mirror of https://github.com/axmolengine/axmol.git
461 lines
12 KiB
JavaScript
461 lines
12 KiB
JavaScript
//
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// cocos2d constants
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//
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cc.DIRECTOR_PROJECTION_2D = 0;
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cc.DIRECTOR_PROJECTION_3D = 1;
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cc.TEXTURE_PIXELFORMAT_RGBA8888 = 0;
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cc.TEXTURE_PIXELFORMAT_RGB888 = 1;
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cc.TEXTURE_PIXELFORMAT_RGB565 = 2;
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cc.TEXTURE_PIXELFORMAT_A8 = 3;
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cc.TEXTURE_PIXELFORMAT_I8 = 4;
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cc.TEXTURE_PIXELFORMAT_AI88 = 5;
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cc.TEXTURE_PIXELFORMAT_RGBA4444 = 6;
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cc.TEXTURE_PIXELFORMAT_RGB5A1 = 7;
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cc.TEXTURE_PIXELFORMAT_PVRTC4 = 8;
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cc.TEXTURE_PIXELFORMAT_PVRTC4 = 9;
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cc.TEXTURE_PIXELFORMAT_DEFAULT = cc.TEXTURE_PIXELFORMAT_RGBA8888;
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cc.TEXT_ALIGNMENT_LEFT = 0;
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cc.TEXT_ALIGNMENT_CENTER = 1;
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cc.TEXT_ALIGNMENT_RIGHT = 2;
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cc.VERTICAL_TEXT_ALIGNMENT_TOP = 0;
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cc.VERTICAL_TEXT_ALIGNMENT_CENTER = 1;
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cc.VERTICAL_TEXT_ALIGNMENT_BOTTOM = 2;
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cc.IMAGE_FORMAT_JPEG = 0;
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cc.IMAGE_FORMAT_PNG = 0;
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cc.PROGRESS_TIMER_TYPE_RADIAL = 0;
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cc.PROGRESS_TIMER_TYPE_BAR = 1;
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cc.PARTICLE_TYPE_FREE = 0;
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cc.PARTICLE_TYPE_RELATIVE = 1;
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cc.PARTICLE_TYPE_GROUPED = 2;
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cc.PARTICLE_DURATION_INFINITY = -1;
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cc.PARTICLE_MODE_GRAVITY = 0;
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cc.PARTICLE_MODE_RADIUS = 1;
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cc.PARTICLE_START_SIZE_EQUAL_TO_END_SIZE = -1;
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cc.PARTICLE_START_RADIUS_EQUAL_TO_END_RADIUS = -1;
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cc.TOUCH_ALL_AT_ONCE = 0;
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cc.TOUCH_ONE_BY_ONE = 1;
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cc.TMX_TILE_HORIZONTAL_FLAG = 0x80000000;
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cc.TMX_TILE_VERTICAL_FLAG = 0x40000000;
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cc.TMX_TILE_DIAGONAL_FLAG = 0x20000000;
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cc.TRANSITION_ORIENTATION_LEFT_OVER = 0;
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cc.TRANSITION_ORIENTATION_RIGHT_OVER = 1;
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cc.TRANSITION_ORIENTATION_UP_OVER = 0;
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cc.TRANSITION_ORIENTATION_DOWN_OVER = 1;
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cc.RED = {r:255, g:0, b:0};
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cc.GREEN = {r:0, g:255, b:0};
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cc.BLUE = {r:0, g:0, b:255};
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cc.BLACK = {r:0, g:0, b:0};
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cc.WHITE = {r:255, g:255, b:255};
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cc.POINT_ZERO = {x:0, y:0};
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// XXX: This definition is different than cocos2d-html5
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cc.REPEAT_FOREVER = -1;
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// reusable objects
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cc._reuse_p = [
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{x:0, y:0},
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{x:0, y:0},
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{x:0, y:0},
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{x:0, y:0}
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];
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cc._reuse_p_index = 0;
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cc._reuse_size = {width:0, height:0};
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cc._reuse_rect = {x:0, y:0, width:0, height:0};
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cc._reuse_color3b = {r:255, g:255, b:255 };
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cc._reuse_color4b = {r:255, g:255, b:255, a:255 };
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cc._reuse_grid = {x:0, y:0};
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//
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// Color 3B
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//
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cc.c3b = function (r, g, b) {
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return {r:r, g:g, b:b };
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};
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cc._c3b = function (r, g, b) {
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cc._reuse_color3b.r = r;
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cc._reuse_color3b.g = g;
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cc._reuse_color3b.b = b;
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return cc._reuse_color3b;
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};
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// compatibility
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cc.c3 = cc.c3b;
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cc._c3 = cc._c3b;
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//
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// Color 4B
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//
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cc.c4b = function (r, g, b, a) {
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return {r:r, g:g, b:b, a:a };
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};
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cc._c4b = function (r, g, b, a) {
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cc._reuse_color4b.r = r;
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cc._reuse_color4b.g = g;
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cc._reuse_color4b.b = b;
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cc._reuse_color4b.a = a;
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return cc._reuse_color4b;
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};
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// compatibility
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cc.c4 = cc.c4b;
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cc._c4 = cc._c4b;
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//
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// Color 4F
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//
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cc.c4f = function (r, g, b, a) {
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return {r:r, g:g, b:b, a:a };
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};
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//
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// Point
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//
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cc.p = function (x, y) {
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return {x:x, y:y};
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};
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cc._p = function (x, y) {
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if (cc._reuse_p_index == cc._reuse_p.length)
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cc._reuse_p_index = 0;
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var p = cc._reuse_p[ cc._reuse_p_index];
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cc._reuse_p_index++;
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p.x = x;
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p.y = y;
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return p;
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};
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cc.pointEqualToPoint = function (point1, point2) {
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return ((point1.x == point2.x) && (point1.y == point2.y));
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};
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//
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// Grid
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//
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cc.g = function (x, y) {
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return {x:x, y:y};
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};
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cc._g = function (x, y) {
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cc._reuse_grid.x = x;
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cc._reuse_grid.y = y;
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return cc._reuse_grid;
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};
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//
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// Size
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//
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cc.size = function (w, h) {
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return {width:w, height:h};
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};
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cc._size = function (w, h) {
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cc._reuse_size.width = w;
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cc._reuse_size.height = h;
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return cc._reuse_size;
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};
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cc.sizeEqualToSize = function (size1, size2) {
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return ((size1.width == size2.width) && (size1.height == size2.height));
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};
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//
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// Rect
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//
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cc.rect = function (x, y, w, h) {
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return {x:x, y:y, width:w, height:h};
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};
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cc._rect = function (x, y, w, h) {
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cc._reuse_rect.x = x;
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cc._reuse_rect.y = y;
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cc._reuse_rect.width = w;
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cc._reuse_rect.height = h;
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return cc._reuse_rect;
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};
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cc.rectEqualToRect = function (rect1, rect2) {
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return ( rect1.x == rect2.x && rect1.y == rect2.y && rect1.width == rect2.width && rect1.height == rect2.height);
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};
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cc.rectContainsRect = function (rect1, rect2) {
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if ((rect1.x >= rect2.x) || (rect1.y >= rect2.y) ||
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( rect1.x + rect1.width <= rect2.x + rect2.width) ||
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( rect1.y + rect1.height <= rect2.y + rect2.height))
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return false;
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return true;
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};
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cc.rectGetMaxX = function (rect) {
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return (rect.x + rect.width);
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};
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cc.rectGetMidX = function (rect) {
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return (rect.x + rect.width / 2.0);
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};
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cc.rectGetMinX = function (rect) {
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return rect.x;
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};
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cc.rectGetMaxY = function (rect) {
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return(rect.y + rect.height);
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};
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cc.rectGetMidY = function (rect) {
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return rect.y + rect.height / 2.0;
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};
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cc.rectGetMinY = function (rect) {
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return rect.y;
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};
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cc.rectContainsPoint = function (rect, point) {
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var ret = false;
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if (point.x >= rect.x && point.x <= rect.x + rect.width &&
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point.y >= rect.y && point.y <= rect.y + rect.height) {
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ret = true;
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}
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return ret;
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};
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// XXX Should be done in native
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cc.rectIntersectsRect = function (rectA, rectB) {
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var bool = !( rectA.x > rectB.x + rectB.width ||
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rectA.x + rectA.width < rectB.x ||
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rectA.y > rectB.y + rectB.height ||
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rectA.y + rectA.height < rectB.y );
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return bool;
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};
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cc.rectUnion = function (rectA, rectB) {
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var rect = cc.rect(0, 0, 0, 0);
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rect.x = Math.min(rectA.x, rectB.x);
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rect.y = Math.min(rectA.y, rectB.y);
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rect.width = Math.max(rectA.x + rectA.width, rectB.x + rectB.width) - rect.x;
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rect.height = Math.max(rectA.y + rectA.height, rectB.y + rectB.height) - rect.y;
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return rect;
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};
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cc.rectIntersection = function (rectA, rectB) {
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var intersection = cc.rect(
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Math.max(rectA.x, rectB.x),
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Math.max(rectA.y, rectB.y),
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0, 0);
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intersection.width = Math.min(rectA.x + rectA.width, rectB.x + rectB.width) - intersection.x;
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intersection.height = Math.min(rectA.y + rectA.height, rectB.y + rectB.height) - intersection.y;
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return intersection;
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};
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//
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// Array: for cocos2d-html5 compatibility
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//
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cc.ArrayRemoveObject = function (arr, delObj) {
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for (var i = 0; i < arr.length; i++) {
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if (arr[i] == delObj) {
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arr.splice(i, 1);
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}
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}
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};
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//
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// Helpers
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//
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cc.dump = function (obj) {
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for (var i in obj)
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cc.log(i + " = " + obj[i]);
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};
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// dump config info, but only in debug mode
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cc.dumpConfig = function () {
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if (cc.config.debug)
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cc.dump(cc.config);
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};
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//
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// Bindings Overrides
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//
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// MenuItemToggle
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cc.MenuItemToggle.create = function( /* var args */) {
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var n = arguments.length;
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if (typeof arguments[n-2] === 'function' || typeof arguments[n-1] === 'function') {
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var args = Array.prototype.slice.call(arguments);
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var obj = null;
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if( typeof arguments[n-2] === 'function' )
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obj = args.pop();
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var func = args.pop();
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// create it with arguments,
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var item = cc.MenuItemToggle._create.apply(this, args);
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// then set the callback
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if( obj !== null )
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item.setCallback(func, obj);
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else
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item.setCallback(func);
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return item;
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} else {
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return cc.MenuItemToggle._create.apply(this, arguments);
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}
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};
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// LabelAtlas
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cc.LabelAtlas.create = function( a,b,c,d,e ) {
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var n = arguments.length;
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if ( n == 5) {
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return cc.LabelAtlas._create(a,b,c,d,e.charCodeAt(0));
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} else {
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return cc.LabelAtlas._create.apply(this, arguments);
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}
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};
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/**
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* Associates a base class with a native superclass
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* @function
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* @param {object} jsobj subclass
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* @param {object} klass superclass
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*/
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cc.associateWithNative = function (jsobj, superclass_or_instance) {
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try {
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// Used when subclassing using the "extend" method
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var native = new superclass_or_instance();
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__associateObjWithNative(jsobj, native);
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} catch (err) {
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// Used when subclassing using the goog.inherits method
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__associateObjWithNative(jsobj, superclass_or_instance);
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}
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};
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//
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// JSB supports 2 official ways to create subclasses
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//
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// 1) Google "subclasses" borrowed from closure library
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// This is the recommended way to do it
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//
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cc.inherits = function (childCtor, parentCtor) {
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/** @constructor */
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function tempCtor() {};
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tempCtor.prototype = parentCtor.prototype;
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childCtor.superClass_ = parentCtor.prototype;
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childCtor.prototype = new tempCtor();
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childCtor.prototype.constructor = childCtor;
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// Copy "static" method, but doesn't generate subclasses.
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// for( var i in parentCtor ) {
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// childCtor[ i ] = parentCtor[ i ];
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// }
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};
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cc.base = function (me, opt_methodName, var_args) {
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var caller = arguments.callee.caller;
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if (caller.superClass_) {
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// This is a constructor. Call the superclass constructor.
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ret = caller.superClass_.constructor.apply(me, Array.prototype.slice.call(arguments, 1));
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return ret;
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}
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var args = Array.prototype.slice.call(arguments, 2);
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var foundCaller = false;
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for (var ctor = me.constructor;
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ctor; ctor = ctor.superClass_ && ctor.superClass_.constructor) {
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if (ctor.prototype[opt_methodName] === caller) {
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foundCaller = true;
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} else if (foundCaller) {
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return ctor.prototype[opt_methodName].apply(me, args);
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}
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}
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// If we did not find the caller in the prototype chain,
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// then one of two things happened:
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// 1) The caller is an instance method.
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// 2) This method was not called by the right caller.
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if (me[opt_methodName] === caller) {
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return me.constructor.prototype[opt_methodName].apply(me, args);
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} else {
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throw Error(
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'cc.base called from a method of one name ' +
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'to a method of a different name');
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}
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};
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//
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// 2) Using "extend" subclassing
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// Simple JavaScript Inheritance By John Resig http://ejohn.org/
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//
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cc.Class = function () {};
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cc.Class.extend = function (prop) {
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var _super = this.prototype;
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// Instantiate a base class (but only create the instance,
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// don't run the init constructor)
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initializing = true;
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var prototype = new this();
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initializing = false;
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fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
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// Copy the properties over onto the new prototype
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for (var name in prop) {
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// Check if we're overwriting an existing function
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prototype[name] = typeof prop[name] == "function" &&
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typeof _super[name] == "function" && fnTest.test(prop[name]) ?
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(function (name, fn) {
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return function () {
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var tmp = this._super;
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// Add a new ._super() method that is the same method
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// but on the super-class
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this._super = _super[name];
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// The method only need to be bound temporarily, so we
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// remove it when we're done executing
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var ret = fn.apply(this, arguments);
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this._super = tmp;
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return ret;
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};
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})(name, prop[name]) :
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prop[name];
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}
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// The dummy class constructor
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function Class() {
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// All construction is actually done in the init method
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if (!initializing && this.ctor)
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this.ctor.apply(this, arguments);
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}
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// Populate our constructed prototype object
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Class.prototype = prototype;
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// Enforce the constructor to be what we expect
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Class.prototype.constructor = Class;
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// And make this class extendable
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Class.extend = arguments.callee;
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return Class;
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};
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cc.Node.prototype.ctor = function () {};
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cc.Node.extend = cc.Class.extend;
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cc.Layer.extend = cc.Class.extend;
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cc.LayerGradient.extend = cc.Class.extend;
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cc.LayerColor.extend = cc.Class.extend;
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cc.Sprite.extend = cc.Class.extend;
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cc.MenuItemFont.extend = cc.Class.extend;
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cc.Scene.extend = cc.Class.extend;
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