, killedProps);\n\t\t\t\t}\n\t\t\t\treturn (r1 !== false && r2 !== false);\n\t\t\t},\n\t\t\t_applyOverwrite = function(target, tween, props, mode, siblings) {\n\t\t\t\tvar i, changed, curTween, l;\n\t\t\t\tif (mode === 1 || mode >= 4) {\n\t\t\t\t\tl = siblings.length;\n\t\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\t\tif ((curTween = siblings[i]) !== tween) {\n\t\t\t\t\t\t\tif (!curTween._gc) {\n\t\t\t\t\t\t\t\tif (curTween._kill(null, target, tween)) {\n\t\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else if (mode === 5) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\treturn changed;\n\t\t\t\t}\n\t\t\t\t//NOTE: Add 0.0000000001 to overcome floating point errors that can cause the startTime to be VERY slightly off (when a tween's time() is set for example)\n\t\t\t\tvar startTime = tween._startTime + _tinyNum,\n\t\t\t\t\toverlaps = [],\n\t\t\t\t\toCount = 0,\n\t\t\t\t\tzeroDur = (tween._duration === 0),\n\t\t\t\t\tglobalStart;\n\t\t\t\ti = siblings.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif ((curTween = siblings[i]) === tween || curTween._gc || curTween._paused) {\n\t\t\t\t\t\t//ignore\n\t\t\t\t\t} else if (curTween._timeline !== tween._timeline) {\n\t\t\t\t\t\tglobalStart = globalStart || _checkOverlap(tween, 0, zeroDur);\n\t\t\t\t\t\tif (_checkOverlap(curTween, globalStart, zeroDur) === 0) {\n\t\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (curTween._startTime <= startTime) if (curTween._startTime + curTween.totalDuration() / curTween._timeScale > startTime) if (!((zeroDur || !curTween._initted) && startTime - curTween._startTime <= 0.0000000002)) {\n\t\t\t\t\t\toverlaps[oCount++] = curTween;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\ti = oCount;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tcurTween = overlaps[i];\n\t\t\t\t\tif (mode === 2) if (curTween._kill(props, target, tween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (mode !== 2 || (!curTween._firstPT && curTween._initted)) {\n\t\t\t\t\t\tif (mode !== 2 && !_onOverwrite(curTween, tween)) {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (curTween._enabled(false, false)) { //if all property tweens have been overwritten, kill the tween.\n\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn changed;\n\t\t\t},\n\t\t\t_checkOverlap = function(tween, reference, zeroDur) {\n\t\t\t\tvar tl = tween._timeline,\n\t\t\t\t\tts = tl._timeScale,\n\t\t\t\t\tt = tween._startTime;\n\t\t\t\twhile (tl._timeline) {\n\t\t\t\t\tt += tl._startTime;\n\t\t\t\t\tts *= tl._timeScale;\n\t\t\t\t\tif (tl._paused) {\n\t\t\t\t\t\treturn -100;\n\t\t\t\t\t}\n\t\t\t\t\ttl = tl._timeline;\n\t\t\t\t}\n\t\t\t\tt /= ts;\n\t\t\t\treturn (t > reference) ? t - reference : ((zeroDur && t === reference) || (!tween._initted && t - reference < 2 * _tinyNum)) ? _tinyNum : ((t += tween.totalDuration() / tween._timeScale / ts) > reference + _tinyNum) ? 0 : t - reference - _tinyNum;\n\t\t\t};\n\n\n//---- TweenLite instance methods -----------------------------------------------------------------------------\n\n\t\tp._init = function() {\n\t\t\tvar v = this.vars,\n\t\t\t\top = this._overwrittenProps,\n\t\t\t\tdur = this._duration,\n\t\t\t\timmediate = !!v.immediateRender,\n\t\t\t\tease = v.ease,\n\t\t\t\ti, initPlugins, pt, p, startVars, l;\n\t\t\tif (v.startAt) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true); //if we've run a startAt previously (when the tween instantiated), we should revert it so that the values re-instantiate correctly particularly for relative tweens. Without this, a TweenLite.fromTo(obj, 1, {x:\"+=100\"}, {x:\"-=100\"}), for example, would actually jump to +=200 because the startAt would run twice, doubling the relative change.\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t}\n\t\t\t\tstartVars = {};\n\t\t\t\tfor (p in v.startAt) { //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, 1, from, to).fromTo(e, 1, to, from);\n\t\t\t\t\tstartVars[p] = v.startAt[p];\n\t\t\t\t}\n\t\t\t\tstartVars.data = \"isStart\";\n\t\t\t\tstartVars.overwrite = false;\n\t\t\t\tstartVars.immediateRender = true;\n\t\t\t\tstartVars.lazy = (immediate && v.lazy !== false);\n\t\t\t\tstartVars.startAt = startVars.delay = null; //no nesting of startAt objects allowed (otherwise it could cause an infinite loop).\n\t\t\t\tstartVars.onUpdate = v.onUpdate;\n\t\t\t\tstartVars.onUpdateParams = v.onUpdateParams;\n\t\t\t\tstartVars.onUpdateScope = v.onUpdateScope || v.callbackScope || this;\n\t\t\t\tthis._startAt = TweenLite.to(this.target || {}, 0, startVars);\n\t\t\t\tif (immediate) {\n\t\t\t\t\tif (this._time > 0) {\n\t\t\t\t\t\tthis._startAt = null; //tweens that render immediately (like most from() and fromTo() tweens) shouldn't revert when their parent timeline's playhead goes backward past the startTime because the initial render could have happened anytime and it shouldn't be directly correlated to this tween's startTime. Imagine setting up a complex animation where the beginning states of various objects are rendered immediately but the tween doesn't happen for quite some time - if we revert to the starting values as soon as the playhead goes backward past the tween's startTime, it will throw things off visually. Reversion should only happen in TimelineLite/Max instances where immediateRender was false (which is the default in the convenience methods like from()).\n\t\t\t\t\t} else if (dur !== 0) {\n\t\t\t\t\t\treturn; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a TimelineLite or TimelineMax, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (v.runBackwards && dur !== 0) {\n\t\t\t\t//from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tthis._startAt.render(-1, true);\n\t\t\t\t\tthis._startAt.kill();\n\t\t\t\t\tthis._startAt = null;\n\t\t\t\t} else {\n\t\t\t\t\tif (this._time !== 0) { //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0\n\t\t\t\t\t\timmediate = false;\n\t\t\t\t\t}\n\t\t\t\t\tpt = {};\n\t\t\t\t\tfor (p in v) { //copy props into a new object and skip any reserved props, otherwise onComplete or onUpdate or onStart could fire. We should, however, permit autoCSS to go through.\n\t\t\t\t\t\tif (!_reservedProps[p] || p === \"autoCSS\") {\n\t\t\t\t\t\t\tpt[p] = v[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tpt.overwrite = 0;\n\t\t\t\t\tpt.data = \"isFromStart\"; //we tag the tween with as \"isFromStart\" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a \"from()\" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:\"height\", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.\n\t\t\t\t\tpt.lazy = (immediate && v.lazy !== false);\n\t\t\t\t\tpt.immediateRender = immediate; //zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)\n\t\t\t\t\tthis._startAt = TweenLite.to(this.target, 0, pt);\n\t\t\t\t\tif (!immediate) {\n\t\t\t\t\t\tthis._startAt._init(); //ensures that the initial values are recorded\n\t\t\t\t\t\tthis._startAt._enabled(false); //no need to have the tween render on the next cycle. Disable it because we'll always manually control the renders of the _startAt tween.\n\t\t\t\t\t\tif (this.vars.immediateRender) {\n\t\t\t\t\t\t\tthis._startAt = null;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else if (this._time === 0) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._ease = ease = (!ease) ? TweenLite.defaultEase : (ease instanceof Ease) ? ease : (typeof(ease) === \"function\") ? new Ease(ease, v.easeParams) : _easeMap[ease] || TweenLite.defaultEase;\n\t\t\tif (v.easeParams instanceof Array && ease.config) {\n\t\t\t\tthis._ease = ease.config.apply(ease, v.easeParams);\n\t\t\t}\n\t\t\tthis._easeType = this._ease._type;\n\t\t\tthis._easePower = this._ease._power;\n\t\t\tthis._firstPT = null;\n\n\t\t\tif (this._targets) {\n\t\t\t\tl = this._targets.length;\n\t\t\t\tfor (i = 0; i < l; i++) {\n\t\t\t\t\tif ( this._initProps( this._targets[i], (this._propLookup[i] = {}), this._siblings[i], (op ? op[i] : null), i) ) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tinitPlugins = this._initProps(this.target, this._propLookup, this._siblings, op, 0);\n\t\t\t}\n\n\t\t\tif (initPlugins) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onInitAllProps\", this); //reorders the array in order of priority. Uses a static TweenPlugin method in order to minimize file size in TweenLite\n\t\t\t}\n\t\t\tif (op) if (!this._firstPT) if (typeof(this.target) !== \"function\") { //if all tweening properties have been overwritten, kill the tween. If the target is a function, it's probably a delayedCall so let it live.\n\t\t\t\tthis._enabled(false, false);\n\t\t\t}\n\t\t\tif (v.runBackwards) {\n\t\t\t\tpt = this._firstPT;\n\t\t\t\twhile (pt) {\n\t\t\t\t\tpt.s += pt.c;\n\t\t\t\t\tpt.c = -pt.c;\n\t\t\t\t\tpt = pt._next;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._onUpdate = v.onUpdate;\n\t\t\tthis._initted = true;\n\t\t};\n\n\t\tp._initProps = function(target, propLookup, siblings, overwrittenProps, index) {\n\t\t\tvar p, i, initPlugins, plugin, pt, v;\n\t\t\tif (target == null) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tif (_lazyLookup[target._gsTweenID]) {\n\t\t\t\t_lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)\n\t\t\t}\n\n\t\t\tif (!this.vars.css) if (target.style) if (target !== window && target.nodeType) if (_plugins.css) if (this.vars.autoCSS !== false) { //it's so common to use TweenLite/Max to animate the css of DOM elements, we assume that if the target is a DOM element, that's what is intended (a convenience so that users don't have to wrap things in css:{}, although we still recommend it for a slight performance boost and better specificity). Note: we cannot check \"nodeType\" on the window inside an iframe.\n\t\t\t\t_autoCSS(this.vars, target);\n\t\t\t}\n\t\t\tfor (p in this.vars) {\n\t\t\t\tv = this.vars[p];\n\t\t\t\tif (_reservedProps[p]) {\n\t\t\t\t\tif (v) if ((v instanceof Array) || (v.push && _isArray(v))) if (v.join(\"\").indexOf(\"{self}\") !== -1) {\n\t\t\t\t\t\tthis.vars[p] = v = this._swapSelfInParams(v, this);\n\t\t\t\t\t}\n\n\t\t\t\t} else if (_plugins[p] && (plugin = new _plugins[p]())._onInitTween(target, this.vars[p], this, index)) {\n\n\t\t\t\t\t//t - target \t\t[object]\n\t\t\t\t\t//p - property \t\t[string]\n\t\t\t\t\t//s - start\t\t\t[number]\n\t\t\t\t\t//c - change\t\t[number]\n\t\t\t\t\t//f - isFunction\t[boolean]\n\t\t\t\t\t//n - name\t\t\t[string]\n\t\t\t\t\t//pg - isPlugin \t[boolean]\n\t\t\t\t\t//pr - priority\t\t[number]\n\t\t\t\t\t//m - mod [function | 0]\n\t\t\t\t\tthis._firstPT = pt = {_next:this._firstPT, t:plugin, p:\"setRatio\", s:0, c:1, f:1, n:p, pg:1, pr:plugin._priority, m:0};\n\t\t\t\t\ti = plugin._overwriteProps.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tpropLookup[plugin._overwriteProps[i]] = this._firstPT;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._priority || plugin._onInitAllProps) {\n\t\t\t\t\t\tinitPlugins = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (plugin._onDisable || plugin._onEnable) {\n\t\t\t\t\t\tthis._notifyPluginsOfEnabled = true;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt;\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup[p] = _addPropTween.call(this, target, p, \"get\", v, p, 0, null, this.vars.stringFilter, index);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (overwrittenProps) if (this._kill(overwrittenProps, target)) { //another tween may have tried to overwrite properties of this tween before init() was called (like if two tweens start at the same time, the one created second will run first)\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._overwrite > 1) if (this._firstPT) if (siblings.length > 1) if (_applyOverwrite(target, this, propLookup, this._overwrite, siblings)) {\n\t\t\t\tthis._kill(propLookup, target);\n\t\t\t\treturn this._initProps(target, propLookup, siblings, overwrittenProps, index);\n\t\t\t}\n\t\t\tif (this._firstPT) if ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration)) { //zero duration tweens don't lazy render by default; everything else does.\n\t\t\t\t_lazyLookup[target._gsTweenID] = true;\n\t\t\t}\n\t\t\treturn initPlugins;\n\t\t};\n\n\t\tp.render = function(time, suppressEvents, force) {\n\t\t\tvar prevTime = this._time,\n\t\t\t\tduration = this._duration,\n\t\t\t\tprevRawPrevTime = this._rawPrevTime,\n\t\t\t\tisComplete, callback, pt, rawPrevTime;\n\t\t\tif (time >= duration - 0.0000001 && time >= 0) { //to work around occasional floating point math artifacts.\n\t\t\t\tthis._totalTime = this._time = duration;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(1) : 1;\n\t\t\t\tif (!this._reversed ) {\n\t\t\t\t\tisComplete = true;\n\t\t\t\t\tcallback = \"onComplete\";\n\t\t\t\t\tforce = (force || this._timeline.autoRemoveChildren); //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline.\n\t\t\t\t}\n\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\tif (this._startTime === this._timeline._duration) { //if a zero-duration tween is at the VERY end of a timeline and that timeline renders at its end, it will typically add a tiny bit of cushion to the render time to prevent rounding errors from getting in the way of tweens rendering their VERY end. If we then reverse() that timeline, the zero-duration tween will trigger its onReverseComplete even though technically the playhead didn't pass over it again. It's a very specific edge case we must accommodate.\n\t\t\t\t\t\ttime = 0;\n\t\t\t\t\t}\n\t\t\t\t\tif (prevRawPrevTime < 0 || (time <= 0 && time >= -0.0000001) || (prevRawPrevTime === _tinyNum && this.data !== \"isPause\")) if (prevRawPrevTime !== time) { //note: when this.data is \"isPause\", it's a callback added by addPause() on a timeline that we should not be triggered when LEAVING its exact start time. In other words, tl.addPause(1).play(1) shouldn't pause.\n\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\tif (prevRawPrevTime > _tinyNum) {\n\t\t\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t}\n\n\t\t\t} else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0.\n\t\t\t\tthis._totalTime = this._time = 0;\n\t\t\t\tthis.ratio = this._ease._calcEnd ? this._ease.getRatio(0) : 0;\n\t\t\t\tif (prevTime !== 0 || (duration === 0 && prevRawPrevTime > 0)) {\n\t\t\t\t\tcallback = \"onReverseComplete\";\n\t\t\t\t\tisComplete = this._reversed;\n\t\t\t\t}\n\t\t\t\tif (time < 0) {\n\t\t\t\t\tthis._active = false;\n\t\t\t\t\tif (duration === 0) if (this._initted || !this.vars.lazy || force) { //zero-duration tweens are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the \"playhead\" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's \"playhead\" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered.\n\t\t\t\t\t\tif (prevRawPrevTime >= 0 && !(prevRawPrevTime === _tinyNum && this.data === \"isPause\")) {\n\t\t\t\t\t\t\tforce = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis._rawPrevTime = rawPrevTime = (!suppressEvents || time || prevRawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (!this._initted || (this._startAt && this._startAt.progress())) { //if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately. Also, we check progress() because if startAt has already rendered at its end, we should force a render at its beginning. Otherwise, if you put the playhead directly on top of where a fromTo({immediateRender:false}) starts, and then move it backwards, the from() won't revert its values.\n\t\t\t\t\tforce = true;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._totalTime = this._time = time;\n\n\t\t\t\tif (this._easeType) {\n\t\t\t\t\tvar r = time / duration, type = this._easeType, pow = this._easePower;\n\t\t\t\t\tif (type === 1 || (type === 3 && r >= 0.5)) {\n\t\t\t\t\t\tr = 1 - r;\n\t\t\t\t\t}\n\t\t\t\t\tif (type === 3) {\n\t\t\t\t\t\tr *= 2;\n\t\t\t\t\t}\n\t\t\t\t\tif (pow === 1) {\n\t\t\t\t\t\tr *= r;\n\t\t\t\t\t} else if (pow === 2) {\n\t\t\t\t\t\tr *= r * r;\n\t\t\t\t\t} else if (pow === 3) {\n\t\t\t\t\t\tr *= r * r * r;\n\t\t\t\t\t} else if (pow === 4) {\n\t\t\t\t\t\tr *= r * r * r * r;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (type === 1) {\n\t\t\t\t\t\tthis.ratio = 1 - r;\n\t\t\t\t\t} else if (type === 2) {\n\t\t\t\t\t\tthis.ratio = r;\n\t\t\t\t\t} else if (time / duration < 0.5) {\n\t\t\t\t\t\tthis.ratio = r / 2;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.ratio = 1 - (r / 2);\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(time / duration);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (this._time === prevTime && !force) {\n\t\t\t\treturn;\n\t\t\t} else if (!this._initted) {\n\t\t\t\tthis._init();\n\t\t\t\tif (!this._initted || this._gc) { //immediateRender tweens typically won't initialize until the playhead advances (_time is greater than 0) in order to ensure that overwriting occurs properly. Also, if all of the tweening properties have been overwritten (which would cause _gc to be true, as set in _init()), we shouldn't continue otherwise an onStart callback could be called for example.\n\t\t\t\t\treturn;\n\t\t\t\t} else if (!force && this._firstPT && ((this.vars.lazy !== false && this._duration) || (this.vars.lazy && !this._duration))) {\n\t\t\t\t\tthis._time = this._totalTime = prevTime;\n\t\t\t\t\tthis._rawPrevTime = prevRawPrevTime;\n\t\t\t\t\t_lazyTweens.push(this);\n\t\t\t\t\tthis._lazy = [time, suppressEvents];\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t//_ease is initially set to defaultEase, so now that init() has run, _ease is set properly and we need to recalculate the ratio. Overall this is faster than using conditional logic earlier in the method to avoid having to set ratio twice because we only init() once but renderTime() gets called VERY frequently.\n\t\t\t\tif (this._time && !isComplete) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio(this._time / duration);\n\t\t\t\t} else if (isComplete && this._ease._calcEnd) {\n\t\t\t\t\tthis.ratio = this._ease.getRatio((this._time === 0) ? 0 : 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this._lazy !== false) { //in case a lazy render is pending, we should flush it because the new render is occurring now (imagine a lazy tween instantiating and then immediately the user calls tween.seek(tween.duration()), skipping to the end - the end render would be forced, and then if we didn't flush the lazy render, it'd fire AFTER the seek(), rendering it at the wrong time.\n\t\t\t\tthis._lazy = false;\n\t\t\t}\n\t\t\tif (!this._active) if (!this._paused && this._time !== prevTime && time >= 0) {\n\t\t\t\tthis._active = true; //so that if the user renders a tween (as opposed to the timeline rendering it), the timeline is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the tween already finished but the user manually re-renders it as halfway done.\n\t\t\t}\n\t\t\tif (prevTime === 0) {\n\t\t\t\tif (this._startAt) {\n\t\t\t\t\tif (time >= 0) {\n\t\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t\t} else if (!callback) {\n\t\t\t\t\t\tcallback = \"_dummyGS\"; //if no callback is defined, use a dummy value just so that the condition at the end evaluates as true because _startAt should render AFTER the normal render loop when the time is negative. We could handle this in a more intuitive way, of course, but the render loop is the MOST important thing to optimize, so this technique allows us to avoid adding extra conditional logic in a high-frequency area.\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (this.vars.onStart) if (this._time !== 0 || duration === 0) if (!suppressEvents) {\n\t\t\t\t\tthis._callback(\"onStart\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tpt = this._firstPT;\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.f) {\n\t\t\t\t\tpt.t[pt.p](pt.c * this.ratio + pt.s);\n\t\t\t\t} else {\n\t\t\t\t\tpt.t[pt.p] = pt.c * this.ratio + pt.s;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\n\t\t\tif (this._onUpdate) {\n\t\t\t\tif (time < 0) if (this._startAt && time !== -0.0001) { //if the tween is positioned at the VERY beginning (_startTime 0) of its parent timeline, it's illegal for the playhead to go back further, so we should not render the recorded startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents) if (this._time !== prevTime || isComplete || force) {\n\t\t\t\t\tthis._callback(\"onUpdate\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (callback) if (!this._gc || force) { //check _gc because there's a chance that kill() could be called in an onUpdate\n\t\t\t\tif (time < 0 && this._startAt && !this._onUpdate && time !== -0.0001) { //-0.0001 is a special value that we use when looping back to the beginning of a repeated TimelineMax, in which case we shouldn't render the _startAt values.\n\t\t\t\t\tthis._startAt.render(time, true, force);\n\t\t\t\t}\n\t\t\t\tif (isComplete) {\n\t\t\t\t\tif (this._timeline.autoRemoveChildren) {\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t\tthis._active = false;\n\t\t\t\t}\n\t\t\t\tif (!suppressEvents && this.vars[callback]) {\n\t\t\t\t\tthis._callback(callback);\n\t\t\t\t}\n\t\t\t\tif (duration === 0 && this._rawPrevTime === _tinyNum && rawPrevTime !== _tinyNum) { //the onComplete or onReverseComplete could trigger movement of the playhead and for zero-duration tweens (which must discern direction) that land directly back on their start time, we don't want to fire again on the next render. Think of several addPause()'s in a timeline that forces the playhead to a certain spot, but what if it's already paused and another tween is tweening the \"time\" of the timeline? Each time it moves [forward] past that spot, it would move back, and since suppressEvents is true, it'd reset _rawPrevTime to _tinyNum so that when it begins again, the callback would fire (so ultimately it could bounce back and forth during that tween). Again, this is a very uncommon scenario, but possible nonetheless.\n\t\t\t\t\tthis._rawPrevTime = 0;\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tp._kill = function(vars, target, overwritingTween) {\n\t\t\tif (vars === \"all\") {\n\t\t\t\tvars = null;\n\t\t\t}\n\t\t\tif (vars == null) if (target == null || target === this.target) {\n\t\t\t\tthis._lazy = false;\n\t\t\t\treturn this._enabled(false, false);\n\t\t\t}\n\t\t\ttarget = (typeof(target) !== \"string\") ? (target || this._targets || this.target) : TweenLite.selector(target) || target;\n\t\t\tvar simultaneousOverwrite = (overwritingTween && this._time && overwritingTween._startTime === this._startTime && this._timeline === overwritingTween._timeline),\n\t\t\t\ti, overwrittenProps, p, pt, propLookup, changed, killProps, record, killed;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (this._kill(vars, target[i], overwritingTween)) {\n\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tif (this._targets) {\n\t\t\t\t\ti = this._targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tif (target === this._targets[i]) {\n\t\t\t\t\t\t\tpropLookup = this._propLookup[i] || {};\n\t\t\t\t\t\t\tthis._overwrittenProps = this._overwrittenProps || [];\n\t\t\t\t\t\t\toverwrittenProps = this._overwrittenProps[i] = vars ? this._overwrittenProps[i] || {} : \"all\";\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else if (target !== this.target) {\n\t\t\t\t\treturn false;\n\t\t\t\t} else {\n\t\t\t\t\tpropLookup = this._propLookup;\n\t\t\t\t\toverwrittenProps = this._overwrittenProps = vars ? this._overwrittenProps || {} : \"all\";\n\t\t\t\t}\n\n\t\t\t\tif (propLookup) {\n\t\t\t\t\tkillProps = vars || propLookup;\n\t\t\t\t\trecord = (vars !== overwrittenProps && overwrittenProps !== \"all\" && vars !== propLookup && (typeof(vars) !== \"object\" || !vars._tempKill)); //_tempKill is a super-secret way to delete a particular tweening property but NOT have it remembered as an official overwritten property (like in BezierPlugin)\n\t\t\t\t\tif (overwritingTween && (TweenLite.onOverwrite || this.vars.onOverwrite)) {\n\t\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\t\tif (propLookup[p]) {\n\t\t\t\t\t\t\t\tif (!killed) {\n\t\t\t\t\t\t\t\t\tkilled = [];\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tkilled.push(p);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((killed || !vars) && !_onOverwrite(this, overwritingTween, target, killed)) { //if the onOverwrite returned false, that means the user wants to override the overwriting (cancel it).\n\t\t\t\t\t\t\treturn false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (p in killProps) {\n\t\t\t\t\t\tif ((pt = propLookup[p])) {\n\t\t\t\t\t\t\tif (simultaneousOverwrite) { //if another tween overwrites this one and they both start at exactly the same time, yet this tween has already rendered once (for example, at 0.001) because it's first in the queue, we should revert the values to where they were at 0 so that the starting values aren't contaminated on the overwriting tween.\n\t\t\t\t\t\t\t\tif (pt.f) {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p](pt.s);\n\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\tpt.t[pt.p] = pt.s;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tchanged = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (pt.pg && pt.t._kill(killProps)) {\n\t\t\t\t\t\t\t\tchanged = true; //some plugins need to be notified so they can perform cleanup tasks first\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tif (!pt.pg || pt.t._overwriteProps.length === 0) {\n\t\t\t\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\t\t\t} else if (pt === this._firstPT) {\n\t\t\t\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tpt._next = pt._prev = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tdelete propLookup[p];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (record) {\n\t\t\t\t\t\t\toverwrittenProps[p] = 1;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif (!this._firstPT && this._initted) { //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.\n\t\t\t\t\t\tthis._enabled(false, false);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tp.invalidate = function() {\n\t\t\tif (this._notifyPluginsOfEnabled) {\n\t\t\t\tTweenLite._onPluginEvent(\"_onDisable\", this);\n\t\t\t}\n\t\t\tthis._firstPT = this._overwrittenProps = this._startAt = this._onUpdate = null;\n\t\t\tthis._notifyPluginsOfEnabled = this._active = this._lazy = false;\n\t\t\tthis._propLookup = (this._targets) ? {} : [];\n\t\t\tAnimation.prototype.invalidate.call(this);\n\t\t\tif (this.vars.immediateRender) {\n\t\t\t\tthis._time = -_tinyNum; //forces a render without having to set the render() \"force\" parameter to true because we want to allow lazying by default (using the \"force\" parameter always forces an immediate full render)\n\t\t\t\tthis.render(Math.min(0, -this._delay)); //in case delay is negative.\n\t\t\t}\n\t\t\treturn this;\n\t\t};\n\n\t\tp._enabled = function(enabled, ignoreTimeline) {\n\t\t\tif (!_tickerActive) {\n\t\t\t\t_ticker.wake();\n\t\t\t}\n\t\t\tif (enabled && this._gc) {\n\t\t\t\tvar targets = this._targets,\n\t\t\t\t\ti;\n\t\t\t\tif (targets) {\n\t\t\t\t\ti = targets.length;\n\t\t\t\t\twhile (--i > -1) {\n\t\t\t\t\t\tthis._siblings[i] = _register(targets[i], this, true);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis._siblings = _register(this.target, this, true);\n\t\t\t\t}\n\t\t\t}\n\t\t\tAnimation.prototype._enabled.call(this, enabled, ignoreTimeline);\n\t\t\tif (this._notifyPluginsOfEnabled) if (this._firstPT) {\n\t\t\t\treturn TweenLite._onPluginEvent((enabled ? \"_onEnable\" : \"_onDisable\"), this);\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\n//----TweenLite static methods -----------------------------------------------------\n\n\t\tTweenLite.to = function(target, duration, vars) {\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.from = function(target, duration, vars) {\n\t\t\tvars.runBackwards = true;\n\t\t\tvars.immediateRender = (vars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, vars);\n\t\t};\n\n\t\tTweenLite.fromTo = function(target, duration, fromVars, toVars) {\n\t\t\ttoVars.startAt = fromVars;\n\t\t\ttoVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false);\n\t\t\treturn new TweenLite(target, duration, toVars);\n\t\t};\n\n\t\tTweenLite.delayedCall = function(delay, callback, params, scope, useFrames) {\n\t\t\treturn new TweenLite(callback, 0, {delay:delay, onComplete:callback, onCompleteParams:params, callbackScope:scope, onReverseComplete:callback, onReverseCompleteParams:params, immediateRender:false, lazy:false, useFrames:useFrames, overwrite:0});\n\t\t};\n\n\t\tTweenLite.set = function(target, vars) {\n\t\t\treturn new TweenLite(target, 0, vars);\n\t\t};\n\n\t\tTweenLite.getTweensOf = function(target, onlyActive) {\n\t\t\tif (target == null) { return []; }\n\t\t\ttarget = (typeof(target) !== \"string\") ? target : TweenLite.selector(target) || target;\n\t\t\tvar i, a, j, t;\n\t\t\tif ((_isArray(target) || _isSelector(target)) && typeof(target[0]) !== \"number\") {\n\t\t\t\ti = target.length;\n\t\t\t\ta = [];\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\ta = a.concat(TweenLite.getTweensOf(target[i], onlyActive));\n\t\t\t\t}\n\t\t\t\ti = a.length;\n\t\t\t\t//now get rid of any duplicates (tweens of arrays of objects could cause duplicates)\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tt = a[i];\n\t\t\t\t\tj = i;\n\t\t\t\t\twhile (--j > -1) {\n\t\t\t\t\t\tif (t === a[j]) {\n\t\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (target._gsTweenID) {\n\t\t\t\ta = _register(target).concat();\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (a[i]._gc || (onlyActive && !a[i].isActive())) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn a || [];\n\t\t};\n\n\t\tTweenLite.killTweensOf = TweenLite.killDelayedCallsTo = function(target, onlyActive, vars) {\n\t\t\tif (typeof(onlyActive) === \"object\") {\n\t\t\t\tvars = onlyActive; //for backwards compatibility (before \"onlyActive\" parameter was inserted)\n\t\t\t\tonlyActive = false;\n\t\t\t}\n\t\t\tvar a = TweenLite.getTweensOf(target, onlyActive),\n\t\t\t\ti = a.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\ta[i]._kill(vars, target);\n\t\t\t}\n\t\t};\n\n\n\n/*\n * ----------------------------------------------------------------\n * TweenPlugin (could easily be split out as a separate file/class, but included for ease of use (so that people don't need to include another script call before loading plugins which is easy to forget)\n * ----------------------------------------------------------------\n */\n\t\tvar TweenPlugin = _class(\"plugins.TweenPlugin\", function(props, priority) {\n\t\t\t\t\tthis._overwriteProps = (props || \"\").split(\",\");\n\t\t\t\t\tthis._propName = this._overwriteProps[0];\n\t\t\t\t\tthis._priority = priority || 0;\n\t\t\t\t\tthis._super = TweenPlugin.prototype;\n\t\t\t\t}, true);\n\n\t\tp = TweenPlugin.prototype;\n\t\tTweenPlugin.version = \"1.19.0\";\n\t\tTweenPlugin.API = 2;\n\t\tp._firstPT = null;\n\t\tp._addTween = _addPropTween;\n\t\tp.setRatio = _setRatio;\n\n\t\tp._kill = function(lookup) {\n\t\t\tvar a = this._overwriteProps,\n\t\t\t\tpt = this._firstPT,\n\t\t\t\ti;\n\t\t\tif (lookup[this._propName] != null) {\n\t\t\t\tthis._overwriteProps = [];\n\t\t\t} else {\n\t\t\t\ti = a.length;\n\t\t\t\twhile (--i > -1) {\n\t\t\t\t\tif (lookup[a[i]] != null) {\n\t\t\t\t\t\ta.splice(i, 1);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (lookup[pt.n] != null) {\n\t\t\t\t\tif (pt._next) {\n\t\t\t\t\t\tpt._next._prev = pt._prev;\n\t\t\t\t\t}\n\t\t\t\t\tif (pt._prev) {\n\t\t\t\t\t\tpt._prev._next = pt._next;\n\t\t\t\t\t\tpt._prev = null;\n\t\t\t\t\t} else if (this._firstPT === pt) {\n\t\t\t\t\t\tthis._firstPT = pt._next;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn false;\n\t\t};\n\n\t\tp._mod = p._roundProps = function(lookup) {\n\t\t\tvar pt = this._firstPT,\n\t\t\t\tval;\n\t\t\twhile (pt) {\n\t\t\t\tval = lookup[this._propName] || (pt.n != null && lookup[ pt.n.split(this._propName + \"_\").join(\"\") ]);\n\t\t\t\tif (val && typeof(val) === \"function\") { //some properties that are very plugin-specific add a prefix named after the _propName plus an underscore, so we need to ignore that extra stuff here.\n\t\t\t\t\tif (pt.f === 2) {\n\t\t\t\t\t\tpt.t._applyPT.m = val;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpt.m = val;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t};\n\n\t\tTweenLite._onPluginEvent = function(type, tween) {\n\t\t\tvar pt = tween._firstPT,\n\t\t\t\tchanged, pt2, first, last, next;\n\t\t\tif (type === \"_onInitAllProps\") {\n\t\t\t\t//sorts the PropTween linked list in order of priority because some plugins need to render earlier/later than others, like MotionBlurPlugin applies its effects after all x/y/alpha tweens have rendered on each frame.\n\t\t\t\twhile (pt) {\n\t\t\t\t\tnext = pt._next;\n\t\t\t\t\tpt2 = first;\n\t\t\t\t\twhile (pt2 && pt2.pr > pt.pr) {\n\t\t\t\t\t\tpt2 = pt2._next;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._prev = pt2 ? pt2._prev : last)) {\n\t\t\t\t\t\tpt._prev._next = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tfirst = pt;\n\t\t\t\t\t}\n\t\t\t\t\tif ((pt._next = pt2)) {\n\t\t\t\t\t\tpt2._prev = pt;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tlast = pt;\n\t\t\t\t\t}\n\t\t\t\t\tpt = next;\n\t\t\t\t}\n\t\t\t\tpt = tween._firstPT = first;\n\t\t\t}\n\t\t\twhile (pt) {\n\t\t\t\tif (pt.pg) if (typeof(pt.t[type]) === \"function\") if (pt.t[type]()) {\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t\tpt = pt._next;\n\t\t\t}\n\t\t\treturn changed;\n\t\t};\n\n\t\tTweenPlugin.activate = function(plugins) {\n\t\t\tvar i = plugins.length;\n\t\t\twhile (--i > -1) {\n\t\t\t\tif (plugins[i].API === TweenPlugin.API) {\n\t\t\t\t\t_plugins[(new plugins[i]())._propName] = plugins[i];\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t};\n\n\t\t//provides a more concise way to define plugins that have no dependencies besides TweenPlugin and TweenLite, wrapping common boilerplate stuff into one function (added in 1.9.0). You don't NEED to use this to define a plugin - the old way still works and can be useful in certain (rare) situations.\n\t\t_gsDefine.plugin = function(config) {\n\t\t\tif (!config || !config.propName || !config.init || !config.API) { throw \"illegal plugin definition.\"; }\n\t\t\tvar propName = config.propName,\n\t\t\t\tpriority = config.priority || 0,\n\t\t\t\toverwriteProps = config.overwriteProps,\n\t\t\t\tmap = {init:\"_onInitTween\", set:\"setRatio\", kill:\"_kill\", round:\"_mod\", mod:\"_mod\", initAll:\"_onInitAllProps\"},\n\t\t\t\tPlugin = _class(\"plugins.\" + propName.charAt(0).toUpperCase() + propName.substr(1) + \"Plugin\",\n\t\t\t\t\tfunction() {\n\t\t\t\t\t\tTweenPlugin.call(this, propName, priority);\n\t\t\t\t\t\tthis._overwriteProps = overwriteProps || [];\n\t\t\t\t\t}, (config.global === true)),\n\t\t\t\tp = Plugin.prototype = new TweenPlugin(propName),\n\t\t\t\tprop;\n\t\t\tp.constructor = Plugin;\n\t\t\tPlugin.API = config.API;\n\t\t\tfor (prop in map) {\n\t\t\t\tif (typeof(config[prop]) === \"function\") {\n\t\t\t\t\tp[map[prop]] = config[prop];\n\t\t\t\t}\n\t\t\t}\n\t\t\tPlugin.version = config.version;\n\t\t\tTweenPlugin.activate([Plugin]);\n\t\t\treturn Plugin;\n\t\t};\n\n\n\t\t//now run through all the dependencies discovered and if any are missing, log that to the console as a warning. This is why it's best to have TweenLite load last - it can check all the dependencies for you.\n\t\ta = window._gsQueue;\n\t\tif (a) {\n\t\t\tfor (i = 0; i < a.length; i++) {\n\t\t\t\ta[i]();\n\t\t\t}\n\t\t\tfor (p in _defLookup) {\n\t\t\t\tif (!_defLookup[p].func) {\n\t\t\t\t\twindow.console.log(\"GSAP encountered missing dependency: \" + p);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t_tickerActive = false; //ensures that the first official animation forces a ticker.tick() to update the time when it is instantiated\n\n})((typeof(module) !== \"undefined\" && module.exports && typeof(global) !== \"undefined\") ? global : this || window, \"TweenMax\");\n\n\n/*****************\n ** WEBPACK FOOTER\n ** ./~/gsap/TweenMax.js\n ** module id = 16\n ** module chunks = 0\n **/","import {ArrayUtils} from \"neo-common\";\nimport {TweenLite, Ease} from 'gsap';\n\nexport class CustomEase extends Ease {\n\n private id: string;\n private data: string;\n private lookup: Array;\n private points: Array;\n private rawBezier: Array;\n\n private fast: boolean;\n private l: number;\n\n private _numbersExp = /(?:(-|-=|\\+=)?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig;\n private _svgPathExp = /[achlmqstvz]|(-?\\d*\\.?\\d*(?:e[\\-+]?\\d+)?)[0-9]/ig;\n private _scientific = /[\\+\\-]?\\d*\\.?\\d+e[\\+\\-]?\\d+/ig;\n private _needsParsingExp = /[cLlsS]/g;\n private _bezierError = \"CustomEase only accepts Cubic Bezier data.\";\n\n constructor(id: string, data: string, config?: any) {\n super();\n\n this.id = id;\n if (id) {\n Ease.map[id] = this;\n\n }\n\n this._calcEnd = true;\n this.getRatio = this._getRatio; //speed optimization, faster lookups.\n\n this.setData(data, config);\n }\n\n private _bezierToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, threshold: number, points: Array, index: number) {\n let x12 = (x1 + x2) / 2;\n let y12 = (y1 + y2) / 2;\n let x23 = (x2 + x3) / 2;\n let y23 = (y2 + y3) / 2;\n let x34 = (x3 + x4) / 2;\n let y34 = (y3 + y4) / 2;\n let x123 = (x12 + x23) / 2;\n let y123 = (y12 + y23) / 2;\n let x234 = (x23 + x34) / 2;\n let y234 = (y23 + y34) / 2;\n let x1234 = (x123 + x234) / 2;\n let y1234 = (y123 + y234) / 2;\n let dx = x4 - x1;\n let dy = y4 - y1;\n let d2 = Math.abs((x2 - x4) * dy - (y2 - y4) * dx);\n let d3 = Math.abs((x3 - x4) * dy - (y3 - y4) * dx);\n let length: number;\n\n if (!points) {\n points = [{x: x1, y: y1}, {x: x4, y: y4}];\n index = 1;\n }\n points.splice(index || points.length - 1, 0, {x: x1234, y: y1234});\n if ((d2 + d3) * (d2 + d3) > threshold * (dx * dx + dy * dy)) {\n length = points.length;\n this._bezierToPoints(x1, y1, x12, y12, x123, y123, x1234, y1234, threshold, points, index);\n this._bezierToPoints(x1234, y1234, x234, y234, x34, y34, x4, y4, threshold, points, index + 1 + (points.length - length));\n }\n return points;\n }\n\n private _pathDataToBezier(d: string) {\n let a: RegExpMatchArray = (d + \"\").replace(this._scientific, function (m) {\n let n = +m;\n let result = (n < 0.0001 && n > -0.0001) ? 0 : n;\n return result.toString();\n }).match(this._svgPathExp) || [];\n\n let path: Array = [];\n let relativeX = 0;\n let relativeY = 0;\n let elements = a.length;\n let l = 2;\n let i: number;\n let x: number;\n let y: number;\n let command: string;\n let isRelative: boolean;\n let segment: any;\n let startX: number;\n let startY: number;\n let prevCommand: string;\n let difX: number;\n let difY: number;\n for (i = 0; i < elements; i++) {\n prevCommand = command;\n if (isNaN(parseFloat(a[i]))) {\n command = a[i].toUpperCase();\n isRelative = (command !== a[i]); //lower case means relative\n } else { //commands like \"C\" can be strung together without any new command characters between.\n i--;\n }\n x = +a[i + 1];\n y = +a[i + 2];\n if (isRelative) {\n x += relativeX;\n y += relativeY;\n }\n if (!i) {\n startX = x;\n startY = y;\n }\n if (command === \"M\") {\n if (segment && segment.length < 8) { //if the path data was funky and just had a M with no actual drawing anywhere, skip it.\n path.length -= 1;\n l = 0;\n }\n relativeX = startX = x;\n relativeY = startY = y;\n segment = [x, y];\n l = 2;\n path.push(segment);\n i += 2;\n command = \"L\"; //an \"M\" with more than 2 values gets interpreted as \"lineTo\" commands (\"L\").\n\n } else if (command === \"C\") {\n if (!segment) {\n segment = [0, 0];\n }\n segment[l++] = x;\n segment[l++] = y;\n if (!isRelative) {\n relativeX = relativeY = 0;\n }\n segment[l++] = relativeX + parseFloat(a[i + 3]); //note: \"*1\" is just a fast/short way to cast the value as a Number. WAAAY faster in Chrome, slightly slower in Firefox.\n segment[l++] = relativeY + parseFloat(a[i + 4]);\n segment[l++] = relativeX = relativeX + parseFloat(a[i + 5]);\n segment[l++] = relativeY = relativeY + parseFloat(a[i + 6]);\n i += 6;\n\n } else if (command === \"S\") {\n if (prevCommand === \"C\" || prevCommand === \"S\") {\n difX = relativeX - segment[l - 4];\n difY = relativeY - segment[l - 3];\n segment[l++] = relativeX + difX;\n segment[l++] = relativeY + difY;\n } else {\n segment[l++] = relativeX;\n segment[l++] = relativeY;\n }\n segment[l++] = x;\n segment[l++] = y;\n if (!isRelative) {\n relativeX = relativeY = 0;\n }\n segment[l++] = relativeX = relativeX + parseFloat(a[i + 3]);\n segment[l++] = relativeY = relativeY + parseFloat(a[i + 4]);\n i += 4;\n\n } else if (command === \"L\" || command === \"Z\") {\n if (command === \"Z\") {\n x = startX;\n y = startY;\n segment.closed = true;\n }\n if (command === \"L\" || Math.abs(relativeX - x) > 0.5 || Math.abs(relativeY - y) > 0.5) {\n segment[l++] = relativeX + (x - relativeX) / 3;\n segment[l++] = relativeY + (y - relativeY) / 3;\n segment[l++] = relativeX + (x - relativeX) * 2 / 3;\n segment[l++] = relativeY + (y - relativeY) * 2 / 3;\n segment[l++] = x;\n segment[l++] = y;\n if (command === \"L\") {\n i += 2;\n }\n }\n relativeX = x;\n relativeY = y;\n } else {\n throw this._bezierError;\n }\n\n }\n return path[0];\n }\n\n private _findMinimum(values: Array) {\n let l = values.length,\n min = 999999999999,\n i: number;\n for (i = 1; i < l; i += 6) {\n if (+values[i] < min) {\n min = +values[i];\n }\n }\n return min;\n }\n\n private _normalize(values: Array, height?: number, originY?: number) { //takes all the points and translates/scales them so that the x starts at 0 and ends at 1.\n if (!originY && originY !== 0) {\n originY = Math.max(+values[values.length - 1], +values[1]);\n }\n let tx = +values[0] * -1,\n ty = -originY,\n l = values.length,\n sx = 1 / (+values[l - 2] + tx),\n sy = -height || ((Math.abs(+values[l - 1] - +values[1]) < 0.01 * (+values[l - 2] - +values[0])) ? this._findMinimum(values) + ty : +values[l - 1] + ty),\n i: number;\n if (sy) { //typically y ends at 1 (so that the end values are reached)\n sy = 1 / sy;\n } else { //in case the ease returns to its beginning value, scale everything proportionally\n sy = -sx;\n }\n for (i = 0; i < l; i += 2) {\n values[i] = (+values[i] + tx) * sx;\n values[i + 1] = (+values[i + 1] + ty) * sy;\n }\n }\n\n private _getRatio(p: number) {\n var point = this.lookup[(p * this.l) | 0] || this.lookup[this.l - 1];\n if (point.nx < p) {\n point = point.n;\n }\n let result = point.y + ((p - point.x) / point.cx) * point.cy;\n return result;\n }\n\n private setData(data: string, config?: any) {\n this.data = data || \"0,0,1,1\";\n this.points = [];\n this.lookup = [];\n\n let values = ArrayUtils.numberArray(this.data.match(this._numbersExp).join(';'));\n let closest = 1;\n\n let a1: any,\n a2: any,\n i: number,\n inc: number,\n j: number,\n point: any,\n prevPoint: any,\n p: number,\n precision: number;\n\n precision = (config && config.precision) || 1;\n this.fast = (precision <= 1);\n\n if (this._needsParsingExp.test(data) || (data.indexOf(\"M\") !== -1 && data.indexOf(\"C\") === -1)) {\n values = this._pathDataToBezier(data);\n }\n\n this.l = values.length;\n\n if (this.l === 4) {\n values.unshift(0, 0);\n values.push(1, 1);\n this.l = 8;\n } else if ((this.l - 2) % 6) {\n throw this._bezierError;\n }\n if (+values[0] !== 0 || +values[this.l - 2] !== 1) {\n let height = (config && config.height) ? config.height : null;\n let originY = (config && config.originY) ? config.originY : null;\n this._normalize(values, height, originY);\n }\n\n this.rawBezier = values;\n\n for (i = 2; i < this.l; i += 6) {\n a1 = {x: +values[i - 2], y: +values[i - 1]};\n a2 = {x: +values[i + 4], y: +values[i + 5]};\n this.points.push(a1, a2);\n this._bezierToPoints(a1.x, a1.y, +values[i], +values[i + 1], +values[i + 2], +values[i + 3], a2.x, a2.y, 1 / (precision * 200000), this.points, this.points.length - 1);\n }\n\n this.l = this.points.length;\n for (i = 0; i < this.l; i++) {\n point = this.points[i];\n prevPoint = this.points[i - 1] || point;\n if (point.x > prevPoint.x || (prevPoint.y !== point.y && prevPoint.x === point.x) || point === prevPoint) { //if a point goes BACKWARD in time or is a duplicate, just drop it.\n prevPoint.cx = point.x - prevPoint.x; //change in x between this point and the next point (performance optimization)\n prevPoint.cy = point.y - prevPoint.y;\n prevPoint.n = point;\n prevPoint.nx = point.x; //next point's x value (performance optimization, making lookups faster in getRatio()). Remember, the lookup will always land on a spot where it's either this point or the very next one (never beyond that)\n if (this.fast && i > 1 && Math.abs(prevPoint.cy / prevPoint.cx - this.points[i - 2].cy / this.points[i - 2].cx) > 2) { //if there's a sudden change in direction, prioritize accuracy over speed. Like a bounce ease - you don't want to risk the sampling chunks landing on each side of the bounce anchor and having it clipped off.\n this.fast = false;\n }\n if (prevPoint.cx < closest) {\n if (!prevPoint.cx) {\n prevPoint.cx = 0.001; //avoids math problems in getRatio() (dividing by zero)\n if (i === this.l - 1) { //in case the final segment goes vertical RIGHT at the end, make sure we end at the end.\n prevPoint.x -= 0.001;\n closest = Math.min(closest, 0.001);\n this.fast = false;\n }\n } else {\n closest = prevPoint.cx;\n }\n }\n } else {\n this.points.splice(i--, 1);\n this.l--;\n }\n }\n\n this.l = (1 / closest + 1) | 0;\n inc = 1 / this.l;\n j = 0;\n point = this.points[0];\n if (this.fast) {\n for (i = 0; i < this.l; i++) { //for fastest lookups, we just sample along the path at equal x (time) distance. Uses more memory and is slightly less accurate for anchors that don't land on the sampling points, but for the vast majority of eases it's excellent (and fast).\n p = i * inc;\n if (point.nx < p) {\n point = this.points[++j];\n }\n a1 = point.y + ((p - point.x) / point.cx) * point.cy;\n this.lookup[i] = {x: p, cx: inc, y: a1, cy: 0, nx: 9};\n if (i) {\n this.lookup[i - 1].cy = a1 - this.lookup[i - 1].y;\n }\n }\n this.lookup[this.l - 1].cy = this.points[this.points.length - 1].y - a1;\n } else { //this option is more accurate, ensuring that EVERY anchor is hit perfectly. Clipping across a bounce, for example, would never happen.\n for (i = 0; i < this.l; i++) { //build a lookup table based on the smallest distance so that we can instantly find the appropriate point (well, it'll either be that point or the very next one). We'll look up based on the linear progress. So it's it's 0.5 and the lookup table has 100 elements, it'd be like lookup[Math.floor(0.5 * 100)]\n if (point.nx < i * inc) {\n point = this.points[++j];\n }\n this.lookup[i] = point;\n }\n\n if (j < this.points.length - 1) {\n this.lookup[i - 1] = this.points[this.points.length - 2];\n }\n }\n this._calcEnd = (this.points[this.points.length - 1].y !== 1 || this.points[0].y !== 0); //ensures that we don't run into floating point errors. As long as we're starting at 0 and ending at 1, tell GSAP to skip the final calculation and use 0/1 as the factor.\n }\n\n public static create(id: string, data: string, config?: any): CustomEase {\n return new CustomEase(id, data, config);\n }\n\n public static get(id: string): Ease {\n return Ease.map[id];\n }\n\n public static createCustomEasing(): void\n {\n let dataTeasingEase = \"M0,0 C0,0 0.03482,0.14257 0.06534,0.22865 0.0957,0.31427 0.11728,0.36542 0.15822,0.44618 0.1968,0.52232 0.2238,0.56837 0.27261,0.6376 0.3171,0.7007 0.34892,0.73937 0.40306,0.79347 0.45351,0.8439 0.49041,0.87456 0.54918,0.91403 0.60274,0.95 0.64359,0.97355 0.70202,0.99427 0.74895,1.0109 0.78808,1.01574 0.83882,1.01671 0.89814,1.01786 1,1 1,1 \";\n CustomEase.create(\"TeasingEase\", dataTeasingEase);\n CustomEase.create(\"winCounter\", \"M0,0,C0.62,0.438,0.79,0.698,1,1\");\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Effects/CustomEase.ts\n **/","import {Logger, EngineComponentFactory} from 'neo-common';\nimport {ComponentTypes} from '../ComponentTypes';\n\n/**\n * The StyleManager class is used for storing styles for canvas elements and html elements.\n * @class StyleManager\n */\nexport class StyleManager {\n\n static Styles: { [id: string]: any; } = {};\n static HtmlStyles: { [id: string]: any; } = {};\n\n static cleanup() {\n // NOTE(psulek) perf-tunning\n // - cleanup of 'StyleManager.HtmlStyles' is safe because it is used only in preloader active phase and not in runtime!\n // - do not cleanup 'StyleManager.Styles' because this is used in runtime\n StyleManager.HtmlStyles = null;\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('StyleManager', data);\n }\n }\n\n /**\n * Parse style elements and store them by type to static variables.\n * @method parseElements\n * @param startNode Element\n * @return void\n */\n static parseElements(startNode: Element): void {\n if (!startNode) {\n return;\n }\n\n const nodes: Array = StyleManager\n .getNodesList(startNode.firstElementChild)\n .reverse()\n .filter((node: Element) => node.hasAttribute('Class') && node.getAttribute('Class') !== '');\n\n nodes\n .filter((node: Element) => EngineComponentFactory.isTypeOf(node.getAttribute('Class'), ComponentTypes.Style))\n .forEach((node: Element) => {\n const style: any = EngineComponentFactory.get(node.getAttribute('Class'));\n style.create(node);\n StyleManager.Styles[node.nodeName] = style;\n });\n\n nodes\n .filter((node: Element) => EngineComponentFactory.isTypeOf(node.getAttribute('Class'), ComponentTypes.HtmlStyle))\n .forEach((node: Element) => {\n const style: any = EngineComponentFactory.get(node.getAttribute('Class'));\n style.create(node);\n StyleManager.HtmlStyles[node.nodeName] = style;\n });\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param node Element\n * @param nodeList Array\n * @return Array\n */\n private static getNodesList(node: Element, nodeList: Array = []): Array {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = StyleManager.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/StyleManager.ts\n **/","import {StringUtils} from 'neo-common';\n\n/**\n * @class Attributes\n */\nexport class Attributes\n{\n /**\n * @method assignIntAttribute\n * @param {Element} node\n * @param {string} attribute - XML node attribute, constant from ImageElementAttributes class\n * @param {number} defaultValue - value that is set if falsy value is read from node\n * @param radix\n * @return {number} parsed attribute value\n */\n static assignIntAttribute(node: Element, attribute: string, defaultValue: number, radix?: number): number\n {\n if (!node.hasAttribute(attribute)) {\n return defaultValue;\n }\n\n return parseInt(node.getAttribute(attribute), radix);\n }\n\n /**\n * @method assignFloatAttribute\n * @param {Element} node\n * @param {string} attribute - XML node attribute, constant from ImageElementAttributes class\n * @param {number} defaultValue - value that is set if falsy value is read from node\n * @return {number} parsed attribute value\n */\n static assignFloatAttribute(node: Element, attribute: string, defaultValue: number): number\n {\n if (!node.hasAttribute(attribute)) {\n return defaultValue;\n }\n\n return parseFloat(node.getAttribute(attribute));\n }\n\n /**\n * @method assignBooleanAttribute\n * @param {Element} node\n * @param {string} attribute - XML node attribute, constant from ImageElementAttributes class\n * @param {number} defaultValue - value that is set if falsy value is read from node\n * @return {boolean} parsed attribute value\n */\n static assignBooleanAttribute(node: Element, attribute: string, defaultValue: boolean): boolean\n {\n if (!node.hasAttribute(attribute)) {\n return defaultValue;\n }\n\n return StringUtils.parseBoolean(node.getAttribute(attribute));\n }\n\n /**\n * @method assignBooleanAttribute\n * @param {Element} node\n * @param {string} attribute - XML node attribute, constant from ImageElementAttributes class\n * @param {number} defaultValue - value that is set if falsy value is read from node\n * @return {boolean} parsed attribute value\n */\n static assignStringAttribute(node: Element, attribute: string, defaultValue: any): any\n {\n if (!node.hasAttribute(attribute)) {\n return defaultValue;\n }\n\n return node.getAttribute(attribute);\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/Attributes.ts\n **/","import {Scaling} from \"./Scaling\";\n\n/**\n * @class CustomUtils\n * @author Marek Turkovic\n * 25.10.2019\n * todo Implement not only on baseResponse, but freespinsRespons etc..\n */\nexport class CustomUtils\n{\n public static getBlendMode(blendMode: number): number {\n if (Scaling.IsIOs) {\n if (blendMode == 1) {\n blendMode = 3;\n }\n }\n\n return blendMode;\n }\n\n public static updateSpineData(spineData: JSON): JSON {\n if(Scaling.IsIOs) {\n if(spineData != null) {\n let spineTextData = JSON.stringify(spineData);\n spineTextData = spineTextData.split('\"blend\":\"additive\"').join('\"blend\":\"screen\"');\n spineData = JSON.parse(spineTextData);\n }\n }\n\n return spineData;\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/CustomUtils.ts\n **/","import {engineComponent, ArrayUtils} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {ShapeElement} from \"../Components/Elements/Graphics/ShapeElement\";\nimport {PathElementNode} from \"./PathElementNode\";\nimport {PathElementNodeMoveto} from \"./PathElementNodeMoveto\";\nimport {PathElementNodeLineto} from \"./PathElementNodeLineto\";\nimport {PathElementNodeCurvetoQuadratic} from \"./PathElementNodeCurvetoQuadratic\";\nimport {PathElementNodeCurvetoBezier} from \"./PathElementNodeCurvetoBezier\";\nimport {PathElementNodeArcto} from \"./PathElementNodeArcto\";\nimport {PathElementNodeClosepath} from \"./PathElementNodeClosepath\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {Attributes} from \"../Utils/Attributes\";\n\n\nexport interface PathElementNodeGroup {\n element: PathElementNode;\n index: number;\n absolute: boolean;\n}\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class PathElement extends ShapeElement {\n\n private _path: Array;\n\n private _pathTweenArray: Array>;\n private _pathTweenFrom: Array;\n private _pathTweenTo: Array;\n private _pathTweenIndex: number;\n private _pathTweenLastIndex: number;\n\n constructor() {\n super();\n }\n\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n Tweens.removeTweens(this);\n this._path = null;\n this._pathTweenArray = null;\n this._pathTweenFrom = null;\n this._pathTweenTo = null;\n }\n\n public updateByNode(node: Element): boolean {\n let redraw: boolean = false;\n\n\n if (node.hasAttribute(PathElementAttributes.POSITION_X)) {\n this.position.x = parseInt(node.getAttribute(PathElementAttributes.POSITION_X));\n }\n\n if (node.hasAttribute(PathElementAttributes.POSITION_Y)) {\n this.position.y = parseInt(node.getAttribute(PathElementAttributes.POSITION_Y));\n }\n\n if(node.hasAttribute(PathElementAttributes.PATH)) {\n this._path = this.parsePath(node.getAttribute(PathElementAttributes.PATH));\n redraw = true;\n }\n\n this.runPathTween(node);\n\n if(!super.updateByNode(node)) {\n if(redraw) {\n this.redraw();\n return true;\n } else {\n return false;\n }\n }\n return true;\n }\n\n private parsePath(input: string): Array {\n input = input.replace(/\\s+/g,' ').replace(/^\\s+|\\s+$/,'');\n let pathArray: Array = input.split(' ');\n let pathData: Array = [];\n\n let lastNode: PathElementNode;\n let lastMoveto: PathElementNodeMoveto;\n let lastWasAbsolute: boolean = true;\n\n for(let index = 0; index < pathArray.length; null) {\n let out = this.parseNode(pathArray, index, lastNode, lastMoveto, lastWasAbsolute);\n if(!out || !out.element) {\n this.logError(\"Error parsing path: \\\"\" + input + \"\\\" close to \\\"\" + pathArray.slice(index).join(\" \") + \"\\\"\");\n break;\n }\n lastNode = out.element;\n lastWasAbsolute = out.absolute;\n if(out.element instanceof PathElementNodeMoveto && out.element.command == \"M\") {\n lastMoveto = out.element;\n }\n pathData.push(lastNode);\n index = out.index;\n }\n\n return pathData;\n }\n\n private parseNode(array:Array, index: number, lastPoint: PathElementNode = null, lastMoveto: PathElementNodeMoveto = null, lastWasAbsolute: boolean = true) : PathElementNodeGroup {\n if(array.length <= index) {\n return null;\n }\n let command: string = /[mMlLcCqQaAzZ]/.test(array[index][0]) ? array[index][0] : null;\n let noCommand: boolean = command == null;\n let relative: boolean;\n if(!command) {\n index--;\n if (!lastPoint) {\n command = \"M\";\n } else {\n switch (lastPoint.command) {\n case \"M\":\n command = \"L\";\n break;\n default:\n command = lastPoint.command;\n }\n relative = !lastWasAbsolute;\n }\n } else {\n relative = command == command.toLowerCase();\n }\n let concat: boolean = false;\n if(!noCommand && array[index].length > 1) {\n // concat shorthand, e.g. \"C100,20\"\n concat = true;\n } else {\n index++;\n }\n\n let out: PathElementNodeGroup = {\n element: null,\n index: null,\n absolute: !relative\n };\n\n switch(command) {\n case \"M\":\n case \"m\":\n if(array.length < index) {\n return null;\n }\n let m1 = this.parsePair(concat ? array[index].substr(1) : array[index]);\n out.element = new PathElementNodeMoveto(\n (relative && lastPoint != null ? lastPoint.x : 0) + m1.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + m1.y);\n out.index = index+1;\n break;\n case \"L\":\n case \"l\":\n if(array.length < index) {\n return null;\n }\n let l1 = this.parsePair(concat ? array[index].substr(1) : array[index]);\n out.element = new PathElementNodeLineto(\n (relative && lastPoint != null ? lastPoint.x : 0) + l1.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + l1.y);\n out.index = index+1;\n break;\n\n case \"Q\":\n case \"q\":\n if(array.length +1 < index) {\n return null;\n }\n let q1 = this.parsePair(concat ? array[index].substr(1) : array[index]);\n let q2 = this.parsePair(array[index+1]);\n out.element = new PathElementNodeCurvetoQuadratic(\n (relative && lastPoint != null ? lastPoint.x : 0) + q1.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + q1.y,\n (relative && lastPoint != null ? lastPoint.x : 0) + q2.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + q2.y\n );\n out.index = index+2;\n break;\n\n case \"C\":\n case \"c\":\n if(array.length +2 < index) {\n return null;\n }\n let c1 = this.parsePair(concat ? array[index].substr(1) : array[index]);\n let c2 = this.parsePair(array[index+1]);\n let c3 = this.parsePair(array[index+2]);\n out.element = new PathElementNodeCurvetoBezier(\n (relative && lastPoint != null ? lastPoint.x : 0) + c1.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + c1.y,\n (relative && lastPoint != null ? lastPoint.x : 0) + c2.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + c2.y,\n (relative && lastPoint != null ? lastPoint.x : 0) + c3.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + c3.y\n );\n out.index = index+3;\n break;\n\n case \"A\":\n case \"a\":\n if(array.length +2 < index) {\n return null;\n }\n let a1 = this.parsePair(concat ? array[index].substr(1) : array[index]);\n let a2 = this.parsePair(array[index+1]);\n let a3 = parseFloat(array[index+2]);\n out.element = new PathElementNodeArcto(\n (relative && lastPoint != null ? lastPoint.x : 0) + a1.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + a1.y,\n (relative && lastPoint != null ? lastPoint.x : 0) + a2.x,\n (relative && lastPoint != null ? lastPoint.y : 0) + a2.y,\n a3\n );\n out.index = index+3;\n break;\n\n case \"Z\":\n case \"z\":\n if(lastMoveto) {\n out.element = new PathElementNodeClosepath(\n lastMoveto.x,\n lastMoveto.y\n );\n out.index = index+1;\n }\n\n break;\n\n\n }\n return out;\n }\n\n private parsePair(pair: string) : PIXI.Point {\n let arr = pair.split(\",\").map(value => parseFloat(value));\n return new PIXI.Point(arr.length > 0 ? arr[0] : null, arr.length > 1 ? arr[1] : null);\n }\n\n private runPathTween(node: Element): void {\n if (!node.hasAttribute(PathElementAttributes.PATH_TWEEN)) {\n return;\n }\n\n Tweens.removeTweens(this, 'pathIndex');\n\n this._pathTweenLastIndex = null;\n\n let tweenValues: Array = [];\n\n let lastPath: Object;\n\n this._pathTweenArray = node.getAttribute(PathElementAttributes.PATH_TWEEN).split(';').map((value, index) => {\n let out: Array;\n if(index == 0 && node.getAttribute(PathElementAttributes.PATH_TWEEN) == PathElementAttributes.PATH_TWEEN_POSITION_VALUE.SMOOTH) {\n out = [];\n this._path.forEach(node => {\n out.push(node.clone());\n });\n } else {\n out = this.parsePath(value);\n }\n if(!lastPath) {\n lastPath = {};\n }\n let anyChange: boolean = false;\n out.forEach((value, index) => {\n if(lastPath[index] && lastPath[index].equalTo(value)) {\n out[index] = null;\n } else {\n lastPath[index] = value;\n anyChange = true;\n }\n });\n if(!anyChange) {\n out = null;\n tweenValues.push(tweenValues.length ? tweenValues[tweenValues.length-1] : 0);\n } else {\n if(tweenValues.length) {\n tweenValues[tweenValues.length - 1] = tweenValues.length - 1;\n }\n tweenValues.push(tweenValues.length);\n }\n return out;\n });\n\n const tween: string = \"tweenIndex\";\n const tweenEase: Array = ArrayUtils.stringArray(node.getAttribute(PathElementAttributes.PATH_TWEEN_EASE) || \"linear\");\n const tweenDuration: Array = [ Attributes.assignIntAttribute(node, PathElementAttributes.PATH_TWEEN_DURATION, 120) ];\n let tweenDelay: Array = [ Attributes.assignIntAttribute(node, PathElementAttributes.PATH_TWEEN_DELAY, 0) ];\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, PathElementAttributes.PATH_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(PathElementAttributes.PATH_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(PathElementAttributes.PATH_TWEEN_KEY_TIMES)) : null;\n\n Tweens.customTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n get tweenIndex(): number {\n return this._pathTweenIndex;\n }\n\n set tweenIndex(value: number) {\n this._pathTweenIndex = value;\n let index = Math.floor(this._pathTweenIndex);\n let ratio = this._pathTweenIndex - index;\n if(index >= this._pathTweenArray.length - 1) {\n index = this._pathTweenArray.length - 2;\n ratio = 1;\n }\n if(index != this._pathTweenLastIndex) {\n this._pathTweenLastIndex = index;\n if(this._pathTweenArray[index]) {\n this._pathTweenFrom = this._pathTweenArray[index];\n }\n if(this._pathTweenArray[index+1]) {\n this._pathTweenTo = this._pathTweenArray[index+1] ? this._pathTweenArray[index + 1] : null;\n }\n }\n let redraw: boolean = false;\n if(!this._pathTweenFrom || !this._pathTweenTo) {\n return;\n }\n this._path.forEach((node, i) => {\n if(this._pathTweenFrom[i] != null && this._pathTweenTo[i] != null) {\n redraw = true;\n node.setInterpolatedTo(this._pathTweenFrom[i], this._pathTweenTo[i], ratio);\n }\n });\n if(redraw) {\n this.redraw();\n }\n }\n\n public redraw(): void {\n this.clear();\n this.beginFill(this._color, this._fillAlpha);\n this.lineStyle(this._lineWidth , this._lineColor, this._lineAlpha);\n\n if(this._path) {\n this._path.forEach(node => {\n node.draw(this);\n });\n }\n\n this.endFill();\n }\n\n clone(): PathElement {\n let element: PathElement = new PathElement();\n element.removeChildren();\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.tint = this.tint;\n element.blendMode = this.blendMode;\n element.name = this.name;\n element._tweenEngine = this._tweenEngine;\n\n element._lineWidth = this._lineWidth;\n element._lineColor = this._lineColor;\n element._lineAlpha = this._lineAlpha;\n element._fillAlpha = this._fillAlpha;\n element._color = this._color;\n element._path = [];\n\n this._path.forEach(node => {\n element._path.push(node.clone());\n });\n\n element.redraw();\n\n return element;\n }\n}\n\nexport const PathElementAttributes = {\n /*\n * SVG-like path attribute, e.g. \"M 100,200 L 200,300 C 100,200 300,400 150,200 Z\"\n */\n PATH: \"Path\",\n\n PATH_TWEEN: 'PathTween',\n PATH_TWEEN_EASE: 'PathTweenEase',\n PATH_TWEEN_DURATION: 'PathTweenDuration',\n PATH_TWEEN_DELAY: 'PathTweenDelay',\n PATH_TWEEN_POSITION: 'PathTweenPath',\n PATH_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n SMOOTH: 'smooth'\n },\n PATH_TWEEN_LOOP: 'PathTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n PATH_TWEEN_KEY_TIMES: 'PathTweenKeyTimes',\n\n POSITION_X: \"PositionX\",\n POSITION_Y: \"PositionY\",\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElement.ts\n **/","import {PathElementNode} from \"./PathElementNode\";\n\n/**\n * Path absolute MoveTo command, e.g. \"M 100,200\"\n */\nexport class PathElementNodeMoveto extends PathElementNode {\n\n constructor (x: number, y: number) {\n super(x, y);\n this.command = \"M\";\n }\n\n public draw (graphics: PIXI.Graphics) {\n graphics.moveTo(this.x, this.y);\n }\n\n public clone(): PathElementNodeMoveto {\n return new PathElementNodeMoveto(this.x, this.y);\n }\n\n public setInterpolatedTo (from: PathElementNode, to: PathElementNode, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n }\n\n public equalTo (to: PathElementNodeMoveto): boolean {\n return this.x === to.x && this.y === to.y;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeMoveto.ts\n **/","\n\n/*\n * Abstract class for other path nodes, see SVG specifications ( https://www.w3.org/TR/SVG11/paths.html )\n * and PIXI.Graphics docs ( http://pixijs.download/dev/docs/PIXI.Graphics.htm )\n */\nexport class PathElementNode {\n public command: string;\n public x: number;\n public y: number;\n\n constructor (x: number, y: number) {\n this.x = x;\n this.y = y;\n }\n\n public draw (graphics: PIXI.Graphics) {\n throw \"Method not implemented: draw\";\n }\n\n public clone (): PathElementNode {\n throw \"Method not implemented: clone\";\n }\n\n public setInterpolatedTo (from: PathElementNode, to: PathElementNode, ratio: number): void {\n throw \"Method not implemented: getInterpolation\";\n }\n\n public equalTo (to: PathElementNode): boolean {\n throw \"Method not implemented: equalTo\";\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNode.ts\n **/","import {PathElementNodeMoveto} from \"./PathElementNodeMoveto\";\n\n/**\n * Path absolute LineTo command, e.g. \"L 100,200\"\n */\nexport class PathElementNodeLineto extends PathElementNodeMoveto {\n constructor(x: number, y: number) {\n super(x, y);\n this.command = \"L\";\n }\n\n public draw(graphics: PIXI.Graphics) {\n graphics.lineTo(this.x, this.y);\n }\n\n public clone(): PathElementNodeLineto {\n return new PathElementNodeLineto(this.x, this.y);\n }\n\n public setInterpolatedTo (from: PathElementNodeLineto, to: PathElementNodeLineto, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n }\n\n public equalTo (to: PathElementNodeLineto): boolean {\n return this.x === to.x && this.y === to.y;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeLineto.ts\n **/","import {PathElementNodeMoveto} from \"./PathElementNodeMoveto\";\n\n/**\n * Path absolute quadratic CurveTo command, e.g. \"Q 100,50 100,200\"\n */\nexport class PathElementNodeCurvetoQuadratic extends PathElementNodeMoveto {\n public cx1: number;\n public cy1: number;\n\n constructor(cx1: number, cy1: number, x: number, y: number) {\n super(x, y);\n this.cx1 = cx1;\n this.cy1 = cy1;\n this.command = \"Q\";\n }\n\n public draw(graphics: PIXI.Graphics) {\n graphics.quadraticCurveTo(this.cx1, this.cy1, this.x, this.y);\n }\n\n public clone(): PathElementNodeCurvetoQuadratic {\n return new PathElementNodeCurvetoQuadratic(this.cx1, this.cy1, this.x, this.y);\n }\n\n public setInterpolatedTo (from: PathElementNodeCurvetoQuadratic, to: PathElementNodeCurvetoQuadratic, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n this.cx1 = from.cx1 + (to.cx1 - from.cx1)*ratio;\n this.cy1 = from.cy1 + (to.cy1 - from.cy1)*ratio;\n }\n\n public equalTo (to: PathElementNodeCurvetoQuadratic): boolean {\n return this.x === to.x && this.y === to.y && this.cx1 === to.cx1 && this.cy1 === to.cy1;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeCurvetoQuadratic.ts\n **/","import {PathElementNodeCurvetoQuadratic} from \"./PathElementNodeCurvetoQuadratic\";\n\n/**\n * Path absolute CurveTo command, e.g. \"C 50,50 100,-50 100,200\"\n */\nexport class PathElementNodeCurvetoBezier extends PathElementNodeCurvetoQuadratic {\n public cx2: number;\n public cy2: number;\n\n constructor(cx1: number, cy1: number, cx2: number, cy2: number, x: number, y: number) {\n super(cx1, cy1, x, y);\n this.cx2 = cx2;\n this.cy2 = cy2;\n this.command = \"C\";\n }\n\n public draw(graphics: PIXI.Graphics) {\n graphics.bezierCurveTo(this.cx1, this.cy1, this.cx2, this.cy2, this.x, this.y);\n }\n\n public clone(): PathElementNodeCurvetoBezier {\n return new PathElementNodeCurvetoBezier(this.cx1, this.cy1, this.cx2, this.cy2, this.x, this.y);\n }\n\n public setInterpolatedTo (from: PathElementNodeCurvetoBezier, to: PathElementNodeCurvetoBezier, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n this.cx1 = from.cx1 + (to.cx1 - from.cx1)*ratio;\n this.cy1 = from.cy1 + (to.cy1 - from.cy1)*ratio;\n this.cx2 = from.cx2 + (to.cx2 - from.cx2)*ratio;\n this.cy2 = from.cy2 + (to.cy2 - from.cy2)*ratio;\n }\n\n public equalTo (to: PathElementNodeCurvetoBezier): boolean {\n return this.x === to.x && this.y === to.y && this.cx1 === to.cx1 && this.cy1 === to.cy1 && this.cx2 === to.cx2 && this.cy2 === to.cy2;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeCurvetoBezier.ts\n **/","import {PathElementNodeMoveto} from \"./PathElementNodeMoveto\";\n\n/**\n * Path absolute ArcTo command, e.g. \"A 50,50 100,-50 50 100,200\"\n */\nexport class PathElementNodeArcto extends PathElementNodeMoveto {\n public x1: number;\n public y1: number;\n public r: number;\n\n constructor(x1: number, y1: number, x: number, y: number, r: number) {\n super(x, y);\n this.x1 = x1;\n this.y1 = y1;\n this.r = r;\n this.command = \"A\";\n }\n\n public draw(graphics: PIXI.Graphics) {\n graphics.arcTo(this.x1, this.y1, this.x, this.y, this.r);\n }\n\n public clone(): PathElementNodeArcto {\n return new PathElementNodeArcto(this.x1, this.y1, this.x, this.y, this.r);\n }\n\n public setInterpolatedTo (from: PathElementNodeArcto, to: PathElementNodeArcto, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n this.x1 = from.x1 + (to.x1 - from.x1)*ratio;\n this.y1 = from.y1 + (to.y1 - from.y1)*ratio;\n this.r = from.r + (to.r - from.r)*ratio;\n }\n\n public equalTo (to: PathElementNodeArcto): boolean {\n return this.x === to.x && this.y === to.y && this.x1 === to.x1 && this.r === to.r;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeArcto.ts\n **/","import {PathElementNodeMoveto} from \"./PathElementNodeMoveto\";\n\n/**\n * Path absolute MoveTo command, e.g. \"M 100,200\"\n */\nexport class PathElementNodeClosepath extends PathElementNodeMoveto {\n\n constructor (x: number, y: number) {\n super(x, y);\n this.command = \"Z\";\n }\n\n public draw (graphics: PIXI.Graphics) {\n graphics.lineTo(this.x, this.y);\n graphics.moveTo(this.x, this.y);\n }\n\n public clone(): PathElementNodeClosepath {\n return new PathElementNodeClosepath(this.x, this.y);\n }\n\n public setInterpolatedTo (from: PathElementNodeClosepath, to: PathElementNodeClosepath, ratio: number): void {\n this.x = from.x + (to.x - from.x)*ratio;\n this.y = from.y + (to.y - from.y)*ratio;\n }\n\n public equalTo (to: PathElementNodeClosepath): boolean {\n return this.x === to.x && this.y === to.y;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PathElementNodeClosepath.ts\n **/","import {engineComponent} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {ShapeElement} from \"../Components/Elements/Graphics/ShapeElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class EllipseElement extends ShapeElement {\n\n private _rx: number;\n private _ry: number;\n\n constructor() {\n super();\n }\n\n public updateByNode(node: Element): boolean {\n let redraw: boolean = false;\n\n if (node.hasAttribute(EllipseElementAttributes.POSITION_X)) {\n this.position.x = parseInt(node.getAttribute(EllipseElementAttributes.POSITION_X));\n }\n\n if (node.hasAttribute(EllipseElementAttributes.POSITION_Y)) {\n this.position.y = parseInt(node.getAttribute(EllipseElementAttributes.POSITION_Y));\n }\n\n if(node.hasAttribute(EllipseElementAttributes.CX)) {\n this._x = parseInt(node.getAttribute(EllipseElementAttributes.CX));\n redraw = true;\n }\n if(node.hasAttribute(EllipseElementAttributes.CY)) {\n this._y = parseInt(node.getAttribute(EllipseElementAttributes.CY));\n redraw = true;\n }\n if(node.hasAttribute(EllipseElementAttributes.RX)) {\n this._rx = parseInt(node.getAttribute(EllipseElementAttributes.RX));\n redraw = true;\n }\n if(node.hasAttribute(EllipseElementAttributes.RY)) {\n this._ry = parseInt(node.getAttribute(EllipseElementAttributes.RY));\n redraw = true;\n }\n\n if(!super.updateByNode(node)) {\n if(redraw) {\n this.redraw();\n return true;\n } else {\n return false;\n }\n }\n return true;\n }\n\n public redraw(): void {\n this.clear();\n this.beginFill(this._color, this._fillAlpha);\n this.lineStyle(this._lineWidth , this._lineColor, this._lineAlpha);\n this.drawEllipse(this._x, this._y, this._rx, this._ry);\n this.endFill();\n }\n\n clone(): EllipseElement {\n let element: EllipseElement = new EllipseElement();\n element.removeChildren();\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.tint = this.tint;\n element.blendMode = this.blendMode;\n element.name = this.name;\n element._tweenEngine = this._tweenEngine;\n\n element._lineWidth = this._lineWidth;\n element._lineColor = this._lineColor;\n element._lineAlpha = this._lineAlpha;\n element._fillAlpha = this._fillAlpha;\n element._color = this._color;\n\n element._x = this._x;\n element._y = this._y;\n element._rx = this._rx;\n element._ry = this._ry;\n\n element.redraw();\n\n return element;\n }\n}\n\nexport const EllipseElementAttributes = {\n /*\n * Array of semicolon-separated X;Y coordinates, e.g. \"0;10;20;10;30;30\"\n */\n CX: \"CX\",\n CY: \"CY\",\n RX: \"RX\",\n RY: \"RY\",\n\n POSITION_X: \"PositionX\",\n POSITION_Y: \"PositionY\",\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/EllipseElement.ts\n **/","import {engineComponent} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {ShapeElement} from \"../Components/Elements/Graphics/ShapeElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class PolygonElement extends ShapeElement {\n\n private _points: Array;\n\n constructor() {\n super();\n }\n\n public updateByNode(node: Element): boolean {\n let redraw: boolean = false;\n\n if(node.hasAttribute(PolygonElementAttributes.POINTS)) {\n let pointArray: Array = node.getAttribute(PolygonElementAttributes.POINTS).split(';');\n this._points = [];\n let lastPoint: PIXI.Point;\n pointArray.forEach((value: string, index: number) => {\n if(index%2) {\n lastPoint.y = parseInt(value);\n } else {\n lastPoint = new PIXI.Point(parseInt(value), 0);\n this._points.push(lastPoint);\n }\n });\n\n redraw = true;\n }\n\n if(!super.updateByNode(node)) {\n if(redraw) {\n this.redraw();\n return true;\n } else {\n return false;\n }\n }\n return true;\n }\n\n public redraw(): void {\n this.clear();\n this.beginFill(this._color, this._fillAlpha);\n this.lineStyle(this._lineWidth , this._lineColor, this._lineAlpha);\n this.drawPolygon(this._points);\n this.endFill();\n }\n\n clone(): ShapeElement {\n let element: PolygonElement = new PolygonElement();\n element.removeChildren();\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.tint = this.tint;\n element.blendMode = this.blendMode;\n element.name = this.name;\n element._tweenEngine = this._tweenEngine;\n\n element._lineWidth = this._lineWidth;\n element._lineColor = this._lineColor;\n element._lineAlpha = this._lineAlpha;\n element._fillAlpha = this._fillAlpha;\n element._color = this._color;\n element._points = [];\n this._points.forEach(point => {\n element._points.push(new PIXI.Point(point.x, point.y));\n });\n\n element.redraw();\n\n return element;\n }\n}\n\nexport const PolygonElementAttributes = {\n /*\n * Array of semicolon-separated X;Y coordinates, e.g. \"0;10;20;10;30;30\"\n */\n POINTS: \"Points\"\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PolygonElement.ts\n **/","import {Utils, StringUtils, ArrayUtils, Logger, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {StageController} from \"../../StageController\";\nimport {Tweens, ITweenable, TweensAttributes} from \"../../Effects/Tweens\";\nimport {IElement} from \"../Interfaces/IElement\";\nimport {ShapeElement} from './ShapeElement';\nimport {Attributes} from \"../../../Utils/Attributes\";\nimport {TextElement} from \"../Texts/TextElement\";\nimport {CustomUtils} from \"../../../Utils/CustomUtils\";\n\n/**\n * ImageElement class is class which creates holder for image from resources. This image will be rendered to canvas.\n * Example:\n * \n * @class ImageElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ImageElement extends PIXI.Sprite implements IElement, ITweenable\n{\n static DynamicTint: string = 'ff0000';\n\n private _uid: string;\n private _cache: boolean;\n private _cloned: boolean;\n private __destroyed: boolean;\n private _tweenEngine: string;\n\n private maskImage: ImageElement;\n private maskImageName: string;\n maskSprite: PIXI.Sprite;\n\n usedInPool: boolean;\n\n static _destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n zIndex: number = 0;\n\n constructor(texture?: PIXI.Texture)\n {\n super(texture);\n this._cache = false;\n this.usedInPool = false;\n this._uid = `${this.componentName}_${Utils.generateUuid()}`;\n\n this.tint = 0xFFFFFF;\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n this._uid = PerfDebug.generateElementUID(this);\n PerfDebug.newElement(this, this.getDebugInfo());\n }\n }\n }\n\n get tweenEngine(): string\n {\n return this._tweenEngine;\n }\n\n set tweenEngine(engine: string)\n {\n this._tweenEngine = engine;\n }\n\n public create(node: Element): void\n {\n this.createByNode(node);\n this.updateByNode(node);\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n createByNode(node: Element): void\n {\n if (DEBUG) {\n if (node.hasAttribute(ImageElementAttributes.DEBUG) && node.getAttribute(ImageElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n // TODO only when creating new\n // Tweens.removeTweens(this);\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n Tweens.removeTweens(this, 'skew');\n\n if (this.name == null) {\n this.name = node.nodeName;\n }\n //this.cacheAsBitmap = false;\n\n if (node.hasAttribute(ImageElementAttributes.IMAGE)) {\n // get loaded image from resources\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.IMAGE));\n\n }\n else if (node.hasAttribute(ImageElementAttributes.FROM_FRAME)) {\n\n if(node.hasAttribute(ImageElementAttributes.FRAME)) {\n let frame = parseInt(node.getAttribute(ImageElementAttributes.FRAME));\n let frameStr = frame < 10 ? '0' + frame : frame;\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.FROM_FRAME) + '00' + frameStr);\n } else {\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.FROM_FRAME));\n }\n } else if (node.hasAttribute(ImageElementAttributes.ANIMATION)) {\n let frame: number = 0;\n if(node.hasAttribute(ImageElementAttributes.FRAME)) {\n frame = parseInt(node.getAttribute(ImageElementAttributes.FRAME));\n }\n let frameStr = frame < 10 ? '0' + frame : frame;\n\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.ANIMATION) + '00' + frameStr);\n }\n\n if (this.texture) {\n if (node.hasAttribute(ImageElementAttributes.ANCHOR)) {\n let anchorPoints = node.getAttribute(ImageElementAttributes.ANCHOR).split(';');\n\n if (anchorPoints.length === 1) {\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[0]);\n } else if (anchorPoints.length === 2){\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[1]);\n }\n }\n }\n else {\n if (DEBUG) {\n if (!(this.texture && this.texture.baseTexture)) {\n //this.log('ERROR no Image with name: ' + node.getAttribute(ImageElementAttributes.IMAGE));\n this.log('ERROR Image has no texture');\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.TWEEN_ENGINE)) {\n this._tweenEngine = node.getAttribute(ImageElementAttributes.TWEEN_ENGINE);\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.createElement(this, this.getDebugInfo());\n }\n }\n\n this.updateByNode(node);\n }\n\n /**\n * @param node\n */\n public updateByNode(node: Element): ImageElement\n {\n if (!node) {\n this.logError('No node specified for element update!');\n return;\n }\n\n if (DEBUG) {\n if (node.hasAttribute(ImageElementAttributes.DEBUG) && node.getAttribute(ImageElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n if(!node.hasAttribute(ImageElementAttributes.TWEEN_PERSISTENT) || StringUtils.parseBoolean(node.getAttribute(ImageElementAttributes.TWEEN_PERSISTENT)) != true) {\n Tweens.removeTweens(this);\n }\n\n this._cache = Attributes.assignBooleanAttribute(node, ImageElementAttributes.CACHE, this._cache);\n this.visible = Attributes.assignBooleanAttribute(node, ImageElementAttributes.VISIBLE, this.visible);\n this.alpha = Attributes.assignFloatAttribute(node, ImageElementAttributes.ALPHA, this.alpha);\n this.blendMode = CustomUtils.getBlendMode(this.getBlendModeByString(Attributes.assignStringAttribute(node, ImageElementAttributes.BLEND_MODE, this.blendMode)));\n this.pivot.x = Attributes.assignIntAttribute(node, ImageElementAttributes.PIVOT_X, this.pivot.x);\n this.pivot.y = Attributes.assignIntAttribute(node, ImageElementAttributes.PIVOT_Y, this.pivot.y);\n\n if (node.hasAttribute(ImageElementAttributes.ROTATION)) {\n this.rotation = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.ROTATION)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.START_ROTATION)) {\n if (node.getAttribute(ImageElementAttributes.START_ROTATION) === ImageElementAttributes.START_ROTATION) {\n this.rotation = Math.floor(Math.random() * 360) / 100;\n }\n }\n\n this.position.x = Attributes.assignIntAttribute(node, ImageElementAttributes.X, this.position.x);\n this.position.y = Attributes.assignIntAttribute(node, ImageElementAttributes.Y, this.position.y);\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_X)) {\n this.scale.x = parseFloat(node.getAttribute(ImageElementAttributes.SCALE_X));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_Y)) {\n this.scale.y = parseFloat(node.getAttribute(ImageElementAttributes.SCALE_Y));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SKEW_X)) {\n this.skew.x = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.SKEW_X)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SKEW_Y)) {\n this.skew.y = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.SKEW_Y)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE)) {\n this.scale.x = parseFloat(node.getAttribute(ImageElementAttributes.SCALE));\n this.scale.y = parseFloat(node.getAttribute(ImageElementAttributes.SCALE));\n }\n\n if (node.hasAttribute(ImageElementAttributes.CLEAR_MASK)) {\n if(this.maskSprite) {\n this.removeChild(this.maskSprite);\n this.maskSprite = null;\n }\n if(this.maskImage) {\n this.removeChild(this.maskImage);\n this.maskImage = null;\n }\n if(this.mask) {\n this.mask = null;\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.MASK)) {\n let next: Element = node.parentElement.firstElementChild;\n while (next != null) {\n if (next.nodeName === node.getAttribute(ImageElementAttributes.MASK)) {\n let doNotHide: boolean = next.getAttribute(ImageElementAttributes.SHOW_MASK) == \"true\";\n if ( this.mask && this.maskImage) {\n next.setAttribute(\"Visible\", \"true\");\n this.maskImage.updateByNode(next);\n if(!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n } else {\n switch ( next.getAttribute(\"Class\") ) {\n case \"ImageElement\":\n this.maskImage = new ImageElement();\n next.setAttribute(\"Visible\", \"true\");\n this.maskImage.create(next);\n if(!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n this.addChild(this.maskImage);\n this.mask = this.maskImage;\n break;\n default:\n let shapeElement: ShapeElement = new ShapeElement();\n shapeElement.create(next);\n this.mask = shapeElement;\n break;\n }\n\n }\n }\n next = next.nextElementSibling;\n }\n\n if (this.mask == null) {\n if (DEBUG) {\n this.log('ERROR no element with name: ' + node.getAttribute(ImageElementAttributes.MASK));\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK)) {\n let image = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.BITMAP_MASK));\n\n if (image != null) {\n this.maskSprite = new PIXI.Sprite(image);\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK_X)) {\n this.maskSprite.position.x = parseFloat(node.getAttribute(ImageElementAttributes.BITMAP_MASK_X));\n }\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK_Y)) {\n this.maskSprite.position.y = parseFloat(node.getAttribute(ImageElementAttributes.BITMAP_MASK_Y));\n }\n if (!node.hasAttribute(ImageElementAttributes.BITMAP_MASK_SHOW)) {\n this.addChild(this.maskSprite);\n this.mask = this.maskSprite;\n }\n } else {\n if (DEBUG) {\n this.log('ERROR' + this.componentName + ' no image with name for mask: ' + node.getAttribute(ImageElementAttributes.BITMAP_MASK));\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.TINT)) {\n let spr: PIXI.Sprite;\n if (node.getAttribute(ImageElementAttributes.TINT) === '0') {\n this.tint = null;\n } else if (node.getAttribute(ImageElementAttributes.TINT) === 'dynamic') {\n this.tint = parseInt(ImageElement.DynamicTint, 16);\n } else {\n this.tint = parseInt(node.getAttribute(ImageElementAttributes.TINT), 16);\n if (this.children != null && this.children[0] != null && this.children[0] instanceof PIXI.Sprite) {\n spr = this.children[0];\n spr.tint = this.tint;\n }\n }\n } else {\n //this.tint = 0xFFFFFF;\n }\n\n this.runPositionTween(node);\n this.runScaleTween(node);\n this.runRotationTween(node);\n this.runAlphaTween(node);\n this.runSkewTween(node);\n this.runTintTween(node);\n this.runTween(node);\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n\n return this;\n }\n\n /**\n * Runs the alpha tween\n * @method runAlphaTween\n * @param node\n * @returns {boolean}\n */\n public runAlphaTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'alpha');\n\n let alphaTween: Array;\n\n let alphaTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ALPHA_TWEEN_POSITION, null);\n\n if (alphaTweenPosition == ImageElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN)).map(value => value + this.alpha);\n } else if (alphaTweenPosition == ImageElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN));\n if(alphaTween.length) {\n alphaTween[0] = this.alpha;\n }\n } else {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN));\n }\n\n const alphas: Array = alphaTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ALPHA_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.ALPHA_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.ALPHA_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\n\n Tweens.alphaTween(this, {alphas, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the position tween\n * @method runPositionTween\n * @param node\n * @returns {boolean}\n */\n public runPositionTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'position');\n\n let positionTweenX: Array;\n let positionTweenY: Array;\n\n let positionTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_POSITION, null);\n if (positionTweenPosition === ImageElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\n if(!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X)) {\n positionTweenX = [];\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => {\n positionTweenX.push(this.position.x);\n return value + this.position.y;\n });\n } else if(!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n positionTweenY = [];\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => {\n positionTweenY.push(this.position.y);\n return value + this.position.x;\n });\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => value + this.position.x);\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => value + this.position.y);\n }\n } else {\n if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X)) {\n positionTweenX = [];\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => {\n positionTweenX.push(this.position.x);\n return value;\n });\n } else if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n positionTweenY = [];\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => {\n positionTweenY.push(this.position.y);\n return value;\n });\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y));\n }\n if (positionTweenPosition == ImageElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\n if (positionTweenX.length) {\n positionTweenX[0] = this.position.x;\n }\n if (positionTweenY.length) {\n positionTweenY[0] = this.position.y;\n }\n }\n }\n\n const tweenX: Array = positionTweenX || [];\n const tweenY: Array = positionTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.POSITION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.POSITION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.POSITION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\n\n let bezierType: string;\n let bezierCurviness: number;\n let bezierPoints: Object;\n let bezierObject: Object;\n let bezierAutoRotate: boolean;\n\n if(node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_BEZIER_POINTS)) {\n bezierType = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_TYPE, 'thru');\n bezierCurviness = Attributes.assignIntAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_CURVINESS, 1.0);\n bezierPoints = this.formatPoints(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_BEZIER_POINTS));\n bezierAutoRotate = Attributes.assignBooleanAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_AUTOROTATE, false);\n\n if(bezierType && bezierCurviness && bezierPoints) {\n bezierObject = {type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI/2, true] : false)};\n }\n }\n\n Tweens.positionTween(this, {bezier: bezierObject, tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runSkewTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'skew');\n\n let skewTweenX: Array;\n let skewTweenY: Array;\n\n let skewTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SKEW_TWEEN_POSITION, null);\n if (skewTweenPosition === ImageElementAttributes.SKEW_TWEEN_POSITION_VALUE.RELATIVE) {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value) + this.skew.x) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value) + this.skew.y) : null;\n } else if (skewTweenPosition == ImageElementAttributes.SKEW_TWEEN_POSITION_VALUE.SMOOTH) {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value)) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value)) : null;\n if(skewTweenX && skewTweenX.length) {\n skewTweenX[0] = this.skew.x;\n }\n if(skewTweenY && skewTweenY.length) {\n skewTweenY[0] = this.skew.y;\n }\n } else {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value)) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value)) : null;\n }\n\n const tweenX: Array = skewTweenX || [];\n const tweenY: Array = skewTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SKEW_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.SKEW_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.SKEW_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.SKEW_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_KEY_TIMES)) : null;\n\n Tweens.skewTween(this, {tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the rotation tween\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runRotationTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'rotation');\n\n let rotationTween: Array;\n\n let rotationTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ROTATION_TWEEN_POSITION, null);\n if (rotationTweenPosition == ImageElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN)).map(value => value + Tweens.radians2degrees(this.rotation));\n } else if (rotationTweenPosition == ImageElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN));\n if(rotationTween.length) {\n rotationTween[0] = Tweens.radians2degrees(this.rotation);\n }\n } else {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN));\n }\n\n const degrees: Array = rotationTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ROTATION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.ROTATION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.ROTATION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\n\n Tweens.rotationTween(this, {degrees, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runTintTween(node: Element): boolean {\n if (!node.hasAttribute(ImageElementAttributes.TINT_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'tint');\n\n let tintTween: Array;\n\n \n let tintTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.TINT_TWEEN_POSITION, null);\n if (tintTweenPosition == ImageElementAttributes.TINT_TWEEN_POSITION_VALUE.SMOOTH) {\n tintTween = node.getAttribute(ImageElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n if(tintTween.length) {\n tintTween[0] = this.tint;\n }\n } else {\n tintTween = node.getAttribute(ImageElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n }\n\n const tweenValues: Array = tintTween || [];\n\n const tween: string = \"tint\";\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.TINT_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.TINT_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.TINT_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.TINT_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.TINT_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.TINT_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.TINT_TWEEN_KEY_TIMES)) : null;\n\n Tweens.colorTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n \n /**\n * Runs the scale tween\n *\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runScaleTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'scale');\n\n let scaleTweenX: Array;\n let scaleTweenY: Array;\n let scaleTween: Array;\n let tweenValues: Array = [];\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_X)) {\n scaleTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_X));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_Y)) {\n scaleTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_Y));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN)) {\n scaleTween = ImageElement._getPointsFromPointsAttribute(node.getAttribute(ImageElementAttributes.SCALE_TWEEN)) as Array;\n }\n\n let scaleTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SCALE_TWEEN_POSITION, null);\n\n if (scaleTween && scaleTween.length) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTween.map((value: PIXI.Point) =>\n {\n return {\n 'x': value.x + this.scale.x,\n 'y': value.y + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTween;\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTween;\n }\n } else if (scaleTweenX && scaleTweenY) {\n if (scaleTweenX.length === scaleTweenY.length) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': scaleTweenY[i] + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n }\n }\n } else if (scaleTweenX) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n }\n } else if (scaleTweenY) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n }\n } else {\n return false;\n }\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SCALE_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.SCALE_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.SCALE_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.SCALE_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\n\n Tweens.scaleTween(this, {tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runTween(node: Element): boolean\n {\n if (node.hasAttribute(TweensAttributes.TWEEN)) {\n let tweens: Array = ArrayUtils.stringArray(node.getAttribute(TweensAttributes.TWEEN));\n\n for(let i:number = 0; i = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_VALUES + i));\n const tweenDuration: Array = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_DURATION + i) || \"120\");\n const tweenEase: Array = ArrayUtils.stringArray(node.getAttribute(TweensAttributes.TWEEN_EASE + i) || \"linear\");\n const tweenDelay: Array = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_DELAY + i) || \"0\");\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, TweensAttributes.TWEEN_LOOP + i, null);\n\n let tween: string = tweens[i];\n\n Tweens.removeTweens(this, tween);\n\n if(tween == \"scale\") {\n tween = \"scale.x\";\n tweens[i] = \"scale.y\";\n i--;\n }\n\n Tweens.customTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop});\n }\n }\n\n return false;\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return ImageElement\n */\n clone(): ImageElement\n {\n let element: ImageElement = new ImageElement();\n element.removeChildren();\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.anchor = this.anchor;\n element.tint = this.tint;\n element.blendMode = this.blendMode;\n element.name = this.name;\n element._cache = this._cache;\n element._tweenEngine = this._tweenEngine;\n\n if (this.texture != null) {\n element.texture = this.texture;\n }\n\n if (element._cache) {\n //element.cacheAsBitmap = true;\n } else {\n //element.cacheAsBitmap = false;\n }\n\n if (this.maskSprite != null) {\n let elementMask = new PIXI.Sprite(( this.maskSprite).texture);\n elementMask.position.x = this.maskSprite.position.x;\n elementMask.position.y = this.maskSprite.position.y;\n\n element.maskSprite = elementMask;\n element.addChild(elementMask);\n element.mask = elementMask;\n }\n if (this.maskImage != null) {\n element.maskImage = this.maskImage.clone();\n element.addChild(element.maskImage);\n element.mask = element.maskImage;\n }\n\n element.markAsCloned(); // must be called last before return!\n\n return element;\n }\n\n /**\n *\n * @param options\n */\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n Tweens.removeTweens(this, 'skew');\n\n this.texture = null;\n }\n\n getDebugInfo(): string\n {\n if (DEBUG) {\n let debugInfoFn = this.debugInfo;\n return debugInfoFn ? debugInfoFn.call(this) : `${this.uid}\\nName: [${this.name}]`;\n }\n return '';\n }\n\n debugInfo(): string\n {\n if (DEBUG) {\n let result = `${this.uid}\\nName: [${this.name}]`;\n let imgurl = this.texture && this.texture.baseTexture ? this.texture.baseTexture.imageUrl : '';\n if (!StringUtils.isNullOrEmpty(imgurl)) {\n result += '\\nUrl: ' + imgurl;\n }\n return result;\n }\n return '';\n }\n\n /**\n * @property cloned - indicates if element was cloned or not.\n * @returns {boolean}\n */\n public get cloned(): boolean\n {\n return this._cloned;\n }\n\n public get destroyed(): boolean\n {\n return this.__destroyed;\n }\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n destroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this.assertDestroyed('destroy');\n\n if (Utils.isNullOrUndefined(options)) {\n options = ImageElement._destroyOptions;\n }\n\n this.internalDestroy(options);\n\n if (!Utils.isNullOrUndefined(this.children)) {\n super.destroy(options);\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.destroy(this);\n }\n }\n\n this.__destroyed = true;\n }\n\n protected assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * Converts string from \"points attribute\" into array of points. E.g. \"(1,6);(5,2);2;(2,4)\". Point can be specified as single value for both axex.\n * @method _getPointsFromPointsAttribute\n * @return Array\n */\n private static _getPointsFromPointsAttribute(pointsString: string): Array<{x: number, y: number}>\n {\n if (!pointsString) {\n return [];\n }\n\n return pointsString\n .replace(/\\s/g, '')\n .split(';')\n .map((valuesPair: string) => /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair])\n .map((valuesPair: Array) =>\n {\n return {x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1])};\n });\n };\n\n /**\n * Marks element as cloned\n */\n protected _markAsCloned(): void\n {\n this.markAsCloned();\n }\n\n /**\n * Marks element as cloned\n */\n markAsCloned(): void\n {\n this._assertDestroyed('markAsCloned()');\n this._cloned = true;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.clone(this);\n\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n *\n * @param method\n * @private\n */\n protected _assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n removeAndDestroyChildren(): void\n {\n this._removeAndDestroyChildren();\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n protected _removeAndDestroyChildren(): void\n {\n this._assertDestroyed('_removeAndDestroyChildren');\n\n let destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n if (this.children != null && this.children.length > 0) {\n for (let i = this.children.length - 1; i >= 0; i--) {\n if (this.children[i] != null) {\n (this.children[i] as any).destroy(destroyOptions);\n }\n }\n }\n\n this.removeChildren();\n }\n\n /**\n *\n * @param degrees\n * @returns {number}\n */\n public degrees2radians(degrees: number): number\n {\n return degrees * (Math.PI / 180);\n }\n\n /**\n * Important! The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @param mode\n * @returns {number}\n */\n public getBlendModeByString(mode: string): number\n {\n mode = mode.toString();\n switch (mode) {\n case '0':\n case 'normal':\n return PIXI.BLEND_MODES.NORMAL;\n case '1':\n case 'add':\n return PIXI.BLEND_MODES.ADD;\n case '2':\n case 'multiply':\n return PIXI.BLEND_MODES.MULTIPLY;\n case '3':\n case 'screen':\n return PIXI.BLEND_MODES.SCREEN;\n case '4':\n case 'overlay':\n return PIXI.BLEND_MODES.OVERLAY;\n case '5':\n case 'darken':\n return PIXI.BLEND_MODES.DARKEN;\n case '6':\n case 'lighten':\n return PIXI.BLEND_MODES.LIGHTEN;\n case '7':\n case 'color_dodge':\n return PIXI.BLEND_MODES.COLOR_DODGE;\n case '8':\n case 'color_burn':\n return PIXI.BLEND_MODES.COLOR_BURN;\n case '9':\n case 'hard_light':\n return PIXI.BLEND_MODES.HARD_LIGHT;\n case '10':\n case 'soft_light':\n return PIXI.BLEND_MODES.SOFT_LIGHT;\n case '11':\n case 'difference':\n return PIXI.BLEND_MODES.DIFFERENCE;\n case '12':\n case 'exclusion':\n return PIXI.BLEND_MODES.EXCLUSION;\n case '13':\n case 'hue':\n return PIXI.BLEND_MODES.HUE;\n case '14':\n case 'saturation':\n return PIXI.BLEND_MODES.SATURATION;\n case '15':\n case 'color':\n return PIXI.BLEND_MODES.COLOR;\n case '16':\n case 'luminosity':\n return PIXI.BLEND_MODES.LUMINOSITY;\n default:\n if (DEBUG) {\n this.log('ERROR Unknown blending mode ' + mode + '. Used default mode NORMAL.');\n }\n return PIXI.BLEND_MODES.NORMAL;\n }\n }\n\n /**\n * Prints output on screen inside element with specified debug content\n */\n protected _printDebugInfo(text: any, node?: Element)\n {\n if (DEBUG) {\n if (this.getChildByName(ImageElementAttributes.DEBUG_INFO) != null) {\n this.removeChild(this.getChildByName(ImageElementAttributes.DEBUG_INFO));\n }\n if (node == undefined || (node.hasAttribute(ImageElementAttributes.DEBUG_INFO) && node.getAttribute(ImageElementAttributes.DEBUG_INFO) === 'true')) {\n // test\n /*let border = new ShapeElement();\n border.beginFill(0xFFFFFF, 0);\n border.lineStyle(2, 0xff0000);\n border.drawRect(0, 0, this._textures[0].width, this._textures[0].height);\n this.addChild(border);*/\n\n let textInfo = new TextElement();\n textInfo.name = ImageElementAttributes.DEBUG_INFO;\n textInfo.x = textInfo.y = 0;\n textInfo.style.fill = 0xFF0000;\n textInfo.style.fontSize = 10;\n textInfo.text = JSON.stringify(text, null, 4);\n\n this.addChild(textInfo);\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Log error into console\n * @param s\n */\n protected logError(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n\n /**\n *\n * @param {string} value\n * @param {string} id\n * @param {boolean} useGlobal\n * @returns {number}\n */\n private formatPoint(value: string, id: string, useGlobal: boolean = false): number {\n let result: number;\n if (value == \"c\") {\n result = this[id];\n } else {\n if (useGlobal) {\n result = this[id] + (parseInt(value) - this.getGlobalPosition()[id]);\n } else {\n result = parseInt(value);\n }\n }\n\n return result;\n }\n\n /**\n *\n * @param {string} points\n * @param {boolean} useGlobal\n * @returns {Array}\n */\n private formatPoints(points: string, useGlobal: boolean = false): Array {\n let result: Array = [];\n let regex = /\\[(.*?)\\]/g;\n let data = points.match(regex);\n\n for (let i: number = 0; i < data.length; i++) {\n let pointArray = data[i].substring(1, data[i].length - 1).split(',');\n\n if (pointArray.length == 2) {\n let x = this.formatPoint(pointArray[0], \"x\", useGlobal);\n let y = this.formatPoint(pointArray[1], \"y\", useGlobal);\n\n //let point: PIXI.Point = new PIXI.Point(x, y);\n let objectPoint: Object = {x: x, y: y};\n result.push(objectPoint);\n }\n }\n\n return result;\n }\n}\n\nexport const ImageElementAttributes = {\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ALPHA_TWEEN_KEY_TIMES: 'AlphaTweenKeyTimes',\n ALPHA_TWEEN_POSITION: 'AlphaTweenPosition',\n ALPHA_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n ANCHOR: 'Anchor',\n /**\n * Target animation from where is specific frame selected. Attribute Frame=\"?\" needed.\n */\n ANIMATION: 'Animation',\n /**\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n BITMAP_MASK: 'BitmapMask',\n BITMAP_MASK_SHOW: 'BitmapMaskShow',\n BITMAP_MASK_X: 'BitmapMaskX',\n BITMAP_MASK_Y: 'BitmapMaskY',\n /*\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n /*\n * If true cache image as bitmap.\n * @property Cache\n * @type boolean\n * @default null\n */\n CACHE: 'Cache',\n DEBUG_INFO: 'DebugInfo',\n DEBUG: 'Debug',\n\n FRAME: 'Frame',\n\n FROM_FRAME: 'FromFrame',\n /**\n * Reference to image from resources.\n * @property Image\n * @type string\n * @default 0\n */\n IMAGE: 'Image',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n MASK: 'Mask',\n\n CLEAR_MASK: \"ClearMask\",\n SHOW_MASK: \"ShowMask\",\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_DELAY: 'PositionTweenDelay',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative',\n SMOOTH: 'smooth'\n },\n POSITION_TWEEN_LOOP: 'PositionTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n POSITION_TWEEN_KEY_TIMES: 'PositionTweenKeyTimes',\n /**\n * Bezier's \"type\" of curve\n * VALUES:\n * thru\n * soft\n * quadratic\n * cubic\n * EXAMPLE:\n * PositionTweenBezierType=\"thru\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierType\n * @default thru\n */\n POSITION_TWEEN_BEZIER_TYPE: 'PositionTweenBezierType',\n /**\n * the tension on the Bezier\n * VALUES:\n * 0 has no curviness (straight lines),\n * 1 is normal curviness,\n * 2 is twice the normal curviness,\n * etc. Use any number, not just integers\n * EXAMPLE:\n * PositionTweenBezierCurviness=\"1.25\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierCurviness\n * @default 1.0\n */\n POSITION_TWEEN_BEZIER_CURVINESS: 'PositionTweenBezierCurviness',\n /**\n * Array points, pairs of X,Y coords for movement along the bezier curve\n * EXAMPLE:\n * x y x y x y\n * PositionTweenBezierPoints=\"[100,250];[300,0];[500,400]\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierPoints\n * @default null\n */\n POSITION_TWEEN_BEZIER_POINTS: 'PositionTweenBezierPoints',\n /**\n * Auto rotation object on Bezier\n * VALUES:\n * true\n * false\n * EXAMPLE:\n * PositionTweenBezierAutoRotate=\"true\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierAutoRotate\n * @default false\n */\n POSITION_TWEEN_BEZIER_AUTOROTATE: 'PositionTweenBezierAutoRotate',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n ROTATION_TWEEN_LOOP: 'RotationTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ROTATION_TWEEN_KEY_TIMES: 'RotationTweenKeyTimes',\n ROTATION_TWEEN_POSITION: 'RotationTweenPosition',\n ROTATION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /**\n *\n */\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_X: 'ScaleTweenX',\n SCALE_TWEEN_Y: 'ScaleTweenY',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n SCALE_TWEEN_LOOP: 'ScaleTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n SCALE_TWEEN_KEY_TIMES: 'ScaleTweenKeyTimes',\n SCALE_TWEEN_POSITION: 'ScaleTweenPosition',\n SCALE_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n\n SKEW_X: 'SkewX',\n SKEW_Y: 'SkewY',\n\n SKEW_TWEEN_X: 'SkewTweenX',\n SKEW_TWEEN_Y: 'SkewTweenY',\n SKEW_TWEEN_EASE: 'SkewTweenEase',\n SKEW_TWEEN_DURATION: 'SkewTweenDuration',\n SKEW_TWEEN_DELAY: 'SkewTweenDelay',\n SKEW_TWEEN_POSITION: 'SkewTweenPosition',\n SKEW_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative',\n SMOOTH: 'smooth'\n },\n SKEW_TWEEN_LOOP: 'SkewTweenLoop',\n SKEW_TWEEN_KEY_TIMES: 'SkewTweenKeyTimes',\n\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n /*\n * Tint of image. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n \n TINT_TWEEN: 'TintTween',\n TINT_TWEEN_EASE: 'TintTweenTease',\n TINT_TWEEN_DURATION: 'TintTweenDuration',\n TINT_TWEEN_DELAY: 'TintTweenDelay',\n TINT_TWEEN_POSITION: 'TintTweenPosition',\n TINT_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n SMOOTH: 'smooth'\n },\n TINT_TWEEN_LOOP: 'TintTweenLoop',\n TINT_TWEEN_KEY_TIMES: 'TintTweenKeyTimes',\n \n \n TWEEN_ENGINE: 'TweenEngine',\n /*\n * Indicates currently running tweens should not be interrupted during updateByNode call\n * @property TweenPersistent\n * @type Boolean\n * @default false\n */\n TWEEN_PERSISTENT: \"TweenPersistent\",\n VISIBLE: 'Visible',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/ImageElement.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {TextElementAttributes} from \"../../ComponentAttributes\";\n\n/**\n * The image text element render bitmap font to text.\n * Example:\n * \n *\n * @class TextElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class TextElement extends PIXI.Text\n{\n private _uid: string;\n private _cloned: boolean;\n private __destroyed: boolean;\n\n constructor()\n {\n super();\n\n this.text = '';\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n this._uid = PerfDebug.generateElementUID(this);\n PerfDebug.newElement(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element)\n {\n if (this.name == null) {\n this.name = node.nodeName;\n }\n\n if (node.hasAttribute(TextElementAttributes.FONT)) {\n this.style.fontFamily = node.getAttribute(TextElementAttributes.FONT);\n }\n\n this.updateByNode(node);\n }\n\n /**\n * @todo Najst miesta, kde sa vola metoda create(). Ak by bolo vhodne, aby sa tam volala metoda update(), treba volat ju. Tomu treba prisposobit aj obsah metody.\n *\n * @param node\n */\n public updateByNode(node: Element): void\n {\n if (node.hasAttribute(TextElementAttributes.TEXT)) {\n this.text = node.getAttribute(TextElementAttributes.TEXT);\n }\n\n if (node.hasAttribute(TextElementAttributes.TEXT_ALIGN)) {\n //this.style.align = node.getAttribute(TextElementAttributes.TEXT_ALIGN);\n }\n\n if (node.hasAttribute(TextElementAttributes.TEXT_BASELINE)) {\n //this.textBaseline = node.getAttribute(TextElementAttributes.TEXT_BASELINE);\n\n /*switch (node.getAttribute(TextElementAttributes.TEXT_BASELINE)) {\n case TextElementAttributes.TEXT_BASELINE_VALUE.MIDDLE:\n this.position.y = this.position.y - this.parent.height / 2;\n break;\n case TextElementAttributes.TEXT_BASELINE_VALUE.BOTTOM:\n this.position.y = -this.parent.height;\n break;\n }*/\n }\n\n if (node.hasAttribute(TextElementAttributes.SIZE)) {\n this.style.fontSize = parseInt(node.getAttribute(TextElementAttributes.SIZE));\n }\n\n if (node.hasAttribute(TextElementAttributes.ALPHA)) {\n this.alpha = parseFloat(node.getAttribute(TextElementAttributes.ALPHA));\n }\n\n if (node.hasAttribute(TextElementAttributes.ROTATION)) {\n this.rotation = parseInt(node.getAttribute(TextElementAttributes.ROTATION));\n }\n\n if (node.hasAttribute(TextElementAttributes.START_ROTATION)) {\n if (node.getAttribute(TextElementAttributes.START_ROTATION) === TextElementAttributes.START_ROTATION) {\n this.rotation = Math.floor(Math.random() * 360) / 100;\n }\n }\n\n if (node.hasAttribute(TextElementAttributes.SCALE_X)) {\n this.scale.x = parseFloat(node.getAttribute(TextElementAttributes.SCALE_X));\n }\n\n if (node.hasAttribute(TextElementAttributes.SCALE_Y)) {\n this.scale.y = parseFloat(node.getAttribute(TextElementAttributes.SCALE_Y));\n }\n\n if (node.hasAttribute(TextElementAttributes.SCALE)) {\n this.scale.x = parseFloat(node.getAttribute(TextElementAttributes.SCALE));\n this.scale.y = parseFloat(node.getAttribute(TextElementAttributes.SCALE));\n }\n\n if (node.hasAttribute(TextElementAttributes.X)) {\n this.position.x = parseInt(node.getAttribute(TextElementAttributes.X));\n }\n\n if (node.hasAttribute(TextElementAttributes.Y)) {\n this.position.y = parseInt(node.getAttribute(TextElementAttributes.Y));\n }\n\n if (node.hasAttribute(TextElementAttributes.PIVOT_X)) {\n this.pivot.x = parseInt(node.getAttribute(TextElementAttributes.PIVOT_X));\n }\n\n if (node.hasAttribute(TextElementAttributes.PIVOT_Y)) {\n this.pivot.y = parseInt(node.getAttribute(TextElementAttributes.PIVOT_Y));\n }\n\n if (node.hasAttribute(TextElementAttributes.VISIBLE)) {\n this.visible = StringUtils.parseBoolean(node.getAttribute(TextElementAttributes.VISIBLE));\n }\n\n if (node.hasAttribute(TextElementAttributes.TINT)) {\n if (node.getAttribute(TextElementAttributes.TINT) === '0') {\n this.style.fill = null;\n } else {\n this.style.fill = parseInt(node.getAttribute(TextElementAttributes.TINT), 16);\n }\n }\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n * Marks element as cloned\n */\n markAsCloned(): void\n {\n this._markAsCloned();\n }\n\n /**\n * Marks element as cloned\n */\n protected _markAsCloned(): void\n {\n this.assertDestroyed('markAsCloned()');\n this._cloned = true;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.clone(this);\n\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n protected assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n getDebugInfo(): string\n {\n if (DEBUG) {\n let debugInfoFn = (this as any).debugInfo;\n return debugInfoFn ? debugInfoFn.call(this) : `${this.uid}\\nName: [${this.name}]`;\n }\n return '';\n }\n\n debugInfo(): string\n {\n if (DEBUG) {\n let result = `${this.uid}\\nName: [${this.name}]`;\n\n return result;\n }\n return '';\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Texts/TextElement.ts\n **/","export const ActionSetAttributes = {\n CASE: 'Case'\n};\n\nexport const AnimationElementAttributes = {\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n\n ANCHOR: 'Anchor',\n /*\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n BITMAP_MASK: 'BitmapMask',\n BITMAP_MASK_SHOW: 'BitmapMaskShow',\n BITMAP_MASK_X: 'BitmapMaskX',\n BITMAP_MASK_Y: 'BitmapMaskY',\n DEBUG_INFO: 'DebugInfo',\n DEBUG: 'Debug',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n MASK: 'Mask',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n /*\n * Start playing animation.\n * @property Play\n * @type boolean\n */\n PLAY: 'Play',\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative'\n },\n /*\n *\n */\n RANDOM_START_FRAME: 'RandomStartFrame',\n /*\n * Indicates if animation should animate reverse.\n * @property Reverse\n * @type boolean\n * @default false\n */\n REVERSE: 'Reverse',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n /*\n * Tween rotation of this display object with children.\n * For duration use RotateTweenDuration (number - frames).\n * For tweenEase use RotateTweenEase (string - name of easeing function).\n * @property RotateTweenDegrees\n * @type Array - consist of two values (start degrees; end degrees) or three values (start degrees, middle degrees, end degrees)\n * @default null\n */\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n /*\n * Tween scale of this display object with children.\n * For ease use ScaleTweenEase (string - name of easeing function).\n * For scaling X use ScaleTweenX (consist of two values (start scaleX; end scaleX) or three values (start scaleX; middle scaleX, end scaleX)).\n * For scaling Y use ScaleTweenY (consist of two values (start scaleY; end scaleY) or three values (start scaleY; middle scaleY, end scaleY)).\n * @property ScaleTweenDuration\n * @type number - frames\n * @default null\n */\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n STYLE: 'Style',\n STYLE2: 'Style2',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n VISIBLE: 'Visible',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n};\n\n/**\n *\n * @type {{ANIMATION: string; START_FRAME: string; END_FRAME: string; LOOP: string; STOP: string; SPEED: string; ALPHA: string; TINT: string; BLEND_MODE: string}}\n */\nexport const AnimationStyleAttributes = {\n /*\n * Animation is library ID from javascript libs.\n * @property Animation\n * @type string\n * @default null\n */\n ANIMATION: 'Animation',\n /*\n * Frames is a semicolon separated list of individual frames used for the animation\n * @type string\n * @default null\n */\n FRAMES: 'Frames',\n /*\n * Start frame is number of frame when animation start on timeline.\n * @property StartFrame\n * @type number\n * @default 0\n */\n START_FRAME: 'StartFrame',\n /*\n * End frame is number of frame when animation ends on timeline.\n * Use only if end frame is smaller then last frame on timeline.\n * @property EndFrame\n * @type number\n * @default null\n */\n END_FRAME: 'EndFrame',\n /*\n * Indicates whenever this MovieClip should loop when it reaches the end of its timeline.\n * @property Loop\n * @type boolean\n * @default false\n */\n LOOP: 'Loop',\n /*\n * Indicates whether this MovieClip shoud play only single frame animation.\n * @property Stop\n * @type boolean\n * @default false\n */\n STOP: 'Stop',\n /*\n * Speed of animation. Less than one will slow down animation. Calc with game FPS.\n * @property Speed\n * @type number\n * @default 1\n */\n SPEED: 'Speed',\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n /*\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n /*\n * Indicates if animation should animate reverse.\n * @property Reverse\n * @type boolean\n * @default false\n */\n REVERSE: 'Reverse',\n};\n\nexport const BaseElementAttributes = {\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\n /*\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n BITMAP_MASK: 'BitmapMask',\n BITMAP_MASK_SHOW: 'BitmapMaskShow',\n BITMAP_MASK_X: 'BitmapMaskX',\n BITMAP_MASK_Y: 'BitmapMaskY',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n MASK: 'Mask',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n POSITION_TWEEN_POSITION: 'ChildsPositionTweenPosition',\n POSITION_TWEEN_X: 'ChildsPositionTweenX',\n POSITION_TWEEN_Y: 'ChildsPositionTweenY',\n POSITION_TWEEN_EASE: 'ChildsPositionTweenEase',\n POSITION_TWEEN_DELAY: 'ChildsPositionTweenDelay',\n POSITION_TWEEN_DURATION: 'ChildsPositionTweenDuration',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative'\n },\n /*\n *\n */\n ROTATION_TWEEN: 'RotationTween',\n /**\n * @deprecated Use ROTATION_TWEEN instead ROTATION_TWEEN_DEGREES\n */\n ROTATION_TWEEN_DEGREES: 'RotationTweenDegrees',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\n /**\n * @deprecated Use SCALE_TWEEN instead SCALE_TWEEN_DURATION\n */\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_X: 'ScaleTweenX',\n SCALE_TWEEN_Y: 'ScaleTweenY',\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n TWEEN_ENGINE: 'TweenEngine',\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n VISIBLE: 'Visible',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n};\n\nexport const ButtonElementAttributes = {\n\n /*\n * The X (horizontal) position of the shape, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * The Y (vertical) position of the shape, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n\n /*\n * Shape's width.\n * @property Width\n * @type number\n * @default null\n */\n WIDTH: 'Width',\n /*\n * Shape's height.\n * @property Height\n * @type number\n * @default null\n */\n HEIGHT: 'Height',\n\n ACTION: 'Action',\n\n EVENT: 'Event',\n\n ACTION_SET: 'ActionSet',\n\n HIT_AREA: 'HitArea',\n};\n\n/**\n * XML has attributes ContainerElementAttributes, BaseElementAttributes\n * @type {{STYLE: string}}\n */\nexport const ContainerElementAttributes = {\n STYLE: 'Style',\n MULTIPLY: 'Multiply',\n CHILDS: {\n X: 'ChildsX',\n Y: 'ChildsY',\n SCALE: 'ChildsScale',\n ALPHA: 'ChildsAlpha',\n ROTATION: 'ChildsRotation',\n\n ALPHA_TWEEN: 'ChildsAlphaTween',\n ALPHA_TWEEN_EASE: 'ChildsAlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'ChildsAlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'ChildsAlphaTweenDuration',\n\n ROTATION_TWEEN: 'ChildsRotationTween',\n ROTATION_TWEEN_EASE: 'ChildsRotationTweenEase',\n ROTATION_TWEEN_DELAY: 'ChildsRotationTweenDelay',\n ROTATION_TWEEN_DURATION: 'ChildsRotationTweenDuration',\n\n SCALE_TWEEN: 'ChildsScaleTween',\n SCALE_TWEEN_X: 'ChildsScaleTweenX',\n SCALE_TWEEN_Y: 'ChildsScaleTweenY',\n SCALE_TWEEN_EASE: 'ChildsScaleTweenEase',\n SCALE_TWEEN_DELAY: 'ChildsScaleTweenDelay',\n SCALE_TWEEN_DURATION: 'ChildsScaleTweenDuration',\n\n POSITION_TWEEN_POSITION: 'ChildsPositionTweenPosition',\n POSITION_TWEEN_X: 'ChildsPositionTweenX',\n POSITION_TWEEN_Y: 'ChildsPositionTweenY',\n POSITION_TWEEN_EASE: 'ChildsPositionTweenEase',\n POSITION_TWEEN_DELAY: 'ChildsPositionTweenDelay',\n POSITION_TWEEN_DURATION: 'ChildsPositionTweenDuration'\n }\n};\n\nexport const ImageElementAttributes = {\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\n ANCHOR: 'Anchor',\n /**\n * Target animation from where is specific frame selected. Attribute Frame=\"?\" needed.\n */\n FROM_FRAME: 'FromFrame',\n /*\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n BITMAP_MASK: 'BitmapMask',\n BITMAP_MASK_SHOW: 'BitmapMaskShow',\n BITMAP_MASK_X: 'BitmapMaskX',\n BITMAP_MASK_Y: 'BitmapMaskY',\n /*\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n /*\n * If true cache image as bitmap.\n * @property Cache\n * @type boolean\n * @default null\n */\n CACHE: 'Cache',\n DEBUG_INFO: 'DebugInfo',\n DEBUG: 'Debug',\n\n FRAME: 'Frame',\n /*\n * Reference to image from resources.\n * @property Image\n * @type string\n * @default 0\n */\n IMAGE: 'Image',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n MASK: 'Mask',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_DELAY: 'PositionTweenDelay',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative'\n },\n POSITION_TWEEN_LOOP: 'PositionTweenLoop',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n ROTATION_TWEEN_LOOP: 'RotationTweenLoop',\n /**\n *\n */\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_X: 'ScaleTweenX',\n SCALE_TWEEN_Y: 'ScaleTweenY',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n SCALE_TWEEN_LOOP: 'ScaleTweenLoop',\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n /*\n * Tint of image. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n TWEEN_ENGINE: 'TweenEngine',\n VISIBLE: 'Visible',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n};\n\n/**\n *\n * @type {{DURATION: string; ROUND: string; FORCE: string}}\n */\nexport const ImageTextCounterElementAttributes = {\n /*\n * Duration in frames. This property set how long will counter running in frames.\n * @property Duration\n * @type number\n * @default 0\n */\n DURATION: 'Duration',\n /*\n * Round will show numbers without decimal places.\n * @property Round\n * @type boolean\n * @default false\n */\n ROUND: 'Round',\n /*\n * Force counting to end.\n * @property Force\n * @type boolean\n * @default true\n */\n FORCE: 'Force',\n VALUE: 'Value'\n};\n\n/**\n *\n * @type {{DURATION: string; ROUND: string; FORCE: string}}\n */\nexport const ImageTextElementAttributes = {\n\n /*\n * The text to display.\n * @property Text\n * @type string\n * @default null\n */\n TEXT: 'Text',\n /*\n * Bitmap font for text.\n * @property Font\n * @type string\n * @default null\n */\n FONT: 'Font',\n /*\n * The horizontal text alignment. Any of \"left\", \"right\", and \"center\".\n * For detailed information view the whatwg spec. Default is \"left\".\n * @property TextAlign\n * @type string\n * @default left\n */\n TEXT_ALIGN: 'TextAlign',\n TEXT_ALIGN_VALUE: {\n CENTER: 'center',\n RIGHT: 'right'\n },\n /*\n * The vertical alignment point on the text.\n * Any of \"top\", \"middle\" or \"bottom\". Default is \"top\".\n * @property TextBaseline\n * @type string\n * @default top\n */\n TEXT_BASELINE: 'TextBaseline',\n TEXT_BASELINE_VALUE: {\n MIDDLE: 'middle',\n BOTTOM: 'bottom'\n },\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n VISIBLE: 'Visible',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n};\n\nexport const LinkedElementAttributes = {\n LINKED_TO_ID: 'LinkedToId',\n\n};\n\n/**\n * Extended by BaseElementAttributes\n * @type {{TINT: string; BLEND_MODE: string; STYLE: string; STYLE2: string; START: string; EMIT: string; STOPPING: string; STOP: string; ALPHA_TWEEN_EASE: string; ALPHA_TWEEN_DELAY: string; ALPHA_TWEEN_DURATION: string; ROTATION_TWEEN: string; ROTATION_TWEEN_EASE: string; ROTATION_TWEEN_DURATION: string; ROTATION_TWEEN_DELAY: string; SCALE_TWEEN: string; SCALE_TWEEN_EASE: string; SCALE_TWEEN_DURATION: string; POSITION_TWEEN_X: string; POSITION_TWEEN_Y: string; POSITION_TWEEN_EASE: string; POSITION_TWEEN_DURATION: string; POSITION_TWEEN_POSITION: string; POSITION_TWEEN_POSITION_VALUE: {ABSOLUTE: string; RELATIVE: string}}}\n */\nexport const ParticleElementAttributes = {\n /*\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n SPEED: 'Speed',\n EMIT_ONCE: 'EmitOnce',\n START_TYPE: 'StartType',\n // Tweens used in BaseElementParticle\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative'\n },\n\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n /*\n * Style define animation. You can use one style on more than one place.\n * Style for ParticleElement has to be instance of ParticleStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n STYLE2: 'Style2',\n EXTEND_STYLE: 'ExtendStyle',\n START: 'Start',\n STOPPING: 'Stopping',\n STOP: 'Stop',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n ATTR_COUNT: 'Count',\n ATTR_TIME: 'Time',\n ATTR_MIN: 'Min',\n ATTR_MAX: 'Max',\n ATTR_FROM_FRAME: 'FromFrame',\n ATTR_IMAGES: 'Images',\n ATTR_TYPE: 'Type',\n ATTR_X: 'X',\n ATTR_Y: 'Y',\n ATTR_RANDOM_X: 'RandomX',\n ATTR_RANDOM_Y: 'RandomY',\n ATTR_WIDTH: 'Width',\n ATTR_HEIGHT: 'Height',\n ATTR_VALUES: 'Values',\n ATTR_VALUE: 'Value'\n};\n\n/**\n * XML has attributes SwitchElementAttributes, BaseElementAttributes\n * @type {{STYLE: string; CASE: string}}\n */\nexport const SwitchElementAttributes = {\n /*\n * Property case is used for set element to some case\n * @property Case\n * @type string\n * @default null\n */\n CASE: 'Case',\n DEBUG_INFO: 'DebugInfo',\n /*\n * Style holds elements as ContainerElement and also holds cases as xml nodes.\n * Style for switch element has to be instance of SwitchStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style'\n};\n\nexport const SwitchStyleAttributes = {\n CASE: 'Case',\n};\n\nexport const SwitchStyleCaseAttributes = {\n NEXT_CASE: 'NextCase',\n TIMER: 'Timer',\n HANDLER: 'Handler'\n};\n\n/**\n *\n * @type {{DURATION: string; ROUND: string; FORCE: string}}\n */\nexport const TextElementAttributes = {\n /**\n * The text to display.\n * @property Text\n * @type string\n * @default null\n */\n TEXT: 'Text',\n /*\n * Bitmap font for text.\n * @property Font\n * @type string\n * @default null\n */\n FONT: 'Font',\n /**\n * The font size (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n */\n SIZE: 'Size',\n /*\n * The horizontal text alignment. Any of \"left\", \"right\", and \"center\".\n * For detailed information view the whatwg spec. Default is \"left\".\n * @property TextAlign\n * @type string\n * @default left\n */\n TEXT_ALIGN: 'TextAlign',\n TEXT_ALIGN_VALUE: {\n LEFT: 'left',\n CENTER: 'center',\n RIGHT: 'right'\n },\n /*\n * The vertical alignment point on the text.\n * Any of \"top\", \"middle\" or \"bottom\". Default is \"top\".\n * @property TextBaseline\n * @type string\n * @default top\n */\n TEXT_BASELINE: 'TextBaseline',\n TEXT_BASELINE_VALUE: {\n MIDDLE: 'middle',\n BOTTOM: 'bottom'\n },\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n VISIBLE: 'Visible',\n /*\n * Tint of image. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n};\n\n/**\n * XML has attributes TimelineElementAttributes, BaseElementAttributes\n * @type {{LOOP: string; TINT: string; STYLE: string; CLONE: string; SOUNDS: string; PLAY: string}}\n */\nexport const TimelineElementAttributes = {\n /*\n * Indicates whenever this element should loop when it reaches the end of its timeline.\n * @property Loop\n * @type boolean\n * @default false\n */\n LOOP: 'Loop',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n /*\n * Style holds elements as ContainerElement and also holds frames as xml nodes.\n * Style for TimelineElement has to be instance of TimelineStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n CLONE: 'Clone',\n /*\n * Playlist id for machine.\n * @property Sounds\n * @type string\n * @default null\n */\n SOUNDS: 'Sounds',\n /*\n * Start playing animation.\n * @property Play\n * @type boolean\n */\n PLAY: 'Play'\n};\n\n\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/ComponentAttributes.ts\n **/","import {IAnimationFrame} from \"./Types\";\n\nexport class AnimationFramePool {\n private static framesPool: Array = [];\n\n static registerFrame(frame: IAnimationFrame): boolean {\n var pool = AnimationFramePool.framesPool;\n for (var i = 0; i < pool.length; i++) {\n if (pool[i].frame_uid === frame.frame_uid) {\n //frame.log(`already registered on Stage controller frame pool!`, true);\n return false;\n }\n }\n\n pool.push(frame);\n return true;\n }\n\n static unregisterFrame(frame: IAnimationFrame): boolean {\n var pool = AnimationFramePool.framesPool;\n var idx = -1;\n for (var i = 0; i < pool.length; i++) {\n if (pool[i].frame_uid === frame.frame_uid) {\n idx = i;\n break;\n }\n }\n\n var result = idx > -1;\n if (result)\n {\n // fail safe check\n if (pool[idx].frame_uid === frame.frame_uid) {\n pool.splice(idx, 1);\n } else {\n result = false;\n }\n }\n\n return result;\n }\n\n static draw(): void {\n // loop and paint all animation frames from pool\n var pool = AnimationFramePool.framesPool;\n for (var i = 0; i < pool.length; i++) {\n var frame = pool[i];\n frame.frame_draw();\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/AnimationFrame/Pool.ts\n **/","import {FrameTimer} from \"./FrameTimer\";\n\nexport class FrameTimerPool {\n public static pool: Object = {};\n public static paused: boolean = false;\n\n public static add(key: string, item: any): void {\n FrameTimerPool.pool[key] = item;\n }\n\n public static remove(key: string): void {\n delete FrameTimerPool.pool[key];\n }\n\n public static pause(force: boolean = false): void {\n if(FrameTimerPool.paused && !force) {\n return;\n }\n for(let key in FrameTimerPool.pool) {\n if(FrameTimerPool.pool[key] instanceof FrameTimer) {\n FrameTimerPool.pool[key].pause();\n }\n }\n FrameTimerPool.paused = true;\n }\n\n public static unpause(force: boolean = false): void {\n if(!FrameTimerPool.paused && !force) {\n return;\n }\n for(let key in FrameTimerPool.pool) {\n if(FrameTimerPool.pool[key] instanceof FrameTimer) {\n FrameTimerPool.pool[key].unpause();\n }\n }\n FrameTimerPool.paused = false;\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/FrameTimerPool.ts\n **/","import {JackpotCounter} from \"../Jackpot/JackpotCounter\";\nimport {JackpotHistoryDialog} from \"../Jackpot/JackpotHistoryDialog\";\nimport {Scaling} from \"../../../Utils/Scaling\";\nimport {CreateFrameTimer, FrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {HtmlController} from \"../../../HTMLComponents/HtmlController\";\nimport {JackpotGame} from \"../Jackpot/JackpotGame\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {Communication} from \"neo-games/Engine/index\";\nimport {GameManager} from \"../../../Managers/GameManager\";\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\nimport {GameData} from \"../Datas/GameData\";\nimport {DataManager} from \"../../../Managers/DataManager\";\n\ntype IProgressiveBonusLevel = Communication.Game.IProgressiveBonusLevel;\ntype ProgressiveBonusGetInfoResponse = Communication.Game.ProgressiveBonusGetInfoResponse;\n\nexport class Jackpot {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n public static readonly JackpotTheme: string = 'SPJackpot';\n\n public static Height: number = 0;\n\n private static BonusId: number = -1;\n private static CountersCount: number = 4;\n\n private static WidgetRoot: HTMLElement;\n private static GameRoot: HTMLElement;\n private static Counters: Array = [];\n private static HistoryDialogs: Array = [];\n private static Game: JackpotGame;\n\n private static RefreshInterval: number = 15; //in seconds\n private static RefreshTimerId: number;\n\n private static TouchEvent: any;\n\n private static Timer: FrameTimerEventEmitter;\n\n //******************************************************************************************************************\n // INITIALIZE & SHOW\n //******************************************************************************************************************\n\n public static initialize(): void {\n if (AppContext && AppContext.gameConfiguration.ProgressiveBonusId > -1) {\n document.body.classList.add('jpt-on');\n Jackpot.WidgetRoot = document.getElementById(\"jackpotWidget\");\n Jackpot.GameRoot = document.getElementById(\"jackpotGame\");\n Jackpot.BonusId = AppContext.gameConfiguration.ProgressiveBonusId;\n\n Jackpot.createCounters();\n Jackpot.createHistoryDialogs();\n // Jackpot.createBonusGame();\n\n Jackpot.bindElements();\n\n Jackpot.getBonusInfo(Jackpot.initJackpotDataReceived);\n\n if (GameManager.gameClient) {\n GameManager.gameClient.setBonusId(Jackpot.BonusId);\n }\n } else {\n Jackpot.clearJackpot();\n }\n }\n\n public static show(): void {\n if (Jackpot.WidgetRoot) {\n if (Jackpot.Counters.length > 0) {\n for(let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].createCurrency(DataManager.getDataById(GameData.DataCurrency));\n Jackpot.HistoryDialogs[i].updateDataWithCurrency();\n }\n\n Jackpot.Height = Jackpot.Counters[0].getHeight();\n Scaling.PortraitMobileRatio = 0.76; //ToDo hot fix 222732\n Scaling.resizeRoot();\n }\n }\n }\n\n private static clearJackpot(): void {\n let jackpotWidget = document.getElementById(\"jackpotWidget\");\n let jackpotGame = document.getElementById(\"jackpotGame\");\n if(jackpotWidget && jackpotWidget.parentNode && jackpotGame && jackpotGame.parentNode) {\n jackpotWidget.parentNode.removeChild(jackpotWidget);\n jackpotGame.parentNode.removeChild(jackpotGame);\n }\n }\n\n //******************************************************************************************************************\n // CREATE\n //******************************************************************************************************************\n\n private static createCounters(): void {\n if (Jackpot.WidgetRoot) {\n Jackpot.getCustomContent('jackpotLogo.jpg', Jackpot.createLogo, Jackpot.createLogo);\n\n Jackpot.createElement('div', 'jackpotCountersBg', Jackpot.WidgetRoot);\n let holder = Jackpot.createElement('div', 'jackpotCounters', Jackpot.WidgetRoot);\n holder.id = \"jackpotCounters\";\n\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n let counter = new JackpotCounter(i + 1, holder, Jackpot.refreshCounters);\n\n Jackpot.Counters.push(counter);\n }\n }\n }\n\n private static createLogo(contentUrl: string = ''): void {\n let logo = Jackpot.createElement('div', 'jackpotLogo', Jackpot.WidgetRoot);\n logo = Jackpot.createElement('div', '', logo);\n logo.id = \"jackpotLogo\";\n\n if (contentUrl != '') {\n logo.style.background = `url(${contentUrl})`;\n }\n }\n\n private static createHistoryDialogs(): void {\n if (Jackpot.WidgetRoot) {\n let holder = Jackpot.createElement('div', 'jackpotHistory', Jackpot.WidgetRoot);\n\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n let dialog = new JackpotHistoryDialog(i + 1, holder);\n\n Jackpot.HistoryDialogs.push(dialog);\n }\n }\n }\n\n private static createBonusGame(): void {\n if (Jackpot.GameRoot) {\n let holder = Jackpot.createElement('div', 'jackpotGameHolder', Jackpot.GameRoot);\n Jackpot.Game = new JackpotGame(holder);\n }\n }\n\n //******************************************************************************************************************\n // REFRESH\n //******************************************************************************************************************\n\n public static refreshCounters(): void {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].refreshWithReset();\n }\n }\n\n public static showError(useResetAnim: boolean = false): void {\n clearTimeout(this.RefreshTimerId);\n\n if (Jackpot.WidgetRoot) {\n if (Jackpot.Counters && Jackpot.HistoryDialogs) {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].error(useResetAnim);\n Jackpot.HistoryDialogs[i].error(useResetAnim);\n }\n }\n }\n }\n\n //******************************************************************************************************************\n // REFRESH\n //******************************************************************************************************************\n\n public static refreshBonusInfo(): void {\n clearTimeout(this.RefreshTimerId);\n\n Jackpot.getBonusInfo(Jackpot.jackpotDataReceive);\n }\n\n public static refreshBonusInfoInMiniGame(overrideLevelData: IProgressiveBonusLevel): void {\n clearTimeout(this.RefreshTimerId);\n\n Jackpot.getBonusInfo(Jackpot.jackpotDataReceive, {overrideLeveldata: overrideLevelData, priority: true});\n }\n\n public static refreshBonusInfoWithWinValue(overrideLevelData: IProgressiveBonusLevel): void {\n clearTimeout(this.RefreshTimerId);\n\n Jackpot.getBonusInfo(Jackpot.jackpotDataReceive, {overrideLeveldata: overrideLevelData, priority: true, fromMiniGame: overrideLevelData.code});\n }\n\n public static refreshBonusInfoBeforeSpin(spinCallback: () => void): void {\n clearTimeout(this.RefreshTimerId);\n\n Jackpot.getBonusInfoBeforeSpin(spinCallback, {priority: true});\n }\n\n //******************************************************************************************************************\n // REQUESTS\n //******************************************************************************************************************\n\n private static getBonusInfo(callback: (response: ProgressiveBonusGetInfoResponse, customData?: any) => void, customData?: any): void {\n if (GameManager.gameClient) {\n GameManager.gameClient.sendProgressiveBonusGetInfoRequest(Jackpot.BonusId).then((response: ProgressiveBonusGetInfoResponse) => {\n callback(response, customData);\n return null;\n }).catch(error => {\n Jackpot.showError(true);\n });\n }\n }\n\n private static getBonusInfoBeforeSpin(callback: () => void, customData?: any): void {\n if (GameManager.gameClient) {\n GameManager.gameClient.sendProgressiveBonusGetInfoRequest(Jackpot.BonusId).then((response: ProgressiveBonusGetInfoResponse) => {\n Jackpot.jackpotDataReceive(response, customData);\n callback();\n return null;\n }).catch(error => {\n Jackpot.showError(true);\n });\n }\n }\n\n //******************************************************************************************************************\n // HANDLE RESPONSE\n //******************************************************************************************************************\n\n private static initJackpotDataReceived(response: ProgressiveBonusGetInfoResponse, customData?: any): void {\n if (response != null) {\n Jackpot.RefreshInterval = response.refreshInterval;\n\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].initialize(response.levels[i], response.timestamp);\n Jackpot.HistoryDialogs[i].initialize(response.levels[i]);\n }\n } else {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].error();\n Jackpot.HistoryDialogs[i].error();\n }\n }\n\n Jackpot.RefreshTimerId = setTimeout(Jackpot.refreshBonusInfo, Jackpot.RefreshInterval * 1000);\n }\n\n private static jackpotDataReceive(response: ProgressiveBonusGetInfoResponse, customData?: any): void {\n if (response != null) {\n Jackpot.RefreshInterval = response.refreshInterval;\n\n let winOverride = customData != null && customData['overrideLeveldata'] != null;\n let priority = customData != null && customData['priority'] != null;\n let fromMiniGame = customData != null && customData['fromMiniGame'] != null ? customData['fromMiniGame'] : '';\n\n if(winOverride) {\n response = Jackpot.updateReponseData(response, customData['overrideLeveldata']);\n }\n\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].assign(response.levels[i], response.timestamp, priority, response.levels[i]['overridedLastWinAmount'], fromMiniGame == response.levels[i].code);\n Jackpot.HistoryDialogs[i].assign(response.levels[i]);\n }\n } else {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n Jackpot.Counters[i].error();\n Jackpot.HistoryDialogs[i].error();\n }\n }\n\n Jackpot.RefreshTimerId = setTimeout(Jackpot.refreshBonusInfo, Jackpot.RefreshInterval * 1000);\n }\n\n private static updateReponseData(response: ProgressiveBonusGetInfoResponse, overrideLevelData: IProgressiveBonusLevel): ProgressiveBonusGetInfoResponse {\n if (overrideLevelData != null) {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n if (response.levels[i].code == overrideLevelData.code) {\n\n //to always show minigame win value in counter\n if (overrideLevelData.lastWinAmount != null) {\n response.levels[i]['overridedLastWinAmount'] = overrideLevelData.lastWinAmount;\n } else {\n response.levels[i] = overrideLevelData;\n }\n }\n }\n }\n\n return response;\n }\n\n //******************************************************************************************************************\n // BIND EVENTS\n //******************************************************************************************************************\n\n private static bindElements(): void {\n for (let i = 0; i < Jackpot.Counters.length; i++) {\n if (window[\"CHANNEL\"] === 'mobile') {\n Jackpot.Counters[i].getRoot().addEventListener(\"click\", (event: Event) => (Jackpot.toggleHistoryDialog(event, i)));\n\n //prevent close when clicked into dialog\n for (let i = 0; i < Jackpot.HistoryDialogs.length; i++) {\n Jackpot.HistoryDialogs[i].getRoot().addEventListener(\"click\", (event: Event) => (Jackpot.preventDefault(event)));\n Jackpot.HistoryDialogs[i].getRoot().addEventListener(\"touchstart\", (event: Event) => (Jackpot.preventDefault(event)));\n }\n } else {\n Jackpot.Counters[i].getRoot().addEventListener(\"click\", Jackpot.showHistoryDialog.bind(this, i));\n Jackpot.Counters[i].getRoot().addEventListener(\"mouseover\", Jackpot.showHistoryDialog.bind(this, i));\n Jackpot.Counters[i].getRoot().addEventListener(\"mouseout\", Jackpot.hideHistoryDialog.bind(this, i));\n }\n }\n }\n\n //******************************************************************************************************************\n // HANDLE HISTORY DIALOGS\n //******************************************************************************************************************\n\n public static closeAllHistoryDialogs(): void {\n if (Jackpot.WidgetRoot) {\n Jackpot.WidgetRoot.removeEventListener('click', Jackpot.closeAllHistoryDialogs);\n for (let i = 0; i < Jackpot.HistoryDialogs.length; i++) {\n Jackpot.HistoryDialogs[i].closeDialog();\n }\n }\n }\n\n private static showHistoryDialog(index: number): void {\n this.closeAllHistoryDialogs();\n\n if (Jackpot.HistoryDialogs[index]) {\n\n if (window[\"CHANNEL\"] === 'mobile') {\n HtmlController.dispatchAction('');\n Jackpot.WidgetRoot.addEventListener('click', Jackpot.closeAllHistoryDialogs);\n }\n\n Jackpot.TouchEvent = Jackpot.hideHistoryDialog.bind(this, index);\n document.addEventListener(\"touchstart\", Jackpot.TouchEvent);\n\n Jackpot.HistoryDialogs[index].openDialog();\n }\n }\n\n private static toggleHistoryDialog(event: Event, index: number): void {\n event.preventDefault();\n event.stopPropagation();\n\n if (Jackpot.HistoryDialogs[index] && !Jackpot.HistoryDialogs[index].isOpen()) {\n this.showHistoryDialog(index);\n } else {\n this.closeAllHistoryDialogs();\n }\n }\n\n private static hideHistoryDialog(index: number): void {\n if (Jackpot.HistoryDialogs[index]) {\n Jackpot.HistoryDialogs[index].closeDialog();\n document.removeEventListener(\"touchstart\", Jackpot.TouchEvent);\n }\n }\n\n private static preventDefault(event: Event): void {\n event.preventDefault();\n event.stopPropagation();\n }\n\n //******************************************************************************************************************\n // MINI GAME\n //******************************************************************************************************************\n\n /**\n * Send minigame init request\n * @param autostart - start minigame after init request past\n * @param callback - if init request is ok and autoplay mode is true, run callback (disable base ui)\n */\n public static initMiniGame(autostart: boolean, callback: () => void): void {\n if (!Jackpot.Game) {\n Jackpot.createBonusGame();\n }\n\n Jackpot.Game.init(autostart, callback);\n }\n\n public static startMiniGame(): void {\n if(!Jackpot.Game.hasStartedGame()) {\n Jackpot.Game.start();\n }\n }\n\n public static hasInitializedGame(): boolean {\n return Jackpot.Game && Jackpot.Game.hasInitializedGame();\n }\n\n /**\n * Return if the mini game is prepared and ready to play.\n */\n public static hasMiniGame(): boolean {\n //check already running game\n if(Jackpot.Game && Jackpot.Game.hasStartedGame()) {\n return true;\n }\n\n //check counters\n if(Jackpot.countersInError()) {\n return false;\n }\n\n if(Jackpot.Game && Jackpot.Game.hasInitializedGame()) {\n return true;\n }\n\n return GameManager.gameResponse['progressiveBonus'] && GameManager.gameResponse['progressiveBonus'].ticket;\n }\n\n public static disableMiniGameAutostart(): void {\n if (Jackpot.Game) {\n Jackpot.Game.disableAutostart();\n }\n }\n\n public static waitForMiniGameInitialization(): boolean {\n return AppContext && (AppContext.gameConfiguration.ProgressiveBonusTicketConstraint == 'WithinGameRound' || AppContext.gameConfiguration.ProgressiveBonusTicketConstraint == 'AfterGameRound');\n }\n\n //******************************************************************************************************************\n // HELPER\n //******************************************************************************************************************\n\n private static createElement(tag: string, className: string, rootElem?: HTMLElement): HTMLElement {\n let elem = document.createElement(tag);\n elem.setAttribute('class', className);\n\n if (rootElem) {\n rootElem.appendChild(elem);\n }\n\n return elem;\n }\n\n private static countersInError(): boolean {\n if(Jackpot.Counters && Jackpot.Counters.length > 0) {\n for (let i = 0; i < Jackpot.CountersCount; i++) {\n if (Jackpot.Counters[i].hasError()) {\n return true;\n }\n }\n }\n\n return false;\n }\n\n private static getCustomContent(name: string, success: Function, error: Function): void {\n if (AppContext.gameConfiguration == null) {\n if (error) error();\n return;\n }\n\n if (AppContext.gameConfiguration.StaticContentUrl == '') {\n if (error) error();\n return;\n }\n\n let theme = AppContext.gameConfiguration.ProgressiveBonusTheme;\n if (theme == '') {\n if (AppContext.gameConfiguration.UseJackpotLocalization) {\n theme = Jackpot.JackpotTheme;\n } else {\n if (error) error();\n return;\n }\n }\n\n const staticContentUrl = AppContext.gameConfiguration.StaticContentUrl;\n const spbFolder = 'SynotProgressiveBonus';\n const url = `${staticContentUrl}${spbFolder}/${theme}/${window['QUALITY']}/${name}`;\n let img = document.createElement(\"img\");\n img.setAttribute(\"src\", url);\n\n img.addEventListener('load', ev => {\n if (success) success(url);\n });\n img.addEventListener('error', ev => {\n if (error) error();\n });\n\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Bonuses/Jackpot.ts\n **/","import {StringUtils, Utils} from \"neo-common\";\nimport {Communication} from \"neo-games\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {GsapEffects} from \"../../../Components/Effects/GsapEffects\";\nimport {TweenLite} from \"gsap\";\nimport {Languages} from \"../../../Utils/Languages\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {Tweens} from \"../../../Components/Effects/Tweens\";\n\ntype IProgressiveBonusLevel = Communication.Game.IProgressiveBonusLevel;\n\nexport class JackpotCounter {\n\n //******************************************************************************************************************\n // SEETTINGS\n //******************************************************************************************************************\n\n private static LeadingZeroLetter: string = ' ';\n\n private static WinAnimDuration: number = 240; //in frames\n\n private static WinFromMinigameAnimDuration: number = 540; //in frames\n\n private static Length: number = 10;\n\n private static DecimalPlaces: number = 2;\n\n private static DigitAnimDuration: number = 0.1; //in seconds\n\n //could be in conflict with priority assign (if reset animations haven't been finished)\n private static MinResetAnimCount: number = 15;\n\n private static UseThousandsSeparator: boolean = true;\n\n private static MaxNextTimeDiff: number = 2 * 60; //in seconds\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected root: HTMLElement;\n\n protected currentData: IProgressiveBonusLevel;\n\n protected currentCounterValue: number;\n\n protected previousCounterValue: number;\n\n protected nextDate: number;\n\n protected nextValue: number;\n\n protected previousValue: number;\n\n protected lastWinValue: number;\n\n protected lastWinCount: number;\n\n protected overridedLastWinValue: number;\n\n protected serverTimeOffset: number;\n\n protected resetAnimCount: number;\n\n protected isCounting: boolean;\n\n protected inError: boolean;\n\n protected winFromMinigame: boolean;\n\n protected winAnimationDelay: FrameTimerEventEmitter;\n\n protected mainTween: TweenLite;\n\n protected digitTween: TweenLite;\n\n protected decimalDot: HTMLElement;\n\n protected idleValue: number;\n\n protected lastUpdateTime: number;\n\n protected resetCallback: Function;\n\n protected digits: {\n from: HTMLElement;\n to: HTMLElement;\n }[];\n\n protected settings: {\n width: number;\n height: number;\n };\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(index: number, holder: HTMLElement, resetCallback: Function) {\n if (AppContext.gameConfiguration != null) {\n JackpotCounter.DecimalPlaces = AppContext.gameConfiguration.ShowDecimalPlaces;\n }\n\n this.root = this.createBaseLayout(index);\n holder.appendChild(this.root);\n this.createDigits();\n this.createDecimalPoint();\n\n this.currentCounterValue = 0;\n this.previousCounterValue = 0;\n this.lastWinValue = -1;\n this.lastWinCount = -1;\n this.overridedLastWinValue = -1;\n\n this.winAnimationDelay = CreateFrameTimer('winAnimationDelayTimer');\n this.winAnimationDelay.on(FrameTimerEvents.Complete, this.winAnimationFinished.bind(this));\n\n this.mainTween = null;\n this.digitTween = null;\n this.winFromMinigame = false;\n\n this.lastUpdateTime = Date.now();\n this.resetCallback = resetCallback;\n\n this.reset();\n }\n\n //******************************************************************************************************************\n // CREATE\n //******************************************************************************************************************\n\n protected createBaseLayout(index: number): HTMLElement {\n let root = this.createElement('div', 'jackpotCounter l-' + index);\n\n //create childs\n this.createElement('div', 'jackpotFrame', root);\n let level = this.createElement('div', 'jackpotLevel', root);\n this.createElement('div', 'jackpotIconError', level);\n\n this.createElement('div', 'jackpotDigitsHolder', root);\n this.createElement('div', 'jackpotGradient', root);\n let currency = this.createElement('div', 'jackpotCurrency', root);\n\n //create currency letters\n this.createElement('div', 'jackpotCurrencyLetter', currency);\n this.createElement('div', 'jackpotCurrencyLetter', currency);\n this.createElement('div', 'jackpotCurrencyLetter', currency);\n\n return root;\n }\n\n public createCurrency(currency: string): void {\n if (!StringUtils.isNullOrEmpty(currency)) {\n let jackpotCurrencyLetters = this.root.getElementsByClassName('jackpotCurrencyLetter');\n\n for (let i = 0; i < jackpotCurrencyLetters.length; i++) {\n if(currency.length > i) {\n jackpotCurrencyLetters[i].textContent = currency.charAt(i);\n }\n }\n\n jackpotCurrencyLetters[0].parentElement.classList.add('ln-' + currency.length);\n }\n }\n\n protected createDigits(): void {\n let digitsHolder = this.root.getElementsByClassName('jackpotDigitsHolder')[0];\n const digitsArray: Array = [];\n this.digits = [];\n\n let digit: HTMLElement;\n for (let i = 0; i < JackpotCounter.Length; i++) {\n let className = i == JackpotCounter.Length - JackpotCounter.DecimalPlaces ? 'digits decimalOffset' : 'digits';\n digit = this.createElement('div', className, digitsHolder);\n let from = this.createElement('div', 'digit', digit);\n let to = this.createElement('div', 'digit', digit);\n\n digitsArray.push(digit);\n this.digits.push({from: from, to: to});\n }\n\n if (JackpotCounter.UseThousandsSeparator) {\n digitsHolder.classList.add('thousandsFormat');\n\n for (let i = 0; i < digitsArray.length; i++) {\n const index = digitsArray.length - 1 - i;\n const hasThousandsOffset = index > 0 && i > JackpotCounter.DecimalPlaces && (i + 1 - JackpotCounter.DecimalPlaces) % 3 == 0;\n\n if (hasThousandsOffset && digitsArray[index] != null) {\n digitsArray[index].classList.add('thousandsOffset');\n }\n }\n }\n\n //save digit height/width\n this.settings = {width: parseInt(window.getComputedStyle(digit).width), height: parseInt(window.getComputedStyle(digit).height)};\n }\n\n protected createDecimalPoint() {\n let digitsHolder = this.root.getElementsByClassName('jackpotDigitsHolder')[0];\n\n if (JackpotCounter.DecimalPlaces > 0) {\n this.decimalDot = this.createElement('div', 'digit nDot', digitsHolder);\n this.decimalDot.style.right = (JackpotCounter.DecimalPlaces * this.settings.width) + 'px';\n }\n }\n\n //******************************************************************************************************************\n // INIT\n //******************************************************************************************************************\n\n public initialize(data: IProgressiveBonusLevel, serverTimestamp: string): void {\n this.assign(data, serverTimestamp);\n }\n\n //******************************************************************************************************************\n // ASSIGN\n //******************************************************************************************************************\n\n public assign(data: IProgressiveBonusLevel, serverTimestamp: string, priority: boolean = false, overridedLastWinValue: number = -1, winFromMinigame: boolean = false): void {\n this.currentData = data;\n\n this.nextValue = this.normalizeValue(data.nextValue);\n this.nextDate = Date.now() + (new Date(data.nextTimestamp).getTime() - new Date(serverTimestamp).getTime());\n this.previousValue = this.normalizeValue(data.previousValue);\n this.winFromMinigame = winFromMinigame;\n\n const oldValuesReset = Date.now() - this.lastUpdateTime > JackpotCounter.MaxNextTimeDiff * 1000;\n\n if (overridedLastWinValue > -1) {\n this.overridedLastWinValue = this.normalizeValue(overridedLastWinValue);\n }\n\n //if current animated values are too old, force reset animation on all counters\n if (oldValuesReset && this.resetCallback != null) {\n this.resetCallback();\n return;\n }\n\n //reset counter if it's in error\n if (this.inError) {\n this.removeError();\n this.reset();\n return;\n }\n\n if (!this.isCounting || priority) {\n this.refresh();\n }\n }\n\n //******************************************************************************************************************\n // ERROR\n //******************************************************************************************************************\n\n public error(useResetAnim: boolean = false): void {\n if (!this.inError) {\n this.inError = true;\n this.isCounting = false;\n\n if(useResetAnim) {\n this.resetMainTween();\n this.resetDigitTween(true);\n this.errorResetAnim();\n return;\n }\n\n if (this.decimalDot) {\n this.decimalDot.style.display = 'none';\n }\n\n this.root.classList.add('jackpotError');\n const oldValue = this.formatValue(this.previousCounterValue > 0 ? this.previousCounterValue.toString() : \"\", true);\n const newValue = this.formatValue('OFFLINE', true);\n\n this.resetDigitTween(true);\n this.animateDigits(oldValue, newValue, false, false, JackpotCounter.DigitAnimDuration * 2, 0, 'linear', false, null);\n }\n }\n\n private errorResetAnim(): void {\n this.root.classList.add('jackpotExpired');\n }\n\n private checkError(): boolean {\n if (this.inError) {\n this.resetMainTween();\n this.resetDigitTween();\n this.isCounting = false;\n\n return true;\n }\n\n return false;\n }\n\n private removeError(): void {\n if (this.inError) {\n this.inError = false;\n\n this.root.classList.remove('jackpotError');\n if (this.decimalDot) {\n this.decimalDot.style.display = 'block';\n }\n }\n }\n\n public hasError(): boolean {\n return this.inError;\n }\n\n public refreshWithReset(): void {\n this.hasWin(); //update last wins to not showing old wins\n this.root.classList.remove(\"jackpotWin\");\n this.winAnimationDelay.stop();\n this.resetMainTween();\n this.resetDigitTween();\n this.resetDigitsTween();\n this.isCounting = false;\n this.removeError();\n this.reset(JackpotCounter.MinResetAnimCount - 3);\n }\n\n private resetDigitsTween(): void {\n for (let i = 0; i < this.digits.length; i++) {\n TweenLite.killTweensOf(this.digits[i].to);\n TweenLite.killTweensOf(this.digits[i].from);\n }\n }\n\n //******************************************************************************************************************\n // COUNTING\n //******************************************************************************************************************\n\n protected animateDigits(oldValue: string, newValue: string, useBitmap: boolean, checkFirstDiff: boolean, duration: number, delay: number, ease: string, shuffle: boolean, callback: () => void): void {\n\n let firstDigitIndex = 0;\n if (checkFirstDiff) {\n for (let i = 0; i < JackpotCounter.Length; i++) {\n const oldDigit = oldValue.charAt(i);\n const newDigit = newValue.charAt(i);\n\n if (oldDigit !== newDigit) {\n firstDigitIndex = i;\n break;\n }\n }\n }\n\n for (let i = firstDigitIndex; i < JackpotCounter.Length; i++) {\n const oldDigit = oldValue.charAt(i);\n const newDigit = newValue.charAt(i);\n\n this.animateDigit(i, oldDigit, newDigit, duration, delay, ease, useBitmap, shuffle ? ((i % 2 === 0) ? 1 : -1) : 1, (i === JackpotCounter.Length - 1) ? callback : null);\n }\n }\n\n protected animateDigit(index: number, fromValue: string, toValue: string, duration: number, delay: number, ease: string, useBitmap: boolean, direction: number, callback: () => void): void {\n const from = this.digits[index].from;\n this.setTransformY(from, 0, delay);\n this.setDigitValue(from, fromValue, useBitmap, true);\n TweenLite.fromTo(from, duration, {y: 0}, {y: this.settings.height * direction * -1, ease: ease, delay: delay});\n\n const to = this.digits[index].to;\n this.setTransformY(to, this.settings.height * direction, delay);\n this.setDigitValue(to, toValue, useBitmap);\n TweenLite.killTweensOf(to); //prevent tween from bad finishing, progress stop at 0.8 and don't emit onComplete\n let tween = TweenLite.fromTo(to, duration, {y: this.settings.height * direction}, {y: 0, ease: ease, delay: delay});\n\n if (!Utils.isNullOrUndefined(callback)) {\n this.digitTween = tween;\n this.digitTween.eventCallback('onComplete', callback, [], this);\n }\n }\n\n protected setDigitValue(elem: HTMLElement, value: string, useBitmap: boolean, fromValue: boolean = false): void {\n if (fromValue) {\n if (useBitmap && elem.classList.contains('letter')) {\n useBitmap = false;\n } else if (!useBitmap && !elem.classList.contains('letter')) {\n useBitmap = true;\n }\n }\n\n if (value == null || value === JackpotCounter.LeadingZeroLetter) {\n elem.className = \"digit leadingZero\";\n } else {\n if (!useBitmap) {\n elem.textContent = value;\n elem.className = \"digit letter\";\n } else {\n elem.textContent = \"\";\n elem.className = \"digit n\" + value;\n }\n }\n }\n\n protected setTransformY(elem: HTMLElement, y: number, delay: number): void {\n if (delay > 0) {\n elem.style.transform = 'transform3d(0, ' + y + 'px, 0)';\n }\n }\n\n //******************************************************************************************************************\n // REFRESH & RESET\n //******************************************************************************************************************\n\n private refresh() {\n if (this.checkError()) {\n return;\n }\n\n //if there where win\n if (this.hasWin()) {\n this.isCounting = true;\n this.initWinAnimation();\n return;\n }\n\n //if there is no new nextValue\n if (this.currentCounterValue == this.nextValue) {\n this.resetDigitTween();\n this.resetDigitsToBasePosition();\n this.lastUpdateTime = Date.now();\n\n //run empty tween do handle idle state\n const availableTime = (this.nextDate - Date.now()) * 0.001;\n if (availableTime > 0) {\n this.resetMainTween();\n this.mainTween = TweenLite.fromTo(this, availableTime, {idleValue: 0}, {idleValue: 100, ease: 'linear'});\n this.mainTween.eventCallback('onComplete', this.refresh, [], this);\n } else {\n this.isCounting = false;\n }\n\n return;\n }\n\n //if new value is lower then current value\n if (this.currentCounterValue > this.nextValue) {\n this.isCounting = false;\n return;\n }\n\n const availableTime = (this.nextDate - Date.now()) * 0.001;\n this.resetMainTween();\n this.mainTween = TweenLite.fromTo(this, availableTime, {currentCounterValue: this.currentCounterValue}, {currentCounterValue: this.nextValue, ease: 'linear', roundProps: \"currentCounterValue\"});\n this.mainTween.eventCallback('onComplete', this.refresh, [], this);\n this.mainTween.eventCallback('onUpdate', this.onRefreshTweenUpdate, [], this);\n\n this.isCounting = true;\n }\n\n private onRefreshTweenUpdate(): void {\n if (this.digitTween == null) {\n this.refreshCounter();\n }\n }\n\n private refreshCounter(): void {\n if (this.inError) {\n this.resetDigitTween();\n return;\n }\n\n if (this.previousCounterValue == this.currentCounterValue) {\n this.resetDigitTween();\n return;\n }\n\n const oldValue = this.formatValue(this.previousCounterValue.toString(), true);\n const newValue = this.formatValue(this.currentCounterValue.toString(), true);\n\n this.lastUpdateTime = Date.now();\n\n this.animateDigits(oldValue, newValue, true, true, JackpotCounter.DigitAnimDuration * 2, 0, 'linear', false, this.refreshCounter);\n this.previousCounterValue = this.currentCounterValue;\n }\n\n private reset(resetAnimCount: number = 0): void {\n this.resetAnimCount = resetAnimCount;\n this.isCounting = true;\n\n this.resetCounter();\n }\n\n private resetCounter(): void {\n if (this.checkError()) {\n return;\n }\n\n if (this.resetAnimCount >= JackpotCounter.MinResetAnimCount - 1 && this.currentData != null) {\n\n //if we have win right after reset\n if (this.hasWin()) {\n this.resetDigitTween(); //we need to reset digit tween to allow win anim start during reset anim\n this.isCounting = true;\n this.initWinAnimation();\n return;\n }\n const oldValue = this.formatValue(this.currentCounterValue.toString(), false);\n const newValue = this.formatValue(this.previousValue.toString(), true);\n\n this.currentCounterValue = this.previousValue;\n this.previousCounterValue = this.previousValue;\n\n this.animateDigits(oldValue, newValue, true, false, JackpotCounter.DigitAnimDuration * 10, 0, 'Back.easeOut', true, this.resetFinished);\n } else {\n this.resetAnimCount++;\n const random = Math.random();\n const length = Math.pow(10, JackpotCounter.Length);\n const value = Math.round(random * length);\n\n const oldValue = this.formatValue(this.currentCounterValue > 0 ? this.currentCounterValue.toString() : \"\", false);\n const newValue = this.formatValue(value.toString(), false);\n\n this.animateDigits(oldValue, newValue, true, false, JackpotCounter.DigitAnimDuration, 0, 'linear', true, this.resetCounter);\n this.currentCounterValue = value;\n }\n }\n\n private resetFinished(): void {\n this.lastUpdateTime = Date.now();\n this.resetDigitTween();\n this.isCounting = false;\n this.refresh();\n }\n\n //******************************************************************************************************************\n // WIN\n //******************************************************************************************************************\n\n private hasWin(): boolean {\n let result = false;\n if (this.currentData != null && this.currentData.lastWinAmount != null) {\n const currentLastWin = this.overridedLastWinValue > -1 ? this.overridedLastWinValue : this.normalizeValue(this.currentData.lastWinAmount);\n const currentWinCount = this.currentData.winCount; //could be undefined during minigame spin\n\n if (this.lastWinValue > -1) {\n result = this.lastWinValue != currentLastWin;\n\n //second check if new win amount is same like last one\n //check only if it is not win from minigame (it has its own override)\n if (!result && this.lastWinCount > -1 && currentWinCount > -1 && !this.winFromMinigame) {\n result = this.lastWinCount != currentWinCount;\n }\n }\n\n this.lastWinCount = currentWinCount;\n this.lastWinValue = currentLastWin;\n this.overridedLastWinValue = -1;\n }\n\n return result || this.winFromMinigame;\n }\n\n private initWinAnimation(): void {\n this.resetMainTween();\n\n if (this.digitTween != null) {\n this.digitTween.eventCallback('onComplete', this.startWinAnimation, [], this);\n } else {\n this.startWinAnimation();\n }\n }\n\n private startWinAnimation(): void {\n if (this.currentCounterValue != this.lastWinValue) {\n const oldValue = this.formatValue(this.currentCounterValue.toString(), true);\n const newValue = this.formatValue(this.lastWinValue.toString(), true);\n\n this.animateDigits(oldValue, newValue, true, true, JackpotCounter.DigitAnimDuration * 2, 0, 'linear', false, this.showWinAnimation);\n this.previousCounterValue = this.currentCounterValue;\n } else {\n this.showWinAnimation();\n }\n\n this.winAnimationDelay.start(this.winFromMinigame ? JackpotCounter.WinFromMinigameAnimDuration : JackpotCounter.WinAnimDuration);\n }\n\n private showWinAnimation(): void {\n this.forceWinValue();\n this.root.classList.add(\"jackpotWin\");\n\n if (this.winFromMinigame) {\n this.root.classList.add(\"fromMinigame\");\n }\n }\n\n private winAnimationFinished(): void {\n this.winFromMinigame = false;\n this.root.classList.remove(\"jackpotWin\", \"fromMinigame\");\n this.reset();\n }\n\n //******************************************************************************************************************\n // HELPER\n //******************************************************************************************************************\n\n public getRoot(): HTMLElement {\n return this.root;\n }\n\n public getHeight(): number {\n if (this.root.parentElement != null) {\n this.root.parentElement.classList.add('baseCounterHeight');\n this.root.parentElement.offsetWidth;\n\n let height = parseInt(window.getComputedStyle(this.root.parentElement).height);\n this.root.parentElement.classList.remove('baseCounterHeight');\n\n return height;\n }\n\n return 0;\n }\n\n private createElement(tag: string, className: string, rootElem?: HTMLElement): HTMLElement {\n let elem = document.createElement(tag);\n elem.setAttribute('class', className);\n\n if (rootElem) {\n rootElem.appendChild(elem);\n }\n\n return elem;\n }\n\n protected normalizeValue(value: number): number {\n let formattedValue = Languages.formatText(Languages.FormatMoney, value.toString());\n formattedValue = formattedValue.replace('.', '');\n\n value = parseInt(formattedValue);\n\n if (value >= Math.pow(10, JackpotCounter.Length)) {\n let normalizedValue = '';\n\n for (let i = 0; i < JackpotCounter.Length; i++) {\n normalizedValue = `9${normalizedValue}`;\n }\n\n return parseInt(normalizedValue);\n }\n\n return value;\n }\n\n protected formatValue(formattedValue: string, leading: boolean): string {\n if (formattedValue.length > JackpotCounter.Length) {\n formattedValue = formattedValue.substr(formattedValue.length - JackpotCounter.Length);\n } else {\n while (formattedValue.length < JackpotCounter.DecimalPlaces + 1) {\n formattedValue = `0${formattedValue}`;\n }\n\n while (formattedValue.length < JackpotCounter.Length) {\n formattedValue = `${leading ? JackpotCounter.LeadingZeroLetter : '0'}${formattedValue}`;\n }\n }\n\n return formattedValue;\n }\n\n protected resetMainTween(): void {\n if (this.mainTween != null) {\n this.mainTween.kill();\n this.mainTween.eventCallback('onComplete', null);\n this.mainTween.eventCallback('onUpdate', null);\n this.mainTween = null;\n }\n }\n\n protected resetDigitTween(onlyCallback: boolean = false): void {\n if (this.digitTween != null) {\n this.digitTween.eventCallback('onComplete', null);\n\n if (!onlyCallback) {\n this.digitTween.kill();\n }\n\n this.digitTween = null;\n }\n }\n\n protected resetDigitsToBasePosition(): void {\n const currentValue = this.formatValue(this.currentCounterValue.toString(), true);\n\n for (let i = 0; i < this.digits.length; i++) {\n this.setDigitValue(this.digits[i].to, currentValue.charAt(i), true);\n\n this.digits[i].from.setAttribute(\"style\", \"transform: matrix(1, 0, 0, 1, 0, \" + (this.settings.height * -1) + \");\");\n this.digits[i].to.setAttribute(\"style\", \"transform: matrix(1, 0, 0, 1, 0, 0);\");\n }\n }\n\n protected forceWinValue(): void {\n const currentValue = this.formatValue(this.lastWinValue.toString(), true);\n\n for (let i = 0; i < this.digits.length; i++) {\n this.setDigitValue(this.digits[i].to, currentValue.charAt(i), true);\n\n this.digits[i].from.setAttribute(\"style\", \"transform: matrix(1, 0, 0, 1, 0, \" + (this.settings.height * -1) + \");\");\n this.digits[i].to.setAttribute(\"style\", \"transform: matrix(1, 0, 0, 1, 0, 0);\");\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Jackpot/JackpotCounter.ts\n **/","import {NumberUtils, Logger} from 'neo-common';\nimport {Strings} from '../../Common/Strings';\nimport {AppContext} from \"../../Common/AppContext\";\n\n/**\n * Working with languages and texts. Get langugages based on rid, format and filter texts.\n * @class Languages\n */\nexport class Languages {\n\n // formats static variables\n static FormatMoney: string = 'MONEY';\n\n // filters static variables\n static FilterNoZero: string = 'NO_ZERO';\n\n /**\n * Return text based on rid.\n * @method getRid\n * @param rid string\n * @param ...value Array\n * @return string\n */\n static getRid(rid: string, ...value: Array): string {\n if (value != null && value.length > 0) {\n return Strings.getWithValues(rid, ...value);\n } else {\n return Strings.get(rid);\n }\n }\n\n /**\n * Format text based in ridType.\n * @method formatText\n * @param ridType string\n * @param text string\n * @return string\n */\n static formatText(ridType: string, text: string): string {\n switch (ridType) {\n case this.FormatMoney:\n return NumberUtils.valueToNumber(text, AppContext.gameConfiguration.ShowDecimalPlaces);\n default:\n if (DEBUG) {\n this.log('WARNING unknow RidType: ' + ridType);\n }\n }\n return text;\n }\n\n /**\n * Filter text based on RidFilter.\n * @method filtertext\n * @param ridFilter string\n * @param text string\n * @return string\n */\n static filterText(ridFilter: string, text: string): string {\n switch (ridFilter) {\n case this.FilterNoZero:\n if (parseFloat(text) <= 0) {\n return '';\n } else {\n return text;\n }\n default:\n if (DEBUG) {\n this.log('WARNING unknow RidFilter: ' + ridFilter);\n }\n }\n return text;\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string which will be traced to browser console.\n * @return void\n */\n static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('Languages', s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/Languages.ts\n **/","import {DateUtils, StringUtils, CommonTypes} from \"neo-common\";\nimport {Communication} from \"neo-games\";\nimport {JackpotData} from \"../Datas/JackpotData\";\nimport {Languages} from \"../../../Utils/Languages\";\nimport {Jackpot} from \"../Bonuses/Jackpot\";\nimport {GameData} from \"../Datas/GameData\";\nimport {DataManager} from \"../../../Managers/DataManager\";\n\ntype IProgressiveBonusLevel = Communication.Game.IProgressiveBonusLevel;\n\nexport class JackpotHistoryDialog {\n\n //******************************************************************************************************************\n // SEETTINGS\n //******************************************************************************************************************\n\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected root: HTMLElement;\n\n protected currency: string;\n\n protected historyDataElements: { [dataId: string]: HTMLElement };\n\n protected initialized: boolean;\n\n protected lastData: IProgressiveBonusLevel;\n\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(index: number, holder: HTMLElement) {\n this.root = this.createBaseLayout(index);\n this.currency = '';\n this.historyDataElements = {};\n\n holder.appendChild(this.root);\n }\n\n //******************************************************************************************************************\n // INIT\n //******************************************************************************************************************\n\n public initialize(initData: IProgressiveBonusLevel): void {\n this.createDataSections();\n this.initialized = true;\n\n if (initData) {\n this.assign(initData);\n }\n }\n\n //******************************************************************************************************************\n // LAYOUT\n //******************************************************************************************************************\n\n protected createBaseLayout(index: number): HTMLElement {\n return this.createElement('div', 'jackpotHistoryDialog _disabled l-' + index);\n }\n\n protected createDataSections(): void {\n if (this.root) {\n let section: HTMLElement;\n let dataHolder: HTMLElement;\n\n //close btn only in mobile\n // if (window[\"CHANNEL\"] === 'mobile') {\n let closeBtn = this.createElement('div', 'jackpotCloseBtn', this.root);\n closeBtn.addEventListener('touchstart', (e: Event) => {e.preventDefault(); e.stopPropagation(); Jackpot.closeAllHistoryDialogs()});\n closeBtn.addEventListener('click', () => {\n Jackpot.closeAllHistoryDialogs()\n });\n // }\n\n //DataCode\n section = this.createElement('div', 'jackpotHistorySection', this.root);\n this.createElement('div', 'jackpotLevel', section);\n this.createDataElement('div', 'jackpotTitle', JackpotData.DataCode, section);\n\n //DataHighestWinAmount\n section = this.createElement('div', 'jackpotHistorySection jackpotHistoryData', this.root);\n dataHolder = this.createElement('div', 'jackpotHistoryDataHolder', section);\n this.createTextElement('div', 'jackpotHistoryDataLabel', Languages.getRid('PB_HISTORYDIALOG_HIGHEST_WIN'), dataHolder);\n this.createDataElement('div', 'jackpotHistoryDataValue', JackpotData.DataHighestWinDate, dataHolder);\n this.createDataElement('div', 'jackpotHistoryDataValueBig', JackpotData.DataHighestWinAmount, section);\n\n this.assingData(JackpotData.DataHighestWinDate, \"-\");\n this.assingData(JackpotData.DataHighestWinAmount, Languages.getRid('PB_HISTORYDIALOG_NODATA'));\n\n\n //DataWinCount\n section = this.createElement('div', 'jackpotHistorySection jackpotHistoryData', this.root);\n dataHolder = this.createElement('div', 'jackpotHistoryDataHolder', section);\n this.createTextElement('div', 'jackpotHistoryDataLabel', Languages.getRid('PB_HISTORYDIALOG_NUM_WINS'), dataHolder);\n this.createDataElement('div', 'jackpotHistoryDataValue', JackpotData.DataWinCount, dataHolder);\n\n this.assingData(JackpotData.DataWinCount, \"-\");\n\n //DataLastWinAmount\n section = this.createElement('div', 'jackpotHistorySection jackpotHistoryData', this.root);\n dataHolder = this.createElement('div', 'jackpotHistoryDataHolder', section);\n this.createTextElement('div', 'jackpotHistoryDataLabel', Languages.getRid('PB_HISTORYDIALOG_LAST_WIN'), dataHolder);\n this.createDataElement('div', 'jackpotHistoryDataValue', JackpotData.DataLastWinDate, dataHolder);\n this.createDataElement('div', 'jackpotHistoryDataValueBig', JackpotData.DataLastWinAmount, section);\n\n this.assingData(JackpotData.DataLastWinDate, \"-\");\n this.assingData(JackpotData.DataLastWinAmount, Languages.getRid('PB_HISTORYDIALOG_NODATA'));\n\n this.showWins(false);\n }\n }\n\n public updateDataWithCurrency(): void {\n if(this.lastData != null) {\n this.assign(this.lastData);\n }\n }\n\n //******************************************************************************************************************\n // ERRORS\n //******************************************************************************************************************\n\n public error(useResetAnim: boolean = false): void {\n if (useResetAnim) {\n this.root.classList.add('jackpotExpired');\n } else {\n if (this.initialized) {\n this.showWins(false);\n\n this.assingData(JackpotData.DataLastWinAmount, Languages.getRid('PB_HISTORYDIALOG_NODATA'));\n this.assingData(JackpotData.DataLastWinDate, '-');\n this.assingData(JackpotData.DataHighestWinAmount, Languages.getRid('PB_HISTORYDIALOG_NODATA'));\n this.assingData(JackpotData.DataHighestWinDate, '-');\n this.assingData(JackpotData.DataWinCount, '-');\n } else {\n this.initialize(null);\n }\n }\n }\n\n //******************************************************************************************************************\n // ASSIGN\n //******************************************************************************************************************\n\n public assign(data: IProgressiveBonusLevel): void {\n this.lastData = data;\n\n if (this.initialized) {\n this.assingData(JackpotData.DataCode, data.code);\n this.assingData(JackpotData.DataLastWinAmount, data.lastWinAmount ? Languages.formatText(Languages.FormatMoney, data.lastWinAmount.toString()) : null, 'money');\n this.assingData(JackpotData.DataLastWinDate, data.lastWinDate, 'date');\n this.assingData(JackpotData.DataHighestWinAmount, data.highestWinAmount ? Languages.formatText(Languages.FormatMoney, data.highestWinAmount.toString()) : null, 'money');\n this.assingData(JackpotData.DataHighestWinDate, data.highestWinDate, 'date');\n this.assingData(JackpotData.DataWinCount, data.winCount ? data.winCount.toString() : null);\n\n this.showWins();\n } else {\n this.initialize(data);\n }\n }\n\n private assingData(dataId: string, value: string, format: string = ''): void {\n if (this.historyDataElements && this.historyDataElements[dataId] && !StringUtils.isNullOrEmpty(value)) {\n\n if (format != '') {\n switch (format) {\n case 'money':\n value = value + ' ' + DataManager.getDataById(GameData.DataCurrency);\n break;\n case 'date':\n let date = new Date(value);\n value = this.zerosPad(date.getDate(), 2) + '. ' + this.zerosPad((date.getMonth() + 1), 2) + '. ' + date.getFullYear();\n }\n }\n\n this.historyDataElements[dataId].textContent = value;\n }\n }\n\n private zerosPad(num:number, size:number): string {\n let s = num+\"\";\n while (s.length < size) s = \"0\" + s;\n return s;\n }\n\n //******************************************************************************************************************\n // HANDLER\n //******************************************************************************************************************\n\n public openDialog(): void {\n this.root.classList.remove(\"_disabled\");\n }\n\n public closeDialog(): void {\n this.root.classList.add(\"_disabled\");\n }\n\n public isOpen(): boolean {\n return !this.root.classList.contains(\"_disabled\");\n }\n\n //******************************************************************************************************************\n // HELPER\n //******************************************************************************************************************\n\n public getRoot(): HTMLElement {\n return this.root;\n }\n\n private showWins(enabled: boolean = true): void {\n const winSections = this.root.getElementsByClassName('jackpotHistoryData');\n\n for (let i = 0; i < winSections.length; i++) {\n const elem = winSections[i];\n elem.style.display = enabled ? '' : 'none';\n }\n\n const titleSections = this.root.getElementsByClassName('jackpotTitle');\n\n for (let i = 0; i < titleSections.length; i++) {\n const elem = titleSections[i];\n elem.style.display = enabled ? (elem.textContent == '' ? 'none' : '') : 'none';\n }\n\n //NoWins\n const noWinSections = this.root.getElementsByClassName('jackpotHistoryNoWins');\n if (enabled) {\n for (let i = 0; i < noWinSections.length; i++) {\n noWinSections[i].parentNode.removeChild(noWinSections[i]);\n }\n } else {\n if (noWinSections.length == 0) {\n const section = this.createElement('div', 'jackpotHistorySection jackpotHistoryNoWins', this.root);\n this.createDataElement('div', 'jackpotHistoryDataValueBig', JackpotData.DataNoWins, section);\n this.assingData(JackpotData.DataNoWins, Languages.getRid('PB_HISTORYDIALOG_NODATA'));\n }\n }\n }\n\n private createElement(tag: string, className: string, rootElem?: HTMLElement): HTMLElement {\n let elem = document.createElement(tag);\n elem.setAttribute('class', className);\n\n if (rootElem) {\n rootElem.appendChild(elem);\n }\n\n return elem;\n }\n\n private createTextElement(tag: string, className: string, text: string, rootElem?: HTMLElement): HTMLElement {\n let elem = this.createElement(tag, className, rootElem);\n elem.textContent = text;\n\n return elem;\n }\n\n private createDataElement(tag: string, className: string, dataId: string, rootElem?: HTMLElement): HTMLElement {\n let elem = this.createElement(tag, className, rootElem);\n\n if (this.historyDataElements) {\n this.historyDataElements[dataId] = elem;\n }\n\n return elem;\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Jackpot/JackpotHistoryDialog.ts\n **/","export class JackpotData\n{\n static DataCode: string = 'code';\n static DataHighestWinDate: string = 'highestWinDate';\n static DataHighestWinAmount: string = 'highestWinAmount';\n static DataWinCount: string = 'winCount';\n static DataLastWinDate: string = 'lastWinDate';\n static DataLastWinAmount: string = 'lastWinAmount'; \n static DataNoWins: string = 'noWins'; \n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Datas/JackpotData.ts\n **/","export class GameData\n{\n static DataTicker: string = 'TICKER';\n static DataRoundId: string = 'ROUND_ID';\n static DataBuildVersion: string = 'BUILD_VERSION';\n static DataBalanceReal: string = 'BALANCE_REAL';\n static DataBalanceBonus: string = 'BALANCE_BONUS';\n static DataBalanceTotal: string = 'BALANCE_TOTAL';\n static DataBalanceRealDenom: string = 'BALANCE_REAL_DENOM';\n static DataBalanceBonusDenom: string = 'BALANCE_BONUS_DENOM';\n static DataBalanceTotalDenom: string = 'BALANCE_TOTAL_DENOM';\n static DataCurrency: string = 'CURRENCY';\n static DataDenomination: string = 'DENOMINATION';\n static DataCurrentWin: string = 'CURRENT_WIN';\n static DataTotalWin: string = 'TOTAL_WIN';\n static DataTotalWinDenom: string = 'TOTAL_WIN_DENOM';\n static DataCoinSize: string = 'COIN_SIZE';\n static DataCointCount: string = 'COIN_COUNT';\n static DataPaylineCount: string = 'PAYLINE_COUNT';\n static DataBet: string = 'BET';\n static DataBetPosition: string = 'BET_POSITION';\n static DataGambleCurrentWin: string = 'GAMBLE_WIN';\n static DataGambleColorWin: string = 'GAMBLE_COLOR_WIN';\n static DataGambleCurrentWinDenom: string = 'GAMBLE_WIN_DENOM';\n static DataGambleColorWinDenom: string = 'GAMBLE_COLOR_WIN_DENOM';\n static DataAutoplayCount: string = 'AUTOPLAY_COUNT';\n static DataFreeSpinTotalWin: string = 'FREESPIN_TOTAL_WIN';\n static DataFreeSpinTotalWinDenom: string = 'FREESPIN_TOTAL_WIN_DENOM';\n static DataFreeSpinsCount: string = 'FREESPINS_COUNT';\n static DataFreeSpinsRemainingCount: string = 'FREESPINS_REMAINING_COUNT';\n static DataFreeSpinsWonCount: string = 'FREESPINS_WON_COUNT';\n static DataGambleAttempts: string = 'GAMBLE_ATTEMPTS';\n static DataHelpGameLimit: string = 'HELP_GAME_LIMIT';\n static DataHelpGambleLimit: string = 'HELP_GAMBLE_LIMIT';\n static DataHelpGambleCountLimit: string = 'HELP_GAMBLE_COUNT_LIMIT';\n static DataHelpRTP: string = 'HELP_RTP';\n static DataHelpMaxPayoutProbability: string = 'HELP_MAX_PAYOUT_PROBABILITY';\n static DataHelpMinBet: string = 'HELP_MIN_BET';\n static DataHelpMaxBet: string = 'HELP_MAX_BET';\n static DataHelpVersion: string = 'HELP_VERSION';\n static DataExpirationResolveHours: string = 'EXPIRATION_RESOLVE_HOURS';\n static DataFrbRemainginCount: string = 'FRB_REMAINING_COUNT';\n static DataFrbAssignedCount: string = 'FRB_ASSIGNED_COUNT';\n static DataFrbRulesLink: string = 'FRB_RULES_LINK';\n static DataFrbValidTo: string = 'FRB_VALID_TO';\n static DataFrbExpiryTime: string = 'FRB_EXPIRY_TIME';\n static DataFrbWin: string = 'FRB_WIN';\n static DataGameTitle: string = 'GAME_TITLE';\n static DataHelpJackpotVisibleLimit: string = 'HELP_JACKPOT_VISIBLE_LIMIT';\n static DataHelpJackpotQualifyingBetsMin: string = 'HELP_JACKPOT_QUALIFYING_BETS_MIN';\n static DataHelpJackpotQualifyingBetsMax: string = 'HELP_JACKPOT_QUALIFYING_BETS_MAX';\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Datas/GameData.ts\n **/","import {ArrayUtils, Logger, Utils, NumberUtils, StringUtils} from 'neo-common';\nimport {ClientHost, Communication, GameEngine, Plugins, Platforms} from 'neo-games';\nimport {AppContext} from \"../../Common/AppContext\";\nimport {GameManager} from \"./GameManager\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {BetManager} from \"./BetManager\";\nimport {BalanceManager} from \"./BalanceManager\";\nimport {HtmlController} from \"../HTMLComponents/HtmlController\";\nimport {ModuleManager} from \"./ModuleManager\";\nimport {GameConfiguration} from \"../../Common/GameConfiguration\";\nimport {Languages} from \"../Utils/Languages\";\nimport {SimilarGames} from '../Channels/Common/SimilarGames/SimilarGames';\nimport {GameApp} from '../GameApp';\nimport {Scaling} from \"../Utils/Scaling\";\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\nimport {UserAction} from \"../HTMLComponents/UserAction\";\nimport {QuickspinDialog} from \"../Channels/Common/Dialogs/QuickspinDialog\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {StageController} from \"../Components/StageController\";\nimport {Jackpot} from \"../Channels/Common/Bonuses/Jackpot\";\n\ntype InitResponse = Communication.Game.InitResponse;\nvar GameEvents = ClientHost.GameEvents;\n\ntype ServerTimeResponse = Communication.Game.ServerTimeResponse;\n\nexport class DataManager\n{\n private static _gameData: { [data: string]: string; } = {};\n\n public static DisplayCurrencies: { [data: string]: string } = null;\n\n private static serverTimeOffset: number = -1;\n\n private static time: string = '';\n\n private static utcTime: string = '';\n\n private static serverTimeResponseTimestamp: number = 0;\n\n private static TrustedUserActions: Array = [];\n\n static GameRoundClosed: boolean = false;\n\tstatic Collectable: boolean = true;\n static GameLimit: boolean = false;\n\n static AutoplayCount: string = '∞';\n static AutoplayLossLimit: string = '∞';\n static AutoplayWinLimit: string = '∞';\n private static _autoplay: boolean = false;\n static AutoplayEnabled: boolean = true;\n static AutoplayAfterGamble: boolean = false;\n\n static QuickspinEnabled: boolean = false;\n private static _quickstopTimes: Array = [];\n\n static VibrationEnabled: boolean = false;\n\n static HelpDataGameLimit: number = 0;\n static HelpDataGambleLimit: number = 0;\n\n static BackSoundsPlayingFromGame: boolean = true;\n\n static SimilarGames: SimilarGames;\n static AutoplayStarted: boolean = false;\n\n static set Autoplay(value: boolean) {\n if (DataManager._autoplay != value) {\n if (value) {\n DataManager.AutoplayStarted = true;\n Platforms.Platforms.autoplayStarted();\n } else {\n Platforms.Platforms.autoplayFinished({\n autoplayCount: this.AutoplayCount,\n autoplayLossLimit: this.AutoplayLossLimit,\n autoplayWinLimit: this.AutoplayWinLimit\n });\n }\n\n DataManager._autoplay = value;\n } else {\n DataManager.AutoplayStarted = false;\n }\n }\n\n static get Autoplay() {\n return DataManager._autoplay;\n }\n\n static controlAutoplay(): void\n {\n if(GameApp.gameClient != null) {\n GameApp.gameClient.setAutoplay(DataManager.Autoplay);\n }\n }\n\n static autoplayEnabled(): boolean\n {\n if(AppContext.gameConfiguration.AutoplayModeEnabled && DataManager.AutoplayEnabled) {\n return true;\n }\n return false;\n }\n\n static quickspinEnabled(): boolean {\n return DataManager.gameEnableQuickSpin() && DataManager.QuickspinEnabled;\n }\n\n static gameEnableQuickSpin(): boolean {\n return AppContext.gameConfiguration.GameEnableReelsStop && AppContext.gameConfiguration.MinGameRoundDuration == 0\n && AppContext.gameConfiguration.GameRoundMinSpan == 0 && AppContext.gameConfiguration.GameEnableQuickSpin;\n }\n\n static quickspinSet(toValue?: boolean): boolean {\n if(DataManager.gameEnableQuickSpin()) {\n if(typeof toValue === \"boolean\") {\n DataManager.QuickspinEnabled = toValue;\n HtmlController.updateDataElement(UserAction.ActionQuickspinToggle, toValue ? \"true\" : \"false\");\n } else {\n DataManager.QuickspinEnabled = !DataManager.QuickspinEnabled;\n HtmlController.updateDataElement(UserAction.ActionQuickspinToggle, DataManager.QuickspinEnabled ? \"true\" : \"false\");\n }\n if(DEBUG) {\n this.log(\"Quickspin \" + (DataManager.QuickspinEnabled ? \"on\" : \"off\"));\n }\n }\n Platforms.Platforms.quickSpinEnabled(DataManager.QuickspinEnabled);\n return DataManager.QuickspinEnabled;\n }\n\n static quickspinStopped() {\n if (DataManager._quickstopTimes != null) {\n DataManager._quickstopTimes.push(Date.now() * 0.001);\n\n //we have enough quickstop clicks, check interval\n if (DataManager._quickstopTimes.length == AppContext.gameConfiguration.QuickSpinDialogCount) {\n let timeDiff = DataManager._quickstopTimes[DataManager._quickstopTimes.length - 1] - DataManager._quickstopTimes[0];\n\n if (timeDiff < AppContext.gameConfiguration.QuickSpinDecayDelay) {\n if (DataManager.gameEnableQuickSpin() && !DataManager.QuickspinEnabled) {\n QuickspinDialog.openDialog();\n DataManager._quickstopTimes = null;\n }\n } else {\n DataManager._quickstopTimes.shift();\n }\n }\n }\n }\n\n static vibrationSet(toValue?: boolean): boolean {\n if (AppContext.gameConfiguration.GameEnableVibration) {\n if(typeof toValue === \"boolean\") {\n DataManager.VibrationEnabled = toValue;\n HtmlController.updateDataElement(UserAction.ActionVibrationToggle, toValue ? \"true\" : \"false\");\n } else {\n DataManager.VibrationEnabled = !DataManager.VibrationEnabled;\n HtmlController.updateDataElement(UserAction.ActionVibrationToggle, DataManager.VibrationEnabled ? \"true\" : \"false\");\n }\n if(DEBUG) {\n this.log(\"Vibration \" + (DataManager.VibrationEnabled ? \"on\" : \"off\"));\n }\n }\n\n return DataManager.VibrationEnabled;\n }\n\n static updateResponseData(init?: boolean): void\n {\n DataManager.GameRoundClosed = false;\n\n if (!Utils.isNullOrUndefined(GameManager.gameResponse)) {\n let status: any = GameManager.gameResponse.status;\n\n if (status != null && status === 'closed') {\n DataManager.GameRoundClosed = true;\n }\n\n if (GameManager.gameResponse.limits != null) {\n DataManager.GameLimit = true;\n } else {\n DataManager.GameLimit = false;\n }\n\n if (init || !(FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative')) { // Don't set balance in last cumulative FRB (except init state)\n BalanceManager.setBalance();\n }\n\n if (init) {\n var initResponse = GameManager.gameResponse as InitResponse;\n if (initResponse.initData != null && initResponse.initData.currency != null) {\n DataManager.updateGameDataFromModule(GameData.DataCurrency, initResponse.initData.currency);\n }\n\n BetManager.initializeBet();\n DataManager.configureHelpData();\n\n if (GameManager.gameResponse.balance != null && GameManager.gameResponse.balance.bonus != null && GameManager.gameResponse.balance.bonus >= BetManager.Bet) {\n ModuleManager.changeBetColor(true);\n }\n DataManager.updateDataElements();\n }\n\n if (GameManager.gameResponse.roundId != null) {\n const elements = document.getElementsByClassName('roundId');\n\n for (let i = 0; i < elements.length; i++) {\n const element = elements[i];\n\n if (element != null) {\n if (!AppContext.gameConfiguration.GameRoundIdVisible) {\n element.style.opacity = '0';\n } else if (GameManager.gameResponse.roundId === -1) {\n element.style.opacity = '1';\n }\n }\n }\n\n DataManager.updateGameDataFromModule(GameData.DataRoundId, (GameManager.gameResponse.roundId === -1) ? 'DEMO' : GameManager.gameResponse.roundId.toString());\n }\n\n DataManager.updateTotalWin();\n }\n\n if (!Jackpot.hasMiniGame()) {\n BalanceManager.poolingBalance();\n }\n }\n\n /**\n *\n */\n static updateTotalWin(): void\n {\n if (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative') { // FRB cumulative win pay method\n if (GameManager.gameResponse['freeRounds'] != null && GameManager.gameResponse['freeRounds']['totalWin'] != null) {\n if (DataManager.GameRoundClosed) { // Standard case\n const totalWin = GameManager.gameResponse['freeRounds']['totalWin'];\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, totalWin.toString());\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataTotalWinDenom,\n parseInt((NumberUtils.devide(totalWin, BetManager.CoinSize)).toString()).toString());\n }\n } else {\n if (GameManager.gameResponse.totalWin != null) {\n const totalWin = NumberUtils.add(GameManager.gameResponse['freeRounds']['totalWin'], GameManager.gameResponse.totalWin);\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, totalWin.toString());\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataTotalWinDenom,\n parseInt((NumberUtils.devide(totalWin, BetManager.CoinSize)).toString()).toString());\n }\n }\n }\n }\n } else if (GameManager.gameResponse.totalWin != null) { // Standard case\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, GameManager.gameResponse.totalWin.toString());\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataTotalWinDenom,\n parseInt((NumberUtils.devide(GameManager.gameResponse.totalWin, BetManager.CoinSize)).toString()).toString());\n }\n }\n }\n\n static updateTotalGain(calculate: boolean = false, customWin: number = 0): void {\n if (GameManager.gameResponse.totalGain != null && AppContext.gameConfiguration.StatusBar.indexOf(Plugins.StatusBar.Types.TOTAL_GAIN) > -1) {\n let totalGain = GameManager.gameResponse.totalGain;\n if (calculate) {\n const bet = FreeRoundBonus.inFrb ? 0 : BetManager.Bet;\n totalGain = parseFloat(NumberUtils.subtract(totalGain, bet));\n\n if (GameManager.gameResponse.totalWin > 0 && !DataManager.GameRoundClosed) {\n totalGain = parseFloat(NumberUtils.add(totalGain, GameManager.gameResponse.totalWin));\n }\n }\n\n if (customWin > 0) {\n totalGain = parseFloat(NumberUtils.add(totalGain, customWin));\n }\n\n GameManager.gameResponse.totalGain = totalGain;\n const statusBar = Plugins.StatusBar.getInstance();\n const resize = !statusBar.hasActiveWidget();\n statusBar.add(Plugins.StatusBar.Types.TOTAL_GAIN, 'totalGain', Languages.getRid(\"SB_INFO_TOTAL_GAIN\", Languages.formatText(Languages.FormatMoney, totalGain.toString())) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n\n if (resize) {\n Scaling.resizeRoot();\n }\n }\n }\n\n static updateGameDataFromModule(dataId: string, value: string): void\n {\n if (dataId === GameData.DataCurrency) {\n if (Utils.isNullOrUndefined(DataManager.DisplayCurrencies)) {\n DataManager.DisplayCurrencies = {};\n\n AppContext.gameConfiguration.DisplayCurrencies.forEach(rawPair => {\n const parsedPair = ArrayUtils.stringArray(rawPair);\n\n DataManager.DisplayCurrencies[parsedPair[0]] = parsedPair[1];\n });\n }\n\n if (DataManager.DisplayCurrencies.hasOwnProperty(value)) {\n DataManager._gameData[dataId] = DataManager.DisplayCurrencies[value];\n return;\n }\n }\n\n DataManager._gameData[dataId] = value;\n }\n\n static getDataById(dataId: string): string\n {\n if (DataManager._gameData[dataId] != null) {\n return DataManager._gameData[dataId];\n }\n return null;\n }\n\n static updateDataElement(dataId: string, customValue?: string): void\n {\n if (customValue != null) {\n HtmlController.updateDataElement(dataId, customValue);\n } else {\n if(DataManager._gameData[dataId] != null) {\n HtmlController.updateDataElement(dataId, DataManager._gameData[dataId]);\n }\n }\n }\n\n static updateDataElements(): void\n {\n HtmlController.updateDataElements(DataManager._gameData);\n DataManager.updateTotalGain();\n }\n\n static getServerTime(): void {\n if (GameManager.gameClient) {\n GameManager.gameClient.sendServerTimerRequest().then((response: ServerTimeResponse) => {\n DataManager.serverTimeReceived(response);\n\n if (AppContext.gameConfiguration.UseServerTime && StringUtils.isNullOrEmpty(AppContext.gameConfiguration.ApplicationGatewayUrl)) {\n setTimeout(() => {\n DataManager.getServerTime();\n }, 30000);\n }\n });\n }\n }\n\n static serverTimeReceived(response: ServerTimeResponse): void\n {\n if (response == null) {\n return;\n }\n\n if (response.utcTime == null && response.time == null) {\n return;\n }\n\n DataManager.utcTime = response.utcTime;\n DataManager.time = response.time;\n DataManager.serverTimeResponseTimestamp = Date.now();\n\n if (DataManager.utcTime != null) {\n if (DataManager.utcTime.indexOf('Z') == -1) {\n DataManager.utcTime = DataManager.utcTime + 'Z';\n }\n\n Platforms.Platforms.clockSync(Date.now() - Date.parse(DataManager.utcTime));\n }\n\n if(DataManager.serverTimeOffset === -1) {\n let currentTime = new Date().getTime();\n let serverTime = Date.parse(DataManager.utcTime ? DataManager.utcTime.replace('Z', '') : DataManager.time);\n\n DataManager.serverTimeOffset = serverTime - currentTime;\n }\n }\n\n static getFormattedTime(time: Date): string {\n if (time == null) {\n return null;\n }\n\n //{\"time\":\"2023-09-21T12:00:02.3442838\",\"utcTime\":\"2023-09-21T10:00:02.3442838\"}\n const year = time.getFullYear();\n const month = DataManager.zerosPad(time.getMonth() + 1, 2);\n const day = DataManager.zerosPad(time.getDate(), 2);\n const hours = DataManager.zerosPad(time.getHours(), 2);\n const minutes = DataManager.zerosPad(time.getMinutes(), 2);\n const seconds = DataManager.zerosPad(time.getSeconds(), 2);\n const milliseconds = time.getMilliseconds();\n\n return `${year}-${month}-${day}T${hours}:${minutes}:${seconds}.${milliseconds}`;\n }\n\n static zerosPad(num:number, size:number): string {\n let s = num+\"\";\n while (s.length < size) s = \"0\" + s;\n return s;\n }\n\n static getTimeData(): { utcTime: string, machineLocalTimeZone: number } {\n const currentTime = new Date();\n const utcTime = DataManager.getUTCTime();\n const machineLocalTimeZone = currentTime.getTimezoneOffset() * -1; //in minutes\n\n return {\n utcTime: utcTime,\n machineLocalTimeZone: machineLocalTimeZone\n }\n }\n\n static getUTCTime(): string {\n if(!StringUtils.isNullOrEmpty(DataManager.utcTime)) {\n const currentTime = new Date();\n const utcResponseTimestamp = Date.parse(DataManager.utcTime);\n const lastResponseDiff = currentTime.getTime() - DataManager.serverTimeResponseTimestamp;\n\n return new Date(utcResponseTimestamp + lastResponseDiff).toISOString();\n }\n\n return new Date().toISOString();\n }\n\n static getGameTime(utcTime: string): string {\n if (utcTime.indexOf('Z') == -1) {\n utcTime = utcTime + 'Z';\n }\n\n const utcTimestamp = Date.parse(utcTime.replace('Z', ''));\n\n\t if (AppContext.gameConfiguration.UseServerTime) {\n\t const offset = DataManager.utcTime ? DataManager.serverTimeOffset : 0;\n return DataManager.getFormattedTime(new Date(utcTimestamp - offset));\n }\n\n\t return DataManager.getFormattedTime(new Date(utcTime));\n }\n\n static getNonUTCGameTime(): string {\n if (!AppContext.gameConfiguration.UseServerTime) {\n return DataManager.getFormattedTime(new Date());\n }\n\n\t if (!StringUtils.isNullOrEmpty(DataManager.time)) {\n const currentTime = new Date();\n const utcResponseTimestamp = Date.parse(DataManager.time);\n const lastResponseDiff = currentTime.getTime() - DataManager.serverTimeResponseTimestamp;\n return DataManager.getFormattedTime(new Date(utcResponseTimestamp + lastResponseDiff - DataManager.serverTimeOffset));\n }\n\n return DataManager.getFormattedTime(new Date());\n }\n\n static showTime(): void\n {\n if (!AppContext.gameConfiguration.UIShowTime) {\n return;\n }\n\n let today = new Date(DataManager.getNonUTCGameTime());\n\n if (DataManager.utcTime != null) {\n const timeData = DataManager.getTimeData();\n today = new Date(DataManager.getGameTime(timeData.utcTime));\n }\n\n let h = today.getHours();\n let hFixed:string = h + '';\n if (h < 10) {\n hFixed = '0' + h;\n }\n\n let m = today.getMinutes();\n let mFixed:string = m + '';\n if (m < 10) {\n mFixed = '0' + m;\n }\n DataManager.updateDataElement('TIME', hFixed + ':' + mFixed);\n setTimeout(() => {DataManager.showTime();}, 1000);\n }\n\n static showSessionTime(time: number): void\n {\n if(AppContext.gameConfiguration.GUIShowSessionTime){\n\n if(time<0) {\n time = 0;\n }\n\n let sec_num:number = time;\n let hours:number = Math.floor(sec_num / 3600);\n let minutes:number = Math.floor((sec_num - (hours * 3600)) / 60);\n let seconds:number = sec_num - (hours * 3600) - (minutes * 60);\n\n let hoursS:string = hours.toString();\n let minutesS:string = minutes.toString();\n let secondsS:string = seconds.toString();\n\n if (hours < 10) {hoursS = \"0\"+hours;}\n if (minutes < 10) {minutesS = \"0\"+minutes;}\n if (seconds < 10) {secondsS = \"0\"+seconds;}\n\n let pre: string = AppContext.gameConfiguration.UIShowTime ? ' | ' : '';\n\n DataManager.updateDataElement('SESSION_TIME', pre + hoursS + ':' + minutesS + ':' + secondsS);\n time++;\n setTimeout(() => {DataManager.showSessionTime(time);}, 1000);\n }\n }\n\n static configureGameData(): void\n {\n if(AppContext.gameConfiguration.StatusBar.indexOf(Plugins.StatusBar.Types.StatusBarMessage) > -1) {\n if (AppContext.gameConfiguration.StatusBarData != null && AppContext.gameConfiguration.StatusBarData[Plugins.StatusBar.Types.StatusBarMessage] != null) {\n const statusBar = Plugins.StatusBar.getInstance();\n statusBar.add(Plugins.StatusBar.Types.StatusBarMessage, 'statusBarMessage', AppContext.gameConfiguration.StatusBarData[Plugins.StatusBar.Types.StatusBarMessage]);\n Scaling.resizeRoot();\n }\n }\n \n const gameTitle = document.getElementById('gameTitle');\n if (gameTitle != null) {\n DataManager.updateDataElement(GameData.DataGameTitle, gameTitle.innerHTML);\n\n const gameHeadline = document.getElementById('gameHeadline');\n if (gameHeadline != null) {\n gameHeadline.style.display = 'none';\n }\n }\n \n if (!AppContext.gameConfiguration.GameEnableReelsStop) {\n DataManager.hideDataElements('GameEnableReelsStop');\n } else {\n\t\t\tDataManager.hideDataElements('GameDisableReelsStop');\n\t\t}\n if (!DataManager.gameEnableQuickSpin()) {\n DataManager.hideDataElements('quickSpinSettings');\n }\n\n if (!AppContext.gameConfiguration.GameEnableVibration) {\n DataManager.hideDataElements('vibrationSettings');\n }\n\n if (!DataManager.hasSettingsMenu()) {\n DataManager.hideDataElements('helpGameSettings');\n }\n }\n\n private static hasSettingsMenu(): boolean {\n if (DataManager.gameEnableQuickSpin()) {\n return true;\n }\n\n return false;\n }\n\n static configureHelpData(): void\n {\n DataManager.showDataElements('gambleAttempts');\n DataManager.showDataElements('helpGameLimit');\n DataManager.showDataElements('helpGambleLimit');\n DataManager.showDataElements('helpGambleCountLimit');\n DataManager.showDataElements('helpJoker');\n DataManager.showDataElements('helpRTP');\n DataManager.showDataElements('totalRTP');\n DataManager.hideDataElements('helpVersion');\n DataManager.showDataElements('helpJackpotVisibleLimit');\n DataManager.showDataElements('helpJackpotContributionAll');\n DataManager.showDataElements('helpJackpotQualifyingBetsAll');\n DataManager.showDataElements('helpJackpotQualifyingBetsMin');\n DataManager.showDataElements('helpJackpotQualifyingBetsMax');\n DataManager.hideDataElements('helpShowCumulativeWinLimit');\n DataManager.hideDataElements('helpMPP');\n\n if(AppContext != null) {\n if(GameManager.gameResponse != null) {\n if(GameManager.gameResponse['helpData'] == null) {\n DataManager.hideDataElements('gambleAttempts');\n DataManager.hideDataElements('helpGameLimit');\n DataManager.hideDataElements('helpGambleLimit');\n DataManager.hideDataElements('helpGambleCountLimit');\n DataManager.hideDataElements('helpJoker');\n DataManager.hideDataElements('helpRTP');\n DataManager.hideDataElements('totalRTP');\n DataManager.hideDataElements('helpMPP');\n } else {\n\n if (GameManager.gambleResponse == null) {\n DataManager.hideDataElements('hlpGambleSection');\n DataManager.showDataElements('hlpNoGambleSection', '');\n } else {\n DataManager.hideDataElements('hlpNoGambleSection');\n DataManager.showDataElements('hlpGambleSection', '');\n }\n \n if(GameManager.gameResponse['helpData']['gambleCountLimit'] == null) {\n DataManager.hideDataElements('gambleAttempts');\n } else {\n if(GameManager.gambleResponse != null && GameManager.gambleResponse['totalCount'] != null && GameManager.gambleResponse['currentCount'] != null) {\n DataManager.updateDataElement(GameData.DataGambleAttempts, (GameManager.gambleResponse['totalCount'] - GameManager.gambleResponse['currentCount']).toString());\n }\n }\n\n if (GameManager.gameResponse['helpData']['gameLimit'] != null) {\n DataManager.HelpDataGameLimit = GameManager.gameResponse['helpData']['gameLimit'];\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataHelpGameLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGameLimit, BetManager.CoinSize)).toString()).toString());\n DataManager.updateDataElement(GameData.DataHelpGameLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGameLimit, BetManager.CoinSize)).toString()).toString());\n } else {\n DataManager.updateGameDataFromModule(GameData.DataHelpGameLimit, Languages.formatText(Languages.FormatMoney, GameManager.gameResponse['helpData']['gameLimit']) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n DataManager.updateDataElement(GameData.DataHelpGameLimit, Languages.formatText(Languages.FormatMoney, GameManager.gameResponse['helpData']['gameLimit']) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n }\n }\n\n if (GameManager.gameResponse['helpData']['gameLimit'] == null || !AppContext.gameConfiguration.HelpShowGameLimit) {\n DataManager.hideDataElements('helpGameLimit');\n }\n\n if(GameManager.gameResponse['helpData']['gambleLimit'] != null) {\n DataManager.HelpDataGambleLimit = GameManager.gameResponse['helpData']['gambleLimit'];\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataHelpGambleLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGambleLimit, BetManager.CoinSize)).toString()).toString());\n DataManager.updateDataElement(GameData.DataHelpGambleLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGambleLimit, BetManager.CoinSize)).toString()).toString());\n } else {\n DataManager.updateGameDataFromModule(GameData.DataHelpGambleLimit, Languages.formatText(Languages.FormatMoney, GameManager.gameResponse['helpData']['gambleLimit']) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n DataManager.updateDataElement(GameData.DataHelpGambleLimit, Languages.formatText(Languages.FormatMoney, GameManager.gameResponse['helpData']['gambleLimit']) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n }\n } else {\n DataManager.hideDataElements('helpGambleLimit');\n }\n\n if(GameManager.gameResponse['helpData']['gambleCountLimit'] == null) {\n DataManager.hideDataElements('helpGambleCountLimit');\n } else {\n DataManager.updateDataElement(GameData.DataHelpGambleCountLimit, GameManager.gameResponse['helpData']['gambleCountLimit'] + ' ');\n }\n\n if(GameManager.gameResponse['helpData']['gambleWithJoker'] == null || !GameManager.gameResponse['helpData']['gambleWithJoker']) {\n DataManager.hideDataElements('helpJoker');\n }\n\n let rtp = GameManager.gameResponse['helpData']['rtp'];\n let totalRtp = GameManager.gameResponse['helpData']['totalRtp'];\n let progressiveBonusRtp = GameManager.gameResponse['helpData']['progressiveBonusRtp'];\n let ridTotalRTP = AppContext.gameConfiguration.UseJackpotLocalization ? 'HLP_AD_INFO_TOTAL_RTP_J' : 'HLP_AD_INFO_TOTAL_RTP';\n let statusBarRtp: string;\n\n if (totalRtp != null && progressiveBonusRtp != null && rtp != null && AppContext.gameConfiguration.HelpShowRTP) { // BaseGameAndProgressiveBonus\n DataManager.hideDataElements('helpRTP');\n DataManager.setDataElements('totalRTP', Languages.getRid(ridTotalRTP, totalRtp.toString(), rtp.toString(), progressiveBonusRtp.toString()));\n statusBarRtp = totalRtp.toString();\n } else if (rtp != null && AppContext.gameConfiguration.HelpShowRTP) { // BaseGame\n DataManager.hideDataElements('totalRTP');\n DataManager.updateDataElement(GameData.DataHelpRTP, rtp.toString());\n statusBarRtp = rtp.toString();\n } else { // Disabled\n DataManager.hideDataElements('helpRTP');\n DataManager.hideDataElements('totalRTP');\n }\n\n if(statusBarRtp != null && AppContext.gameConfiguration.StatusBar.indexOf(Plugins.StatusBar.Types.RTP) > -1) {\n const statusBar = Plugins.StatusBar.getInstance();\n statusBar.add(Plugins.StatusBar.Types.RTP, 'rtp', Languages.getRid('SB_INFO_RTP', statusBarRtp.toString()));\n Scaling.resizeRoot();\n }\n\n if(GameManager.gameResponse['helpData']['version'] == null || !AppContext.gameConfiguration.HelpShowGameModuleVersion) {\n DataManager.hideDataElements('helpVersion');\n } else {\n DataManager.updateDataElement(GameData.DataHelpVersion, GameManager.gameResponse['helpData']['version'].toString());\n DataManager.showDataElements('helpVersion');\n }\n\n if(GameManager.gameResponse['helpData']['maxPayoutProbability'] != null) {\n if(AppContext.gameConfiguration.StatusBar.indexOf(Plugins.StatusBar.Types.MaxPayoutProbability) > -1) {\n const statusBar = Plugins.StatusBar.getInstance();\n statusBar.add(Plugins.StatusBar.Types.MaxPayoutProbability, 'maxPayoutProbability', Languages.getRid('SB_INFO_MAX_PAYOUT_PROBABILITY', GameManager.gameResponse['helpData']['maxPayoutProbability']));\n Scaling.resizeRoot();\n\n DataManager.updateDataElement(GameData.DataHelpMaxPayoutProbability, GameManager.gameResponse['helpData']['maxPayoutProbability'].toString());\n DataManager.showDataElements('helpMPP');\n }\n }\n\n \n\n \n\n if(AppContext.gameConfiguration.ProgressiveBonusTicketConstraint == 'WithinGameRound' && AppContext.gameConfiguration.ProgressiveBonusHelpShowCumulativeWinLimit && GameManager.gameResponse['helpData']['gameLimit'] != null) {\n DataManager.showDataElements('helpShowCumulativeWinLimit');\n }\n }\n }\n\n \n if (BetManager.TotalBets.length > 0) {\n DataManager.updateDataElement(GameData.DataHelpMinBet, Languages.formatText(Languages.FormatMoney, Math.min(...BetManager.TotalBets).toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n DataManager.updateDataElement(GameData.DataHelpMaxBet, Languages.formatText(Languages.FormatMoney, Math.max(...BetManager.TotalBets).toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n } else {\n DataManager.hideDataElements('helpMinBet');\n DataManager.hideDataElements('helpMaxBet');\n }\n \n if(AppContext.gameConfiguration.ProgressiveBonusContributeOnlyQualified) {\n DataManager.hideDataElements('helpJackpotContributionAll');\n DataManager.showDataElements('helpJackpotContributionQualifying');\n } else {\n DataManager.showDataElements('helpJackpotContributionAll');\n DataManager.hideDataElements('helpJackpotContributionQualifying');\n }\n\n if(AppContext.gameConfiguration.ProgressiveBonusVisibleMax > 0 && AppContext.gameConfiguration.ProgressiveBonusHelpShowMaxVisibleLimit) {\n DataManager.updateDataElement(GameData.DataHelpJackpotVisibleLimit, Languages.formatText(Languages.FormatMoney, AppContext.gameConfiguration.ProgressiveBonusVisibleMax.toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n } else {\n DataManager.hideDataElements('helpJackpotVisibleLimit');\n }\n\n if(AppContext.gameConfiguration.ProgressiveBonusMinQualifyingBet > 0) {\n DataManager.hideDataElements('helpJackpotQualifyingBetsAll');\n DataManager.updateDataElement(GameData.DataHelpJackpotQualifyingBetsMin, Languages.formatText(Languages.FormatMoney, AppContext.gameConfiguration.ProgressiveBonusMinQualifyingBet.toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n } else {\n DataManager.hideDataElements('helpJackpotQualifyingBetsMin');\n }\n\n if(AppContext.gameConfiguration.ProgressiveBonusMaxQualifyingBet > 0) {\n DataManager.hideDataElements('helpJackpotQualifyingBetsAll');\n DataManager.updateDataElement(GameData.DataHelpJackpotQualifyingBetsMax, Languages.formatText(Languages.FormatMoney, AppContext.gameConfiguration.ProgressiveBonusMaxQualifyingBet.toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency));\n } else {\n DataManager.hideDataElements('helpJackpotQualifyingBetsMax');\n }\n \n if(AppContext.gameConfiguration.AutoplayMode === 'simple') {\n DataManager.hideDataElements('helpAutoplayBasic');\n DataManager.hideDataElements('helpAutoplayAdvanced');\n } else if(AppContext.gameConfiguration.AutoplayMode === 'advanced') {\n DataManager.hideDataElements('helpAutoplayBasic');\n DataManager.hideDataElements('helpAutoplaySimple');\n } else {\n DataManager.hideDataElements('helpAutoplaySimple');\n DataManager.hideDataElements('helpAutoplayAdvanced');\n }\n\n if(!AppContext.gameConfiguration.AutoplayModeEnabled) {\n DataManager.hideDataElements('helpAutoplayEnabled');\n } else {\n DataManager.hideDataElements('helpAutoplayDisabled');\n }\n\n if(!AppContext.gameConfiguration.ShowHomeButton) {\n DataManager.hideDataElements('gameHomeBtn');\n }\n\n if(!AppContext.gameConfiguration.ShowGameRoundsHistory) {\n DataManager.hideDataElements('historyBtn');\n DataManager.hideDataElements('helpHistoryBtn');\n }\n\n if(AppContext.gameConfiguration.ExpirationResolveHours > 0) {\n DataManager.updateDataElement(GameData.DataExpirationResolveHours, AppContext.gameConfiguration.ExpirationResolveHours.toString());\n } else {\n DataManager.hideDataElements('expirationResolveHours');\n }\n }\n }\n\n static setDataElements(cls: string, text: string): void {\n var elements: HTMLCollectionOf = document.getElementsByClassName(cls);\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.innerHTML = text;\n }\n }\n }\n\n static hideDataElements(cls: string): void\n {\n var elements: HTMLCollectionOf = document.getElementsByClassName(cls);\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.style.display = 'none';\n }\n }\n }\n\n static showDataElements(cls: string, display: string = 'block'): void\n {\n var elements: HTMLCollectionOf = document.getElementsByClassName(cls);\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.style.display = display;\n }\n }\n }\n\n static cleanUpElements(): void\n {\n var elements: HTMLCollectionOf;\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.UseCoins) {\n elements = document.getElementsByClassName('useCoinsFalse');\n } else {\n elements = document.getElementsByClassName('useCoinsTrue');\n }\n\n if(elements != null && elements.length > 0) {\n while(elements.length > 0){\n elements[0].parentNode.removeChild(elements[0]);\n }\n }\n\n if (AppContext.gameConfiguration.UseJackpotLocalization) {\n elements = document.getElementsByClassName('helpJackpotB');\n } else {\n elements = document.getElementsByClassName('helpJackpotJ');\n }\n\t\t\n\t\tif(elements != null && elements.length > 0) {\n while(elements.length > 0){\n elements[0].parentNode.removeChild(elements[0]);\n }\n }\n\n elements = document.getElementsByClassName('settingTabItem');\n let hideSettingsButton = true;\n for(let i = 0; i < elements.length; i++) {\n if((elements[i]).style.display != \"none\") {\n hideSettingsButton = false;\n }\n }\n\n if(hideSettingsButton) {\n elements = document.getElementsByClassName('settingsBtn');\n if(elements != null && elements.length > 0) {\n while(elements.length > 0){\n elements[0].parentNode.removeChild(elements[0]);\n }\n }\n }\n }\n\n static addTrustedUserAction(actionId: string): void {\n\t if (DataManager.TrustedUserActions.indexOf(actionId) == -1) {\n\t const groupActionId = DataManager.getGroupActionId(actionId);\n\n DataManager.TrustedUserActions.push(groupActionId);\n }\n }\n\n static getTrustedUserAction(groupActionId: string): boolean {\n const index = DataManager.TrustedUserActions.indexOf(groupActionId);\n if (index == -1) {\n return false;\n } else {\n DataManager.TrustedUserActions.splice(index, 1);\n return true;\n }\n }\n\n private static getGroupActionId(actionId: string): string {\n\t let result = actionId;\n\t switch(actionId) {\n case 'BET_PLUS':\n case 'BET_MINUS':\n case 'BET_CYCLE':\n case 'MAX_BET':\n case 'COIN_SIZE_PLUS':\n case 'COIN_SIZE_PLUS_CYCLE':\n case 'COIN_SIZE_MINUS':\n case 'PAYLINE_COUNT_PLUS':\n case 'PAYLINE_COUNT_PLUS_CYCLE':\n case 'PAYLINE_COUNT_MINUS':\n result = 'BET_CHANGE';\n break;\n case 'SPIN':\n result = 'SPIN';\n break;\n case 'SPIN_OR_STOP':\n if (HtmlController.ActionElements['SPIN_STOP'] != null) {\n const btn = HtmlController.ActionElements['SPIN_STOP'][0];\n if (btn != null && btn.instance.classList.contains('_disabled')) {\n result = 'SPIN';\n }\n }\n }\n\n return result;\n }\n\n static stopAutoplayIfLossLimit(): void\n {\n if(DataManager.AutoplayLossLimit === '∞') {\n return;\n }\n\n let lossLimit: number = parseFloat(DataManager.AutoplayLossLimit);\n if(GameManager.baseResponse != null && GameManager.baseResponse.totalWin > 0) {\n lossLimit += GameManager.baseResponse.totalWin;\n }\n\n if(lossLimit - BetManager.Bet < 0) {\n DataManager.Autoplay = false;\n }\n }\n\n static updateLossLimit(win: number = 0): void\n {\n if(DataManager.AutoplayLossLimit === '∞') {\n return;\n }\n\n let lossLimit: number = parseFloat(DataManager.AutoplayLossLimit);\n\n if(win > 0) {\n lossLimit += win;\n } else {\n if(BetManager.Bet != null) {\n lossLimit = NumberUtils.toNumber(NumberUtils.subtract(lossLimit, BetManager.Bet));\n }\n }\n\n DataManager.AutoplayLossLimit = lossLimit + '';\n }\n\n static stopAutoplayIfWinLimit(): boolean\n {\n if(!DataManager.Autoplay) {\n return false;\n }\n\n if(DataManager.AutoplayWinLimit == '∞') {\n return false;\n } else {\n if(GameManager.gameResponse != null && GameManager.gameResponse.totalWin > 0 && GameManager.gameResponse.totalWin >= parseFloat(DataManager.AutoplayWinLimit)) {\n DataManager.Autoplay = false;\n return true;\n }\n }\n }\n\n static gameState(state: string): void\n {\n if (AppContext.clientHost) {\n const messageId = GameManager.gameResponse.messageId;\n const unpaidWin = GameManager.gameResponse.totalWin;\n const gameRoundId = GameManager.gameResponse.roundId;\n let gameEvent: any;\n switch (state) {\n case 'PrimaryGameEscrow':\n gameEvent = GameEvents.PrimaryGameEscrow(messageId, unpaidWin, gameRoundId);\n break;\n case 'PrimaryGameStarted':\n gameEvent = GameEvents.PrimaryGameStarted(messageId, unpaidWin, gameRoundId);\n break;\n case 'PrimaryGameEnded':\n gameEvent = GameEvents.PrimaryGameEnded(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameEntered':\n gameEvent = GameEvents.SecondaryGameEntered(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameEscrow':\n gameEvent = GameEvents.SecondaryGameEscrow(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameStarted':\n gameEvent = GameEvents.SecondaryGameStarted(messageId, unpaidWin, gameRoundId);\n break;\n case 'GameCollectEscrow':\n gameEvent = GameEvents.GameCollectEscrow(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameCollectEscrow':\n gameEvent = GameEvents.SecondaryGameCollectEscrow(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameEnded':\n gameEvent = GameEvents.SecondaryGameEnded(messageId, unpaidWin, gameRoundId);\n break;\n case 'GameEnded':\n gameEvent = GameEvents.GameEnded(messageId, unpaidWin, gameRoundId);\n break;\n case 'SecondaryGameHalved':\n gameEvent = GameEvents.SecondaryGameHalved(messageId, unpaidWin, gameRoundId);\n break;\n case 'AutoPlayStarted':\n gameEvent = GameEvents.AutoPlayStarted(messageId, unpaidWin, gameRoundId);\n break;\n case 'AutoPlayEnded':\n gameEvent = GameEvents.AutoPlayEnded(messageId, unpaidWin, gameRoundId);\n break;\n case 'GamePlayDisabled':\n gameEvent = GameEvents.GamePlayDisabled(messageId, unpaidWin, gameRoundId);\n break;\n case 'GamePlayEnabled':\n gameEvent = GameEvents.GamePlayEnabled(messageId, unpaidWin, gameRoundId);\n break;\n case 'GameLoaded':\n gameEvent = GameEvents.GameLoaded(messageId, unpaidWin, gameRoundId);\n break;\n case 'BonusGameEnded':\n gameEvent = GameEvents.BonusGameEnded(messageId, unpaidWin, gameRoundId);\n break;\n case 'BonusGameEscrow':\n gameEvent = GameEvents.BonusGameEscrow(messageId, unpaidWin, gameRoundId);\n break;\n case 'BonusGameStarted':\n gameEvent = GameEvents.BonusGameStarted(messageId, unpaidWin, gameRoundId);\n break;\n case 'BonusGameTriggered':\n gameEvent = GameEvents.BonusGameTriggered(messageId, unpaidWin, gameRoundId);\n break;\n }\n\n if(gameEvent != null) {\n AppContext.clientHost.notifyEventFromGame(gameEvent);\n }\n }\n }\n\n private static log(s: string): void\n {\n if (DEBUG) {\n Logger.debugGroup('DataManager', s);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/DataManager.ts\n **/","import {ArgValidator, Logger, Utils, ApiClientCommunication} from 'neo-common';\nimport {ClientHost, Communication, GameEngine, Platforms} from 'neo-games';\nimport {Controller} from \"../GameComponents/Controller\";\nimport {UserControls} from \"../Channels/Common/UserControls/UserControls\";\nimport {GameClient} from \"neo-games/Engine/Communication/Game/GameClient\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {HtmlController} from \"../HTMLComponents/HtmlController\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {BetManager} from \"./BetManager\";\nimport {BalanceManager} from \"./BalanceManager\";\nimport {ModuleManager} from \"./ModuleManager\";\nimport {DataManager} from \"./DataManager\";\nimport {Languages} from \"../Utils/Languages\";\nimport {DialogOpenData} from \"../Channels/Common/Dialogs/Dialog\";\nimport {GameApp} from \"../GameApp\";\nimport {ResponsibleDialog1} from \"../Channels/Common/Dialogs/ResponsibleDialog1\";\nimport {GameModuleFreespinResponse} from \"neo-games/Engine/Communication/Game/Responses/GameModuleFreespinResponse\";\nimport {Game} from \"neo-games/Engine/Communication/index\";\nimport {MessageManager} from './MessageManager';\nimport {SimilarGames} from '../Channels/Common/SimilarGames/SimilarGames';\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\nimport {LimitDialog} from \"../Channels/Common/Dialogs/LimitDialog\";\nimport {Jackpot} from \"../Channels/Common/Bonuses/Jackpot\";\nimport {Scaling} from \"../Utils/Scaling\";\nimport {NotificationManager} from './NotificationManager';\nimport {SessionTimer} from \"../Channels/Common/Platforms/Playtech/SessionTimer\";\nimport {StageController} from \"../Components/StageController\";\nimport {RetentionPanel} from \"../Utils/RetentionPanel\";\n\ntype InitResponse = Communication.Game.InitResponse;\ntype GameResponse = Communication.Game.GameResponse;\ntype GameModuleBaseResponse = Communication.Game.GameModuleBaseResponse;\ntype GameModuleGambleResponse = Communication.Game.GameModuleGambleResponse;\ntype GameModuleFreespinsResponse = Communication.Game.GameModuleFreespinResponse;\ntype FreeRoundsOffersRequest = Communication.Game.FreeRoundsOffersRequest;\nvar GameModules = Communication.Game.GameModules;\n\nexport class GameManager\n{\n private static _app: GameEngine.IApp;\n private static _gameClient: GameClient;\n private static _collectModule: string = GameModules.Base;\n\n static gameResponse: GameResponse;\n static baseResponse: GameModuleBaseResponse;\n static gambleResponse: GameModuleGambleResponse;\n static freespinsResponse: GameModuleFreespinsResponse;\n\n static requestSend: boolean = false;\n\n static exitOnCollect: boolean = false;\n\n static disableOnCollect: boolean = false;\n static disableGamePlay: boolean = false;\n\n static dontEnableGamePlay: boolean = false;\n\n public static get gameClient(): Communication.Game.GameClient\n {\n return GameManager._gameClient;\n }\n\n static startGame(gameClient: Communication.Game.GameClient, app: GameEngine.IApp): void\n {\n if (DEBUG) {\n GameManager.log('startGame');\n }\n\n ArgValidator.ensureIsNotNullOrUndefined(gameClient, 'gameClient');\n GameManager._gameClient = gameClient;\n GameManager._gameClient.onErrorResponse = GameManager.errorReceived;\n DataManager.BackSoundsPlayingFromGame = AppContext.current.isBackgroundMusicEnabled && AppContext.current.getBackgroundMusic();\n NotificationManager.initialize();\n\n GameManager._app = app;\n\n if(ModuleManager.connectModules()) {\n if(FreeRoundBonus.wasInitialized) {\n GameManager.init();\n } else {\n setTimeout(() => {GameManager.init();}, 3000);\n }\n } else {\n if (DEBUG) {\n GameManager.log('ERROR cant connect channel and game modules');\n }\n }\n }\n\n static showGame(): void\n {\n if (DEBUG) {\n GameManager.log('showGame');\n }\n\n var loading: HTMLElement = document.getElementById('loading');\n var canvas: HTMLElement = document.getElementById('canvas');\n\n if (loading != null && canvas != null) {\n Scaling.onLoadComplete();\n Jackpot.show();\n RetentionPanel.show();\n\n //showGame is called after prepare new game and showFreeRounds, so if we have game then close frb\n if(DataManager.GameRoundClosed && Jackpot.hasMiniGame() && !FreeRoundBonus.inFrb) {\n FreeRoundBonus.disableUi();\n }\n\n DataManager.cleanUpElements();\n loading.style.display = 'none';\n canvas.style.display = 'block';\n DataManager.updateDataElements();\n } else {\n if (DEBUG) {\n GameManager.log('ERROR loading or canvas doesnt exist');\n }\n }\n }\n\n static setupGame(response: InitResponse): void\n {\n if (DEBUG) {\n GameManager.log('setupGame');\n }\n\n GameManager.parseResponses(response);\n DataManager.updateResponseData(true);\n ModuleManager.initModules();\n DataManager.SimilarGames = new SimilarGames();\n DataManager.SimilarGames.initialize();\n FreeRoundBonus.showFreeRounds();\n }\n\n static init(): void\n {\n if (DEBUG) {\n GameManager.log('init');\n }\n\n if(GameManager.requestSend) {\n return;\n } else {\n GameManager.requestSend = true;\n }\n\n DataManager.getServerTime();\n DataManager.controlAutoplay();\n FreeRoundBonus.initializeFreeRounds();\n Jackpot.initialize();\n GameManager._gameClient.init().then((response: InitResponse) => {\n GameManager.initReceived(response);\n });\n }\n\n static softInit(): void\n {\n if (DEBUG) {\n GameManager.log('soft init');\n }\n\n if(GameManager.requestSend) {\n return;\n } else {\n GameManager.requestSend = true;\n }\n\n DataManager.controlAutoplay();\n GameManager._gameClient.init().then((response: InitResponse) => {\n GameManager.softInitReceived(response);\n });\n }\n\n static collect(module: string): void\n {\n if (DEBUG) {\n GameManager.log('collect module: ' + module);\n }\n\n if(GameManager.requestSend) {\n return;\n } else {\n GameManager.requestSend = true;\n }\n\n if (!AppContext.gameDefinition.Gamble) {\n DataManager.Collectable = true;\n }\n\n GameManager.canExit();\n\n this._collectModule = module;\n\n DataManager.controlAutoplay();\n if (!DataManager.GameRoundClosed && GameManager.gameResponse.totalWin > 0) {\n GameManager.gameClient.collect().then(GameManager.collectReceived);\n }\n }\n\n static initReceived(response: InitResponse): void\n {\n if (DEBUG) {\n GameManager.log('initReceived');\n }\n\n if (Utils.isNullOrUndefined(response)) {\n if (DEBUG) {\n GameManager.log('initReceived NULL response (error in send?)');\n }\n return;\n }\n\n DataManager.showTime();\n if (!Utils.isNullOrUndefined(AppContext.gameConfiguration.GUIShowSessionTimeStartValue)) {\n DataManager.showSessionTime(AppContext.gameConfiguration.GUIShowSessionTimeStartValue);\n } else {\n DataManager.showSessionTime(0);\n }\n\n MessageManager.postpone(GameManager.continueInitReceived, response);\n }\n\n static continueInitReceived(response: InitResponse): void {\n GameManager.setupGame(response);\n GameManager.showGame();\n\n Platforms.Platforms.gameDataLoaded({\n PlayerTokenId: AppContext.gameConfiguration.PlayerTokenId,\n HomeUrl: AppContext.gameConfiguration.ExitUrl,\n ClientToken: AppContext.gameConfiguration.ClientToken,\n SessionData: {\n SessionBalance: AppContext.gameConfiguration.SessionBalance,\n TotalWin: AppContext.gameConfiguration.TotalWin,\n TotalBet: AppContext.gameConfiguration.TotalBet\n },\n CurrencyCode: response.initData.currency != null ? response.initData.currency : '',\n Balance: GameManager.gameResponse.balance.real,\n Bet: BetManager.Bet\n });\n\n Platforms.Platforms.rendererType((StageController.Renderer instanceof PIXI.CanvasRenderer) ? 'canvas' : 'webGL');\n DataManager.gameState('GameLoaded');\n\n GameManager.requestSend = false;\n\n // Collect total win in last cumulative FRB round when GR isn't yet closed\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.gameResponse.totalWin > 0) {\n // Collect only when freespins is not enabled/active\n if (!ModuleManager.freespinsEnabled() && !ModuleManager.freespinsActive()) {\n ModuleManager.collect(GameModules.Base);\n }\n }\n }\n }\n\n static softInitReceived(response: InitResponse): void {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, \"0\");\n LimitDialog.closeDialog();\n\n GameManager.parseResponses(response);\n DataManager.updateResponseData(true);\n GameManager.requestSend = false;\n ModuleManager.restoreGameRound(GameModules.Base);\n FreeRoundBonus.openOther();\n }\n\n static collectReceived(response: GameResponse): void\n {\n if (DEBUG) {\n GameManager.log('collectReceived');\n }\n\n MessageManager.postpone(GameManager.continueCollectReceived, response);\n }\n\n static continueCollectReceived(response: GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n ModuleManager.collectInModule(GameManager._collectModule);\n GameManager.canExit();\n }\n\n GameManager.requestSend = false;\n }\n\n static errorReceived(apiError: ApiClientCommunication.Types.ApiClientError): void {\n let requestName: string = (apiError.requestInfo.request as any).constructor.name;\n if(requestName === 'FreeRoundsOffersRequest') {\n FreeRoundBonus.wasInitialized = true;\n return;\n }\n\n if (DEBUG) {\n GameManager.log('errorReceived');\n }\n\n // mute sounds and remove focus handling\n window.onblur = null;\n window.onfocus = null;\n PIXI.sound.muteAll();\n\n let localizedText = '';\n let isError = true;\n let code = apiError.httpStatusCode.toString();\n let customData: DialogOpenData = {\n special: false,\n gameRoundId: Utils.valueOrDefault(DataManager.getDataById('ROUND_ID'), '0'),\n errorId: Utils.isNullOrUndefined(apiError.error) ? '' :apiError.error.errorId,\n actions: Utils.isNullOrUndefined(apiError.error) ? [] : apiError.error['actions'], //ToDo Dostat to do ApiClientCommunication.Types.ApiClientError\n };\n\n let ignoreShowDialog = false;\n let hasMessages = false;\n\n if (apiError.error) {\n let resource = 'ERROR_' + apiError.httpStatusCode + '_' + apiError.error.code;\n code = [apiError.httpStatusCode.toString(), apiError.error.code].join('-');\n localizedText = Languages.getRid(resource);\n\n hasMessages = apiError.error.messages != null;\n\n if (localizedText == null) {\n resource = 'ERROR_' + apiError.httpStatusCode;\n code = apiError.httpStatusCode.toString();\n localizedText = Languages.getRid(resource);\n }\n\n // errors displayed as info messages with \"Reload\" button\n if (apiError.httpStatusCode === 400 && apiError.error.code === 1009 ||\n apiError.httpStatusCode === 400 && apiError.error.code === 1011 ||\n apiError.httpStatusCode === 400 && apiError.error.code === 1012 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2005 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2013 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2014 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2016 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2017 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2018) {\n customData.special = true;\n customData.errorId = '';\n isError = false;\n }\n\n // errors displayed as info messages with \"Close\" button\n if (apiError.httpStatusCode === 500 && apiError.error.code === 2001 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2002 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2012) {\n ( customData).ultraSpecial = true;\n }\n\n // errors with server message shown instead of resource message\n if (apiError.httpStatusCode === 500 && apiError.error.code === 2015 ||\n apiError.httpStatusCode === 500 && apiError.error.code === 2016) {\n code = \"\";\n localizedText = apiError.error.message;\n }\n\n // extend FRB error message with \"collect partial\" msg\n if (apiError.httpStatusCode === 500 && apiError.error.code === 2017) { //expired FRB offer\n if (FreeRoundBonus.collectPartial) {\n localizedText += Languages.getRid('FRB_COLLECT_PARTIAL_ALLOWED');\n } else {\n localizedText += Languages.getRid('FRB_COLLECT_PARTIAL_NOT_ALLOWED');\n }\n }\n\n // extend FRB error message with \"collect partial not allowed\" msg\n if (apiError.httpStatusCode === 500 && apiError.error.code === 2018) { //canceled FRB offer\n localizedText += Languages.getRid('FRB_COLLECT_PARTIAL_NOT_ALLOWED');\n }\n \n if (apiError.httpStatusCode === 500 && apiError.error.code === 2019 && !hasMessages) { //playtech ignored error but messages are allowed\n ignoreShowDialog = true;\n }\n\n if (apiError.httpStatusCode === 400 && apiError.error.code === 1011 ||\n apiError.httpStatusCode === 400 && apiError.error.code === 1012) {\n let spbSufix = AppContext.gameConfiguration.UseJackpotLocalization ? '_J' : '';\n localizedText = Languages.getRid(resource + spbSufix);\n }\n\n if (apiError.httpStatusCode === 500 && apiError.error.code === 2020) { //playtech session timer\n SessionTimer.postpone(SessionTimer.callbackFnc, SessionTimer.prepareData(apiError.error));\n return;\n }\n } else {\n // errors displayed as info messages with \"Close\" button\n if (apiError.httpStatusCode === 401) {\n ( customData).ultraSpecial = true;\n }\n\n let resource = 'ERROR_' + apiError.httpStatusCode.toString();\n localizedText = Languages.getRid(resource);\n }\n\n if (DEBUG) {\n Logger.debugGroup('GameManager', `[errorReceived] calling ` +\n `AppContext.current.showDialog('${localizedText}', ${isError}, '${code}', \n ${customData.errorId}, ${customData.gameRoundId}, ${JSON.stringify(customData)})`);\n }\n\n if(isError) {\n let error_code_for_platforms = apiError.httpStatusCode.toString();\n if (apiError.error) {\n error_code_for_platforms = [apiError.httpStatusCode.toString(), apiError.error.code].join('-');\n }\n Platforms.Platforms.error(error_code_for_platforms, localizedText);\n Jackpot.showError();\n NotificationManager.disconnect();\n }\n\n //if platform shows dialog itself, skip showing error dialog in our game window\n if (Platforms.Platforms.handleShowErrorDialog || ignoreShowDialog) {\n return;\n }\n\n if (hasMessages) {\n MessageManager.postpone(null, apiError.error);\n } else {\n AppContext.current.showDialog(localizedText, isError, code, customData.errorId, customData.gameRoundId, customData);\n }\n }\n\n static parseResponses(response: GameResponse): void\n {\n if (DEBUG) {\n GameManager.log('parseResponses');\n }\n\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.gameResponse = response;\n if(response.module(GameModules.Base) != null) {\n GameManager.baseResponse = response.module(GameModules.Base);\n } else {\n GameManager.baseResponse = null;\n }\n\n if(response.module(GameModules.Gamble) != null) {\n GameManager.gambleResponse = response.module(GameModules.Gamble);\n } else {\n GameManager.gambleResponse = null;\n }\n\n if(response.module(GameModules.Freespins) != null) {\n GameManager.freespinsResponse = response.module(GameModules.Freespins);\n } else {\n GameManager.freespinsResponse = null;\n }\n }\n }\n\n static collectable(): boolean\n {\n\n if(ModuleManager.gambleActive()) {\n return false;\n }\n\n if(FreeRoundBonus.endMsgDisplayed) {\n return false;\n }\n\n if(DataManager.GameRoundClosed && Jackpot.hasMiniGame()) {\n return false;\n }\n\n if(DataManager.GameRoundClosed && DataManager.Collectable) {\n return true;\n }\n\n return false\n }\n\n static canExit(exit: boolean = false): boolean\n {\n let canExit = GameManager.collectable();\n\n if (DEBUG) {\n console.log(`GameManager.canExit(exit: ${exit}) -> afterCollect: ${canExit}`);\n }\n\n if (canExit && !exit && ResponsibleDialog1.showResponsibleDialog1OnCollect && ResponsibleDialog1.responsibleDialog1Data != null && !FreeRoundBonus.isLastFrb) {\n DataManager.Autoplay = false;\n DataManager.AutoplayAfterGamble = false;\n ResponsibleDialog1.openDialog(ResponsibleDialog1.responsibleDialog1Data);\n ResponsibleDialog1.showResponsibleDialog1OnCollect = false;\n ResponsibleDialog1.responsibleDialog1Data = null;\n ModuleManager.disableBase();\n ModuleManager.disableGamble();\n ModuleManager.resetWinAnimator(GameModules.Base);\n }\n\n if (GameManager.exitOnCollect && canExit) {\n if (DEBUG) {\n console.log(`GameManager.canExit(exit: ${exit}) -> manuall call of GameApp.exit() ` +\n `because of GameManager.exitOnCollect = ${GameManager.exitOnCollect}`);\n }\n GameApp.exit();\n return false;\n }\n if(canExit && exit) {\n return canExit;\n } else {\n if (!GameManager.exitOnCollect && exit) {\n if (DEBUG) {\n console.log(`GameManager.canExit(exit: ${exit}) -> ` +\n `changing GameManager.exitOnCollect(${GameManager.exitOnCollect}) to value '${exit}'`);\n }\n\n GameManager.exitOnCollect = true; //exit;\n }\n }\n\n if (DEBUG) {\n console.log(`GameManager.canExit(exit: ${exit}) -> returns: ${canExit}`);\n }\n\n return canExit;\n }\n\n static showResponsibleDialog1(data: ClientHost.Types.ClientHostResponsibleDialogData): void\n {\n if(GameManager.canExit()) {\n DataManager.Autoplay = false;\n DataManager.AutoplayAfterGamble = false;\n ResponsibleDialog1.openDialog(data);\n ResponsibleDialog1.showResponsibleDialog1OnCollect = true;\n ResponsibleDialog1.responsibleDialog1Data = null;\n ModuleManager.disableBase();\n ModuleManager.disableGamble();\n ModuleManager.resetWinAnimator(GameModules.Base);\n } else {\n ResponsibleDialog1.showResponsibleDialog1OnCollect = true;\n ResponsibleDialog1.responsibleDialog1Data = data;\n }\n }\n\n static disablePlay(): void\n {\n GameManager.disableOnCollect = true;\n if(GameManager.collectable()) {\n GameManager.disableGamePlay = true;\n ModuleManager.disableBase();\n DataManager.gameState('GamePlayDisabled');\n }\n }\n\n static enablePlay(): void\n {\n GameManager.disableOnCollect = false;\n GameManager.disableGamePlay = false;\n if(!GameManager.dontEnableGamePlay) {\n ModuleManager.restoreGameRound(GameModules.Base);\n }\n DataManager.gameState('GamePlayEnabled');\n }\n\n static openConfirmationDialog(module: string, text: string): void {\n const dialogData = {\n text: text,\n actions: [\n {\n type: 'restore',\n text: Languages.getRid('CONTINUE'),\n customData: module\n }\n ],\n special: true\n };\n ModuleManager.disableChannelModule(module);\n AppContext.current.showDialog(text, false, null, null, null, dialogData);\n }\n\n static closeResponsibleDialog1(): void\n {\n GameManager.requestSend = false;\n ResponsibleDialog1.showResponsibleDialog1OnCollect = false;\n ModuleManager.restoreGameRound(GameModules.Base);\n }\n\n private static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('GameManager', s);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/GameManager.ts\n **/","import {Logger, NumberUtils} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {GameManager} from \"./GameManager\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {DataManager} from \"./DataManager\";\nimport {ModuleManager} from \"./ModuleManager\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {HtmlDenomContainerElement} from \"../HTMLComponents/Custom/HtmlDenomContainerElement\";\nimport {BalanceManager} from \"./BalanceManager\";\nimport {HtmlBetSelectorContainerElement} from \"../HTMLComponents/Custom/HtmlBetSelectorContainerElement\";\nimport {HtmlController} from \"../HTMLComponents/HtmlController\";\nimport {HtmlBetSelectorContainerElement2} from \"../HTMLComponents/Custom/HtmlBetSelectorContainerElement2\";\nimport {Languages} from \"../Utils/Languages\";\nimport {FreeRoundBonus} from \"../Channels/Common/Bonuses/FreeRoundBonus\";\nimport {BetHigherThanMinDialog} from \"../Channels/Common/Dialogs/BetHigherThanMinDialog\";\n\nvar SpinBet = Communication.Game.SpinBet;\nvar BetType = Communication.Game.BetType;\n\nexport class BetManager\n{\n static CoinSize: number;\n static CoinCount: number;\n static Bet: number;\n\n static Coins: {[coinSize: number]: Array};\n static TotalBets: Array;\n\n static DenomContainer: HtmlDenomContainerElement;\n static CoinCountContainer: HtmlBetSelectorContainerElement;\n static BetContainer: HtmlBetSelectorContainerElement2;\n\n static minBet: boolean = false;\n static maxBet: boolean = false;\n\n static initializeBet(): void\n {\n if(AppContext.current.getHideAmounts()) {\n this.hideValues(true);\n }\n if(GameManager.baseResponse.initData != null) {\n if(GameManager.baseResponse.initData.betSettings != null && GameManager.baseResponse.initData.betSettings.totalBets != null) {\n BetManager.TotalBets = GameManager.baseResponse.initData.betSettings.totalBets;\n }\n\n if(GameManager.baseResponse.initData.betSettings != null && GameManager.baseResponse.initData.betSettings.coins != null) {\n BetManager.Coins = GameManager.baseResponse.initData.betSettings.coins;\n }\n\n if(GameManager.baseResponse.initData.lastBet != null && GameManager.baseResponse.initData.lastBet.betType === BetType.Total) {\n if(GameManager.baseResponse.initData.lastBet.totalBet != null && !AppContext.gameConfiguration.UseCoins) {\n if(BetManager.Bet != null && BetManager.Bet !== GameManager.baseResponse.initData.lastBet.totalBet) {\n ModuleManager.initNewBet();\n } else {\n ModuleManager.initNewBet(false);\n }\n BetManager.Bet = BetHigherThanMinDialog.getGameStartedWithoutFeature() ? BetManager.TotalBets[0] : GameManager.baseResponse.initData.lastBet.totalBet;\n BetManager.updateBetPosition();\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n } else {\n if(!DataManager.GameRoundClosed) {\n if(GameManager.baseResponse.initData.lastBet.coinSize != null) {\n BetManager.CoinSize = GameManager.baseResponse.initData.lastBet.coinSize;\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n }\n if(GameManager.baseResponse.initData.lastBet.coinCount != null) {\n BetManager.CoinCount = parseInt(GameManager.baseResponse.initData.lastBet.coinCount.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n }\n if(BetManager.CoinSize != null && BetManager.CoinCount != null) {\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n }\n BalanceManager.recalculateDenomBalance();\n } else if(AppContext.current.getDenomination() != null && BetManager.Coins != null) {\n if(BetManager.Coins[AppContext.current.getDenomination()] != null) {\n BetManager.changeDenom(AppContext.current.getDenomination(), true);\n } else {\n BetManager.changeDefaultDenom();\n }\n } else {\n BetManager.changeDefaultDenom();\n }\n if(BetManager.CoinSize != null && BetManager.CoinCount != null) {\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n }\n }\n }\n\n if(BetManager.DenomContainer != null) {\n BetManager.DenomContainer.addValues();\n }\n\n if(BetManager.CoinCountContainer != null) {\n BetManager.CoinCountContainer.addValues();\n }\n\n if(BetManager.BetContainer != null) {\n BetManager.BetContainer.addValues();\n }\n }\n }\n\n static changeBet(decrease: boolean = false, max: boolean = false, cycle: boolean = false): void\n {\n BetHigherThanMinDialog.closeDialog(true);\n if (DataManager.GameRoundClosed) {\n FreeRoundBonus.enableUi();\n }\n\n BetManager.unHideValues();\n\n if(AppContext.gameConfiguration.UseCoins) {\n if(cycle) {\n BetManager.cycleCoinCount();\n return;\n } else if(max) {\n BetManager.maxCoinCount();\n return;\n }\n }\n\n var bonus: number = parseFloat(DataManager.getDataById(GameData.DataBalanceBonus));\n var real: number = parseFloat(DataManager.getDataById(GameData.DataBalanceReal));\n\n if (BetManager.Bet != null && BetManager.TotalBets != null && BetManager.TotalBets.length > 0) {\n var index: number;\n for (var i: number = 0; i < BetManager.TotalBets.length; i++) {\n if (BetManager.Bet === BetManager.TotalBets[i]) {\n index = i;\n }\n }\n if (index != null) {\n if (decrease) {\n if (index === 0) {\n if (cycle) {\n index = BetManager.TotalBets.length - 1;\n }\n } else {\n index--;\n }\n } else {\n if (max) {\n var findMax: boolean = false;\n\n if (!findMax) {\n for (var jj: number = BetManager.TotalBets.length - 1; jj >= 0; jj--) {\n if (BetManager.TotalBets[jj] <= bonus &&\n findMax === false) {\n findMax = true;\n index = jj;\n }\n if (BetManager.TotalBets[jj] <= real &&\n findMax === false) {\n findMax = true;\n index = jj;\n }\n }\n }\n } else {\n if (index === BetManager.TotalBets.length - 1) {\n if (cycle) {\n index = 0;\n }\n } else {\n index++;\n }\n }\n }\n\n BetManager.Bet = BetManager.TotalBets[index];\n\n if (bonus != null) {\n if (bonus >= BetManager.Bet) {\n ModuleManager.changeBetColor(true);\n } else {\n ModuleManager.changeBetColor();\n }\n }\n\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({\n totalBet: BetManager.Bet,\n maxBetAction: max,\n userAction: DataManager.getTrustedUserAction('BET_CHANGE')\n });\n BetManager.updateBetPosition();\n }\n }\n BalanceManager.poolingBalance();\n }\n\n static sortNumber(a:any,b:any) {\n return a - b;\n }\n\n static changeDefaultDenom(): void\n {\n BetManager.unHideValues();\n\n if(BetManager.Coins != null) {\n let lowestDenom: number;\n for(let key in BetManager.Coins) {\n if(lowestDenom == null) {\n lowestDenom = parseFloat(key);\n } else {\n if(parseFloat(key) < lowestDenom) {\n lowestDenom = parseFloat(key);\n }\n }\n }\n\n BetManager.CoinSize = lowestDenom;\n AppContext.current.setDenomination(BetManager.CoinSize);\n\n BetManager.Coins[lowestDenom].sort(BetManager.sortNumber);\n\n // let found: boolean = false;\n // for(let i: number = 0; i < BetManager.Coins[value].length; i++) {\n // if(BetManager.Coins[value][i] === BetManager.CoinCount) {\n // found = true;\n // }\n // }\n //\n // if(!found) {\n // BetManager.CoinCount = BetManager.Coins[value][0];\n // }\n\n BetManager.CoinCount = BetManager.Coins[lowestDenom][0];\n\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n\n DataManager.updateDataElement(GameData.DataCoinSize);\n DataManager.updateDataElement(GameData.DataCointCount);\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n\n if(BetManager.CoinCountContainer != null) {\n BetManager.CoinCountContainer.addValues();\n }\n BalanceManager.recalculateDenomBalance();\n }\n }\n\n static changeDenom(value: number, init: boolean = false): void\n {\n BetManager.unHideValues();\n\n if(BetManager.Coins != null && BetManager.Coins[value] != null) {\n BetManager.CoinSize = value;\n AppContext.current.setDenomination(BetManager.CoinSize);\n\n BetManager.Coins[value].sort(BetManager.sortNumber);\n\n if(!init && BetManager.CoinCount != null && !AppContext.gameConfiguration.ResetCoinCountOnDenomChange) {\n let found: boolean = false;\n let coinCount: number = BetManager.CoinCount\n for(let i: number = 0; i < BetManager.Coins[value].length; i++) {\n if(BetManager.Coins[value][i] <= BetManager.CoinCount) {\n found = true;\n coinCount = BetManager.Coins[value][i];\n }\n }\n\n if(!found) {\n BetManager.CoinCount = BetManager.Coins[value][0];\n } else {\n BetManager.CoinCount = coinCount;\n }\n } else {\n BetManager.CoinCount = BetManager.Coins[value][0];\n }\n\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n\n DataManager.updateDataElement(GameData.DataCoinSize);\n DataManager.updateDataElement(GameData.DataCointCount);\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n\n if(BetManager.CoinCountContainer != null) {\n BetManager.CoinCountContainer.addValues();\n }\n BalanceManager.recalculateDenomBalance();\n }\n\n if(DataManager.HelpDataGameLimit != 0) {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataHelpGameLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGameLimit, BetManager.CoinSize)).toString()).toString());\n DataManager.updateDataElement(GameData.DataHelpGameLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGameLimit, BetManager.CoinSize)).toString()).toString());\n }\n }\n\n if(DataManager.HelpDataGambleLimit != 0) {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataHelpGambleLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGambleLimit, BetManager.CoinSize)).toString()).toString());\n DataManager.updateDataElement(GameData.DataHelpGambleLimit, parseInt((NumberUtils.devide(DataManager.HelpDataGambleLimit, BetManager.CoinSize)).toString()).toString());\n }\n }\n }\n\n static changeBetByValue(value: number): void\n {\n BetManager.unHideValues();\n var bonus: number = parseFloat(DataManager.getDataById(GameData.DataBalanceBonus));\n BetManager.Bet = value;\n\n if (bonus != null) {\n if (bonus >= BetManager.Bet) {\n ModuleManager.changeBetColor(true);\n } else {\n ModuleManager.changeBetColor();\n }\n }\n\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n BetManager.updateBetPosition();\n }\n\n static changeCoinCount(value: number): void\n {\n BetManager.unHideValues();\n\n if(BetManager.Coins != null) {\n if(BetManager.CoinSize != null) {\n BetManager.CoinCount = value;\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n\n DataManager.updateDataElement(GameData.DataCoinSize);\n DataManager.updateDataElement(GameData.DataCointCount);\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n }\n }\n }\n\n static cycleCoinCount(): void\n {\n BetManager.unHideValues();\n\n if(BetManager.Coins != null) {\n if(BetManager.CoinSize != null && BetManager.CoinCount != null) {\n let index: number = 0;\n let coinSizes: Array = [];\n for(let i: number = 0; i < BetManager.Coins[BetManager.CoinSize].length; i++) {\n coinSizes.push(BetManager.Coins[BetManager.CoinSize][i]);\n }\n coinSizes.sort(BetManager.sortNumber);\n for(let i: number = 0; i < coinSizes.length; i++) {\n if(BetManager.CoinCount === coinSizes[i]) {\n index = i;\n }\n }\n\n if(coinSizes[index + 1] != null) {\n BetManager.CoinCount = coinSizes[index + 1];\n } else {\n BetManager.CoinCount = coinSizes[0];\n }\n\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n\n DataManager.updateDataElement(GameData.DataCoinSize);\n DataManager.updateDataElement(GameData.DataCointCount);\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n }\n }\n }\n\n static maxCoinCount(): void\n {\n BetManager.unHideValues();\n\n if(BetManager.Coins != null) {\n if(BetManager.CoinSize != null && BetManager.CoinCount != null) {\n let credit: number = parseFloat(DataManager.getDataById(GameData.DataBalanceReal));\n let coinCount: number = BetManager.CoinCount;\n\n BetManager.Coins[BetManager.CoinSize].sort(BetManager.sortNumber);\n\n for(let i: number = 0; i < BetManager.Coins[BetManager.CoinSize].length; i++) {\n let bet: number = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.Coins[BetManager.CoinSize][i]));\n if(credit >= bet) {\n coinCount = BetManager.Coins[BetManager.CoinSize][i];\n }\n }\n\n BetManager.CoinCount = coinCount;\n\n DataManager.updateGameDataFromModule(GameData.DataCoinSize, BetManager.CoinSize.toString());\n DataManager.updateGameDataFromModule(GameData.DataCointCount, BetManager.CoinCount.toString());\n BetManager.Bet = parseFloat(NumberUtils.multiply(BetManager.CoinSize, BetManager.CoinCount));\n DataManager.updateGameDataFromModule(GameData.DataBet, BetManager.Bet.toString());\n\n DataManager.updateDataElement(GameData.DataCoinSize);\n DataManager.updateDataElement(GameData.DataCointCount);\n DataManager.updateDataElement(GameData.DataBet);\n Platforms.Platforms.bet({totalBet: BetManager.Bet});\n }\n }\n }\n\n static updateBetPosition(): void\n {\n if (BetManager.TotalBets != null) {\n for (let i: number = 0; i < BetManager.TotalBets.length; i++) {\n if (BetManager.Bet === BetManager.TotalBets[i]) {\n if(i <= 0) {\n BetManager.minBet = true;\n BetManager.maxBet = false;\n } else if (i >= BetManager.TotalBets.length - 1) {\n BetManager.minBet = false;\n BetManager.maxBet = true;\n } else {\n BetManager.minBet = false;\n BetManager.maxBet = false;\n }\n\n DataManager.updateGameDataFromModule(GameData.DataBetPosition, (i + 1) + '/' + BetManager.TotalBets.length);\n DataManager.updateDataElement(GameData.DataBetPosition);\n }\n }\n }\n }\n\n static unHideValues(credit: boolean = false): void\n {\n for (let i = 0; i < HtmlController.HideButtons.length; i++) {\n HtmlController.HideButtons[i].unHide(credit);\n }\n }\n\n static hideValues(credit: boolean = false): void\n {\n for (let i = 0; i < HtmlController.HideButtons.length; i++) {\n HtmlController.HideButtons[i].hide(credit);\n }\n }\n\n static createBetForSpin(): Communication.Game.SpinBet\n {\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null && BetManager.CoinCount != null) {\n return new SpinBet(BetType.Total, BetManager.CoinSize, BetManager.CoinCount, null, null);\n } else {\n return new SpinBet(BetType.Total, null, null, null, BetManager.Bet);\n }\n }\n\n private static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('BetManager', s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/BetManager.ts\n **/","import {ArgValidator, Logger, Utils, ApiClientCommunication} from 'neo-common';\nimport {ClientHost, Communication, GameEngine} from 'neo-games';\nimport {GameManager} from \"./GameManager\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {Controller} from \"../GameComponents/Controller\";\nimport {UserControls} from \"../Channels/Common/UserControls/UserControls\";\nimport {DataManager} from \"./DataManager\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\n\nvar GameModules = Communication.Game.GameModules;\nvar GameStatuses = Communication.Game.GameModuleStatus;\n\nexport class ModuleManager\n{\n private static _gameModules: Object = {};\n private static _channelModules: Object = {};\n\n static registerGameModule(key: string, module: Controller): void\n {\n if (DEBUG) {\n ModuleManager.log('registerGameModule ' + key);\n }\n\n if (ModuleManager._gameModules[key] == null) {\n ModuleManager._gameModules[key] = module;\n } else {\n if (DEBUG) {\n ModuleManager.log('ERROR try to register game module with same key: ' + key);\n }\n }\n }\n\n static registerChannelModule(key: string, module: UserControls): void\n {\n if (DEBUG) {\n ModuleManager.log('registerChannelModule ' + key);\n }\n\n if (ModuleManager._channelModules[key] == null) {\n ModuleManager._channelModules[key] = module;\n } else {\n if (DEBUG) {\n ModuleManager.log('ERROR try to register channel module with same key: ' + key);\n }\n }\n }\n\n static connectModules(): boolean\n {\n if (DEBUG) {\n ModuleManager.log('connectModules');\n }\n\n let allChannelsHaveController: boolean = true;\n\n for(let key in ModuleManager._channelModules) {\n if(ModuleManager._gameModules[key] != null) {\n ModuleManager._channelModules[key].addController(ModuleManager._gameModules[key]);\n if (DEBUG) {\n ModuleManager.log('connect module key: ' + key);\n }\n } else {\n if(DEBUG) {\n ModuleManager.log('cant connect module key: ' + key);\n }\n allChannelsHaveController = false;\n }\n }\n\n return allChannelsHaveController;\n }\n\n static initModules(): void\n {\n if (DEBUG) {\n ModuleManager.log('initModules');\n }\n\n for(let key in ModuleManager._channelModules) {\n ModuleManager._channelModules[key].initReceived();\n }\n\n if(ModuleManager.gambleActive() && ModuleManager._channelModules[GameModules.Gamble] != null) {\n ModuleManager._channelModules[GameModules.Gamble].initIntro();\n } else if(ModuleManager.freespinsActive() && ModuleManager._channelModules[GameModules.Freespins] != null) {\n ModuleManager._channelModules[GameModules.Freespins].initIntro();\n } else {\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].initIntro();\n }\n }\n }\n\n static gambleEnabled(): boolean\n {\n if (!AppContext.gameDefinition.Gamble) {\n return false;\n }\n\n if(DataManager.Autoplay && !AppContext.gameConfiguration.AutoplayGambleEnabled) {\n return false;\n }\n\n if (GameManager.gambleResponse != null && GameManager.gambleResponse.status === GameStatuses.Enabled) {\n return true;\n }\n return false;\n }\n\n static gambleActive(): boolean\n {\n if (!AppContext.gameDefinition.Gamble) {\n return false;\n }\n\n if (GameManager.gambleResponse != null && GameManager.gambleResponse.status === GameStatuses.Active) {\n return true;\n }\n return false;\n }\n\n static freespinsEnabled(): boolean\n {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.status === GameStatuses.Enabled) {\n /*\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n */\n return true;\n }\n return false;\n }\n\n static freespinsActive(): boolean\n {\n\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.status === GameStatuses.Active) {\n /*\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n */\n return true;\n }\n return false;\n }\n\n static enableGamble(): void\n {\n if (DEBUG) {\n ModuleManager.log('enableGamble');\n }\n\n if(ModuleManager.gambleEnabled() && ModuleManager._channelModules[GameModules.Gamble] != null) {\n ModuleManager._channelModules[GameModules.Gamble].enable();\n }\n }\n\n static startGamble(): void\n {\n if (DEBUG) {\n ModuleManager.log('startGamble');\n }\n\n if(ModuleManager.gambleActive()) {\n ModuleManager.outroModule(GameModules.Base);\n }\n }\n\n static enableFreespins(intro : boolean = false): void\n {\n if (DEBUG) {\n ModuleManager.log('enableFreespins');\n }\n\n if(ModuleManager._channelModules[GameModules.Freespins] != null) {\n ModuleManager._channelModules[GameModules.Freespins].enable(intro);\n }\n }\n\n static startFreespins(): void\n {\n if (DEBUG) {\n ModuleManager.log('startFreespins');\n }\n\n if(ModuleManager._channelModules[GameModules.Freespins] != null) {\n ModuleManager._channelModules[GameModules.Freespins].start();\n }\n }\n\n static endFreespins(): void\n {\n if (DEBUG) {\n ModuleManager.log('endFreespins');\n }\n\n if(ModuleManager._channelModules[GameModules.Freespins] != null) {\n ModuleManager._channelModules[GameModules.Freespins].end();\n }\n }\n\n static disableGamble(): void\n {\n if (DEBUG) {\n ModuleManager.log('disableGamble');\n }\n\n if(ModuleManager._channelModules[GameModules.Gamble] != null) {\n ModuleManager._channelModules[GameModules.Gamble].disable();\n }\n }\n\n static disableBase(): void\n {\n if (DEBUG) {\n ModuleManager.log('disableBase');\n }\n\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].disable();\n }\n }\n\n\t/**\n\t * Disable channel module\n\t * @param key\n\t */\n\tstatic disableChannelModule(key: string,): void\n\t{\n\t\tif (DEBUG) {\n\t\t\tModuleManager.log('disable' + key);\n\t\t}\n\n\t\tif(ModuleManager._channelModules[key] != null) {\n\t\t\tModuleManager._channelModules[key].disable();\n\t\t}\n\t}\n\n static changeBetColor(green: boolean = false): void\n {\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].changeBetColor(green);\n }\n }\n\n static initNewBet(animate: boolean = true): void\n {\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].initNewBet(animate);\n }\n }\n\n static introModule(key: string, long: boolean = false, previousModule: string): void\n {\n if (DEBUG) {\n ModuleManager.log('introModule key: ' + key);\n }\n\n if(ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].intro(long, previousModule);\n }\n }\n\n static outroModule(key: string): void\n {\n if (DEBUG) {\n ModuleManager.log('outroModule key: ' + key);\n }\n\n if(ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].outro();\n }\n }\n\n static collect(key: string): void\n {\n if(key != null && ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].collect();\n }\n }\n\n static collectInModule(key: string): void\n {\n if(key != null && ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].collectReceived();\n }\n }\n\n static restoreGameRound(key: string, collect: boolean = false): void\n {\n if(key != null && ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].restoreGameRound(collect);\n }\n }\n\n static dispatchAction(action: string): void\n {\n if (DEBUG) {\n ModuleManager.log('dispatchAction action: ' + action);\n }\n\n for(let key in ModuleManager._channelModules) {\n ModuleManager._channelModules[key].dispatchAction(action);\n }\n }\n\n static cycleHelp(): void\n {\n if(ModuleManager.freespinsActive() && ModuleManager._channelModules[GameModules.Freespins] != null) {\n ModuleManager._channelModules[GameModules.Freespins].cycleHelp();\n } else {\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].cycleHelp();\n }\n }\n }\n\n /**\n * Set autoplay in Base module to true/false.\n * @param {boolean} tf\n */\n static setAutoplayAfterFeature(tf: boolean): void\n {\n if (DEBUG) {\n ModuleManager.log('setAutoplayAfterFeature to ' + tf);\n }\n\n if (ModuleManager._channelModules[GameModules.Base] != null) {\n ModuleManager._channelModules[GameModules.Base].setAutoplayAfterFeature(tf);\n }\n }\n\n static primaryGameEnded(): boolean\n {\n if(ModuleManager._channelModules[GameModules.Base] != null) {\n return ModuleManager._channelModules[GameModules.Base].primaryGameEnded();\n }\n }\n\n static toggleModuleSounds(key: string, enable: boolean): void\n {\n if(ModuleManager._gameModules[key] != null) {\n ModuleManager._gameModules[key].toggleSounds(enable);\n }\n }\n\n static resetSceneAsOnCollect(key: string): void\n {\n if(ModuleManager._gameModules[key] != null) {\n ModuleManager._gameModules[key].collect();\n }\n }\n\n static resetWinAnimator(key: string): void\n {\n if (DEBUG) {\n ModuleManager.log('resetWinAnimator:' + key);\n }\n\n if(ModuleManager._channelModules[key] != null) {\n ModuleManager._channelModules[key].resetWinAnimator();\n }\n }\n\n static getActiveGameModules(): Array\n {\n let activeModulesArray: Array = [];\n if (GameManager.gameResponse != null && GameManager.gameResponse.modules != null) {\n for (var key in GameManager.gameResponse.modules) {\n if(GameManager.gameResponse.modules[key].status !== GameStatuses.Disabled) {\n activeModulesArray.push(key);\n }\n }\n }\n return activeModulesArray;\n }\n\n private static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('ModuleManager', s);\n }\n }\n\n static showMessage(module : string, type : \"NORMAL\" | \"END\" | \"RETRIGGER\" | \"RETRIGGER_SINGLE\" | \"FORCE\" | \"RESPIN\" | \"RESPIN_INIT\" ): void\n {\n if (DEBUG) {\n ModuleManager.log('show FS message');\n }\n\n PlayList.setVolume('SND_BaseLoop', 0);\n if(type != \"RESPIN\") {\n PlayList.setVolume('SND_FSLoop', 0);\n }\n\n if(ModuleManager._gameModules[module] != null) {\n ModuleManager._gameModules[module].showMessage(type);\n }\n }\n\n static hideMessage(module : string): void\n {\n if (DEBUG) {\n ModuleManager.log('show FS message');\n }\n\n PlayList.resetVolume('SND_FSLoop');\n PlayList.resetVolume('SND_BaseLoop');\n\n if(ModuleManager._gameModules[module] != null) {\n ModuleManager._gameModules[module].hideMessage();\n }\n }\n\n static calculationCounter(actualCounterValue: string): void\n {\n // if (DEBUG) {\n // ModuleManager.log('calculationCounter');\n // }\n\n if(!ModuleManager.gambleActive()) {\n if (ModuleManager.freespinsActive()) {\n ModuleManager._gameModules[GameModules.Freespins].calculationCounter(actualCounterValue);\n } else {\n ModuleManager._gameModules[GameModules.Base].calculationCounter(actualCounterValue);\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/ModuleManager.ts\n **/","import {Logger, engineComponent} from 'neo-common';\nimport {Song} from './Song';\nimport {ComponentTypes} from '../ComponentTypes';\nimport {SoundManager} from '../Managers/SoundManager';\n\n@engineComponent(ComponentTypes.PlayList)\nexport class PlayList {\n\n static Songs: { [id: string]: Song; } = {};\n\n static addToPlayList(song: Song): void {\n PlayList.Songs[song.id] = song;\n }\n\n create(node: Element): void {\n SoundManager.parseElements(node, node.nodeName);\n }\n\n static isPlaying(song: string): boolean {\n if (PlayList.Songs[song] != null) {\n return PlayList.Songs[song].isPlaying();\n }\n }\n\n static play(song: string, fadeIn: number = 0, reset: boolean = true): void {\n if (PlayList.Songs[song] != null) {\n PlayList.Songs[song].play(false, fadeIn, reset);\n }\n }\n\n static loop(song: string, fadeIn: number = 0, reset: boolean = false): Song {\n if (PlayList.Songs[song] != null) {\n PlayList.Songs[song].play(true, fadeIn, reset);\n\n return PlayList.Songs[song];\n }\n return null;\n }\n\n static stop(song: string, fadeOut: number = 0): void {\n if (PlayList.Songs[song] != null) {\n PlayList.Songs[song].stop(fadeOut);\n }\n }\n\n static stopAll(fadeOut: number = 0): void {\n if (PlayList.Songs != null) {\n for (let song in PlayList.Songs) {\n PlayList.Songs[song].stop(fadeOut);\n }\n }\n }\n\n static stopAllInGroup(group: string, toggle: boolean = false): void {\n if (PlayList.Songs != null) {\n for (let song in PlayList.Songs) {\n PlayList.Songs[song].toggleGroup(group, toggle);\n }\n }\n }\n\n static pauseAll(): void {\n if (PlayList.Songs != null) {\n for (let song in PlayList.Songs) {\n PlayList.Songs[song].pause();\n }\n }\n }\n static resumeAll(): void {\n if (PlayList.Songs != null) {\n for (let song in PlayList.Songs) {\n PlayList.Songs[song].resume();\n }\n }\n }\n\n /**\n * Set volume level with possibility to fade in or fade out the song.\n * @param song\n * @param volume\n * @param fadeDuration When target volume is bigger than current volume, make fade in. Else make fade out.\n */\n static setVolume(song: string, volume: number, fadeDuration?: number): void {\n if (PlayList.Songs[song] != null) {\n PlayList.Songs[song].setVolume(volume, fadeDuration);\n }\n }\n\n /**\n * Re-set volume level with possibility to fade in or fade out the song.\n * @param song\n * @param fadeDuration When target volume is bigger than current volume, make fade in. Else make fade out.\n */\n static resetVolume(song: string, fadeDuration?: number): void {\n if (PlayList.Songs[song] != null) {\n PlayList.Songs[song].resetVolume(fadeDuration);\n }\n }\n\n static log(s: string): void {\n if (DEBUG) {\n const compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Sounds/PlayList.ts\n **/","import {Logger, EngineComponentFactory} from 'neo-common';\nimport {ComponentTypes} from '../ComponentTypes';\nimport {PlayList} from '../Sounds/PlayList';\n\n/**\n * The SoundManager class is used for parsing elements which are representation of playlists and songs.\n * @class SoundManager\n */\nexport class SoundManager {\n\n // TODO any\n static PlayLists: { [id: string]: any; } = {};\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('SoundManager', data);\n }\n }\n\n /**\n * Parse songs and playlists.\n * @method parseElements\n * @param node Element\n * @param playList string - optional\n * @return void\n */\n static parseElements(node: Element, playList: string = ''): void {\n if (node != null) {\n var next: Element = node.firstElementChild;\n\n while (next != null) {\n\n var cls: string = '';\n if (next.hasAttribute('Class')) {\n cls = next.getAttribute('Class');\n } else {\n if (DEBUG) {\n this.log('WARNING element with name: ' + next.nodeName + ' has no class');\n }\n }\n\n if (cls !== '') {\n if (EngineComponentFactory.isTypeOf(cls, ComponentTypes.PlayList)) {\n var element: any = EngineComponentFactory.get(cls);\n SoundManager.PlayLists[next.nodeName] = element;\n element.create(next);\n } else if (EngineComponentFactory.isTypeOf(cls, ComponentTypes.Song)) {\n var element: any = EngineComponentFactory.get(cls);\n element.create(next);\n\n if (playList !== '') {\n PlayList.addToPlayList(element);\n }\n }\n }\n next = next.nextElementSibling;\n }\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/SoundManager.ts\n **/","import {Logger, NumberUtils} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {GameManager} from \"./GameManager\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {DataManager} from \"./DataManager\";\nimport {BetManager} from \"./BetManager\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {Languages} from \"../Utils/Languages\";\nimport {ModuleManager} from \"./ModuleManager\";\nimport {CashierDialog} from '../Channels/Common/Dialogs/CashierDialog';\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\n\ntype BalanceResponse = Communication.Game.BalanceResponse;\nvar GameModules = Communication.Game.GameModules;\ntype IBalance = Communication.Game.IBalance;\n\nexport class BalanceManager\n{\n private static _poolBalance: boolean = false;\n\n static setBalance(): void\n {\n if (GameManager.gameResponse.balance != null) {\n if (GameManager.gameResponse.balance.real != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceReal, GameManager.gameResponse.balance.real.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceRealDenom, parseInt(NumberUtils.devide(GameManager.gameResponse.balance.real, BetManager.CoinSize)).toString());\n }\n }\n\n if (GameManager.gameResponse.balance.bonus != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceBonus, GameManager.gameResponse.balance.bonus.toString());\n }\n\n if (GameManager.gameResponse.balance.real != null && GameManager.gameResponse.balance.bonus != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceTotal, NumberUtils.add(GameManager.gameResponse.balance.real, GameManager.gameResponse.balance.bonus));\n }\n }\n }\n\n static fixBalance(): void\n {\n let bonus: number = parseFloat(DataManager.getDataById(GameData.DataBalanceBonus));\n let real: number = parseFloat(DataManager.getDataById(GameData.DataBalanceReal));\n let realDenom: number = parseFloat(DataManager.getDataById(GameData.DataBalanceRealDenom));\n let win: number = parseFloat(DataManager.getDataById(GameData.DataTotalWin));\n let winDenom: number;\n let total: number = parseFloat(NumberUtils.add(bonus, real));\n let bet: number = BetManager.Bet;\n let betDenom: number = BetManager.CoinCount;\n let denom: number = BetManager.CoinSize;\n\n if(FreeRoundBonus.inFrb) {\n if (AppContext.gameDefinition.Gamble && FreeRoundBonus.winPayMethod !== 'cumulative') {\n if (GameManager.gameResponse != null && GameManager.gameResponse.balance != null) {\n let totalRealBalance: number = parseFloat(NumberUtils.add(real, win));\n let totalBalance: number = parseFloat(NumberUtils.add(total, win));\n DataManager.updateGameDataFromModule(GameData.DataBalanceBonus, bonus.toString());\n DataManager.updateGameDataFromModule(GameData.DataBalanceReal, totalRealBalance.toString());\n DataManager.updateGameDataFromModule(GameData.DataBalanceTotal, totalBalance.toString());\n DataManager.updateDataElement(GameData.DataBalanceBonus, bonus.toString());\n DataManager.updateDataElement(GameData.DataBalanceReal, real.toString());\n DataManager.updateDataElement(GameData.DataBalanceTotal, totalBalance.toString());\n }\n } else if (!AppContext.gameDefinition.Gamble && !DataManager.Collectable) {\n if(GameManager.gameResponse != null && GameManager.gameResponse.balance != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceBonus, bonus.toString());\n DataManager.updateGameDataFromModule(GameData.DataBalanceReal, real.toString());\n DataManager.updateGameDataFromModule(GameData.DataBalanceTotal, total.toString());\n DataManager.updateDataElement(GameData.DataBalanceBonus, bonus.toString());\n DataManager.updateDataElement(GameData.DataBalanceReal, real.toString());\n DataManager.updateDataElement(GameData.DataBalanceTotal, total.toString());\n }\n }\n return;\n }\n\n if(denom != null && win != null) {\n winDenom = parseFloat(NumberUtils.devide(win, denom));\n }\n\n if (DataManager.GameRoundClosed) {\n if (bonus != null && bonus > 0 && bonus >= bet) {\n ModuleManager.changeBetColor(true);\n DataManager.updateDataElement(GameData.DataBalanceBonus, NumberUtils.subtract(bonus, bet));\n } else {\n ModuleManager.changeBetColor();\n DataManager.updateDataElement(GameData.DataBalanceReal, NumberUtils.subtract(real, bet));\n if(denom != null && betDenom != null) {\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, NumberUtils.subtract(realDenom, betDenom));\n }\n }\n DataManager.updateDataElement(GameData.DataBalanceTotal, NumberUtils.subtract(total, bet));\n DataManager.updateGameDataFromModule(GameData.DataBalanceTotal, NumberUtils.subtract(total, bet));\n } else {\n if (win > 0) {\n if (bonus != null && bonus > 0 && bonus >= bet) {\n ModuleManager.changeBetColor(true);\n DataManager.updateDataElement(GameData.DataBalanceBonus, NumberUtils.subtract(bonus, bet));\n DataManager.updateDataElement(GameData.DataBalanceReal, NumberUtils.add(real, win));\n if(denom != null && winDenom != null) {\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, NumberUtils.add(realDenom, winDenom));\n }\n } else {\n ModuleManager.changeBetColor();\n DataManager.updateDataElement(GameData.DataBalanceReal, NumberUtils.add(NumberUtils.subtract(real, bet), win));\n if(denom != null && winDenom != null && betDenom != null) {\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, NumberUtils.add(NumberUtils.subtract(realDenom, betDenom), winDenom));\n }\n }\n DataManager.updateDataElement(GameData.DataBalanceTotal, NumberUtils.add(NumberUtils.subtract(total, bet), win));\n\t\t\t\tDataManager.updateGameDataFromModule(GameData.DataBalanceTotal, NumberUtils.add(NumberUtils.subtract(total, bet), win));\n } else {\n if (bonus != null && bonus > 0 && bonus >= bet) {\n ModuleManager.changeBetColor(true);\n DataManager.updateDataElement(GameData.DataBalanceBonus, NumberUtils.subtract(bonus, bet));\n } else {\n ModuleManager.changeBetColor();\n DataManager.updateDataElement(GameData.DataBalanceReal, NumberUtils.subtract(real, bet));\n if(denom != null && betDenom != null) {\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, NumberUtils.subtract(realDenom, betDenom));\n }\n }\n DataManager.updateDataElement(GameData.DataBalanceTotal, NumberUtils.subtract(total, bet));\n\t\t\t\tDataManager.updateGameDataFromModule(GameData.DataBalanceTotal, NumberUtils.subtract(total, bet));\n }\n }\n }\n\n static hasCredit(maxBet: boolean = false, onSpin: boolean = false): boolean\n {\n let bonus: number = parseFloat(DataManager.getDataById(GameData.DataBalanceBonus));\n let real: number = parseFloat(DataManager.getDataById(GameData.DataBalanceReal));\n let win: number = parseFloat(DataManager.getDataById(GameData.DataTotalWin));\n let bet: number = BetManager.Bet;\n let canPlay: boolean = true;\n\n if (DataManager.GameRoundClosed) {\n win = 0;\n }\n\n if (bonus != null && bonus > 0) {\n if (bonus >= bet) {\n ModuleManager.changeBetColor(true);\n return true;\n } else {\n ModuleManager.changeBetColor();\n }\n }\n\n if(FreeRoundBonus.inFrb){\n if (AppContext.current) {\n AppContext.current.closeDialog();\n }\n\n if(CashierDialog.opened) {\n CashierDialog.onClose();\n }\n\n if(onSpin){\n FreeRoundBonus.disableUi();\n }\n\n canPlay = true;\n } else if (real <= 0 || real < bet) {\n var credit: number = parseFloat(NumberUtils.add(real, win));\n if (credit > 0 && credit >= bet) {\n if (AppContext.current) {\n AppContext.current.closeDialog();\n }\n\n if(CashierDialog.opened) {\n CashierDialog.onClose();\n }\n\n if(onSpin){\n FreeRoundBonus.disableUi();\n }\n\n canPlay = true;\n } else {\n if (AppContext.current && onSpin) {\n ModuleManager.collect(GameModules.Base);\n\n if(AppContext.gameConfiguration.ShowCashierMessage) {\n CashierDialog.openDialog();\n } else {\n AppContext.current.showDialog(Languages.getRid('NOT_ENOUGH_CREDIT'), false);\n }\n\n Platforms.Platforms.clientError('NOT_ENOUGH_CREDIT', Languages.getRid('NOT_ENOUGH_CREDIT'));\n\n GameManager.requestSend = false;\n }\n canPlay = false;\n }\n } else {\n if (AppContext.current) {\n AppContext.current.closeDialog();\n }\n\n if(CashierDialog.opened) {\n CashierDialog.onClose();\n }\n\n if(onSpin){\n FreeRoundBonus.disableUi();\n }\n\n canPlay = true;\n }\n return canPlay;\n }\n\n static poolingBalance(): void\n {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.PollCredit > 0 && DataManager.GameRoundClosed) {\n let balance: number = parseFloat(DataManager.getDataById(GameData.DataBalanceReal));\n if(balance != null && BetManager.Bet != null && balance >= BetManager.Bet) {\n return;\n } else {\n if(!BalanceManager._poolBalance) {\n setTimeout(() => {BalanceManager.refreshBalance();}, AppContext.gameConfiguration.PollCredit);\n BalanceManager._poolBalance = true;\n }\n }\n }\n }\n\n static refreshBalance(forced: boolean = false): void\n {\n if (GameManager.gameClient) {\n GameManager.gameClient.balance().then((response: BalanceResponse) => {\n BalanceManager.balanceReceived(response, forced);\n });\n }\n }\n\n static balanceReceived(response: IBalance, forced: boolean = false): void\n {\n BalanceManager._poolBalance = false;\n let bonus: string = response.bonus.toString();\n let real: string = response.real.toString();\n let total: string = NumberUtils.add(response.bonus, response.real);\n\n DataManager.updateGameDataFromModule(GameData.DataBalanceBonus, bonus);\n DataManager.updateGameDataFromModule(GameData.DataBalanceReal, real);\n DataManager.updateGameDataFromModule(GameData.DataBalanceTotal, total);\n\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceRealDenom, parseInt(NumberUtils.devide(response.real, BetManager.CoinSize)).toString());\n }\n\n DataManager.updateDataElement(GameData.DataBalanceBonus, bonus);\n DataManager.updateDataElement(GameData.DataBalanceReal, real);\n DataManager.updateDataElement(GameData.DataBalanceTotal, total);\n\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize) {\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, parseInt(NumberUtils.devide(response.real, BetManager.CoinSize)).toString());\n }\n BalanceManager.poolingBalance();\n\n\t\tPlatforms.Platforms.balanceUpdated({amount: parseFloat(total), forced: forced});\n }\n\n static recalculateDenomBalance(): void\n {\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataBalanceRealDenom, parseInt(NumberUtils.devide(parseFloat(DataManager.getDataById(GameData.DataBalanceReal)), BetManager.CoinSize)).toString());\n DataManager.updateDataElement(GameData.DataBalanceRealDenom, parseInt(NumberUtils.devide(parseFloat(DataManager.getDataById(GameData.DataBalanceReal)), BetManager.CoinSize)).toString());\n }\n }\n\n private static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('BalanceManager', s);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/BalanceManager.ts\n **/","import {Logger, StringUtils} from 'neo-common';\nimport {AppContext} from '../../../../Common/AppContext';\nimport {Platforms} from 'neo-games';\nimport {Dialog} from './Dialog';\nimport {BalanceManager} from '../../../Managers/BalanceManager';\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {FreeRoundBonus} from \"../Bonuses/FreeRoundBonus\";\n\n/**\n * Create dialog filled from code.\n * @class Dialog\n */\nexport class CashierDialog {\n\n static opened: boolean = false;\n\n private static _element: HTMLElement;\n private static _cashierButton: HTMLElement;\n private static _refreshButton: HTMLElement;\n private static _closeButton: HTMLElement;\n private static _closeButtonIcon: HTMLElement;\n\n static openDialog(): void {\n if (DEBUG) {\n Logger.debugGroup('CashierDialog', `openDialog()`);\n }\n\n Platforms.Platforms.dialogOpened('cashier', true);\n\n CashierDialog.opened = true;\n\n CashierDialog._element = document.getElementById('cashierDialog');\n if(CashierDialog._element != null) {\n\n CashierDialog._cashierButton = document.getElementById('cashierButton');\n if(CashierDialog._cashierButton != null) {\n CashierDialog._cashierButton.onclick = CashierDialog.onCashier;\n }\n\n CashierDialog._refreshButton = document.getElementById('refreshButton');\n if(CashierDialog._refreshButton != null) {\n if(AppContext.gameConfiguration.CashierMessageShowRefreshBalanceButton) {\n CashierDialog._refreshButton.onclick = CashierDialog.onRefreshBalance;\n } else {\n CashierDialog._refreshButton.style.display = 'none';\n }\n }\n\n CashierDialog._closeButton = document.getElementById('cashierCloseButton');\n if(CashierDialog._closeButton != null) {\n CashierDialog._closeButton.onclick = CashierDialog.onClose;\n }\n\n CashierDialog._closeButtonIcon = document.getElementById('cashierCloseButtonIcon');\n if(CashierDialog._closeButtonIcon != null) {\n CashierDialog._closeButtonIcon.onclick = CashierDialog.onClose;\n }\n\n if (CashierDialog._element.classList.contains(Dialog.DisabledClass)) {\n CashierDialog._element.classList.remove(Dialog.DisabledClass);\n }\n }\n }\n\n static onCashier(): void {\n if (DEBUG) {\n Logger.debugGroup('CashierDialog', `onCashier()`);\n }\n\n PlayList.play('SND_Click');\n\n\t\tif (!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.CashierUrl)) {\n\t\t\tPlatforms.Platforms.gotoCasier({reason: 'InsufficientFunds', target: AppContext.gameConfiguration.CashierUrl});\t//todo Second available reason: 'InsufficientFunds'\n\t\t\tif (Platforms.Platforms.handleOpenCashierPage) {\n return;\n }\n window.open(AppContext.gameConfiguration.CashierUrl, \"_self\");\n\t\t} else {\n\t\t\tPlatforms.Platforms.gotoCasier();\n\t\t}\n }\n\n static onRefreshBalance(): void {\n if (DEBUG) {\n Logger.debugGroup('CashierDialog', `onRefreshBalance()`);\n }\n\n PlayList.play('SND_Click');\n\n BalanceManager.refreshBalance();\n }\n\n static onClose(): void {\n if (DEBUG) {\n Logger.debugGroup('CashierDialog', `onClose()`);\n }\n\n PlayList.play('SND_Click');\n CashierDialog.opened = false;\n\n Platforms.Platforms.dialogOpened('cashier', false);\n\n if (!CashierDialog._element.classList.contains(Dialog.DisabledClass)) {\n CashierDialog._element.classList.add(Dialog.DisabledClass);\n }\n\n if(FreeRoundBonus.id!=null || FreeRoundBonus.otherOfferes.length > 0){\n FreeRoundBonus.enableUi();\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/CashierDialog.ts\n **/","import {Utils, Logger, StringUtils} from 'neo-common';\nimport {ClientHost, GameEngine, Platforms} from 'neo-games';\nimport {Languages} from '../../../Utils/Languages';\nimport {FrameTimerEventEmitter, FrameTimerEvents, CreateFrameTimer} from '../../../Utils/FrameTimer';\nimport {AppContext} from '../../../../Common/AppContext';\nimport {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\nimport {GameApp} from '../../../GameApp';\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\nimport {BaseModel} from '../../../GameComponents/Base/BaseModel';\nimport {GameConfiguration} from '../../../../Common/GameConfiguration';\nimport {BetHigherThanMinDialog} from \"./BetHigherThanMinDialog\";\n\nexport type DialogOpenData = {\n special: boolean;\n gameRoundId: string;\n errorId: string;\n actions: Array;\n}\n\n/**\n * Create dialog filled from code.\n * @class Dialog\n */\nexport class Dialog {\n\n static DisabledClass: string = '_disabled';\n static InfoClass: string = 'info';\n static ErrorClass: string = 'error';\n\n private _app: GameEngine.IApp;\n\n private _element: HTMLElement;\n private _elementHeading: HTMLElement;\n private _elementCode: HTMLElement;\n private _elementText: HTMLElement;\n private _elementButton: HTMLElement;\n private _elementButtonReload: HTMLElement;\n private _elementCustomButtons: HTMLElement;\n private _elementInfo: HTMLElement;\n private _elementError: HTMLElement;\n\n private _timer: FrameTimerEventEmitter;\n\n private _customData: any;\n\n constructor(app: GameEngine.IApp) {\n this._app = app;\n this._element = document.getElementById('dialog');\n this._elementHeading = document.getElementById('dialogHeading');\n this._elementCode = document.getElementById('errorCode');\n this._elementText = document.getElementById('dialogText');\n this._elementButton = document.getElementById('dialogButton');\n this._elementButtonReload = document.getElementById('dialogReloadButton');\n this._elementCustomButtons = document.getElementById('dialogCustomButtons');\n this._elementInfo = document.getElementById('dialogInfo');\n this._elementError = document.getElementById('dialogError');\n\n if (this._element != null && !this._element.classList.contains(Dialog.DisabledClass)) {\n this._element.classList.add(Dialog.DisabledClass);\n }\n\n if (this._elementInfo != null) {\n this._elementInfo.style.display = 'none';\n }\n\n if (this._elementError != null) {\n this._elementError.style.display = 'none';\n }\n\n this._timer = CreateFrameTimer('dialogTimer');\n this._timer.on(FrameTimerEvents.Complete, this.closeDialog.bind(this));\n\n this.onClickError = this.onClickError.bind(this);\n this.onClickRefresh = this.onClickRefresh.bind(this);\n\n this._customData = null;\n }\n\n\topenDialog(text: string, code: string = '', errorId: string = '', error: boolean = false, special: boolean = false,\n\t\t\t gameRoundId: string = '0', customData: any = null): void {\n\n this._customData = customData;\n\n if (DEBUG) {\n Logger.debugGroup('Dialog',\n `openDialog('${text}', code: '${code}', errorId: '${errorId}', error: ${error}, special: ${special}, ` +\n `gameRoundId: ${gameRoundId}, customData: ${customData ? JSON.stringify(customData) : ''})`);\n }\n\n Platforms.Platforms.dialogOpened('default', true);\n\n if (this._element != null) {\n const ultraSpecial = (!Utils.isNullOrUndefined(this._customData) && !Utils.isNullOrUndefined(this._customData.data) && !Utils.isNullOrUndefined(this._customData.data.ultraSpecial) && this._customData.data.ultraSpecial === true);\n\n if (this._elementText != null) {\n this._elementText.innerHTML = text;\n }\n\n if (this._elementCode != null) {\n if (code !== '' && this._elementCode != null && !special) {\n if (errorId === '') {\n errorId = '0';\n }\n\n let errorString: string = gameRoundId + '-' + errorId;\n code = 'CODE_' + code.replace('-', '_');\n let errorValue: string = Languages.getRid(code, errorString);\n this._elementCode.textContent = errorValue.replace(/ /g, '');\n this._elementCode.style.display = 'block';\n } else {\n this._elementCode.style.display = 'none';\n }\n }\n\n if (error && !ultraSpecial) {\n if (this._element.classList.contains(Dialog.InfoClass)) {\n this._element.classList.remove(Dialog.InfoClass);\n }\n\n if (!this._element.classList.contains(Dialog.ErrorClass)) {\n this._element.classList.add(Dialog.ErrorClass);\n }\n\n if (this._elementInfo != null) {\n this._elementInfo.style.display = 'none';\n }\n if (this._elementError != null) {\n this._elementError.style.display = 'block';\n }\n\n if (this._elementHeading != null) {\n this._elementHeading.textContent = Languages.getRid('DLG_ERROR');\n }\n\n if (this._elementButtonReload != null) {\n this._elementButtonReload.style.display = 'none';\n }\n\n if (this._elementButton != null) {\n this._elementButton.style.display = 'block';\n this._elementButton.onclick = this.onClickError;\n }\n } else {\n if (!this._element.classList.contains(Dialog.InfoClass)) {\n this._element.classList.add(Dialog.InfoClass);\n }\n\n if (this._element.classList.contains(Dialog.ErrorClass)) {\n this._element.classList.remove(Dialog.ErrorClass);\n }\n\n if (this._elementInfo != null) {\n this._elementInfo.style.display = 'block';\n }\n if (this._elementError != null) {\n this._elementError.style.display = 'none';\n }\n\n if (this._elementHeading != null) {\n this._elementHeading.textContent = Languages.getRid('DLG_INFO');\n }\n\n if (this._elementButton != null) {\n this._elementButton.style.display = 'none';\n }\n\n if (this._elementButtonReload) {\n this._elementButtonReload.style.display = 'none';\n }\n\n if (ultraSpecial) {\n if (this._elementCode != null) {\n this._elementCode.style.display = 'none';\n }\n\n if (this._elementButton != null) {\n this._elementButton.style.display = 'block';\n this._elementButton.onclick = this.onClickError;\n }\n } else if (special) {\n if (this._elementCode != null) {\n this._elementCode.style.display = 'none';\n }\n\n if (this._elementButtonReload != null) {\n this._elementButtonReload.style.display = 'block';\n this._elementButtonReload.onclick = this.onClickRefresh;\n }\n } else {\n //in case, not enough credit dialog is already opened, send close dialog event\n if (this._timer.isPlaying()) {\n Platforms.Platforms.dialogOpened('default', false);\n }\n\n this._timer.stop();\n this._timer.start(180);\n }\n }\n\n if(!Utils.isNullOrUndefined(this._customData.data) && !Utils.isNullOrUndefined(this._customData.data.actions)) {\n this.handleCustomActions(this._customData.data.actions);\n }\n\n if (this._element.classList.contains(Dialog.DisabledClass)) {\n this._element.classList.remove(Dialog.DisabledClass);\n }\n } else {\n if (DEBUG) {\n Logger.errorGroup('Dialog', 'ERROR no dialog');\n }\n }\n }\n\n closeDialog(): void {\n if (DEBUG) {\n Logger.debugGroup('Dialog', `closeDialog()`);\n }\n\n this._timer.stop();\n\n Platforms.Platforms.dialogOpened('default', false);\n\n if (!this._element.classList.contains(Dialog.DisabledClass)) {\n this._element.classList.add(Dialog.DisabledClass);\n }\n\n if(FreeRoundBonus.id!=null || FreeRoundBonus.otherOfferes.length > 0){\n FreeRoundBonus.enableUi();\n }\n\n BetHigherThanMinDialog.setOpenedStatus();\n }\n\n private onClickError(): void {\n let clientHost = AppContext.clientHost as ClientHost.IClientHost;\n if (clientHost) {\n var request: ClientHost.Types.ClientHostEndGameRequest = null;\n if (!Utils.isNullOrUndefined(this._customData)) {\n let dialogRequest = this._customData as ClientHost.Types.ClientHostDialogRequest;\n\n request = dialogRequest.error as any;\n request.reason = dialogRequest.error.errorMessageTitle;\n }\n\n if (DEBUG) {\n Logger.debugGroup('Dialog', `onClickError -> calling client host '${AppContext.gameDefinition.ClientHostType}.endGame()', request: `,\n request);\n }\n\n Platforms.Platforms.exitHandler = 'dialog';\n Platforms.Platforms.gameClosing();\n clientHost.endGame(this._app, request);\n }\n }\n\n private onClickRefresh(): void {\n Platforms.Platforms.gameReloading();\n if (Platforms.Platforms.handleGameReload) {\n return;\n }\n\n window.location.reload(true);\n }\n\n private handleCustomActions(actions: Array): void {\n if(actions.length > 0) {\n this.hideAllButtons();\n\n //handle font size of custom text\n let buttons: Array = [];\n let imageWidthCorrection = 0.82; //transparent pixels correction\n let baseWidth = 0;\n let baseFontSize = 0;\n let maxWidth = 0;\n\n for(let i = 0; i < actions.length; i++) {\n let currentAction = actions[i];\n\n if(currentAction && currentAction['type']) {\n let button: HTMLElement = document.createElement(\"div\");\n button.classList.add('dialogBtn', 'customDialogBtn');\n\n //append child to get computed style\n this._elementCustomButtons.appendChild(button);\n\n baseWidth = parseInt(window.getComputedStyle(button).getPropertyValue('width')) * imageWidthCorrection;\n baseFontSize = parseInt(window.getComputedStyle(button).getPropertyValue('font-size'));\n let currentWidth = 0;\n\n if(currentAction['text']) {\n currentWidth = this.getButtonTextWidth(currentAction['text'], baseFontSize);\n button.textContent = currentAction['text'];\n }\n\n if(currentWidth > maxWidth) {\n maxWidth = currentWidth;\n }\n\n switch (currentAction['type']) {\n case 'continue':\n button.onclick = this.onClickContinue.bind(this);\n break;\n case 'exit':\n button.onclick = this.onClickClose;\n break;\n case 'history':\n button.onclick = this.onClickHistory;\n break;\n case 'reload':\n button.onclick = this.onClickReload;\n break;\n case 'restore':\n button.onclick = this.onClickRestore.bind(this, currentAction['customData']);\n break;\n }\n\n buttons.push(button);\n }\n }\n\n if(maxWidth > baseWidth) {\n let newFontSize = Math.round(baseFontSize * ((baseWidth) / maxWidth));\n\n for(let i = 0; i < buttons.length; i++) {\n buttons[i].style.fontSize = newFontSize + 'px';\n }\n }\n }\n }\n\n private getButtonTextWidth(text: string, fontSize: number): number {\n let elem = document.createElement('span');\n\n elem.textContent = text;\n elem.style.fontSize = fontSize + 'px';\n document.body.appendChild(elem);\n let width = elem.offsetWidth;\n\n document.body.removeChild(elem);\n return width;\n }\n\n private hideAllButtons(): void {\n if (this._elementButton != null) {\n this._elementButton.style.display = 'none';\n }\n\n if (this._elementButtonReload != null) {\n this._elementButtonReload.style.display = 'none';\n }\n\n while (this._elementCustomButtons.firstChild) {\n this._elementCustomButtons.removeChild(this._elementCustomButtons.firstChild);\n }\n }\n\n private onClickClose(): void {\n Platforms.Platforms.exitHandler = 'dialog';\n GameApp.exit();\n }\n\n private onClickContinue(): void {\n this.closeDialog();\n BaseModel.spinContinue();\n }\n\n private onClickHistory(): void {\n if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.HistoryUrl)) {\n GameApp.openGameRoundHistoryFromUrl();\n } else if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.RCIHistoryUrl)) {\n GameApp.openGameRoundHistoryFromUrl();\n } else {\n GameApp.openGameRoundHistory();\n }\n }\n\n private onClickReload(): void {\n Platforms.Platforms.gameReloading();\n if (Platforms.Platforms.handleGameReload) {\n return;\n }\n\n window.location.reload(true);\n }\n\n private onClickRestore(module: string): void {\n this.closeDialog();\n ModuleManager.restoreGameRound(module);\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/Dialog.ts\n **/","import {GameApp} from '../../../GameApp';\nimport {Communication, Platforms} from \"neo-games\";\nimport {FreeRoundBonusDialog} from '../Dialogs/FreeRoundBonusDialog';\nimport {ModuleManager} from '../../../Managers/ModuleManager';\nimport {GameManager} from '../../../Managers/GameManager';\nimport {FreeRoundBonusIcon} from '../Dialogs/FreeRoundBonusIcon';\nimport {GameData} from '../Datas/GameData';\nimport {DataManager} from '../../../Managers/DataManager';\nimport {Languages} from '../../../Utils/Languages';\nimport {Logger, Utils} from 'neo-common';\nimport {ResponsibleDialog1} from '../Dialogs/ResponsibleDialog1';\nimport {PlayList} from '../../../Components/Sounds/PlayList';\nimport {RetentionPanel} from \"../../../Utils/RetentionPanel\";\nimport {BetHigherThanMinDialog} from \"../Dialogs/BetHigherThanMinDialog\";\n\ntype FreeRoundsOffersResponse = Communication.Game.FreeRoundsOffersResponse;\ntype FreeRoundsActivateOfferResponse = Communication.Game.FreeRoundsActivateOfferResponse;\ntype FreeRoundsDeclineOfferResponse= Communication.Game.FreeRoundsDeclineOfferResponse;\n\nvar GameModules = Communication.Game.GameModules;\nvar GameStatuses = Communication.Game.GameModuleStatus;\n\nexport class FreeRoundBonus\n{\n public static inFrb: boolean = false;\n public static isLastFrb: boolean = false;\n\n public static id: number;\n public static termsUrl: string;\n public static roundsAssigned: number;\n public static roundsStarted: number;\n public static roundsPlayed: number;\n public static remainingFrbCount: number;\n public static playing: boolean = false;\n public static status: string;\n public static winType: string;\n public static validTo: string;\n public static winPayMethod: string;\n public static collectPartial: boolean;\n public static hasFeature: boolean;\n public static totalWin: number;\n public static otherOfferes: Array = [];\n public static featureName: string;\n\n public static wasInitialized: boolean = false;\n\n public static state: string = '';\n public static endMsgDisplayed: boolean = false;\n\n private static softInit: boolean = false;\n private static enabledUi: boolean = false;\n private static blockFrbExpiration: boolean = false;\n\n public static initialize(gameClient: Communication.Game.GameClient): void\n {\n if (!FreeRoundBonus.wasInitialized && gameClient != null) {\n gameClient.sendFreeRoundsOffersRequest(GameApp.key).then((response: FreeRoundsOffersResponse) => {\n FreeRoundBonus.getCurrentOfferReceived(response);\n }).catch(err => {\n FreeRoundBonus.wasInitialized = true;\n });\n }\n }\n\n public static activateOffer(): void\n {\n if(FreeRoundBonus.status === 'active') {\n FreeRoundBonus.inFrb = true;\n Platforms.Platforms.featureStarted({type: 'FRB'});\n FreeRoundBonusIcon.showIcon('active');\n ModuleManager.disableBase();\n if (GameApp.gameClient != null && FreeRoundBonus.id != null) {\n GameApp.gameClient.setOfferId(FreeRoundBonus.id);\n }\n GameManager.softInit();\n } else {\n ModuleManager.disableBase();\n if (GameApp.gameClient != null && FreeRoundBonus.id != null) {\n GameApp.gameClient.setOfferId(FreeRoundBonus.id);\n GameApp.gameClient.sendFreeRoundsActivateOfferRequest(GameApp.key, FreeRoundBonus.id).then((response: FreeRoundsActivateOfferResponse) => {\n FreeRoundBonus.activateOfferReceived(response);\n });\n }\n }\n }\n\n public static declineOffer(): void\n {\n if (GameApp.gameClient != null && FreeRoundBonus.id != null) {\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonusIcon.hideAllIcons();\n GameApp.gameClient.sendFreeRoundsDeclineOfferRequest(GameApp.key, FreeRoundBonus.id).then((response: FreeRoundsDeclineOfferResponse) => {\n FreeRoundBonus.declineOfferReceived(response);\n FreeRoundBonus.refreshCurrentOffers();\n });\n }\n }\n\n public static initializeFreeRounds(): void\n {\n FreeRoundBonusDialog.initialize();\n FreeRoundBonusIcon.initialize();\n if (GameApp.gameClient != null && FreeRoundBonus.id != null && FreeRoundBonus.status === 'active') {\n GameApp.gameClient.setOfferId(FreeRoundBonus.id);\n FreeRoundBonusDialog.showDialog('active');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('active');\n FreeRoundBonus.inFrb = true;\n Platforms.Platforms.featureInit({type: 'FRB'});\n }\n }\n\n public static showFreeRounds(): void\n {\n if(FreeRoundBonus.id != null) {\n\n FreeRoundBonus.countDown();\n\n if(FreeRoundBonus.status !== 'active') {\n if(DataManager.GameRoundClosed) {\n FreeRoundBonusDialog.showDialog('new');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.enableUi();\n } else {\n if(!FreeRoundBonus.playing) {\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.disableUi();\n }\n }\n } else {\n\n if(!DataManager.GameRoundClosed) {\n FreeRoundBonus.frbSpin();\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.disableUi();\n } else {\n ModuleManager.disableBase();\n }\n }\n } else {\n FreeRoundBonus.openOther();\n }\n }\n\n public static reopenFreeRounds(): void\n {\n if(DataManager.GameRoundClosed && FreeRoundBonus.isLastFrb) {\n FreeRoundBonusIcon.showIcon('active');\n FreeRoundBonus.disableUi();\n GameApp.gameClient.setOfferId(null);\n FreeRoundBonusDialog.showDialog('end');\n FreeRoundBonus.endMsgDisplayed = true;\n ModuleManager.disableBase();\n return;\n }\n\n if(FreeRoundBonus.status === 'new' && FreeRoundBonus.state === 'new') {\n BetHigherThanMinDialog.hideDialog();\n BetHigherThanMinDialog.closeDialog();\n FreeRoundBonusDialog.showDialog('new');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.enableUi();\n }\n\n if(FreeRoundBonus.state === 'active') {\n FreeRoundBonusDialog.showDialog('active');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('active');\n FreeRoundBonus.enableUi();\n }\n\n if(FreeRoundBonus.state === 'end') {\n FreeRoundBonusIcon.showIcon('active');\n FreeRoundBonus.disableUi();\n GameApp.gameClient.setOfferId(null);\n FreeRoundBonusDialog.showDialog('end');\n FreeRoundBonus.endMsgDisplayed = true;\n ModuleManager.disableBase();\n }\n\n if(FreeRoundBonus.state === 'other') {\n if(FreeRoundBonus.validTo != null) {\n let countDownDate: number = new Date(FreeRoundBonus.validTo + \"+00:00\").getTime();\n let now: number = new Date().getTime();\n let distance: number = countDownDate - now;\n\n if(distance>0){\n FreeRoundBonusDialog.showDialog('other');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.enableUi();\n }\n } else if(FreeRoundBonusDialog.revalidateOtherGames()){\n FreeRoundBonusDialog.showDialog('other');\n ModuleManager.disableBase();\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.enableUi();\n }\n }\n\n if(FreeRoundBonus.state === '') {\n FreeRoundBonus.enableUi();\n }\n }\n\n public static openOther(): void\n {\n if(FreeRoundBonus.id == null && FreeRoundBonusDialog.revalidateOtherGames()) {\n FreeRoundBonus.countDownOther();\n if(DataManager.GameRoundClosed) {\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.enableUi();\n } else {\n FreeRoundBonusIcon.showIcon('new');\n FreeRoundBonus.disableUi();\n }\n }\n }\n\n public static endFreeRounds(): void\n {\n if(FreeRoundBonus.id != null) {\n DataManager.Collectable = true;\n FreeRoundBonus.disableUi();\n if (GameManager.gameResponse['freeRounds'] != null) {\n if (GameManager.gameResponse['freeRounds']['totalWin'] != null) {\n FreeRoundBonus.totalWin = GameManager.gameResponse['freeRounds']['totalWin'];\n }\n if (GameManager.gameResponse['freeRounds']['status'] != null) {\n if (GameManager.gameResponse['freeRounds']['status'] === 'pending') {\n FreeRoundBonus.status = GameManager.gameResponse['freeRounds']['status'];\n }\n }\n }\n GameApp.gameClient.setOfferId(null);\n FreeRoundBonusDialog.showDialog('end');\n FreeRoundBonus.endMsgDisplayed = true;\n }\n }\n\n public static finishFreeRounds(): void\n {\n FreeRoundBonusIcon.hideAllIcons();\n FreeRoundBonus.id = null;\n FreeRoundBonus.inFrb = false;\n Platforms.Platforms.featureFinished({type: 'FRB'});\n FreeRoundBonus.isLastFrb = false;\n FreeRoundBonus.endMsgDisplayed = false;\n FreeRoundBonus.wasInitialized = false;\n FreeRoundBonus.softInit = false;\n FreeRoundBonus.remainingFrbCount = null;\n FreeRoundBonus.roundsAssigned = 0;\n FreeRoundBonus.roundsPlayed = 0;\n FreeRoundBonus.roundsStarted = 0;\n FreeRoundBonus.hasFeature = false;\n FreeRoundBonus.featureName = null;\n FreeRoundBonus.status = null;\n\n if (FreeRoundBonus.winPayMethod === 'cumulative') {\n if (FreeRoundBonus.totalWin != null && FreeRoundBonus.totalWin > 0) {\n PlayList.play('SND_BaseCollect');\n ModuleManager.disableBase();\n ModuleManager.resetSceneAsOnCollect(GameModules.Base);\n }\n }\n\n FreeRoundBonus.refreshCurrentOffers();\n }\n\n public static refreshCurrentOffers(): void {\n if (GameApp.gameClient != null) {\n GameApp.gameClient.sendFreeRoundsOffersRequest(GameApp.key).then((response: FreeRoundsOffersResponse) => {\n FreeRoundBonus.getCurrentOfferReceived(response);\n\n if (FreeRoundBonus.id != null) {\n FreeRoundBonus.softInit = true;\n if(FreeRoundBonus.status === 'active') {\n FreeRoundBonus.initializeFreeRounds();\n } else {\n FreeRoundBonus.showFreeRounds();\n }\n } else {\n GameManager.softInit();\n FreeRoundBonus.disableUi();\n if (DataManager.GameRoundClosed) {\n GameManager.canExit();\n }\n }\n return null;\n }).catch(err => {\n FreeRoundBonus.wasInitialized = true;\n\n GameManager.softInit();\n FreeRoundBonus.disableUi();\n if (DataManager.GameRoundClosed) {\n GameManager.canExit();\n }\n });\n }\n }\n\n public static expiredFreeRounds(): void {\n FreeRoundBonusIcon.hideAllIcons();\n FreeRoundBonus.id = null;\n FreeRoundBonus.inFrb = false;\n Platforms.Platforms.featureFinished({type: 'FRB'});\n FreeRoundBonus.isLastFrb = false;\n FreeRoundBonus.endMsgDisplayed = false;\n FreeRoundBonus.softInit = false;\n FreeRoundBonus.remainingFrbCount = null;\n FreeRoundBonus.roundsAssigned = 0;\n FreeRoundBonus.roundsPlayed = 0;\n FreeRoundBonus.roundsStarted = 0;\n FreeRoundBonus.hasFeature = false;\n FreeRoundBonus.featureName = null;\n FreeRoundBonusDialog.showDialog('expired');\n }\n\n private static getCurrentOfferReceived(response: FreeRoundsOffersResponse): void\n {\n FreeRoundBonus.totalWin = 0;\n FreeRoundBonus.termsUrl = null;\n\n if(response != null) {\n FreeRoundBonus.wasInitialized = true;\n if(response.currentOffer != null) {\n if(response.currentOffer.id != null) FreeRoundBonus.id = response.currentOffer.id;\n if(response.currentOffer.termsUrl != null) FreeRoundBonus.termsUrl = response.currentOffer.termsUrl;\n if(response.currentOffer.roundsAssigned != null) FreeRoundBonus.roundsAssigned = response.currentOffer.roundsAssigned;\n if(response.currentOffer.roundsStarted != null) FreeRoundBonus.roundsStarted = response.currentOffer.roundsStarted;\n if(response.currentOffer.roundsPlayed != null) FreeRoundBonus.roundsPlayed = response.currentOffer.roundsPlayed;\n if(response.currentOffer.remainingCount != null) FreeRoundBonus.remainingFrbCount = response.currentOffer.remainingCount;\n if(response.currentOffer.playing != null) FreeRoundBonus.playing = response.currentOffer.playing;\n if(response.currentOffer.status != null) FreeRoundBonus.status = response.currentOffer.status;\n if(response.currentOffer.winType != null) FreeRoundBonus.winType = response.currentOffer.winType;\n if(response.currentOffer.validTo != null) FreeRoundBonus.validTo = response.currentOffer.validTo;\n if(response.currentOffer.winPayMethod != null) FreeRoundBonus.winPayMethod = response.currentOffer.winPayMethod;\n if(response.currentOffer.collectPartial != null) FreeRoundBonus.collectPartial = response.currentOffer.collectPartial;\n if(response.currentOffer.hasBuyFeature != null) FreeRoundBonus.hasFeature = response.currentOffer.hasBuyFeature;\n if(response.currentOffer.buyFeatureName != null) FreeRoundBonus.featureName = response.currentOffer.buyFeatureName;\n\n if (FreeRoundBonus.remainingFrbCount == null) {\n if(FreeRoundBonus.roundsAssigned != null && FreeRoundBonus.roundsStarted != null) {\n FreeRoundBonus.remainingFrbCount = FreeRoundBonus.roundsAssigned - FreeRoundBonus.roundsStarted;\n }\n }\n\n if(FreeRoundBonus.remainingFrbCount != null && FreeRoundBonus.remainingFrbCount === 0) {\n FreeRoundBonus.isLastFrb = true;\n }\n }\n FreeRoundBonus.otherOfferes = [];\n if(response.otherOffers != null) {\n FreeRoundBonus.otherOfferes = response.otherOffers;\n }\n }\n }\n\n private static activateOfferReceived(response: FreeRoundsActivateOfferResponse): void\n {\n FreeRoundBonus.inFrb = true;\n Platforms.Platforms.featureStarted({type: 'FRB'});\n FreeRoundBonus.status = 'active';\n GameManager.softInit();\n FreeRoundBonusIcon.showIcon('active');\n }\n\n private static declineOfferReceived(response: FreeRoundsDeclineOfferResponse): void\n {\n FreeRoundBonus.id = null;\n FreeRoundBonus.softInit = false;\n FreeRoundBonus.remainingFrbCount = null;\n FreeRoundBonus.roundsAssigned = 0;\n FreeRoundBonus.roundsPlayed = 0;\n FreeRoundBonus.roundsStarted = 0;\n FreeRoundBonus.hasFeature = false;\n FreeRoundBonus.featureName = null;\n }\n\n public static valid(): string\n {\n let str: string = '';\n if(FreeRoundBonus.validTo != null) {\n str = FreeRoundBonus.validTo;\n }\n return str;\n }\n\n public static assignedCount(): string\n {\n let str: string = '0';\n if(FreeRoundBonus.roundsAssigned != null) {\n str = FreeRoundBonus.roundsAssigned.toString();\n }\n return str;\n }\n\n public static remainingCount(): string\n {\n let str: string = '0';\n\n if (FreeRoundBonus.remainingFrbCount == null) {\n if(FreeRoundBonus.roundsAssigned != null && FreeRoundBonus.roundsStarted != null) {\n FreeRoundBonus.remainingFrbCount = FreeRoundBonus.roundsAssigned - FreeRoundBonus.roundsStarted;\n }\n }\n\n if (FreeRoundBonus.remainingFrbCount != null) {\n //if dynamic frb was updated in last frb, dont update frb remaining count in icon\n if (FreeRoundBonus.id === -1 && FreeRoundBonus.isLastFrb) {\n str = \"0\";\n } else {\n str = FreeRoundBonus.remainingFrbCount.toString();\n }\n }\n\n return str;\n }\n\n public static rulesLink(): string\n {\n let str: string = '';\n if(FreeRoundBonus.termsUrl != null) {\n str = '' + FreeRoundBonus.termsUrl + '';\n }\n return str;\n }\n\n public static win(): string\n {\n let str: string = '';\n if(FreeRoundBonus.totalWin != null && FreeRoundBonus.totalWin > 0) {\n str = Languages.formatText(Languages.FormatMoney, FreeRoundBonus.totalWin.toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency);\n }\n return str;\n }\n\n public static frbSpin(): void\n {\n if(FreeRoundBonus.id == null && !FreeRoundBonus.inFrb) {\n return;\n }\n FreeRoundBonus.blockFrbExpiration = true;\n if(FreeRoundBonus.inFrb) {\n DataManager.AutoplayLossLimit = '∞';\n }\n if(GameManager.gameResponse['freeRounds'] != null) {\n if(GameManager.gameResponse['freeRounds']['roundsStarted'] != null) {\n FreeRoundBonus.roundsStarted = GameManager.gameResponse['freeRounds']['roundsStarted'];\n }\n if(GameManager.gameResponse['freeRounds']['totalWin'] != null) {\n FreeRoundBonus.totalWin = GameManager.gameResponse['freeRounds']['totalWin'];\n }\n\n if(GameManager.gameResponse['freeRounds']['totalWin'] != null) {\n FreeRoundBonus.remainingFrbCount = GameManager.gameResponse['freeRounds']['remainingCount'];\n } else {\n if(FreeRoundBonus.roundsAssigned != null && FreeRoundBonus.roundsStarted != null) {\n FreeRoundBonus.remainingFrbCount = FreeRoundBonus.roundsAssigned - FreeRoundBonus.roundsStarted;\n }\n }\n }\n DataManager.updateGameDataFromModule(GameData.DataFrbRemainginCount, FreeRoundBonus.remainingCount());\n DataManager.updateDataElement(GameData.DataFrbRemainginCount, FreeRoundBonus.remainingCount());\n if(FreeRoundBonus.remainingFrbCount != null && FreeRoundBonus.remainingFrbCount === 0) {\n FreeRoundBonus.isLastFrb = true;\n DataManager.Autoplay = false;\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n }\n }\n\n private static countDown(): void\n {\n if(FreeRoundBonus.validTo != null) {\n let countDownDate: number = new Date(FreeRoundBonus.validTo + \"+00:00\").getTime();\n let now: number = new Date().getTime();\n let distance: number = countDownDate - now;\n let days: number = Math.floor(distance / (1000 * 60 * 60 * 24));\n let hours: number = Math.floor((distance % (1000 * 60 * 60 * 24)) / (1000 * 60 * 60));\n let minutes: number = Math.floor((distance % (1000 * 60 * 60)) / (1000 * 60));\n let seconds: number = Math.floor((distance % (1000 * 60)) / 1000);\n\n if(!FreeRoundBonus.blockFrbExpiration && distance < 0) {\n FreeRoundBonus.id = null;\n FreeRoundBonus.softInit = false;\n FreeRoundBonus.remainingFrbCount = null;\n FreeRoundBonus.roundsAssigned = 0;\n FreeRoundBonus.roundsPlayed = 0;\n FreeRoundBonus.roundsStarted = 0;\n FreeRoundBonus.hasFeature = false;\n\n if(FreeRoundBonus.state !== 'end' && FreeRoundBonus.state !== 'other') {\n if (!FreeRoundBonusDialog.revalidateOtherGames()) {\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonusIcon.hideAllIcons();\n FreeRoundBonus.state = 'expired';\n FreeRoundBonus.enableGame();\n } else {\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.enableGame();\n }\n }\n } else {\n if(days > 0) {\n DataManager.updateGameDataFromModule(GameData.DataFrbExpiryTime, days + \"d\");\n DataManager.updateDataElement(GameData.DataFrbExpiryTime, days + \"d\");\n } else if(hours > 0) {\n DataManager.updateGameDataFromModule(GameData.DataFrbExpiryTime, hours + \":\" + minutes + \"h\");\n DataManager.updateDataElement(GameData.DataFrbExpiryTime, hours + \":\" + minutes + \"h\");\n } else if(minutes > 0) {\n DataManager.updateGameDataFromModule(GameData.DataFrbExpiryTime, minutes + \":\" + seconds + \"s\");\n DataManager.updateDataElement(GameData.DataFrbExpiryTime, minutes + \":\" + seconds + \"s\");\n }\n\n setTimeout(() => {FreeRoundBonus.countDown();}, 1000);\n }\n }\n }\n\n private static countDownOther(): void\n {\n if(!FreeRoundBonusDialog.revalidateOtherGames()) {\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonusIcon.hideAllIcons();\n FreeRoundBonus.enableGame();\n } else {\n setTimeout(() => {FreeRoundBonus.countDownOther();}, 2000);\n }\n }\n\n public static hasNewActiveOffer(): boolean {\n //frb id -1 is dynamic frb\n if (FreeRoundBonus.id == null && FreeRoundBonus.remainingFrbCount > 0) {\n return true;\n }\n\n return false;\n }\n\n public static updateRemainingCount(count: number): void {\n //if not initialized yet\n if (FreeRoundBonus.id == null || (FreeRoundBonus.id > -1 && FreeRoundBonus.status != 'active')) {\n //check if we can show dialog\n if (count > 0) {\n if (FreeRoundBonus.canInitDynamicFRB()) {\n FreeRoundBonus.softInitialize();\n } else {\n //stop autoplay if in base module, to let game check for new frb\n if (GameManager.baseResponse != null && GameManager.baseResponse.status === GameStatuses.Enabled) {\n DataManager.Autoplay = false;\n }\n FreeRoundBonus.remainingFrbCount = count;\n }\n }\n } else if (FreeRoundBonus.id === -1) {\n if (count > 0) {\n if (FreeRoundBonus.remainingFrbCount > 0) {\n FreeRoundBonus.isLastFrb = false;\n FreeRoundBonus.remainingFrbCount = count;\n DataManager.updateGameDataFromModule(GameData.DataFrbRemainginCount, count.toString());\n DataManager.updateDataElement(GameData.DataFrbRemainginCount, count.toString());\n } else {\n //updated frb in last frb spin will be show as new frb after end dialog\n FreeRoundBonus.remainingFrbCount = count;\n }\n } else if (count === 0) {\n //currently in frb\n if (FreeRoundBonus.remainingFrbCount > 0) {\n FreeRoundBonus.remainingFrbCount = count;\n DataManager.updateGameDataFromModule(GameData.DataFrbRemainginCount, count.toString());\n DataManager.updateDataElement(GameData.DataFrbRemainginCount, count.toString());\n\n FreeRoundBonus.isLastFrb = true;\n if (DataManager.GameRoundClosed && !DataManager.Autoplay && FreeRoundBonus.enabledUi) {\n FreeRoundBonus.endFreeRounds();\n } else {\n DataManager.Autoplay = false;\n }\n }\n }\n }\n }\n\n private static canInitDynamicFRB(): boolean {\n return !FreeRoundBonusIcon.isDisabled() && DataManager.GameRoundClosed && !DataManager.Autoplay && !ResponsibleDialog1.opened;\n }\n\n public static softInitialize(): void {\n DataManager.Autoplay = false;\n ModuleManager.disableBase();\n if (!FreeRoundBonus.softInit) {\n FreeRoundBonus.softInit = true;\n GameManager.gameClient.sendFreeRoundsOffersRequest(GameApp.key).then((response: FreeRoundsOffersResponse) => {\n FreeRoundBonus.getCurrentOfferReceived(response);\n FreeRoundBonus.initializeFreeRounds();\n }).catch(err => {\n FreeRoundBonus.softInit = false;\n FreeRoundBonus.wasInitialized = true;\n ModuleManager.restoreGameRound(GameModules.Base);\n });\n }\n }\n\n public static disableUi(): void\n {\n FreeRoundBonus.enabledUi = false;\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonusIcon.disableActiveIcon();\n }\n\n public static enableUi(): void\n {\n if(!ResponsibleDialog1.opened) {\n FreeRoundBonus.enabledUi = true;\n\n if (FreeRoundBonus.hasNewActiveOffer()) {\n FreeRoundBonus.softInitialize();\n return;\n }\n\n //stop enabling icon in cumulative frb (should act like in FS so icon is not clickable)\n if (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod == 'cumulative') {\n return;\n }\n\n FreeRoundBonusIcon.enableActiveIcon();\n }\n }\n\n public static enableGame(): void\n {\n if (FreeRoundBonus.softInit) {\n GameManager.softInit();\n FreeRoundBonus.softInit = false;\n } else if (ModuleManager.getActiveGameModules().length == 0 || ModuleManager.getActiveGameModules().indexOf(GameModules.Base) != -1) {\n ModuleManager.restoreGameRound(GameModules.Base);\n }\n RetentionPanel.revalidate();\n }\n\n public static enableFrbExpiration(): void {\n FreeRoundBonus.blockFrbExpiration = false;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Bonuses/FreeRoundBonus.ts\n **/","import {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\nimport {DataManager} from '../../../Managers/DataManager';\nimport {GameData} from '../Datas/GameData';\nimport {PlayList} from '../../../Components/Sounds/PlayList';\nimport {AppContext} from '../../../../Common/AppContext';\nimport {GameApp} from '../../../GameApp';\nimport {UriHelper} from \"neo-common\";\nimport {Platforms} from \"neo-games\";\nimport {RetentionPanel} from \"../../../Utils/RetentionPanel\";\nimport {BetHigherThanMinDialog} from \"./BetHigherThanMinDialog\";\n\nexport class FreeRoundBonusDialog\n{\n private static Dialog: HTMLElement;\n private static DialogContentOther: HTMLElement;\n private static DialogContentOther2: HTMLElement;\n private static DialogContentOtherList: HTMLElement;\n private static DialogContentOtherList2: HTMLElement;\n private static DialogContentNew: HTMLElement;\n private static DialogContentActive: HTMLElement;\n private static DialogContentEnd: HTMLElement;\n private static DialogContentExpired: HTMLElement;\n private static ConfirmationDialog: HTMLElement;\n private static DialogButtonPlay: HTMLElement;\n private static DialogButtonPostPone: HTMLElement;\n private static DialogButtonDeny: HTMLElement;\n private static DialogButtonOk: HTMLElement;\n private static DialogButtonYes: HTMLElement;\n private static DialogButtonNo: HTMLElement;\n\n private static otherOffersKeys: Array = [];\n\n private static isConfirmationDialogOpened: boolean = false;\n\n public static initialize(): void\n {\n FreeRoundBonusDialog.Dialog = document.getElementById('frbDialog');\n FreeRoundBonusDialog.DialogContentOther = document.getElementById('frbDialogContentOther');\n FreeRoundBonusDialog.DialogContentOther2 = document.getElementById('frbDialogContentOther2');\n FreeRoundBonusDialog.DialogContentOtherList = document.getElementById('frbDialogContentOtherList');\n FreeRoundBonusDialog.DialogContentOtherList2 = document.getElementById('frbDialogContentOtherList2');\n FreeRoundBonusDialog.DialogContentNew = document.getElementById('frbDialogContentNew');\n FreeRoundBonusDialog.DialogContentActive = document.getElementById('frbDialogContentActive');\n FreeRoundBonusDialog.DialogContentEnd = document.getElementById('frbDialogContentEnd');\n FreeRoundBonusDialog.DialogContentExpired = document.getElementById('frbDialogContentExpired');\n FreeRoundBonusDialog.ConfirmationDialog = document.getElementById('frbConfirmationDialog');\n FreeRoundBonusDialog.DialogButtonPlay = document.getElementById('dialogBtnPlay');\n FreeRoundBonusDialog.DialogButtonPostPone = document.getElementById('dialogBtnPostPone');\n FreeRoundBonusDialog.DialogButtonDeny = document.getElementById('dialogBtnDeny');\n FreeRoundBonusDialog.DialogButtonOk = document.getElementById('dialogBtnOk');\n FreeRoundBonusDialog.DialogButtonYes = document.getElementById('dialogBtnYes');\n FreeRoundBonusDialog.DialogButtonNo = document.getElementById('dialogBtnNo');\n FreeRoundBonusDialog.bindEvents();\n\n FreeRoundBonusDialog.setupFRBDialogByConfiguration();\n }\n\n // new, other, active, end\n public static showDialog(type: string): void\n {\n DataManager.updateGameDataFromModule(GameData.DataFrbRemainginCount, FreeRoundBonus.remainingCount());\n DataManager.updateGameDataFromModule(GameData.DataFrbAssignedCount, FreeRoundBonus.assignedCount());\n DataManager.updateGameDataFromModule(GameData.DataFrbValidTo, FreeRoundBonus.valid());\n DataManager.updateGameDataFromModule(GameData.DataFrbWin, FreeRoundBonus.win());\n DataManager.updateDataElement(GameData.DataFrbRemainginCount, FreeRoundBonus.remainingCount());\n DataManager.updateDataElement(GameData.DataFrbAssignedCount, FreeRoundBonus.assignedCount());\n DataManager.updateDataElement(GameData.DataFrbValidTo, FreeRoundBonus.valid());\n DataManager.updateDataElement(GameData.DataFrbWin, FreeRoundBonus.win());\n FreeRoundBonusDialog.termsUrl();\n DataManager.showDataElements('frbRules', '');\n if(FreeRoundBonus.rulesLink() === '') {\n DataManager.hideDataElements('frbRules');\n }\n if(FreeRoundBonus.win() === '') {\n DataManager.hideDataElements('frbWin');\n } else {\n DataManager.showDataElements('frbWin');\n }\n FreeRoundBonusDialog.hideAllButtons();\n FreeRoundBonusDialog.hideAllContents();\n DataManager.hideDataElements('frbCumulative');\n DataManager.hideDataElements('frbPlatformTransactionFail');\n Platforms.Platforms.closeMenu();\n Platforms.Platforms.dialogOpened('frb', true);\n switch (type) {\n case 'new':\n FreeRoundBonus.state = 'new';\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentNew);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonPlay);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonPostPone);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonDeny);\n\n if (FreeRoundBonus.winPayMethod === 'cumulative') {\n DataManager.showDataElements('frbCumulative');\n }\n\n if (FreeRoundBonusDialog.isConfirmationDialogOpened) {\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.ConfirmationDialog);\n }\n\n break;\n case 'other':\n FreeRoundBonus.state = 'other';\n FreeRoundBonusDialog.refillOtherGames();\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.ShowSimilarGames) {\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentOther);\n } else {\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentOther2);\n }\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonOk);\n FreeRoundBonus.openOther();\n break;\n case 'active':\n FreeRoundBonus.state = 'active';\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentActive);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonOk);\n if (FreeRoundBonus.winPayMethod === 'cumulative') {\n DataManager.showDataElements('frbCumulative');\n }\n break;\n case 'end':\n FreeRoundBonus.state = 'end';\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentEnd);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonOk);\n if (FreeRoundBonus.status === 'pending' && FreeRoundBonus.totalWin > 0) {\n DataManager.showDataElements('frbPlatformTransactionFail');\n }\n break;\n case 'expired':\n FreeRoundBonus.state = 'expired';\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogContentExpired);\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.DialogButtonOk);\n break;\n }\n DataManager.hideDataElements('frbRegular');\n DataManager.hideDataElements('frbFeature');\n\n if ((FreeRoundBonus.state === 'new' || FreeRoundBonus.state === 'active')) {\n if (FreeRoundBonus.hasFeature !== null && FreeRoundBonus.hasFeature) {\n FreeRoundBonusDialog.Dialog.classList.add('ffrDialog');\n\n if (FreeRoundBonus.remainingCount() === '1') {\n DataManager.showDataElements('frbFeatureSingle');\n } else {\n DataManager.showDataElements('frbFeatureMultiple');\n }\n } else {\n FreeRoundBonusDialog.Dialog.classList.remove('ffrDialog');\n\n if (FreeRoundBonus.remainingCount() === '1') {\n DataManager.showDataElements('frbRegularSingle');\n } else {\n DataManager.showDataElements('frbRegularMultiple');\n }\n }\n }\n\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.Dialog);\n }\n\n private static setConfirmationDialog(value: boolean): void {\n FreeRoundBonusDialog.isConfirmationDialogOpened = value;\n }\n\n private static setPointerEventsButtons(value: '' | 'none' = ''): void {\n FreeRoundBonusDialog.DialogButtonPlay.style.pointerEvents = value;\n FreeRoundBonusDialog.DialogButtonPostPone.style.pointerEvents = value;\n FreeRoundBonusDialog.DialogButtonDeny.style.pointerEvents = value;\n }\n\n public static hideDialog(): void\n {\n Platforms.Platforms.dialogOpened('frb', false);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.Dialog);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.ConfirmationDialog);\n }\n\n private static bindEvents(): void\n {\n if(FreeRoundBonusDialog.DialogButtonPlay != null) {\n FreeRoundBonusDialog.DialogButtonPlay.onclick = FreeRoundBonusDialog.onPlay;\n }\n\n if(FreeRoundBonusDialog.DialogButtonPostPone != null) {\n FreeRoundBonusDialog.DialogButtonPostPone.onclick = FreeRoundBonusDialog.onPostPone;\n }\n\n if(FreeRoundBonusDialog.DialogButtonDeny != null) {\n FreeRoundBonusDialog.DialogButtonDeny.onclick = FreeRoundBonusDialog.onDeny;\n }\n\n if(FreeRoundBonusDialog.DialogButtonOk != null) {\n FreeRoundBonusDialog.DialogButtonOk.onclick = FreeRoundBonusDialog.onOk;\n }\n\n if(FreeRoundBonusDialog.DialogButtonYes != null) {\n FreeRoundBonusDialog.DialogButtonYes.onclick = FreeRoundBonusDialog.onYes;\n }\n\n if(FreeRoundBonusDialog.DialogButtonNo != null) {\n FreeRoundBonusDialog.DialogButtonNo.onclick = FreeRoundBonusDialog.onNo;\n }\n }\n\n private static hideAllButtons(): void\n {\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogButtonPlay);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogButtonPostPone);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogButtonDeny);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogButtonOk);\n }\n\n private static hideAllContents(): void\n {\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentActive);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentNew);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentOther);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentOther2);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentEnd);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.DialogContentExpired);\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.ConfirmationDialog);\n }\n\n private static showElement(element: HTMLElement): void\n {\n if(element != null) {\n if(element.classList.contains('_disabled')) {\n element.classList.remove('_disabled');\n }\n if(element.classList.contains('_hidden')) {\n element.classList.remove('_hidden');\n }\n }\n }\n\n private static hideElement(element: HTMLElement): void\n {\n if(element != null) {\n if(element.classList.contains('_disabled')) {\n element.classList.remove('_disabled');\n }\n if(!element.classList.contains('_hidden')) {\n element.classList.add('_hidden');\n }\n }\n }\n\n private static disableElement(element: HTMLElement): void\n {\n if(element != null) {\n if(!element.classList.contains('_disabled')) {\n element.classList.add('_disabled');\n }\n if(element.classList.contains('_hidden')) {\n element.classList.remove('_hidden');\n }\n }\n }\n\n private static onPlay(): void\n {\n if (FreeRoundBonusDialog.isConfirmationDialogOpened) {\n return;\n }\n\n FreeRoundBonus.state = '';\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.activateOffer();\n\n FreeRoundBonusDialog.setPointerEventsButtons('');\n RetentionPanel.revalidate();\n }\n\n private static onPostPone(): void\n {\n if (FreeRoundBonusDialog.isConfirmationDialogOpened) {\n return;\n }\n\n FreeRoundBonus.state = '';\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.enableGame();\n\n FreeRoundBonusDialog.setPointerEventsButtons('');\n RetentionPanel.revalidate();\n\n BetHigherThanMinDialog.restoreDialog();\n }\n\n private static onDeny(): void\n {\n if (FreeRoundBonusDialog.isConfirmationDialogOpened) {\n return;\n }\n\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.showElement(FreeRoundBonusDialog.ConfirmationDialog);\n\n FreeRoundBonusDialog.setConfirmationDialog(true);\n FreeRoundBonusDialog.setPointerEventsButtons('none');\n RetentionPanel.revalidate();\n\n BetHigherThanMinDialog.restoreDialog();\n }\n\n private static onYes(): void\n {\n FreeRoundBonus.state = '';\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.declineOffer();\n\n FreeRoundBonusDialog.setConfirmationDialog(false);\n FreeRoundBonusDialog.setPointerEventsButtons('');\n RetentionPanel.revalidate();\n }\n\n private static onNo(): void\n {\n // FreeRoundBonus.state = ''; //we need to keep state, etc. when reality check dialog open\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.hideElement(FreeRoundBonusDialog.ConfirmationDialog);\n\n FreeRoundBonusDialog.setConfirmationDialog(false);\n FreeRoundBonusDialog.setPointerEventsButtons('');\n }\n\n private static onOk(): void\n {\n FreeRoundBonus.state = '';\n PlayList.play('SND_Click');\n\n FreeRoundBonusDialog.hideDialog();\n\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.finishFreeRounds();\n } else {\n FreeRoundBonus.enableGame();\n }\n\n RetentionPanel.revalidate();\n }\n\n public static revalidateOtherGames(): boolean\n {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.StaticContentUrl === '') {\n return false;\n }\n FreeRoundBonusDialog.otherOffersKeys = [];\n if(FreeRoundBonus.otherOfferes.length > 0) {\n let now: number = new Date().getTime();\n for(let i: number = 0; i < FreeRoundBonus.otherOfferes.length; i++) {\n if(FreeRoundBonus.otherOfferes[i]['validTo'] != null) {\n let countDownDate: number = new Date(FreeRoundBonus.otherOfferes[i]['validTo'] + \"+00:00\").getTime();\n let distance: number = countDownDate - now;\n if(distance > 0 && FreeRoundBonus.otherOfferes[i]['gameCode'] != null) {\n FreeRoundBonusDialog.otherOffersKeys.push(FreeRoundBonus.otherOfferes[i]['gameCode']);\n }\n }\n }\n }\n if(FreeRoundBonusDialog.otherOffersKeys.length > 0) {\n return true;\n } else {\n return false;\n }\n }\n\n public static refillOtherGames(): void\n {\n if(FreeRoundBonusDialog.DialogContentOtherList != null) {\n FreeRoundBonusDialog.DialogContentOtherList.innerHTML = '';\n }\n if(FreeRoundBonusDialog.DialogContentOtherList2 != null) {\n FreeRoundBonusDialog.DialogContentOtherList2.innerHTML = '';\n }\n for(let i: number = 0; i < 5; i++) {\n if(FreeRoundBonusDialog.otherOffersKeys.length > 0 && FreeRoundBonusDialog.otherOffersKeys[i] != null) {\n FreeRoundBonusDialog.createItem(FreeRoundBonusDialog.otherOffersKeys[i], false, FreeRoundBonusDialog.DialogContentOtherList);\n FreeRoundBonusDialog.createItem(FreeRoundBonusDialog.otherOffersKeys[i], true, FreeRoundBonusDialog.DialogContentOtherList2);\n }\n }\n\n\n }\n\n private static createItem(gameCode: string, noClick: boolean, parent: HTMLElement): void\n {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.StaticContentUrl === '') {\n return;\n }\n let itemHolder: HTMLDivElement = (document.createElement('div'));\n let itemLoading: HTMLDivElement = (document.createElement('div'));\n let itemLoadingIcon: HTMLDivElement = (document.createElement('div'));\n let itemLogo: HTMLDivElement = (document.createElement('div'));\n\n itemHolder.classList.add('frbOfferItem');\n itemLoading.classList.add('frbGameLoading');\n itemLoadingIcon.classList.add('loadingIcon');\n itemLogo.classList.add('frbGameLogo');\n itemLogo.setAttribute('game', gameCode);\n itemLogo.style.background = 'url(' + AppContext.gameConfiguration.StaticContentUrl + gameCode + '/' + window['QUALITY'] + '/logo.jpg)';\n\n itemHolder.appendChild(itemLoading);\n itemLoading.appendChild(itemLoadingIcon);\n itemHolder.appendChild(itemLogo);\n if(!noClick) {\n itemLogo.onclick = FreeRoundBonusDialog.selectGame;\n }\n\n if(parent != null) {\n parent.appendChild(itemHolder);\n }\n }\n\n private static selectGame(e: any): void\n {\n PlayList.play('SND_Click');\n if(e != null && e.target != null && e.target.hasAttribute('game')) {\n let urlInfo: Object = UriHelper.parseUrl(window.location.href, true, true);\n\n if(urlInfo != null && urlInfo['query']['serverUrl'] && urlInfo['hash']) {\n let serverUrl: string = urlInfo['query']['serverUrl'];\n let token: string = urlInfo['hash'].substring(1);\n let newUrl: string = serverUrl + 'Launch/' + e.target.getAttribute('game') + '?' + token;\n let root: HTMLElement = document.getElementById('root');\n if(root != null) {\n root.style.display = 'none';\n }\n\n setTimeout(() => {window.location.href = newUrl;}, 100);\n }\n\n }\n }\n\n private static termsUrl(): void\n {\n if(FreeRoundBonus.termsUrl != null && FreeRoundBonus.termsUrl !== '') {\n let elements: HTMLCollectionOf = document.getElementsByClassName('termsLink');\n for (let i: number = 0; i < elements.length; i++) {\n let element: HTMLElement = elements[i];\n if (element != null) {\n element.setAttribute('href', FreeRoundBonus.termsUrl);\n\n //fix to prevent Focus.onClick calling\n element.addEventListener('click', function(e: Event) {\n e.stopPropagation();\n });\n }\n }\n }\n }\n\n private static setupFRBDialogByConfiguration(): void\n {\n if(AppContext.gameConfiguration) {\n\n if(!AppContext.gameConfiguration.FRBShowDenyButton) {\n FreeRoundBonusDialog.hideFRBDenyButton();\n }\n\n if(!AppContext.gameConfiguration.FRBShowPostponeButton) {\n FreeRoundBonusDialog.hideFRBPostPoneButton();\n }\n }\n }\n\n private static hideFRBDenyButton(): void\n {\n if(FreeRoundBonusDialog.DialogButtonDeny) {\n FreeRoundBonusDialog.DialogButtonDeny.parentNode.removeChild(FreeRoundBonusDialog.DialogButtonDeny);\n }\n\n //remove info text from message\n let infoMsg = document.getElementById(\"frbDialogPlayingOptions3\");\n if(infoMsg) {\n infoMsg.parentNode.removeChild(infoMsg);\n }\n }\n\n private static hideFRBPostPoneButton(): void\n {\n if(FreeRoundBonusDialog.DialogButtonPostPone) {\n FreeRoundBonusDialog.DialogButtonPostPone.parentNode.removeChild(FreeRoundBonusDialog.DialogButtonPostPone);\n }\n\n //remove info text from message\n let infoMsg = document.getElementById(\"frbDialogPlayingOptions3\");\n if(infoMsg) {\n infoMsg.parentNode.removeChild(infoMsg);\n }\n }\n\n public static dialogActive(): boolean\n {\n return !FreeRoundBonusDialog.Dialog.classList.contains('_hidden');\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/FreeRoundBonusDialog.ts\n **/","import {StringUtils, Logger} from \"neo-common\";\nimport {Scaling} from \"./Scaling\";\nimport {Platforms} from \"neo-games\";\nimport {BetHigherThanMinDialog} from \"../Channels/Common/Dialogs/BetHigherThanMinDialog\";\n\nexport class RetentionPanel {\n\n //******************************************************************************************************************\n // INSTANCE\n //******************************************************************************************************************\n\n private static instance: RetentionPanel;\n\n //******************************************************************************************************************\n // SETTINGS\n //******************************************************************************************************************\n\n private static panelParentId: string = 'root';\n\n private static initRevalidateTimeout: number = 500;\n\n private static landscapeMaxIconCount: number = 5;\n\n private static portraitMaxIconCount: number = 2;\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n private static panelWidth: number = 0;\n\n private static canShow: boolean = false;\n\n private static peakActive: number = 0;\n\n private screen: HTMLElement;\n\n private content: HTMLElement;\n\n private panel: HTMLElement;\n\n private icons: HTMLElement;\n\n private lastCount: number;\n\n private iconsSlotsCount: number;\n\n //******************************************************************************************************************\n // EVENTS\n //******************************************************************************************************************\n\n constructor() {\n this.screen = null;\n this.panel = null;\n this.icons = null;\n this.lastCount = 0;\n\n this.createPanel();\n }\n\n //******************************************************************************************************************\n // PUBLIC\n //******************************************************************************************************************\n\n public revalidate(): void {\n if (!RetentionPanel.canShow) {\n return;\n }\n\n if (this.screen == null) {\n return;\n }\n\n if (this.panel == null) {\n return;\n }\n\n this.log('revalidate');\n if (this.hasActiveIcon()) {\n document.body.classList.add('retention-panel-active');\n RetentionPanel.panelWidth = parseInt(window.getComputedStyle(this.panel).width);\n this.showPeakHelpIcon();\n } else {\n document.body.classList.remove('retention-panel-active');\n RetentionPanel.panelWidth = 0;\n } \n Scaling.LeftPanelWidth = RetentionPanel.panelWidth;\n }\n\n //******************************************************************************************************************\n // PRIVATE\n //******************************************************************************************************************\n\n private showPeakHelpIcon(): void {\n if (RetentionPanel.peakActive) {\n let peakHelp = document.querySelector('.hlpTournamentsBtn');\n let peakHelpIcon = document.querySelector('.btnTournaments');\n let peakHelpIconBackground = document.getElementById('peakMenuBtn') != null ? window.getComputedStyle(document.getElementById('peakMenuBtn')).backgroundImage : false;\n let peakHelpIconBackgroundSize = document.querySelector('.hlpMenu') != null ? window.getComputedStyle(document.querySelector('.hlpMenu')).width : false;\n if(peakHelp != null && peakHelpIcon != null && peakHelpIconBackground && peakHelpIconBackgroundSize) {\n peakHelpIcon.setAttribute('style','background-image:' + peakHelpIconBackground +'; height:100%; background-position: center; background-size: auto ' + peakHelpIconBackgroundSize + '; -webkit-transform: scale(0.66); transform: scale(0.66);');\n peakHelp.classList.remove('_hidden');\n } else {\n setTimeout(() => {\n this.showPeakHelpIcon();\n }, RetentionPanel.initRevalidateTimeout);\n }\n }\n }\n\n private createPanel(): void {\n const root = document.getElementById(RetentionPanel.panelParentId);\n\n if (root == null) {\n if (DEBUG) {\n console.log(`ERROR - panel with id ${RetentionPanel.panelParentId} was not found`);\n }\n return;\n }\n\n this.screen = this.createElement('div', 'retentionScreen', ['screen']);\n this.content = this.createElement('div', 'retentionContent');\n this.panel = this.createElement('div', 'retentionPanel');\n this.icons = this.createElement('div', 'retentionPanelIcons');\n\n this.createContentPlaceholder(this.content);\n this.createIconsPlaceholder(this.icons);\n\n this.screen.appendChild(this.content);\n this.screen.appendChild(this.panel);\n this.panel.appendChild(this.icons);\n\n root.appendChild(this.screen);\n }\n\n private createContentPlaceholder(contentHolder: HTMLElement): void {\n if (contentHolder == null) {\n return;\n }\n\n contentHolder.appendChild(this.createElement('div', 'peakContentHolder', ['retentionContentHolder']));\n contentHolder.appendChild(this.createElement('div', 'frbContentHolder', ['retentionContentHolder']));\n }\n\n private createIconsPlaceholder(iconsHolder: HTMLElement): void {\n if (iconsHolder == null) {\n return;\n }\n\n iconsHolder.appendChild(this.createElement('div', 'peakIconHolder', ['retentionIconHolder']));\n iconsHolder.appendChild(this.createElement('div', 'frbIconHolder', ['retentionIconHolder']));\n\n for (let i = 0; i < iconsHolder.children.length; i++) {\n let child = iconsHolder.children[i];\n child.addEventListener('click', (event) => {\n BetHigherThanMinDialog.closeDialog();\n });\n }\n }\n\n private createElement(type: string, id: string = '', classList: Array = []): HTMLElement {\n const elem = document.createElement(type);\n\n if (!StringUtils.isNullOrEmpty(id)) {\n elem.id = id;\n }\n\n if (classList.length > 0) {\n for (let i = 0; i < classList.length; i++) {\n elem.classList.add(classList[i]);\n }\n }\n\n return elem;\n }\n\n public updateCount(currentCount: number = -1): void {\n currentCount = currentCount == -1 ? this.lastCount : currentCount;\n\n const isPortrait = Scaling.isPortrait();\n const slots = isPortrait ? RetentionPanel.portraitMaxIconCount - currentCount : RetentionPanel.landscapeMaxIconCount - currentCount;\n\n if (this.iconsSlotsCount != slots) {\n this.iconsSlotsCount = slots;\n Platforms.Platforms.iconsCountAvailable(slots);\n }\n\n const isMultiIcon = this.isMultiIcon(currentCount);\n this.icons.classList.remove('retention-icon-count-' + this.lastCount,'retention-icon-count-' + this.lastCount + '-m');\n this.icons.classList.add('retention-icon-count-' + currentCount + (isMultiIcon || RetentionPanel.peakActive > 1 ? '-m' : ''));\n this.lastCount = currentCount;\n }\n\n private isMultiIcon(count: number): boolean {\n if (count == 0 || count > 1) {\n return false;\n }\n\n const style = window.getComputedStyle(this.icons);\n const width = parseInt(style.width);\n const height = parseInt(style.height);\n\n return width != 0 ? height/width > 1.5 : false;\n }\n\n private hasActiveIcon(): boolean {\n if (this.panel == null) {\n return false;\n }\n\n if (this.icons == null) {\n return false;\n }\n\n let result = false;\n let count = 0;\n RetentionPanel.peakActive = 0;\n const children = this.icons.children;\n for (let i = 0; i < children.length; i++) {\n const child = children[i] as HTMLElement;\n if (child != null) {\n const iconChildren = child.children;\n\n for (let j = 0; j < iconChildren.length; j++) {\n const iconChild = iconChildren[j] as HTMLElement;\n\n if (iconChild.getAttribute('active') == 'true') {\n result = true;\n count++;\n if (iconChild.hasAttribute('promotions-count') && parseInt(iconChild.getAttribute('promotions-count')) > 0) RetentionPanel.peakActive = parseInt(iconChild.getAttribute('promotions-count'));\n }\n }\n }\n }\n\n this.updateCount(count);\n return result;\n }\n\n protected log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('RetentionPanel', 'RetentionPanel ' + s);\n }\n }\n\n //******************************************************************************************************************\n // PUBLIC STATIC\n //******************************************************************************************************************\n\n private static getInstance(): RetentionPanel {\n if (RetentionPanel.instance == null) {\n RetentionPanel.instance = new RetentionPanel();\n }\n\n return RetentionPanel.instance;\n }\n\n public static initialize(): void {\n RetentionPanel.getInstance();\n }\n\n public static show(): void {\n RetentionPanel.canShow = true;\n RetentionPanel.revalidate();\n\n Scaling.Emitter.on(Scaling.EventResize, () => {\n RetentionPanel.getInstance().updateCount();\n });\n\n //revalidate possible loaded plugins after loading screen is hidden\n setTimeout(() => {\n RetentionPanel.revalidate();\n }, RetentionPanel.initRevalidateTimeout);\n }\n\n public static revalidate(): void {\n RetentionPanel.getInstance().revalidate();\n Scaling.resizeRoot(false,false);\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/RetentionPanel.ts\n **/","import {Languages} from \"../../../Utils/Languages\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {BetManager} from \"../../../Managers/BetManager\";\nimport {DataManager} from \"../../../Managers/DataManager\";\nimport {GameData} from \"../Datas/GameData\";\nimport {Communication} from \"neo-games\";\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\nimport {FreeRoundBonus} from \"../Bonuses/FreeRoundBonus\";\nimport {Jackpot} from \"../Bonuses/Jackpot\";\nimport {FreeRoundBonusDialog} from \"./FreeRoundBonusDialog\";\n\n/**\n * Class representing the Bet Higher Than Minimum Dialog.\n */\nexport class BetHigherThanMinDialog {\n private static _wasOpened: boolean = false;\n private static _isOpened: boolean = false;\n private static _reopenDialog: boolean = false;\n private static _gameStartedWithFeature: boolean = false;\n private static _gameStarted: boolean = true;\n\n /**\n * Opens the dialog if the conditions are met.\n */\n public static openDialog(): void {\n if (!this.canNotifyBetHigherThanMin() || (this._wasOpened && !this._reopenDialog) || FreeRoundBonusDialog.dialogActive()) {\n return;\n }\n\n const minBet = Languages.formatText(Languages.FormatMoney, this.getMinBet().toString()) + ' ' + DataManager.getDataById(GameData.DataCurrency);\n const message = Languages.getRid(\"EXCEED_MIN_BET\", minBet);\n\n const dialogData = {\n text: message,\n actions: [\n {\n type: 'restore',\n text: Languages.getRid('CONTINUE'),\n customData: Communication.Game.GameModules.Base\n }\n ],\n special: true\n };\n\n AppContext.current.showDialog(message, false, null, null, null, dialogData);\n this._wasOpened = true;\n this._isOpened = true;\n }\n\n /**\n * Determines if the dialog can be opened.\n * @returns True if the dialog can be opened, otherwise false.\n */\n public static canOpenDialog(): boolean {\n return AppContext.gameConfiguration.NotifyBetHigherThanMin\n && !this.isMinBet()\n && !ModuleManager.gambleActive()\n && !(FreeRoundBonus.status && FreeRoundBonus.status === 'active')\n && !Jackpot.hasMiniGame()\n && !this._wasOpened\n && this._gameStartedWithFeature;\n }\n\n /**\n * Closes the dialog if it is opened or prevents from opening if bet was changed.\n * @param changeBet - Indicates whether the bet was changed.\n */\n public static closeDialog(changeBet?: boolean): void {\n if (this._isOpened) {\n this._isOpened = false;\n AppContext.current.closeDialog();\n }\n if (changeBet) {\n this._wasOpened = true;\n }\n }\n\n /**\n * Hides the dialog for later restoration.\n */\n public static hideDialog(): void {\n if (this._isOpened) {\n this._reopenDialog = true;\n }\n }\n\n /**\n * Restores the dialog if it was hidden.\n */\n public static restoreDialog(): void {\n if (this._reopenDialog) {\n this.openDialog();\n this._reopenDialog = false;\n }\n }\n\n /**\n * Sets the opened status of the dialog to false.\n */\n public static setOpenedStatus(): void {\n if (this._isOpened) {\n this._isOpened = false;\n }\n }\n\n /**\n * Checks if a game feature is currently active.\n * @returns True if any game feature is active, otherwise false.\n */\n private static gameFeatureActive(): boolean {\n return ModuleManager.gambleActive() || (FreeRoundBonus.status && FreeRoundBonus.status === 'active') || Jackpot.hasMiniGame() || !DataManager.GameRoundClosed;\n }\n\n /**\n * Checks if the current bet is the minimum bet.\n * @returns True if the current bet is the minimum bet, otherwise false.\n */\n private static isMinBet(): boolean {\n BetManager.updateBetPosition();\n return BetManager.minBet;\n }\n\n /**\n * Determines if a notification for a bet higher than the minimum should be sent.\n * @returns True if a notification should be sent, otherwise false.\n */\n public static canNotifyBetHigherThanMin(): boolean {\n return !this.isMinBet()\n && AppContext.gameConfiguration.NotifyBetHigherThanMin\n && this._gameStartedWithFeature\n && !this.gameFeatureActive();\n }\n\n /**\n * Gets the minimum bet value from total bets.\n * @returns The minimum bet.\n */\n private static getMinBet(): number {\n return Math.min(...BetManager.TotalBets);\n }\n\n /**\n * Checks if the game started with a feature.\n * @returns True if the game started with a feature active, otherwise false.\n */\n public static getGameStartedWithoutFeature(): boolean {\n if (this._gameStarted) {\n this._gameStartedWithFeature = this.gameFeatureActive();\n this._gameStarted = false;\n }\n return !this._gameStartedWithFeature && AppContext.gameConfiguration.NotifyBetHigherThanMin;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/BetHigherThanMinDialog.ts\n **/","import {Communication} from 'neo-games';\nimport {FreeRoundBonusDialog} from './FreeRoundBonusDialog';\nimport {DataManager} from '../../../Managers/DataManager';\nimport {PlayList} from '../../../Components/Sounds/PlayList';\nimport {ModuleManager} from '../../../Managers/ModuleManager';\nimport {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\nimport {GameApp} from \"../../../GameApp\";\nimport {RetentionPanel} from \"../../../Utils/RetentionPanel\";\n\ntype FreeRoundsOffersResponse = Communication.Game.FreeRoundsOffersResponse;\n\n\nvar GameModules = Communication.Game.GameModules;\n\nexport class FreeRoundBonusIcon\n{\n private static IconNew: HTMLElement;\n private static IconActive: HTMLElement;\n\n public static initialize(): void\n {\n FreeRoundBonusIcon.IconNew = document.getElementById('frbIconNew');\n FreeRoundBonusIcon.IconActive = document.getElementById('frbIconActive');\n FreeRoundBonusIcon.bindEvents();\n }\n\n // new, active\n public static showIcon(type: string): void\n {\n FreeRoundBonusIcon.hideAllIcons();\n switch (type) {\n case 'new':\n DataManager.showDataElements('helpFRB', 'block');\n DataManager.showDataElements('helpFRB_flex', 'flex');\n FreeRoundBonusIcon.showElement(FreeRoundBonusIcon.IconNew);\n RetentionPanel.revalidate();\n break;\n case 'active':\n DataManager.showDataElements('helpFRB', 'block');\n DataManager.showDataElements('helpFRB_flex', 'flex');\n FreeRoundBonusIcon.showElement(FreeRoundBonusIcon.IconActive);\n RetentionPanel.revalidate();\n break;\n }\n FreeRoundBonusIcon.toggleCumulative();\n }\n\n /**\n * Toggle cumulative style(s)\n */\n private static toggleCumulative(): void\n {\n if (FreeRoundBonus.winPayMethod === 'cumulative') {\n if (FreeRoundBonusIcon.IconActive != null) {\n FreeRoundBonusIcon.IconActive.classList.add('cumulativeFrb');\n }\n } else {\n if (FreeRoundBonusIcon.IconActive != null) {\n FreeRoundBonusIcon.IconActive.classList.remove('cumulativeFrb');\n }\n }\n }\n\n private static bindEvents(): void\n {\n if(FreeRoundBonusIcon.IconNew != null) {\n FreeRoundBonusIcon.IconNew.onclick = FreeRoundBonusIcon.handleIconClick.bind(this, FreeRoundBonusIcon.onNew);\n }\n\n if(FreeRoundBonusIcon.IconActive != null) {\n FreeRoundBonusIcon.IconActive.onclick = FreeRoundBonusIcon.handleIconClick.bind(this, FreeRoundBonusIcon.onActive);\n }\n }\n\n public static hideAllIcons(): void\n {\n DataManager.hideDataElements('helpFRB');\n FreeRoundBonusIcon.hideElement(FreeRoundBonusIcon.IconNew);\n FreeRoundBonusIcon.hideElement(FreeRoundBonusIcon.IconActive);\n }\n\n public static disableActiveIcon(): void\n {\n if(FreeRoundBonusIcon.IconNew != null && !FreeRoundBonusIcon.IconNew.classList.contains('_hidden') && !FreeRoundBonusIcon.IconNew.classList.contains('_disabled')) {\n FreeRoundBonusIcon.IconNew.classList.add('_disabled');\n }\n if(FreeRoundBonusIcon.IconActive != null && !FreeRoundBonusIcon.IconActive.classList.contains('_hidden') && !FreeRoundBonusIcon.IconActive.classList.contains('_disabled')) {\n FreeRoundBonusIcon.IconActive.classList.add('_disabled');\n }\n }\n\n public static enableActiveIcon(): void\n {\n if(DataManager.Autoplay && (parseFloat(DataManager.AutoplayCount) > 0 || DataManager.AutoplayCount === '∞')) {\n return;\n }\n if(FreeRoundBonusIcon.IconNew != null && !FreeRoundBonusIcon.IconNew.classList.contains('_hidden') && FreeRoundBonusIcon.IconNew.classList.contains('_disabled')) {\n FreeRoundBonusIcon.IconNew.classList.remove('_disabled');\n }\n if(FreeRoundBonusIcon.IconActive != null && !FreeRoundBonusIcon.IconActive.classList.contains('_hidden') && FreeRoundBonusIcon.IconActive.classList.contains('_disabled')) {\n FreeRoundBonusIcon.IconActive.classList.remove('_disabled');\n }\n RetentionPanel.revalidate();\n }\n\n private static showElement(element: HTMLElement): void\n {\n if(element != null) {\n if(element.classList.contains('_disabled')) {\n element.classList.remove('_disabled');\n }\n if(element.classList.contains('_hidden')) {\n element.classList.remove('_hidden');\n }\n if(element.getAttribute('active') != 'true') {\n element.setAttribute('active', 'true');\n }\n }\n }\n\n private static hideElement(element: HTMLElement): void\n {\n if(element != null) {\n if(element.classList.contains('_disabled')) {\n element.classList.remove('_disabled');\n }\n if(!element.classList.contains('_hidden')) {\n element.classList.add('_hidden');\n }\n if(element.getAttribute('active') != 'false') {\n element.setAttribute('active', 'false');\n }\n }\n }\n\n private static disableElement(element: HTMLElement): void\n {\n if(element != null) {\n if(!element.classList.contains('_disabled')) {\n element.classList.add('_disabled');\n }\n if(element.classList.contains('_hidden')) {\n element.classList.remove('_hidden');\n }\n if(element.getAttribute('active') != 'true') {\n element.setAttribute('active', 'true');\n }\n }\n }\n\n public static isDisabled(): boolean\n {\n let isDis: boolean = false;\n if(FreeRoundBonusIcon.IconNew != null && FreeRoundBonusIcon.IconNew.classList.contains('_disabled')) {\n isDis = true;\n }\n if(FreeRoundBonusIcon.IconActive != null && FreeRoundBonusIcon.IconActive.classList.contains('_disabled')) {\n isDis = true;\n }\n return isDis;\n }\n\n private static handleIconClick(callback: () => void, event: Event): void {\n let element = event.target;\n\n if(!FreeRoundBonusIcon.isDisabled() && element != null) {\n element.classList.add('_loading');\n\n GameApp.gameClient.sendFreeRoundsOffersRequest(GameApp.key).then((response: FreeRoundsOffersResponse) => {\n if(response != null) {\n if (response.currentOffer != null || response.otherOffers != null) {\n callback();\n } else {\n FreeRoundBonus.expiredFreeRounds();\n }\n } else {\n FreeRoundBonus.expiredFreeRounds();\n }\n }).finally(() =>{\n element.classList.remove('_loading');\n });\n }\n }\n\n private static onNew(): void\n {\n if(!FreeRoundBonusIcon.isDisabled()) {\n PlayList.play('SND_Click');\n if(FreeRoundBonus.id != null) {\n FreeRoundBonusDialog.showDialog('new');\n } else {\n if(FreeRoundBonus.otherOfferes.length > 0) {\n FreeRoundBonusDialog.showDialog('other');\n }\n }\n ModuleManager.disableBase();\n }\n }\n\n private static onActive(): void\n {\n if(!FreeRoundBonusIcon.isDisabled() && parseInt(FreeRoundBonus.remainingCount()) > 0) {\n PlayList.play('SND_Click');\n FreeRoundBonusDialog.showDialog('active');\n ModuleManager.disableBase();\n ModuleManager.resetSceneAsOnCollect(GameModules.Base);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/FreeRoundBonusIcon.ts\n **/","import {Utils, Logger, NumberUtils, StringUtils} from 'neo-common';\nimport {ClientHost, GameEngine, Platforms} from 'neo-games';\nimport {Languages} from '../../../Utils/Languages';\nimport {FrameTimerEventEmitter, FrameTimerEvents, CreateFrameTimer} from '../../../Utils/FrameTimer';\nimport {AppContext} from '../../../../Common/AppContext';\nimport {GameApp} from '../../../GameApp';\nimport {DataManager} from \"../../../Managers/DataManager\";\nimport {GameManager} from \"../../../Managers/GameManager\";\nimport {PlayList} from '../../../Components/Sounds/PlayList';\nimport {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\nimport {FreeRoundBonusDialog} from './FreeRoundBonusDialog';\nimport {RealityCheckGetInfoResponse} from 'neo-games/Engine/Communication/Game/Responses/RealityCheckGetInfoResponse';\nimport {BetManager} from '../../../Managers/BetManager';\nimport {MessageManager} from \"../../../Managers/MessageManager\";\nimport {Jackpot} from \"../Bonuses/Jackpot\";\nimport {BetHigherThanMinDialog} from \"./BetHigherThanMinDialog\";\n\n/**\n * Create dialog filled from code.\n * @class Dialog\n */\nexport class ResponsibleDialog1 {\n\n static opened: boolean = false;\n\n static DisabledClass: string = '_disabled';\n\n private static _element: HTMLElement;\n private static _continueButton: HTMLElement;\n private static _historyButton: HTMLElement;\n private static _closeButton: HTMLElement;\n\n static showResponsibleDialog1OnCollect: boolean = false;\n static responsibleDialog1Data: ClientHost.Types.ClientHostResponsibleDialogData;\n\n static openDialog(data: ClientHost.Types.ClientHostResponsibleDialogData): void {\n\n if(AppContext.gameConfiguration.RCIInfo){\n GameManager.gameClient.getRealityCheckInfo().then((response: any): any => {\n ResponsibleDialog1.openDialogContinue(data, response);\n });\n } else {\n ResponsibleDialog1.openDialogContinue(data);\n }\n }\n\n static openDialogContinue(data: ClientHost.Types.ClientHostResponsibleDialogData, info: RealityCheckGetInfoResponse = null): void\n {\n if(ResponsibleDialog1._element == null) {\n ResponsibleDialog1._element = document.getElementById('responsibleGamingDialog');\n }\n\n if (!Utils.isNullOrUndefined(info) && !Utils.isNullOrUndefined(info['messages']) && info['messages'].length > 0) {\n MessageManager.postpone(ResponsibleDialog1.onContinue, info);\n return;\n }\n\n let elementWin: HTMLElement = document.getElementById('rciWin');\n let elementLost: HTMLElement = document.getElementById('rciLost');\n let totalGain: number = 0;\n\n Platforms.Platforms.dialogOpened('rci', true);\n\n if(info!=null){\n if(info.totalGain<=0){\n elementWin.style.display = 'none';\n elementLost.style.display = 'block';\n totalGain = -1 * info.totalGain;\n } else {\n elementWin.style.display = 'block';\n elementLost.style.display = 'none';\n totalGain = info.totalGain;\n }\n } else {\n elementWin.style.display = 'none';\n elementLost.style.display = 'none';\n }\n\n BetHigherThanMinDialog.hideDialog();\n AppContext.current.closeDialog();\n FreeRoundBonusDialog.hideDialog();\n FreeRoundBonus.disableUi();\n\t\tJackpot.closeAllHistoryDialogs();\n ResponsibleDialog1.opened = true;\n\n if(ResponsibleDialog1._continueButton == null) {\n ResponsibleDialog1._continueButton = document.getElementById('continueButton');\n if(ResponsibleDialog1._continueButton != null) {\n ResponsibleDialog1._continueButton.onclick = ResponsibleDialog1.onContinue;\n if(data.continue) {\n ResponsibleDialog1._continueButton.style.display = 'inline-block';\n } else {\n ResponsibleDialog1._continueButton.style.display = 'none';\n }\n }\n }\n\n if(ResponsibleDialog1._historyButton == null) {\n ResponsibleDialog1._historyButton = document.getElementById('historyButton');\n if(ResponsibleDialog1._historyButton != null) {\n if(data.history) {\n ResponsibleDialog1._historyButton.onclick = ResponsibleDialog1.onHistory;\n ResponsibleDialog1._historyButton.style.display = 'inline-block';\n } else {\n if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.RCIHistoryUrl)) {\n ResponsibleDialog1._historyButton.onclick = ResponsibleDialog1.onGameRoundHistory;\n ResponsibleDialog1._historyButton.style.display = 'inline-block';\n } else {\n if (AppContext.gameConfiguration.RCIShowHistoryButton) {\n ResponsibleDialog1._historyButton.onclick = ResponsibleDialog1.onGameRoundHistory;\n ResponsibleDialog1._historyButton.style.display = 'inline-block';\n } else {\n ResponsibleDialog1._historyButton.style.display = 'none';\n }\n }\n }\n }\n }\n\n if(ResponsibleDialog1._closeButton == null) {\n ResponsibleDialog1._closeButton = document.getElementById('closeButton');\n if(ResponsibleDialog1._closeButton != null) {\n ResponsibleDialog1._closeButton.onclick = ResponsibleDialog1.onClose;\n if(data.exit) {\n ResponsibleDialog1._closeButton.style.display = 'inline-block';\n } else {\n ResponsibleDialog1._closeButton.style.display = 'none';\n }\n }\n }\n\n //var now: Date = Time;\n var startTime: number = (Date.now() - data.startTime.getTime()) / 1000;\n var interval: string = '';\n var t: number = startTime / 60;\n var h: string = parseInt((t / 60) + '') + '';\n if(parseInt(h) < 10) {\n h = '0' + h;\n }\n var m: string = parseInt((t % 60) + '') + '';\n if(parseInt(m) < 10) {\n m = '0' + m;\n }\n\n if(data.interval % 60 === 0) {\n interval = (data.interval / 60).toFixed(0);\n } else {\n interval = (data.interval / 60).toFixed(2);\n }\n\n DataManager.updateDataElement('RESPONSIBLE_DIALOG_1', Math.floor(t)+'');\n\n if(AppContext.gameConfiguration.RCIInfo){\n if (info != null){\n if (DataManager.DisplayCurrencies.hasOwnProperty(info.currency)) {\n info.currency = DataManager.DisplayCurrencies[info.currency];\n }\n\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateDataElement('RESPONSIBLE_DIALOG_1_SUM', ((NumberUtils.devide(totalGain, BetManager.CoinSize)).toString()) + ' ' + info.currency);\n } else {\n DataManager.updateDataElement('RESPONSIBLE_DIALOG_1_SUM', (Languages.formatText(Languages.FormatMoney, totalGain.toString())) + ' ' + info.currency);\n }\n }\n }\n\n // RCI_IntervalInfo\n DataManager.updateDataElement('RESPONSIBLE_DIALOG_1_INTERVAL', interval);\n\n let elementRciIntervalInfo = document.getElementById('rciIntervalInfo');\n if(AppContext.gameConfiguration.RCIIntervalInfo){\n if (elementRciIntervalInfo != null) {\n elementRciIntervalInfo.style.display = 'block';\n }\n } else {\n if (elementRciIntervalInfo != null) {\n elementRciIntervalInfo.style.display = 'none';\n }\n }\n\n if (ResponsibleDialog1._element != null) {\n if (ResponsibleDialog1._element.classList.contains(ResponsibleDialog1.DisabledClass)) {\n ResponsibleDialog1._element.classList.remove(ResponsibleDialog1.DisabledClass);\n }\n } else {\n if (DEBUG) {\n Logger.errorGroup('ResponsibleDialog1', 'ERROR no responsibleDialog1');\n }\n }\n }\n\n static onContinue(): void\n {\n Platforms.Platforms.dialogOpened('rci', false);\n\n ResponsibleDialog1.opened = false;\n if (!ResponsibleDialog1._element.classList.contains(ResponsibleDialog1.DisabledClass)) {\n ResponsibleDialog1._element.classList.add(ResponsibleDialog1.DisabledClass);\n }\n\n PlayList.play('SND_Click');\n GameApp.continue();\n GameManager.closeResponsibleDialog1();\n BetHigherThanMinDialog.restoreDialog();\n FreeRoundBonus.reopenFreeRounds();\n }\n\n static onHistory(): void\n {\n Platforms.Platforms.dialogOpened('rci', false);\n\n ResponsibleDialog1.opened = false;\n if (!ResponsibleDialog1._element.classList.contains(ResponsibleDialog1.DisabledClass)) {\n ResponsibleDialog1._element.classList.add(ResponsibleDialog1.DisabledClass);\n }\n\n PlayList.play('SND_Click');\n GameApp.closeRealityCheck();\n GameApp.history();\n GameManager.closeResponsibleDialog1();\n BetHigherThanMinDialog.restoreDialog();\n FreeRoundBonus.reopenFreeRounds();\n }\n\n static onGameRoundHistory(): void\n {\n Platforms.Platforms.dialogOpened('rci', false);\n\n ResponsibleDialog1.opened = false;\n if (!ResponsibleDialog1._element.classList.contains(ResponsibleDialog1.DisabledClass)) {\n ResponsibleDialog1._element.classList.add(ResponsibleDialog1.DisabledClass);\n }\n\n PlayList.play('SND_Click');\n GameApp.closeRealityCheck();\n if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.RCIHistoryUrl)) {\n GameApp.openGameRoundHistoryFromUrl();\n } else {\n GameApp.openGameRoundHistory();\n }\n GameManager.closeResponsibleDialog1();\n BetHigherThanMinDialog.restoreDialog();\n FreeRoundBonus.reopenFreeRounds();\n }\n\n static onClose(): void\n {\n Platforms.Platforms.dialogOpened('rci', false);\n\n ResponsibleDialog1.opened = false;\n if (!ResponsibleDialog1._element.classList.contains(ResponsibleDialog1.DisabledClass)) {\n ResponsibleDialog1._element.classList.add(ResponsibleDialog1.DisabledClass);\n }\n\n PlayList.play('SND_Click');\n Platforms.Platforms.exitHandler = 'responsibleDialog';\n GameApp.exit();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/ResponsibleDialog1.ts\n **/","import {StringUtils, Utils} from 'neo-common';\nimport {Platforms} from 'neo-games';\nimport {PlayList} from '../Components/Sounds/PlayList';\nimport {Languages} from \"../Utils/Languages\";\nimport {GameApp} from \"../GameApp\";\nimport {AppContext} from \"../../Common/AppContext\";\n\nexport class MessageManager {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected static dialog: HTMLElement;\n\n protected static title: HTMLElement;\n\n protected static text: HTMLElement;\n\n protected static buttonsHolder: HTMLElement;\n\n protected static buttons: Array;\n\n protected static callback: (response: any) => void;\n\n protected static response: any;\n\n protected static step: number;\n\n //******************************************************************************************************************\n // POSTPONE\n //******************************************************************************************************************\n\n public static postpone(callback: (response: any) => void, response: any): void {\n if (!Utils.isNullOrUndefined(response) && !Utils.isNullOrUndefined(response.messages) && response.messages.length > 0) {\n if (Utils.isNullOrUndefined(MessageManager.dialog)) {\n MessageManager.dialog = document.getElementById('messageDialog');\n\n if (!Utils.isNullOrUndefined(MessageManager.dialog)) {\n MessageManager.title = MessageManager.dialog.getElementsByTagName('h3')[0];\n MessageManager.text = document.getElementById('messageDialogText');\n\n MessageManager.buttonsHolder = document.getElementById('messageDialogButtons');\n MessageManager.buttons = [];\n }\n }\n\n if (Utils.isNullOrUndefined(MessageManager.dialog)) {\n callback(response);\n } else {\n MessageManager.callback = callback;\n MessageManager.response = response;\n MessageManager.step = 0;\n MessageManager.handle();\n }\n } else {\n callback(response);\n }\n }\n\n //******************************************************************************************************************\n // UPDATE DIALOG DATA\n //******************************************************************************************************************\n\n protected static updateDialogData(data: any): void {\n MessageManager.resetDialogData();\n\n if (!Utils.isNullOrUndefined(data['title'])) {\n MessageManager.title.innerHTML = data['title'];\n }\n\n if (!Utils.isNullOrUndefined(data['text'])) {\n MessageManager.text.innerHTML = data['text'];\n }\n\n if (!Utils.isNullOrUndefined(data['actions'])) {\n MessageManager.removeAllButtons();\n\n for (let i = 0; i < data['actions'].length; i++) {\n let action = data['actions'][i];\n\n switch(action.type) {\n case 'continue':\n MessageManager.createButton(action['text'], MessageManager.actionContinue.bind(this, action));\n break;\n case 'exit':\n MessageManager.createButton(action['text'], MessageManager.actionExit.bind(this, action));\n break;\n case 'history':\n MessageManager.createButton(action['text'], MessageManager.actionHistory.bind(this, action));\n break;\n case 'reload':\n MessageManager.createButton(action['text'], MessageManager.actionReload.bind(this, action));\n break;\n case 'cashier':\n MessageManager.createButton(action['text'], MessageManager.actionCashier.bind(this, action));\n break;\n case 'link':\n MessageManager.createButton(action['text'], MessageManager.actionLink.bind(this, action));\n break;\n }\n }\n }\n }\n\n protected static resetDialogData(): void {\n //default title\n MessageManager.title.innerHTML = Languages.getRid('DLG_INFO');\n\n //remove all custom buttons\n MessageManager.removeAllButtons();\n\n //create default continue button\n MessageManager.createButton(Languages.getRid('CONTINUE'), MessageManager.actionContinue);\n }\n\n protected static removeAllButtons(): void {\n while (MessageManager.buttons.length > 0) {\n let button = MessageManager.buttons.pop();\n MessageManager.buttonsHolder.removeChild(button);\n }\n }\n\n protected static createButton(text: string, action: (data: any) => void): void {\n let button: HTMLElement = document.createElement(\"div\");\n button.textContent = text;\n button.classList.add('dialogBtn', 'customDialogBtn');\n button.onclick = action;\n\n MessageManager.buttonsHolder.appendChild(button);\n MessageManager.buttons.push(button);\n }\n\n //******************************************************************************************************************\n // ACTIONS\n //******************************************************************************************************************\n\n protected static actionContinue(data: any): void {\n PlayList.play('SND_Click');\n MessageManager.handle();\n }\n\n protected static actionExit(data: any): void {\n PlayList.play('SND_Click');\n Platforms.Platforms.exitHandler = 'messageDialog';\n GameApp.exit();\n }\n\n protected static actionReload(data: any): void {\n PlayList.play('SND_Click');\n Platforms.Platforms.gameReloading();\n if (Platforms.Platforms.handleGameReload) {\n return;\n }\n\n window.location.reload(true);\n }\n\n protected static actionHistory(data: any): void {\n PlayList.play('SND_Click');\n\n if(!Utils.isNullOrUndefined(data['linkUrl'])) {\n Platforms.Platforms.gotoHistory({target: data['linkUrl']});\n if (Platforms.Platforms.handleOpenHistoryPage) {\n return;\n }\n window.open(data['linkUrl'], !Utils.isNullOrUndefined(data['linkTarget']) ? data['linkTarget'] : '_blank');\n } else if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.HistoryUrl)) {\n GameApp.openGameRoundHistoryFromUrl();\n } else if(!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.RCIHistoryUrl)) {\n GameApp.openGameRoundHistoryFromUrl();\n } else {\n GameApp.openGameRoundHistory();\n }\n }\n\n protected static actionCashier(data: any): void {\n PlayList.play('SND_Click');\n\n if (!Utils.isNullOrUndefined(data['linkUrl'])) {\n Platforms.Platforms.gotoCasier({ reason: 'InsufficientFunds', target: data['linkUrl'] });\n if (Platforms.Platforms.handleOpenCashierPage) {\n return;\n }\n window.open(data['linkUrl'], !Utils.isNullOrUndefined(data['linkTarget']) ? data['linkTarget'] : '_self');\n } else if (!StringUtils.isNullOrEmpty(AppContext.gameConfiguration.CashierUrl)) {\n Platforms.Platforms.gotoCasier({ reason: 'InsufficientFunds', target: AppContext.gameConfiguration.CashierUrl });\n if (Platforms.Platforms.handleOpenCashierPage) {\n return;\n }\n window.open(AppContext.gameConfiguration.CashierUrl, \"_self\");\n }\n }\n\n protected static actionLink(data: any): void {\n PlayList.play('SND_Click');\n\n if(!Utils.isNullOrUndefined(data['linkUrl'])) {\n window.open(data['linkUrl'], !Utils.isNullOrUndefined(data['linkTarget']) ? data['linkTarget'] : '_blank');\n }\n }\n\n //******************************************************************************************************************\n // HANDLE\n //******************************************************************************************************************\n\n protected static handle(): void {\n if (MessageManager.response.messages.length === MessageManager.step) {\n MessageManager.dialog.classList.add('_disabled');\n MessageManager.callback(MessageManager.response);\n Platforms.Platforms.dialogOpened('default', false);\n } else {\n if (MessageManager.response.messages[MessageManager.step].type == 'plugin') {\n Platforms.Platforms.sendPluginMessage(MessageManager.response.messages[MessageManager.step].text);\n MessageManager.step++;\n MessageManager.handle();\n } else {\n MessageManager.dialog.classList.remove('_disabled');\n MessageManager.updateDialogData(MessageManager.response.messages[MessageManager.step]);\n MessageManager.step++;\n Platforms.Platforms.dialogOpened('default', true);\n }\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/MessageManager.ts\n **/","import {Utils, NumberUtils} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {BaseController} from './BaseController';\nimport {BetManager} from '../../Managers/BetManager';\nimport {DataManager} from '../../Managers/DataManager';\nimport {GameManager} from '../../Managers/GameManager';\nimport {MessageManager} from '../../Managers/MessageManager';\nimport {FreeRoundBonus} from \"../../Channels/Common/Bonuses/FreeRoundBonus\";\nimport {BaseActions} from \"../../Channels/Common/Actions/BaseActions\";\n\nexport class BaseModel {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n private static GameRequest: GameClientRequest = null;\n\n protected controller: BaseController;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(controller: BaseController) {\n this.controller = controller;\n }\n\n //******************************************************************************************************************\n // REQUESTS\n //******************************************************************************************************************\n\n public spin(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n\n BaseModel.GameRequest = {} as GameClientRequest;\n BaseModel.GameRequest.module = Communication.Game.GameModules.Base;\n BaseModel.GameRequest.bet = BetManager.createBetForSpin();\n BaseModel.GameRequest.callBackFcn = this.spinReceived.bind(this);\n\n DataManager.controlAutoplay();\n GameManager.gameClient.spin(Communication.Game.GameModules.Base, BetManager.createBetForSpin()).then((response: any): any => {\n MessageManager.postpone(this.spinReceived.bind(this), response);\n });\n }\n\n public static spinContinue(): void {\n if(!GameManager.requestSend && BaseModel.GameRequest) {\n GameManager.requestSend = true;\n\n GameManager.gameClient.spin(BaseModel.GameRequest.module, BaseModel.GameRequest.bet).then((response: any): any => {\n MessageManager.postpone(BaseModel.GameRequest.callBackFcn, response);\n });\n\n //after message, we call gameclient spin once again, so we also need to send round started event\n Platforms.Platforms.roundStarted({totalBet: BetManager.Bet, freeRound: FreeRoundBonus.inFrb, userAction: DataManager.getTrustedUserAction(BaseActions.ActionSpin)});\n }\n }\n\n //******************************************************************************************************************\n // RESPONSES\n //******************************************************************************************************************\n\n protected spinReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n BaseModel.GameRequest = null;\n this.controller.spinReceived();\n\t\t\tPlatforms.Platforms.spinReceived({balance: parseFloat(NumberUtils.add(response.balance.real, response.balance.bonus)), win: GameManager.baseResponse.currentWin, totalBet: BetManager.createBetForSpin().totalBet, roundId: response.roundId});\n }\n\n GameManager.requestSend = false;\n }\n}\n\nexport type GameClientRequest = {\n module: string;\n bet: Communication.Game.SpinBet;\n callBackFcn: () => void;\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Base/BaseModel.ts\n **/","export class BaseActions\n{\n static ActionSpin: string = 'SPIN';\n static ActionSpinStop: string = 'SPIN_STOP';\n static ActionAutoplay: string = 'AUTOPLAY';\n static ActionAutoplayStop: string = 'AUTOPLAY_STOP';\n static ActionBetPlus: string = 'BET_PLUS';\n static ActionBetMinus: string = 'BET_MINUS';\n static ActionBetCycle: string = 'BET_CYCLE';\n static ActionMaxBet: string = 'MAX_BET';\n static ActionBaseCollect: string = 'BASE_COLLECT';\n static ActionSelectPayline: string = 'SELECT_PAYLINE_';\n static ActionDenomSelect: string = 'DENOM_SELECT';\n static ActionDenomSelectValue: string = 'DENOM_SELECT_VALUE_';\n static ActionCoinCountSelect: string = 'COIN_COUNT_SELECT';\n static ActionCoinCountSelectValue: string = 'COIN_COUNT_SELECT_VALUE_';\n static ActionBetSelect: string = 'BET_SELECT';\n static ActionBetSelectValue: string = 'BET_SELECT_VALUE_';\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Actions/BaseActions.ts\n **/","import {Logger,lodash} from 'neo-common';\nimport {Platforms} from 'neo-games';\nimport {HtmlButtonElement} from './Elements/HtmlButtonElement';\nimport {HtmlElement} from './Elements/HtmlElement';\nimport {UserAction} from './UserAction';\nimport {HtmlContainerElement} from './Elements/HtmlContainerElement';\nimport {AppContext} from '../../Common/AppContext';\nimport {GameManager} from \"../Managers/GameManager\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\nimport {BetManager} from \"../Managers/BetManager\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\nimport {GameApp} from \"../GameApp\";\nimport {BaseActions} from \"../Channels/Common/Actions/BaseActions\";\nimport {HtmlSoundContainerElement} from \"./Custom/HtmlSoundContainerElement\";\nimport {HtmlHideButtonElement} from \"./Custom/HtmlHideButtonElement\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {DataManager} from '../Managers/DataManager';\nimport {Jackpot} from \"../Channels/Common/Bonuses/Jackpot\";\nimport {QuickspinDialog} from \"../Channels/Common/Dialogs/QuickspinDialog\";\nimport {Paytable} from \"../Channels/Common/Paytable/Paytable\";\nimport {BetHigherThanMinDialog} from \"../Channels/Common/Dialogs/BetHigherThanMinDialog\";\n\n/**\n * Controller for html elements. Handle action dispatched from html elements.\n * @class HtmlController\n */\nexport class HtmlController {\n\n static Configurations = {SHOW_BONUS_BALANCE: false};\n static ActionElements: { [action: string]: Array; } = {};\n static UiActionElements: { [action: string]: Array; } = {};\n static UiDispatchElements: { [action: string]: Array; } = {};\n static UiActionDispatchElements: { [action: string]: Array; } = {};\n static ActionsHoldersElements: { [action: string]: Array; } = {};\n static ContainerElementsById: { [id: string]: HtmlContainerElement; } = {};\n static DataElements: { [data: string]: Array; } = {};\n static RidElements: Array = [];\n static DisabledClass: string = '_disabled';\n\n public static SoundContainer: HtmlSoundContainerElement;\n public static HideButtons: HtmlHideButtonElement[] = [];\n public static dispatchActionAllowed: boolean = true;\n\n /**\n * Register HtmlButtonElement and pair him with action.\n * @method registerActionElement\n * @param action string name of action\n * @param element HtmlButtonElement\n * @return void\n */\n static registerActionElement(action: string, element: HtmlButtonElement): void {\n if (DEBUG) {\n this.log('registerActionElement action: ' + action);\n }\n\n if (this.ActionElements[action] == null) {\n this.ActionElements[action] = [];\n }\n this.ActionElements[action].push(element);\n }\n\n /**\n * Register HtmlButtonElement and pair him with ui action.\n * @method registerUiActionElement\n * @param action string name of action\n * @param element HtmlButtonElement\n * @return void\n */\n static registerUiActionElement(action: string, element: HtmlButtonElement): void {\n if (DEBUG) {\n this.log('registerUiActionElement action: ' + action);\n }\n\n if (this.UiActionElements[action] == null) {\n this.UiActionElements[action] = [];\n }\n this.UiActionElements[action].push(element);\n }\n\n /**\n * Register HtmlContainerElement and pair him with ui disptacher.\n * @method registerUiActionElement\n * @param action string name of action\n * @param element HtmlButtonElement\n * @return void\n */\n static registerUiDispatchElement(action: string, element: HtmlContainerElement): void {\n if (DEBUG) {\n this.log('registerUiDispatchElement action: ' + action);\n }\n\n if (this.UiDispatchElements[action] == null) {\n this.UiDispatchElements[action] = [];\n }\n this.UiDispatchElements[action].push(element);\n }\n\n static registerActionsHoldersElement(action: string, element: HtmlContainerElement): void {\n if (DEBUG) {\n this.log('registerActionsHoldersElement action: ' + action);\n }\n\n if (this.ActionsHoldersElements[action] == null) {\n this.ActionsHoldersElements[action] = [];\n }\n this.ActionsHoldersElements[action].push(element);\n }\n\n /**\n * Register HtmlContainerElement and pair him with ui action disptacher.\n * @method registerUiActionElement\n * @param action string name of action\n * @param element HtmlButtonElement\n * @return void\n */\n static registerUiActionDispatchElement(action: string, element: HtmlContainerElement): void {\n if (DEBUG) {\n this.log('registerUiDispatchElement action: ' + action);\n }\n\n if (this.UiActionDispatchElements[action] == null) {\n this.UiActionDispatchElements[action] = [];\n }\n this.UiActionDispatchElements[action].push(element);\n }\n\n\n /**\n * Register HtmlElement and pair him with some data id.\n * @method registerDataElement\n * @param data string name of data id\n * @param element HtmlElement\n * @return void\n */\n static registerDataElement(data: string, element: HtmlElement): void {\n if (DEBUG) {\n this.log('registerDataElement data: ' + data);\n }\n\n if (this.DataElements[data] == null) {\n this.DataElements[data] = [];\n }\n this.DataElements[data].push(element);\n }\n\n /**\n * Dispatch action to controller.\n * @method dispatchAction\n * @param action string name of action\n * @return void\n */\n static dispatchAction(action: string): void {\n if (DEBUG) {\n this.log('dispatchAction action: ' + action);\n }\n\n if (!HtmlController.dispatchActionAllowed) {\n return;\n }\n\n let updateUI: boolean = true;\n if(action === BaseActions.ActionDenomSelect) {\n updateUI = false;\n if(BetManager.CoinCountContainer != null) {\n BetManager.CoinCountContainer.disable();\n }\n if(BetManager.BetContainer != null) {\n BetManager.BetContainer.disable();\n }\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n PlayList.play('SND_Click');\n }\n\n if(action === BaseActions.ActionCoinCountSelect) {\n updateUI = false;\n if(BetManager.DenomContainer != null) {\n BetManager.DenomContainer.disable();\n }\n if(BetManager.BetContainer != null) {\n BetManager.BetContainer.disable();\n }\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n PlayList.play('SND_Click');\n }\n\n if(action === BaseActions.ActionBetSelect) {\n updateUI = false;\n if(BetManager.DenomContainer != null) {\n BetManager.DenomContainer.disable();\n }\n if(BetManager.BetContainer != null) {\n BetManager.BetContainer.disable();\n }\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n PlayList.play('SND_Click');\n }\n\n if(AppContext.gameDefinition.ClientHostType === 'Mobile') {\n switch (action) {\n case BaseActions.ActionBetPlus:\n updateUI = false\n break;\n case BaseActions.ActionBetMinus:\n updateUI = false\n break;\n }\n }\n\n if(updateUI) {\n this.dispatchUiAction('');\n }\n ModuleManager.dispatchAction(action);\n }\n\n static setSound(level: number): void\n {\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.setLevel(level);\n return;\n }\n\n for (var i: number = 0; i < HtmlController.UiActionElements[UserAction.ActionToggleSound].length; i++) {\n var ele: HtmlButtonElement = HtmlController.UiActionElements[UserAction.ActionToggleSound][i];\n if (ele.instance != null) {\n ele.instance.classList.remove('off');\n ele.instance.classList.remove('on1');\n ele.instance.classList.remove('on2');\n ele.instance.classList.remove('on3');\n\n switch (level) {\n case 0:\n ele.instance.classList.add('off');\n PIXI.sound.volumeAll = 0;\n Platforms.Platforms.setVolume(0);\n break;\n case 1:\n ele.instance.classList.add('on1');\n PIXI.sound.volumeAll = 0.25;\n Platforms.Platforms.setVolume(1);\n break;\n case 2:\n ele.instance.classList.add('on2');\n PIXI.sound.volumeAll = 0.5;\n Platforms.Platforms.setVolume(2);\n break;\n case 3:\n default:\n ele.instance.classList.add('on3');\n PIXI.sound.volumeAll = 1;\n Platforms.Platforms.setVolume(3);\n break;\n }\n }\n }\n }\n\n /**\n * Dispatch ui action.\n * @method dispatchUiAction\n * @param action string name of action\n * @return void\n */\n static dispatchUiAction(action: string): void {\n if (DEBUG) {\n this.log('dispatchUiAction action: ' + action);\n }\n\n if (!HtmlController.dispatchActionAllowed) {\n return;\n }\n\n BetHigherThanMinDialog.closeDialog();\n\n Jackpot.closeAllHistoryDialogs();\n Platforms.Platforms.gameCloseMenu();\n\n if(action === 'EMPTY') {\n PlayList.play('SND_Click');\n action = '';\n }\n\n var playSound: boolean = true;\n\n if(HtmlController.ContainerElementsById['autoplaySelector']) {\n var autoplaySelector: HtmlContainerElement = HtmlController.ContainerElementsById['autoplaySelector'];\n if(autoplaySelector != null && autoplaySelector.instance != null && !autoplaySelector.instance.classList.contains('_disabled')) {\n if(autoplaySelector.recalculateHeight) {\n autoplaySelector.instance.removeAttribute('style');\n }\n autoplaySelector.instance.classList.add('_disabled');\n }\n }\n\n if(HtmlController.ContainerElementsById['autoplayDialog']) {\n var autoplayDialog: HtmlContainerElement = HtmlController.ContainerElementsById['autoplayDialog'];\n if(autoplayDialog != null && autoplayDialog.instance != null && !autoplayDialog.instance.classList.contains('_disabled')) {\n autoplayDialog.instance.classList.add('_disabled');\n }\n }\n\n if(BetManager.DenomContainer != null) {\n BetManager.DenomContainer.disable();\n }\n\n if(BetManager.CoinCountContainer != null) {\n BetManager.CoinCountContainer.disable();\n }\n\n if(action !== UserAction.ActionExit && DataManager.SimilarGames != null) {\n DataManager.SimilarGames.disable();\n }\n\n switch (action) {\n case '':\n this.disableAllUiDispatchers(action);\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n playSound = false;\n break;\n case UserAction.ActionHelpTerminal:\n ModuleManager.cycleHelp();\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionGameRoundReport:\n HtmlController.dispatchUiAction('');\n\n GameApp.openGameRoundHistory(true);\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionExit:\n this.disableAllUiDispatchers(action);\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n if(DataManager.SimilarGames != null && DataManager.SimilarGames.enabled) {\n if(DataManager.SimilarGames.open()) {\n } else {\n this.dispatchUiAction('');\n }\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n } else {\n Platforms.Platforms.exitHandler = 'exitBtn';\n GameApp.exit();\n }\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionExit + '2':\n Platforms.Platforms.exitHandler = 'similarGamesExitBtn';\n GameApp.exit();\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionToggleSound:\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.toggle();\n } else {\n if (HtmlController.UiActionElements[UserAction.ActionToggleSound] != null) {\n for (var i: number = 0; i < HtmlController.UiActionElements[UserAction.ActionToggleSound].length; i++) {\n var ele: HtmlButtonElement = HtmlController.UiActionElements[UserAction.ActionToggleSound][i];\n if (ele.instance != null) {\n if (ele.instance.classList.contains('off')) {\n ele.instance.classList.remove('off');\n ele.instance.classList.add('on3');\n PIXI.sound.volumeAll = 1;\n AppContext.current.setVolume(3);\n Platforms.Platforms.setVolume(3);\n } else if (ele.instance.classList.contains('on1')) {\n ele.instance.classList.remove('on1');\n ele.instance.classList.add('off');\n playSound = false;\n PIXI.sound.volumeAll = 0;\n AppContext.current.setVolume(0);\n Platforms.Platforms.setVolume(0);\n } else if (ele.instance.classList.contains('on2')) {\n ele.instance.classList.remove('on2');\n ele.instance.classList.add('on1');\n PIXI.sound.volumeAll = 0.25;\n AppContext.current.setVolume(1);\n Platforms.Platforms.setVolume(1);\n } else if (ele.instance.classList.contains('on3')) {\n ele.instance.classList.remove('on3');\n ele.instance.classList.add('on2');\n PIXI.sound.volumeAll = 0.5;\n AppContext.current.setVolume(2);\n Platforms.Platforms.setVolume(2);\n }\n }\n }\n }\n }\n break;\n case UserAction.ActionToggleBet:\n this.disableAllUiDispatchers(action);\n this.toggleUiAction(action, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n break;\n case UserAction.ActionTogglePaytable:\n this.toggleUiAction(action, 'toggle');\n this.toggleUiAction(UserAction.ActionHelpOn, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n Paytable.instance.updateDataValues();\n break;\n case UserAction.ActionToggleMenu:\n this.toggleUiAction(action, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'remove');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionToggleMenuBack:\n this.toggleUiAction(UserAction.ActionToggleMenu, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionHelpOn:\n this.disableAllUiDispatchers(action);\n this.toggleUiAction(action, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n\t\t\t\tPlatforms.Platforms.gotoHelp();\n break;\n case UserAction.ActionHelpOff:\n this.disableAllUiDispatchers(action);\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionPaytableOn:\n this.disableAllUiDispatchers(action);\n this.toggleUiAction(action, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'remove');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n\t\t\t\tPlatforms.Platforms.gotoPaytable();\n Paytable.instance.updateDataValues();\n break;\n case UserAction.ActionPaytableOff:\n this.disableAllUiDispatchers(action);\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionSwitchControls:\n let body = document.body;\n if(body.classList.contains('reverse')) {\n body.classList.remove('reverse');\n } else {\n body.classList.add('reverse');\n }\n break;\n case UserAction.ActionSettingsOn:\n this.disableAllUiDispatchers(action);\n this.toggleUiAction(action, 'toggle');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n Platforms.Platforms.gotoSettings();\n break;\n case UserAction.ActionSettingsOff:\n this.disableAllUiDispatchers(action);\n this.changeUiAcionDispatchers(UserAction.ActionMenuOn, 'remove');\n this.changeUiAcionDispatchers(UserAction.ActionMenuOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionHelpOff, 'add');\n this.changeUiAcionDispatchers(UserAction.ActionPaytableOff, 'add');\n if(HtmlController.SoundContainer != null) {\n HtmlController.SoundContainer.disable();\n }\n break;\n case UserAction.ActionQuickspinDialogOff:\n QuickspinDialog.closeDialog();\n break;\n case UserAction.ActionQuickspinToggle:\n DataManager.quickspinSet();\n break;\n case UserAction.ActionVibrationToggle:\n DataManager.vibrationSet();\n break;\n default:\n if (DEBUG) {\n this.log('No element with ui disptacher: ' + action);\n }\n }\n\n if (playSound) {\n PlayList.play('SND_Click');\n }\n }\n\n /**\n * Disable all ui dispatcher at once.\n * @method disableAllUiDispatchers\n * @param action string name of action\n * @return void\n */\n private static disableAllUiDispatchers(action: string): void {\n for (var key in this.UiDispatchElements) {\n for (var i: number = 0; i < this.UiDispatchElements[key].length; i++) {\n if (this.UiDispatchElements[key][i].instance.classList.contains(HtmlController.DisabledClass) === false && key != action) {\n this.UiDispatchElements[key][i].instance.classList.add(HtmlController.DisabledClass);\n if (this.UiActionDispatchElements[key] != null) {\n for (var j: number = 0; j < this.UiActionDispatchElements[key].length; j++) {\n this.UiActionDispatchElements[key][j].instance.classList.toggle(HtmlController.DisabledClass);\n }\n }\n }\n }\n }\n }\n\n /**\n * Toggle disable for specific UI dispatcher.\n * @method changeUiAcionDispatchers\n * @param action string name of action\n * @param type string\n * @return void\n */\n private static changeUiAcionDispatchers(action: string, type: string): void {\n if (this.UiActionDispatchElements[action] != null) {\n for (var i: number = 0; i < this.UiActionDispatchElements[action].length; i++) {\n if (type === 'add') {\n if (this.UiActionDispatchElements[action][i].instance.classList\n .contains(HtmlController.DisabledClass) ===\n false) {\n this.UiActionDispatchElements[action][i].instance.classList.add(HtmlController.DisabledClass);\n }\n } else if (type === 'remove') {\n this.UiActionDispatchElements[action][i].instance.classList.remove(HtmlController.DisabledClass);\n } else {\n this.UiActionDispatchElements[action][i].instance.classList.toggle(HtmlController.DisabledClass);\n }\n }\n }\n }\n\n /**\n * Toggle disable for specific UI action.\n * @method toggleUiAction\n * @param action string name of action\n * @param type string\n * @return void\n */\n private static toggleUiAction(action: string, type: string): void {\n if (this.UiDispatchElements[action] != null) {\n for (var i: number = 0; i < this.UiDispatchElements[action].length; i++) {\n if (type === 'add') {\n if (this.UiDispatchElements[action][i].instance.classList\n .contains(HtmlController.DisabledClass) ===\n false) {\n this.UiDispatchElements[action][i].instance.classList.add(HtmlController.DisabledClass);\n }\n } else if (type === 'remove') {\n this.UiDispatchElements[action][i].instance.classList.remove(HtmlController.DisabledClass);\n } else {\n this.UiDispatchElements[action][i].instance.classList.toggle(HtmlController.DisabledClass);\n }\n }\n }\n }\n\n /**\n * Update all elements with one data id.\n * @method updateDataElement\n * @param data string data id\n * @param value string value for this data id\n * @return void\n */\n static updateDataElement(data: string, value: string): void {\n if (this.DataElements[data] != null) {\n for (var i: number = 0; i < this.DataElements[data].length; i++) {\n HtmlController.currencyNoZero(data, value);\n this.DataElements[data][i].setText(value);\n }\n } else {\n if (DEBUG) {\n this.log('No element with data id: ' + data);\n }\n }\n }\n\n /**\n * Update all elements which has set some data id.\n * @method updateDataElements\n * @param gameData Object\n * @return void\n */\n static updateDataElements(gameData: { [data: string]: string; }): void {\n if (DEBUG) {\n this.log('udpateDataElements');\n }\n\n for (var key in gameData) {\n if (this.DataElements[key] != null) {\n for (var i: number = 0; i < this.DataElements[key].length; i++) {\n HtmlController.currencyNoZero(key, gameData[key]);\n this.DataElements[key][i].setText(gameData[key]);\n }\n } else {\n if (DEBUG) {\n this.log('No element with data id: ' + key);\n }\n }\n }\n }\n\n static currencyNoZero(data: string, value: string): void\n {\n let parsedValue: number;\n\n if(value === '') {\n parsedValue = 0;\n } else {\n parsedValue = parseFloat(value);\n }\n\n if(data === GameData.DataTotalWin) {\n if(parsedValue === 0) {\n HtmlController.toggleElementsByClass('currencyNoZero');\n } else {\n HtmlController.toggleElementsByClass('currencyNoZero', true);\n }\n } else if(data === GameData.DataGambleColorWin) {\n if(parsedValue === 0) {\n HtmlController.toggleElementsByClass('gambleCurrencyNoZero');\n } else {\n HtmlController.toggleElementsByClass('gambleCurrencyNoZero', true);\n }\n }\n }\n\n static toggleElementsByClass(cls: string, show: boolean = false): void\n {\n var elements: HTMLCollectionOf = document.getElementsByClassName(cls);\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n if(show) {\n element.style.display = '';\n } else {\n element.style.display = 'none';\n }\n\n }\n }\n }\n\n /**\n * Update all elements which has set some action id.\n * @method updateActionElements\n * @param actionData Object\n * @return void\n */\n static updateActionElements(actionData: Object): void {\n if (DEBUG) {\n this.log('updateActionElements');\n }\n\n for (var key in actionData) {\n if (this.ActionElements[key] != null) {\n var i: number;\n for (i = 0; i < this.ActionElements[key].length; i++) {\n this.ActionElements[key][i].changeState(actionData[key]);\n }\n\n if(this.ActionsHoldersElements[key] != null) {\n for (i = 0; i < this.ActionsHoldersElements[key].length; i++) {\n this.ActionsHoldersElements[key][i].changeState(actionData[key]);\n }\n }\n } else {\n if (DEBUG) {\n var keys = lodash.keys(this.ActionElements).join(';');\n\n this.log('No element with data id: ' + key + ', current keys: ' + keys);\n }\n }\n }\n }\n\n static updateActionElement(key: string, value: boolean): void {\n\n var i: number;\n if(this.ActionElements[key] != null) {\n for (i = 0; i < this.ActionElements[key].length; i++) {\n this.ActionElements[key][i].changeState(value);\n }\n }\n\n if(this.ActionsHoldersElements[key] != null) {\n for (i = 0; i < this.ActionsHoldersElements[key].length; i++) {\n this.ActionsHoldersElements[key][i].changeState(value);\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('HtmlController', data);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/HtmlController.ts\n **/","/**\n* Static variables of all UI action ids.\n* This variables can be used in xml as UiAction=\"{id}\".\n* @class UserAction\n*/\nexport class UserAction {\n // sound\n static ActionToggleSound: string = 'TOGGLE_SOUND';\n\n // exit\n static ActionExit: string = 'EXIT';\n\n // paytable\n static ActionTogglePaytable: string = 'TOGGLE_PAYTABLE';\n static ActionPaytableOn: string = 'PAYTABLE_ON';\n static ActionPaytableOff: string = 'PAYTABLE_OFF';\n\n // menu\n static ActionMenuOn: string = 'MENU_ON';\n static ActionMenuOff: string = 'MENU_OFF';\n static ActionToggleMenu: string = 'TOGGLE_MENU';\n static ActionToggleMenuBack: string = 'TOGGLE_MENU_BACK';\n static ActionSwitchControls: string = 'SWITCH_CONTROLS';\n\n // help\n static ActionHelpOn: string = 'HELP_ON';\n static ActionHelpOff: string = 'HELP_OFF';\n static ActionHelpTerminal: string = 'TERMINAL_HELP_CYCLE';\n\n // bet\n static ActionToggleBet: string = 'TOGGLE_BET';\n\n // settings\n static ActionSettingsOn: string = 'SETTINGS_ON';\n static ActionSettingsOff: string = 'SETTINGS_OFF';\n\n // quickspin\n static ActionQuickspinDialogOff: string = 'QUICKSPIN_DIALOG_OFF';\n static ActionQuickspinToggle: string = 'QUICKSPIN_TOGGLE';\n\n //vibration\n static ActionVibrationToggle: string = 'VIBRATION_TOGGLE';\n\n static ActionGameRoundReport: string = 'GAME_ROUND_REPORT';\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/UserAction.ts\n **/","import {FrameTimerEventEmitter, FrameTimerEvents, CreateFrameTimer} from '../../../Utils/FrameTimer';\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {StageController} from \"../../../Components/StageController\";\nimport {FrameTimerPool} from \"../../../Utils/FrameTimerPool\";\nimport {TweenMax} from 'gsap';\nimport {PageVisibilityHandler} from \"../../../CustomComponents/PageVisibilityHandler\";\nimport {Platforms} from \"neo-games\";\nimport {DataManager} from \"../../../Managers/DataManager\";\n\nexport class QuickspinDialog\n{\n private static _opened: boolean = false;\n private static _wasOpened: boolean = false;\n private static _container: HTMLElement;\n\n static openDialog(): void\n {\n QuickspinDialog.initializeDialog();\n\n if(!QuickspinDialog._opened && !QuickspinDialog._wasOpened) {\n if (QuickspinDialog._container != null && QuickspinDialog._container.classList.contains('_disabled')) {\n QuickspinDialog._container.classList.remove('_disabled');\n }\n\n PIXI.sound.pauseAll();\n StageController.pauseAnimations();\n FrameTimerPool.pause();\n TweenMax.pauseAll();\n\n PageVisibilityHandler.Enabled = false;\n QuickspinDialog._opened = true;\n QuickspinDialog._wasOpened = true;\n\n Platforms.Platforms.dialogOpened('quickspin', true);\n }\n }\n\n static closeDialog(): void\n {\n if(QuickspinDialog._opened) {\n QuickspinDialog.initializeDialog();\n if (QuickspinDialog._container != null && !QuickspinDialog._container.classList.contains('_disabled')) {\n QuickspinDialog._container.classList.add('_disabled');\n }\n\n PIXI.sound.resumeAll();\n StageController.resumeAnimations();\n FrameTimerPool.unpause();\n TweenMax.resumeAll();\n\n PageVisibilityHandler.Enabled = true;\n QuickspinDialog._opened = false;\n\n Platforms.Platforms.quickSpinDialog(DataManager.quickspinEnabled());\n Platforms.Platforms.dialogOpened('quickspin', false);\n }\n }\n\n private static initializeDialog(): void\n {\n if(QuickspinDialog._container == null) {\n QuickspinDialog._container = document.getElementById('quickspinDialog');\n }\n }\n}\n\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/QuickspinDialog.ts\n **/","import {FrameTimerPool} from \"../Utils/FrameTimerPool\";\nimport {TweenMax} from 'gsap';\n\nexport class PageVisibilityHandler {\n\n public static Enabled: boolean = true;\n\n private static Timer: number;\n\n public static handle(): void {\n\n let hidden: string;\n let visibilityChange: string;\n if (typeof document.hidden !== \"undefined\") {\n hidden = \"hidden\";\n visibilityChange = \"visibilitychange\";\n } else if (typeof document.mozHidden !== \"undefined\") {\n hidden = \"mozHidden\";\n visibilityChange = \"mozvisibilitychange\";\n } else if (typeof document.msHidden !== \"undefined\") {\n hidden = \"msHidden\";\n visibilityChange = \"msvisibilitychange\";\n } else if (typeof document.webkitHidden !== \"undefined\") {\n hidden = \"webkitHidden\";\n visibilityChange = \"webkitvisibilitychange\";\n } else {\n return;\n }\n\n document.addEventListener(visibilityChange, (e: any) => {\n if (PageVisibilityHandler.Enabled) {\n let isIos = /iPad|iPhone|iPod|MacIntel/.test(navigator.platform);\n\n if (document[hidden]) {\n PageVisibilityHandler.pauseAll();\n } else {\n if (isIos) {\n clearTimeout(PageVisibilityHandler.Timer);\n PageVisibilityHandler.Timer = setTimeout(() => {\n PageVisibilityHandler.resumeAll();\n }, 200);\n } else {\n PageVisibilityHandler.resumeAll();\n }\n }\n }\n }, false);\n\n // https://github.com/pixijs/sound/issues/126#issuecomment-1460499693\n window.addEventListener('focus', () => {\n let isIos = /iPad|iPhone|iPod|MacIntel/.test(navigator.platform);\n if (isIos) {\n const context : any = PIXI.sound.context.audioContext;\n\n if (context.state === 'suspended' || context.state === 'interrupted') {\n context.resume();\n }\n }\n });\n }\n\n public static pauseAll(): void {\n TweenMax.pauseAll();\n FrameTimerPool.pause();\n PIXI.sound.pauseAll();\n }\n\n public static resumeAll(): void {\n TweenMax.resumeAll();\n FrameTimerPool.unpause();\n PIXI.sound.resumeAll();\n PIXI.sound.unmuteAll();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PageVisibilityHandler.ts\n **/","import {Configuration} from \"../../../Components/Configuration\";\nimport {HtmlController} from \"../../../HTMLComponents/HtmlController\";\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {NumberUtils} from \"neo-common\";\nimport {BetManager} from \"../../../Managers/BetManager\";\nimport {Languages} from \"../../../Utils/Languages\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {GameData} from \"../Datas/GameData\";\nimport {DataManager} from \"../../../Managers/DataManager\";\n\nexport class Paytable\n{\n static Configurations = {\n PAYTABLE_COUNT_PREFIX: '',\n PAYTABLE_COUNT_POSTFIX: '',\n PAYTABLE_VALUE_PREFIX: '',\n PAYTABLE_VALUE_POSTFIX: 'x'\n };\n\n public static instance: Paytable;\n\n private _pages: HTMLCollectionOf;\n private _paginations: HTMLCollectionOf;\n private _defaultFontSize: number;\n private _defaultWidth: number;\n private _maxBet: number;\n\n constructor()\n {\n Paytable.instance = this;\n }\n\n initialize(): void\n {\n let prewPageButton: HTMLElement = document.getElementById('paytableButtonLeft');\n let nextPageButton: HTMLElement = document.getElementById('paytableButtonRight');\n\n if(prewPageButton != null) {\n prewPageButton.onclick = this.prewPage.bind(this);\n }\n\n if(nextPageButton != null) {\n nextPageButton.onclick = this.nextPage.bind(this);\n }\n\n this._pages = document.getElementsByClassName('paytablePage');\n this._paginations = document.getElementsByClassName('paytablePageNumber');\n\n this.updateDataValues();\n }\n\n public updateDataValues(): void {\n var config: Element = Configuration.Configurations['PaytableConfiguration'];\n\n if (config != null) {\n var data = {};\n var next: Element = config.firstElementChild;\n var maxValue = 0;\n while (next != null) {\n if (next.hasAttribute('Symbol')) {\n var id: string = next.getAttribute('Symbol');\n var attrCounts: string = null;\n var attrValues: string = null;\n\n var i: number;\n if (next.hasAttribute('Counts')) {\n attrCounts = next.getAttribute('Counts');\n var counts: Array = next.getAttribute('Counts').split(';');\n for (i = 0; i < counts.length; i++) {\n data['PTB_SYMBOL_' + id + '_COUNT_' + (i + 1)] = Paytable.Configurations.PAYTABLE_COUNT_PREFIX + counts[i] + Paytable.Configurations.PAYTABLE_COUNT_POSTFIX;\n }\n }\n\n if (next.hasAttribute('Values')) {\n attrValues = next.getAttribute('Values');\n let valueSuffix = next.getAttribute('ValueSuffix');\n var values: Array = next.getAttribute('Values').split(';');\n for (i = 0; i < values.length; i++) {\n if (parseInt(values[i]) > maxValue) {\n maxValue = parseInt(values[i]);\n }\n if (id !== '10') {\n data['PTB_SYMBOL_' + id + '_VALUE_' + (i + 1)] = this.getPaytableValue(values[i]);\n } else {\n data['PTB_SYMBOL_' + id + '_VALUE_' + (i + 1)] = Paytable.Configurations.PAYTABLE_VALUE_PREFIX + values[i] + (valueSuffix !== null ? valueSuffix : Paytable.Configurations.PAYTABLE_VALUE_POSTFIX);\n }\n }\n }\n }\n next = next.nextElementSibling;\n }\n\n if (AppContext != null && AppContext.gameConfiguration.PaytableUseValue) {\n let elements = document.getElementsByClassName('ptbTotalBetMultiplierDisplay');\n for (let i = 0; i < elements.length; i++) {\n elements[i].classList.add('_hidden');\n }\n\n elements = document.getElementsByClassName('ptbTotalBetMultiplier');\n for (let i = 0; i < elements.length; i++) {\n elements[i].classList.add('_invisible');\n }\n }\n\n if (data != null) {\n this.updateFontSize(maxValue, data);\n HtmlController.updateDataElements(data);\n }\n\n this.customContent();\n }\n }\n\n private getPaytableValue(value: string, valueSepratator: string = '-'): string {\n const valueArray = value.split(valueSepratator);\n\n for (let i = 0; i < valueArray.length; i++) {\n if (AppContext != null && AppContext.gameConfiguration.PaytableUseValue) {\n valueArray[i] = Languages.formatText(Languages.FormatMoney, NumberUtils.multiply(valueArray[i], BetManager.Bet)) + ' ' + DataManager.getDataById(GameData.DataCurrency);\n } else {\n valueArray[i] = Paytable.Configurations.PAYTABLE_VALUE_PREFIX + valueArray[i] + Paytable.Configurations.PAYTABLE_VALUE_POSTFIX;\n }\n\n }\n\n return valueArray.join(valueSepratator);\n }\n\n private updateFontSize(maxValue: number, data: Object): void {\n if (AppContext != null && !AppContext.gameConfiguration.PaytableUseValue) {\n return;\n }\n\n let elements = HtmlController.DataElements['PTB_SYMBOL_1_VALUE_1'];\n let conversionRate = 1;\n\n if (elements != null && elements.length > 0) {\n const element = elements[0].instance;\n element.removeAttribute('style');\n if (this._defaultWidth == undefined) {\n this._defaultFontSize = parseInt(window.getComputedStyle(element).fontSize);\n const defaultWidth = window.getComputedStyle(element).width;\n this._defaultWidth = defaultWidth.indexOf('%') > -1 ? undefined : parseInt(window.getComputedStyle(element).width);\n this._maxBet = Math.max(...BetManager.TotalBets);\n }\n\n element.textContent = Languages.formatText(Languages.FormatMoney, NumberUtils.multiply(maxValue, BetManager.Bet)) + ' ' + DataManager.getDataById(GameData.DataCurrency);\n element.style.fontSize = this._defaultFontSize + 'px';\n element.style.width = 'auto';\n element.style.whiteSpace = 'nowrap';\n element.offsetWidth;\n let currentWidth = parseFloat(window.getComputedStyle(element).width);\n conversionRate = this._defaultWidth / (currentWidth * 1.1); //1.1 is padding\n if (isNaN(conversionRate) || conversionRate > 1) {\n conversionRate = 1;\n }\n element.style.fontSize = '';\n element.style.width = '';\n }\n let fontConversion = window['CHANNEL'] == 'mobile' ? 0.95 : 1;\n let fontSize = Math.floor((this._defaultFontSize * conversionRate) * fontConversion) + 'px';\n for (let key in data) {\n elements = HtmlController.DataElements[key];\n\n if (elements != null) {\n for (let i = 0; i < elements.length; i++) {\n elements[i].instance.style.fontSize = fontSize;\n }\n }\n }\n }\n\n private customContent(): void {\n if (AppContext != null && !AppContext.gameConfiguration.PaytableUseValue) {\n return;\n }\n\n /* Dont`t resize\n * */\n const preventResizeIds = ['PTB_SYMBOL_10_VALUE_2'];\n preventResizeIds.forEach(value => {\n if(value) {\n const elements = HtmlController.DataElements[value];\n\n if (elements != null) {\n for (let i = 0; i < elements.length; i++) {\n elements[i].instance.removeAttribute('style');\n }\n }\n }\n });\n }\n\n private prewPage(): void\n {\n let activeIndex: number = this.disableElementsAndReturnActive();\n if(this._pages != null) {\n if(activeIndex === 0) {\n this._pages[this._pages.length - 1].classList.remove('_disabled');\n this._pages[this._pages.length - 1].classList.add('_active');\n } else {\n this._pages[activeIndex - 1].classList.remove('_disabled');\n this._pages[activeIndex - 1].classList.add('_active');\n }\n PlayList.play('SND_Click');\n }\n if(this._paginations != null) {\n if(activeIndex === 0) {\n this._paginations[this._paginations.length - 1].classList.remove('_disabled');\n this._paginations[this._paginations.length - 1].classList.add('_active');\n } else {\n this._paginations[activeIndex - 1].classList.remove('_disabled');\n this._paginations[activeIndex - 1].classList.add('_active');\n }\n }\n }\n\n private nextPage(): void\n {\n let activeIndex: number = this.disableElementsAndReturnActive();\n if(this._pages != null) {\n if(activeIndex === this._pages.length - 1) {\n this._pages[0].classList.remove('_disabled');\n this._pages[0].classList.add('_active');\n } else {\n this._pages[activeIndex + 1].classList.remove('_disabled');\n this._pages[activeIndex + 1].classList.add('_active');\n }\n PlayList.play('SND_Click');\n }\n if(this._paginations != null) {\n if(activeIndex === this._paginations.length - 1) {\n this._paginations[0].classList.remove('_disabled');\n this._paginations[0].classList.add('_active');\n } else {\n this._paginations[activeIndex + 1].classList.remove('_disabled');\n this._paginations[activeIndex + 1].classList.add('_active');\n }\n }\n }\n\n private disableElementsAndReturnActive(): number\n {\n let activeIndex: number = 0;\n for (var i: number = 0; i < this._pages.length; i++) {\n var element: HTMLElement = this._pages[i];\n if (element != null) {\n if(!element.classList.contains('_disabled')) {\n element.classList.add('_disabled');\n }\n if(element.classList.contains('_active')) {\n activeIndex = i;\n element.classList.remove('_active');\n }\n }\n }\n\n for (var i: number = 0; i < this._paginations.length; i++) {\n var element: HTMLElement = this._paginations[i];\n if (element != null) {\n if(!element.classList.contains('_disabled')) {\n element.classList.add('_disabled');\n }\n if(element.classList.contains('_active')) {\n element.classList.remove('_active');\n }\n }\n }\n\n return activeIndex;\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Paytable/Paytable.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"./ComponentTypes\";\n\n/**\n * Configuration hold elements configurations from xml by ID.\n * @class Configuration\n */\n@engineComponent(ComponentTypes.Element)\nexport class Configuration\n{\n\n static Configurations: { [id: string]: Element; } = {};\n\n}\n\nexport const GeneralConfigurationAttributes = {\n /**\n * ReelCount is count of reels on screen for game.\n * @property ReelCount\n * @default null\n */\n REEL_COUNT: 'ReelCount',\n /**\n * ReelX is array of x position for reels.\n * @property ReelX\n * @default null\n */\n REEL_X: 'ReelX',\n /**\n * ReelY is array of y position for reels.\n * @property ReelY\n * @default null\n */\n REEL_Y: 'ReelY',\n /**\n * Standard symbol width without offsets.\n * @property SymbolWidth\n * @default null\n */\n SYMBOL_WIDTH: 'SymbolWidth',\n /**\n * Standard symbol height without offsets.\n * @property SymbolHeight\n * @default null\n */\n SYMBOL_HEIGHT: 'SymbolHeight',\n /**\n * @property SymbolBottomCount\n */\n SYMBOL_BOTTOM_COUNT: 'SymbolBottomCount',\n /**\n *@property SymbolTopCount\n */\n SYMBOL_TOP_COUNT: 'SymbolTopCount',\n /**\n * Number of symbols visible on reel.\n * @property VisibleSymbolCount\n * @default null\n */\n VISIBLE_SYMBOL_COUNT: 'VisibleSymbolCount',\n /**\n * Wins multipliers (need WinsAnimations with same array length).\n * @property WinsMultipliers\n * @default null\n */\n WINS_MULTIPLIERS: 'WinsMultipliers',\n /**\n * Wins animations (need WinsMultipliers with same array length).\n * @property WinsAnimations\n * @default null\n */\n WINS_ANIMATIONS: 'WinsAnimations'\n};\n\nexport const ReelConfigurationAttributes = {\n /**\n * ForceSpeed of rotation in frames.\n * @property ForceSpeed\n * @default 3\n */\n FORCE_SPEED: 'ForceSpeed',\n /**\n * Multiplier for force speed.\n * @property ForceSpeedMultipler\n * @default 1.5\n */\n FORCE_SPEED_MULTIPLER: 'ForceSpeedMultipler',\n /**\n * Pre roll height in pixels.\n * @property PreRoll\n * @default 180\n */\n PRE_ROLL: 'PreRoll',\n /**\n * Pre roll speed in frames.\n * @property PreRollSpeed\n * @default 10\n */\n PRE_ROLL_SPEED: 'PreRollSpeed',\n /**\n * Post roll height in pixels.\n * @property PostRoll\n * @default 180\n */\n POST_ROLL: 'PostRoll',\n /**\n * Post roll speed in frames.\n * @property PostRollSpeed\n * @default 5\n */\n POST_ROLL_SPEED: 'PostRollSpeed',\n /**\n * Speed of rotation in frames.\n * @property Speed\n * @default 3\n */\n SPEED: 'Speed'\n};\n\nexport const MachineConfigurationAttributes = {\n /**\n * Min spin rotation in frames.\n * @property MinSpinRotation\n * @default 40\n */\n MIN_SPIN_ROTATION: 'MinSpinRotation',\n /**\n * Min spin rotation in frames for outro high wins.\n * @property MinSpinRotationLong\n * @default 100\n */\n MIN_SPIN_ROTATION_LONG: 'MinSpinRotationLong',\n /**\n * Delay to start rotation in frames.\n * @property StartDelay\n * @default 3\n */\n START_DELAY: 'StartDelay',\n /**\n * Delay to stop rotation in frames.\n * @property StopDelay\n * @default 10\n */\n STOP_DELAY: 'StopDelay',\n /**\n * Configuration ID for reels.\n * @property StopDelay\n * @type string\n * @default null\n */\n REEL_CONFIGURATION: 'ReelConfiguration',\n /**\n * Teasings defined array of symbols which will go after reel stopped to teaser state.\n * @property Teasings\n * @default null\n *\n * @deprecated Use TeasingSymbols istead Teasing\n */\n TEASINGS: 'Teasings',\n /**\n * Teasings defined array of symbols which will go after reel stopped to teaser state.\n * @property Teasings\n * @default null\n */\n TEASING_SYMBOLS: 'TeasingSymbols',\n /**\n *\n */\n TEASING_STOP_DELAY: 'TeasingStopDelay'\n};\n\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Configuration.ts\n **/","import {Configuration} from \"../../../Components/Configuration\";\nimport {HtmlController} from \"../../../HTMLComponents/HtmlController\";\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {AppContext} from '../../../../Common/AppContext';\nimport {UriHelper} from \"neo-common\";\nimport {GameApp} from '../../../GameApp';\nimport {Platforms} from \"neo-games\";\n\nexport class SimilarGames\n{\n public enabled: boolean = false;\n\n private _holder: HTMLElement;\n private _pagesHolder: HTMLElement;\n private _pagingHolder: HTMLElement;\n private _pages: Array = [];\n private _paging: Array = [];\n private _actualPage: number = 0;\n\n constructor()\n {\n\n }\n\n initialize(): void\n {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.ShowSimilarGames && AppContext.gameConfiguration.StaticContentUrl !== '' && this.getSimilarGamesList().length > 0) {\n this._holder = document.getElementById('similarGames');\n this._pagesHolder = document.getElementById('similarGamesPagesContainer');\n this._pagingHolder = document.getElementById('similarGamesPaging');\n\n if(this._holder != null && this._pagesHolder != null) {\n this.createPages();\n this.enabled = true;\n }\n }\n }\n\n private getSimilarGamesList(): Array {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.SimilarGamesList.length > 0) {\n return AppContext.gameConfiguration.SimilarGamesList.filter(e => e !== GameApp.key);\n }\n\n return [];\n }\n\n private createPages(): void\n {\n if(AppContext != null && AppContext.gameConfiguration != null && this.getSimilarGamesList().length > 0) {\n let filterArray: Array = this.getSimilarGamesList();\n let page: number = 0;\n for(let i: number = 0; i < filterArray.length; i++) {\n if(i % 15 === 0) {\n page = this.createNextPage();\n }\n this.createPageItem(filterArray[i], page);\n }\n }\n\n if(this._pages.length > 1) {\n let prewPageButton: HTMLElement = document.getElementById('similarGamesPrewArrow');\n let nextPageButton: HTMLElement = document.getElementById('similarGamesNextArrow');\n if(prewPageButton != null) {\n prewPageButton.classList.remove('_hidden');\n prewPageButton.onclick = this.prewPage.bind(this);\n }\n if(nextPageButton != null) {\n nextPageButton.classList.remove('_hidden');\n nextPageButton.onclick = this.nextPage.bind(this);\n }\n if(this._pagingHolder != null) {\n this._pagingHolder.classList.remove('_hidden');\n }\n }\n\n const exitBtn = document.getElementById('exitBtn');\n if(exitBtn != null) {\n if(AppContext != null && AppContext.gameConfiguration != null && AppContext.gameConfiguration.ShowExitGameButton) {\n exitBtn.classList.remove('_hidden');\n } else {\n exitBtn.classList.add('_hidden');\n }\n }\n }\n\n private createNextPage(): number\n {\n let newPage: HTMLDivElement = (document.createElement('div'));\n let newPageChild: HTMLDivElement = (document.createElement('div'));\n let newPaging: HTMLDivElement = (document.createElement('div'));\n\n newPage.classList.add('similarGamesPage');\n newPageChild.classList.add('customContent');\n newPaging.classList.add('similarGamesPageNumber');\n\n if(this._pages.length === 0) {\n newPage.classList.add('_active');\n newPaging.classList.add('_active');\n } else {\n newPage.classList.add('_disabled');\n }\n\n newPage.appendChild(newPageChild);\n\n this._pages.push(newPage);\n this._paging.push(newPaging);\n if(this._pagesHolder != null) {\n this._pagesHolder.appendChild(newPage);\n }\n if(this._pagingHolder != null) {\n this._pagingHolder.appendChild(newPaging);\n }\n\n return this._pages.length - 1;\n }\n\n private createPageItem(name: string, page: number): void\n {\n let itemHolder: HTMLDivElement = (document.createElement('div'));\n let item: HTMLDivElement = (document.createElement('div'));\n let itemLoading: HTMLDivElement = (document.createElement('div'));\n let itemLoadingIcon: HTMLDivElement = (document.createElement('div'));\n let itemLogo: HTMLDivElement = (document.createElement('div'));\n\n itemHolder.classList.add('similarGameContainer');\n item.classList.add('similarGameItem');\n itemLoading.classList.add('similarGameLoading');\n itemLoadingIcon.classList.add('loadingIcon');\n itemLogo.classList.add('similarGameLogo');\n itemLogo.setAttribute('game', name);\n\n let img = document.createElement(\"img\");\n img.setAttribute(\"src\", AppContext.gameConfiguration.StaticContentUrl + name + '/' + window['QUALITY'] + '/logo.jpg');\n img.addEventListener('load', this.setItemLogo.bind(this, itemLogo, itemLoading, name));\n\n itemHolder.appendChild(item);\n item.appendChild(itemLoading);\n itemLoading.appendChild(itemLoadingIcon);\n item.appendChild(itemLogo);\n itemLogo.onclick = this.selectGame.bind(this);\n\n if(this._pages[page] != null) {\n this._pages[page].firstChild.appendChild(itemHolder);\n }\n\n }\n\n private setItemLogo(itemLogo: HTMLDivElement, itemLoading: HTMLDivElement, name: string): void {\n itemLoading.parentNode.removeChild(itemLoading);\n itemLogo.style.background = 'url(' + AppContext.gameConfiguration.StaticContentUrl + name + '/' + window['QUALITY'] + '/logo.jpg)';\n }\n\n private prewPage(): void\n {\n if(!this.enabled) {\n return;\n }\n PlayList.play('SND_Click');\n this.disableAllPages();\n this._actualPage--;\n if(this._pages[this._actualPage] == null) {\n this._actualPage = this._pages.length - 1;\n }\n if(this._pages[this._actualPage] != null) {\n this._pages[this._actualPage].classList.remove('_disabled');\n this._pages[this._actualPage].classList.add('_active');\n }\n if(this._paging[this._actualPage] != null) {\n this._paging[this._actualPage].classList.add('_active');\n }\n }\n\n private nextPage(): void\n {\n if(!this.enabled) {\n return;\n }\n PlayList.play('SND_Click');\n this.disableAllPages();\n this._actualPage++;\n if(this._pages[this._actualPage] == null) {\n this._actualPage = 0;\n }\n if(this._pages[this._actualPage] != null) {\n this._pages[this._actualPage].classList.remove('_disabled');\n this._pages[this._actualPage].classList.add('_active');\n }\n if(this._paging[this._actualPage] != null) {\n this._paging[this._actualPage].classList.add('_active');\n }\n }\n\n private disableAllPages(): void\n {\n if(!this.enabled) {\n return;\n }\n for(let i: number = 0; i < this._pages.length; i++) {\n if(this._pages[i].classList.contains('_active')) {\n this._pages[i].classList.remove('_active');\n }\n if(!this._pages[i].classList.contains('_disabled')) {\n this._pages[i].classList.add('_disabled');\n }\n }\n\n for(let i: number = 0; i < this._paging.length; i++) {\n if(this._paging[i].classList.contains('_active')) {\n this._paging[i].classList.remove('_active');\n }\n }\n }\n\n private selectGame(e: any): void\n {\n if(!this.enabled) {\n return;\n }\n PlayList.play('SND_Click');\n if(e != null && e.target != null && e.target.hasAttribute('game')) {\n let urlInfo: Object = UriHelper.parseUrl(window.location.href, true, true);\n\n if(urlInfo != null && urlInfo['query']['serverUrl'] && urlInfo['hash']) {\n let serverUrl: string = urlInfo['query']['serverUrl'];\n let token: string = urlInfo['hash'].substring(1);\n let newUrl: string = serverUrl + 'Launch/' + e.target.getAttribute('game') + '?' + token;\n let root: HTMLElement = document.getElementById('root');\n if(root != null) {\n root.style.display = 'none';\n }\n Platforms.Platforms.gameChange(e.target.getAttribute('game'));\n if (Platforms.Platforms.handleChangeGame) {\n return;\n }\n\n // GameApp.gameClient.leaveGame();\n setTimeout(() => {window.location.replace(newUrl);}, 100);\n }\n\n }\n }\n\n public open(): boolean\n {\n if(this.enabled) {\n if(this._holder.classList.contains('_disabled')) {\n this._holder.classList.remove('_disabled');\n return true;\n } else {\n return false;\n }\n } else {\n return false;\n }\n }\n\n public disable(): void\n {\n if(!this.enabled) {\n return;\n }\n if(!this._holder.classList.contains('_disabled')) {\n this._holder.classList.add('_disabled');\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/SimilarGames/SimilarGames.ts\n **/","import {FrameTimerEventEmitter, FrameTimerEvents, CreateFrameTimer} from '../../../Utils/FrameTimer';\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {Platforms} from \"neo-games\";\n\nexport class LimitDialog\n{\n private static _opened: boolean = false;\n private static _limit: HTMLElement;\n private static _openTimer: FrameTimerEventEmitter;\n private static _closeTimer: FrameTimerEventEmitter;\n\n static openDialog(): void\n {\n LimitDialog.initializeDialog();\n\n if(!LimitDialog._opened) {\n LimitDialog._openTimer.start(1);\n if (LimitDialog._limit != null) {\n LimitDialog._limit.style.display = 'block';\n }\n\n LimitDialog._opened = true;\n Platforms.Platforms.dialogOpened('limit', true);\n }\n }\n\n static closeDialog(): void\n {\n if(LimitDialog._opened) {\n LimitDialog.initializeDialog();\n\n LimitDialog._closeTimer.start(60);\n if (LimitDialog._limit != null && !LimitDialog._limit.classList.contains('_disabled')) {\n LimitDialog._limit.classList.add('_disabled');\n }\n\n Platforms.Platforms.dialogOpened('limit', false);\n }\n }\n\n private static initializeDialog(): void\n {\n if(LimitDialog._limit == null) {\n LimitDialog._limit = document.getElementById('limitDialog');\n }\n\n if(LimitDialog._openTimer == null) {\n LimitDialog._openTimer = CreateFrameTimer('openTimer');\n LimitDialog._openTimer.on(FrameTimerEvents.Complete, this.showDialog);\n }\n\n if(LimitDialog._closeTimer == null) {\n LimitDialog._closeTimer = CreateFrameTimer('closeTimer');\n LimitDialog._closeTimer.on(FrameTimerEvents.Complete, this.hideDialog);\n }\n }\n\n private static showDialog(): void\n {\n LimitDialog.initializeDialog();\n\n if (LimitDialog._limit != null && LimitDialog._limit.classList.contains('_disabled')) {\n LimitDialog._limit.classList.remove('_disabled');\n PlayList.play('SND_BaseLimit');\n }\n }\n\n private static hideDialog(): void\n {\n LimitDialog.initializeDialog();\n if (LimitDialog._limit != null) {\n LimitDialog._limit.style.display = 'none';\n }\n\n LimitDialog._opened = false;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Dialogs/LimitDialog.ts\n **/","import {Communication, Plugins} from 'neo-games';\nimport {WebSocketClient} from '../Utils/WebSocketClient';\nimport {BalanceManager} from './BalanceManager';\nimport {GameManager} from './GameManager';\nimport {ApiClientCommunication} from 'neo-common';\nimport {ModuleManager} from './ModuleManager';\nimport {PageVisibilityHandler} from '../CustomComponents/PageVisibilityHandler';\nimport {HtmlController} from '../HTMLComponents/HtmlController';\nimport {AppContext} from '../../Common/AppContext';\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\nimport {Scaling} from '../Utils/Scaling';\nimport {WebSocketClientHub} from '../Utils/WebSocketClientHub';\nimport {DataManager} from \"./DataManager\";\n\nexport class NotificationManager {\n\n //******************************************************************************************************************\n // INSTANCE\n //******************************************************************************************************************\n\n private static instance: NotificationManager;\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n private webSocketClient: WebSocketClient;\n\n private webSocketClientHub: WebSocketClientHub;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor() {\n if (AppContext.gameConfiguration.ApplicationGatewayUrl) {\n this.webSocketClientHub = new WebSocketClientHub();\n } else {\n this.webSocketClient = new WebSocketClient();\n }\n\n this.bindMessages();\n }\n\n //******************************************************************************************************************\n // PRIVATE FUNCTIONS\n //******************************************************************************************************************\n\n private bindMessages(): void {\n if (this.webSocketClient != null) {\n this.webSocketClient.on('RefreshBalance', this.refreshBalance.bind(this));\n this.webSocketClient.on('CloseSession', this.closeSession.bind(this));\n this.webSocketClient.on('UpdateStatusBar', this.updateStatusBar.bind(this));\n }\n\n if (this.webSocketClientHub != null) {\n this.onReceiveMessage(this.messageReceiver.bind(this));\n }\n }\n\n //******************************************************************************************************************\n // GAME 2 SERVER\n //******************************************************************************************************************\n\n private sendMessage(message: Message): void {\n if (this.webSocketClient != null) {\n let methodName = message.action;\n let data = message.data;\n\n if (methodName == 'event/log') {\n methodName = 'LogEvent';\n }\n\n this.webSocketClient.sendMessage(methodName, data);\n }\n\n if (this.webSocketClientHub != null) {\n if (!this.webSocketClientHub.isConnectionEstablished()) {\n this.webSocketClientHub.addMessage(this.sendMessage.bind(this, message));\n return;\n }\n\n this.webSocketClientHub.sendMessage(message).then(() => {\n if (DEBUG) {\n console.log('Message received');\n }\n }).catch(error => {\n if (DEBUG) {\n console.log(error);\n }\n });\n }\n }\n\n private invokeCommand(message: Message): Promise {\n if (this.webSocketClientHub != null) {\n return this.webSocketClientHub.invokeCommand(message);\n }\n\n return Promise.reject({code: 'Hub connection not initialized'} as Result);\n }\n\n private onReceiveMessage(receiver: (message: Message) => void): void {\n if (this.webSocketClientHub != null) {\n this.webSocketClientHub.onReceiveMessage(receiver);\n }\n }\n\n private disconnect(): void {\n if (this.webSocketClientHub != null) {\n this.webSocketClientHub.disconnect();\n }\n }\n\n //******************************************************************************************************************\n // SERVER 2 GAME\n //******************************************************************************************************************\n\n private messageReceiver(message: Message): void {\n if (message == null) {\n if (DEBUG) {\n console.log('ERROR - message object was not received from websocket');\n }\n return;\n }\n\n if (message.application.toLowerCase() != 'neo') {\n if (DEBUG) {\n console.log('ERROR - message application was not \"NEO\"');\n }\n return;\n }\n\n if (message.service.toLowerCase() == 'notification') {\n switch (message.action.toLowerCase()) {\n case 'refreshbalance':\n this.refreshBalance(message.data);\n break;\n case 'closesession':\n this.closeSession();\n break;\n case 'updatestatusbar':\n this.updateStatusBar(message.data);\n break;\n }\n }\n\n if (message.service.toLowerCase() == 'servertime') {\n switch (message.action.toLowerCase()) {\n case 'update':\n this.updateServerTime(message.data);\n break;\n }\n }\n }\n\n private refreshBalance(data: any): void {\n BalanceManager.balanceReceived(data as Communication.Game.IBalance);\n\n //dynamic frb\n if (data['freeRounds'] != null) {\n FreeRoundBonus.updateRemainingCount(data['freeRounds']);\n }\n }\n\n private closeSession(): void {\n for (let key in Communication.Game.GameModules) {\n ModuleManager.disableChannelModule(Communication.Game.GameModules[key]);\n }\n\n PageVisibilityHandler.Enabled = false;\n PageVisibilityHandler.pauseAll();\n HtmlController.dispatchActionAllowed = false;\n\n GameManager.errorReceived({\n requestInfo: {\n request: NotificationManager,\n url: null,\n gameKey: null\n } as ApiClientCommunication.Types.IRequestInfo,\n httpStatusCode: 401\n } as ApiClientCommunication.Types.ApiClientError);\n }\n\n private updateStatusBar(data: any): void {\n let statusBar = Plugins.StatusBar.getInstance();\n if (statusBar.hasActiveWidget('statusBarMessage') && data != null && data['statusBarMessage']) {\n statusBar.add(Plugins.StatusBar.Types.StatusBarMessage, 'statusBarMessage', data['statusBarMessage']);\n Scaling.resizeRoot();\n }\n }\n\n private updateServerTime(data: any): void {\n if (data == null) {\n return;\n }\n\n DataManager.serverTimeReceived(data);\n }\n\n //******************************************************************************************************************\n // PUBLIC FUNCTIONS\n //******************************************************************************************************************\n\n public static initialize(): void {\n if (NotificationManager.instance == null) {\n NotificationManager.instance = new NotificationManager();\n }\n }\n\n public static sendMessage(message: Message): void {\n if (NotificationManager.instance != null) {\n NotificationManager.instance.sendMessage(message);\n }\n }\n\n public static invokeCommand(message: Message): Promise {\n if (NotificationManager.instance != null) {\n return NotificationManager.instance.invokeCommand(message);\n }\n\n return Promise.reject({code: 'Hub connection not initialized'} as Result);\n }\n\n public static onReceiveMessage(receiver: (message: Message) => void): void {\n if (NotificationManager.instance != null) {\n return NotificationManager.instance.onReceiveMessage(receiver);\n }\n }\n\n public static disconnect(): void {\n if (NotificationManager.instance != null) {\n NotificationManager.instance.disconnect();\n }\n }\n}\n\nexport interface Message {\n application: string;\n service: string;\n action: string;\n data: Object;\n}\n\nexport interface Result {\n code: string;\n data: Object;\n}\n\nexport interface ResultError extends Error {\n result: Result;\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/NotificationManager.ts\n **/","import GameClientHubConnection = GameClientHub.GameClientHubConnection;\nimport {UriHelper} from \"neo-common\";\nimport {AppContext} from \"../../Common/AppContext\";\n\nexport class WebSocketClient {\n\n private hubConnection: GameClientHubConnection;\n private connected: boolean;\n\n constructor() {\n this.connected = false;\n\n const urlInfo: Object = UriHelper.parseUrl(window.location.href, true, true);\n if(urlInfo != null && urlInfo['query']['serverUrl'] && urlInfo['hash']) {\n let serverUrl: string = urlInfo['query']['serverUrl'];\n\n try {\n this.hubConnection = new GameClientHub.GameClientHubConnection(serverUrl, this.getToken, AppContext.gameConfiguration);\n this.connected = true;\n } catch (e) {\n if (DEBUG) {\n console.log(\"ERROR websocket connection was not created: \" + e);\n }\n }\n }\n }\n\n private getToken(): string {\n let token = \"\";\n\n const urlInfo: Object = UriHelper.parseUrl(window.location.href, true, true);\n if(urlInfo != null && urlInfo['hash']) {\n token = urlInfo['hash'].substring(1).split('=')[1];\n }\n\n return token;\n }\n\n public sendMessage(methodName: string, data: any): void {\n if (this.hubConnection != null && this.connected) {\n this.hubConnection.sendMessage(methodName, data);\n }\n }\n\n public on(methodName: string, callbackFn: (message: string) => void): void {\n if (this.hubConnection != null) {\n this.hubConnection.on(methodName, callbackFn);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/WebSocketClient.ts\n **/","import ClientHubConnection = ClientHub.ClientHubConnection;\nimport Message = ClientHub.Message;\nimport UpdateTokenRequest = ClientHub.UpdateTokenRequest;\nimport {AppContext} from '../../Common/AppContext';\nimport {UriHelper} from \"neo-common\";\nimport Result = ClientHub.Result;\nimport {Platforms} from \"neo-games\";\n\nexport class WebSocketClientHub {\n\n private clientHubConnection: ClientHubConnection;\n private jwtToken: string;\n private connectionEstablished: boolean;\n private stackedMessages: Array;\n\n constructor() {\n if (AppContext.gameConfiguration == null) {\n return;\n }\n\n if (AppContext.gameConfiguration.ApplicationGatewayUrl === '') {\n return;\n }\n\n try {\n this.stackedMessages = [];\n this.connectionEstablished = false;\n this.clientHubConnection = new ClientHubConnection(AppContext.gameConfiguration.ApplicationGatewayUrl, this.getToken, () => {\n this.connectionEstablished = true;\n Platforms.Platforms.webSocketsInitialized();\n this.sendStackedMessages();\n });\n this.jwtToken = this.getToken();\n } catch (e) {\n if (DEBUG) {\n console.log(\"ERROR websocket connection was not created: \" + e);\n }\n }\n }\n\n private getToken(): string {\n let token = \"\";\n\n const urlInfo: Object = UriHelper.parseUrl(window.location.href, true, true);\n if(urlInfo != null && urlInfo['hash']) {\n token = urlInfo['hash'].substring(1).split('=')[1];\n }\n\n return token;\n }\n\n private tokenChanged(): boolean {\n const currentToken = this.getToken();\n return currentToken != this.jwtToken;\n }\n\n private updateToken(): void {\n if (!this.tokenChanged()) {\n return;\n }\n\n if (!this.clientHubConnection) {\n return;\n }\n\n const _self = this;\n const token = this.getToken();\n this.clientHubConnection.updateToken(new UpdateTokenRequest(token))\n .then(() => {\n if (DEBUG) {\n console.log(\"Websocket connection token was updated successfully.\");\n }\n _self.jwtToken = token;\n })\n .catch(e => {\n if (DEBUG) {\n console.log(\"ERROR websocket token was not updated: \" + e);\n }\n });\n }\n\n private sendStackedMessages(): void {\n for (let i = 0; i < this.stackedMessages.length; i++) {\n const fn = this.stackedMessages[i];\n if (fn) {\n fn();\n }\n }\n\n this.stackedMessages = [];\n }\n\n public addMessage(message: Function): void {\n if (this.stackedMessages != null) {\n this.stackedMessages.push(message);\n }\n }\n\n public isConnectionEstablished(): boolean {\n return this.connectionEstablished;\n }\n\n public sendMessage(message: Message): Promise {\n if (!this.clientHubConnection) {\n return Promise.reject(new Error('Not initialized'));\n }\n\n this.updateToken();\n return this.clientHubConnection.sendMessage(message);\n }\n\n public invokeCommand(message: Message): Promise {\n if (!this.clientHubConnection) {\n return Promise.reject({code: 'Not initialized'} as Result);\n }\n\n this.updateToken();\n return this.clientHubConnection.invokeCommand(message);\n }\n\n public onReceiveMessage(receiver: (message: Message) => void): void {\n if (!this.clientHubConnection) {\n return;\n }\n\n this.updateToken();\n this.clientHubConnection.onReceiveMessage(receiver);\n }\n\n public disconnect(): void {\n if (!this.clientHubConnection) {\n return;\n }\n\n this.clientHubConnection.disconnect()\n .catch(e => {\n console.log(\"ERROR websocket connection was disconnected: \" + e);\n });\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/WebSocketClientHub.ts\n **/","import {PlayList} from \"../../../../Components/Sounds/PlayList\";\nimport {GameApp} from \"../../../../GameApp\";\nimport {GameManager} from \"../../../../Managers/GameManager\";\nimport {Communication, Platforms} from \"neo-games\";\nimport {BaseModel} from \"../../../../GameComponents/Base/BaseModel\";\nimport {IErrorResponse} from \"neo-common/Engine/ApiClient/Types\";\nimport {Languages} from \"../../../../Utils/Languages\";\nimport {StringUtils, Utils} from \"neo-common\";\n\nexport class SessionTimer {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected static dialog: HTMLElement;\n\n protected static title: HTMLElement;\n\n protected static text: HTMLElement;\n\n protected static buttonsHolder: HTMLElement;\n\n protected static buttons: Array;\n\n protected static callback: (response: any) => void;\n\n protected static response: any;\n\n protected static step: number;\n\n protected static intervals: Array;\n\n protected static intervalIndex: number;\n\n protected static intervalHolder: HTMLElement;\n\n protected static intervalDisplay: HTMLElement;\n\n //******************************************************************************************************************\n // POSTPONE\n //******************************************************************************************************************\n\n public static postpone(callback: (response: any) => void, response: any): void {\n if (!Utils.isNullOrUndefined(response) && !Utils.isNullOrUndefined(response.messages) && response.messages.length > 0) {\n if (Utils.isNullOrUndefined(SessionTimer.dialog)) {\n SessionTimer.dialog = document.getElementById('messageDialog');\n\n if (!Utils.isNullOrUndefined(SessionTimer.dialog)) {\n SessionTimer.dialog.classList.add('sessionTimer');\n SessionTimer.title = SessionTimer.dialog.getElementsByTagName('h3')[0];\n SessionTimer.text = document.getElementById('messageDialogText');\n\n SessionTimer.buttonsHolder = document.getElementById('messageDialogButtons');\n SessionTimer.buttons = [];\n }\n }\n\n if (Utils.isNullOrUndefined(SessionTimer.dialog)) {\n callback(response);\n } else {\n SessionTimer.callback = callback;\n SessionTimer.response = response;\n SessionTimer.step = 0;\n SessionTimer.handle();\n }\n } else {\n callback(response);\n }\n }\n\n //******************************************************************************************************************\n // UPDATE DIALOG DATA\n //******************************************************************************************************************\n\n protected static updateDialogData(data: any): void {\n SessionTimer.resetDialogData();\n\n if (!Utils.isNullOrUndefined(data['title'])) {\n SessionTimer.title.innerHTML = data['title'];\n }\n\n if (!Utils.isNullOrUndefined(data['text'])) {\n SessionTimer.text.innerHTML = data['text'];\n }\n\n if (!Utils.isNullOrUndefined(data['actions'])) {\n SessionTimer.removeAllButtons();\n\n for (let i = 0; i < data['actions'].length; i++) {\n let action = data['actions'][i];\n\n switch(action.type) {\n case 'continue':\n SessionTimer.createButton(action['text'], SessionTimer.actionContinue.bind(this, action));\n break;\n case 'exit':\n SessionTimer.createButton(action['text'], SessionTimer.actionExit.bind(this, action));\n break;\n }\n }\n }\n\n if (!Utils.isNullOrUndefined(data['intervals'])) {\n SessionTimer.createIntervals(data['intervals']);\n }\n }\n\n protected static resetDialogData(): void {\n //default title\n SessionTimer.title.innerHTML = Languages.getRid('DLG_INFO');\n\n //remove all custom buttons\n SessionTimer.removeAllButtons();\n\n //create default continue button\n SessionTimer.createButton(Languages.getRid('CONTINUE'), SessionTimer.actionContinue);\n\n if (SessionTimer.intervalHolder != null) {\n SessionTimer.intervalHolder.parentElement.removeChild(SessionTimer.intervalHolder);\n SessionTimer.intervalHolder = null;\n }\n }\n\n protected static removeAllButtons(): void {\n while (SessionTimer.buttons.length > 0) {\n let button = SessionTimer.buttons.pop();\n SessionTimer.buttonsHolder.removeChild(button);\n }\n }\n\n protected static disableAllButtons(): void {\n for (let i = 0; i < SessionTimer.buttons.length; i++) {\n let button = SessionTimer.buttons[i];\n\n if (button != null) {\n button.classList.add('_disabled');\n button.onclick = null;\n }\n }\n }\n\n protected static createButton(text: string, action: (data: any) => void): void {\n let button: HTMLElement = document.createElement(\"div\");\n button.textContent = text;\n button.classList.add('dialogBtn', 'customDialogBtn');\n button.onclick = action;\n\n SessionTimer.buttonsHolder.appendChild(button);\n SessionTimer.buttons.push(button);\n }\n\n //******************************************************************************************************************\n // ACTIONS\n //******************************************************************************************************************\n\n protected static actionContinue(): void {\n PlayList.play('SND_Click');\n\n SessionTimer.disableAllButtons();\n\n let interval: number;\n if (SessionTimer.intervals != null && SessionTimer.intervalIndex > 0) {\n interval = SessionTimer.intervals[SessionTimer.intervalIndex];\n }\n GameManager.gameClient.resetRealityCheck(interval).then((response: Communication.Game.RealityCheckResponse) => {\n this.onActionContinueReceived();\n })\n }\n\n protected static onActionContinueReceived(): void {\n SessionTimer.handle();\n }\n\n protected static actionExit(): void {\n PlayList.play('SND_Click');\n\n SessionTimer.disableAllButtons();\n\n GameManager.gameClient.closeRealityCheck().then((response: Communication.Game.RealityCheckResponse) => {\n this.onActionExitReceived();\n })\n }\n\n protected static onActionExitReceived(): void {\n Platforms.Platforms.exitHandler = 'responsibleDialog';\n GameApp.exit();\n }\n\n //******************************************************************************************************************\n // HANDLE\n //******************************************************************************************************************\n\n protected static handle(): void {\n if (SessionTimer.response.messages.length === SessionTimer.step) {\n SessionTimer.dialog.classList.add('_disabled');\n SessionTimer.callback(SessionTimer.response);\n Platforms.Platforms.dialogOpened('sessionTimer', false);\n } else {\n if (SessionTimer.response.messages[SessionTimer.step].type == 'plugin') {\n Platforms.Platforms.sendPluginMessage(SessionTimer.response.messages[SessionTimer.step].text);\n SessionTimer.step++;\n SessionTimer.handle();\n } else {\n SessionTimer.dialog.classList.remove('_disabled');\n SessionTimer.updateDialogData(SessionTimer.response.messages[SessionTimer.step]);\n SessionTimer.step++;\n Platforms.Platforms.dialogOpened('sessionTimer', true);\n }\n }\n }\n\n //******************************************************************************************************************\n // CUSTOM\n //******************************************************************************************************************\n\n protected static createIntervals(intervals: Array): void {\n if (SessionTimer.buttonsHolder != null) {\n SessionTimer.intervals = intervals;\n SessionTimer.intervalIndex = 0;\n\n SessionTimer.intervalHolder = document.createElement('div');\n SessionTimer.intervalHolder.setAttribute('class', 'sessionIntervals');\n\n let buttonMinus = document.createElement('div');\n buttonMinus.setAttribute('class', 'minusBtn');\n buttonMinus.textContent = \"-\";\n\n let buttonPlus = document.createElement('div');\n buttonPlus.setAttribute('class', 'plusBtn');\n buttonPlus.textContent = \"+\";\n\n buttonMinus.addEventListener('click', SessionTimer.changeInterval.bind(this, true, buttonMinus, buttonPlus));\n buttonPlus.addEventListener('click', SessionTimer.changeInterval.bind(this, false, buttonMinus, buttonPlus));\n\n SessionTimer.intervalDisplay = document.createElement('div');\n SessionTimer.intervalDisplay.setAttribute('class', 'value');\n SessionTimer.intervalDisplay.innerText = intervals[0].toString();\n\n if (SessionTimer.intervalIndex == SessionTimer.intervals.length - 1) {\n buttonMinus.classList.add('_disabled');\n }\n\n if (SessionTimer.intervalIndex == 0) {\n buttonPlus.classList.add('_disabled');\n }\n\n SessionTimer.intervalHolder.appendChild(buttonMinus);\n SessionTimer.intervalHolder.appendChild(SessionTimer.intervalDisplay);\n SessionTimer.intervalHolder.appendChild(buttonPlus);\n SessionTimer.buttonsHolder.parentElement.insertBefore(SessionTimer.intervalHolder, SessionTimer.buttonsHolder);\n }\n }\n\n protected static changeInterval(increase: boolean = false, buttonMinus: HTMLElement, buttonPlus: HTMLElement): void {\n buttonMinus.classList.remove('_disabled');\n buttonPlus.classList.remove('_disabled');\n\n if (increase) {\n if (SessionTimer.intervalIndex < SessionTimer.intervals.length - 1) {\n SessionTimer.intervalIndex++;\n }\n } else {\n if (SessionTimer.intervalIndex > 0) {\n SessionTimer.intervalIndex--;\n }\n }\n\n if (SessionTimer.intervalIndex == SessionTimer.intervals.length - 1) {\n buttonMinus.classList.add('_disabled');\n }\n\n if (SessionTimer.intervalIndex == 0) {\n buttonPlus.classList.add('_disabled');\n }\n\n SessionTimer.intervalDisplay.innerText = SessionTimer.intervals[SessionTimer.intervalIndex].toString();\n }\n \n public static callbackFnc(response: any): void {\n SessionTimer.dialog.classList.remove('sessionTimer');\n BaseModel.spinContinue();\n }\n\n public static prepareData(response: IErrorResponse): any {\n return {\n \"messages\": [\n {\n \"text\": response.message,\n \"actions\": [\n {\n \"type\": \"continue\",\n \"text\": Languages.getRid('CONTINUE')\n },\n {\n \"type\": \"exit\",\n \"text\": Languages.getRid('CLOSE')\n }\n ],\n \"intervals\": response.intervals\n }\n ]\n };\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Platforms/Playtech/SessionTimer.ts\n **/","import {Utils, StringUtils} from \"neo-common\";\nimport {Communication} from 'neo-games';\nimport {TweenLite, TweenMax} from \"gsap\";\nimport {GsapEffects} from \"../../../Components/Effects/GsapEffects\";\nimport {GameManager} from \"../../../Managers/GameManager\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {CustomEase} from \"../../../Components/Effects/CustomEase\";\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\nimport {Jackpot} from \"../Bonuses/Jackpot\";\nimport {HtmlController} from \"../../../HTMLComponents/HtmlController\";\nimport {IProgressiveBonusLevel} from \"neo-games/Engine/Communication/Game/Types/IProgressiveBonusLevel\";\nimport {BalanceManager} from \"../../../Managers/BalanceManager\";\nimport {GameData} from \"../Datas/GameData\";\nimport {DataManager} from \"../../../Managers/DataManager\";\nimport {FrameTimerPool} from \"../../../Utils/FrameTimerPool\";\nimport {StageController} from \"../../../Components/StageController\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {AmbientBackground} from \"../../../Utils/AmbientBackground\";\nimport {Languages} from \"../../../Utils/Languages\";\nimport {MessageManager} from \"../../../Managers/MessageManager\";\nimport {JackpotData} from \"../Datas/JackpotData\";\nimport {LimitDialog} from \"../Dialogs/LimitDialog\";\n\nvar GameModules = Communication.Game.GameModules;\n\ntype MaxPowerBonusInitResponse = Communication.Game.MaxPowerBonusInitResponse;\ntype MaxPowerBonusSpinResponse = Communication.Game.MaxPowerBonusSpinResponse;\n\nexport class JackpotGame {\n\n //******************************************************************************************************************\n // SEETTINGS\n //******************************************************************************************************************\n\n private static readonly Strip: Array = [1, 1, 1, 1, 2, 1, 1, 3, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 2, 1, 4, 1, 2, 1, 1, 2, 1, 3, 1, 1, 2, 1, 1, 1, 2, 1, 1, 1, 1, 3, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 4];\n\n private static readonly SymbolsCount: number = 4;\n\n private static readonly BuzzerDuration: number = 180; //in frames\n\n private static readonly SpinRollSpeed: number = 8; //lower number is faster\n\n private static readonly MinSpinDuration: number = 360; //in frames\n\n private static readonly MiddleSymbolIndex: number = 1;\n\n private static readonly SpinPreRollDuration: number = 120;\n\n private static readonly SpinPreRollSymbolCount: number = 8;\n\n private static readonly SpinPostRollDuration: number = 360;\n\n private static readonly SpinPostRollSymbolCount: number = 12;\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected ticket: { id: string };\n\n protected gameInitialized: boolean;\n\n protected gameStarted: boolean;\n\n protected autostart: boolean;\n\n protected callback: () => void;\n\n protected holder: HTMLElement;\n\n protected root: HTMLElement;\n\n protected reel: HTMLElement;\n\n protected spinBtn: HTMLElement;\n\n protected winContainer: HTMLElement;\n\n protected gameData: MaxPowerBonusSpinResponse;\n\n protected lastEvent: () => void;\n\n protected stoppedFromMachine: boolean;\n\n protected stoppedFromServer: boolean;\n\n protected stopTimer: FrameTimerEventEmitter;\n\n protected isStopping: boolean;\n\n protected currentSymbols: Array;\n\n protected currentSymbolsHeight: Array;\n\n protected symbolStepOffsets: Array;\n\n protected symbolsHeight: Array;\n\n protected stripIndex: number;\n\n protected rootHeight: number;\n\n protected currentOffset: number;\n\n protected showHandPayDialog: boolean;\n\n protected buzzerTimer: FrameTimerEventEmitter;\n\n protected showWinDelay: FrameTimerEventEmitter;\n\n protected assetsLoaded: boolean;\n\n protected startAfterLoad: boolean;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(holder: HTMLElement) {\n this.holder = holder;\n\n this.root = this.createBaseLayout();\n this.holder.appendChild(this.root);\n\n let intro = this.createAnimations();\n this.holder.appendChild(intro);\n\n this.stopTimer = CreateFrameTimer('MiniGameSpinStop');\n this.stopTimer.on(FrameTimerEvents.Complete, this.spinStop.bind(this));\n\n this.buzzerTimer = CreateFrameTimer('BuzzerTimer');\n this.buzzerTimer.on(FrameTimerEvents.Complete, this.buzzerTimeFinished.bind(this));\n\n this.showWinDelay = CreateFrameTimer('BuzzerTimer');\n this.showWinDelay.on(FrameTimerEvents.Complete, this.updateWin.bind(this));\n\n this.gameInitialized = false;\n this.gameStarted = false;\n this.autostart = false;\n this.showHandPayDialog = false;\n this.assetsLoaded = false;\n this.startAfterLoad = false;\n\n // CustomEase.create(\"miniGameSpinStopEase\", \"M0,0,C0,0,0.09,0.494,0.652,0.862,0.844,0.987,1,1,1,1\");\n CustomEase.create(\"miniGameSpinStopEase\", \"M0,0,C0,0,0.212,0.616,0.452,0.842,0.519,0.905,0.627,1.008,0.716,1.026,0.768,1.036,0.819,1.031,0.848,1.028,0.89,1.022,1,1,1,1\");\n }\n\n //******************************************************************************************************************\n // CREATE\n //******************************************************************************************************************\n\n protected createBaseLayout(): HTMLElement {\n let root = this.createElement('div', 'jackpotGame');\n\n this.reel = this.createElement('div', 'jackpotReel', root);\n\n this.createElement('div', 'jackpotTextOverlay', root);\n\n let hintContainer = this.createElement('div', 'jackpotStartHint', root);\n this.createTextElement('div', 'jackpotStartHintText', Languages.getRid('PB_MINIGAME_SPINSTART'), hintContainer);\n this.createTextElement('div', 'jackpotStartHintText', Languages.getRid('PB_MINIGAME_SPINSTART'), hintContainer);\n\n this.createElement('div', 'jackpotFrameLeft', root);\n this.createElement('div', 'jackpotFrameRight', root);\n this.createElement('div', 'jackpotGlowLeft', root);\n this.createElement('div', 'jackpotGlowRight', root);\n\n let arrows = this.createElement('div', 'jackpotArrows', root);\n let arrow = this.createElement('div', 'jackpotArrowLeft', arrows);\n this.createElement('div', 'jackpotArrowBlur', arrow);\n arrow = this.createElement('div', 'jackpotArrowRight', arrows);\n this.createElement('div', 'jackpotArrowBlur', arrow);\n\n this.createTextElement('div', 'jackpotGameName', document.getElementById(\"gameTitle\").innerHTML, root);\n\n return root;\n }\n\n protected createAnimations(): HTMLElement {\n let intro = this.createElement('div', 'jackpotIntro');\n\n for (let i = 0; i < 5; i++) {\n let firework = this.createElement('div', 'jackpotFireworks', intro);\n for (let j = 0; j < 8; j++) {\n this.createElement('div', 'fireworksPart', firework);\n }\n }\n\n let titles = this.createElement('div', 'jackpotTitles', intro);\n let _self = this;\n\n document.body.classList.add('jpt-loading');\n\n //dynamic content loader\n Promise.all>([\n this.getCustomContent('jackpotTextSynot', '.png'),\n this.getCustomContent('jackpotTextProgressive', '.png'),\n this.getCustomContent('jackpotTextBonus', '.png')\n ]).then((values: Array>) => {\n for (let i = 0; i < values.length; i++) {\n let elem = _self.createElement('div', values[i][0], titles);\n\n if (values[i][1] != '') {\n elem.style.background = `url(${values[i][1]}) no-repeat`;\n }\n }\n\n document.body.classList.remove('jpt-loading');\n _self.assetsLoaded = true;\n if (_self.startAfterLoad) {\n _self.intro();\n }\n });\n\n this.createElement('div', 'jackpotTextOverlay', intro);\n this.winContainer = this.createElement('div', 'jackpotWinValue', intro);\n\n return intro;\n }\n\n //******************************************************************************************************************\n // HANDLE GAME\n //******************************************************************************************************************\n\n public init(autostart: boolean, callback: () => void): void {\n if (this.ticket == null && GameManager.gameResponse && GameManager.gameResponse['progressiveBonus'].ticket) {\n this.ticket = GameManager.gameResponse['progressiveBonus'].ticket;\n\n this.gameInitialized = false;\n this.autostart = autostart;\n this.callback = callback;\n this.initSymbols();\n this.createSymbols();\n this.sendInitBonusGameRequest();\n }\n }\n\n private initFinished(): void {\n this.gameInitialized = true;\n\n if (this.autostart) {\n\n if(this.callback != null) {\n this.callback();\n }\n\n this.intro();\n }\n }\n\n public start(): void {\n if (!this.autostart) {\n this.intro();\n }\n }\n\n private startGame(): void {\n //close all opened dialogs\n HtmlController.dispatchAction('');\n\n Jackpot.refreshBonusInfoBeforeSpin(this.sendSpinBonusGameRequest.bind(this));\n this.spinStart();\n }\n\n private spinStop(fromMachine: boolean = true, fromServer: boolean = false): void {\n if (fromMachine) {\n this.stoppedFromMachine = true;\n }\n\n if (fromServer) {\n this.stoppedFromServer = true;\n }\n\n if (this.stoppedFromMachine && this.stoppedFromServer) {\n this.isStopping = true;\n }\n }\n\n private closeMiniGame(): void {\n if(this.callback != null && this.autostart) {\n this.callback();\n }\n\n this.outroFinished(false);\n }\n\n private setBaseGameSound(enable: boolean): void {\n ModuleManager.toggleModuleSounds(GameModules.Base, enable);\n }\n\n public hasInitializedGame(): boolean {\n return this.gameInitialized;\n }\n\n public hasStartedGame(): boolean {\n return this.gameStarted;\n }\n\n public disableAutostart(): void {\n this.autostart = false;\n\n //clear response to allow realitycheck on spin\n this.clearJackpotGameResponse();\n }\n\n //******************************************************************************************************************\n // CLEAR\n //******************************************************************************************************************\n\n private clearJackpotGame(): void {\n if (this.holder) {\n this.holder.classList.remove('outro');\n this.holder.classList.add('_hidden');\n this.holder.className = \"jackpotGameHolder _hidden\";\n }\n\n if (this.root) {\n this.root.removeEventListener('webkitAnimationEnd', this.lastEvent);\n this.root.removeEventListener('animationend', this.lastEvent);\n }\n\n if (this.reel) {\n this.reel.innerHTML = \"\";\n\n this.currentOffset = 0;\n this.setTransformY(this.reel, this.currentOffset);\n this.currentSymbols = [];\n this.currentSymbolsHeight = [];\n }\n\n if (this.winContainer) {\n this.winContainer.style.transform = \"scale(0)\";\n this.winContainer.innerHTML = \"\";\n\n this.winContainer.removeEventListener('webkitAnimationEnd', this.lastEvent);\n this.winContainer.removeEventListener('animationend', this.lastEvent);\n }\n\n this.ticket = null;\n }\n\n private clearJackpotGameResponse(): void {\n if (GameManager.gameResponse['progressiveBonus']) {\n GameManager.gameResponse['progressiveBonus'] = null;\n }\n }\n\n //******************************************************************************************************************\n // REQUESTS & RESPONSE\n //******************************************************************************************************************\n\n private sendInitBonusGameRequest(): void {\n if (GameManager.gameClient) {\n GameManager.gameClient.sendMaxPowerBonusInitRequest(this.ticket).then((response: MaxPowerBonusInitResponse) => {\n if (response != null && response.status == 'Active') {\n this.initFinished();\n } else {\n this.closeMiniGame();\n }\n });\n }\n }\n\n private sendSpinBonusGameRequest(): void {\n if (GameManager.gameClient) {\n GameManager.gameClient.sendMaxPowerBonusSpinRequest(this.ticket).then((response: MaxPowerBonusSpinResponse) => {\n this.setGameData(response);\n });\n }\n }\n\n private setGameData(response: MaxPowerBonusSpinResponse): void {\n if (response != null) {\n this.gameData = response;\n this.spinStop(false, true);\n\n if(AppContext != null && AppContext.gameConfiguration.GameRoundIdVisible) {\n HtmlController.updateDataElement(GameData.DataRoundId, this.ticket.id);\n }\n } else {\n Jackpot.showError();\n }\n }\n\n //******************************************************************************************************************\n // INTRO & OUTRO\n //******************************************************************************************************************\n\n private intro(): void {\n if(!this.assetsLoaded) {\n this.startAfterLoad = true;\n return;\n }\n if(!this.gameStarted) {\n this.gameStarted = true;\n\n PlayList.loop(\"SND_JackpotBuzzer\");\n this.bounceCounters(true);\n\n this.buzzerTimer.stop();\n this.buzzerTimer.start(JackpotGame.BuzzerDuration);\n\n //intro calls preparenewgameround before baseview intro\n //timeout will call method after baseview intro\n setTimeout(() => {\n this.setBaseGameSound(false);\n }, 1);\n }\n }\n\n private buzzerTimeFinished(): void {\n this.buzzerTimer.stop();\n this.bounceCounters(false);\n PlayList.stop(\"SND_JackpotBuzzer\");\n LimitDialog.closeDialog();\n DataManager.GameLimit = false; //avoid restoregameround open limit dialog again\n\n if (this.holder) {\n this.lastEvent = this.introFinished.bind(this);\n this.root.addEventListener('webkitAnimationEnd', this.lastEvent);\n this.root.addEventListener('animationend', this.lastEvent);\n\n AmbientBackground.changeAmbientBackground('jackpotBg', 1000, 5500);\n\n PlayList.play(\"SND_JackpotIntroHit\");\n PlayList.loop(\"SND_JackpotIntroWaitingLoop\", 360);\n\n this.holder.classList.remove('_hidden');\n void this.holder.offsetWidth;\n this.holder.classList.add(\"start\");\n }\n }\n\n private introFinished(): void {\n if (this.holder) {\n this.root.removeEventListener('webkitAnimationEnd', this.lastEvent);\n this.root.removeEventListener('animationend', this.lastEvent);\n\n PlayList.stop(\"SND_JackpotIntroHit\");\n this.holder.classList.add(\"startFinished\");\n\n this.setStageVisibility(false);\n this.createSpinBtn();\n }\n }\n\n private outro(): void {\n this.setStageVisibility(true);\n\n this.holder.classList.remove('spin');\n void this.holder.offsetWidth;\n this.holder.classList.add('outro');\n\n AmbientBackground.changeAmbientBackground('base', 2000, 8000);\n\n //fire end event after winvalue animation end\n this.lastEvent = this.outroFinished.bind(this);\n this.winContainer.addEventListener('webkitAnimationEnd', this.lastEvent);\n this.winContainer.addEventListener('animationend', this.lastEvent);\n }\n\n private outroFinished(collect: boolean = true): void {\n if(collect) {\n this.updateBalance();\n }\n\n this.clearJackpotGame();\n this.clearJackpotGameResponse();\n\n this.setBaseGameSound(true);\n\n BalanceManager.refreshBalance();\n\n if(this.showHandPayDialog) {\n this.openHandPayDialog();\n } else {\n this.restoreGameRound(collect);\n }\n\n this.autostart = false;\n }\n\n private updateBalance(): void {\n if (this.gameData != null) {\n if(this.gameData.balance != null) {\n this.showHandPayDialog = false;\n BalanceManager.balanceReceived(this.gameData.balance);\n PlayList.play('SND_BaseCollect');\n\n if (this.gameData.game != null && this.gameData.game.win != null) {\n DataManager.updateTotalGain(false, this.gameData.game.win.amount);\n }\n\n if(AppContext != null && !AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n this.updateWin(false, \"0\");\n }\n } else {\n this.showHandPayDialog = true;\n }\n }\n }\n\n private restoreGameRound(collect: boolean = true): void {\n this.gameInitialized = false;\n this.gameStarted = false;\n this.showHandPayDialog = false;\n ModuleManager.restoreGameRound(GameModules.Base, collect);\n }\n\n private openHandPayDialog(): void {\n let response = {messages: [\n {text: Languages.getRid(\"HANDPAY_DIALOG\", (Languages.formatText(Languages.FormatMoney, this.gameData.game.win.amount.toString())) + \" \" + DataManager.getDataById(GameData.DataCurrency))}\n ]};\n MessageManager.postpone(this.restoreGameRound.bind(this), response);\n }\n\n //******************************************************************************************************************\n // SHOW & UPDATE SYMBOLS\n //******************************************************************************************************************\n\n private initSymbols(): void {\n if (this.reel) {\n this.currentSymbols = [];\n this.currentSymbolsHeight = [];\n // this.stripIndex = Math.floor(Math.random() * JackpotGame.Strip.length);\n this.stripIndex = (JackpotGame.Strip.indexOf(4) + 2 + JackpotGame.Strip.length) % JackpotGame.Strip.length; //start with diamond symbols\n\n //get rootHeight\n if (!this.rootHeight) {\n this.rootHeight = this.getElementHeight(this.root);\n }\n\n let symbolId: number;\n\n //getSymbolsHeight\n this.symbolsHeight = [];\n for (let i = 0; i < JackpotGame.SymbolsCount; i++) {\n symbolId = i + 1;\n let symbol = this.createElement('div', 'jackpotSymbol l-' + symbolId, this.reel);\n this.symbolsHeight.push(this.getElementHeight(symbol));\n\n this.reel.removeChild(symbol);\n }\n }\n }\n\n private createSymbols(): void {\n if (this.reel) {\n //add start symbols queue\n let symbolId: number;\n for (let i = 0; i < JackpotGame.SpinPreRollSymbolCount; i++) {\n this.stripIndex = (this.stripIndex - 1 + JackpotGame.Strip.length) % JackpotGame.Strip.length;\n symbolId = JackpotGame.Strip[this.stripIndex];\n this.addSymbolToReel(symbolId, false, i > 3);\n }\n\n this.currentOffset = this.getReelOffset(this.currentSymbols.length - 2);\n this.setTransformY(this.reel, this.currentOffset);\n }\n }\n\n private updateSymbols(): void {\n //clear number of elements to 3\n while (this.currentSymbols.length > 3) {\n this.currentSymbolsHeight.pop();\n let symbol = this.currentSymbols.pop();\n this.reel.removeChild(symbol);\n }\n\n if (this.isStopping) {\n this.updatePostRollSymbols();\n } else {\n this.stripIndex = (this.stripIndex - 1 + JackpotGame.Strip.length) % JackpotGame.Strip.length;\n let symbolId = JackpotGame.Strip[this.stripIndex];\n this.addSymbolToReel(symbolId, false, true);\n\n this.currentOffset = this.getReelOffset(this.currentSymbols.length - 2);\n this.setTransformY(this.reel, this.currentOffset);\n\n this.spinRoll();\n }\n }\n\n private updatePostRollSymbols(): void {\n //get finish strip index\n if (this.gameData != null) {\n let winSymbolId = this.gameData.game.symbols[JackpotGame.MiddleSymbolIndex];\n let finishStripIndex = Math.floor(Math.random() * JackpotGame.Strip.length);\n\n //check if finished symbol is our win symbol, if not try next\n while (JackpotGame.Strip[finishStripIndex] != winSymbolId) {\n finishStripIndex = (finishStripIndex - 1 + JackpotGame.Strip.length) % JackpotGame.Strip.length;\n }\n\n //set new strip index to finishStripIndex + postroll symbols - 1\n this.stripIndex = (finishStripIndex + (JackpotGame.SpinPostRollSymbolCount - 1) + JackpotGame.Strip.length) % JackpotGame.Strip.length;\n\n for (let i = 0; i < JackpotGame.SpinPostRollSymbolCount; i++) {\n this.stripIndex = (this.stripIndex - 1 + JackpotGame.Strip.length) % JackpotGame.Strip.length;\n let symbolId = JackpotGame.Strip[this.stripIndex];\n this.addSymbolToReel(symbolId, i == (JackpotGame.SpinPostRollSymbolCount - 2), i < 8);\n }\n\n this.currentOffset = this.getReelOffset(this.currentSymbols.length - 2);\n this.setTransformY(this.reel, this.currentOffset);\n\n this.spinPostRoll();\n }\n }\n\n private removeOffScreenSymbols(): void {\n //clear number of elements to 3\n while (this.currentSymbols.length > 3) {\n this.currentSymbolsHeight.pop();\n let symbol = this.currentSymbols.pop();\n this.reel.removeChild(symbol);\n }\n }\n\n //******************************************************************************************************************\n // SPIN\n //******************************************************************************************************************\n\n private spinStart(): void {\n //remove spin btn\n if (this.spinBtn) {\n this.spinBtn.parentElement.removeChild(this.spinBtn);\n }\n\n document.removeEventListener(\"keyup\", this.lastEvent);\n\n this.updateWin(false, \"0\");\n\n PlayList.stop(\"SND_JackpotIntroWaitingLoop\");\n PlayList.play(\"SND_JackpotStartHit\");\n PlayList.play(\"SND_JackpotWheelMusic\");\n\n this.stoppedFromMachine = false;\n this.stoppedFromServer = false;\n\n if (this.holder) {\n this.holder.classList.remove('start');\n this.holder.classList.remove('startFinished');\n this.holder.classList.add('spin');\n }\n\n this.isStopping = false;\n this.stopTimer.start(JackpotGame.MinSpinDuration);\n this.spinPreRoll();\n }\n\n private spinPreRoll(): void {\n let nextOffset = this.getReelOffset(1);\n this.symbolStepOffsets = this.getSymbolStepOffsets(1);\n this.animate(this.currentOffset, nextOffset, this.updateSymbols, JackpotGame.SpinPreRollDuration, 'Power2.easeIn', 0, <() => void>this.onSpinPostRollUpdate);\n }\n\n //******************************************************************************************************************\n // ROLL\n //******************************************************************************************************************\n\n private spinRoll(): void {\n let nextOffset = this.getReelOffset(1);\n let duration = this.getSpinRollDuration(nextOffset);\n\n this.symbolStepOffsets = this.getSymbolStepOffsets(1);\n this.animate(this.currentOffset, nextOffset, this.updateSymbols, duration, 'linear', 0, <() => void>this.onSpinPostRollUpdate);\n }\n\n //******************************************************************************************************************\n // POST ROLL\n //******************************************************************************************************************\n\n private spinPostRoll(): void {\n Jackpot.refreshBonusInfoInMiniGame(this.createLevelDataOverride(false));\n\n let nextOffset = this.getReelOffset(1);\n this.symbolStepOffsets = this.getSymbolStepOffsets(1);\n this.animate(this.currentOffset, nextOffset, this.spinComplete, JackpotGame.SpinPostRollDuration, 'miniGameSpinStopEase', 0, <() => void>this.onSpinPostRollUpdate);\n }\n\n private onSpinPostRollUpdate(tween: TweenMax): void {\n if(this.symbolStepOffsets.length > 0) {\n if(tween.target._gsTransform.y > this.symbolStepOffsets[0]) {\n PlayList.play('SND_JackpotWheelClick1');\n\n if(this.holder) {\n this.holder.classList.remove('hit');\n this.holder.offsetWidth;\n this.holder.classList.add('hit');\n }\n\n this.symbolStepOffsets.shift();\n }\n }\n }\n\n //******************************************************************************************************************\n // COMPLETE\n //******************************************************************************************************************\n\n private spinComplete(): void {\n //close all opened dialogs\n HtmlController.dispatchAction('');\n\n if (this.gameData != null) {\n this.showWinDelay.start(135);\n\n if(this.gameData.game.limit) {\n LimitDialog.openDialog();\n }\n }\n\n this.removeOffScreenSymbols();\n Jackpot.refreshBonusInfoWithWinValue(this.createLevelDataOverride(true));\n let isHigh = this.createWinValue();\n PlayList.stop(\"SND_JackpotWheelMusic\", 30);\n PlayList.play(\"SND_JackpotWinMusic\");\n\n this.outro();\n }\n\n private updateWin(collected: boolean, value: string = \"\"): void {\n this.showWinDelay.stop();\n let uncollectedWin = document.getElementById('uncollectedWin');\n let collectedWin = document.getElementById('collectedWin');\n\n if (uncollectedWin != null && collectedWin != null) {\n if(!StringUtils.isNullOrEmpty(value)) {\n HtmlController.updateDataElement(GameData.DataTotalWin, value);\n } else {\n HtmlController.updateDataElement(GameData.DataTotalWin, this.gameData.game.win.amount.toString());\n }\n\n if(collected) {\n uncollectedWin.classList.add(\"_hidden\");\n collectedWin.classList.remove(\"_hidden\");\n } else {\n uncollectedWin.classList.remove(\"_hidden\");\n collectedWin.classList.add(\"_hidden\");\n }\n }\n }\n\n //******************************************************************************************************************\n // SPIN ANIMATION\n //******************************************************************************************************************\n\n private animate(currentOffset: number, newOffset: number, callback: () => void, duration: number, ease: string = 'linear', delay: number = 0, updateCallback: () => void = null): void {\n duration = duration * GsapEffects.TickTime;\n delay = delay * GsapEffects.TickTime;\n\n TweenMax.killTweensOf(this.reel);\n let tween = TweenMax.fromTo(this.reel, duration, {y: currentOffset, roundProps: \"y\"}, {y: newOffset, ease: ease, delay: delay, roundProps: \"y\"});\n\n this.currentOffset = newOffset;\n\n if (!Utils.isNullOrUndefined(callback)) {\n tween.eventCallback('onComplete', callback, [], this);\n }\n\n if (!Utils.isNullOrUndefined(updateCallback)) {\n tween.eventCallback('onUpdate', updateCallback, [\"{self}\"], this);\n }\n }\n\n //******************************************************************************************************************\n // WIN COUNTER\n //******************************************************************************************************************\n\n public createWinValue(): boolean {\n if (this.gameData != null) {\n let winValue = Languages.formatText(Languages.FormatMoney, this.gameData.game.win.amount.toString());\n\n if (this.winContainer) {\n let childs = this.winContainer.children;\n\n for (let i = 0; i < winValue.length; i++) {\n if (!childs[i]) {\n this.createElement('div', \"n\" + winValue.charCodeAt(i).toString(), this.winContainer);\n } else {\n childs[i].className = \"n\" + winValue.charCodeAt(i).toString();\n }\n }\n }\n\n return this.gameData.game.win.level == \"Gold\" || this.gameData.game.win.level == \"Diamond\";\n }\n\n return false;\n }\n\n //******************************************************************************************************************\n // HELPER\n //******************************************************************************************************************\n\n public getRoot(): HTMLElement {\n return this.root;\n }\n\n private getElementHeight(elem: HTMLElement): number {\n return parseInt(window.getComputedStyle(elem).height);\n }\n\n private getSpinRollDuration(newOffset: number): number {\n let diff = Math.abs(this.currentOffset - newOffset);\n return Math.round((diff / this.symbolsHeight[0]) * JackpotGame.SpinRollSpeed);\n }\n\n private getReelOffset(middleSymbolIndex: number): number {\n let offset = Math.round(this.rootHeight * 0.5);\n\n if (this.currentSymbols.length > 0) {\n for (let i = 0; i < middleSymbolIndex; i++) {\n offset -= this.currentSymbolsHeight[i];\n }\n\n offset -= Math.round(this.currentSymbolsHeight[middleSymbolIndex] * 0.5);\n }\n\n return offset;\n }\n\n private getSymbolStepOffsets(middleSymbolIndex: number): Array {\n let offset = this.currentOffset;\n let result: Array = [];\n\n if (this.currentSymbols.length > 2) {\n offset += this.currentSymbolsHeight[this.currentSymbols.length - 2] * 0.5;\n result.push(offset);\n\n for (let i = this.currentSymbolsHeight.length - 3; i > middleSymbolIndex; i--) {\n offset += this.currentSymbolsHeight[i];\n result.push(offset);\n }\n }\n\n return result;\n }\n\n private createElement(tag: string, className: string, rootElem?: HTMLElement, appendBefore: HTMLElement = null): HTMLElement {\n let elem = document.createElement(tag);\n elem.setAttribute('class', className);\n\n if (rootElem != null) {\n if (appendBefore != null) {\n rootElem.insertBefore(elem, appendBefore);\n } else {\n rootElem.appendChild(elem);\n }\n }\n\n return elem;\n }\n\n private createSymbol(tag: string, className: string, rootElem?: HTMLElement, appendBefore: HTMLElement = null): HTMLElement {\n let elem = document.createElement(tag);\n elem.setAttribute('class', className);\n\n let symbolHolder = document.createElement(tag);\n symbolHolder.className = \"jackpotSymbolHolder\";\n elem.appendChild(symbolHolder);\n\n if (rootElem != null) {\n if (appendBefore != null) {\n rootElem.insertBefore(elem, appendBefore);\n } else {\n rootElem.appendChild(elem);\n }\n }\n\n return elem;\n }\n\n //ToDo prerobit na resource ID\n private createTextElement(tag: string, className: string, text: string, rootElem?: HTMLElement): HTMLElement {\n let elem = this.createElement(tag, className, rootElem);\n elem.innerHTML = text;\n\n return elem;\n }\n\n private createSpinBtn(): void {\n let userControls = document.getElementById('userControls');\n if (userControls) {\n\n let spinBtn = userControls.getElementsByClassName('spinBtn')[0];\n if (spinBtn) {\n\n let parent = spinBtn.parentElement;\n this.spinBtn = this.createElement('div', 'btn spinBtn', parent);\n this.spinBtn.innerHTML = spinBtn.innerHTML;\n this.spinBtn.addEventListener('click', this.startGame.bind(this));\n\n this.lastEvent = this.handleSpaceStart.bind(this);\n document.addEventListener('keyup', this.lastEvent);\n }\n }\n }\n\n private createLevelDataOverride(winData: boolean): IProgressiveBonusLevel {\n let result = {} as IProgressiveBonusLevel;\n\n if (this.gameData != null) {\n result.code = this.gameData.game.win.level;\n\n //to always show minigame win value in counter\n if (winData) {\n result.lastWinAmount = this.gameData.game.win.amount;\n } else {\n result.nextValue = this.gameData.game.win.amount;\n result.nextTimestamp = new Date(new Date().getTime() + 8000).toISOString();\n result.previousValue = this.gameData.game.win.amount;\n }\n }\n\n return result;\n }\n\n private setTransformY(elem: HTMLElement, y: number): void {\n elem.style.transform = 'translate3d(0, ' + y + 'px, 0)';\n }\n\n private setStageVisibility(visible: boolean): void {\n if (StageController.Stage != null) {\n StageController.Stage.visible = visible;\n }\n }\n\n private handleSpaceStart(event: KeyboardEvent): void {\n if (event.keyCode == 32) {\n this.startGame();\n }\n }\n\n private addSymbolToReel(symbolId: number, winSymbol: boolean = false, blured: boolean = false): void {\n let className = 'jackpotSymbol l-' + symbolId;\n\n if (winSymbol) {\n className += \" jackpotWinSymbol\";\n this.holder.classList.add(\"win-\" + symbolId);\n }\n\n if(blured) {\n className += \" blur\";\n }\n\n let symbol = this.createSymbol('div', className, this.reel, this.currentSymbols[0]);\n // symbol.setAttribute('data-symbolId', symbolId.toString());\n this.currentSymbols.unshift(symbol);\n this.currentSymbolsHeight.unshift(this.symbolsHeight[symbolId - 1]);\n }\n\n private bounceCounters(enable: boolean): void {\n let countersHolder = document.getElementById(\"jackpotCounters\");\n let countersLogo = document.getElementById(\"jackpotLogo\");\n\n if(countersHolder != null && countersLogo != null) {\n if(enable) {\n countersHolder.classList.add('jackpotBounce');\n countersLogo.classList.add('jackpotBounce');\n } else {\n countersHolder.classList.remove('jackpotBounce');\n countersLogo.classList.remove('jackpotBounce');\n }\n }\n }\n\n private getCustomContent(name: string, extension: string): Promise> {\n return new Promise>((resolve: Function, reject: Function) => {\n if (AppContext.gameConfiguration == null) {\n resolve([name, '']);\n return;\n }\n\n if (AppContext.gameConfiguration.StaticContentUrl == '') {\n resolve([name, '']);\n return;\n }\n\n let theme = AppContext.gameConfiguration.ProgressiveBonusTheme;\n if (theme == '') {\n if (AppContext.gameConfiguration.UseJackpotLocalization) {\n theme = Jackpot.JackpotTheme;\n } else {\n resolve([name, '']);\n return;\n }\n }\n\n const staticContentUrl = AppContext.gameConfiguration.StaticContentUrl;\n const spbFolder = 'SynotProgressiveBonus';\n const url = `${staticContentUrl}${spbFolder}/${theme}/${window['QUALITY']}/${name}${extension}`;\n let img = document.createElement(\"img\");\n img.setAttribute(\"src\", url);\n\n img.addEventListener('load', ev => {\n resolve([name, url]);\n });\n img.addEventListener('error', ev => {\n resolve([name, '']);\n });\n });\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Jackpot/JackpotGame.ts\n **/","import {Logger} from 'neo-common';\n\n/**\n * @class AmbientBackground\n */\nexport class AmbientBackground {\n\n static changeAmbientBackground(newBackgroundName: string, duration: number = 200, delay: number = 0): void {\n let base = document.getElementById(\"ambientBackgroundBase\");\n let transition = document.getElementById(\"ambientBackgroundTransition\");\n\n if (base && transition) {\n if (!transition.classList.contains(newBackgroundName)) {\n transition.classList.remove('show');\n base.className = transition.className;\n\n transition.style.transitionDuration = duration + \"ms\";\n transition.style.transitionDelay = delay + \"ms\";\n transition.className = \"\";\n transition.offsetWidth;\n transition.classList.add(newBackgroundName, 'show');\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string which will be traced to browser console.\n * @return void\n */\n static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('Scaling', s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/AmbientBackground.ts\n **/","import {Utils, Logger} from 'neo-common';\nimport {Platforms} from \"neo-games\";\nimport {AppContext} from '../../Common/AppContext';\nimport {Scaling} from './Scaling';\n\n/**\n * @class Focus\n */\nexport class Focus {\n\n static clicked: boolean = false;\n\n static focus():void {\n window.onblur = Focus.onBlur;\n window.onfocus = Focus.onFocus;\n window.onclick = Focus.onClick;\n\n window.addEventListener('fullscreenchange', Focus.onFullscreenChange.bind(this));\n }\n\n static onClick(): void {\n if (AppContext.gameConfiguration && AppContext.gameConfiguration.FullscreenOnClick && !Scaling.IsIOs) {\n if (document.body.requestFullscreen) {\n document.body.requestFullscreen();\n } else if (document.body.webkitRequestFullscreen) {\n document.body.webkitRequestFullscreen();\n }\n }\n\n if(!Focus.clicked) {\n Focus.clicked = true;\n }\n }\n\n static onFullscreenChange(e: Event): void {\n Platforms.Platforms.fullscreen(document.fullscreenElement != null);\n }\n\n static onFocus(): void {\n if (AppContext.gameConfiguration && AppContext.gameConfiguration.MuteOnLostFocus) {\n PIXI.sound.unmuteAll();\n }\n }\n\n static onBlur(): void {\n if (AppContext.gameConfiguration && AppContext.gameConfiguration.MuteOnLostFocus) {\n PIXI.sound.muteAll();\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string which will be traced to browser console.\n * @return void\n */\n static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('Focus', s);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/Focus.ts\n **/","import {FrameTimerPool} from \"../Utils/FrameTimerPool\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\n\nexport class ResetCssAnimations {\n public static handle(): void {\n window.addEventListener(\"orientationchange\", function() {\n let elements = document.getElementsByClassName('resetCssAnimation') as HTMLCollectionOf;\n for (let i = 0; i < elements.length; i++) {\n let el = elements.item(i);\n el.style.animation = 'none';\n setTimeout(() => el.style.animation = null, 100)\n }\n });\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/ResetCssAnimations.ts\n **/","import {\n UriHelper, Logger, StringUtils, lodash,\n CommonTypes, PreloaderProviderBase, PreloaderResourceLoader, PreloaderResourceItem, PreloaderInfo\n} from 'neo-common';\n\nimport {Platforms} from 'neo-games';\n\nimport {SndResource} from '../Resources/SndResource';\nimport {XmlResource} from '../Resources/XmlResource';\nimport {SoundManager} from './SoundManager';\nimport {StyleManager} from './StyleManager';\nimport {CanvasManager} from './CanvasManager';\nimport {ConfigurationManager} from './ConfigurationManager';\nimport {HtmlManager} from './HtmlManager';\nimport {StageController} from '../StageController';\nimport {ActionManager} from './ActionManager';\nimport {AppContext} from '../../../Common/AppContext';\nimport {GameApp} from \"../../GameApp\";\nimport {ILoadingElement} from \"../Elements/Interfaces/ILoadingElement\";\nimport {GameManager} from \"../../Managers/GameManager\";\n\nconst DOCUMENT_TYPE = 'document';\n\nconst PIXI_EVENTS = {\n Load: 'load',\n Error: 'error',\n Complete: 'complete'\n};\n\nconst LOADJS_EVENTS = {\n FileLoad: 'fileload',\n Complete: 'complete',\n Progress: 'progress',\n Error: 'error'\n};\n\nconst RESOURCE_FLAGS = {\n Gamble: 'G'\n};\n\nexport class PreloaderProvider extends PreloaderProviderBase {\n private static _loadingElements: Array = [];\n private static _loadedGroups: Array = [];\n\n private _resourceLoader: PIXIResourceLoader;\n private _audioResourceLoader: PIXIResourceLoader;\n\n get resourceLoader(): PreloaderResourceLoader {\n return this._resourceLoader;\n }\n\n get audioResourceLoader(): PreloaderResourceLoader {\n return this._audioResourceLoader;\n }\n\n public static addLoadingElementFunction(fnc: ILoadingElement): void {\n PreloaderProvider._loadingElements.push(fnc);\n }\n\n constructor() {\n super();\n this._resourceLoader = new PIXIResourceLoader(false);\n this._audioResourceLoader = new PIXIResourceLoader(true);\n }\n\n public static isGroupLoaded(group: string): boolean {\n return PreloaderProvider._loadedGroups.indexOf(group) != -1;\n }\n\n cleanup(): void {\n this._resourceLoader = null;\n this._audioResourceLoader = null;\n XmlResource.cleanup();\n StyleManager.cleanup();\n }\n\n prepareFileList(resources: Array): void {\n if (resources) {\n var gambleIsDisabled = !AppContext.gameDefinition.Gamble;\n\n lodash.remove(resources, resource => {\n var gambleResource = this.resourceHasFlag(resource, RESOURCE_FLAGS.Gamble);\n // if resource has flag 'G' (gamble) but game is disabled, remove it from resources to be loaded!\n var removeRes = gambleResource && gambleIsDisabled;\n\n if (DEBUG) {\n if (removeRes) {\n Logger.debugGroup('Preloader',\n `Gamble disabled -> removing resource path '${resource.path}' (because has gamble flag) from file list to be loaded.`);\n }\n }\n\n return removeRes;\n });\n }\n }\n\n loadCompleted(): Promise {\n for (let i = 0; i < PreloaderProvider._loadingElements.length; i++) {\n let fnc = PreloaderProvider._loadingElements[i];\n if (fnc != null) {\n fnc.onLoadCompleted(PreloaderInfo.instance.loadSucceed);\n }\n }\n\n return new Promise((resolve: any, reject: any) => {\n resolve();\n });\n }\n\n onUpdateProgress(progress: number): void {\n Platforms.Platforms.loadProgress(progress);\n\n for (let i = 0; i < PreloaderProvider._loadingElements.length; i++) {\n let fnc = PreloaderProvider._loadingElements[i];\n if (fnc != null) {\n fnc.onProgressUpdate(progress);\n }\n }\n }\n\n loadGroupCompleted(group: string): void {\n Logger.debugGroup('loadGroupCompleted', `Loaded group: ${group}`);\n\n if(PreloaderProvider._loadedGroups.indexOf(group) == -1) {\n PreloaderProvider._loadedGroups.push(group);\n }\n }\n\n handleGroupError(error: any, group: string): void {\n //todo\n }\n\n parseCurrentElements(): void {\n const xmlItems = XmlResource.Items;\n\n if (xmlItems != null && xmlItems.length > 0) {\n const tempElements = lodash.map(xmlItems, item => {\n const el = item.documentElement;\n const prio = el.hasAttribute('Priority') ? parseInt(el.getAttribute('Priority')) : -1;\n if (prio === -1) {\n if (DEBUG) {\n Logger.errorGroup('Preloader', `Element does not have \"Priority\" attr!`);\n }\n }\n return {element: el, priority: prio};\n });\n\n const elements = lodash.map(lodash.orderBy(tempElements, item => item.priority, 'desc'),\n x => x.element);\n\n // 1st) parse: config/sound/style elements\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse Elements started: ${new Date().toString()}`);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n ConfigurationManager.parseElements(element);\n SoundManager.parseElements(element);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n StyleManager.parseElements(element);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n ActionManager.parseActionSets(element);\n }\n\n // 2nd) set correct language for body, as GameApp.handleStringsLoadCompleted may be skipped because of non-existing AppContext\n document.body.setAttribute('Language', GameApp.language);\n\n // 3rd) parse: canvas/html elements\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n CanvasManager.parseElements(element);\n HtmlManager.parseElements(element);\n }\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse Elements ended: ${new Date().toString()}`);\n }\n }\n\n XmlResource.emptyItems();\n\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse xml resources ended.`);\n }\n }\n\n parseElements(): Promise {\n return new Promise((resolve: any, reject: any) => {\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse xml resources started`);\n }\n\n const xmlItems = XmlResource.Items;\n\n if (xmlItems != null && xmlItems.length > 0) {\n const tempElements = lodash.map(xmlItems, item => {\n const el = item.documentElement;\n const prio = el.hasAttribute('Priority') ? parseInt(el.getAttribute('Priority')) : -1;\n if (prio === -1) {\n if (DEBUG) {\n Logger.errorGroup('Preloader', `Element does not have \"Priority\" attr!`);\n }\n }\n return {element: el, priority: prio};\n });\n\n const elements = lodash.map(lodash.orderBy(tempElements, item => item.priority, 'desc'),\n x => x.element);\n\n // 1st) parse: config/sound/style elements\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse Elements started: ${new Date().toString()}`);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n ConfigurationManager.parseElements(element);\n SoundManager.parseElements(element);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n StyleManager.parseElements(element);\n }\n\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n ActionManager.parseActionSets(element);\n }\n\n // 2nd) set correct language for body, as GameApp.handleStringsLoadCompleted may be skipped because of non-existing AppContext\n document.body.setAttribute('Language', GameApp.language);\n\n // 3rd) parse: canvas/html elements\n for (var i = 0; i < elements.length; i++) {\n var element = elements[i];\n CanvasManager.parseElements(element);\n HtmlManager.parseElements(element);\n }\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse Elements ended: ${new Date().toString()}`);\n }\n }\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Parse xml resources ended.`);\n }\n resolve();\n });\n }\n}\n\nexport class PIXIResourceLoader extends PreloaderResourceLoader {\n private _hasPreloaderVersionId: boolean;\n private _loadSingleCompletedCallback: CommonTypes.ErrorFunction;\n private _loadCompletedCallback: CommonTypes.ErrorFunction;\n private _preloaderVersionId: string;\n private _updatedTextures: Object;\n private _loadingErrorCount: number;\n private _loadingErrorFiles: Array;\n private _resourcesWithNoId: Object;\n\n private loader: PIXI.loaders.Loader;\n\n constructor(audio: boolean) {\n super(audio);\n\n this.loader = new PIXI.loaders.Loader();\n\n this._hasPreloaderVersionId = null;\n this._loadingErrorCount = 0;\n this._loadingErrorFiles = [];\n this._resourcesWithNoId = {};\n\n this.handleBeforeLoad = this.handleBeforeLoad.bind(this);\n this.handleLoad = this.handleLoad.bind(this);\n this.handleError = this.handleError.bind(this);\n this.handleComplete = this.handleComplete.bind(this);\n this.handleGroupComplete = this.handleGroupComplete.bind(this);\n this.updateTextureAfterLoad = this.updateTextureAfterLoad.bind(this);\n }\n\n cleanup(): void {\n this._loadCompletedCallback = null;\n this._updatedTextures = null;\n this._preloaderVersionId = null;\n this._loadingErrorCount = 0;\n this._loadingErrorFiles = [];\n this._resourcesWithNoId = null;\n\n this.loader.reset();\n }\n\n xmlsResourceLoaded(document: XMLDocument, resource: PreloaderResourceItem): void {\n const acceptedAsXmlResource = document && document.documentElement.nodeName === XmlResource.Root;\n if (DEBUG) {\n const extra = acceptedAsXmlResource\n ? ' and is accepted as xml resource for app'\n : '';\n\n Logger.debugGroup('Preloader', `Resource \"${resource.path}\" is loaded as xml document` + extra);\n }\n\n if (acceptedAsXmlResource) {\n XmlResource.add(document);\n }\n }\n\n beforeResourcesLoad(): void {\n this.loader.reset();\n this._updatedTextures = {};\n this.loader.use(this.updateTextureAfterLoad);\n }\n\n updateTextureAfterLoad(resource: PIXI.loaders.Resource, next: Function): void {\n if (resource.data && (resource as any).isImage) {\n if (resource.texture && resource.texture.baseTexture && resource.texture.baseTexture.hasLoaded) {\n const imageUrl = resource.texture.baseTexture.imageUrl;\n const noId = this._resourcesWithNoId.hasOwnProperty(imageUrl);\n\n if (!this._updatedTextures.hasOwnProperty(imageUrl)) {\n if (noId) {\n if (DEBUG) {\n Logger.debugGroup('Preloader',\n `Resource '${imageUrl}' has no 'id' assigned and will not be pushed to webgl cache`);\n }\n } else {\n if (resource.name.substr(0, 3) === 'ANI' || resource.name.substr(0, 5) === 'GROUP') {\n StageController.updateTexture(resource.texture.baseTexture);\n this._updatedTextures[imageUrl] = true;\n }\n\n if (DEBUG) {\n Logger.debugGroup('Preloader', `Updated texture '${imageUrl}' to webgl cache`);\n }\n }\n }\n }\n }\n\n try {\n next();\n } catch (e) {\n this._loadCompletedCallback(e);\n }\n }\n\n handleBeforeLoad(resource: PIXI.loaders.Resource, next: Function): void {\n if (this._hasPreloaderVersionId) {\n const oldurl = resource.url;\n resource.url = UriHelper.setTimeStamp(resource.url, this._preloaderVersionId);\n\n if (DEBUG && resource.url !== oldurl) {\n Logger.debugGroup('Preloader', `Resource url \"${oldurl}\" changed to non-cached url \"${resource.url}\"`);\n }\n }\n\n try {\n next();\n } catch (e) {\n this._loadCompletedCallback(e);\n }\n }\n\n handleLoad(loader: any, resource: PIXI.loaders.Resource): void {\n if (DEBUG) {\n Logger.debugGroup('Preloader',\n `Resource \"${resource.url}\" [${resource.xhrType}] [${this.preloader.progressPercent} %]`);\n }\n\n if (resource.xhrType === DOCUMENT_TYPE) {\n const xmlRoot: string = resource.data.documentElement.nodeName;\n if (xmlRoot === XmlResource.Root) {\n throw new Error(`Should not be there!`);\n }\n }\n\n this._loadSingleCompletedCallback(false);\n }\n\n handleError(error: Error, loader: any, resource: PIXI.loaders.Resource): void {\n if (DEBUG) {\n Logger.errorGroup('Preloader', `Resource load error: ${resource.url}`);\n }\n\n this._loadingErrorCount++;\n this._loadingErrorFiles.push(resource.url);\n this._loadSingleCompletedCallback(`Failed to load ${resource.url} resource!`);\n }\n\n handleComplete(): void {\n if (DEBUG) {\n Logger.debugGroup('Preloader', 'Completed PIXI resource load');\n }\n\n if (this.audio) {\n for (let key in this.loader.resources) {\n if (key.indexOf('_meta') !== -1) {\n const sound = key.substr(0, key.length - 5);\n\n if (PIXI.sound.exists(sound)) {\n let soundSprite: PIXI.sound.Sound = PIXI.sound.find(sound);\n\n if (lodash.isEmpty(soundSprite.sprites)) {\n soundSprite.addSprites(this.loader.resources[key].data.spritemap)\n }\n }\n }\n }\n }\n\n }\n\n handleGroupComplete(): void {\n\n this.loader.removeAllListeners(PIXI_EVENTS.Load);\n this.loader.removeAllListeners(PIXI_EVENTS.Error);\n\n this.handleComplete();\n\n const loadError = this._loadingErrorCount === 0 ? null : `Failed to load ${this._loadingErrorCount} resources!: \\n${this._loadingErrorFiles.join(',\\n')}`;\n this._loadingErrorCount = 0;\n this._loadingErrorFiles = []; //reset counter of error for current group\n this._loadCompletedCallback(loadError);\n }\n\n loadAllGroupsCompleted(): void {\n // don't need to be implemented yed\n }\n\n loadResources(resources: Array, resolveSingleCallback: CommonTypes.ErrorFunction, resolveCallback: CommonTypes.ErrorFunction): void {\n if (StageController.Renderer instanceof PIXI.CanvasRenderer) {\n if (!AppContext.gameConfiguration.CanvasFallback) {\n const loadingScreen = document.getElementById('loading');\n const element = document.getElementById('progressNumber');\n\n if (loadingScreen != null) {\n loadingScreen.classList.add('_error');\n }\n if (element != null) {\n element.innerHTML = 'WebGL error. Please contact support.';\n }\n\n return;\n }\n }\n\n this._loadSingleCompletedCallback = resolveSingleCallback;\n this._loadCompletedCallback = resolveCallback;\n\n this._preloaderVersionId = this.preloader.versionId;\n this._hasPreloaderVersionId = !StringUtils.isNullOrEmpty(this._preloaderVersionId);\n\n for (let i = 0; i < resources.length; i++) {\n const resource = resources[i];\n\n if (StringUtils.isNullOrEmpty(resource.id)) {\n this.loader.add(resource.path);\n this._resourcesWithNoId[resource.path] = true;\n } else {\n this.loader.add(resource.id, resource.path);\n }\n }\n\n this.loader.pre(this.handleBeforeLoad);\n this.loader.on('load'/*PIXI_EVENTS.Load*/, this.handleLoad);\n this.loader.on('error'/*PIXI_EVENTS.Error*/, this.handleError);\n this.loader.once('complete'/*PIXI_EVENTS.Complete*/, this.handleGroupComplete);\n this.loader.load();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/PreloaderProvider.ts\n **/","import {Resource} from './Resource';\n\n/**\n * The XmlResource is used for holding xmls from preloading.\n * @class XmlResource\n * @extends Resource\n */\nexport class XmlResource extends Resource {\n\n static Root: string = 'Elements';\n\n private static items: Array = [];\n\n public static get Items(): Array {\n return XmlResource.items;\n }\n\n public static add(doc: XMLDocument): void {\n XmlResource.items.push(doc);\n }\n\n public static cleanup(): void {\n if (XmlResource.items) {\n XmlResource.items.length = 0;\n XmlResource.items = null;\n }\n }\n\n public static emptyItems(): void {\n if (XmlResource.items) {\n XmlResource.items = [];\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Resources/XmlResource.ts\n **/","/**\n * The Resource class is used as parent for all types of resources.\n * @class Resource\n */\nexport class Resource {\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Resources/Resource.ts\n **/","import {Logger, EngineComponentFactory} from 'neo-common';\nimport {ComponentTypes} from '../ComponentTypes';\nimport {StageController} from '../StageController';\nimport {ActionSet} from '../ActionSet';\nimport {AppContext} from '../../../Common/AppContext';\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\n\n/**\n * The CanvasManager class is used for parsing elements which are extending display objects and render them to canvas.\n * @class CanvasManager\n */\nexport class CanvasManager {\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('CanvasManager', data);\n }\n }\n\n /**\n * Parse display object elements from xml and add them to stage.\n * @method parseElements\n * @param {Element} startNode\n * @param {PIXI.Container} parent\n * @returns {Object}\n */\n static parseElements(startNode: Element, parent: PIXI.Container = null): Object {\n const children: Object = {};\n\n if (!startNode) {\n return children;\n }\n\n CanvasManager\n .getNodesList(startNode.firstElementChild)\n .reverse()\n .filter((node: Element) => node.hasAttribute('Class') &&\n EngineComponentFactory.isTypeOf(node.getAttribute('Class'),\n ComponentTypes.DisplayObject))\n .forEach((node: Element) => {\n const element: any = EngineComponentFactory.get(node.getAttribute('Class'));\n element.create(node);\n\n if (node.hasAttribute('LinkId')) {\n ActionSet.ElementsToLink[node.getAttribute('LinkId')] = element;\n }\n\n var noGamble: boolean = false;\n\n if (node.hasAttribute('Key')) {\n if (node.getAttribute('Key') === 'gamble' && !AppContext.gameDefinition.Gamble) {\n noGamble = true;\n }\n }\n\n if (!noGamble) {\n CanvasManager._addElementToParent(element, parent);\n CanvasManager._handleElementController(node, element);\n }\n\n children[node.nodeName] = element;\n });\n\n return children;\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param {Element} node\n * @param {Array} nodeList\n * @returns {Array}\n */\n private static getNodesList(node: Element, nodeList: Array = []): Array {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = CanvasManager.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n\n /**\n * Adds element either to its parent or to the stage\n * @method _addElementToParent\n * @param {PIXI.DisplayObject} element\n * @param {PIXI.Container} parent\n * @returns void\n */\n private static _addElementToParent(element: any, parent: PIXI.Container): void {\n if (parent != null) {\n parent.addChild(element);\n }\n else if (element.children.length > 0) {\n StageController.addChild(element);\n }\n }\n\n /**\n * If node has controller attribute, (creates new controller, inits it and) registers it\n * @method _handleElementController\n * @param {Element} node\n * @param {any} element\n * @returns void\n */\n private static _handleElementController(node: Element, element: any): void {\n const controllerAttribute = node.hasAttribute('Controller') ? node.getAttribute('Controller') : '';\n if (controllerAttribute === '') {\n return;\n }\n\n const elementController: any = EngineComponentFactory.get(controllerAttribute);\n if (elementController != null) {\n elementController.startInitialization(element);\n if (node.hasAttribute('Key')) {\n if (!AppContext.gameDefinition.Gamble && node.getAttribute('Key') === 'gamble') {\n return;\n }\n ModuleManager.registerGameModule(node.getAttribute('Key'), elementController);\n }\n }\n else {\n if (DEBUG) {\n CanvasManager.log('ERROR no controller with name: ' + controllerAttribute);\n }\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/CanvasManager.ts\n **/","import {engineComponent, EngineComponentFactory, Logger} from 'neo-common';\nimport {ComponentTypes} from \"./ComponentTypes\";\n\n/**\n * Registers action sets, their elements, actions and dispatch action on event.\n *\n * @class ActionSet\n * @author Marek Turkovic\n */\n@engineComponent(ComponentTypes.ActionSet)\nexport class ActionSet\n{\n /**\n * Registered actions per action block\n * @type {{}}\n */\n static ActionSets: {[id: string]: any;} = {};\n\n /**\n * Elements that we want to control.\n * @type {{}}\n */\n static ElementsToLink: {[id: string]: any;} = {};\n\n /**\n * Elements containing attributes Action, Event, ActionCase. These elements emits actions.\n * @type {{}}\n */\n actionElements: {[id: string]: any;} = {};\n\n /**\n * xml nodes added to object by case name\n */\n cases: Object = {};\n\n /**\n * Registers action sets, their elements and actions\n * @param node\n */\n public RegisterActionSet(node: Element): void\n {\n ActionSet\n .getNodesList(node.firstElementChild)\n .reverse()\n .forEach((actionSetNode: Element) => {\n switch (actionSetNode.nodeName) {\n case 'Elements':\n\n ActionSet\n .getNodesList(actionSetNode.firstElementChild)\n .reverse()\n .forEach((elementNode: Element) => {\n this.actionElements[elementNode.nodeName] = elementNode;\n });\n\n break;\n case 'Actions':\n\n ActionSet\n .getNodesList(actionSetNode.firstElementChild)\n .reverse()\n .forEach((actionCase: Element) => {\n if (!actionCase.hasAttribute(ActionSetAttributes.CASE)) {\n return;\n }\n\n if (this.cases[actionCase.getAttribute(ActionSetAttributes.CASE)] !== null) {\n this.cases[actionCase.getAttribute(ActionSetAttributes.CASE)] = actionCase;\n }\n else {\n if (DEBUG) {\n this.log('ERROR case ' + actionCase.getAttribute('Case') + ' already exist in ActionSet ' + node.nodeName);\n }\n }\n });\n break;\n }\n });\n\n ActionSet.ActionSets[node.nodeName] = this;\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param node Element\n * @param nodeList Array\n * @return Array\n */\n private static getNodesList(node: Element, nodeList: Array = []): Array\n {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = ActionSet.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n\n /**\n * Perform set of actions on main element throught linked element.\n *\n * @param action\n * @constructor\n */\n public DispatchEvent(action: string): void\n {\n ActionSet\n .getNodesList(this.cases[action].firstElementChild)\n .reverse()\n .forEach((elementNode: Element) => {\n const linkedElement = this.actionElements[elementNode.nodeName];\n const classAttribute = linkedElement.hasAttribute('Class') ? linkedElement.getAttribute('Class') : '';\n\n if (classAttribute === '') {\n if (DEBUG) {\n this.log('WARNING element with name: ' + linkedElement.nodeName + ' has no class');\n }\n return;\n }\n\n if (!EngineComponentFactory.isTypeOf(classAttribute, ComponentTypes.LinkedElement)) {\n return;\n }\n\n const element: any = EngineComponentFactory.get(classAttribute);\n element.create(linkedElement, elementNode);\n });\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n}\n\nexport const ActionSetAttributes = {\n CASE: 'Case'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/ActionSet.ts\n **/","import {Logger} from 'neo-common';\nimport {Configuration} from '../Configuration';\n\n/**\n * The ConfigurationManager class is used for parsing elements which are type of Configuration and store them for next usage.\n * @class ConfigurationManager\n */\nexport class ConfigurationManager {\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('ConfigurationManager', data);\n }\n }\n\n /**\n * Parse configuration from xml and store them for next usage.\n * @method parseElements\n * @param startNode Element\n * @return void\n */\n static parseElements(startNode: Element): void {\n if (!startNode) {\n return;\n }\n\n ConfigurationManager\n .getNodesList(startNode.firstElementChild)\n .reverse()\n .filter((node: Element) => node.hasAttribute('Class') && node.getAttribute('Class') === 'Configuration')\n .forEach((node: Element) => Configuration.Configurations[node.nodeName] = node);\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param node Element\n * @param nodeList Array\n * @return Array\n */\n private static getNodesList(node: Element, nodeList: Array = []): Array {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = ConfigurationManager.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/ConfigurationManager.ts\n **/","import {Logger, EngineComponentFactory} from 'neo-common';\nimport {ComponentTypes} from '../ComponentTypes';\nimport {HtmlElement} from '../../HTMLComponents/Elements/HtmlElement';\nimport {UserControls} from \"../../Channels/Common/UserControls/UserControls\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {GambleUserControls} from \"../../Channels/Common/UserControls/GambleUserControls\";\nimport {DesktopBaseUserControls} from \"../../Channels/Desktop/DesktopBaseUserControls\";\nimport {MobileBaseUserControls} from \"../../Channels/Mobile/MobileBaseUserControls\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {DesktopFreespinsUserControls} from \"../../Channels/Desktop/DesktopFreespinsUserControls\";\nimport {MobileFreespinsUserControls} from '../../Channels/Mobile/MobileFreespinsUserControls';\n\n/**\n * The HtmlManager class is used for parsing html elements which are extending html element and append them to index.html.\n * @class HtmlManager\n */\nexport class HtmlManager {\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void {\n if (DEBUG) {\n Logger.debugGroup('HtmlManager', data);\n }\n }\n\n /**\n * Parse html elements from xml and append them to index.html.\n * @method parseElements\n * @param startNode Element\n * @param parent HtmlElement\n * @return void\n */\n static parseElements(startNode: Element, parent: HtmlElement = null): Object {\n const children: Object = {};\n\n if (!startNode) {\n return;\n }\n\n HtmlManager\n .getNodesList(startNode.firstElementChild, [])\n .reverse()\n .filter((node: Element) => node.hasAttribute('Class') && EngineComponentFactory.isTypeOf(node.getAttribute('Class'), ComponentTypes.HtmlElement))\n .forEach((node: Element) => {\n\n const element: any = EngineComponentFactory.get(node.getAttribute('Class'));\n const root: HTMLElement = document.getElementById('root');\n let customRoot: HTMLElement;\n\n if(node.hasAttribute('RootId')) {\n customRoot = document.getElementById(node.getAttribute('RootId'));\n }\n\n if(node.hasAttribute('Key')) {\n if (!AppContext.gameDefinition.Gamble && node.getAttribute('Key') === 'gamble') {\n return;\n }\n\n\n if(element instanceof DesktopBaseUserControls) {\n ModuleManager.registerChannelModule(node.getAttribute('Key'), element);\n } else if(element instanceof MobileBaseUserControls) {\n ModuleManager.registerChannelModule(node.getAttribute('Key'), element);\n } else if(element instanceof GambleUserControls) {\n ModuleManager.registerChannelModule(node.getAttribute('Key'), element);\n } else if(element instanceof DesktopFreespinsUserControls) {\n ModuleManager.registerChannelModule(node.getAttribute('Key'), element);\n } else if(element instanceof MobileFreespinsUserControls) {\n ModuleManager.registerChannelModule(node.getAttribute('Key'), element);\n }\n }\n\n if (element.instance != null) {\n if (parent != null) {\n parent.instance.appendChild(element.instance);\n }\n else {\n if(customRoot != null) {\n customRoot.appendChild(element.instance);\n }\n else if (root != null) {\n root.appendChild(element.instance);\n }\n else {\n document.body.appendChild(element.instance);\n }\n }\n element.create(node);\n\n }\n else {\n element.create(node);\n if (parent != null) {\n parent.instance.appendChild(element.instance);\n }\n else {\n if(customRoot != null) {\n customRoot.appendChild(element.instance);\n }\n else if (root != null) {\n root.appendChild(element.instance);\n }\n else {\n document.body.appendChild(element.instance);\n }\n }\n }\n\n children[node.nodeName] = element;\n });\n\n return children;\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param node Element\n * @param nodeList Array\n * @return Array\n */\n private static getNodesList(node: Element, nodeList: Array): Array {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = HtmlManager.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/HtmlManager.ts\n **/","import {engineComponent, NumberUtils} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {ComponentTypes} from \"../../../Components/ComponentTypes\";\nimport {UserControls} from \"./UserControls\";\nimport {GambleActions} from \"../Actions/GambleActions\";\nimport {HtmlController} from \"../../../HTMLComponents/HtmlController\";\nimport {GambleController} from \"../../../GameComponents/Gamble/GambleController\";\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\nimport {DataManager} from \"../../../Managers/DataManager\";\nimport {GameData} from \"../Datas/GameData\";\nimport {GameManager} from \"../../../Managers/GameManager\";\nimport {LimitDialog} from \"../Dialogs/LimitDialog\";\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {BetManager} from \"../../../Managers/BetManager\";\nimport {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\n\nvar GameModules = Communication.Game.GameModules;\nvar Color = Communication.Game.Color;\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class GambleUserControls extends UserControls {\n\n protected _controller: GambleController;\n\n private _collectDelay: FrameTimerEventEmitter;\n\n private _gambleTickerDefault: HTMLElement;\n private _gambleTickerHalveLimit: HTMLElement;\n private _gambleTickerSoftLimit: HTMLElement;\n private _gambleTickerGameLimit: HTMLElement;\n\n private _collectedWinValue: number = 0;\n private _allowStart: boolean;\n\n private _screen: HTMLElement;\n\n constructor() {\n super('gamble');\n\n this._collectDelay = CreateFrameTimer('collectDelay');\n this._collectDelay.on(FrameTimerEvents.Complete, this.outro.bind(this));\n\n this._allowStart = true;\n }\n\n private ticker(state: string = ''): void\n {\n if(this._gambleTickerDefault != null) {\n this._gambleTickerDefault.style.display = 'none';\n }\n if(this._gambleTickerHalveLimit != null) {\n this._gambleTickerHalveLimit.style.display = 'none';\n }\n if(this._gambleTickerSoftLimit != null) {\n this._gambleTickerSoftLimit.style.display = 'none';\n }\n if(this._gambleTickerGameLimit != null) {\n this._gambleTickerGameLimit.style.display = 'none';\n }\n\n switch (state) {\n case 'default':\n if(this._gambleTickerDefault != null) {\n this._gambleTickerDefault.style.display = 'block';\n }\n break;\n case 'halvelimit':\n if(this._gambleTickerHalveLimit != null) {\n this._gambleTickerHalveLimit.style.display = 'block';\n }\n break;\n case 'softLimit':\n if(this._gambleTickerSoftLimit != null) {\n this._gambleTickerSoftLimit.style.display = 'block';\n }\n break;\n case 'limit':\n if(this._gambleTickerGameLimit != null) {\n this._gambleTickerGameLimit.style.display = 'block';\n }\n break;\n }\n }\n\n create(node: Element): void\n {\n super.create(node);\n\n this.registerActions();\n\n this._gambleTickerDefault = document.getElementById('gambleTickerDefault');\n this._gambleTickerHalveLimit = document.getElementById('gambleTickerHalveLimit');\n this._gambleTickerSoftLimit = document.getElementById('gambleTickerSoftLimit');\n this._gambleTickerGameLimit = document.getElementById('gambleTickerGameLimit');\n this._screen = document.getElementById('screen');\n this.ticker('default');\n }\n\n addController(controller: GambleController): void\n {\n this._controller = controller;\n this._controller.on(GambleController.StartReceived, this.startReceived.bind(this));\n this._controller.on(GambleController.SelectReceived, this.selectReceived.bind(this));\n this._controller.on(GambleController.HalveReceived, this.halveReceived.bind(this));\n this._controller.on(GambleController.WinCalculationFinished, this.winCalculationFinished.bind(this));\n this._controller.on(GambleController.AllWinsFinished, this.allWinsFinished.bind(this));\n this._controller.on(GambleController.Lose, this.lose.bind(this));\n this._controller.on(GambleController.IntroFinished, this.introFinished.bind(this));\n this._controller.on(GambleController.OutroFinished, this.outroFinished.bind(this));\n }\n\n registerActions(): void\n {\n this.actions.registerActions({\n [GambleActions.ActionGambleStart]: false,\n [GambleActions.ActionGambleRed]: false,\n [GambleActions.ActionGambleBlack]: false,\n [GambleActions.ActionGambleHalve]: false,\n [GambleActions.ActionGambleCollect]: false\n });\n }\n\n initReceived(): void\n {\n super.initReceived();\n\n this._controller.initReceived();\n }\n\n\tcollectReceived(): void\n\t{\n\t\tthis.ticker('');\n\t\tDataManager.updateDataElement(GameData.DataGambleAttempts, 0 + '');\n\n\t\tsuper.collectReceived();\n\n\t\tDataManager.updateGameDataFromModule(GameData.DataGambleColorWin, '');\n\t\tDataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, '');\n\t\tDataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, '');\n\t\tDataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, '');\n\t\tDataManager.updateDataElements();\n\n\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: this._collectedWinValue, balanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n Platforms.Platforms.balanceUpdated({amount: GameManager.gameResponse.balance.real});\n\t\tthis._collectDelay.start(30);\n\n\t\tif(AppContext != null && AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n\t\t\tDataManager.updateDataElement(GameData.DataTotalWin, this._collectedWinValue.toString());\n\t\t}\n\t\tthis.changeWinBox(true);\n\t}\n\n\trestoreGameRound(): void\n\t{\n\t\tthis.prepareNewGameRound();\n\t}\n\n startReceived(): void\n {\n if(GameManager.gambleResponse != null && GameManager.gambleResponse['totalCount'] != null && GameManager.gambleResponse['currentCount'] != null) {\n DataManager.updateDataElement(GameData.DataGambleAttempts, (GameManager.gambleResponse['totalCount'] - GameManager.gambleResponse['currentCount']).toString());\n }\n ModuleManager.startGamble();\n }\n\n selectReceived(): void\n {\n if(GameManager.gambleResponse['paidWin'] != null) {\n this._collectedWinValue = parseFloat(NumberUtils.add(GameManager.gambleResponse.currentWin, GameManager.gambleResponse['paidWin']));\n } else {\n this._collectedWinValue = GameManager.gambleResponse.currentWin;\n }\n }\n\n halveReceived(): void\n {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWin, GameManager.gambleResponse.colorWin.toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, GameManager.gambleResponse.currentWin.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.colorWin, BetManager.CoinSize)).toString()).toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.currentWin, BetManager.CoinSize)).toString()).toString());\n }\n DataManager.updateDataElements();\n\n Platforms.Platforms.balanceUpdated({amount: GameManager.gameResponse.balance.real});\n\n this.prepareNewGameRound();\n }\n\n dispatchAction(action: string): void\n {\n super.dispatchAction(action);\n\n if (this.actions.getActionState(action)) {\n PlayList.play('SND_Click');\n super.dispatchAction(action);\n\n switch (action) {\n case GambleActions.ActionGambleStart:\n this.start();\n break;\n case GambleActions.ActionGambleHalve:\n this.halve();\n break;\n case GambleActions.ActionGambleBlack:\n this.select(Color.Black);\n break;\n case GambleActions.ActionGambleRed:\n this.select(Color.Red);\n break;\n case GambleActions.ActionGambleCollect:\n this.collect();\n break;\n }\n }\n }\n\n\tcollect(): void\n\t{\n\t\tif (GameManager.gameResponse != null && GameManager.gameResponse.totalWin > 0) {\n\t\t\tPlatforms.Platforms.win(GameManager.gameResponse.totalWin);\n\t\t}\n\n\t\tif (GameManager.gambleResponse['paidWin'] != null) {\n\t\t\tthis._collectedWinValue = parseFloat(NumberUtils.add(GameManager.gambleResponse.currentWin, GameManager.gambleResponse['paidWin']));\n\t\t} else {\n\t\t\tthis._collectedWinValue = GameManager.gambleResponse.currentWin;\n\t\t}\n\n\t\tif (GameManager.gameResponse.totalWin > 0) {\n\t\t\tDataManager.updateLossLimit(GameManager.gameResponse.totalWin);\n\t\t}\n\t\tsuper.collect();\n\n\t\tthis.disable();\n\t\tthis.playCollectSound();\n\n\t\tLimitDialog.closeDialog();\n\n\t\tGameManager.collect(GameModules.Gamble);\n\t}\n\n start(): void\n {\n this._allowStart = false;\n this._collectedWinValue = GameManager.gameResponse.totalWin;\n ModuleManager.disableBase();\n this.disable();\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWin, GameManager.gambleResponse.colorWin.toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, GameManager.gambleResponse.currentWin.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.colorWin, BetManager.CoinSize)).toString()).toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.currentWin, BetManager.CoinSize)).toString()).toString());\n }\n DataManager.updateDataElements();\n this._controller.start();\n }\n\n select(color: Communication.Game.Color): void\n {\n this.ticker('');\n this.disable();\n this._controller.select(color);\n }\n\n halve(): void\n {\n if(GameManager.gambleResponse.currentWin > 0) {\n DataManager.updateLossLimit(GameManager.gambleResponse.currentWin / 2);\n }\n this.disable();\n this.playCollectSound();\n this._controller.halve();\n }\n\n winCalculationFinished(): void\n {\n if(GameManager.gambleResponse.currentWin > 0) {\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, GameManager.gambleResponse.currentWin.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.currentWin, BetManager.CoinSize)).toString()).toString());\n }\n DataManager.updateDataElements();\n } else {\n if(GameManager.gambleResponse != null && GameManager.gambleResponse['totalCount'] != null && GameManager.gambleResponse['currentCount'] != null) {\n DataManager.updateDataElement(GameData.DataGambleAttempts, 0 + '');\n }\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWin, '');\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, '');\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, '');\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, '');\n DataManager.updateDataElements();\n }\n }\n\n allWinsFinished(): void\n {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWin, GameManager.gambleResponse.colorWin.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.colorWin, BetManager.CoinSize)).toString()).toString());\n }\n DataManager.updateDataElements();\n if(GameManager.gambleResponse.currentWin > 0) {\n this.prepareNewGameRound();\n }\n }\n\n lose(): void\n {\n this.outro();\n\n if(this._collectedWinValue > 0) {\n if(AppContext != null && AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n DataManager.updateDataElement(GameData.DataTotalWin, this._collectedWinValue.toString());\n }\n this.changeWinBox(true);\n } else {\n this.changeWinBox();\n }\n\n Platforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: this._collectedWinValue, balanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n Platforms.Platforms.balanceUpdated({amount: GameManager.gameResponse.balance.real});\n }\n\n initIntro(): void\n {\n super.initIntro();\n\n FreeRoundBonus.disableUi();\n\n this.prepareNewGameRound();\n\n if(this._screen != null && !this._screen.classList.contains('_inGamble')) {\n this._screen.classList.add('_inGamble');\n }\n\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWin, GameManager.gambleResponse.colorWin.toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWin, GameManager.gambleResponse.currentWin.toString());\n if(AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n DataManager.updateGameDataFromModule(GameData.DataGambleColorWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.colorWin, BetManager.CoinSize)).toString()).toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleCurrentWinDenom, parseInt((NumberUtils.devide(GameManager.gambleResponse.currentWin, BetManager.CoinSize)).toString()).toString());\n }\n DataManager.updateDataElements();\n\n this._controller.initIntro();\n }\n\n intro(): void\n {\n FreeRoundBonus.disableUi();\n if(this._screen != null && !this._screen.classList.contains('_inGamble')) {\n this._screen.classList.add('_inGamble');\n }\n this._controller.intro();\n }\n\n introFinished(): void\n {\n this.prepareNewGameRound();\n }\n\n outro(): void\n {\n if(this._screen != null && this._screen.classList.contains('_inGamble')) {\n this._screen.classList.remove('_inGamble');\n }\n DataManager.Collectable = true;\n this._collectDelay.stop();\n this._controller.outro();\n }\n\n outroFinished(): void\n {\n this._allowStart = true;\n FreeRoundBonus.enableUi();\n ModuleManager.introModule(GameModules.Base, false, GameModules.Gamble);\n }\n\n prepareNewGameRound(): void\n {\n if(GameManager.gambleResponse != null && GameManager.gambleResponse['totalCount'] != null && GameManager.gambleResponse['currentCount'] != null) {\n DataManager.updateDataElement(GameData.DataGambleAttempts, (GameManager.gambleResponse['totalCount'] - GameManager.gambleResponse['currentCount']).toString());\n DataManager.updateGameDataFromModule(GameData.DataGambleAttempts, (GameManager.gambleResponse['totalCount'] - GameManager.gambleResponse['currentCount']).toString());\n }\n\n if(DataManager.GameLimit) {\n this.limit();\n this.ticker('limit');\n } else {\n let softLimit: boolean = false;\n if(GameManager.gambleResponse.colorWin === 0) {\n softLimit = true;\n }\n\n if(softLimit) {\n if(GameManager.gambleResponse.halveEnabled) {\n this.ticker('softLimit');\n } else {\n this.ticker('limit');\n }\n } else if(GameManager.gambleResponse != null && !GameManager.gambleResponse.halveEnabled) {\n this.ticker('halveLimit');\n } else {\n this.ticker('default');\n }\n\n this.actions.changeActionStates({\n [GambleActions.ActionGambleStart]: false,\n [GambleActions.ActionGambleRed]: !softLimit,\n [GambleActions.ActionGambleBlack]: !softLimit,\n [GambleActions.ActionGambleHalve]: GameManager.gambleResponse.halveEnabled,\n [GambleActions.ActionGambleCollect]: true\n });\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n limit(): void\n {\n LimitDialog.openDialog();\n\n this.actions.changeActionStates({\n [GambleActions.ActionGambleStart]: false,\n [GambleActions.ActionGambleRed]: false,\n [GambleActions.ActionGambleBlack]: false,\n [GambleActions.ActionGambleHalve]: false,\n [GambleActions.ActionGambleCollect]: true\n });\n }\n\n enable(): void\n {\n this.actions.changeActionState(GambleActions.ActionGambleStart, this._allowStart);\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n disable(): void\n {\n this._actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/UserControls/GambleUserControls.ts\n **/","import {engineComponent, EngineComponentFactory} from 'neo-common';\nimport {HtmlContainerElement} from \"../../../HTMLComponents/Elements/HtmlContainerElement\";\nimport {ComponentTypes} from \"../../../Components/ComponentTypes\";\nimport {ActionsTypes, ActionSet} from \"../Actions/ActionSet\";\nimport {Controller} from \"../../../GameComponents/Controller\";\nimport {PlayList} from \"../../../Components/Sounds/PlayList\";\nimport {GameManager} from \"../../../Managers/GameManager\";\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {GameData} from \"../Datas/GameData\";\nimport {DataManager} from \"../../../Managers/DataManager\";\nimport {BetManager} from '../../../Managers/BetManager';\nimport {FreeRoundBonus} from '../Bonuses/FreeRoundBonus';\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class UserControls extends HtmlContainerElement\n{\n\n protected _key: string = '';\n protected _actions: ActionSet;\n\n private _betLabel: HTMLElement;\n private _freeBetLabel: HTMLElement;\n private _betLabelFS: HTMLElement;\n private _freeBetLabelFS: HTMLElement;\n private _betValue: HTMLElement;\n private _betPlus: HTMLElement;\n private _betMinus: HTMLElement;\n private _uncollectedWin: HTMLElement;\n private _collectedWin: HTMLElement;\n\n constructor(key: string)\n {\n super();\n\n this._key = key;\n\n this._actions = new ActionSet(`${this._key}.actions`, EngineComponentFactory.getComponentName(this));\n }\n\n protected get actions(): ActionSet\n {\n return this._actions;\n }\n\n getAllActions(): ActionsTypes\n {\n return this._actions.getAllActions();\n }\n\n create(node: Element): void\n {\n super.create(node);\n }\n\n addController(controller: Controller): void\n {\n\n }\n\n initReceived(): void\n {\n this._uncollectedWin = document.getElementById('uncollectedWin');\n this._collectedWin = document.getElementById('collectedWin');\n }\n\n collectReceived(): void\n {\n\n }\n\n dispatchAction(action: string): void\n {\n\n }\n\n collect(): void\n {\n\n }\n\n initIntro(): void\n {\n\n }\n\n flashBet(): void\n {\n if(this._betValue == null) {\n this._betValue = document.getElementById('betValue');\n }\n\n if(this._betValue != null) {\n this._betValue.classList.remove('flash');\n setTimeout(() => this._betValue.classList.add('flash'), 33);\n setTimeout(() => this._betValue.classList.remove('flash'), 2000);\n PlayList.play('SND_LowCredit');\n }\n }\n\n initNewBet(animate: boolean = true): void\n {\n if(this._betLabel == null) {\n this._betLabel = document.getElementById('betLabel');\n }\n\n if(this._freeBetLabel == null) {\n this._freeBetLabel = document.getElementById('freeBetLabel');\n }\n\n if(this._betLabelFS == null) {\n this._betLabelFS = document.getElementById('betLabelFS');\n }\n\n if(this._freeBetLabelFS == null) {\n this._freeBetLabelFS = document.getElementById('freeBetLabelFS');\n }\n\n if(this._betValue == null) {\n this._betValue = document.getElementById('betValue');\n }\n\n if(this._betPlus == null) {\n this._betPlus = document.getElementById('betPlus');\n }\n\n if(this._betMinus == null) {\n this._betMinus = document.getElementById('betMinus');\n }\n\n if(FreeRoundBonus.inFrb) {\n if(this._betLabel != null && !this._betLabel.classList.contains('_hidden')) {\n this._betLabel.classList.add('_hidden');\n }\n if(this._freeBetLabel != null) {\n if(this._freeBetLabel.classList.contains('_hidden')) {\n this._freeBetLabel.classList.remove('_hidden');\n }\n if(animate) {\n this._freeBetLabel.classList.remove('flash');\n setTimeout(() => this._freeBetLabel.classList.add('flash'), 33);\n setTimeout(() => this._freeBetLabel.classList.remove('flash'), 2000);\n }\n }\n if(this._betLabelFS != null && !this._betLabelFS.classList.contains('_hidden')) {\n this._betLabelFS.classList.add('_hidden');\n }\n if(this._freeBetLabelFS != null) {\n if(this._freeBetLabelFS.classList.contains('_hidden')) {\n this._freeBetLabelFS.classList.remove('_hidden');\n }\n }\n } else {\n if(this._freeBetLabel != null && !this._freeBetLabel.classList.contains('_hidden')) {\n this._freeBetLabel.classList.add('_hidden');\n }\n if(this._betLabel != null) {\n if(this._betLabel.classList.contains('_hidden')) {\n this._betLabel.classList.remove('_hidden');\n }\n if(animate) {\n this._betLabel.classList.remove('flash');\n setTimeout(() => this._betLabel.classList.add('flash'), 33);\n setTimeout(() => this._betLabel.classList.remove('flash'), 2000);\n }\n }\n\n if(this._freeBetLabelFS != null && !this._freeBetLabelFS.classList.contains('_hidden')) {\n this._freeBetLabelFS.classList.add('_hidden');\n }\n if(this._betLabelFS != null) {\n if(this._betLabelFS.classList.contains('_hidden')) {\n this._betLabelFS.classList.remove('_hidden');\n }\n }\n }\n\n if(this._betValue != null) {\n if(animate) {\n this._betValue.classList.remove('flash');\n setTimeout(() => this._betValue.classList.add('flash'), 33);\n setTimeout(() => this._betValue.classList.remove('flash'), 2000);\n }\n }\n\n if(BetManager.TotalBets.length > 1) {\n if(this._betPlus != null && this._betPlus.classList.contains('_invisible')) {\n this._betPlus.classList.remove('_invisible');\n }\n\n if(this._betMinus != null && this._betMinus.classList.contains('_invisible')) {\n this._betMinus.classList.remove('_invisible');\n }\n } else {\n if(this._betPlus != null && !this._betPlus.classList.contains('_invisible')) {\n this._betPlus.classList.add('_invisible');\n }\n\n if(this._betMinus != null && !this._betMinus.classList.contains('_invisible')) {\n this._betMinus.classList.add('_invisible');\n }\n }\n }\n\n changeBetColor(green: boolean = false): void\n {\n if(this._betValue == null) {\n this._betValue = document.getElementById('betValue');\n }\n\n if (this._betValue != null) {\n if (green) {\n this._betValue.style.color = '#39ff04';\n } else {\n this._betValue.style.color = '#ffffff';\n }\n }\n }\n\n playCollectSound(): void\n {\n if (GameManager.gameResponse.totalWin > 0) {\n if (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod !== 'cumulative') {\n PlayList.play('SND_BaseCollect');\n } else if (!FreeRoundBonus.inFrb) {\n PlayList.play('SND_BaseCollect');\n }\n }\n }\n\n cycleHelp(): void\n {\n\n }\n\n changeWinBox(collect: boolean = false): void\n {\n if(AppContext != null && !AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n return;\n }\n if(this._uncollectedWin != null) {\n if(collect) {\n if(!this._uncollectedWin.classList.contains('_hidden')) {\n this._uncollectedWin.classList.add('_hidden');\n }\n } else {\n if(this._uncollectedWin.classList.contains('_hidden')) {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateDataElement(GameData.DataTotalWinDenom, \"0\");\n this._uncollectedWin.classList.remove('_hidden');\n }\n }\n }\n if(this._collectedWin != null) {\n if(collect) {\n if(this._collectedWin.classList.contains('_hidden')) {\n this._collectedWin.classList.remove('_hidden');\n }\n } else {\n if(!this._collectedWin.classList.contains('_hidden')) {\n this._collectedWin.classList.add('_hidden');\n }\n }\n }\n }\n\n restoreGameRound(): void\n {\n\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/UserControls/UserControls.ts\n **/","import {engineComponent, StringUtils} from 'neo-common';\nimport {HtmlElement} from './HtmlElement';\nimport {HtmlContainerStyle} from '../Styles/HtmlContainerStyle';\nimport {StyleManager} from '../../Components/Managers/StyleManager';\nimport {HtmlManager} from '../../Components/Managers/HtmlManager';\nimport {HtmlController} from '../HtmlController';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\n\n/**\n * The HtmlContainerElement class is class which creates holder for other html elements.\n * Can be defined also by Style with class HtmlContainerStyle.\n * Example 1:\n * \n * \n * \n * ...\n * \n *\n * Example 2:\n * \n *\n * @class HtmlContainerElement\n * @extends HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlContainerElement extends HtmlElement {\n\n static Over: string = 'mouseover';\n static Out: string = 'mouseout';\n static TouchStart: string = 'touchstart';\n static TouchEnd: string = 'touchend';\n static CustomClick: string = 'click';\n\n private _overId: string;\n private _clickId: string;\n\n childs: Object;\n style: HtmlContainerStyle;\n\n childrenHolderClass: string = '';\n childrenClass: string = '';\n recalculateHeight: boolean = false;\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n if (node.hasAttribute('id')) {\n HtmlController.ContainerElementsById[node.getAttribute('id')] = this;\n }\n\n /*\n * Style can be define for better usage of html container elements.\n * For example when you want to use same html element with same names on more than one places.\n * Style for container element has to be instance of HtmlContainerStyle\n * @property Style\n * @type string\n * @default null\n */\n if (node.hasAttribute('Style')) {\n // get style from loaded resources\n this.style = StyleManager.HtmlStyles[node.getAttribute('Style')];\n if (this.style != null) {\n // parse childs from style\n this.childs = HtmlManager.parseElements(this.style.node, this);\n } else {\n if (DEBUG) {\n this.logError('ERROR no style with name ' + node.getAttribute('Style'));\n }\n }\n } else {\n // parse childs from node\n this.childs = HtmlManager.parseElements(node, this);\n }\n\n if (this.childs == null) {\n if (DEBUG) {\n this.log('WARNING html container element with name ' + node.nodeName + ' has no children');\n }\n }\n\n /*\n * Attribute OnOver define element which will be react to over event handled from this element.\n * @property OnOver\n * @type string\n * @default null\n */\n if (node.hasAttribute('OnOver')) {\n if (node.hasAttribute('OnOverAction')) {\n var actionEnabled: boolean = HtmlController.Configurations[node.getAttribute('OnOverAction')];\n if (actionEnabled) {\n this._overId = node.getAttribute('OnOver');\n }\n } else {\n this._overId = node.getAttribute('OnOver');\n }\n }\n\n if(node.hasAttribute('ChildrenHolderClass')) {\n this.childrenHolderClass = node.getAttribute('ChildrenHolderClass');\n }\n if(node.hasAttribute('ChildrenClass')) {\n this.childrenClass = node.getAttribute('ChildrenClass');\n }\n\n if(node.hasAttribute('RecalculateHeight')) {\n this.recalculateHeight = StringUtils.parseBoolean(node.getAttribute('RecalculateHeight'));\n }\n\n if (node.hasAttribute('OnClick')) {\n if (node.hasAttribute('OnClickAction')) {\n this._clickId = node.getAttribute('OnClick');\n this.instance.addEventListener(HtmlContainerElement.CustomClick, this.onCustomClick.bind(this));\n }\n }\n\n if (this._overId != null) {\n this.instance.addEventListener(HtmlContainerElement.Over, this.onOver.bind(this));\n this.instance.addEventListener(HtmlContainerElement.Out, this.onOut.bind(this));\n }\n\n if(node.hasAttribute('ActionsHolder')) {\n HtmlController.registerActionsHoldersElement(node.getAttribute('ActionsHolder'), this);\n }\n\n /*\n * Test is html data attribute for automated testing support.\n * @property Test\n * @type string\n * @default null\n */\n if (node.hasAttribute('Test')) {\n this.instance.dataset[\"test\"] = node.getAttribute('Test');\n }\n\n\n /*\n * Attribute UIDispatcher define element which will be dispatch UI action from this element.\n * @property UIDispatcher\n * @type string\n * @default null\n */\n if (node.hasAttribute('UIDispatcher')) {\n HtmlController.registerUiDispatchElement(node.getAttribute('UIDispatcher'), this);\n }\n\n /*\n * Attribute UIActionDispatcher define element which will be dispatch UI action from this element.\n * @property UIActionDispatcher\n * @type string\n * @default null\n */\n if (node.hasAttribute('UIActionDispatcher')) {\n HtmlController.registerUiActionDispatchElement(node.getAttribute('UIActionDispatcher'), this);\n }\n\n /**\n * Attribute TouchScroll define element scrollable by touchmove.\n * @type {boolean}\n */\n let touchScroll: boolean = false;\n if (node.hasAttribute('TouchScroll')) {\n touchScroll = StringUtils.parseBoolean(node.getAttribute('TouchScroll'));\n }\n\n if (touchScroll) {\n this.enableScrollOnTouchmove();\n }\n }\n\n /**\n *\n */\n private enableScrollOnTouchmove(): void {\n var allowScrollUp = true;\n var allowScrollDown = true;\n var lastY = 0;\n let self = this;\n\n /**\n * On Touchstart event remember init values.\n */\n this.instance.addEventListener('touchstart',function(event) {\n // Decide enabled direction\n allowScrollUp = this.scrollTop > 0;\n allowScrollDown = this.scrollTop < (this.scrollHeight - this.clientHeight);\n\n // Remember where the touch started\n lastY = event.touches[0].pageY;\n }, true);\n\n /**\n * On Touchmove event decide if scroll if possible up or down.\n */\n this.instance.addEventListener('touchmove', function(event) {\n // Action only for one finger touch\n if(event.touches.length === 1) {\n // Trying move by touch up or down?\n let up = event.touches[0].pageY > lastY;\n let down = !up;\n lastY = event.touches[0].pageY;\n\n // Trying to start past scroller bounds\n if ((up && allowScrollUp) || (down && allowScrollDown)) {\n // Stop this event from propagating, lest another object cancel it.\n event.stopPropagation();\n } else {\n // Cancel this event\n event.preventDefault();\n }\n }\n }, true);\n }\n\n /**\n * Handler for on over event.\n * @method onOver\n * @return void\n */\n private onOver(): void {\n if (this._overId != null) {\n var element: HTMLElement = document.getElementById(this._overId);\n if (element != null) {\n element.classList.remove(HtmlController.DisabledClass);\n }\n }\n }\n\n /**\n * Handler for on out event.\n * @method onOut\n * @return void\n */\n private onOut(): void {\n if (this._overId != null) {\n var element: HTMLElement = document.getElementById(this._overId);\n if (element != null) {\n element.classList.add(HtmlController.DisabledClass);\n }\n }\n }\n\n private onCustomClick(): void {\n if (this._clickId != null && HtmlController.ContainerElementsById[this._clickId] != null) {\n PlayList.play('SND_Click');\n var element: HtmlContainerElement = HtmlController.ContainerElementsById[this._clickId];\n if (element != null && element.instance != null) {\n if(element.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction('');\n if(element.recalculateHeight) {\n element.recalculateChildrenHeight(element);\n }\n element.reset();\n element.instance.classList.remove(HtmlController.DisabledClass);\n } else {\n if(element.recalculateHeight) {\n element.instance.removeAttribute('style');\n }\n element.instance.classList.add(HtmlController.DisabledClass);\n }\n if(document.getElementById('autoPlayDialogTop') != null) {\n document.getElementById('autoPlayDialogTop').scrollTop = 0;\n }\n }\n }\n }\n\n recalculateChildrenHeight(element: HtmlContainerElement): void\n {\n if(element.instance != null && element.childrenHolderClass != '' && element.childrenClass != '') {\n let holders: NodeListOf = element.instance.getElementsByClassName(element.childrenHolderClass);\n if(holders[0] != null) {\n let paddingTop: number = parseInt(window.getComputedStyle(holders[0], null).getPropertyValue('padding-top'));\n let paddingBottom: number = parseInt(window.getComputedStyle(holders[0], null).getPropertyValue('padding-bottom'));\n let holdersChildren : NodeListOf = holders[0].getElementsByClassName(element.childrenClass);\n if(holdersChildren != null && holdersChildren.length > 0) {\n let height: number = paddingTop + paddingBottom;\n for(let i: number = 0; i < holdersChildren.length; i++) {\n let itemHeight: number = parseInt(window.getComputedStyle(holdersChildren[i], null).getPropertyValue('height'));\n height += itemHeight;\n }\n element.instance.style.height = height + 'px';\n }\n }\n }\n }\n\n changeState(value: boolean): void {\n if (this.instance != null) {\n if (value) {\n this.instance.classList.remove(HtmlController.DisabledClass);\n } else {\n this.instance.classList.add(HtmlController.DisabledClass);\n if (this._clickId != null && HtmlController.ContainerElementsById[this._clickId] != null) {\n var element: HtmlContainerElement = HtmlController.ContainerElementsById[this._clickId];\n if (element != null && element.instance != null) {\n if(!element.instance.classList.contains(HtmlController.DisabledClass)) {\n if(element.recalculateHeight) {\n element.instance.removeAttribute('style');\n }\n element.instance.classList.add(HtmlController.DisabledClass);\n }\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no instance');\n }\n }\n }\n\n reset(): void\n {\n\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlContainerElement.ts\n **/","import {Logger, engineComponent, StringUtils} from 'neo-common';\nimport {HtmlController} from '../HtmlController';\nimport {Languages} from '../../Utils/Languages';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {GameApp} from \"../../GameApp\";\n\n/**\n * HtmlElement handle basic properties for all kind of html elements.\n * @class HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlElement {\n\n data: string;\n\n instance: HTMLElement;\n\n rid: string;\n ridType: string;\n ridFilter: string;\n\n private currentValue: string;\n\n constructor(tagName: string = 'div') {\n if (tagName !== '') {\n this.instance = document.createElement(tagName);\n }\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n\n /*\n * CSS id reference.\n * @property id\n * @type string\n * @default null\n */\n if (node.hasAttribute('id')) {\n this.instance.id = node.getAttribute('id');\n }\n\n /*\n * Filter text when reach some values. For example NO_ZERO will dont show zero values.\n * @property RidFilter\n * @type string\n * @default null\n */\n if (node.hasAttribute('RidFilter')) {\n this.ridFilter = node.getAttribute('RidFilter');\n }\n\n /*\n * RidType is typing for formating text. For example use MONEY to have number on two decimal places.\n * @property RidType\n * @type string\n * @default null\n */\n if (node.hasAttribute('RidType')) {\n this.ridType = node.getAttribute('RidType');\n }\n\n /*\n * Rid is key from languages.\n * @property Rid\n * @type string\n * @default null\n */\n if (node.hasAttribute('Rid')) {\n this.rid = node.getAttribute('Rid');\n HtmlController.RidElements.push(this);\n this.setText();\n }\n\n /*\n * CssClass is html class attribute.\n * @property CssClass\n * @type string\n * @default null\n */\n if (node.hasAttribute('CssClass')) {\n this.instance.className = node.getAttribute('CssClass');\n }\n\n /*\n * Test is html data attribute for automated testing support.\n * @property Test\n * @type string\n * @default null\n */\n if (node.hasAttribute('Test')) {\n this.instance.dataset[\"test\"] = node.getAttribute('Test');\n }\n\n /*\n * Data will handle dynamic texts dynamic from system.\n * @property Data\n * @type string\n * @default null\n */\n if (node.hasAttribute('Data')) {\n this.data = node.getAttribute('Data');\n HtmlController.registerDataElement(node.getAttribute('Data'), this);\n }\n\n\n if(node.hasAttribute('Lang') && this.instance != null && GameApp.language != null) {\n this.instance.setAttribute('Language', GameApp.language);\n }\n }\n\n /**\n * Set text content to instance if exists\n * @method setText\n * @param value string\n * @return void\n */\n setText(value?: string): void {\n var text: string = '';\n\n if (value != null) {\n text = value;\n this.currentValue = value;\n }\n\n if (this.instance != null) {\n // find out rid from languages if element has rid\n if (this.rid != null) {\n if (Languages.getRid(this.rid) != null) {\n if (!StringUtils.isNullOrEmpty(text)) {\n var texts: Array = text.split(';');\n if(texts.length === 2) {\n text = Languages.getRid(this.rid, texts[0], texts[1])\n } else {\n text = Languages.getRid(this.rid, text)\n }\n } else {\n text = Languages.getRid(this.rid);\n }\n }\n }\n\n // format text with ridType\n if (this.ridType != null) {\n text = Languages.formatText(this.ridType, text);\n }\n\n // filter text based on rid filter\n if (this.ridFilter != null) {\n text = Languages.filterText(this.ridFilter, text);\n\n if (this.ridFilter === Languages.FilterNoZero && this.instance.classList.contains('bonus')) {\n if (text === '') {\n this.instance.classList.add('_hidden');\n } else {\n this.instance.classList.remove('_hidden');\n }\n }\n }\n\n // set text to instance\n this.instance.innerHTML = text;\n } else {\n if (DEBUG) {\n this.log('ERROR no instance');\n }\n }\n }\n\n updateText(): void {\n var text: string = '';\n\n if (this.currentValue != null) {\n text = this.currentValue;\n }\n\n if (this.instance != null) {\n // find out rid from languages if element has rid\n if (this.rid != null) {\n if (Languages.getRid(this.rid) != null) {\n if (!StringUtils.isNullOrEmpty(text)) {\n var texts: Array = text.split(';');\n if(texts.length === 2) {\n text = Languages.getRid(this.rid, texts[0], texts[1])\n } else {\n text = Languages.getRid(this.rid, text)\n }\n } else {\n text = Languages.getRid(this.rid);\n }\n }\n }\n\n // format text with ridType\n if (this.ridType != null) {\n text = Languages.formatText(this.ridType, text);\n }\n\n // filter text based on rid filter\n if (this.ridFilter != null) {\n text = Languages.filterText(this.ridFilter, text);\n\n if (this.ridFilter === Languages.FilterNoZero && this.instance.classList.contains('bonus')) {\n if (text === '') {\n this.instance.classList.add('_hidden');\n } else {\n this.instance.classList.remove('_hidden');\n }\n }\n }\n\n // set text to instance\n this.instance.innerHTML = text;\n } else {\n if (DEBUG) {\n this.log('ERROR no instance');\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected logError(s: string): void {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlElement.ts\n **/","import {Logger, Utils} from \"neo-common\";\n\nexport type ActionsTypes = { [action: string]: boolean; };\n\n/**\n * @type BatchUpdatesFunction - predicate function where is able to do multiple batched actions changes and\n * only after on updates ends, event 'onChange' is triggered once!\n * @returns true if where was any changes, false if there was not changes (and thus no 'onChange' is called on end)\n */\nexport type BatchUpdatesFunction = (actions: IActionSet) => boolean | void;\n\nexport interface IActionSet {\n changeActionState(action: string, value: boolean): boolean;\n}\n\n/**\n * @class ActionsData - List of actions and its states.\n */\nexport class ActionSet implements IActionSet {\n private _setName: string;\n private _owner: string;\n private _actions: ActionsTypes = {};\n private _batchUpdatesActive: boolean;\n private _onChange: Function;\n private _readonly: boolean;\n\n constructor(setName: string, owner: string) {\n this._setName = setName;\n this._owner = owner;\n this._batchUpdatesActive = false;\n this._readonly = false;\n\n this.registerActions = this.registerActions.bind(this);\n this.registerAction = this.registerAction.bind(this);\n this.changeActionState = this.changeActionState.bind(this);\n this.getActionState = this.getActionState.bind(this);\n this.getAllActions = this.getAllActions.bind(this);\n this.batchUpdates = this.batchUpdates.bind(this);\n this.disableAllActions = this.disableAllActions.bind(this);\n this.invokeOnChange = this.invokeOnChange.bind(this);\n }\n\n public get onChange(): Function {\n return this._onChange;\n }\n\n public set onChange(value: Function) {\n this._onChange = value;\n }\n\n private log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup(this._owner, `[${this._setName}] ` + s);\n }\n }\n\n private logError(s: string, e?: Error): void {\n if (DEBUG) {\n Logger.errorGroup(this._owner, e, `[${this._setName}] ` + s);\n }\n }\n\n private invokeOnChange(): void {\n if (this._onChange && !this._batchUpdatesActive) {\n try {\n this.onChange();\n } catch (e) {\n if (DEBUG) {\n this.logError('invokeOnChange', e);\n }\n }\n }\n }\n\n private checkForReadonly(): void {\n if (this._readonly) {\n throw new Error(`ActionSet \"${this._owner}\" [${this._setName}] is readonly!`);\n }\n }\n\n private beginBatchUpdates(): void {\n this.checkForReadonly();\n\n if (this._batchUpdatesActive) {\n throw new Error(`\"${this._owner}\" [${this._setName}] Other batch updates is in pending state!`);\n }\n\n this._batchUpdatesActive = true;\n }\n\n private endBatchUpdates(hasChanges: boolean): void {\n this.checkForReadonly();\n\n this._batchUpdatesActive = false;\n\n // when return is null or undefined we assume that something HAS changed (return bool was forgotten?)\n if (Utils.isNullOrUndefined(hasChanges)) {\n hasChanges = true;\n }\n\n if (hasChanges) {\n this.invokeOnChange();\n }\n }\n\n public batchUpdates(updateFn: BatchUpdatesFunction): void {\n this.beginBatchUpdates();\n\n var hasChanges: boolean;\n try {\n hasChanges = updateFn(this) as boolean;\n } finally {\n this.endBatchUpdates(hasChanges);\n }\n }\n\n /**\n * @method registerActions - registers multiple actions at once, on end event 'onChange' is triggered.\n * @param actions - list of actions with its initial state value.\n */\n public registerActions(actions: ActionsTypes): void {\n this.beginBatchUpdates();\n\n try {\n for (var key in actions) {\n if (actions.hasOwnProperty(key)) {\n this.registerAction(key, actions[key]);\n }\n }\n } finally {\n this.endBatchUpdates(true);\n }\n }\n\n /**\n * Register game action for specific controller and add him default value.\n * @method registerAction\n * @param action string name of action\n * @param value boolean default value false\n * @return true if successfully registered, otherwise returns false\n */\n private registerAction(action: string, value: boolean = false): boolean {\n this.checkForReadonly();\n\n var notExist = Utils.isNullOrUndefined(this._actions[action]);\n if (notExist) {\n this._actions[action] = value;\n\n this.invokeOnChange();\n } else {\n if (DEBUG) {\n this.log(`[changeActionState] Could not register action '${action}', action was already registered!` +\n ` all actions: ${JSON.stringify(this._actions)}`);\n }\n }\n\n return notExist;\n }\n\n /**\n * @method changeActionStates - change value to multiple actions at once, after which event 'onChange' is triggered.\n * @param actionNames\n * @param value\n */\n public changeActionStates(actions: ActionsTypes): void;\n public changeActionStates(value: boolean, actionNames: Array): void;\n public changeActionStates(actionsOrValue: boolean | ActionsTypes, actionNames?: Array): void {\n this.beginBatchUpdates();\n\n try {\n var hasValue = typeof actionsOrValue === \"boolean\";\n if (hasValue) {\n for (var i = 0; i < actionNames.length; i++) {\n var action = actionNames[i];\n this.changeActionState(action, actionsOrValue as boolean);\n }\n } else {\n for (var key in (actionsOrValue as ActionsTypes)) {\n if ((actionsOrValue as ActionsTypes).hasOwnProperty(key)) {\n this.changeActionState(key, (actionsOrValue as ActionsTypes)[key]);\n }\n }\n }\n } finally {\n this.endBatchUpdates(true)\n }\n }\n\n /**\n * Change value for specific action.\n * @method changeActionState\n * @param action string name of action\n * @param value boolean\n * @return true when state was successfully changed, otherwise returns false\n */\n public changeActionState(action: string, value: boolean): boolean {\n this.checkForReadonly();\n\n var exist = !Utils.isNullOrUndefined(this._actions[action]);\n\n if (exist) {\n this._actions[action] = value;\n\n this.invokeOnChange();\n } else {\n if (DEBUG) {\n this.log(`[changeActionState] Could not change action '${action}' value to '${value}', action was not registered!` +\n ` all actions: ${JSON.stringify(this._actions)}`);\n }\n }\n\n return exist;\n }\n\n /**\n * Get action state (true - action is enabled, false - action is disabled)\n * @method getActionState\n * @param action string name of action\n * @return boolean\n */\n public getActionState(action: string): boolean {\n if (this._actions[action] != null) {\n return this._actions[action];\n } else {\n if (DEBUG) {\n this.log(`[changeActionState] Could not get action '${action}' value, action was not registered!` +\n ` all actions: ${JSON.stringify(this._actions)}`);\n }\n }\n return false;\n }\n\n /**\n * Return all actions with states.\n * @method getAllActions\n * @return Object\n */\n public getAllActions(): ActionsTypes {\n return this._actions;\n }\n\n /**\n * clone action set to new instance and is returned as readonly by default\n */\n public clone(readonly?: boolean): ActionSet {\n var cloned = new ActionSet(this._setName, this._owner);\n\n for (var key in this._actions) {\n if (this._actions.hasOwnProperty(key)) {\n cloned.registerAction(key, this._actions[key]);\n }\n }\n\n cloned._readonly = Utils.valueOrDefault(readonly, true);\n return cloned;\n }\n\n /**\n * Add value false for all action. Use this method for example after dispatch spin action.\n * @method disableAllActions\n * @return void\n */\n public disableAllActions(): void {\n this.beginBatchUpdates();\n\n try {\n for (var key in this._actions) {\n this._actions[key] = false;\n }\n } finally {\n this.endBatchUpdates(true);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Actions/ActionSet.ts\n **/","export class GambleActions\n{\n static ActionGambleStart: string = 'GAMBLE_START';\n static ActionGambleRed: string = 'GAMBLE_RED';\n static ActionGambleBlack: string = 'GAMBLE_BLACK';\n static ActionGambleHalve: string = 'GAMBLE_HALVE';\n static ActionGambleCollect: string = 'GAMBLE_COLLECT';\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Actions/GambleActions.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {Controller} from '../Controller';\nimport {GambleModel} from './GambleModel';\nimport {GambleView} from './GambleView';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\n\n@engineComponent(ComponentTypes.Controller)\nexport class GambleController extends Controller\n{\n\n public static readonly StartReceived: string = 'eventStartReceived';\n public static readonly HalveReceived: string = 'eventHalveReceived';\n public static readonly SelectReceived: string = 'eventSelectReceived';\n public static readonly WinCalculationFinished: string = 'eventWinCalculationFinished';\n public static readonly AllWinsFinished: string = 'eventAllWinsFinished';\n public static readonly Lose: string = 'eventLose';\n public static readonly IntroFinished: string = 'eventIntroFinished';\n public static readonly OutroFinished: string = 'eventOutroFinished';\n\n protected _view: GambleView;\n protected _model: GambleModel;\n\n constructor()\n {\n super();\n }\n\n startInitialization(view: any): void\n {\n if (DEBUG) {\n this.log('startInitialization');\n }\n\n if (view instanceof GambleView) {\n this._view = view;\n } else {\n this.log('ERROR view is not instance of GambleView');\n }\n\n this._model = new GambleModel(this);\n }\n\n initReceived(): void\n {\n this._view.initReceived(this);\n }\n\n initIntro(): void\n {\n this._view.initIntro();\n }\n\n start(): void\n {\n this._model.start();\n }\n\n startReceived(): void\n {\n this._view.startReceived();\n this.emit(GambleController.StartReceived);\n }\n\n select(color: Communication.Game.Color): void\n {\n this._model.select(color);\n }\n\n selectReceived(): void\n {\n this._view.selectReceived();\n this.emit(GambleController.SelectReceived);\n }\n\n halve(): void\n {\n this._model.halve();\n }\n\n halveReceived(): void\n {\n this.emit(GambleController.HalveReceived);\n }\n\n winCalculationFinished(): void\n {\n this.emit(GambleController.WinCalculationFinished);\n }\n\n allWinsFinished(): void\n {\n this.emit(GambleController.AllWinsFinished);\n }\n\n lose(): void\n {\n this.emit(GambleController.Lose);\n }\n\n intro(): void\n {\n this._view.intro();\n }\n\n introFinished(): void\n {\n this.emit(GambleController.IntroFinished);\n }\n\n outro(): void\n {\n this._view.outro();\n }\n\n outroFinished(): void\n {\n this.emit(GambleController.OutroFinished);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Gamble/GambleController.ts\n **/","import {Logger} from 'neo-common';\nimport EventEmitter = PIXI.utils.EventEmitter;\n\nexport class Controller extends EventEmitter\n{\n\n constructor()\n {\n super();\n }\n\n protected log(s: string): void\n {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Controller.ts\n **/","import {Utils} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {GambleController} from './GambleController';\nimport {DataManager} from '../../Managers/DataManager';\nimport {GameManager} from '../../Managers/GameManager';\nimport {MessageManager} from '../../Managers/MessageManager';\n\nexport class GambleModel {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected controller: GambleController;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(controller: GambleController) {\n this.controller = controller;\n }\n\n //******************************************************************************************************************\n // REQUESTS\n //******************************************************************************************************************\n\n public start(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n\n DataManager.controlAutoplay();\n GameManager.gameClient.start(Communication.Game.GameModules.Gamble).then((response: any): any => {\n MessageManager.postpone(this.startReceived.bind(this), response);\n });\n }\n\n public select(color: Communication.Game.Color): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n\n DataManager.controlAutoplay();\n GameManager.gameClient.gambleSelect(color).then((response: any): any => {\n MessageManager.postpone(this.selectReceived.bind(this), response);\n });\n }\n\n public halve(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n\n DataManager.controlAutoplay();\n GameManager.gameClient.gambleHalve(Communication.Game.GameModules.Gamble).then((response: any): any => {\n MessageManager.postpone(this.halveReceived.bind(this), response);\n });\n }\n\n //******************************************************************************************************************\n // RESPONSES\n //******************************************************************************************************************\n\n protected startReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n this.controller.startReceived();\n }\n\n GameManager.requestSend = false;\n }\n\n protected selectReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n this.controller.selectReceived();\n }\n\n GameManager.requestSend = false;\n }\n\n protected halveReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n this.controller.halveReceived();\n }\n\n GameManager.requestSend = false;\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Gamble/GambleModel.ts\n **/","import {engineComponent} from 'neo-common';\nimport {GambleController} from './GambleController';\nimport {HtmlController} from '../../HTMLComponents/HtmlController';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\nimport {HtmlContainerElement} from '../../HTMLComponents/Elements/HtmlContainerElement';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../../Utils/FrameTimer';\nimport {ContainerElement} from '../../Components/Elements/Graphics/ContainerElement';\nimport {PlayList} from '../../Components/Sounds/PlayList';\nimport {GameManager} from \"../../Managers/GameManager\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class GambleView extends ContainerElement\n{\n private _controller: GambleController;\n\n private _gambleControls: HTMLElement;\n private _gambleRedBtn: HTMLElement;\n private _gambleBlackBtn: HTMLElement;\n private _gambleActualCard: HTMLElement;\n private _gambleCardBack: HTMLElement;\n private _gambleWin: HTMLElement;\n private _gambleWin2: HTMLElement;\n private _previousCards: Array;\n\n private _actualColor: string;\n\n private _revealTimer: FrameTimerEventEmitter;\n private _revealBackTimer: FrameTimerEventEmitter;\n private _winTimer: FrameTimerEventEmitter;\n private _loseTimer: FrameTimerEventEmitter;\n private _introDelayTimer: FrameTimerEventEmitter;\n private _introSoundTimer: FrameTimerEventEmitter;\n private _outroDelayTimer: FrameTimerEventEmitter;\n\n constructor()\n {\n super();\n\n this._revealTimer = CreateFrameTimer('revealTimer');\n this._revealTimer.on(FrameTimerEvents.Complete, this.reveal.bind(this));\n\n this._revealBackTimer = CreateFrameTimer('revealTimer');\n this._revealBackTimer.on(FrameTimerEvents.Complete, this.revealBack.bind(this));\n\n this._winTimer = CreateFrameTimer('revealTimer');\n this._winTimer.on(FrameTimerEvents.Complete, this.win.bind(this));\n\n this._loseTimer = CreateFrameTimer('revealTimer');\n this._loseTimer.on(FrameTimerEvents.Complete, this.lose.bind(this));\n\n this._introDelayTimer = CreateFrameTimer('introDelayTimer');\n this._introDelayTimer.on(FrameTimerEvents.Complete, this.introDelayed.bind(this));\n\n this._introSoundTimer = CreateFrameTimer('introSoundTimer');\n this._introSoundTimer.on(FrameTimerEvents.Complete, this.introSoundStart.bind(this));\n\n this._outroDelayTimer = CreateFrameTimer('revealTimer');\n this._outroDelayTimer.on(FrameTimerEvents.Complete, this.outroDelayed.bind(this));\n }\n\n createByNode(node: Element): void\n {\n super.createByNode(node);\n }\n\n\n initReceived(controller: GambleController): void\n {\n this._controller = controller;\n\n this._gambleControls = document.getElementById('gamble');\n\n if (this._gambleControls == null) {\n if (DEBUG) {\n this.log('ERROR no gamble controlls');\n }\n }\n\n this._gambleActualCard = document.getElementById('gambleActualCard');\n if (this._gambleActualCard == null) {\n if (DEBUG) {\n this.log('ERROR no gambleActualCard');\n }\n }\n\n this._gambleCardBack = document.getElementById('gambleCardBack');\n if (this._gambleCardBack == null) {\n if (DEBUG) {\n this.log('ERROR no gambleCardBack');\n }\n }\n\n this._gambleWin = document.getElementById('gambleWin');\n if (this._gambleWin == null) {\n this._gambleWin = document.getElementById('winBox');\n if (this._gambleWin == null) {\n if (DEBUG) {\n this.log('ERROR no gambleWin');\n }\n }\n }\n\n this._gambleWin2 = document.getElementById('winBox2');\n if (this._gambleWin2 == null) {\n if (this._gambleWin2 == null) {\n if (DEBUG) {\n this.log('ERROR no _gambleWin2');\n }\n }\n }\n\n this._gambleRedBtn = document.getElementById('gambleRedBtn');\n this._gambleBlackBtn = document.getElementById('gambleBlackBtn');\n if (this._gambleRedBtn != null && this._gambleBlackBtn != null) {\n\n this._gambleRedBtn.addEventListener(HtmlContainerElement.Over, this.onOver.bind(this));\n this._gambleRedBtn.addEventListener(HtmlContainerElement.TouchStart, this.onOver.bind(this));\n this._gambleRedBtn.addEventListener(HtmlContainerElement.Out, this.onOut.bind(this));\n this._gambleRedBtn.addEventListener(HtmlContainerElement.TouchEnd, this.onOut.bind(this));\n this._gambleBlackBtn.addEventListener(HtmlContainerElement.Over, this.onOver.bind(this));\n this._gambleBlackBtn.addEventListener(HtmlContainerElement.TouchStart, this.onOver.bind(this));\n this._gambleBlackBtn.addEventListener(HtmlContainerElement.Out, this.onOut.bind(this));\n this._gambleBlackBtn.addEventListener(HtmlContainerElement.TouchEnd, this.onOut.bind(this));\n }\n\n this._previousCards = [];\n for (let i: number = 0; i < 5; i++) {\n let card: HTMLElement = document.getElementById('previousCard' + i);\n if (card != null) {\n this._previousCards.push(card);\n }\n }\n }\n\n initIntro(): void\n {\n this.previousCards();\n if (this._gambleControls != null && this._gambleControls.classList.contains(HtmlController.DisabledClass)) {\n this._gambleControls.classList.remove(HtmlController.DisabledClass);\n this._gambleControls.style.display = 'block';\n }\n PlayList.loop('SND_GambleLoop');\n }\n\n private onOver(): void\n {\n if (this._gambleRedBtn != null && !this._gambleRedBtn.classList.contains('_hover')) {\n this._gambleRedBtn.classList.add('_hover');\n }\n if (this._gambleBlackBtn != null && !this._gambleBlackBtn.classList.contains('_hover')) {\n this._gambleBlackBtn.classList.add('_hover');\n }\n }\n\n private onOut(): void\n {\n if (this._gambleRedBtn != null && this._gambleRedBtn.classList.contains('_hover')) {\n this._gambleRedBtn.classList.remove('_hover');\n }\n if (this._gambleBlackBtn != null && this._gambleBlackBtn.classList.contains('_hover')) {\n this._gambleBlackBtn.classList.remove('_hover');\n }\n }\n\n startReceived(): void\n {\n this.previousCards();\n }\n\n selectReceived(): void\n {\n if (GameManager.gambleResponse.currentCard != null) {\n if (this._gambleActualCard != null && this._gambleCardBack != null) {\n this._gambleCardBack.classList.remove('_CA');\n this._gambleCardBack.classList.remove('_DA');\n this._gambleCardBack.classList.remove('_HA');\n this._gambleCardBack.classList.remove('_SA');\n this._gambleCardBack.classList.remove('_JR');\n this._gambleCardBack.classList.add('_' + GameManager.gambleResponse.currentCard);\n this._gambleActualCard.classList.add('_reveal');\n\n if (GameManager.gambleResponse != null && GameManager.gambleResponse.currentWin > 0) {\n this._revealTimer.start(30);\n } else {\n this._revealTimer.start(60);\n }\n\n PlayList.play('SND_GambleDraw');\n }\n }\n }\n private previousCards(): void\n {\n if (this._previousCards != null && GameManager.gambleResponse.previousCards != null) {\n for (var i: number = 0; i < GameManager.gambleResponse.previousCards.length; i++) {\n var card: HTMLElement = this._previousCards[i];\n if (card != null) {\n card.classList.remove('_CA');\n card.classList.remove('_DA');\n card.classList.remove('_HA');\n card.classList.remove('_SA');\n card.classList.remove('_JR');\n if (GameManager.gambleResponse.previousCards[i] != 'XX') {\n card.classList.add('_' + GameManager.gambleResponse.previousCards[i]);\n }\n }\n }\n }\n }\n\n reAnimate(color: string): boolean\n {\n if (this._gambleActualCard != null && this._gambleActualCard.classList.contains('_reveal')) {\n this._actualColor = color;\n this._gambleActualCard.classList.remove('_reveal');\n\n PlayList.play('SND_GambleDraw');\n\n this._revealBackTimer.start(30);\n return false;\n } else {\n return true;\n }\n }\n\n disabled(): void\n {\n if (this._gambleControls != null && !this._gambleControls.classList.contains(HtmlController.DisabledClass)) {\n this._gambleControls.classList.add(HtmlController.DisabledClass);\n }\n }\n\n intro(): void\n {\n PlayList.stop(\"SND_FSLoop\")\n this._introDelayTimer.start(1);\n if (this._gambleControls != null) {\n this._gambleControls.style.display = 'block';\n }\n\n }\n\n private introDelayed(): void\n {\n this._introDelayTimer.stop();\n if (this._gambleControls != null && this._gambleControls.classList.contains(HtmlController.DisabledClass)) {\n this._gambleControls.classList.remove(HtmlController.DisabledClass);\n }\n\n this._introSoundTimer.start(30);\n }\n\n private introSoundStart(): void\n {\n this._introSoundTimer.stop();\n PlayList.play('SND_Transition');\n PlayList.loop('SND_GambleLoop');\n this._controller.introFinished();\n }\n\n outro(): void\n {\n //timer set to 0 becaouse of gamble outro animation\n this._outroDelayTimer.start(0);\n if (this._gambleControls != null && !this._gambleControls.classList.contains(HtmlController.DisabledClass)) {\n this._gambleControls.classList.add(HtmlController.DisabledClass);\n }\n PlayList.play('SND_Transition');\n PlayList.stop('SND_GambleLoop');\n }\n\n private outroDelayed(): void\n {\n this._outroDelayTimer.stop();\n if (this._gambleControls != null) {\n this._gambleControls.style.display = 'none';\n }\n this._controller.outroFinished();\n }\n\n reveal(): void\n {\n this._revealTimer.stop();\n this.previousCards();\n this._controller.winCalculationFinished();\n\n if (GameManager.gambleResponse != null && GameManager.gambleResponse.currentWin > 0) {\n this._gambleActualCard.classList.remove('_reveal');\n PlayList.play('SND_GambleWin');\n if (this._gambleWin != null && !this._gambleWin.classList.contains('winAnimation')) {\n this._gambleWin.classList.add('winAnimation');\n }\n if (this._gambleWin2 != null && !this._gambleWin2.classList.contains('winAnimation')) {\n this._gambleWin2.classList.add('winAnimation');\n }\n this._winTimer.start(15);\n } else {\n this._gambleActualCard.classList.remove('_reveal');\n this._revealBackTimer.start(30);\n this._loseTimer.start(30);\n }\n }\n\n revealBack(): void\n {\n this.onOut(); //remove _hover class\n this._revealBackTimer.stop();\n }\n\n win(): void\n {\n this._winTimer.stop();\n this._revealBackTimer.start(5);\n if (this._gambleWin != null && this._gambleWin.classList.contains('winAnimation')) {\n this._gambleWin.classList.remove('winAnimation');\n }\n if (this._gambleWin2 != null && this._gambleWin2.classList.contains('winAnimation')) {\n this._gambleWin2.classList.remove('winAnimation');\n }\n this._controller.allWinsFinished();\n }\n\n lose(): void\n {\n this._loseTimer.stop();\n this._controller.lose();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Gamble/GambleView.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {BaseElement} from './BaseElement';\nimport {ContainerStyle} from '../Styles/ContainerStyle';\nimport {StyleManager} from '../../Managers/StyleManager';\nimport {CanvasManager} from '../../Managers/CanvasManager';\nimport {HtmlManager} from '../../Managers/HtmlManager';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {Tweens} from \"../../Effects/Tweens\";\nimport {Attributes} from \"../../../Utils/Attributes\";\n\n/**\n * ContainerElement class is class which creates holder for other elements.\n * Container element can be used for grouping more display objects and better organization in xmls.\n * Can be defined also by Style with class ContainerStyle.\n * Example 1:\n * \n * \n * \n * ...\n * \n * \n *\n * Example 2:\n * \n *\n * @class ContainerElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ContainerElement extends BaseElement\n{\n\n // style is optional in this element\n style: ContainerStyle;\n // list of children\n childs: Object;\n \n _tint: number;\n\n constructor()\n {\n super();\n }\n\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n if (this.childs != null) {\n for (let key in this.childs) {\n if (this.childs.hasOwnProperty(key)) {\n if (this.childs[key] instanceof PIXI.DisplayObject) {\n this.childs[key].destroy(options);\n }\n this.childs[key] = null;\n }\n }\n\n this.childs = null;\n }\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n public createByNode(node: Element): void\n {\n super.createByNode(node);\n\n /*\n * Style can be define for better usage of container elements.\n * For example when you want to use same display objects with same names on more than one places.\n * Style for container element has to be instance of ContainerStyle.\n * @property Style\n * @type string\n * @default null\n */\n if (node.hasAttribute(ContainerElementAttributes.STYLE)) {\n // get style from StyleManager\n this.style = StyleManager.Styles[node.getAttribute(ContainerElementAttributes.STYLE)];\n if (this.style != null) {\n // parse childs from style\n if (this.childs == null) {\n this.childs = CanvasManager.parseElements(this.style.node, this);\n HtmlManager.parseElements(this.style.node, null);\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no style with name ' + node.getAttribute(ContainerElementAttributes.STYLE));\n }\n }\n } else {\n // parse childs from node\n if (this.childs == null) {\n this.childs = CanvasManager.parseElements(node, this);\n HtmlManager.parseElements(node, null);\n }\n }\n\n if (this.childs == null) {\n if (DEBUG) {\n this.log('WARNING container element with name ' + node.nodeName + ' has no children');\n }\n }\n }\n\n public updateByNode(node: Element): void {\n super.updateByNode(node);\n\n if(node.hasAttribute(ContainerElementAttributes.TINT)) {\n this.setTint(parseInt(node.getAttribute(ContainerElementAttributes.TINT), 16));\n }\n\n this.runTintTween(node);\n\n let child = node.firstElementChild;\n while(child) {\n if(child.tagName) {\n if(this.childs[child.tagName]) {\n this.childs[child.tagName].updateByNode(child);\n }\n }\n child = child.nextElementSibling;\n }\n }\n\n public setTint(tintColor: number): void {\n if(this._tint === tintColor || isNaN(tintColor)) {\n return;\n }\n this._tint = tintColor;\n for(let child in this.childs) {\n if(typeof this.childs[child].tint === \"number\") {\n this.childs[child].tint = tintColor;\n } else if(typeof this.childs[child].setTint === \"function\") {\n this.childs[child].setTint(tintColor);\n }\n }\n }\n\n set tint(tintColor: number) {\n this.setTint(tintColor);\n }\n\n get tint(): number {\n return this._tint;\n }\n\n public runTintTween(node: Element): boolean {\n if (!node.hasAttribute(ContainerElementAttributes.TINT_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'tint');\n\n let tintTween: Array;\n\n\n let tintTweenPosition: string = Attributes.assignStringAttribute(node, ContainerElementAttributes.TINT_TWEEN_POSITION, null);\n if (tintTweenPosition == ContainerElementAttributes.TINT_TWEEN_POSITION_VALUE.SMOOTH) {\n tintTween = node.getAttribute(ContainerElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n if(tintTween.length) {\n tintTween[0] = this.tint;\n }\n } else {\n tintTween = node.getAttribute(ContainerElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n }\n\n const tweenValues: Array = tintTween || [];\n\n const tween: string = \"tint\";\n const tweenEase: string = Attributes.assignStringAttribute(node, ContainerElementAttributes.TINT_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ContainerElementAttributes.TINT_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ContainerElementAttributes.TINT_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ContainerElementAttributes.TINT_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ContainerElementAttributes.TINT_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ContainerElementAttributes.TINT_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ContainerElementAttributes.TINT_TWEEN_KEY_TIMES)) : null;\n\n Tweens.colorTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public getChildElementByName(name: string): Object\n {\n if(this.childs) {\n if(this.childs[name]) {\n return this.childs[name];\n }\n }\n\n return null;\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return ContainerElement\n */\n clone(): ContainerElement\n {\n let element: ContainerElement = new ContainerElement();\n\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.name = this.name;\n\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n\n if (this.maskSprite != null) {\n let elementMask = new PIXI.Sprite(( this.maskSprite).texture);\n elementMask.position.x = this.maskSprite.position.x;\n elementMask.position.y = this.maskSprite.position.y;\n\n element.maskSprite = elementMask;\n element.addChild(elementMask);\n element.mask = elementMask;\n }\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nconst ContainerElementAttributes = {\n DEBUG: 'Debug',\n /**\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n STYLE: 'Style',\n\n TINT: 'Tint',\n\n TINT_TWEEN: 'TintTween',\n TINT_TWEEN_EASE: 'TintTweenTease',\n TINT_TWEEN_DURATION: 'TintTweenDuration',\n TINT_TWEEN_DELAY: 'TintTweenDelay',\n TINT_TWEEN_POSITION: 'TintTweenPosition',\n TINT_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n SMOOTH: 'smooth'\n },\n TINT_TWEEN_LOOP: 'TintTweenLoop',\n TINT_TWEEN_KEY_TIMES: 'TintTweenKeyTimes',\n\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/ContainerElement.ts\n **/","import {engineComponent, NumberUtils} from 'neo-common';\nimport {ClientHost, Communication, GameEngine, Platforms} from 'neo-games';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../Utils/FrameTimer\";\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {BaseActions} from \"../Common/Actions/BaseActions\";\nimport {UserControls} from \"../Common/UserControls/UserControls\";\nimport {HtmlController} from \"../../HTMLComponents/HtmlController\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {Paytable} from \"../Common/Paytable/Paytable\";\nimport {GameData} from \"../Common/Datas/GameData\";\nimport {GameActions} from \"../Common/Actions/GameActions\";\nimport {BaseController} from \"../../GameComponents/Base/BaseController\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {BalanceManager} from \"../../Managers/BalanceManager\";\nimport {LimitDialog} from \"../Common/Dialogs/LimitDialog\";\nimport {ResponsibleDialog1} from \"../Common/Dialogs/ResponsibleDialog1\";\nimport {FreeRoundBonus} from '../Common/Bonuses/FreeRoundBonus';\nimport {Jackpot} from \"../Common/Bonuses/Jackpot\";\nimport {Languages} from \"../../Utils/Languages\";\nimport {FreespinsView} from \"../../GameComponents/Freespins/FreespinsView\";\nimport {BetHigherThanMinDialog} from \"../Common/Dialogs/BetHigherThanMinDialog\";\nimport {FreeRoundBonusDialog} from \"../Common/Dialogs/FreeRoundBonusDialog\";\n\nvar GameModules = Communication.Game.GameModules;\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class DesktopBaseUserControls extends UserControls {\n\n protected _controller: BaseController;\n\n private _userControls: HTMLElement;\n private _userControls_supreme: HTMLElement;\n private _paytable: Paytable;\n private _afterWinDelay: FrameTimerEventEmitter;\n private _autoplayDelay: FrameTimerEventEmitter;\n\n private _wasCalclulated: boolean = true;\n private _unColectedWin: number = 0;\n private _unColectedWinDelay: FrameTimerEventEmitter;\n private _machineStopped: boolean = true;\n private longIntro: boolean = false;\n\n constructor() {\n super('base');\n }\n\n create(node: Element): void\n {\n super.create(node);\n\n this.registerActions();\n\n this._afterWinDelay = CreateFrameTimer('afterWinDelay');\n this._afterWinDelay.on(FrameTimerEvents.Complete, this.prepareNewGameRound.bind(this));\n\n this._autoplayDelay = CreateFrameTimer('autoplayDelay');\n this._autoplayDelay.on(FrameTimerEvents.Complete, this.autoplayDelayed.bind(this));\n\n this._unColectedWinDelay = CreateFrameTimer('unColectedWinDelay');\n this._unColectedWinDelay.on(FrameTimerEvents.Complete, this.unColectedWinDelay.bind(this));\n\n this._userControls = document.getElementById('userControls');\n }\n\n addController(controller: BaseController): void\n {\n this._controller = controller;\n this._controller.on(BaseController.SpinReceived, this.spinReceived.bind(this));\n this._controller.on(BaseController.MachineStopped, this.machineStopped.bind(this));\n this._controller.on(BaseController.WinCalculationFinished, this.winCalculationFinished.bind(this));\n this._controller.on(BaseController.AllWinsFinished, this.allWinsFinished.bind(this));\n this._controller.on(BaseController.IntroFinished, this.introFinished.bind(this));\n this._controller.on(BaseController.OutroFinished, this.outroFinished.bind(this));\n }\n\n registerActions(): void\n {\n this.actions.registerActions({\n [BaseActions.ActionAutoplay]: false,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: false,\n [BaseActions.ActionBetPlus]: false,\n [BaseActions.ActionBetMinus]: false,\n [BaseActions.ActionMaxBet]: false,\n [BaseActions.ActionSpin]: false,\n [BaseActions.ActionSpinStop]: false\n });\n }\n\n initReceived(): void\n {\n this._userControls_supreme = document.getElementById('userControls_supreme');\n\n super.initReceived();\n\n this._controller.initReceived();\n\n this._paytable = new Paytable();\n this._paytable.initialize();\n\n if (GameManager.gameResponse != null) {\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, GameManager.gameResponse.totalWin.toString());\n }\n }\n\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n\n if (this._userControls_supreme != null && !ModuleManager.gambleActive()) {\n this._userControls_supreme.style.display = 'none';\n }\n\n DataManager.updateDataElements();\n }\n\n collectReceived(): void\n {\n FreeRoundBonus.enableUi();\n\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: this._unColectedWin, balanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n\t\tPlatforms.Platforms.balanceUpdated({amount: GameManager.gameResponse.balance.real});\n\n super.collectReceived();\n\n this._wasCalclulated = true;\n DataManager.Collectable = true;\n DataManager.updateDataElements();\n\n this.prepareNewGameRound();\n\n if(AppContext.gameConfiguration.CollectOnUnCalculatedWin && this._unColectedWin > 0) {\n DataManager.updateDataElement(GameData.DataTotalWin, this._unColectedWin.toString());\n this.changeWinBox(true);\n } else {\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, '0');\n }\n this.changeWinBox();\n }\n this._unColectedWinDelay.stop();\n //this._unColectedWinDelay.start(75);\n this._unColectedWin = 0;\n\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n restoreGameRound(collect: boolean = false): void\n {\n super.collectReceived();\n this.changeWinBox(collect);\n\n FreeRoundBonus.enableUi();\n\n DataManager.Collectable = true;\n\n if (this._unColectedWin == 0) {\n this._controller.resetWinAnimator();\n }\n this.prepareNewGameRound();\n }\n\n spinReceived(): void\n {\n FreeRoundBonus.frbSpin();\n\n if(DataManager.quickspinEnabled()) {\n // auto quick stop\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n DataManager.updateDataElement(GameData.DataRoundId);\n this._controller.stop();\n } else {\n this.actions.changeActionState(BaseActions.ActionSpinStop, AppContext.gameConfiguration.GameEnableReelsStop);\n HtmlController.updateActionElements(this.getAllActions());\n DataManager.updateDataElement(GameData.DataRoundId);\n }\n }\n\n dispatchAction(action: string): void\n {\n if(ModuleManager.gambleActive() || ModuleManager.freespinsActive()) {\n return;\n }\n\n if (action === GameActions.ActionSpinOrStop) {\n if (this.actions.getActionState(BaseActions.ActionSpin)) {\n action = BaseActions.ActionSpin;\n } else if (this.actions.getActionState(BaseActions.ActionSpinStop)) {\n action = BaseActions.ActionSpinStop;\n } else {\n return;\n }\n }\n\n if (this.actions.getActionState(action)) {\n if(action === BaseActions.ActionBaseCollect) {\n this.changeWinBox(true);\n } else {\n this.changeWinBox();\n }\n\n PlayList.play('SND_Click');\n super.dispatchAction(action);\n\n switch (action) {\n case BaseActions.ActionSpin:\n this.spin();\n break;\n case BaseActions.ActionSpinStop:\n this.stop();\n break;\n case BaseActions.ActionAutoplay:\n this.autoplay();\n break;\n case BaseActions.ActionAutoplayStop:\n this.autoplayStop();\n break;\n case BaseActions.ActionMaxBet:\n this.changeBet(false, true, false);\n break;\n case BaseActions.ActionBetPlus:\n this.changeBet(false, false, false);\n break;\n case BaseActions.ActionBetMinus:\n this.changeBet(true, false, false);\n break;\n case BaseActions.ActionBaseCollect:\n this.collect();\n break;\n }\n }\n }\n\n collect(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n }\n\n super.collect();\n\n ModuleManager.disableGamble();\n this.disable();\n this.playCollectSound();\n\n this._controller.collect();\n\n LimitDialog.closeDialog();\n GameManager.collect(GameModules.Base);\n\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, !AppContext.gameDefinition.Gamble ? \"0\" : this._unColectedWin.toString());\n }\n //this._unColectedWinDelay.start(75);\n }\n\n unColectedWinDelay(): void\n {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n }\n\n spin(): void\n {\n PlayList.stop(\"SND_FSLoop\");\n if(PlayList.isPlaying(\"SND_BaseLoop\")) {\n PlayList.loop('SND_BaseLoop');\n }\n\n this._machineStopped = false;\n\n FreeRoundBonus.disableUi();\n\t\tif (FreeRoundBonus.hasNewActiveOffer()) {\n if(GameManager.gameResponse.totalWin > 0 && !DataManager.GameRoundClosed) {\n this.changeWinBox(true);\n this.collect();\n } else {\n FreeRoundBonus.enableUi();\n }\n return;\n }\n\n if(this.checkJackpotMiniGame()) {\n return;\n }\n\n if (ResponsibleDialog1.showResponsibleDialog1OnCollect && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox(true);\n this.collect();\n } else {\n GameManager.canExit();\n this.changeWinBox();\n }\n\n return;\n }\n\n if(BetHigherThanMinDialog.canOpenDialog()) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox(true);\n this.collect();\n }\n BetHigherThanMinDialog.openDialog();\n return;\n }\n\n if(!DataManager.Autoplay && !this._wasCalclulated && !DataManager.GameRoundClosed && AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n this.changeWinBox(true);\n this.collect();\n return;\n } else {\n this.changeWinBox();\n if (!this._wasCalclulated) {\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n }\n }\n\n if (GameManager.gameResponse.totalWin > 0 && !DataManager.GameRoundClosed) {\n\t\t\tconst balanceTotal = parseFloat(DataManager.getDataById(GameData.DataBalanceTotal));\n\t\t\tconst balanceAfter = parseFloat(NumberUtils.add(GameManager.gameResponse.totalWin, balanceTotal));\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin, balanceAfter: balanceAfter, inSpin: true});\n }\n\n if (!Platforms.Platforms.canSpinOnCollect) {\n this.autoplayStop();\n this.changeWinBox(true);\n this.collect();\n return;\n }\n\n if (!BalanceManager.hasCredit(false, true)) {\n DataManager.Autoplay = false;\n ModuleManager.disableGamble();\n this.prepareNewGameRound();\n return;\n }\n\n DataManager.Collectable = false;\n ModuleManager.disableGamble();\n this.actions.disableAllActions();\n\n if(DataManager.Autoplay) {\n if(!DataManager.AutoplayStarted && GameManager.baseResponse != null && GameManager.baseResponse.totalWin != null && GameManager.baseResponse.totalWin > 0) {\n DataManager.updateLossLimit(GameManager.baseResponse.totalWin);\n }\n DataManager.updateLossLimit();\n this.actions.changeActionState(BaseActions.ActionAutoplayStop, AppContext.gameConfiguration.AutoplayModeEnabled);\n }\n HtmlController.dispatchUiAction('');\n HtmlController.updateActionElements(this.getAllActions());\n this.playCollectSound();\n\n DataManager.updateTotalGain(true);\n BalanceManager.fixBalance();\n if (!DataManager.GameRoundClosed || (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin);\n }\n this._controller.spin();\n\n LimitDialog.closeDialog();\n\n\t\tthis._wasCalclulated = false;\n\n\t\tPlatforms.Platforms.roundStarted({totalBet: BetManager.Bet, freeRound: FreeRoundBonus.inFrb, userAction: DataManager.getTrustedUserAction(BaseActions.ActionSpin)});\n Platforms.Platforms.spinStarted();\n Platforms.Platforms.balanceUpdated({amount: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n }\n\n stop(): void\n {\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n DataManager.quickspinStopped();\n this._controller.stop();\n }\n\n autoplayDelayed(): void\n {\n this._autoplayDelay.stop();\n if(DataManager.Autoplay) {\n this.autoplay();\n } else {\n this.prepareNewGameRound();\n }\n }\n\n autoplay(): void\n {\n this._afterWinDelay.stop();\n\n if(this.checkJackpotMiniGame()) {\n return;\n }\n\n if(DataManager.AutoplayCount === '∞') {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.AutoplayCount = (parseInt(DataManager.AutoplayCount) - 1).toString();\n if(parseInt(DataManager.AutoplayCount) >= 0) {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.Autoplay = false;\n this.prepareNewGameRound();\n }\n }\n }\n\n autoplayStop(): void\n {\n DataManager.Autoplay = false;\n\n Platforms.Platforms.autoplayStop();\n\n if(this._machineStopped) {\n if(DataManager.GameRoundClosed) {\n FreeRoundBonus.enableUi();\n Platforms.Platforms.roundEnded();\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n }\n }\n }\n\n this.actions.changeActionState(BaseActions.ActionAutoplayStop, false);\n HtmlController.updateActionElement(BaseActions.ActionAutoplayStop, false);\n }\n\n changeBet(decrease: boolean = false, max: boolean = false, cycle: boolean = false): void\n {\n if(!DataManager.GameRoundClosed) {\n this._unColectedWin = 0;\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n this.changeWinBox();\n this.collect();\n } else {\n this._controller.collect();\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateDataElement(GameData.DataBalanceBonus);\n DataManager.updateDataElement(GameData.DataBalanceReal);\n DataManager.updateDataElement(GameData.DataBalanceTotal);\n LimitDialog.closeDialog();\n }\n BetManager.changeBet(decrease, max, cycle);\n this._paytable.updateDataValues();\n\n if(BetManager.minBet) {\n this.actions.changeActionState(BaseActions.ActionBetMinus, false);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, false);\n this.actions.changeActionState(BaseActions.ActionBetPlus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, true);\n } else if(BetManager.maxBet) {\n this.actions.changeActionState(BaseActions.ActionBetPlus, false);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, false);\n this.actions.changeActionState(BaseActions.ActionBetMinus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, true);\n } else {\n this.actions.changeActionState(BaseActions.ActionBetPlus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, true);\n this.actions.changeActionState(BaseActions.ActionBetMinus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, true);\n }\n\n if (AppContext.gameConfiguration.ShowMaxBetMessage && max) {\n const message = AppContext.gameConfiguration.MaxButton ? Languages.getRid('MAX_BET_MESSAGE_PL') : Languages.getRid('MAX_BET_MESSAGE');\n GameManager.openConfirmationDialog(Communication.Game.GameModules.Base, message);\n }\n }\n\n machineStopped(): void\n {\n this._machineStopped = true;\n Platforms.Platforms.spinEnded();\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin === 0) {\n FreeRoundBonus.enableUi();\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin,\n\t\t\t\tbalanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))\n\t\t\t});\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n this._unColectedWinDelay.stop();\n this._unColectedWin = GameManager.gameResponse.totalWin;\n\n if(ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n FreeRoundBonus.disableUi();\n this.disable();\n return;\n }\n\n DataManager.stopAutoplayIfLossLimit();\n DataManager.stopAutoplayIfWinLimit();\n if (DataManager.Autoplay) {\n if (DataManager.AutoplayCount === 0 + '') {\n DataManager.Autoplay = false;\n }\n }\n\n if (GameManager.baseResponse.totalWin === 0) {\n this._wasCalclulated = true;\n DataManager.Collectable = true;\n } else {\n this._wasCalclulated = false;\n }\n\n \n ModuleManager.enableGamble();\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n if (GameManager.baseResponse.totalWin > 0) {\n this._afterWinDelay.start(GameManager.baseResponse.gameMultiplier > 1 ? 120 : 30);\n } else {\n this.prepareNewGameRound();\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n\n if (DataManager.Autoplay && GameManager.baseResponse.totalWin === 0) {\n this._autoplayDelay.start(15);\n }\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if(FreeRoundBonus.isLastFrb) {\n this.disableAllActions();\n return;\n }\n }\n\n // Collect total win in last cumulative FRB round when GR isn't yet closed and there isn't current win\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0 && GameManager.baseResponse.currentWin === 0) {\n this._controller.resetWinAnimator();\n this.collect();\n return;\n }\n }\n // Try to show RCI dialog by canExit() call when in FRB Cumulative and GameRound is closed\n if (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (DataManager.GameRoundClosed) {\n GameManager.canExit();\n }\n }\n }\n\n winCalculationFinished(): void\n {\n if (DataManager.GameRoundClosed) {\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin,\n\t\t\t\tbalanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))\n\t\t\t});\n }\n\n if (ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n DataManager.updateDataElement(GameData.DataTotalWin);\n return;\n }\n\n this._afterWinDelay.stop();\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n if (DataManager.GameRoundClosed && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElements();\n }\n ModuleManager.enableGamble();\n DataManager.Collectable = true;\n this.prepareNewGameRound();\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if (!ModuleManager.gambleEnabled()) {\n FreeRoundBonus.enableUi();\n }\n if(FreeRoundBonus.isLastFrb) {\n this.disableAllActions();\n return;\n }\n } else {\n FreeRoundBonus.enableFrbExpiration();\n }\n }\n\n allWinsFinished(): void\n {\n FreeRoundBonus.enableFrbExpiration();\n\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0 && !this._wasCalclulated) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n\n this._wasCalclulated = true;\n if(ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n ModuleManager.enableFreespins();\n return;\n }\n\n this._afterWinDelay.stop();\n this.prepareNewGameRound();\n ModuleManager.enableGamble();\n if (DataManager.Autoplay && this.actions.getActionState(BaseActions.ActionAutoplayStop)) {\n this.autoplay();\n }\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if(FreeRoundBonus.isLastFrb) {\n this._controller.resetWinAnimator();\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n this._controller.resetWinAnimator();\n this.collect();\n return;\n }\n }\n }\n\n initIntro(): void\n {\n super.initIntro();\n this._controller.initIntro();\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n\n if(ModuleManager.freespinsEnabled()) {\n ModuleManager.enableFreespins(true);\n return;\n }\n\n this.prepareNewGameRound();\n ModuleManager.enableGamble();\n this._unColectedWin = GameManager.gameResponse.totalWin;\n\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (DataManager.GameRoundClosed) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n }\n return;\n }\n }\n\n intro(long: boolean = false, previousModule: string): void\n {\n this._wasCalclulated = true;\n\n //if(long) {\n this._unColectedWin = GameManager.gameResponse.totalWin;\n //}\n\n this.longIntro = long;\n\n if(DataManager.GameRoundClosed) {\n DataManager.updateDataElement(GameData.DataBalanceBonus);\n DataManager.updateDataElement(GameData.DataBalanceReal);\n DataManager.updateDataElement(GameData.DataBalanceTotal);\n\n DataManager.Collectable = true;\n }\n\n this._controller.intro(long, previousModule);\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n\n\n }\n\n introFinished(): void\n {\n if(DataManager.GameRoundClosed) {\n Platforms.Platforms.roundEnded();\n }\n if(!ResponsibleDialog1.opened) {\n DataManager.Autoplay = DataManager.AutoplayAfterGamble;\n }\n ModuleManager.enableGamble();\n this.prepareNewGameRound();\n\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n\n let fsUserControls = document.getElementById('freespinsUserControls');\n if (fsUserControls != null) {\n fsUserControls.style.display = 'none';\n }\n\n if(this.longIntro && DataManager.GameRoundClosed && (FreeRoundBonus.id!=null || FreeRoundBonus.otherOfferes.length > 0)){\n FreeRoundBonus.enableUi();\n this.longIntro = false;\n }\n\n if(FreeRoundBonus.isLastFrb && DataManager.GameRoundClosed) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n\n // Collect total win in last cumulative FRB round when GR isn't yet closed\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.gameResponse.totalWin > 0) {\n ModuleManager.collect(GameModules.Base);\n }\n }\n }\n\n outro(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.gameResponse != null && GameManager.gameResponse.totalWin > 0) {\n Platforms.Platforms.win(GameManager.gameResponse.totalWin);\n }\n }\n\n this._afterWinDelay.stop();\n this._autoplayDelay.stop();\n\t\tDataManager.AutoplayAfterGamble = DataManager.Autoplay;\n\t\tif(!ModuleManager.freespinsActive() || !FreespinsView.wasRespin) {\n DataManager.Autoplay = false;\n }\n\n if(!ModuleManager.freespinsActive()) {\n if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls.classList.add(HtmlController.DisabledClass);\n }\n }\n\n if(ModuleManager.freespinsActive()) {\n if(!FreespinsView.wasRespin) {\n DataManager.AutoplayAfterGamble = false;\n }\n\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n //this._userControls_supreme.classList.add(HtmlController.DisabledClass);\n }\n }\n\n this._controller.outro();\n }\n\n outroFinished(): void\n {\n if(!ModuleManager.freespinsActive()) {\n if (this._userControls != null) {\n // this._userControls.style.display = 'none';\n }\n }\n\n if(ModuleManager.freespinsActive()) {\n if (this._userControls_supreme != null) {\n // this._userControls_supreme.style.display = 'none';\n }\n\n ModuleManager.introModule(GameModules.Freespins, false, GameModules.Base);\n } else {\n ModuleManager.introModule(GameModules.Gamble, false, GameModules.Base);\n }\n }\n\n prepareNewGameRound(): void\n {\n this._afterWinDelay.stop();\n\n if(this.prepareJackpotMiniGame()) {\n return;\n }\n\n if(ResponsibleDialog1.opened) {\n return;\n }\n\nBetHigherThanMinDialog.openDialog();\n\n if(BetHigherThanMinDialog.canOpenDialog() && FreeRoundBonusDialog.dialogActive()) {\n return;\n }\n\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false\n this.limit();\n } else {\n if(!DataManager.Autoplay) {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: (DataManager.GameRoundClosed || (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative' && !FreeRoundBonus.isLastFrb)) && AppContext.gameConfiguration.AutoplayModeEnabled,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative') ? false : !DataManager.GameRoundClosed,\n [BaseActions.ActionBetPlus]: !BetManager.maxBet,\n [BaseActions.ActionBetMinus]: !BetManager.minBet,\n [BaseActions.ActionMaxBet]: !ModuleManager.gambleEnabled() && !FreeRoundBonus.inFrb && AppContext.gameConfiguration.MaxBetEnabled,\n [BaseActions.ActionSpin]: !FreeRoundBonus.isLastFrb,\n [BaseActions.ActionSpinStop]: false\n });\n\n if (DataManager.GameRoundClosed) {\n Platforms.Platforms.roundInit();\n }\n }\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n private prepareJackpotMiniGame(): boolean {\n if(DataManager.GameRoundClosed && Jackpot.hasMiniGame() && !FreeRoundBonus.inFrb) {\n if(Jackpot.hasInitializedGame() && this._wasCalclulated) {\n DataManager.Autoplay = false;\n this.resetWinAnimator();\n this.disable();\n FreeRoundBonus.disableUi();\n Jackpot.startMiniGame();\n\n return true;\n } else {\n const self = this;\n\n //in nogamble we need to wait for winCalculated finish to not run minigame right after machinestopped\n if(this._wasCalclulated) {\n Jackpot.initMiniGame(true, () => {\n self.resetWinAnimator();\n self.disable();\n DataManager.Autoplay = false;\n FreeRoundBonus.disableUi();\n });\n }\n\n //in case we have nogamble and pb within or after gr, check limit\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false;\n this.limit();\n }\n\n if(Jackpot.waitForMiniGameInitialization()) {\n //in case we have limit, disable all actions during animation and wait for minigame\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n\n return true;\n }\n }\n }\n\n return false;\n }\n\n private checkJackpotMiniGame(): boolean {\n if(!Jackpot.hasMiniGame() || FreeRoundBonus.inFrb) {\n return false;\n }\n\n if(Jackpot.hasInitializedGame() || Jackpot.waitForMiniGameInitialization()) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox();\n this._wasCalclulated = true;\n\n if(!DataManager.GameRoundClosed) {\n this.collect(); //collect will call prepareNewGameRound\n } else {\n //in nogamble gameround is closed, we need to update balance, if we have totalwin > 0\n this.playCollectSound();\n DataManager.updateDataElements();\n this.prepareNewGameRound();\n }\n } else {\n this.prepareNewGameRound();\n }\n\n return true;\n } else {\n Jackpot.initMiniGame(false, null);\n Jackpot.disableMiniGameAutostart(); //if init was called from preparenewgameround\n\n return false;\n }\n }\n\n limit(): void\n {\n LimitDialog.openDialog();\n\n if(DataManager.GameRoundClosed) {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: AppContext.gameConfiguration.AutoplayModeEnabled,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: false,\n [BaseActions.ActionBetPlus]: !BetManager.maxBet,\n [BaseActions.ActionBetMinus]: !BetManager.minBet,\n [BaseActions.ActionMaxBet]: !FreeRoundBonus.inFrb && AppContext.gameConfiguration.MaxBetEnabled,\n [BaseActions.ActionSpin]: true,\n [BaseActions.ActionSpinStop]: false\n });\n } else {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: false,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: true,\n [BaseActions.ActionBetPlus]: false,\n [BaseActions.ActionBetMinus]: false,\n [BaseActions.ActionMaxBet]: false,\n [BaseActions.ActionSpin]: false,\n [BaseActions.ActionSpinStop]: false\n });\n }\n }\n\n disable(): void\n {\n this._afterWinDelay.stop();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n\n if(!ModuleManager.freespinsEnabled()) {\n this._controller.disableBase();\n }\n }\n\n //disable base without reseting timer and win animations in winAnimator\n //used in frb, to avoid not showing end message in last frb spin with win\n private disableAllActions(): void {\n this._afterWinDelay.stop();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n resetWinAnimator(): void\n {\n this._controller.resetWinAnimator();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Desktop/DesktopBaseUserControls.ts\n **/","export class GameActions\n{\n // space bar\n static ActionSpinOrStop: string = 'SPIN_OR_STOP';\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Actions/GameActions.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Controller} from '../Controller';\nimport {BaseModel} from './BaseModel';\nimport {BaseView} from './BaseView';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\n\n@engineComponent(ComponentTypes.Controller)\nexport class BaseController extends Controller\n{\n public static readonly SpinReceived: string = 'eventSpinReceived';\n public static readonly MachineStopped: string = 'eventMachineStopped';\n public static readonly WinCalculationFinished: string = 'eventWinCalculationFinished';\n public static readonly AllWinsFinished: string = 'eventAllWinsFinished';\n public static readonly IntroFinished: string = 'eventIntroFinished';\n public static readonly OutroFinished: string = 'eventOutroFinished';\n\n protected _view: BaseView;\n protected _model: BaseModel;\n\n constructor()\n {\n super();\n }\n\n startInitialization(view: any): void\n {\n if (DEBUG) {\n this.log('startInitialization');\n }\n\n if (view instanceof BaseView) {\n this._view = view;\n } else {\n if (DEBUG) {\n this.log('ERROR view is not instance of BaseView');\n }\n }\n\n this._model = new BaseModel(this);\n }\n\n initReceived(): void\n {\n this._view.initReceived(this);\n }\n\n initIntro(): void\n {\n this._view.initIntro();\n }\n\n collect(): void\n {\n this._view.collect();\n }\n\n spin(): void\n {\n this._model.spin();\n this._view.spin();\n }\n\n stop(): void\n {\n this._view.stop();\n }\n\n spinReceived(): void\n {\n this._view.spinReceived();\n this.emit(BaseController.SpinReceived);\n }\n\n machineStopped(): void\n {\n this.emit(BaseController.MachineStopped);\n }\n\n winCalculationFinished(): void\n {\n this.emit(BaseController.WinCalculationFinished);\n }\n\n allWinsFinished(): void\n {\n this.emit(BaseController.AllWinsFinished);\n }\n\n resetWinAnimator(): void\n {\n this._view.resetWinAnimator();\n }\n\n intro(long: boolean = false, previousModule: string): void\n {\n this._view.intro(long, previousModule);\n }\n\n introFinished(): void {\n this.emit(BaseController.IntroFinished);\n }\n\n outro(): void\n {\n this._view.outro();\n }\n\n outroFinished(): void\n {\n this.emit(BaseController.OutroFinished);\n }\n\n disableBase(): void {\n this._view.disableBase();\n }\n\n toggleSounds(enable: boolean): void {\n this._view.toggleSounds(enable);\n }\n\n showMessage(type : \"NORMAL\" | \"END\" | \"RETRIGGER\" | \"RETRIGGER_SINGLE\" | \"FORCE\" | \"RESPIN\" | \"RESPIN_INIT\" ): void {\n this._view.showMessage(type);\n }\n\n hideMessage(): void {\n this._view.hideMessage();\n }\n\n calculationCounter(actualCounterValue: string): void {\n this._view.calculationCounter(actualCounterValue);\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Base/BaseController.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {BaseController} from './BaseController';\nimport {Paylines} from '../Paylines';\nimport {PaylinesSelector} from '../PaylinesSelector';\nimport {Symbols} from '../Symbols';\nimport {WinAnimator} from '../WinAnimator';\nimport {Machine} from '../Machine';\nimport {SwitchElement} from '../../Components/Elements/Graphics/SwitchElement';\nimport {ContainerElement} from '../../Components/Elements/Graphics/ContainerElement';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\nimport {WinAnimatorExtended} from \"../../CustomComponents/WinAnimatorExtended\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../Utils/FrameTimer\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {Tweens} from '../../Components/Effects/Tweens';\nimport {ImageElement} from \"../../Components/Elements/Graphics/ImageElement\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {StageController} from \"../../Components/StageController\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {GroupTweens} from \"../../CustomComponents/GroupTweens\";\nimport {AmbientBackground} from \"../../Utils/AmbientBackground\";\nimport {MachineExtended} from \"../../CustomComponents/MachineExtended\";\nimport {SymbolExtended} from \"../../CustomComponents/SymbolExtended\";\nimport {TimelineElement} from \"../../Components/Elements/Graphics/TimelineElement\";\nimport {FreespinsView} from \"../Freespins/FreespinsView\";\nimport {Scaling} from \"../../Utils/Scaling\";\n\ntype IWin = Communication.Game.IWin;\nvar GameModules = Communication.Game.GameModules;\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class BaseView extends ContainerElement {\n static INTRO_DELAY: number = 60;\n static OUTRO_DELAY: number = 60;\n static OUTRO_DELAY_TO_GAMBLE: number = 0;\n static OUTRO_DELAY_TO_GAMBLE_IN_HIGHWINS: number = 60;\n static INTRO_DELAY_FROM_GAMBLE: number = 30;\n static OUTRO_DELAY_TO_FREESPINS: number = 30;\n static INTRO_DELAY_FROM_FREESPINS: number = 30;\n static OUTRO_DELAY_IN_HIGHWINS: number = 90;\n\n private _containerHeight: number = 1080;\n\n private _controller: BaseController;\n private _wasFinished: boolean = false;\n private _introDelay: FrameTimerEventEmitter;\n private _outroDelay: FrameTimerEventEmitter;\n\n private _paylines: Paylines;\n\n private _symbols: Symbols;\n private _machine: MachineExtended;\n private _noWinContainer: ContainerElement;\n private _winContainer: ContainerElement;\n private _winAnimator: WinAnimatorExtended;\n private _groupTweens: SwitchElement;\n private _blurContainer: SwitchElement;\n private _respinFX: TimelineElement;\n private _crossLeftTop: ImageElement;\n private _middleground: SwitchElement;\n\n private modeSetting: { Landscape?: Node, Portrait?: Node, Extended?: Node } = {};\n\n constructor() {\n super();\n\n this._introDelay = CreateFrameTimer('introDelay');\n this._introDelay.on(FrameTimerEvents.Complete, this.introFinished.bind(this));\n\n this._outroDelay = CreateFrameTimer('outroDelay');\n this._outroDelay.on(FrameTimerEvents.Complete, this.outroFinished.bind(this));\n\n StageController.baseStageContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n if(node.hasAttribute(\"Height\")) {\n this._containerHeight = parseInt(node.getAttribute(\"Height\"));\n }\n\n if (this.childs != null) {\n for (var key in this.childs) {\n if (this.childs[key] instanceof Paylines) {\n this._paylines = this.childs[key];\n }\n\n if (this.childs[key] instanceof Symbols) {\n this._symbols = this.childs[key];\n this.removeChild(this._symbols);\n }\n\n if (this.childs[key] instanceof MachineExtended) {\n this._machine = this.childs[key];\n }\n\n if (this.childs[key] instanceof WinAnimator) {\n this._winAnimator = this.childs[key];\n }\n\n if (key === 'BlurContainer' && this.childs[key] instanceof SwitchElement) {\n this._blurContainer = this.childs[key];\n }\n\n if(key === \"RespinFX\" && this.childs[key] instanceof TimelineElement) {\n this._respinFX = this.childs[key];\n }\n\n if (key === 'NoWinContainer' && this.childs[key] instanceof ContainerElement) {\n this._noWinContainer = this.childs[key];\n }\n if (key === 'CrossLeftTop') {\n this._crossLeftTop = this.childs[key];\n }\n\n if (key === 'WinContainer' && this.childs[key] instanceof ContainerElement) {\n this._winContainer = this.childs[key];\n }\n\n if (key === 'Middleground' && this.childs[key] instanceof SwitchElement) {\n this._middleground = this.childs[key];\n }\n\n if (key === 'GroupTweens' && this.childs[key] instanceof SwitchElement) {\n this._groupTweens = this.childs[key]; // SwitchElement with 2 elements of GroupTweens\n }\n }\n\n // set childs to GroupTweens object\n if (this._groupTweens) {\n let groupTweenElements : Object = this._groupTweens.getChildElements();\n if (groupTweenElements) {\n for (let key in groupTweenElements) {\n if (groupTweenElements.hasOwnProperty(key)) {\n if (groupTweenElements[key] instanceof GroupTweens) {\n (groupTweenElements[key]).setChilds(this.childs);\n }\n }\n }\n }\n }\n\n if (this._symbols == null) {\n if (DEBUG) {\n this.log('ERROR no symbols');\n }\n }\n\n if (this._machine == null) {\n if (DEBUG) {\n this.log('ERROR no machine');\n }\n }\n\n if (this._paylines == null) {\n if (DEBUG) {\n this.log('WARNING no paylines');\n }\n }\n\n if (this._winAnimator == null) {\n if (DEBUG) {\n this.log('WARNING no winAnimator');\n }\n }\n }\n\n for(let i = 0; i < node.childNodes.length; i++) {\n const child = node.childNodes[i];\n if(child.nodeName === \"Landscape\") {\n this.modeSetting.Landscape = child;\n }\n if(child.nodeName === \"Portrait\") {\n this.modeSetting.Portrait = child;\n }\n if(child.nodeName === \"Extended\") {\n this.modeSetting.Extended = child;\n }\n }\n\n Scaling.registerResizeCallback(this.setMode.bind(this));\n }\n\n initReceived(controller: BaseController): void {\n if (DEBUG) {\n this.log('initReceived');\n }\n\n this._controller = controller;\n\n if (this._symbols != null) {\n if (this._machine != null) {\n if (GameManager.baseResponse != null) {\n if (GameManager.baseResponse.initData != null && GameManager.baseResponse.initData.reels != null) {\n this._machine.on(Machine.ReelStopped, this.onReelStopped.bind(this));\n this._machine.on(Machine.MachineStopped, this.machineStopped.bind(this));\n this._machine.initialize(this._symbols, GameManager.baseResponse.initData.reels, this._winAnimator, this.childs['Teasing'], this.childs['NoTrimContainer']);\n }\n\n if (GameManager.baseResponse.screen != null && GameManager.baseResponse.screen.reels != null && GameManager.baseResponse.screen.reels.length !== 0) {\n if (this._winAnimator != null) {\n this._winAnimator.on(WinAnimator.FinishWinCalculation, this.finishWinCalculation.bind(this));\n this._winAnimator.on(WinAnimator.FinishWinAnimator, this.finishWinAnimator.bind(this));\n this._winAnimator.initialize(this._symbols, this._paylines, this._noWinContainer, this._winContainer, this);\n this._winAnimator.showSymbols(GameManager.baseResponse.screen.reels);\n }\n this._machine.setStoppedSymbolsArray(GameManager.baseResponse.screen.reels);\n } else {\n if (DEBUG) {\n this.log('ERROR no reels in response');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no base reponse');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no machine');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no symbols');\n }\n }\n\n if(ModuleManager.gambleActive()) {\n this.visible = true;\n if(this._groupTweens) {\n this._groupTweens.goToCase(GroupTweens.CaseGambleInit);\n }\n } else {\n this.visible = false;\n }\n\n }\n\n initIntro(): void {\n StageController.baseStage = true;\n StageController.freespinStage = false;\n\n // this.allSwitchElementToCase(\"INIT_INTRO\");\n\n var fswins = false;\n\n if (GameManager.gameResponse.totalWin > 0) {\n if(ModuleManager.freespinsEnabled()) { //init state before fs\n PlayList.loop('SND_FSWait');\n } else if(GameManager.baseResponse.customData && GameManager.baseResponse.customData.freeSpinsWins && GameManager.baseResponse.customData.freeSpinsWins.length){ //init state after fs\n PlayList.loop('SND_BaseRecapLoop');\n fswins = true;\n } else {\n PlayList.loop('SND_BaseLoop');\n }\n } else {\n PlayList.loop('SND_BaseLoop');\n }\n\n if(fswins) {\n this._winAnimator.showInitWins(GameManager.baseResponse.customData.freeSpinsWins, GameManager.baseResponse.totalWin);\n } else {\n this._winAnimator.showInitWins(GameManager.baseResponse.wins, GameManager.baseResponse.currentWin);\n }\n\n this.visible = true;\n\n if (GameManager.baseResponse.wins.length == 0) {\n PlayList.play(\"SND_GameIntro\");\n (this._winAnimator).setActiveElementCaseArray([\n \"GAME_INTRO\"\n ]);\n }\n }\n\n collect(): void {\n PlayList.stop('SND_BaseRecapLoop');\n PlayList.loop('SND_BaseLoop').resetVolume();\n\n this._winAnimator.reset(true);\n\n }\n\n spin(): void {\n PlayList.stop('SND_BaseRecapLoop');\n PlayList.resetVolume(\"SND_FSLoop\");\n PlayList.loop('SND_BaseLoop').resetVolume();\n\n this._machine.spinStart(this._winAnimator.reset(true, true), true, this._winAnimator.currentSymbols);\n }\n\n stop(): void {\n this._machine.spinStop(null, true);\n }\n\n spinReceived(): void {\n this._machine.setStoppedSymbolsArray(GameManager.baseResponse.screen.reels);\n this._machine.spinStop(null, false, true);\n }\n\n onReelStopped(): void {\n this._winAnimator.onReelStopped(GameManager.baseResponse.screen.reels, this._machine.actualReelStopped);\n }\n\n public getRandom(min: number, max: number): number {\n return Math.random() * (max - min) + min;\n }\n\n machineStopped(): void {\n this._wasFinished = false;\n this._controller.machineStopped();\n\n if (this._winAnimator.showWins(GameManager.baseResponse.wins, GameManager.baseResponse.currentWin)) {\n PlayList.stop('SND_BaseLoop');\n }\n }\n\n finishWinCalculation(): void {\n this._wasFinished = true;\n this._controller.winCalculationFinished();\n }\n\n finishWinAnimator(): void {\n if (!DataManager.Autoplay) {\n // PlayList.stop('SND_BaseLoop');\n // PlayList.loop('SND_BaseRecapLoop');\n }\n\n if(FreespinsView.wasRespin) {\n PlayList.stop('SND_BaseLoop');\n PlayList.loop('SND_BaseRecapLoop');\n /*PlayList.play(\"SND_TransitionOut\");*/\n FreespinsView.wasRespin = false;\n }\n\n this._controller.allWinsFinished();\n }\n\n resetWinAnimator(): void {\n this._winAnimator.reset(true);\n }\n\n intro(long: boolean = false, previousModule: string): void {\n StageController.baseStage = true;\n\n if(!FreespinsView.wasRespin) {\n if (GameManager.gameResponse.totalWin > 0) {\n //fs return\n PlayList.stop('SND_BaseLoop');\n PlayList.loop('SND_BaseRecapLoop');\n } else {\n PlayList.stop('SND_BaseRecapLoop');\n PlayList.loop('SND_BaseLoop');\n }\n }\n\n if(previousModule == GameModules.Freespins) {\n this._winAnimator.showSymbols(GameManager.baseResponse.screen.reels);\n }\n\n let delayIntro : number = BaseView.INTRO_DELAY;\n if(previousModule && this._groupTweens) {\n if (previousModule === GameModules.Gamble) {\n this._groupTweens.goToCase(GroupTweens.CaseGambleToBase);\n delayIntro = BaseView.INTRO_DELAY_FROM_GAMBLE;\n } else if(previousModule === GameModules.Freespins) {\n this._groupTweens.goToCase(GroupTweens.CaseFreespinsToBase);\n delayIntro = BaseView.INTRO_DELAY_FROM_FREESPINS;\n } else {\n this._groupTweens.goToCase(GroupTweens.CaseIntro);\n }\n }\n\n this.visible = true;\n if(GameManager.baseResponse && GameManager.baseResponse.customData && GameManager.baseResponse.customData.freeSpinsWins) {\n this._introDelay.start(0);\n } else {\n this._introDelay.start(delayIntro);\n }\n }\n\n introFinished(): void {\n\n StageController.baseStage = true;\n StageController.freespinStage = false;\n this._controller.introFinished();\n\n if(FreespinsView.wasRespin) {\n if(GameManager.baseResponse && GameManager.baseResponse.customData && GameManager.baseResponse.customData.freeSpinsWins) {\n let total = 0;\n GameManager.baseResponse.customData.freeSpinsWins.forEach((win: Communication.Game.IWin) => {\n if(win && win.amount) {\n total += win.amount;\n }\n });\n this._winAnimator.showWins(GameManager.baseResponse.customData.freeSpinsWins, total);\n }\n if(!GameManager.baseResponse || !GameManager.baseResponse.customData || !GameManager.baseResponse.customData.freeSpinsWins || GameManager.baseResponse.customData.freeSpinsWins.length == 0) {\n // TransitionOut not played if there was no win in\n //PlayList.play(\"SND_TransitionOut\");\n FreespinsView.wasRespin = false;\n PlayList.stop('SND_BaseRecapLoop', 30);\n PlayList.stop('SND_BaseTeaser', 30);\n PlayList.stop('SND_FSWait', 30);\n PlayList.stop('SND_FSLoop', 10);\n PlayList.resetVolume(\"SND_BaseLoop\");\n PlayList.loop('SND_BaseLoop', 30);\n }\n } else {\n FreespinsView.wasRespin = false;\n PlayList.stop('SND_BaseRecapLoop', 30);\n PlayList.stop('SND_BaseTeaser', 30);\n PlayList.stop('SND_FSWait', 30);\n PlayList.stop('SND_FSLoop', 10);\n PlayList.resetVolume(\"SND_BaseLoop\");\n PlayList.loop('SND_BaseLoop', 30);\n }\n }\n\n outro(): void {\n let wasFinished: boolean = this._wasFinished;\n let inHighWins: boolean = this._winAnimator.reset(true, true);\n\n\n PlayList.stop('SND_BaseLoop');\n PlayList.stop('SND_BaseRecapLoop');\n\n if(ModuleManager.gambleActive()) {\n if(this._groupTweens) {\n this._groupTweens.goToCase(GroupTweens.CaseBaseToGamble);\n }\n\n if(inHighWins && !wasFinished) {\n this._outroDelay.start(BaseView.OUTRO_DELAY_TO_GAMBLE_IN_HIGHWINS);\n } else {\n this._outroDelay.start(BaseView.OUTRO_DELAY_TO_GAMBLE);\n }\n }\n else if (ModuleManager.freespinsActive()) {\n // changed ambient background transition timing when switching to FS, moved from outroFinished()\n // AmbientBackground.changeAmbientBackground('color-1', 300, 60);\n PlayList.play('SND_FSIntro');\n\n if(this._groupTweens) {\n this._groupTweens.goToCase(GroupTweens.CaseBaseToFreespins);\n }\n\n PlayList.play('SND_Transition');\n\n this._outroDelay.start(BaseView.OUTRO_DELAY_TO_FREESPINS);\n } else {\n if (wasFinished) {\n this.outroFinished();\n } else {\n if (inHighWins) {\n this._outroDelay.start(BaseView.OUTRO_DELAY_IN_HIGHWINS);\n } else {\n this._outroDelay.start(BaseView.OUTRO_DELAY);\n }\n }\n }\n }\n\n outroFinished(): void {\n this._outroDelay.stop();\n\n if (ModuleManager.freespinsActive()) {\n AmbientBackground.changeAmbientBackground('color-1', 100);\n }\n\n this._controller.outroFinished();\n }\n\n private allSwitchElementToCase(caseType: string): void {\n for (let key in this.childs) {\n if (this.childs[key] instanceof SwitchElement) {\n let elem: SwitchElement = this.childs[key];\n\n if (elem.hasCase(caseType)) {\n elem.goToCase(caseType);\n }\n }\n }\n }\n\n disableBase(): void {\n this._winAnimator.resetTimer();\n }\n\n /**\n * Toggle all sounds used in base game (background, effects, .etc)\n * @param enable\n */\n toggleSounds(enable: boolean): void {\n if(enable) {\n PlayList.loop(\"SND_BaseLoop\");\n } else {\n PlayList.stop(\"SND_BaseLoop\");\n PlayList.stop('SND_BaseRecaploop');\n }\n }\n\n showMessage(type : \"NORMAL\" | \"END\" | \"RETRIGGER\" | \"RETRIGGER_SINGLE\" | \"FORCE\" | \"RESPIN\" | \"RESPIN_INIT\" = \"NORMAL\"): void {\n if((type == \"RESPIN\" || type == \"RESPIN_INIT\") && this._respinFX) {\n this._blurContainer.visible = false;\n this._respinFX.visible = true;\n this._respinFX.play();\n }\n\n this._blurContainer.visible = true;\n this._blurContainer.goToCase(\"SHOW_\" + type);\n }\n\n hideMessage(): void {\n this._blurContainer.goToCase(\"HIDE\");\n }\n\n public calculationCounter(actualCounterValue: string): void {\n if(this._winAnimator) {\n this._winAnimator.calculationCounter(actualCounterValue);\n }\n }\n\n private setMode = function(mode: \"landscape\" | \"portrait\" | \"extended\") {\n switch (mode) {\n case \"extended\":\n if(this.modeSetting.Extended) {\n this.updateByNode(this.modeSetting.Extended);\n break;\n }\n case \"portrait\":\n if(this.modeSetting.Portrait) {\n this.updateByNode(this.modeSetting.Portrait);\n break;\n }\n case \"landscape\":\n if(this.modeSetting.Landscape) {\n this.updateByNode(this.modeSetting.Landscape);\n }\n break;\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Base/BaseView.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {ContainerElement} from '../Components/Elements/Graphics/ContainerElement';\nimport {PaylinesDefinitions} from './PaylinesDefinitions';\nimport {Payline} from './Payline';\nimport {Configuration} from '../Components/Configuration';\nimport {ComponentTypes} from '../Components/ComponentTypes';\n\n/**\n * Paylines class is holder for all paylines.\n * Paylines define behaviour of paylines on screen.\n * @class Paylines\n * @extends ContainerElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Paylines extends ContainerElement {\n\n paylineDefinition: string;\n\n private _paylineIDs: Array;\n private _paylines: Array;\n\n constructor() {\n super();\n\n this._paylines = [];\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n createByNode(node: Element) {\n super.createByNode(node);\n\n /*\n * Name of config for paylines.\n * @property Configs\n * @type string\n * @default null\n */\n if (node.hasAttribute('Configs')) {\n var configs: Array = node.getAttribute('Configs').split(';');\n for (var i: number = 0; i < configs.length; i++) {\n var config: Element = Configuration.Configurations[configs[i]];\n if (config != null) {\n this.configurate(config);\n }\n }\n }\n\n if (this.childs != null) {\n for (var key in this.childs) {\n if (this.childs[key] instanceof Payline) {\n this._paylines.push(this.childs[key]);\n }\n }\n }\n }\n\n /**\n * Get attributes from configuration and set up supported properties.\n * @method configurate\n * @param node is Element from xml\n * @return void\n */\n configurate(node: Element): void {\n /*\n * PaylineIDs defines ids of payline used for game.\n * @property PaylineIDs\n * @type Array\n * @default null\n */\n if (node.hasAttribute('PaylineIDs')) {\n this._paylineIDs = ArrayUtils.numberArray(node.getAttribute('PaylineIDs'));\n }\n\n /*\n * Initialize paylines definitions for game.\n * @property PaylineDefinition\n * @type String\n * @default null\n */\n if (node.hasAttribute('PaylineDefinition')) {\n this.paylineDefinition = node.getAttribute('PaylineDefinition');\n PaylinesDefinitions.initializePaylineDefinitions(node.getAttribute('PaylineDefinition'));\n }\n }\n\n /**\n * Set winning payline from response to case WIN.\n * @method goToWin\n * @param id number\n * @return void\n */\n // goToWin(id: number): void {\n // if (this._paylines[id - 1] != null) {\n // this._paylines[id - 1].goToCase(Payline.CaseWin);\n // } else {\n // if (DEBUG) {\n // this.log('ERROR no payline with id: ' + (id - 1));\n // }\n // }\n // }\n\n // goToSingleWin(id: number): void {\n // if (this._paylines[id - 1] != null) {\n // this._paylines[id - 1].goToCase(Payline.CaseSingleWin);\n // } else {\n // if (DEBUG) {\n // this.log('ERROR no payline with id: ' + (id - 1));\n // }\n // }\n // }\n\n /**\n * Set winning payline from response to case FIRST_WIN.\n * @method goToFirstWin\n * @param id number\n * @return void\n */\n // goToFirstWin(id: number): void {\n // if (this._paylines[id - 1] != null) {\n // this._paylines[id - 1].goToCase(Payline.CaseFirstWin);\n // } else {\n // if (DEBUG) {\n // this.log('ERROR no payline with id: ' + (id - 1));\n // }\n // }\n // }\n\n /**\n * Reset all paylines to case NORMAL.\n * @method reset\n * @return void\n */\n reset(): void {\n for (let i: number = 0; i < this._paylines.length; i++) {\n this._paylines[i].goToCase(Payline.CaseNormal);\n }\n }\n\n //******************************************************************************************************************\n // NEW USAGE\n //******************************************************************************************************************\n\n public goToCase(caseType: string): void;\n public goToCase(caseType: string, id: number): void;\n\n public goToCase(caseType: string, id?: number): void {\n if (id) {\n if (this._paylines[id - 1] != null) {\n this._paylines[id - 1].goToCase(caseType);\n } else {\n if (DEBUG) {\n this.log('ERROR no payline with id: ' + (id - 1));\n }\n }\n } else {\n for (let i = 0; i < this._paylines.length; i++) {\n this._paylines[i].goToCase(caseType);\n }\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Paylines.ts\n **/","import {Logger} from 'neo-common';\n\n/**\n * Definitions for payline for all kind of reels.\n * @class PaylinesDefinitions\n */\nexport class PaylinesDefinitions {\n\n private static _paylineGroupsDefinitions: Object = {};\n\n /**\n * Initialize payline definiftion specific for game.\n * @method initializePaylineDefinitions\n * @param paylineGroupId string\n * @return void\n */\n static initializePaylineDefinitions(paylineGroupId: string) {\n var definition: Object = {};\n\n switch (paylineGroupId) {\n case '5x3_5lines':\n definition[1] = [1, 1, 1, 1, 1];\n definition[2] = [0, 0, 0, 0, 0];\n definition[3] = [2, 2, 2, 2, 2];\n definition[4] = [0, 1, 2, 1, 0];\n definition[5] = [2, 1, 0, 1, 2];\n break;\n case '5x3_15':\n definition[1] = [1, 1, 1, 1, 1];\n definition[2] = [0, 0, 0, 0, 0];\n definition[3] = [2, 2, 2, 2, 2];\n definition[4] = [0, 1, 2, 1, 0];\n definition[5] = [2, 1, 0, 1, 2];\n definition[6] = [0, 0, 1, 2, 2];\n definition[7] = [2, 2, 1, 0, 0];\n definition[8] = [1, 2, 2, 2, 1];\n definition[9] = [1, 0, 0, 0, 1];\n definition[10] = [0, 1, 1, 1, 0];\n definition[11] = [2, 1, 1, 1, 2];\n definition[12] = [1, 2, 1, 0, 1];\n definition[13] = [1, 0, 1, 2, 1];\n definition[14] = [0, 1, 0, 1, 0];\n definition[15] = [2, 1, 2, 1, 2];\n break;\n case '5x3':\n definition[1] = [1, 1, 1, 1, 1];\n definition[2] = [0, 0, 0, 0, 0];\n definition[3] = [2, 2, 2, 2, 2];\n definition[4] = [0, 1, 2, 1, 0];\n definition[5] = [2, 1, 0, 1, 2];\n definition[6] = [1, 2, 2, 2, 1];\n definition[7] = [1, 0, 0, 0, 1];\n definition[8] = [2, 2, 1, 0, 0];\n definition[9] = [0, 0, 1, 2, 2];\n definition[10] = [2, 1, 1, 1, 0];\n break;\n case '3x3_5':\n definition[1] = [1, 1, 1];\n definition[2] = [0, 0, 0];\n definition[3] = [2, 2, 2];\n definition[4] = [0, 1, 2];\n definition[5] = [2, 1, 0];\n break;\n case '3x3':\n definition[1] = [0, 0, 0];\n definition[2] = [0, 0, 1];\n definition[3] = [0, 0, 2];\n definition[4] = [0, 1, 0];\n definition[5] = [0, 1, 1];\n definition[6] = [0, 1, 2];\n definition[7] = [0, 2, 0];\n definition[8] = [0, 2, 1];\n definition[9] = [0, 2, 2];\n definition[10] = [1, 0, 0];\n definition[11] = [1, 0, 1];\n definition[12] = [1, 0, 2];\n definition[13] = [1, 1, 0];\n definition[14] = [1, 1, 1];\n definition[15] = [1, 1, 2];\n definition[16] = [1, 2, 0];\n definition[17] = [1, 2, 1];\n definition[18] = [1, 2, 2];\n definition[19] = [2, 0, 0];\n definition[20] = [2, 0, 1];\n definition[21] = [2, 0, 2];\n definition[22] = [2, 1, 0];\n definition[23] = [2, 1, 1];\n definition[24] = [2, 1, 2];\n definition[25] = [2, 2, 0];\n definition[26] = [2, 2, 1];\n definition[27] = [2, 2, 2];\n break;\n case '5x4':\n definition[1] = [1, 1, 1, 1, 1];\n definition[2] = [2, 2, 2, 2, 2];\n definition[3] = [0, 0, 0, 0, 0];\n definition[4] = [3, 3, 3, 3, 3];\n definition[5] = [1, 2, 3, 2, 1];\n definition[6] = [2, 1, 0, 1, 2];\n definition[7] = [0, 0, 1, 2, 3];\n definition[8] = [3, 3, 2, 1, 0];\n definition[9] = [1, 0, 0, 0, 1];\n definition[10] = [2, 3, 3, 3, 2];\n definition[11] = [0, 1, 2, 3, 3];\n definition[12] = [3, 2, 1, 0, 0];\n definition[13] = [1, 0, 1, 2, 1];\n definition[14] = [2, 3, 2, 1, 2];\n definition[15] = [0, 1, 0, 1, 0];\n definition[16] = [3, 2, 3, 2, 3];\n definition[17] = [1, 2, 1, 0, 1];\n definition[18] = [2, 1, 2, 3, 2];\n definition[19] = [0, 1, 1, 1, 0];\n definition[20] = [3, 2, 2, 2, 3];\n definition[21] = [1, 1, 2, 3, 3];\n definition[22] = [2, 2, 1, 0, 0];\n definition[23] = [1, 1, 0, 1, 1];\n definition[24] = [2, 2, 3, 2, 2];\n definition[25] = [1, 2, 2, 2, 3];\n definition[26] = [2, 1, 1, 1, 0];\n definition[27] = [0, 0, 1, 0, 0];\n definition[28] = [3, 3, 2, 3, 3];\n definition[29] = [0, 1, 2, 2, 3];\n definition[30] = [3, 2, 1, 1, 0];\n definition[31] = [0, 0, 0, 1, 2];\n definition[32] = [3, 3, 3, 2, 1];\n definition[33] = [1, 0, 0, 1, 2];\n definition[34] = [2, 3, 3, 2, 1];\n definition[35] = [0, 1, 1, 2, 3];\n definition[36] = [3, 2, 2, 1, 0];\n definition[37] = [1, 0, 1, 2, 3];\n definition[38] = [2, 3, 2, 1, 0];\n definition[39] = [0, 1, 2, 3, 2];\n definition[40] = [3, 2, 1, 0, 1];\n break;\n case '4x3':\n definition[1] = [0, 0, 0, 0];\n definition[2] = [0, 0, 0, 1];\n definition[3] = [0, 0, 0, 2];\n definition[4] = [0, 0, 1, 0];\n definition[5] = [0, 0, 1, 1];\n definition[6] = [0, 0, 1, 2];\n definition[7] = [0, 0, 2, 0];\n definition[8] = [0, 0, 2, 1];\n definition[9] = [0, 0, 2, 2];\n definition[10] = [0, 1, 0, 0];\n definition[11] = [0, 1, 0, 1];\n definition[12] = [0, 1, 0, 2];\n definition[13] = [0, 1, 1, 0];\n definition[14] = [0, 1, 1, 1];\n definition[15] = [0, 1, 1, 2];\n definition[16] = [0, 1, 2, 0];\n definition[17] = [0, 1, 2, 1];\n definition[18] = [0, 1, 2, 2];\n definition[19] = [0, 2, 0, 0];\n definition[20] = [0, 2, 0, 1];\n definition[21] = [0, 2, 0, 2];\n definition[22] = [0, 2, 1, 0];\n definition[23] = [0, 2, 1, 1];\n definition[24] = [0, 2, 1, 2];\n definition[25] = [0, 2, 2, 0];\n definition[26] = [0, 2, 2, 1];\n definition[27] = [0, 2, 2, 2];\n definition[28] = [1, 0, 0, 0];\n definition[29] = [1, 0, 0, 1];\n definition[30] = [1, 0, 0, 2];\n definition[31] = [1, 0, 1, 0];\n definition[32] = [1, 0, 1, 1];\n definition[33] = [1, 0, 1, 2];\n definition[34] = [1, 0, 2, 0];\n definition[35] = [1, 0, 2, 1];\n definition[36] = [1, 0, 2, 2];\n definition[37] = [1, 1, 0, 0];\n definition[38] = [1, 1, 0, 1];\n definition[39] = [1, 1, 0, 2];\n definition[40] = [1, 1, 1, 0];\n definition[41] = [1, 1, 1, 1];\n definition[42] = [1, 1, 1, 2];\n definition[43] = [1, 1, 2, 0];\n definition[44] = [1, 1, 2, 1];\n definition[45] = [1, 1, 2, 2];\n definition[46] = [1, 2, 0, 0];\n definition[47] = [1, 2, 0, 1];\n definition[48] = [1, 2, 0, 2];\n definition[49] = [1, 2, 1, 0];\n definition[50] = [1, 2, 1, 1];\n definition[51] = [1, 2, 1, 2];\n definition[52] = [1, 2, 2, 0];\n definition[53] = [1, 2, 2, 1];\n definition[54] = [1, 2, 2, 2];\n definition[55] = [2, 0, 0, 0];\n definition[56] = [2, 0, 0, 1];\n definition[57] = [2, 0, 0, 2];\n definition[58] = [2, 0, 1, 0];\n definition[59] = [2, 0, 1, 1];\n definition[60] = [2, 0, 1, 2];\n definition[61] = [2, 0, 2, 0];\n definition[62] = [2, 0, 2, 1];\n definition[63] = [2, 0, 2, 2];\n definition[64] = [2, 1, 0, 0];\n definition[65] = [2, 1, 0, 1];\n definition[66] = [2, 1, 0, 2];\n definition[67] = [2, 1, 1, 0];\n definition[68] = [2, 1, 1, 1];\n definition[69] = [2, 1, 1, 2];\n definition[70] = [2, 1, 2, 0];\n definition[71] = [2, 1, 2, 1];\n definition[72] = [2, 1, 2, 2];\n definition[73] = [2, 2, 0, 0];\n definition[74] = [2, 2, 0, 1];\n definition[75] = [2, 2, 0, 2];\n definition[76] = [2, 2, 1, 0];\n definition[77] = [2, 2, 1, 1];\n definition[78] = [2, 2, 1, 2];\n definition[79] = [2, 2, 2, 0];\n definition[80] = [2, 2, 2, 1];\n definition[81] = [2, 2, 2, 2];\n\n break;\n case '76lines':\n definition[1] = [ 0, 0, 0, 0, 0 ];\n definition[2] = [ 0, 0, 0, 0, 1 ];\n definition[3] = [ 0, 0, 0, 1, 1 ];\n definition[4] = [ 0, 0, 0, 1, 2 ];\n definition[5] = [ 0, 0, 1, 0, 0 ];\n definition[6] = [ 0, 0, 1, 0, 1 ];\n definition[7] = [ 0, 0, 1, 1, 1 ];\n definition[8] = [ 0, 0, 1, 1, 2 ];\n definition[9] = [ 0, 0, 1, 2, 2 ];\n definition[10] = [ 0, 0, 1, 2, 3 ];\n definition[11] = [ 0, 1, 1, 0, 0 ];\n definition[12] = [ 0, 1, 1, 0, 1 ];\n definition[13] = [ 0, 1, 1, 1, 1 ];\n definition[14] = [ 0, 1, 1, 1, 2 ];\n definition[15] = [ 0, 1, 1, 2, 2 ];\n definition[16] = [ 0, 1, 1, 2, 3 ];\n definition[17] = [ 0, 1, 2, 1, 1 ];\n definition[18] = [ 0, 1, 2, 1, 2 ];\n definition[19] = [ 0, 1, 2, 2, 2 ];\n definition[20] = [ 0, 1, 2, 2, 3 ];\n definition[21] = [ 0, 1, 2, 3, 3 ];\n definition[22] = [ 0, 1, 2, 3, 4 ];\n definition[23] = [ 1, 0, 0, 0, 0 ];\n definition[24] = [ 1, 0, 0, 0, 1 ];\n definition[25] = [ 1, 0, 0, 1, 1 ];\n definition[26] = [ 1, 0, 0, 1, 2 ];\n definition[27] = [ 1, 0, 1, 0, 0 ];\n definition[28] = [ 1, 0, 1, 0, 1 ];\n definition[29] = [ 1, 0, 1, 1, 1 ];\n definition[30] = [ 1, 0, 1, 1, 2 ];\n definition[31] = [ 1, 0, 1, 2, 2 ];\n definition[32] = [ 1, 0, 1, 2, 3 ];\n definition[33] = [ 1, 1, 1, 0, 0 ];\n definition[34] = [ 1, 1, 1, 0, 1 ];\n definition[35] = [ 1, 1, 1, 1, 1 ];\n definition[36] = [ 1, 1, 1, 1, 2 ];\n definition[37] = [ 1, 1, 1, 2, 2 ];\n definition[38] = [ 1, 1, 1, 2, 3 ];\n definition[39] = [ 1, 1, 2, 1, 1 ];\n definition[40] = [ 1, 1, 2, 1, 2 ];\n definition[41] = [ 1, 1, 2, 2, 2 ];\n definition[42] = [ 1, 1, 2, 2, 3 ];\n definition[43] = [ 1, 1, 2, 3, 3 ];\n definition[44] = [ 1, 1, 2, 3, 4 ];\n definition[45] = [ 1, 2, 2, 1, 1 ];\n definition[46] = [ 1, 2, 2, 1, 2 ];\n definition[47] = [ 1, 2, 2, 2, 2 ];\n definition[48] = [ 1, 2, 2, 2, 3 ];\n definition[49] = [ 1, 2, 2, 3, 3 ];\n definition[50] = [ 1, 2, 2, 3, 4 ];\n definition[51] = [ 1, 2, 3, 2, 2 ];\n definition[52] = [ 1, 2, 3, 2, 3 ];\n definition[53] = [ 1, 2, 3, 3, 3 ];\n definition[54] = [ 1, 2, 3, 3, 4 ];\n definition[55] = [ 2, 1, 1, 0, 0 ];\n definition[56] = [ 2, 1, 1, 0, 1 ];\n definition[57] = [ 2, 1, 1, 1, 1 ];\n definition[58] = [ 2, 1, 1, 1, 2 ];\n definition[59] = [ 2, 1, 1, 2, 2 ];\n definition[60] = [ 2, 1, 1, 2, 3 ];\n definition[61] = [ 2, 1, 2, 1, 1 ];\n definition[62] = [ 2, 1, 2, 1, 2 ];\n definition[63] = [ 2, 1, 2, 2, 2 ];\n definition[64] = [ 2, 1, 2, 2, 3 ];\n definition[65] = [ 2, 1, 2, 3, 3 ];\n definition[66] = [ 2, 1, 2, 3, 4 ];\n definition[67] = [ 2, 2, 2, 1, 1 ];\n definition[68] = [ 2, 2, 2, 1, 2 ];\n definition[69] = [ 2, 2, 2, 2, 2 ];\n definition[70] = [ 2, 2, 2, 2, 3 ];\n definition[71] = [ 2, 2, 2, 3, 3 ];\n definition[72] = [ 2, 2, 2, 3, 4 ];\n definition[73] = [ 2, 2, 3, 2, 2 ];\n definition[74] = [ 2, 2, 3, 2, 3 ];\n definition[75] = [ 2, 2, 3, 3, 3 ];\n definition[76] = [ 2, 2, 3, 3, 4 ];\n break;\n default:\n if (DEBUG) {\n this.log('ERROR no definition for ' + paylineGroupId);\n }\n return;\n }\n\n this._paylineGroupsDefinitions[paylineGroupId] = definition;\n }\n\n /**\n * Get payline by id and group id.\n * @method getPaylineDefinitionsById\n * @param paylineId string\n * @param paylineGroupId string\n * @return void\n */\n static getPaylineDefinitionsById(paylineId: number, paylineGroupId: string): Array {\n if (this._paylineGroupsDefinitions != null) {\n if (this._paylineGroupsDefinitions[paylineGroupId] != null) {\n if (this._paylineGroupsDefinitions[paylineGroupId][paylineId] != null) {\n return this._paylineGroupsDefinitions[paylineGroupId][paylineId];\n } else {\n if (DEBUG) {\n this.log('ERROR no paylineId: ' + paylineId + ' in ' + paylineGroupId);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no definition for ' + paylineGroupId);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no paylines definitions');\n }\n }\n return null;\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n private static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('PaylineDefinitions', s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/PaylinesDefinitions.ts\n **/","import {engineComponent} from 'neo-common';\nimport {SwitchElement} from '../Components/Elements/Graphics/SwitchElement';\nimport {ComponentTypes} from '../Components/ComponentTypes';\n\n/**\n * The payline element is used for hold payline special cases and handle payline behaviour on screen.\n * @class Symbol\n * @extends SwitchElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Payline extends SwitchElement {\n\n // base payline cases\n static CaseSelect: string = 'SELECT';\n\n static CaseNormal: string = 'NORMAL';\n static CaseNowin: string = 'NOWIN';\n static CaseWin: string = 'WIN';\n static CaseSingleCycle: string = 'SINGLE_CYCLE';\n static CaseCycle: string = 'CYCLE';\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Payline.ts\n **/","import {engineComponent, ArrayUtils, StringUtils} from 'neo-common';\nimport {BaseElement} from './BaseElement';\nimport {ContainerElement} from './ContainerElement';\nimport {SwitchStyle, SwitchStyleCaseAttributes} from '../Styles/SwitchStyle';\nimport {StyleManager} from '../../Managers/StyleManager';\nimport {AnimationElement} from './AnimationElement';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../../../Utils/FrameTimer';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ParticleElement} from './ParticleElement';\n\n/**\n * SwitchElement class is class which creates holder for other elements and holds cases which can change children by switching cases.\n * Can be defined only with SwitchStyle (See SwitchStyle class).\n * Default case is NONE.\n * Example 1:\n * \n *\n * @class SwitchElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class SwitchElement extends BaseElement\n{\n\n // event for dispatch end of movie clip\n static AnimationComplete: string = 'animationComplete';\n static FinishAnimation: string = 'finishAnimation';\n static SwitchedCase: string = 'switchedCase';\n\n // style is mandatory in this element\n protected style: SwitchStyle;\n protected case: string;\n\n protected elements: ContainerElement;\n\n protected timer: FrameTimerEventEmitter;\n\n private _elementsPersistent: boolean = false;\n\n // TODO clean\n center: boolean;\n // symbol width without offsetX\n private _symbolWidth: number;\n // symbol height without offsetY\n private _symbolHeight: number;\n\n private dynamicTime = 0;\n\n constructor()\n {\n super();\n\n // default case\n this.case = 'NONE';\n this.center = false;\n\n this.timer = CreateFrameTimer('timer');\n }\n\n public get symbolWidth(): number\n {\n return this._symbolWidth;\n }\n\n public get symbolHeight(): number\n {\n return this._symbolHeight;\n }\n\n public set symbolWidth(value: number)\n {\n this._symbolWidth = value;\n }\n\n public set symbolHeight(value: number)\n {\n this._symbolHeight = value;\n }\n\n public get hasElements(): boolean\n {\n return this.elements != null && this.elements.childs != null;\n }\n\n public getChildElementByName(name: string): Object\n {\n if(this.hasElements) {\n return this.elements.childs[name];\n }\n\n return null;\n }\n\n public getChildElements(): Object\n {\n return this.elements.childs;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n createByNode(node: Element)\n {\n super.createByNode(node);\n\n if (node.hasAttribute(SwitchElementAttributes.STYLE)) {\n this.style = StyleManager.Styles[node.getAttribute(SwitchElementAttributes.STYLE)];\n if (this.style != null) {\n // get all elements and add them to this display list\n if (this.style.container != null) {\n if(node.hasAttribute(SwitchElementAttributes.CLONE) && StringUtils.parseBoolean(node.getAttribute(SwitchElementAttributes.CLONE))) {\n this.elements = this.style.container.clone();\n } else {\n this.elements = this.style.container;\n }\n this.addChild(this.elements);\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no style with name: ' + node.getAttribute(SwitchElementAttributes.STYLE));\n }\n }\n }\n\n if (node.hasAttribute(SwitchElementAttributes.ELEMENTS_PERSISTENT)) {\n this._elementsPersistent = node.getAttribute(SwitchElementAttributes.ELEMENTS_PERSISTENT) == \"true\";\n }\n\n if (node.hasAttribute(SwitchElementAttributes.CASE)) {\n let delay: number = null;\n if (node.hasAttribute(SwitchElementAttributes.DELAY)) {\n delay = parseInt(node.getAttribute(SwitchElementAttributes.DELAY));\n }\n this.goToCase(node.getAttribute(SwitchElementAttributes.CASE), false, delay);\n }\n }\n\n updateByNode(node: Element)\n {\n super.updateByNode(node);\n\n if (node.hasAttribute(SwitchElementAttributes.ELEMENTS_PERSISTENT)) {\n this._elementsPersistent = node.getAttribute(SwitchElementAttributes.ELEMENTS_PERSISTENT) == \"true\";\n }\n\n if (node.hasAttribute(SwitchElementAttributes.CASE)) {\n let delay: number = null;\n if (node.hasAttribute(SwitchElementAttributes.DELAY)) {\n delay = parseInt(node.getAttribute(SwitchElementAttributes.DELAY));\n }\n this.goToCase(node.getAttribute(SwitchElementAttributes.CASE), false, delay);\n }\n\n if (node.hasAttribute(SwitchElementAttributes.TINT)) {\n if(this.elements) {\n // first reset Tint to \"ffffff\" because ContainerElement has return for \"this._tint === tintColor\"\n this.elements.tint = 0xffffff;\n this.elements.tint = parseInt(node.getAttribute(SwitchElementAttributes.TINT), 16);\n }\n }\n }\n\n /**\n * Find out if this element has case s.\n * @method hasCase\n * @param s name of case\n * @return Boolean\n */\n hasCase(s: string): Boolean\n {\n return (this.style != null && this.style.cases != null && this.style.cases[s]);\n }\n\n /**\n * Returns xml element of case s.\n * @method getCase\n * @param s name of case\n * @return Element\n */\n getCase(s: string): Element\n {\n if (this.style != null && this.style.cases != null && this.style.cases[s]) {\n return this.style.cases[s];\n }\n return null;\n }\n\n public getCurrentCase(): string {\n return this.case;\n }\n\n /**\n * Switch this elemenet to case s.\n * @method goToCase\n * @param s name of case\n * @param emitEvent boolean\n * @return void\n */\n goToCase(s: string, emitEvent: boolean = false, delay?: number): void\n {\n if (emitEvent) {\n this.animationComplete();\n }\n\n let casesArray: Array = [];\n\n if(casesArray != null && s != null) {\n casesArray = s.split(\";\");\n\n if(casesArray.length > 1) {\n let index: number = Math.round(SwitchElement.getRandom(0, casesArray.length - 1));\n s = casesArray[index];\n }\n }\n\n if (this.style != null && this.style.cases != null && this.case !== s) {\n\n if (this.hasCase(s)) {\n\n if (this.timer != null) {\n this.timer.removeAllListeners(FrameTimerEvents.Complete);\n this.timer.stop();\n }\n\n let node: Element = this.style.cases[s];\n if (node != null) {\n if (DEBUG) {\n if (node.hasAttribute('Debug') && node.getAttribute('Debug') === 'true') {\n debugger;\n }\n }\n\n if (node.hasAttribute('FinishHandler')) {\n this.emit(SwitchElement.FinishAnimation);\n }\n\n if(delay > 0) {\n this.timer.on(FrameTimerEvents.Complete, this.goToCase.bind(this, s, emitEvent));\n this.timer.start(delay);\n return;\n }\n\n this.elements.updateByNode(node);\n\n if(this.case != s) {\n this.emit(SwitchElement.SwitchedCase, s);\n }\n\n let element: any;\n this.case = s;\n let next: Element = node.firstElementChild;\n let arr: Array = [];\n while (next != null) {\n arr.push(next.nodeName);\n element = this.elements.childs[next.nodeName];\n if (element != null) {\n element.visible = true;\n // send new node to element and set / change new attributes\n\n /*if(this.center) {\n if (this._symbolWidth != null) {\n element.pivot.x = this._symbolWidth / 2;\n }\n if (this._symbolHeight != null) {\n element.pivot.y = this._symbolHeight / 2;\n }\n }*/\n element.updateByNode(next);\n } else {\n if (DEBUG) {\n this.log('WARNING no element child with name: ' + next.nodeName + ' in case: ' + s + ' in style: ' + this.style.name);\n }\n }\n next = next.nextElementSibling;\n }\n\n for (let key in this.elements.childs) {\n this.elements.childs[key].removeAllListeners();\n\n let found: boolean = false;\n for (let i: number = 0; i < arr.length; i++) {\n if (key === arr[i]) {\n found = true;\n }\n }\n if (!found) {\n if (this.elements.childs[key] instanceof ParticleElement) {\n ((this.elements.childs[key] as any) as ParticleElement).stop();\n } else if (this.elements.childs[key] instanceof PIXI.DisplayObject) {\n if(!this._elementsPersistent) {\n this.elements.childs[key].visible = false;\n }\n }\n }\n }\n if (node.hasAttribute(SwitchStyleCaseAttributes.NEXT_CASE)) {\n let casesArray: Array = [];\n let nextCase: string = node.getAttribute(SwitchStyleCaseAttributes.NEXT_CASE);\n\n if(casesArray != null && nextCase != null) {\n casesArray = nextCase.split(\";\");\n\n if(casesArray.length > 1) {\n let index: number = Math.round(SwitchElement.getRandom(0, casesArray.length - 1));\n nextCase = casesArray[index];\n }\n }\n\n if(nextCase != null && this.hasCase(nextCase)) {\n if (node.hasAttribute(SwitchStyleCaseAttributes.TIMER)) {\n let random:number = this.getRandomDurationMultiplier(node);\n\n this.timer.on(FrameTimerEvents.Complete, this.goToCase.bind(this, nextCase));\n if (node.getAttribute(SwitchStyleCaseAttributes.TIMER) === 'dynamic') {\n this.timer.start(this.dynamicTime * random);\n } else {\n this.timer.start(parseInt(node.getAttribute(SwitchStyleCaseAttributes.TIMER))* random);\n }\n } else if (node.hasAttribute(SwitchStyleCaseAttributes.HANDLER)) {\n element = this.elements.childs[node.getAttribute(SwitchStyleCaseAttributes.HANDLER)];\n if (element) {\n element.on(AnimationElement.AnimationComplete, this.goToCase.bind(this, nextCase, true));\n }\n } else {\n this.goToCase(nextCase);\n }\n }\n } else {\n if (node.hasAttribute(SwitchStyleCaseAttributes.TIMER)) {\n let random:number = this.getRandomDurationMultiplier(node);\n\n //this.timer.on(FrameTimerEvents.Complete, this.goToCase.bind(this, this.animationComplete.bind(this)));\n this.timer.on(FrameTimerEvents.Complete, this.animationComplete.bind(this));\n if (node.getAttribute(SwitchStyleCaseAttributes.TIMER) === 'dynamic') {\n this.timer.start(this.dynamicTime * random);\n } else {\n this.timer.start(parseInt(node.getAttribute(SwitchStyleCaseAttributes.TIMER))* random);\n }\n } else if (node.hasAttribute(SwitchStyleCaseAttributes.HANDLER)) {\n element = this.elements.childs[node.getAttribute(SwitchStyleCaseAttributes.HANDLER)];\n if (element) {\n element.on(AnimationElement.AnimationComplete, this.animationComplete.bind(this));\n }\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no case: ' + s + ' for ' + this.name);\n }\n }\n }\n\n if (emitEvent) {\n this.animationComplete();\n }\n }\n\n private getRandomDurationMultiplier(node: Element): number {\n let result: number = 1;\n if(node.hasAttribute(SwitchElementAttributes.RANDOM)) {\n let dataArray = ArrayUtils.numberArray(node.getAttribute(SwitchElementAttributes.RANDOM));\n if(dataArray.length > 0) {\n let max: number = dataArray[0];\n let min: number = 1;\n\n if(dataArray.length == 2) {\n min = dataArray[0];\n max = min > dataArray[1] ? min : dataArray[1];\n }\n\n result = Math.round(SwitchElement.getRandom(min, max));\n }\n }\n\n return result;\n }\n\n /**\n * Get random case from array of cases.\n * @returns {string}\n * @param s\n */\n private static getRandomCase(s: string): string\n {\n let result = 0;\n\n let dataArray: Array = ArrayUtils.stringArray(s);\n if (dataArray.length > 0) {\n let max = dataArray.length - 1;\n let min = 0;\n\n result = Math.round(SwitchElement.getRandom(min, max));\n } else {\n return null;\n }\n\n return dataArray[result];\n }\n\n /**\n * Set time of timer dynamicaly from code.\n * @param {number} time\n * @returns {SwitchElement}\n */\n public setDynamicTime(time: number): SwitchElement\n {\n this.dynamicTime = time;\n\n return this;\n }\n\n /**\n *\n * @param {number} min\n * @param {number} max\n * @returns {number}\n */\n private static getRandom(min: number, max: number): number {\n return Math.random() * (max - min) + min;\n }\n\n /**\n * Emit complete event when finish changing state.\n * @method animationComplete\n * @return void\n */\n animationComplete(): void\n {\n this.emit(SwitchElement.AnimationComplete);\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return SwitchElement\n */\n clone(): SwitchElement\n {\n const element: SwitchElement = new SwitchElement();\n\n element.name = this.name;\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n\n element.elements = this.elements.clone();\n element.addChild(element.elements);\n\n element.case = this.case;\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\n/**\n * XML has attributes SwitchElementAttributes, BaseElementAttributes\n * @type {{STYLE: string; CASE: string}}\n */\nexport const SwitchElementAttributes = {\n /*\n * Property case is used for set element to some case\n * @property Case\n * @type string\n * @default null\n */\n CASE: 'Case',\n CLONE: 'Clone',\n DEBUG_INFO: 'DebugInfo',\n DEBUG: 'Debug',\n DELAY: 'Delay',\n /*\n * False: when case changes, all elements not present in the case are hidden\n * True: when case changes, elements not present in the case are left as they were\n * @property ElementsPersistent\n * @type boolean\n * @default false\n */\n ELEMENTS_PERSISTENT: 'ElementsPersistent',\n /*\n * Style holds elements as ContainerElement and also holds cases as xml nodes.\n * Style for switch element has to be instance of SwitchStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n /*\n * Multiplies timer with random number between min and max\n * @property Random\n * @type string\n * @default 1\n */\n RANDOM: 'Random',\n /*\n * Tint all elements in SwitchElement. Hex color which colorize.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/SwitchElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ContainerElement} from '../Graphics/ContainerElement';\nimport {ComponentTypes} from \"../../ComponentTypes\";\n\n/**\n * SwitchStyle create container from child and holds xml nodes of cases for this switch elements.\n * Example:\n * \n * \n * \n * \n * ...\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * @class SwitchStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class SwitchStyle extends Style\n{\n // container for childs of switch element\n container: ContainerElement;\n\n // xml nodes added to object by case name\n cases: Object;\n\n constructor()\n {\n super();\n\n this.cases = {};\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void\n {\n super.create(node);\n\n let next: Element = node.firstElementChild;\n while (next != null) {\n switch (next.nodeName) {\n case 'Elements':\n this.container = new ContainerElement();\n this.container.create(next);\n break;\n case 'Cases':\n let nextCase: Element = next.firstElementChild;\n while (nextCase != null) {\n if (nextCase.hasAttribute(SwitchStyleCaseAttributes.CASE)) {\n let cArray = nextCase.getAttribute(SwitchStyleCaseAttributes.CASE).split(\";\");\n\n for (let c of cArray) {\n if (this.cases[c] !== null) {\n this.cases[c] = nextCase;\n } else {\n if (DEBUG) {\n this.log('ERROR case ' + nextCase.getAttribute('Case') + ' already exist in switchStyle ' + node.nodeName);\n }\n }\n }\n }\n nextCase = nextCase.nextElementSibling;\n }\n break;\n }\n next = next.nextElementSibling;\n }\n }\n}\n\nconst SwitchStyleAttributes = {\n\n};\n\nexport const SwitchStyleCaseAttributes = {\n CASE: 'Case',\n HANDLER: 'Handler',\n NEXT_CASE: 'NextCase',\n TIMER: 'Timer'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/SwitchStyle.ts\n **/","import {Logger, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\n\n/**\n * Style holds basic properties for all kind of styles.\n * @class Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class Style\n{\n name: string;\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void\n {\n if (this.name == null) {\n this.name = node.nodeName;\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/Style.ts\n **/","import {Utils, StringUtils, ArrayUtils, Logger, engineComponent} from 'neo-common';\nimport {StyleManager} from '../../Managers/StyleManager';\nimport {AnimationStyle} from '../Styles/AnimationStyle';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ShapeElement} from './ShapeElement';\nimport {Tweens, ITweenable} from \"../../Effects/Tweens\"\nimport {StageController} from \"../../StageController\";\nimport {TextElement} from \"../Texts/TextElement\";\nimport {IElement} from \"../Interfaces/IElement\";\nimport {Attributes} from \"../../../Utils/Attributes\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {EllipseElement} from \"../../../CustomComponents/EllipseElement\";\nimport {PolygonElement} from \"../../../CustomComponents/PolygonElement\";\nimport {PathElement} from \"../../../CustomComponents/PathElement\";\nimport {BaseElementAttributes} from \"./BaseElement\";\nimport {ImageElementAttributes} from \"./ImageElement\";\nimport {CustomUtils} from \"../../../Utils/CustomUtils\";\n\n/**\n * AnimationElement can play animations from spritesheets.\n * AnimationElement uses spritesheets generated from editor (Adobe Animate) with json definition.\n * This element doesnt work without style. Style for this class is AnimationStyle.\n * Example:\n * \n * @class AnimationElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimationElement extends PIXI.extras.AnimatedSprite implements IElement,ITweenable\n{\n // event for dispatch end of movie clip\n static AnimationComplete: string = 'animationComplete';\n\n static DynamicTint: string = 'ff0000';\n\n private _uid: string;\n private _cloned: boolean;\n private __destroyed: boolean;\n\n // style is mandatory in this element\n protected _style: AnimationStyle;\n // animation settings for movie clip\n private _startFrame: number;\n private _endFrame: number;\n private _stop: boolean;\n private _randomStartFrame: boolean;\n private _reverse: boolean;\n private _continue: boolean;\n\n private _tweenEngine: string;\n\n private _delay: number;\n private _timerDelay: FrameTimerEventEmitter;\n\n public usedInPool: boolean;\n\n maskSprite: PIXI.Sprite;\n\n static _destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n get tweenEngine(): string\n {\n return this._tweenEngine;\n }\n\n /**\n * Let's create animation with empty texture\n */\n constructor()\n {\n let textureArray: Array = [PIXI.Texture.EMPTY];\n\n super(textureArray, false);\n PIXI.ticker.shared.add(this.update, this, PIXI.UPDATE_PRIORITY.HIGH);\n\n // default values\n this._startFrame = 0;\n this._randomStartFrame = false;\n\n this._cloned = false;\n this.__destroyed = false;\n\n this._uid = `${this.componentName}_${Utils.generateUuid()}`;\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n this._uid = PerfDebug.generateElementUID(this);\n PerfDebug.newElement(this, this.getDebugInfo());\n }\n }\n\n this._delay = 0;\n this._timerDelay = CreateFrameTimer('timer');\n this._timerDelay.on(FrameTimerEvents.Complete, this.animationDelay.bind(this));\n }\n\n public update(deltaTime: number): void {\n if (this.playing) {\n super.update(deltaTime);\n }\n }\n\n public create(node: Element): void\n {\n this._create(node);\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method _create\n * @param node is Element from xml\n * @return void\n */\n private _create(node: Element): void\n {\n this.assertDestroyed('_create()');\n\n if (DEBUG) {\n if (node.hasAttribute(AnimationElementAttributes.DEBUG) && node.getAttribute(AnimationElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n\n if (this.name == null) {\n this.name = node.nodeName;\n }\n\n /*\n * Style define animation. You can use one style on more than one elements.\n * Style for AnimationElement has to be instance of AnimationStyle.\n * @property Style\n * @type string\n */\n if (node.hasAttribute(AnimationElementAttributes.STYLE) || node.hasAttribute(AnimationElementAttributes.STYLE2)) {\n\n if (node.hasAttribute(AnimationElementAttributes.STYLE)) {\n this._style = StyleManager.Styles[node.getAttribute(AnimationElementAttributes.STYLE)];\n } else if (node.hasAttribute(AnimationElementAttributes.STYLE2)) {\n this._style = StyleManager.Styles[node.getAttribute(AnimationElementAttributes.STYLE2)];\n }\n\n if (this._style != null) {\n\n if (this._style.startFrame != null) {\n this._startFrame = this._style.startFrame;\n } else {\n this._startFrame = null;\n }\n\n if (this._style.endFrame != null) {\n this._endFrame = this._style.endFrame;\n } else {\n this._endFrame = null;\n }\n\n if (this._style.stop != null) {\n this._stop = this._style.stop;\n }\n\n if (this._style.frames) {\n let texture: PIXI.Texture;\n let textures: PIXI.Texture[] = [];\n this._style.frames.forEach((frameName, i) => {\n texture = PIXI.utils.TextureCache[frameName];\n if (texture != null) {\n if (i == 0) {\n this.texture = texture;\n }\n\n textures.push(texture);\n } else {\n if (DEBUG) {\n this.log('WARNING: No texture' + frameName + ' in TextureCache of AnimationElement!');\n }\n }\n });\n\n this.textures = textures;\n if (this.textures.length > 0) {\n this.onComplete = this._movieClipComplete.bind(this);\n\n this.loop = false;\n this.animationSpeed = 1;\n this.tint = 0xFFFFFF;\n this.blendMode = PIXI.BLEND_MODES.NORMAL;\n this.alpha = 1;\n this._reverse = false;\n } else {\n if (DEBUG) {\n this.log('ERROR no frames in ' + this._style.animation);\n }\n }\n } else if (this._style.animation !== '') {\n let texture: PIXI.Texture;\n let textures: PIXI.Texture[] = [];\n if (this._endFrame != null) {\n for (let i = this._startFrame; i <= this._endFrame; i++) {\n let val = this.zerosPad(i, 4);\n texture = PIXI.utils.TextureCache[this._style.animation + val];\n if (texture != null) {\n if (i == this._startFrame) {\n this.texture = texture;\n }\n\n textures.push(texture);\n } else {\n if (DEBUG) {\n this.log('WARNING: No texture' + this._style.animation + val + ' in TextureCache of AnimationElement!');\n }\n }\n }\n\n } else {\n if (DEBUG) {\n this.log('WARNING: animation has no endframe number. Use ImageElement with attribute Animation instead AnimationElement!');\n }\n\n // todo Disallow animations without endFrame\n let frame = this.zerosPad(this._startFrame, 4);\n texture = PIXI.utils.TextureCache[this._style.animation + frame];\n if (texture != null) {\n this.texture = texture;\n textures.push(texture);\n }\n }\n\n this.textures = textures;\n if (this.textures.length > 0) {\n this.onComplete = this._movieClipComplete.bind(this);\n\n this.loop = false;\n this.animationSpeed = 1;\n this.tint = 0xFFFFFF;\n this.blendMode = PIXI.BLEND_MODES.NORMAL;\n this.alpha = 1;\n this._reverse = false;\n } else {\n if (DEBUG) {\n this.log('ERROR no frames in ' + this._style.animation);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR animation in style is not defined');\n }\n }\n\n if (this._style.loop != null) {\n this.loop = this._style.loop;\n }\n\n if (this._style.speed != null) {\n this.animationSpeed = this._style.speed * ((this._style.reverse) ? -1 : 1);\n }\n\n if (this._style.tint != null) {\n this.tint = this._style.tint;\n }\n\n if (this._style.blendMode != null) {\n this.blendMode = CustomUtils.getBlendMode(this._style.blendMode);\n }\n\n if (this._style.alpha != null) {\n this.alpha = this._style.alpha;\n }\n\n if (this._style.reverse != null) {\n this._reverse = this._style.reverse;\n }\n\n } else {\n if (DEBUG) {\n this.log('ERROR missing style: ' + node.getAttribute(AnimationElementAttributes.STYLE));\n }\n }\n }\n\n this._randomStartFrame = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.RANDOM_START_FRAME, this._randomStartFrame);\n\n if (node.hasAttribute(AnimationElementAttributes.MASK)) {\n let next: Element = node.parentElement.firstElementChild;\n while (next != null) {\n if (next.nodeName === node.getAttribute(BaseElementAttributes.MASK)) {\n let sElement: ShapeElement;\n switch(next.getAttribute(\"Class\")) {\n case \"EllipseElement\":\n sElement = new EllipseElement();\n break;\n case \"PolygonElement\":\n sElement = new PolygonElement();\n break;\n case \"PathElement\":\n sElement = new PathElement();\n break;\n default:\n sElement = new ShapeElement();\n break;\n }\n sElement.create(next);\n this.mask = sElement;\n this.addChild(this.mask);\n }\n next = next.nextElementSibling;\n }\n\n if (this.mask == null) {\n if (DEBUG) {\n this.log('ERROR no element with name: ' + node.getAttribute(BaseElementAttributes.MASK));\n }\n }\n }\n\n /**\n * todo Replace by AnimationElementAttributes\n */\n if (node.hasAttribute(AnimationElementAttributes.BITMAP_MASK)) {\n let image = StageController.getTextureByResourceId(node.getAttribute(AnimationElementAttributes.BITMAP_MASK));\n\n if (image != null) {\n this.maskSprite = new PIXI.Sprite(image);\n if (node.hasAttribute(AnimationElementAttributes.BITMAP_MASK_X)) {\n this.maskSprite.position.x = parseFloat(node.getAttribute(AnimationElementAttributes.BITMAP_MASK_X));\n }\n if (node.hasAttribute(AnimationElementAttributes.BITMAP_MASK_Y)) {\n this.maskSprite.position.y = parseFloat(node.getAttribute(AnimationElementAttributes.BITMAP_MASK_Y));\n }\n if (!node.hasAttribute(AnimationElementAttributes.BITMAP_MASK_SHOW)) {\n this.addChild(this.maskSprite);\n this.mask = this.maskSprite;\n }\n } else {\n if (DEBUG) {\n this.log('ERROR' + this.componentName + ' no image with name for mask: ' + node.getAttribute(AnimationElementAttributes.BITMAP_MASK));\n }\n }\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.createElement(this, this.getDebugInfo());\n }\n }\n\n this.updateByNode(node);\n }\n\n /**\n * @todo Najst miesta, kde sa vola metoda create(). Ak by bolo vhodne, aby sa tam volala metoda update(), treba volat ju. Tomu treba prisposobit aj obsah metody.\n *\n * @param node\n */\n public updateByNode(node: Element): void\n {\n if (DEBUG) {\n if (node.hasAttribute(AnimationElementAttributes.DEBUG) && node.getAttribute(AnimationElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n if (!node) {\n this.logError('No node specified for element update!');\n return;\n }\n\n if (node.hasAttribute(AnimationElementAttributes.TINT)) {\n if (node.getAttribute(AnimationElementAttributes.TINT) === '0') {\n this.tint = null;\n } else if (node.getAttribute(AnimationElementAttributes.TINT) === 'dynamic') {\n this.tint = parseInt(AnimationElement.DynamicTint, 16);\n } else {\n this.tint = parseInt(node.getAttribute(AnimationElementAttributes.TINT), 16);\n }\n } else {\n this.tint = 0xFFFFFF;\n }\n\n this.alpha = Attributes.assignFloatAttribute(node, AnimationElementAttributes.ALPHA, this.alpha);\n\n if (node.hasAttribute(AnimationElementAttributes.ANCHOR)) {\n let anchorPoints = node.getAttribute(AnimationElementAttributes.ANCHOR).split(';');\n\n if (anchorPoints.length === 1) {\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[0]);\n } else if (anchorPoints.length === 2){\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[1]);\n }\n }\n\n if(node.hasAttribute(AnimationElementAttributes.ROTATION)) {\n let rotation = parseFloat(node.getAttribute(AnimationElementAttributes.ROTATION));\n this.rotation = this.degrees2radians(rotation);\n }\n\n /**\n * todo Replace by AnimationElementAttributes\n */\n if (node.hasAttribute(AnimationElementAttributes.START_ROTATION)) {\n if (node.getAttribute(AnimationElementAttributes.START_ROTATION) === AnimationElementAttributes.START_ROTATION) {\n this.rotation = Math.floor(Math.random() * 360) / 100;\n }\n }\n\n this.scale.x = Attributes.assignFloatAttribute(node, AnimationElementAttributes.SCALE_X, this.scale.x);\n this.scale.y = Attributes.assignFloatAttribute(node, AnimationElementAttributes.SCALE_Y, this.scale.y);\n\n if (node.hasAttribute(AnimationElementAttributes.SCALE)) {\n this.scale.x = parseFloat(node.getAttribute(AnimationElementAttributes.SCALE));\n this.scale.y = parseFloat(node.getAttribute(AnimationElementAttributes.SCALE));\n }\n\n this.position.x = Attributes.assignIntAttribute(node, AnimationElementAttributes.X, this.position.x);\n this.position.y = Attributes.assignIntAttribute(node, AnimationElementAttributes.Y, this.position.y);\n this.pivot.x = Attributes.assignIntAttribute(node, AnimationElementAttributes.PIVOT_X, this.pivot.x);\n this.pivot.y = Attributes.assignIntAttribute(node, AnimationElementAttributes.PIVOT_Y, this.pivot.y);\n this.visible = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.VISIBLE, this.visible);\n\n if (node.hasAttribute(AnimationElementAttributes.CONTINUE) && StringUtils.parseBoolean(node.getAttribute(AnimationElementAttributes.CONTINUE))) {\n this._continue = true;\n this._stop = false;\n this.playMe();\n } else {\n this._continue = false;\n }\n\n const play = (node.hasAttribute(AnimationElementAttributes.PLAY) && StringUtils.parseBoolean(node.getAttribute(AnimationElementAttributes.PLAY))) ||\n (node.hasAttribute(AnimationElementAttributes.START) && StringUtils.parseBoolean(node.getAttribute(AnimationElementAttributes.START)));\n\n if (play) {\n this._stop = false;\n this._reverse = false;\n if (node.hasAttribute(AnimationElementAttributes.REVERSE) && StringUtils.parseBoolean(node.getAttribute(AnimationElementAttributes.REVERSE))) {\n this._reverse = StringUtils.parseBoolean(node.getAttribute(AnimationElementAttributes.REVERSE));\n this.animationSpeed = this.animationSpeed * ((this._reverse) ? -1 : 1);\n }\n\n if (node.hasAttribute(AnimationElementAttributes.SPEED)) {\n this.animationSpeed = parseFloat(node.getAttribute(AnimationElementAttributes.SPEED)) * ((this._reverse) ? -1 : 1);\n }\n\n if (node.hasAttribute(AnimationElementAttributes.DELAY)) {\n let range = node.getAttribute(AnimationElementAttributes.DELAY).split(\";\").map(value => parseInt(value) );\n if(range.length > 1 && !isNaN(range[0]) && !isNaN(range[1])) {\n this._delay = range[0] + Math.random() * (range[1] - range[0]);\n if(this._delay < 0) {\n this._delay = 0;\n }\n } else {\n if(!isNaN(range[0])) {\n this._delay = range[0];\n }\n }\n }\n\n if (node.hasAttribute(AnimationElementAttributes.START_FRAME)) {\n this._startFrame = parseInt(node.getAttribute(AnimationElementAttributes.START_FRAME));\n }\n\n // this.animationSpeed = this._style.speed * ((this._reverse) ? -1 : 1);\n\n if (this._delay > 0) {\n this._timerDelay.stop();\n this._timerDelay.start(this._delay);\n } else {\n this.playMe();\n }\n } else if (this._startFrame != null && this._endFrame == null) {\n this._stop = false;\n\n if (node.hasAttribute(AnimationElementAttributes.DELAY) && parseInt(node.getAttribute(AnimationElementAttributes.DELAY))) {\n this._delay = parseInt(node.getAttribute(AnimationElementAttributes.DELAY));\n }\n\n if (node.hasAttribute(AnimationElementAttributes.START_FRAME)) {\n this._startFrame = parseInt(node.getAttribute(AnimationElementAttributes.START_FRAME));\n }\n\n if (this._delay > 0) {\n this._timerDelay.stop();\n this._timerDelay.start(this._delay);\n } else {\n this.playMe();\n }\n // this.playMe();\n }\n\n if (node.hasAttribute(AnimationElementAttributes.STOP)) {\n this._timerDelay.stop();\n this._stop = true;\n if(this.playing) {\n let endFrame = parseInt(node.getAttribute(AnimationElementAttributes.STOP));\n this.playMe(isNaN(endFrame) ? -1 : endFrame);\n }\n }\n\n if (node.hasAttribute(AnimationElementAttributes.RESET)) {\n this._stop = true;\n this._timerDelay.stop();\n let endFrame = parseInt(node.getAttribute(AnimationElementAttributes.RESET));\n this.playMe(isNaN(endFrame) ? -1 : endFrame);\n }\n\n this.runPositionTween(node);\n this.runScaleTween(node);\n this.runRotationTween(node);\n this.runAlphaTween(node);\n\n if (DEBUG) {\n /*this._printDebugInfo({\n 'element': 'Animation',\n 'style': this._style.node.nodeName,\n 'currentFrame': this.currentFrame,\n 'currentTime': this._currentTime,\n 'start': this._startFrame,\n 'end': this._endFrame,\n 'x': this.position.x,\n 'y': this.position.y\n }, node);*/\n }\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n private animationDelay(): void {\n this.playMe();\n }\n\n /**\n * Play movie clip set up for this class.\n * If animation has Loop property set to true play will loop throught the movie clip.\n * If animation has Stop property set to true play will loop only single frame on start frame position.\n * If animation has Reverse property set to true play will start from frame on end frame position.\n *\n * @method play\n * @return void\n */\n playMe(frame:number = -1): void\n {\n if (!this._continue || !this.playing) {\n if (this._stop) {\n if (this._reverse) {\n this.gotoAndStop(this._endFrame);\n } else {\n if(frame !== -1) {\n this.gotoAndStop(frame);\n } else {\n this.gotoAndStop(this._startFrame);\n }\n }\n } else {\n if (this._randomStartFrame && this._startFrame === 0 && this._endFrame != null) {\n this._startFrame = Math.floor(Math.random() * this._endFrame);\n }\n\n if (this._reverse) {\n this.gotoAndPlay(this._endFrame);\n } else {\n this.gotoAndPlay(this._startFrame);\n }\n }\n }\n }\n\n /**\n * Return movie clip.\n * @method getMovieClip\n * @return PIXI.extras.AnimatedSprite\n *\n * @deprecated - use only \"object\" instead \"object.getMovieClip()\"\n */\n getMovieClip(): PIXI.extras.AnimatedSprite\n {\n return this;\n }\n\n /**\n * Dispatch event complete when movie clip goto last frame.\n * @method movieClipComplete\n * @return void\n */\n private _movieClipComplete(): void\n {\n this.emit(AnimationElement.AnimationComplete);\n }\n\n /**\n * Runs the position tween\n * @method runPositionTween\n * @param node\n * @returns {boolean}\n */\n public runPositionTween(node: Element): boolean\n {\n if (!node.hasAttribute(AnimationElementAttributes.POSITION_TWEEN_X) || !node.hasAttribute(AnimationElementAttributes.POSITION_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'position');\n\n let positionTweenX: Array;\n let positionTweenY: Array;\n\n let positionTweenPosition: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.POSITION_TWEEN_POSITION, null);\n if (positionTweenPosition == AnimationElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_X)).map(value => value + this.position.x);\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_Y)).map(value => value + this.position.y);\n } else if (positionTweenPosition == AnimationElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_Y));\n if(positionTweenX.length) {\n positionTweenX[0] = this.position.x;\n }\n if(positionTweenY.length) {\n positionTweenY[0] = this.position.y;\n }\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_Y));\n }\n\n const tweenX: Array = positionTweenX || [];\n const tweenY: Array = positionTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.POSITION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, AnimationElementAttributes.POSITION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(AnimationElementAttributes.POSITION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.POSITION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(AnimationElementAttributes.POSITION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\n\n let bezierType: string;\n let bezierCurviness: number;\n let bezierPoints: Object;\n let bezierObject: Object;\n let bezierAutoRotate: boolean;\n\n if(node.hasAttribute(AnimationElementAttributes.POSITION_TWEEN_BEZIER_POINTS)) {\n bezierType = Attributes.assignStringAttribute(node, AnimationElementAttributes.POSITION_TWEEN_BEZIER_TYPE, 'thru');\n bezierCurviness = Attributes.assignIntAttribute(node, AnimationElementAttributes.POSITION_TWEEN_BEZIER_CURVINESS, 1.0);\n bezierPoints = this.formatPoints(node.getAttribute(AnimationElementAttributes.POSITION_TWEEN_BEZIER_POINTS));\n bezierAutoRotate = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.POSITION_TWEEN_BEZIER_AUTOROTATE, false);\n\n if(bezierType && bezierCurviness && bezierPoints) {\n bezierObject = {type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI/2, true] : false)};\n }\n }\n\n Tweens.positionTween(this, {bezier: bezierObject, tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the scale tween\n *\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runScaleTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'scale');\n\n let scaleTweenX: Array;\n let scaleTweenY: Array;\n let scaleTween: Array;\n let tweenValues: Array = [];\n\n if (node.hasAttribute(AnimationElementAttributes.SCALE_TWEEN_X)) {\n scaleTweenX = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.SCALE_TWEEN_X));\n }\n\n if (node.hasAttribute(AnimationElementAttributes.SCALE_TWEEN_Y)) {\n scaleTweenY = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.SCALE_TWEEN_Y));\n }\n\n if (node.hasAttribute(AnimationElementAttributes.SCALE_TWEEN)) {\n scaleTween = AnimationElement._getPointsFromPointsAttribute(node.getAttribute(AnimationElementAttributes.SCALE_TWEEN)) as Array;\n }\n\n let scaleTweenPosition: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.SCALE_TWEEN_POSITION, null);\n\n if (scaleTween && scaleTween.length) {\n if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTween.map((value: PIXI.Point) =>\n {\n return {\n 'x': value.x + this.scale.x,\n 'y': value.y + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTween;\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTween;\n }\n } else if (scaleTweenX && scaleTweenY) {\n if (scaleTweenX.length === scaleTweenY.length) {\n if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': scaleTweenY[i] + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n }\n }\n } else if (scaleTweenX) {\n if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n }\n } else if (scaleTweenY) {\n if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == AnimationElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n }\n } else {\n return false;\n }\n\n const tweenEase: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.SCALE_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, AnimationElementAttributes.SCALE_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(AnimationElementAttributes.SCALE_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(AnimationElementAttributes.SCALE_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.SCALE_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(AnimationElementAttributes.SCALE_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\n\n Tweens.scaleTween(this, {tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the rotation tween\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runRotationTween(node: Element): boolean\n {\n if (!node.hasAttribute(AnimationElementAttributes.ROTATION_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'rotation');\n\n let rotationTween: Array;\n\n let rotationTweenPosition: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.ROTATION_TWEEN_POSITION, null);\n if (rotationTweenPosition == AnimationElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ROTATION_TWEEN)).map(value => value + Tweens.radians2degrees(this.rotation));\n } else if (rotationTweenPosition == AnimationElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ROTATION_TWEEN));\n if(rotationTween.length) {\n rotationTween[0] = Tweens.radians2degrees(this.rotation);\n }\n } else {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ROTATION_TWEEN));\n }\n\n const degrees: Array = rotationTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.ROTATION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, AnimationElementAttributes.ROTATION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(AnimationElementAttributes.ROTATION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(AnimationElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.ROTATION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(AnimationElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\n\n Tweens.rotationTween(this, {degrees, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the alpha tween\n * @method runAlphaTween\n * @param node\n * @returns {boolean}\n */\n public runAlphaTween(node: Element): boolean\n {\n if (!node.hasAttribute(AnimationElementAttributes.ALPHA_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'alpha');\n\n let alphaTween: Array;\n\n let alphaTweenPosition: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.ALPHA_TWEEN_POSITION, null);\n if (alphaTweenPosition == AnimationElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ALPHA_TWEEN)).map(value => value + this.alpha);\n } else if (alphaTweenPosition == AnimationElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ALPHA_TWEEN));\n if(alphaTween.length) {\n alphaTween[0] = this.alpha;\n }\n } else {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ALPHA_TWEEN));\n }\n\n const alphas: Array = alphaTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, AnimationElementAttributes.ALPHA_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, AnimationElementAttributes.ALPHA_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(AnimationElementAttributes.ALPHA_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(AnimationElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, AnimationElementAttributes.ALPHA_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(AnimationElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(AnimationElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\n\n Tweens.alphaTween(this, {alphas, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Converts string from \"points attribute\" into array of points. E.g. \"(1,6);(5,2);2;(2,4)\". Point can be specified as single value for both axex.\n * @method _getPointsFromPointsAttribute\n * @return Array\n */\n private static _getPointsFromPointsAttribute(pointsString: string): any\n {\n return pointsString\n .replace(/\\s/g, '')\n .split(';')\n .map((valuesPair: string) =>\n {\n return /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair];\n })\n .map((valuesPair: Array) =>\n {\n return {x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1])};\n });\n };\n\n /**\n * Add zero padding\n * @param {number} num\n * @param {number} size\n * @returns {string}\n */\n private zerosPad(num:number, size:number): string {\n let s = num+\"\";\n while (s.length < size) s = \"0\" + s;\n return s;\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return AnimationElement\n */\n clone(): AnimationElement\n {\n let element: AnimationElement = new AnimationElement();\n\n element._style = this._style;\n element._startFrame = this._startFrame;\n element._endFrame = this._endFrame;\n element._stop = this._stop;\n element._randomStartFrame = this._randomStartFrame;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.rotation = this.rotation;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.anchor = this.anchor;\n element.blendMode = this.blendMode;\n element.tint = this.tint;\n element.name = this.name;\n\n if (this.textures != null && this.textures.length > 0) {\n element.texture = this.texture;\n element.textures = this.textures;\n element.onComplete = element._movieClipComplete.bind(element);\n if (this._style != null && this._style.loop != null) {\n element.loop = this._style.loop;\n }\n if (this.animationSpeed) {\n element.animationSpeed = this.animationSpeed;\n }\n\n //element.removeChildren();\n /* todo Potrebujeme ? */\n }\n\n element.playMe = AnimationElement.prototype.playMe.bind(element);\n element.stop = AnimationElement.prototype.stop.bind(element);\n //element.getMovieClip = this.getMovieClip.bind(element);\n\n element.markAsCloned(); // must be called last before return!\n\n return element;\n }\n\n /**\n * Marks element as cloned\n */\n protected markAsCloned(): void\n {\n this._markAsCloned();\n }\n\n /**\n * Marks element as cloned\n */\n _markAsCloned(): void\n {\n this.assertDestroyed('_markAsCloned()');\n this._cloned = true;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.clone(this);\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n protected removeAndDestroyChildren(): void\n {\n this._removeAndDestroyChildren();\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n _removeAndDestroyChildren(): void\n {\n this.assertDestroyed('_removeAndDestroyChildren');\n\n let destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n if (this.children != null && this.children.length > 0) {\n for (let i = this.children.length - 1; i >= 0; i--) {\n if (this.children[i] != null) {\n (this.children[i] as any).destroy(destroyOptions);\n }\n }\n }\n\n this.removeChildren();\n }\n\n /**\n *\n * @param method\n */\n protected assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n *\n * @param method\n * @private\n */\n /* protected _assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }*/\n\n destroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this.assertDestroyed('destroy');\n\n if (Utils.isNullOrUndefined(options)) {\n options = AnimationElement._destroyOptions;\n }\n\n this.internalDestroy(options);\n\n if (!Utils.isNullOrUndefined(this.children)) {\n super.destroy();\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.destroy(this);\n }\n }\n\n this.__destroyed = true;\n }\n\n /**\n * @method internalDestroy - cleanup resources\n * @param options\n */\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this.onComplete = null;\n this.textures = [PIXI.Texture.EMPTY];\n\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n }\n\n /**\n *\n *\n * @returns {any}\n */\n getDebugInfo(): string\n {\n if (DEBUG) {\n let debugInfoFn = this.debugInfo;\n return debugInfoFn ? debugInfoFn.call(this) : `${this.uid}\\nName: [${this.name}]`;\n }\n\n return '';\n }\n\n /**\n *\n * @returns {any}\n */\n debugInfo(): string\n {\n if (DEBUG) {\n let result = `${this.uid}\\nName: [${this.name}]`;\n let animation = this._style ? this._style.animation : '';\n if (!StringUtils.isNullOrEmpty(animation)) {\n result += '\\nAnimation: ' + animation;\n }\n\n return result;\n }\n\n return '';\n }\n\n /**\n * @property cloned - indicates if element was cloned or not.\n * @returns {boolean}\n */\n public get cloned(): boolean\n {\n return this._cloned;\n }\n\n public get destroyed(): boolean\n {\n return this.__destroyed;\n }\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n /**\n *\n * @param degrees\n * @returns {number}\n */\n public degrees2radians(degrees: number): number\n {\n return degrees * (Math.PI / 180);\n }\n\n /**\n *\n * @param speed\n */\n public changeAnimationSpeed(speed: number): void\n {\n this.animationSpeed = speed;\n }\n\n /**\n * Prints output on screen inside element with specified debug content\n */\n protected _printDebugInfo(text: any, node?:Element)\n {\n if (DEBUG) {\n if (this.getChildByName(AnimationElementAttributes.DEBUG_INFO) != null) {\n //this.getChildByName(AnimationElementAttributes.DEBUG_INFO).destroy();\n this.removeChild(this.getChildByName(AnimationElementAttributes.DEBUG_INFO));\n }\n if (node == undefined || (node.hasAttribute(AnimationElementAttributes.DEBUG_INFO) && node.getAttribute(AnimationElementAttributes.DEBUG_INFO) === 'true')) {\n // test\n /*let border = new ShapeElement();\n border.beginFill(0xFFFFFF, 0);\n border.lineStyle(2, 0xff0000);\n border.drawRect(0, 0, this._textures[0].width, this._textures[0].height);\n this.addChild(border);*/\n\n let textInfo = new TextElement();\n textInfo.name = AnimationElementAttributes.DEBUG_INFO;\n textInfo.x = textInfo.y = 0;\n textInfo.style.fill = 0xFFFFFF;\n textInfo.style.fontSize = 12;\n textInfo.text = JSON.stringify(text, null, 4);\n\n this.addChild(textInfo);\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Log error into console\n * @param s\n */\n protected logError(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n\n /**\n *\n * @param {string} value\n * @param {string} id\n * @param {boolean} useGlobal\n * @returns {number}\n */\n private formatPoint(value: string, id: string, useGlobal: boolean = false): number {\n let result: number;\n if (value == \"c\") {\n result = this[id];\n } else {\n if (useGlobal) {\n result = this[id] + (parseInt(value) - this.getGlobalPosition()[id]);\n } else {\n result = parseInt(value);\n }\n }\n\n return result;\n }\n\n /**\n *\n * @param {string} points\n * @param {boolean} useGlobal\n * @returns {Array}\n */\n private formatPoints(points: string, useGlobal: boolean = false): Array {\n let result: Array = [];\n let regex = /\\[(.*?)\\]/g;\n let data = points.match(regex);\n\n for (let i: number = 0; i < data.length; i++) {\n let pointArray = data[i].substring(1, data[i].length - 1).split(',');\n\n if (pointArray.length == 2) {\n let x = this.formatPoint(pointArray[0], \"x\", useGlobal);\n let y = this.formatPoint(pointArray[1], \"y\", useGlobal);\n\n //let point: PIXI.Point = new PIXI.Point(x, y);\n let objectPoint: Object = {x: x, y: y};\n result.push(objectPoint);\n }\n }\n\n return result;\n }\n}\n\nexport const AnimationElementAttributes = {\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ALPHA_TWEEN_KEY_TIMES: 'AlphaTweenKeyTimes',\n ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\n ALPHA_TWEEN_POSITION: 'AlphaTweenPosition',\n ALPHA_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n ANCHOR: 'Anchor',\n /*\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n BITMAP_MASK: 'BitmapMask',\n BITMAP_MASK_SHOW: 'BitmapMaskShow',\n BITMAP_MASK_X: 'BitmapMaskX',\n BITMAP_MASK_Y: 'BitmapMaskY',\n /**\n * If Continue is true animation is not restarted.\n * @property Continue\n * @type boolean\n */\n CONTINUE: 'Continue',\n DEBUG_INFO: 'DebugInfo',\n DEBUG: 'Debug',\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n MASK: 'Mask',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n /*\n * Start playing animation.\n * @property Play\n * @type boolean\n */\n PLAY: 'Play',\n START: 'Start',\n DELAY: 'Delay',\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_DELAY: 'PositionTweenDelay',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative',\n SMOOTH: 'smooth'\n },\n POSITION_TWEEN_LOOP: 'PositionTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n POSITION_TWEEN_KEY_TIMES: 'PositionTweenKeyTimes',\n /**\n * Bezier's \"type\" of curve\n * VALUES:\n * thru\n * soft\n * quadratic\n * cubic\n * EXAMPLE:\n * PositionTweenBezierType=\"thru\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierType\n * @default thru\n */\n POSITION_TWEEN_BEZIER_TYPE: 'PositionTweenBezierType',\n /**\n * the tension on the Bezier\n * VALUES:\n * 0 has no curviness (straight lines),\n * 1 is normal curviness,\n * 2 is twice the normal curviness,\n * etc. Use any number, not just integers\n * EXAMPLE:\n * PositionTweenBezierCurviness=\"1.25\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierCurviness\n * @default 1.0\n */\n POSITION_TWEEN_BEZIER_CURVINESS: 'PositionTweenBezierCurviness',\n /**\n * Array points, pairs of X,Y coords for movement along the bezier curve\n * EXAMPLE:\n * x y x y x y\n * PositionTweenBezierPoints=\"[100,250];[300,0];[500,400]\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierPoints\n * @default null\n */\n POSITION_TWEEN_BEZIER_POINTS: 'PositionTweenBezierPoints',\n /**\n * Auto rotation object on Bezier\n * VALUES:\n * true\n * false\n * EXAMPLE:\n * PositionTweenBezierAutoRotate=\"true\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierAutoRotate\n * @default false\n */\n POSITION_TWEEN_BEZIER_AUTOROTATE: 'PositionTweenBezierAutoRotate',\n /*\n *\n */\n RANDOM_START_FRAME: 'RandomStartFrame',\n /*\n * Indicates if animation should animate reverse.\n * @property Reverse\n * @type boolean\n * @default false\n */\n REVERSE: 'Reverse',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n /*\n * Tween rotation of this display object with children.\n * For duration use RotateTweenDuration (number - frames).\n * For tweenEase use RotateTweenEase (string - name of easeing function).\n * @property RotateTweenDegrees\n * @type Array - consist of two values (start degrees; end degrees) or three values (start degrees, middle degrees, end degrees)\n * @default null\n */\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n ROTATION_TWEEN_LOOP: 'RotationTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ROTATION_TWEEN_KEY_TIMES: 'RotationTweenKeyTimes',\n ROTATION_TWEEN_POSITION: 'RotationTweenPosition',\n ROTATION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /*\n * Tween scale of this display object with children.\n * For ease use ScaleTweenEase (string - name of easeing function).\n * For scaling X use ScaleTweenX (consist of two values (start scaleX; end scaleX) or three values (start scaleX; middle scaleX, end scaleX)).\n * For scaling Y use ScaleTweenY (consist of two values (start scaleY; end scaleY) or three values (start scaleY; middle scaleY, end scaleY)).\n * @property ScaleTweenDuration\n * @type number - frames\n * @default null\n */\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_X: 'ScaleTweenX',\n SCALE_TWEEN_Y: 'ScaleTweenY',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n SCALE_TWEEN_LOOP: 'ScaleTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n SCALE_TWEEN_KEY_TIMES: 'ScaleTweenKeyTimes',\n SCALE_TWEEN_POSITION: 'ScaleTweenPosition',\n SCALE_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n START_ROTATION: 'StartRotation',\n\n\n SPEED: 'Speed',\n\n START_FRAME: 'StartFrame',\n RESET: 'Reset',\n\n /*\n *\n * @property Stop\n * @type Number\n */\n STOP: 'Stop',\n STYLE: 'Style',\n STYLE2: 'Style2',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n VISIBLE: 'Visible',\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/AnimationElement.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ImageElement} from \"./ImageElement\";\nimport {StageController} from \"../../StageController\";\nimport {BaseElement} from \"./BaseElement\";\nimport {Tweens} from \"../../Effects/Tweens\";\nimport {StyleManager} from \"../../Managers/StyleManager\";\nimport {ParticleStyle} from \"../Styles/ParticleStyle\";\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../../../Utils/FrameTimer';\nimport {AnimationElement} from \"./AnimationElement\";\nimport {CustomUtils} from \"../../../Utils/CustomUtils\";\n\n// TODO add comments\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ParticleElement extends BaseElement {\n // handle definition for particles\n private _style: ParticleStyle;\n private _styleName: string;\n\n // holds particles in pool and reused them\n private _pool: Array;\n\n // container of whole particle element\n private _target: BaseElement;\n // timer for add particles\n private _timer: FrameTimerEventEmitter;\n\n private _stopping: boolean;\n private _stop: boolean;\n private _emitOnce: boolean;\n private _preGenerate: boolean;\n private _startType: string;\n private _randomStartFrame: boolean;\n private _maxEmit: number;\n\n private _blendMode: number;\n private _created: boolean;\n\n constructor()\n {\n super();\n\n this._pool = [];\n\n this._timer = CreateFrameTimer('particleTimer');\n this._timer.on(FrameTimerEvents.Complete, this.addParticles.bind(this));\n\n this._blendMode = 0;\n this._created = false;\n this._stopping = false;\n this._stop = true;\n this._emitOnce = false;\n this._preGenerate = false;\n this._startType = '';\n this._randomStartFrame = false;\n this._maxEmit = 1;\n this.visible = false;\n this._target = this;\n }\n\n //******************************************************************************************************************\n // INITIALIZATION\n //******************************************************************************************************************\n\n createByNode(node: Element): void {\n if (!this._created) {\n super.createByNode(node);\n\n //prevent generating wasted amount of particles, emit once can be setup only on create\n if (node.hasAttribute(ParticleElementAttributes.EMIT_ONCE)) {\n this._emitOnce = StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.EMIT_ONCE));\n }\n\n if (node.hasAttribute(ParticleElementAttributes.PRE_GENERATE)) {\n this._preGenerate = StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.PRE_GENERATE));\n }\n\n if (node.hasAttribute(ParticleElementAttributes.BLEND_MODE)) {\n this._blendMode = parseInt(node.getAttribute(ParticleElementAttributes.BLEND_MODE));\n }\n\n if (node.hasAttribute(ParticleElementAttributes.RANDOM_START_FRAME)) {\n this._randomStartFrame = StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.RANDOM_START_FRAME));\n }\n\n if (node.hasAttribute(ParticleElementAttributes.STYLE) || node.hasAttribute(ParticleElementAttributes.STYLE2)) {\n if (node.hasAttribute(ParticleElementAttributes.STYLE)) {\n this._style = StyleManager.Styles[node.getAttribute(ParticleElementAttributes.STYLE)];\n } else {\n this._style = StyleManager.Styles[node.getAttribute(ParticleElementAttributes.STYLE2)];\n }\n\n this._styleName = this._style.name;\n }\n\n //if is subParticle, create image representation of particle, otherwise create just child particles\n this.createParticles();\n this._created = true;\n }\n }\n\n updateByNode(node: Element): void {\n if (DEBUG) {\n if (node.hasAttribute(ParticleElementAttributes.DEBUG) && node.getAttribute(ParticleElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n super.updateByNode(node);\n\n if (node.hasAttribute(ParticleElementAttributes.MAX_EMIT)) {\n this._maxEmit = parseInt(node.getAttribute(ParticleElementAttributes.MAX_EMIT));\n this._maxEmit = this._maxEmit * 0.01;\n\n if(this._maxEmit > 1) {\n this._maxEmit = 1;\n }\n }\n\n if (node.hasAttribute(ParticleElementAttributes.START_TYPE)) {\n this._startType = node.getAttribute(ParticleElementAttributes.START_TYPE);\n }\n\n if (node.hasAttribute(ParticleElementAttributes.START) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.START))) {\n this.start(this._emitOnce, this._startType);\n }\n\n if (node.hasAttribute(ParticleElementAttributes.STOPPING) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.STOPPING))) {\n this.stopping();\n }\n\n if (node.hasAttribute(ParticleElementAttributes.STOP) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.STOP))) {\n this.stop();\n }\n\n if (node.hasAttribute(ParticleElementAttributes.RESET) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.RESET))) {\n this.reset();\n }\n\n if (node.hasAttribute(ParticleElementAttributes.CLEAR) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.CLEAR))) {\n this.clear();\n }\n }\n\n //******************************************************************************************************************\n // CREATING PARTICLES\n //******************************************************************************************************************\n\n public createParticles(): void\n {\n if(this._style != null) {\n if (this._style.images != null && this._style.images.length > 0) {\n let count: number = this._emitOnce ? this._style.count : this._style.calculateElements();\n\n for (let i: number = 0; i < count; i++) {\n let particle: ImageElement | AnimationElement = this.createParticle();\n\n this._pool.push(particle);\n }\n }\n }\n }\n\n private createParticle(): ImageElement | AnimationElement\n {\n let particle: ImageElement | AnimationElement;\n particle = this.createParticleResource();\n\n this.setupParticle(particle);\n\n if(this._preGenerate) {\n this.setupPosition(particle);\n this.addBehaviour(particle);\n }\n\n this.addChild(particle);\n return particle;\n }\n\n private createParticleResource(): ImageElement | AnimationElement\n {\n if(this._style != null) {\n let resource: ImageElement | AnimationElement = null;\n let resourceId = this.getRandomResource();\n\n if(resourceId.indexOf(\"GFX_\") > -1) {\n resource = new ImageElement(StageController.getTextureByResourceId(resourceId));\n resource.blendMode = CustomUtils.getBlendMode(this._blendMode);;\n } else if (resourceId.indexOf(\"ANI_\") > -1) {\n let node: Element = document.createElement('Animation');\n node.setAttribute('Style2', resourceId);\n node.setAttribute('RandomStartFrame', this._randomStartFrame.toString());\n resource = new AnimationElement();\n resource.create(node);\n }\n\n let localBounds = resource.getLocalBounds();\n resource.pivot.set(localBounds.width/2, localBounds.height/2);\n return resource;\n }\n\n return null;\n }\n\n private getRandomResource(): string {\n return this._style.images[Math.floor(Math.random() * this._style.images.length)];\n }\n\n //******************************************************************************************************************\n // INITIAL SETUP\n //******************************************************************************************************************\n\n private setupParticle(particle: ImageElement | AnimationElement) {\n this.setVisibility(particle, false);\n particle.usedInPool = false;\n\n return particle;\n }\n\n private setVisibility(particle: ImageElement | AnimationElement, visible: boolean): void\n {\n particle.visible = visible;\n\n if(particle instanceof AnimationElement) {\n if(visible) {\n particle.playMe();\n } else {\n particle.stop();\n }\n }\n }\n\n private setupPosition(particle: ImageElement | AnimationElement): void\n {\n let startX = 0;\n let startY = 0;\n\n switch (this._style.positionZone.type) {\n case ParticleStyle.ZoneRectangle:\n startX = this._style.positionZone.x + Math.random() * this._style.positionZone.width;\n startY = this._style.positionZone.y + Math.random() * this._style.positionZone.height;\n\n if(this._style.positionZone.innerWidth != -1 && this._style.positionZone.innerHeight != -1) {\n let centerX = this._style.positionZone.x + this._style.positionZone.width/2;\n let centerY = this._style.positionZone.y + this._style.positionZone.height/2;\n let innerCenterX = this._style.positionZone.innerX + this._style.positionZone.innerWidth/2;\n let innerCenterY = this._style.positionZone.innerY + this._style.positionZone.innerHeight/2;\n let correctX = Math.random() > 0.5;\n\n if(correctX) {\n if(startX > centerX) {\n startX = this.getRandom(innerCenterX + this._style.positionZone.innerWidth * 0.5, centerX + this._style.positionZone.width * 0.5);\n } else {\n startX = this.getRandom(0, innerCenterX - this._style.positionZone.innerWidth * 0.5);\n }\n } else {\n if(startY > centerY) {\n startY = this.getRandom(innerCenterY + this._style.positionZone.innerHeight * 0.5, centerY + this._style.positionZone.height * 0.5);\n } else {\n startY = this.getRandom(0, innerCenterY - this._style.positionZone.innerHeight * 0.5);\n }\n }\n }\n\n particle.x = startX;\n particle.y = startY;\n\n break;\n case ParticleStyle.ZoneTarget:\n\n startX = (this._target.x + Math.random() * this._style.positionZone.width) - this._style.positionZone.width/2;\n startY = (this._target.y + Math.random() * this._style.positionZone.height) - this._style.positionZone.height/2;\n\n particle.x = startX;\n particle.y = startY;\n break;\n case ParticleStyle.ZoneLine:\n // TODO\n break;\n case ParticleStyle.ZoneEllipse:\n startX = this._style.positionZone.x;\n startY = this._style.positionZone.y;\n let radianDegrees = Math.floor(this.getRandom(this._style.positionZone.startAngle, this._style.positionZone.angle));\n let radian = this.degrees2radians(radianDegrees);\n\n //start is not from origin but from another, inner circle\n if(this._style.positionZone.innerRadius > 0) {\n let radius = this.getRandom(this._style.positionZone.minInnerRadius, this._style.positionZone.innerRadius);\n let radiusB = this.getRandom(this._style.positionZone.minInnerRadiusB, this._style.positionZone.innerRadiusB);\n\n startX = Math.floor(this._style.positionZone.innerX + radius * Math.cos(radian));\n startY = Math.floor(this._style.positionZone.innerY + radiusB * Math.sin(radian));\n }\n\n particle.x = startX;\n particle.y = startY;\n particle.rotation = radian;\n\n break;\n }\n }\n\n public setTargetElement(element: BaseElement): void\n {\n this._target = element;\n }\n\n //******************************************************************************************************************\n // BEHAVIOUR\n //******************************************************************************************************************\n\n private addBehaviour(particle: ImageElement | AnimationElement): void {\n let particleLife: number = Math.floor(Math.random() * (this._style.maxLife - this._style.minLife)) + this._style.minLife;\n\n this.addPathBehaviour(particle, particleLife);\n this.addScaleBehaviour(particle, particleLife);\n this.addRotationBehaviour(particle, particleLife);\n this.addAlphaBehaviour(particle, particleLife);\n }\n\n private addPathBehaviour(particle: ImageElement | AnimationElement, life: number): void {\n switch (this._style.positionZone.type) {\n case ParticleStyle.ZoneRectangle:\n case ParticleStyle.ZoneTarget:\n this.addRectanglePathBehavior(particle, life);\n break;\n case ParticleStyle.ZoneEllipse:\n this.addEllipsePathBehavior(particle, life);\n break;\n }\n }\n\n private addRectanglePathBehavior(particle: ImageElement | AnimationElement, life: number): void {\n if (this._style.pathValues != null) {\n let pointsX: Array = [];\n let pointsY: Array = [];\n for (let i: number = 0; i < this._style.pathValues.length; i++) {\n if (this._style.pathValues[i] != null && this._style.pathValues[i].x != null && this._style.pathValues[i].y != null) {\n let valueX: number = this._style.pathValues[i].x;\n let valueY: number = this._style.pathValues[i].y;\n if (this._style.pathValues[i].randomX != null) {\n valueX += Math.floor((Math.random() - 0.5) * this._style.pathValues[i].randomX);\n }\n if (this._style.pathValues[i].relative && pointsX.length > 0) {\n valueX += pointsX[pointsX.length-1];\n }\n if (this._style.pathValues[i].randomY != null) {\n valueY += Math.floor((Math.random() - 0.5) * this._style.pathValues[i].randomY);\n }\n if (this._style.pathValues[i].relative && pointsY.length > 0) {\n valueY += pointsY[pointsY.length-1];\n }\n pointsX.push(particle.x + valueX);\n pointsY.push(particle.y + valueY);\n }\n }\n if (pointsX.length >= 2) {\n Tweens.positionTween(particle, {\n tweenEase: this._style.pathEase,\n tweenX: pointsX,\n tweenY: pointsY,\n tweenDuration: life,\n keyTimes: this._style.pathKeyTimes,\n paused: false,\n callbackFunction: this.removeFromPool, callbackParams: [particle], callbackScope: null\n });\n }\n }\n }\n\n private addEllipsePathBehavior(particle: ImageElement | AnimationElement, life: number): void {\n\n let radius = this.getRandom(this._style.positionZone.minRadius, this._style.positionZone.radius);\n let radiusB = this.getRandom(this._style.positionZone.minRadiusB, this._style.positionZone.radiusB);\n let finalX = Math.floor(this._style.positionZone.x + radius * Math.cos(particle.rotation));\n let finalY = Math.floor(this._style.positionZone.y + radiusB * Math.sin(particle.rotation));\n\n /* Path x/y/randomX/randomY values are taken as relative offset to natural position of particle */\n if (this._style.pathValues != null && this._style.pathValues.length > 0) {\n let pointsX: Array = [];\n let pointsY: Array = [];\n\n if(this._style.pathValues.length == 1) {\n this._style.pathValues[1] = this._style.pathValues[0];\n }\n\n for (let i: number = 0; i < this._style.pathValues.length; i++) {\n if (this._style.pathValues[i] != null && this._style.pathValues[i].x != null && this._style.pathValues[i].y != null) {\n let valueX: number = this._style.pathValues[i].x;\n let valueY: number = this._style.pathValues[i].y;\n let ratio: number = (i/(this._style.pathValues.length-1));\n if (this._style.pathValues[i].randomX != null) {\n valueX += Math.floor((Math.random() - 0.5) * this._style.pathValues[i].randomX);\n }\n if (this._style.pathValues[i].relative && pointsX.length > 0) {\n valueX += pointsX[pointsX.length-1];\n }\n if (this._style.pathValues[i].randomY != null) {\n valueY += Math.floor((Math.random() - 0.5) * this._style.pathValues[i].randomY);\n }\n if (this._style.pathValues[i].relative && pointsY.length > 0) {\n valueY += pointsY[pointsY.length-1];\n }\n let adjustedX = (particle.x + (finalX - particle.x) * ratio + valueX);\n let adjustedY = (particle.y + (finalY - particle.y) * ratio + valueY);\n pointsX.push(adjustedX);\n pointsY.push(adjustedY);\n }\n }\n\n if (pointsX.length > 1) {\n Tweens.positionTween(particle, {\n tweenX: pointsX,\n tweenY: pointsY,\n tweenEase: this._style.pathEase,\n tweenDuration: life,\n keyTimes: this._style.pathKeyTimes,\n paused: false,\n callbackFunction: this.removeFromPool, callbackParams: [particle], callbackScope: null\n });\n } else if (pointsX.length === 1) {\n Tweens.positionTween(particle, {\n tweenX: [particle.x, pointsX[0]],\n tweenY: [particle.y, pointsY[0]],\n tweenEase: this._style.pathEase,\n tweenDuration: life,\n keyTimes: this._style.pathKeyTimes,\n paused: false,\n callbackFunction: this.removeFromPool, callbackParams: [particle], callbackScope: null\n });\n } else if (pointsX.length === 0) {\n Tweens.positionTween(particle, {\n tweenX: [particle.x, finalX],\n tweenY: [particle.y, finalY],\n tweenEase: this._style.pathEase,\n tweenDuration: life,\n keyTimes: this._style.pathKeyTimes,\n paused: false,\n callbackFunction: this.removeFromPool, callbackParams: [particle], callbackScope: null\n });\n }\n } else {\n Tweens.positionTween(particle, {\n tweenX: [particle.x, finalX],\n tweenY: [particle.y, finalY],\n tweenEase: this._style.pathEase,\n tweenDuration: life,\n keyTimes: this._style.pathKeyTimes,\n paused: false,\n callbackFunction: this.removeFromPool, callbackParams: [particle], callbackScope: null\n });\n }\n }\n\n private addScaleBehaviour(particle: ImageElement | AnimationElement, life: number): void {\n if (this._style.scaleValues != null) {\n let scalePoints: Array = [];\n for (let i: number = 0; i < this._style.scaleValues.length; i++) {\n let valueX: number = this._style.scaleValues[i].x;\n let valueY: number = this._style.scaleValues[i].y;\n if (this._style.scaleValues[i].randomX != null) {\n valueX += ((Math.random() - 0.5) * this._style.scaleValues[i].randomX);\n }\n if (this._style.scaleValues[i].relative && scalePoints.length > 0) {\n valueX += scalePoints[scalePoints.length-1].x;\n }\n if (this._style.scaleValues[i].y === null) {\n valueY = valueX;\n } else {\n if (this._style.scaleValues[i].randomY != null) {\n valueY += ((Math.random() - 0.5) * this._style.scaleValues[i].randomY);\n }\n if (this._style.scaleValues[i].relative && scalePoints.length > 0) {\n valueY += scalePoints[scalePoints.length-1].y;\n }\n }\n\n scalePoints.push(new PIXI.Point(valueX, valueY));\n }\n\n if (scalePoints.length === 1) {\n particle.scale.x = scalePoints[0].x;\n particle.scale.y = scalePoints[0].y;\n } else if (scalePoints.length > 1) {\n Tweens.scaleTween(particle, {\n tweenValues: scalePoints,\n tweenEase: this._style.scaleEase,\n tweenDuration: life,\n keyTimes: this._style.scaleKeyTimes,\n paused: false\n });\n }\n }\n }\n\n private addRotationBehaviour(particle: ImageElement | AnimationElement, life: number): void {\n if (this._style.rotationValues != null && this._style.rotationValues.length > 1) {\n let points: Array = [];\n for (let i: number = 0; i < this._style.rotationValues.length; i++) {\n if (this._style.rotationValues[i] != null && this._style.rotationValues[i].value != null) {\n let value: number = this._style.rotationValues[i].value;\n if (this._style.rotationValues[i].randomValue != null) {\n value += Math.floor((Math.random() - 0.5) * this._style.rotationValues[i].randomValue);\n }\n if (this._style.rotationValues[i].relative && points.length > 0) {\n value += points[points.length-1];\n }\n points.push(value);\n }\n }\n\n Tweens.rotationTween(particle, {\n degrees: points,\n tweenDuration: life,\n tweenEase: this._style.rotationEase,\n keyTimes: this._style.rotationKeyTimes,\n paused: false\n });\n }\n }\n\n private addAlphaBehaviour(particle: ImageElement | AnimationElement, life: number): void {\n if (this._style.alphaValues != null) {\n let alphas: Array = [];\n for (let i: number = 0; i < this._style.alphaValues.length; i++) {\n if (this._style.alphaValues[i] != null && this._style.alphaValues[i].value != null) {\n let value: number = this._style.alphaValues[i].value;\n if (this._style.alphaValues[i].randomValue != null) {\n value += Math.floor((Math.random() - 0.5) * this._style.alphaValues[i].randomValue);\n }\n if (this._style.alphaValues[i].relative && alphas.length > 0) {\n value += alphas[alphas.length-1];\n }\n alphas.push(value);\n }\n }\n Tweens.alphaTween(particle, {\n alphas: alphas,\n tweenDuration: life,\n tweenEase: this._style.alphaEase,\n keyTimes: this._style.alphaKeyTimes,\n paused: false\n });\n }\n }\n\n //******************************************************************************************************************\n // GETTING PARTICLES\n //******************************************************************************************************************\n\n private addParticles(): void {\n if (!this._stop) {\n\n let tabActive = true;\n if(document.visibilityState != null && document.visibilityState === \"hidden\"){\n tabActive = false;\n }\n\n if(tabActive) {\n this.getFromPool();\n }\n\n if (!this._stopping) {\n this._timer.start(this._style.time);\n }\n }\n }\n\n private getFreeParticleIndex(): number\n {\n for (let i: number = 0; i < this._pool.length; i++) {\n if (!this._pool[i].usedInPool) {\n return i;\n }\n }\n\n return -1;\n }\n\n private getFromPool(): void {\n let count = Math.floor(this._style.count * this._maxEmit);\n\n for (let i: number = 0; i < count; i++) {\n let particle: ImageElement | AnimationElement;\n let index: number = this.getFreeParticleIndex();\n\n // to keep pool ordered by usedInPool check if first element is usedInPool\n // if yes, create new and push to pool\n // if not, shift element, set usedInPool and push to pool\n if (index == -1) {\n particle = this.createParticle();\n\n this._pool.push(particle)\n } else {\n particle = this._pool[index];\n }\n\n if(particle != null) {\n particle.usedInPool = true;\n this.setVisibility(particle, true);\n\n if (this._preGenerate) {\n Tweens.restartTweens(particle.uid);\n } else {\n Tweens.removeTweens(particle);\n this.setupPosition(particle);\n this.addBehaviour(particle);\n }\n }\n }\n }\n\n //******************************************************************************************************************\n // CONTROLS\n //******************************************************************************************************************\n\n start(emitOnce: boolean = false, startType: string = \"\"): void {\n this.visible = true;\n\n //if there is no style, there is no particles to emit\n if (this._style != null) {\n\n this._timer.stop();\n this._emitOnce = emitOnce;\n this._startType = startType;\n this._stopping = emitOnce;\n this._stop = false;\n if (!this._emitOnce) {\n this._timer.start(this._style.time);\n if (this._startType === 'now') {\n this.addParticles();\n }\n } else {\n if (this._startType === 'now') {\n this.addParticles();\n } else {\n this._timer.start(this._style.time);\n }\n }\n }\n }\n\n stopping(): void {\n this._stopping = true;\n }\n\n stop(): void {\n this._stopping = false;\n this._stop = true;\n this._timer.stop();\n this.visible = false;\n }\n\n reset(): void {\n for (let i: number = 0; i < this._pool.length; i++) {\n this.setupPosition(this._pool[i]);\n this.setVisibility(this._pool[i], false);\n }\n }\n\n clear(): void {\n this._stopping = false;\n this._stop = true;\n this._timer.stop();\n this.visible = false;\n this.removeAllFromPool();\n }\n\n //******************************************************************************************************************\n // REMOVING\n //******************************************************************************************************************\n\n private removeFromPool(particle: ImageElement | AnimationElement): void {\n // this.setVisibility(particle, false);\n particle.visible = false;\n if(particle instanceof AnimationElement) {\n particle.stop();\n }\n particle.usedInPool = false;\n }\n\n private removeAllFromPool(): void {\n for (let i: number = 0; i < this._pool.length; i++) {\n this.setVisibility(this._pool[i], false);\n Tweens.removeTweens(this._pool[i]);\n this._pool[i].usedInPool = false;\n }\n }\n\n //******************************************************************************************************************\n // HELPER\n //******************************************************************************************************************\n\n private getRandom(min: number, max: number): number {\n return Math.random() * (max - min) + min;\n }\n\n //******************************************************************************************************************\n // CLONE\n //******************************************************************************************************************\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return ParticleElement\n */\n clone(): ParticleElement {\n let element: ParticleElement = new ParticleElement();\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element._target = this._target;\n element._blendMode = this._blendMode;\n element._emitOnce = this._emitOnce;\n element._preGenerate = this._preGenerate;\n let node: Element = document.createElement(this.name);\n node.setAttribute('Style2', this._styleName);\n element.create(node);\n element._markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nexport const ParticleElementAttributes = {\n /**\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n DEBUG: 'Debug',\n /**\n * Random start frame, when animation particles are used\n */\n RANDOM_START_FRAME: 'RandomStartFrame',\n SPEED: 'Speed',\n EMIT_ONCE: 'EmitOnce',\n START_TYPE: 'StartType',\n /**\n * Setup particle position and tween after create, so Start function just restart already created tween\n */\n PRE_GENERATE: 'PreGenerate',\n /**\n * How many particles in one fire will be used in percentage. Max 100%\n */\n MAX_EMIT: 'MaxEmit',\n // Tweens used in BaseElementParticle\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n /**\n * Style define animation. You can use one style on more than one place.\n * Style for ParticleElement has to be instance of ParticleStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n STYLE2: 'Style2',\n EXTEND_STYLE: 'ExtendStyle',\n START: 'Start',\n STOPPING: 'Stopping',\n STOP: 'Stop',\n RESET: 'Reset',\n CLEAR: 'Clear',\n IMAGE: 'Image',\n /**\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n ATTR_COUNT: 'Count',\n ATTR_TIME: 'Time',\n ATTR_MIN: 'Min',\n ATTR_MAX: 'Max',\n ATTR_FROM_FRAME: 'FromFrame',\n ATTR_IMAGES: 'Images',\n ATTR_TYPE: 'Type',\n ATTR_X: 'X',\n ATTR_Y: 'Y',\n ATTR_RANDOM_X: 'RandomX',\n ATTR_RANDOM_Y: 'RandomY',\n ATTR_WIDTH: 'Width',\n ATTR_HEIGHT: 'Height',\n ATTR_RADIUS: 'Radius',\n ATTR_POSITION_RADIUS: 'PositionRadius',\n ATTR_RANDOM_POSITION_ANGLE: 'RandomPositionAngle',\n ATTR_MIN_RADIUS: 'MinRadius',\n ATTR_INNER_RADIUS: 'InnerRadius',\n ATTR_ANGLE: 'Angle',\n ATTR_SHOW_ANGLE: 'ShowAngle',\n ATTR_VALUES: 'Values',\n ATTR_VALUE: 'Value',\n IMAGE_MASK: 'ImageMask'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/ParticleElement.ts\n **/","import {ArrayUtils, engineComponent, StringUtils} from 'neo-common';\nimport {Style} from './Style';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {StageController} from \"../../StageController\";\nimport {StyleManager} from \"../../Managers/StyleManager\";\nimport {ParticleElementAttributes} from '../Graphics/ParticleElement';\n\nexport interface IZoneOptions\n{\n type: string;\n x?: number;\n y?: number;\n width?: number;\n height?: number;\n innerWidth?: number;\n innerHeight?: number;\n radius?: number;\n minRadius?: number;\n radiusB?: number;\n minRadiusB?: number;\n innerRadius?: number;\n minInnerRadius?: number;\n innerRadiusB?: number;\n minInnerRadiusB?: number;\n innerX?: number;\n innerY?: number;\n angle?: number;\n startAngle?: number;\n}\n\nexport interface ICoordinateOptions1D\n{\n value?: number;\n randomValue?: number;\n relative?: boolean;\n}\n\nexport interface ICoordinateOptions2D\n{\n x?: number;\n y?: number;\n randomX?: number;\n randomY?: number;\n relative?: boolean;\n}\n\n@engineComponent(ComponentTypes.Style)\n// TODO add comments\nexport class ParticleStyle extends Style\n{\n // value in percentage for creating reserv in display list to pooling particles\n static ElementsReserve: number = 0.5;\n\n // names for zones\n static ZoneRectangle: string = 'Rectangle';\n static ZoneLine: string = 'Line';\n static ZoneEllipse: string = 'Ellipse';\n static ZoneTarget: string = 'Target';\n static ZoneDynamic: string = 'Dynamic';\n\n static NodeCount: string = 'Count';\n static NodeLife: string = 'Life';\n static NodeImages: string = 'Images';\n static NodePosition: string = 'Position';\n static NodePath: string = 'Path';\n static NodeScale: string = 'Scale';\n static NodeRotation: string = 'Rotation';\n static NodeAlpha: string = 'Alpha';\n static NodeValue: string = 'Value';\n\n // TODO possible memory leak\n node: Element;\n\n private _count: number;\n private _time: number;\n private _minLife: number;\n private _maxLife: number;\n private _images: Array;\n private _randomStartFrame: boolean;\n private _subParticleStyle: string;\n private _positionZone: IZoneOptions;\n\n private _pathEase: string;\n private _pathValues: Array;\n private _pathKeyTimes: Array;\n\n private _scaleEase: string;\n private _scaleValues: Array;\n private _scaleKeyTimes: Array;\n\n private _rotationEase: string;\n private _rotationValues: Array;\n private _rotationKeyTimes: Array;\n\n private _alphaEase: string;\n private _alphaValues: Array;\n private _alphaKeyTimes: Array;\n\n private _tint: number;\n\n constructor() {\n super();\n\n this._count = 1;\n this._time = 60;\n this._minLife = 60;\n this._maxLife = 120;\n this._images = [];\n this._randomStartFrame = false;\n this._subParticleStyle = \"\";\n this._positionZone = {\n type: ParticleStyle.ZoneRectangle,\n x: 0,\n y: 0,\n innerX: 0,\n innerY: 0,\n width: StageController.Width,\n height: StageController.Height,\n innerWidth: -1,\n innerHeight: -1,\n radius: 0,\n minRadius: 0,\n radiusB: 0,\n minRadiusB: 0,\n innerRadius: 0,\n minInnerRadius: 0,\n innerRadiusB: 0,\n minInnerRadiusB: 0,\n angle: 360,\n startAngle: 0 //used to prevent container rotation deformation with ellipse\n };\n this._pathEase = \"linear\";\n this._pathValues = [];\n this._pathKeyTimes = null;\n\n this._scaleEase = \"linear\";\n this._scaleValues = [];\n this._scaleKeyTimes = null;\n\n this._rotationEase = \"linear\";\n this._rotationValues = [];\n this._rotationKeyTimes = null;\n\n this._alphaEase = \"linear\";\n this._alphaValues = [];\n this._alphaKeyTimes = null;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element) {\n this.node = node;\n\n super.create(node);\n\n if (node.hasAttribute(ParticleElementAttributes.EXTEND_STYLE)) {\n let extendStyle: ParticleStyle = StyleManager.Styles[node.getAttribute(ParticleElementAttributes.EXTEND_STYLE)];\n if(extendStyle != null && extendStyle.node != null) {\n this.parseChildrenNodes(extendStyle.node);\n }\n }\n\n this.parseChildrenNodes(node);\n }\n\n private parseChildrenNodes(node: Element): void\n {\n let next: Element = node.firstElementChild;\n while (next != null) {\n switch(next.nodeName) {\n case ParticleStyle.NodeCount:\n this.initializeCount(next);\n break;\n case ParticleStyle.NodeLife:\n this.initializeLife(next);\n break;\n case ParticleStyle.NodeImages:\n this.initializeImages(next);\n break;\n case ParticleStyle.NodePosition:\n this.initializePosition(next);\n break;\n case ParticleStyle.NodePath:\n this.initializePath(next);\n break;\n case ParticleStyle.NodeScale:\n this.initializeScale(next);\n break;\n case ParticleStyle.NodeRotation:\n this.initializeRotation(next);\n break;\n case ParticleStyle.NodeAlpha:\n this.initializeAlpha(next);\n break;\n default:\n if(DEBUG) {\n this.log('WARNING unknown node in particle style ' + next.nodeName);\n }\n }\n next = next.nextElementSibling;\n }\n }\n\n get count(): number\n {\n return this._count;\n }\n\n get time(): number\n {\n return this._time;\n }\n\n get minLife(): number\n {\n return this._minLife;\n }\n\n get maxLife(): number\n {\n return this._maxLife;\n }\n\n get images(): Array\n {\n return this._images;\n }\n\n get randomStartFrame(): boolean\n {\n return this._randomStartFrame;\n }\n\n get subParticleStyle(): string\n {\n return this._subParticleStyle;\n }\n\n get positionZone(): IZoneOptions\n {\n return this._positionZone;\n }\n\n get pathValues() : Array\n {\n return this._pathValues;\n }\n\n get scaleValues(): Array\n {\n return this._scaleValues;\n }\n\n get rotationValues(): Array\n {\n return this._rotationValues;\n }\n\n get alphaValues(): Array\n {\n return this._alphaValues;\n }\n\n get pathEase() : string\n {\n return this._pathEase;\n }\n\n get scaleEase() : string\n {\n return this._scaleEase;\n }\n\n get rotationEase() : string\n {\n return this._rotationEase;\n }\n\n get alphaEase() : string\n {\n return this._alphaEase;\n }\n\n get pathKeyTimes() : Array\n {\n return this._pathKeyTimes;\n }\n\n get scaleKeyTimes() : Array\n {\n return this._scaleKeyTimes;\n }\n\n get rotationKeyTimes() : Array\n {\n return this._rotationKeyTimes;\n }\n\n get alphaKeyTimes() : Array\n {\n return this._alphaKeyTimes;\n }\n\n calculateElements(): number\n {\n let elementsPerSecond: number = (StageController.FPS / this._time) * this._count;\n let elementsWithLife: number = (this._maxLife / StageController.FPS) * elementsPerSecond;\n return elementsWithLife;\n }\n\n /**\n * Initialize elements per second.\n * Count - how much elements\n * Time - time when specified count of elements is generated\n *\n * Example:\n * \n * @param node\n */\n private initializeCount(node: Element): void {\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_COUNT)) {\n this._count = parseInt(node.getAttribute(ParticleStyleAttributes.ATTR_COUNT));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_TIME)) {\n this._time = parseInt(node.getAttribute(ParticleStyleAttributes.ATTR_TIME));\n }\n }\n\n /**\n * Example:\n * \n * @param node\n */\n private initializeLife(node: Element): void {\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MIN)) {\n this._minLife = parseInt(node.getAttribute(ParticleStyleAttributes.ATTR_MIN));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MAX)) {\n this._maxLife = parseInt(node.getAttribute(ParticleStyleAttributes.ATTR_MAX));\n }\n\n if(this._minLife > this._maxLife) {\n this._maxLife = this._minLife;\n }\n }\n\n /**\n * Example:\n * \n * @param node\n */\n private initializeImages(node: Element): void {\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_FROM_FRAME)) {\n this._images = node.getAttribute(ParticleStyleAttributes.ATTR_FROM_FRAME).split(';');\n\n for(let i:number = 0; i < this._images.length; i++) {\n // TODO 0000\n this._images[i] = this._images[i] + '0000';\n }\n\n } else if(node.hasAttribute(ParticleStyleAttributes.ATTR_IMAGES)) {\n this._images = node.getAttribute(ParticleStyleAttributes.ATTR_IMAGES).split(';');\n }\n\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_RANDOM_START_FRAME)) {\n this._randomStartFrame = StringUtils.parseBoolean(node.getAttribute(ParticleStyleAttributes.ATTR_RANDOM_START_FRAME));\n }\n\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_SUB_PARTICLE_STYLE)) {\n this._subParticleStyle = node.getAttribute(ParticleStyleAttributes.ATTR_SUB_PARTICLE_STYLE);\n }\n }\n\n /**\n * Bornplace of elements.\n * Example:\n * \n * @param node\n */\n private initializePosition(node: Element): void {\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_TYPE)) {\n this._positionZone.type = node.getAttribute(ParticleStyleAttributes.ATTR_TYPE);\n switch (this._positionZone.type) {\n case ParticleStyle.ZoneRectangle:\n // TODO separate method get Zone\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_X)) {\n this._positionZone.x = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_X));\n this._positionZone.innerX = this._positionZone.x;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_Y)) {\n this._positionZone.y = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_Y));\n this._positionZone.innerY = this._positionZone.y;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_X)) {\n this._positionZone.innerX = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_X));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_Y)) {\n this._positionZone.innerY = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_Y));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_WIDTH)) {\n this._positionZone.width = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_WIDTH));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_HEIGHT)) {\n this._positionZone.height = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_HEIGHT));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_WIDTH)) {\n this._positionZone.innerWidth = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_WIDTH));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_HEIGHT)) {\n this._positionZone.innerHeight = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_HEIGHT));\n }\n break;\n case ParticleStyle.ZoneTarget:\n\n this._positionZone.width = 0;\n this._positionZone.height = 0;\n\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_WIDTH)) {\n this._positionZone.width = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_WIDTH));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_HEIGHT)) {\n this._positionZone.height = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_HEIGHT));\n }\n\n break;\n case ParticleStyle.ZoneDynamic:\n break;\n case ParticleStyle.ZoneLine:\n // TODO\n break;\n case ParticleStyle.ZoneEllipse:\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_X)) {\n this._positionZone.x = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_X));\n this._positionZone.innerX = this._positionZone.x;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_Y)) {\n this._positionZone.y = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_Y));\n this._positionZone.innerY = this._positionZone.y;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_X)) {\n this._positionZone.innerX = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_X));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_Y)) {\n this._positionZone.innerY = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_Y));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_RADIUS)) {\n let radius = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_RADIUS));\n //set all attributes by radius, if we have only circle with no minRadius\n this._positionZone.radius = radius;\n this._positionZone.radiusB = radius;\n this._positionZone.minRadius = radius;\n this._positionZone.minRadiusB = radius;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MIN_RADIUS)) {\n this._positionZone.minRadius = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_MIN_RADIUS));\n this._positionZone.minRadiusB = this._positionZone.minRadius;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_RADIUS_B)) {\n this._positionZone.radiusB = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_RADIUS_B));\n this._positionZone.minRadiusB = this._positionZone.radiusB;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MIN_RADIUS_B)) {\n this._positionZone.minRadiusB = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_MIN_RADIUS_B));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_RADIUS)) {\n let innerRadius = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_RADIUS));\n this._positionZone.innerRadius = innerRadius;\n this._positionZone.innerRadiusB = innerRadius;\n this._positionZone.minInnerRadius = innerRadius;\n this._positionZone.minInnerRadiusB = innerRadius;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MIN_INNER_RADIUS)) {\n this._positionZone.minInnerRadius = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_MIN_INNER_RADIUS));\n this._positionZone.minInnerRadiusB = this._positionZone.minInnerRadius;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_INNER_RADIUS_B)) {\n this._positionZone.innerRadiusB = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_INNER_RADIUS_B));\n this._positionZone.minInnerRadiusB = this._positionZone.innerRadiusB;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_MIN_INNER_RADIUS_B)) {\n this._positionZone.minInnerRadiusB = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_MIN_INNER_RADIUS_B));\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_START_ANGLE)) {\n let startAngle = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_START_ANGLE));\n this._positionZone.startAngle = startAngle;\n }\n if(node.hasAttribute(ParticleStyleAttributes.ATTR_ANGLE)) {\n let angle = parseFloat(node.getAttribute(ParticleStyleAttributes.ATTR_ANGLE));\n this._positionZone.angle = angle;\n }\n break;\n default:\n if(DEBUG) {\n this.log('WARNING unknown zone ' + this._positionZone.type);\n }\n }\n }\n }\n\n /**\n * Initialize movement from defined start points to end points with possible random range.\n * Example:\n * \n * \n * \n * \n * \n * @param node\n */\n private initializePath(node: Element): void {\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_EASE)) {\n this._pathEase = node.getAttribute(ParticleStyleAttributes.ATTR_EASE);\n }\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES)) {\n this._pathKeyTimes = ArrayUtils.numberArray(node.getAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES));\n }\n let next: Element = node.firstElementChild;\n while (next != null) {\n if(next.nodeName === ParticleStyle.NodeValue) {\n let path: ICoordinateOptions2D = { x: null, y: null, randomX: null, randomY: null, relative: false };\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_X)) {\n path.x = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_X));\n } else {\n path.x = 0;\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_Y)) {\n path.y = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_Y));\n } else {\n path.y = 0;\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RANDOM_X)) {\n path.randomX = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_RANDOM_X));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RANDOM_Y)) {\n path.randomY = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_RANDOM_Y));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RELATIVE)) {\n path.relative = StringUtils.parseBoolean(next.getAttribute(ParticleStyleAttributes.ATTR_RELATIVE));\n }\n this._pathValues.push(path);\n }\n next = next.nextElementSibling;\n }\n }\n\n /**\n * Scale of object.\n * Example:\n * \n * (X between 0.5 and 0.7, Y=0.5)\n * (both identical, between 0.6 and 0.8)\n * (both independent between 0.5 and 0.7)\n * \n * @param node\n */\n private initializeScale(node: Element): void {\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_EASE)) {\n this._scaleEase = node.getAttribute(ParticleStyleAttributes.ATTR_EASE);\n }\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES)) {\n this._scaleKeyTimes = ArrayUtils.numberArray(node.getAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES));\n }\n let next: Element = node.firstElementChild;\n while (next != null) {\n if(next.nodeName === ParticleStyle.NodeValue) {\n let coordinates: ICoordinateOptions2D = { x: null, y: null, randomX: null, randomY: null, relative: false };\n\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUES)) {\n let arr = ArrayUtils.numberArray(next.getAttribute(ParticleStyleAttributes.ATTR_VALUES));\n if(arr.length > 1) {\n coordinates.x = (arr[1] - arr[0])/2 + arr[0];\n coordinates.randomX = (arr[1] - arr[0]);\n } else {\n coordinates.x = arr[0];\n }\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE)) {\n coordinates.x = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM)) {\n coordinates.randomX = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM));\n }\n\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_X)) {\n coordinates.x = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_X));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RANDOM_X)) {\n coordinates.randomX = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_RANDOM_X));\n }\n\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_Y)) {\n coordinates.y = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_Y));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RANDOM_Y)) {\n coordinates.randomY = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_RANDOM_Y));\n }\n\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RELATIVE)) {\n coordinates.relative = StringUtils.parseBoolean(next.getAttribute(ParticleStyleAttributes.ATTR_RELATIVE));\n }\n\n this._scaleValues.push(coordinates);\n }\n next = next.nextElementSibling;\n }\n }\n\n /**\n * Rotations of object in degrees.\n * Example:\n * \n * \n * \n * \n * \n * @param node\n */\n private initializeRotation(node: Element): void {\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_EASE)) {\n this._rotationEase = node.getAttribute(ParticleStyleAttributes.ATTR_EASE);\n }\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES)) {\n this._rotationKeyTimes = ArrayUtils.numberArray(node.getAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES));\n }\n let next: Element = node.firstElementChild;\n while (next != null) {\n if(next.nodeName === ParticleStyle.NodeValue) {\n let coordinates: ICoordinateOptions1D = { value: null, randomValue: null, relative: false };\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUES)) {\n let arr = ArrayUtils.numberArray(next.getAttribute(ParticleStyleAttributes.ATTR_VALUES));\n if(arr.length > 1) {\n coordinates.value = (arr[1] - arr[0])/2 + arr[0];\n coordinates.randomValue = (arr[1] - arr[0]);\n } else {\n coordinates.value = arr[0];\n }\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE)) {\n coordinates.value = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM)) {\n coordinates.randomValue = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RELATIVE)) {\n coordinates.relative = StringUtils.parseBoolean(next.getAttribute(ParticleStyleAttributes.ATTR_RELATIVE));\n }\n\n this._rotationValues.push(coordinates);\n }\n next = next.nextElementSibling;\n }\n }\n\n /**\n * Example:\n * \n * \n * \n * \n * @param node The Alpha node\n */\n private initializeAlpha(node: Element): void {\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_EASE)) {\n this._alphaEase = node.getAttribute(ParticleStyleAttributes.ATTR_EASE);\n }\n if (node.hasAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES)) {\n this._alphaKeyTimes = ArrayUtils.numberArray(node.getAttribute(ParticleStyleAttributes.ATTR_KEY_TIMES));\n }\n let next: Element = node.firstElementChild;\n while (next != null) {\n if(next.nodeName === ParticleStyle.NodeValue) {\n let coordinates: ICoordinateOptions1D = { value: null, randomValue: null, relative: false };\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE)) {\n coordinates.value = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM)) {\n coordinates.randomValue = parseFloat(next.getAttribute(ParticleStyleAttributes.ATTR_VALUE_RANDOM));\n }\n if(next.hasAttribute(ParticleStyleAttributes.ATTR_RELATIVE)) {\n coordinates.relative = StringUtils.parseBoolean(next.getAttribute(ParticleStyleAttributes.ATTR_RELATIVE));\n }\n this._alphaValues.push(coordinates);\n }\n next = next.nextElementSibling;\n }\n }\n}\n\nconst ParticleStyleAttributes = {\n ATTR_COUNT: 'Count',\n ATTR_TIME: 'Time',\n ATTR_MIN: 'Min',\n ATTR_MAX: 'Max',\n ATTR_FROM_FRAME: 'FromFrame',\n ATTR_IMAGES: 'Images',\n ATTR_TYPE: 'Type',\n ATTR_X: 'X',\n ATTR_Y: 'Y',\n ATTR_RELATIVE: 'Relative',\n ATTR_INNER_X: 'InnerX',\n ATTR_INNER_Y: 'InnerY',\n ATTR_RADIUS: 'Radius',\n ATTR_MIN_RADIUS: 'MinRadius',\n ATTR_RADIUS_B: 'RadiusB',\n ATTR_MIN_RADIUS_B: 'MinRadiusB',\n ATTR_INNER_RADIUS: 'InnerRadius',\n ATTR_MIN_INNER_RADIUS: 'MinInnerRadius',\n ATTR_INNER_RADIUS_B: 'InnerRadiusB',\n ATTR_MIN_INNER_RADIUS_B: 'MinInnerRadiusB',\n ATTR_ANGLE: 'Angle',\n ATTR_START_ANGLE: 'StartAngle',\n ATTR_RANDOM_X: 'RandomX',\n ATTR_RANDOM_Y: 'RandomY',\n ATTR_VALUE_RANDOM: 'RandomValue',\n ATTR_WIDTH: 'Width',\n ATTR_HEIGHT: 'Height',\n ATTR_INNER_WIDTH: 'InnerWidth',\n ATTR_INNER_HEIGHT: 'InnerHeight',\n ATTR_VALUES: 'Values',\n ATTR_VALUE: 'Value',\n ATTR_RANDOM_START_FRAME: 'RandomStartFrame',\n ATTR_SUB_PARTICLE_STYLE: 'SubParticleStyle',\n\n ATTR_EASE: \"Ease\",\n ATTR_KEY_TIMES: \"KeyTimes\",\n ATTR_RANDOM_PASSES: \"RandomPasses\"\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/ParticleStyle.ts\n **/","import {engineComponent, Logger} from 'neo-common';\nimport {ContainerElement} from '../Components/Elements/Graphics/ContainerElement';\nimport {Symbol} from './Symbol';\nimport {AnimationStyle} from '../Components/Elements/Styles/AnimationStyle';\nimport {StyleManager} from '../Components/Managers/StyleManager';\nimport {Configuration} from '../Components/Configuration';\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {StageController} from \"../Components/StageController\";\n\n/**\n * The symbols class is holder for game symbols. Class holds also textures for rotation.\n * @class Symbols\n * @extends ContainerElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Symbols extends ContainerElement\n{\n // instances for cloning in game\n public symbols: Array;\n // symbols bitmap data for reel rotation\n public symbolsData: Array;\n\n public hasZindex: boolean = false;\n\n constructor()\n {\n super();\n\n this.symbols = [];\n this.symbolsData = [];\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n createByNode(node: Element): void\n {\n super.createByNode(node);\n\n let configs: Array;\n\n if (node.hasAttribute(SymbolsAttributes.CONFIGS)) {\n configs = node.getAttribute(SymbolsAttributes.CONFIGS).split(';');\n }\n\n if (this.childs != null) {\n for (let key in this.childs) {\n if (this.childs[key] instanceof Symbol) {\n if (configs != null) {\n for (let i: number = 0; i < configs.length; i++) {\n this.childs[key].configurate(Configuration.Configurations[configs[i]]);\n }\n }\n this.symbols.push(this.childs[key]);\n }\n }\n }\n\n if (this.symbols != null) {\n this.createSymbolsData();\n } else {\n if (DEBUG) {\n this.log('ERROR no symbols');\n }\n }\n\n this.removeChildren();\n\n this.visible = false;\n\n this.createObjectPool();\n }\n\n /**\n * Create symbols bitmap data for reel rotation.\n * Store normal case of symbol for static symbols and blur case for rotation.\n * @method createSymbolsData\n * @retutn void\n */\n createSymbolsData(): void\n {\n if (DEBUG) {\n this.log('createSymbolsData');\n }\n\n let lastZindex: number = null;\n\n for (let i: number = 1; i <= this.symbols.length; i++) {\n if (this.symbols[i - 1].hasElements) {\n let caseElement: Element;\n let rotationBitmap: PIXI.Texture = null;\n let blurBitmap: PIXI.Texture = null;\n\n // create data from rotation but if symbol doesnt have rotation try blur or normal\n if (this.symbols[i - 1].hasCase(Symbol.CaseRotation)) {\n caseElement = this.symbols[i - 1].getCase(Symbol.CaseRotation);\n } else {\n if (this.symbols[i - 1].hasCase(Symbol.CaseBlur)) {\n caseElement = this.symbols[i - 1].getCase(Symbol.CaseBlur);\n } else {\n if (this.symbols[i - 1].hasCase(Symbol.CaseNormal)) {\n caseElement = this.symbols[i - 1].getCase(Symbol.CaseNormal);\n } else {\n if (DEBUG) {\n this.log('ERROR Symbol has no CaseRotation, CaseBlur nor CaseNormal. Symbol ID: ' + i );\n }\n }\n }\n }\n\n rotationBitmap = this._getBitmapByCaseElement(caseElement);\n if (rotationBitmap == null) {\n if (DEBUG) {\n this.log('ERROR no style, animation or image of symbol with ID: ' + i + ' case: ' + Symbol.CaseRotation);\n }\n }\n\n if (this.symbols[i - 1].hasCase(Symbol.CaseBlur)) {\n caseElement = this.symbols[i - 1].getCase(Symbol.CaseBlur);\n }\n\n blurBitmap = this._getBitmapByCaseElement(caseElement);\n if (blurBitmap == null) {\n if (DEBUG) {\n this.log('ERROR no style, animation or image of symbol with ID: ' + i + ' case: ' + Symbol.CaseBlur);\n }\n }\n\n if(lastZindex !== null && this.symbols[i-1].zIndex != lastZindex) {\n this.hasZindex = true;\n } else {\n lastZindex = this.symbols[i-1].zIndex;\n }\n\n let object: Object = {};\n\n if (rotationBitmap != null) {\n object[Symbol.CaseRotation] = rotationBitmap;\n }\n\n if (blurBitmap != null) {\n object[Symbol.CaseBlur] = blurBitmap;\n } else {\n if (rotationBitmap != null) {\n object[Symbol.CaseBlur] = rotationBitmap;\n }\n }\n\n if (object != null) {\n object['zIndex'] = this.symbols[i - 1].zIndex;\n this.symbolsData.push(object);\n }\n }\n }\n }\n\n /**\n * Gef first child of case element.\n *\n * @param caseElement\n * @returns {PIXI.Texture}\n * @private\n */\n private _getBitmapByCaseElement(caseElement: Element): PIXI.Texture\n {\n if (caseElement != null) {\n if (caseElement.firstElementChild.hasAttribute('Style')) {\n\n if (DEBUG) {\n /* todo Add check for parentNode existence */\n this.log('WARNING Please use Animation attribute! Node: ' + caseElement.parentNode.parentNode.nodeName + ', Case: ' + caseElement.getAttribute('Case'));\n }\n\n if (StyleManager.Styles[caseElement.firstElementChild.getAttribute('Style')] != null) {\n if (StyleManager.Styles[caseElement.firstElementChild.getAttribute('Style')].animation != null) {\n return StageController.getTextureByResourceId(StyleManager.Styles[caseElement.firstElementChild.getAttribute('Style')].animation + '0000');\n }\n }\n } else if (caseElement.firstElementChild.hasAttribute('FromFrame')) {\n if (caseElement.firstElementChild.getAttribute('FromFrame') != null) {\n return StageController.getTextureByResourceId(caseElement.firstElementChild.getAttribute('FromFrame'));\n }\n } else if (caseElement.firstElementChild.hasAttribute('Image')) {\n return StageController.getTextureByResourceId(caseElement.firstElementChild.getAttribute('Image'));\n } else {\n return null;\n }\n }\n return null;\n }\n\n //******************************************************************************************************************\n // OBJECT POOL\n //******************************************************************************************************************\n\n protected objectPool: Array>;\n\n protected objectContainer: ContainerElement;\n\n /**\n * Create object pool of symbols length.\n */\n protected createObjectPool(): void {\n this.objectPool = [];\n\n for (let i = 0; i < this.symbols.length; i++) {\n this.objectPool.push([]);\n }\n\n this.objectContainer = new ContainerElement();\n this.objectContainer.name = 'ObjectContainer';\n }\n\n /**\n * Get symbol from pool or clone new and go to case..\n * @param {number} id\n * @param {string} caseType\n * @returns {Symbol}\n */\n public getSymbol(id: number, caseType: string): Symbol {\n let symbol: Symbol;\n\n if (this.objectPool[id].length === 0) {\n symbol = this.symbols[id].clone();\n symbol.name = 'Symbol' + id;\n symbol.id = id;\n } else {\n symbol = this.objectPool[id].pop();\n }\n\n symbol.visible = true;\n symbol.goToCase(caseType);\n\n return symbol;\n }\n\n /**\n * Return symbol into pool.\n * @param {Symbol} symbol\n */\n public returnSymbol(symbol: Symbol): void {\n symbol.visible = false;\n symbol.goToCase(Symbol.CaseEmpty);\n\n this.objectContainer.addChild(symbol);\n\n this.objectPool[symbol.id].push(symbol);\n }\n\n}\n\nconst SymbolsAttributes = {\n /**\n * Name of config for symbol instance.\n * @property Configs\n * @type string\n * @default null\n */\n CONFIGS: 'Configs'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Symbols.ts\n **/","import {engineComponent} from 'neo-common';\nimport {SwitchElement} from '../Components/Elements/Graphics/SwitchElement';\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {Attributes} from \"../Utils/Attributes\";\nimport {GeneralConfigurationAttributes} from '../Components/Configuration';\n\n/**\n * The symbol element is used for hold symbol special cases and handle symbol behaviour on screen.\n * @class Symbol\n * @extends SwitchElement\n */\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Symbol extends SwitchElement\n{\n //special symbol cases\n static CaseRotation: string = 'ROTATION';\n static CaseBlur: string = 'BLUR';\n\n static CaseEmpty: string = 'EMPTY';\n static CaseNormal: string = 'NORMAL';\n static CaseIdle: string = 'IDLE';\n static CaseNowin: string = 'NOWIN';\n static CaseWin: string = 'WIN';\n static CaseCycle: string = 'CYCLE';\n\n static CaseImpact: string = 'IMPACT';\n static CaseTease: string = 'TEASE';\n static CaseImpactWithTease: string = 'IMPACT_WITH_TEASE';\n\n //offsets for symbol which has bigger dimension than standard symbols\n offsetX: number;\n offsetY: number;\n\n zIndex: number = 0;\n type: string;\n hasWinFrame: boolean;\n\n usedInPool: boolean;\n id: number;\n\n constructor()\n {\n super();\n\n //default values\n this.offsetX = 0;\n this.offsetY = 0;\n\n this.center = true;\n\n this.usedInPool = false;\n this.id = -1;\n\n this.hasWinFrame = true;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n createByNode(node: Element): void\n {\n super.createByNode(node);\n\n this.offsetX = Attributes.assignFloatAttribute(node, SymbolAttributes.OFFSET_X, this.offsetX);\n this.offsetY = Attributes.assignFloatAttribute(node, SymbolAttributes.OFFSET_Y, this.offsetY);\n\n if (node.hasAttribute(SymbolAttributes.OFFSET)) {\n this.offsetX = parseFloat(node.getAttribute(SymbolAttributes.OFFSET));\n this.offsetY = parseFloat(node.getAttribute(SymbolAttributes.OFFSET));\n }\n\n this.zIndex = Attributes.assignFloatAttribute(node, SymbolAttributes.Z_INDEX, this.zIndex);\n this.type = Attributes.assignStringAttribute(node, SymbolAttributes.TYPE, this.type);\n\n this.hasWinFrame = Attributes.assignBooleanAttribute(node, 'HasWinFrame', this.hasWinFrame);\n\n if (node.hasAttribute(SymbolAttributes.ID)) {\n this.id = parseInt(node.getAttribute(SymbolAttributes.ID));\n }\n }\n\n /**\n * Get attributes from configuration and set up supported properties.\n * @method configurate\n * @param node is Element from xml\n * @return void\n */\n configurate(node: Element): void\n {\n if (node.hasAttribute(GeneralConfigurationAttributes.SYMBOL_WIDTH)) {\n this.symbolWidth = parseInt(node.getAttribute(GeneralConfigurationAttributes.SYMBOL_WIDTH));\n }\n\n if (node.hasAttribute(GeneralConfigurationAttributes.SYMBOL_HEIGHT)) {\n this.symbolHeight = parseInt(node.getAttribute(GeneralConfigurationAttributes.SYMBOL_HEIGHT));\n }\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return Symbol\n */\n clone(): Symbol\n {\n let element: Symbol = new Symbol();\n\n element.elements = this.elements.clone();\n element.addChild(element.elements);\n\n element.name = this.name;\n element.id = this.id;\n element.style = this.style;\n element.offsetX = this.offsetX;\n element.offsetY = this.offsetY;\n element.symbolWidth = this.symbolWidth;\n element.symbolHeight = this.symbolHeight;\n element.visible = this.visible;\n element.case = this.case;\n element.style = this.style;\n element.zIndex = this.zIndex;\n element.type = this.type;\n element.hasWinFrame = this.hasWinFrame;\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nexport const SymbolAttributes = {\n DEBUG: 'Debug',\n /**\n *\n */\n ID: 'Id',\n /**\n * OffsetX is difference between width of this symbol and standard symbol width divided by two.\n * @property OffsetX\n * @default 0\n */\n OFFSET_X: 'OffsetX',\n /**\n * OffsetY is difference between heigth of this symbol and standard symbol height divided by two.\n * @property OffsetX\n * @default 0\n */\n OFFSET_Y: 'OffsetY',\n /**\n * Use offset property when offseX and offsetY is the same number.\n * @property Offset\n * @default 0\n */\n OFFSET: 'Offset',\n /**\n * Z-index of symbol on screen\n * @property Zindex\n * @default 0\n */\n Z_INDEX: 'Zindex',\n /**\n * Type of symbol. E.g.: wild\n */\n TYPE: 'Type'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Symbol.ts\n **/","import {ArrayUtils, engineComponent, NumberUtils} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {Payline} from './Payline';\nimport {Paylines} from './Paylines';\nimport {PaylinesDefinitions} from './PaylinesDefinitions';\nimport {Symbol} from './Symbol';\nimport {Symbols} from './Symbols';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {Configuration} from '../Components/Configuration';\nimport {ContainerElement} from '../Components/Elements/Graphics/ContainerElement';\nimport {TimelineElement} from '../Components/Elements/Graphics/TimelineElement';\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from '../Utils/FrameTimer';\nimport {Languages} from '../Utils/Languages';\nimport {BetManager} from '../Managers/BetManager';\nimport {ImageTextCounterElement} from '../Components/Elements/Texts/ImageTextCounterElement';\nimport {AppContext} from '../../Common/AppContext';\nimport {PlayList} from \"../Components/Sounds/PlayList\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\n\n/**\n * WinAnimator uses paylines and symbols to create presentation of wins to user.\n * Also handle high wins animation for presentation special screens to user when win is bigger than some defined values.\n * @class WinAnimator\n * @extends ContainerElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class WinAnimator extends ContainerElement {\n\n //******************************************************************************************************************\n // EVENTS\n //******************************************************************************************************************\n\n public static readonly FinishWinCalculation: string = 'eventFinishWinCalculation';\n\n public static readonly FinishWinAnimator: string = 'eventFinishWinAnimator';\n\n //******************************************************************************************************************\n // TIMER STATUSES\n //******************************************************************************************************************\n\n protected static readonly Idle: string = 'idle';\n\n protected static readonly CycleWins: string = 'cycleWins';\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected reelCount: number;\n protected reelX: Array;\n protected reelY: Array;\n\n protected symbolCount: number;\n protected symbolWidth: number;\n protected symbolHeight: number;\n\n protected timerStatus: string;\n protected timer: FrameTimerEventEmitter;\n\n protected symbols: Symbols;\n protected noWinSymbolsContainer: ContainerElement;\n protected symbolsContainer: ContainerElement;\n public currentSymbols: Array>;\n\n protected paylines: Paylines;\n\n protected multipliers: Array;\n protected currentMultiplierIndex: number;\n\n protected animationNames: Array;\n protected animationsContainer: ContainerElement;\n protected animations: Array;\n protected currentAnimationIndex: number;\n protected currentAnimationFinished: boolean;\n protected value: TimelineElement;\n\n protected currentReels: Array;\n protected currentWins: Array;\n protected currentWin: number;\n\n protected currentCycle: number;\n protected cycleDate: number;\n protected cycleStep: number;\n\n //******************************************************************************************************************\n // CREATE, INITIALIZE\n //******************************************************************************************************************\n\n public create(node: Element): void {\n super.create(node);\n\n if (node.hasAttribute(WinAnimatorAttributes.CONFIGS)) {\n let configs: Array = node.getAttribute(WinAnimatorAttributes.CONFIGS).split(';');\n\n for (let i = 0; i < configs.length; i++) {\n this.configure(Configuration.Configurations[configs[i]]);\n }\n }\n }\n\n protected configure(node: Element): void {\n if (node.hasAttribute('ReelCount')) {\n this.reelCount = parseInt(node.getAttribute('ReelCount'));\n }\n\n if (node.hasAttribute('ReelX')) {\n this.reelX = ArrayUtils.numberArray(node.getAttribute('ReelX'));\n }\n\n if (node.hasAttribute('ReelY')) {\n this.reelY = ArrayUtils.numberArray(node.getAttribute('ReelY'));\n }\n\n if (node.hasAttribute('VisibleSymbolCount')) {\n this.symbolCount = parseInt(node.getAttribute('VisibleSymbolCount'));\n }\n\n if (node.hasAttribute('SymbolWidth')) {\n this.symbolWidth = parseInt(node.getAttribute('SymbolWidth'));\n }\n\n if (node.hasAttribute('SymbolHeight')) {\n this.symbolHeight = parseInt(node.getAttribute('SymbolHeight'));\n }\n\n if (node.hasAttribute('WinsMultipliers')) {\n this.multipliers = ArrayUtils.numberArray(node.getAttribute('WinsMultipliers'));\n }\n\n if (node.hasAttribute('WinsAnimations')) {\n this.animationNames = node.getAttribute('WinsAnimations').split(';');\n }\n }\n\n public initialize(symbols: Symbols, paylines?: Paylines, noWinSymbolsContainer?: ContainerElement, symbolsContainer?: ContainerElement): void {\n this.createTimer();\n this.createSymbols(symbols, noWinSymbolsContainer, symbolsContainer);\n this.createPaylines(paylines);\n this.createAnimations();\n }\n\n //******************************************************************************************************************\n // ON REEL STOPPED, SHOW SYMBOLS\n //******************************************************************************************************************\n\n public onReelStopped(reelsData: Array, reelIndex: number): void {\n this.currentReels = reelsData;\n\n for (let i = 0; i < reelsData[reelIndex].symbols.length; i++) {\n this.removeCurrentSymbol(reelIndex, i);\n }\n\n // for (let i = 0; i < reelsData[reelIndex].symbols.length; i++) {\n for (let i = reelsData[reelIndex].symbols.length - 1; i >= 0; i--) {\n this.addCurrentSymbol(reelIndex, i);\n }\n }\n\n public showSymbols(reelsData: Array): void {\n this.currentReels = reelsData;\n\n for (let i = 0; i < reelsData.length; i++) {\n for (let j = 0; j < reelsData[i].symbols.length; j++) {\n this.removeCurrentSymbol(i, j);\n }\n }\n\n for (let i = 0; i < reelsData.length; i++) {\n for (let j = reelsData[i].symbols.length - 1; j >= 0; j--) {\n this.addCurrentSymbol(i, j);\n }\n }\n }\n\n //******************************************************************************************************************\n // SHOW WINS\n //******************************************************************************************************************\n\n public showWins(wins: Array, win: number): boolean {\n this.currentWins = wins;\n this.currentWin = win;\n\n this.resetAnimations();\n\n if (wins != null && wins.length > 0) {\n this.currentMultiplierIndex = 0;\n\n for (let i = 0; i < this.multipliers.length; i++) {\n if (this.currentWin / BetManager.Bet >= this.multipliers[i]) {\n this.currentMultiplierIndex = i;\n }\n }\n\n if (!this.showCustomWin()) {\n this.showFirstWins();\n }\n\n return (this.currentMultiplierIndex >= 3);\n } else {\n this.startTimer(WinAnimator.Idle, this.getInitialIdleDelay());\n\n return false;\n }\n }\n\n protected showCustomWin(): boolean {\n return false;\n }\n\n protected showFirstWins(): void {\n this.allSymbolsGoToCase(Symbol.CaseNowin, true);\n this.allPaylinesGoToCase(Payline.CaseNowin);\n\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winSymbolsGoToCase(i, Symbol.CaseWin, false);\n this.winPaylineGoToCase(i, Payline.CaseWin);\n }\n\n this.startAnimation();\n }\n\n protected finishFirstWins(): void {\n this.emit(WinAnimator.FinishWinAnimator);\n\n this.currentCycle = 0;\n\n this.cycleWins(true);\n }\n\n //******************************************************************************************************************\n // SHOW INIT WINS\n //******************************************************************************************************************\n\n public showInitWins(wins: Array, win: number): void {\n this.currentWins = wins;\n this.currentWin = win;\n\n this.resetAnimations();\n\n if (wins != null && wins.length > 0) {\n this.showCustomInitWin();\n this.showFirstInitWins();\n this.finishFirstInitWins();\n } else {\n this.startTimer(WinAnimator.Idle, this.getInitialIdleDelay());\n }\n }\n\n protected showCustomInitWin(): void {\n\n }\n\n protected showFirstInitWins(): void {\n this.allSymbolsGoToCase(Symbol.CaseNowin, true);\n this.allPaylinesGoToCase(Payline.CaseNowin);\n\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winSymbolsGoToCase(i, Symbol.CaseWin, false);\n this.winPaylineGoToCase(i, Payline.CaseWin);\n }\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winSymbolsGoToCase(i, Symbol.CaseNormal, false);\n }\n }\n\n protected finishFirstInitWins(): void {\n this.currentCycle = 0;\n\n this.cycleWins(true);\n }\n\n //******************************************************************************************************************\n // CYCLE WINS\n //******************************************************************************************************************\n\n protected cycleWins(isFirst: boolean = false): void {\n if (this.currentWins == null) {\n return;\n }\n\n if(isFirst) {\n this.cycleStep = 0;\n } else {\n this.cycleStep++;\n }\n\n PlayList.play('SND_BaseWinline');\n\n if(!ModuleManager.freespinsEnabled() && !ModuleManager.freespinsActive() && this.cycleStep % 4 === 0) {\n this.cycleStep = 0;\n // PlayList.stop('SND_BaseRecapLoop');\n PlayList.loop('SND_BaseRecapLoop');\n }\n\n this.allPaylinesGoToCase(Payline.CaseNowin);\n\n if(this.currentCycle === 0) {\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winPaylineGoToCase(i, Payline.CaseNormal);\n this.winSymbolsGoToCase(i, Symbol.CaseNormal, false);\n }\n } else {\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winPaylineGoToCase(i, Payline.CaseNormal);\n this.winSymbolsGoToCase(i, Symbol.CaseNormal, false);\n }\n }\n\n if (this.currentWins[this.currentCycle].type == Communication.Game.WinType.freeSpins) {\n this.currentCycle++;\n }\n\n this.winSymbolsGoToCase(this.currentCycle, Symbol.CaseCycle, true);\n this.winPaylineGoToCase(this.currentCycle, Payline.CaseCycle);\n\n this.currentCycle = (this.currentCycle + 1) % this.currentWins.length;\n\n this.startTimer(WinAnimator.CycleWins, this.getCycleWinsDelayWithCorrection(isFirst));\n }\n\n protected getCycleWinsDelayWithCorrection(isFirst: boolean): number {\n let winDelay = (this.getCycleWinsDelay() / 60) * 1000; // in ms\n let diff = (Date.now() - this.cycleDate) % winDelay;\n if(!this.cycleDate || diff > 100 || isFirst) {\n diff = 0;\n this.cycleDate = Date.now();\n }\n\n return (winDelay - diff) / 16.7;\n }\n\n protected getCycleWinsDelay(): number {\n return 120;\n }\n\n //******************************************************************************************************************\n // RESET\n //******************************************************************************************************************\n\n public reset(showLastSymbols: boolean, spin = false): boolean {\n this.stopTimer();\n\n this.allSymbolsGoToCase(showLastSymbols ? Symbol.CaseNormal : Symbol.CaseEmpty, false);\n\n\n this.allPaylinesGoToCase(Payline.CaseNormal);\n\n if (showLastSymbols && !spin) {\n this.startTimer(WinAnimator.Idle, this.getInitialIdleDelay());\n }\n\n this.value.visible = false;\n\n let lastMultiplierIndex = this.currentMultiplierIndex;\n this.currentMultiplierIndex = -1;\n\n if (this.currentAnimationIndex != null) {\n if (this.currentAnimationFinished) {\n this.resetAnimations();\n\n this.currentWins = null;\n this.currentWin = null;\n return false;\n } else {\n this.stopAnimation();\n\n this.currentWins = null;\n this.currentWin = null;\n return (lastMultiplierIndex >= 2); // condition should be greater than or equals 2 beacause we`ve got only two types of base wins (before high wins)\n }\n } else {\n\n this.currentWins = null;\n this.currentWin = null;\n //return (lastMultiplierIndex >= 2); // condition should be greater than or equals 2 beacause we`ve got only two types of base wins (before high wins)\n return false;\n }\n }\n\n //******************************************************************************************************************\n // TIMER\n //******************************************************************************************************************\n\n protected createTimer(): void {\n this.timerStatus = '';\n\n this.timer = CreateFrameTimer('timer');\n this.timer.on(FrameTimerEvents.Complete, this.onTimerComplete.bind(this));\n }\n\n protected startTimer(status: string, duration: number): void {\n this.timerStatus = status;\n\n this.timer.start(duration);\n }\n\n protected stopTimer(): void {\n if(this.timer != null) {\n this.timer.stop();\n }\n }\n\n public resetTimer(): void {\n this.stopTimer();\n\n if(!this.currentAnimationFinished) {\n this.stopAnimation();\n }\n }\n\n protected onTimerComplete(): void {\n this.timer.stop();\n\n switch (this.timerStatus) {\n case WinAnimator.Idle:\n this.idle();\n break;\n case WinAnimator.CycleWins:\n this.cycleWins();\n break;\n }\n }\n\n //******************************************************************************************************************\n // SYMBOLS\n //******************************************************************************************************************\n\n protected createSymbols(symbols: Symbols, noWinSymbolsContainer: ContainerElement, symbolsContainer: ContainerElement): void {\n this.symbols = symbols;\n\n if (noWinSymbolsContainer != null) {\n this.noWinSymbolsContainer = noWinSymbolsContainer;\n } else {\n this.noWinSymbolsContainer = new ContainerElement();\n this.noWinSymbolsContainer.name = 'NoWinSymbols';\n\n this.addChild(this.noWinSymbolsContainer);\n }\n\n if (symbolsContainer != null) {\n this.symbolsContainer = symbolsContainer;\n } else {\n this.symbolsContainer = new ContainerElement();\n this.symbolsContainer.name = 'Symbols';\n\n this.addChild(this.symbolsContainer);\n }\n\n this.currentSymbols = [];\n\n for (let i = 0; i < this.reelCount; i++) {\n this.currentSymbols.push([]);\n\n for (let j = 0; j < this.symbolCount; j++) {\n this.currentSymbols[i].push(null);\n }\n }\n }\n\n protected addCurrentSymbol(reelIndex: number, symbolIndex: number): void {\n if (this.currentSymbols[reelIndex][symbolIndex] === null) {\n const id = this.currentReels[reelIndex].symbols[symbolIndex];\n\n const symbol = this.symbols.getSymbol(id - 1, Symbol.CaseNormal);\n symbol.position.x = this.reelX[reelIndex] - symbol.offsetX;\n symbol.position.y = this.reelY[reelIndex] + (this.symbolHeight * symbolIndex) - symbol.offsetY;\n\n this.symbolsContainer.addChild(symbol);\n\n this.currentSymbols[reelIndex][symbolIndex] = symbol;\n }\n }\n\n protected removeCurrentSymbol(reelIndex: number, symbolIndex: number): void {\n if (this.currentSymbols[reelIndex][symbolIndex] !== null) {\n this.symbols.returnSymbol(this.currentSymbols[reelIndex][symbolIndex]);\n\n this.currentSymbols[reelIndex][symbolIndex] = null;\n }\n }\n\n protected allSymbolsGoToReset(): void {\n const caseType = Symbol.CaseNormal;\n\n for (let i = 0; i < this.currentSymbols.length; i++) {\n for (let j = this.currentSymbols[i].length - 1; j >= 0; j--) {\n const symbol = this.currentSymbols[i][j];\n\n if (symbol !== null && this.allowSymbolGoToCase(i, j, caseType)) {\n const currentCaseType = symbol.getCurrentCase();\n\n if (caseType !== currentCaseType && currentCaseType.indexOf(Symbol.CaseIdle) === -1) {\n symbol.goToCase(caseType);\n }\n\n this.symbolsContainer.addChild(symbol);\n }\n }\n }\n }\n\n protected allSymbolsGoToCase(caseType: string, noWin: boolean): void {\n for (let i = 0; i < this.currentSymbols.length; i++) {\n for (let j = this.currentSymbols[i].length - 1; j >= 0; j--) {\n const symbol = this.currentSymbols[i][j];\n\n if (symbol !== null && this.allowSymbolGoToCase(i, j, caseType)) {\n symbol.goToCase(caseType);\n\n if (noWin) {\n this.noWinSymbolsContainer.addChild(symbol);\n } else {\n this.symbolsContainer.addChild(symbol);\n }\n }\n }\n }\n }\n\n protected winSymbolsGoToCase(winIndex: number, caseType: string, useValue: boolean): Array {\n const win = this.currentWins[winIndex];\n let symbols: Array = [];\n\n switch (win.trigger) {\n case Communication.Game.WinTrigger.Payline:\n symbols = this.winSymbolsGoToCaseAsPayline(winIndex, caseType);\n break;\n case Communication.Game.WinTrigger.Scatter:\n symbols = this.winSymbolsGoToCaseAsScatter(winIndex, caseType);\n break;\n case Communication.Game.WinTrigger.Way:\n symbols = this.winSymbolsGoToCaseAsWay(winIndex, caseType);\n break;\n default:\n symbols = this.winSymbolsGoToCaseAsCustom(winIndex, caseType);\n break;\n }\n\n if (useValue && symbols.length > 0 && win.amount > 0) {\n this.value.visible = true;\n this.value.position.x = symbols[0].position.x + symbols[0].offsetX;\n this.value.position.y = symbols[0].position.y + symbols[0].offsetY;\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n ImageTextCounterElement.Round = true;\n this.value.play(parseInt((NumberUtils.devide(win.amount, BetManager.CoinSize)).toString()));\n } else {\n ImageTextCounterElement.Round = false;\n this.value.play(parseFloat(Languages.formatText(Languages.FormatMoney, win.amount.toString())));\n }\n } else {\n this.value.visible = false;\n }\n\n return symbols;\n }\n\n protected winSymbolsGoToCaseAsPayline(winIndex: number, caseType: string): Array {\n const win = this.currentWins[winIndex];\n const symbols: Array = [];\n\n if (this.paylines != null) {\n const definition = PaylinesDefinitions.getPaylineDefinitionsById(win.paylineId, this.paylines.paylineDefinition);\n\n for (let i = 0; i < definition.length; i++) {\n if (win.mask[i] === 1 && this.allowSymbolGoToCase(i, definition[i], caseType)) {\n const symbol = this.currentSymbols[i][definition[i]];\n symbol.goToCase(caseType);\n\n this.symbolsContainer.addChild(symbol);\n\n symbols.push(symbol);\n }\n }\n }\n\n return symbols;\n }\n\n protected winSymbolsGoToCaseAsScatter(winIndex: number, caseType: string): Array {\n const win = this.currentWins[winIndex];\n const symbols: Array = [];\n\n for (let i = 0; i < this.reelCount; i++) {\n for (let j = 0; j < this.symbolCount; j++) {\n if ((win.mask[i] & (1 << j)) !== 0 && this.allowSymbolGoToCase(i, j, caseType)) {\n const symbol = this.currentSymbols[i][j];\n symbol.goToCase(caseType);\n\n this.symbolsContainer.addChild(symbol);\n\n symbols.push(symbol);\n }\n }\n }\n\n return symbols;\n }\n\n protected winSymbolsGoToCaseAsWay(winIndex: number, caseType: string): Array {\n const win = this.currentWins[winIndex];\n const symbols: Array = [];\n\n for (let i = 0; i < this.reelCount; i++) {\n for (let j = 0; j < this.symbolCount; j++) {\n if ((win.mask[i] & (1 << j)) !== 0 && this.allowSymbolGoToCase(i, j, caseType)) {\n const symbol = this.currentSymbols[i][j];\n symbol.goToCase(caseType);\n\n this.symbolsContainer.addChild(symbol);\n\n symbols.push(symbol);\n }\n }\n }\n\n return symbols;\n }\n\n protected winSymbolsGoToCaseAsCustom(winIndex: number, caseType: string): Array {\n // TODO Implement feature when needed.\n return [];\n }\n\n protected allowSymbolGoToCase(reelIndex: number, symbolIndex: number, caseType: string): boolean {\n return true;\n }\n\n //******************************************************************************************************************\n // PAYLINES\n //******************************************************************************************************************\n\n protected createPaylines(paylines: Paylines): void {\n this.paylines = paylines;\n\n this.allPaylinesGoToCase(Payline.CaseNormal);\n }\n\n protected allPaylinesGoToCase(caseType: string): void {\n if (this.paylines != null) {\n this.paylines.goToCase(caseType);\n }\n }\n\n protected winPaylineGoToCase(winIndex: number, caseType: string): void {\n if (this.paylines != null) {\n const win = this.currentWins[winIndex];\n\n if (win.trigger === Communication.Game.WinTrigger.Payline) {\n if (caseType === Payline.CaseCycle && this.currentWins.length === 1) {\n this.paylines.goToCase(Payline.CaseSingleCycle, win.paylineId);\n } else {\n this.paylines.goToCase(caseType, win.paylineId);\n }\n }\n }\n }\n\n //******************************************************************************************************************\n // ANIMATIONS\n //******************************************************************************************************************\n\n protected createAnimations(): void {\n this.animationsContainer = new ContainerElement();\n this.animationsContainer.name = 'Animations';\n\n this.addChild(this.animationsContainer);\n\n if (this.childs['Value']) {\n this.value = this.childs['Value'];\n\n this.animationsContainer.addChild(this.value);\n }\n\n this.animations = [];\n\n for (let i = 0; i < this.animationNames.length; i++) {\n if (this.childs[this.animationNames[i]]) {\n let animation = this.childs[this.animationNames[i]];\n animation.visible = false;\n animation.on('finished', this.onAnimationFinished.bind(this));\n animation.on(TimelineElement.AnimationComplete, this.onAnimationComplete.bind(this));\n\n this.animations.push(animation);\n\n this.animationsContainer.addChild(animation);\n }\n }\n\n this.currentAnimationIndex = null;\n this.currentAnimationFinished = true;\n }\n\n protected resetAnimations(): void {\n this.currentAnimationIndex = null;\n this.currentAnimationFinished = true;\n\n for (let i = 0; i < this.animations.length; i++) {\n const animation = this.animations[i];\n animation.visible = false;\n animation.stop();\n }\n }\n\n protected startAnimation(): void {\n this.currentAnimationIndex = this.getAnimationIndex();\n this.currentAnimationFinished = false;\n\n const animation = this.animations[this.currentAnimationIndex];\n animation.visible = true;\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n ImageTextCounterElement.Round = true;\n animation.play(parseInt((NumberUtils.devide(this.currentWin, BetManager.CoinSize)).toString()));\n } else {\n ImageTextCounterElement.Round = false;\n animation.play(this.currentWin);\n }\n }\n\n protected stopAnimation(): void {\n if(this.currentAnimationIndex != null) {\n const animation = this.animations[this.currentAnimationIndex];\n animation.visible = true;\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n ImageTextCounterElement.Round = true;\n animation.goToOutro(parseInt((NumberUtils.devide(this.currentWin, BetManager.CoinSize)).toString()));\n } else {\n ImageTextCounterElement.Round = false;\n animation.goToOutro(this.currentWin);\n }\n\n this.currentAnimationIndex = null;\n this.currentAnimationFinished = true;\n }\n }\n\n protected getAnimationIndex(): number {\n return this.currentMultiplierIndex;\n }\n\n protected onAnimationFinished(): void {\n this.currentAnimationFinished = true;\n\n this.emit(WinAnimator.FinishWinCalculation);\n }\n\n protected onAnimationComplete(): void {\n this.currentAnimationIndex = null;\n\n this.finishFirstWins();\n }\n\n //******************************************************************************************************************\n // IDLE\n //******************************************************************************************************************\n\n protected idle(): void {\n for (let i = 0; i < this.getIdleActiveElementsCount(); i++) {\n const symbol = this.currentSymbols[Math.floor(Math.random() * this.reelCount)][Math.floor(Math.random() * this.symbolCount)];\n\n if (symbol.getCurrentCase() === Symbol.CaseNormal) {\n if (symbol.hasCase(Symbol.CaseIdle)) {\n symbol.goToCase(Symbol.CaseIdle);\n }\n }\n }\n\n this.startTimer(WinAnimator.Idle, this.getIdleDelay());\n }\n\n protected getInitialIdleDelay(): number {\n return 120;\n }\n\n protected getIdleDelay(): number {\n return 120;\n }\n\n protected getIdleActiveElementsCount(): number {\n return 2;\n }\n\n}\n\nexport const WinAnimatorAttributes = {\n /**\n * Name of config for win animator.\n * @property Configs\n * @type string\n * @default null\n */\n CONFIGS: 'Configs'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/WinAnimator.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {BaseElement} from './BaseElement';\nimport {StyleManager} from '../../Managers/StyleManager';\nimport {TimelineStyle} from '../Styles/TimelineStyle';\nimport {ImageTextCounterElement} from '../Texts/ImageTextCounterElement';\nimport {ContainerElement} from './ContainerElement';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../../../Utils/FrameTimer';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {SoundManager} from '../../Managers/SoundManager';\nimport {PlayList} from \"../../Sounds/PlayList\";\nimport {SongAttributes} from '../../Sounds/Song';\nimport {Tweens} from '../../Effects/Tweens';\nimport {SoundElementAttributes} from \"../../../CustomComponents/SoundElement\";\n\n/**\n * TimelineElement is element which can create animation flow from object and setting up these elemenets based on frames.\n * TimelineElement need TimelineStyle as definition of animation.\n * Example:\n * \n *\n * @class TimelineElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class TimelineElement extends BaseElement\n{\n static AnimationComplete: string = 'animationComplete';\n\n private _style: TimelineStyle;\n private _elements: ContainerElement;\n private _timer: FrameTimerEventEmitter;\n private _framesArray: Array;\n private _frameCounter: number;\n private _loop: boolean;\n private _winValue: number;\n private _winValueFrom: number;\n\n private _outroDelayPlay: FrameTimerEventEmitter;\n private _delayPlayElement: Element;\n\n private dynamicTimeFrames: number = 0;\n private tempFrames: Object = {};\n\n _tint: number;\n\n constructor()\n {\n super();\n\n this._frameCounter = 0;\n this._loop = false;\n\n this._timer = CreateFrameTimer('TimelineElement');\n this._timer.on(FrameTimerEvents.Complete, this.animate.bind(this));\n\n this._outroDelayPlay = CreateFrameTimer('outroDelayPlay');\n this._outroDelayPlay.on(FrameTimerEvents.Complete, this.outroDelayPlay.bind(this));\n }\n\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this._timer.stop();\n\n if (this._elements.childs != null) {\n for (var key in this._elements.childs) {\n if (this._elements.childs.hasOwnProperty(key)) {\n if (this._elements.childs[key] instanceof PIXI.DisplayObject) {\n this._elements.childs[key].destroy(options);\n }\n this._elements.childs[key] = null;\n }\n }\n\n this._elements.childs = null;\n }\n }\n\n public getElements(): ContainerElement {\n return this._elements;\n }\n\n set winValue(value: number) {\n this._winValue = value;\n }\n get winValue() {\n return this._winValue;\n }\n set winValueFrom(value: number) {\n this._winValueFrom = value;\n }\n get winValueFrom() {\n return this._winValueFrom;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n public createByNode(node: Element): void\n {\n super.createByNode(node);\n\n if (node.hasAttribute(TimelineElementAttributes.LOOP)) {\n this._loop = StringUtils.parseBoolean(node.getAttribute(TimelineElementAttributes.LOOP));\n }\n\n if (node.hasAttribute(TimelineElementAttributes.STYLE)) {\n this._style = StyleManager.Styles[node.getAttribute(TimelineElementAttributes.STYLE)];\n if (this._style != null) {\n // get all elements and add them to this display list\n if (this._style.container != null) {\n if (node.hasAttribute(TimelineElementAttributes.CLONE) && StringUtils.parseBoolean(node.getAttribute(TimelineElementAttributes.CLONE))) {\n this._elements = this._style.container.clone();\n } else {\n this._elements = this._style.container;\n }\n this.addChild(this._elements);\n\n if (this._style.frames != null) {\n this._framesArray = [];\n\n for (let key in this._style.frames) {\n this._framesArray.push(parseInt(key));\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no timeline');\n }\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no children');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no style with name: ' + node.getAttribute(TimelineElementAttributes.STYLE));\n }\n }\n }\n }\n\n /**\n * @param node\n */\n public updateByNode(node: Element): void\n {\n super.updateByNode(node);\n\n if (node.hasAttribute(TimelineElementAttributes.TINT)) {\n if (this._elements != null && this._elements.children != null && this._elements.children.length > 0) {\n for (let i: number = 0; i < this._elements.children.length; i++) {\n let child: any = this._elements.children[i];\n if (child instanceof PIXI.DisplayObject) {\n if (child.children != null && child.children.length > 0) {\n for (let j: number = 0; j < child.children.length; j++) {\n let childOfChild: any = child.children[j];\n if (childOfChild instanceof PIXI.Sprite || childOfChild instanceof PIXI.extras.AnimatedSprite) {\n if (node.getAttribute(TimelineElementAttributes.TINT) === '0') {\n childOfChild.tint = 0xFFFFFF;\n } else {\n childOfChild.tint = parseInt(node.getAttribute(TimelineElementAttributes.TINT), 16);\n }\n }\n }\n }\n }\n }\n }\n }\n\n if (node.hasAttribute(TimelineElementAttributes.PLAY) && StringUtils.parseBoolean(node.getAttribute(TimelineElementAttributes.PLAY))) {\n if (this._framesArray != null) {\n this.startAnimate();\n } else {\n if (DEBUG) {\n this.log('WARNING can\\'t play because movieClip is null');\n }\n }\n }\n\n if (node.hasAttribute('GoToOutro') && StringUtils.parseBoolean(node.getAttribute('GoToOutro'))) {\n this.goToOutro();\n }\n }\n\n /**\n * Start playing animation.\n * @method play\n * @param winValue number - optional\n * @return void\n */\n play(winValue?: number, winValueFrom?: number): void\n {\n if (winValue != null) {\n this._winValue = winValue;\n }\n this._winValueFrom = winValueFrom || 0;\n\n if (this._framesArray != null) {\n this.startAnimate();\n }\n }\n\n /**\n * \n */\n stop(): void {\n if (this._elements.childs != null) {\n for (let key in this._elements.childs) {\n if (this._elements.childs.hasOwnProperty(key)) {\n\n Tweens.removeTweens(this._elements.childs[key], 'all');\n this._elements.childs[key].visible = false;\n if (this._elements.childs[key] instanceof ImageTextCounterElement) {\n this._elements.childs[key].stop();\n }\n }\n }\n }\n\n this.stopAnimate();\n }\n\n /**\n * Stop animation and go to last outro state.\n * @method goToOutro\n * @return void\n */\n goToOutro(winValue?: number): void\n {\n if (winValue != null) {\n this._winValue = winValue;\n }\n this._timer.stop();\n if (this._style != null && this._style.outro != null) {\n let node: Element = this._style.outro;\n if (node != null) {\n\n if (node.hasAttribute('Emit')) {\n this.emit(node.getAttribute('Emit'));\n }\n\n let next: Element = node.firstElementChild;\n if (next != null) {\n while (next != null) {\n let element: any = this._elements.childs[next.nodeName];\n if (element != null) {\n // send new node to element and set / change new attributes\n element.updateByNode(next);\n if (element instanceof ImageTextCounterElement) {\n if (this._winValue != null) {\n element.start(this._winValueFrom || 0, this._winValue, 0);\n } else {\n element.force();\n }\n }\n }\n next = next.nextElementSibling;\n }\n }\n }\n\n if (this._style != null && this._style.outroSounds != null) {\n let node2: Element = this._style.outroSounds;\n if (node2 != null) {\n let next: Element = node2.firstElementChild;\n if (next != null) {\n while (next != null) {\n if (next.hasAttribute(SongAttributes.SONG)) {\n if (next.hasAttribute(SongAttributes.PLAY)) {\n let value: string = next.getAttribute(SongAttributes.PLAY);\n let intValue: number = parseInt(value);\n if(value === 'true') {\n if (next.hasAttribute(SongAttributes.FADEIN)) {\n PlayList.play(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEIN)));\n } else {\n PlayList.play(next.getAttribute(SongAttributes.SONG));\n }\n } else if(!isNaN(intValue)) {\n this._delayPlayElement = next;\n this._outroDelayPlay.stop();\n this._outroDelayPlay.start(intValue);\n }\n }\n if (next.hasAttribute(SongAttributes.LOOP)) {\n if (next.hasAttribute(SongAttributes.FADEIN)) {\n PlayList.loop(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEIN)));\n } else {\n PlayList.loop(next.getAttribute(SongAttributes.SONG));\n }\n }\n if (next.hasAttribute(SongAttributes.STOP)) {\n if (next.hasAttribute(SongAttributes.FADEOUT)) {\n PlayList.stop(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEOUT)));\n } else {\n PlayList.stop(next.getAttribute(SongAttributes.SONG));\n }\n }\n }\n next = next.nextElementSibling;\n }\n }\n }\n }\n\n }\n }\n\n private outroDelayPlay(): void {\n if(this._delayPlayElement != null) {\n if (this._delayPlayElement.hasAttribute(SongAttributes.FADEIN)) {\n PlayList.play(this._delayPlayElement.getAttribute(SongAttributes.SONG), parseInt(this._delayPlayElement.getAttribute(SongAttributes.FADEIN)));\n } else {\n PlayList.play(this._delayPlayElement.getAttribute(SongAttributes.SONG));\n }\n }\n }\n\n /**\n * Start animate on timeline.\n * @method startAnimate\n * @return void\n */\n private startAnimate(): void\n {\n this._timer.stop();\n this._frameCounter = 0;\n\n if (this.children != null) {\n if (this._framesArray[0] === 0) {\n this.animate();\n } else {\n this._timer.start(this._framesArray[0]);\n }\n }\n }\n\n /**\n * Reset timeline and start animation again.\n * @method reset\n * @return void\n */\n private reset(): void\n {\n this.startAnimate();\n }\n\n /**\n * Stop timeline.\n * @method stopAnimate\n * @return void\n */\n private stopAnimate(): void\n {\n this._timer.stop();\n }\n\n /**\n * Animate change elements when reach new frame.\n * @method animate\n * @return void\n */\n private animate(): void\n {\n if (this._framesArray != null) {\n if (this._framesArray[this._frameCounter] != null) {\n this.goToFrame(this._framesArray[this._frameCounter]);\n } else {\n this._timer.stop();\n if (this._loop) {\n this.reset();\n }\n }\n }\n this._frameCounter++;\n\n if (this._framesArray[this._frameCounter] != null) {\n this._timer.stop();\n this._timer.start(this._framesArray[this._frameCounter] - this._framesArray[this._frameCounter - 1]);\n } else {\n this.emit(TimelineElement.AnimationComplete);\n this._timer.stop();\n if (this._loop) {\n this.reset();\n }\n }\n }\n\n /**\n * Go to frame get xml node from frames and set up children to state defined in frames xml node.\n * @method goToFrame\n * @param frame number\n * @return void\n */\n private goToFrame(frame: number)\n {\n if (this._style != null && this._style.frames != null) {\n let node: Element = this._style.frames[frame.toString()];\n\n if (node.hasAttribute('Emit')) {\n this.emit(node.getAttribute('Emit'));\n }\n\n if (node != null && node.childElementCount > 0) {\n let next: Element = node.firstElementChild;\n if (next != null) {\n while (next != null) {\n let element: any = this._elements.childs[next.nodeName];\n if (element != null) {\n // send new node to element and set / change new attributes\n element.updateByNode(next);\n if (element instanceof ImageTextCounterElement && this._winValue != null) {\n if (element.visible) {\n if (this.dynamicTimeFrames > 0) {\n element.start(this._winValueFrom || 0, this._winValue, this.dynamicTimeFrames);\n } else {\n element.start(this._winValueFrom || 0, this._winValue);\n }\n this._winValue = null;\n }\n }\n }\n next = next.nextElementSibling;\n }\n }\n }\n\n if (this._style != null && this._style.framesSounds != null) {\n let node2: Element = this._style.framesSounds[frame.toString()];\n if (node2 != null) {\n let next: Element = node2.firstElementChild;\n if (next != null) {\n while (next != null) {\n if (next.hasAttribute(SongAttributes.SONG)) {\n if (next.hasAttribute(SongAttributes.PLAY)) {\n if (next.hasAttribute(SongAttributes.FADEIN)) {\n PlayList.play(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEIN)));\n } else {\n PlayList.play(next.getAttribute(SongAttributes.SONG));\n }\n }\n if (next.hasAttribute(SongAttributes.LOOP)) {\n if (next.hasAttribute(SongAttributes.FADEIN)) {\n PlayList.loop(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEIN)));\n } else {\n PlayList.loop(next.getAttribute(SongAttributes.SONG));\n }\n }\n if (next.hasAttribute(SongAttributes.STOP)) {\n if (next.hasAttribute(SongAttributes.FADEOUT)) {\n PlayList.stop(next.getAttribute(SongAttributes.SONG), parseInt(next.getAttribute(SongAttributes.FADEOUT)));\n } else {\n PlayList.stop(next.getAttribute(SongAttributes.SONG));\n }\n }\n }\n next = next.nextElementSibling;\n }\n }\n }\n }\n }\n }\n\n /**\n * Set times of frames.\n * @param {number} time\n * @returns {TimelineElement}\n */\n public setDynamicTimeFrames(time: number): TimelineElement\n {\n this.dynamicTimeFrames = time;\n\n return this;\n }\n\n /**\n *\n */\n updateDynamicTimeFrames(): void\n {\n if (this._style != null) {\n if (this._style.framesOriginal != null) {\n //\n this._framesArray = [];\n this.tempFrames = [];\n\n for (let key in this._style.framesOriginal) {\n let values:Array = key.split('+');\n let ii = key.indexOf(\"+\");\n\n let newKey: any = values[0];\n switch (key[ii]) {\n case '+':\n newKey = parseInt(values[0]) + this.dynamicTimeFrames;\n break;\n }\n this.tempFrames[newKey] = this._style.framesOriginal[key];\n }\n this._style.frames = this.tempFrames;\n this.tempFrames = [];\n for (let key in this._style.frames) {\n this._framesArray.push(parseInt(key));\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no timeline');\n }\n }\n\n if (this._style.framesSoundsOriginal != null) {\n this.tempFrames = [];\n\n for (let key in this._style.framesSoundsOriginal) {\n let values:Array = key.split('+');\n let ii = key.indexOf(\"+\");\n\n let newKey: any = values[0];\n switch (key[ii]) {\n case '+':\n newKey = parseInt(values[0]) + this.dynamicTimeFrames;\n break;\n }\n this.tempFrames[newKey] = this._style.framesSoundsOriginal[key];\n }\n this._style.framesSounds = this.tempFrames;\n this.tempFrames = [];\n } else {\n if (DEBUG) {\n this.log('WARNING no timeline');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no style presented ');\n }\n }\n }\n\n destroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this._timer.stop();\n super.destroy(options);\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return TimelineElement\n */\n clone(): TimelineElement\n {\n let element: TimelineElement = new TimelineElement();\n\n element._elements = this._elements.clone();\n element.addChild(element._elements);\n element._style = this._style;\n element._framesArray = this._framesArray;\n element._loop = this._loop;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n\n if (this.maskSprite != null) {\n let elementMask = new PIXI.Sprite(( this.maskSprite).texture);\n elementMask.position.x = this.maskSprite.position.x;\n elementMask.position.y = this.maskSprite.position.y;\n\n element.maskSprite = elementMask;\n element.addChild(elementMask);\n element.mask = elementMask;\n }\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n\n public setTint(tintColor: number): void {\n if(this._tint === tintColor || isNaN(tintColor)) {\n return;\n }\n this._tint = tintColor;\n for(let child in this._elements.childs) {\n if(typeof this._elements.childs[child].tint === \"number\") {\n this._elements.childs[child].tint = tintColor;\n }\n }\n\n // for(let child in this._style.container.childs) {\n // if(typeof this._style.container.childs[child].tint === \"number\") {\n // this._style.container.childs[child].tint = tintColor;\n // }\n // }\n\n }\n\n set tint(tintColor: number) {\n this.setTint(tintColor);\n }\n\n get tint(): number {\n return this._tint;\n }\n}\n\nexport const TimelineElementAttributes = {\n CLONE: 'Clone',\n DEBUG: 'Debug',\n EMIT: 'Emit',\n /*\n * Indicates whenever this element should loop when it reaches the end of its timeline.\n * @property Loop\n * @type boolean\n * @default false\n */\n LOOP: 'Loop',\n /*\n * Start playing animation.\n * @property Play\n * @type boolean\n */\n PLAY: 'Play',\n /*\n * Playlist id for machine.\n * @property Sounds\n * @type string\n * @default null\n */\n SOUNDS: 'Sounds',\n /*\n * Style holds elements as ContainerElement and also holds frames as xml nodes.\n * Style for TimelineElement has to be instance of TimelineStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/TimelineElement.ts\n **/","import {engineComponent, NumberUtils, StringUtils} from 'neo-common';\nimport {ImageTextElement} from './ImageTextElement';\nimport {ComponentTypes} from '../../ComponentTypes';\nimport {Tweens} from '../../Effects/Tweens';\nimport {AppContext} from \"../../../../Common/AppContext\";\nimport {ModuleManager} from \"../../../Managers/ModuleManager\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ImageTextCounterElement extends ImageTextElement {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n static Round: boolean = false;\n\n public from: number;\n\n public to: number;\n\n public duration: number;\n\n public round: boolean;\n\n protected currentValue: number;\n\n protected finalValue: number;\n\n public onValueChange: (shownValue: string) => any;\n\n\n protected currentRank: number;\n private _previousRank: number;\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor() {\n super();\n\n this.from = 0;\n this.to = 0;\n this.duration = 0;\n this.round = false;\n this.currentValue = 0;\n this.finalValue = 0;\n }\n\n //******************************************************************************************************************\n // CREATE, UPDATE\n //******************************************************************************************************************\n\n public updateByNode(node: Element): void {\n super.updateByNode(node);\n\n if (node.hasAttribute(ImageTextCounterElementAttributes.FROM)) {\n this.from = parseFloat(node.getAttribute(ImageTextCounterElementAttributes.FROM));\n }\n\n if (node.hasAttribute(ImageTextCounterElementAttributes.TO)) {\n this.to = parseFloat(node.getAttribute(ImageTextCounterElementAttributes.TO));\n }\n\n if (node.hasAttribute(ImageTextCounterElementAttributes.DURATION)) {\n this.duration = parseInt(node.getAttribute(ImageTextCounterElementAttributes.DURATION));\n }\n\n if (node.hasAttribute(ImageTextCounterElementAttributes.ROUND)) {\n this.round = StringUtils.parseBoolean(node.getAttribute(ImageTextCounterElementAttributes.ROUND));\n }\n\n if (node.hasAttribute(ImageTextCounterElementAttributes.ACTION)) {\n switch (node.getAttribute(ImageTextCounterElementAttributes.ACTION)) {\n case ImageTextCounterElementAttributes.ACTION_VALUE.START:\n this.start(this.from, this.to, this.duration);\n break;\n case ImageTextCounterElementAttributes.ACTION_VALUE.STOP:\n this.stop();\n break;\n case ImageTextCounterElementAttributes.ACTION_VALUE.FORCE:\n this.force();\n break;\n }\n }\n }\n\n //******************************************************************************************************************\n // START\n //******************************************************************************************************************\n\n public start(from: number, to: number, duration?: number): void {\n this._previousRank = 0;\n\n const d = (duration != null) ? duration : this.duration;\n\n if (d <= 0 || from === to) {\n this.currentValue = to;\n this.finalValue = to;\n\n this.onCountTo();\n } else {\n this.currentValue = from;\n this.finalValue = from;\n\n this.onCountTo();\n\n this.finalValue = to;\n\n Tweens.customTween(this, {\n tween: 'currentValue',\n tweenValues: [this.currentValue, this.finalValue],\n tweenDuration: [d],\n tweenEase: [\"winCounter\"],\n callbackType: 'onUpdate',\n callbackFunction: this.onCountTo,\n callbackScope: this\n });\n }\n }\n\n protected onCountTo(): void {\n if(this.onValueChange) {\n this.onValueChange(String(NumberUtils.valueToNumber(this.currentValue, (this.round || ImageTextCounterElement.Round) ? 0 : AppContext.gameConfiguration.ShowDecimalPlaces)));\n }\n if (this.currentValue === this.finalValue) {\n Tweens.removeTweens(this, 'currentValue');\n this.bitmapText.text = NumberUtils.valueToNumber(this.finalValue, (this.round || ImageTextCounterElement.Round) ? 0 : AppContext.gameConfiguration.ShowDecimalPlaces);\n this.realign();\n\n\n this.currentRank = this.bitmapText.text.toString().length;\n if(this.currentRank > 0 && this.currentRank != this._previousRank) {\n this._previousRank = this.currentRank;\n\n // CALL only when is rank changed\n ModuleManager.calculationCounter(this.bitmapText.text.toString());\n }\n\n return;\n }\n\n this.bitmapText.text = NumberUtils.valueToNumber(this.currentValue, (this.round || ImageTextCounterElement.Round) ? 0 : AppContext.gameConfiguration.ShowDecimalPlaces);\n\n this.realign();\n\n if(this.bitmapText != null && this.bitmapText.text != null) {\n this.currentRank = this.bitmapText.text.toString().length;\n\n if(this.currentRank > 0 && this.currentRank != this._previousRank) {\n this._previousRank = this.currentRank;\n\n // CALL only when is rank changed\n ModuleManager.calculationCounter(this.bitmapText.text.toString());\n }\n }\n }\n\n //******************************************************************************************************************\n // STOP\n //******************************************************************************************************************\n\n public stop(): void {\n Tweens.removeTweens(this, 'currentValue');\n }\n\n //******************************************************************************************************************\n // FORCE\n //******************************************************************************************************************\n\n public force(): void {\n this.currentValue = this.finalValue;\n\n this.onCountTo();\n }\n\n //******************************************************************************************************************\n // CLONE\n //******************************************************************************************************************\n\n public clone(): ImageTextCounterElement {\n let element: ImageTextCounterElement = new ImageTextCounterElement();\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n\n element.font = this.font;\n element.text = this.text;\n element.textAlign = this.textAlign;\n element.textBaseline = this.textBaseline;\n\n element.from = this.from;\n element.to = this.to;\n element.duration = this.duration;\n element.round = this.round;\n\n element.bitmapText = new PIXI.extras.BitmapText(this.text, {font: this.font});\n element.addChild(element.bitmapText);\n\n element.realign();\n element.markAsCloned();\n\n return element;\n }\n\n}\n\nexport const ImageTextCounterElementAttributes = {\n /**\n * Round will show numbers without decimal places.\n * @property Round\n * @type boolean\n * @default false\n */\n ROUND: 'Round',\n /**\n * Duration in frames. This property sets how long will counter run in frames.\n * @property Duration\n * @type number\n * @default 0\n */\n DURATION: 'Duration',\n FROM: 'From',\n TO: 'To',\n ACTION: 'Action',\n ACTION_VALUE: {\n START: 'Start',\n STOP: 'Stop',\n FORCE: 'Force'\n }\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Texts/ImageTextCounterElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {BaseElement} from '../Graphics/BaseElement';\nimport {ComponentTypes} from '../../ComponentTypes';\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ImageTextElement extends BaseElement {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n public textAlign: string;\n\n public textBaseline: string;\n\n public text: string;\n\n public font: string;\n\n protected fontScale: number = 1;\n\n public bitmapText: PIXI.extras.BitmapText;\n\n protected textTimer: FrameTimerEventEmitter;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor() {\n super();\n\n this.textTimer = CreateFrameTimer('timer');\n\n this.textAlign = ImageTextElementAttributes.TEXT_ALIGN_VALUE.LEFT;\n this.textBaseline = ImageTextElementAttributes.TEXT_BASELINE_VALUE.TOP;\n this.text = '';\n }\n\n //******************************************************************************************************************\n // CREATE, UPDATE\n //******************************************************************************************************************\n\n public createByNode(node: Element) {\n if (node.hasAttribute(ImageTextElementAttributes.FONT_SCALE)) {\n this.fontScale = parseFloat(node.getAttribute(ImageTextElementAttributes.FONT_SCALE));\n if (this.bitmapText) {\n this.bitmapText.scale.x = this.fontScale;\n this.bitmapText.scale.y = this.fontScale;\n }\n }\n\n super.createByNode(node);\n\n if (this.bitmapText == null) {\n if (node.hasAttribute(ImageTextElementAttributes.FONT)) {\n if (node.hasAttribute(ImageTextElementAttributes.TEXT)) {\n this.text = node.getAttribute(ImageTextElementAttributes.TEXT);\n }\n\n this.font = node.getAttribute(ImageTextElementAttributes.FONT);\n\n this.bitmapText = new PIXI.extras.BitmapText(this.text, {font: this.font});\n this.bitmapText.scale.x = this.fontScale;\n this.bitmapText.scale.y = this.fontScale;\n\n this.addChild(this.bitmapText);\n }\n }\n }\n\n public updateByNode(node: Element): void {\n super.updateByNode(node);\n\n if (node.hasAttribute(ImageTextElementAttributes.TEXT)) {\n if(node.hasAttribute(ImageTextElementAttributes.DELAY)) {\n this.textTimer.once(FrameTimerEvents.Complete, this.setText.bind(this, node.getAttribute(ImageTextElementAttributes.TEXT)));\n this.textTimer.start(parseInt(node.getAttribute(ImageTextElementAttributes.DELAY)));\n } else {\n this.setText(node.getAttribute(ImageTextElementAttributes.TEXT))\n }\n }\n\n if (node.hasAttribute(ImageTextElementAttributes.TEXT_ALIGN)) {\n this.textAlign = node.getAttribute(ImageTextElementAttributes.TEXT_ALIGN);\n\n this.realign();\n }\n\n if (node.hasAttribute(ImageTextElementAttributes.TEXT_BASELINE)) {\n this.textBaseline = node.getAttribute(ImageTextElementAttributes.TEXT_BASELINE);\n\n this.realign();\n }\n\n if (node.hasAttribute(ImageTextElementAttributes.TINT)) {\n let val = parseInt(node.getAttribute(ImageTextElementAttributes.TINT), 16);\n if(!isNaN(val)) {\n this.bitmapText.tint = val;\n }\n }\n\n if (node.hasAttribute(ImageTextElementAttributes.FONT_SCALE)) {\n this.fontScale = parseFloat(node.getAttribute(ImageTextElementAttributes.FONT_SCALE));\n this.bitmapText.scale.x = this.fontScale;\n this.bitmapText.scale.y = this.fontScale;\n }\n }\n\n //******************************************************************************************************************\n // REALIGN\n //******************************************************************************************************************\n\n public realign(): void {\n switch (this.textAlign) {\n case ImageTextElementAttributes.TEXT_ALIGN_VALUE.RIGHT:\n this.bitmapText.position.x = -this.bitmapText.width;\n break;\n case ImageTextElementAttributes.TEXT_ALIGN_VALUE.CENTER:\n this.bitmapText.position.x = -this.bitmapText.width * 0.5;\n break;\n default:\n this.bitmapText.position.x = 0;\n break;\n }\n\n switch (this.textBaseline) {\n case ImageTextElementAttributes.TEXT_BASELINE_VALUE.BOTTOM:\n this.bitmapText.position.y = -this.bitmapText.height;\n break;\n case ImageTextElementAttributes.TEXT_BASELINE_VALUE.MIDDLE:\n this.bitmapText.position.y = -this.bitmapText.height * 0.5;\n break;\n default:\n this.bitmapText.position.y = 0;\n break;\n }\n\n this.bitmapText.scale.x = this.fontScale;\n this.bitmapText.scale.y = this.fontScale;\n }\n\n private setText(value: string) {\n this.removeChild(this.bitmapText);\n this.text = value;\n this.bitmapText = new PIXI.extras.BitmapText(this.text, {font: this.font});\n this.addChild(this.bitmapText);\n this.realign();\n }\n\n //******************************************************************************************************************\n // CLONE\n //******************************************************************************************************************\n\n public clone(): ImageTextElement {\n let element: ImageTextElement = new ImageTextElement();\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n\n element.font = this.font;\n element.fontScale = this.fontScale;\n element.text = this.text;\n element.textAlign = this.textAlign;\n element.textBaseline = this.textBaseline;\n\n element.bitmapText = new PIXI.extras.BitmapText(this.text, {font: this.font});\n element.addChild(element.bitmapText);\n\n element.realign();\n element.markAsCloned();\n\n return element;\n }\n\n}\n\nexport const ImageTextElementAttributes = {\n /**\n * The text to display.\n * @property Text\n * @type string\n * @default null\n */\n TEXT: 'Text',\n DELAY: 'Delay',\n /**\n * Bitmap font for text.\n * @property Font\n * @type string\n * @default null\n */\n FONT: 'Font',\n /**\n * Scale for font.\n * @property FontScale\n * @type number\n * @default 1\n */\n FONT_SCALE: 'FontScale',\n /**\n * The horizontal text alignment. Any of \"left\", \"right\", and \"center\".\n * For detailed information view the whatwg spec. Default is \"left\".\n * @property TextAlign\n * @type string\n * @default left\n */\n TEXT_ALIGN: 'TextAlign',\n TEXT_ALIGN_VALUE: {\n LEFT: 'left',\n CENTER: 'center',\n RIGHT: 'right'\n },\n /**\n * The vertical alignment point on the text. Any of \"top\", \"middle\" or \"bottom\". Default is \"top\".\n * @property TextBaseline\n * @type string\n * @default top\n */\n TEXT_BASELINE: 'TextBaseline',\n TEXT_BASELINE_VALUE: {\n TOP: 'top',\n MIDDLE: 'middle',\n BOTTOM: 'bottom'\n },\n TINT: \"Tint\"\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Texts/ImageTextElement.ts\n **/","import {Utils, Logger, engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../ComponentTypes';\nimport {AppContext} from '../../../Common/AppContext';\nimport {DataManager} from '../../Managers/DataManager';\nimport {ITweenable, Tweens} from '../Effects/Tweens';\n\n@engineComponent(ComponentTypes.Song)\nexport class Song implements ITweenable {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n public id: string;\n\n protected sound: PIXI.sound.Sound;\n\n protected alias: string;\n\n protected instance: PIXI.sound.IMediaInstance;\n\n protected group: string;\n\n private _originalVolume: number;\n\n protected volume: number;\n\n protected pan: number;\n\n protected fade: number;\n\n protected fadeStartTime: number;\n\n protected fadeEndTime: number;\n\n private _uid: string;\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n public get originalVolume(): number\n {\n return this._originalVolume;\n }\n\n constructor()\n {\n this._uid = `${this.componentName}_${Utils.generateUuid()}`;\n }\n\n //******************************************************************************************************************\n // CREATE\n //******************************************************************************************************************\n\n public create(node: Element): void {\n this.id = node.nodeName;\n this.alias = node.hasAttribute(SongAttributes.ALIAS) ? node.getAttribute(SongAttributes.ALIAS) : null;\n this.instance = null;\n this.group = node.hasAttribute(SongAttributes.GROUP) ? node.getAttribute(SongAttributes.GROUP) : null;\n this._originalVolume = this.volume = node.hasAttribute(SongAttributes.VOLUME) ? parseFloat(node.getAttribute(SongAttributes.VOLUME)) : 1;\n this.volume = node.hasAttribute(SongAttributes.VOLUME) ? parseFloat(node.getAttribute(SongAttributes.VOLUME)) : 1;\n this.pan = node.hasAttribute(SongAttributes.PAN) ? parseFloat(node.getAttribute(SongAttributes.PAN)) : 0;\n this.fade = 0;\n this.fadeStartTime = 0;\n this.fadeEndTime = 0;\n\n if (node.hasAttribute(SongAttributes.SONG)) {\n if (PIXI.sound.exists(node.getAttribute(SongAttributes.SONG))) {\n this.sound = PIXI.sound.find(node.getAttribute(SongAttributes.SONG));\n } else {\n this.sound = null;\n\n if (DEBUG) {\n this.log(`ERROR no sound with id: ${node.getAttribute('Song')}`);\n }\n }\n } else {\n this.sound = null;\n\n if (DEBUG) {\n this.log('ERROR no attribute: Song');\n }\n }\n }\n\n //******************************************************************************************************************\n // PLAY\n //******************************************************************************************************************\n\n public play(loop: boolean, fadeIn: number, reset: boolean): void {\n if (this.group === 'BackgroundMusic' && !AppContext.current.isBackgroundMusicEnabled) {\n return;\n }\n\n if (this.sound !== null && (reset || this.instance === null)) {\n this.sound.filters = (this.pan === 0) ? null : [new PIXI.sound.filters.StereoFilter(this.pan)];\n\n if (fadeIn > 0) {\n this.fade = 1;\n this.fadeStartTime = new Date().getTime();\n this.fadeEndTime = this.fadeStartTime + fadeIn * 16.7;\n } else {\n this.fade = 0;\n this.fadeStartTime = 0;\n this.fadeEndTime = 0;\n }\n\n this.playInstance(loop);\n\n if (DEBUG) {\n if (loop) {\n this.log('loop song ' + this.id + ' volume ' + this.volume);\n } else {\n this.log('play song ' + this.id + ' volume ' + this.volume);\n }\n }\n }\n }\n\n protected playInstance(loop: boolean = true): void {\n this.stopInstance();\n\n let volume = this.volume;\n\n if (this.group === 'BackgroundMusic' && !DataManager.BackSoundsPlayingFromGame) {\n volume = 0;\n } else if (this.fade > 0) {\n volume = this.getFadeInVolume();\n } else if (this.fade < 0) {\n volume = this.getFadeOutVolume();\n }\n\n this.instance = this.sound.play((this.alias !== null) ? {sprite: this.alias, volume: volume} : {volume: volume});\n this.instance.on('end', loop ? this.playInstance : this.stopInstance, this);\n\n if (this.fade !== 0) {\n this.instance.on('progress', (this.fade === 1) ? this.onFadeIn : this.onFadeOut, this);\n }\n }\n\n public isPlaying(): boolean {\n return !!this.instance;\n }\n\n protected onFadeIn(): void {\n const volume = this.getFadeInVolume();\n\n try {\n this.instance.volume = (this.group === 'BackgroundMusic' && !DataManager.BackSoundsPlayingFromGame) ? 0 : volume;\n } catch (e) {\n\n }\n\n if (volume === this.volume) {\n this.instance.off('progress', this.onFadeIn, this);\n }\n }\n\n protected getFadeInVolume(): number {\n const duration = this.fadeEndTime - this.fadeStartTime;\n const progress = new Date().getTime() - this.fadeStartTime;\n\n return this.volume * Math.min(progress / duration, 1);\n }\n\n //******************************************************************************************************************\n // STOP\n //******************************************************************************************************************\n\n public stop(fadeOut: number): void {\n if (this.instance != null) {\n if (fadeOut > 0) {\n this.fade = -1;\n this.fadeStartTime = new Date().getTime();\n this.fadeEndTime = this.fadeStartTime + fadeOut * 16.7;\n\n this.instance.off('progress', this.onFadeIn, this);\n this.instance.on('progress', this.onFadeOut, this);\n } else {\n this.stopInstance();\n }\n if (DEBUG) {\n this.log('stop song ' + this.id);\n }\n }\n }\n\n protected stopInstance(): void {\n if (this.instance != null) {\n this.instance.off('progress', this.onFadeIn, this);\n this.instance.off('progress', this.onFadeOut, this);\n this.instance.off('end', this.playInstance, this);\n this.instance.off('end', this.stopInstance, this);\n this.instance.stop();\n this.instance = null;\n }\n }\n\n protected onFadeOut(): void {\n const volume = this.getFadeOutVolume();\n\n try {\n this.instance.volume = (this.group === 'BackgroundMusic' && !DataManager.BackSoundsPlayingFromGame) ? 0 : volume;\n } catch (e) {\n\n }\n\n if (volume === 0) {\n this.stopInstance();\n }\n }\n\n public pause(): void {\n if (this.instance != null) {\n this.sound.pause();\n }\n }\n\n public resume(): void {\n if (this.instance != null) {\n this.sound.resume();\n }\n }\n\n protected getFadeOutVolume(): number {\n const duration = this.fadeEndTime - this.fadeStartTime;\n const progress = new Date().getTime() - this.fadeStartTime;\n\n return this.volume - this.volume * Math.min(progress / duration, 1);\n }\n\n //******************************************************************************************************************\n // TOGGLE\n //******************************************************************************************************************\n\n public toggleGroup(group: string, toggle: boolean = false): void {\n if (this.group === group && this.instance != null) {\n try {\n this.instance.volume = toggle ? this.volume : 0;\n } catch (e) {\n\n }\n }\n }\n\n //******************************************************************************************************************\n // LOG\n //******************************************************************************************************************\n\n protected log(s: string): void {\n if (DEBUG) {\n const compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Set volume level with possibility to fade in or fade out the song.\n * @param volume\n * @param fadeDuration When target volume is bigger than current volume, make fade in. Else make fade out.\n */\n public setVolume(volume: number, fadeDuration?: number): void {\n if (volume != this.volume) {\n if (DEBUG) {\n if (fadeDuration != null) {\n this.log('setVolume to ' + volume + ' of song ' + this.id + ' with fadeDuration ' + fadeDuration);\n } else {\n this.log('setVolume to ' + volume + ' of song ' + this.id);\n }\n }\n\n if (fadeDuration != null) {\n this.fadeVolume(volume, fadeDuration);\n } else {\n Tweens.removeTweens(this, 'volume'); // Kill previously tweened volume.\n\n this.volume = volume;\n\n if (this.instance != null) {\n this.instance.volume = volume;\n }\n }\n }\n }\n\n /**\n * Re-set volume level with possibility to fade in or fade out the song.\n * @param fadeDuration When target volume is bigger than current volume, make fade in. Else make fade out.\n */\n public resetVolume(fadeDuration?: number): void {\n this.setVolume(this.originalVolume, fadeDuration);\n }\n\n /**\n *\n * @param volume\n * @param fadeDuration\n */\n private fadeVolume(volume: number, fadeDuration: number): void {\n Tweens.removeTweens(this, 'volume');\n Tweens.customTween(this, {\n tween: 'volume',\n tweenValues: [this.volume, volume],\n tweenDuration: [fadeDuration],\n callbackType: 'onUpdate',\n callbackFunction: () => {\n this.onFadeSong(this.volume);\n }\n });\n }\n\n /**\n *\n * @param volume\n */\n private onFadeSong(volume: number): void {\n if (volume != null) {\n this.volume = volume;\n\n if (this.instance != null) {\n this.instance.volume = volume;\n }\n }\n }\n}\n\nexport const SongAttributes = {\n SONG: 'Song',\n ALIAS: 'Alias',\n GROUP: 'Group',\n VOLUME: 'Volume',\n PAN: 'Pan',\n PLAY: 'Play',\n LOOP: 'Loop',\n STOP: 'Stop',\n FADEIN: 'FadeIn',\n FADEOUT: 'FadeOut'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Sounds/Song.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {BaseElement} from '../Components/Elements/Graphics/BaseElement';\nimport {Symbols} from './Symbols';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../Utils/FrameTimer';\nimport {Configuration} from '../Components/Configuration';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {PlayList} from '../Components/Sounds/PlayList';\nimport {AppContext} from '../../Common/AppContext';\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {DataManager} from \"../Managers/DataManager\";\nimport {Reel} from \"./Reel\";\nimport {Symbol} from \"./Symbol\";\nimport {WinAnimator} from \"./WinAnimator\";\nimport {WinAnimatorExtended} from \"../CustomComponents/WinAnimatorExtended\";\nimport {ReelExtended} from \"../CustomComponents/ReelExtended\";\nimport {SwitchElement} from \"../Components/Elements/Graphics/SwitchElement\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\nimport {WinAnimatorExtendedFS} from \"../CustomComponents/WinAnimatorExtendedFS\";\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\nimport {Settings} from \"../CustomComponents/Settings\";\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\n\ntype IReel = Communication.Game.IReel;\n\n/**\n * Machine handle reels and symbols for reels rotation.\n * Machine define behaviour for complete flow of reel rotation.\n * @class Machine\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Machine extends BaseElement {\n // events for view when reel or machine stopped\n static MachineStopped: string = 'machineStopped';\n static ReelStopped: string = 'onReelStopped';\n\n // symbols from view\n protected _symbols: Symbols;\n // array of reel indexes\n protected _reels: Array;\n // array of stopped symbols for finish reel rotation\n protected _stoppedSymbolsArray: Array;\n\n // count of reel\n protected _reelCount: number;\n // reels x positions\n protected _reelX: Array;\n // reels y positions\n protected _reelY: Array;\n // symbol width without offsetX\n protected _symbolWidth: number;\n // symbol height without offsetY\n protected _symbolHeight: number;\n // number of symbols which will be visible on screen during the rotation\n protected _visibleSymbolCount: number;\n // number of symbols under visible symbols\n private _symbolTopCount: number;\n // number of symbols below visible symbols\n private _symbolBottomCount: number;\n // min spin rotation in frames\n protected _minSpinRotation: number;\n // min spin rotation in frames for high wins\n protected _minSpinRotationLong: number;\n protected _retriggerSpinRotation: number;\n\n // delay to start rotation in frames\n protected _startDelay: number;\n // delay to stop rotation in frames\n protected _stopDelay: number;\n // configuration ID for reels\n protected _reelConfiguration: string;\n\n // timer for minimal time to stop reels\n protected _stopTimer: FrameTimerEventEmitter;\n // timer for defined time in configuration.json to stop reels\n protected _legalStopTimer: number;\n\n // boolean which indicates that machine can stop and rotate min defined time\n protected _stoppedFromMachine: boolean;\n // boolean which indicates that machine can stop and response has arrived\n protected _stoppedFromServer: boolean;\n // boolean which indicates that machine can stop and rotate min legal time\n protected _stoppedFromLegal: boolean;\n\n protected _startSpinTime: number;\n\n // container as a parent for reels\n protected _reelsContainer: PIXI.Container;\n\n // helper to count stopped reels\n protected _stoppedReelIndexes: number;\n\n // information for view which reel was stopped actualy\n actualReelStopped: number;\n\n protected winAnimator: WinAnimator;\n\n protected _teasing: ContainerElement;\n protected _canTease2: boolean;\n protected _canTease3: boolean;\n protected _canTease4: boolean;\n\n constructor() {\n super();\n\n // default values\n this._reels = [];\n this._stoppedSymbolsArray = [];\n this._stoppedFromServer = false;\n this._stoppedFromMachine = false;\n this._stoppedFromLegal = false;\n this._stoppedReelIndexes = 0;\n\n this._stopTimer = CreateFrameTimer('Machine');\n this._stopTimer.on(FrameTimerEvents.Complete, this.spinStop.bind(this));\n\n this.actualReelStopped = -1;\n\n this._symbolTopCount = 1;\n this._symbolBottomCount = 1;\n\n this._reelsContainer = new PIXI.Container();\n this.addChild(this._reelsContainer);\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n public create(node: Element): void {\n super.create(node);\n\n if (node.hasAttribute(MachineAttributes.CONFIGS)) {\n let configs: Array = node.getAttribute(MachineAttributes.CONFIGS).split(';');\n for (let i: number = 0; i < configs.length; i++) {\n let config: Element = Configuration.Configurations[configs[i]];\n if (config != null) {\n this.configurate(config);\n }\n }\n }\n }\n\n /**\n * Get attributes from configuration and set up supported properties.\n * @method configurate\n * @param node is Element from xml\n * @return void\n */\n protected configurate(node: Element): void {\n /*\n * ReelCount is count of reels on screen for game.\n * @property ReelCount\n * @type Number\n * @default null\n */\n if (node.hasAttribute('ReelCount')) {\n this._reelCount = parseInt(node.getAttribute('ReelCount'));\n }\n\n /*\n * ReelX is array of x position for reels.\n * @property ReelX\n * @type Array\n * @default null\n */\n if (node.hasAttribute('ReelX')) {\n this._reelX = ArrayUtils.numberArray(node.getAttribute('ReelX'));\n }\n\n /*\n * ReelY is array of y position for reels.\n * @property ReelY\n * @type Array\n * @default null\n */\n if (node.hasAttribute('ReelY')) {\n this._reelY = ArrayUtils.numberArray(node.getAttribute('ReelY'));\n }\n\n /*\n * Standard symbol width without offsets.\n * @property SymbolWidth\n * @type number\n * @default null\n */\n if (node.hasAttribute('SymbolWidth')) {\n this._symbolWidth = parseInt(node.getAttribute('SymbolWidth'));\n }\n\n /*\n * Standard symbol height without offsets.\n * @property SymbolHeight\n * @type number\n * @default null\n */\n if (node.hasAttribute('SymbolHeight')) {\n this._symbolHeight = parseInt(node.getAttribute('SymbolHeight'));\n }\n\n /*\n * Number of symbols visible on reel.\n * @property VisibleSymbolCount\n * @type number\n * @default null\n */\n if (node.hasAttribute('VisibleSymbolCount')) {\n this._visibleSymbolCount = parseInt(node.getAttribute('VisibleSymbolCount'));\n }\n\n if (node.hasAttribute('SymbolTopCount')) {\n this._symbolTopCount = parseInt(node.getAttribute('SymbolTopCount'));\n }\n\n if (node.hasAttribute('SymbolBottomCount')) {\n this._symbolBottomCount = parseInt(node.getAttribute('SymbolBottomCount'));\n }\n\n /*\n * Min spin rotation in frames.\n * @property MinSpinRotation\n * @type number\n * @default 40\n */\n if (node.hasAttribute('MinSpinRotation')) {\n this._minSpinRotation = parseInt(node.getAttribute('MinSpinRotation'));\n } else {\n this._minSpinRotation = 40;\n }\n\n /*\n * Min spin rotation in frames for outro high wins.\n * @property MinSpinRotationLong\n * @type number\n * @default 100\n */\n if (node.hasAttribute('MinSpinRotationLong')) {\n this._minSpinRotationLong = parseInt(node.getAttribute('MinSpinRotationLong'));\n } else {\n this._minSpinRotationLong = 100;\n }\n\n if (node.hasAttribute('RetriggerSpinRotation')) {\n this._retriggerSpinRotation = parseInt(node.getAttribute('RetriggerSpinRotation'));\n } else {\n this._retriggerSpinRotation = 120;\n }\n\n /*\n * Delay to start rotation in frames.\n * @property StartDelay\n * @type number\n * @default 3\n */\n if (node.hasAttribute('StartDelay')) {\n this._startDelay = parseInt(node.getAttribute('StartDelay'));\n } else {\n this._startDelay = 3;\n }\n\n /*\n * Delay to stop rotation in frames.\n * @property StopDelay\n * @type number\n * @default 10\n */\n if (node.hasAttribute('StopDelay')) {\n this._stopDelay = parseInt(node.getAttribute('StopDelay'));\n } else {\n this._stopDelay = 10;\n }\n\n /*\n * Configuration ID for reels.\n * @property StopDelay\n * @type string\n * @default null\n */\n if (node.hasAttribute('ReelConfiguration')) {\n this._reelConfiguration = node.getAttribute('ReelConfiguration');\n }\n }\n\n /**\n * Create reels based on response and xml configuration.\n * @method createReels\n * @param reels Array> from initialization and based on response\n * @return void\n */\n private createReels(reels: Array>): void {\n for (let i: number = 0; i < this._reelCount; i++) {\n this._reels.push(new ReelExtended());\n }\n\n for (let i: number = 0; i < this._reelCount; i++) {\n const reel = this._reels[i];\n\n if (this._reelConfiguration != null) {\n let configs: Array = this._reelConfiguration.split(';');\n for (let j: number = 0; j < configs.length; j++) {\n reel.configure(Configuration.Configurations[configs[j]]);\n }\n }\n reel.visible = false;\n reel.initialize((i > 0) ? this._reels[i - 1] : null, (i < this._reelCount - 1) ? this._reels[i + 1] : null, i, this._symbols, reels[i], this._reelX[i], this._reelY[i], this._visibleSymbolCount, this._symbolTopCount, this._symbolBottomCount, this._symbolWidth, this._symbolHeight, this._startDelay * i, this._stopDelay * i, this.winAnimator);\n reel.on(Reel.ReelStopped, this.onReelStopped.bind(this));\n this._reelsContainer.addChild(reel);\n }\n this._reelsContainer.visible = false;\n }\n\n /**\n * Initialize reference correct symbols and create reels.\n * @method initialize\n * @param symbols Symbols\n * @param reels Array>\n * @return void\n */\n public initialize(symbols: Symbols, reels: Array>, winAnimator:WinAnimator, teasing?: ContainerElement): void {\n this._teasing = teasing;\n this.winAnimator = winAnimator;\n this._symbols = symbols;\n this.createReels(reels);\n }\n\n /**\n * Set symbols which stopped after reels will be stopped.\n * @method setStoppedSymbolsArray\n * @param value Array\n * @return void\n */\n public setStoppedSymbolsArray(value: Array): void {\n this._stoppedSymbolsArray = value;\n }\n\n /**\n * Show static symbols on reels.\n * @method showSymbols\n * @param reelsData Array\n * @return void\n */\n public showSymbols(reelsData: Array): void {\n if (DEBUG) {\n this.log('showSymbols');\n }\n\n this.actualReelStopped = -1;\n\n if (this._reels != null) {\n for (let i: number = 0; i < this._reelCount; i++) {\n if (reelsData[i] != null) {\n if (this._reels[i] != null) {\n this._reels[i].visible = true;\n this._reels[i].setData(reelsData[i]);\n this._reels[i].showSymbols();\n } else {\n if (DEBUG) {\n this.log('ERROR no reel with index: ' + i);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reelsData with index: ' + i);\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reels');\n }\n }\n }\n\n /**\n * Start spinning reels.\n * @method spinStart\n * @param longRotation boolean\n * @return void\n */\n public spinStart(longRotation?: boolean, useTransform: boolean = false, currentSymbols?: Array>): void {\n if (DEBUG) {\n this.log('spinStart');\n }\n\n ReelExtended.Tease = false;\n\n if (this.maskSprite != null && this._reelsContainer != null) {\n this._reelsContainer.addChild(this.maskSprite);\n this._reelsContainer.mask = this.maskSprite;\n }\n\n this._stoppedFromServer = false;\n this._stoppedFromMachine = false;\n this._stoppedFromLegal = false;\n\n this._startSpinTime = Date.now();\n\n this.visible = true;\n this._reelsContainer.visible = true;\n\n this.actualReelStopped = -1;\n this._stoppedReelIndexes = 0;\n\n if (this._reels != null) {\n for (let i: number = 0; i < this._reelCount; i++) {\n if (this._reels[i] != null) {\n if (this._stoppedSymbolsArray.length > 0) {\n this._reels[i].visible = true;\n this._reels[i].setData(this._stoppedSymbolsArray[i]);\n this._reels[i].currentSymbols = [];\n for(let j=0; j < this._visibleSymbolCount; j++) {\n this._reels[i].currentSymbols.push(currentSymbols[i][j]);\n currentSymbols[i][j] = null;\n }\n this._reels[i].showSymbols(useTransform);\n this._reels[i].spinStart();\n } else {\n if (DEBUG) {\n this.log('ERROR no stopped symbols');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reel with index: ' + i);\n }\n }\n }\n\n if (longRotation != null && longRotation) {\n this._stopTimer.start(this._minSpinRotationLong);\n } else {\n this._stopTimer.start(this._minSpinRotation);\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reels');\n }\n }\n\n PlayList.play((this._teasing != null) ? 'SND_BaseRotationStart' : 'SND_FSRStart');\n PlayList.loop('SND_BaseRotation', 0, true);\n }\n\n protected verifyMinGameRoundDurationConditions(): boolean\n {\n return ((AppContext.gameConfiguration.MinGameRoundDuration > 0 || AppContext.gameConfiguration.GameRoundMinSpan > 0)\n && !ModuleManager.freespinsActive());\n }\n\n /**\n * Stop reels rotation.\n * @method spinStop\n * @param event any - from timer\n * @param force boolean - default false used when spin_stop was dispatch\n * @param fromServer boolean - default false used when spin_stop was dispatch from server\n * @param legal\n * @return void\n */\n public spinStop(event: any, force: boolean = false, fromServer: boolean = false, legal: boolean = false): void {\n if (fromServer) {\n this._stoppedFromServer = true;\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n if (this.verifyMinGameRoundDurationConditions()) {\n this._legalStopTimer = setTimeout(() => this.spinStop(null, false, false, true), this.getLegalRemainingSpinDuration());\n } else {\n this._stoppedFromLegal = true;\n }\n } else if (legal) {\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n this._stoppedFromLegal = true;\n } else {\n this._stopTimer.stop();\n this._stoppedFromMachine = true;\n }\n\n if (force) {\n PlayList.stop('SND_BaseFSTeaser');\n\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n this._stoppedFromLegal = true;\n this._stopTimer.stop();\n this._stoppedFromMachine = true;\n }\n\n if (DEBUG) {\n this.log('spinStop: ' + force);\n }\n\n if (this._stoppedFromServer && this._stoppedFromMachine && this._stoppedFromLegal) {\n if(!ModuleManager.freespinsActive() && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateDataElement(GameData.DataTotalWinDenom, \"0\");\n }\n if (force && this._teasing != null) {\n for(let key in this._teasing.childs) {\n if(this._teasing.childs[key] instanceof SwitchElement) {\n this._teasing.childs[key].goToCase('EMPTY');\n }\n }\n }\n\n this._canTease2 = force ? false : this.checkTeasing(2);\n this._canTease3 = force ? false : this.checkTeasing(3);\n this._canTease4 = force ? false : this.checkTeasing(4);\n\n if (this._reels != null) {\n for (let i: number = 0; i < this._reelCount; i++) {\n if (this._reels[i] != null) {\n if (this._stoppedSymbolsArray.length !== 0) {\n this._reels[i].setData(this._stoppedSymbolsArray[i]);\n\n let stopDelay = this._stopDelay * i;\n let useForceCustomDelay = false;\n\n if (force || (!this._canTease2 && !this._canTease3 && !this._canTease4)) {\n this._reels[i].spinStop(force, stopDelay, useForceCustomDelay);\n } else {\n if (this._canTease2 && this._canTease3 && this._canTease4) {\n if (i === 0 || i === 1) {\n this._reels[i].spinStop(force, stopDelay, useForceCustomDelay);\n }\n } else if (this._canTease3 && this._canTease4) {\n if (i === 0 || i === 1 || i === 2) {\n this._reels[i].spinStop(force, stopDelay, useForceCustomDelay);\n }\n } else if (this._canTease4) {\n if (i === 0 || i === 1 || i === 2 || i === 3) {\n this._reels[i].spinStop(force, stopDelay, useForceCustomDelay);\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no stopped symbols');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reel with index: ' + i);\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reels');\n }\n }\n }\n }\n\n protected checkTeasing(reelIndex: number): boolean {\n // let count = 0;\n //\n // for (let i = 0; i < reelIndex; i++) {\n // for (let j = 0; j <= this._stoppedSymbolsArray[i].symbols.length; j++) {\n // if (this._stoppedSymbolsArray[i].symbols[j] === Settings.SymbolTeasing) {\n // count++\n // }\n // }\n // }\n //\n // return (count >= 2);\n return false;\n }\n\n /**\n * Get remaining time for legal spin duration\n * @method getLegalRemainingSpinDuration\n * @return number\n */\n protected getLegalRemainingSpinDuration(): number {\n if (AppContext.gameConfiguration.GameRoundMinSpan > 0) {\n return this.calculateRemainingSpinDuration(AppContext.gameConfiguration.GameRoundMinSpan);\n }\n\n if (AppContext.gameConfiguration.MinGameRoundDuration > 0) {\n return AppContext.gameConfiguration.MinGameRoundDuration;\n }\n\n return 0;\n }\n\n /**\n * Calculate remaining time for legal spin duration\n * @method calculateRemainingSpinDuration\n * @param minTime: number - minimal spin duration in seconds\n * @return number\n */\n protected calculateRemainingSpinDuration(minTime: number): number {\n const now = Date.now();\n const diff = now - this._startSpinTime;\n const reelStopDuration = this.getReelStopDuration();\n return Math.max(minTime - diff - reelStopDuration, 0);\n }\n\n protected getReelStopDuration(): number {\n return (this._reels[this._reelCount - 1].getStopDuration() / 60) * 1000;\n }\n\n /**\n * Dispatched onMachineStopped when all reels are stopped.\n * @method onReelStopped\n * @param reelIndex number - reel index\n * @return void\n */\n public onReelStopped(reelIndex: number): void {\n if (this._stoppedSymbolsArray[reelIndex].symbols.indexOf(13) !== -1) {\n let count = 0;\n\n for (let i = 0; i <= reelIndex; i++) {\n for (let j = 0; j <= this._stoppedSymbolsArray[i].symbols.length; j++) {\n if (this._stoppedSymbolsArray[i].symbols[j] === Settings.SymbolTeasing) {\n count++\n }\n }\n }\n\n // 3 = symbol limit, 4 = reel count - 1\n if (3 - count <= 4 - reelIndex) {\n PlayList.play('SND_BaseScatter');\n }\n }\n\n this.tease(reelIndex);\n\n PlayList.play('SND_BaseRotationEnd' + reelIndex);\n\n this._stoppedReelIndexes++;\n this.actualReelStopped = reelIndex;\n this._reels[reelIndex].visible = false;\n this.emit(Machine.ReelStopped);\n\n if (this._stoppedReelIndexes === this._reelCount) {\n PlayList.stop('SND_BaseRotation', 10);\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n this._stopTimer.stop();\n if (DEBUG) {\n const old = AppContext.gameConfiguration.MinGameRoundDuration;\n const current = AppContext.gameConfiguration.GameRoundMinSpan;\n const minDuration = current > 0 ? current : (old > 0 ? old : 0);\n const spinDuration = Date.now() - this._startSpinTime;\n\n if ((spinDuration > minDuration) || !this.verifyMinGameRoundDurationConditions()) {\n this.log(\"Spin time duration: \" + spinDuration + ' ms');\n } else {\n console.log('%cError spin time duration:' + spinDuration + ' ms', 'color: #ff9900');\n }\n }\n\n this.emit(Machine.MachineStopped);\n this._reelsContainer.visible = false;\n }\n }\n\n protected tease(reelIndex: number): void {\n switch (reelIndex) {\n case 1:\n if (this._canTease2) {\n ReelExtended.Tease = true;\n this._reels[2].spinTease([13], 90);\n\n PlayList.stop('SND_BaseLoop');\n PlayList.stop('SND_FSLoop');\n PlayList.play('SND_BaseTeaser');\n\n if (this._teasing != null) {\n this._teasing.childs['Teasing3'].goToCase(\"START\");\n }\n }\n\n break;\n case 2:\n if (this._canTease3) {\n ReelExtended.Tease = true;\n this._reels[3].spinTease([13], 90);\n\n if (!this._canTease2) {\n PlayList.stop('SND_BaseLoop');\n PlayList.stop('SND_FSLoop');\n PlayList.play('SND_BaseTeaser');\n }\n\n if (this._teasing != null) {\n if ((this._teasing.childs['Teasing3']).getCurrentCase() == \"LOOP\") {\n (this._teasing.childs['Teasing3']).goToCase(\"STOPPING\");\n }\n (this._teasing.childs['Teasing4']).goToCase(\"START\");\n }\n }\n\n break;\n case 3:\n if (this._canTease4) {\n ReelExtended.Tease = true;\n this._reels[4].spinTease([13], 90);\n\n if (!this._canTease3) {\n PlayList.stop('SND_BaseLoop');\n PlayList.stop('SND_FSLoop');\n PlayList.play('SND_BaseTeaser');\n }\n\n if (this._teasing != null) {\n if ((this._teasing.childs['Teasing4']).getCurrentCase() == \"LOOP\") {\n (this._teasing.childs['Teasing4']).goToCase(\"STOPPING\");\n }\n (this._teasing.childs['Teasing5']).goToCase(\"START\");\n }\n }\n\n break;\n case 4:\n PlayList.stop('SND_BaseTeaser');\n\n if (this._canTease4) {\n\n let count = 0;\n\n for (let i = 0; i <= reelIndex; i++) {\n for (let j = 0; j <= this._stoppedSymbolsArray[i].symbols.length; j++) {\n if (this._stoppedSymbolsArray[i].symbols[j] === Settings.SymbolTeasing) {\n count++\n }\n }\n }\n\n if (count >= 3) {\n PlayList.play('SND_BaseTeaserWin');\n }\n\n if (this._teasing != null) {\n if ((this._teasing.childs['Teasing5']).getCurrentCase() == \"LOOP\") {\n (this._teasing.childs['Teasing5']).goToCase(\"STOPPING\");\n }\n }\n }\n\n break;\n }\n }\n}\n\n/**\n * Can inherit attributes from BaseElement\n */\nexport const MachineAttributes = {\n /*\n * Name of config for machine.\n * @property Configs\n * @type string\n * @default null\n */\n CONFIGS: 'Configs'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Machine.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {Symbol} from './Symbol';\nimport {Symbols} from './Symbols';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {Tweens} from '../Components/Effects/Tweens';\nimport {BaseElement} from '../Components/Elements/Graphics/BaseElement';\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from '../Utils/FrameTimer';\nimport {ReelConfigurationAttributes} from '../Components/Configuration';\nimport {WinAnimator} from \"./WinAnimator\";\n\n/**\n * Class reel represent reel symbols rotation.\n * @class Reel\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class Reel extends BaseElement {\n\n //******************************************************************************************************************\n // EVENTS\n //******************************************************************************************************************\n\n public static readonly ReelStopped: string = 'reelStopped';\n\n //******************************************************************************************************************\n // VARIABLES (CONFIGURE)\n //******************************************************************************************************************\n\n protected preRoll: number;\n\n protected preRollSpeed: number;\n\n protected postRoll: number;\n\n protected postRollSpeed: number;\n\n protected speed: number;\n\n protected forceSpeed: number;\n\n //******************************************************************************************************************\n // VARIABLES (INITIALIZE)\n //******************************************************************************************************************\n\n protected previousReel: Reel;\n\n protected nextReel: Reel;\n\n protected index: number;\n\n protected symbols: Symbols;\n\n protected strip: Array;\n\n protected positionX: number;\n\n protected positionY: number;\n\n protected symbolCount: number;\n\n protected symbolTopCount: number;\n\n protected symbolBottomCount: number;\n\n protected symbolWidth: number;\n\n protected symbolHeight: number;\n\n protected startDelay: number;\n\n protected stopDelay: number;\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected stopTimer: FrameTimerEventEmitter;\n\n public currentSymbols: Array;\n\n protected data: Communication.Game.IReel;\n\n protected shouldBeStopping: boolean;\n\n public isStopping: boolean;\n\n protected stoppingCounter: number;\n\n protected isTeasing: boolean;\n\n protected teasingSymbols: Array;\n\n protected rollSpeed: number;\n\n protected stripIndex: number;\n\n protected winAnimator: WinAnimator;\n\n //******************************************************************************************************************\n // CONFIGURE\n //******************************************************************************************************************\n\n public configure(node: Element): void {\n this.preRoll = node.hasAttribute(ReelConfigurationAttributes.PRE_ROLL) ? parseInt(node.getAttribute(ReelConfigurationAttributes.PRE_ROLL)) : 180;\n this.preRollSpeed = node.hasAttribute(ReelConfigurationAttributes.PRE_ROLL_SPEED) ? parseInt(node.getAttribute(ReelConfigurationAttributes.PRE_ROLL_SPEED)) : 10;\n this.postRoll = node.hasAttribute(ReelConfigurationAttributes.POST_ROLL) ? parseInt(node.getAttribute(ReelConfigurationAttributes.POST_ROLL)) : 180;\n this.postRollSpeed = node.hasAttribute(ReelConfigurationAttributes.POST_ROLL_SPEED) ? parseInt(node.getAttribute(ReelConfigurationAttributes.POST_ROLL_SPEED)) : 5;\n this.speed = node.hasAttribute(ReelConfigurationAttributes.SPEED) ? parseInt(node.getAttribute(ReelConfigurationAttributes.SPEED)) : 3;\n this.forceSpeed = node.hasAttribute(ReelConfigurationAttributes.FORCE_SPEED) ? parseInt(node.getAttribute(ReelConfigurationAttributes.FORCE_SPEED)) : 2;\n }\n\n //******************************************************************************************************************\n // INITIALIZE\n //******************************************************************************************************************\n\n public initialize(previousReel: Reel, nextReel: Reel, index: number, symbols: Symbols, strip: Array, positionX: number, positionY: number, symbolCount: number, symbolTopCount: number, symbolBottomCount: number, symbolWidth: number, symbolHeight: number, startDelay: number, stopDelay: number, winAnimator: WinAnimator): void {\n this.previousReel = previousReel;\n this.nextReel = nextReel;\n this.index = index;\n this.symbols = symbols;\n this.strip = strip;\n this.positionX = positionX;\n this.positionY = positionY;\n this.symbolCount = symbolCount;\n this.symbolTopCount = symbolTopCount;\n this.symbolBottomCount = symbolBottomCount;\n this.symbolWidth = symbolWidth;\n this.symbolHeight = symbolHeight;\n this.startDelay = startDelay;\n this.stopDelay = stopDelay;\n\n this.stopTimer = CreateFrameTimer('reel');\n this.stopTimer.on(FrameTimerEvents.Complete, this.onStopTimerComplete.bind(this));\n\n this.currentSymbols = [];\n\n this.winAnimator = winAnimator;\n }\n\n //******************************************************************************************************************\n // SET DATA\n //******************************************************************************************************************\n\n public setData(data: Communication.Game.IReel) {\n this.data = data;\n }\n\n //******************************************************************************************************************\n // SHOW SYMBOLS\n //******************************************************************************************************************\n\n public showSymbols(useTransform: boolean = false): void {\n this.shouldBeStopping = false;\n this.isStopping = false;\n this.stoppingCounter = 0;\n this.isTeasing = false;\n this.teasingSymbols = [];\n\n this.x = this.positionX;\n this.y = this.positionY;\n\n if (!useTransform) {\n while (this.currentSymbols.length > 0) {\n this.returnSymbol(this.currentSymbols.pop());\n }\n }\n\n for (let i = 0; i < this.symbolBottomCount + this.symbolCount + this.symbolTopCount; i++) {\n let symbolId: number;\n let symbolCase: string;\n\n if (i < this.symbolBottomCount) {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - i - 1 + this.strip.length) % this.strip.length];\n symbolCase = (i === this.symbolBottomCount - 1) ? Symbol.CaseRotation : Symbol.CaseBlur;\n } else if (i < this.symbolBottomCount + this.symbolCount) {\n symbolId = this.data.symbols[this.symbolBottomCount + this.symbolCount - i - 1];\n symbolCase = Symbol.CaseRotation;\n } else {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - i - 1 + this.strip.length) % this.strip.length];\n symbolCase = (i === this.symbolBottomCount + this.symbolCount) ? Symbol.CaseRotation : Symbol.CaseBlur;\n }\n\n if (!useTransform) {\n // when we don't want use symbols from WinAnimator\n this.currentSymbols.unshift(this.getSymbol(symbolId - 1, symbolCase));\n } else {\n // currentSymbols are used from WinAnimator. We only need to add new top and bottom symbols\n if (i === 0) {\n this.currentSymbols.push(this.getSymbol(symbolId - 1, symbolCase));\n } else if (i === (this.symbolBottomCount + this.symbolCount + this.symbolTopCount) - 1) {\n this.currentSymbols.unshift(this.getSymbol(symbolId - 1, symbolCase));\n }\n }\n\n // this.addChild(this.currentSymbols[0]);\n }\n\n for (let i = 0; i < this.currentSymbols.length; i++) {\n this.addChild(this.currentSymbols[i]);\n const symbol = this.currentSymbols[i];\n symbol.x = -symbol.offsetX;\n symbol.y = this.symbolHeight * (i - this.symbolTopCount) - symbol.offsetY;\n }\n }\n\n //******************************************************************************************************************\n // SPIN START\n //******************************************************************************************************************\n\n public spinStart(delay : number = 0): void {\n this.shouldBeStopping = false;\n this.isStopping = false;\n this.stoppingCounter = 0;\n this.isTeasing = false;\n this.teasingSymbols = [];\n this.rollSpeed = this.speed;\n this.stripIndex = (this.data.index - this.symbolTopCount + this.strip.length) % this.strip.length;\n\n this.spinPreRoll(delay);\n }\n\n //******************************************************************************************************************\n // SPIN STOP\n //******************************************************************************************************************\n\n public spinStop(force: boolean = false, customDelay: number = 0): void {\n this.stopTimer.stop();\n\n if (force) {\n this.shouldBeStopping = true;\n this.rollSpeed = this.forceSpeed;\n } else {\n this.stopTimer.start((customDelay !== 0) ? customDelay : this.stopDelay);\n }\n }\n\n protected onStopTimerComplete(): void {\n this.shouldBeStopping = true;\n this.isStopping = true;\n }\n\t\n\tpublic getStopDuration(): number {\n const stoppingSymbols = this.symbolTopCount + this.symbolCount + this.symbolBottomCount - 1;\n return this.stopDelay + (stoppingSymbols * this.speed) + (this.postRollSpeed * 2);\n }\n\n //******************************************************************************************************************\n // SPIN TEASE\n //******************************************************************************************************************\n\n public spinTease(symbols: Array, customDelay: number = 0): void {\n this.shouldBeStopping = false;\n this.isStopping = false;\n this.stoppingCounter = 0;\n this.isTeasing = true;\n this.teasingSymbols = symbols;\n\n this.stopTimer.stop();\n this.stopTimer.start((customDelay !== 0) ? customDelay : this.stopDelay);\n }\n\n //******************************************************************************************************************\n // SPIN PRE ROLL\n //******************************************************************************************************************\n\n protected spinPreRoll(delay : number = 0): void {\n if(this.currentSymbols != null) {\n for(let i: number = 0; i < this.currentSymbols.length; i++) {\n if(this.currentSymbols[i].hasCase('START_ROTATION')) {\n this.currentSymbols[i].goToCase('START_ROTATION');\n }\n }\n }\n \n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.positionX, this.positionX, this.positionX],\n tweenY: [this.positionY, this.positionY - this.preRoll, this.positionY],\n tweenDuration: this.preRollSpeed * 2,\n tweenDelay: delay + this.startDelay,\n callbackFunction: this.spinRoll, callbackScope: this\n });\n }\n\n //******************************************************************************************************************\n // SPIN ROLL\n //******************************************************************************************************************\n\n protected spinRoll(): void {\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.positionX, this.positionX],\n tweenY: [this.positionY, this.positionY + this.symbolHeight],\n tweenDuration: this.rollSpeed,\n callbackFunction: this.updateReel, callbackScope: this\n });\n }\n\n protected updateReel(): void {\n this.returnSymbol(this.currentSymbols.pop());\n\n if (this.shouldBeStopping && !this.isStopping) {\n if (this.previousReel === null) {\n this.isStopping = true;\n } else if (this.previousReel.isStopping) {\n this.isStopping = true;\n }\n }\n\n this.stripIndex = (this.stripIndex - 1 + this.strip.length) % this.strip.length;\n\n let symbolId = this.strip[this.stripIndex];\n let symbolCase = Symbol.CaseBlur;\n\n if (this.isStopping) {\n if (this.stoppingCounter < this.symbolBottomCount) {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1 + this.strip.length) % this.strip.length];\n symbolCase = (this.stoppingCounter === this.symbolBottomCount - 1) ? Symbol.CaseRotation : Symbol.CaseBlur;\n } else if (this.stoppingCounter < this.symbolBottomCount + this.symbolCount) {\n symbolId = this.data.symbols[this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1];\n symbolCase = Symbol.CaseRotation;\n } else {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1 + this.strip.length) % this.strip.length];\n symbolCase = (this.stoppingCounter === this.symbolBottomCount + this.symbolCount) ? Symbol.CaseRotation : Symbol.CaseBlur;\n }\n\n this.stoppingCounter++;\n }\n\n this.currentSymbols.unshift(this.getSymbol(symbolId - 1, symbolCase));\n\n // if(this.isStopping && symbolId==10 && symbolCase == Symbol.CaseRotation){\n // ( this.currentSymbols[0]).elements.childs['Bird'].animate([{name: 'Empty'}]);\n // }\n\n this.addChild(this.currentSymbols[0]);\n\n for (let i = 0; i < this.currentSymbols.length; i++) {\n const symbol = this.currentSymbols[i];\n symbol.x = -symbol.offsetX;\n symbol.y = this.symbolHeight * (i - this.symbolTopCount) - symbol.offsetY;\n }\n\n if (this.isStopping && this.stoppingCounter === this.symbolBottomCount + this.symbolCount + this.symbolTopCount) {\n this.spinPostRoll()\n } else {\n this.spinRoll();\n }\n }\n\n //******************************************************************************************************************\n // SPIN POST ROLL\n //******************************************************************************************************************\n\n protected spinPostRoll(): void {\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.positionX, this.positionX, this.positionX],\n tweenY: [this.positionY, this.positionY + this.postRoll, this.positionY],\n tweenDuration: this.postRollSpeed * 2,\n callbackFunction: this.spinComplete, callbackScope: this\n });\n }\n\n //******************************************************************************************************************\n // SPIN COMPLETE\n //******************************************************************************************************************\n\n protected spinComplete(): void {\n Tweens.removeTweens(this, 'position');\n\n while (this.currentSymbols.length > 0) {\n this.returnSymbol(this.currentSymbols.pop());\n }\n\n this.emit(Reel.ReelStopped, this.index);\n }\n\n //******************************************************************************************************************\n // SYMBOLS\n //******************************************************************************************************************\n\n protected getSymbol(symbolId: number, symbolCase: string): Symbol {\n return this.symbols.getSymbol(symbolId, symbolCase);\n }\n\n protected returnSymbol(symbol: Symbol): void {\n this.symbols.returnSymbol(symbol);\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Reel.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {Reel} from '../GameComponents/Reel';\nimport {Symbol} from '../GameComponents/Symbol';\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {Settings} from \"./Settings\";\nimport {SymbolExtended} from \"./SymbolExtended\";\n\n/**\n * ReelExtended handles:\n * - z-order\n * - usage of Normal instead of Rotation\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ReelExtended extends Reel {\n\n public static TeaseIndex: number = -1;\n public static Tease: boolean = false;\n\n public spinStop(force: boolean = false, customDelay: number = 0, useCustomDelay: boolean = false): void {\n this.stopTimer.stop();\n\n if (force) {\n this.rollSpeed = this.forceSpeed;\n\n if(useCustomDelay) {\n this.stopTimer.start(customDelay);\n } else {\n this.shouldBeStopping = true;\n }\n } else {\n this.stopTimer.start((customDelay !== 0) ? customDelay : this.stopDelay);\n }\n }\n\n //******************************************************************************************************************\n // SPIN PRE ROLL\n //******************************************************************************************************************\n\n protected spinPreRoll(delay : number = 0): void {\n if(this.currentSymbols != null) {\n for(let i: number = 0; i < this.currentSymbols.length; i++) {\n if(this.currentSymbols[i].hasCase('START_ROTATION') && this.currentSymbols[i].getCurrentCase() !== Symbol.CaseEmpty) {\n this.currentSymbols[i].goToCase('START_ROTATION');\n }\n\n if(Settings.SymbolsNoTrim.indexOf(this.currentSymbols[i].id + 1) != -1) {\n this.currentSymbols[i].visible = false;\n }\n }\n }\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.positionX, this.positionX, this.positionX],\n tweenY: [this.positionY, this.positionY - this.preRoll, this.positionY],\n tweenDuration: this.preRollSpeed * 2,\n tweenDelay: delay + this.startDelay,\n callbackFunction: this.spinRoll, callbackScope: this\n });\n }\n\n //******************************************************************************************************************\n // SPIN ROLL\n //******************************************************************************************************************\n\n protected spinRoll(): void {\n if(this.currentSymbols != null) {\n for(let i: number = 0; i < this.currentSymbols.length; i++) {\n if(Settings.SymbolsNoTrim.indexOf(this.currentSymbols[i].id + 1) != -1) {\n this.currentSymbols[i].visible = true;\n }\n }\n }\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.positionX, this.positionX],\n tweenY: [this.positionY, this.positionY + this.symbolHeight],\n tweenDuration: this.rollSpeed,\n callbackFunction: this.updateReel, callbackScope: this\n });\n }\n\n //******************************************************************************************************************\n // SHOW SYMBOLS, SPIN ROLL\n //******************************************************************************************************************\n\n /**\n * Sorts symbols according to their zIndex attribute, if applicable\n */\n sortSymbols() {\n if(!this.symbols.hasZindex) {\n return;\n }\n let addQueue: Symbol[] = [];\n this.currentSymbols.forEach(symbol => {\n addQueue.push(symbol);\n });\n addQueue.sort((a, b) => a.zIndex - b.zIndex);\n addQueue.forEach(symbol => {\n this.addChild(symbol);\n });\n }\n\n showSymbols(useTransform: boolean = false) {\n super.showSymbols(useTransform);\n this.sortSymbols();\n }\n\n protected updateReel(): void {\n this.returnSymbol(this.currentSymbols.pop());\n\n if (this.shouldBeStopping && !this.isStopping) {\n if (this.previousReel === null) {\n this.isStopping = true;\n } else if (this.previousReel.isStopping) {\n this.isStopping = true;\n }\n }\n\n this.stripIndex = (this.stripIndex - 1 + this.strip.length) % this.strip.length;\n\n let symbolId = this.strip[this.stripIndex];\n let symbolCase = Symbol.CaseBlur;\n\n if (this.isStopping) {\n if (this.stoppingCounter < this.symbolBottomCount) {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1 + this.strip.length) % this.strip.length];\n symbolCase = (this.stoppingCounter === this.symbolBottomCount - 1) ? Symbol.CaseRotation : Symbol.CaseBlur;\n } else if (this.stoppingCounter < this.symbolBottomCount + this.symbolCount) {\n symbolId = this.data.symbols[this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1];\n symbolCase = Symbol.CaseRotation;\n\n if (this.data.overlay && this.data.overlay[this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1] != -1) {\n symbolCase = Symbol.CaseEmpty;\n\n if(this.data.transform && this.data.transform[this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1] != -1) {\n symbolCase = Symbol.CaseRotation;\n }\n }\n } else {\n symbolId = this.strip[(this.data.index + this.symbolBottomCount + this.symbolCount - this.stoppingCounter - 1 + this.strip.length) % this.strip.length];\n symbolCase = (this.stoppingCounter === this.symbolBottomCount + this.symbolCount) ? Symbol.CaseRotation : Symbol.CaseBlur;\n }\n\n this.stoppingCounter++;\n }\n\n const symbol = this.getSymbol(symbolId - 1, symbolCase);\n this.currentSymbols.unshift(symbol);\n\n if(this.symbols.hasZindex) {\n let added = false;\n for(let index = 0; index < this.children.length; index++) {\n let child = this.children[index];\n if(child.zIndex >= symbol.zIndex) {\n this.addChildAt(symbol, index);\n added = true;\n break;\n }\n }\n if(!added) {\n this.addChild(symbol);\n }\n } else {\n this.addChild(this.currentSymbols[0]);\n }\n\n for (let i = 0; i < this.currentSymbols.length; i++) {\n const symbol = this.currentSymbols[i];\n symbol.x = -symbol.offsetX;\n symbol.y = this.symbolHeight * (i - this.symbolTopCount) - symbol.offsetY;\n }\n\n if (this.isStopping && this.stoppingCounter === this.symbolBottomCount + this.symbolCount + this.symbolTopCount) {\n this.spinPostRoll()\n } else {\n this.spinRoll();\n }\n }\n\n //******************************************************************************************************************\n // SYMBOLS\n //******************************************************************************************************************\n\n protected getSymbol(symbolId: number, symbolCase: string): Symbol {\n const symbol = super.getSymbol(symbolId, symbolCase);\n\n if (ReelExtended.Tease) {\n // debugger\n if ((symbol.getCurrentCase() === Symbol.CaseBlur) && symbol.id !== Settings.SymbolTeasing) {\n symbol.goToCase(SymbolExtended.CaseTeasingBlur);\n // symbol.alpha = 0.3;\n }\n } else {\n symbol.alpha = 1;\n }\n\n return symbol;\n }\n\n public hasSymbol(symbolId: number): boolean {\n return this.data.symbols.indexOf(symbolId) !== -1;\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/ReelExtended.ts\n **/","export class Settings {\n\n //******************************************************************************************************************\n // SYMBOLS\n //******************************************************************************************************************\n\n public static readonly SymbolTeasing: number = null;\n public static readonly SymbolExtendedTeasing: number = 8;\n public static readonly SymbolWild: number = 8;\n public static readonly SymbolsImpact: Array = [ 7 ];\n public static readonly SymbolsNoTrim: Array = [ ];\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/Settings.ts\n **/","import {engineComponent} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {Symbol} from \"../GameComponents/Symbol\";\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class SymbolExtended extends Symbol\n{\n static CaseTeasingBlur: string = 'TEASING_BLUR';\n static CaseTeasingRotation: string = 'TEASING_ROTATION';\n static CaseTeasingNowin: string = 'TEASING_NOWIN';\n static CaseTeasingNormal: string = 'TEASING_NORMAL';\n static CasePulse: string = 'PULSE';\n static CaseImpactTeaseShine: string = 'IMPACT_TEASE_SHINE';\n\n static CaseWinDelay: string = 'WIN_DELAY';\n\n create(node: Element): void {\n super.create(node);\n }\n\n clone(): Symbol\n {\n let element: SymbolExtended = new SymbolExtended();\n\n element.elements = this.elements.clone();\n element.addChild(element.elements);\n\n element.style = this.style;\n element.offsetX = this.offsetX;\n element.offsetY = this.offsetY;\n element.symbolWidth = this.symbolWidth;\n element.symbolHeight = this.symbolHeight;\n element.visible = this.visible;\n element.case = this.case;\n element.style = this.style;\n element.zIndex = this.zIndex;\n element.type = this.type;\n element.hasWinFrame = this.hasWinFrame;\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n\n getChild(el: string): BaseElement\n {\n if (this.elements.childs.hasOwnProperty(el))\n {\n return this.elements.childs[el];\n }\n\n return null;\n\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/SymbolExtended.ts\n **/","import {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {engineComponent, ArrayUtils} from 'neo-common';\nimport {SwitchElement, SwitchElementAttributes} from \"../Components/Elements/Graphics/SwitchElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class GroupTweens extends BaseElement\n{\n static CaseInit: string = 'INIT';\n static CaseIntro: string = 'INTRO';\n static CaseNormal: string = 'NORMAL';\n static CaseBaseToFreespins: string = 'BASE_TO_FREESPINS';\n static CaseFreespinsToBase: string = 'FREESPINS_TO_BASE';\n static CaseGambleInit: string = 'GAMBLE_INIT';\n static CaseBaseToGamble: string = 'BASE_TO_GAMBLE';\n static CaseGambleToBase: string = 'GAMBLE_TO_BASE';\n\n private _childs : Object;\n private _childsNamesAccepted: Array;\n\n constructor()\n {\n super();\n\n this._childs = [];\n }\n\n public createByNode(node: Element): void {\n super.createByNode(node);\n\n if (node.hasAttribute(GroupTweensAttributes.ELEMENT_NAMES)) {\n this._childsNamesAccepted = node.getAttribute(GroupTweensAttributes.ELEMENT_NAMES).split(';');\n }\n }\n\n public updateByNode(node: Element): void {\n super.updateByNode(node);\n\n if(this._childs && this._childsNamesAccepted) {\n this._childsNamesAccepted.forEach(value => {\n if(this._childs[value]) {\n if(this._childs[value] instanceof BaseElement) {\n let base : BaseElement = (this._childs[value]);\n if(base) {\n base.updateByNode(node);\n\n base.runScaleTween(node);\n base.runAlphaTween(node);\n base.runPositionTween(node);\n base.runRotationTween(node);\n base.runScaleTween(node);\n base.runSkewTween(node);\n base.runTween(node);\n //base.runFilterAlphaTween(node);\n }\n }\n\n // if has parameter CASE for SwitchElement only\n if (node.hasAttribute(GroupTweensAttributes.CASE)) {\n if (this._childs[value] instanceof SwitchElement) {\n this._childs[value].goToCase(node.getAttribute(GroupTweensAttributes.CASE));\n }\n }\n }\n });\n }\n }\n\n public setChilds(childs : Object) : void {\n this._childs = childs;\n }\n}\n\nconst GroupTweensAttributes = {\n ELEMENT_NAMES: 'ElementNames',\n CASE: 'Case'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/GroupTweens.ts\n **/","import {Machine} from \"../GameComponents/Machine\";\nimport {ArrayUtils, engineComponent} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {Symbols} from \"../GameComponents/Symbols\";\nimport {WinAnimator} from \"../GameComponents/WinAnimator\";\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\nimport {Symbol} from \"../GameComponents/Symbol\";\nimport {ReelExtended} from \"./ReelExtended\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\nimport {SymbolExtended} from \"./SymbolExtended\";\nimport {Settings} from \"./Settings\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {ReelConfigurationAttributes} from \"../Components/Configuration\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\nimport {DataManager} from \"../Managers/DataManager\";\nimport {GameData} from \"../Channels/Common/Datas/GameData\";\nimport {SwitchElement} from \"../Components/Elements/Graphics/SwitchElement\";\nimport {FreeRoundBonus} from '../Channels/Common/Bonuses/FreeRoundBonus';\nimport {GameManager} from \"../Managers/GameManager\";\nimport {WinAnimatorExtended} from \"./WinAnimatorExtended\";\nimport {Communication} from \"neo-games\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class MachineExtended extends Machine {\n protected noTrimContainer: ContainerElement;\n\n protected _wasForced: boolean = false;\n\n protected _preRoll: number;\n protected _preRollSpeed: number;\n\n private _quickStopDelay: number = 10;\n\n private backupMask: PIXI.Graphics | PIXI.Sprite;\n\n /**\n * Get attributes from configuration and set up supported properties.\n * @method configurate\n * @param node is Element from xml\n * @return void\n */\n protected configurate(node: Element): void {\n super.configurate(node);\n\n this._preRoll = node.hasAttribute(ReelConfigurationAttributes.PRE_ROLL) ? parseInt(node.getAttribute(ReelConfigurationAttributes.PRE_ROLL)) : 180;\n this._preRollSpeed = node.hasAttribute(ReelConfigurationAttributes.PRE_ROLL_SPEED) ? parseInt(node.getAttribute(ReelConfigurationAttributes.PRE_ROLL_SPEED)) : 10;\n\n if (node.hasAttribute('StopDelay')) {\n this._quickStopDelay = this._stopDelay;\n }\n\n if (node.hasAttribute(MachineExtendedAttributes.QUICK_STOP_DELAY)) {\n this._quickStopDelay = parseInt(node.getAttribute(MachineExtendedAttributes.QUICK_STOP_DELAY));\n }\n\n if(this.mask) {\n this.disabledMask();\n }\n }\n\n /**\n * Initialize reference correct symbols and create reels.\n * @method initialize\n * @param symbols Symbols\n * @param reels Array>\n * @return void\n */\n public initialize(symbols: Symbols, reels: Array>, winAnimator:WinAnimator, teasing?: ContainerElement, noTrimContainer?: ContainerElement): void {\n super.initialize(symbols, reels, winAnimator, teasing);\n\n this.noTrimContainer = noTrimContainer;\n }\n\n /**\n * Start spinning reels.\n * @method spinStart\n * @param longRotation boolean\n * @return void\n */\n public spinStart(longRotation?: boolean, useTransform: boolean = false, currentSymbols?: Array>, retriggerRotation? : boolean): void {\n if (DEBUG) {\n this.log('spinStart');\n }\n\n ReelExtended.Tease = false;\n ReelExtended.TeaseIndex = -1;\n\n this.enabledMask();\n\n if (this.maskSprite != null && this._reelsContainer != null) {\n this._reelsContainer.addChild(this.maskSprite);\n this._reelsContainer.mask = this.maskSprite;\n }\n\n this._stoppedFromServer = false;\n this._stoppedFromMachine = false;\n this._stoppedFromLegal = false;\n\t\t\n\t\tthis._startSpinTime = Date.now();\n\t\t\n this._wasForced = false;\n\n this.visible = true;\n this._reelsContainer.visible = true;\n\n this.actualReelStopped = -1;\n this._stoppedReelIndexes = 0;\n\n let delay = 0;\n if (ModuleManager.freespinsActive() && GameManager.freespinsResponse.wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0) {\n delay = 30;\n }\n\n if (this._reels != null) {\n for (let i: number = 0; i < this._reelCount; i++) {\n if (this._reels[i] != null) {\n if (this._stoppedSymbolsArray.length > 0) {\n this._reels[i].visible = true;\n this._reels[i].setData(this._stoppedSymbolsArray[i]);\n this._reels[i].currentSymbols = [];\n for (let j = 0; j < this._visibleSymbolCount; j++) {\n this.spinNoTrimSymbol(currentSymbols[i][j], i);\n this._reels[i].currentSymbols.push(currentSymbols[i][j]);\n currentSymbols[i][j] = null;\n }\n this._reels[i].showSymbols(useTransform);\n this._reels[i].spinStart(delay);\n } else {\n if (DEBUG) {\n this.log('ERROR no stopped symbols');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reel with index: ' + i);\n }\n }\n }\n\n if (retriggerRotation === true) {\n this._stopTimer.start(delay + this._retriggerSpinRotation);\n } else {\n if (longRotation != null && longRotation) {\n this._stopTimer.start(delay + this._minSpinRotationLong);\n } else {\n this._stopTimer.start(delay + this._minSpinRotation);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reels');\n }\n }\n\n PlayList.play((this._teasing != null) ? 'SND_BaseRotationStart' : 'SND_FSRStart');\n PlayList.loop('SND_BaseRotation', 30, true);\n }\n\n /**\n * Stop reels rotation.\n * @method spinStop\n * @param event any - from timer\n * @param force boolean - default false used when spin_stop was dispatch\n * @param fromServer boolean - default false used when spin_stop was dispatch from server\n * @param legal\n * @return void\n */\n public spinStop(event: any, force: boolean = false, fromServer: boolean = false, legal: boolean = false): void {\n if (fromServer) {\n this._stoppedFromServer = true;\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n if (this.verifyMinGameRoundDurationConditions()) {\n this._legalStopTimer = setTimeout(() => this.spinStop(null, false, false, true), this.getLegalRemainingSpinDuration());\n } else {\n this._stoppedFromLegal = true;\n }\n } else if (legal) {\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n this._stoppedFromLegal = true;\n } else {\n this._stopTimer.stop();\n this._stoppedFromMachine = true;\n }\n\n if (force) {\n PlayList.stop('SND_BaseFSTeaser');\n\n if (this._legalStopTimer != null) {\n clearTimeout(this._legalStopTimer);\n }\n this._stoppedFromLegal = true;\n this._stopTimer.stop();\n this._stoppedFromMachine = true;\n this._wasForced = true;\n }\n\n if (DEBUG) {\n this.log('spinStop ' + this._wasForced);\n }\n\n if (this._stoppedFromServer && this._stoppedFromMachine && this._stoppedFromLegal) {\n if(!ModuleManager.freespinsActive() && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateDataElement(GameData.DataTotalWinDenom, \"0\");\n }\n\n if (this._wasForced && this._teasing != null) {\n for(let key in this._teasing.childs) {\n if(this._teasing.childs[key] instanceof SwitchElement) {\n this._teasing.childs[key].goToCase('EMPTY');\n }\n }\n }\n\n this._canTease3 = this._wasForced ? false : this.checkTeasing(3);\n\n if (this._reels != null) {\n for (let i: number = 0; i < this._reelCount; i++) {\n if (this._reels[i] != null) {\n if (this._stoppedSymbolsArray.length !== 0) {\n this._reels[i].setData(this._stoppedSymbolsArray[i]);\n\n let stopDelay = this._stopDelay * i;\n let useForceCustomDelay = false;\n\n if (this._wasForced || (!this._canTease2 && !this._canTease3 && !this._canTease4)) {\n this._reels[i].spinStop(this._wasForced, this._wasForced ? this._quickStopDelay * i : stopDelay, this._wasForced ? true : useForceCustomDelay);\n } else {\n if (this._canTease3) {\n if (i === 0 || i === 1 || i === 2) {\n this._reels[i].spinStop(this._wasForced, this._wasForced ? this._quickStopDelay * i : stopDelay, this._wasForced ? true : useForceCustomDelay);\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no stopped symbols');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reel with index: ' + i);\n }\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no reels');\n }\n }\n }\n }\n\n public onReelStopped(reelIndex: number): void {\n super.onReelStopped(reelIndex);\n\n if (this._stoppedReelIndexes === this._reelCount) {\n this.disabledMask();\n this.visible = false;\n PlayList.stop('SND_BaseTeaser');\n }\n }\n\n protected spinNoTrimSymbol(symbol: Symbol, reelIndex: number): void {\n if (this.noTrimContainer) {\n if (symbol != null && (Settings.SymbolsNoTrim.indexOf(symbol.id + 1) != -1)) {\n const symbolClone = symbol.clone();\n symbolClone.position.x = symbol.position.x;\n symbolClone.position.y = symbol.position.y;\n this.noTrimContainer.addChild(symbolClone);\n\n symbolClone.goToCase(Symbol.CaseRotation);\n\n Tweens.positionTween(symbolClone, {\n tweenDelay: this._startDelay * reelIndex,\n tweenX: [symbolClone.x, symbolClone.x, symbolClone.x],\n tweenY: [symbolClone.y, symbolClone.y - this._preRoll, symbolClone.y],\n tweenDuration: this._preRollSpeed * 2,\n callbackFunction: (): void => {\n this.noTrimContainer.removeChild(symbolClone);\n }\n });\n }\n }\n }\n\n\n protected checkTeasing(reelIndex: number): boolean {\n if (reelIndex != 3) {\n return false;\n }\n let middleSymbols = this.getMiddleSymbols();\n\n let possible = true;\n let lastId: number = -1;\n for(let i = 0; i < reelIndex; i++) {\n if(lastId < 0 && middleSymbols[i] != 9) {\n lastId = middleSymbols[i];\n }\n if(lastId >= 0 && middleSymbols[i] != lastId && middleSymbols[i] != 9) {\n possible = false;\n break;\n }\n }\n return possible;\n }\n\n private getMiddleSymbols(): number[]\n {\n return this._stoppedSymbolsArray.map(reel => reel.symbols[1]);\n }\n\n protected tease(reelIndex: number) {\n let wins = (ModuleManager.freespinsActive() ? GameManager.freespinsResponse.wins : GameManager.baseResponse.wins);\n let fsWin = wins && wins.length > 0 && wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0\n\n switch (reelIndex) {\n case 2:\n if (this._canTease3) {\n ReelExtended.Tease = true;\n ReelExtended.TeaseIndex = 2;\n let middleSymbols = this.getMiddleSymbols();\n this._reels[3].spinTease(\n [1, 2, 3, 4, 5, 6, 7, 8, 9],\n middleSymbols[0] === Settings.SymbolExtendedTeasing && middleSymbols[1] === Settings.SymbolExtendedTeasing\n ? 200\n : 110\n );\n\n PlayList.setVolume('SND_BaseLoop', 0);\n PlayList.setVolume('SND_FSLoop', 0);\n PlayList.play('SND_BaseTeaser');\n\n if (this._teasing != null) {\n (this.winAnimator).setActiveElementCaseArray([\n WinAnimatorExtended.CaseTeasing\n ]);\n\n this._teasing.childs['Teasing4'].goToCase(\"START\");\n }\n }\n break;\n case 3:\n if (this._canTease3) {\n let count = 0;\n ReelExtended.TeaseIndex = 3;\n for (let i = 0; i <= reelIndex; i++) {\n for (let j = 0; j <= this._stoppedSymbolsArray[i].symbols.length; j++) {\n if (this._stoppedSymbolsArray[i].symbols[j] === Settings.SymbolTeasing) {\n count++\n }\n }\n }\n\n if (this._teasing != null) {\n if ((this._teasing.childs['Teasing4']).getCurrentCase() == \"LOOP\") {\n (this._teasing.childs['Teasing4']).goToCase(\"STOPPING\");\n }\n }\n }\n\n if (ReelExtended.Tease) {\n if (fsWin) {\n PlayList.play('SND_BaseTeaserWin');\n PlayList.stop('SND_BaseLoop');\n // PlayList.stop('SND_FSLoop');\n } else {\n PlayList.play('SND_BaseTeaserFail');\n }\n\n PlayList.resetVolume('SND_FSLoop');\n PlayList.resetVolume('SND_BaseLoop');\n\n (this.winAnimator).setActiveElementCaseArray([\n WinAnimatorExtended.CaseNormal\n ]);\n } else if (this._wasForced && fsWin) {\n PlayList.play('SND_BaseTeaserWin');\n }\n\n break;\n }\n }\n\n private disabledMask(): void {\n if(this.mask) {\n this.backupMask = this.mask;\n this.mask.visible = false;\n this.mask = null;\n }\n }\n\n private enabledMask(): void {\n if(this.backupMask && this.mask === null) {\n this.mask = this.backupMask;\n this.mask.visible = true;\n }\n }\n}\n\nexport const MachineExtendedAttributes = {\n QUICK_STOP_DELAY: \"QuickStopDelay\",\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/MachineExtended.ts\n **/","import {engineComponent, NumberUtils} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {WinAnimator} from '../GameComponents/WinAnimator';\nimport {Symbols} from \"../GameComponents/Symbols\";\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\nimport {SwitchElement} from \"../Components/Elements/Graphics/SwitchElement\";\nimport {BaseView} from \"../GameComponents/Base/BaseView\";\nimport {Paylines} from \"../GameComponents/Paylines\";\nimport {FreespinsView} from \"../GameComponents/Freespins/FreespinsView\";\nimport {Communication} from 'neo-games';\nimport {Symbol} from \"../GameComponents/Symbol\";\nimport {Payline} from \"../GameComponents/Payline\";\nimport {ImageTextCounterElement} from \"../Components/Elements/Texts/ImageTextCounterElement\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {BetManager} from \"../Managers/BetManager\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\nimport {AppContext} from \"../../Common/AppContext\";\nimport {WinType} from \"neo-games/Engine/Communication/Game/Types/WinType\";\nimport {ImageElement} from \"../Components/Elements/Graphics/ImageElement\";\nimport {ReelExtended} from \"./ReelExtended\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\nimport {DataManager} from \"../Managers/DataManager\";\nimport {GameManager} from \"../Managers/GameManager\";\nimport {CustomUtils} from \"../Utils/CustomUtils\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class WinAnimatorExtended extends WinAnimator {\n private _paylines: Paylines;\n private _cycleAnimationName: string = \"Value\";\n private _paylineWinDelay: number = 40;\n private _paylineWinEndDelay: number = 80;\n\n private _activeElementsNames: Array = [];\n private _activeElements: Array = [];\n private _activeElementsCase: string;\n\n public static readonly CaseNormal = \"NORMAL\";\n protected static readonly CaseWin = \"WIN\";\n protected static readonly CaseMiddleLineWin = \"MIDDLE_LINE_WIN\";\n protected static readonly CaseNoWin = \"NOWIN\";\n protected static readonly CaseHighWin = \"HIGHWIN\";\n public static readonly CaseTeasing = \"TEASING\";\n public static readonly CaseTeasingStop = \"TEASING_STOP\";\n\n // private _counterTimer: FrameTimerEventEmitter;\n private _currentWinIndex = 0;\n private _counter : ImageTextCounterElement;\n private _flare : ImageElement;\n private _doubleWin : SwitchElement;\n // private _counterFinished : boolean = false;\n private currentCounterStep: number;\n\n protected static readonly ShowFirstWinsStep = 'showFirstWinsStep';\n protected static readonly EndFirstWinsStep = 'endFirstWinsStep';\n protected static readonly FinishWin = 'finishWin';\n\n\n private _bgElementName: string = \"\";\n private _bgWinsIndex: Array;\n private _bgScaleX: number = 1;\n private _bgScaleXMul: number = 0;\n private _bgScaleXRankFrom: number = 0;\n private _bgScaleXRankTo: number = 0;\n\n constructor() {\n super();\n // this._counterTimer = CreateFrameTimer('_counterTimer');\n // this._counterTimer.on(FrameTimerEvents.Complete, this.counterWins.bind(this));\n }\n\n configure(node: Element): void {\n super.configure(node);\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.CYCLE_ANIMATION)) {\n this._cycleAnimationName = node.getAttribute(WinAnimatorExtendedAttributes.CYCLE_ANIMATION);\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.ACTIVE_ELEMENTS)) {\n this._activeElementsNames = node.getAttribute(WinAnimatorExtendedAttributes.ACTIVE_ELEMENTS).split(';');\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_WINS_INDEX)) {\n let stringIndex = node.getAttribute(WinAnimatorExtendedAttributes.BG_WINS_INDEX);\n\n if(stringIndex != null) {\n this._bgWinsIndex = stringIndex.split(';').map(value => parseInt(value));\n }\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_ELEMENT_NAME)) {\n this._bgElementName = node.getAttribute(WinAnimatorExtendedAttributes.BG_ELEMENT_NAME);\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_SCALE_X)) {\n this._bgScaleX = parseFloat(node.getAttribute(WinAnimatorExtendedAttributes.BG_SCALE_X));\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_SCALE_X_MULTIPLIER)) {\n this._bgScaleXMul = parseFloat(node.getAttribute(WinAnimatorExtendedAttributes.BG_SCALE_X_MULTIPLIER));\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_RANK_FROM)) {\n this._bgScaleXRankFrom = parseFloat(node.getAttribute(WinAnimatorExtendedAttributes.BG_RANK_FROM));\n }\n\n if (node.hasAttribute(WinAnimatorExtendedAttributes.BG_RANK_TO)) {\n this._bgScaleXRankTo = parseFloat(node.getAttribute(WinAnimatorExtendedAttributes.BG_RANK_TO));\n }\n }\n\n initialize(symbols: Symbols, paylines?: Paylines, noWinSymbolsContainer?: ContainerElement, symbolsContainer?: ContainerElement, parent?: BaseView | FreespinsView): void {\n this._paylines = paylines;\n\n super.initialize(symbols, paylines, noWinSymbolsContainer, symbolsContainer);\n\n if (!this.value && this._cycleAnimationName && this.childs[this._cycleAnimationName]) {\n this.value = this.childs[this._cycleAnimationName];\n this.animationsContainer.addChild(this.value);\n }\n\n if(parent) {\n this._activeElementsNames.forEach(elementName => {\n if (parent.childs[elementName] && parent.childs[elementName] instanceof SwitchElement) {\n this._activeElements.push(parent.childs[elementName]);\n }\n });\n\n this._doubleWin = parent.getChildElementByName(\"DoubleWin\");\n\n let middleground = parent.getChildElementByName(\"Middleground\");\n let goldenLine = middleground.getChildElementByName(\"GoldenLine\");\n let beamContainer = goldenLine.getChildElementByName(\"BeamContainer\");\n let beam = beamContainer.getChildElementByName(\"Beam\");\n\n var addFilter= new PIXI.filters.VoidFilter();\n addFilter.blendMode = CustomUtils.getBlendMode(PIXI.BLEND_MODES.ADD);\n beam.filters = [addFilter];\n }\n\n if (this.childs[\"Flare\"]) {\n this._flare = this.childs[\"Flare\"];\n this.addChild(this._flare);\n }\n\n if (this.childs[\"Counter\"]) {\n this._counter = this.childs[\"Counter\"];\n this.addChild(this._counter);\n }\n\n\n }\n\n\n //******************************************************************************************************************\n // SYMBOLS\n //******************************************************************************************************************\n\n /**\n * Sorts symbols according to their zIndex attribute, if applicable\n */\n private sortSymbols(): void {\n if(!this.symbols.hasZindex) {\n return;\n }\n let addQueue: Symbol[] = [];\n this.symbolsContainer.children.forEach(symbol => {\n addQueue.push(symbol);\n });\n addQueue.sort((a, b) => a.zIndex - b.zIndex);\n addQueue.forEach(symbol => {\n this.addChild(symbol);\n });\n }\n\n showSymbols(reelsData: Array) {\n super.showSymbols(reelsData);\n this.sortSymbols();\n }\n\n // public symbolsGoToTeasing(reelIndex: number, isSecondChance: boolean): void {\n // for (let i = 0; i < reelIndex; i++) {\n // for (let j = 0; j < this.currentSymbols[i].length; j++) {\n // const symbol = this.currentSymbols[i][j];\n // if (symbol !== null) {\n // if(isSecondChance) {\n // if (this.allowSymbolGoToCase(i, j, Symbol.CaseNowin)) {\n // const currentCaseType = symbol.getCurrentCase();\n //\n // if (Symbol.CaseNowin !== currentCaseType) {\n // symbol.goToCase(Symbol.CaseNowin);\n // }\n // }\n // } else {\n // if (symbol.id !== Settings.SymbolTeasing-1 && this.allowSymbolGoToCase(i, j, Symbol.CaseNowin)) {\n // const currentCaseType = symbol.getCurrentCase();\n //\n // if (Symbol.CaseNowin !== currentCaseType) {\n // symbol.goToCase(Symbol.CaseNowin);\n // }\n // } else if(symbol.id === Settings.SymbolTeasing-1 && this.allowSymbolGoToCase(i, j, SymbolExtended.CaseTeasingNormal)) {\n // const currentCaseType = symbol.getCurrentCase();\n //\n // if (SymbolExtended.CaseTeasingNormal !== currentCaseType) {\n // symbol.goToCase(SymbolExtended.CaseTeasingNormal);\n // }\n // }\n // }\n // }\n // }\n // }\n // }\n\n onReelStopped(reelsData: Array, reelIndex: number) {\n super.onReelStopped(reelsData, reelIndex);\n\n // if(ReelExtended.TeaseIndex === this.reelCount-1 && reelIndex === this.reelCount-2) {\n // this.symbolsGoToTeasing(this.reelCount-1, false);\n // }\n\n if(ReelExtended.Tease) {\n for (let i = 0; i < this.currentSymbols.length - 1; i++) {\n for (let j = 0; j < this.currentSymbols[i].length; j++) {\n const symbol = this.currentSymbols[i][j];\n // if (symbol !== null && symbol.id !== Settings.SymbolTeasing - 1) {\n if (symbol != null && j != 1) {\n symbol.goToCase(Symbol.CaseNowin);\n }\n\n }\n }\n\n if(reelIndex == this.reelCount-1) {\n for (let i = 0; i < this.currentSymbols.length - 1; i++) {\n for (let j = 0; j < this.currentSymbols[i].length; j++) {\n const symbol = this.currentSymbols[i][j];\n // if (symbol !== null && symbol.id !== Settings.SymbolTeasing - 1) {\n if (symbol != null && j != 1) {\n symbol.goToCase(Symbol.CaseNormal);\n }\n\n }\n }\n }\n }\n\n if(this.currentSymbols[reelIndex]) {\n this.currentSymbols[reelIndex].forEach((symbol, symbolIndex) => {\n if(ReelExtended.Tease && symbol.hasCase(\"IMPACT_TEASE\") && symbolIndex != 1 && reelIndex != this.reelCount-1) {\n symbol.goToCase(\"IMPACT_TEASE\");\n } else if(symbol.hasCase(\"IMPACT\")) {\n symbol.goToCase(\"IMPACT\");\n }\n });\n }\n this.sortSymbols();\n }\n\n //******************************************************************************************************************\n // WINS\n //******************************************************************************************************************\n\n showWins(wins: Array, win: number): boolean {\n let ret = super.showWins(wins, win);\n let middleLineWin = wins.filter(win => win.type == Communication.Game.WinType.freeSpins).length > 0;\n if (win > 0) {\n this._paylines.visible = true;\n\n if(this.currentMultiplierIndex > 1) {\n // priority: HIGH + number -> HIGH -> WIN\n this.setActiveElementCaseArray([\n WinAnimatorExtended.CaseHighWin + this.currentMultiplierIndex,\n WinAnimatorExtended.CaseHighWin,\n middleLineWin ? WinAnimatorExtended.CaseMiddleLineWin : WinAnimatorExtended.CaseWin\n ]);\n } else {\n // priority: WIN\n this.setActiveElementCaseArray([\n middleLineWin ? WinAnimatorExtended.CaseMiddleLineWin : WinAnimatorExtended.CaseWin\n ]);\n }\n } else {\n // priority: NOWIN\n this.setActiveElementCaseArray([\n WinAnimatorExtended.CaseNoWin\n ]);\n }\n\n return ret;\n }\n\n protected showFirstWins(): void {\n if(this.currentWin === BetManager.Bet) {\n super.showFirstWins();\n } else if (this.currentMultiplierIndex < 2) {\n this.currentCounterStep = 0;\n\n this.startTimer(WinAnimatorExtended.ShowFirstWinsStep, 15);\n } else {\n super.showFirstWins();\n }\n }\n\n protected showFirstWinsStep(): void {\n // PlayList.stop(\"SND_BaseLoop\", 10);\n // PlayList.stop(\"SND_FSLoop\", 10);\n\n const win = this.currentWins[this.currentCounterStep];\n\n if(!win) {\n this.currentCounterStep--;\n this.startTimer(WinAnimatorExtended.FinishWin, 0);\n return;\n }\n\n if (win.type != Communication.Game.WinType.Cash) {\n this.currentCounterStep++;\n this.showFirstWinsStep();\n\n return;\n }\n\n this.allPaylinesGoToCase(Payline.CaseNowin);\n this.allSymbolsGoToCase(Symbol.CaseNowin, true);\n\n for (let i = 0; i < this.currentWins.length; i++) {\n this.winPaylineGoToCase(i, Payline.CaseNormal);\n this.winSymbolsGoToCase(i, Symbol.CaseNormal, false);\n }\n\n this.winPaylineGoToCase(this.currentCounterStep, Payline.CaseWin);\n const symbols = this.winSymbolsGoToCase(this.currentCounterStep, Symbol.CaseWin, false);\n\n this.runCounterStep();\n\n this.currentCounterStep++;\n\n if(this.currentWin / BetManager.Bet > 1) {\n this.startTimer((this.currentCounterStep < this.currentWins.length) ? WinAnimatorExtended.ShowFirstWinsStep : WinAnimatorExtended.FinishWin, this._paylineWinDelay);\n } else {\n this.startTimer((this.currentCounterStep < this.currentWins.length) ? WinAnimatorExtended.ShowFirstWinsStep : WinAnimatorExtended.FinishWin, 0);\n }\n }\n\n private getCounterStep(): number {\n return ((0.8 - 0.5) / this.currentWins.length) + 0.01;\n }\n\n protected runCounterStep(): void {\n this._counter.visible = true;\n this._flare.visible = true;\n\n PlayList.play('SND_BaseWinCounterStep' + Math.min(this.currentCounterStep + 1, 18));\n\n\n let amountFrom = '0';\n let amountTo = '0';\n\n for (let i = 0; i <= this.currentCounterStep; i++) {\n const win = this.currentWins[i];\n\n if (win.type === Communication.Game.WinType.Cash) {\n if (i < this.currentCounterStep) {\n amountFrom = NumberUtils.add(amountFrom, this.currentWins[i].amount);\n }\n\n amountTo = NumberUtils.add(amountTo, this.currentWins[i].amount);\n }\n }\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n ImageTextCounterElement.Round = true;\n this._counter.start(parseInt((NumberUtils.devide(amountFrom, BetManager.CoinSize)).toString()), parseInt((NumberUtils.devide(amountTo, BetManager.CoinSize)).toString()), 0);\n } else {\n ImageTextCounterElement.Round = false;\n this._counter.start(parseFloat(amountFrom), parseFloat(amountTo), 0);\n }\n\n const step = this.getCounterStep();\n\n Tweens.removeTweens(this._counter, 'all');\n Tweens.removeTweens(this._flare, 'all');\n Tweens.alphaTween(this._counter, {\n alphas: [this._counter.alpha, 1],\n tweenDuration: 20\n });\n Tweens.alphaTween(this._flare, {\n alphas: [this._flare.alpha, 0.8],\n tweenDuration: 20\n });\n\n Tweens.scaleTween(this._counter, {\n tweenValues: [\n new PIXI.Point(0.7 + step * this.currentCounterStep, 0.7 + step * this.currentCounterStep),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.7 + step * (this.currentCounterStep + 1), 0.7 + step * (this.currentCounterStep + 1))\n ],\n tweenDuration: 40,\n tweenEase: 'backInOut'\n });\n Tweens.scaleTween(this._flare, {\n tweenValues: [\n new PIXI.Point(0.7 + step * this.currentCounterStep, 0.7 + step * this.currentCounterStep),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.75 + step * (this.currentCounterStep + 1), 0.75 + step * (this.currentCounterStep + 1)),\n new PIXI.Point(0.7 + step * (this.currentCounterStep + 1), 0.7 + step * (this.currentCounterStep + 1))\n ],\n tweenDuration: 40,\n tweenEase: 'backInOut'\n });\n }\n\n protected runCounterOutro(reset: boolean = false): void {\n if(this.currentMultiplierIndex > 1 || this.currentWin === undefined || this.currentWin === null) {\n return;\n }\n\n // this.counter.glowAsWin();\n\n if (AppContext.gameConfiguration.UseCoins && BetManager.CoinSize != null) {\n ImageTextCounterElement.Round = true;\n this._counter.start(0, parseInt((NumberUtils.devide(this.currentWin, BetManager.CoinSize)).toString()), 0);\n } else {\n ImageTextCounterElement.Round = false;\n this._counter.start(0, this.currentWin, 0);\n }\n\n let counterSize = 0.7 + this.getCounterStep() * (reset ? this.currentWins.length : this.currentCounterStep);\n\n\n let finish = (reset: boolean = false) => {\n if (reset) {\n PlayList.play('SND_BaseWinCounterFinal');\n\n Tweens.scaleTween(this._counter, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 0.2, counterSize + 0.2),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 15,\n tweenDelay: 0\n });\n\n Tweens.scaleTween(this._flare, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 0.2, counterSize + 0.2),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 15,\n tweenDelay: 0\n });\n\n }\n\n Tweens.alphaTween(this._counter, {\n alphas: [1, 0],\n tweenDuration: 20,\n tweenDelay: 30,\n callbackFunction: params => {\n if (reset) {\n // PlayList.play('SND_BaseWinCounterFinal');\n }\n\n PlayList.play('SND_BaseWinAway');\n },\n callbackType: 'onStart'\n });\n Tweens.alphaTween(this._flare, {\n alphas: [0.8, 0],\n tweenDuration: 20,\n tweenDelay: 30,\n });\n Tweens.scaleTween(this._flare, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 1, counterSize + 1)\n ],\n tweenDuration: 20,\n tweenDelay: 30,\n callbackType: 'onComplete'\n });\n Tweens.scaleTween(this._counter, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 1, counterSize + 1)\n ],\n tweenDuration: 20,\n tweenDelay: 30,\n callbackFunction: params => {\n this._counter.visible = false;\n this._flare.visible = false;\n\n let response = GameManager.baseResponse;\n if (ModuleManager.freespinsActive() ) {\n response = GameManager.freespinsResponse;\n }\n if (response && response.wins && response.wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0) {\n this.setActiveElementCaseArray([\n \"FS_WIN\"\n ]);\n\n for (var i = 0; i < response.wins.length; i++) {\n if (response.wins[i].type == Communication.Game.WinType.freeSpins) {\n this.winSymbolsGoToCase(i, Symbol.CaseWin, false);\n break;\n }\n }\n }\n },\n callbackType: 'onComplete'\n });\n };\n\n Tweens.removeTweens(this._counter, 'all');\n Tweens.removeTweens(this._flare, 'all');\n if (reset) {\n finish(true);\n } else {\n if(this.currentWin / BetManager.Bet <= 1) {\n Tweens.scaleTween(this._flare, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 20,\n tweenDelay: 0,\n });\n Tweens.scaleTween(this._counter, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 20,\n tweenDelay: 0,\n callbackFunction: finish\n });\n } else {\n Tweens.scaleTween(this._flare, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 0.2, counterSize + 0.2),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 15,\n tweenDelay: 20,\n });\n Tweens.scaleTween(this._counter, {\n tweenValues: [\n new PIXI.Point(counterSize, counterSize),\n new PIXI.Point(counterSize + 0.2, counterSize + 0.2),\n new PIXI.Point(counterSize, counterSize)\n ],\n tweenDuration: 15,\n tweenDelay: 20,\n callbackFunction: finish\n });\n }\n Tweens.alphaTween(this._counter, {\n alphas: [this._counter.alpha, 1],\n tweenDuration: 5,\n tweenDelay: 0,\n callbackFunction: params => {\n PlayList.play('SND_BaseWinCounterFinal');\n },\n callbackType: 'onStart'\n });\n Tweens.alphaTween(this._flare, {\n alphas: [this._flare.alpha, 0.8],\n tweenDuration: 5,\n tweenDelay: 0\n });\n }\n }\n\n\n protected winSymbolsGoToCaseAsCustom(winIndex: number, caseType: string): Array {\n const win = this.currentWins[winIndex];\n const symbols: Array = [];\n\n for (let i = 0; i < this.reelCount; i++) {\n const symbol = this.currentSymbols[i][1];\n symbol.goToCase(caseType);\n\n this.symbolsContainer.addChild(symbol);\n\n symbols.push(symbol);\n }\n\n return symbols;\n }\n\n onTimerComplete(): void {\n this.timer.stop();\n\n switch (this.timerStatus) {\n case WinAnimatorExtended.ShowFirstWinsStep:\n this.showFirstWinsStep();\n break;\n case WinAnimatorExtended.EndFirstWinsStep:\n this.emit(WinAnimator.FinishWinAnimator);\n this.currentCycle = 0;\n this.cycleWins(true);\n break;\n case WinAnimatorExtended.FinishWin:\n this.finishWin();\n break;\n default:\n super.onTimerComplete();\n break;\n }\n }\n\n protected finishWin(): void {\n this.emit(WinAnimator.FinishWinCalculation);\n\n this.runCounterOutro();\n\n this.startTimer(WinAnimatorExtended.EndFirstWinsStep, this._paylineWinEndDelay);\n }\n\n protected showCustomWin(): boolean {\n\n let response = GameManager.baseResponse;\n if (ModuleManager.freespinsActive() ) {\n response = GameManager.freespinsResponse;\n }\n\n if (response.gameMultiplier > 1) {\n this._doubleWin.goToCase(\"PLAY\");\n this._doubleWin.once(\"finishAnimation\", () => {\n this.showFirstWins();\n });\n\n return true;\n }\n\n return false;\n }\n\n\n protected finishFirstWins() {\n super.finishFirstWins();\n let response = GameManager.baseResponse;\n if (ModuleManager.freespinsActive() ) {\n response = GameManager.freespinsResponse;\n }\n if (response.wins && response.wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0) {\n this.setActiveElementCaseArray([\n \"FS_WIN\"\n ]);\n\n for (var i = 0; i < response.wins.length; i++) {\n if (response.wins[i].type == Communication.Game.WinType.freeSpins) {\n this.winSymbolsGoToCase(i, Symbol.CaseWin, false);\n break;\n }\n }\n }\n }\n\n// private counterWins(index : number = 0, sum : number = 0) {\n // // let animation = this.animations[this.getAnimationIndex()];\n //\n // if (index == this.currentWins.length) {\n // this.onAnimationComplete();\n // return;\n // }\n //\n // // animation.visible = true;\n //\n // let win = this.currentWins[index];\n //\n // this.winSymbolsGoToCase(index, Symbol.CaseWin, false);\n // this.winPaylineGoToCase(index, Payline.CaseWin);\n //\n // this._counter.start(sum + win.amount, sum + win.amount);\n // this._counter.visible = true;\n // this._counter.alpha = 1;\n // // animation.play(sum + win.amount);\n //\n // // Tweens.removeTweens(this._counter, 'all');\n // // Tweens.alphaTween(this._counter, {\n // // alphas: [this._counter.alpha, 1],\n // // tweenDuration: 20\n // // });\n //\n // Tweens.scaleTween(this._counter, {\n // tweenValues: [\n // new PIXI.Point(0.5 + (index * 0.3 / (this.currentWins.length + 1)), 0.5 + (index * 0.3 / (this.currentWins.length + 1))),\n // new PIXI.Point(0.55 + (index * 0.3 / (this.currentWins.length + 1)), 0.55 + (index * 0.3 / (this.currentWins.length + 1))),\n // new PIXI.Point(0.55 + (index * 0.3 / (this.currentWins.length + 1)), 0.55 + (index * 0.3 / (this.currentWins.length + 1))),\n // new PIXI.Point(0.55 + (index * 0.3 / (this.currentWins.length + 1)), 0.55 + (index * 0.3 / (this.currentWins.length + 1))),\n // new PIXI.Point(0.5 + (index * 0.3 / (this.currentWins.length + 1)), 0.5 + (index * 0.3 / (this.currentWins.length + 1)))\n // ],\n // tweenDuration: 55,\n // tweenEase: 'backInOut'\n // });\n //\n // this._counterTimer.start(60, ++index, sum + win.amount);\n // }\n //\n // private counterOutro(reset : boolean = false) {\n // if (this.currentWins && this.currentWins.length > 0) {\n //\n // Tweens.removeTweens(this._counter, 'all');\n //\n // this._counter.start(this.currentWin, this.currentWin);\n //\n // Tweens.alphaTween(this._counter, {\n // alphas: [1, 0],\n // tweenDuration: 20,\n // tweenDelay: 20,\n // // callbackFunction: params => {\n // // if (reset) {\n // // PlayList.stop('SND_BaseWinFinal');\n // // }\n // // PlayList.play('SND_BaseWinAway');\n // // },\n // // callbackType: 'onStart'\n // });\n // Tweens.scaleTween(this._counter, {\n // tweenValues: [\n // new PIXI.Point(0.5 + ((this.currentWins.length - 1) * 0.3 / (this.currentWins.length + 1)), 0.5 + ((this.currentWins.length - 1) * 0.3 / (this.currentWins.length + 1))),\n // new PIXI.Point(0.5 + ((this.currentWins.length - 1) * 0.3 / (this.currentWins.length + 1)) + 1, 0.5 + ((this.currentWins.length - 1) * 0.3 / (this.currentWins.length + 1)) + 1)\n // ],\n // tweenDuration: 20,\n // tweenDelay: 20,\n // callbackType: \"onComplete\",\n // callbackFunction: () => {\n // if (!reset) {\n // super.onAnimationComplete();\n // }\n // }\n // });\n // }\n // }\n\n // protected onAnimationComplete() {\n // if (this.getAnimationIndex() < 2) {\n // this._counterFinished = true;\n // this.counterOutro();\n // } else {\n // super.onAnimationComplete();\n // }\n // }\n\n//******************************************************************************************************************\n // RESET\n //******************************************************************************************************************\n\n public reset(showLastSymbols: boolean, spin = false): boolean {\n this._paylines.visible = false;\n\n // if (!this._counterFinished) {\n // this.counterOutro(true);\n // }\n //\n // this._counterTimer.stop();\n\n switch (this.timerStatus) {\n case WinAnimatorExtended.ShowFirstWinsStep:\n this.runCounterOutro(true);\n break;\n case WinAnimatorExtended.FinishWin:\n this.runCounterOutro(true);\n this.currentCounterStep = null;\n this.timerStatus = null;\n this.currentCycle = 0;\n break;\n case WinAnimatorExtended.EndFirstWinsStep:\n this.currentCounterStep = null;\n this.timerStatus = null;\n this.currentCycle = 0;\n break;\n }\n\n this.setActiveElementCaseArray([\n WinAnimatorExtended.CaseNormal\n ]);\n\n return super.reset(showLastSymbols, spin);\n }\n\n //******************************************************************************************************************\n // ACTIVE ELEMENTS\n //******************************************************************************************************************\n\n /**\n * Attempts to switch all Active Elements to the earliest case from array the element can be switched to.\n * Elements with no case from the list are ignored.\n * @param s Array of names of cases to try to switch to\n * @param emitEvent\n * @param delay Switch delay\n */\n public setActiveElementCaseArray(s: Array, emitEvent: boolean = false, delay?: number) {\n if(!s.length) {\n return;\n }\n if(!this.visible) {\n return;\n }\n this._activeElementsCase = s[0];\n this._activeElements.forEach(element => {\n for(let i = 0; i < s.length; i++) {\n if(element.hasCase(s[i])) {\n element.goToCase(s[i], emitEvent, delay);\n break;\n }\n }\n });\n }\n\n /**\n * Attempts to switch all Active Elements to the given case if they have this case.\n * Elements without the case are ignored.\n * @param s Case name\n * @param emitEvent\n * @param delay\n */\n private setActiveElementCase(s: string, emitEvent: boolean = false, delay?: number) {\n if(!this.visible) {\n return;\n }\n\n this._activeElementsCase = s;\n this._activeElements.forEach(element => {\n if(element.hasCase(s)) {\n element.goToCase(s, emitEvent, delay);\n }\n });\n }\n\n /**\n * Returns last case switched to, or the first case from a list switched to.\n */\n private getActiveElementCase(): string {\n return this._activeElementsCase;\n }\n\n\n protected cycleWins(isFirst: boolean = false) {\n if (ModuleManager.freespinsEnabled() || (ModuleManager.freespinsActive() && this.isLastFreespin()) || this.hasFreespinWin()) {\n return;\n }\n\n if (DataManager.Autoplay == false) {\n PlayList.setVolume(\"SND_BaseLoop\", 0);\n }\n if(!ModuleManager.freespinsEnabled() && !ModuleManager.freespinsActive()) {\n PlayList.setVolume(\"SND_FSLoop\", 0);\n }\n\n\n super.cycleWins(isFirst);\n }\n\n private isLastFreespin(): boolean {\n if (DataManager.GameLimit) {\n return true;\n }\n\n return (\n GameManager.freespinsResponse.freeSpins != null &&\n GameManager.freespinsResponse.freeSpins.remainingCount != null &&\n GameManager.freespinsResponse.freeSpins.remainingCount === 0\n );\n }\n private hasFreespinWin(): boolean {\n let response = GameManager.baseResponse;\n if (ModuleManager.freespinsActive() ) {\n response = GameManager.freespinsResponse;\n }\n\n return response.wins && response.wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0;\n }\n\n public calculationCounter(actualCounterValue: string): void {\n console.log(\"....calc:...\" + actualCounterValue);\n\n if(actualCounterValue == null || actualCounterValue == \"\"\n || this._bgWinsIndex == null || this._bgScaleX === 0 || this._bgScaleXMul === 0 || this._bgElementName == null)\n {\n return;\n }\n\n let counterLength: number = actualCounterValue.length;\n let aniIndex: number = this.getAnimationIndex();\n\n if(this._bgWinsIndex.indexOf(aniIndex) === -1 || aniIndex == null) {\n return;\n }\n\n let elements: ContainerElement = this.animations[aniIndex].getElements();\n\n if(counterLength > 0 && elements) {\n // let bgElementPath = this._bgElementName.split('.');\n // for (let i = 0; i < bgElementPath.length; i++) {\n // let tmpEl = elements.getChildElementByName(bgElementPath[i]);\n // if (tmpEl) {\n // elements = tmpEl;\n // } else {\n // break;\n // }\n // }\n let conBg = elements.getChildElementByName(\"ConBg\");\n if (conBg) {\n let middle = (conBg).getChildElementByName(\"Middle\");\n\n if(middle && middle instanceof PIXI.Sprite) {\n if(this._bgScaleXRankTo == 0 || this._bgScaleXRankTo < this._bgScaleXRankFrom) {\n this._bgScaleXRankTo = counterLength;\n }\n\n if(counterLength <= this._bgScaleXRankFrom) { // reset to default scale\n middle.scale.x = this._bgScaleX;\n // left.position.x = (middle.pivot.x * (this._bgScaleX - 1)) * -1;\n // right.position.x = middle.pivot.x * (this._bgScaleX - 1);\n } else if(counterLength <= this._bgScaleXRankTo){\n let newScaleX: number = (this._bgScaleX + ((counterLength - this._bgScaleXRankFrom) * this._bgScaleXMul)); // basic scale + (add scale * rank)\n (middle).scale.x = newScaleX;\n // left.position.x = (middle.pivot.x * (newScaleX - 1)) * -1;\n // right.position.x = middle.pivot.x * (newScaleX - 1);\n\n // console.log(newScaleX);\n // console.log(middle.width);\n // console.log(left.position);\n\n //console.log(\".......newScaleX: \" + newScaleX);\n } else {\n let newScaleX: number = (this._bgScaleX + ((this._bgScaleXRankTo - this._bgScaleXRankFrom) * this._bgScaleXMul)); // basic scale + (add scale * rank)\n (middle).scale.x = newScaleX;\n // left.position.x = (middle.pivot.x * (newScaleX - 1)) * -1;\n // right.position.x = middle.pivot.x * (newScaleX - 1);\n }\n }\n }\n\n\n }\n }\n}\n\nexport const WinAnimatorExtendedAttributes = {\n CYCLE_ANIMATION: \"CycleAnimation\",\n ACTIVE_ELEMENTS: \"ActiveElements\",\n\n /**\n * Dynamic scale for win counter.\n * BgElementName - name of scale element (tween object: ContainerElement...)\n * BgWinsIndex - indexes of all accepted wins (which wins will be scaling)\n * BgScaleX - base (start) scale of element\n * BgScaleXMultiplier - multiplication of rank scaleX by one step\n * BgRankFrom - start scale rank of counter\n * BgRankTo - end scale rank of counter\n * @property SymbolToWildTimeY\n * @type number\n * @default 1\n */\n BG_ELEMENT_NAME: \"BgElementName\",\n BG_WINS_INDEX: \"BgWinsIndex\",\n BG_SCALE_X: \"BgScaleX\",\n BG_SCALE_X_MULTIPLIER: \"BgScaleXMultiplier\",\n BG_RANK_FROM: \"BgRankFrom\",\n BG_RANK_TO: \"BgRankTo\"\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/WinAnimatorExtended.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication} from 'neo-games';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\nimport {ContainerElement} from '../../Components/Elements/Graphics/ContainerElement';\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from '../../Utils/FrameTimer';\nimport {Paylines} from '../Paylines';\nimport {Symbols} from '../Symbols';\nimport {Machine} from '../Machine';\nimport {SwitchElement} from '../../Components/Elements/Graphics/SwitchElement';\nimport {StageController} from '../../Components/StageController';\nimport {WinAnimator} from '../WinAnimator';\nimport {FreespinsController} from './FreespinsController';\nimport {GameManager} from '../../Managers/GameManager';\nimport {PlayList} from '../../Components/Sounds/PlayList';\nimport {HtmlController} from '../../HTMLComponents/HtmlController';\nimport {DataManager} from '../../Managers/DataManager';\nimport {Tweens} from '../../Components/Effects/Tweens';\nimport {WinAnimatorExtendedFS} from \"../../CustomComponents/WinAnimatorExtendedFS\";\nimport {GroupTweens} from \"../../CustomComponents/GroupTweens\";\nimport {AmbientBackground} from '../../Utils/AmbientBackground';\nimport {MachineExtended} from \"../../CustomComponents/MachineExtended\";\nimport {Symbol} from \"../Symbol\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {SymbolExtended} from \"../../CustomComponents/SymbolExtended\";\nimport {GameModules} from \"neo-games/Engine/Communication/Game/GameModules\";\nimport {ImageElement} from \"../../Components/Elements/Graphics/ImageElement\";\nimport {TimelineElement} from \"../../Components/Elements/Graphics/TimelineElement\";\nimport {Scaling} from \"../../Utils/Scaling\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class FreespinsView extends ContainerElement {\n\n static INTRO_DELAY: number = 0;\n static OUTRO_DELAY: number = 30;\n\n private _containerHeight: number = 1080;\n\n private _controller: FreespinsController;\n\n private _introDelay: FrameTimerEventEmitter;\n private _outroDelay: FrameTimerEventEmitter;\n private _enableDelay: FrameTimerEventEmitter;\n private _retriggerDelay: FrameTimerEventEmitter;\n\n private _paylines: Paylines;\n private _symbols: Symbols;\n private _machine: MachineExtended;\n private _winAnimator: WinAnimatorExtendedFS;\n private _noWinContainer: ContainerElement;\n private _winContainer: ContainerElement;\n private _groupTweens: SwitchElement;\n private _blurContainer: SwitchElement;\n private _respinFX: TimelineElement;\n private _middleground: SwitchElement;\n\n private _fsMessageStart: HTMLElement;\n private _fsMessageEnd: HTMLElement;\n private _fsMessageEndNoWin: HTMLElement;\n\n private modeSetting: { Landscape?: Node, Portrait?: Node, Extended?: Node } = {};\n\n public static wasRespin: boolean = false;\n\n constructor() {\n super();\n\n this._introDelay = CreateFrameTimer('introDelay');\n this._introDelay.on(FrameTimerEvents.Complete, this.introFinished.bind(this));\n\n this._outroDelay = CreateFrameTimer('outroDelay');\n this._outroDelay.on(FrameTimerEvents.Complete, this.outroFinished.bind(this));\n\n this._enableDelay = CreateFrameTimer('enableDelay');\n this._enableDelay.on(FrameTimerEvents.Complete, this.enableDelay.bind(this));\n\n this._retriggerDelay = CreateFrameTimer('retriggerDelay');\n this._retriggerDelay.on(FrameTimerEvents.Complete, this.retriggerDelay.bind(this));\n\n StageController.freespinsStageContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n if(node.hasAttribute(\"Height\")) {\n this._containerHeight = parseInt(node.getAttribute(\"Height\"));\n }\n\n if (this.childs != null) {\n for (let key in this.childs) {\n if (this.childs[key] instanceof Paylines) {\n this._paylines = this.childs[key];\n this._paylines.reset();\n }\n\n if (this.childs[key] instanceof Symbols) {\n this._symbols = this.childs[key];\n this.removeChild(this._symbols);\n }\n\n if (this.childs[key] instanceof MachineExtended) {\n this._machine = this.childs[key];\n }\n\n if (this.childs[key] instanceof WinAnimatorExtendedFS) {\n this._winAnimator = this.childs[key];\n }\n\n if (key === 'BlurContainer' && this.childs[key] instanceof SwitchElement) {\n this._blurContainer = this.childs[key];\n }\n\n if(key === \"RespinFX\" && this.childs[key] instanceof TimelineElement) {\n this._respinFX = this.childs[key];\n }\n\n if (key === 'NoWinContainer' && this.childs[key] instanceof ContainerElement) {\n this._noWinContainer = this.childs[key];\n }\n\n if (key === 'WinContainer' && this.childs[key] instanceof ContainerElement) {\n this._winContainer = this.childs[key];\n }\n\n if (key === 'Middleground' && this.childs[key] instanceof SwitchElement) {\n this._middleground = this.childs[key];\n }\n\n if (key === 'GroupTweens' && this.childs[key] instanceof SwitchElement) {\n this._groupTweens = this.childs[key]; // SwitchElement with 2 elements of GroupTweens\n }\n }\n\n // set childs to GroupTweens object\n if (this._groupTweens) {\n let groupTweenElements : Object = this._groupTweens.getChildElements();\n if (groupTweenElements) {\n for (let key in groupTweenElements) {\n if (groupTweenElements.hasOwnProperty(key)) {\n if (groupTweenElements[key] instanceof GroupTweens) {\n (groupTweenElements[key]).setChilds(this.childs);\n }\n }\n }\n }\n }\n\n this._fsMessageStart = document.getElementById('fsMessageStart');\n this._fsMessageEnd = document.getElementById('fsMessageEnd');\n this._fsMessageEndNoWin = document.getElementById('fsMessageEndNoWin');\n\n //prevent first animation on page load\n this._fsMessageStart.classList.add('_noAnim');\n this._fsMessageEnd.classList.add('_noAnim');\n this._fsMessageEndNoWin.classList.add('_noAnim');\n\n if (DEBUG) {\n if (this._paylines == null) {\n this.log('WARNING no paylines');\n }\n\n if (this._symbols == null) {\n this.log('ERROR no symbols');\n }\n\n if (this._machine == null) {\n this.log('ERROR no machine');\n }\n\n if (this._winAnimator == null) {\n this.log('WARNING no winAnimator');\n }\n\n if (this._fsMessageStart == null) {\n this.log('ERROR no fsMessageStart');\n }\n\n if (this._fsMessageEnd == null) {\n this.log('ERROR no fsMessageEnd');\n }\n\n if (this._fsMessageEndNoWin == null) {\n this.log('ERROR no fsMessageEndNoWin');\n }\n }\n }\n\n for(let i = 0; i < node.childNodes.length; i++) {\n const child = node.childNodes[i];\n if(child.nodeName === \"Landscape\") {\n this.modeSetting.Landscape = child;\n }\n if(child.nodeName === \"Portrait\") {\n this.modeSetting.Portrait = child;\n }\n if(child.nodeName === \"Extended\") {\n this.modeSetting.Extended = child;\n }\n }\n\n Scaling.registerResizeCallback(this.setMode.bind(this));\n }\n\n initReceived(controller: FreespinsController): void {\n if (DEBUG) {\n this.log('initReceived');\n }\n\n this._controller = controller;\n\n if (this._symbols != null) {\n if (this._machine != null) {\n if (GameManager.freespinsResponse != null) {\n if (GameManager.freespinsResponse.initData != null && GameManager.freespinsResponse.initData.reels !== null) {\n this._machine.on(Machine.ReelStopped, this.onReelStopped.bind(this));\n this._machine.on(Machine.MachineStopped, this.machineStopped.bind(this));\n this._machine.initialize(this._symbols, GameManager.freespinsResponse.initData.reels, this._winAnimator, this.childs['Teasing'], this.childs['NoTrimContainer']);\n }\n\n if (this._winAnimator != null) {\n this._winAnimator.on(WinAnimator.FinishWinCalculation, this.finishWinCalculation.bind(this));\n this._winAnimator.on(WinAnimator.FinishWinAnimator, this.finishWinAnimator.bind(this));\n this._winAnimator.initialize(this._symbols, this._paylines, this._noWinContainer, this._winContainer, this);\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no freespin reponse');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no machine');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no symbols');\n }\n }\n\n this.visible = false;\n }\n\n initIntro(): void {\n StageController.baseStage = false;\n StageController.freespinStage = true;\n\n // this.allSwitchElementToCase(\"INIT_INTRO\");\n if((GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) ||\n (GameManager.freespinsResponse.freeSpins.totalCount == 1 && GameManager.freespinsResponse.freeSpins.remainingCount == 1)) {\n FreespinsView.wasRespin = true;\n if(GameManager.freespinsResponse.freeSpins.remainingCount > 0) {\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, \"RESPIN_INIT\");\n }\n }\n\n this._machine.setStoppedSymbolsArray(GameManager.freespinsResponse.screen.reels);\n this._winAnimator.showSymbols(GameManager.freespinsResponse.screen.reels);\n this._winAnimator.showInitWins(GameManager.freespinsResponse.wins, GameManager.freespinsResponse.currentWin);\n\n this.visible = true;\n\n AmbientBackground.changeAmbientBackground('color-1', 0);\n\n this.retrigger(true);\n\n if (this.isLastFreespin()) {\n if(!FreespinsView.wasRespin) {\n PlayList.stop('SND_FSLoop');\n PlayList.loop('SND_FSWait');\n PlayList.play('SND_FSEnd');\n\n if (GameManager.freespinsResponse.totalWin > 0) {\n if (this._fsMessageEnd != null && this._fsMessageEnd.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEnd.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEnd.classList.remove('_noAnim');\n }\n } else {\n if (this._fsMessageEndNoWin != null && this._fsMessageEndNoWin.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEndNoWin.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEndNoWin.classList.remove('_noAnim');\n }\n }\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, \"END\");\n }\n } else {\n PlayList.loop('SND_FSLoop');\n }\n }\n\n spin(afterRetrigger : boolean = false): void {\n StageController.baseStage = false;\n StageController.freespinStage = true;\n\n PlayList.stop('SND_BaseRecapLoop');\n PlayList.resetVolume(\"SND_BaseLoop\");\n PlayList.loop('SND_FSLoop', 15).resetVolume();\n\n if (this._fsMessageStart != null && !this._fsMessageStart.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageStart.classList.add(HtmlController.DisabledClass);\n ModuleManager.hideMessage(Communication.Game.GameModules.Freespins);\n }\n\n this._machine.spinStart(this._winAnimator.reset(true, true),true, this._winAnimator.currentSymbols);\n }\n\n stop(): void {\n this._machine.spinStop(null, true);\n }\n\n startReceived(): void {\n this._enableDelay.stop();\n if (this._fsMessageStart != null && !this._fsMessageStart.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageStart.classList.add(HtmlController.DisabledClass);\n }\n\n if(GameManager.freespinsResponse.freeSpins.remainingCount != 1) {\n ModuleManager.hideMessage(Communication.Game.GameModules.Base);\n }\n\n PlayList.stop('SND_FSWait');\n PlayList.stop('SND_FSWaitIn');\n\n this._machine.setStoppedSymbolsArray(GameManager.freespinsResponse.screen.reels);\n this._winAnimator.showSymbols(GameManager.freespinsResponse.screen.reels);\n this._winAnimator.reset(true);\n }\n\n spinReceived(): void {\n this._machine.setStoppedSymbolsArray(GameManager.freespinsResponse.screen.reels);\n this._machine.spinStop(null, false, true);\n }\n\n onReelStopped(): void {\n this._winAnimator.onReelStopped(GameManager.freespinsResponse.screen.reels, this._machine.actualReelStopped);\n }\n\n public getRandom(min: number, max: number): number\n {\n return Math.random() * (max - min) + min;\n }\n\n machineStopped(): void\n {\n this._controller.machineStopped();\n\n if(!FreespinsView.wasRespin || (GameManager.freespinsResponse && GameManager.freespinsResponse.freeSpins && GameManager.freespinsResponse.freeSpins.remainingCount > 0)) {\n if (this._winAnimator.showWins(GameManager.freespinsResponse.wins, GameManager.freespinsResponse.currentWin)) {\n PlayList.stop('SND_FSLoop');\n }\n }\n\n if (GameManager.freespinsResponse.currentWin === 0) {\n if (this.isLastFreespin()) {\n PlayList.stop('SND_FSLoop');\n PlayList.loop('SND_FSWait');\n PlayList.play('SND_FSEnd');\n\n if(!FreespinsView.wasRespin) {\n if (GameManager.freespinsResponse.totalWin > 0) {\n if (this._fsMessageEnd != null && this._fsMessageEnd.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEnd.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEnd.classList.remove('_noAnim');\n\n }\n } else {\n if (this._fsMessageEndNoWin != null && this._fsMessageEndNoWin.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEndNoWin.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEndNoWin.classList.remove('_noAnim');\n }\n }\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, \"END\");\n }\n }\n }\n }\n\n finishWinCalculation(): void {\n this._controller.winCalculationFinished();\n }\n\n finishWinAnimator(): void {\n this._controller.allWinsFinished();\n\n if (this.isLastFreespin()) {\n PlayList.stop('SND_FSLoop');\n PlayList.loop('SND_FSWait');\n PlayList.play('SND_FSEnd');\n\n if(!FreespinsView.wasRespin) {\n if (GameManager.freespinsResponse.totalWin > 0) {\n if (this._fsMessageEnd != null && this._fsMessageEnd.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEnd.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEnd.classList.remove('_noAnim');\n }\n } else {\n if (this._fsMessageEndNoWin != null && this._fsMessageEndNoWin.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEndNoWin.classList.remove(HtmlController.DisabledClass);\n this._fsMessageEndNoWin.classList.remove('_noAnim');\n }\n }\n\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, \"END\");\n }\n } else {\n // PlayList.loop('SND_FSLoop');\n let wins = GameManager.freespinsResponse.wins;\n let fsWin = wins && wins.length > 0 && wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0\n if (!DataManager.Autoplay && !fsWin) {\n // PlayList.stop('SND_FSLoop');\n }\n }\n\n this.retrigger();\n }\n\n intro(long: boolean = false, previousModule: string): void {\n StageController.freespinStage = true;\n\n if(this._groupTweens) {\n this._groupTweens.goToCase(GroupTweens.CaseBaseToFreespins);\n }\n\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n FreespinsView.wasRespin = true;\n } else {\n FreespinsView.wasRespin = false;\n }\n\n this.visible = true;\n\n this._introDelay.start(FreespinsView.INTRO_DELAY);\n }\n\n introFinished(): void {\n StageController.baseStage = false;\n StageController.freespinStage = true;\n\n this.visible = true;\n\n PlayList.resetVolume(\"SND_FSLoop\");\n PlayList.loop('SND_FSLoop');\n\n this._controller.introFinished();\n }\n\n outro(): void {\n StageController.freespinStage = true;\n\n this.visible = true;\n\n AmbientBackground.changeAmbientBackground('base', 90);\n\n if(!FreespinsView.wasRespin) {\n PlayList.stop('SND_FSLoop');\n PlayList.stop('SND_FSWait');\n }\n PlayList.play('SND_Transition');\n\n if (this._fsMessageEnd != null && !this._fsMessageEnd.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEnd.classList.add(HtmlController.DisabledClass);\n }\n\n if(!FreespinsView.wasRespin) {\n if (this._fsMessageEndNoWin != null && !this._fsMessageEndNoWin.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageEndNoWin.classList.add(HtmlController.DisabledClass);\n }\n }\n\n if(this._groupTweens) {\n this._groupTweens.goToCase(GroupTweens.CaseFreespinsToBase);\n }\n\n this._outroDelay.start(FreespinsView.wasRespin ? 0 : FreespinsView.OUTRO_DELAY);\n }\n\n outroFinished(): void {\n StageController.freespinStage = false;\n\n this.visible = false;\n\n // this.allSwitchElementToCase(\"EMPTY\");\n\n this._winAnimator.reset(true);\n\n this._controller.outroFinished();\n }\n\n enable(intro : boolean = false): void {\n // PlayList.play('SND_FSWin');\n PlayList.loop('SND_FSWaitIn');\n PlayList.stop('SND_BaseRecapLoop');\n\n if (intro) {\n this.enableDelay(true);\n } else {\n this._enableDelay.start(70);\n }\n }\n\n enableDelay(intro : boolean = false): void {\n if((GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) ||\n (GameManager.freespinsResponse.freeSpins.totalCount == 1 && GameManager.freespinsResponse.freeSpins.remainingCount == 1)) {\n ModuleManager.showMessage(Communication.Game.GameModules.Base, \"RESPIN\");\n PlayList.stop(\"SND_FSLoop\");\n PlayList.resetVolume(\"SND_FSLoop\");\n FreespinsView.wasRespin = true;\n } else {\n ModuleManager.showMessage(Communication.Game.GameModules.Base, \"NORMAL\");\n FreespinsView.wasRespin = false;\n\n if (this._fsMessageStart != null && this._fsMessageStart.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageStart.classList.remove(HtmlController.DisabledClass);\n this._fsMessageStart.classList.remove(\"_noAnim\");\n }\n }\n }\n\n // retrigger feature\n private retrigger(init : boolean = false): void {\n if (!this.isLastFreespin()) {\n if (GameManager.freespinsResponse.wins != null && GameManager.freespinsResponse.wins.length > 0) {\n for (let i: number = 0; i < GameManager.freespinsResponse.wins.length; i++) {\n if (GameManager.freespinsResponse.wins[i].type === Communication.Game.WinType.freeSpins) {\n if (this._fsMessageStart != null && this._fsMessageStart.classList.contains(HtmlController.DisabledClass)) {\n if (init) {\n this.retriggerDelay(true);\n } else {\n this._retriggerDelay.start(60);\n }\n\n }\n }\n }\n }\n }\n }\n\n private retriggerDelay(force : boolean = false) {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1 && FreespinsView.wasRespin) {\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, \"RESPIN\");\n } else {\n FreespinsView.wasRespin = false;\n let added = 0;\n if(GameManager.freespinsResponse.wins && GameManager.freespinsResponse.wins.length) {\n GameManager.freespinsResponse.wins.forEach(win => {\n if(win.customData && !isNaN(win.customData.count)) {\n added += win.customData.count;\n }\n });\n }\n ModuleManager.showMessage(Communication.Game.GameModules.Freespins, added == 1 ? \"RETRIGGER_SINGLE\" : \"RETRIGGER\");\n this._fsMessageStart.classList.remove(HtmlController.DisabledClass);\n this._fsMessageStart.classList.remove(\"_noAnim\");\n }\n }\n\n private isLastFreespin(): boolean {\n if (DataManager.GameLimit) {\n return true;\n }\n\n return (\n GameManager.freespinsResponse.freeSpins != null &&\n GameManager.freespinsResponse.freeSpins.remainingCount != null &&\n GameManager.freespinsResponse.freeSpins.remainingCount === 0\n );\n }\n\n private allSwitchElementToCase(caseType: string): void\n {\n for(let key in this.childs) {\n if(this.childs[key] instanceof SwitchElement) {\n let elem: SwitchElement = this.childs[key];\n\n if(elem.hasCase(caseType)) {\n elem.goToCase(caseType);\n }\n }\n }\n }\n\n showMessage(type : \"NORMAL\" | \"END\" | \"RETRIGGER\" | \"RETRIGGER_SINGLE\" | \"FORCE\" | \"RESPIN\" | \"RESPIN_INIT\" ): void {\n if((type == \"RESPIN\" || type == \"RESPIN_INIT\") && this._respinFX) {\n this._blurContainer.visible = false;\n this._respinFX.visible = true;\n this._respinFX.play();\n }\n\n this._blurContainer.visible = true;\n this._blurContainer.goToCase(\"SHOW_\" + type);\n this._middleground.goToCase(\"FS_MESSAGE_SHOWN\");\n }\n\n hideMessage(): void {\n if (this._fsMessageStart != null && !this._fsMessageStart.classList.contains(HtmlController.DisabledClass)) {\n this._fsMessageStart.classList.add(HtmlController.DisabledClass);\n }\n this._blurContainer.goToCase(FreespinsView.wasRespin ? \"HIDE_RESPIN\" : \"HIDE\");\n }\n\n public calculationCounter(actualCounterValue: string): void {\n if(this._winAnimator) {\n this._winAnimator.calculationCounter(actualCounterValue);\n }\n }\n\n private setMode = function(mode: \"landscape\" | \"portrait\" | \"extended\") {\n switch (mode) {\n case \"extended\":\n if(this.modeSetting.Extended) {\n this.updateByNode(this.modeSetting.Extended);\n break;\n }\n case \"portrait\":\n if(this.modeSetting.Portrait) {\n this.updateByNode(this.modeSetting.Portrait);\n break;\n }\n case \"landscape\":\n if(this.modeSetting.Landscape) {\n this.updateByNode(this.modeSetting.Landscape);\n }\n break;\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Freespins/FreespinsView.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {WinAnimatorExtended} from \"./WinAnimatorExtended\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class WinAnimatorExtendedFS extends WinAnimatorExtended {\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/WinAnimatorExtendedFS.ts\n **/","import {engineComponent, NumberUtils} from 'neo-common';\nimport {ClientHost, Communication, GameEngine, Platforms} from 'neo-games';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../Utils/FrameTimer\";\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {BaseActions} from \"../Common/Actions/BaseActions\";\nimport {UserControls} from \"../Common/UserControls/UserControls\";\nimport {HtmlController} from \"../../HTMLComponents/HtmlController\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {Paytable} from \"../Common/Paytable/Paytable\";\nimport {GameData} from \"../Common/Datas/GameData\";\nimport {GameActions} from \"../Common/Actions/GameActions\";\nimport {BaseController} from \"../../GameComponents/Base/BaseController\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {BalanceManager} from \"../../Managers/BalanceManager\";\nimport {LimitDialog} from \"../Common/Dialogs/LimitDialog\";\nimport {ResponsibleDialog1} from \"../Common/Dialogs/ResponsibleDialog1\";\nimport {FreeRoundBonus} from '../Common/Bonuses/FreeRoundBonus';\nimport {Jackpot} from \"../Common/Bonuses/Jackpot\";\nimport {BetHigherThanMinDialog} from \"../Common/Dialogs/BetHigherThanMinDialog\";\nimport {FreeRoundBonusDialog} from \"../Common/Dialogs/FreeRoundBonusDialog\";\nimport {FreespinsView} from \"../../GameComponents/Freespins/FreespinsView\";\n\nvar GameModules = Communication.Game.GameModules;\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class MobileBaseUserControls extends UserControls {\n\n protected _controller: BaseController;\n\n private _betSettings: HTMLElement;\n private _userControls: HTMLElement;\n private _userControls_supreme: HTMLElement;\n private _paytable: Paytable;\n private _afterWinDelay: FrameTimerEventEmitter;\n private _autoplayDelay: FrameTimerEventEmitter;\n\n private _wasCalclulated: boolean = true;\n private _unColectedWin: number = 0;\n private _unColectedWinDelay: FrameTimerEventEmitter;\n private _machineStopped: boolean = true;\n private longIntro: boolean = false;\n\n constructor() {\n super('base');\n }\n\n create(node: Element): void\n {\n super.create(node);\n\n this.registerActions();\n\n this._afterWinDelay = CreateFrameTimer('afterWinDelay');\n this._afterWinDelay.on(FrameTimerEvents.Complete, this.prepareNewGameRound.bind(this));\n\n this._autoplayDelay = CreateFrameTimer('autoplayDelay');\n this._autoplayDelay.on(FrameTimerEvents.Complete, this.autoplayDelayed.bind(this));\n\n this._unColectedWinDelay = CreateFrameTimer('unColectedWinDelay');\n this._unColectedWinDelay.on(FrameTimerEvents.Complete, this.unColectedWinDelay.bind(this));\n\n this._userControls = document.getElementById('userControls');\n\n this._betSettings = document.getElementById('betSettings');\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n\n addController(controller: BaseController): void\n {\n this._controller = controller;\n this._controller.on(BaseController.SpinReceived, this.spinReceived.bind(this));\n this._controller.on(BaseController.MachineStopped, this.machineStopped.bind(this));\n this._controller.on(BaseController.WinCalculationFinished, this.winCalculationFinished.bind(this));\n this._controller.on(BaseController.AllWinsFinished, this.allWinsFinished.bind(this));\n this._controller.on(BaseController.IntroFinished, this.introFinished.bind(this));\n this._controller.on(BaseController.OutroFinished, this.outroFinished.bind(this));\n }\n\n registerActions(): void\n {\n this.actions.registerActions({\n [BaseActions.ActionAutoplay]: false,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: false,\n [BaseActions.ActionBetCycle]: false,\n [BaseActions.ActionBetPlus]: false,\n [BaseActions.ActionBetMinus]: false,\n [BaseActions.ActionSpin]: false,\n [BaseActions.ActionSpinStop]: false\n });\n\n if (this._betSettings != null &&\n !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n\n initReceived(): void\n {\n this._userControls_supreme = document.getElementById('userControls_supreme');\n\n super.initReceived();\n\n this._controller.initReceived();\n\n this._paytable = new Paytable();\n this._paytable.initialize();\n\n if (GameManager.gameResponse != null) {\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateGameDataFromModule(GameData.DataTotalWin, GameManager.gameResponse.totalWin.toString());\n }\n }\n\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n\n if (this._userControls_supreme != null && !ModuleManager.gambleActive()) {\n this._userControls_supreme.style.display = 'none';\n }\n\n DataManager.updateDataElements();\n }\n\n collectReceived(): void\n {\n FreeRoundBonus.enableUi();\n\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: this._unColectedWin, balanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n\t\tPlatforms.Platforms.balanceUpdated({amount: GameManager.gameResponse.balance.real});\n\n super.collectReceived();\n\n this._wasCalclulated = true;\n DataManager.Collectable = true;\n DataManager.updateDataElements();\n\n this.prepareNewGameRound();\n\n if(AppContext.gameConfiguration.CollectOnUnCalculatedWin && this._unColectedWin > 0) {\n DataManager.updateDataElement(GameData.DataTotalWin, this._unColectedWin.toString());\n this.changeWinBox(true);\n } else {\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, '0');\n }\n this.changeWinBox();\n }\n this._unColectedWinDelay.stop();\n //this._unColectedWinDelay.start(75);\n this._unColectedWin = 0;\n\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n restoreGameRound(collect: boolean = false): void\n {\n super.collectReceived();\n this.changeWinBox(collect);\n\n FreeRoundBonus.enableUi();\n\n DataManager.Collectable = true;\n\n if (this._unColectedWin == 0) {\n this._controller.resetWinAnimator();\n }\n this.prepareNewGameRound();\n }\n\n spinReceived(): void\n {\n FreeRoundBonus.frbSpin();\n\n if(DataManager.quickspinEnabled()) {\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n DataManager.updateDataElement(GameData.DataRoundId);\n this._controller.stop();\n } else {\n this.actions.changeActionState(BaseActions.ActionSpinStop, AppContext.gameConfiguration.GameEnableReelsStop);\n HtmlController.updateActionElements(this.getAllActions());\n DataManager.updateDataElement(GameData.DataRoundId);\n }\n }\n\n dispatchAction(action: string): void\n {\n if(ModuleManager.gambleActive() || ModuleManager.freespinsActive()) {\n return;\n }\n\n if (action === GameActions.ActionSpinOrStop) {\n if (this.actions.getActionState(BaseActions.ActionSpin)) {\n action = BaseActions.ActionSpin;\n } else if (this.actions.getActionState(BaseActions.ActionSpinStop)) {\n action = BaseActions.ActionSpinStop;\n } else {\n return;\n }\n }\n\n if (this.actions.getActionState(action)) {\n if(action === BaseActions.ActionBaseCollect) {\n this.changeWinBox(true);\n } else {\n this.changeWinBox();\n }\n\n PlayList.play('SND_Click');\n super.dispatchAction(action);\n\n switch (action) {\n case BaseActions.ActionSpin:\n this.spin();\n break;\n case BaseActions.ActionSpinStop:\n this.stop();\n break;\n case BaseActions.ActionAutoplay:\n this.autoplay();\n break;\n case BaseActions.ActionAutoplayStop:\n this.autoplayStop();\n break;\n case BaseActions.ActionBetCycle:\n this.changeBet(false, false, true);\n break;\n case BaseActions.ActionBetPlus:\n this.changeBet(false, false, false);\n break;\n case BaseActions.ActionBetMinus:\n this.changeBet(true, false, false);\n break;\n case BaseActions.ActionBaseCollect:\n this.collect();\n break;\n }\n }\n }\n\n collect(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n }\n\n super.collect();\n\n ModuleManager.disableGamble();\n this.disable();\n this.playCollectSound();\n\n this._controller.collect();\n\n LimitDialog.closeDialog();\n GameManager.collect(GameModules.Base);\n\n if (!(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin, !AppContext.gameDefinition.Gamble ? \"0\" : this._unColectedWin.toString());\n }\n //this._unColectedWinDelay.start(75);\n }\n\n unColectedWinDelay(): void\n {\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n }\n\n spin(): void\n {\n PlayList.stop(\"SND_FSLoop\");\n if(PlayList.isPlaying(\"SND_BaseLoop\")) {\n PlayList.loop('SND_BaseLoop');\n }\n\n this._machineStopped = false;\n\n FreeRoundBonus.disableUi();\n\t\tif (FreeRoundBonus.hasNewActiveOffer()) {\n if(GameManager.gameResponse.totalWin > 0 && !DataManager.GameRoundClosed) {\n this.changeWinBox(true);\n this.collect();\n } else {\n FreeRoundBonus.enableUi();\n }\n return;\n }\n\n if(this.checkJackpotMiniGame()) {\n return;\n }\n\n if (ResponsibleDialog1.showResponsibleDialog1OnCollect && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox(true);\n this.collect();\n } else {\n GameManager.canExit();\n this.changeWinBox();\n }\n\n return;\n }\n\n if(BetHigherThanMinDialog.canOpenDialog()) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox(true);\n this.collect();\n }\n BetHigherThanMinDialog.openDialog();\n return;\n }\n\n if(!DataManager.Autoplay && !this._wasCalclulated && !DataManager.GameRoundClosed && AppContext.gameConfiguration.CollectOnUnCalculatedWin) {\n this.changeWinBox(true);\n this.collect();\n return;\n } else {\n this.changeWinBox();\n if (!this._wasCalclulated) {\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n }\n }\n\n if (GameManager.gameResponse.totalWin > 0 && !DataManager.GameRoundClosed) {\n\t\t\tconst balanceTotal = parseFloat(DataManager.getDataById(GameData.DataBalanceTotal));\n\t\t\tconst balanceAfter = parseFloat(NumberUtils.add(GameManager.gameResponse.totalWin, balanceTotal));\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin, balanceAfter: balanceAfter, inSpin: true});\n }\n\n if (!Platforms.Platforms.canSpinOnCollect) {\n this.autoplayStop();\n this.changeWinBox(true);\n this.collect();\n return;\n }\n\n if (!BalanceManager.hasCredit(false, true)) {\n DataManager.Autoplay = false;\n ModuleManager.disableGamble();\n this.prepareNewGameRound();\n return;\n }\n\n DataManager.Collectable = false;\n ModuleManager.disableGamble();\n this.actions.disableAllActions();\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n if(DataManager.Autoplay) {\n if(!DataManager.AutoplayStarted && GameManager.baseResponse != null && GameManager.baseResponse.totalWin != null && GameManager.baseResponse.totalWin > 0) {\n DataManager.updateLossLimit(GameManager.baseResponse.totalWin);\n }\n DataManager.updateLossLimit();\n this.actions.changeActionState(BaseActions.ActionAutoplayStop, AppContext.gameConfiguration.AutoplayModeEnabled);\n }\n HtmlController.dispatchUiAction('');\n HtmlController.updateActionElements(this.getAllActions());\n this.playCollectSound();\n\n DataManager.updateTotalGain(true);\n BalanceManager.fixBalance();\n if (!DataManager.GameRoundClosed || (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElement(GameData.DataTotalWin);\n }\n this._controller.spin();\n\n LimitDialog.closeDialog();\n\n\t\tthis._wasCalclulated = false;\n\n\t\tPlatforms.Platforms.roundStarted({totalBet: BetManager.Bet, freeRound: FreeRoundBonus.inFrb, userAction: DataManager.getTrustedUserAction(BaseActions.ActionSpin)});\n Platforms.Platforms.spinStarted();\n Platforms.Platforms.balanceUpdated({amount: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))});\n }\n\n stop(): void\n {\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n DataManager.quickspinStopped();\n this._controller.stop();\n }\n\n autoplayDelayed(): void\n {\n this._autoplayDelay.stop();\n if(DataManager.Autoplay) {\n this.autoplay();\n } else {\n this.prepareNewGameRound();\n }\n }\n\n autoplay(): void\n {\n this._afterWinDelay.stop();\n\n if(this.checkJackpotMiniGame()) {\n return;\n }\n\n if(DataManager.AutoplayCount === '∞') {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.AutoplayCount = (parseInt(DataManager.AutoplayCount) - 1).toString();\n if(parseInt(DataManager.AutoplayCount) >= 0) {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.Autoplay = false;\n this.prepareNewGameRound();\n }\n }\n }\n\n autoplayStop(): void\n {\n DataManager.Autoplay = false;\n\n Platforms.Platforms.autoplayStop();\n\n if(this._machineStopped) {\n if(DataManager.GameRoundClosed) {\n FreeRoundBonus.enableUi();\n Platforms.Platforms.roundEnded();\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n }\n }\n }\n\n this.actions.changeActionState(BaseActions.ActionAutoplayStop, false);\n HtmlController.updateActionElement(BaseActions.ActionAutoplayStop, false);\n }\n\n changeBet(decrease: boolean = false, max: boolean = false, cycle: boolean = false): void\n {\n if(!DataManager.GameRoundClosed) {\n this._unColectedWin = 0;\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n this.changeWinBox();\n this.collect();\n } else {\n this._controller.collect();\n DataManager.updateDataElement(GameData.DataTotalWin, \"0\");\n DataManager.updateDataElement(GameData.DataBalanceBonus);\n DataManager.updateDataElement(GameData.DataBalanceReal);\n DataManager.updateDataElement(GameData.DataBalanceTotal);\n LimitDialog.closeDialog();\n }\n BetManager.changeBet(decrease, max, cycle);\n this._paytable.updateDataValues();\n\n if(BetManager.minBet) {\n this.actions.changeActionState(BaseActions.ActionBetMinus, false);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, false);\n this.actions.changeActionState(BaseActions.ActionBetPlus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, true);\n } else if(BetManager.maxBet) {\n this.actions.changeActionState(BaseActions.ActionBetPlus, false);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, false);\n this.actions.changeActionState(BaseActions.ActionBetMinus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, true);\n } else {\n this.actions.changeActionState(BaseActions.ActionBetPlus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetPlus, true);\n this.actions.changeActionState(BaseActions.ActionBetMinus, true);\n HtmlController.updateActionElement(BaseActions.ActionBetMinus, true);\n }\n }\n\n machineStopped(): void\n {\n this._machineStopped = true;\n Platforms.Platforms.spinEnded();\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin === 0) {\n FreeRoundBonus.enableUi();\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin,\n\t\t\t\tbalanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))\n\t\t\t});\n if(FreeRoundBonus.isLastFrb) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n this._unColectedWinDelay.stop();\n this._unColectedWin = GameManager.gameResponse.totalWin;\n\n if(ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n FreeRoundBonus.disableUi();\n this.disable();\n return;\n }\n\n DataManager.stopAutoplayIfLossLimit();\n DataManager.stopAutoplayIfWinLimit();\n if (DataManager.Autoplay) {\n if (DataManager.AutoplayCount === 0 + '') {\n DataManager.Autoplay = false;\n }\n }\n\n if (GameManager.baseResponse.totalWin === 0) {\n this._wasCalclulated = true;\n DataManager.Collectable = true;\n } else {\n this._wasCalclulated = false;\n }\n\n \n ModuleManager.enableGamble();\n this.actions.changeActionState(BaseActions.ActionSpinStop, false);\n if(GameManager.baseResponse.totalWin > 0) {\n this._afterWinDelay.start(GameManager.baseResponse.gameMultiplier > 1 ? 120 : 30);\n } else {\n this.prepareNewGameRound();\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n\n if (DataManager.Autoplay && GameManager.baseResponse.totalWin === 0) {\n this._autoplayDelay.start(15);\n }\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if(FreeRoundBonus.isLastFrb) {\n this.disableAllActions();\n return;\n }\n }\n\n // Collect total win in last cumulative FRB round when GR isn't yet closed and there isn't current win\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0 && GameManager.baseResponse.currentWin === 0) {\n this._controller.resetWinAnimator();\n this.collect();\n return;\n }\n }\n // Try to show RCI dialog by canExit() call when in FRB Cumulative and GameRound is closed\n if (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (DataManager.GameRoundClosed) {\n GameManager.canExit();\n }\n }\n }\n\n winCalculationFinished(): void\n {\n if (DataManager.GameRoundClosed) {\n\t\t\tPlatforms.Platforms.roundEnded({id: GameManager.gameResponse.roundId, win: GameManager.gameResponse.totalWin,\n\t\t\t\tbalanceAfter: parseFloat(DataManager.getDataById(GameData.DataBalanceTotal))\n\t\t\t});\n }\n\n if (ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n DataManager.updateDataElement(GameData.DataTotalWin);\n return;\n }\n\n this._afterWinDelay.stop();\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n if (DataManager.GameRoundClosed && !(FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative')) {\n DataManager.updateDataElements();\n }\n ModuleManager.enableGamble();\n DataManager.Collectable = true;\n this.prepareNewGameRound();\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if (!ModuleManager.gambleEnabled()) {\n FreeRoundBonus.enableUi();\n }\n if(FreeRoundBonus.isLastFrb) {\n this.disableAllActions();\n return;\n }\n } else {\n FreeRoundBonus.enableFrbExpiration();\n }\n }\n\n allWinsFinished(): void\n {\n FreeRoundBonus.enableFrbExpiration();\n\n if (GameManager.baseResponse != null && GameManager.baseResponse.currentWin > 0 && !this._wasCalclulated) {\n Platforms.Platforms.win(GameManager.baseResponse.currentWin);\n }\n\n this._wasCalclulated = true;\n\n if(ModuleManager.gambleActive()) {\n this.disable();\n return;\n }\n\n if(ModuleManager.freespinsEnabled()) {\n ModuleManager.enableFreespins();\n return;\n }\n\n this._afterWinDelay.stop();\n this.prepareNewGameRound();\n ModuleManager.enableGamble();\n if (DataManager.Autoplay && this.actions.getActionState(BaseActions.ActionAutoplayStop)) {\n this.autoplay();\n }\n\n if (DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n if(FreeRoundBonus.isLastFrb) {\n this._controller.resetWinAnimator();\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n }\n\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.baseResponse.totalWin > 0) {\n this._controller.resetWinAnimator();\n this.collect();\n return;\n }\n }\n }\n\n initIntro(): void\n {\n super.initIntro();\n this._controller.initIntro();\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n\n if(ModuleManager.freespinsEnabled()) {\n ModuleManager.enableFreespins(true);\n return;\n }\n\n this.prepareNewGameRound();\n ModuleManager.enableGamble();\n this._unColectedWin = GameManager.gameResponse.totalWin;\n\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (DataManager.GameRoundClosed) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n }\n return;\n }\n }\n\n\n intro(long: boolean = false, previousModule: string): void\n {\n this._wasCalclulated = true;\n\n //if(long) {\n this._unColectedWin = GameManager.gameResponse.totalWin;\n //}\n\n this.longIntro = long;\n\n if(DataManager.GameRoundClosed) {\n DataManager.updateDataElement(GameData.DataBalanceBonus);\n DataManager.updateDataElement(GameData.DataBalanceReal);\n DataManager.updateDataElement(GameData.DataBalanceTotal);\n\n DataManager.Collectable = true;\n }\n\n this._controller.intro(long, previousModule);\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n }\n\n introFinished(): void\n {\n if(DataManager.GameRoundClosed) {\n Platforms.Platforms.roundEnded();\n }\n if(!ResponsibleDialog1.opened) {\n DataManager.Autoplay = DataManager.AutoplayAfterGamble;\n }\n\n ModuleManager.enableGamble();\n this.prepareNewGameRound();\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n\n let fsUserControls = document.getElementById('freespinsUserControls');\n if (fsUserControls != null) {\n fsUserControls.style.display = 'none';\n }\n\n if(this.longIntro && DataManager.GameRoundClosed && (FreeRoundBonus.id!=null || FreeRoundBonus.otherOfferes.length > 0)){\n FreeRoundBonus.enableUi();\n this.longIntro = false;\n }\n\n if(FreeRoundBonus.isLastFrb && DataManager.GameRoundClosed) {\n FreeRoundBonus.endFreeRounds();\n ModuleManager.disableBase();\n return;\n }\n\n // Collect total win in last cumulative FRB round when GR isn't yet closed\n if (FreeRoundBonus.isLastFrb && FreeRoundBonus.winPayMethod === 'cumulative') {\n if (!DataManager.GameRoundClosed && GameManager.gameResponse.totalWin > 0) {\n ModuleManager.collect(GameModules.Base);\n }\n }\n }\n\n outro(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.gameResponse != null && GameManager.gameResponse.totalWin > 0) {\n Platforms.Platforms.win(GameManager.gameResponse.totalWin);\n }\n }\n\n this._afterWinDelay.stop();\n this._autoplayDelay.stop();\n\t\tDataManager.AutoplayAfterGamble = DataManager.Autoplay;\n if(!ModuleManager.freespinsActive() || !FreespinsView.wasRespin) {\n DataManager.Autoplay = false;\n }\n\n if(!ModuleManager.freespinsActive()) {\n if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls.classList.add(HtmlController.DisabledClass);\n }\n }\n\n if(ModuleManager.freespinsActive()) {\n if(!FreespinsView.wasRespin) {\n DataManager.AutoplayAfterGamble = false;\n }\n\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls_supreme.classList.add(HtmlController.DisabledClass);\n }\n }\n\n this._controller.outro();\n }\n\n outroFinished(): void\n {\n if(!ModuleManager.freespinsActive()) {\n if (this._userControls != null) {\n // this._userControls.style.display = 'none';\n }\n }\n\n if(ModuleManager.freespinsActive()) {\n\n if (this._userControls_supreme != null) {\n // this._userControls_supreme.style.display = 'none';\n }\n\n ModuleManager.introModule(GameModules.Freespins, false, GameModules.Base);\n } else {\n ModuleManager.introModule(GameModules.Gamble, false, GameModules.Base);\n }\n }\n\n prepareNewGameRound(): void\n {\n this._afterWinDelay.stop();\n\n if(this.prepareJackpotMiniGame()) {\n return;\n }\n\n if(ResponsibleDialog1.opened) {\n return;\n }\n\n BetHigherThanMinDialog.openDialog();\n\n if(BetHigherThanMinDialog.canOpenDialog() && FreeRoundBonusDialog.dialogActive()) {\n return;\n }\n\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false;\n this.limit();\n } else {\n if(!DataManager.Autoplay) {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: (DataManager.GameRoundClosed || (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative' && !FreeRoundBonus.isLastFrb)) && AppContext.gameConfiguration.AutoplayModeEnabled,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: (FreeRoundBonus.inFrb && FreeRoundBonus.winPayMethod === 'cumulative') ? false : !DataManager.GameRoundClosed,\n [BaseActions.ActionBetCycle]: !ModuleManager.gambleEnabled(),\n [BaseActions.ActionBetPlus]: !BetManager.maxBet,\n [BaseActions.ActionBetMinus]: !BetManager.minBet,\n [BaseActions.ActionSpin]: !FreeRoundBonus.isLastFrb,\n [BaseActions.ActionSpinStop]: false\n });\n if (this._betSettings != null) {\n if (!ModuleManager.gambleEnabled()) {\n if (this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.remove(HtmlController.DisabledClass);\n }\n } else {\n if (!this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n\n if (FreeRoundBonus.inFrb) {\n if (!this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n }\n\n if (DataManager.GameRoundClosed) {\n Platforms.Platforms.roundInit();\n }\n }\n ModuleManager.enableGamble();\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n private prepareJackpotMiniGame(): boolean {\n if(DataManager.GameRoundClosed && Jackpot.hasMiniGame() && !FreeRoundBonus.inFrb) {\n if(Jackpot.hasInitializedGame() && this._wasCalclulated) {\n DataManager.Autoplay = false;\n this.resetWinAnimator();\n this.disable();\n FreeRoundBonus.disableUi();\n Jackpot.startMiniGame();\n\n return true;\n } else {\n const self = this;\n\n //in nogamble we need to wait for winCalculated finish to not run minigame right after machinestopped\n if(this._wasCalclulated) {\n Jackpot.initMiniGame(true, () => {\n self.resetWinAnimator();\n self.disable();\n DataManager.Autoplay = false;\n FreeRoundBonus.disableUi();\n });\n }\n\n //in case we have nogamble and pb within or after gr, check limit\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false;\n this.limit();\n }\n\n if(Jackpot.waitForMiniGameInitialization()) {\n //in case we have limit, disable all actions during animation and wait for minigame\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n\n return true;\n }\n }\n }\n\n return false;\n }\n\n private checkJackpotMiniGame(): boolean {\n if(!Jackpot.hasMiniGame() || FreeRoundBonus.inFrb) {\n return false;\n }\n\n if(Jackpot.hasInitializedGame() || Jackpot.waitForMiniGameInitialization()) {\n if(GameManager.gameResponse.totalWin > 0) {\n this.changeWinBox();\n this._wasCalclulated = true;\n\n if(!DataManager.GameRoundClosed) {\n this.collect(); //collect will call prepareNewGameRound\n } else {\n //in nogamble gameround is closed, we need to update balance, if we have totalwin > 0\n this.playCollectSound();\n DataManager.updateDataElements();\n this.prepareNewGameRound();\n }\n } else {\n this.prepareNewGameRound();\n }\n\n return true;\n } else {\n Jackpot.initMiniGame(false, null);\n Jackpot.disableMiniGameAutostart(); //if init was called from preparenewgameround\n\n return false;\n }\n }\n\n limit(): void\n {\n LimitDialog.openDialog();\n\n if (DataManager.GameRoundClosed) {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: AppContext.gameConfiguration.AutoplayModeEnabled,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: false,\n [BaseActions.ActionBetCycle]: true,\n [BaseActions.ActionBetPlus]: !BetManager.maxBet,\n [BaseActions.ActionBetMinus]: !BetManager.minBet,\n [BaseActions.ActionSpin]: true,\n [BaseActions.ActionSpinStop]: false\n });\n if (this._betSettings != null && this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.remove(HtmlController.DisabledClass);\n }\n } else {\n this.actions.changeActionStates({\n [BaseActions.ActionAutoplay]: false,\n [BaseActions.ActionAutoplayStop]: false,\n [BaseActions.ActionBaseCollect]: true,\n [BaseActions.ActionBetCycle]: false,\n [BaseActions.ActionBetPlus]: false,\n [BaseActions.ActionBetMinus]: false,\n [BaseActions.ActionSpin]: false,\n [BaseActions.ActionSpinStop]: false\n });\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n }\n\n disable(): void\n {\n this._afterWinDelay.stop();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n\n if (!ModuleManager.freespinsEnabled()) {\n this._controller.disableBase();\n }\n\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n\n //disable base without reseting timer and win animations in winAnimator\n //used in frb, to avoid not showing end message in last frb spin with win\n private disableAllActions(): void {\n this._afterWinDelay.stop();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n if (this._betSettings != null && !this._betSettings.classList.contains(HtmlController.DisabledClass)) {\n this._betSettings.classList.add(HtmlController.DisabledClass);\n }\n }\n\n resetWinAnimator(): void\n {\n this._controller.resetWinAnimator();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Mobile/MobileBaseUserControls.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../Utils/FrameTimer\";\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {UserControls} from \"../Common/UserControls/UserControls\";\nimport {HtmlController} from \"../../HTMLComponents/HtmlController\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {GameData} from \"../Common/Datas/GameData\";\nimport {GameActions} from \"../Common/Actions/GameActions\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {LimitDialog} from \"../Common/Dialogs/LimitDialog\";\nimport {FreespinsController} from \"../../GameComponents/Freespins/FreespinsController\";\nimport {FreespinsActions} from \"../Common/Actions/FreespinsActions\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {FreeRoundBonus} from '../Common/Bonuses/FreeRoundBonus';\nimport {Game} from \"neo-games/Engine/Communication/index\";\nimport {FreespinsView} from \"../../GameComponents/Freespins/FreespinsView\";\n\nvar GameModules = Communication.Game.GameModules;\nvar WinType = Communication.Game.WinType;\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class DesktopFreespinsUserControls extends UserControls {\n public static START_DELAY: number = 60;\n public static START_DELAY_LONG: number = 160;\n public static SPIN_DELAY: number = 0;\n public static BACK_DELAY: number = 0;\n public static FAKE_START_DELAY: number = 60;\n\n protected _controller: FreespinsController;\n\n private _userControls: HTMLElement;\n private _userControls_supreme: HTMLElement;\n private _afterWinDelay: FrameTimerEventEmitter;\n private _autoplayDelay: FrameTimerEventEmitter;\n private _retriggerDelay: FrameTimerEventEmitter;\n private _enableDelay: FrameTimerEventEmitter;\n private _backButtonDelay: FrameTimerEventEmitter;\n private _startDelay: FrameTimerEventEmitter;\n private _spinDelay: FrameTimerEventEmitter;\n private _fakeStartDelay: FrameTimerEventEmitter;\n private _backDelay: FrameTimerEventEmitter;\n\n private wasRespin: boolean = false;\n\n private _wasCalclulated: boolean = true;\n\n constructor() {\n super('freespins');\n }\n\n create(node: Element): void\n {\n super.create(node);\n\n this.registerActions();\n\n this._afterWinDelay = CreateFrameTimer('afterWinDelay');\n this._afterWinDelay.on(FrameTimerEvents.Complete, this.prepareNewGameRound.bind(this));\n\n this._autoplayDelay = CreateFrameTimer('autoplayDelay');\n this._autoplayDelay.on(FrameTimerEvents.Complete, this.autoplayDelayed.bind(this));\n\n this._retriggerDelay = CreateFrameTimer('retriggerDelay');\n this._retriggerDelay.on(FrameTimerEvents.Complete, this.retriggerDelayed.bind(this));\n\n this._enableDelay = CreateFrameTimer('enableDelay');\n this._enableDelay.on(FrameTimerEvents.Complete, this.enableDelay.bind(this));\n\n this._backButtonDelay = CreateFrameTimer('backButtonDelay');\n this._backButtonDelay.on(FrameTimerEvents.Complete, this.backButtonDelay.bind(this));\n\n this._startDelay = CreateFrameTimer('startDelay');\n this._startDelay.on(FrameTimerEvents.Complete, this.startDelay.bind(this));\n\n this._spinDelay = CreateFrameTimer('spinDelay');\n this._spinDelay.on(FrameTimerEvents.Complete, this.spinDelay.bind(this));\n\n this._fakeStartDelay = CreateFrameTimer('fakeStartDelay');\n this._fakeStartDelay.on(FrameTimerEvents.Complete, this.fakeStartDelayed.bind(this));\n\n this._backDelay = CreateFrameTimer('backDelay');\n this._backDelay.on(FrameTimerEvents.Complete, this.backDelay.bind(this));\n\n this._userControls = document.getElementById('freespinsUserControls');\n }\n\n addController(controller: FreespinsController): void\n {\n this._controller = controller;\n this._controller.on(FreespinsController.StartReceived, this.startReceived.bind(this));\n this._controller.on(FreespinsController.SpinReceived, this.spinReceived.bind(this));\n this._controller.on(FreespinsController.EndReceived, this.endReceived.bind(this));\n this._controller.on(FreespinsController.MachineStopped, this.machineStopped.bind(this));\n this._controller.on(FreespinsController.WinCalculationFinished, this.winCalculationFinished.bind(this));\n this._controller.on(FreespinsController.AllWinsFinished, this.allWinsFinished.bind(this));\n this._controller.on(FreespinsController.IntroFinished, this.introFinished.bind(this));\n this._controller.on(FreespinsController.OutroFinished, this.outroFinished.bind(this));\n }\n\n registerActions(): void\n {\n this.actions.registerActions({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: false,\n [FreespinsActions.ActionAutoplayStop]: false,\n [FreespinsActions.ActionSpin]: false,\n [FreespinsActions.ActionSpinStop]: false,\n [FreespinsActions.ActionMaxBet]: false\n });\n }\n\n initReceived(): void\n {\n this._userControls_supreme = document.getElementById('userControls_supreme');\n\n super.initReceived();\n\n this._controller.initReceived();\n\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.add(HtmlController.DisabledClass);\n }\n }\n\n restoreGameRound(): void\n {\n this.prepareNewGameRound();\n }\n\n startReceived(): void\n {\n ModuleManager.outroModule(GameModules.Base);\n }\n\n spinReceived(): void\n {\n if(DataManager.quickspinEnabled() && !FreespinsView.wasRespin) {\n // auto quick stop\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n this._controller.stop();\n } else {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, AppContext.gameConfiguration.GameEnableReelsStop);\n HtmlController.updateActionElements(this.getAllActions());\n }\n }\n\n endReceived(): void\n {\n ModuleManager.outroModule(GameModules.Freespins);\n }\n\n dispatchAction(action: string): void\n {\n if (action === GameActions.ActionSpinOrStop) {\n if (this.actions.getActionState(FreespinsActions.ActionStart)) {\n action = FreespinsActions.ActionStart;\n } else if (this.actions.getActionState(FreespinsActions.ActionBack)) {\n action = FreespinsActions.ActionBack;\n } else if (this.actions.getActionState(FreespinsActions.ActionSpin)) {\n action = FreespinsActions.ActionSpin;\n } else if (this.actions.getActionState(FreespinsActions.ActionSpinStop)) {\n action = FreespinsActions.ActionSpinStop;\n } else {\n return;\n }\n }\n\n if (this.actions.getActionState(action)) {\n PlayList.play('SND_Click');\n super.dispatchAction(action);\n\n switch (action) {\n case FreespinsActions.ActionStart:\n DataManager.Autoplay = false;\n this.start();\n break;\n case FreespinsActions.ActionBack:\n this.back();\n break;\n case FreespinsActions.ActionSpin:\n this.spin();\n break;\n case FreespinsActions.ActionSpinStop:\n this.stop();\n break;\n case FreespinsActions.ActionAutoplay:\n this.autoplay();\n break;\n case FreespinsActions.ActionAutoplayStop:\n this.autoplayStop();\n break;\n }\n }\n }\n\n start(): void\n {\n if(this.wasRespin) {\n this.wasRespin = false;\n this._controller.hideMessage();\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, true);\n HtmlController.updateActionElements(this.getAllActions());\n this._afterWinDelay.start(60);\n } else {\n this._controller.hideMessage();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n this._controller.start();\n }\n //PlayList.play(\"SND_TransitionOut\");\n }\n\n spin(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.freespinsResponse.currentWin);\n }\n }\n\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount - 1).toString());\n\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n if(DataManager.Autoplay) {\n this.actions.changeActionState(FreespinsActions.ActionAutoplayStop, AppContext.gameConfiguration.AutoplayModeEnabled);\n }\n HtmlController.dispatchUiAction('');\n DataManager.updateDataElement(GameData.DataTotalWin);\n HtmlController.updateActionElements(this.getAllActions());\n this._controller.spin();\n\n Platforms.Platforms.spinStarted();\n }\n\n back(): void\n {\n this.disable();\n ModuleManager.endFreespins();\n }\n\n stop(): void\n {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n if(!FreespinsView.wasRespin) {\n DataManager.quickspinStopped();\n }\n this._controller.stop();\n }\n\n end(): void\n {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.totalWin > 0) {\n Platforms.Platforms.win(GameManager.freespinsResponse.totalWin, true);\n }\n\n this._controller.end();\n }\n\n autoplayDelayed(): void\n {\n this._autoplayDelay.stop();\n if(DataManager.Autoplay) {\n this.autoplay();\n } else {\n this.prepareNewGameRound();\n }\n }\n\n autoplay(): void\n {\n this._afterWinDelay.stop();\n\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n\n if(DataManager.AutoplayCount === '∞') {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.AutoplayCount = (parseInt(DataManager.AutoplayCount) - 1).toString();\n if(parseInt(DataManager.AutoplayCount) >= 0) {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.Autoplay = false;\n this.prepareNewGameRound();\n }\n }\n }\n\n autoplayStop(): void\n {\n DataManager.Autoplay = false;\n this.actions.changeActionState(FreespinsActions.ActionAutoplayStop, false);\n HtmlController.updateActionElement(FreespinsActions.ActionAutoplayStop, false);\n }\n\n backButtonDelay(): void {\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n machineStopped(): void\n {\n Platforms.Platforms.spinEnded();\n if(GameManager.freespinsResponse.currentWin === 0) {\n this._wasCalclulated = true;\n } else {\n this._wasCalclulated = false;\n }\n\n if(this.retrigger()) {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElement(FreespinsActions.ActionSpinStop, false);\n return;\n }\n\n if(this.isLastFreespin()) {\n if(!this.wasRespin) {\n DataManager.Autoplay = false;\n }\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n if(GameManager.freespinsResponse.currentWin === 0) {\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n // this.actions.changeActionState(FreespinsActions.ActionBack, true);\n this._backButtonDelay.start(60);\n }\n HtmlController.updateActionElements(this.getAllActions());\n if(this.wasRespin) {\n this._backButtonDelay.stop();\n this._backDelay.start(DesktopFreespinsUserControls.BACK_DELAY);\n }\n return;\n }\n\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n\n if(GameManager.freespinsResponse.currentWin > 0) {\n this._afterWinDelay.start(GameManager.freespinsResponse.gameMultiplier > 1 ? 120 : 30);\n } else {\n this.prepareNewGameRound();\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n\n if(DataManager.Autoplay && GameManager.freespinsResponse.currentWin === 0) {\n this._autoplayDelay.start(15);\n }\n }\n\n winCalculationFinished(): void\n {\n this._afterWinDelay.stop();\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n\n if(this.retrigger()) {\n return;\n }\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n this.prepareNewGameRound();\n }\n\n allWinsFinished(): void\n {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.currentWin > 0 && !this._wasCalclulated) {\n Platforms.Platforms.win(GameManager.freespinsResponse.currentWin);\n }\n this._wasCalclulated = true;\n\n if(this.retrigger(true)) {\n this._retriggerDelay.start(this.wasRespin ? DesktopFreespinsUserControls.SPIN_DELAY : 180);\n return;\n }\n\n this._afterWinDelay.stop();\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n this._backButtonDelay.start(60);\n // this.actions.changeActionState(FreespinsActions.ActionBack, true);\n // HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n this.prepareNewGameRound();\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n }\n\n retriggerDelayed() : void\n {\n this._afterWinDelay.stop();\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n if(this.wasRespin) {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n //ModuleManager.hideMessage(Communication.Game.GameModules.Freespins);\n this._spinDelay.start(DesktopFreespinsUserControls.START_DELAY_LONG);\n } else {\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n HtmlController.updateActionElements(this.getAllActions());\n this._fakeStartDelay.start(DesktopFreespinsUserControls.FAKE_START_DELAY);\n }\n return;\n } else {\n this.wasRespin = false;\n this.prepareNewGameRound();\n }\n\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n }\n\n fakeStartDelayed() {\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: true,\n [FreespinsActions.ActionSpin]: false\n });\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n initIntro(): void\n {\n FreeRoundBonus.disableUi();\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, GameManager.freespinsResponse.freeSpins.remainingCount.toString());\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.add('freespins');\n }\n\n\n this.retrigger(true);\n\n super.initIntro();\n this._controller.initIntro();\n Platforms.Platforms.featureInit({type: Communication.Game.GameModules.Freespins});\n\n if(this.isLastFreespin()) {\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n if(GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) {\n this._backDelay.start(DesktopFreespinsUserControls.BACK_DELAY);\n } else {\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n }\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n if((GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) ||\n (GameManager.freespinsResponse.freeSpins.totalCount == 1 && GameManager.freespinsResponse.freeSpins.remainingCount == 1)) {\n this.wasRespin = true;\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n HtmlController.updateActionElements(this.getAllActions());\n this._spinDelay.start(DesktopFreespinsUserControls.START_DELAY);\n return;\n }\n\n this.prepareNewGameRound();\n }\n\n intro(long: boolean = false, previousModule: string): void\n {\n FreeRoundBonus.disableUi();\n\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this.wasRespin = true;\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, true);\n } else {\n this.wasRespin = false;\n }\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, GameManager.freespinsResponse.freeSpins.remainingCount.toString());\n\n this._controller.intro(long, previousModule);\n\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.add('freespins');\n }\n }\n\n introFinished(): void\n {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this._spinDelay.start(DesktopFreespinsUserControls.SPIN_DELAY);\n } else {\n this.prepareNewGameRound();\n }\n\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n\n let baseUserControls = document.getElementById('userControls');\n if (baseUserControls != null) {\n baseUserControls.style.display = 'none';\n }\n }\n\n outro(): void\n {\n if(!this.wasRespin) {\n DataManager.Autoplay = false;\n } else {\n if (DataManager.stopAutoplayIfWinLimit()) {\n DataManager.AutoplayAfterGamble = false;\n }\n }\n this.wasRespin = false;\n\n this._controller.outro();\n\n // if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls.classList.add(HtmlController.DisabledClass);\n // }\n //\n // if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls_supreme.classList.add(HtmlController.DisabledClass);\n // }\n\n ModuleManager.hideMessage(Communication.Game.GameModules.Freespins);\n }\n\n outroFinished(): void\n {\n ModuleManager.introModule(GameModules.Base, true, GameModules.Freespins);\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.remove('freespins');\n }\n }\n\n prepareNewGameRound(): void\n {\n this._afterWinDelay.stop();\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false;\n this.limit();\n } else {\n if(!DataManager.Autoplay) {\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: !DataManager.Autoplay && AppContext.gameConfiguration.AutoplayModeEnabled,\n [FreespinsActions.ActionAutoplayStop]: DataManager.Autoplay && AppContext.gameConfiguration.AutoplayModeEnabled,\n [FreespinsActions.ActionSpin]: true,\n [FreespinsActions.ActionSpinStop]: false\n });\n }\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n limit(): void\n {\n LimitDialog.openDialog();\n\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: false,\n [FreespinsActions.ActionAutoplayStop]: false,\n [FreespinsActions.ActionSpin]: false,\n [FreespinsActions.ActionSpinStop]: false\n });\n }\n\n enable(intro : boolean = false): void\n {\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount).toString());\n DataManager.updateDataElement(GameData.DataFreeSpinsCount, (GameManager.freespinsResponse.freeSpins.totalCount).toString());\n this._controller.enable(intro);\n this._enableDelay.start(100);\n }\n\n enableDelay(): void\n {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this._startDelay.start(DesktopFreespinsUserControls.START_DELAY);\n } else {\n this.actions.changeActionState(FreespinsActions.ActionStart, true);\n HtmlController.updateActionElement(FreespinsActions.ActionStart, true);\n }\n }\n\n startDelay(): void {\n this.start();\n }\n\n spinDelay(): void {\n this.spin();\n }\n\n backDelay(): void {\n this.back();\n }\n\n disable(): void\n {\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionMaxBet, this.wasRespin);\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n // retrigger feature\n private retrigger(updateCount: boolean = false): boolean\n {\n let wasRetrigger: boolean = false;\n\n if(GameManager.freespinsResponse.wins != null && GameManager.freespinsResponse.wins.length > 0) {\n for(let i: number = 0; i < GameManager.freespinsResponse.wins.length; i++) {\n if(GameManager.freespinsResponse.wins[i].type === WinType.freeSpins) {\n if(updateCount) {\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount).toString());\n }\n let count: number = GameManager.freespinsResponse.wins[i].customData['count'];\n if(count != null) {\n DataManager.updateDataElement(GameData.DataFreeSpinsCount, (count).toString());\n DataManager.updateDataElement(GameData.DataFreeSpinsWonCount, (count).toString());\n }\n wasRetrigger = true;\n }\n }\n }\n\n return wasRetrigger && !this.isLastFreespin();\n }\n\n private isLastFreespin(): boolean\n {\n if(DataManager.GameLimit) {\n this.limit();\n return true;\n }\n\n if (GameManager.freespinsResponse.freeSpins != null\n && GameManager.freespinsResponse.freeSpins.remainingCount != null\n && GameManager.freespinsResponse.freeSpins.remainingCount === 0) {\n\n return true;\n }\n\n return false;\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Desktop/DesktopFreespinsUserControls.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Controller} from '../Controller';\nimport {ComponentTypes} from '../../Components/ComponentTypes';\nimport {FreespinsView} from './FreespinsView';\nimport {FreespinsModel} from './FreespinsModel';\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {Communication} from 'neo-games';\n\n@engineComponent(ComponentTypes.Controller)\nexport class FreespinsController extends Controller {\n\n public static readonly StartReceived: string = 'eventStartReceived';\n public static readonly SpinReceived: string = 'eventSpinReceived';\n public static readonly EndReceived: string = 'eventEndReceived';\n public static readonly MachineStopped: string = 'eventMachineStopped';\n public static readonly WinCalculationFinished: string = 'eventWinCalculationFinished';\n public static readonly AllWinsFinished: string = 'eventAllWinsFinished';\n public static readonly IntroFinished: string = 'eventIntroFinished';\n public static readonly OutroFinished: string = 'eventOutroFinished';\n\n protected _view: FreespinsView;\n protected _model: FreespinsModel;\n\n constructor() {\n super();\n }\n\n startInitialization(view: any): void {\n if (DEBUG) {\n this.log('startInitialization');\n }\n\n if (view instanceof FreespinsView) {\n this._view = view;\n } else {\n if (DEBUG) {\n this.log('ERROR view is not instance of BaseView');\n }\n }\n\n this._model = new FreespinsModel(this);\n }\n\n initReceived(): void {\n this._view.initReceived(this);\n }\n\n initIntro(): void {\n this._view.initIntro();\n }\n\n start(): void {\n this._model.start();\n }\n\n spin(): void {\n let afterRetrigger = false;\n if (GameManager.freespinsResponse\n && GameManager.freespinsResponse.wins\n && GameManager.freespinsResponse.wins.filter(w => w.type == Communication.Game.WinType.freeSpins).length > 0) {\n afterRetrigger = true;\n }\n this._model.spin();\n this._view.spin(afterRetrigger);\n }\n\n end(): void {\n this._model.end();\n }\n\n stop(): void {\n this._view.stop();\n }\n\n startReceived(): void {\n this._view.startReceived();\n this.emit(FreespinsController.StartReceived);\n }\n\n spinReceived(): void {\n this._view.spinReceived();\n this.emit(FreespinsController.SpinReceived);\n }\n\n endReceived(): void {\n this.emit(FreespinsController.EndReceived);\n }\n\n machineStopped(): void {\n this.emit(FreespinsController.MachineStopped);\n }\n\n winCalculationFinished(): void {\n this.emit(FreespinsController.WinCalculationFinished);\n }\n\n allWinsFinished(): void {\n this.emit(FreespinsController.AllWinsFinished);\n }\n\n intro(long: boolean = false, previousModule: string): void {\n this._view.intro(long, previousModule);\n }\n\n introFinished(): void {\n this.emit(FreespinsController.IntroFinished);\n }\n\n outro(): void {\n this._view.outro();\n }\n\n outroFinished(): void {\n this.emit(FreespinsController.OutroFinished);\n }\n\n enable(intro : boolean = false): void {\n this._view.enable(intro);\n }\n\n showMessage(type : \"NORMAL\" | \"END\" | \"RETRIGGER\" | \"RETRIGGER_SINGLE\" | \"FORCE\" | \"RESPIN\" | \"RESPIN_INIT\" ): void {\n this._view.showMessage(type);\n }\n\n hideMessage(): void {\n this._view.hideMessage();\n }\n\n calculationCounter(actualCounterValue: string): void {\n this._view.calculationCounter(actualCounterValue);\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Freespins/FreespinsController.ts\n **/","import {Utils, NumberUtils} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {FreespinsController} from './FreespinsController';\nimport {BetManager} from '../../Managers/BetManager';\nimport {DataManager} from '../../Managers/DataManager';\nimport {GameManager} from '../../Managers/GameManager';\nimport {MessageManager} from '../../Managers/MessageManager';\n\nexport class FreespinsModel {\n\n //******************************************************************************************************************\n // VARIABLES\n //******************************************************************************************************************\n\n protected controller: FreespinsController;\n\n //******************************************************************************************************************\n // CONSTRUCTOR\n //******************************************************************************************************************\n\n constructor(controller: FreespinsController) {\n this.controller = controller;\n }\n\n //******************************************************************************************************************\n // REQUESTS\n //******************************************************************************************************************\n\n public start(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n DataManager.controlAutoplay();\n GameManager.gameClient.start(Communication.Game.GameModules.Freespins).then((response: any): any => {\n MessageManager.postpone(this.startReceived.bind(this), response);\n });\n }\n\n public spin(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n DataManager.controlAutoplay();\n GameManager.gameClient.freespin(Communication.Game.GameModules.Freespins).then((response: any): any => {\n MessageManager.postpone(this.spinReceived.bind(this), response);\n });\n }\n\n public end(): void {\n if (GameManager.requestSend) {\n return;\n }\n\n GameManager.requestSend = true;\n DataManager.controlAutoplay();\n GameManager.gameClient.endFreespin().then((response: any): any => {\n MessageManager.postpone(this.endReceived.bind(this), response);\n });\n }\n\n //******************************************************************************************************************\n // RESPONSES\n //******************************************************************************************************************\n\n protected startReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n Platforms.Platforms.featureStarted({type: Communication.Game.GameModules.Freespins});\n this.controller.startReceived();\n }\n\n GameManager.requestSend = false;\n }\n\n protected spinReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n this.controller.spinReceived();\n\t\t\tPlatforms.Platforms.spinReceived({balance: parseFloat(NumberUtils.add(response.balance.real, response.balance.bonus)), win: GameManager.freespinsResponse.currentWin, totalBet: BetManager.createBetForSpin().totalBet, roundId: response.roundId});\n\t\t}\n\n GameManager.requestSend = false;\n }\n\n protected endReceived(response: Communication.Game.GameResponse): void {\n if (!Utils.isNullOrUndefined(response)) {\n GameManager.parseResponses(response);\n DataManager.updateResponseData();\n\n Platforms.Platforms.featureFinished({type: Communication.Game.GameModules.Freespins});\n this.controller.endReceived();\n }\n\n GameManager.requestSend = false;\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/Freespins/FreespinsModel.ts\n **/","export class FreespinsActions\n{\n static ActionStart: string = 'FREESPIN_START';\n static ActionBack: string = 'FREESPIN_BACK_TO_GAME';\n static ActionSpin: string = 'FREESPIN_SPIN';\n static ActionSpinStop: string = 'FREESPIN_SPIN_STOP';\n static ActionAutoplay: string = 'FREESPIN_AUTOPLAY';\n static ActionAutoplayStop: string = 'FREESPIN_AUTOPLAY_STOP';\n static ActionMaxBet: string = 'FREESPIN_MAX_BET';\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Common/Actions/FreespinsActions.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Communication, Platforms} from 'neo-games';\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from \"../../Utils/FrameTimer\";\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {UserControls} from \"../Common/UserControls/UserControls\";\nimport {HtmlController} from \"../../HTMLComponents/HtmlController\";\nimport {GameManager} from \"../../Managers/GameManager\";\nimport {GameData} from \"../Common/Datas/GameData\";\nimport {GameActions} from \"../Common/Actions/GameActions\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {ModuleManager} from \"../../Managers/ModuleManager\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {LimitDialog} from \"../Common/Dialogs/LimitDialog\";\nimport {FreespinsController} from \"../../GameComponents/Freespins/FreespinsController\";\nimport {FreespinsActions} from \"../Common/Actions/FreespinsActions\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {FreeRoundBonus} from '../Common/Bonuses/FreeRoundBonus';\nimport {FreespinsView} from \"../../GameComponents/Freespins/FreespinsView\";\n\nvar GameModules = Communication.Game.GameModules;\nvar WinType = Communication.Game.WinType;\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class MobileFreespinsUserControls extends UserControls {\n public static START_DELAY: number = 60;\n public static START_DELAY_LONG: number = 160;\n public static SPIN_DELAY: number = 0;\n public static BACK_DELAY: number = 0;\n public static FAKE_START_DELAY: number = 60;\n\n protected _controller: FreespinsController;\n\n private _userControls: HTMLElement;\n private _userControls_supreme: HTMLElement;\n private _afterWinDelay: FrameTimerEventEmitter;\n private _autoplayDelay: FrameTimerEventEmitter;\n private _retriggerDelay: FrameTimerEventEmitter;\n private _enableDelay: FrameTimerEventEmitter;\n private _backButtonDelay: FrameTimerEventEmitter;\n private _startDelay: FrameTimerEventEmitter;\n private _spinDelay: FrameTimerEventEmitter;\n private _fakeStartDelay: FrameTimerEventEmitter;\n private _backDelay: FrameTimerEventEmitter;\n\n private wasRespin: boolean = false;\n\n private _wasCalclulated: boolean = true;\n\n constructor() {\n super('freespins');\n }\n\n create(node: Element): void\n {\n super.create(node);\n\n this.registerActions();\n\n this._afterWinDelay = CreateFrameTimer('afterWinDelay');\n this._afterWinDelay.on(FrameTimerEvents.Complete, this.prepareNewGameRound.bind(this));\n\n this._autoplayDelay = CreateFrameTimer('autoplayDelay');\n this._autoplayDelay.on(FrameTimerEvents.Complete, this.autoplayDelayed.bind(this));\n\n this._retriggerDelay = CreateFrameTimer('retriggerDelay');\n this._retriggerDelay.on(FrameTimerEvents.Complete, this.retriggerDelayed.bind(this));\n\n this._enableDelay = CreateFrameTimer('enableDelay');\n this._enableDelay.on(FrameTimerEvents.Complete, this.enableDelay.bind(this));\n\n this._backButtonDelay = CreateFrameTimer('backButtonDelay');\n this._backButtonDelay.on(FrameTimerEvents.Complete, this.backButtonDelay.bind(this));\n\n this._startDelay = CreateFrameTimer('startDelay');\n this._startDelay.on(FrameTimerEvents.Complete, this.startDelay.bind(this));\n\n this._spinDelay = CreateFrameTimer('spinDelay');\n this._spinDelay.on(FrameTimerEvents.Complete, this.spinDelay.bind(this));\n\n this._fakeStartDelay = CreateFrameTimer('fakeStartDelay');\n this._fakeStartDelay.on(FrameTimerEvents.Complete, this.fakeStartDelayed.bind(this));\n\n this._backDelay = CreateFrameTimer('backDelay');\n this._backDelay.on(FrameTimerEvents.Complete, this.backDelay.bind(this));\n\n this._userControls = document.getElementById('freespinsUserControls');\n }\n\n addController(controller: FreespinsController): void\n {\n this._controller = controller;\n this._controller.on(FreespinsController.StartReceived, this.startReceived.bind(this));\n this._controller.on(FreespinsController.SpinReceived, this.spinReceived.bind(this));\n this._controller.on(FreespinsController.EndReceived, this.endReceived.bind(this));\n this._controller.on(FreespinsController.MachineStopped, this.machineStopped.bind(this));\n this._controller.on(FreespinsController.WinCalculationFinished, this.winCalculationFinished.bind(this));\n this._controller.on(FreespinsController.AllWinsFinished, this.allWinsFinished.bind(this));\n this._controller.on(FreespinsController.IntroFinished, this.introFinished.bind(this));\n this._controller.on(FreespinsController.OutroFinished, this.outroFinished.bind(this));\n }\n\n registerActions(): void\n {\n this.actions.registerActions({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: false,\n [FreespinsActions.ActionAutoplayStop]: false,\n [FreespinsActions.ActionSpin]: false,\n [FreespinsActions.ActionSpinStop]: false\n });\n }\n\n initReceived(): void\n {\n this._userControls_supreme = document.getElementById('userControls_supreme');\n\n super.initReceived();\n\n this._controller.initReceived();\n\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.add(HtmlController.DisabledClass);\n }\n }\n\n restoreGameRound(): void\n {\n this.prepareNewGameRound();\n }\n\n startReceived(): void\n {\n ModuleManager.outroModule(GameModules.Base);\n }\n\n spinReceived(): void\n {\n if(DataManager.quickspinEnabled() && !FreespinsView.wasRespin) {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n this._controller.stop();\n } else {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, AppContext.gameConfiguration.GameEnableReelsStop);\n HtmlController.updateActionElements(this.getAllActions());\n }\n }\n\n endReceived(): void\n {\n ModuleManager.outroModule(GameModules.Freespins);\n }\n\n dispatchAction(action: string): void\n {\n if (this.actions.getActionState(action)) {\n PlayList.play('SND_Click');\n super.dispatchAction(action);\n\n switch (action) {\n case FreespinsActions.ActionStart:\n DataManager.Autoplay = false;\n this.start();\n break;\n case FreespinsActions.ActionBack:\n this.back();\n break;\n case FreespinsActions.ActionSpin:\n this.spin();\n break;\n case FreespinsActions.ActionSpinStop:\n this.stop();\n break;\n case FreespinsActions.ActionAutoplay:\n this.autoplay();\n break;\n case FreespinsActions.ActionAutoplayStop:\n this.autoplayStop();\n break;\n }\n }\n }\n\n start(): void\n {\n if(this.wasRespin) {\n this.wasRespin = false;\n this._controller.hideMessage();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n this._afterWinDelay.start(60);\n } else {\n this._controller.hideMessage();\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n this._controller.start();\n }\n //PlayList.play(\"SND_TransitionOut\");\n }\n\n spin(): void\n {\n if (!this._wasCalclulated) {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.currentWin > 0) {\n Platforms.Platforms.win(GameManager.freespinsResponse.currentWin);\n }\n }\n\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount - 1).toString());\n\n this.actions.disableAllActions();\n if(DataManager.Autoplay) {\n this.actions.changeActionState(FreespinsActions.ActionAutoplayStop, AppContext.gameConfiguration.AutoplayModeEnabled);\n }\n HtmlController.dispatchUiAction('');\n DataManager.updateDataElement(GameData.DataTotalWin);\n HtmlController.updateActionElements(this.getAllActions());\n this._controller.spin();\n\n Platforms.Platforms.spinStarted();\n }\n\n back(): void\n {\n this.disable();\n ModuleManager.endFreespins();\n }\n\n stop(): void\n {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElements(this.getAllActions());\n HtmlController.dispatchUiAction('');\n if(!FreespinsView.wasRespin) {\n DataManager.quickspinStopped();\n }\n this._controller.stop();\n }\n\n end(): void\n {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.totalWin > 0) {\n Platforms.Platforms.win(GameManager.freespinsResponse.totalWin, true);\n }\n\n this._controller.end();\n }\n\n autoplayDelayed(): void\n {\n this._autoplayDelay.stop();\n if(DataManager.Autoplay) {\n this.autoplay();\n } else {\n this.prepareNewGameRound();\n }\n }\n\n autoplay(): void\n {\n this._afterWinDelay.stop();\n\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n\n if(DataManager.AutoplayCount === '∞') {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.AutoplayCount = (parseInt(DataManager.AutoplayCount) - 1).toString();\n if(parseInt(DataManager.AutoplayCount) >= 0) {\n DataManager.Autoplay = true;\n DataManager.updateDataElement(GameData.DataAutoplayCount, DataManager.AutoplayCount);\n this.spin();\n } else {\n DataManager.Autoplay = false;\n this.prepareNewGameRound();\n }\n }\n }\n\n autoplayStop(): void\n {\n DataManager.Autoplay = false;\n this.actions.changeActionState(FreespinsActions.ActionAutoplayStop, false);\n HtmlController.updateActionElement(FreespinsActions.ActionAutoplayStop, false);\n }\n\n backButtonDelay(): void {\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n machineStopped(): void\n {\n Platforms.Platforms.spinEnded();\n if(GameManager.freespinsResponse.currentWin === 0) {\n this._wasCalclulated = true;\n } else {\n this._wasCalclulated = false;\n }\n\n if(this.retrigger()) {\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n HtmlController.updateActionElement(FreespinsActions.ActionSpinStop, false);\n return;\n }\n\n if(this.isLastFreespin()) {\n if(!this.wasRespin) {\n DataManager.Autoplay = false;\n }\n this.actions.disableAllActions();\n if(GameManager.freespinsResponse.currentWin === 0) {\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n // this.actions.changeActionState(FreespinsActions.ActionBack, true);\n this._backButtonDelay.start(60);\n }\n HtmlController.updateActionElements(this.getAllActions());\n if(this.wasRespin) {\n this._backButtonDelay.stop();\n this._backDelay.start(MobileFreespinsUserControls.BACK_DELAY);\n }\n return;\n }\n\n this.actions.changeActionState(FreespinsActions.ActionSpinStop, false);\n\n if(GameManager.freespinsResponse.currentWin > 0) {\n this._afterWinDelay.start(GameManager.freespinsResponse.gameMultiplier > 1 ? 120 : 30);\n } else {\n this.prepareNewGameRound();\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n\n if(DataManager.Autoplay && GameManager.freespinsResponse.currentWin === 0) {\n this._autoplayDelay.start(15);\n }\n }\n\n winCalculationFinished(): void\n {\n this._afterWinDelay.stop();\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n\n if(this.retrigger()) {\n return;\n }\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n this.prepareNewGameRound();\n }\n\n allWinsFinished(): void\n {\n if (GameManager.freespinsResponse != null && GameManager.freespinsResponse.currentWin > 0 && !this._wasCalclulated) {\n Platforms.Platforms.win(GameManager.freespinsResponse.currentWin);\n }\n\n this._wasCalclulated = true;\n\n if(this.retrigger(true)) {\n this._retriggerDelay.start(this.wasRespin ? MobileFreespinsUserControls.SPIN_DELAY : 180);\n return;\n }\n\n this._afterWinDelay.stop();\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n // this.actions.changeActionState(FreespinsActions.ActionBack, true);\n // HtmlController.updateActionElements(this.getAllActions());\n this._backButtonDelay.start(60);\n return;\n }\n\n this.prepareNewGameRound();\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n }\n\n retriggerDelayed() : void\n {\n this._afterWinDelay.stop();\n\n if(this.isLastFreespin()) {\n DataManager.Autoplay = false;\n this.actions.disableAllActions();\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n if(this.wasRespin) {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n //ModuleManager.hideMessage(Communication.Game.GameModules.Freespins);\n this._spinDelay.start(MobileFreespinsUserControls.START_DELAY_LONG);\n } else {\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n this._fakeStartDelay.start(MobileFreespinsUserControls.FAKE_START_DELAY);\n }\n return;\n } else {\n this.wasRespin = false;\n this.prepareNewGameRound();\n }\n\n if(DataManager.Autoplay) {\n this.autoplay();\n }\n }\n\n fakeStartDelayed() {\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: true,\n [FreespinsActions.ActionSpin]: false\n });\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n initIntro(): void\n {\n FreeRoundBonus.disableUi();\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, GameManager.freespinsResponse.freeSpins.remainingCount.toString());\n\n DataManager.updateDataElement(GameData.DataTotalWin);\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.add('freespins');\n }\n\n\n this.retrigger(true);\n\n super.initIntro();\n this._controller.initIntro();\n Platforms.Platforms.featureInit({type: Communication.Game.GameModules.Freespins});\n\n if(this.isLastFreespin()) {\n this.actions.disableAllActions();\n if(GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) {\n this._backDelay.start(MobileFreespinsUserControls.BACK_DELAY);\n } else {\n this.actions.changeActionState(FreespinsActions.ActionBack, true);\n }\n HtmlController.updateActionElements(this.getAllActions());\n return;\n }\n\n if((GameManager.freespinsResponse && GameManager.freespinsResponse.customData && GameManager.freespinsResponse.customData.respin == true) ||\n (GameManager.freespinsResponse.freeSpins.totalCount == 1 && GameManager.freespinsResponse.freeSpins.remainingCount == 1)) {\n this.wasRespin = true;\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n this._spinDelay.start(MobileFreespinsUserControls.START_DELAY);\n return;\n }\n\n this.prepareNewGameRound();\n }\n\n intro(long: boolean = false, previousModule: string): void\n {\n FreeRoundBonus.disableUi();\n\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this.wasRespin = true;\n } else {\n this.wasRespin = false;\n }\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, GameManager.freespinsResponse.freeSpins.remainingCount.toString());\n\n this._controller.intro(long, previousModule);\n\n if (this._userControls != null) {\n this._userControls.style.display = 'block';\n }\n\n if (this._userControls_supreme != null) {\n this._userControls_supreme.style.display = 'block';\n }\n if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.add('freespins');\n }\n }\n\n introFinished(): void\n {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this._spinDelay.start(MobileFreespinsUserControls.SPIN_DELAY);\n } else {\n this.prepareNewGameRound();\n }\n\n if (this._userControls != null && this._userControls.classList.contains(HtmlController.DisabledClass)) {\n this._userControls.classList.remove(HtmlController.DisabledClass);\n }\n\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n this._userControls_supreme.classList.remove(HtmlController.DisabledClass);\n }\n\n let baseUserControls = document.getElementById('userControls');\n if (baseUserControls != null) {\n baseUserControls.style.display = 'none';\n }\n }\n\n outro(): void\n {\n if(!this.wasRespin) {\n DataManager.Autoplay = false;\n } else {\n if (DataManager.stopAutoplayIfWinLimit()) {\n DataManager.AutoplayAfterGamble = false;\n }\n }\n this.wasRespin = false;\n\n this._controller.outro();\n\n // if (this._userControls != null && !this._userControls.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls.classList.add(HtmlController.DisabledClass);\n // }\n //\n // if (this._userControls_supreme != null && !this._userControls_supreme.classList.contains(HtmlController.DisabledClass)) {\n // this._userControls_supreme.classList.add(HtmlController.DisabledClass);\n // }\n\n ModuleManager.hideMessage(Communication.Game.GameModules.Freespins);\n }\n\n outroFinished(): void\n {\n ModuleManager.introModule(GameModules.Base, true, GameModules.Freespins);\n if (this._userControls != null) {\n this._userControls.style.display = 'none';\n }\n if (this._userControls_supreme != null && this._userControls_supreme.classList.contains('freespins')) {\n this._userControls_supreme.classList.remove('freespins');\n }\n }\n\n prepareNewGameRound(): void\n {\n this._afterWinDelay.stop();\n\n if (GameManager.freespinsResponse.totalWin != null) {\n DataManager.updateGameDataFromModule(GameData.DataFreeSpinTotalWin, GameManager.freespinsResponse.totalWin.toString());\n }\n DataManager.updateDataElement(GameData.DataFreeSpinTotalWin);\n\n if(DataManager.GameLimit) {\n DataManager.Autoplay = false;\n this.limit();\n } else {\n if(!DataManager.Autoplay) {\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: !DataManager.Autoplay && AppContext.gameConfiguration.AutoplayModeEnabled,\n [FreespinsActions.ActionAutoplayStop]: DataManager.Autoplay && AppContext.gameConfiguration.AutoplayModeEnabled,\n [FreespinsActions.ActionSpin]: true,\n [FreespinsActions.ActionSpinStop]: false\n });\n }\n }\n\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n limit(): void\n {\n LimitDialog.openDialog();\n\n this.actions.changeActionStates({\n [FreespinsActions.ActionStart]: false,\n [FreespinsActions.ActionBack]: false,\n [FreespinsActions.ActionAutoplay]: false,\n [FreespinsActions.ActionAutoplayStop]: false,\n [FreespinsActions.ActionSpin]: false,\n [FreespinsActions.ActionSpinStop]: false\n });\n }\n\n enable(intro : boolean = false): void\n {\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount).toString());\n DataManager.updateDataElement(GameData.DataFreeSpinsCount, (GameManager.freespinsResponse.freeSpins.totalCount).toString());\n this._controller.enable(intro);\n this._enableDelay.start(100);\n }\n\n enableDelay(): void\n {\n if(GameManager.freespinsResponse.freeSpins.remainingCount == 1) {\n this._startDelay.start(MobileFreespinsUserControls.START_DELAY);\n } else {\n this.actions.changeActionState(FreespinsActions.ActionStart, true);\n HtmlController.updateActionElement(FreespinsActions.ActionStart, true);\n }\n }\n\n startDelay(): void {\n this.start();\n }\n\n spinDelay(): void {\n this.spin();\n }\n\n backDelay(): void {\n this.back();\n }\n\n disable(): void\n {\n this.actions.disableAllActions();\n HtmlController.updateActionElements(this.getAllActions());\n }\n\n // retrigger feature\n private retrigger(updateCount: boolean = false): boolean\n {\n let wasRetrigger: boolean = false;\n\n if(GameManager.freespinsResponse.wins != null && GameManager.freespinsResponse.wins.length > 0) {\n for(let i: number = 0; i < GameManager.freespinsResponse.wins.length; i++) {\n if(GameManager.freespinsResponse.wins[i].type === WinType.freeSpins) {\n if(updateCount) {\n DataManager.updateDataElement(GameData.DataFreeSpinsRemainingCount, (GameManager.freespinsResponse.freeSpins.remainingCount).toString());\n }\n let count: number = GameManager.freespinsResponse.wins[i].customData['count'];\n if(count != null) {\n DataManager.updateDataElement(GameData.DataFreeSpinsCount, (count).toString());\n DataManager.updateDataElement(GameData.DataFreeSpinsWonCount, (count).toString());\n }\n wasRetrigger = true;\n }\n }\n }\n\n return wasRetrigger && !this.isLastFreespin();\n }\n\n private isLastFreespin(): boolean\n {\n if(DataManager.GameLimit) {\n this.limit();\n return true;\n }\n\n if (GameManager.freespinsResponse.freeSpins != null\n && GameManager.freespinsResponse.freeSpins.remainingCount != null\n && GameManager.freespinsResponse.freeSpins.remainingCount === 0) {\n\n return true;\n }\n\n return false;\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Channels/Mobile/MobileFreespinsUserControls.ts\n **/","import {Logger, EngineComponentFactory} from 'neo-common';\nimport {ActionSet} from \"../ActionSet\";\nimport {ComponentTypes} from \"../ComponentTypes\";\n\n\n/**\n * The ActionManager class is used for parsing elements which are extending display objects and render them to canvas.\n * @class ActionManager\n * @author Marek Turkovic\n *\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n */\nexport class ActionManager\n{\n /**\n * Parse ActionSet object elements from xml and add them to ActionSet.ActionSets object.\n *\n * @method parseActionSets\n * @param startNode\n * @return void\n */\n static parseActionSets(startNode: Element): void\n {\n if (!startNode) {\n return;\n }\n\n ActionManager\n .getNodesList(startNode.firstElementChild)\n .reverse()\n .filter((node: Element) =>\n node.hasAttribute('Class')\n && node.getAttribute('Class') === 'ActionSet'\n && EngineComponentFactory.isTypeOf('ActionSet', ComponentTypes.ActionSet))\n .forEach((node: Element) => (EngineComponentFactory.get('ActionSet') as ActionSet).RegisterActionSet(node));\n }\n\n /**\n * Recursively extracts sibling nodes.\n * @method getNodesList\n * @param node Element\n * @param nodeList Array\n * @return Array\n */\n private static getNodesList(node: Element, nodeList: Array = []): Array\n {\n if (!node) {\n return nodeList;\n }\n\n if (node.nextElementSibling) {\n nodeList = ActionManager.getNodesList(node.nextElementSibling, nodeList);\n }\n\n return nodeList.concat(node);\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param data any\n * @return void\n */\n private static log(data: any): void\n {\n if (DEBUG) {\n Logger.debugGroup('ActionManager', data);\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Managers/ActionManager.ts\n **/","import {Logger, Utils} from 'neo-common';\nimport {ClientHost, GameEngine, Communication} from 'neo-games';\n\nimport {Dialog, DialogOpenData} from '../Channels/Common/Dialogs/Dialog';\nimport {GameManager} from \"../Managers/GameManager\";\nimport {BalanceManager} from \"../Managers/BalanceManager\";\nimport {ModuleManager} from \"../Managers/ModuleManager\";\nimport {BetManager} from \"../Managers/BetManager\";\nimport {DataManager} from \"../Managers/DataManager\";\nimport {Languages} from \"../Utils/Languages\";\nimport {HtmlController} from \"../HTMLComponents/HtmlController\";\n\ntype IBalance = Communication.Game.IBalance;\n\nexport class GameClientHostConsumer extends GameEngine.GameClientHostConsumerBase {\n private _dialog: Dialog;\n\n constructor(app: GameEngine.IApp) {\n super(app);\n }\n\n private get dialog(): Dialog {\n if (Utils.isNullOrUndefined(this._dialog)) {\n this._dialog = new Dialog(this._app);\n }\n\n return this._dialog;\n }\n\n /**\n * Handle dispatched action from client host\n * @param actionGroup - group name where action belongs to\n * @param action - name of action to handle\n */\n handleAction(actionGroup: string, action: string): void {\n if (!HtmlController.dispatchActionAllowed) {\n return;\n }\n\n if (actionGroup === ClientHost.Types.ClientHostActionGroup.Default.toString()) {\n if (DEBUG) {\n Logger.debugGroup('GameClientHostConsumer',\n `Received action \"${action}\" (group: '${actionGroup}'), dispatching to controller.dispatchAction() ...`);\n }\n\n DataManager.addTrustedUserAction(action);\n ModuleManager.dispatchAction(action);\n } else if (actionGroup === ClientHost.Types.ClientHostActionGroup.Terminal.toString()) {\n if (DEBUG) {\n Logger.debugGroup('GameClientHostConsumer',\n `Received action \"${action}\" (group: '${actionGroup}'), dispatching to controller.dispatchTerminalAction() ...`);\n }\n\n DataManager.addTrustedUserAction(action);\n ModuleManager.dispatchAction(action);\n }\n }\n\n /**\n * handle request to show dialog with message (optionally error)\n * @param request - show dialog request data\n */\n handleShowDialog(request: ClientHost.Types.ClientHostDialogRequest): void {\n if (DEBUG) {\n Logger.debugGroup('GameClientHostConsumer', `inside handleShowDialog(), request: `, request);\n }\n\n if (request.type === ClientHost.Types.ClientHostDialogType.Responsible1) {\n this.showResponsibleDialog1(request.data as ClientHost.Types.ClientHostResponsibleDialogData);\n } else {\n\n let dialogData = Utils.isNullOrUndefined(request.data) ? null : request.data as DialogOpenData;\n let special = false;\n let gameRoundId = '0';\n let errorId = '';\n if (!Utils.isNullOrUndefined(dialogData)) {\n special = dialogData.special;\n gameRoundId = dialogData.gameRoundId;\n errorId = dialogData.errorId;\n }\n let isError = request.type === ClientHost.Types.ClientHostDialogType.Error;\n let code = request.error ? request.error.errorCode : '';\n\n this.dialog.openDialog(request.text, code, errorId, isError, special, gameRoundId, request);\n }\n }\n\n /**\n * handle request to show dialog with message\n */\n handleShowEndGameDialog(): void {\n //dialog without buttons\n let customData = {\n data: {\n actions: [null] as Array\n }\n };\n\n this.dialog.openDialog(Languages.getRid('DLG_ENDGAME'), '', '', false, true, '', customData);\n PIXI.sound.removeAll();\n\n //remove game and keep only dialog\n let dialog = document.getElementById('dialog');\n let root = document.getElementById('root');\n if (root != null && dialog != null) {\n root.innerHTML = dialog.outerHTML;\n document.body.innerHTML = '';\n document.body.appendChild(root);\n }\n }\n\n /**\n * handle request to close currently visible dialog (if any)\n */\n handleCloseDialog(): void {\n this.dialog.closeDialog();\n }\n\n /**\n * @method handleRefreshAccount - handle 'refresh account' request from client host\n */\n handleRefreshAccount(): void {\n BalanceManager.refreshBalance();\n }\n\n /**\n * @method handleError - handle error from client host.\n * @param error - error message\n * @param data - structure with information about error\n */\n handleError(error: string, data?: any): void {\n this.dialog.openDialog(error, null, '', true);\n }\n\n handleBlockRequest(blocked: boolean): void {\n if(blocked) {\n if(DataManager.Autoplay) {\n DataManager.gameState('AutoPlayEnded');\n }\n DataManager.Autoplay = false;\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n }\n }\n\n /**\n * @method handlePaytableAction - handle paytable action (load, show, ...)\n * @param request - request to do with paytable\n */\n handlePaytableRequest(request: ClientHost.Types.ClientHostPaytableRequest): void {\n\n }\n\n handleAccountUpdate(balance: IBalance, forceShow: boolean): void {\n if(forceShow) {\n BetManager.unHideValues(true);\n }\n\n BalanceManager.balanceReceived(balance);\n }\n\n handleAutoplayAction(action: ClientHost.Types.AutoplayAction): void {\n switch (action) {\n case ClientHost.Types.AutoplayAction.Stop: {\n if(DataManager.Autoplay) {\n DataManager.gameState('AutoPlayEnded');\n }\n DataManager.Autoplay = false;\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n break;\n }\n case ClientHost.Types.AutoplayAction.Enable: {\n DataManager.AutoplayEnabled = true;\n break;\n }\n case ClientHost.Types.AutoplayAction.Disable: {\n if(DataManager.Autoplay) {\n DataManager.gameState('AutoPlayEnded');\n }\n DataManager.Autoplay = false;\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n DataManager.AutoplayEnabled = false;\n break;\n }\n default: {\n if (DEBUG) {\n Logger.errorGroup('GameClientHostConsumer', `Unknown autoplay action '${action}'`);\n }\n break;\n }\n }\n }\n\n handleGameplayAction(action: ClientHost.Types.GamePlayAction): void {\n switch (action) {\n case ClientHost.Types.GamePlayAction.Enable: {\n GameManager.enablePlay();\n break;\n }\n case ClientHost.Types.GamePlayAction.Disable: {\n GameManager.disablePlay();\n break;\n }\n default: {\n if (DEBUG) {\n Logger.errorGroup('GameClientHostConsumer', `Unknown gameplay action '${action}'`);\n }\n break;\n }\n }\n }\n\n\n terminateOnCollect(): boolean {\n if (DEBUG) {\n Logger.debugGroup('GameClientHostConsumer', `inside terminateOnCollect()`);\n }\n\n return GameManager.canExit(true);\n }\n\n private showResponsibleDialog1(data: ClientHost.Types.ClientHostResponsibleDialogData) {\n if (DEBUG) {\n Logger.debugGroup('GameClientHostConsumer', `showResponsibleDialog1(), data: `, data);\n }\n\n GameManager.showResponsibleDialog1(data);\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/ClientHost/ClientHostConsumer.ts\n **/","import {GameEngine} from 'neo-games';\n\nexport class GameDefinition extends GameEngine.GameDefinitionBase {\n /**\n * @property ClientHostType - type name for client host, eg.(Default, Desktop ...)\n */\n public get Gamble(): boolean {\n return this.getValue('Gamble', true);\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Common/GameDefinition.ts\n **/","import {GameEngine} from 'neo-games';\nimport {GameManager} from \"../Game/Managers/GameManager\";\n\nconst key_GameEnableReelsStop = 'GameEnableReelsStop';\nconst key_GameEnableQuickSpin = 'GameEnableQuickSpin';\nconst key_QuickSpinDialogCount = 'QuickSpinDialogCount';\nconst key_QuickSpinDecayDelay = 'QuickSpinDecayDelay';\nconst key_MinGameRoundDuration = 'MinGameRoundDuration';\nconst key_GameRoundMinSpan = 'GameRoundMinSpan';\nconst key_UIShowTime = 'UIShowTime';\nconst key_GUIShowSessionTime = 'GUI_ShowSessionTime';\nconst key_GUIShowSessionTimeStartValue = 'GUI_ShowSessionTimeStartValue';\nconst key_UseServerTime = 'UseServerTime';\nconst key_UseHtmlAudio = 'UseHtmlAudio';\nconst key_FullscreenOnClick = 'FullscreenOnClick';\nconst key_UseCoins = 'UseCoins';\nconst key_AutoplayGambleEnabled = 'AutoplayGambleEnabled';\nconst key_AutoplayMode = 'AutoplayMode';\nconst key_AutoplayCounts = 'AutoplayCounts';\nconst key_AutoplayLossLimit = 'AutoplayLossLimit';\nconst key_AutoplaySingleWinLimit = 'AutoplaySingleWinLimit';\nconst key_HelpShowGameLimit = 'HelpShowGameLimit';\nconst key_HelpShowRTP = 'HelpShowRTP';\nconst key_ShowGameRoundsHistory = 'ShowGameRoundsHistory';\nconst key_ExpirationResolveHours = 'ExpirationResolveHours';\nconst key_AutoplayModeSpeed = 'AutoplayModeSpeed';\nconst key_HideAmountsEnabled = 'HideAmountsEnabled';\nconst key_AutoplayModeEnabled = 'AutoplayModeEnabled';\nconst key_ResetCoinCountOnDenomChange = 'ResetCoinCountOnDenomChange';\nconst key_CollectOnUnCalculatedWin = 'CollectOnUnCalculatedWin';\nconst key_PluginUrl = 'PluginUrl';\nconst key_PluginOrigin = 'PluginOrigin';\nconst key_Platform = 'Platform';\nconst key_PollCredit = 'PollCredit';\nconst key_ShowDecimalPlaces = 'ShowDecimalPlaces';\nconst key_SelectorRolloutDuration = 'SelectorRolloutDuration';\nconst key_DisplayCurrencies = 'DisplayCurrencies';\nconst key_CanvasFallback = 'CanvasFallback';\nconst key_GameRoundIdVisible = 'GameRoundIdVisible';\nconst key_MuteOnLostFocus = 'MuteOnLostFocus';\nconst key_ShowCashierMessage = 'ShowCashierMessage';\nconst key_CashierMessageShowRefreshBalanceButton = 'CashierMessageShowRefreshBalanceButton';\nconst key_CashierUrl = 'CashierUrl';\nconst key_DisableUntrustedClicks = 'DisableUntrustedClicks';\nconst key_PlayerSessionReconnectionInterval = 'PlayerSessionReconnectionInterval';\nconst key_ApplicationGatewayUrl = 'ApplicationGatewayUrl';\nconst key_EventTrackerEnabled = 'EventTrackerEnabled';\nconst key_GameEnableVibration = 'GameEnableVibration';\nconst key_PaytableUseValue = 'PaytableUseValue';\n\nconst key_GUI_HistoryUrl = 'GUI_HistoryUrl';\nconst key_RCI_HistoryUrl = 'RCI_HistoryUrl';\nconst key_RCI_Info = 'RCI_Info';\nconst key_RCI_IntervalInfo = 'RCI_IntervalInfo';\nconst key_RCI_ShowHistoryButton = 'RCI_ShowHistoryButton';\n\nconst key_FeatureAutoPlay = 'FeatureAutoPlay';\nconst key_FeatureAutoPick = 'FeatureAutoPick';\n\nconst key_ShowSimilarGames = 'ShowSimilarGames';\nconst key_SimilarGamesList = 'SimilarGamesList';\nconst key_ShowExitGameButton = 'ShowExitGameButton';\nconst key_StaticContentUrl = 'StaticContentUrl';\nconst key_ShowHomeButton = 'ShowHomeButton';\nconst key_UsePortraitMode = 'UsePortraitMode';\nconst key_FRBShowDenyButton = 'FRBShowDenyButton';\nconst key_FRBShowPostponeButton = 'FRBShowPostponeButton';\nconst key_StatusBar = 'StatusBar';\nconst key_StatusBarData = 'StatusBarData';\n\nconst key_ProgressiveBonusId = 'ProgressiveBonusId';\nconst key_ProgressiveBonusContributeOnlyQualified = 'ProgressiveBonusContributeOnlyQualified';\nconst key_ProgressiveBonusMinQualifyingBet = 'ProgressiveBonusMinQualifyingBet';\nconst key_ProgressiveBonusMaxQualifyingBet = 'ProgressiveBonusMaxQualifyingBet';\nconst key_ProgressiveBonusVisibleMax = 'ProgressiveBonusVisibleMax';\nconst key_ProgressiveBonusHelpShowMaxVisibleLimit = 'ProgressiveBonusHelpShowMaxVisibleLimit';\nconst key_ProgressiveBonusHelpShowCumulativeWinLimit = 'ProgressiveBonusHelpShowCumulativeWinLimit';\nconst key_ProgressiveBonusTicketConstraint = 'ProgressiveBonusTicketConstraint';\nconst key_UseJackpotLocalization = 'UseJackpotLocalization';\nconst key_ProgressiveBonusTheme = 'ProgressiveBonusTheme';\n\nconst key_SessionBalance = 'SessionBalance';\nconst key_TotalBet = 'TotalBet';\nconst key_TotalWin = 'TotalWin';\nconst key_PlayerTokenId = 'PlayerTokenId';\nconst key_ClientToken = 'ClientToken';\nconst key_MaxBetEnabled = 'MaxBetEnabled';\nconst key_ShowMaxBetMessage = 'ShowMaxBetMessage';\nconst key_HelpShowGameModuleVersion = 'HelpShowGameModuleVersion';\nconst key_NotifyBetHigherThanMin = 'NotifyBetHigherThanMin';\n\nexport class GameConfiguration extends GameEngine.GameConfigurationBase {\n /**\n * @property GameEnableReelsStop - game enable reels stop.\n */\n public get GameEnableReelsStop(): boolean {\n return this.getValue(key_GameEnableReelsStop, true);\n }\n\n /**\n * @property GameEnableQuickSpin - game allows automatic quick stop.\n */\n public get GameEnableQuickSpin(): boolean {\n return this.getValue(key_GameEnableQuickSpin, false);\n }\n\n /**\n * @property QuickSpinDialogCount - number of subsequent quick stops before dialog is shown.\n */\n public get QuickSpinDialogCount(): number {\n return this.getValue(key_QuickSpinDialogCount, 3);\n }\n\n public get QuickSpinDecayDelay(): number {\n return this.getValue(key_QuickSpinDecayDelay, 30);\n }\n\n /**\n * @property MinGameRoundDuration - number min round duration from start to stop reels\n */\n public get MinGameRoundDuration(): number {\n return this.getValue(key_MinGameRoundDuration, 0);\n }\n\n /**\n * @property GameRoundMinSpan - min game round duration in milliseconds\n */\n public get GameRoundMinSpan(): number {\n return this.getValue(key_GameRoundMinSpan, 0);\n }\n\n /**\n * @property UIShowTime\n */\n public get UIShowTime(): boolean {\n return this.getValue(key_UIShowTime, false);\n }\n\n /**\n * @property GUIShowSessionTime\n */\n public get GUIShowSessionTime(): boolean {\n return this.getValue(key_GUIShowSessionTime, false);\n }\n\n /**\n * @property GUIShowSessionTimeStartValue\n */\n public get GUIShowSessionTimeStartValue(): number {\n return this.getValue(key_GUIShowSessionTimeStartValue, 0);\n }\n\n /**\n * @property UseServerTime\n */\n public get UseServerTime(): boolean {\n return this.getValue(key_UseServerTime, false);\n }\n\n /**\n * @property UseHtmlAudio\n */\n public get UseHtmlAudio(): boolean {\n return this.getValue(key_UseHtmlAudio, false);\n }\n\n /**\n * @property FullscreenOnClick\n */\n public get FullscreenOnClick(): boolean {\n return this.getValue(key_FullscreenOnClick, false);\n }\n\n /**\n * @property UseCoins\n */\n public get UseCoins(): boolean {\n return this.getValue(key_UseCoins, false);\n }\n\n /**\n * @property AutoplayGambleEnabled - Enables/disables gamble feature during Autoplay\n */\n public get AutoplayGambleEnabled(): boolean {\n return this.getValue(key_AutoplayGambleEnabled, true);\n }\n\n /**\n * @property MaxBetEnabled Enables max bet button in game UI\n */\n public get MaxBetEnabled(): boolean {\n return this.getValue(key_MaxBetEnabled, false);\n }\n\n /**\n * @property ShowMaxBetMessage Enables max bet button confirmation dialog in game UI\n */\n public get ShowMaxBetMessage(): boolean {\n return this.getValue(key_ShowMaxBetMessage, false);\n }\n\n /**\n * @property AutoplayMode - Determines what autoplay features are available to the player:\n * Basic = Basic autoplay is used\n * Simple = simple autoplay is used\n * Advanced = advanced autoplay is used\n */\n public get AutoplayMode(): string {\n return this.getValue(key_AutoplayMode, 'simple');\n }\n\n /**\n * @property AutoplayCounts - shows selection of preset Autoplay games for simple and advanced autoplay; -1 = no limit/infinite option\n */\n public get AutoplayCounts(): Array {\n return this.getValue(key_AutoplayCounts, [-1,1000,750,500,250,100,75,50,25,10]);\n }\n\n /**\n * @property AutoplayLossLimit - List of values shown to player, where player can set his Loss limit, available only in advanced autoplay; -1 = no limit option\n */\n public get AutoplayLossLimit(): Array {\n return this.getValue(key_AutoplayLossLimit, [-1,5,20,50]);\n }\n\n /**\n * @property AutoplaySingleWinLimit - List of values shown to player, where player can set his singleWinLimit; -1 = no limit option\n */\n public get AutoplaySingleWinLimit(): Array {\n return this.getValue(key_AutoplaySingleWinLimit, [-1,10,20,75]);\n }\n\n /**\n * @property HelpShowGameLimit - Show game limit in help.\n */\n public get HelpShowGameLimit(): boolean {\n return this.getValue(key_HelpShowGameLimit, true);\n }\n\n /**\n * @property HelpShowRTP - Show rtp in help.\n */\n public get HelpShowRTP(): boolean {\n return this.getValue(key_HelpShowRTP, true);\n }\n\n /**\n * @property ShowGameRoundsHistory - show button which open new window to last 10 game rounds.\n */\n public get ShowGameRoundsHistory(): boolean {\n return GameManager.gameResponse.roundId > -1 && this.getValue(key_ShowGameRoundsHistory, true);\n }\n\n /**\n * @property ExpirationResolveHours - Automatic game resolve\n */\n public get ExpirationResolveHours(): number {\n return this.getValue(key_ExpirationResolveHours, -1);\n }\n\n /**\n * @property AutoplayModeSpeed - can speed up reel rotation in autoplay - !!!! for now only in Firebird\n * standard = normal autoplay flow\n * fast = if game has stop button enabled reel rotation will stop rotation after response will came from server\n */\n public get AutoplayModeSpeed(): string {\n return this.getValue(key_AutoplayModeSpeed, 'standard');\n }\n\n /**\n * @property HideAmountsEnabled - show hide buttons for credit and bet - !!!! for now only in Firebird\n */\n public get HideAmountsEnabled(): boolean {\n return this.getValue(key_HideAmountsEnabled, false);\n }\n\n /**\n * @property AutoplayModeEnabled - enable or disable autoplay functionality - !!!! for now only in Firebird\n */\n public get AutoplayModeEnabled(): boolean {\n return this.getValue(key_AutoplayModeEnabled, true);\n }\n\n /**\n * @property ResetCoinCountOnDenomChange\n * true => reset coin count to lowest value available after every denomination change\n * false => coin count is not changed if in the new denomination is available, if its not available -> same or closest lower coin count is set\n */\n public get ResetCoinCountOnDenomChange(): boolean {\n return this.getValue(key_ResetCoinCountOnDenomChange, true);\n }\n\n /**\n * @property CollectOnUnCalculatedWin\n * true => collect win on spin when player didnt see calculated win in win box\n * false => standard flow\n */\n public get CollectOnUnCalculatedWin(): boolean {\n return this.getValue(key_CollectOnUnCalculatedWin, false);\n }\n\n /**\n * @property PluginUrl - if is not empty create hidden iframe for communication with platforms and showing reality check (for now only for CZ fortuna - iforium)\n */\n public get PluginUrl(): string {\n return this.getValue(key_PluginUrl, '');\n }\n\n /**\n * @property PluginUrl - if is not empty and plugin URL creates hidden iframe this parameter will be applied for messaging between iframe and game\n */\n public get PluginOrigin(): string {\n return this.getValue(key_PluginOrigin, '');\n }\n\n /**\n * @property Platform - name of platform for external apis - for now we supported only iforium platform\n */\n public get Platform(): string {\n return this.getValue(key_Platform, '');\n }\n\n /**\n * @property PollCredit\n * -1 => Not used\n * > 0 => Number in miliseconds run timer to refresh balance when credit is lower than bet in closed gameround\n */\n public get PollCredit(): number {\n return this.getValue(key_PollCredit, -1);\n }\n\n /**\n * @property ShowDecimalPlaces - all wins and currency values are shown with selected decimal places (except RTP of course)\n */\n public get ShowDecimalPlaces(): number {\n return this.getValue(key_ShowDecimalPlaces, 2);\n }\n\n /**\n * @property SelectorRolloutDuration\n * 0 => Disabled\n * > 0 => Selector rollout duration in seconds.\n */\n public get SelectorRolloutDuration(): number {\n return this.getValue(key_SelectorRolloutDuration, 5);\n }\n\n /**\n * @property DisplayCurrencies\n * @returns {string[]}\n */\n public get DisplayCurrencies(): string[] {\n return this.getValue(key_DisplayCurrencies, []);\n }\n\n /**\n * @property CanvasFallback\n * @returns {boolean}\n */\n public get CanvasFallback(): boolean {\n return this.getValue(key_CanvasFallback, false);\n }\n\n /**\n * @property GameRoundIdVisible\n * @returns {boolean}\n */\n public get GameRoundIdVisible(): boolean {\n return this.getValue(key_GameRoundIdVisible, true);\n }\n\n /**\n * @property MuteOnLostFocus\n * @returns {boolean}\n */\n public get MuteOnLostFocus(): boolean {\n return this.getValue(key_MuteOnLostFocus, true);\n }\n\n /**\n * @property ShowCashierMessage\n * @returns {boolean}\n */\n public get ShowCashierMessage(): boolean {\n return this.getValue(key_ShowCashierMessage, false);\n }\n\n /**\n * @property CashierMessageShowRefreshBalanceButton\n * @returns {boolean}\n */\n public get CashierMessageShowRefreshBalanceButton(): boolean {\n return this.getValue(key_CashierMessageShowRefreshBalanceButton, false);\n }\n\n /**\n * @property CashierUrl\n * @returns {string}\n */\n public get CashierUrl(): string {\n return this.getValue(key_CashierUrl, '');\n }\n\n /**\n * @property DisableUntrustedClicks\n * @returns {string}\n */\n public get DisableUntrustedClicks(): boolean {\n return this.getValue(key_DisableUntrustedClicks, true);\n }\n\n /**\n * @property GUIHistoryUrl\n * @returns {string}\n */\n public get GUIHistoryUrl(): string {\n return this.getValue(key_GUI_HistoryUrl, '');\n }\n\n /**\n * @property RCIHistoryUrl\n * @returns {string}\n */\n public get RCIHistoryUrl(): string {\n return this.getValue(key_RCI_HistoryUrl, '');\n }\n\n /**\n * @property RCIInfo\n * @returns {boolean}\n */\n public get RCIInfo(): boolean {\n return this.getValue(key_RCI_Info, false);\n }\n\n /**\n * @property RCIIntervalInfo\n * @returns {boolean}\n */\n public get RCIIntervalInfo(): boolean {\n return this.getValue(key_RCI_IntervalInfo, true);\n }\n\n /**\n * @property RCIShowHistoryButton\n * @returns {boolean}\n */\n public get RCIShowHistoryButton(): boolean {\n return this.getValue(key_RCI_ShowHistoryButton, false);\n }\n\n /**\n *\n * @returns {number}\n * @constructor\n */\n public get FeatureAutoPlay(): number {\n return (this.getValue(key_FeatureAutoPlay, 0) / 1000) * 60;\n }\n\n /**\n *\n * @returns {boolean}\n * @constructor\n */\n public get FeatureAutoPick(): boolean {\n return this.getValue(key_FeatureAutoPick, false);\n }\n\n /**\n * @property ShowSimilarGames\n * @returns {boolean}\n */\n public get ShowSimilarGames(): boolean {\n return this.getValue(key_ShowSimilarGames, false);\n }\n\n /**\n * @property SimilarGamesList\n * @returns {array string}\n */\n public get SimilarGamesList(): Array {\n return this.getValue(key_SimilarGamesList, []);\n }\n\n /**\n * @property ShowExitGameButton\n * @returns {boolean}\n */\n public get ShowExitGameButton(): boolean {\n return this.getValue(key_ShowExitGameButton, true);\n }\n\n /**\n * @property StaticContentUrl\n * @returns {string}\n */\n public get StaticContentUrl(): string {\n return this.getValue(key_StaticContentUrl, '');\n }\n\n /**\n * @property ShowHomeButton\n * @returns {boolean}\n */\n public get ShowHomeButton(): boolean {\n return this.getValue(key_ShowHomeButton, true);\n }\n\n /**\n * @property UsePortraitMode\n * @returns {boolean}\n */\n public get UsePortraitMode(): boolean {\n return this.getValue(key_UsePortraitMode, true);\n }\n\n /**\n * @property FRBShowDenyButton\n * @returns {boolean}\n */\n public get FRBShowDenyButton(): boolean {\n return this.getValue(key_FRBShowDenyButton, true);\n }\n\n /**\n * @property FRBShowPostponeButton\n * @returns {boolean}\n */\n public get FRBShowPostponeButton(): boolean {\n return this.getValue(key_FRBShowPostponeButton, true);\n }\n\n /**\n * @property StatusBar\n * @returns {array string}\n */\n public get StatusBar(): Array {\n return this.getValue(key_StatusBar, []);\n }\n\n /**\n * @property StatusBarData\n * @returns {object}\n */\n public get StatusBarData(): Object {\n return this.getValue(key_StatusBarData, {});\n }\n\n /**\n * @property ProgressiveBonusId\n * @returns {number}\n */\n public get ProgressiveBonusId(): number {\n return this.getValue(key_ProgressiveBonusId, -1);\n }\n\n /**\n * @property ProgressiveBonusContributeOnlyQualified\n * @returns {boolean}\n */\n public get ProgressiveBonusContributeOnlyQualified(): boolean {\n return this.getValue(key_ProgressiveBonusContributeOnlyQualified, false);\n }\n\n /**\n * @property ProgressiveBonusMinQualifyingBet\n * @returns {number}\n */\n public get ProgressiveBonusMinQualifyingBet(): number {\n return this.getValue(key_ProgressiveBonusMinQualifyingBet, -1);\n }\n\n /**\n * @property ProgressiveBonusMaxQualifyingBet\n * @returns {number}\n */\n public get ProgressiveBonusMaxQualifyingBet(): number {\n return this.getValue(key_ProgressiveBonusMaxQualifyingBet, -1);\n }\n\n /**\n * @property ProgressiveBonusVisibleMax\n * @returns {number}\n */\n public get ProgressiveBonusVisibleMax(): number {\n return this.getValue(key_ProgressiveBonusVisibleMax, -1);\n }\n\n /**\n * @property ProgressiveBonusHelpShowMaxVisibleLimit\n * @returns {boolean}\n */\n public get ProgressiveBonusHelpShowMaxVisibleLimit(): boolean {\n return this.getValue(key_ProgressiveBonusHelpShowMaxVisibleLimit, true);\n }\n\n /**\n * @property ProgressiveBonusHelpShowCumulativeWinLimit\n * @returns {boolean}\n */\n public get ProgressiveBonusHelpShowCumulativeWinLimit(): boolean {\n return this.getValue(key_ProgressiveBonusHelpShowCumulativeWinLimit, true);\n }\n\n /**\n * @property ProgressiveBonusTicketConstraint\n * @returns {string}\n */\n public get ProgressiveBonusTicketConstraint(): string {\n return this.getValue(key_ProgressiveBonusTicketConstraint, '');\n }\n\n /**\n * @property UseJackpotLocalization\n * @returns {boolean}\n */\n public get UseJackpotLocalization(): boolean {\n return this.getValue(key_UseJackpotLocalization, false);\n }\n\n /**\n * @property ProgressiveBonusTheme\n * @returns {string}\n */\n public get ProgressiveBonusTheme(): string {\n return this.getValue(key_ProgressiveBonusTheme, '');\n }\n\n /**\n * @property SessionBalance\n * @constructor\n */\n public get SessionBalance(): number {\n return this.getValue(key_SessionBalance, 0);\n }\n\n /**\n * @propertyTotalBet\n * @constructor\n */\n public get TotalBet(): number {\n return this.getValue(key_TotalBet, 0);\n }\n\n /**\n * @propertyTotalWin\n * @constructor\n */\n public get TotalWin(): number {\n return this.getValue(key_TotalWin, 0);\n }\n\n /**\n * @propertyPlayerTokenId\n * @constructor\n */\n public get PlayerTokenId(): string {\n return this.getValue(key_PlayerTokenId, '');\n }\n\n /**\n * @propertyPlayerSessionReconnectionInterval\n * @constructor\n */\n public get PlayerSessionReconnectionInterval(): number {\n return this.getValue(key_PlayerSessionReconnectionInterval, 0);\n }\n\n /**\n * @property ApplicationGatewayUrl\n * @constructor\n */\n public get ApplicationGatewayUrl(): string {\n return this.getValue(key_ApplicationGatewayUrl, '');\n }\n\n /**\n * @property GameEnableVibration\n * @constructor\n */\n public get GameEnableVibration(): boolean {\n return this.getValue(key_GameEnableVibration, false);\n }\n\n /**\n * @property HelpShowGameModuleVersion\n * true - Enable game module version info in Help.\n * false - Disable game module version info in Help.\n */\n public get HelpShowGameModuleVersion(): boolean {\n return this.getValue(key_HelpShowGameModuleVersion, false);\n }\n\n /**\n * @property NotifyBetHigherThanMin\n * true - Set bet to minimal on game start and show\n * notification after if game entered during\n * feature using bet other than min bet.\n * false - Disable notification and bet update\n */\n public get NotifyBetHigherThanMin(): boolean {\n return this.getValue(key_NotifyBetHigherThanMin, false);\n }\n\n /**\n * @property PaytableUseValue\n * @constructor\n */\n public get PaytableUseValue(): boolean {\n return this.getValue(key_PaytableUseValue, false);\n }\n\n /**\n * @propertyUseWebSocket\n * @constructor\n */\n public get EventTrackerEnabled(): boolean {\n return this.getValue(key_EventTrackerEnabled, false);\n }\n\n /**\n * @propertyClientToken\n * @constructor\n */\n public get ClientToken(): string {\n return this.getValue(key_ClientToken, '');\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Common/GameConfiguration.ts\n **/","import {Platforms, Communication} from 'neo-games';\nimport {DataManager} from './DataManager';\nimport {Scaling} from '../Utils/Scaling';\nimport {BalanceManager} from './BalanceManager';\nimport {HtmlController} from '../HTMLComponents/HtmlController';\nimport {AppContext} from '../../Common/AppContext';\nimport {UserAction} from '../HTMLComponents/UserAction';\nimport {GameApp} from \"../GameApp\";\nimport {RetentionPanel} from \"../Utils/RetentionPanel\";\nimport {ModuleManager} from './ModuleManager';\nimport {PageVisibilityHandler} from \"../CustomComponents/PageVisibilityHandler\";\nimport {EventData} from \"neo-games/Engine/Plugins/EventTracker/EventTracker\";\nimport {NotificationManager} from \"./NotificationManager\";\nimport {AutoplayData} from \"neo-games/Engine/Platforms/IPlatforms\";\n\nvar GameModules = Communication.Game.GameModules;\n\nexport class PlatformsManager {\n\n static create(): void\n {\n let pluginOrigin = '*';\n\n if (AppContext != null && AppContext.gameConfiguration != null) {\n if (AppContext.gameConfiguration.PluginOrigin != '') {\n pluginOrigin = AppContext.gameConfiguration.PluginOrigin;\n }\n\n Platforms.Platforms.getTimeDataFnc = DataManager.getTimeData;\n Platforms.Platforms.getGameTimeFnc = DataManager.getGameTime;\n Platforms.Platforms.createEmitter();\n\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.AutoplayStop, PlatformsManager.stopAutoplay);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.RestoreAutoplay, (autoplayData) => {\n PlatformsManager.restoreAutoplay(autoplayData);\n });\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.ResizeGame, PlatformsManager.resizeGame);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.RefreshBalance, PlatformsManager.refreshBalance);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GamePlayStop, (disableChannel) => {\n\t\t\t\tPlatformsManager.gamePlayStop(disableChannel);\n\t\t\t});\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GamePlayResume, PlatformsManager.gamePlayResume);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GamePlayFreeze, PlatformsManager.gamePlayFreeze);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GamePlayUnfreeze, PlatformsManager.gamePlayUnfreeze);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GameAudioEnable, PlatformsManager.gameAudioEnable);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GameAudioMute, PlatformsManager.gameAudioMute);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GameAudioSet, (level: number) => {\n PlatformsManager.gameAudioSet(level);\n });\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.GameQuickSpin, (enabled: boolean) => {\n PlatformsManager.gameQuickSpin(enabled);\n });\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.ShowHelp, PlatformsManager.showHelp);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.HideHelp, PlatformsManager.hideHelp);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.ToggleHelp, PlatformsManager.toggleHelp);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.ShowPaytable, PlatformsManager.showPaytable);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.HidePaytable, PlatformsManager.hidePaytable);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.TogglePaytable, PlatformsManager.togglePaytable);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.PlatformCloseMenu, PlatformsManager.platformCloseMenu);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.PlatformCloseGame, PlatformsManager.platformCloseGame);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.PlatformUpdateUI, PlatformsManager.platformUpdateUI);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.PlatformErrorMessageDismissed, PlatformsManager.platformErrorMessageDismissed);\n Platforms.Platforms.eventEmitter.on(Platforms.Platforms.CreateNotification, (events: Array) => {\n PlatformsManager.createNotification(events);\n });\n\n Platforms.Platforms.create(AppContext.gameConfiguration.Platform, AppContext.gameConfiguration.PluginUrl, pluginOrigin, {gameKey: GameApp.key, lang: GameApp.language, clientHub: NotificationManager});\n }\n }\n\n static stopAutoplay(): void\n {\n DataManager.Autoplay = false;\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n }\n\n static restoreAutoplay(autoplayData: AutoplayData): void {\n DataManager.Autoplay = true;\n DataManager.AutoplayCount = autoplayData.autoplayCount;\n DataManager.AutoplayLossLimit = autoplayData.autoplayLossLimit;\n DataManager.AutoplayWinLimit = autoplayData.autoplayWinLimit;\n HtmlController.dispatchAction('AUTOPLAY');\n }\n\n static resizeGame(): void\n {\n Scaling.resizeRoot();\n }\n\n static refreshBalance(): void\n {\n BalanceManager.refreshBalance(true);\n }\n\n static gamePlayStop(disableChannel: boolean = false): void\n {\n \t// Stop autoplay\n PlatformsManager.stopAutoplay();\n\n\t\t// Disable channel module\n\t\tif (disableChannel) {\n\t\t\tif (ModuleManager.gambleActive()) {\n\t\t\t\t//ModuleManager.disableChannelModule(GameModules.Gamble);\n\t\t\t} else if (ModuleManager['freespinsActive'] && ModuleManager['freespinsActive']()) {\n\t\t\t\t//ModuleManager.disableChannelModule(GameModules.Freespins);\n\t\t\t} else {\n\t\t\t\tModuleManager.disableChannelModule(GameModules.Base);\n\t\t\t}\n\t\t}\n }\n\n static gamePlayResume(): void\n {\n \t// Restore game round\n\t\tif (ModuleManager.gambleActive()) {\n\t\t\t//ModuleManager.restoreGameRound(GameModules.Gamble);\n\t\t} else if (ModuleManager['freespinsActive'] && ModuleManager['freespinsActive']()) {\n\t\t\t//ModuleManager.restoreGameRound(GameModules.Freespins);\n\t\t} else {\n\t\t\tModuleManager.restoreGameRound(GameModules.Base);\n\t\t}\n }\n\n static gamePlayFreeze(): void {\n if (!Platforms.Platforms.canSpinOnCollect) {\n //handle freeze when idle (rc)\n PlatformsManager.stopAutoplay();\n }\n\n PageVisibilityHandler.Enabled = false;\n PageVisibilityHandler.pauseAll();\n HtmlController.dispatchActionAllowed = false;\n document.body.classList.add('freeze');\n }\n\n static gamePlayUnfreeze(): void {\n document.body.classList.remove('freeze');\n HtmlController.dispatchActionAllowed = true;\n PageVisibilityHandler.resumeAll();\n PageVisibilityHandler.Enabled = true;\n }\n\n static gameAudioEnable(): void\n {\n HtmlController.setSound(3);\n }\n\n static gameAudioMute(): void\n {\n HtmlController.setSound(0);\n }\n\n static gameAudioSet(level: number): void {\n HtmlController.setSound(level);\n }\n\n static showHelp(): void\n {\n let dipatchElementId = UserAction.ActionHelpOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionHelpOn);\n }\n }\n }\n }\n\n static hideHelp(): void\n {\n let dipatchElementId = UserAction.ActionHelpOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (!dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionHelpOff);\n }\n }\n }\n }\n\n static toggleHelp(): void\n {\n let dipatchElementId = UserAction.ActionHelpOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionHelpOn);\n } else {\n HtmlController.dispatchUiAction(UserAction.ActionHelpOff);\n }\n }\n }\n }\n\n static showPaytable(): void\n {\n let dipatchElementId = UserAction.ActionPaytableOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionPaytableOn);\n }\n }\n }\n }\n\n static hidePaytable(): void\n {\n let dipatchElementId = UserAction.ActionPaytableOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (!dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionPaytableOff);\n }\n }\n }\n }\n\n static togglePaytable(): void\n {\n let dipatchElementId = UserAction.ActionPaytableOn;\n if (HtmlController.UiDispatchElements[dipatchElementId]) {\n let dipatchElement = HtmlController.UiDispatchElements[dipatchElementId][0];\n\n if (dipatchElement != null) {\n if (dipatchElement.instance.classList.contains(HtmlController.DisabledClass)) {\n HtmlController.dispatchUiAction(UserAction.ActionPaytableOn);\n } else {\n HtmlController.dispatchUiAction(UserAction.ActionPaytableOff);\n }\n }\n }\n }\n\n static gameQuickSpin(enabled: boolean): void {\n //not all games has quickspin fnc, use object key as function name\n if (DataManager['quickspinSet']) {\n DataManager['quickspinSet'](enabled);\n }\n }\n\n static platformCloseMenu(): void {\n HtmlController.dispatchUiAction('');\n }\n\n static platformCloseGame(): void {\n Platforms.Platforms.exitHandler = 'platformsManager';\n GameApp.exit();\n }\n\n static platformUpdateUI(): void {\n RetentionPanel.revalidate();\n }\n\n static platformErrorMessageDismissed(): void {\n //ToDo not implemented yet\n }\n\n static createNotification(events: Array): void {\n if (AppContext.gameConfiguration.EventTrackerEnabled) {\n NotificationManager.sendMessage({application: 'EventTrackingServer', service: 'EventTracker',action: 'event/log', data: {'events': events}});\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Managers/PlatformsManager.ts\n **/","import {Utils, StringUtils, ArrayUtils, Logger, engineComponent} from 'neo-common';\nimport {ShapeElement} from './ShapeElement';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {StageController} from \"../../StageController\";\nimport {Tweens, ITweenable} from \"../../Effects/Tweens\";\nimport {ParticleElementAttributes} from \"../../ComponentAttributes\";\nimport {IElement} from \"../Interfaces/IElement\";\n\n/**\n * BaseElementParticle class is class which creates holder for other display objects.\n * Also handle all basic properties of display object as X, Y, Rotation, Tween, Scale, Visible, Mask.\n * @class BaseElementParticle\n * @extends PIXI.Container\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class BaseElementParticle extends PIXI.particles.ParticleContainer implements ITweenable, IElement\n{\n static _destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n private _uid: string;\n private _cloned: boolean;\n private __destroyed: boolean;\n private _tweenEngine: string;\n\n maskSprite: PIXI.Sprite;\n\n constructor()\n {\n super();\n\n this._cloned = false;\n this.__destroyed = false;\n\n this._uid = `${this.componentName}_${Utils.generateUuid()}`;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n this._uid = PerfDebug.generateElementUID(this);\n PerfDebug.newElement(this, this.getDebugInfo());\n }\n }\n }\n\n public get tweenEngine(): string\n {\n return this._tweenEngine;\n }\n\n /**\n * @method _create - setup element from xml node\n * @param node\n * @private\n */\n _create(node: Element): void\n {\n this.assertDestroyed('_create()');\n\n Tweens.removeTweens(this);\n\n if (this.name == null) {\n this.name = node.nodeName;\n }\n\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n if (node.hasAttribute('Alpha')) {\n this.alpha = parseFloat(node.getAttribute('Alpha'));\n }\n\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n if (node.hasAttribute('Rotation')) {\n this.rotation = parseInt(node.getAttribute('Rotation'));\n }\n\n /*\n * Random rotation in degrees for this display object.\n * @property StartRotation\n * @type Number\n * @default null\n */\n if (node.hasAttribute('StartRotation')) {\n if (node.getAttribute('StartRotation') === 'random') {\n //this.rotation = Math.floor(Math.random() * 360);\n this.rotation = Math.floor(Math.random() * 360) / 100;\n }\n }\n\n /*\n * The factor to stretch this display object horizontally.\n * 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.\n * @property ScaleX\n * @type Number\n * @default 1\n */\n if (node.hasAttribute('ScaleX')) {\n this.scale.x = parseFloat(node.getAttribute('scaleX'));\n }\n\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n if (node.hasAttribute('ScaleY')) {\n this.scale.y = parseFloat(node.getAttribute('ScaleY'));\n }\n\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n if (node.hasAttribute('Scale')) {\n this.scale.x = parseFloat(node.getAttribute('Scale'));\n this.scale.y = parseFloat(node.getAttribute('Scale'));\n }\n\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n if (node.hasAttribute('X')) {\n this.position.x = parseInt(node.getAttribute('X'));\n }\n\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n if (node.hasAttribute('Y')) {\n this.position.y = parseInt(node.getAttribute('Y'));\n }\n\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n if (node.hasAttribute('PivotX')) {\n this.pivot.x = parseInt(node.getAttribute('PivotX'));\n }\n\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n if (node.hasAttribute('PivotY')) {\n this.pivot.y = parseInt(node.getAttribute('PivotY'));\n }\n\n /*\n * Indicates whether this display object should be rendered to the canvas and included when running the Stage Stage/getObjectsUnderPoint method.\n * @property Visible\n * @type Boolean\n * @default true\n */\n if (node.hasAttribute('Visible')) {\n this.visible = StringUtils.parseBoolean(node.getAttribute('Visible'));\n }\n\n /*\n * A ShapeElement instance that defines a vector mask (clipping path) for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property Mask\n * @type ShapeElement\n * @default null\n */\n if (node.hasAttribute('Mask')) {\n var next: Element = node.parentElement.firstElementChild;\n while (next != null) {\n if (next.nodeName === node.getAttribute('Mask')) {\n var shapeElement: ShapeElement = new ShapeElement();\n shapeElement.create(next);\n this.mask = shapeElement;\n }\n next = next.nextElementSibling;\n }\n\n if (this.mask == null) {\n if (DEBUG) {\n this.log('ERROR no element with name: ' + node.getAttribute('Mask'));\n }\n }\n }\n\n /*\n * A ImageElement instance that defines a mask for this display object.\n * The shape's transformation will be applied relative to the display object's parent coordinates (as if it were a child of the parent).\n * @property BitmapMask\n * @type string\n * @default null\n */\n if (node.hasAttribute('BitmapMask')) {\n var image = StageController.getTextureByResourceId(node.getAttribute('BitmapMask'));\n\n if (image != null) {\n this.maskSprite = new PIXI.Sprite(image);\n if (node.hasAttribute('BitmapMaskX')) {\n this.maskSprite.position.x = parseFloat(node.getAttribute('BitmapMaskX'));\n }\n if (node.hasAttribute('BitmapMaskY')) {\n this.maskSprite.position.y = parseFloat(node.getAttribute('BitmapMaskY'));\n }\n if (!node.hasAttribute('BitmapMaskShow')) {\n this.addChild(this.maskSprite);\n this.mask = this.maskSprite;\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no image with name for mask: ' + node.getAttribute('BitmapMask'));\n }\n }\n }\n\n this._positionTweenOnCreate(node);\n this._scaleTweenOnCreate(node);\n this._rotationTweenOnCreate(node);\n this._alphaTweenOnCreate(node);\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.createElement(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n * Get scale-tweening-specific attributes from xml and fire the tween\n * @method _scaleTweenOnCreate\n * @param node is Element from xml\n * @return void\n */\n private _positionTweenOnCreate(node: Element): void\n {\n // todo: PositionTween attribute, which takes either one value that applies both for X and Y axis, or pairs of values in format \"(x1,y1);(x2,x2);(x3,x4)\"\n\n if (!node.hasAttribute(ParticleElementAttributes.POSITION_TWEEN_X) || !node.hasAttribute(ParticleElementAttributes.POSITION_TWEEN_Y)) {\n return;\n }\n\n let tweenX: Array = ArrayUtils.numberArray(node.getAttribute(ParticleElementAttributes.POSITION_TWEEN_X));\n let tweenY: Array = ArrayUtils.numberArray(node.getAttribute(ParticleElementAttributes.POSITION_TWEEN_Y));\n\n if (tweenX == null || tweenY == null) {\n if (DEBUG) {\n this.log('WARNING wrong parameters for PositionTween');\n }\n\n return;\n }\n\n const tweenDuration: number = node.hasAttribute(ParticleElementAttributes.POSITION_TWEEN_DURATION) ? parseInt(node.getAttribute(ParticleElementAttributes.POSITION_TWEEN_DURATION)) : 120;\n const tweenEase: string = node.hasAttribute(ParticleElementAttributes.POSITION_TWEEN_EASE) ? node.getAttribute(ParticleElementAttributes.POSITION_TWEEN_EASE) : null;\n const position: string = node.hasAttribute(ParticleElementAttributes.POSITION_TWEEN_POSITION) ? node.getAttribute(ParticleElementAttributes.POSITION_TWEEN_POSITION) : null;\n\n if (position == ParticleElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\n\n tweenX = tweenX.map(value =>\n {\n return value + this.position.x;\n });\n\n tweenY = tweenY.map(value =>\n {\n return value + this.position.y;\n });\n }\n\n Tweens.positionTween(this, {tweenX, tweenY, tweenEase, tweenDuration});\n }\n\n /**\n * Get scale-tweening-specific attributes from xml and fire the tween\n * @method _scaleTweenOnCreate\n * @param node is Element from xml\n * @return void\n */\n private _scaleTweenOnCreate(node: Element): void\n {\n if (!node.hasAttribute(ParticleElementAttributes.SCALE_TWEEN)) {\n return;\n }\n\n const tweenValues: Array = BaseElementParticle._getPointsFromPointsAttribute(node.getAttribute(ParticleElementAttributes.SCALE_TWEEN));\n const tweenDuration: number = node.hasAttribute(ParticleElementAttributes.SCALE_TWEEN_DURATION) ? parseInt(node.getAttribute(ParticleElementAttributes.SCALE_TWEEN_DURATION)) : 120;\n const tweenEase: string = node.hasAttribute(ParticleElementAttributes.SCALE_TWEEN_EASE) ? node.getAttribute(ParticleElementAttributes.SCALE_TWEEN_EASE) : null;\n\n Tweens.scaleTween(this, {tweenValues, tweenEase, tweenDuration});\n }\n\n /**\n * Get rotation-tweening-specific attributes from xml and fire the tween\n * @method _scaleTweenOnCreate\n * @param node is Element from xml\n * @return void\n */\n private _rotationTweenOnCreate(node: Element): void\n {\n if (!node.hasAttribute(ParticleElementAttributes.ROTATION_TWEEN)) {\n return;\n }\n\n const degrees: Array = ArrayUtils.numberArray(node.getAttribute(ParticleElementAttributes.ROTATION_TWEEN));\n\n if (degrees == null) {\n if (DEBUG) {\n this.log('WARNING wrong parameters for RotationTween');\n }\n\n return;\n }\n\n const tweenDuration: number = node.hasAttribute(ParticleElementAttributes.ROTATION_TWEEN_DURATION) ? parseInt(node.getAttribute(ParticleElementAttributes.ROTATION_TWEEN_DURATION)) : 120;\n const tweenEase: string = node.hasAttribute(ParticleElementAttributes.ROTATION_TWEEN_EASE) ? node.getAttribute(ParticleElementAttributes.ROTATION_TWEEN_EASE) : null;\n let tweenDelay: number = 0;\n if(node.hasAttribute(ParticleElementAttributes.ROTATION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ParticleElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n Tweens.rotationTween(this, {degrees, tweenEase, tweenDuration, tweenDelay});\n }\n\n /**\n * Get alpha-tweening-specific attributes from xml and fire the tween\n * @method _scaleTweenOnCreate\n * @param node is Element from xml\n * @return void\n */\n private _alphaTweenOnCreate(node: Element): void\n {\n if (!node.hasAttribute(ParticleElementAttributes.ALPHA_TWEEN)) {\n return;\n }\n\n const alphas: Array = ArrayUtils.numberArray(node.getAttribute(ParticleElementAttributes.ALPHA_TWEEN));\n\n if (alphas == null) {\n if (DEBUG) {\n this.log('WARNING wrong parameters for RotationTween');\n }\n return;\n }\n\n const tweenDuration: number = node.hasAttribute(ParticleElementAttributes.ALPHA_TWEEN_DURATION) ? parseInt(node.getAttribute(ParticleElementAttributes.ALPHA_TWEEN_DURATION)) : 120;\n let tweenDelay: number = 0;\n if(node.hasAttribute(ParticleElementAttributes.ALPHA_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ParticleElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenEase: string = node.hasAttribute(ParticleElementAttributes.ALPHA_TWEEN_EASE) ? node.getAttribute(ParticleElementAttributes.ALPHA_TWEEN_EASE) : null;\n\n Tweens.alphaTween(this, {alphas, tweenEase, tweenDuration, tweenDelay});\n }\n\n /**\n * Converts string from \"points attribute\" into array of points. E.g. \"(1,6);(5,2);2;(2,4)\". Point can be specified as single value for both axex.\n * @method _getPointsFromPointsAttribute\n * @return Array\n */\n private static _getPointsFromPointsAttribute(pointsString: string): any\n {\n return pointsString\n .replace(/\\s/g, '')\n .split(';')\n .map((valuesPair: string) =>\n {\n return /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair];\n })\n .map((valuesPair: Array) =>\n {\n return {x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1])};\n });\n };\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void\n {\n this._create(node);\n }\n\n getDebugInfo(): string\n {\n if (DEBUG) {\n var debugInfoFn = (this as any).debugInfo;\n return debugInfoFn ? debugInfoFn.call(this) : `${this.uid}\\nName: [${this.name}]`;\n }\n return '';\n }\n\n /**\n * @property cloned - indicates if element was cloned or not.\n * @returns {boolean}\n */\n public get cloned(): boolean\n {\n return this._cloned;\n }\n\n public get destroyed(): boolean\n {\n return this.__destroyed;\n }\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n destroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this.assertDestroyed('destroy');\n\n if (Utils.isNullOrUndefined(options)) {\n options = BaseElementParticle._destroyOptions;\n }\n\n this.internalDestroy(options);\n\n if (!Utils.isNullOrUndefined(this.children)) {\n super.destroy(options);\n }\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.destroy(this);\n }\n }\n\n this.__destroyed = true;\n }\n\n /**\n * @method internalDestroy - cleanup resources\n * @param options\n */\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n Tweens.removeTweens(this);\n }\n\n\n public clone(): any\n {\n throw new Error('Not implemented');\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n protected removeAndDestroyChildren(): void\n {\n this._removeAndDestroyChildren();\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n _removeAndDestroyChildren(): void\n {\n this.assertDestroyed('_removeAndDestroyChildren');\n\n var destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n if (this.children != null && this.children.length > 0) {\n for (var i = this.children.length - 1; i >= 0; i--) {\n if (this.children[i] != null) {\n (this.children[i] as any).destroy(destroyOptions);\n }\n }\n }\n\n this.removeChildren();\n }\n\n protected assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * Marks element as cloned\n */\n protected markAsCloned(): void\n {\n this._markAsCloned();\n }\n\n /**\n * Marks element as cloned\n */\n _markAsCloned(): void\n {\n this.assertDestroyed('markAsCloned()');\n this._cloned = true;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.clone(this);\n\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Log error into console\n * @param message\n */\n protected logError(s: string): void\n {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/BaseElementParticle.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ImageElement} from \"./ImageElement\";\nimport {StageController} from \"../../StageController\";\nimport {BaseElement} from \"./BaseElement\";\nimport {StyleManager} from \"../../Managers/StyleManager\";\nimport {FrameTimerEventEmitter, CreateFrameTimer, FrameTimerEvents} from '../../../Utils/FrameTimer';\nimport {BGParticleStyle} from \"../Styles/BGParticleStyle\";\n\n// TODO add comments\n/**\n * BGParticleElement class is class which creates particles of images on full screen that moves in diferent ways, speed, scale,....\n * Can be defined only with BGParticleStyle (See BGParticleStyle class).\n * Example 1:\n * \n *\n * @class SwitchElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class BGParticleElement extends BaseElement\n{\n // handle definition for particles\n private _style: BGParticleStyle;\n private _styleName: string;\n // holds particles in pool and reused them\n private _pool: Array;\n // timer for add particles\n private _timer: FrameTimerEventEmitter;\n\n private _stopping: boolean;\n private _stop: boolean;\n private _emitOnce: boolean;\n private _startType: string;\n\n private _blendMode: number;\n\n private circles: Array = [];\n private circlesData: Array = [];\n private lines: PIXI.Graphics;\n\n private connectionZoneWidth: Array = [];\n private connectionZoneHeight: Array = [];\n\n private counts: number;\n\n constructor() {\n super();\n\n this._pool = [];\n\n this._timer = CreateFrameTimer('bgTimer');\n this._timer.on(FrameTimerEvents.Complete, this.startUpdate.bind(this));\n\n this._stopping = false;\n this._stop = true;\n this._emitOnce = false;\n this._startType = '';\n this.visible = false;\n this.counts = 0;\n }\n\n createByNode(node: Element): void\n {\n super.createByNode(node);\n\n if (node.hasAttribute(BGParticleElementAttributes.BLEND_MODE)) {\n this._blendMode = parseInt(node.getAttribute(BGParticleElementAttributes.BLEND_MODE));\n }\n\n if (node.hasAttribute(BGParticleElementAttributes.STYLE)) {\n this._style = StyleManager.Styles[node.getAttribute(BGParticleElementAttributes.STYLE)];\n this._styleName = this._style.name;\n this.visible = true;\n\n this.connectionZoneHeight = this._style.connectionZoneHeight;\n this.connectionZoneWidth = this._style.connectionZoneWidth;\n\n this.createParticles();\n }\n }\n\n updateByNode(node: Element): void\n {\n super.updateByNode(node);\n }\n\n private createParticles(): void\n {\n let startCount = this._style.count;\n let imageElement: any;\n\n this.counts = this._style.counts[this._style.connected - 1];\n\n for (let i = 0; i < startCount; i++) {\n let speedX: number = 0;\n let speedY: number = 0;\n let scale: number = 1;\n let randomX = Math.random() * StageController.Width;\n let randomY = Math.random() * StageController.Height;\n\n for (let j = 0; j < this._style.images.length; j++) {\n if (i < this._style.counts[j]) {\n imageElement = new ImageElement(StageController.getTextureByResourceId(this._style.images[j]));\n speedX = Math.random() * (this._style.speedX[j][1] - this._style.speedX[j][0]) + this._style.speedX[j][0];\n speedY = Math.random() * (this._style.speedY[j][1] - this._style.speedY[j][0]) + this._style.speedY[j][0];\n scale = Math.random() * (this._style.scale[j][1] - this._style.scale[j][0]) + this._style.scale[j][0];\n break;\n }\n }\n\n imageElement.position.x = randomX;\n imageElement.position.y = randomY;\n imageElement.pivot.x = imageElement.width / 2;\n imageElement.pivot.y = imageElement.height / 2;\n imageElement.scale.x = scale;\n imageElement.scale.y = scale;\n\n if (Math.round(Math.random()) == 0) {\n speedX = -speedX;\n }\n\n if (Math.round(Math.random()) == 0) {\n speedY = -speedY;\n }\n\n this.circles.push(imageElement);\n this.addChild(imageElement);\n this.circlesData.push([speedX, speedY]);\n }\n\n // for(let i=0; i< this.circles.length;i++){\n // let pointsS: Array= [];\n // let counter = 0\n //\n // for (let j = i; j < this.circles.length;j++) {\n // if(i < this.counts && j < this.counts){\n //\n // let distance = Math.sqrt(Math.pow(this.circles[j].x - this.circles[i].x, 2) + Math.pow(this.circles[j].y - this.circles[i].y, 2));\n // let opacity = 1 - distance / this._style.radius;\n // if (opacity > 0) {\n // if(opacity > this._style.lineAlpha) {opacity = this._style.lineAlpha}\n // if(counter<3){\n // pointsS.push(this.circles[j])\n // }\n // counter++;\n // }\n // }\n // }\n // // if(pointsS.length == 3)\n // this.conectedPoints.push(pointsS)\n // }\n\n this.lines = new PIXI.Graphics();\n this.addChildAt(this.lines, 0);\n this.startUpdate();\n }\n\n startUpdate(): void\n {\n let _this = this;\n _this.updateU();\n this._timer.start(2);\n }\n\n updateU(): void\n {\n this.lines.clear();\n\n for (let i = 0; i < this.circles.length; i++) {\n\n this.circles[i].position.x += this.circlesData[i][0];\n this.circles[i].position.y += this.circlesData[i][1];\n\n if (this.circles[i].position.x > 1920) {\n this.circlesData[i][0] *= -1;\n this.circles[i].position.x = 1920;\n }\n else if (this.circles[i].position.x < 0) {\n this.circlesData[i][0] *= -1;\n this.circles[i].position.x = 0;\n }\n\n if (this.circles[i].position.y > 1080) {\n this.circlesData[i][1] *= -1;\n this.circles[i].position.y = 1080;\n }\n else if (this.circles[i].position.y < 0) {\n this.circlesData[i][1] *= -1;\n this.circles[i].position.y = 0;\n }\n\n let inZone = false;\n for (let k = 0; k < this.connectionZoneHeight.length; k++) {\n if (this.circles[i].position.y >= this.connectionZoneHeight[k][0] &&\n this.circles[i].position.y <= this.connectionZoneHeight[k][1] &&\n this.circles[i].position.x >= this.connectionZoneWidth[k][0] &&\n this.circles[i].position.x <= this.connectionZoneWidth[k][1]) {\n inZone = true;\n }\n }\n\n if (inZone) {\n if (this.circles[i].alpha < 1) {\n this.circles[i].alpha += 0.0125;\n }\n\n for (let j = i; j < this.circles.length; j++) {\n if (i < this.counts && j < this.counts) {\n let distance = Math.sqrt(Math.pow(this.circles[j].x - this.circles[i].x, 2) + Math.pow(this.circles[j].y - this.circles[i].y, 2));\n let opacity = 1 - distance / this._style.radius;\n\n if (opacity > 0) {\n if (opacity > this._style.lineAlpha) {\n opacity = this._style.lineAlpha;\n }\n this.lines\n .lineStyle(this._style.lineWidth, this._style.lineColor, opacity)\n .moveTo(this.circles[i].x, this.circles[i].y)\n .lineTo(this.circles[j].x, this.circles[j].y);\n }\n }\n }\n } else {\n if (this.circles[i].alpha > 0.3) {\n this.circles[i].alpha -= 0.0125;\n }\n }\n }\n }\n\n public degrees2radians(degrees: number): number\n {\n return degrees * (Math.PI / 180);\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return BGParticleElement\n */\n clone(): BGParticleElement\n {\n let element: BGParticleElement = new BGParticleElement();\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n let node: Element = document.createElement('particle');\n node.setAttribute('Style2', this._styleName);\n element.create(node);\n element._markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nexport const BGParticleElementAttributes = {\n /**\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @default null\n */\n BLEND_MODE: 'BlendMode',\n SPEED_X: 'SpeedX',\n SPEED_Y: 'SpeedY',\n EMIT_ONCE: 'EmitOnce',\n START_TYPE: 'StartType',\n // Tweens used in BaseElementParticle\n ALPHA: 'Alpha',\n\n SCALE: 'Scale',\n\n /**\n * Style define animation. You can use one style on more than one place.\n * Style for BGParticleElement has to be instance of ParticleStyle.\n * @property Style\n * @type string\n * @default null\n */\n STYLE: 'Style',\n START: 'Start',\n STOPPING: 'Stopping',\n STOP: 'Stop',\n /**\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n ATTR_COUNT: 'Count',\n ATTR_COUNTS: 'Counts',\n ATTR_IMAGES: 'Images',\n ATTR_FROM_FRAME: 'FromFrame',\n ATTR_X: 'X',\n ATTR_Y: 'Y',\n RADIUS: 'Radius',\n CONNECTED: 'Connected',\n CONNECTION_ZONE_HEIGHT: 'ConnectionZoneHeight',\n CONNECTION_ZONE_WIDTH: 'ConnectionZoneWidth',\n LINE_COLOR: 'LineColor',\n LINE_WIDTH: 'LineWidth',\n LINE_ALPHA: 'LineAlpha'\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/BGParticleElement.ts\n **/","import {Logger, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ActionSet} from \"../../ActionSet\";\nimport {LinkedElementAttributes} from \"../../ComponentAttributes\";\n\n/**\n * LinkedElement class is class which creates holder for other display objects.\n * Also handle all basic properties of display object as X, Y, Rotation, Tween, Scale, Visible, Mask (?)\n *\n * @class LinkedElement\n * @author Marek Turkovic\n */\n@engineComponent(ComponentTypes.LinkedElement)\nexport class LinkedElement\n{\n constructor() {}\n\n /**\n *\n * @param node\n * @param nodeAttributes\n */\n public create(node: Element, nodeAttributes?: Element): void\n {\n if (node.hasAttribute(LinkedElementAttributes.LINKED_TO_ID)) {\n if (ActionSet.ElementsToLink != null && ActionSet.ElementsToLink[node.getAttribute(LinkedElementAttributes.LINKED_TO_ID)] != null) {\n\n let mainElement = ActionSet.ElementsToLink[node.getAttribute(LinkedElementAttributes.LINKED_TO_ID)];\n\n if(nodeAttributes != null) {\n mainElement.updateByNode(nodeAttributes)\n } else {\n mainElement.updateByNode(node);\n }\n }\n }\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Log error into console\n * @param s\n */\n protected logError(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/LinkedElement.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {ContainerElement} from \"./ContainerElement\";\nimport {ParticleElement, ParticleElementAttributes} from './ParticleElement';\n\n@engineComponent(ComponentTypes.DisplayObject)\n// TODO add comments\nexport class ParticleGroupElement extends ContainerElement\n{\n static DynamicKey: string = '';\n\n private _emitOnce: boolean;\n private _startType: string;\n\n constructor()\n {\n super();\n\n this._emitOnce = false;\n this._startType = '';\n }\n\n createByNode(node: Element): void\n {\n super.createByNode(node);\n\n this.visible = false;\n }\n\n updateByNode(node: Element): void\n {\n super.updateByNode(node);\n\n if (node.hasAttribute(ParticleElementAttributes.EMIT_ONCE)) {\n this._emitOnce = StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.EMIT_ONCE));\n }\n\n if (node.hasAttribute(ParticleElementAttributes.START_TYPE)) {\n this._startType = node.getAttribute(ParticleElementAttributes.START_TYPE);\n }\n\n if(node.hasAttribute(ParticleElementAttributes.START) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.START))) {\n\n if(StringUtils.isNullOrEmpty(ParticleGroupElement.DynamicKey)) {\n this.start(this._emitOnce);\n } else {\n this.startSelected(this._emitOnce, ParticleGroupElement.DynamicKey);\n }\n }\n\n if(node.hasAttribute(ParticleElementAttributes.STOPPING) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.STOPPING))) {\n this.stopping();\n }\n\n if(node.hasAttribute(ParticleElementAttributes.STOP) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.STOP))) {\n this.stop();\n }\n\n if(node.hasAttribute(ParticleElementAttributes.RESET) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.RESET))) {\n\n if(StringUtils.isNullOrEmpty(ParticleGroupElement.DynamicKey)) {\n this.reset();\n } else {\n this.resetSelected(ParticleGroupElement.DynamicKey);\n }\n }\n\n if(node.hasAttribute(ParticleElementAttributes.CLEAR) && StringUtils.parseBoolean(node.getAttribute(ParticleElementAttributes.CLEAR))) {\n this.clear();\n }\n }\n\n start(emitOnce: boolean = false): void\n {\n this._emitOnce = emitOnce;\n this.visible = true;\n if(this.childs != null) {\n for(let key in this.childs) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].start(this._emitOnce, this._startType);\n }\n }\n }\n }\n\n startSelected(emitOnce: boolean = false, particleKey: string): void\n {\n if(!StringUtils.isNullOrEmpty(particleKey)) {\n this._emitOnce = emitOnce;\n this.visible = true;\n\n if(this.childs != null) {\n for(let key in this.childs) {\n if(key.indexOf(particleKey) > -1) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].start(this._emitOnce, this._startType);\n }\n }\n }\n }\n }\n }\n\n stopping(): void\n {\n if(this.childs != null) {\n for(let key in this.childs) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].stopping();\n }\n }\n }\n }\n\n stop(): void\n {\n this.visible = false;\n if(this.childs != null) {\n for(let key in this.childs) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].stop();\n }\n }\n }\n }\n\n reset(): void\n {\n if(this.childs != null) {\n for(let key in this.childs) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].reset();\n }\n }\n }\n }\n\n resetSelected(particleKey: string): void\n {\n if(!StringUtils.isNullOrEmpty(particleKey)) {\n if (this.childs != null) {\n for (let key in this.childs) {\n if (key.indexOf(particleKey) > -1) {\n if (this.childs[key] instanceof ParticleElement) {\n this.childs[key].reset();\n }\n }\n }\n }\n }\n }\n\n clear(): void\n {\n this.visible = false;\n if(this.childs != null) {\n for(let key in this.childs) {\n if(this.childs[key] instanceof ParticleElement)\n {\n this.childs[key].clear();\n }\n }\n }\n }\n\n /*clone(): ParticleGroupElement\n {\n let element: ParticleGroupElement = super.clone();\n element._emitOnce = this._emitOnce;\n element._startType = this._startType;\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }*/\n\n\n clone(): ParticleGroupElement\n {\n let element: ParticleGroupElement = new ParticleGroupElement();\n\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.name = this.name;\n element._emitOnce = this._emitOnce;\n element._startType = this._startType;\n\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n\n if (this.maskSprite != null) {\n let elementMask = new PIXI.Sprite(( this.maskSprite).texture);\n elementMask.position.x = this.maskSprite.position.x;\n elementMask.position.y = this.maskSprite.position.y;\n\n element.maskSprite = elementMask;\n element.addChild(elementMask);\n element.mask = elementMask;\n }\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/ParticleGroupElement.ts\n **/","import {ArrayUtils, StringUtils, Logger, engineComponent, Utils} from 'neo-common';\nimport {ParticleStyle} from '../Styles/ParticleStyle';\nimport {StyleManager} from '../../Managers/StyleManager';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {AnimationFrameBaseElement} from \"../../../AnimationFrame/AnimationFrame\";\nimport {StageController} from \"../../StageController\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../../../Utils/FrameTimer\";\nimport {Tweens, ITweenable, TweensAttributes} from \"../../Effects/Tweens\";\nimport {Attributes} from \"../../../Utils/Attributes\";\nimport {BaseElement} from \"./BaseElement\";\n\nvar protonProto: any = window['Proton'];\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ProtonElement extends AnimationFrameBaseElement\n{\n static Pool: Object = {};\n\n private _animationName: string = '';\n\n // style is mandatory\n private _style: ParticleStyle;\n private _styleName: string;\n private _proton: Proton.Proton;\n private _renderer: Proton.Renderer;\n private _emitters: Array;\n\n private _tint: number;\n private _blendMode: number;\n private _emitting: boolean;\n private _stopping: boolean;\n private _textures: Array;\n private _animationSpeed: number;\n private _animationLoop: boolean;\n private _animationRandomStart: boolean = false;\n\n private delayStartTimer: FrameTimerEventEmitter;\n private delayStoppingTimer: FrameTimerEventEmitter;\n private delayStopTimer: FrameTimerEventEmitter;\n\n private _emitterBaseElement: EmitterBaseElement;\n\n private _randomSeedIndex = 0;\n private _randomSeed: number[] = [];\n private _randomSeedLength: number = 10000;\n\n constructor() {\n super();\n\n this._emitting = false;\n this._stopping = true;\n //this._stopped = true;\n this._animationSpeed = 1;\n this._animationLoop = true;\n this._emitters = [];\n this._proton = new protonProto() as Proton.Proton;\n this._tint = 0xFFFFFF;\n\n this.onProtonUpdate = this.onProtonUpdate.bind(this);\n this.onParticleCreated = this.onParticleCreated.bind(this);\n this.onParticleUpdate = this.onParticleUpdate.bind(this);\n this.onParticleDead = this.onParticleDead.bind(this);\n this.transformSprite = this.transformSprite.bind(this);\n this.alphaDead = this.alphaDead.bind(this);\n this.scaleDead = this.scaleDead.bind(this);\n\n this.delayStartTimer = CreateFrameTimer('TimelineElement');\n this.delayStoppingTimer = CreateFrameTimer('TimelineElement');\n this.delayStopTimer = CreateFrameTimer('TimelineElement');\n }\n\n protected frame_onFrame(): void {\n if (this.super2.visible === true) {\n this._proton.update();\n }\n }\n\n protected get frame_name(): string {\n return this._styleName;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n this.super2._create(node);\n\n Tweens.removeTweens(this.super2, 'alpha');\n Tweens.removeTweens(this.super2, 'position');\n Tweens.removeTweens(this.super2, 'rotation');\n Tweens.removeTweens(this.super2, 'scale');\n\n /*\n * Tint of animation. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n if (node.hasAttribute('Tint')) {\n this._tint = parseInt(node.getAttribute(ProtonElementAttributes.TINT), 16);\n }\n\n /*\n * Blend mode for animation.\n * Bleding modes:\n * 0 = NORMAL;\n * 1 = ADD;\n * 2 = MULTIPLY;\n * 3 = SCREEN;\n * 4 = OVERLAY;\n * 5 = DARKEN;\n * 6 = LIGHTEN;\n * 7 = COLOR_DODGE;\n * 8 = COLOR_BURN;\n * 9 = HARD_LIGHT;\n * 10 = SOFT_LIGHT;\n * 11 = DIFFERENCE;\n * 12 = EXCLUSION;\n * 13 = HUE;\n * 14 = SATURATION;\n * 15 = COLOR;\n * 16 = LUMINOSITY;\n * @property BlendMode\n * @type number\n * @default null\n */\n if (node.hasAttribute('BlendMode')) {\n this._blendMode = parseInt(node.getAttribute('BlendMode'));\n }\n\n /*\n * Style define animation. You can use one style on more than one place.\n * Style for ParticleElement has to be instance of ParticleStyle.\n * @property Style\n * @type string\n * @default null\n */\n if (node.hasAttribute('Style') || node.hasAttribute('Style2')) {\n if (node.hasAttribute('Style')) {\n this._style = StyleManager.Styles[node.getAttribute('Style')];\n this._styleName = this._style.node.nodeName;\n } else {\n this._style = StyleManager.Styles[node.getAttribute('Style2')];\n this._styleName = this._style.node.nodeName;\n }\n\n\n if (this._style != null) {\n var next: Element = this._style.node.firstElementChild;\n while (next != null) {\n if (next.nodeName === 'Emitter') {\n var emitter: Proton.Emitter = new Proton.Emitter();\n\n this._emitters.push(emitter);\n\n var emitterNext: Element = next.firstElementChild;\n while (emitterNext != null) {\n switch (emitterNext.nodeName) {\n case \"Damping\":\n let damping: number = parseFloat(emitterNext.getAttribute(\"Value\"));\n if(!isNaN(damping)) {\n emitter.damping = damping;\n } else {\n if (DEBUG) {\n this.log('WARNING Damping does not have numeric Value');\n }\n }\n break;\n case 'Rate':\n if (emitterNext.hasAttribute('Rate')) {\n let rate: Array = ArrayUtils.numberArray(emitterNext.getAttribute('Rate'));\n if (rate.length === 2) {\n emitter.rate = new Proton.Rate(rate[0], rate[1]);\n } else {\n if (DEBUG) {\n this.log('WARNING Rate has different number of parameters. It has to have two parameters.');\n }\n }\n } else if (emitterNext.hasAttribute('RateStart') &&\n emitterNext.hasAttribute('RateEnd')) {\n /**\n * @deprecated Misleading naming of RateStart. Instead this use NumPan.\n * @type {Array}\n */\n let rateStart: Array = ArrayUtils.numberArray(emitterNext.getAttribute('RateStart'));\n /**\n * @deprecated Misleading naming of RateEnd. Instead this use TimePan.\n * @type {Array}\n */\n let rateEnd: Array = ArrayUtils.numberArray(emitterNext.getAttribute('RateEnd'));\n emitter.rate = new Proton.Rate(new Proton.Span(rateStart[0], rateStart[1]), new Proton.Span(rateEnd[0], rateEnd[1]));\n } else if (emitterNext.hasAttribute('NumPan') && emitterNext.hasAttribute('TimePan')) {\n let numPan: Array = ArrayUtils.numberArray(emitterNext.getAttribute('NumPan'));\n let timePan: Array = ArrayUtils.numberArray(emitterNext.getAttribute('TimePan'));\n emitter.rate = new Proton.Rate(new Proton.Span(numPan[0], numPan[1]), new Proton.Span(timePan[0], timePan[1]));\n } else {\n if (DEBUG) {\n this.log('WARNING Rate has wrong attributes');\n }\n }\n break;\n case 'Initializers':\n this.createInitializers(emitterNext, this._emitters[this._emitters.length - 1]);\n break;\n case 'Behaviours':\n this.createBehaviours(emitterNext, this._emitters[this._emitters.length - 1]);\n break;\n default:\n if (DEBUG) {\n this.log('WARNING unknown type for emitter');\n }\n }\n emitterNext = emitterNext.nextElementSibling;\n }\n\n if (next.hasAttribute('Emit')) {\n emitter.emit(next.getAttribute('Emit'));\n } else {\n emitter.emit();\n }\n\n if (next.hasAttribute('X')) {\n emitter['p'].x = parseInt(next.getAttribute('X'));\n }\n\n if (next.hasAttribute('Y')) {\n emitter['p'].y = parseInt(next.getAttribute('Y'));\n }\n }\n next = next.nextElementSibling;\n }\n\n if (this._emitters != null) {\n for (var i = 0; i < this._emitters.length; i++) {\n this._proton.addEmitter(this._emitters[i]);\n }\n\n this._renderer = new Proton.Renderer('other', this._proton);\n this._renderer.onProtonUpdate = this.onProtonUpdate;\n this._renderer.onParticleCreated = this.onParticleCreated;\n this._renderer.onParticleUpdate = this.onParticleUpdate;\n this._renderer.onParticleDead = this.onParticleDead;\n this._emitting = false;\n this.frame_stop();\n\n if(this._emitterBaseElement == null) {\n this._emitterBaseElement = new EmitterBaseElement();\n\n if(this._emitterBaseElement != null) {\n this._emitterBaseElement._protonEmitters = this._emitters;\n this.updateByNode(node);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no emitters');\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no style with name: ' + node.getAttribute('Style'));\n }\n }\n }\n }\n\n public runAction(startCanRange?: string, durationCanRange?: string, emit?: string, stoppingCanRange?: string, stopCanRange?: string): void {\n if (startCanRange) {\n this.startByParam(startCanRange, durationCanRange, emit);\n }\n\n if (stoppingCanRange) {\n this.stoppingByParam(stoppingCanRange);\n }\n\n if (stopCanRange) {\n this.stopByParam(stopCanRange);\n }\n }\n\n private startByParam(startCanRange: string, durationCanRange: string, emit: string): void {\n if (startCanRange) {\n let valueArray: Array = startCanRange.split(';').map(value => parseInt(value));\n let value = valueArray.length > 1 ? valueArray[0] + (valueArray[0] + Math.round(Math.random() * (valueArray[1] - valueArray[0]))) : valueArray[0];\n\n if (!isNaN(value)) {\n this.delayStartTimer.stop();\n this.delayStartTimer.on(FrameTimerEvents.Complete, this.start.bind(this, emit));\n this.delayStartTimer.start(value);\n if (durationCanRange) {\n let durValueArray: Array = durationCanRange.split(';').map(value => parseInt(value));\n let durValue = durValueArray.length > 1 ? durValueArray[0] + (durValueArray[0] + Math.round(Math.random() * (durValueArray[1] - durValueArray[0]))) : durValueArray[0];\n if (!isNaN(durValue)) {\n this.delayStoppingTimer.stop();\n this.delayStoppingTimer.on(FrameTimerEvents.Complete, this.stopping.bind(this));\n this.delayStoppingTimer.start(value + durValue);\n }\n }\n } else if (StringUtils.parseBoolean(startCanRange)) {\n this.start(emit);\n if (durationCanRange) {\n let durValueArray: Array = durationCanRange.split(';').map(value => parseInt(value));\n let durValue = durValueArray.length > 1 ? durValueArray[0] + (durValueArray[0] + Math.round(Math.random() * (durValueArray[1] - durValueArray[0]))) : durValueArray[0];\n if (!isNaN(durValue)) {\n let emitValue = parseInt(emit) || 0;\n this.delayStoppingTimer.stop();\n this.delayStoppingTimer.on(FrameTimerEvents.Complete, this.stopping.bind(this));\n this.delayStoppingTimer.start(emitValue + durValue);\n }\n }\n }\n }\n }\n\n private stoppingByParam(stoppingCanRange: string): void {\n if (stoppingCanRange) {\n let valueArray: Array = stoppingCanRange.split(';').map(value => parseInt(value));\n let value = valueArray.length > 1 ? valueArray[0] + (valueArray[0] + Math.round(Math.random() * (valueArray[1] - valueArray[0]))) : valueArray[0];\n if (!isNaN(value)) {\n this.delayStoppingTimer.stop();\n this.delayStoppingTimer.on(FrameTimerEvents.Complete, this.stopping.bind(this));\n this.delayStoppingTimer.start(value);\n } else if (StringUtils.parseBoolean(stoppingCanRange)) {\n this.stopping();\n }\n }\n }\n\n private stopByParam(stopCanRange: string): void {\n if (stopCanRange) {\n let valueArray: Array = stopCanRange.split(';').map(value => parseInt(value));\n let value = valueArray.length > 1 ? valueArray[0] + (valueArray[0] + Math.round(Math.random() * (valueArray[1] - valueArray[0]))) : valueArray[0];\n if (!isNaN(value)) {\n this.delayStopTimer.stop();\n this.delayStopTimer.on(FrameTimerEvents.Complete, this.stop.bind(this));\n this.delayStopTimer.start(value);\n } else if (StringUtils.parseBoolean(stopCanRange)) {\n this.stop();\n }\n }\n }\n\n public updateByNode(node: Element): void {\n\n if (node.hasAttribute(ProtonElementAttributes.START)) {\n this.startByParam(node.getAttribute(ProtonElementAttributes.START), node.getAttribute(ProtonElementAttributes.DURATION), node.getAttribute(ProtonElementAttributes.EMIT));\n }\n\n if (node.hasAttribute(ProtonElementAttributes.STOPPING)) {\n this.stoppingByParam(node.getAttribute(ProtonElementAttributes.STOPPING));\n }\n\n if (node.hasAttribute(ProtonElementAttributes.STOP)) {\n this.stopByParam(node.getAttribute(ProtonElementAttributes.STOP));\n }\n\n if (node.hasAttribute(ProtonElementAttributes.X)) {\n this.super2.position.x = Attributes.assignIntAttribute(node, ProtonElementAttributes.X, this.super2.position.x);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.Y)) {\n this.super2.position.y = Attributes.assignIntAttribute(node, ProtonElementAttributes.Y, this.super2.position.y);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.PIVOT_X)) {\n this.super2.pivot.x = Attributes.assignIntAttribute(node, ProtonElementAttributes.PIVOT_X, this.super2.pivot.x);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.PIVOT_Y)) {\n this.super2.pivot.y = Attributes.assignIntAttribute(node, ProtonElementAttributes.PIVOT_Y, this.super2.pivot.y);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.EMITTER_X)) {\n this._emitterBaseElement.x = Attributes.assignIntAttribute(node, ProtonElementAttributes.EMITTER_X, this._emitterBaseElement.x);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.EMITTER_Y)) {\n this._emitterBaseElement.y = Attributes.assignIntAttribute(node, ProtonElementAttributes.EMITTER_Y, this._emitterBaseElement.y);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.VISIBLE)) {\n this.super2.visible = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.VISIBLE, this.super2.visible);\n }\n\n if (node.hasAttribute(ProtonElementAttributes.RESET_BEHAVIORS)) {\n this._emitters.forEach(emitter => {\n emitter.behaviours.forEach(behaviour => {\n behaviour.energy = 1;\n });\n });\n node.getAttribute(ProtonElementAttributes.RESET_BEHAVIORS);\n }\n\n this.runPositionTween(node);\n this.runScaleTween(node);\n this.runRotationTween(node);\n this.runAlphaTween(node);\n\n this.runPositionTweenEmitter(node);\n this.runRotationTweenEmitter(node);\n }\n\n set tint(value: number) {\n this._tint = value;\n }\n\n get tint(): number {\n return this._tint;\n }\n\n start(emit: string = ''): void {\n if (this._stopping) {\n this._stopping = false;\n }\n if (this.isFrameStopped) {\n if (this._renderer != null) {\n this._renderer.stop();\n }\n\n this.removeChilds();\n\n if (this._emitters != null && this._emitters.length > 0) {\n if (emit != '') {\n for (var i: number = 0; i < this._emitters.length; i++) {\n this._emitters[i].emit(emit);\n }\n }\n }\n if (this._renderer != null) {\n this._renderer.start();\n this._stopping = false;\n this._emitting = true;\n this.frame_start();\n }\n }\n }\n\n private stopping(): void {\n this._emitting = false;\n this._stopping = true;\n }\n\n private onProtonUpdate(): void {\n var emmiter0 = this._emitters[0];\n\n if(this._emitterBaseElement) {\n this._emitterBaseElement.updateEmitterParameters();\n }\n\n if (emmiter0['emitTotalTimes'] === 'none' && emmiter0['particles'].length === 0) {\n this._emitting = false;\n this.frame_stop();\n this._renderer.stop();\n\n this.removeChilds();\n }\n\n if (this._stopping && !this._emitting && this.super2.children.length <= 0) {\n if(this._emitterBaseElement) {\n this._emitterBaseElement.stopUpdateEmitterParameters();\n }\n\n this.frame_stop();\n this._renderer.stop();\n }\n }\n\n private getRandomStartingFrame(): number {\n this._randomSeedIndex++;\n if(this._randomSeedIndex >= this._randomSeed.length) {\n this._randomSeedIndex = 0;\n }\n return this._randomSeed[this._randomSeedIndex];\n }\n\n private onParticleCreated(particle: any): void {\n if (this._stopping === false) {\n particle.sprite = null;\n if (particle.sprite != null) {\n if (this._textures != null && this._textures.length > 0) {\n ProtonElement.Pool[this._animationName].push(particle.sprite);\n this.super2.removeChild(particle.sprite);\n } else {\n ProtonElement.Pool[particle.target.textureCacheIds[0]].push(particle.sprite);\n this.super2.removeChild(particle.sprite);\n }\n }\n let particleSprite: any;\n if (this._textures != null && this._textures.length > 0) {\n if (ProtonElement.Pool[this._animationName] == null) {\n ProtonElement.Pool[this._animationName] = [];\n }\n\n if (ProtonElement.Pool[this._animationName].length === 0) {\n particleSprite = new PIXI.extras.AnimatedSprite(this._textures);\n particleSprite.name = this._animationName;\n } else {\n particleSprite = ProtonElement.Pool[this._animationName].shift();\n }\n\n particleSprite.loop = this._animationLoop;\n particleSprite.animationSpeed = this._animationSpeed;\n if(this._animationRandomStart) {\n particleSprite.gotoAndPlay(this.getRandomStartingFrame());\n } else {\n particleSprite.gotoAndPlay(0);\n }\n } else {\n if (ProtonElement.Pool[particle.target.textureCacheIds[0]] == null) {\n ProtonElement.Pool[particle.target.textureCacheIds[0]] = [];\n }\n\n if (ProtonElement.Pool[particle.target.textureCacheIds[0]].length === 0) {\n particleSprite = new PIXI.Sprite(particle.target);\n particleSprite.name = particle.target.textureCacheIds[0];\n } else {\n particleSprite = ProtonElement.Pool[particle.target.textureCacheIds[0]].shift();\n }\n }\n if (this._tint != null) {\n particleSprite.tint = this._tint;\n }\n\n if (this._blendMode != null) {\n particleSprite.blendMode = this._blendMode;\n }\n\n particleSprite.visible = true;\n particle.sprite = particleSprite;\n this.super2.addChild(particleSprite);\n }\n }\n\n private onParticleUpdate(particle: any): void {\n if (particle != null && particle.sprite != null) {\n this.transformSprite(particle.sprite, particle);\n }\n }\n\n private onParticleDead(particle: any) {\n if (particle.sprite != null) {\n particle.sprite.visible = false;\n if (particle.sprite instanceof PIXI.extras.AnimatedSprite) {\n particle.sprite.stop();\n }\n this.super2.removeChild(particle.sprite);\n }\n\n particle.sprite = null;\n particle.dead = true;\n particle = null;\n }\n\n /**\n * Transform sprite in particle with proton.\n * @method transformSprite\n * @param particleSprite any\n * @param particle any\n * @return void\n */\n private transformSprite(particleSprite: any, particle: any) {\n\n if (particleSprite.transform != null && !Utils.isNullOrUndefined(particleSprite) && !Utils.isNullOrUndefined(particle)) {\n particleSprite.visible = true;\n particleSprite.position.x = particle.p.x;\n particleSprite.position.y = particle.p.y;\n particleSprite.scale.x = particle.scale;\n particleSprite.scale.y = particle.scale;\n particleSprite.anchor.x = 0.5;\n particleSprite.anchor.y = 0.5;\n particleSprite.alpha = particle.alpha;\n particleSprite.rotation = particle.rotation * Math.PI / 180;\n } else {\n particle.dead = true;\n }\n }\n\n /**\n * Stop emitting particles.\n * @method stop\n * @return void\n */\n stop(): void {\n this._emitting = false;\n this._stopping = true;\n this.frame_stop();\n\n for (var i: number = 0; i < this._emitters.length; i++) {\n this._emitters[i].resetParticles();\n }\n\n if (this._renderer != null) {\n this._renderer.stop();\n }\n\n if(this._emitterBaseElement) {\n this._emitterBaseElement.stopUpdateEmitterParameters();\n }\n\n this.removeChilds();\n }\n\n removeChilds(): void {\n if (this.super2.children != null) {\n let i: number = 0;\n while (this.super2.children.length !== 0) {\n if (this.super2.children[0] != null) {\n if (this._textures != null && this._textures.length > 0) {\n (this.super2.children[0] as PIXI.extras.AnimatedSprite).stop();\n ProtonElement.Pool[this._animationName].push(this.super2.children[0]);\n } else {\n ProtonElement.Pool[this.super2.children[0].name].push(this.super2.children[0]);\n }\n this.super2.removeChild(this.super2.children[0]);\n }\n }\n }\n }\n\n internalDestroy(options?: PIXI.DestroyOptions | boolean): void {\n this._emitting = false;\n this._stopping = true;\n this.frame_stop();\n this._textures = null;\n\n if(this._emitterBaseElement) {\n this._emitterBaseElement.stopUpdateEmitterParameters();\n }\n\n if (this._emitters != null && this._emitters.length > 0) {\n for (var i = 0; i < this._emitters.length; i++) {\n if (this._emitters[i] != null) {\n this._proton.removeEmitter(this._emitters[i]);\n this._emitters[i].destroy();\n this._emitters[i] = null;\n }\n }\n }\n\n // removeEmitter\n // particleSleep\n // destroy\n\n if (this._renderer != null) {\n this._renderer.stop();\n this._renderer = null;\n }\n\n this._proton.destroy();\n this._proton = null;\n\n this.removeChilds();\n }\n\n\n /**\n * Create initializers from xml for emitter instance.\n * Initializers create start values and behaviour for particle instances.\n * @method createInitializers\n * @param node is Element from xml\n * @param emitter Proton.Emitter\n * @return void\n */\n private createInitializers(node: Element, emitter: Proton.Emitter): void {\n var next: Element = node.firstElementChild;\n while (next != null) {\n switch (next.nodeName) {\n case 'ImageTarget':\n var imageTarget: Proton.ImageTarget = this.addImageTarget(next);\n if (imageTarget != null) {\n emitter.addInitialize(imageTarget);\n } else {\n if (DEBUG) {\n this.log('WARNING ImageTarget is null');\n }\n }\n break;\n case 'AnimationTarget':\n this.addAnimationTarget(next);\n if(next.getAttribute(\"RandomStart\") == \"true\") {\n this._animationRandomStart = true;\n }\n break;\n case 'Radius':\n var radius: Proton.Radius = this.addRadius(next);\n if (radius != null) {\n emitter.addInitialize(radius);\n } else {\n if (DEBUG) {\n this.log('WARNING Radius is null');\n }\n }\n break;\n case 'Mass':\n var mass: Proton.Mass = this.addMass(next);\n if (mass != null) {\n emitter.addInitialize(mass);\n } else {\n if (DEBUG) {\n this.log('WARNING Mass is null');\n }\n }\n break;\n case 'Life':\n var life: Proton.Life = this.getLife(next.getAttribute('Life'));\n if (life != null) {\n emitter.addInitialize(life);\n } else {\n if (DEBUG) {\n this.log('WARNING Life is null');\n }\n }\n break;\n case 'Position':\n var position: Proton.Position = this.addPosition(next);\n if (position != null) {\n emitter.addInitialize(position);\n } else {\n if (DEBUG) {\n this.log('WARNING Position is null');\n }\n }\n break;\n case 'Velocity':\n var velocity: Proton.Velocity = this.addVelocity(next);\n if (velocity != null) {\n emitter.addInitialize(velocity);\n } else {\n if (DEBUG) {\n this.log('WARNING Velocity is null');\n }\n }\n break;\n default:\n if (DEBUG) {\n this.log('WARNING unknown initializer');\n }\n }\n next = next.nextElementSibling;\n }\n }\n\n /**\n * Add initializer ImageTarget.\n * This initializer add images instead of shapes as particles.\n * Example:\n * \n * @method addImageTarget\n * @param node is Element from xml\n * @return void\n */\n private addImageTarget(node: Element): Proton.Radius {\n if (node.hasAttribute('Image')) {\n var arr: Array = node.getAttribute('Image').split(';');\n var arrTextures: Array = [];\n for (var i: number = 0; i < arr.length; i++) {\n var resourceId = arr[i];\n var texture: PIXI.Texture = StageController.getTextureByResourceId(resourceId);\n if (texture != null) {\n arrTextures.push(texture);\n }\n }\n if (arrTextures != null && arrTextures.length > 0) {\n return new Proton.ImageTarget(arrTextures);\n } else {\n return null;\n }\n } else {\n if (DEBUG) {\n this.log('WARNING Image target has no attribute Image');\n }\n }\n\n return null;\n }\n\n /**\n * Add initializer animation as target for particle.\n * Example:\n * \n * @method addAnimationTarget\n * @param node is Element from xml\n * @return void\n */\n private addAnimationTarget(node: Element): void {\n if (node.hasAttribute('Animation') && node.hasAttribute('Frames')) {\n if (node.hasAttribute('Speed')) {\n this._animationSpeed = parseFloat(node.getAttribute('Speed'));\n }\n\n if (node.hasAttribute('Loop')) {\n this._animationLoop = StringUtils.parseBoolean(node.getAttribute('Loop'));\n }\n\n this._animationName = node.getAttribute('Animation');\n\n this._textures = [];\n for (var i = 0; i < parseInt(node.getAttribute('Frames')); i++) {\n var texture: PIXI.Texture = PIXI.Texture.fromFrame(node.getAttribute('Animation') + (\"0000\" + i).slice(-4));\n this._textures.push(texture);\n }\n\n this._randomSeed = [];\n this._randomSeedLength = this._textures.length * 10;\n for(let i = 0; i < this._randomSeedLength; i++) {\n this._randomSeed.push(Math.floor(Math.random() * this._textures.length));\n }\n }\n }\n\n /**\n * Add initializer Mass.\n * Example:\n * \n * @method addMass\n * @param node is Element from xml\n * @return Proton.Mass\n */\n private addMass(node: Element): Proton.Mass {\n if (node.hasAttribute('Mass')) {\n var arr: Array = ArrayUtils.numberArray(node.getAttribute('Mass'));\n if (arr.length === 3) {\n return new Proton.Mass(arr[0], arr[1], arr[2]);\n } else if (arr.length === 2) {\n return new Proton.Mass(arr[0], arr[1]);\n } else if (arr.length === 1) {\n return new Proton.Mass(arr[0]);\n } else {\n if (DEBUG) {\n this.log('WARNING Mass attribute doesnt have parameters');\n }\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Mass in Mass initializer');\n }\n }\n return null;\n }\n\n /**\n * Add initializer Radius.\n * Example:\n * \n * @method addRadius\n * @param node is Element from xml\n * @return Proton.Radius\n */\n private addRadius(node: Element): Proton.Radius {\n if (node.hasAttribute('Radius')) {\n var arr: Array = ArrayUtils.numberArray(node.getAttribute('Radius'));\n if (arr.length === 3) {\n return new Proton.Radius(arr[0], arr[1], arr[2]);\n } else if (arr.length === 2) {\n return new Proton.Radius(arr[0], arr[1]);\n } else if (arr.length === 1) {\n return new Proton.Radius(arr[0]);\n } else {\n if (DEBUG) {\n this.log('WARNING Radius attribute doesnt have parameters');\n }\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Radius in Radius initializer');\n }\n }\n return null;\n }\n\n /**\n * Add initializer Life.\n * Example:\n * \n * @method getLife\n * @param node is Element from xml\n * @return Proton.Life\n */\n private getLife(attributeValue: string): Proton.Life {\n var arr: Array = ArrayUtils.numberArray(attributeValue);\n if (arr.length === 3) {\n return new Proton.Life(arr[0], arr[1], arr[2]);\n } else if (arr.length === 2) {\n return new Proton.Life(arr[0], arr[1]);\n } else if (arr.length === 1) {\n return new Proton.Life(arr[0]);\n } else {\n if (DEBUG) {\n this.log('WARNING Life attribute doesnt have parameters');\n }\n }\n return null;\n }\n\n /**\n * Add initializer Span.\n * Example:\n * \n * @method getSpan\n * @param node is Element from xml\n * @return Proton.Span\n */\n private getSpan(attributeValue: string): Proton.Span {\n var arr = attributeValue.split(\";\");\n var from: number = arr.length > 0 ? parseFloat(arr[0]) : undefined;\n var to: number = arr.length > 1 ? parseFloat(arr[1]) : undefined;\n var center: boolean = arr.length > 2 ? !!arr[2] : false;\n if (arr.length) {\n switch(arr.length) {\n case 1:\n return new Proton.Span(from, from);\n case 2:\n return new Proton.Span(from, to);\n case 3:\n return new Proton.Span(from, to, center);\n }\n return null;\n } else {\n if (DEBUG) {\n this.log('WARNING Life attribute doesnt have parameters');\n }\n }\n return null;\n }\n\n /**\n * Add initializer Position. Position use zones. See method getZone().\n * Example:\n * \n * \n * \n * @method addPosition\n * @param node is Element from xml\n * @return Proton.Position\n */\n private addPosition(node: Element): Proton.Position {\n var zone: Element = node.firstElementChild;\n if (zone != null) {\n return new Proton.Position(this.getZone(zone));\n } else {\n if (DEBUG) {\n this.log('WARNING Position has no zone');\n }\n }\n return null;\n }\n\n /**\n * Add initializer Velocity.\n * Example:\n * \n * @method addVelocity\n * @param node is Element from xml\n * @return Proton.Velocity\n */\n private addVelocity(node: Element): Proton.Velocity {\n var rpan: Array;\n var thapan: Array;\n var type: string;\n\n if (node.getAttribute('RPan')) {\n rpan = ArrayUtils.numberArray(node.getAttribute('RPan'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute RPan in Velocity');\n }\n }\n\n if (node.getAttribute('ThaPan')) {\n thapan = ArrayUtils.numberArray(node.getAttribute('ThaPan'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute ThaPan in Velocity');\n }\n }\n\n if (node.getAttribute('Type')) {\n type = node.getAttribute('Type');\n }\n\n if (rpan != null && thapan != null) {\n var rpanSpan: any;\n if (rpan.length === 2) {\n rpanSpan = new Proton.Span(rpan[0], rpan[1]);\n } else {\n rpanSpan = rpan[0];\n }\n\n var thapanSpan: any;\n if (thapan.length === 2) {\n thapanSpan = new Proton.Span(thapan[0], thapan[1]);\n } else {\n thapanSpan = thapan[0];\n }\n if (type != null) {\n return new Proton.Velocity(rpanSpan, thapanSpan, type);\n } else {\n return new Proton.Velocity(rpanSpan, thapanSpan);\n }\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attribute in Velocity');\n }\n }\n\n return null;\n }\n\n /**\n * Return zone from xml.\n * @method getZone\n * @param node is Element from xml\n * @return any\n */\n private getZone(node: Element): any {\n switch (node.nodeName) {\n case 'RectZone':\n var rectZoneX: number;\n var rectZoneY: number;\n var rectZoneWidth: number;\n var rectZoneHeight: number;\n\n if (node.hasAttribute('X')) {\n rectZoneX = parseInt(node.getAttribute('X'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute X in RectZone');\n }\n }\n\n if (node.hasAttribute('Y')) {\n rectZoneY = parseInt(node.getAttribute('Y'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Y in RectZone');\n }\n }\n\n if (node.hasAttribute('Width')) {\n rectZoneWidth = parseInt(node.getAttribute('Width'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Width in RectZone');\n }\n }\n\n if (node.hasAttribute('Height')) {\n rectZoneHeight = parseInt(node.getAttribute('Height'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Height in RectZone');\n }\n }\n\n if (rectZoneX != null && rectZoneY != null && rectZoneWidth != null && rectZoneHeight != null) {\n return new Proton.RectZone(rectZoneX, rectZoneY, rectZoneWidth, rectZoneHeight);\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attributes in RectZone');\n }\n }\n break;\n case 'LineZone':\n var lineZoneX: number;\n var lineZoneY: number;\n var lineZoneWidth: number;\n var lineZoneHeight: number;\n var lineZoneDirection: string;\n\n if (node.hasAttribute('X')) {\n lineZoneX = parseInt(node.getAttribute('X'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute X in LineZone');\n }\n }\n\n if (node.hasAttribute('Y')) {\n lineZoneY = parseInt(node.getAttribute('Y'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Y in LineZone');\n }\n }\n\n if (node.hasAttribute('Width')) {\n lineZoneWidth = parseInt(node.getAttribute('Width'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Width in LineZone');\n }\n }\n\n if (node.hasAttribute('Height')) {\n lineZoneHeight = parseInt(node.getAttribute('Height'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Height in LineZone');\n }\n }\n\n if (node.hasAttribute('Direction')) {\n lineZoneDirection = node.getAttribute('Direction');\n }\n\n if (lineZoneX != null && lineZoneY != null && lineZoneWidth != null && lineZoneHeight != null) {\n if (lineZoneDirection != null) {\n return new Proton.LineZone(lineZoneX, lineZoneY, lineZoneWidth, lineZoneHeight, lineZoneDirection);\n } else {\n return new Proton.LineZone(lineZoneX, lineZoneY, lineZoneWidth, lineZoneHeight);\n }\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attributes in LineZone');\n }\n }\n\n break;\n case 'CircleZone':\n var circleZoneX: number;\n var circleZoneY: number;\n var circleZoneRadius: number;\n\n if (node.hasAttribute('X')) {\n circleZoneX = parseInt(node.getAttribute('X'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute X in CircleZone');\n }\n }\n\n if (node.hasAttribute('Y')) {\n circleZoneY = parseInt(node.getAttribute('Y'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Y in CircleZone');\n }\n }\n\n if (node.hasAttribute('Radius')) {\n circleZoneRadius = parseInt(node.getAttribute('Radius'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Radius in CircleZone');\n }\n }\n\n if (circleZoneX != null && circleZoneY != null && circleZoneRadius != null) {\n return new Proton.CircleZone(circleZoneX, circleZoneY, circleZoneRadius);\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attributes in CircleZone');\n }\n }\n break;\n case 'PointZone':\n let pointZoneX: number;\n let pointZoneY: number;\n\n if (node.hasAttribute('X')) {\n pointZoneX = parseInt(node.getAttribute('X'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute X in PointZone');\n }\n }\n\n if (node.hasAttribute('Y')) {\n pointZoneY = parseInt(node.getAttribute('Y'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Y in PointZone');\n }\n }\n\n if (pointZoneX != null && pointZoneY != null) {\n return new Proton.PointZone(pointZoneX, pointZoneY);\n\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attributes in PointZone');\n }\n }\n\n break;\n case 'ImageZone':\n /*let x: number;\n let y: number;\n\n if (node.hasAttribute('X')) {\n x = parseInt(node.getAttribute('X'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute X in PointZone');\n }\n }\n\n if (node.hasAttribute('Y')) {\n y = parseInt(node.getAttribute('Y'));\n } else {\n if (DEBUG) {\n this.log('WARNING no attribute Y in PointZone');\n }\n }*/\n\n if (node.hasAttribute('Image')) {\n let texture: PIXI.Texture = StageController.getTextureByResourceId(node.getAttribute('Image'));\n let particleSprite = new PIXI.Sprite(texture);\n let pixelData: number[] = StageController.Renderer.extract.pixels(particleSprite);\n\n return new Proton.ImageZone({data: pixelData, width: particleSprite.width, height: particleSprite.height}, 0, 0);\n } else {\n if (DEBUG) {\n this.log('WARNING missing some attributes in ImageZone');\n }\n }\n\n break;\n default:\n if (DEBUG) {\n this.log('WARNING unknown type zone: ' + node.nodeName);\n }\n }\n return null;\n }\n\n\n /**\n * Create behaviours from xml for emitter instance.\n * This bevaiours will define behaviour of particle when particle is alive.\n * @method createBehaviours\n * @param node is Element from xml\n * @param emitter Proton.Emitter\n * @return void\n */\n private createBehaviours(node: Element, emitter: Proton.Emitter): void {\n var next: Element = node.firstElementChild;\n while (next != null) {\n switch (next.nodeName) {\n case 'AlphaDead':\n if (next.hasAttribute('Age')) {\n emitter.addBehaviour(this.alphaDead(parseFloat(next.getAttribute('Age'))));\n } else {\n emitter.addBehaviour(this.alphaDead(1));\n }\n break;\n case 'ScaleDead':\n emitter.addBehaviour(this.scaleDead());\n break;\n case 'Alpha':\n var alpha: Proton.Alpha = this.addAlpha(next);\n if (alpha != null) {\n emitter.addBehaviour(alpha);\n } else {\n if (DEBUG) {\n this.log('WARNING Alpha is null');\n }\n }\n break;\n case 'Attraction':\n var behavior = this.addAttraction(next);\n if (behavior != null) {\n emitter.addBehaviour(behavior);\n } else {\n if (DEBUG) {\n this.log('WARNING Attraction is null');\n }\n }\n break;\n case 'Color':\n var color: Proton.Color = this.addColor(next);\n if (color != null) {\n emitter.addBehaviour(color);\n } else {\n if (DEBUG) {\n this.log('WARNING Color is null');\n }\n }\n break;\n case 'CrossZone':\n var crossZone: Proton.CrossZone = this.addCrossZone(next);\n if (crossZone != null) {\n emitter.addBehaviour(crossZone);\n } else {\n if (DEBUG) {\n this.log('WARNING CrossZone is null');\n }\n }\n break;\n case 'Force':\n var behavior = this.addForce(next);\n if (behavior != null) {\n emitter.addBehaviour(behavior);\n } else {\n if (DEBUG) {\n this.log('WARNING Force is null');\n }\n }\n break;\n case 'Gravity':\n var gravity: Proton.Gravity = this.addGravity(next);\n if (gravity != null) {\n emitter.addBehaviour(gravity);\n } else {\n if (DEBUG) {\n this.log('WARNING Gravity is null');\n }\n }\n break;\n case 'GravityWell':\n var behavior = this.addGravityWell(next);\n if (behavior != null) {\n emitter.addBehaviour(behavior);\n } else {\n if (DEBUG) {\n this.log('WARNING GravityWell is null');\n }\n }\n break;\n case 'Scale':\n var scale: Proton.Scale = this.addScale(next);\n if (scale != null) {\n emitter.addBehaviour(scale);\n } else {\n if (DEBUG) {\n this.log('WARNING Scale is null');\n }\n }\n break;\n case 'RandomDrift':\n var randomDrift: Proton.RandomDrift = this.addRandomDrift(next);\n if (randomDrift != null) {\n emitter.addBehaviour(randomDrift);\n } else {\n if (DEBUG) {\n this.log('WARNING RandomDrift is null');\n }\n }\n break;\n case 'Rotate':\n var rotate: Proton.Rotate = this.addRotate(next);\n if (rotate != null) {\n emitter.addBehaviour(rotate);\n } else {\n if (DEBUG) {\n this.log('WARNING Rotate is null');\n }\n }\n break;\n case 'Repulsion':\n var behavior = this.addRepulsion(next);\n if (behavior != null) {\n emitter.addBehaviour(behavior);\n } else {\n if (DEBUG) {\n this.log('WARNING Force is null');\n }\n }\n break;\n default:\n if (DEBUG) {\n this.log('WARNING unknown behaviour');\n }\n }\n next = next.nextElementSibling;\n }\n }\n\n /**\n * AlphaDead is custom custom dead behaviour. After particle reach some age particle will fade out to alpha 0.\n * Example:\n * \n * @method alphaDead\n * @param age number\n * @return any\n */\n alphaDead(age: number): any {\n var self: any = this;\n return {\n initialize: function (particle: any) {\n },\n applyBehaviour: function (particle: any) {\n if (particle.age >= age) {\n particle['transform']['alphaA'] = 1;\n particle['transform']['alphaB'] = 0;\n }\n\n if (particle.age >= particle.life) {\n if (particle.sprite != null) {\n if (self._textures != null && self._textures.length > 0) {\n ProtonElement.Pool[self._animationName].push(particle.sprite);\n } else {\n ProtonElement.Pool[particle.target.textureCacheIds[0]].push(particle.sprite);\n }\n self.super2.removeChild(particle.sprite);\n }\n particle.sprite = null;\n particle.dead = true;\n particle = null;\n }\n }\n }\n }\n\n /**\n * ScaleDead is custom custom dead behaviour. After particle reach some energy particle will scale down to zero.\n * Example:\n * \n * @method scaleDead\n * @return any\n */\n scaleDead(): any {\n var self: any = this;\n return {\n initialize: function (particle: any) {\n particle.scale = 0;\n },\n applyBehaviour: function (particle: any) {\n if (particle.energy >= 2 / 3) {\n particle.scale = (particle.scale * (1 - particle.energy)) * 3;\n } else if (particle.energy <= 1 / 3) {\n particle.scale = particle.scale * (particle.energy * 3);\n }\n if (particle.scale < 0) {\n if (particle.sprite != null) {\n if (this._textures != null && this._textures.length > 0) {\n ProtonElement.Pool[this._animationName].push(particle.sprite);\n } else {\n ProtonElement.Pool[particle.target.textureCacheIds[0]].push(particle.sprite);\n }\n self.super2.removeChild(particle.sprite);\n }\n particle.sprite = null;\n particle.dead = true;\n particle = null;\n }\n }\n }\n }\n\n /**\n * Add behaviour Alpha.\n * Example:\n * \n * @method addAlpha\n * @param node is Element from xml\n * @return Proton.Alpha\n */\n private addAlpha(node: Element): Proton.Alpha {\n var start: number;\n var end: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('Start')) {\n start = parseFloat(node.getAttribute('Start'));\n } else {\n if (DEBUG) {\n this.log('WARNING Alpha has no attribute Start');\n }\n }\n\n if (node.hasAttribute('End')) {\n end = parseFloat(node.getAttribute('End'));\n } else {\n if (DEBUG) {\n this.log('WARNING Alpha has no attribute End');\n }\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (start != null && end != null) {\n return new Proton.Alpha(start, end, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING Alpha has no Start or End attribute');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour Attraction.\n * Example:\n * \n * @method addAttraction\n * @param node is Element from xml\n * @return Proton.Attraction\n */\n private addAttraction(node: Element): Proton.Attraction {\n var vector: Proton.Vector2D;\n var force: number;\n var radius: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('X') && node.hasAttribute('Y')) {\n vector = new Proton.Vector2D(\n parseFloat(node.getAttribute(\"X\")),\n parseFloat(node.getAttribute(\"Y\"))\n );\n } else {\n if (DEBUG) {\n this.log('WARNING Attraction has missing attributes X and/or Y');\n }\n return null;\n }\n\n if (node.hasAttribute('Force')) {\n force = parseFloat(node.getAttribute('Force'));\n } else {\n if (DEBUG) {\n this.log('WARNING Attraction has missing attribute Force');\n }\n }\n\n if (node.hasAttribute('Radius')) {\n radius = parseFloat(node.getAttribute('Radius'));\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n return new Proton.Attraction(vector, force, radius, life, ease);\n }\n\n /**\n * Add behaviour Color.\n * Example:\n * \n * @method addColor\n * @param node is Element from xml\n * @return Proton.Color\n */\n private addColor(node: Element): Proton.Color {\n var i: number;\n var arr: Array;\n var endArr: Array;\n var color: Array = [];\n var endColor: Array = [];\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('Color')) {\n arr = node.getAttribute('Color').split(';');\n for (i = 0; i < arr.length; i++) {\n color.push(StringUtils.hexColor(arr[i]));\n }\n } else {\n if (DEBUG) {\n this.log('WARNING Color has no attribute Color');\n }\n }\n\n if (node.hasAttribute('EndColor')) {\n endArr = node.getAttribute('EndColor').split(';');\n for (i = 0; i < endArr.length; i++) {\n endColor.push(StringUtils.hexColor(endArr[i]));\n }\n } else {\n if (DEBUG) {\n this.log('WARNING Color has no attribute EndColor');\n }\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (color.length > 0) {\n return new Proton.Color(color, endColor, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING Color has no Color attribute');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour CrossZone. CrossZone is used for collisions. Need some zone. See method getZone().\n * Example:\n * \n * \n * \n * @method addCrossZone\n * @param node is Element from xml\n * @return Proton.CrossZone\n */\n private addCrossZone(node: Element): Proton.CrossZone {\n var zone: any;\n var type: string;\n var life: Proton.Life;\n var ease: string;\n\n if (node.firstElementChild != null) {\n zone = this.getZone(node.firstElementChild);\n } else {\n if (DEBUG) {\n this.log('WARNING no zone in CrossZone');\n }\n }\n\n if (node.hasAttribute('Type')) {\n type = node.getAttribute('Type');\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (zone != null) {\n return new Proton.CrossZone(zone, type, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING no zone in CrossZone');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour Force (force vector)\n * Example:\n * \n * @method addFOrce\n * @param node is Element from xml\n * @return Proton.Force\n */\n private addForce(node: Element): Proton.Attraction {\n var x: number;\n var y: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (node.hasAttribute('X') && node.hasAttribute('Y')) {\n x = parseFloat(node.getAttribute(\"X\"));\n y = parseFloat(node.getAttribute(\"Y\"));\n } else {\n if (DEBUG) {\n this.log('WARNING Attraction has missing attributes X and/or Y');\n }\n return null;\n }\n\n return new Proton.Force(x, y, life, ease);\n }\n\n /**\n * Add behaviour Gravity.\n * Example:\n * \n * @method addGravity\n * @param node is Element from xml\n * @return Proton.Gravity\n */\n private addGravity(node: Element): Proton.Gravity {\n var gravity: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('Gravity')) {\n gravity = parseFloat(node.getAttribute('Gravity'));\n } else {\n if (DEBUG) {\n this.log('WARNING Gravity has no attribute Gravity');\n }\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (gravity != null) {\n return new Proton.Gravity(gravity, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING Gravity has no valid attributes');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour GravityWell.\n * Example:\n * \n * @method addGravityWell\n * @param node is Element from xml\n * @return Proton.GravityWell\n */\n private addGravityWell(node: Element): Proton.GravityWell {\n var vector: Proton.Vector2D;\n var force: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('X') && node.hasAttribute('Y')) {\n vector = new Proton.Vector2D(\n parseFloat(node.getAttribute(\"X\")),\n parseFloat(node.getAttribute(\"Y\"))\n );\n } else {\n if (DEBUG) {\n this.log('WARNING GravityWell has missing attributes X and/or Y');\n }\n return null;\n }\n\n if (node.hasAttribute('Force')) {\n force = parseFloat(node.getAttribute('Force'));\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n return new Proton.GravityWell(vector, force, life, ease);\n }\n\n /**\n * Add behaviour Scale.\n * Example:\n * \n * @method addScale\n * @param node is Element from xml\n * @return Proton.Scale\n */\n private addScale(node: Element): Proton.Scale {\n var start: Proton.Span;\n var end: Proton.Span;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('Start')) {\n start = this.getSpan(node.getAttribute('Start'));\n } else {\n if (DEBUG) {\n this.log('WARNING Scale has no attribute Start');\n }\n }\n\n if (node.hasAttribute('End')) {\n end = this.getSpan(node.getAttribute('End'));\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (start != null) {\n return new Proton.Scale(start, end, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING Scale has no Start or End attribute');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour RandomDrift.\n * Example:\n * \n * @method addRandomDrift\n * @param node is Element from xml\n * @return Proton.RandomDrift\n */\n private addRandomDrift(node: Element): Proton.RandomDrift {\n var driftX: number;\n var driftY: number;\n var delay: number = 0;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('DriftX')) {\n driftX = parseFloat(node.getAttribute('DriftX'));\n } else {\n if (DEBUG) {\n this.log('WARNING RandomDrift has no attribute DriftX');\n }\n }\n\n if (node.hasAttribute('DriftY')) {\n driftY = parseFloat(node.getAttribute('DriftY'));\n } else {\n if (DEBUG) {\n this.log('WARNING RandomDrift has no attribute DriftY');\n }\n }\n\n if (node.hasAttribute('Delay')) {\n delay = parseFloat(node.getAttribute('Delay'));\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n if (driftX != null && driftY != null && delay != null) {\n return new Proton.RandomDrift(driftX, driftY, delay, life, ease);\n } else {\n if (DEBUG) {\n this.log('WARNING RandomDrift has no valid attributes');\n }\n }\n\n return null;\n }\n\n /**\n * Add behaviour Repulsion.\n * Example:\n * \n * @method addRepulsion\n * @param node is Element from xml\n * @return Proton.Repulsion\n */\n private addRepulsion(node: Element): Proton.Repulsion {\n var vector: Proton.Vector2D;\n var force: number;\n var radius: number;\n var life: Proton.Life;\n var ease: string;\n\n if (node.hasAttribute('X') && node.hasAttribute('Y')) {\n vector = new Proton.Vector2D(\n parseFloat(node.getAttribute(\"X\")),\n parseFloat(node.getAttribute(\"Y\"))\n );\n } else {\n if (DEBUG) {\n this.log('WARNING Repulsion has missing attributes X and/or Y');\n }\n return null;\n }\n\n if (node.hasAttribute('Force')) {\n force = parseFloat(node.getAttribute('Force'));\n } else {\n if (DEBUG) {\n this.log('WARNING Repulsion has missing attribute Force');\n }\n }\n\n if (node.hasAttribute('Radius')) {\n radius = parseFloat(node.getAttribute('Radius'));\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n return new Proton.Repulsion(vector, force, radius, life, ease);\n }\n\n /**\n * Add behaviour Rotate.\n * Example:\n * \n * @method addRotate\n * @param node is Element from xml\n * @return Proton.Rotate\n */\n private addRotate(node: Element): Proton.Rotate {\n var start: Proton.Span | string;\n var end: Proton.Span;\n var style: string;\n var life: Proton.Life;\n var ease: string;\n\n // This can be \"Velocity\"/\"velocity\"/\"v\" to align particle along the direction of travel\n if (node.hasAttribute('Start')) {\n if(isNaN(parseInt(node.getAttribute('Start')))) {\n start = node.getAttribute('Start');\n } else {\n start = this.getSpan(node.getAttribute('Start'));\n }\n } else {\n if (DEBUG) {\n this.log('WARNING Scale has no attribute Start');\n }\n }\n\n if (node.hasAttribute('End')) {\n end = this.getSpan(node.getAttribute('End'));\n }\n\n if (node.hasAttribute('Style')) {\n style = node.getAttribute('Style');\n }\n\n if (node.hasAttribute('Life')) {\n life = this.getLife(node.getAttribute('Life'));\n }\n\n if (node.hasAttribute('Ease')) {\n ease = node.getAttribute('Ease');\n }\n\n return new Proton.Rotate(start, end, style, life, ease);\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n clone(): ProtonElement {\n var element: ProtonElement = new ProtonElement();\n\n element.super2.position.x = this.super2.position.x;\n element.super2.position.y = this.super2.position.y;\n element.super2.pivot.x = this.super2.pivot.x;\n element.super2.pivot.y = this.super2.pivot.y;\n element.super2.scale.x = this.super2.scale.x;\n element.super2.scale.y = this.super2.scale.y;\n element.super2.visible = this.super2.visible;\n element._blendMode = this._blendMode;\n element._tint = this._tint;\n\n // if(this._emitterBaseElement) {\n // element._emitterBaseElement = this._emitterBaseElement;\n // }\n\n var node: Element = document.createElement('particle');\n node.setAttribute('Style2', this._styleName);\n\n element.create(node);\n element.super2._markAsCloned(); // must be called last before return!\n return element;\n }\n\n /**\n * Converts string from \"points attribute\" into array of points. E.g. \"(1,6);(5,2);2;(2,4)\". Point can be specified as single value for both axex.\n * @method _getPointsFromPointsAttribute\n * @return Array\n */\n private static _getPointsFromPointsAttribute(pointsString: string): Array<{x: number, y: number}>\n {\n if (!pointsString) {\n return [];\n }\n\n return pointsString\n .replace(/\\s/g, '')\n .split(';')\n .map((valuesPair: string) => /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair])\n .map((valuesPair: Array) =>\n {\n return {x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1])};\n });\n };\n\n /**\n * Runs the alpha tween\n * @method runAlphaTween\n * @param node\n * @returns {boolean}\n */\n public runAlphaTween(node: Element): boolean\n {\n if (!node.hasAttribute(ProtonElementAttributes.ALPHA_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this.super2, 'alpha');\n\n let alphaTween: Array;\n\n let alphaTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ALPHA_TWEEN_POSITION, null);\n\n if (alphaTweenPosition == ProtonElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ALPHA_TWEEN)).map(value => value + this.super2.alpha);\n } else if (alphaTweenPosition == ProtonElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ALPHA_TWEEN));\n if(alphaTween.length) {\n alphaTween[0] = this.super2.alpha;\n }\n } else {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ALPHA_TWEEN));\n }\n\n const alphas: Array = alphaTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ALPHA_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.ALPHA_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.ALPHA_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.ALPHA_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\n\n Tweens.alphaTween(this.super2, {alphas, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the position tween\n * @method runPositionTween\n * @param node\n * @returns {boolean}\n */\n public runPositionTween(node: Element): boolean\n {\n if (!node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_X) || !node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this.super2, 'position');\n\n let positionTweenX: Array;\n let positionTweenY: Array;\n\n let positionTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_POSITION, null);\n if (positionTweenPosition === ProtonElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_X)).map(value => value + this.super2.position.x);\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_Y)).map(value => value + this.super2.position.y);\n } else if (positionTweenPosition == ProtonElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_Y));\n if(positionTweenX.length) {\n positionTweenX[0] = this.super2.position.x;\n }\n if(positionTweenY.length) {\n positionTweenY[0] = this.super2.position.y;\n }\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_Y));\n }\n\n const tweenX: Array = positionTweenX || [];\n const tweenY: Array = positionTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.POSITION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.POSITION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\n\n let bezierType: string;\n let bezierCurviness: number;\n let bezierPoints: Object;\n let bezierObject: Object;\n let bezierAutoRotate: boolean;\n\n if(node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_BEZIER_POINTS)) {\n bezierType = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_BEZIER_TYPE, 'thru');\n bezierCurviness = Attributes.assignIntAttribute(node, ProtonElementAttributes.POSITION_TWEEN_BEZIER_CURVINESS, 1.0);\n bezierPoints = this.formatPoints(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_BEZIER_POINTS));\n bezierAutoRotate = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.POSITION_TWEEN_BEZIER_AUTOROTATE, false);\n\n if(bezierType && bezierCurviness && bezierPoints) {\n bezierObject = {type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI/2, true] : false)};\n }\n }\n\n Tweens.positionTween(this.super2, {bezier: bezierObject, tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the rotation tween\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runRotationTween(node: Element): boolean\n {\n if (!node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this.super2, 'rotation');\n\n let rotationTween: Array;\n\n let rotationTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_POSITION, null);\n if (rotationTweenPosition == ProtonElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN)).map(value => value + Tweens.radians2degrees(this.super2.rotation));\n } else if (rotationTweenPosition == ProtonElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN));\n if(rotationTween.length) {\n rotationTween[0] = Tweens.radians2degrees(this.super2.rotation);\n }\n } else {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN));\n }\n\n const degrees: Array = rotationTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\n\n Tweens.rotationTween(this.super2, {degrees, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the scale tween\n *\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runScaleTween(node: Element): boolean\n {\n if (!node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this.super2, 'scale');\n\n let scaleTweenX: Array;\n let scaleTweenY: Array;\n let scaleTween: Array;\n let tweenValues: Array = [];\n\n if (node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_X)) {\n scaleTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.SCALE_TWEEN_X));\n }\n\n if (node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_Y)) {\n scaleTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.SCALE_TWEEN_Y));\n }\n\n if (node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN)) {\n scaleTween = ProtonElement._getPointsFromPointsAttribute(node.getAttribute(ProtonElementAttributes.SCALE_TWEEN)) as Array;\n }\n\n let scaleTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.SCALE_TWEEN_POSITION, null);\n\n if (scaleTween && scaleTween.length) {\n if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTween.map((value: PIXI.Point) =>\n {\n return {\n 'x': value.x + this.super2.scale.x,\n 'y': value.y + this.super2.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTween;\n if(tweenValues.length) {\n tweenValues[0].x = this.super2.scale.x;\n tweenValues[0].y = this.super2.scale.y;\n }\n } else {\n tweenValues = scaleTween;\n }\n } else if (scaleTweenX && scaleTweenY) {\n if (scaleTweenX.length === scaleTweenY.length) {\n if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.super2.scale.x,\n 'y': scaleTweenY[i] + this.super2.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.super2.scale.x;\n tweenValues[0].y = this.super2.scale.y;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n }\n }\n } else if (scaleTweenX) {\n if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.super2.scale.x,\n 'y': this.super2.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.super2.scale.y\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.super2.scale.x;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.super2.scale.y\n } as PIXI.Point;\n });\n }\n } else if (scaleTweenY) {\n if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.super2.scale.x,\n 'y': scaleYValue + this.super2.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ProtonElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.super2.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].y = this.super2.scale.y;\n }\n } else {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.super2.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n }\n } else {\n return false;\n }\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.SCALE_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.SCALE_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.SCALE_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.SCALE_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.SCALE_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\n\n Tweens.scaleTween(this.super2, {tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the position tween for emitter\n * @method runPositionTweenEmitter\n * @param node\n * @returns {boolean}\n */\n public runPositionTweenEmitter(node: Element): boolean\n {\n if (!this._emitterBaseElement) {\n return false;\n }\n\n if (!node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_X) || !node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_Y)) {\n this._emitterBaseElement._activeUpdateEmitterPosition = false;\n return false;\n }\n\n this._emitterBaseElement._activeUpdateEmitterPosition = true;\n\n Tweens.removeTweens(this._emitterBaseElement, 'position');\n\n let positionTweenX: Array;\n let positionTweenY: Array;\n\n let positionTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_POSITION, null);\n if (positionTweenPosition === ProtonElementAttributes.POSITION_TWEEN_EMITTER_POSITION_VALUE.RELATIVE) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_X)).map(value => value + this._emitterBaseElement.position.x);\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_Y)).map(value => value + this._emitterBaseElement.position.y);\n } else if (positionTweenPosition == ProtonElementAttributes.POSITION_TWEEN_EMITTER_POSITION_VALUE.SMOOTH) {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_Y));\n if(positionTweenX.length) {\n positionTweenX[0] = this._emitterBaseElement.position.x;\n }\n if(positionTweenY.length) {\n positionTweenY[0] = this._emitterBaseElement.position.y;\n }\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_Y));\n }\n\n const tweenX: Array = positionTweenX || [];\n const tweenY: Array = positionTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_KEY_TIMES)) : null;\n\n let bezierType: string;\n let bezierCurviness: number;\n let bezierPoints: Object;\n let bezierObject: Object;\n let bezierAutoRotate: boolean;\n\n if(node.hasAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_BEZIER_POINTS)) {\n bezierType = Attributes.assignStringAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_BEZIER_TYPE, 'thru');\n bezierCurviness = Attributes.assignIntAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_BEZIER_CURVINESS, 1.0);\n bezierPoints = this.formatPoints(node.getAttribute(ProtonElementAttributes.POSITION_TWEEN_EMITTER_BEZIER_POINTS));\n bezierAutoRotate = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.POSITION_TWEEN_EMITTER_BEZIER_AUTOROTATE, false);\n\n if(bezierType && bezierCurviness && bezierPoints) {\n bezierObject = {type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI/2, true] : false)};\n }\n }\n\n Tweens.positionTween(this._emitterBaseElement, {bezier: bezierObject, tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the rotation tween for emitter\n * @method runScaleTweenEmitter\n * @param node\n * @returns {boolean}\n */\n public runRotationTweenEmitter(node: Element): boolean\n {\n if (!this._emitterBaseElement) {\n return false;\n }\n\n if (!node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER) || !node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER_RADIUS)) {\n this._emitterBaseElement._activeUpdateEmitterRotation = false;\n return false;\n }\n\n this._emitterBaseElement._activeUpdateEmitterRotation = true;\n this._emitterBaseElement._rotationRadius = Attributes.assignIntAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EMITTER_RADIUS, 0);\n\n Tweens.removeTweens(this._emitterBaseElement, 'rotation');\n\n let rotationTween: Array;\n\n let rotationTweenPosition: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EMITTER_POSITION, null);\n if (rotationTweenPosition == ProtonElementAttributes.ROTATION_TWEEN_EMITTER_POSITION_VALUE.RELATIVE) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER)).map(value => value + Tweens.radians2degrees(this._emitterBaseElement.rotation));\n } else if (rotationTweenPosition == ProtonElementAttributes.ROTATION_TWEEN_EMITTER_POSITION_VALUE.SMOOTH) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER));\n if(rotationTween.length) {\n rotationTween[0] = Tweens.radians2degrees(this._emitterBaseElement.rotation);\n }\n } else {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER));\n }\n\n const degrees: Array = rotationTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EMITTER_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EMITTER_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ProtonElementAttributes.ROTATION_TWEEN_EMITTER_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ProtonElementAttributes.ROTATION_TWEEN_EMITTER_KEY_TIMES)) : null;\n\n Tweens.rotationTween(this._emitterBaseElement, {degrees, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n *\n * @param {string} value\n * @param {string} id\n * @param {boolean} useGlobal\n * @returns {number}\n */\n private formatPoint(value: string, id: string, useGlobal: boolean = false): number {\n let result: number;\n if (value == \"c\") {\n result = this[id];\n } else {\n if (useGlobal) {\n result = this[id] + (parseInt(value) - this.super2.getGlobalPosition()[id]);\n } else {\n result = parseInt(value);\n }\n }\n\n return result;\n }\n\n /**\n *\n * @param {string} points\n * @param {boolean} useGlobal\n * @returns {Array}\n */\n private formatPoints(points: string, useGlobal: boolean = false): Array {\n let result: Array = [];\n let regex = /\\[(.*?)\\]/g;\n let data = points.match(regex);\n\n for (let i: number = 0; i < data.length; i++) {\n let pointArray = data[i].substring(1, data[i].length - 1).split(',');\n\n if (pointArray.length == 2) {\n let x = this.formatPoint(pointArray[0], \"x\", useGlobal);\n let y = this.formatPoint(pointArray[1], \"y\", useGlobal);\n\n //let point: PIXI.Point = new PIXI.Point(x, y);\n let objectPoint: Object = {x: x, y: y};\n result.push(objectPoint);\n }\n }\n\n return result;\n }\n}\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class EmitterBaseElement extends BaseElement\n{\n public _protonEmitters: Array;\n\n public _rotationRadius: number = -1;\n\n public _activeUpdateEmitterPosition: boolean = false;\n public _activeUpdateEmitterRotation: boolean = false;\n\n public updateEmitterParameters(): void {\n this.updateEmitterPosition();\n this.updateEmitterRotation();\n }\n\n public stopUpdateEmitterParameters(): void {\n this._activeUpdateEmitterPosition = false;\n this._activeUpdateEmitterRotation = false;\n\n if(this['position']) {\n Tweens.removeTweens(this, 'position');\n }\n\n if(this['rotation']) {\n Tweens.removeTweens(this, 'rotation');\n }\n }\n\n private updateEmitterPosition(): void {\n if(this._activeUpdateEmitterPosition && this._protonEmitters != null) {\n if(this['position'] != null && this['position'].x != null && this['position'].y != null) {\n for (var i = 0; i < this._protonEmitters.length; i++) {\n this._protonEmitters[i].p.x = this['position'].x;\n this._protonEmitters[i].p.y = this['position'].y;\n }\n }\n }\n }\n\n private updateEmitterRotation(): void {\n if(this._activeUpdateEmitterRotation && this._protonEmitters && this._rotationRadius >= 0) {\n if(this['rotation'] != null) {\n for (var i = 0; i < this._protonEmitters.length; i++) {\n this._protonEmitters[i].p.x = this.position.x + Math.cos(this['rotation'])*this._rotationRadius;\n this._protonEmitters[i].p.y = this.position.y + Math.sin(this['rotation'])*this._rotationRadius;\n }\n }\n }\n }\n\n}\n\nexport const ProtonElementAttributes = {\n EMIT: \"Emit\",\n START: \"Start\",\n STOP: \"Stop\",\n STOPPING: \"Stopping\",\n DURATION: \"Duration\",\n\n /*\n * X (horizontal) position of the display object, relative to its parent.\n * @property X\n * @type Number\n * @default 0\n */\n X: 'X',\n /*\n * Y (vertical) position of the display object, relative to its parent.\n * @property Y\n * @type Number\n * @default 0\n */\n Y: 'Y',\n /*\n * X pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotX\n * @type number\n * @default null\n */\n EMITTER_X: \"EmitterX\",\n EMITTER_Y: \"EmitterY\",\n\n PIVOT_X: 'PivotX',\n /*\n * Y pivot for container. Used mainly for scale tweening and rotation.\n * @property PivotY\n * @type number\n * @default null\n */\n PIVOT_Y: 'PivotY',\n /*\n * Tint of image. Hex color which colorize movie clip.\n * @property Tint\n * @type string\n * @default null\n */\n TINT: 'Tint',\n\n /*\n * Alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.\n * @property Alpha\n * @type Number\n * @default 1\n */\n ALPHA: 'Alpha',\n ALPHA_TWEEN: 'AlphaTween',\n ALPHA_TWEEN_EASE: 'AlphaTweenEase',\n ALPHA_TWEEN_DELAY: 'AlphaTweenDelay',\n ALPHA_TWEEN_DURATION: 'AlphaTweenDuration',\n ALPHA_TWEEN_LOOP: 'AlphaTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ALPHA_TWEEN_KEY_TIMES: 'AlphaTweenKeyTimes',\n ALPHA_TWEEN_POSITION: 'AlphaTweenPosition',\n ALPHA_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n POSITION_TWEEN_X: 'PositionTweenX',\n POSITION_TWEEN_Y: 'PositionTweenY',\n POSITION_TWEEN_EASE: 'PositionTweenEase',\n POSITION_TWEEN_DURATION: 'PositionTweenDuration',\n POSITION_TWEEN_DELAY: 'PositionTweenDelay',\n POSITION_TWEEN_POSITION: 'PositionTweenPosition',\n POSITION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative',\n SMOOTH: 'smooth'\n },\n POSITION_TWEEN_LOOP: 'PositionTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n POSITION_TWEEN_KEY_TIMES: 'PositionTweenKeyTimes',\n /**\n * Bezier's \"type\" of curve\n * VALUES:\n * thru\n * soft\n * quadratic\n * cubic\n * EXAMPLE:\n * PositionTweenBezierType=\"thru\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540\" '\n * @property PositionTweenBezierType\n * @default thru\n */\n POSITION_TWEEN_BEZIER_TYPE: 'PositionTweenBezierType',\n /**\n * the tension on the Bezier\n * VALUES:\n * 0 has no curviness (straight lines),\n * 1 is normal curviness,\n * 2 is twice the normal curviness,\n * etc. Use any number, not just integers\n * EXAMPLE:\n * PositionTweenBezierCurviness=\"1.25\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540\" '\n * @property PositionTweenBezierCurviness\n * @default 1.0\n */\n POSITION_TWEEN_BEZIER_CURVINESS: 'PositionTweenBezierCurviness',\n /**\n * Array points, pairs of X,Y coords for movement along the bezier curve\n * EXAMPLE:\n * x y x y x y\n * PositionTweenBezierPoints=\"[100,250];[300,0];[500,400]\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540\" '\n * @property PositionTweenBezierPoints\n * @default null\n */\n POSITION_TWEEN_BEZIER_POINTS: 'PositionTweenBezierPoints',\n /**\n * Auto rotation object on Bezier\n * VALUES:\n * true\n * false\n * EXAMPLE:\n * PositionTweenBezierAutoRotate=\"true\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenBezierAutoRotate\n * @default false\n */\n POSITION_TWEEN_BEZIER_AUTOROTATE: 'PositionTweenBezierAutoRotate',\n /*\n * Rotation in degrees for this display object.\n * @property Rotation\n * @type Number\n * @default 0\n */\n ROTATION: 'Rotation',\n ROTATION_TWEEN: 'RotationTween',\n ROTATION_TWEEN_EASE: 'RotationTweenEase',\n ROTATION_TWEEN_DURATION: 'RotationTweenDuration',\n ROTATION_TWEEN_DELAY: 'RotationTweenDelay',\n ROTATION_TWEEN_LOOP: 'RotationTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ROTATION_TWEEN_KEY_TIMES: 'RotationTweenKeyTimes',\n ROTATION_TWEEN_POSITION: 'RotationTweenPosition',\n ROTATION_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /**\n *\n */\n SCALE_TWEEN: 'ScaleTween',\n SCALE_TWEEN_X: 'ScaleTweenX',\n SCALE_TWEEN_Y: 'ScaleTweenY',\n SCALE_TWEEN_EASE: 'ScaleTweenEase',\n SCALE_TWEEN_DELAY: 'ScaleTweenDelay',\n SCALE_TWEEN_DURATION: 'ScaleTweenDuration',\n SCALE_TWEEN_LOOP: 'ScaleTweenLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n SCALE_TWEEN_KEY_TIMES: 'ScaleTweenKeyTimes',\n SCALE_TWEEN_POSITION: 'ScaleTweenPosition',\n SCALE_TWEEN_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n /*\n * The factor to stretch this display object horizontally and vertically. Use this instead of using ScaleX and ScaleY with same value.\n * @property Scale\n * @type Number\n * @default 1\n */\n SCALE: 'Scale',\n SCALE_X: 'ScaleX',\n /*\n * The factor to stretch this display object vertically.\n * 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.\n * @property ScaleY\n * @type Number\n * @default 1\n */\n SCALE_Y: 'ScaleY',\n\n /* **********************************************************\n *\n * Attributes for EMITTER\n *\n * ***********************************************************/\n POSITION_TWEEN_EMITTER_X: 'PositionTweenEmitterX',\n POSITION_TWEEN_EMITTER_Y: 'PositionTweenEmitterY',\n POSITION_TWEEN_EMITTER_EASE: 'PositionTweenEmitterEase',\n POSITION_TWEEN_EMITTER_DURATION: 'PositionTweenEmitterDuration',\n POSITION_TWEEN_EMITTER_DELAY: 'PositionTweenEmitterDelay',\n POSITION_TWEEN_EMITTER_POSITION: 'PositionTweenEmitterPosition',\n POSITION_TWEEN_EMITTER_POSITION_VALUE: {\n ABSOLUTE: 'absolute',\n RELATIVE: 'relative',\n SMOOTH: 'smooth'\n },\n POSITION_TWEEN_EMITTER_LOOP: 'PositionTweenEmitterLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n POSITION_TWEEN_EMITTER_KEY_TIMES: 'PositionTweenEmitterKeyTimes',\n /**\n * Bezier's \"type\" of curve\n * VALUES:\n * thru\n * soft\n * quadratic\n * cubic\n * EXAMPLE:\n * PositionTweenEmitterBezierType=\"thru\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenEmitterX=\"960;960\" PositionTweenEmitterY=\"540;540\" '\n * @property PositionTweenEmitterBezierType\n * @default thru\n */\n POSITION_TWEEN_EMITTER_BEZIER_TYPE: 'PositionTweenEmitterBezierType',\n /**\n * the tension on the Bezier\n * VALUES:\n * 0 has no curviness (straight lines),\n * 1 is normal curviness,\n * 2 is twice the normal curviness,\n * etc. Use any number, not just integers\n * EXAMPLE:\n * PositionTweenEmitterBezierCurviness=\"1.25\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenEmitterX=\"960;960\" PositionTweenEmitterY=\"540;540\" '\n * @property PositionTweenEmitterBezierCurviness\n * @default 1.0\n */\n POSITION_TWEEN_EMITTER_BEZIER_CURVINESS: 'PositionTweenEmitterBezierCurviness',\n /**\n * Array points, pairs of X,Y coords for movement along the bezier curve\n * EXAMPLE:\n * x y x y x y\n * PositionTweenEmitterBezierPoints=\"[100,250];[300,0];[500,400]\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenEmitterX=\"960;960\" PositionTweenEmitterY=\"540;540\" '\n * @property PositionTweenEmitterBezierPoints\n * @default null\n */\n POSITION_TWEEN_EMITTER_BEZIER_POINTS: 'PositionTweenEmitterBezierPoints',\n /**\n * Auto rotation object on Bezier\n * VALUES:\n * true\n * false\n * EXAMPLE:\n * PositionTweenEmitterBezierAutoRotate=\"true\"\n * WARNING:\n * it is necessary to have 2 \"X\" position values and 2 \"Y\" for correct Bezier function\n * for example, ' PositionTweenX=\"960;960\" PositionTweenY=\"540;540\" '\n * @property PositionTweenEmitterBezierAutoRotate\n * @default false\n */\n POSITION_TWEEN_EMITTER_BEZIER_AUTOROTATE: 'PositionTweenEmitterBezierAutoRotate',\n\n RESET_BEHAVIORS: \"ResetBehaviors\",\n\n ROTATION_TWEEN_EMITTER: 'RotationTweenEmitter',\n ROTATION_TWEEN_EMITTER_RADIUS: 'RotationTweenEmitterRadius',\n ROTATION_TWEEN_EMITTER_EASE: 'RotationTweenEmitterEase',\n ROTATION_TWEEN_EMITTER_DURATION: 'RotationTweenEmitterDuration',\n ROTATION_TWEEN_EMITTER_DELAY: 'RotationTweenEmitterDelay',\n ROTATION_TWEEN_EMITTER_LOOP: 'RotationTweenEmitterLoop',\n /* Array of offsets of individual tween values relative to total duration\n * e.g. 0;0.25;1 with duration 100 meaning first value at T=0, second at T=25, last at T=100\n */\n ROTATION_TWEEN_EMITTER_KEY_TIMES: 'RotationTweenEmitterKeyTimes',\n ROTATION_TWEEN_EMITTER_POSITION: 'RotationTweenEmitterPosition',\n ROTATION_TWEEN_EMITTER_POSITION_VALUE: {\n ABSOLUTE: \"absolute\", /* values are taken as they are */\n RELATIVE: \"relative\", /* values are offset by initial value */\n SMOOTH: \"smooth\" /* first value is replaced with initial value */\n },\n VISIBLE: \"Visible\",\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/ProtonElement.ts\n **/","import {engineComponent, ArrayUtils} from \"neo-common\";\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {BaseElement} from \"./BaseElement\";\nimport {Vibration} from \"../../../Utils/Vibration\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class VibrationElement extends BaseElement {\n\n createByNode(node: Element): void {\n //\n }\n\n updateByNode(node: Element): void {\n if (node.hasAttribute(VibrationElementAttributes.PATTERN)) {\n const pattern = ArrayUtils.numberArray(node.getAttribute(VibrationElementAttributes.PATTERN));\n Vibration.vibrate(pattern);\n }\n }\n\n clone(): VibrationElement {\n const element: VibrationElement = new VibrationElement();\n return element;\n }\n}\n\nexport const VibrationElementAttributes = {\n PATTERN: 'Pattern'\n};\n\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Graphics/VibrationElement.ts\n **/","import {DataManager} from \"../Managers/DataManager\";\n\nexport class Vibration {\n\n /**\n * To perform multiple vibration, an array needs to be passed as the parameter.\n * First value represents vibration time (milliseconds), second value represents pause time (milliseconds),\n * third value represents vibration time, and this goes on with each alternate value.\n * Basically it is performed as a series of [VIBRATION] [PAUSE] [VIBRATION] [PAUSE] [VIBRATION] [PAUSE]...\n *\n * Use 0 to force stop vibration\n *\n * @param pattern\n */\n public static vibrate(pattern: number | Array = 0): void {\n if (!DataManager.VibrationEnabled) {\n return;\n }\n\n if (navigator.vibrate == null) {\n return;\n }\n\n navigator.vibrate(pattern);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Utils/Vibration.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {AnimationStyleAttributes} from \"../../ComponentAttributes\";\nimport {CustomUtils} from \"../../../Utils/CustomUtils\";\n\n/**\n * The animation style is used for defined behaviour animation from sprite sheet.\n * Example:\n * \n * @class AnimationStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class AnimationStyle extends Style\n{\n // store only name of animation in style\n // element will create new instnce of animation not style\n animation: string;\n\n frames: Array;\n\n // settings for animation\n startFrame: number;\n endFrame: number;\n speed: number;\n loop: boolean;\n stop: boolean;\n alpha: number;\n tint: number;\n blendMode: number;\n reverse: boolean;\n\n // for InsideAnimationElement\n node: Element;\n\n constructor()\n {\n super();\n\n // set default values\n this.animation = '';\n this.frames = null;\n this.startFrame = 0;\n this.speed = 1;\n this.loop = false;\n this.stop = false;\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void\n {\n super.create(node);\n\n /**\n * Store node for InsideAnimationElement\n *\n * todo Toto sa pouziva?\n * @type {Element}\n */\n this.node = node;\n\n if (node.hasAttribute(AnimationStyleAttributes.ANIMATION)) {\n this.animation = node.getAttribute(AnimationStyleAttributes.ANIMATION);\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.FRAMES)) {\n this.frames = node.getAttribute(AnimationStyleAttributes.FRAMES).split(\";\");\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.START_FRAME)) {\n this.startFrame = parseInt(node.getAttribute(AnimationStyleAttributes.START_FRAME));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.END_FRAME)) {\n this.endFrame = parseInt(node.getAttribute(AnimationStyleAttributes.END_FRAME));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.LOOP)) {\n this.loop = StringUtils.parseBoolean(node.getAttribute(AnimationStyleAttributes.LOOP));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.STOP)) {\n this.stop = StringUtils.parseBoolean(node.getAttribute(AnimationStyleAttributes.STOP));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.SPEED)) {\n this.speed = parseFloat(node.getAttribute(AnimationStyleAttributes.SPEED));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.ALPHA)) {\n this.alpha = parseFloat(node.getAttribute(AnimationStyleAttributes.ALPHA));\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.TINT)) {\n this.tint = parseInt(node.getAttribute(AnimationStyleAttributes.TINT), 16);\n }\n\n if (node.hasAttribute(AnimationStyleAttributes.BLEND_MODE)) {\n this.blendMode = CustomUtils.getBlendMode(parseInt(node.getAttribute(AnimationStyleAttributes.BLEND_MODE)));\n }\n if (node.hasAttribute(AnimationStyleAttributes.REVERSE)) {\n this.reverse = StringUtils.parseBoolean(node.getAttribute(AnimationStyleAttributes.REVERSE));\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/AnimationStyle.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {BGParticleElementAttributes} from \"../Graphics/BGParticleElement\";\nimport {StageController} from \"../../StageController\";\n// import {BGParticleElementAttributes} from \"../../../CustomComponents/BGParticleElement\";\n//\n@engineComponent(ComponentTypes.Style)\n// TODO add comments\nexport class BGParticleStyle extends Style\n{\n // value in percentage for creating reserv in display list to pooling particles\n static ElementsReserve: number = 0.5;\n\n // names for zones\n static NodeImages: string = 'Images';\n static NodeBehavior: string = 'Behavior';\n static NodeName: string = 'Name';\n\n // TODO possible memory leak\n node: Element;\n\n private _counts: Array;\n private _count: number;\n private _scale: Array>;\n private _images: Array;\n\n private _radius: number;\n private _connected: number;\n private _speedX: Array>;\n private _speedY: Array>;\n private _lineWidth: number;\n private _lineColor: any;\n private _lineAlpha: number;\n /**\n * In percentage from 100% width and height\n **/\n private _connectionZoneWidth: Array>;\n private _connectionZoneHeight: Array>;\n\n\n constructor() {\n super();\n\n this._count = 0;\n this._counts = [];\n this._images = [];\n this._scale = [];\n this._radius = 200;\n this._connected = 0;\n this._speedX = [];\n this._speedY = [];\n this._lineWidth = 1;\n this._lineColor = 0x000000;\n this._lineAlpha = 1;\n this._connectionZoneHeight = [];\n this._connectionZoneWidth = [];\n\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element)\n {\n this.node = node;\n\n super.create(node);\n\n this.parseChildrenNodes(node);\n }\n\n private parseChildrenNodes(node: Element): void\n {\n let next: Element = node.firstElementChild;\n while (next != null) {\n switch(next.nodeName) {\n case BGParticleStyle.NodeImages:\n this.initializeImages(next);\n break;\n case BGParticleStyle.NodeBehavior:\n this.initializeBehavior(next);\n break;\n default:\n if(DEBUG) {\n this.log('WARNING unknown node in particle style ' + next.nodeName);\n }\n }\n next = next.nextElementSibling;\n }\n }\n\n\n get count(): number\n {\n return this._count;\n }\n\n get counts(): Array\n {\n return this._counts;\n }\n\n get images(): Array\n {\n return this._images;\n }\n\n get scale(): Array>\n {\n return this._scale;\n }\n\n get speedX(): Array>\n {\n return this._speedX;\n }\n\n get speedY(): Array>\n {\n return this._speedY;\n }\n\n get lineAlpha(): number\n {\n return this._lineAlpha;\n }\n\n get radius(): number\n {\n return this._radius;\n }\n\n get connected(): number\n {\n return this._connected;\n }\n\n get lineWidth(): number\n {\n return this._lineWidth;\n }\n\n get lineColor(): number\n {\n return this._lineColor;\n }\n\n get connectionZoneWidth(): Array\n {\n return this._connectionZoneWidth;\n }\n\n get connectionZoneHeight(): Array\n {\n return this._connectionZoneHeight;\n }\n\n private initializeImages(node: Element): void\n {\n if(node.hasAttribute(BGParticleElementAttributes.ATTR_FROM_FRAME)) {\n this._images = node.getAttribute(BGParticleElementAttributes.ATTR_FROM_FRAME).split(';');\n\n for(let i:number = 0; i < this._images.length; i++) {\n // TODO 0000\n this._images[i] = this._images[i] + '0000';\n }\n\n } else if(node.hasAttribute(BGParticleElementAttributes.ATTR_IMAGES)) {\n this._images = node.getAttribute(BGParticleElementAttributes.ATTR_IMAGES).split(';');\n // console.log(this._images)\n }\n\n if(node.hasAttribute(BGParticleElementAttributes.SCALE)){\n let scales = node.getAttribute(BGParticleElementAttributes.SCALE).split('|');\n\n for(let i=0; i\n * \n * \n * ...\n * \n * \n * @class ContainerStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class ContainerStyle extends Style {\n\n node: Element;\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n // store node for container elements\n this.node = node;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/ContainerStyle.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ComponentTypes} from \"../../ComponentTypes\";\n\n@engineComponent(ComponentTypes.Style)\nexport class ProtonStyle extends Style {\n\n node: Element;\n\n constructor() {\n super();\n }\n\n create(node: Element) {\n super.create(node);\n\n this.node = node;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/ProtonStyle.ts\n **/","import {StringUtils, engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ComponentTypes} from \"../../ComponentTypes\";\nimport {AnimationStyleAttributes} from \"../../ComponentAttributes\";\n\n/**\n * The animation style is used for defined behaviour animation from sprite sheet.\n * Example:\n * \n * @class ShapeStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class ShapeStyle extends Style\n{\n lineWidth: number;\n\n // for InsideAnimationElement\n node: Element;\n\n constructor()\n {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void\n {\n super.create(node);\n\n /**\n * Store node for InsideAnimationElement\n *\n * todo Toto sa pouziva?\n * @type {Element}\n */\n this.node = node;\n\n if (node.hasAttribute('LineWidth')) {\n this.lineWidth = parseInt(node.getAttribute('LineWidth'));\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/ShapeStyle.ts\n **/","import {engineComponent} from 'neo-common';\nimport {Style} from './Style';\nimport {ContainerElement} from '../Graphics/ContainerElement';\nimport {ComponentTypes} from \"../../ComponentTypes\";\n\n/**\n * TimelineStyle create container from child and holds xml nodes of frames for this element.\n * Example:\n * \n * \n * \n * \n * ...\n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * \n * @class TimelineStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class TimelineStyle extends Style {\n\n container: ContainerElement;\n\n // xml nodes added to object by fframe\n frames: Object;\n framesOriginal: Object;\n framesSounds: Object;\n framesSoundsOriginal: Object;\n outro: Element;\n outroSounds: Element;\n\n constructor() {\n super();\n\n this.frames = {};\n this.framesOriginal = {};\n this.framesSounds = {};\n this.framesSoundsOriginal = {};\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n let next: Element = node.firstElementChild;\n while (next != null) {\n switch (next.nodeName) {\n case 'Elements':\n this.container = new ContainerElement();\n this.container.create(next);\n break;\n case 'TimeLine':\n var nextCase: Element = next.firstElementChild;\n while (nextCase != null) {\n if (nextCase.hasAttribute('DynamicFrame')) {\n if (this.frames[nextCase.getAttribute('DynamicFrame')] !== null) {\n this.frames[nextCase.getAttribute('DynamicFrame')] = nextCase;\n } else {\n if (DEBUG) {\n this.log('ERROR dynamic frame ' + nextCase.getAttribute('DynamicFrame') + ' already exist in TimelineStyle ' + node.nodeName);\n }\n }\n }\n else if (nextCase.hasAttribute('Frame')) {\n if (this.frames[nextCase.getAttribute('Frame')] !== null) {\n this.frames[nextCase.getAttribute('Frame')] = nextCase;\n } else {\n if (DEBUG) {\n this.log('ERROR case ' + nextCase.getAttribute('Frame') + ' already exist in switchStyle ' + node.nodeName);\n }\n }\n }\n if (nextCase.nodeName === 'Outro') {\n this.outro = nextCase;\n }\n nextCase = nextCase.nextElementSibling;\n }\n this.framesOriginal = this.frames;\n break;\n case 'SoundTimeline':\n var nextCase: Element = next.firstElementChild;\n while (nextCase != null) {\n if (nextCase.hasAttribute('DynamicFrame')) {\n if (this.framesSounds[nextCase.getAttribute('DynamicFrame')] !== null) {\n this.framesSounds[nextCase.getAttribute('DynamicFrame')] = nextCase;\n } else {\n if (DEBUG) {\n this.log('ERROR dynamic frame ' + nextCase.getAttribute('DynamiFrame') + ' already exist in TimelineStyle ' + node.nodeName);\n }\n }\n }\n else if (nextCase.hasAttribute('Frame')) {\n if (this.framesSounds[nextCase.getAttribute('Frame')] !== null) {\n this.framesSounds[nextCase.getAttribute('Frame')] = nextCase;\n } else {\n if (DEBUG) {\n this.log('ERROR case ' + nextCase.getAttribute('Frame') + ' already exist in switchStyle ' + node.nodeName);\n }\n }\n }\n if (nextCase.nodeName === 'Outro') {\n this.outroSounds = nextCase;\n }\n nextCase = nextCase.nextElementSibling;\n }\n this.framesSoundsOriginal = this.framesSounds;\n break;\n }\n next = next.nextElementSibling;\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Elements/Styles/TimelineStyle.ts\n **/","import {Logger} from 'neo-common';\nimport {Resource} from './Resource';\n\n/**\n * The SndResource is used for holding songs from preloading. Supported all types of songs.\n * @class SndResource\n * @extends Resource\n */\nexport class SndResource extends Resource {\n\n static Sounds: { [id: string]: AudioBuffer; } = {};\n\n /**\n * Return song by id.\n * @method getSongById\n * @param id id of song in files.xml\n * @return AudioBuffer\n */\n static getSongById(id: string): AudioBuffer {\n if (this.Sounds != null) {\n return this.Sounds[id];\n } else {\n if (DEBUG) {\n this.log('ERROR no sounds');\n }\n }\n if (DEBUG) {\n this.log('ERROR no song: ' + id);\n }\n return null;\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n static log(s: string): void {\n if (DEBUG) {\n Logger.debugGroup('SndResource', s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/Components/Resources/SndResource.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedElement extends ContainerElement\n{\n\n protected _lastY: number = 0;\n protected _timer: FrameTimerEventEmitter;\n protected _positionOffset: number = 3;\n protected _rotationOffset: number = 3;\n protected _scaleOffset: number = 0.02;\n protected _rotationDuration: number = 240;\n protected _scaleDuration: number = 240;\n protected _timerRange: Array = [120,240];\n protected _positionRangeDuration: Array = [360,540];\n\n constructor() {\n super();\n this._timer = CreateFrameTimer('timer');\n this._timer.on(FrameTimerEvents.Complete, this.move.bind(this));\n }\n\n public createByNode(node: Element)\n {\n super.createByNode(node);\n this._lastY = this.y;\n\n if(node.hasAttribute('PositionOffset')) {\n this._positionOffset = parseInt(node.getAttribute('PositionOffset'));\n }\n if(node.hasAttribute('RotationOffset')) {\n this._rotationOffset = parseInt(node.getAttribute('RotationOffset'));\n }\n if(node.hasAttribute('ScaleOffset')) {\n this._scaleOffset = parseFloat(node.getAttribute('ScaleOffset'));\n }\n if(node.hasAttribute('RotationDuration')) {\n this._rotationDuration = parseInt(node.getAttribute('RotationDuration'));\n }\n if(node.hasAttribute('ScaleDuration')) {\n this._scaleDuration = parseInt(node.getAttribute('ScaleDuration'));\n }\n if(node.hasAttribute('TimerRange')) {\n let timerRange: Array = ArrayUtils.numberArray(node.getAttribute('TimerRange'));\n if(timerRange != null && timerRange.length === 2) {\n this._timerRange = timerRange;\n } else {\n if(DEBUG) {\n this.log('WARNING timer range need to has 2 parameters');\n }\n }\n }\n if(node.hasAttribute('PositionRangeDuration')) {\n let positionRangeDuration: Array = ArrayUtils.numberArray(node.getAttribute('PositionRangeDuration'));\n if(positionRangeDuration != null && positionRangeDuration.length === 2) {\n this._positionRangeDuration = positionRangeDuration;\n } else {\n if(DEBUG) {\n this.log('WARNING position range duration need to has 2 parameters');\n }\n }\n }\n\n let container: PIXI.Container = new PIXI.Container();\n if(this.children != null) {\n while(this.children.length !== 0) {\n container.addChild(this.children[0]);\n }\n }\n this.addChild(container);\n\n this.start();\n }\n\n public updateByNode(node: Element)\n {\n\n }\n\n public start(): void\n {\n this.pivot.x = this.width / 2;\n this.pivot.y = this.height / 2;\n this.stop();\n this.animate();\n this.move();\n }\n\n public stop(): void\n {\n this._timer.stop();\n Tweens.removeTweens(this, 'all');\n if(this.children != null && this.children.length > 0) {\n for(let i: number = 0; i < this.children.length; i++) {\n Tweens.removeTweens((this.children[i] as ContainerElement), 'all');\n for(let j: number = 0; j < (this.children[i] as ContainerElement).children.length; j++) {\n Tweens.removeTweens(((this.children[i] as ContainerElement).children[j] as ContainerElement), 'all');\n }\n }\n }\n }\n\n public clone(): AnimatedElement\n {\n const element: AnimatedElement = new AnimatedElement();\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n let container: PIXI.Container = new PIXI.Container();\n if(element.children != null) {\n while(element.children.length !== 0) {\n container.addChild(element.children[0]);\n }\n }\n element.addChild(container);\n element._positionOffset = this._positionOffset;\n element._rotationOffset = this._rotationOffset;\n element._scaleOffset = this._scaleOffset;\n element._rotationDuration = this._rotationDuration;\n element._scaleDuration = this._scaleDuration;\n element._timerRange = this._timerRange;\n element._positionRangeDuration = this._positionRangeDuration;\n element.start();\n element.markAsCloned();\n return element;\n }\n\n public animate(): void\n {\n let randomRotation: number = Math.round(this.getRandom(-this._rotationOffset - 1, this._rotationOffset + 1));\n if(randomRotation === -1) randomRotation = 1;\n\n Tweens.removeTweens(this, 'rotation');\n if(this.rotation !== 0) {\n Tweens.rotationTween(this, {\n degrees: [this.radians2degrees(this.rotation) ,0],\n tweenDuration: 5,\n callbackFunction: (): void => {\n Tweens.rotationTween(this, {\n degrees: [this.radians2degrees(this.rotation) ,randomRotation + 1,0,-randomRotation - 1,0],\n tweenDuration: this._rotationDuration,\n tweenLoop: true\n });\n }\n });\n } else {\n Tweens.rotationTween(this, {\n degrees: [0 ,randomRotation + 1,0,-randomRotation - 1,0],\n tweenDuration: this._rotationDuration,\n tweenLoop: true\n });\n }\n\n Tweens.removeTweens(this, 'scale');\n if(this.scale.x !== 1 && this.scale.y !== 1) {\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(this.scale.x, this.scale.y), new PIXI.Point(1, 1)],\n tweenDuration: 5,\n callbackFunction: (): void => {\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(1, 1), new PIXI.Point(1 - this._scaleOffset, 1 + this._scaleOffset), new PIXI.Point(1, 1)],\n tweenDuration: this._scaleDuration,\n tweenLoop: true\n });\n }\n });\n } else {\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(1, 1), new PIXI.Point(1 - this._scaleOffset, 1 + this._scaleOffset), new PIXI.Point(1, 1)],\n tweenDuration: this._scaleDuration,\n tweenLoop: true\n });\n }\n }\n\n public move(): void\n {\n if(this.children != null && this.children.length > 0) {\n let randomDuration: number = Math.round(this.getRandom(this._positionRangeDuration[0], this._positionRangeDuration[this._positionRangeDuration.length - 1]));\n let randomTimer: number = Math.round(this.getRandom(this._timerRange[0], this._timerRange[this._timerRange.length - 1]));\n let randomX: number = Math.round(this.getRandom(-this._positionOffset, this._positionOffset));\n let randomY: number = Math.round(this.getRandom(-this._positionOffset, this._positionOffset));\n let childX: number = this.children[0].x;\n let childY: number = this.children[0].y;\n\n if(childX + randomX > 0) {\n if(childX + randomX > this._positionOffset) {\n randomX = this._positionOffset;\n }\n } else {\n if(childX + randomX < -this._positionOffset) {\n randomX = -this._positionOffset;\n }\n }\n if(childY + randomY > 0) {\n if(childY + randomY > this._positionOffset) {\n randomY = this._positionOffset;\n }\n } else {\n if(childY + randomY < -this._positionOffset) {\n randomY = -this._positionOffset;\n }\n }\n\n Tweens.removeTweens((this.children[0] as ContainerElement), 'position');\n Tweens.positionTween((this.children[0] as ContainerElement), {\n tweenX: [(this.children[0] as ContainerElement).x, randomX],\n tweenY: [(this.children[0] as ContainerElement).y, randomY],\n tweenDuration: randomDuration\n });\n this._timer.start(randomTimer);\n }\n }\n\n public getRandom(min: number, max: number): number\n {\n return Math.random() * (max - min) + min;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {AnimatedElement} from \"./AnimatedElement\";\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedLogo extends AnimatedElement\n{\n constructor() {\n super();\n }\n\n public createByNode(node: Element)\n {\n super.createByNode(node);\n }\n\n public updateByNode(node: Element)\n {\n super.updateByNode(node);\n }\n\n public start(): void\n {\n super.start();\n }\n\n public stop(): void\n {\n super.stop();\n }\n\n public clone(): AnimatedLogo\n {\n const element: AnimatedLogo = new AnimatedLogo();\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n let container: PIXI.Container = new PIXI.Container();\n if(element.children != null) {\n while(element.children.length !== 0) {\n container.addChild(element.children[0]);\n }\n }\n element.addChild(container);\n element._positionOffset = this._positionOffset;\n element._rotationOffset = this._rotationOffset;\n element._scaleOffset = this._scaleOffset;\n element._rotationDuration = this._rotationDuration;\n element._scaleDuration = this._scaleDuration;\n element._timerRange = this._timerRange;\n element._positionRangeDuration = this._positionRangeDuration;\n element.start();\n element.markAsCloned();\n return element;\n }\n\n public animate(): void\n {\n super.animate();\n }\n\n public move(): void\n {\n super.move();\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedLogo.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {ContainerElement} from \"../Components/Elements/Graphics/ContainerElement\";\nimport {AnimatedPaylineNumber} from \"./AnimatedPaylineNumber\";\nimport {AnimatedPaylinePart} from \"./AnimatedPaylinePart\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedPayline extends ContainerElement\n{\n private _valuesX: Array = [];\n private _valuesY: Array = [];\n private _tints: Array = [];\n private _childNode: Element;\n\n constructor() {\n super();\n }\n\n public createByNode(node: Element)\n {\n super.createByNode(node);\n\n if(node.hasAttribute('ValuesX')) {\n this._valuesX = ArrayUtils.numberArray(node.getAttribute('ValuesX'));\n }\n\n if(node.hasAttribute('ValuesY')) {\n this._valuesY = ArrayUtils.numberArray(node.getAttribute('ValuesY'));\n }\n\n if(node.hasAttribute('Tints')) {\n this._tints = node.getAttribute('Tints').split(';');\n }\n\n if(node.hasChildNodes()) {\n this._childNode = node.firstElementChild;\n }\n\n this.createChilds();\n }\n\n public updateByNode(node: Element)\n {\n if(node.hasAttribute('Method')) {\n switch (node.getAttribute('Method')) {\n case 'stop':\n this.stop();\n break;\n case 'win':\n this.win();\n break;\n }\n }\n }\n\n public stop(): void\n {\n this.visible = false;\n for(let i: number = 0; i < this.children.length; i++) {\n (this.children[i] as AnimatedPaylinePart).stop();\n }\n }\n\n public win(): void\n {\n this.visible = true;\n for(let i: number = 0; i < this.children.length; i++) {\n (this.children[i] as AnimatedPaylinePart).animateWin();\n }\n }\n\n public clone(): AnimatedPayline\n {\n const element: AnimatedPayline = new AnimatedPayline();\n element.x = this.x;\n element.y = this.y;\n element._valuesX = this._valuesX;\n element._valuesY = this._valuesY;\n element._tints = this._tints;\n element._childNode = this._childNode;\n element.createChilds();\n return element;\n }\n\n private createChilds(): void\n {\n if(this._valuesX != null && this._valuesX.length > 0 && this._childNode != null) {\n for(let i: number = 0; i < this._valuesX.length; i++) {\n let part: AnimatedPaylinePart = new AnimatedPaylinePart();\n let randomOffsetX: number = this.getRandom(-6, 6);\n let randomOffsetY: number = this.getRandom(-6, 6);\n\n part.x = this._valuesX[i] + randomOffsetX;\n if(this._valuesY[i] != null) {\n part.y = this._valuesY[i] + randomOffsetY;\n }\n part.createByNode(this._childNode);\n let randomScale: number = this.getRandom(-2, 2) / 10;\n part.children[0].scale.x += randomScale;\n part.children[0].scale.y += randomScale;\n part.tints(this._tints);\n this.addChild(part);\n }\n }\n }\n\n public getRandom(min: number, max: number): number\n {\n return Math.random() * (max - min) + min;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedPayline.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {AnimatedElement} from \"./AnimatedElement\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedPaylinePart extends AnimatedElement\n{\n // TODO\n private _status: string = 'animate';\n private _winYOffset: number = 6;\n\n constructor() {\n super();\n }\n\n public createByNode(node: Element)\n {\n super.createByNode(node);\n\n if(node.hasAttribute('WinYOffset')) {\n this._winYOffset = parseInt(node.getAttribute('WinYOffset'));\n }\n }\n\n public updateByNode(node: Element)\n {\n super.updateByNode(node);\n }\n\n public start(): void\n {\n super.start();\n }\n\n public stop(): void\n {\n super.stop();\n }\n\n public clone(): AnimatedPaylinePart\n {\n const element: AnimatedPaylinePart = new AnimatedPaylinePart();\n element.style = this.style;\n element.x = this.x;\n element.y = this.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n let container: PIXI.Container = new PIXI.Container();\n if(element.children != null) {\n while(element.children.length !== 0) {\n container.addChild(element.children[0]);\n }\n }\n element.addChild(container);\n element._lastY = this._lastY;\n element._winYOffset = this._winYOffset;\n element._positionOffset = this._positionOffset;\n element._rotationOffset = this._rotationOffset;\n element._scaleOffset = this._scaleOffset;\n element._rotationDuration = this._rotationDuration;\n element._scaleDuration = this._scaleDuration;\n element._timerRange = this._timerRange;\n element._positionRangeDuration = this._positionRangeDuration;\n element.start();\n element.markAsCloned();\n return element;\n }\n\n public animate(): void\n {\n super.animate();\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x],\n tweenY: [this.y, this._lastY],\n tweenDuration: 30\n });\n\n if(this.childs['Object2'] != null) {\n Tweens.removeTweens(this.childs['Object2'], 'alpha');\n Tweens.alphaTween(this.childs['Object2'], {\n alphas: [this.childs['Object2'].alpha, 0],\n tweenDuration: 10\n });\n }\n }\n\n public animateWin(): void\n {\n Tweens.removeTweens(this, 'scale');\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(this.scale.x, this.scale.y), new PIXI.Point(0.9, 1.1), new PIXI.Point(1, 1)],\n tweenDuration: 30,\n tweenEase: 'Back.backOut',\n tweenLoop: true\n });\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x, this.x, this.x],\n tweenY: [this._lastY, this._lastY - this._winYOffset, this._lastY + this._winYOffset, this._lastY],\n tweenEase: 'Back.backIn',\n tweenDuration: 60,\n tweenLoop: true\n });\n\n if(this.childs['Object2'] != null && this.childs['Object2'].alpha < 1) {\n Tweens.removeTweens(this.childs['Object2'], 'alpha');\n Tweens.alphaTween(this.childs['Object2'], {\n alphas: [this.childs['Object2'].alpha, 1, 0],\n tweenDuration: 60,\n tweenLoop: true\n });\n }\n }\n\n public move(): void\n {\n super.move();\n }\n\n public tints(tintsArr: Array): void\n {\n if(tintsArr != null) {\n for(let i: number = 0; i < tintsArr.length; i++) {\n if(this.childs['Object' + i] != null) {\n this.childs['Object' + i].tint = parseInt(tintsArr[i], 16);\n }\n }\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedPaylinePart.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {AnimatedElement} from \"./AnimatedElement\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedPaylineNumber extends AnimatedElement\n{\n private _status: string = 'animate';\n private _winYOffset: number = 6;\n\n constructor() {\n super();\n }\n\n public createByNode(node: Element)\n {\n super.createByNode(node);\n }\n\n public updateByNode(node: Element)\n {\n super.updateByNode(node);\n\n if(node.hasAttribute('Tints')) {\n let tints: Array = node.getAttribute('Tints').split(';');\n if(tints != null) {\n for(let i: number = 0; i < tints.length; i++) {\n if(this.childs['Object' + i] != null) {\n this.childs['Object' + i].tint = parseInt(tints[i], 16);\n }\n }\n }\n }\n\n if(node.hasAttribute('WinYOffset')) {\n this._winYOffset = parseInt(node.getAttribute('WinYOffset'));\n }\n\n if(node.hasAttribute('Method')) {\n switch (node.getAttribute('Method')) {\n case 'nowin':\n if(this._status !== 'animate'){\n this.animate();\n this._status = 'animate';\n }\n break;\n case 'animate':\n if(this._status !== 'animate') {\n this.animate();\n this._status = 'animate';\n }\n break;\n case 'win':\n if(this._status !== 'win') {\n this.animateWin();\n this._status = 'win';\n }\n break;\n case 'cycle':\n if(this._status !== 'win') {\n this.animateWin();\n this._status = 'win';\n }\n break;\n }\n }\n }\n\n public start(): void\n {\n super.start();\n }\n\n public stop(): void\n {\n super.stop();\n }\n\n public clone(): AnimatedPaylineNumber\n {\n const element: AnimatedPaylineNumber = new AnimatedPaylineNumber();\n element.style = this.style;\n element.x = this.x;\n element.y = this.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.childs = {};\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n }\n let container: PIXI.Container = new PIXI.Container();\n if(element.children != null) {\n while(element.children.length !== 0) {\n container.addChild(element.children[0]);\n }\n }\n element.addChild(container);\n element._lastY = this._lastY;\n element._winYOffset = this._winYOffset;\n element._positionOffset = this._positionOffset;\n element._rotationOffset = this._rotationOffset;\n element._scaleOffset = this._scaleOffset;\n element._rotationDuration = this._rotationDuration;\n element._scaleDuration = this._scaleDuration;\n element._timerRange = this._timerRange;\n element._positionRangeDuration = this._positionRangeDuration;\n element.start();\n element.markAsCloned();\n return element;\n }\n\n public animate(): void\n {\n super.animate();\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x],\n tweenY: [this.y, this._lastY],\n tweenDuration: 30\n });\n\n if(this.childs['Object3'] != null) {\n Tweens.removeTweens(this.childs['Object3'], 'alpha');\n Tweens.alphaTween(this.childs['Object3'], {\n alphas: [this.childs['Object3'].alpha, 0],\n tweenDuration: 10\n });\n }\n }\n\n public animateWin(): void\n {\n Tweens.removeTweens(this, 'scale');\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(this.scale.x, this.scale.y), new PIXI.Point(0.9, 1.1), new PIXI.Point(1, 1)],\n tweenDuration: 30,\n tweenEase: 'Back.backOut',\n tweenLoop: true\n });\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x, this.x, this.x],\n tweenY: [this._lastY, this._lastY - this._winYOffset, this._lastY + this._winYOffset, this._lastY],\n tweenEase: 'Back.backIn',\n tweenDuration: 60,\n tweenLoop: true\n });\n\n if(this.childs['Object3'] != null && this.childs['Object3'].alpha < 1) {\n Tweens.removeTweens(this.childs['Object3'], 'alpha');\n Tweens.alphaTween(this.childs['Object3'], {\n alphas: [this.childs['Object3'].alpha, 1, 0],\n tweenDuration: 60,\n tweenLoop: true\n });\n }\n }\n\n public move(): void\n {\n super.move();\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedPaylineNumber.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {AnimatedElement} from \"./AnimatedElement\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {ProtonElement} from \"../Components/Elements/Graphics/ProtonElement\";\nimport {AnimationElement} from \"../Components/Elements/Graphics/AnimationElement\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {WinAnimatorExtendedFS} from \"./WinAnimatorExtendedFS\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class AnimatedSymbol extends AnimatedElement {\n private _status: string = 'animate';\n private _idleTimer: FrameTimerEventEmitter;\n private _winYOffset: number = 12;\n\n constructor() {\n super();\n\n this._idleTimer = CreateFrameTimer('introDelay');\n this._idleTimer.on(FrameTimerEvents.Complete, this.idle.bind(this));\n }\n\n public createByNode(node: Element) {\n super.createByNode(node);\n }\n\n public updateByNode(node: Element) {\n super.updateByNode(node);\n\n if (node.hasAttribute('Tints')) {\n let tints: Array = node.getAttribute('Tints').split(';');\n if (tints != null) {\n for (let i: number = 0; i < tints.length; i++) {\n if (this.childs['Object' + i] != null) {\n this.childs['Object' + i].tint = parseInt(tints[i], 16);\n }\n }\n }\n }\n\n if (node.hasAttribute('WinYOffset')) {\n this._winYOffset = parseInt(node.getAttribute('WinYOffset'));\n }\n\n if (node.hasAttribute('GlobalTint')) {\n for (let key in this.childs) {\n this.childs[key].tint = parseInt(node.getAttribute('GlobalTint'), 16);\n }\n }\n\n if (node.hasAttribute('Method')) {\n switch (node.getAttribute('Method')) {\n case 'nowin':\n if (this._status !== 'animate') {\n this.specialParticles(0.1);\n this.animate();\n this._status = 'animate';\n }\n break;\n case 'startRotation':\n this.specialParticles();\n this.startRotation();\n this._status = 'startRotation';\n break;\n case 'rotation':\n this.specialParticles();\n this.stopRotation();\n this._status = 'stopRotation';\n break;\n case 'animate':\n this.specialParticles();\n if (this._status !== 'animate' && this._status !== 'stopRotation') {\n this.alpha = 1;\n this.animate();\n this._status = 'animate';\n }\n break;\n case 'win':\n this.specialParticles();\n if (this._status !== 'win') {\n this.alpha = 1;\n this.animateWin();\n this._status = 'win';\n }\n break;\n case 'cycle':\n this.specialParticles();\n if (this._status !== 'win') {\n this.alpha = 1;\n this.animateWin();\n this._status = 'win';\n }\n break;\n case 'reveal':\n this.specialParticles();\n\n let values: Array = [0];\n let durations: Array = [0];\n let delays: Array = [0];\n let ease: Array = ['linear'];\n\n if (node.hasAttribute('ObjectsTweenValues')) {\n values = ArrayUtils.numberArray(node.getAttribute('ObjectsTweenValues'));\n }\n\n if (node.hasAttribute('ObjectsTweenDurations')) {\n durations = ArrayUtils.numberArray(node.getAttribute('ObjectsTweenDurations'));\n }\n\n if (node.hasAttribute('ObjectsTweenDelay')) {\n delays = ArrayUtils.numberArray(node.getAttribute('ObjectsTweenDelay'));\n }\n\n if (node.hasAttribute('ObjectsTweenEase')) {\n ease = ArrayUtils.stringArray(node.getAttribute('ObjectsTweenEase'));\n }\n\n this.reveal(values, durations, delays, ease);\n this._status = node.hasAttribute('Status') ? node.getAttribute('Status') : 'reveal';\n break;\n }\n }\n }\n\n public start(): void {\n super.start();\n let randomIdle: number = parseInt(this.getRandom(120, 240).toString());\n this._idleTimer.start(randomIdle);\n }\n\n public stop(): void {\n super.stop();\n }\n\n public clone(): AnimatedSymbol {\n const element: AnimatedSymbol = new AnimatedSymbol();\n element.style = this.style;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element.childs = {};\n element._lastY = this.y;\n element.removeChildren();\n for (let key in this.childs) {\n element.childs[key] = this.childs[key].clone();\n element.addChild(element.childs[key]);\n if (element.childs[key] instanceof ProtonElement) {\n element.childs[key].start();\n }\n if (element.childs[key] instanceof AnimationElement) {\n element.childs[key].playMe();\n }\n }\n let container: PIXI.Container = new PIXI.Container();\n if (element.children != null) {\n while (element.children.length !== 0) {\n container.addChild(element.children[0]);\n }\n }\n element.addChild(container);\n element._winYOffset = this._winYOffset;\n element._positionOffset = this._positionOffset;\n element._rotationOffset = this._rotationOffset;\n element._scaleOffset = this._scaleOffset;\n element._rotationDuration = this._rotationDuration;\n element._scaleDuration = this._scaleDuration;\n element._timerRange = this._timerRange;\n element._positionRangeDuration = this._positionRangeDuration;\n element.start();\n element.markAsCloned();\n return element;\n }\n\n public startRotation(): void {\n Tweens.removeTweens(this, 'scale');\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(this.scale.x, this.scale.y), new PIXI.Point(0.8, 1.2)],\n tweenDuration: 15,\n tweenEase: 'Back.backOut'\n });\n\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['ObjectWin' + i] != null) {\n Tweens.removeTweens(this.childs['ObjectWin' + i], 'alpha');\n Tweens.alphaTween(this.childs['ObjectWin' + i], {\n alphas: [this.childs['ObjectWin' + i].alpha, 0],\n tweenDuration: 5\n });\n i++;\n } else {\n i = -1;\n }\n }\n }\n\n public stopRotation(): void {\n Tweens.removeTweens(this, 'scale');\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(0.7, 1.2), new PIXI.Point(1, 0.8), new PIXI.Point(0.8, 1.2), new PIXI.Point(1, 1)],\n tweenDuration: 30,\n tweenEase: 'Back.backOut'\n });\n }\n\n public animate(): void {\n super.animate();\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x],\n tweenY: [this.y, this._lastY],\n tweenDuration: 30\n });\n\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['ObjectWin' + i] != null) {\n Tweens.removeTweens(this.childs['ObjectWin' + i], 'alpha');\n Tweens.alphaTween(this.childs['ObjectWin' + i], {\n alphas: [this.childs['ObjectWin' + i].alpha, 0],\n tweenDuration: 10\n });\n i++;\n } else {\n i = -1;\n }\n }\n\n //only bonus symbol\n if (this.childs['Light0'] && this.childs['Light1']) {\n this.pivot.x = this.childs['Light0'].pivot.x;\n this.pivot.y = this.childs['Light0'].pivot.y;\n\n\n if (!Tweens.getRegisteredTweens(this.childs['Light0'].uid)) {\n Tweens.rotationTween(this.childs['Light0'], {\n degrees: [15, 0, 15],\n tweenDuration: 600,\n tweenLoop: true,\n tweenEase: 'sineInOut'\n });\n\n Tweens.rotationTween(this.childs['Light1'], {\n degrees: [0, 15, 0],\n tweenDuration: 600,\n tweenLoop: true,\n tweenEase: 'sineInOut'\n });\n }\n }\n }\n\n public animateWin(): void {\n Tweens.removeTweens(this, 'scale');\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(this.scale.x, this.scale.y), new PIXI.Point(1, 1)],\n tweenDuration: 5,\n callbackFunction: (): void => {\n Tweens.scaleTween(this, {\n tweenValues: [new PIXI.Point(1, 1), new PIXI.Point(0.95, 1.05), new PIXI.Point(1, 1)],\n tweenEase: 'Back.backOut',\n tweenDuration: 30,\n tweenLoop: true\n });\n }\n });\n\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x, this.x, this.x],\n tweenY: [this._lastY, this._lastY - this._winYOffset, this._lastY + this._winYOffset, this._lastY],\n tweenEase: 'Back.backIn',\n tweenDuration: 60,\n tweenLoop: true\n });\n\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['ObjectWin' + i] != null) {\n Tweens.removeTweens(this.childs['ObjectWin' + i], 'alpha');\n Tweens.alphaTween(this.childs['ObjectWin' + i], {\n alphas: [this.childs['ObjectWin' + i].alpha, 0.5, 0],\n tweenDuration: 60,\n tweenLoop: true\n });\n i++;\n } else {\n i = -1;\n }\n }\n }\n\n public reveal(values: Array, durations: Array, delays: Array, ease: Array): void {\n Tweens.removeTweens(this, 'position');\n Tweens.positionTween(this, {\n tweenX: [this.x, this.x],\n tweenY: [this.y, this._lastY],\n tweenDuration: 30\n });\n\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['Object' + i] != null) {\n\n let valuesArray = [...values];\n\n let baseScale = this.childs['Object' + i].scale.x;\n if (baseScale == 2) {\n for (let j = 0; j < valuesArray.length; j++) {\n valuesArray[j] = valuesArray[j] * baseScale;\n }\n }\n\n Tweens.removeTweens(this.childs['Object' + i], 'scale');\n Tweens.customTween(this.childs['Object' + i], {\n tween: 'scale.x',\n tweenValues: [...valuesArray],\n tweenDuration: durations,\n tweenDelay: [delays[i]],\n tweenEase: ease\n });\n Tweens.customTween(this.childs['Object' + i], {\n tween: 'scale.y',\n tweenValues: [...valuesArray],\n tweenDuration: durations,\n tweenDelay: [delays[i]],\n tweenEase: ease\n });\n i++;\n } else {\n i = -1;\n }\n }\n }\n\n public move(): void {\n super.move();\n }\n\n public specialParticles(alpha: number = 1): void {\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['Object' + i] != null) {\n if (this.childs['Object' + i] instanceof ProtonElement) {\n this.childs['Object' + i].alpha = alpha;\n }\n i++;\n } else {\n i = -1;\n }\n }\n }\n\n private idle(): void {\n let i: number = 0;\n while (i >= 0) {\n if (this.childs['ObjectIdle' + i] != null) {\n if (this.childs['ObjectIdle' + i] instanceof AnimationElement) {\n this.childs['ObjectIdle' + i].playMe();\n }\n i++;\n } else {\n i = -1;\n }\n }\n\n let randomIdle: number = parseInt(this.getRandom(120, 240).toString());\n this._idleTimer.start(randomIdle);\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/AnimatedSymbol.ts\n **/","import {engineComponent} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {ImageElement} from \"../Components/Elements/Graphics/ImageElement\";\nimport {AnimationElement} from \"../Components/Elements/Graphics/AnimationElement\";\nimport {CustomUtils} from \"../Utils/CustomUtils\";\n\n/**\n * Container element to simulate PNG-based (full transparency) ImageElement via a pair of ImageElements/AnimationElements -\n * on the bottom, a full transparency PNG mask (black only with alpha channel); above it a no transparency JPEG\n * version of the original ImageElement with additive blend mode.\n * The aim of ImageGroupElement is to simplify configuration and improve animation performance.\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class ImageGroupElement extends BaseElement\n{\n // full transparency black PNG mask ImageElement/AnimationElement\n maskElement: ImageElement | AnimationElement;\n // no transparency additive ImageElement/AnimationElement\n imageElement: ImageElement | AnimationElement;\n\n _tint: number = 0xffffff;\n blendMode: number = 0;\n\n constructor()\n {\n super();\n }\n\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n if(this.maskElement) {\n this.removeChild(this.maskElement);\n this.maskElement.destroy();\n this.maskElement = null;\n }\n if(this.imageElement) {\n this.removeChild(this.imageElement);\n this.imageElement.destroy();\n this.imageElement = null;\n }\n }\n\n get tint(): number {\n return this._tint;\n }\n\n set tint(tintColor: number) {\n this._tint = tintColor;\n if(this.imageElement) {\n this.imageElement.tint = this._tint;\n }\n if(this.maskElement) {\n this.maskElement.tint = this._tint;\n }\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n public createByNode(node: Element): void\n {\n super.createByNode(node);\n this.updateByNode(node);\n }\n\n public updateByNode(node: Element): void {\n super.updateByNode(node);\n\n if(node.hasAttribute(ImageGroupElementAttributes.BLEND_MODE)) {\n this.blendMode = CustomUtils.getBlendMode(parseInt(node.getAttribute(ImageGroupElementAttributes.BLEND_MODE)));\n }\n\n let imageName: string = null;\n\n let imageNode: Element = this.parseChild(node, \"IMAGE_ELEMENT\");\n if(imageNode != null) {\n if(imageNode.hasAttribute(\"Image\")) {\n imageName = imageNode.getAttribute(\"Image\");\n }\n if(imageNode.hasAttribute(\"Image\") || imageNode.hasAttribute(\"Style\")) {\n if(this.imageElement) {\n this.removeChild(this.imageElement);\n this.imageElement.destroy();\n this.imageElement = null;\n }\n }\n imageNode.setAttribute(\"BlendMode\", \"1\");\n if(this.imageElement) {\n this.imageElement.updateByNode(imageNode);\n } else {\n switch(imageNode.getAttribute(\"Class\")) {\n case \"ImageElement\":\n this.imageElement = new ImageElement();\n this.imageElement.create(imageNode);\n this.addChild(this.imageElement);\n break;\n case \"AnimationElement\":\n this.imageElement = new AnimationElement();\n this.imageElement.create(imageNode);\n this.addChild(this.imageElement);\n break;\n }\n }\n }\n\n let maskNode: Element = this.parseChild(node, \"MASK_ELEMENT\");\n if(maskNode != null) {\n if(maskNode.hasAttribute(\"Image\")) {\n // shorthand: <... ImageElement=\"GFX_image\" MaskImage=\"\" ...> results in <... ImageElement=\"GFX_image\" MaskImage=\"GFX_image_mask\" ...>\n switch(maskNode.getAttribute(\"Image\")) {\n case \"_\":\n case \"\":\n case \"default\":\n if(imageName) {\n maskNode.setAttribute(\"Image\", imageName + \"_mask\");\n }\n break;\n }\n }\n if(maskNode.hasAttribute(\"Image\") || maskNode.hasAttribute(\"Style\")) {\n if(this.maskElement) {\n this.removeChild(this.maskElement);\n this.maskElement.destroy();\n this.maskElement = null;\n }\n }\n if(this.maskElement) {\n this.maskElement.updateByNode(maskNode);\n } else {\n switch(maskNode.getAttribute(\"Class\")) {\n case \"ImageElement\":\n this.maskElement = new ImageElement();\n this.maskElement.create(maskNode);\n this.addChildAt(this.maskElement, 0);\n break;\n case \"AnimationElement\":\n this.maskElement = new AnimationElement();\n this.maskElement.create(maskNode);\n this.addChildAt(this.maskElement, 0);\n break;\n }\n }\n }\n\n if (node.hasAttribute(ImageGroupElementAttributes.ANCHOR) && this.imageElement instanceof ImageElement) {\n let anchorPoints = node.getAttribute(ImageGroupElementAttributes.ANCHOR).split(';');\n\n if (anchorPoints.length === 1) {\n this.imageElement.anchor.x = parseFloat(anchorPoints[0]);\n this.imageElement.anchor.y = parseFloat(anchorPoints[0]);\n\n this.maskElement.anchor.x = parseFloat(anchorPoints[0]);\n this.maskElement.anchor.y = parseFloat(anchorPoints[0]);\n } else if (anchorPoints.length === 2){\n this.imageElement.anchor.x = parseFloat(anchorPoints[0]);\n this.imageElement.anchor.y = parseFloat(anchorPoints[1]);\n\n this.maskElement.anchor.x = parseFloat(anchorPoints[0]);\n this.maskElement.anchor.y = parseFloat(anchorPoints[1]);\n }\n }\n\n if(node.hasAttribute(ImageGroupElementAttributes.TINT)) {\n this.tint = parseInt(node.getAttribute(ImageGroupElementAttributes.TINT), 16);\n }\n if(node.hasAttribute(ImageGroupElementAttributes.STOP) ||\n node.hasAttribute(ImageGroupElementAttributes.PLAY) ||\n node.hasAttribute(ImageGroupElementAttributes.REVERSE))\n {\n if(this.imageElement instanceof AnimationElement || this.maskElement instanceof AnimationElement) {\n let tempNode: Element = document.createElement(\"UpdateNode\");\n if (node.hasAttribute(ImageGroupElementAttributes.STOP)) {\n tempNode.setAttribute(ImageGroupElementAttributes.STOP, node.getAttribute(ImageGroupElementAttributes.STOP));\n }\n if (node.hasAttribute(ImageGroupElementAttributes.PLAY)) {\n tempNode.setAttribute(ImageGroupElementAttributes.PLAY, node.getAttribute(ImageGroupElementAttributes.PLAY));\n }\n if (node.hasAttribute(ImageGroupElementAttributes.REVERSE)) {\n tempNode.setAttribute(ImageGroupElementAttributes.REVERSE, node.getAttribute(ImageGroupElementAttributes.REVERSE));\n }\n if (this.imageElement instanceof AnimationElement) {\n this.imageElement.updateByNode(tempNode);\n }\n if (this.maskElement instanceof AnimationElement) {\n this.maskElement.updateByNode(tempNode);\n }\n }\n }\n\n if(this.imageElement) {\n this.imageElement.blendMode = this.maskElement ? CustomUtils.getBlendMode(1) : 0;\n }\n if(this.maskElement) {\n this.maskElement.blendMode = 0;\n this.maskElement.visible = !this.blendMode;\n }\n }\n \n private parseChild(node: Element, keyPrefix: string = \"MASK_ELEMENT\"): Element {\n let tempNode: Element = null;\n let attributePrefix: string = ImageGroupElementAttributes[keyPrefix];\n if(!attributePrefix) {\n if(DEBUG) {\n this.log(\"Unknown key prefix: '\" + keyPrefix + \"'\");\n }\n return;\n }\n if (node.hasAttribute(ImageGroupElementAttributes[keyPrefix])) {\n if(tempNode == null) {\n tempNode = document.createElement(attributePrefix + \"Node\");\n }\n tempNode.setAttribute(\"Class\", \"ImageElement\");\n tempNode.setAttribute(\"Image\", node.getAttribute(ImageGroupElementAttributes[keyPrefix]));\n }\n if(node.hasAttribute(ImageGroupElementAttributes[keyPrefix+\"_STYLE\"])) {\n if(tempNode == null) {\n tempNode = document.createElement(attributePrefix + \"Node\");\n }\n tempNode.setAttribute(\"Class\", \"AnimationElement\");\n tempNode.setAttribute(\"Style\", node.getAttribute(ImageGroupElementAttributes[keyPrefix+\"_STYLE\"]));\n }\n for(let key in ImageGroupElementAttributes) {\n if(key.substring(0, 5) == \"ATTR_\") {\n let attributeName = ImageGroupElementAttributes[key];\n if (node.hasAttribute(attributePrefix + attributeName)) {\n if(tempNode == null) {\n tempNode = document.createElement(attributePrefix + \"Node\");\n }\n tempNode.setAttribute(attributeName, node.getAttribute(attributePrefix + attributeName));\n }\n }\n }\n return tempNode;\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return ContainerElement\n */\n clone(): ImageGroupElement\n {\n let element: ImageGroupElement = new ImageGroupElement();\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.skew.x = this.skew.x;\n element.skew.y = this.skew.y;\n element.visible = this.visible;\n element.name = this.name;\n\n element.removeChildren();\n\n if(this.maskElement) {\n element.maskElement = this.maskElement.clone();\n element.addChild(element.maskElement);\n }\n if(this.imageElement) {\n element.imageElement = this.imageElement.clone();\n element.addChild(element.imageElement);\n }\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nconst ImageGroupElementAttributes = {\n DEBUG: 'Debug',\n\n MASK_ELEMENT: \"MaskElement\",\n MASK_ELEMENT_STYLE: \"MaskElementStyle\",\n IMAGE_ELEMENT: \"ImageElement\",\n IMAGE_ELEMENT_STYLE: \"ImageElementStyle\",\n\n ATTR_CLASS: \"Class\",\n ATTR_PIVOT_X: \"PivotX\",\n ATTR_PIVOT_Y: \"PivotY\",\n ATTR_POSITION_X: \"PositionX\",\n ATTR_POSITION_Y: \"PositionY\",\n ATTR_ROTATION: \"Rotation\",\n ATTR_SCALE: \"Scale\",\n ATTR_SCALE_X: \"ScaleX\",\n ATTR_SCALE_Y: \"ScaleY\",\n ATTR_SKEW_X: \"SkewX\",\n ATTR_SKEW_Y: \"SkewY\",\n ATTR_X: \"X\",\n ATTR_Y: \"Y\",\n ANCHOR: 'Anchor',\n\n BLEND_MODE: \"BlendMode\",\n\n PLAY: 'Play',\n REVERSE: 'Reverse',\n STOP: 'Stop',\n\n TINT: 'Tint'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/ImageGroupElement.ts\n **/","import {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {StringUtils, engineComponent} from 'neo-common';\nimport {StageController} from \"../Components/StageController\";\nimport {ImageElement, ImageElementAttributes} from \"../Components/Elements/Graphics/ImageElement\";\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {Attributes} from \"../Utils/Attributes\";\nimport {PlaneRopeStyle} from \"./PlaneRopeStyle\";\nimport {StyleManager} from \"../Components/Managers/StyleManager\";\n\n/**\n * !!! WARNING !!! this class does not support texture in spritesheets format !!!\n * PlaneRopeElement class is class which creates holder for image from resources with plane or rope effect\n * Example:\n * \n * OR\n * \n * @class PlaneRopeElement\n * @extends BaseElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class PlaneRopeElement extends BaseElement {\n\n private _planeOrRope: string;\n private _timerAnimate: FrameTimerEventEmitter;\n private _delayStopTimer: FrameTimerEventEmitter;\n private _count: number;\n private _originalVertices: Float32Array;\n private _mesh: PIXI.mesh.Mesh;\n private _meshVerticesBackup: Float32Array;\n private _points: Array = [];\n private _originalPoints: Array = [];\n private _graphics: PIXI.Graphics;\n private _labelText: Array = [];\n private _debugTextColor: string;\n private _created: boolean;\n private _debug: boolean;\n private _numberOfPointsX: number;\n private _numberOfPointsY: number;\n private _amplitude: number;\n private _wavelength: number;\n private _speed: number;\n private _axisOfWaves: string;\n private _blendMode: number;\n private _resource: ImageElement;\n private _curtainSpeed: number;\n private _curtainAmplitude: number;\n private _curtainCount: number;\n private _duration: number;\n private _actualFrame: number;\n private _style: PlaneRopeStyle;\n //private _elements: ContainerElement;\n private _framesArray: Array;\n private _framesPositionPointsArrayX: Object;\n private _framesPositionPointsArrayY: Object;\n private _typeFrames: string;\n private _loop: boolean;\n private _typePosition: string;\n private _canvasPadding: number = 1;\n private running: boolean = false;\n\n constructor() {\n super();\n this._planeOrRope = 'plane';\n this._count = 0;\n this._numberOfPointsX = 20;\n this._numberOfPointsY = 20;\n this._amplitude = 3;\n this._wavelength = 0.15;\n this._speed = 0.004;\n this._axisOfWaves = 'xy';\n this._created = false;\n this._blendMode = 0; // NORMAL\n this._debug = false;\n this._curtainSpeed = 0;\n this._curtainAmplitude = 0;\n this._curtainCount = 0;\n this._duration = -1; // -1 NO DURATION == LOOP\n this._actualFrame = 0;\n this._loop = false;\n this._typePosition = 'relative';\n this._typeFrames = 'linear';\n\n this._timerAnimate = CreateFrameTimer('planeTimer');\n this._timerAnimate.on(FrameTimerEvents.Complete, this.animate.bind(this));\n this._delayStopTimer = CreateFrameTimer('delayStopTimer');\n this._delayStopTimer.on(FrameTimerEvents.Complete, this.stop.bind(this));\n }\n\n //******************************************************************************************************************\n // INITIALIZATION\n //******************************************************************************************************************\n\n public createByNode(node: Element): void {\n if (!this._created) {\n if (this.name == null) {\n this.name = node.nodeName;\n }\n\n if (DEBUG) {\n if (node.hasAttribute(PlaneRopeElementAttributes.DEBUG) && node.getAttribute(PlaneRopeElementAttributes.DEBUG) === 'true') {\n debugger;\n this._debug = true;\n\n if (node.hasAttribute(PlaneRopeElementAttributes.DEBUG_TEXT_COLOR)) {\n this._debugTextColor = node.getAttribute(PlaneRopeElementAttributes.DEBUG_TEXT_COLOR);\n }\n }\n }\n\n super.createByNode(node);\n\n if (node.hasAttribute(PlaneRopeElementAttributes.NUMBER_OF_POINTS_X)) {\n this._numberOfPointsX = parseInt(node.getAttribute(PlaneRopeElementAttributes.NUMBER_OF_POINTS_X));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.NUMBER_OF_POINTS_Y)) {\n this._numberOfPointsY = parseInt(node.getAttribute(PlaneRopeElementAttributes.NUMBER_OF_POINTS_Y));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.TYPE_FRAMES)) {\n this._typeFrames = node.getAttribute(PlaneRopeElementAttributes.TYPE_FRAMES);\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.TYPE_POSITION)) {\n this._typePosition = node.getAttribute(PlaneRopeElementAttributes.TYPE_POSITION);\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.LOOP)) {\n this._loop = node.getAttribute(PlaneRopeElementAttributes.LOOP) == \"true\";\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.STYLE) || (this._style != null)) {\n\n if (this._style == null) {\n this._style = StyleManager.Styles[node.getAttribute(PlaneRopeElementAttributes.STYLE)];\n }\n\n if (this._style != null) {\n // if (this._style.container != null) {\n // if (node.hasAttribute(PlaneRopeElementAttributes.CLONE) && StringUtils.parseBoolean(node.getAttribute(PlaneRopeElementAttributes.CLONE))) {\n // this._elements = this._style.container.clone();\n // } else {\n // this._elements = this._style.container;\n // }\n //\n // this.addChild(this._elements);\n\n // All number of frames\n if (this._style.frames != null) {\n this._framesArray = [];\n\n for (let key in this._style.frames) {\n this._framesArray.push(parseInt(key));\n }\n\n // MAX frame\n this._duration = this._framesArray[this._framesArray.length - 1];\n } else {\n if (DEBUG) {\n this.log('WARNING no planerope');\n }\n }\n\n // position of all points X\n if (this._style.positionX != null) {\n this._framesPositionPointsArrayX = this._style.positionX;\n\n for (let x in this._framesPositionPointsArrayX) {\n let xArray: Array = this._framesPositionPointsArrayX[x].split(';').map(parseFloat);\n\n if (xArray.length != (this._numberOfPointsX * this._numberOfPointsY)) {\n if (DEBUG) {\n this.log('WARNING FRAME: ' + x.toString() + ' the number of points X is not equal to the total number of points (X*Y)');\n }\n }\n }\n }\n\n // position of all points Y\n if (this._style.positionY != null) {\n this._framesPositionPointsArrayY = this._style.positionY;\n\n for (let y in this._framesPositionPointsArrayY) {\n let yArray: Array = this._framesPositionPointsArrayY[y].split(';').map(parseFloat);\n\n if (yArray.length != (this._numberOfPointsX * this._numberOfPointsY)) {\n if (DEBUG) {\n this.log('WARNING FRAME: ' + y.toString() + ' the number of points Y is not equal to the total number of points (X*Y)');\n }\n }\n }\n }\n\n // type of animation frames\n if (this._typeFrames === \"linear\") {\n if (this._framesArray.length > 1 && this._framesArray.length != this._duration) {\n let previousDefinedFrameIndex: number = 0;\n let nextDefinedFrameIndex: number = 1;\n\n for (let i: number = 0; i < this._duration; i++) {\n if (i > this._framesArray[previousDefinedFrameIndex] && i < this._framesArray[nextDefinedFrameIndex]\n && (i != this._framesArray[i] || this._framesArray[i] == null)\n && nextDefinedFrameIndex <= (this._framesArray.length - 1)\n ) {\n let prevFrame: number = this._framesArray[previousDefinedFrameIndex];\n let nextFrame: number = this._framesArray[nextDefinedFrameIndex];\n let diffFrames: number = nextFrame - prevFrame; //- 1;\n\n let ArrayPrevValuesX: Array = this._framesPositionPointsArrayX[prevFrame].split(';').map(parseFloat);\n let ArrayNextValuesX: Array = this._framesPositionPointsArrayX[nextFrame].split(';').map(parseFloat);\n\n let ArrayPrevValuesY: Array = this._framesPositionPointsArrayY[prevFrame].split(';').map(parseFloat);\n let ArrayNextValuesY: Array = this._framesPositionPointsArrayY[nextFrame].split(';').map(parseFloat);\n\n for (let newFrame: number = i; newFrame < nextFrame; newFrame++) {\n let newFrameValuesStringX: string = \"\";\n let newFrameValuesStringY: string = \"\";\n\n if (this._framesPositionPointsArrayX[newFrame] == null) {\n for (let x: number = 0; x < ArrayPrevValuesX.length; x++) {\n let diffValue: number = ((ArrayNextValuesX[x] - ArrayPrevValuesX[x]) / diffFrames);\n newFrameValuesStringX += Math.round(ArrayPrevValuesX[x] + (diffValue * (newFrame + 1 - i)));\n\n if (x < (ArrayPrevValuesX.length - 1)) {\n newFrameValuesStringX += \";\";\n }\n }\n\n // ADD new frame\n this._framesPositionPointsArrayX[newFrame] = newFrameValuesStringX;\n }\n\n if (this._framesPositionPointsArrayY[newFrame] == null) {\n for (let y: number = 0; y < ArrayPrevValuesY.length; y++) {\n let diffValue: number = ((ArrayNextValuesY[y] - ArrayPrevValuesY[y]) / diffFrames);\n newFrameValuesStringY += Math.round(ArrayPrevValuesY[y] + (diffValue * (newFrame + 1 - i)));\n\n if (y < (ArrayPrevValuesY.length - 1)) {\n newFrameValuesStringY += \";\";\n }\n }\n\n // ADD new frame\n this._framesPositionPointsArrayY[newFrame] = newFrameValuesStringY;\n }\n }\n\n previousDefinedFrameIndex = nextDefinedFrameIndex;\n nextDefinedFrameIndex++;\n i = nextFrame;\n }\n }\n }\n }\n // } else {\n // if (DEBUG) {\n // this.log('WARNING no children');\n // }\n // }\n } else {\n if (DEBUG) {\n this.log('ERROR no style with name: ' + node.getAttribute(PlaneRopeElementAttributes.STYLE));\n }\n }\n } else {\n if (DEBUG) {\n this.log('WARNING no style (PlaneRopeStyle) for PlaneRopeElement');\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.BLEND_MODE)) {\n this._blendMode = this.getBlendModeByString(Attributes.assignStringAttribute(node, ImageElementAttributes.BLEND_MODE, this._blendMode));\n }\n\n if (node.hasAttribute(ImageElementAttributes.IMAGE) && this._resource == null) {\n this._resource = new ImageElement(StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.IMAGE)));\n this._resource.blendMode = this._blendMode;\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.AMPLITUDE)) {\n this._amplitude = parseInt(node.getAttribute(PlaneRopeElementAttributes.AMPLITUDE));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.WAVELENGTH)) {\n this._wavelength = parseFloat(node.getAttribute(PlaneRopeElementAttributes.WAVELENGTH));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.SPEED)) {\n this._speed = parseFloat(node.getAttribute(PlaneRopeElementAttributes.SPEED));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.TYPE_ANIMATION)) {\n this._planeOrRope = node.getAttribute(PlaneRopeElementAttributes.TYPE_ANIMATION);\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.AXIS_OF_WAVES)) {\n this._axisOfWaves = node.getAttribute(PlaneRopeElementAttributes.AXIS_OF_WAVES);\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.CURTAIN_SPEED)) {\n this._curtainSpeed = parseInt(node.getAttribute(PlaneRopeElementAttributes.CURTAIN_SPEED));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.CURTAIN_AMPLITUDE)) {\n this._curtainAmplitude = parseInt(node.getAttribute(PlaneRopeElementAttributes.CURTAIN_AMPLITUDE));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.CANVAS_PADDING)) {\n this._canvasPadding = parseInt(node.getAttribute(PlaneRopeElementAttributes.CANVAS_PADDING));\n }\n\n this.createMesh();\n this.animate(); // WARNING !!! this is necessary for the first deformation of the original texture, the original undeformed texture is never displayed\n if (this._mesh) { // BACKUP vertices after deformed texture\n this._meshVerticesBackup = this._mesh.vertices.slice(0); // deformation mesh\n }\n this._created = true;\n }\n }\n\n public updateByNode(node: Element): void {\n if (DEBUG) {\n if (node.hasAttribute(PlaneRopeElementAttributes.DEBUG) && node.getAttribute(PlaneRopeElementAttributes.DEBUG) === 'true') {\n debugger;\n this._debug = true;\n }\n }\n\n super.updateByNode(node);\n\n if (node.hasAttribute(PlaneRopeElementAttributes.LOOP)) {\n this._loop = node.getAttribute(PlaneRopeElementAttributes.LOOP) === \"true\";\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.START)) {\n let delay = 0;\n if(node.getAttribute(PlaneRopeElementAttributes.START).split(';').length > 1) {\n let from = parseInt(node.getAttribute(PlaneRopeElementAttributes.START).split(';')[0])\n let to = parseInt(node.getAttribute(PlaneRopeElementAttributes.START).split(';')[1])\n delay = from + Math.round(Math.random() * (to-from));\n } else {\n delay = parseInt(node.getAttribute(PlaneRopeElementAttributes.START));\n if(isNaN(delay)) {\n delay = 0;\n }\n }\n this.start(delay);\n this._count = 0; // reset start angle position to 0 etc. \"sin(this._count)\"\n this._curtainCount = 0;\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.STOP)) {\n //this.stop();\n this._delayStopTimer.start(parseInt(node.getAttribute(PlaneRopeElementAttributes.STOP)));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.CURTAIN_SPEED)) {\n this._curtainSpeed = parseInt(node.getAttribute(PlaneRopeElementAttributes.CURTAIN_SPEED));\n }\n\n if (node.hasAttribute(PlaneRopeElementAttributes.CURTAIN_AMPLITUDE)) {\n this._curtainAmplitude = parseInt(node.getAttribute(PlaneRopeElementAttributes.CURTAIN_AMPLITUDE));\n }\n }\n\n //******************************************************************************************************************\n // MESH\n //******************************************************************************************************************\n\n private createMesh(): void {\n if (this._planeOrRope === 'rope') {\n // ROPE\n let ropeLength = this._resource.texture.width;\n\n for (let i = 0; i < this._numberOfPointsX; i++) {\n this._points.push(new PIXI.Point(i * (ropeLength / (this._numberOfPointsX - 1)), 0));\n this._originalPoints.push(new PIXI.Point(i * (ropeLength / (this._numberOfPointsX - 1)), 0));\n }\n\n if (this._points && this._points.length > 0) {\n this._mesh = new PIXI.mesh.Rope(this._resource.texture, this._points);\n if (this._mesh) {\n this._mesh.width = this._resource.texture.width;\n this._mesh.height = this._resource.texture.height;\n this._mesh.blendMode = this._blendMode;\n this._mesh.canvasPadding = this._canvasPadding;\n this.addChild(this._mesh);\n }\n }\n } else if (this._planeOrRope === 'plane' || this._planeOrRope === 'regularGrid' || this._planeOrRope === 'curtain') {\n // PLANE and REGULAR GRID\n this._mesh = new PIXI.mesh.Plane(this._resource.texture, this._numberOfPointsX, this._numberOfPointsY);\n this._mesh.drawMode = PIXI.DRAW_MODES.LINE_LOOP;\n\n if (this._mesh) {\n this._mesh.width = this._resource.texture.width;\n this._mesh.height = this._resource.texture.height;\n this._mesh.blendMode = this._blendMode;\n this._mesh.canvasPadding = this._canvasPadding;\n this.addChild(this._mesh);\n\n this._originalVertices = this._mesh.vertices.slice(0);\n }\n } else {\n\n }\n\n if (this._debug === true) {\n this._graphics = new PIXI.Graphics();\n if (this._graphics) {\n this.addChild(this._graphics);\n }\n\n if (this._debugTextColor != null && this._debugTextColor != 'undefined') {\n this._labelText = [];\n if (this._labelText) {\n for (let i: number = 0; i < (this._numberOfPointsX * this._numberOfPointsY); i++) {\n let text = new PIXI.Text(i + 1 + \"\");\n text.style.fill = this._debugTextColor;\n this._labelText.push(text);\n this.addChild(this._labelText[i]);\n }\n }\n }\n }\n\n //this._timer.start(20);\n }\n\n private animate(): void {\n\n let stopTimer: boolean = false;\n\n this._count += this._speed;\n\n if (this._count >= (2 * Math.PI)) {\n this._count = (this._count % (2 * Math.PI));\n }\n\n if (this._planeOrRope === 'rope') {\n // ROPE\n if (this._mesh && this._created === true && this._points && this._points.length > 0) {\n let xArray: Array;\n let yArray: Array;\n\n if (this._actualFrame >= 0 &&\n this._framesPositionPointsArrayX[this._actualFrame] != null && this._framesPositionPointsArrayX[this._actualFrame] != \"undefined\"\n && this._framesPositionPointsArrayY[this._actualFrame] != null && this._framesPositionPointsArrayY[this._actualFrame] != \"undefined\"\n ) {\n xArray = this._framesPositionPointsArrayX[this._actualFrame].split(';').map(parseFloat);\n yArray = this._framesPositionPointsArrayY[this._actualFrame].split(';').map(parseFloat);\n }\n\n if (xArray != null && xArray.length > 0 && xArray.length == (this._numberOfPointsX * this._numberOfPointsY)\n && yArray != null && yArray.length > 0 && yArray.length == (this._numberOfPointsX * this._numberOfPointsY)\n ) {\n for (let i = 0; i < this._points.length; i++) {\n if (this._typePosition === 'relative' || this._typePosition == null || this._typePosition == 'undefined') {\n // X points\n this._points[i].x = this._originalPoints[i].x + xArray[i];\n // Y points\n this._points[i].y = this._originalPoints[i].y + yArray[i];\n } else if (this._typePosition === 'absolute') {\n // X points\n this._points[i].x = xArray[i];\n // Y points\n this._points[i].y = yArray[i];\n }\n }\n }\n }\n\n if (this._debug === true) {\n this.renderPointsRope();\n }\n } else if (this._planeOrRope === 'plane') {\n // PLANE\n if (this._mesh && this._mesh.vertices) {\n for (let i = 0; i < this._mesh.vertices.length; i++) {\n if ((this._axisOfWaves === 'x' && i % 2 == 1) || ((this._axisOfWaves === 'y' || this._axisOfWaves === 'yx') && i % 2 == 0) || (this._axisOfWaves === 'xy')) {\n this._mesh.vertices[i] = this._originalVertices[i] + (this._amplitude * Math.sin(this._count + i * this._wavelength));\n } else if (this._axisOfWaves === 'yx' && i % 2 == 1) {\n this._mesh.vertices[i] = this._originalVertices[i] - (this._amplitude * Math.sin(this._count + i * this._wavelength));\n } else {\n }\n }\n }\n\n if (this._debug === true) {\n this.renderPointsPlane();\n }\n } else if (this._planeOrRope === 'regularGrid') {\n // REGULAR GRID\n if (this._mesh && this._mesh.vertices && this._created === true && this._framesPositionPointsArrayX != null && this._framesPositionPointsArrayY != null) {\n let xArray: Array;\n let yArray: Array;\n\n\n if (this._actualFrame >= 0 &&\n this._framesPositionPointsArrayX[this._actualFrame] != null && this._framesPositionPointsArrayX[this._actualFrame] != \"undefined\"\n && this._framesPositionPointsArrayY[this._actualFrame] != null && this._framesPositionPointsArrayY[this._actualFrame] != \"undefined\"\n ) {\n xArray = this._framesPositionPointsArrayX[this._actualFrame].split(';').map(parseFloat);\n yArray = this._framesPositionPointsArrayY[this._actualFrame].split(';').map(parseFloat);\n }\n\n if (xArray != null && xArray.length > 0 && xArray.length == (this._numberOfPointsX * this._numberOfPointsY)\n && yArray != null && yArray.length > 0 && yArray.length == (this._numberOfPointsX * this._numberOfPointsY)\n ) {\n for (let i = 0; i < this._mesh.vertices.length; i++) {\n if (this._typePosition === 'relative' || this._typePosition == null || this._typePosition == 'undefined') {\n if (i % 2 == 0) { // X points\n this._mesh.vertices[i] = this._originalVertices[i] + xArray[i / 2];\n } else { // Y points\n this._mesh.vertices[i] = this._originalVertices[i] + yArray[((i + 1) / 2) - 1];\n }\n } else if (this._axisOfWaves === 'yx' && i % 2 == 1) {\n if (i % 2 == 0) { // X points\n this._mesh.vertices[i] = xArray[i / 2];\n } else { // Y points\n this._mesh.vertices[i] = yArray[((i + 1) / 2) - 1];\n }\n }\n }\n }\n }\n\n if (this._debug === true) {\n this.renderPointsPlane();\n }\n } else if (this._planeOrRope === 'curtain') {\n // CURTAIN\n if (this._curtainSpeed > 0 && this._numberOfPointsX > 0 && this._numberOfPointsY > 0 && (this._mesh.vertices.length == this._meshVerticesBackup.length)) {\n for (let i = 0; i < this._mesh.vertices.length; i++) {\n let row_index: number = (parseInt((i / (this._numberOfPointsX * 2)).toString()).valueOf());\n let col_index: number = (parseInt(((i / 2) % this._numberOfPointsX).toString()).valueOf());\n\n if (i % 2 == 0) { // % 2 == 0 is X point\n if (row_index % 2 == 0) {\n this._mesh.vertices[i] = this._meshVerticesBackup[i] - (this._curtainAmplitude * ((row_index + 1)) * (this._numberOfPointsX - (col_index + 1)) * Math.sin((this._curtainCount)));\n } else {\n this._mesh.vertices[i] = this._meshVerticesBackup[i] + (this._curtainAmplitude * ((row_index + 1)) * (this._numberOfPointsX - (col_index + 1)) * Math.sin((this._curtainCount)));\n }\n }\n }\n\n this._curtainCount += (Math.PI / this._curtainSpeed);\n\n // curtain has only angle from 0 to 180 degrees (0 rad to PI rad)\n if ((this._curtainCount) > Math.PI) {\n // end of animation, show original vertices, then this timer stop\n this._curtainSpeed = 0; // off curtain\n this._curtainCount = 0;\n stopTimer = true;\n }\n }\n\n if (this._debug === true) {\n this.renderPointsPlane();\n }\n } else {\n // bad type of planerope\n }\n\n //-----------------------------------\n\n if (this._created === true) {\n if (this._duration >= 0) {\n this._actualFrame++;\n }\n\n if ((this._duration >= 0 && this._actualFrame > this._duration) || stopTimer == true) {\n this.stop();\n } else { // first step not start timer (creating mesh) and can stop timer by boolean\n this._timerAnimate.start(0);\n }\n }\n }\n\n //******************************************************************************************************************\n // FOR DEBUG, RENDER POINTS\n //******************************************************************************************************************\n\n private renderPointsRope(): void {\n if (this._graphics) {\n if (this._points != null && this._points.length > 0) {\n this._graphics.clear();\n\n this._graphics.lineStyle(2, 0xffc2c2);\n this._graphics.moveTo(this._points[0].x, this._points[0].y);\n\n for (let i = 1; i < this._points.length; i++) {\n this._graphics.lineTo(this._points[i].x, this._points[i].y);\n }\n\n for (let i = 0; i < this._points.length; i++) {\n this._graphics.beginFill(0xff0022);\n this._graphics.drawCircle(this._points[i].x, this._points[i].y, 10);\n this._graphics.endFill();\n\n if (this._debugTextColor != null && this._debugTextColor != 'undefined' && this._labelText != null) {\n if (this._labelText[i] != null) {\n this._labelText[i].x = this._points[i].x;\n this._labelText[i].y = this._points[i].y;\n }\n }\n }\n }\n }\n }\n\n private renderPointsPlane(): void {\n if (this._graphics) {\n if (this._mesh && this._mesh.vertices.length > 0) {\n this._graphics.clear();\n\n this._graphics.moveTo(this._mesh.vertices[0], this._mesh.vertices[1]);\n\n for (let i = 0; i < this._mesh.vertices.length; i++) {\n this._graphics.beginFill(0xff0022);\n this._graphics.drawCircle(this._mesh.vertices[i], this._mesh.vertices[++i], 5);\n this._graphics.endFill();\n\n if (this._debugTextColor != null && this._debugTextColor != 'undefined' && this._labelText != null) {\n if (this._labelText[(i-1)/2] != null) {\n this._labelText[(i-1)/2].x = this._mesh.vertices[i-1];\n this._labelText[(i-1)/2].y = this._mesh.vertices[i];\n }\n }\n }\n }\n }\n }\n\n //******************************************************************************************************************\n // CONTROLS\n //******************************************************************************************************************\n\n public start(startDelay: number = 0): void {\n if (this.running) {\n return;\n }\n\n if (startDelay < 0) {\n startDelay = 20;\n }\n\n this._timerAnimate.stop();\n this._timerAnimate.start(startDelay);\n this.running = true;\n }\n\n public stop(): void {\n this._timerAnimate.stop();\n this.running = false;\n this._actualFrame = 0;\n\n if (this._loop) {\n this.start();\n }\n }\n\n //******************************************************************************************************************\n // BLEND\n //******************************************************************************************************************\n\n /**\n * Important! The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @param mode\n * @returns {number}\n */\n public getBlendModeByString(mode: string): number {\n mode = mode.toString();\n switch (mode) {\n case '0':\n case 'normal':\n return PIXI.BLEND_MODES.NORMAL;\n case '1':\n case 'add':\n return PIXI.BLEND_MODES.ADD;\n case '2':\n case 'multiply':\n return PIXI.BLEND_MODES.MULTIPLY;\n case '3':\n case 'screen':\n return PIXI.BLEND_MODES.SCREEN;\n case '4':\n case 'overlay':\n return PIXI.BLEND_MODES.OVERLAY;\n case '5':\n case 'darken':\n return PIXI.BLEND_MODES.DARKEN;\n case '6':\n case 'lighten':\n return PIXI.BLEND_MODES.LIGHTEN;\n case '7':\n case 'color_dodge':\n return PIXI.BLEND_MODES.COLOR_DODGE;\n case '8':\n case 'color_burn':\n return PIXI.BLEND_MODES.COLOR_BURN;\n case '9':\n case 'hard_light':\n return PIXI.BLEND_MODES.HARD_LIGHT;\n case '10':\n case 'soft_light':\n return PIXI.BLEND_MODES.SOFT_LIGHT;\n case '11':\n case 'difference':\n return PIXI.BLEND_MODES.DIFFERENCE;\n case '12':\n case 'exclusion':\n return PIXI.BLEND_MODES.EXCLUSION;\n case '13':\n case 'hue':\n return PIXI.BLEND_MODES.HUE;\n case '14':\n case 'saturation':\n return PIXI.BLEND_MODES.SATURATION;\n case '15':\n case 'color':\n return PIXI.BLEND_MODES.COLOR;\n case '16':\n case 'luminosity':\n return PIXI.BLEND_MODES.LUMINOSITY;\n default:\n if (DEBUG) {\n this.log('ERROR Unknown blending mode ' + mode + '. Used default mode NORMAL.');\n }\n return PIXI.BLEND_MODES.NORMAL;\n }\n }\n\n //******************************************************************************************************************\n // CLONE\n //******************************************************************************************************************\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return PlaneRopeElement\n */\n clone(): PlaneRopeElement {\n let element: PlaneRopeElement = new PlaneRopeElement();\n element._numberOfPointsX = this._numberOfPointsX;\n element._numberOfPointsY = this._numberOfPointsY;\n element._amplitude = this._amplitude;\n element._wavelength = this._wavelength;\n element._speed = this._speed;\n element._axisOfWaves = this._axisOfWaves;\n element._resource = this._resource.clone();\n element._blendMode = this._blendMode;\n element._planeOrRope = this._planeOrRope;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.visible = this.visible;\n element._debug = this._debug;\n element._debugTextColor = this._debugTextColor;\n element._canvasPadding = this._canvasPadding;\n element._style = this._style;\n element._loop = this._loop;\n // element._created = this._created;\n // element._count = this._count;\n // element._duration = this._duration;\n // element._framesPositionPointsArrayX = this._framesPositionPointsArrayX;\n // element._framesPositionPointsArrayY = this._framesPositionPointsArrayY;\n // element._mesh = this._mesh;\n\n let node: Element = document.createElement(this.name);\n element.create(node);\n element._markAsCloned(); // must be called last before return!\n return element;\n }\n\n};\n\nexport const PlaneRopeElementAttributes = {\n /** Canvas padding for mesh (overlay of mesh polygons to avoid gaps)\n * @property CanvasPadding\n * @type number\n * @default 1\n */\n CANVAS_PADDING: \"CanvasPadding\",\n /**\n * debug attribute must be parent only\n * */\n DEBUG: 'Debug',\n /** Text color for DEBUG, showing number of point\n * @property DebugTextColor\n * @type string\n * @default \"#FFFA00\"\n */\n DEBUG_TEXT_COLOR: 'DebugTextColor',\n /**\n * plane, rope and other\n * @property TypeAnimation\n * @type string\n * @default plane\n * VALUES:\n * rope\n * plane\n * curtain\n * regularGrid\n */\n TYPE_ANIMATION: 'TypeAnimation',\n /**\n * number of points in axis X,\n * for 'plane, curtain, regularGrid' is number of columns\n * for 'rope' is number of points in line axis X\n * @property NumberOfPointsX\n * @type number\n * @default 0\n * */\n NUMBER_OF_POINTS_X: 'NumberOfPointsX',\n /**\n * number of points in axis Y,\n * for 'plane, curtain, regularGrid' is number of rows\n * for 'rope' is number of points Y, must be value 1\n * @property NumberOfPointsY\n * @type number\n * @default 0\n * */\n NUMBER_OF_POINTS_Y: 'NumberOfPointsY',\n /**\n * size of Amplitude moving points\n * for type 'plane'\n * @property Amplitude\n * @type number\n * @default 0\n * */\n AMPLITUDE: 'Amplitude',\n /**\n * size of the angle\n * for type 'plane'\n * @property Wavelength\n * @type number\n * @default 0\n * */\n WAVELENGTH: 'Wavelength',\n /**\n * speed of trigonometric animation\n * for type 'plane'\n * @property Speed\n * @type number\n * @default 0\n * */\n SPEED: 'Speed',\n\n /**\n * function axis, x, y, xy, yx\n * for type 'plane'\n * @property AxisOfWaves\n * @type string\n * @default xy\n */\n AXIS_OF_WAVES: 'AxisOfWaves',\n\n /**\n * start animation with delay\n * @property Start\n * @type number\n * @default 0\n */\n START: 'Start',\n /**\n * stop animation with delay\n * @property Stop\n * @type number\n * @default 0\n */\n STOP: 'Stop',\n /**\n * loop animation with delay\n * @property Loop\n * @type number\n * @default 0\n * */\n LOOP: 'Loop',\n\n /**\n * speed of curtain\n * for type 'curtain'\n * @property CurtainSpeed\n * @type number\n * @default 0\n * */\n CURTAIN_SPEED: 'CurtainSpeed',\n /**\n * amplitude of curtain\n * for type 'curtain'\n * @property CurtainAmplitude\n * @type number\n * @default 0\n * */\n CURTAIN_AMPLITUDE: 'CurtainAmplitude',\n\n /**\n * clone\n * @property Clone\n * @type bool\n * @default false\n * */\n CLONE: 'Clone',\n /**\n * style of 'PlaneRopeStyle'\n * @property Style\n * @type string\n * @default ''\n * */\n STYLE: 'Style',\n\n /**\n * the type of frame calculation between frames\n * @property TypeFrames\n * @type string\n * @default 'linear'\n * VALUES:\n * linear - automatic calculation position for frames, for example if defined frame 1 and 100, then frames 2-99 position will be calculated\n * */\n TYPE_FRAMES: 'TypeFrames',\n\n /**\n * the type of use of positions\n * for type 'rope, regularGrid'\n * @property TypePosition\n * @type string\n * @default 'relative'\n * VALUES:\n * relative - calculation position from original to relative shift\n * absolute - calculation position to absolute screen position\n * */\n TYPE_POSITION: 'TypePosition',\n\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PlaneRopeElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {Style} from \"../Components/Elements/Styles/Style\";\n\n/**\n *\n * Example:\n * \n \n \n \n \n \n\n \n \n \n \n\n \n \n \n \n\n \n \n \n \n\n \n \n \n \n \n \n * @class TimelineStyle\n * @extends Style\n */\n@engineComponent(ComponentTypes.Style)\nexport class PlaneRopeStyle extends Style {\n\n // container: ContainerElement;\n\n // xml nodes added to object by frame\n frames: Object;\n positionX: Object;\n positionY: Object;\n\n constructor() {\n super();\n\n this.frames = {};\n this.positionX = {};\n this.positionY = {};\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n let next: Element = node.firstElementChild;\n while (next != null) {\n switch (next.nodeName) {\n // case 'Elements':\n // this.container = new ContainerElement();\n // this.container.create(next);\n // break;\n case 'Animation':\n var nextCase: Element = next.firstElementChild;\n while (nextCase != null) {\n if (nextCase.hasAttribute('Frame')) {\n if (this.frames[nextCase.getAttribute('Frame')] !== null) {\n this.frames[nextCase.getAttribute('Frame')] = nextCase;\n\n let nextChild: Element = nextCase.firstElementChild;\n while (nextChild != null) {\n if (nextChild.hasAttribute('MoveAllPointsX')) {\n this.positionX[nextCase.getAttribute('Frame')] = nextChild.getAttribute('MoveAllPointsX');\n }\n else if (nextChild.hasAttribute('MoveAllPointsY')) {\n this.positionY[nextCase.getAttribute('Frame')] = nextChild.getAttribute('MoveAllPointsY');\n }\n nextChild = nextChild.nextElementSibling;\n }\n } else {\n if (DEBUG) {\n this.log('ERROR case ' + nextCase.getAttribute('Frame') + ' already exist in PlaneRopeStyle ' + node.nodeName);\n }\n }\n }\n nextCase = nextCase.nextElementSibling;\n }\n break;\n }\n next = next.nextElementSibling;\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/PlaneRopeStyle.ts\n **/","import {engineComponent, StringUtils} from 'neo-common';\nimport {ComponentTypes} from '../Components/ComponentTypes';\nimport {BezierPlugin} from 'gsap';\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {StageController} from \"../Components/StageController\";\nimport {AnimationStyle} from \"../Components/Elements/Styles/AnimationStyle\";\nimport {StyleManager} from \"../Components/Managers/StyleManager\";\nimport {Tweens} from \"../Components/Effects/Tweens\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {CustomUtils} from \"../Utils/CustomUtils\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class RopeElement extends BaseElement {\n\n private _rope: PIXI.mesh.Rope;\n private _texture: PIXI.Texture;\n private _pointsCount: number;\n private _bezierPoints: Array;\n private _pointsData: Array;\n private _pointsDataBuffer: Array;\n private _originalPoints: Array = [];\n private _blendMode: number;\n private _animationStyle: AnimationStyle;\n private _hasAnimationStyle: boolean;\n private _frame: number;\n private _tint: number;\n private _curviness: number;\n private _continue: boolean;\n private _isPlaying: boolean;\n private _debug: boolean;\n private _created: boolean;\n private _graphics: PIXI.Graphics;\n private _pointsAnimationAmplitude: number;\n private _pointsAnimationSpeed: number;\n private _pointsAnimationWavelength: number;\n private _canvasPadding: number = 1;\n private _angleCount: number;\n private _delayStartTimer: FrameTimerEventEmitter;\n private _delayStopTimer: FrameTimerEventEmitter;\n\n constructor() {\n super();\n\n this._rope = null;\n this._pointsCount = 100;\n this._bezierPoints = [];\n this._pointsData = [];\n this._pointsDataBuffer = [];\n this._blendMode = 0;\n this._animationStyle = null;\n this._hasAnimationStyle = false;\n this._frame = 0;\n this._tint = null;\n this._curviness = 1;\n this._continue = false;\n this._isPlaying = false;\n this._debug = false;\n this._created = false;\n this._pointsAnimationAmplitude = 0;\n this._pointsAnimationSpeed = 0;\n this._pointsAnimationWavelength = 0;\n this._angleCount = 0;\n\n this._delayStartTimer = CreateFrameTimer('delayStartTimer');\n this._delayStartTimer.on(FrameTimerEvents.Complete, this.start.bind(this));\n this._delayStopTimer = CreateFrameTimer('delayStopTimer');\n this._delayStopTimer.on(FrameTimerEvents.Complete, this.stop.bind(this));\n }\n\n public createByNode(node: Element): void {\n if (!this._created) {\n\n if (DEBUG) {\n if (node.hasAttribute(RopeElementAttributes.DEBUG) && node.getAttribute(RopeElementAttributes.DEBUG) === 'true') {\n debugger;\n this._debug = true;\n }\n }\n\n super.createByNode(node);\n\n if (node.hasAttribute(RopeElementAttributes.POINTS_COUNT)) {\n this._pointsCount = parseInt(node.getAttribute(RopeElementAttributes.POINTS_COUNT));\n }\n\n if (node.hasAttribute(RopeElementAttributes.POINTS_ANIMATION_AMPLITUDE)) {\n this._pointsAnimationAmplitude = parseFloat(node.getAttribute(RopeElementAttributes.POINTS_ANIMATION_AMPLITUDE));\n }\n\n if (node.hasAttribute(RopeElementAttributes.POINTS_ANIMATION_SPEED)) {\n this._pointsAnimationSpeed = parseFloat(node.getAttribute(RopeElementAttributes.POINTS_ANIMATION_SPEED));\n }\n\n if (node.hasAttribute(RopeElementAttributes.POINTS_ANIMATION_WAVELENGTH)) {\n this._pointsAnimationWavelength = parseFloat(node.getAttribute(RopeElementAttributes.POINTS_ANIMATION_WAVELENGTH));\n }\n\n if (node.hasAttribute(RopeElementAttributes.BLEND_MODE)) {\n this._blendMode = parseInt(node.getAttribute(RopeElementAttributes.BLEND_MODE));\n }\n\n if (node.hasAttribute(RopeElementAttributes.CURVINESS)) {\n this._curviness = parseFloat(node.getAttribute(RopeElementAttributes.CURVINESS));\n }\n\n if (node.hasAttribute(RopeElementAttributes.TINT)) {\n if (node.getAttribute(RopeElementAttributes.TINT) === '0') {\n this._tint = null;\n } else {\n this._tint = parseInt(node.getAttribute(RopeElementAttributes.TINT), 16);\n }\n }\n\n if (node.hasAttribute(RopeElementAttributes.POINTS)) {\n let pointsData = this.formatPoints(node.getAttribute(RopeElementAttributes.POINTS));\n let bezierData = BezierPlugin.bezierThrough(pointsData);\n\n this._bezierPoints = this.getBezierStepPoints(bezierData, this._pointsCount);\n }\n\n if (node.hasAttribute(RopeElementAttributes.IMAGE)) {\n let textureName = node.getAttribute(RopeElementAttributes.IMAGE);\n if (textureName.indexOf(\"ANI_\") === 0) {\n this._animationStyle = StyleManager.Styles[textureName];\n if (this._animationStyle != null) {\n textureName = this._animationStyle.animation + \"0000\";\n this._hasAnimationStyle = true;\n } else {\n this._hasAnimationStyle = false;\n }\n }\n\n this._texture = StageController.getTextureByResourceId(textureName);\n if (this._texture != null) {\n\n if (this._bezierPoints.length == 0) {\n for (let i: number = 0; i < this._pointsCount; i++) {\n this._bezierPoints.push(new PIXI.Point(Math.round(this._texture.width / (this._pointsCount - 1)) * i, 0));\n }\n }\n\n for (let i: number = 0; i < this._bezierPoints.length; i++) {\n this._originalPoints.push(new PIXI.Point(this._bezierPoints[i].x, this._bezierPoints[i].y));\n }\n\n this._rope = new PIXI.mesh.Rope(this._texture, this._bezierPoints);\n this._rope.blendMode = CustomUtils.getBlendMode(this._blendMode);\n this._rope.canvasPadding = this._canvasPadding;\n\n if (this._tint != null) {\n this._rope.tint = this._tint;\n }\n\n this.addChild(this._rope);\n\n if (this._debug === true) {\n this._graphics = new PIXI.Graphics();\n if (this._graphics) {\n this.addChild(this._graphics);\n }\n }\n }\n }\n\n if (node.hasAttribute(RopeElementAttributes.CANVAS_PADDING)) {\n this._canvasPadding = parseInt(node.getAttribute(RopeElementAttributes.CANVAS_PADDING));\n }\n\n this._created = true;\n }\n }\n\n /**\n * Add base points to buffer.\n * @param {Array} points\n */\n public addPoints(points: Array): void {\n this._pointsDataBuffer = this._pointsDataBuffer.concat(points);\n }\n\n /**\n * Get base points to buffer.\n */\n public getPoints(): Array {\n return this._pointsData;\n }\n\n /**\n *\n * @param {Element} node\n */\n public updateByNode(node: Element): void {\n if (this._created) {\n if (DEBUG) {\n if (node.hasAttribute(RopeElementAttributes.DEBUG) && node.getAttribute(RopeElementAttributes.DEBUG) === 'true') {\n debugger;\n this._debug = true;\n }\n }\n\n super.updateByNode(node);\n\n if (node.hasAttribute(RopeElementAttributes.POINTS)) {\n let objArray: Array = this.formatPoints(node.getAttribute(RopeElementAttributes.POINTS));\n let XMLpointsData: Array = objArray as Array;\n this._pointsData = [];\n\n if (node.hasAttribute(RopeElementAttributes.REVERSE_POINTS) && StringUtils.parseBoolean(node.getAttribute(RopeElementAttributes.REVERSE_POINTS))) {\n this._pointsData = XMLpointsData.concat(this._pointsDataBuffer).reverse();\n } else {\n this._pointsData = this._pointsDataBuffer.concat(XMLpointsData);\n }\n this._pointsDataBuffer = [];\n this.updatePoints(this._pointsData);\n }\n\n if (node.hasAttribute(RopeElementAttributes.GLOBAL_POINTS)) {\n this._pointsData = this.formatPoints(node.getAttribute(RopeElementAttributes.POINTS), true);\n this.updatePoints(this._pointsData);\n }\n\n if (node.hasAttribute(RopeElementAttributes.TINT)) {\n if (this._rope != null) {\n if (node.getAttribute(RopeElementAttributes.TINT) === '0') {\n this._tint = null;\n } else {\n this._tint = parseInt(node.getAttribute(RopeElementAttributes.TINT), 16);\n }\n this._rope.tint = this._tint;\n }\n }\n\n if (node.hasAttribute(RopeElementAttributes.IMAGE)) {\n let textureName = node.getAttribute(RopeElementAttributes.IMAGE);\n if (textureName.indexOf(\"ANI_\") === 0) {\n this._animationStyle = StyleManager.Styles[textureName];\n if (this._animationStyle != null) {\n textureName = this._animationStyle.animation + \"0000\";\n this._hasAnimationStyle = true;\n } else {\n this._hasAnimationStyle = false;\n }\n }\n\n this._texture = StageController.getTextureByResourceId(textureName);\n if (this._texture != null) {\n if (this._rope != null) {\n this._rope.texture = this._texture;\n }\n }\n }\n\n if (node.hasAttribute(RopeElementAttributes.CONTINUE) && StringUtils.parseBoolean(node.getAttribute(RopeElementAttributes.CONTINUE))) {\n this._continue = StringUtils.parseBoolean(node.getAttribute(RopeElementAttributes.CONTINUE));\n }\n\n if (node.hasAttribute(RopeElementAttributes.START)) {\n //this.start();\n this._delayStartTimer.start(parseInt(node.getAttribute(RopeElementAttributes.START)));\n }\n\n if (node.hasAttribute(RopeElementAttributes.STOP)) {\n //this.stop();\n this._delayStopTimer.start(parseInt(node.getAttribute(RopeElementAttributes.STOP)));\n }\n }\n }\n\n /**\n *\n */\n private start(): void {\n if (this._animationStyle != null && this._hasAnimationStyle === true) {\n\n if (!this._continue || !this._isPlaying) {\n Tweens.removeTweens(this, \"_frame\");\n\n Tweens.customTween(this, {\n tween: '_frame',\n tweenValues: [0, this._animationStyle.endFrame],\n tweenDuration: [60 / this._animationStyle.speed],\n tweenEase: ['linear'],\n tweenLoop: this._animationStyle.loop,\n callbackType: 'onUpdate',\n callbackFunction: this.updateTexture,\n callbackScope: this,\n callbackParams: [\"{self}\"]\n });\n\n this._isPlaying = true;\n }\n } else {\n if (this._hasAnimationStyle === false) {\n if (!this._continue || !this._isPlaying) {\n Tweens.removeTweens(this, \"_frame\");\n\n Tweens.customTween(this, {\n tween: '_frame',\n tweenValues: [0, 59],\n tweenDuration: [60],\n tweenEase: ['linear'],\n tweenLoop: true,\n callbackType: 'onUpdate',\n callbackFunction: this.updateTexture,\n callbackScope: this,\n callbackParams: [\"{self}\"]\n });\n\n this._isPlaying = true;\n }\n }\n }\n }\n\n /**\n *\n */\n private stop(): void {\n // if (!this._continue) {\n Tweens.removeTweens(this, \"_frame\");\n this._isPlaying = false;\n // }\n }\n\n /**\n *\n * @param self\n */\n private updateTexture(self: any): void {\n if (this._animationStyle != null) {\n if (this._animationStyle.startFrame != null && this._animationStyle.endFrame != null) {\n if (Math.abs(this._animationStyle.startFrame - this._animationStyle.endFrame) > 0) {\n let currentFrame: number = Math.round(this._frame);\n\n if (currentFrame > self.previousValue || currentFrame == 0) {\n this._rope.texture = StageController.getTextureByResourceId(this._animationStyle.animation + this.zerosPad(currentFrame, 4));\n }\n self.previousValue = currentFrame;\n }\n }\n }\n\n this.animateMeshPoints();\n\n if (this._debug === true) {\n this.renderPointsRope();\n }\n }\n\n /**\n *\n * @param num\n * @param size\n */\n private zerosPad(num: number, size: number): string {\n let s = num + \"\";\n while (s.length < size) s = \"0\" + s;\n return s;\n }\n\n private animateMeshPoints(): void {\n if (this. _rope != null && this._pointsCount != null && this._originalPoints != null) {\n if (this._pointsAnimationSpeed > 0) {\n this._angleCount += this._pointsAnimationSpeed;\n\n if (this._angleCount >= (2 * Math.PI)) {\n this._angleCount = (this._angleCount % (2 * Math.PI));\n }\n\n for (let i: number = 0; i < this._pointsCount; i++) {\n this._rope.points[i].y = this._originalPoints[i].y + (this._pointsAnimationAmplitude * Math.sin(this._angleCount + i * this._pointsAnimationWavelength));\n //this._rope.vertices[i] = this._originalPoints[i].y + (this._pointsAnimationAmplitude * Math.sin(this._angleCount + i * this._pointsAnimationWavelength));\n }\n }\n }\n }\n\n /**\n *\n * @param {Array} points\n */\n private updateMeshPoints(points: Array): void {\n if (this._rope != null) {\n for (let i: number = 0; i < this._pointsCount; i++) {\n this._rope.points[i].x = points[i].x;\n this._rope.points[i].y = points[i].y;\n }\n }\n }\n\n /**\n *\n * @param {Array} points\n */\n public updatePoints(points: Array): void {\n let bezierData = BezierPlugin.bezierThrough(points, this._curviness);\n this._bezierPoints = this.getBezierStepPoints(bezierData, this._pointsCount);\n\n this.updateMeshPoints(this._bezierPoints);\n }\n\n public updateByArrayPIXIPoint(points: Array): void {\n this.updatePoints(points);\n }\n\n /**\n *\n * @param {string} points\n * @param {boolean} useGlobal\n * @returns {Array}\n *//*\n private formatPoints(points: string, useGlobal: boolean = false): Array {\n let result: Array = [];\n let regex = /\\[(.*?)\\]/g;\n let data = points.match(regex);\n\n for (let i: number = 0; i < data.length; i++) {\n let pointArray = data[i].substring(1, data[i].length - 1).split(',');\n\n if (pointArray.length == 2) {\n let x = this.formatPoint(pointArray[0], \"x\", useGlobal);\n let y = this.formatPoint(pointArray[1], \"y\", useGlobal);\n\n result.push(new PIXI.Point(x, y));\n }\n }\n\n return result;\n }*/\n\n /**\n *\n * @param {string} value\n * @param {string} id\n * @param {boolean} useGlobal\n * @returns {number}\n *//*\n private formatPoint(value: string, id: string, useGlobal: boolean = false): number {\n let result: number;\n if (value == \"c\") {\n result = this[id];\n } else {\n if (useGlobal) {\n result = this[id] + (parseInt(value) - this.getGlobalPosition()[id]);\n } else {\n result = parseInt(value);\n }\n }\n\n return result;\n }*/\n\n /**\n *\n * @param data\n * @param {number} length\n * @returns {Array}\n */\n private getBezierStepPoints(data: any, length: number): Array {\n let segmentLength = length / data.x.length;\n let pointPerSegment: Array = [];\n let bezierStepPoints: Array = [];\n\n if (data.x.length > 1) {\n segmentLength = Math.round(segmentLength);\n let sum = 0;\n for (let i: number = 0; i < data.x.length - 1; i++) {\n pointPerSegment.push(segmentLength);\n sum += segmentLength;\n }\n pointPerSegment.push(length - sum);\n } else {\n pointPerSegment = [segmentLength];\n }\n\n let time = 0;\n for (let i: number = 0; i < data.x.length; i++) {\n for (let j: number = 0; j < pointPerSegment[i]; j++) {\n if (i + 1 < data.x.length) {\n time = j / (pointPerSegment[i]);\n } else {\n time = j / (pointPerSegment[i] - 1);\n }\n bezierStepPoints.push(this.bezier(time, data.x[i], data.y[i]));\n }\n }\n\n return bezierStepPoints;\n }\n\n /**\n *\n * @param {number} t\n * @param {IBezierData} dataX\n * @param {IBezierData} dataY\n * @returns {PIXI.Point}\n */\n private bezier(t: number, dataX: IBezierData, dataY: IBezierData): PIXI.Point {\n let cX = 3 * dataX.ba,\n bX = 3 * (dataX.c - dataX.b) - cX,\n aX = dataX.da - cX - bX;\n\n let cY = 3 * dataY.ba,\n bY = 3 * (dataY.c - dataY.b) - cY,\n aY = dataY.da - cY - bY;\n\n let x = (aX * Math.pow(t, 3)) + (bX * Math.pow(t, 2)) + (cX * t) + dataX.a;\n let y = (aY * Math.pow(t, 3)) + (bY * Math.pow(t, 2)) + (cY * t) + dataY.a;\n\n return new PIXI.Point(x, y);\n }\n\n //******************************************************************************************************************\n // FOR DEBUG, RENDER POINTS\n //******************************************************************************************************************\n\n private renderPointsRope(): void {\n if (this._graphics) {\n if (this._rope != null && this._rope.points.length > 0) {\n this._graphics.clear();\n\n this._graphics.lineStyle(2, 0xffc2c2);\n this._graphics.moveTo(this._rope.points[0].x, this._rope.points[0].y);\n\n for (let i = 1; i < this._rope.points.length; i++) {\n this._graphics.lineTo(this._rope.points[i].x, this._rope.points[i].y);\n }\n\n for (let i = 0; i < this._rope.points.length; i++) {\n this._graphics.beginFill(0xff0022);\n this._graphics.drawCircle(this._rope.points[i].x, this._rope.points[i].y, 4);\n this._graphics.endFill();\n }\n }\n }\n }\n\n public setTint(tintColor: number): void {\n if(this._tint === tintColor || isNaN(tintColor) || this._rope == null) {\n return;\n }\n\n this._tint = tintColor;\n this._rope.tint = this._tint;\n }\n\n /**\n *\n * @returns {RopeElement}\n */\n clone(): RopeElement {\n let element: RopeElement = new RopeElement();\n\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element.rotation = this.rotation;\n element._debug = this._debug;\n element._canvasPadding = this._canvasPadding;\n element._pointsCount = this._pointsCount;\n element._texture = this._texture;\n element._blendMode = this._blendMode;\n element._animationStyle = this._animationStyle;\n element._hasAnimationStyle = this._hasAnimationStyle;\n element._frame = this._frame;\n element._tint = this._tint;\n element._pointsAnimationAmplitude = this._pointsAnimationAmplitude;\n element._pointsAnimationSpeed = this._pointsAnimationSpeed;\n element._pointsAnimationWavelength = this._pointsAnimationWavelength;\n element._created = true;\n element._continue = this._continue;\n element._isPlaying = this._isPlaying;\n\n element._bezierPoints = [];\n for (let i = 0; i < this._bezierPoints.length; i++) {\n element._bezierPoints.push(new PIXI.Point(this._bezierPoints[i].x, this._bezierPoints[i].y));\n }\n\n element._originalPoints = [];\n for (let i = 0; i < this._originalPoints.length; i++) {\n element._originalPoints.push(new PIXI.Point(this._originalPoints[i].x, this._originalPoints[i].y));\n }\n\n if (element._texture != null) {\n element._rope = new PIXI.mesh.Rope(element._texture, element._bezierPoints);\n }\n\n if (element._rope != null) {\n element._rope.blendMode = element._blendMode;\n element.addChild(element._rope);\n }\n\n element.markAsCloned(); // must be called last before return!\n return element;\n }\n}\n\nexport interface IBezierData {\n a: number;\n b: number;\n ba: number;\n c: number;\n ca: number;\n d: number;\n da: number;\n}\n\nconst RopeElementAttributes = {\n /** Canvas padding for mesh (overlay of mesh polygons to avoid gaps)\n * @property CanvasPadding\n * @type number\n * @default 1\n */\n CANVAS_PADDING: \"CanvasPadding\",\n /**\n * Debug attribute must be parent only\n * */\n DEBUG: 'Debug',\n /**\n * Blend mode of mesh object.\n * @property BlendMode\n * @default 0\n */\n BLEND_MODE: 'BlendMode',\n /**\n * Bezier curviness.\n * @default 1\n */\n CURVINESS: 'Curviness',\n /**\n * Start animation in random frame.\n * @default false\n */\n RANDOM_START_FRAME: 'RandomStartFrame',\n /**\n * Start time of the first animation loop. Automatically set RandomStartFrame to false.\n * @default false\n */\n TIME: 'Time',\n /**\n * Global points, pairs of X,Y coords for mesh.\n * @property Points\n * @default null\n */\n GLOBAL_POINTS: 'GlobalPoints',\n /**\n * Reference to image from resources.\n * @property Image\n * @default 0\n */\n IMAGE: 'Image',\n /**\n * Points, pairs of X,Y coords for mesh.\n * @property Points\n * @default null\n */\n POINTS: 'Points',\n /**\n * Number of X,Y points for mesh. Higher make mesh detailed.\n * @property PointsCount\n * @default 100\n */\n POINTS_COUNT: 'PointsCount',\n /**\n * Reverse collected input points.\n */\n REVERSE_POINTS: 'ReversePoints',\n /**\n * Amplitude animation every points Y axis if 'PointsAnimationSpeed' > 0\n * * @property PointsAnimationAmplitude\n * @default 0\n */\n POINTS_ANIMATION_AMPLITUDE: 'PointsAnimationAmplitude',\n /**\n * Speed animation every points Y axis if > 0\n * @property PointsAnimationSpeed\n * @default 0\n */\n POINTS_ANIMATION_SPEED: 'PointsAnimationSpeed',\n /**\n * Wavelength animation every points Y axis if 'PointsAnimationSpeed' > 0\n * @property PointsAnimationWavelength\n * @default 0\n */\n POINTS_ANIMATION_WAVELENGTH: 'PointsAnimationWavelength',\n /**\n * Start animation\n * @property Start\n * @default 0\n */\n START: 'Start',\n /**\n * If true, animation will not be stopped and restarted, when START is fired\n * @property Continue\n * @default false\n */\n CONTINUE: 'Continue',\n /**\n * Stop animation\n * @property Stop\n * @default 0\n */\n STOP: 'Stop',\n /**\n * Tint of image. Hex color which colorize movie clip.\n * @property Tint\n * @default null\n */\n TINT: 'Tint'\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/RopeElement.ts\n **/","import {engineComponent, StringUtils} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {CreateFrameTimer, FrameTimerEventEmitter, FrameTimerEvents} from \"../Utils/FrameTimer\";\nimport {PlayList} from \"../Components/Sounds/PlayList\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class SoundElement extends BaseElement {\n private soundName: string = null;\n \n private _loop: boolean = false;\n private _reset: boolean = false;\n \n private _playing: boolean = false;\n private _scheduledPlay: boolean = false;\n private _scheduledStop: boolean = false;\n \n private _fadeInTime: number = 0;\n private _fadeOutTime: number = 0;\n \n private _startTimer: FrameTimerEventEmitter;\n private _stopTimer: FrameTimerEventEmitter;\n\n constructor()\n {\n super();\n this._startTimer = CreateFrameTimer('SoundElementStart');\n this._stopTimer = CreateFrameTimer('SoundElementStop');\n }\n\n public createByNode(node: Element): void\n {\n super.createByNode(node);\n }\n\n /**\n * @param node\n */\n public updateByNode(node: Element): void {\n\n if (!node) {\n this.logError('No node specified for element update!');\n return;\n }\n\n if (DEBUG) {\n if (node.hasAttribute(SoundElementAttributes.DEBUG) && node.getAttribute(SoundElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n if (node.hasAttribute(SoundElementAttributes.LOOP)) {\n // this._loop = StringUtils.parseBoolean(node.getAttribute(SoundElementAttributes.LOOP));\n\n let value: string = node.getAttribute(SoundElementAttributes.LOOP);\n let intValue: number = parseInt(value);\n this._loop = true;\n if(value === 'true') {\n this.schedulePlay(0);\n } else if(!isNaN(intValue)) {\n this.schedulePlay(intValue);\n }\n }\n\n if (node.hasAttribute(SoundElementAttributes.RESET)) {\n this._reset = StringUtils.parseBoolean(node.getAttribute(SoundElementAttributes.RESET));\n }\n\n if (node.hasAttribute(SoundElementAttributes.FADE_IN)) {\n this._fadeInTime = parseInt(node.getAttribute(SoundElementAttributes.FADE_IN));\n }\n\n if (node.hasAttribute(SoundElementAttributes.FADE_OUT)) {\n this._fadeOutTime = parseInt(node.getAttribute(SoundElementAttributes.FADE_OUT));\n }\n\n if (node.hasAttribute(SoundElementAttributes.NAME)) {\n let newName: string = node.getAttribute(SoundElementAttributes.NAME);\n if(this.soundName != newName) {\n this.stop();\n this.soundName = node.getAttribute(SoundElementAttributes.NAME);\n }\n }\n\n if (node.hasAttribute(SoundElementAttributes.STOP)) {\n let value: string = node.getAttribute(SoundElementAttributes.STOP);\n let intValue: number = parseInt(value);\n if(value === 'true') {\n this.scheduleStop(0);\n } else if(!isNaN(intValue)) {\n this.scheduleStop(intValue);\n }\n }\n\n if (node.hasAttribute(SoundElementAttributes.PLAY)) {\n let value: string = node.getAttribute(SoundElementAttributes.PLAY);\n let intValue: number = parseInt(value);\n if(value === 'true') {\n this.schedulePlay(0);\n } else if(!isNaN(intValue)) {\n this.schedulePlay(intValue);\n }\n }\n\n }\n\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n\n }\n\n public clone(): any\n {\n let element = new SoundElement();\n element.soundName = this.soundName;\n element._fadeInTime = this._fadeInTime;\n element._fadeOutTime = this._fadeOutTime;\n element._loop = this._loop;\n element._reset = this._reset;\n element._playing = this._playing;\n element._scheduledPlay = this._scheduledPlay;\n element._scheduledStop = this._scheduledStop;\n\n element.markAsCloned();\n return element;\n }\n\n private schedulePlay(delay: number = 0): void {\n this._startTimer.stop();\n this._startTimer.removeAllListeners();\n if(delay > 0) {\n this._scheduledPlay = true;\n this._startTimer.once(FrameTimerEvents.Complete, this.play.bind(this));\n this._startTimer.start(delay);\n } else {\n this.play();\n }\n }\n \n private scheduleStop(delay: number = 0): void {\n this._stopTimer.stop();\n this._stopTimer.removeAllListeners();\n if(delay > 0) {\n this._scheduledStop = true;\n this._stopTimer.once(FrameTimerEvents.Complete, this.stop.bind(this));\n this._stopTimer.start(delay);\n } else {\n this.stop();\n }\n }\n \n private play(): void {\n if(this.soundName == null) {\n return;\n }\n if(PlayList.isPlaying(this.soundName)) {\n if(this._reset) {\n this.stop();\n } else {\n return;\n }\n }\n this._startTimer.stop();\n this._startTimer.removeAllListeners();\n this._playing = true;\n this._scheduledPlay = false;\n if(this._loop) {\n PlayList.loop(this.soundName, this._fadeInTime, this._reset);\n } else {\n PlayList.play(this.soundName, this._fadeInTime, this._reset);\n }\n }\n \n private stop(): void {\n if(this.soundName == null) {\n return;\n }\n\n this._stopTimer.stop();\n this._stopTimer.removeAllListeners();\n PlayList.stop(this.soundName, this._fadeOutTime);\n if(this._fadeOutTime) {\n this._stopTimer.once(FrameTimerEvents.Complete, this.reset.bind(this))\n this._stopTimer.start(this._fadeOutTime);\n } else {\n this.reset();\n }\n }\n \n private reset(): void {\n this._startTimer.stop();\n this._startTimer.removeAllListeners();\n this._stopTimer.stop();\n this._stopTimer.removeAllListeners();\n this._playing = false;\n this._scheduledPlay = false;\n this._scheduledStop = false;\n if(this.soundName && PlayList.isPlaying(this.soundName)) {\n PlayList.stop(this.soundName);\n }\n }\n}\n\nexport const SoundElementAttributes = {\n DEBUG: \"Debug\",\n \n NAME: \"Name\",\n LOOP: \"Loop\",\n RESET: \"Reset\",\n FADE_IN: \"FadeIn\",\n FADE_OUT: \"FadeOut\",\n PLAY: \"Play\",\n STOP: \"Stop\"\n};\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/SoundElement.ts\n **/","import {BaseElement} from \"../Components/Elements/Graphics/BaseElement\";\nimport {ArrayUtils, engineComponent, Logger, StringUtils, Utils} from \"neo-common\";\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\nimport {StageController} from \"../Components/StageController\";\nimport {ImageElement, ImageElementAttributes} from \"../Components/Elements/Graphics/ImageElement\";\nimport {ITweenable, Tweens, TweensAttributes} from \"../Components/Effects/Tweens\";\nimport {Attributes} from \"../Utils/Attributes\";\nimport {ShapeElement} from \"../Components/Elements/Graphics/ShapeElement\";\nimport {TextElement} from \"../Components/Elements/Texts/TextElement\";\nimport {IElement} from \"../Components/Elements/Interfaces/IElement\";\n\n@engineComponent(ComponentTypes.DisplayObject)\nexport class TilingImageElement extends PIXI.extras.TilingSprite implements IElement, ITweenable {\n\n private _uid: string;\n private _cache: boolean;\n private _cloned: boolean;\n private __destroyed: boolean;\n private _tweenEngine: string;\n\n private maskImage: ImageElement;\n private maskShape: ShapeElement;\n maskSprite: PIXI.Sprite;\n\n usedInPool: boolean;\n\n static _destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n zIndex: number = 0;\n\n constructor(texture?: PIXI.Texture) {\n super(texture || PIXI.Texture.EMPTY);\n }\n\n get tweenEngine(): string\n {\n return this._tweenEngine;\n }\n\n set tweenEngine(engine: string)\n {\n this._tweenEngine = engine;\n }\n\n public create(node: Element): void\n {\n this.createByNode(node);\n }\n\n createByNode(node: Element): void\n {\n if (DEBUG) {\n if (node.hasAttribute(ImageElementAttributes.DEBUG) && node.getAttribute(ImageElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n // TODO only when creating new\n // Tweens.removeTweens(this);\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n Tweens.removeTweens(this, 'skew');\n\n if (this.name == null) {\n this.name = node.nodeName;\n }\n //this.cacheAsBitmap = false;\n\n if (node.hasAttribute(ImageElementAttributes.IMAGE)) {\n // get loaded image from resources\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.IMAGE));\n\n }\n else if (node.hasAttribute(ImageElementAttributes.FROM_FRAME)) {\n\n if(node.hasAttribute(ImageElementAttributes.FRAME)) {\n let frame = parseInt(node.getAttribute(ImageElementAttributes.FRAME));\n let frameStr = frame < 10 ? '0' + frame : frame;\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.FROM_FRAME) + '00' + frameStr);\n } else {\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.FROM_FRAME));\n }\n } else if (node.hasAttribute(ImageElementAttributes.ANIMATION)) {\n let frame: number = 0;\n if(node.hasAttribute(ImageElementAttributes.FRAME)) {\n frame = parseInt(node.getAttribute(ImageElementAttributes.FRAME));\n }\n let frameStr = frame < 10 ? '0' + frame : frame;\n\n this.texture = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.ANIMATION) + '00' + frameStr);\n }\n\n if (this.texture) {\n if (node.hasAttribute(ImageElementAttributes.ANCHOR)) {\n let anchorPoints = node.getAttribute(ImageElementAttributes.ANCHOR).split(';');\n\n if (anchorPoints.length === 1) {\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[0]);\n } else if (anchorPoints.length === 2){\n this.anchor.x = parseFloat(anchorPoints[0]);\n this.anchor.y = parseFloat(anchorPoints[1]);\n }\n }\n }\n else {\n if (DEBUG) {\n if (!(this.texture && this.texture.baseTexture)) {\n //this.log('ERROR no Image with name: ' + node.getAttribute(ImageElementAttributes.IMAGE));\n this.log('ERROR Image has no texture');\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.TWEEN_ENGINE)) {\n this._tweenEngine = node.getAttribute(ImageElementAttributes.TWEEN_ENGINE);\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.createElement(this, this.getDebugInfo());\n }\n }\n\n this.updateByNode(node);\n }\n\n public updateByNode(node: Element): TilingImageElement\n {\n if (!node) {\n this.logError('No node specified for element update!');\n return;\n }\n\n if (DEBUG) {\n if (node.hasAttribute(ImageElementAttributes.DEBUG) && node.getAttribute(ImageElementAttributes.DEBUG) === 'true') {\n debugger;\n }\n }\n\n if(!node.hasAttribute(ImageElementAttributes.TWEEN_PERSISTENT) || StringUtils.parseBoolean(node.getAttribute(ImageElementAttributes.TWEEN_PERSISTENT)) != true) {\n Tweens.removeTweens(this);\n }\n\n this._cache = Attributes.assignBooleanAttribute(node, ImageElementAttributes.CACHE, this._cache);\n this.visible = Attributes.assignBooleanAttribute(node, ImageElementAttributes.VISIBLE, this.visible);\n this.alpha = Attributes.assignFloatAttribute(node, ImageElementAttributes.ALPHA, this.alpha);\n this.blendMode = this.getBlendModeByString(Attributes.assignStringAttribute(node, ImageElementAttributes.BLEND_MODE, this.blendMode));\n this.pivot.x = Attributes.assignIntAttribute(node, ImageElementAttributes.PIVOT_X, this.pivot.x);\n this.pivot.y = Attributes.assignIntAttribute(node, ImageElementAttributes.PIVOT_Y, this.pivot.y);\n\n if (node.hasAttribute(ImageElementAttributes.ROTATION)) {\n this.rotation = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.ROTATION)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.START_ROTATION)) {\n if (node.getAttribute(ImageElementAttributes.START_ROTATION) === ImageElementAttributes.START_ROTATION) {\n this.rotation = Math.floor(Math.random() * 360) / 100;\n }\n }\n\n this.position.x = Attributes.assignIntAttribute(node, ImageElementAttributes.X, this.position.x);\n this.position.y = Attributes.assignIntAttribute(node, ImageElementAttributes.Y, this.position.y);\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_X)) {\n this.scale.x = parseFloat(node.getAttribute(ImageElementAttributes.SCALE_X));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_Y)) {\n this.scale.y = parseFloat(node.getAttribute(ImageElementAttributes.SCALE_Y));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.TILE_SCALE_X)) {\n this.tileScale.x = parseFloat(node.getAttribute(TilingImageElementAttributes.TILE_SCALE_X));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.TILE_SCALE_Y)) {\n this.tileScale.y = parseFloat(node.getAttribute(TilingImageElementAttributes.TILE_SCALE_Y));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.TILE_POSITION_X)) {\n this.tilePosition.x = parseFloat(node.getAttribute(TilingImageElementAttributes.TILE_POSITION_X));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.TILE_POSITION_Y)) {\n this.tilePosition.y = parseFloat(node.getAttribute(TilingImageElementAttributes.TILE_POSITION_Y));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.HEIGHT)) {\n this._height = parseFloat(node.getAttribute(TilingImageElementAttributes.HEIGHT));\n }\n\n if (node.hasAttribute(TilingImageElementAttributes.WIDTH)) {\n this._width = parseFloat(node.getAttribute(TilingImageElementAttributes.WIDTH));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SKEW_X)) {\n this.skew.x = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.SKEW_X)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SKEW_Y)) {\n this.skew.y = this.degrees2radians(parseFloat(node.getAttribute(ImageElementAttributes.SKEW_Y)));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE)) {\n this.scale.x = parseFloat(node.getAttribute(ImageElementAttributes.SCALE));\n this.scale.y = parseFloat(node.getAttribute(ImageElementAttributes.SCALE));\n }\n\n if (node.hasAttribute(ImageElementAttributes.CLEAR_MASK)) {\n if(this.maskSprite) {\n this.removeChild(this.maskSprite);\n this.maskSprite = null;\n }\n if(this.maskImage) {\n this.removeChild(this.maskImage);\n this.maskImage = null;\n }\n if(this.mask) {\n this.mask = null;\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.MASK)) {\n let next: Element = node.parentElement.firstElementChild;\n while (next != null) {\n if (next.nodeName === node.getAttribute(ImageElementAttributes.MASK)) {\n let doNotHide: boolean = next.getAttribute(ImageElementAttributes.SHOW_MASK) == \"true\";\n if (this.mask && this.maskImage) {\n next.setAttribute(\"Visible\", \"true\");\n this.maskImage.updateByNode(next);\n if (!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n } else if(this.mask && this.maskShape) {\n next.setAttribute(\"Visible\", \"true\");\n this.maskShape.updateByNode(next);\n if (!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n } else {\n switch ( next.getAttribute(\"Class\") ) {\n case \"ImageElement\":\n this.maskImage = new ImageElement();\n next.setAttribute(\"Visible\", \"true\");\n this.maskImage.create(next);\n if(!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n this.addChild(this.maskImage);\n this.mask = this.maskImage;\n break;\n default:\n this.maskShape = new ShapeElement();\n next.setAttribute(\"Visible\", \"true\");\n this.maskShape.create(next);\n if(!doNotHide) {\n next.setAttribute(\"Visible\", \"false\");\n }\n this.addChild(this.maskShape);\n this.mask = this.maskShape;\n break;\n }\n }\n }\n next = next.nextElementSibling;\n }\n\n if (this.mask == null) {\n if (DEBUG) {\n this.log('ERROR no element with name: ' + node.getAttribute(ImageElementAttributes.MASK));\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK)) {\n let image = StageController.getTextureByResourceId(node.getAttribute(ImageElementAttributes.BITMAP_MASK));\n\n if (image != null) {\n this.maskSprite = new PIXI.Sprite(image);\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK_X)) {\n this.maskSprite.position.x = parseFloat(node.getAttribute(ImageElementAttributes.BITMAP_MASK_X));\n }\n if (node.hasAttribute(ImageElementAttributes.BITMAP_MASK_Y)) {\n this.maskSprite.position.y = parseFloat(node.getAttribute(ImageElementAttributes.BITMAP_MASK_Y));\n }\n if (!node.hasAttribute(ImageElementAttributes.BITMAP_MASK_SHOW)) {\n this.addChild(this.maskSprite);\n this.mask = this.maskSprite;\n }\n } else {\n if (DEBUG) {\n this.log('ERROR' + this.componentName + ' no image with name for mask: ' + node.getAttribute(ImageElementAttributes.BITMAP_MASK));\n }\n }\n }\n\n if (node.hasAttribute(ImageElementAttributes.TINT)) {\n let spr: PIXI.Sprite;\n if (node.getAttribute(ImageElementAttributes.TINT) === '0') {\n this.tint = null;\n } else if (node.getAttribute(ImageElementAttributes.TINT) === 'dynamic') {\n this.tint = parseInt(ImageElement.DynamicTint, 16);\n } else {\n this.tint = parseInt(node.getAttribute(ImageElementAttributes.TINT), 16);\n if (this.children != null && this.children[0] != null && this.children[0] instanceof PIXI.Sprite) {\n spr = this.children[0];\n spr.tint = this.tint;\n }\n }\n } else {\n //this.tint = 0xFFFFFF;\n }\n\n this.runPositionTween(node);\n this.runScaleTween(node);\n this.runRotationTween(node);\n this.runAlphaTween(node);\n this.runSkewTween(node);\n this.runTintTween(node);\n this.runTween(node);\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n\n return this;\n }\n\n /**\n * Runs the alpha tween\n * @method runAlphaTween\n * @param node\n * @returns {boolean}\n */\n public runAlphaTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'alpha');\n\n let alphaTween: Array;\n\n let alphaTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ALPHA_TWEEN_POSITION, null);\n\n if (alphaTweenPosition == ImageElementAttributes.ALPHA_TWEEN_POSITION_VALUE.RELATIVE) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN)).map(value => value + this.alpha);\n } else if (alphaTweenPosition == ImageElementAttributes.ALPHA_TWEEN_POSITION_VALUE.SMOOTH) {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN));\n if(alphaTween.length) {\n alphaTween[0] = this.alpha;\n }\n } else {\n alphaTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN));\n }\n\n const alphas: Array = alphaTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ALPHA_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.ALPHA_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.ALPHA_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.ALPHA_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.ALPHA_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ALPHA_TWEEN_KEY_TIMES)) : null;\n\n Tweens.alphaTween(this, {alphas, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the position tween\n * @method runPositionTween\n * @param node\n * @returns {boolean}\n */\n public runPositionTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'position');\n\n let positionTweenX: Array;\n let positionTweenY: Array;\n\n let positionTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_POSITION, null);\n if (positionTweenPosition === ImageElementAttributes.POSITION_TWEEN_POSITION_VALUE.RELATIVE) {\n if(!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X)) {\n positionTweenX = [];\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => {\n positionTweenX.push(this.position.x);\n return value + this.position.y;\n });\n } else if(!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n positionTweenY = [];\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => {\n positionTweenY.push(this.position.y);\n return value + this.position.x;\n });\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => value + this.position.x);\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => value + this.position.y);\n }\n } else {\n if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_X)) {\n positionTweenX = [];\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y)).map(value => {\n positionTweenX.push(this.position.x);\n return value;\n });\n } else if (!node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_Y)) {\n positionTweenY = [];\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X)).map(value => {\n positionTweenY.push(this.position.y);\n return value;\n });\n } else {\n positionTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_X));\n positionTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_Y));\n }\n if (positionTweenPosition == ImageElementAttributes.POSITION_TWEEN_POSITION_VALUE.SMOOTH) {\n if (positionTweenX.length) {\n positionTweenX[0] = this.position.x;\n }\n if (positionTweenY.length) {\n positionTweenY[0] = this.position.y;\n }\n }\n }\n\n const tweenX: Array = positionTweenX || [];\n const tweenY: Array = positionTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.POSITION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.POSITION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.POSITION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_KEY_TIMES)) : null;\n\n let bezierType: string;\n let bezierCurviness: number;\n let bezierPoints: Object;\n let bezierObject: Object;\n let bezierAutoRotate: boolean;\n\n if(node.hasAttribute(ImageElementAttributes.POSITION_TWEEN_BEZIER_POINTS)) {\n bezierType = Attributes.assignStringAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_TYPE, 'thru');\n bezierCurviness = Attributes.assignIntAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_CURVINESS, 1.0);\n bezierPoints = this.formatPoints(node.getAttribute(ImageElementAttributes.POSITION_TWEEN_BEZIER_POINTS));\n bezierAutoRotate = Attributes.assignBooleanAttribute(node, ImageElementAttributes.POSITION_TWEEN_BEZIER_AUTOROTATE, false);\n\n if(bezierType && bezierCurviness && bezierPoints) {\n bezierObject = {type: bezierType, curviness: bezierCurviness, values: bezierPoints, autoRotate: (bezierAutoRotate ? [\"x\", \"y\", \"rotation\", Math.PI/2, true] : false)};\n }\n }\n\n Tweens.positionTween(this, {bezier: bezierObject, tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runSkewTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'skew');\n\n let skewTweenX: Array;\n let skewTweenY: Array;\n\n let skewTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SKEW_TWEEN_POSITION, null);\n if (skewTweenPosition === ImageElementAttributes.SKEW_TWEEN_POSITION_VALUE.RELATIVE) {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value) + this.skew.x) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value) + this.skew.y) : null;\n } else if (skewTweenPosition == ImageElementAttributes.SKEW_TWEEN_POSITION_VALUE.SMOOTH) {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value)) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value)) : null;\n if(skewTweenX && skewTweenX.length) {\n skewTweenX[0] = this.skew.x;\n }\n if(skewTweenY && skewTweenY.length) {\n skewTweenY[0] = this.skew.y;\n }\n } else {\n skewTweenX = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_X) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_X)).map(value => Tweens.degrees2radians(value)) : null;\n skewTweenY = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_Y) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_Y)).map(value => Tweens.degrees2radians(value)) : null;\n }\n\n const tweenX: Array = skewTweenX || [];\n const tweenY: Array = skewTweenY || [];\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SKEW_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.SKEW_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.SKEW_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.SKEW_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.SKEW_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SKEW_TWEEN_KEY_TIMES)) : null;\n\n Tweens.skewTween(this, {tweenX, tweenY, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the rotation tween\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runRotationTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'rotation');\n\n let rotationTween: Array;\n\n let rotationTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ROTATION_TWEEN_POSITION, null);\n if (rotationTweenPosition == ImageElementAttributes.ROTATION_TWEEN_POSITION_VALUE.RELATIVE) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN)).map(value => value + Tweens.radians2degrees(this.rotation));\n } else if (rotationTweenPosition == ImageElementAttributes.ROTATION_TWEEN_POSITION_VALUE.SMOOTH) {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN));\n if(rotationTween.length) {\n rotationTween[0] = Tweens.radians2degrees(this.rotation);\n }\n } else {\n rotationTween = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN));\n }\n\n const degrees: Array = rotationTween || [];\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.ROTATION_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.ROTATION_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.ROTATION_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.ROTATION_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.ROTATION_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.ROTATION_TWEEN_KEY_TIMES)) : null;\n\n Tweens.rotationTween(this, {degrees, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runTintTween(node: Element): boolean {\n if (!node.hasAttribute(ImageElementAttributes.TINT_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'tint');\n\n let tintTween: Array;\n\n\n let tintTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.TINT_TWEEN_POSITION, null);\n if (tintTweenPosition == ImageElementAttributes.TINT_TWEEN_POSITION_VALUE.SMOOTH) {\n tintTween = node.getAttribute(ImageElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n if(tintTween.length) {\n tintTween[0] = this.tint;\n }\n } else {\n tintTween = node.getAttribute(ImageElementAttributes.TINT_TWEEN).split(';').map(value => parseInt(value, 16));\n }\n\n const tweenValues: Array = tintTween || [];\n\n const tween: string = \"tint\";\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.TINT_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.TINT_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.TINT_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.TINT_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.TINT_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.TINT_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.TINT_TWEEN_KEY_TIMES)) : null;\n\n Tweens.colorTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n /**\n * Runs the scale tween\n *\n * @method runScaleTween\n * @param node\n * @returns {boolean}\n */\n public runScaleTween(node: Element): boolean\n {\n if (!node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_X) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_Y) && !node.hasAttribute(ImageElementAttributes.SCALE_TWEEN)) {\n return false;\n }\n\n Tweens.removeTweens(this, 'scale');\n\n let scaleTweenX: Array;\n let scaleTweenY: Array;\n let scaleTween: Array;\n let tweenValues: Array = [];\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_X)) {\n scaleTweenX = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_X));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_Y)) {\n scaleTweenY = ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_Y));\n }\n\n if (node.hasAttribute(ImageElementAttributes.SCALE_TWEEN)) {\n scaleTween = TilingImageElement._getPointsFromPointsAttribute(node.getAttribute(ImageElementAttributes.SCALE_TWEEN)) as Array;\n }\n\n let scaleTweenPosition: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SCALE_TWEEN_POSITION, null);\n\n if (scaleTween && scaleTween.length) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTween.map((value: PIXI.Point) =>\n {\n return {\n 'x': value.x + this.scale.x,\n 'y': value.y + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTween;\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTween;\n }\n } else if (scaleTweenX && scaleTweenY) {\n if (scaleTweenX.length === scaleTweenY.length) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': scaleTweenY[i] + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': scaleTweenY[i]\n } as PIXI.Point;\n });\n }\n }\n } else if (scaleTweenX) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue + this.scale.x,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].x = this.scale.x;\n }\n } else {\n tweenValues = scaleTweenX.map((scaleXValue: number, i: number) =>\n {\n return {\n 'x': scaleXValue,\n 'y': this.scale.y\n } as PIXI.Point;\n });\n }\n } else if (scaleTweenY) {\n if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.RELATIVE) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue + this.scale.y\n } as PIXI.Point;\n });\n } else if (scaleTweenPosition == ImageElementAttributes.SCALE_TWEEN_POSITION_VALUE.SMOOTH) {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n if(tweenValues.length) {\n tweenValues[0].y = this.scale.y;\n }\n } else {\n tweenValues = scaleTweenY.map((scaleYValue: number, i: number) =>\n {\n return {\n 'x': this.scale.x,\n 'y': scaleYValue\n } as PIXI.Point;\n });\n }\n } else {\n return false;\n }\n\n const tweenEase: string = Attributes.assignStringAttribute(node, ImageElementAttributes.SCALE_TWEEN_EASE, null);\n const tweenDuration: number = Attributes.assignIntAttribute(node, ImageElementAttributes.SCALE_TWEEN_DURATION, 120);\n let tweenDelay: number = 0;\n if(node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_DELAY)) {\n let tweenDelayArray: Array = node.getAttribute(ImageElementAttributes.SCALE_TWEEN_DELAY).split(';').map(value => parseInt(value));\n tweenDelay = tweenDelayArray.length == 2 ? Math.round(tweenDelayArray[0] + Math.random()*(tweenDelayArray[1] - tweenDelayArray[0])) : tweenDelayArray[0];\n }\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, ImageElementAttributes.SCALE_TWEEN_LOOP, null);\n const keyTimes: Array = node.hasAttribute(ImageElementAttributes.SCALE_TWEEN_KEY_TIMES) ? ArrayUtils.numberArray(node.getAttribute(ImageElementAttributes.SCALE_TWEEN_KEY_TIMES)) : null;\n\n Tweens.scaleTween(this, {tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop, keyTimes});\n }\n\n public runTween(node: Element): boolean\n {\n if (node.hasAttribute(TweensAttributes.TWEEN)) {\n let tweens: Array = ArrayUtils.stringArray(node.getAttribute(TweensAttributes.TWEEN));\n\n for(let i:number = 0; i = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_VALUES + i));\n const tweenDuration: Array = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_DURATION + i) || \"120\");\n const tweenEase: Array = ArrayUtils.stringArray(node.getAttribute(TweensAttributes.TWEEN_EASE + i) || \"linear\");\n const tweenDelay: Array = ArrayUtils.numberArray(node.getAttribute(TweensAttributes.TWEEN_DELAY + i) || \"0\");\n const tweenLoop: boolean = Attributes.assignBooleanAttribute(node, TweensAttributes.TWEEN_LOOP + i, null);\n\n let tween: string = tweens[i];\n\n Tweens.removeTweens(this, tween);\n\n if(tween == \"scale\") {\n tween = \"scale.x\";\n tweens[i] = \"scale.y\";\n i--;\n }\n\n Tweens.customTween(this, {tween, tweenValues, tweenEase, tweenDuration, tweenDelay, tweenLoop});\n }\n }\n\n return false;\n }\n\n /**\n * Clone method used for cloning instance of this element with his main properties.\n * @method clone\n * @return ImageElement\n */\n clone(): TilingImageElement\n {\n let element: TilingImageElement = new TilingImageElement();\n element.removeChildren();\n\n if (this.texture != null) {\n element.texture = this.texture;\n }\n\n element.position.x = this.position.x;\n element.position.y = this.position.y;\n element.pivot.x = this.pivot.x;\n element.pivot.y = this.pivot.y;\n element.scale.x = this.scale.x;\n element.scale.y = this.scale.y;\n element._width = this._width;\n element._height = this._height;\n element.rotation = this.rotation;\n element.visible = this.visible;\n element.alpha = this.alpha;\n element.anchor = this.anchor;\n element.tint = this.tint;\n element.blendMode = this.blendMode;\n element.name = this.name;\n element._cache = this._cache;\n element._tweenEngine = this._tweenEngine;\n\n if (element._cache) {\n //element.cacheAsBitmap = true;\n } else {\n //element.cacheAsBitmap = false;\n }\n\n if (this.maskSprite != null) {\n let elementMask = new PIXI.Sprite(( this.maskSprite).texture);\n elementMask.position.x = this.maskSprite.position.x;\n elementMask.position.y = this.maskSprite.position.y;\n\n element.maskSprite = elementMask;\n element.addChild(elementMask);\n element.mask = elementMask;\n }\n if (this.maskImage != null) {\n element.maskImage = this.maskImage.clone();\n element.addChild(element.maskImage);\n element.mask = element.maskImage;\n }\n if (this.maskShape != null) {\n element.maskShape = this.maskShape.clone();\n element.addChild(element.maskShape);\n element.mask = element.maskShape;\n }\n\n element.markAsCloned(); // must be called last before return!\n\n return element;\n }\n\n /**\n *\n * @param options\n */\n protected internalDestroy(options?: PIXI.DestroyOptions | boolean): void\n {\n Tweens.removeTweens(this, 'alpha');\n Tweens.removeTweens(this, 'position');\n Tweens.removeTweens(this, 'rotation');\n Tweens.removeTweens(this, 'scale');\n Tweens.removeTweens(this, 'skew');\n\n this.texture = null;\n }\n\n getDebugInfo(): string\n {\n if (DEBUG) {\n let debugInfoFn = this.debugInfo;\n return debugInfoFn ? debugInfoFn.call(this) : `${this.uid}\\nName: [${this.name}]`;\n }\n return '';\n }\n\n debugInfo(): string\n {\n if (DEBUG) {\n let result = `${this.uid}\\nName: [${this.name}]`;\n let imgurl = this.texture && this.texture.baseTexture ? this.texture.baseTexture.imageUrl : '';\n if (!StringUtils.isNullOrEmpty(imgurl)) {\n result += '\\nUrl: ' + imgurl;\n }\n return result;\n }\n return '';\n }\n\n /**\n * @property cloned - indicates if element was cloned or not.\n * @returns {boolean}\n */\n public get cloned(): boolean\n {\n return this._cloned;\n }\n\n public get destroyed(): boolean\n {\n return this.__destroyed;\n }\n\n /**\n * @property uid - unique identifier of element.\n * @returns {string}\n */\n public get uid(): string\n {\n return this._uid;\n }\n\n /**\n * @protected componentName - component type name.\n * @returns {string}\n */\n public get componentName(): string\n {\n return (this as any).__componentName__;\n }\n\n destroy(options?: PIXI.DestroyOptions | boolean): void\n {\n this.assertDestroyed('destroy');\n\n if (Utils.isNullOrUndefined(options)) {\n options = ImageElement._destroyOptions;\n }\n\n this.internalDestroy(options);\n\n if (!Utils.isNullOrUndefined(this.children)) {\n super.destroy(options);\n }\n\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.destroy(this);\n }\n }\n\n this.__destroyed = true;\n }\n\n protected assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * Converts string from \"points attribute\" into array of points. E.g. \"(1,6);(5,2);2;(2,4)\". Point can be specified as single value for both axex.\n * @method _getPointsFromPointsAttribute\n * @return Array\n */\n private static _getPointsFromPointsAttribute(pointsString: string): Array<{x: number, y: number}>\n {\n if (!pointsString) {\n return [];\n }\n\n return pointsString\n .replace(/\\s/g, '')\n .split(';')\n .map((valuesPair: string) => /\\(|\\)/.test(valuesPair) ? valuesPair.slice(1, -1).split(',') : [valuesPair, valuesPair])\n .map((valuesPair: Array) =>\n {\n return {x: parseFloat(valuesPair[0]), y: parseFloat(valuesPair[1])};\n });\n };\n\n /**\n * Marks element as cloned\n */\n protected _markAsCloned(): void\n {\n this.markAsCloned();\n }\n\n /**\n * Marks element as cloned\n */\n markAsCloned(): void\n {\n this._assertDestroyed('markAsCloned()');\n this._cloned = true;\n\n // NOTE(psulek) Do not join these two ifs into one, required 2 ifs for webpack optimization\n if (DEBUG) {\n if (PERFDEBUG_ENABLED) {\n PerfDebug.clone(this);\n\n PerfDebug.updateDebugInfo(this, this.getDebugInfo());\n }\n }\n }\n\n /**\n *\n * @param method\n * @private\n */\n protected _assertDestroyed(method: string): void\n {\n if (DEBUG) {\n if (this.__destroyed) {\n throw new Error(`${this.componentName}[${this.uid}] was already destroyed, calling method '${method}'`);\n }\n }\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n removeAndDestroyChildren(): void\n {\n this._removeAndDestroyChildren();\n }\n\n /**\n * @method removeAndDestroyChildren - recursivelly destroy and remove whole children tree.\n */\n protected _removeAndDestroyChildren(): void\n {\n this._assertDestroyed('_removeAndDestroyChildren');\n\n let destroyOptions: PIXI.DestroyOptions = {\n children: true\n };\n\n if (this.children != null && this.children.length > 0) {\n for (let i = this.children.length - 1; i >= 0; i--) {\n if (this.children[i] != null) {\n (this.children[i] as any).destroy(destroyOptions);\n }\n }\n }\n\n this.removeChildren();\n }\n\n /**\n *\n * @param degrees\n * @returns {number}\n */\n public degrees2radians(degrees: number): number\n {\n return degrees * (Math.PI / 180);\n }\n\n /**\n * Important! The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @param mode\n * @returns {number}\n */\n public getBlendModeByString(mode: string): number\n {\n mode = mode.toString();\n switch (mode) {\n case '0':\n case 'normal':\n return PIXI.BLEND_MODES.NORMAL;\n case '1':\n case 'add':\n return PIXI.BLEND_MODES.ADD;\n case '2':\n case 'multiply':\n return PIXI.BLEND_MODES.MULTIPLY;\n case '3':\n case 'screen':\n return PIXI.BLEND_MODES.SCREEN;\n case '4':\n case 'overlay':\n return PIXI.BLEND_MODES.OVERLAY;\n case '5':\n case 'darken':\n return PIXI.BLEND_MODES.DARKEN;\n case '6':\n case 'lighten':\n return PIXI.BLEND_MODES.LIGHTEN;\n case '7':\n case 'color_dodge':\n return PIXI.BLEND_MODES.COLOR_DODGE;\n case '8':\n case 'color_burn':\n return PIXI.BLEND_MODES.COLOR_BURN;\n case '9':\n case 'hard_light':\n return PIXI.BLEND_MODES.HARD_LIGHT;\n case '10':\n case 'soft_light':\n return PIXI.BLEND_MODES.SOFT_LIGHT;\n case '11':\n case 'difference':\n return PIXI.BLEND_MODES.DIFFERENCE;\n case '12':\n case 'exclusion':\n return PIXI.BLEND_MODES.EXCLUSION;\n case '13':\n case 'hue':\n return PIXI.BLEND_MODES.HUE;\n case '14':\n case 'saturation':\n return PIXI.BLEND_MODES.SATURATION;\n case '15':\n case 'color':\n return PIXI.BLEND_MODES.COLOR;\n case '16':\n case 'luminosity':\n return PIXI.BLEND_MODES.LUMINOSITY;\n default:\n if (DEBUG) {\n this.log('ERROR Unknown blending mode ' + mode + '. Used default mode NORMAL.');\n }\n return PIXI.BLEND_MODES.NORMAL;\n }\n }\n\n /**\n * Prints output on screen inside element with specified debug content\n */\n protected _printDebugInfo(text: any, node?: Element)\n {\n if (DEBUG) {\n if (this.getChildByName(ImageElementAttributes.DEBUG_INFO) != null) {\n this.removeChild(this.getChildByName(ImageElementAttributes.DEBUG_INFO));\n }\n if (node == undefined || (node.hasAttribute(ImageElementAttributes.DEBUG_INFO) && node.getAttribute(ImageElementAttributes.DEBUG_INFO) === 'true')) {\n // test\n /*let border = new ShapeElement();\n border.beginFill(0xFFFFFF, 0);\n border.lineStyle(2, 0xff0000);\n border.drawRect(0, 0, this._textures[0].width, this._textures[0].height);\n this.addChild(border);*/\n\n let textInfo = new TextElement();\n textInfo.name = ImageElementAttributes.DEBUG_INFO;\n textInfo.x = textInfo.y = 0;\n textInfo.style.fill = 0xFF0000;\n textInfo.style.fontSize = 10;\n textInfo.text = JSON.stringify(text, null, 4);\n\n this.addChild(textInfo);\n }\n }\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @return void\n */\n protected log(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n\n /**\n * Log error into console\n * @param s\n */\n protected logError(s: string): void\n {\n if (DEBUG) {\n let compName = (this as any).__componentName__;\n Logger.errorGroup(compName, s);\n }\n }\n\n /**\n *\n * @param {string} value\n * @param {string} id\n * @param {boolean} useGlobal\n * @returns {number}\n */\n private formatPoint(value: string, id: string, useGlobal: boolean = false): number {\n let result: number;\n if (value == \"c\") {\n result = this[id];\n } else {\n if (useGlobal) {\n result = this[id] + (parseInt(value) - this.getGlobalPosition()[id]);\n } else {\n result = parseInt(value);\n }\n }\n\n return result;\n }\n\n /**\n *\n * @param {string} points\n * @param {boolean} useGlobal\n * @returns {Array}\n */\n private formatPoints(points: string, useGlobal: boolean = false): Array {\n let result: Array = [];\n let regex = /\\[(.*?)\\]/g;\n let data = points.match(regex);\n\n for (let i: number = 0; i < data.length; i++) {\n let pointArray = data[i].substring(1, data[i].length - 1).split(',');\n\n if (pointArray.length == 2) {\n let x = this.formatPoint(pointArray[0], \"x\", useGlobal);\n let y = this.formatPoint(pointArray[1], \"y\", useGlobal);\n\n //let point: PIXI.Point = new PIXI.Point(x, y);\n let objectPoint: Object = {x: x, y: y};\n result.push(objectPoint);\n }\n }\n\n return result;\n }\n}\n\nexport const TilingImageElementAttributes = {\n HEIGHT: \"Height\",\n TILE_POSITION_X: \"TilePositionX\",\n TILE_POSITION_Y: \"TilePositionY\",\n TILE_SCALE_X: \"TileScaleX\",\n TILE_SCALE_Y: \"TileScaleY\",\n WIDTH: \"Width\",\n};\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/CustomComponents/TilingImageElement.ts\n **/","import {engineComponent, ArrayUtils} from 'neo-common';\nimport {ContainerElement} from '../Components/Elements/Graphics/ContainerElement';\nimport {PaylinesDefinitions} from './PaylinesDefinitions';\nimport {Payline} from './Payline';\nimport {Configuration} from '../Components/Configuration';\nimport {ComponentTypes} from \"../Components/ComponentTypes\";\n\n/**\n * Paylines class is holder for all paylines.\n * Paylines define behaviour of paylines on screen.\n * @class Paylines\n * @extends ContainerElement\n */\n@engineComponent(ComponentTypes.DisplayObject)\nexport class PaylinesSelector extends ContainerElement {\n\n private _paylineIDs: Array;\n private _paylines: Array;\n\n constructor() {\n super();\n\n this._paylines = [];\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n createByNode(node: Element) {\n super.createByNode(node);\n\n /*\n * Name of config for paylines.\n * @property Configs\n * @type string\n * @default null\n */\n if (node.hasAttribute('Configs')) {\n var configs: Array = node.getAttribute('Configs').split(';');\n for (var i: number = 0; i < configs.length; i++) {\n var config: Element = Configuration.Configurations[configs[i]];\n if (config != null) {\n this.configurate(config);\n }\n }\n }\n\n if (this.childs != null) {\n for (var key in this.childs) {\n if (this.childs[key] instanceof Payline) {\n this._paylines.push(this.childs[key]);\n }\n }\n }\n }\n\n /**\n * Get attributes from configuration and set up supported properties.\n * @method configurate\n * @param node is Element from xml\n * @return void\n */\n configurate(node: Element): void {\n /*\n * PaylineIDs defines ids of payline used for game.\n * @property PaylineIDs\n * @type Array\n * @default null\n */\n if (node.hasAttribute('PaylineIDs')) {\n this._paylineIDs = ArrayUtils.numberArray(node.getAttribute('PaylineIDs'));\n }\n }\n\n /**\n * Reset all paylines to case NORMAL.\n * @method reset\n * @return void\n */\n reset(): void {\n this.visible = false;\n }\n\n select(): void {\n this.visible = true;\n for (var i: number = 0; i < this._paylines.length; i++) {\n this._paylines[i].goToCase(Payline.CaseSelect);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/GameComponents/PaylinesSelector.ts\n **/","import {engineComponent, StringUtils, Utils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"../Elements/HtmlContainerElement\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\nimport {BaseActions} from \"../../Channels/Common/Actions/BaseActions\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlBetSelectorContainerElement extends HtmlContainerElement\n{\n private _popup: HTMLDivElement;\n private _values: Array;\n private _height: string;\n\n protected block: boolean;\n protected timeout: number;\n\n constructor() {\n super();\n\n BetManager.CoinCountContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n this._popup = (document.createElement('div'));\n this._popup.classList.add('display');\n this._popup.classList.add('popupBig');\n\n if(this.instance != null) {\n this.instance.appendChild(this._popup);\n }\n\n this.block = true;\n this.createTimeout();\n }\n\n addValues(): void\n {\n if(AppContext.gameConfiguration.UseCoins && BetManager.Coins != null && BetManager.CoinSize != null && this._popup != null) {\n this._values = [];\n this._popup.innerHTML = ''\n let i: number = 0;\n for(let key in BetManager.Coins) {\n if(BetManager.CoinSize === parseFloat(key)) {\n for(let j: number = 0; j < BetManager.Coins[key].length; j++) {\n BetManager.Coins[key].sort(BetManager.sortNumber);\n BetManager.Coins[key].reverse();\n\n let popupItem: HTMLDivElement = (document.createElement('div'));\n popupItem.classList.add('popupItem');\n popupItem.onclick = this.onValueClick.bind(this);\n popupItem.setAttribute('CoinCount', BetManager.Coins[key][j].toString());\n if(BetManager.CoinCount != null && BetManager.CoinCount == BetManager.Coins[key][j]) {\n popupItem.classList.add('_active');\n }\n let popupItemValue: HTMLDivElement = (document.createElement('div'));\n popupItemValue.classList.add('popupValue');\n popupItemValue.innerText = BetManager.Coins[key][j].toString();\n\n popupItem.appendChild(popupItemValue);\n this._values.push(popupItem);\n this._popup.appendChild(popupItem);\n i++;\n }\n }\n }\n\n this._height = (60 * i + 48) + 'px';\n }\n }\n\n private onValueClick(e: any): void\n {\n if (this.block) {\n return;\n }\n\n this.setTimeout();\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('CoinCount') && BetManager.CoinCount != null) {\n let coinCount:number = parseFloat(e.currentTarget.getAttribute('CoinCount'));\n if(coinCount === BetManager.CoinCount) {\n this.disable();\n } else {\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('CoinCount')) {\n if(parseFloat(this._values[i].getAttribute('CoinCount')) === coinCount) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n HtmlController.dispatchAction(BaseActions.ActionCoinCountSelectValue + coinCount);\n this.disable();\n }\n }\n }\n }\n\n changeValue(): void\n {\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('CoinCount')) {\n if(parseFloat(this._values[i].getAttribute('CoinCount')) === BetManager.CoinCount) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n }\n }\n\n toggle(): void\n {\n if(this._values != null && this._values.length <= 1) {\n return;\n }\n\n if(this.instance != null) {\n if(this.instance.classList.contains('_disabled')) {\n this.block = false;\n this.setTimeout();\n if(this._height != null) {\n this.instance.style.height = this._height;\n }\n this.instance.classList.remove('_disabled');\n } else {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n disable(): void\n {\n if(this.instance != null) {\n if(!this.instance.classList.contains('_disabled')) {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n protected createTimeout(): void {\n this.timeout = null;\n }\n\n protected setTimeout(): void {\n this.clearTimeOut();\n\n const duration = AppContext.gameConfiguration.SelectorRolloutDuration;\n\n if (duration > 0) {\n this.timeout = setTimeout((): void => {\n this.disable();\n }, duration * 1000);\n }\n }\n\n protected clearTimeOut(): void {\n if (!Utils.isNullOrUndefined(this.timeout)) {\n clearTimeout(this.timeout);\n\n this.timeout = null;\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlBetSelectorContainerElement.ts\n **/","import {engineComponent, StringUtils, Utils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"../Elements/HtmlContainerElement\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\nimport {BaseActions} from \"../../Channels/Common/Actions/BaseActions\";\nimport {Languages} from \"../../Utils/Languages\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlBetSelectorContainerElement2 extends HtmlContainerElement\n{\n private _popup: HTMLDivElement;\n private _values: Array;\n private _height: string;\n\n protected block: boolean;\n protected timeout: number;\n\n constructor() {\n super();\n\n BetManager.BetContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n this._popup = (document.createElement('div'));\n this._popup.classList.add('display');\n this._popup.classList.add('popupBig');\n\n if(this.instance != null) {\n this.instance.appendChild(this._popup);\n }\n\n this.block = true;\n this.createTimeout();\n }\n\n addValues(): void\n {\n if(!AppContext.gameConfiguration.UseCoins && BetManager.TotalBets != null && this._popup != null) {\n this._values = [];\n this._popup.innerHTML = ''\n let count: number = 0;\n for(let i: number = BetManager.TotalBets.length - 1; i >= 0; i--) {\n let popupItem: HTMLDivElement = (document.createElement('div'));\n popupItem.classList.add('popupItem');\n popupItem.onclick = this.onValueClick.bind(this);\n popupItem.setAttribute('Bet', BetManager.TotalBets[i].toString());\n if(BetManager.Bet != null && BetManager.Bet == BetManager.TotalBets[i]) {\n popupItem.classList.add('_active');\n }\n let popupItemValue: HTMLDivElement = (document.createElement('div'));\n popupItemValue.classList.add('popupValue');\n\n popupItemValue.innerText = Languages.formatText(Languages.FormatMoney, BetManager.TotalBets[i].toString());\n\n popupItem.appendChild(popupItemValue);\n this._values.push(popupItem);\n this._popup.appendChild(popupItem);\n count++;\n }\n\n this._height = (60 * count + 48) + 'px';\n }\n }\n\n private onValueClick(e: any): void\n {\n if (this.block) {\n return;\n }\n\n this.setTimeout();\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Bet') && BetManager.Bet != null) {\n let bet:number = parseFloat(e.currentTarget.getAttribute('Bet'));\n if(bet === BetManager.Bet) {\n this.disable();\n } else {\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('Bet')) {\n if(parseFloat(this._values[i].getAttribute('Bet')) === bet) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n HtmlController.dispatchAction(BaseActions.ActionBetSelectValue + bet);\n this.disable();\n }\n }\n }\n }\n\n changeValue(): void\n {\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('Bet')) {\n if(parseFloat(this._values[i].getAttribute('Bet')) === BetManager.Bet) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n }\n }\n\n toggle(): void\n {\n if(this._values != null && this._values.length <= 1) {\n return;\n }\n\n if(this.instance != null) {\n if(this.instance.classList.contains('_disabled')) {\n this.block = false;\n this.setTimeout();\n if(this._height != null) {\n this.instance.style.height = this._height;\n }\n this.instance.classList.remove('_disabled');\n } else {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n disable(): void\n {\n if(this.instance != null) {\n if(!this.instance.classList.contains('_disabled')) {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n protected createTimeout(): void {\n this.timeout = null;\n }\n\n protected setTimeout(): void {\n this.clearTimeOut();\n\n const duration = AppContext.gameConfiguration.SelectorRolloutDuration;\n\n if (duration > 0) {\n this.timeout = setTimeout((): void => {\n this.disable();\n }, duration * 1000);\n }\n }\n\n protected clearTimeOut(): void {\n if (!Utils.isNullOrUndefined(this.timeout)) {\n clearTimeout(this.timeout);\n\n this.timeout = null;\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlBetSelectorContainerElement2.ts\n **/","import {engineComponent, StringUtils, Utils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"../Elements/HtmlContainerElement\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\nimport {BaseActions} from \"../../Channels/Common/Actions/BaseActions\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlDenomContainerElement extends HtmlContainerElement\n{\n\n private _popup: HTMLDivElement;\n private _values: Array;\n private _height: string;\n\n protected block: boolean;\n protected timeout: number;\n\n constructor() {\n super();\n\n BetManager.DenomContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n this._popup = (document.createElement('div'));\n this._popup.classList.add('display');\n this._popup.classList.add('popupBig');\n\n if(this.instance != null) {\n this.instance.appendChild(this._popup);\n }\n\n this.block = true;\n this.createTimeout();\n }\n\n addValues(): void\n {\n if(this._values == null && AppContext.gameConfiguration.UseCoins && BetManager.Coins != null && this._popup != null) {\n this._values = [];\n let i: number = 0;\n let coinSizes: Array = [];\n for(let key in BetManager.Coins) {\n coinSizes.push(key);\n }\n coinSizes.sort(BetManager.sortNumber);\n coinSizes.reverse();\n\n for(i = 0; i < coinSizes.length; i++) {\n let popupItem: HTMLDivElement = (document.createElement('div'));\n popupItem.classList.add('popupItem');\n popupItem.onclick = this.onValueClick.bind(this);\n popupItem.setAttribute('CoinSize', coinSizes[i]);\n if(BetManager.CoinSize != null && BetManager.CoinSize == parseFloat(coinSizes[i])) {\n popupItem.classList.add('_active');\n }\n let popupItemValue: HTMLDivElement = (document.createElement('div'));\n popupItemValue.classList.add('popupValue');\n popupItemValue.innerText = coinSizes[i];\n\n popupItem.appendChild(popupItemValue);\n this._values.push(popupItem);\n this._popup.appendChild(popupItem);\n }\n\n this._height = (60 * i + 48) + 'px';\n }\n }\n\n private onValueClick(e: any): void\n {\n if (this.block) {\n return;\n }\n\n this.setTimeout();\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('CoinSize') && BetManager.CoinSize != null) {\n let coinSize:number = parseFloat(e.currentTarget.getAttribute('CoinSize'));\n if(coinSize === BetManager.CoinSize) {\n this.disable();\n } else {\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('CoinSize')) {\n if(parseFloat(this._values[i].getAttribute('CoinSize')) === coinSize) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n HtmlController.dispatchAction(BaseActions.ActionDenomSelectValue + coinSize);\n this.disable();\n }\n }\n }\n }\n\n toggle(): void\n {\n if(this._values != null && this._values.length <= 1) {\n return;\n }\n if(this.instance != null) {\n if(this.instance.classList.contains('_disabled')) {\n this.block = false;\n this.setTimeout();\n if(this._height != null) {\n this.instance.style.height = this._height;\n }\n this.instance.classList.remove('_disabled');\n } else {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n disable(): void\n {\n if(this.instance != null) {\n if(!this.instance.classList.contains('_disabled')) {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n protected createTimeout(): void {\n this.timeout = null;\n }\n\n protected setTimeout(): void {\n this.clearTimeOut();\n\n const duration = AppContext.gameConfiguration.SelectorRolloutDuration;\n\n if (duration > 0) {\n this.timeout = setTimeout((): void => {\n this.disable();\n }, duration * 1000);\n }\n }\n\n protected clearTimeOut(): void {\n if (!Utils.isNullOrUndefined(this.timeout)) {\n clearTimeout(this.timeout);\n\n this.timeout = null;\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlDenomContainerElement.ts\n **/","import {engineComponent, StringUtils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlButtonElement} from \"../Elements/HtmlButtonElement\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlHideButtonElement extends HtmlButtonElement\n{\n static Buttons: { [hideClass: string]: Array; } = {};\n\n private _hideClass: string = '';\n\n constructor() {\n super();\n }\n\n create(node: Element): void {\n super.create(node);\n\n HtmlController.HideButtons.push(this);\n\n if(node.hasAttribute('HideClass')) {\n this._hideClass = node.getAttribute('HideClass');\n if(HtmlHideButtonElement.Buttons[this._hideClass] == null) {\n HtmlHideButtonElement.Buttons[this._hideClass] = [];\n }\n HtmlHideButtonElement.Buttons[this._hideClass].push(this);\n }\n\n if(this.instance != null) {\n if(!AppContext.gameConfiguration.HideAmountsEnabled) {\n this.instance.classList.add('_hidden');\n }\n this.instance.onclick = this.toggle.bind(this);\n }\n }\n\n public unHide(credit: boolean = false): void\n {\n if(this.instance != null && this._hideClass != '' && (this._hideClass === '_hideBet' || (credit && this._hideClass === '_hideCredit'))) {\n let elements: HTMLCollectionOf = document.getElementsByClassName(this._hideClass);\n let display: string = 'block';\n\n if(HtmlHideButtonElement.Buttons[this._hideClass] != null && HtmlHideButtonElement.Buttons[this._hideClass].length > 0) {\n for (var j: number = 0; j < HtmlHideButtonElement.Buttons[this._hideClass].length; j++) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance != null) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_off')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.remove('_off');\n if(!HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_on')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.add('_on');\n }\n }\n }\n }\n }\n\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.style.display = display;\n }\n }\n\n if(this._hideClass === '_hideCredit') {\n if(display === 'block') {\n AppContext.current.setHideAmounts(false);\n } else {\n AppContext.current.setHideAmounts(true);\n }\n }\n }\n }\n\n public hide(credit: boolean = false): void\n {\n if(this.instance != null && this._hideClass != '' && (this._hideClass === '_hideBet' || (credit && this._hideClass === '_hideCredit'))) {\n let elements: HTMLCollectionOf = document.getElementsByClassName(this._hideClass);\n let display: string = 'none';\n\n if(HtmlHideButtonElement.Buttons[this._hideClass] != null && HtmlHideButtonElement.Buttons[this._hideClass].length > 0) {\n for (var j: number = 0; j < HtmlHideButtonElement.Buttons[this._hideClass].length; j++) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance != null) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_on')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.remove('_on');\n if(!HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_off')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.add('_off');\n }\n }\n }\n }\n }\n\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.style.display = display;\n }\n }\n\n if(this._hideClass === '_hideCredit') {\n if(display === 'block') {\n AppContext.current.setHideAmounts(false);\n } else {\n AppContext.current.setHideAmounts(true);\n }\n }\n }\n }\n\n public toggle(): void\n {\n if(this.instance != null && this._hideClass != '') {\n PlayList.play('SND_Click');\n let elements: HTMLCollectionOf = document.getElementsByClassName(this._hideClass);\n let display: string = 'none';\n\n if(HtmlHideButtonElement.Buttons[this._hideClass] != null && HtmlHideButtonElement.Buttons[this._hideClass].length > 0) {\n for (var j: number = 0; j < HtmlHideButtonElement.Buttons[this._hideClass].length; j++) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance != null) {\n if(HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_on')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.remove('_on');\n if(!HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_off')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.add('_off');\n }\n } else {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.remove('_off');\n if(!HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.contains('_on')) {\n HtmlHideButtonElement.Buttons[this._hideClass][j].instance.classList.add('_on');\n display = 'block';\n }\n }\n }\n }\n }\n\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.style.display = display;\n }\n }\n\n if(this._hideClass === '_hideCredit') {\n if(display === 'block') {\n AppContext.current.setHideAmounts(false);\n } else {\n AppContext.current.setHideAmounts(true);\n }\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlHideButtonElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlContainerElement} from './HtmlContainerElement';\nimport {HtmlController} from '../HtmlController';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {Scaling} from '../../Utils/Scaling';\nimport {AppContext} from '../../../Common/AppContext';\nimport {DataManager} from \"../../Managers/DataManager\";\n\n/**\n * HtmlButtonElement id
element with behaviour of button.\n * Can have also text inside of div.\n * Example:\n *
Text
\n *\n * @class HtmlButtonElement\n * @extends HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlButtonElement extends HtmlContainerElement {\n\n static Click: string = 'click';\n static TouchStart: string = 'touchstart';\n static TouchEnd: string = 'touchend';\n static MouseOver: string = 'mouseover';\n\n action: string;\n uiaction: Array;\n\n private touchLock: boolean;\n private touchLockTimer: number;\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n /*\n * UIAction will handle click on this element and run uiaction on controller.\n * @property UIAction\n * @type string\n * @default null\n */\n if (node.hasAttribute('UIAction')) {\n this.uiaction = node.getAttribute('UIAction').split(';');\n if(!node.hasAttribute('Test')) {\n this.setTestAttributes(node.getAttribute('UIAction'));\n } else {\n this.instance.dataset[\"test\"] = node.getAttribute('Test');\n }\n for (var i: number = 0; i < this.uiaction.length; i++) {\n HtmlController.registerUiActionElement(this.uiaction[i], this);\n }\n }\n\n /*\n * Action will handle click on this element and run action on controller.\n * @property Action\n * @type string\n * @default null\n */\n if (node.hasAttribute('Action')) {\n this.action = node.getAttribute('Action');\n this.setTestAttributes(node.getAttribute('Action'));\n\n HtmlController.registerActionElement(node.getAttribute('Action'), this);\n }\n\n /*\n * Test is html data attribute for automated testing support.\n * @property Test\n * @type string\n * @default null\n */\n if (node.hasAttribute('Test')) {\n this.instance.dataset[\"test\"] = node.getAttribute('Test');\n }\n\n if (this.action != null || this.uiaction != null) {\n this.instance.addEventListener(HtmlButtonElement.Click, this.onClick.bind(this));\n if (this.action != null) {\n this.instance.classList.add(HtmlController.DisabledClass);\n }\n\n //sticky hover fix\n this.instance.addEventListener(HtmlButtonElement.TouchStart, this.onTouchStart.bind(this));\n this.instance.addEventListener(HtmlButtonElement.TouchEnd, this.onTouchEnd.bind(this));\n\n this.instance.addEventListener(\"gesturestart\", Scaling.preventPropagation);\n this.instance.addEventListener(\"gesturechange\", Scaling.preventPropagation);\n this.instance.addEventListener(\"gestureend\", Scaling.preventPropagation);\n this.instance.addEventListener(\"touchmove\", Scaling.preventPropagation);\n\n if(AppContext.gameDefinition.ClientHostType !== 'Mobile') {\n this.instance.addEventListener(HtmlButtonElement.MouseOver, this.onMouseOver.bind(this));\n }\n }\n }\n\n setTestAttributes(action: string): void {\n this.instance.dataset[\"test\"] = this.renameTestAttributeValue(action);\n }\n renameTestAttributeValue(action: string): string {\n let isGamblePortraitButton: boolean = action.indexOf('GAMBLE_') != -1 && this.instance.classList.contains('btnGamble');\n action = isGamblePortraitButton ? `${action}_PORTRAIT` : action;\n switch (action) {\n case 'QUICKSPIN_DIALOG_OFF':\n if (this.instance.classList.contains('smallCloseBtn'))\n return 'QUICKSPIN_DIALOG_CLOSE';\n return 'QUICKSPIN_DIALOG_NO';\n case 'QUICKSPIN_TOGGLE;QUICKSPIN_DIALOG_OFF':\n return 'QUICKSPIN_DIALOG_YES';\n case 'SETTINGS_OFF':\n if (this.instance.classList.contains('smallCloseBtn'))\n return 'SETTINGS_CLOSE';\n if (this.instance.classList.contains('dialogBtn') || this.instance.classList.contains('settingsPageBtn'))\n return 'SETTINGS_OK';\n return 'SETTINGS_BACK';\n case 'QUICKSPIN_TOGGLE':\n return 'SETTINGS_TOGGLE';\n case 'EMPTY':\n return 'SIMILAR_GAMES_EXIT';\n case 'EXIT2':\n return 'EXIT_GAME';\n case 'EXIT':\n return 'HOME';\n case 'HELP_OFF':\n if(this.instance.classList.contains('closeBtn'))\n return 'HELP_CLOSE';\n return 'HELP_BACK';\n case 'PAYTABLE_OFF':\n if(this.instance.classList.contains('closeBtn'))\n return 'PAYTABLE_CLOSE';\n return 'PAYTABLE_BACK';\n case 'SETTINGS_ON':\n return 'SETTINGS';\n case 'HELP_ON':\n return 'HELP';\n case 'PAYTABLE_ON':\n return 'PAYTABLE';\n default:\n return action;\n }\n }\n\n registerEvents(): void\n {\n if (this.action != null || this.uiaction != null) {\n this.instance.addEventListener(HtmlButtonElement.Click, this.onClick.bind(this));\n if (this.action != null) {\n this.instance.classList.add(HtmlController.DisabledClass);\n }\n }\n }\n\n /**\n * Handler for click event.\n * Dispatch action for HtmlController.\n * @method onClick\n * @return void\n */\n onClick(e?: Event): void {\n if (DEBUG) {\n this.log('onClick action: ' + this.action + ' uiaction: ' + this.uiaction);\n }\n\n if(this.instance != null && !this.instance.classList.contains(HtmlController.DisabledClass)) {\n if (e && !e.isTrusted && AppContext.gameConfiguration.DisableUntrustedClicks) {\n //due to BUG 2225\n if (AppContext.gameDefinition.ClientHostType !== 'Mobile') {\n this.log(`Untrusted action: ${this.action}, ui: ${this.action}`);\n return;\n }\n }\n if (e && e.isTrusted) {\n DataManager.addTrustedUserAction(this.action);\n }\n if (this.action != null) {\n HtmlController.dispatchAction(this.action);\n }\n\n if (this.uiaction != null) {\n for (var i: number = 0; i < this.uiaction.length; i++) {\n HtmlController.dispatchUiAction(this.uiaction[i]);\n }\n }\n }\n }\n\n onTouchStart(): void\n {\n clearTimeout(this.touchLockTimer);\n this.touchLock = true;\n\n if(this.instance != null && !this.instance.classList.contains(\"noHover\")) {\n this.instance.classList.add(\"noHover\");\n }\n }\n\n onTouchEnd(): void\n {\n this.touchLockTimer = setTimeout(() => {\n this.touchLock = false;\n }, 20);\n }\n\n onMouseOver(): void\n {\n if(this.instance != null && this.instance.classList.contains(\"noHover\") && !this.touchLock) {\n this.instance.classList.remove(\"noHover\");\n }\n }\n\n /**\n * Enable / disable button.\n * @method changeState\n * @param value boolean\n * @return void\n */\n changeState(value: boolean): void {\n if (this.instance != null) {\n if (value) {\n this.instance.classList.remove(HtmlController.DisabledClass);\n } else {\n this.instance.classList.add(HtmlController.DisabledClass);\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no instance');\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlButtonElement.ts\n **/","import {engineComponent, StringUtils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"../Elements/HtmlContainerElement\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\nimport {BaseActions} from \"../../Channels/Common/Actions/BaseActions\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlLanuageContainerElement extends HtmlContainerElement\n{\n private _flags: Object = {};\n private _values: Object = {};\n\n constructor() {\n super();\n }\n\n create(node: Element): void {\n super.create(node);\n\n this.addValues();\n }\n\n addValues(): void\n {\n let languages: Array = AppContext.current.getAllowedLanguages();\n if(this.instance != null && languages != null) {\n for(let i:number = 0; i < languages.length; i++) {\n let flag: HTMLDivElement = (document.createElement('div'));\n flag.classList.add('flag');\n flag.classList.add(languages[i]);\n flag.style.display = 'none';\n flag.setAttribute('Lng', languages[i]);\n flag.onclick = this.onValueClick.bind(this);\n let value: HTMLDivElement = (document.createElement('div'));\n value.classList.add('value');\n value.style.display = 'none';\n value.setAttribute('Lng', languages[i]);\n //value.innerText = languages[i].toUpperCase();\n value.onclick = this.onValueClick.bind(this);\n\n if(AppContext.current.getCurrentLanguage() != null && languages[i] == AppContext.current.getCurrentLanguage()) {\n flag.style.display = 'block';\n value.style.display = 'block';\n }\n\n this._flags[languages[i]] = flag;\n this._values[languages[i]] = value;\n this.instance.appendChild(flag);\n this.instance.appendChild(value);\n }\n }\n }\n\n private onValueClick(e: any): void\n {\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Lng')) {\n PlayList.play('SND_Click');\n let lang:string = e.currentTarget.getAttribute('Lng');\n\n if(this._flags != null) {\n for(let key in this._flags) {\n this._flags[key].style.display = 'none';\n }\n }\n\n if(this._values != null) {\n for(let key in this._values) {\n this._values[key].style.display = 'none';\n }\n }\n HtmlController.dispatchUiAction('');\n this.changeLanguage();\n }\n }\n\n changeLanguage(): void\n {\n let actual: string = AppContext.current.getCurrentLanguage();\n let languages: Array = AppContext.current.getAllowedLanguages();\n let next: string = '';\n\n if(actual != null && languages != null) {\n let index: number = 0;\n for(let i: number = 0; i < languages.length; i++) {\n if(languages[i] === actual) {\n index = i;\n }\n }\n\n if(languages[index + 1] != null) {\n next = languages[index + 1];\n } else {\n next = languages[0];\n }\n }\n\n if(this._flags[next] != null) {\n this._flags[next].style.display = 'block';\n }\n if(this._values[next] != null) {\n this._values[next].style.display = 'block';\n }\n AppContext.current.setLanguage(next);\n }\n\n disable(): void\n {\n if(this.instance != null) {\n if(!this.instance.classList.contains('_disabled')) {\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlLanguageContainerElement.ts\n **/","import {engineComponent, StringUtils, Utils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"../Elements/HtmlContainerElement\";\nimport {HtmlButtonElement} from \"../Elements/HtmlButtonElement\";\nimport {HtmlController} from \"../HtmlController\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlSoundContainerElement extends HtmlContainerElement\n{\n // private _levels: Array = ['0%', '25%', '50%', '100%'];\n private _levels: Array = ['', '', '', ''];\n private _levelsClasses: Array = ['_off', '_on1', '_on2', '_on3'];\n private _index: number = 3;\n\n private _popup: HTMLDivElement;\n private _backgroundSound: HTMLDivElement;\n private _values: Array;\n private _soundButton: HTMLDivElement;\n\n private _height: string;\n\n protected block: boolean;\n protected timeout: number;\n\n constructor() {\n super();\n\n HtmlController.SoundContainer = this;\n }\n\n create(node: Element): void {\n super.create(node);\n\n this._soundButton = document.getElementById('soundButton');\n\n this._popup = (document.createElement('div'));\n this._popup.classList.add('display');\n this._popup.classList.add('popupSmall');\n\n if(AppContext.current.isBackgroundMusicEnabled) {\n this._backgroundSound = (document.createElement('div'));\n this._backgroundSound.classList.add('popupItem');\n let backgroundSoundChild: HTMLDivElement = (document.createElement('div'));\n backgroundSoundChild.classList.add('popupValue');\n backgroundSoundChild.classList.add('bgSound');\n if(AppContext.current.getBackgroundMusic()) {\n backgroundSoundChild.classList.add('_on');\n } else {\n backgroundSoundChild.classList.add('_off');\n DataManager.BackSoundsPlayingFromGame = false;\n PlayList.stopAllInGroup('BackgroundMusic');\n }\n backgroundSoundChild.onclick = this.onBackgroundClick.bind(this);\n this._backgroundSound.appendChild(backgroundSoundChild);\n }\n\n\n if(this.instance != null) {\n this.instance.appendChild(this._popup);\n if(this._backgroundSound != null) {\n this._popup.appendChild(this._backgroundSound);\n }\n if(AppContext.current.isBackgroundMusicEnabled) {\n this._popup.parentElement.classList.add('bgOn');\n }\n }\n\n this.addValues();\n\n this.block = true;\n this.createTimeout();\n }\n\n addValues(): void\n {\n if(this._values == null && this._popup != null) {\n this._values = [];\n\n for(let i: number = 0; i < this._levels.length; i++) {\n let popupItem: HTMLDivElement = (document.createElement('div'));\n popupItem.classList.add('popupItem');\n popupItem.onclick = this.onValueClick.bind(this);\n popupItem.setAttribute('Level', i.toString());\n let popupItemValue: HTMLDivElement = (document.createElement('div'));\n popupItemValue.classList.add('popupValue');\n popupItemValue.innerText = this._levels[i];\n popupItem.appendChild(popupItemValue);\n\n if(i == 0 && !AppContext.current.isMuteVolumeAllowed) {\n popupItem.style.display = 'none'\n }\n\n this._values.push(popupItem);\n this._popup.appendChild(popupItem);\n\n }\n if(!AppContext.current.isMuteVolumeAllowed) {\n if(AppContext.current.isBackgroundMusicEnabled) {\n this._height = (60 + ((this._levels.length - 1) * 60 + 48)) + 'px';\n } else {\n this._height = (((this._levels.length - 1) * 60 + 48)) + 'px';\n }\n } else {\n if(AppContext.current.isBackgroundMusicEnabled) {\n this._height = (60 + (this._levels.length * 60 + 48)) + 'px';\n } else {\n this._height = ((this._levels.length * 60 + 48)) + 'px';\n }\n }\n }\n }\n\n private onValueClick(e: any): void\n {\n if (this.block) {\n return;\n }\n\n this.setTimeout();\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Level')) {\n PlayList.play('SND_Click');\n let level:number = parseFloat(e.currentTarget.getAttribute('Level'));\n if(level === this._index) {\n\n } else {\n this._index = level;\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(this._values[i].hasAttribute('Level')) {\n if(parseFloat(this._values[i].getAttribute('Level')) === level) {\n this._values[i].classList.add('_active');\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n }\n AppContext.current.setVolume(level);\n }\n }\n this.changeSoundButton();\n }\n\n private onBackgroundClick(e: any): void\n {\n if (this.block) {\n return;\n }\n\n this.setTimeout();\n if(e != null && e.currentTarget != null) {\n PlayList.play('SND_Click');\n if(e.currentTarget.classList.contains('_on')) {\n e.currentTarget.classList.remove('_on');\n if(!e.currentTarget.classList.contains('_off')) {\n e.currentTarget.classList.add('_off');\n }\n DataManager.BackSoundsPlayingFromGame = false;\n AppContext.current.setBackgroundMusic(false);\n PlayList.stopAllInGroup('BackgroundMusic');\n } else {\n e.currentTarget.classList.remove('_off');\n if(!e.currentTarget.classList.contains('_on')) {\n e.currentTarget.classList.add('_on');\n }\n DataManager.BackSoundsPlayingFromGame = true;\n AppContext.current.setBackgroundMusic(true);\n PlayList.stopAllInGroup('BackgroundMusic', true);\n }\n }\n }\n\n setLevel(level: number): void\n {\n this._index = level;\n if(this._values != null) {\n for(let i: number = 0 ; i < this._values.length; i++) {\n if(i === level) {\n if(!this._values[i].classList.contains('_active')) {\n this._values[i].classList.add('_active');\n }\n } else {\n this._values[i].classList.remove('_active');\n }\n }\n }\n this.changeSoundButton();\n }\n\n changeSoundButton(): void\n {\n if(this._soundButton != null) {\n if(this._levelsClasses[this._index] != null) {\n for(let i: number = 0 ; i < this._levelsClasses.length; i++) {\n this._soundButton.classList.remove(this._levelsClasses[i]);\n }\n this._soundButton.classList.add(this._levelsClasses[this._index]);\n }\n }\n }\n\n toggle(): void\n {\n if(this.instance != null) {\n if(this.instance.classList.contains('_disabled')) {\n this.block = false;\n this.setTimeout();\n if(this._height != null) {\n this.instance.style.height = this._height;\n }\n this.instance.classList.remove('_disabled');\n } else {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n disable(): void\n {\n if(this.instance != null) {\n if(!this.instance.classList.contains('_disabled')) {\n this.block = true;\n this.clearTimeOut();\n this.instance.removeAttribute('style');\n this.instance.classList.add('_disabled');\n }\n }\n }\n\n protected createTimeout(): void {\n this.timeout = null;\n }\n\n protected setTimeout(): void {\n this.clearTimeOut();\n\n const duration = AppContext.gameConfiguration.SelectorRolloutDuration;\n\n if (duration > 0) {\n this.timeout = setTimeout((): void => {\n this.disable();\n }, duration * 1000);\n }\n }\n\n protected clearTimeOut(): void {\n if (!Utils.isNullOrUndefined(this.timeout)) {\n clearTimeout(this.timeout);\n\n this.timeout = null;\n }\n }\n\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Custom/HtmlSoundContainerElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlButtonElement} from './HtmlButtonElement';\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {HtmlController} from \"../HtmlController\";\nimport {HtmlAutoplayItemButtonElement} from \"./HtmlAutoplayItemButtonElement\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlAutoplayButtonElement extends HtmlButtonElement\n{\n private _simpleAutoplayCounts: Array;\n\n constructor() {\n super();\n }\n\n create(node: Element): void {\n super.create(node);\n\n if(AppContext.gameConfiguration.AutoplayMode === 'basic') {\n this.createBasicMode();\n } else if (AppContext.gameConfiguration.AutoplayMode === 'simple') {\n this.createSimpleMode();\n } else if (AppContext.gameConfiguration.AutoplayMode === 'advanced') {\n this.createAdvancedMode();\n } else {\n this.createBasicMode();\n }\n\n if(this.instance != null) {\n this.instance.parentElement.removeChild(this.instance)\n }\n }\n\n private createBasicMode(): void\n {\n this.removeOtherMode('simpleAutoplayButton');\n this.removeOtherMode('advancedAutoplayButton');\n }\n\n private createSimpleMode(): void\n {\n this.removeOtherMode('basicAutoplayButton');\n this.removeOtherMode('advancedAutoplayButton');\n\n this._simpleAutoplayCounts = [];\n let holder: HTMLElement = document.getElementById('autoplaySelectorHolder');\n if(holder != null) {\n if(AppContext.gameConfiguration.AutoplayCounts != null && AppContext.gameConfiguration.AutoplayCounts.length > 0) {\n AppContext.gameConfiguration.AutoplayCounts.reverse();\n for(let i :number = 0; i < AppContext.gameConfiguration.AutoplayCounts.length; i++) {\n let button: HtmlAutoplayItemButtonElement = new HtmlAutoplayItemButtonElement();\n let text: HTMLDivElement = (document.createElement('div'));\n button.action = 'AUTOPLAY';\n button.registerEvents();\n text.classList.add('autoplayCnt');\n if(AppContext.gameConfiguration.AutoplayCounts[i] == -1) {\n text.innerText = '∞';\n button.autoplayCount = '∞';\n } else {\n text.innerText = AppContext.gameConfiguration.AutoplayCounts[i] + '';\n button.autoplayCount = AppContext.gameConfiguration.AutoplayCounts[i] + '';\n }\n button.instance.dataset['test'] = `AUTOPLAY_WIN_CNT_${i+1}`;\n\n if(button.instance != null) {\n button.instance.classList.add('autoplayItem');\n button.instance.appendChild(text);\n HtmlController.registerActionElement('AUTOPLAY', button);\n if(holder != null) {\n holder.appendChild(button.instance);\n }\n }\n }\n }\n }\n\n //
\n // 10\n //
\n }\n\n private createAdvancedMode(): void\n {\n this.removeOtherMode('basicAutoplayButton');\n this.removeOtherMode('simpleAutoplayButton');\n\n\n }\n\n private removeOtherMode(cls: string): void\n {\n var elements: HTMLCollectionOf = document.getElementsByClassName(cls);\n for (var i: number = 0; i < elements.length; i++) {\n var element: HTMLElement = elements[i];\n if (element != null) {\n element.remove();\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlAutoplayButtonElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlButtonElement} from './HtmlButtonElement';\nimport {HtmlController} from '../HtmlController';\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\nimport {DataManager} from \"../../Managers/DataManager\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlAutoplayItemButtonElement extends HtmlButtonElement {\n\n autoplayCount: string = '∞';\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n\n if(node.hasAttribute('AUTOPLAY_COUNT')) {\n this.autoplayCount = node.getAttribute('AUTOPLAY_COUNT');\n }\n }\n\n onClick(): void {\n if(this.autoplayCount != null) {\n DataManager.AutoplayCount = this.autoplayCount;\n }\n PlayList.play('SND_Click');\n super.onClick();\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlAutoplayItemButtonElement.ts\n **/","import {engineComponent, NumberUtils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"./HtmlContainerElement\";\nimport {HtmlController} from \"../HtmlController\";\nimport {AppContext} from \"../../../Common/AppContext\";\nimport {BetManager} from \"../../Managers/BetManager\";\nimport {GameData} from \"../../Channels/Common/Datas/GameData\";\nimport {DataManager} from \"../../Managers/DataManager\";\nimport {PlayList} from \"../../Components/Sounds/PlayList\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlAutoplayDialogContainerElement extends HtmlContainerElement\n{\n private _autoplayDialogCounts: Array = [];\n private _autoplayDialogLossLimit: Array = [];\n private _autoplayDialogWinLimit: Array = [];\n\n private _lossValueElement: HTMLElement;\n private _winValueElement: HTMLElement;\n\n private _button: HTMLElement;\n\n private _count: string = '∞';\n private _loss: string = '∞';\n private _win: string = '∞';\n\n constructor() {\n super();\n }\n create(node: Element): void {\n super.create(node);\n\n this.createCounts();\n this.createLossLimits();\n this.createWinLimits();\n\n this._lossValueElement = document.getElementById('autoplayDialogLossLimitValue');\n this._winValueElement = document.getElementById('autoplayDialogWinLimitValue');\n this._button = document.getElementById('autoplayDialogButton');\n this._button.onclick = this.runAutoplay.bind(this);\n\n this.reset();\n }\n\n private createCounts(): void\n {\n if(HtmlController.ContainerElementsById['autoplayDialogCounts'] != null) {\n let element: HtmlContainerElement = HtmlController.ContainerElementsById['autoplayDialogCounts'];\n if(element != null && element.instance != null) {\n if(AppContext.gameConfiguration.AutoplayCounts != null && AppContext.gameConfiguration.AutoplayCounts.length > 0) {\n for(let i: number = 0; i < AppContext.gameConfiguration.AutoplayCounts.length; i++) {\n let item: HTMLDivElement = (document.createElement('div'));\n let itemValue: HTMLDivElement = (document.createElement('span'));\n item.classList.add('settingItem');\n itemValue.classList.add('settingValue');\n if(AppContext.gameConfiguration.AutoplayCounts[i] == -1) {\n itemValue.innerText = '∞';\n item.setAttribute('Val', '∞');\n } else {\n itemValue.innerText = AppContext.gameConfiguration.AutoplayCounts[i] + '';\n item.setAttribute('Val', AppContext.gameConfiguration.AutoplayCounts[i] + '');\n }\n item.dataset['test'] = `AUTOPLAY_CNT_${i+1}`;\n item.appendChild(itemValue);\n item.onclick = this.onCountClick.bind(this);\n element.instance.appendChild(item);\n this._autoplayDialogCounts.push(item);\n }\n }\n }\n }\n }\n\n private createLossLimits(): void\n {\n if(HtmlController.ContainerElementsById['autoplayDialogLossLimit'] != null) {\n let element: HtmlContainerElement = HtmlController.ContainerElementsById['autoplayDialogLossLimit'];\n if(element != null && element.instance != null) {\n if(AppContext.gameConfiguration.AutoplayLossLimit != null && AppContext.gameConfiguration.AutoplayLossLimit.length > 0) {\n for(let i: number = 0; i < AppContext.gameConfiguration.AutoplayLossLimit.length; i++) {\n let item: HTMLDivElement = (document.createElement('div'));\n let itemValue: HTMLDivElement = (document.createElement('span'));\n item.classList.add('settingItem');\n itemValue.classList.add('settingValue');\n if(AppContext.gameConfiguration.AutoplayLossLimit[i] == -1) {\n itemValue.innerText = '∞';\n item.setAttribute('Val', '∞');\n } else {\n itemValue.innerText = 'x' + AppContext.gameConfiguration.AutoplayLossLimit[i] + '';\n item.setAttribute('Val', AppContext.gameConfiguration.AutoplayLossLimit[i] + '');\n }\n item.dataset['test'] = `AUTOPLAY_LOSS_CNT_${i+1}`;\n item.appendChild(itemValue);\n item.onclick = this.onLossClick.bind(this);\n element.instance.appendChild(item);\n this._autoplayDialogLossLimit.push(item);\n }\n }\n }\n }\n }\n\n private createWinLimits(): void\n {\n if(HtmlController.ContainerElementsById['autoplayDialogWinLimit'] != null) {\n let element: HtmlContainerElement = HtmlController.ContainerElementsById['autoplayDialogWinLimit'];\n if(element != null && element.instance != null) {\n if(AppContext.gameConfiguration.AutoplaySingleWinLimit != null && AppContext.gameConfiguration.AutoplaySingleWinLimit.length > 0) {\n for(let i: number = 0; i < AppContext.gameConfiguration.AutoplaySingleWinLimit.length; i++) {\n let item: HTMLDivElement = (document.createElement('div'));\n let itemValue: HTMLDivElement = (document.createElement('span'));\n item.classList.add('settingItem');\n itemValue.classList.add('settingValue');\n if(AppContext.gameConfiguration.AutoplaySingleWinLimit[i] == -1) {\n itemValue.innerText = '∞';\n item.setAttribute('Val', '∞');\n } else {\n itemValue.innerText = 'x' + AppContext.gameConfiguration.AutoplaySingleWinLimit[i] + '';\n item.setAttribute('Val', AppContext.gameConfiguration.AutoplaySingleWinLimit[i] + '');\n }\n item.dataset['test'] = `AUTOPLAY_WIN_CNT_${i+1}`;\n item.appendChild(itemValue);\n item.onclick = this.onWinClick.bind(this);\n element.instance.appendChild(item);\n this._autoplayDialogWinLimit.push(item);\n }\n }\n }\n }\n }\n\n reset(): void\n {\n this.resetCounts();\n this.resetLossLimits();\n this.resetWinLimits();\n this.enableCounts();\n if(this._lossValueElement != null) {\n this._lossValueElement.innerText = '';\n }\n if(this._winValueElement != null) {\n this._winValueElement.innerText = '';\n }\n if(this._button != null && !this._button.classList.contains('_disabled')) {\n this._button.classList.add('_disabled');\n }\n this._count = '∞';\n this._loss = '∞';\n this._win = '∞';\n\n DataManager.AutoplayCount = '∞';\n DataManager.AutoplayLossLimit = '∞';\n DataManager.AutoplayWinLimit = '∞';\n }\n\n private resetCounts(): void\n {\n if(this._autoplayDialogCounts != null && this._autoplayDialogCounts.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogCounts.length; i++) {\n if(this._autoplayDialogCounts[i].classList.contains('_active')) {\n this._autoplayDialogCounts[i].classList.remove('_active');\n }\n if(!this._autoplayDialogCounts[i].classList.contains('_disabled')) {\n this._autoplayDialogCounts[i].classList.add('_disabled');\n }\n }\n }\n }\n\n private resetLossLimits(): void\n {\n if(this._autoplayDialogLossLimit != null && this._autoplayDialogLossLimit.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogLossLimit.length; i++) {\n if(this._autoplayDialogLossLimit[i].classList.contains('_active')) {\n this._autoplayDialogLossLimit[i].classList.remove('_active');\n }\n if(!this._autoplayDialogLossLimit[i].classList.contains('_disabled')) {\n this._autoplayDialogLossLimit[i].classList.add('_disabled');\n }\n }\n }\n }\n\n private resetWinLimits(): void\n {\n if(this._autoplayDialogWinLimit != null && this._autoplayDialogWinLimit.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogWinLimit.length; i++) {\n if(this._autoplayDialogWinLimit[i].classList.contains('_active')) {\n this._autoplayDialogWinLimit[i].classList.remove('_active');\n }\n if(!this._autoplayDialogWinLimit[i].classList.contains('_disabled')) {\n this._autoplayDialogWinLimit[i].classList.add('_disabled');\n }\n }\n }\n }\n\n private enableCounts(): void\n {\n if(this._autoplayDialogCounts != null && this._autoplayDialogCounts.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogCounts.length; i++) {\n if(this._autoplayDialogCounts[i].classList.contains('_disabled')) {\n this._autoplayDialogCounts[i].classList.remove('_disabled');\n }\n }\n }\n }\n\n private enableLossLimits(): void\n {\n if(this._autoplayDialogLossLimit != null && this._autoplayDialogLossLimit.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogLossLimit.length; i++) {\n if(this._autoplayDialogLossLimit[i].classList.contains('_disabled')) {\n this._autoplayDialogLossLimit[i].classList.remove('_disabled');\n }\n }\n }\n }\n\n private enableWinLimits(removeNoLimit: boolean = false): void\n {\n let enabledNoLimit: boolean = true;\n let noLimit: HTMLElement;\n\n if(this._autoplayDialogWinLimit != null && this._autoplayDialogWinLimit.length > 0) {\n for(let i:number = 0; i < this._autoplayDialogWinLimit.length; i++) {\n if(this._autoplayDialogWinLimit[i].classList.contains('_active') ) {\n enabledNoLimit = false;\n }\n\n if(this._autoplayDialogWinLimit[i].getAttribute('Val') == '∞') {\n noLimit = this._autoplayDialogWinLimit[i];\n }\n\n if(this._autoplayDialogWinLimit[i].classList.contains('_disabled')) {\n this._autoplayDialogWinLimit[i].classList.remove('_disabled');\n }\n }\n }\n\n if(enabledNoLimit && !removeNoLimit) {\n if(noLimit != null) {\n if(!noLimit.classList.contains('_active')) {\n noLimit.classList.add('_active');\n if(this._winValueElement != null) {\n this._winValueElement.innerText = '∞';\n }\n }\n }\n }\n\n if(removeNoLimit) {\n if(noLimit != null) {\n if(noLimit.classList.contains('_active')) {\n noLimit.classList.remove('_active');\n }\n }\n }\n }\n\n private onCountClick(e:any): void\n {\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Val') && !e.currentTarget.classList.contains('_disabled')) {\n PlayList.play('SND_Click');\n let val:string = e.currentTarget.getAttribute('Val');\n this.resetCounts();\n this.enableCounts();\n if(!e.currentTarget.classList.contains('_active')) {\n e.currentTarget.classList.add('_active');\n }\n if(e.currentTarget.classList.contains('_disabled')) {\n e.currentTarget.classList.remove('_disabled');\n }\n this._count = val;\n this.enableLossLimits();\n if(document.getElementById('autoplayDialogLossLimitView') != null) {\n document.getElementById('autoplayDialogLossLimitView').scrollIntoView(true);\n\n if(AppContext.gameDefinition.ClientHostType === 'Mobile') {\n document.getElementById(\"screen\").scrollTop = 0;\n document.getElementById(\"root\").scrollTop = 0;\n }\n }\n }\n }\n\n private onLossClick(e:any): void\n {\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Val') && !e.currentTarget.classList.contains('_disabled')) {\n PlayList.play('SND_Click');\n let val:string = e.currentTarget.getAttribute('Val');\n if(this._lossValueElement != null) {\n if(val != '∞' && BetManager.Bet != null) {\n let calculatedValue: string = NumberUtils.multiply(val, BetManager.Bet);\n this._lossValueElement.innerText = calculatedValue + ' ' + DataManager.getDataById(GameData.DataCurrency);\n } else {\n this._lossValueElement.innerText = '∞';\n }\n }\n\n this.resetLossLimits();\n this.enableLossLimits();\n if(!e.currentTarget.classList.contains('_active')) {\n e.currentTarget.classList.add('_active');\n }\n if(e.currentTarget.classList.contains('_disabled')) {\n e.currentTarget.classList.remove('_disabled');\n }\n if(this._button != null && this._button.classList.contains('_disabled')) {\n this._button.classList.remove('_disabled');\n }\n this._loss = val;\n this.enableWinLimits();\n if(document.getElementById('autoplayDialogWinLimitView') != null) {\n document.getElementById('autoplayDialogWinLimitView').scrollIntoView(true);\n }\n\n if(AppContext.gameDefinition.ClientHostType === 'Mobile') {\n document.getElementById(\"screen\").scrollTop = 0;\n document.getElementById(\"root\").scrollTop = 0;\n }\n }\n }\n\n private onWinClick(e:any): void\n {\n if(e != null && e.currentTarget != null && e.currentTarget.hasAttribute('Val') && !e.currentTarget.classList.contains('_disabled')) {\n PlayList.play('SND_Click');\n let val:string = e.currentTarget.getAttribute('Val');\n if(this._winValueElement != null) {\n if(val != '∞' && BetManager.Bet != null) {\n let calculatedValue: string = NumberUtils.multiply(val, BetManager.Bet);\n this._winValueElement.innerText = calculatedValue + ' ' + DataManager.getDataById(GameData.DataCurrency);\n } else {\n this._winValueElement.innerText = '∞';\n }\n }\n this.resetWinLimits();\n this.enableWinLimits(true);\n if(!e.currentTarget.classList.contains('_active')) {\n e.currentTarget.classList.add('_active');\n }\n if(e.currentTarget.classList.contains('_disabled')) {\n e.currentTarget.classList.remove('_disabled');\n }\n this._win = val;\n\n if (AppContext.gameDefinition.ClientHostType === 'Mobile') {\n if (document.getElementById('autoplayDialogButton') != null) {\n document.getElementById('autoplayDialogButton').scrollIntoView(true);\n document.getElementById('screen').scrollTop = 0;\n document.getElementById(\"root\").scrollTop = 0;\n }\n }\n }\n }\n\n private runAutoplay(e: any): void\n {\n if(e != null && e.currentTarget != null && !e.currentTarget.classList.contains('_disabled')) {\n if(document.getElementById('autoPlayDialogTop') != null) {\n document.getElementById('autoPlayDialogTop').scrollTop = 0;\n }\n if(this._count != null) {\n DataManager.AutoplayCount = this._count;\n }\n if(this._loss != null && BetManager.Bet != null) {\n if(this._loss == '∞') {\n DataManager.AutoplayLossLimit = this._loss;\n } else {\n DataManager.AutoplayLossLimit = NumberUtils.multiply(this._loss, BetManager.Bet);\n }\n }\n if(this._win != null && BetManager.Bet != null) {\n if(this._win == '∞') {\n DataManager.AutoplayWinLimit = this._win;\n } else {\n DataManager.AutoplayWinLimit = NumberUtils.multiply(this._win, BetManager.Bet);\n }\n }\n HtmlController.dispatchAction('AUTOPLAY');\n }\n }\n\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlAutoplayDialogContainerElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlElement} from './HtmlElement';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\n\n/**\n * HtmlCanvasElement is used for replacing existing canvas to right layer in dom structure.\n * Example:\n * \n *\n * @class HtmlCanvasElement\n * @extends HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlCanvasElement extends HtmlElement {\n\n constructor() {\n // dont create instance. Instance will be attach with id from node\n super('');\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n create(node: Element): void {\n super.create(node);\n\n /*\n * CanvasId is id in html document of targeting canvas.\n * @property CanvasId\n * @type string\n * @default null\n */\n if (node.hasAttribute('CanvasId')) {\n this.instance = document.getElementById(node.getAttribute('CanvasId'));\n if (this.instance == null) {\n if (DEBUG) {\n this.log('ERROR no element with id: ' + node.getAttribute('CanvasId'));\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no CanvasId');\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlCanvasElement.ts\n **/","import {HtmlButtonElement} from \"./HtmlButtonElement\";\nimport {engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from \"./HtmlContainerElement\";\nimport {HtmlController} from \"../HtmlController\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlCheckboxElement extends HtmlButtonElement {\n private checkbox: HTMLInputElement = null;\n\n constructor() {\n super();\n }\n\n create(node: Element): void {\n super.create(node);\n this.createCheckBox();\n }\n\n private createCheckBox(): void\n {\n this.checkbox = (document.createElement('input'));\n this.checkbox.type = 'checkbox';\n this.checkbox.classList.add('checkbox');\n this.checkbox.addEventListener('input', this.onCheckbox.bind(this));\n\n if(this.instance != null) {\n this.instance.appendChild(this.checkbox);\n }\n\n this.instance.classList.add('checkboxButton');\n }\n\n onClick(): void {\n //remove implementation and move it to onCheckBox\n }\n\n onCheckbox(): void {\n if (DEBUG) {\n this.log('onClick action: ' + this.action + ' uiaction: ' + this.uiaction);\n }\n\n if(this.instance != null && !this.instance.classList.contains(HtmlController.DisabledClass)) {\n if (this.action != null) {\n HtmlController.dispatchAction(this.action);\n }\n\n if (this.uiaction != null) {\n for (var i: number = 0; i < this.uiaction.length; i++) {\n HtmlController.dispatchUiAction(this.uiaction[i]);\n }\n }\n }\n }\n\n setText(value?: string): void {\n if(value === undefined || value === null) {\n this.checkbox.checked = !this.checkbox.checked;\n return;\n }\n if(value == \"true\") {\n if(this.checkbox.checked) {\n return;\n }\n this.checkbox.checked = true;\n } else {\n if(!this.checkbox.checked) {\n return;\n }\n this.checkbox.checked = false;\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlCheckboxElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlController} from '../HtmlController';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlContainerElement} from './HtmlContainerElement';\nimport {AppContext} from '../../../Common/AppContext';\nimport {DataManager} from \"../../Managers/DataManager\";\n\n/**\n *\n * @class HtmlCustomContainerElement\n * @extends HtmlContainerElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlCustomContainerElement extends HtmlContainerElement {\n\n private _withGamble:HTMLElement;\n private _withoutGamble:HTMLElement;\n\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @return void\n */\n create(node: Element): void {\n super.create(node);\n }\n\n changeState(value: boolean): void {\n if(this._withGamble == null) {\n this._withGamble = document.getElementById('withGamble');\n }\n if(this._withoutGamble == null) {\n this._withoutGamble = document.getElementById('withoutGamble');\n }\n\n if (this.instance != null) {\n if (value && DataManager.Autoplay) {\n this.instance.classList.remove(HtmlController.DisabledClass);\n if(AppContext.gameDefinition.Gamble) {\n if(this._withGamble != null) {\n this._withGamble.style.display = 'block';\n }\n if(this._withoutGamble != null) {\n this._withoutGamble.style.display = 'none';\n }\n } else {\n if(this._withGamble != null) {\n this._withGamble.style.display = 'none';\n }\n if(this._withoutGamble != null) {\n this._withoutGamble.style.display = 'block';\n }\n }\n } else {\n if(!this.instance.classList.contains(HtmlController.DisabledClass)) {\n this.instance.classList.add(HtmlController.DisabledClass);\n }\n }\n } else {\n if (DEBUG) {\n this.log('ERROR no instance');\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlCustomContainerElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlElement} from './HtmlElement';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\n\n/**\n * HtmlDataSliderElement is used for data representing in bar or slider.\n * @class HtmlDataSliderElement\n * @extends HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlDataSliderElement extends HtmlElement {\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n create(node: Element): void {\n super.create(node);\n }\n\n /**\n * Set text or data for this element.\n * @method setText\n * @param text string\n * @return void\n */\n setText(value?: string): void {\n if (value != null) {\n var parsedValue: Array = value.split('/');\n if (this.instance != null && parsedValue.length === 2) {\n this.instance.style.width = (parseInt(parsedValue[0]) / parseInt(parsedValue[1])) * 100 + '%';\n }\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlDataSliderElement.ts\n **/","import {engineComponent, StringUtils} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\nimport {HtmlElement} from \"./HtmlElement\";\nimport {Languages} from \"../../Utils/Languages\";\nimport {HtmlController} from \"../HtmlController\";\n\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlLabelElement extends HtmlElement {\n\n for: string;\n text: string;\n\n constructor() {\n super();\n }\n\n create(node: Element): void {\n super.create(node);\n\n if (node.hasAttribute('For')) {\n this.for = node.getAttribute('For');\n }\n\n this.createLabel();\n\n if(this.instance != null) {\n this.instance.parentElement.removeChild(this.instance)\n }\n }\n\n private createLabel(): void\n {\n let holder = this.instance.parentElement;\n let toggleSwitch: HTMLDivElement = (document.createElement('div'));\n let label: HTMLLabelElement = (document.createElement('label'));\n toggleSwitch.classList.add('toggleSwitch');\n label.htmlFor = this.for;\n label.innerHTML = this.instance.innerHTML;\n toggleSwitch.appendChild(label);\n\n if(this.instance != null) {\n holder.firstChild.appendChild(toggleSwitch);\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlLabelElement.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlElement} from './HtmlElement';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\n\n/**\n * The html text is used for render text in html.\n * Example:\n * Text\n *\n * @class HtmlText\n * @extends HtmlElement\n */\n@engineComponent(ComponentTypes.HtmlElement)\nexport class HtmlText extends HtmlElement {\n\n private _prefix: string;\n\n constructor() {\n super('');\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n create(node: Element): void {\n this.instance = document.createElement(node.nodeName);\n\n if (node.textContent != null) {\n this.instance.textContent = node.textContent;\n }\n\n if (node.hasAttribute('Prefix')) {\n this._prefix = node.getAttribute('Prefix');\n }\n\n /*\n * Test is html data attribute for automated testing support.\n * @property Test\n * @type string\n * @default null\n */\n if (node.hasAttribute('Test')) {\n this.instance.dataset[\"test\"] = node.getAttribute('Test');\n }\n\n super.create(node);\n }\n\n setText(value?: string): void {\n super.setText(value);\n\n if(this._prefix != null && (this.instance.innerHTML != null && this.instance.innerHTML != '')) {\n this.instance.innerHTML = '+' + this.instance.innerHTML;\n }\n }\n}\n\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Elements/HtmlText.ts\n **/","import {engineComponent} from 'neo-common';\nimport {HtmlStyle} from './HtmlStyle';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\n\n/**\n * HtmlContainerStyle only holds xml node for html container elements.\n * Example:\n * \n * \n * \n * ...\n * \n * @class HtmlContainerStyle\n */\n@engineComponent(ComponentTypes.HtmlStyle)\nexport class HtmlContainerStyle extends HtmlStyle {\n\n node: Element;\n\n constructor() {\n super();\n }\n\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n create(node: Element): void {\n super.create(node);\n\n // store node for container elements\n this.node = node;\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Styles/HtmlContainerStyle.ts\n **/","import {Logger, engineComponent} from 'neo-common';\nimport {ComponentTypes} from \"../../Components/ComponentTypes\";\n\n/**\n * HtmlStyle holds basic properties for all kind of html styles.\n * @class HtmlStyle\n */\n@engineComponent(ComponentTypes.HtmlStyle)\nexport class HtmlStyle {\n /**\n * Get attributes from xml and set up supported properties.\n * @method create\n * @param node is Element from xml\n * @retutn void\n */\n create(node: Element): void {\n }\n\n /**\n * Trace to browser console.\n * @method log\n * @param s string\n * @retutn void\n */\n protected log(s: string): void {\n if (DEBUG) {\n var compName = (this as any).__componentName__;\n Logger.debugGroup(compName, s);\n }\n }\n}\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/HTMLComponents/Styles/HtmlStyle.ts\n **/","console.log('pixiInitialize');\n// TODO device manager\nvar ios = !!navigator.platform && /iPad|iPhone|iPod|MacIntel/.test(navigator.platform);\nif(ios) {\n PIXI.settings.PRECISION = PIXI.PRECISION.HIGH;\n}\nPIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO;\n\n\n/** WEBPACK FOOTER **\n ** ./Engine/Game/PixiSettings.ts\n **/"],"sourceRoot":""}